These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Allen Ludden: Alright, we've got "TV", "Tropes", "Different", "Opinion", and "Tab". Trope-tan, for the game, what do you think it is? Trope-tan: Your Mileage May Vary? Allen: Is it "Your Mileage May Vary"? ("Password Puzzle" cover lifts) Yes, it is!
Ear Worm: Pretty much every one of the American franchise's themes and sound effects...until Million-Dollar decided to go generic. The second theme for the 1960s version, "You Know the Password", composed by Bob Cobert, was so popular that Bob Crane once suggested writing lyrics to it.
Special Effect Failure: Occasionally on Super Password, the show's equipment malfunctioned, such as the door not opening properly, the board accidentally revealing everything and giving away the puzzle. Naturally they couldn't edit this out all the time.
Surprise Difficulty: Try playing the home versions - it looks pretty easy, but a lot of people accidentally give the password as a clue because the word's written right in front of them.
Even Bert accidentally blurted out the password a few times!
While All-Stars is generally considered to be good in its own right, the change to it in November 1974 is generally considered a bad idea. Then again, Goodson-Todman likely wouldn't have made the "big-money Lightning Round" format otherwise.
While some think that Plus making antonyms illegal early in its run made things more challenging by forbidding the most obvious clues, the consensus among most others seems to be that it was an unwarranted rule change that only served to make the game unnecessarily harder than it had to be.
Originally, the front game of Password Plus had a $100-$100-$200-$200 structure and a goal of $300, so games typically ended in three or four puzzles (assuming none were thrown out for one reason or another, in which case they played another puzzle for the same amount). In late 1981, they increased the goal to $500 and added a third $100 puzzle, which meant games now ended in four to six puzzles. One game took place over three episodes and used 12 puzzles.
Million-Dollar. As per the standard for Fremantle Media, all the good things added to the format over the years were thrown out in favor of each half-hour being self-contained. The main game switched to a Pyramid-esque format, while the Bonus Round used Cashword's three-clues-per-word concept and didn't really have the suspense of Alphabetics/Super Password.
The bonus round required a clue-response-clue communication method — if the clue-giver said two clues in a row, or the contestant gave two guesses in a row, that word was forfeited. One contestant lost because she gave two guesses (the second of which was correct) with about two seconds left on the clock; she would've lost had she followed the rules (there was no time for another clue to be given), and lost because she gave two answers (likely because she knew there would be no time for another clue). Basically, she was screwed either way.