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* Creator/{{Gottlieb}}'s ''Pinball/SuperMarioBros'' has a variation, where the number of Bowsser's castles destroyed is carried over from one game to the next. This means a player could start a game with all but one of the castles already destroyed, then get the last one and take the glory for getting them all.

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* Creator/{{Gottlieb}}'s ''Pinball/SuperMarioBros'' has a variation, where the number of Bowsser's Bowser's castles destroyed is carried over from one game to the next. This means a player could start a game with all but one of the castles already destroyed, then get the last one and take the glory for getting them all.
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* Creator/{{Gottlieb}}'s ''Pinball/SuperMarioBros'' has a variation, where the number of Bowsser's castles destroyed is carried over from one game to the next. This means a player could start a game with all but one of the castles already destroyed, then get the last one and take the glory for getting them all.
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* A variation in ''Pinball/DrDude'': The Gazillion Jackpot is only lit when the [[ThingOMeter Dude-O-Meter]] reaches "Super Dude". The meter itself is progressive from player to player and game to game.



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!!Non-Game Show Examples:

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!!Non-Game Show Examples:!!Other Examples:

[[AC:{{Pinball}}]]
* ''Pinball/HighSpeed'' has a progressive jackpot that builds across games.
* [[SpellingBonus Spelling ELVIRA]] in ''Pinball/ElviraAndThePartyMonsters'' lights a three-million point shot; the letters carry over across players and games.

[[AC:RealLife]]



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* ''[[Series/Whammy Whammy! The All-New Press Your Luck]]'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.

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* ''[[Series/Whammy ''[[Series/{{Whammy}} Whammy! The All-New Press Your Luck]]'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.
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* ''[[Series/Whammy Whammy!! The All-New Press Your Luck]]'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.

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* ''[[Series/Whammy Whammy!! Whammy! The All-New Press Your Luck]]'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.
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* ''Whammy! The All-New PressYourLuck'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.

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* ''Whammy! ''[[Series/Whammy Whammy!! The All-New PressYourLuck'' Press Your Luck]]'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.

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* ''Whammy! The All-New PressYourLuck'' had The Big Bank which started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.



* ''Whammy! The All-New PressYourLuck'' had a zig-zag, a same-day progressive. The Big Bank started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.
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* ''Whammy! The All-New PressYourLuck'' had a zig-zag, a same-day progressive. The Big Bank started at $3000 and went up by the positive money score of a contestant hitting a Whammy. A player hitting the Big Bank had that total credited to his/her score by correctly answering a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.
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** The American ''[[Temptation2007 Temptation]]'' had its Instant Cash begin at $500 and increase by that amount every day it wasn't won until capping at $5,000.

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** The American ''[[Temptation2007 ''[[{{Temptation2007}} Temptation]]'' had its Instant Cash begin at $500 and increase by that amount every day it wasn't won until capping at $5,000.
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* ''[[BreakTheBank1976 Break the Bank]]'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until it was won.

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* ''[[BreakTheBank1976 Break the Bank]]'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until it was won.



* ''CaesarsChallenge'': The "Lucky Slot", which came into play during the main game; solving the puzzle immediately upon hitting it added a jackpot to your score. This started at $500 each day, increasing by that amount for every word in which it wasn't won.

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* ''CaesarsChallenge'': The "Lucky Slot", which came into play during used in the main game; solving the puzzle immediately upon hitting it placing a letter into that slot added a jackpot to your score. This started at $500 each day, increasing by that amount for every word in which it wasn't won.



* ''Series/{{Jackpot}}'': The '''[[ExactlyWhatItSaysOnTheTin entire point]]'''. Contestants built the Jackpot themselves based on the dollar amounts of the riddles (questions for the last 13 weeks of the 1974-75 original) selected; answering the Jackpot Riddle/Question correctly won it.

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* ''Series/{{Jackpot}}'': The '''[[ExactlyWhatItSaysOnTheTin entire point]]'''. Contestants built the Jackpot themselves based on the dollar amounts of the riddles (questions for the last 13 weeks of the 1974-75 original) selected; answering the Jackpot Riddle/Question correctly won it.



** The original "Joker's Jackpot" was used during the first year of the 1972 CBS run. A cash bonus was awarded to a three-time champion, with the jackpot starting at $2,500 and increasing through having defeated champions forfeit their cash winnings to the Joker's Jackpot (usually this was $500-$1,000 per "deposit").

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** The original "Joker's Jackpot" was used during the first year of the 1972 1972-75 CBS run. A cash bonus was awarded to a three-time champion, with the jackpot starting at $2,500 and increasing through having defeated champions forfeit their champions' cash winnings to the Joker's Jackpot (usually this was $500-$1,000 per "deposit").



** The American ''[[{{Temptation 2007}} Temptation]]'' had its Instant Cash begin at $500 and increase by that amount every day it wasn't won until capping at $5,000.

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** The American ''[[{{Temptation 2007}} ''[[Temptation2007 Temptation]]'' had its Instant Cash begin at $500 and increase by that amount every day it wasn't won until capping at $5,000.



* ''Caesars Challenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.

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* ''Caesars Challenge'': With During the first format, every day you had been on the show earned you a free returning champs received another placed letter in the word.bonus word for each day they were on.

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* ''AllStarBlitz'': The BonusRound jackpot started at $10,000, and increased by $2,500 every time it was not won.
* ''{{Battlestars}}'': In the show's second run (titled ''The New Battlestars''), the bonus round prize started at $5000 plus two prizes, and two prizes were added each time it was played and not won.
* ''BeatTheClock'': The "Bonus Stunt" and "Super Bonus Stunt" in the Collyer version. At one point, the Super Bonus reached $64,000, and the daytime jackpot went unclaimed until reaching $20,100.
** To note, the $20,100 was won during the ABC version, in which the jackpot started at $100 and increased by that much until won. This meant that it took over 200 days for it to be claimed.
* ''{{Blockbusters}}'': The standard prize for winning the Gold Run in the Rafferty version was $5,000; partway through the run, another $5,000 was added to the jackpot for every failed attempt. However, the pot reset every time a new champion was crowned.
* ''[[BreakTheBank1976 Break the Bank]]'': On the ABC (Tom Kennedy) version, the bank started at $5000 and went up $500 (later $250) each game until it was won.

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* ''AllStarBlitz'': The BonusRound jackpot started at $10,000, and increased by $2,500 every time it was not wasn't won.
* ''{{Battlestars}}'': In the show's second run (titled ''The (''The New Battlestars''), the bonus round prize started at $5000 $5,000 plus two prizes, and with two more prizes were added each time it was played and not wasn't won.
* ''BeatTheClock'': The "Bonus Stunt" and "Super Bonus Stunt" in on the Collyer version. At one point, the The Super Bonus reached $64,000, $64,000 before being claimed (on the last show before it would've been donated to charity due to a sponsor change, no less), and the daytime jackpot went unclaimed until reaching $20,100.
** To note, the $20,100 was won during the ABC version, in which era, where the jackpot started at $100 and increased by that much until won. This meant that it took over '''over 200 days days''' for it to be claimed.
* ''{{Blockbusters}}'': The standard prize for winning the Gold Run in on the Rafferty version (1987) was $5,000; partway through the run, another $5,000 was added to the jackpot for every failed attempt. However, the pot attempt, but this was reset every time a new champion was crowned.
* ''[[BreakTheBank1976 Break the Bank]]'': On the ABC (Tom Kennedy) version, the bank Bank started at $5000 $5,000 and went up $500 (later $250) each game until it was won.won.
** On [[BreakTheBank1985 the 1985-86 series]], the Bank began at $20,000 and increased a bit each day until won. The highest it got was $53,323, won in 1986.



* ''Series/ChainReaction'': The Canadian version awarded $2,000 for winning the BonusRound, plus $1,000 for every day it wasn't won.

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* ''Series/ChainReaction'': The Canadian version (1986-91) awarded $2,000 for winning the BonusRound, bonus round plus $1,000 for every day it wasn't won.



* ''[[{{Concentration}} Classic Concentration]]'': Partway into the run, the second game of every show had a "Cashpot" on the rebus board, worth $500 + $100 each day it wasn't won. To claim it, a contestant had to solve the rebus with the Cashpot credited to him or her.
* ''{{Eggheads}}'': The jackpot starts at £1,000. If the challengers lose, the prize on the next episode is the prize of this episode + £1,000. If they win, it reverts to £1,000 for the next episode.
* ''FamilyFeud'': Established during Tournaments of Champions, any money won during successful Fast Money attempts is added to the pot.
* ''HighRollers'': During the front game of the 1978-1980 NBC version, each of the three columns began with one prize. Up to four more prizes per column, one per round, would be added if a particular column of prizes went unclaimed in a round – that is, the contestant did not both clear a column and win the round. Once a column had five prizes, the prize package froze until claimed. This situation often led to the columns having different numbers of prizes – e.g., one column might have just one prize, while another may have two and the other four.
* ''{{Gambit}}'': If either couple got 21, they won a jackpot that started at $500 and went up $500 per day ($500 per match on the NBC Las Vegas version).
** When the Las Vegas version began using ''HighRollers''' end game, the bonus prize package was the Gambit Galaxy; these packages typically began at $2,000 to $3,000 and increased until won.
* ''Series/{{Greed}}'': Originally, the $2,000,000 grand prize was increased by $50,000 for every game in which it was not won. When the show became ''Greed: The Series'', the jackpot stayed at a flat $2,000,000.
* ''HollywoodSquares'': The Secret Square on the NBC daytime/1998 syndicated version. On the NBC daytime show, the jackpot (of merchandise prizes) started at $1,000 -- later, $2,000 -- and rose by somewhere between $1,000 and $2,000 for each day that it wasn't won. The Bergeron syndicated version started an accruing "Secret Square" during the second season, usually with a trip or gift card, and added a prize each day until claimed.

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* ''[[{{Concentration}} Classic Concentration]]'': Partway into the run, the second game of every show had a "Cashpot" on the rebus board, worth $500 + $100 each day it wasn't won. To claim it, a contestant had to solve the rebus with the Cashpot credited to him or her.
him/her.
* ''{{Eggheads}}'': The jackpot starts at £1,000. If the challengers lose, the prize on the next episode is the prize of this episode + jackpot increases by £1,000. If they win, it reverts to £1,000 for the next episode.
* ''FamilyFeud'': Established during Tournaments of Champions, any money won during successful Fast Money attempts is added to the pot.
* ''HighRollers'': During the front game of the 1978-1980 1978-80 NBC version, each of the three columns began with one prize. Up to four more prizes per column, one per round, would be were added if a particular column of prizes went unclaimed in a round that is, the contestant did not both didn't clear a column and win the round. Once a column had five prizes, the prize package froze until claimed. This situation often led to the columns having different numbers of prizes – e.g., one column might have just one prize, while another may have two and the other four.
* ''{{Gambit}}'': If either couple got 21, they won a jackpot that started at $500 and went up $500 per day ($500 per match on the NBC Las Vegas version).
''Las Vegas'').
** When the Las Vegas version ''Las Vegas'' (1980-81) began using ''HighRollers''' the ''HighRollers'' end game, the bonus prize package was the Gambit Galaxy; these packages typically began at $2,000 to $3,000 and increased until won.
* ''Series/{{Greed}}'': Originally, the $2,000,000 grand prize was increased by $50,000 for every game in which it was not wasn't won. When the show became ''Greed: The Series'', the jackpot stayed at a flat $2,000,000.
* ''HollywoodSquares'': The Secret Square Square, at least on the NBC daytime/1998 syndicated version. On the NBC daytime show, and 1998-2004 syndicated runs.
** NBC daytime:
the jackpot (of merchandise prizes) started at $1,000 -- later, $2,000 -- (later $2,000) and rose by somewhere between $1,000 and $2,000 for each day that it wasn't won. The Bergeron syndicated version won.
** Bergeron:
started an accruing "Secret Square" during the second season, Season 2, usually with a trip or gift card, and added a prize each day until claimed. claimed.



* ''Series/{{Jackpot}}'': The '''[[ExactlyWhatItSaysOnTheTin entire point]]'''. Contestants built the Jackpot themselves based on the dollar amounts of the riddles selected; answering the Jackpot Riddle correctly won it.

to:

** There was also the 7-Straight Jackpot, which began at $500 and increased by that amount for each match it wasn't won.
* ''Series/{{Jackpot}}'': The '''[[ExactlyWhatItSaysOnTheTin entire point]]'''. Contestants built the Jackpot themselves based on the dollar amounts of the riddles (questions for the last 13 weeks of the 1974-75 original) selected; answering the Jackpot Riddle Riddle/Question correctly won it.



** Sometime during the latter years of the syndicated run, a "Natural Triple Jackpot" was instituted, starting with a prize of about $1,000 and increasing by anywhere from $300 to $1,000 until claimed.
* ''Series/{{Lingo}}'': The last couple of seasons during the Woolery run offered one for making a Lingo on the first draw during Bonus Lingo. It started at $10,000 and increased by $1,000 for every day it was not won.
* ''NowYouSeeIt'': During the Narz run, a Solo Round win was worth $5,000 plus $1,000 for every game it was not hit; the Henry version offered $5,000 plus another $5,000 for every day it wasn't won.
* ''{{Password}}'': From 1981-89, the BonusRound was worth $5,000 plus that amount for every game it was not won.

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** Sometime during the latter years of the original syndicated run, a "Natural Triple Jackpot" was instituted, starting with a prize of worth about $1,000 and increasing by anywhere from $300 to $1,000 until claimed.
* ''Series/{{Lingo}}'': The last couple of two seasons during of the Woolery run era offered one for making a Lingo on the first draw during in Bonus Lingo. It Lingo, which started at $10,000 and increased by $1,000 for every day it was not wasn't won.
* ''NowYouSeeIt'': During the Narz run, run (1974-75), a Solo Round win was worth $5,000 plus $1,000 for every game it was not hit; wasn't won; the Henry version (1989) offered $5,000 plus another $5,000 for every day it wasn't won, eventually reaching '''$50,000''' before being won.
* ''{{Password}}'': From 1981-89, the BonusRound Alphabetics/Super Password was worth $5,000 plus that amount for every game it wasn't won. The former had a cap of $50,000 which was not won.never reached (the highest was $35,000), while the latter seemingly had no cap but never got higher than $55,000 (achieved twice).



* ''Saber y Ganar'', has its last game, "La parte por el todo", which gets a €300 increase every day it's not solved, starting in €500 and going to a cap of €2000. The weekend edition collects all the money lost by the contestants during the two days and adds it to the final prize, which is carried over to the following weekend if nobody wins the last game, "El minuto de oro".
* ''Series/SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day. On the Australian version, the Cash Jackpot increased by $2,000 per day.
* ''Series/{{Scrabble}}'': When the Bonus Sprint was added, it was originally worth $5,000 plus $1,000 for every day it wasn't won. When the show came back in 1993 it began at $1,000, and the only way to add to it was solving the puzzle immediately after hitting a bonus square (money here formerly went straight to the contestant).
* ''Series/SplitSecond'': In the Kennedy version, winning a car also won a jackpot that started at $1,000 and increased by $500 (originally $200) every day it wasn't won.

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* ''Saber y Ganar'', has its Ganar'': Its last game, "La parte por el todo", which gets a €300 increase every day it's not it isn't solved, starting in €500 and going to a cap of €2000.€2,000. The weekend edition collects all the money lost by the contestants during the two days and adds it to the final prize, which is carried over to the following weekend if nobody wins the last game, "El minuto de oro".
* ''Series/SaleOfTheCentury'': The cash bonus available jackpot in the "shopping" endgame, and later the "Instant Cash" segment. Both segment, both of which increased by $1,000 per day. On the Australian version, the Cash Jackpot increased by $2,000 per day.
** The American ''[[{{Temptation 2007}} Temptation]]'' had its Instant Cash begin at $500 and increase by that amount every day it wasn't won until capping at $5,000.
* ''Series/{{Scrabble}}'': When the Bonus Sprint was added, it was originally worth $5,000 plus $1,000 for every day it wasn't won. When the show came back in 1993 1993, it began at $1,000, $1,000 and the only way to add to it was solving the puzzle immediately after hitting a bonus square (money here formerly went straight to the contestant).
* ''Series/SplitSecond'': In On the Kennedy version, version (1972-75), winning a car also won a jackpot that started at $1,000 and increased by $500 (originally $200) every day it wasn't won.



* ''[[TreasureHuntUS Treasure Hunt]]'': Instead of a flat $25,000, finding the check in the 1980s revival was worth a growing jackpot that started at $20,000 and increased by $1,000 for every day it was not won until it hit $50,000, at which point it "froze" until someone claimed it. For a short time, the jackpot stayed at $20,000 after a contestant found the check on the fourth episode.
* ''WheelOfFortune'': The Jackpot wedge in Round 1, which starts at $5,000 and has the value of each spin added to it. To claim it, the contestant must hit the Jackpot wedge, call a correct letter and then solve the puzzle. Before that, the daytime version had a more conventional Jackpot from 1986 to 1988, which started at $1,000 and increased by $1,000 each day until won; this one just had to be hit.

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* ''[[TreasureHuntUS Treasure Hunt]]'': Instead of a flat $25,000, finding the check in the 1980s 1981-82 revival was worth a growing jackpot that started at $20,000 and increased by $1,000 for every day it was not wasn't won until it hit hitting $50,000, at which point it "froze" until someone claimed it. For a short time, the jackpot stayed at $20,000 after a contestant found the check on the fourth episode.
* ''WheelOfFortune'': Two, interestingly.
**
The daytime version had a conventional Jackpot wedge from 1986-88, which started at $1,000 and increased by $1,000 each day until won; this one just had to be hit. The highest this seems to have gotten is $22,000 in November 1987, although a $21,000 win also happened earlier that year.
** Since 1996, the Jackpot wedge (currently
in Round 1, 1), which starts at $5,000 and has the value of each spin added to it. To claim it, the contestant must hit the Jackpot wedge, call a correct letter letter, and then solve the puzzle. Before that, the daytime version had a more conventional Jackpot from 1986 to 1988, which started at $1,000 and increased by $1,000 each day until won; this one just had to be hit.puzzle right then.



* ''YouBetYourLife'': From 1947-56, the bonus question's value began at $1,000 and increased by $500 each time it wasn't won; the highest the jackpot ever got was $6,000. (Interestingly, the last jackpot was $1,500, which was lost. On the next show, which began the 1956-57 season, the format was overhauled and the bonus became a flat $2,000.)



* ''CaesarsChallenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.
* '''[[{{Concentration}} Classic Concentration]]'': The base bonus round time was 35 seconds; every time the car was not won, five seconds were added to this until the car was won (the highest bonus round time was 75 seconds).
* ''Series/DreamHouse'': In the Eubanks bonus round, for each day the champions were on the show (starting with the second day), a digit that was not in the three-digit combination of the electronic lock (that would open the "Golden Doors" to the grand prize) was removed. (For example, a three-day champion couple would have two digits removd at the outset).
* ''TheHollywoodSquares'': On the Davidson version, a returning champion's odds of winning the car increased by one, since the car(s) picked on previous shows were eliminated.

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* ''CaesarsChallenge'': ''Caesars Challenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.
* '''[[{{Concentration}} Classic Concentration]]'': ''Classic Concentration'': The base bonus round time was 35 seconds; every time the car was not wasn't won, five seconds were added to this until the car was won (the highest bonus round time the timer got was 75 seconds).
* ''Series/DreamHouse'': In the Eubanks bonus round, round (1983-84), for each day the champions were on the show (starting with the second day), a digit that was not wasn't in the three-digit combination of the electronic lock (that would open the "Golden Doors" to the grand prize) was removed. (For example, a three-day champion couple would have two digits removd removed at the outset).
* ''TheHollywoodSquares'': ''Hollywood Squares'': On the Davidson version, version (1986-89), a returning champion's odds of winning the car increased by one, since the car(s) picked on previous shows were eliminated.eliminated.
** From 2002-04 (the "9 Keys" era), one "bad" key was



* ''Series/SplitSecond'': In both the Kennedy and Hall versions, the odds of winning the car increased with every victory by the returning champ.
* ''Series/SaleOfTheCentury'': The original format had a champion being able to buy one of the prizes on the floor, in which case he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.

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* ''Series/SplitSecond'': ''Split Second'': In both the Kennedy and Hall versions, the odds of winning the car increased with every victory by the returning champ.
* ''Series/SaleOfTheCentury'': ''Sale of the Century'': The original format had a champion being able to buy one of the prizes on the floor, in which case he s/he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.
Is there an issue? Send a MessageReason:
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* ''SaleOfTheCentury'': The original format had a champion being able to buy one of the prizes on the floor, in which case he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.

to:

* ''SaleOfTheCentury'': ''Series/SaleOfTheCentury'': The original format had a champion being able to buy one of the prizes on the floor, in which case he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.
Is there an issue? Send a MessageReason:
None


* ''SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day. On the Australian version, the Cash Jackpot increased by $2,000 per day.

to:

* ''SaleOfTheCentury'': ''Series/SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day. On the Australian version, the Cash Jackpot increased by $2,000 per day.
Is there an issue? Send a MessageReason:
None


* ''Series/SaleOfTheCentury'': The original format had a champion being able to buy one of the prizes on the floor, in which case he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.

to:

* ''Series/SaleOfTheCentury'': ''SaleOfTheCentury'': The original format had a champion being able to buy one of the prizes on the floor, in which case he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Series/SaleOfTheCentury'': The original format had a champion being able to buy one of the prizes on the floor, in which case he retired with the prize, or risk not getting a floor prize for a chance to get more money to buy a better prize tomorrow. A champion could buy any prizes they could afford, and if they were good enough to get enough money to cover every floor prize, they could buy them all.

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Changed: 4

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* ''BeatTheClock'': The "Bonus Stunt" and "Super Bonus Stunt" in the Collyer version. At one point, the Super Bonus reached $64,000, and the daytime jackpot went unclaimed until reaching $21,000.

to:

* ''BeatTheClock'': The "Bonus Stunt" and "Super Bonus Stunt" in the Collyer version. At one point, the Super Bonus reached $64,000, and the daytime jackpot went unclaimed until reaching $21,000.$20,100.
** To note, the $20,100 was won during the ABC version, in which the jackpot started at $100 and increased by that much until won. This meant that it took over 200 days for it to be claimed.

Added: 379

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* ''Saber y Ganar'', has its last game, "La parte por el todo", which gets a €300 increase every day it's not solved, starting in €500 and going to a cap of €2000. The weekend edition collects all the money lost by the contestants during the two days and adds it to the final prize, which is carried over to the following weekend if nobody wins the last game, "El minuto de oro".



* In ''Saber y Ganar'', the last game, "La parte por el todo", gets a €300 increase every day it's not solved, starting in €500 and going to a cap of €2000. The weekend edition collects all the money lost by the contestants during the two days and adds it to the final prize, which is carried over to the following weekend if nobody wins the last game, "El minuto de oro".
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* In ''Saber y Ganar'', the last game, "La parte por el todo", gets a €300 increase every day it's not solved, starting in €500 and going to a cap of €2000. The weekend edition collects all the money lost by the contestants during the two days and adds it to the final prize, which is carried over to the following weekend if nobody wins the last game, "El minuto de oro".
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High Rollers

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* ''HighRollers'': During the front game of the 1978-1980 NBC version, each of the three columns began with one prize. Up to four more prizes per column, one per round, would be added if a particular column of prizes went unclaimed in a round – that is, the contestant did not both clear a column and win the round. Once a column had five prizes, the prize package froze until claimed. This situation often led to the columns having different numbers of prizes – e.g., one column might have just one prize, while another may have two and the other four.


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** When the Las Vegas version began using ''HighRollers''' end game, the bonus prize package was the Gambit Galaxy; these packages typically began at $2,000 to $3,000 and increased until won.
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* ''Break the Bank'': On the ABC (Tom Kennedy) version, the bank started at $5000 and went up $500 (later $250) each game until it was won.

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* ''Break ''[[BreakTheBank1976 Break the Bank'': Bank]]'': On the ABC (Tom Kennedy) version, the bank started at $5000 and went up $500 (later $250) each game until it was won.



* ''TheChallengers'': The "Ultimate Challenge" jackpot was initially $50,000 plus $5,000 for every timoe it went unclaimed, then got progressively cheapened throughout the series.

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* ''TheChallengers'': The "Ultimate Challenge" jackpot was initially $50,000 plus $5,000 for every timoe time it went unclaimed, then got progressively cheapened throughout the series.
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misuse as emphasis


* Pretty much any arcade game that awards tickets has a jackpot available for completing some BeyondTheImpossible in-game task.

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* Pretty much any arcade game that awards tickets has a jackpot available for completing some BeyondTheImpossible extreme in-game task.

Added: 270

Changed: 71

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* ''[[{{Concentration}} Classic Concentration]]'': Partway into the run, the second game of every show had a "Cashpot" on the rebus board, worth $500 + $100 each day it wasn't won. To claim it, a contestant had to solve the rebus with the Cashpot credited to him or her.



* ''[[{{Concentration}} Classic Concentration]]'': The base bonus round time was 35 seconds; every time the car was not won, 5 seconds was added to this until the car was won (the highest bonus round time was 75 seconds).
* ''Series/DreamHouse'': In the bonus round, for each day the champions were on the show (starting with the second day), a number that was not in the three-number combination of the electronic lock (that would open the "Golden Doors" to the grand prize) removed. (For example, a three-day champion would have two numbers removd at the outset).

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* ''[[{{Concentration}} '''[[{{Concentration}} Classic Concentration]]'': The base bonus round time was 35 seconds; every time the car was not won, 5 five seconds was were added to this until the car was won (the highest bonus round time was 75 seconds).
* ''Series/DreamHouse'': In the Eubanks bonus round, for each day the champions were on the show (starting with the second day), a number digit that was not in the three-number three-digit combination of the electronic lock (that would open the "Golden Doors" to the grand prize) was removed. (For example, a three-day champion couple would have two numbers digits removd at the outset).



* Pretty much any arcade game that awards tickets has a jackpot available for completing some BeyondTheImpossible task.

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* Pretty much any arcade game that awards tickets has a jackpot available for completing some BeyondTheImpossible in-game task.
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* ''SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day.

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* ''SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day. On the Australian version, the Cash Jackpot increased by $2,000 per day.



* ''Caesars Challenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.

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* ''Caesars Challenge'': ''CaesarsChallenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.
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* ''Gambit'': If either couple got 21, they won a jackpot that started at $500 and went up $500 per day ($500 per match on the NBC Las Vegas version).

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* ''Gambit'': ''{{Gambit}}'': If either couple got 21, they won a jackpot that started at $500 and went up $500 per day ($500 per match on the NBC Las Vegas version).
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* ''Dream House'': In the bonus round, for each day the champions were on the show (starting with the second day), a number that was not in the three-number combination of the electronic lock (that would open the "Golden Doors" to the grand prize) removed. (For example, a three-day champion would have two numbers removd at the outset).

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* ''Dream House'': ''Series/DreamHouse'': In the bonus round, for each day the champions were on the show (starting with the second day), a number that was not in the three-number combination of the electronic lock (that would open the "Golden Doors" to the grand prize) removed. (For example, a three-day champion would have two numbers removd at the outset).
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* ''TheMagnificentMarbleMachine'': The target score started at 15,000 points, and was reduced by 1,000 points for every day it wasn't reached.

Added: 289

Changed: 159

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Added Break The Bank and Gambit; expanded on Battlestars


* ''{{Battlestars}}'': Second bonus round format.

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* ''{{Battlestars}}'': Second In the show's second run (titled ''The New Battlestars''), the bonus round format.prize started at $5000 plus two prizes, and two prizes were added each time it was played and not won.


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* ''Break the Bank'': On the ABC (Tom Kennedy) version, the bank started at $5000 and went up $500 (later $250) each game until it was won.


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* ''Gambit'': If either couple got 21, they won a jackpot that started at $500 and went up $500 per day ($500 per match on the NBC Las Vegas version).
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* ''[[{{Ptitle5ncjk5co}} All-Star Blitz]]'': The BonusRound jackpot started at $10,000, and increased by $2,500 every time it was not won.
* ''{{Battlestars}}'': Second bonus round format.
* ''BeatTheClock'': The "Bonus Stunt" and "Super Bonus Stunt" in the Collyer version. At one point, the Super Bonus reached $64,000, and the daytime jackpot went unclaimed until reaching $21,000.
* ''{{Blockbusters}}'': The standard prize for winning the Gold Run in the Rafferty version was $5,000; partway through the run, another $5,000 was added to the jackpot for every failed attempt. However, the pot reset every time a new champion was crowned.
* ''CaesarsChallenge'': The "Lucky Slot", which came into play during the main game; solving the puzzle immediately upon hitting it added a jackpot to your score. This started at $500 each day, increasing by that amount for every word in which it wasn't won.
* ''Series/ChainReaction'': The Canadian version awarded $2,000 for winning the BonusRound, plus $1,000 for every day it wasn't won.
* ''TheChallengers'': The "Ultimate Challenge" jackpot was initially $50,000 plus $5,000 for every timoe it went unclaimed, then got progressively cheapened throughout the series.

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* ''[[{{Ptitle5ncjk5co}} All-Star Blitz]]'': * ''AllStarBlitz'': The BonusRound jackpot started at $10,000, and increased by $2,500 every time it was not won.
* * ''{{Battlestars}}'': Second bonus round format.
* * ''BeatTheClock'': The "Bonus Stunt" and "Super Bonus Stunt" in the Collyer version. At one point, the Super Bonus reached $64,000, and the daytime jackpot went unclaimed until reaching $21,000.
* * ''{{Blockbusters}}'': The standard prize for winning the Gold Run in the Rafferty version was $5,000; partway through the run, another $5,000 was added to the jackpot for every failed attempt. However, the pot reset every time a new champion was crowned.
* * ''CaesarsChallenge'': The "Lucky Slot", which came into play during the main game; solving the puzzle immediately upon hitting it added a jackpot to your score. This started at $500 each day, increasing by that amount for every word in which it wasn't won.
* * ''Series/ChainReaction'': The Canadian version awarded $2,000 for winning the BonusRound, plus $1,000 for every day it wasn't won.
* * ''TheChallengers'': The "Ultimate Challenge" jackpot was initially $50,000 plus $5,000 for every timoe it went unclaimed, then got progressively cheapened throughout the series.



* ''FamilyFeud'': Established during Tournaments of Champions, any money won during successful Fast Money attempts is added to the pot.
* ''Series/{{Greed}}'': Originally, the $2,000,000 grand prize was increased by $50,000 for every game in which it was not won. When the show became ''Greed: The Series'', the jackpot stayed at a flat $2,000,000.
* ''HollywoodSquares'': The Secret Square on the NBC daytime/1998 syndicated version. On the NBC daytime show, the jackpot (of merchandise prizes) started at $1,000 -- later, $2,000 -- and rose by somewhere between $1,000 and $2,000 for each day that it wasn't won. The Bergeron syndicated version started an accruing "Secret Square" during the second season, usually with a trip or gift card, and added a prize each day until claimed.
* ''Series/HotPotato'': The jackpot started at $5,000 and increased by that amount until it was won or new champions were crowned.
* ''Series/{{Jackpot}}'': The '''[[ExactlyWhatItSaysOnTheTin entire point]]'''. Contestants built the Jackpot themselves based on the dollar amounts of the riddles selected; answering the Jackpot Riddle correctly won it.
* ''[[{{Ptitlec6ffie15}} The Joker's Wild]]'': Several over the course of the run.

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* * ''FamilyFeud'': Established during Tournaments of Champions, any money won during successful Fast Money attempts is added to the pot.
* * ''Series/{{Greed}}'': Originally, the $2,000,000 grand prize was increased by $50,000 for every game in which it was not won. When the show became ''Greed: The Series'', the jackpot stayed at a flat $2,000,000.
* * ''HollywoodSquares'': The Secret Square on the NBC daytime/1998 syndicated version. On the NBC daytime show, the jackpot (of merchandise prizes) started at $1,000 -- later, $2,000 -- and rose by somewhere between $1,000 and $2,000 for each day that it wasn't won. The Bergeron syndicated version started an accruing "Secret Square" during the second season, usually with a trip or gift card, and added a prize each day until claimed.
* * ''Series/HotPotato'': The jackpot started at $5,000 and increased by that amount until it was won or new champions were crowned.
* * ''Series/{{Jackpot}}'': The '''[[ExactlyWhatItSaysOnTheTin entire point]]'''. Contestants built the Jackpot themselves based on the dollar amounts of the riddles selected; answering the Jackpot Riddle correctly won it.
* ''[[{{Ptitlec6ffie15}} The Joker's Wild]]'': * ''Series/TheJokersWild'': Several over the course of the run.



* ''Series/{{Lingo}}'': The last couple of seasons during the Woolery run offered one for making a Lingo on the first draw during Bonus Lingo. It started at $10,000 and increased by $1,000 for every day it was not won.
* ''NowYouSeeIt'': During the Narz run, a Solo Round win was worth $5,000 plus $1,000 for every game it was not hit; the Henry version offered $5,000 plus another $5,000 for every day it wasn't won.
* ''{{Password}}'': From 1981-89, the BonusRound was worth $5,000 plus that amount for every game it was not won.
* ''PlayThePercentages'': Different, depending on the week and sometimes the ''day'' the show was aired.
* ''{{Pointless}}'': Adds £1,000 to the jackpot for every show it isn't won, and £250 for every answer worth zero.
* ''{{Pyramid}}'': ''$20,000'' had a weird setup — your first trip to the Winner's Circle was worth $10,000, your second $15,000, and every attempt thereafter $20,000. Since you were retired if you lost in the maingame or won in the Winner's Circle, the only way to win the top prize was to lose the bonus round twice, whether accidentally or on purpose, before eventually winning it.
* ''SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day.
* ''Series/{{Scrabble}}'': When the Bonus Sprint was added, it was originally worth $5,000 plus $1,000 for every day it wasn't won. When the show came back in 1993 it began at $1,000, and the only way to add to it was solving the puzzle immediately after hitting a bonus square (money here formerly went straight to the contestant).
* ''Series/SplitSecond'': In the Kennedy version, winning a car also won a jackpot that started at $1,000 and increased by $500 (originally $200) every day it wasn't won.
* ''{{Talkabout}}'': Winning five games in a row also won a team the "Grand Game" jackpot.
* ''[[TreasureHuntUS Treasure Hunt]]'': Instead of a flat $25,000, finding the check in the 1980s revival was worth a growing jackpot that started at $20,000 and increased by $1,000 for every day it was not won until it hit $50,000, at which point it "froze" until someone claimed it. For a short time, the jackpot stayed at $20,000 after a contestant found the check on the fourth episode.
* ''WheelOfFortune'': The Jackpot wedge in Round 1, which starts at $5,000 and has the value of each spin added to it. To claim it, the contestant must hit the Jackpot wedge, call a correct letter and then solve the puzzle. Before that, the daytime version had a more conventional Jackpot from 1986 to 1988, which started at $1,000 and increased by $1,000 each day until won; this one just had to be hit.
* ''WhoWantsToBeAMillionaire'': Having suffered a long drought of no million-dollar winners, the ABC version eventually started adding $10,000 to the grand prize every time it wasn't won, including the 71 days between the last million-dollar winner and the date the jackpot was first offered.
* ''Wordplay'': Winning the Double Definition BonusRound was worth $5,000 plus $2,500 for every day it wasn't won.

to:

* * ''Series/{{Lingo}}'': The last couple of seasons during the Woolery run offered one for making a Lingo on the first draw during Bonus Lingo. It started at $10,000 and increased by $1,000 for every day it was not won.
* * ''NowYouSeeIt'': During the Narz run, a Solo Round win was worth $5,000 plus $1,000 for every game it was not hit; the Henry version offered $5,000 plus another $5,000 for every day it wasn't won.
* * ''{{Password}}'': From 1981-89, the BonusRound was worth $5,000 plus that amount for every game it was not won.
* * ''PlayThePercentages'': Different, depending on the week and sometimes the ''day'' the show was aired.
* * ''{{Pointless}}'': Adds £1,000 to the jackpot for every show it isn't won, and £250 for every answer worth zero.
* * ''{{Pyramid}}'': ''$20,000'' had a weird setup — your first trip to the Winner's Circle was worth $10,000, your second $15,000, and every attempt thereafter $20,000. Since you were retired if you lost in the maingame or won in the Winner's Circle, the only way to win the top prize was to lose the bonus round twice, whether accidentally or on purpose, before eventually winning it.
* * ''SaleOfTheCentury'': The cash bonus available in the "shopping" endgame, and later the "Instant Cash" segment. Both increased by $1,000 per day.
* * ''Series/{{Scrabble}}'': When the Bonus Sprint was added, it was originally worth $5,000 plus $1,000 for every day it wasn't won. When the show came back in 1993 it began at $1,000, and the only way to add to it was solving the puzzle immediately after hitting a bonus square (money here formerly went straight to the contestant).
* * ''Series/SplitSecond'': In the Kennedy version, winning a car also won a jackpot that started at $1,000 and increased by $500 (originally $200) every day it wasn't won.
* * ''{{Talkabout}}'': Winning five games in a row also won a team the "Grand Game" jackpot.
* * ''[[TreasureHuntUS Treasure Hunt]]'': Instead of a flat $25,000, finding the check in the 1980s revival was worth a growing jackpot that started at $20,000 and increased by $1,000 for every day it was not won until it hit $50,000, at which point it "froze" until someone claimed it. For a short time, the jackpot stayed at $20,000 after a contestant found the check on the fourth episode.
* * ''WheelOfFortune'': The Jackpot wedge in Round 1, which starts at $5,000 and has the value of each spin added to it. To claim it, the contestant must hit the Jackpot wedge, call a correct letter and then solve the puzzle. Before that, the daytime version had a more conventional Jackpot from 1986 to 1988, which started at $1,000 and increased by $1,000 each day until won; this one just had to be hit.
* * ''WhoWantsToBeAMillionaire'': Having suffered a long drought of no million-dollar winners, the ABC version eventually started adding $10,000 to the grand prize every time it wasn't won, including the 71 days between the last million-dollar winner and the date the jackpot was first offered.
* * ''Wordplay'': Winning the Double Definition BonusRound was worth $5,000 plus $2,500 for every day it wasn't won.



* ''Caesars Challenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.
* ''[[{{Concentration}} Classic Concentration]]'': The base bonus round time was 35 seconds; every time the car was not won, 5 seconds was added to this until the car was won (the highest bonus round time was 75 seconds).
* ''Dream House'': In the bonus round, for each day the champions were on the show (starting with the second day), a number that was not in the three-number combination of the electronic lock (that would open the "Golden Doors" to the grand prize) removed. (For example, a three-day champion would have two numbers removd at the outset).
* ''TheHollywoodSquares'': On the Davidson version, a returning champion's odds of winning the car increased by one, since the car(s) picked on previous shows were eliminated.
* ''Series/SplitSecond'': In both the Kennedy and Hall versions, the odds of winning the car increased with every victory by the returning champ.

to:

* * ''Caesars Challenge'': With the first format, every day you had been on the show earned you a free placed letter in the word.
* * ''[[{{Concentration}} Classic Concentration]]'': The base bonus round time was 35 seconds; every time the car was not won, 5 seconds was added to this until the car was won (the highest bonus round time was 75 seconds).
* * ''Dream House'': In the bonus round, for each day the champions were on the show (starting with the second day), a number that was not in the three-number combination of the electronic lock (that would open the "Golden Doors" to the grand prize) removed. (For example, a three-day champion would have two numbers removd at the outset).
* * ''TheHollywoodSquares'': On the Davidson version, a returning champion's odds of winning the car increased by one, since the car(s) picked on previous shows were eliminated.
* * ''Series/SplitSecond'': In both the Kennedy and Hall versions, the odds of winning the car increased with every victory by the returning champ.



* Pretty much any arcade game that awards tickets has a jackpot available for completing some BeyondTheImpossible task.
* The majority of casino and lottery games are built around these.

to:

* * Pretty much any arcade game that awards tickets has a jackpot available for completing some BeyondTheImpossible task.
* * The majority of casino and lottery games are built around these.
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None


* ''{{Pointless}}'': Adds £1,000 to the jackpot for every show it isn't won.

to:

* ''{{Pointless}}'': Adds £1,000 to the jackpot for every show it isn't won.won, and £250 for every answer worth zero.

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