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* ''Series/{{Blockbusters}}'': The standard prize for winning the Gold Run on the Rafferty version (1987) was $5,000; partway through the run, another $5,000 was added to the jackpot for every failed attempt, but this was reset every time a new champion was crowned.
* ''Series/BreakTheBank1976'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until won.

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* ''Series/{{Blockbusters}}'': The standard prize for winning the Gold Run on the Rafferty version (1987) was $5,000; $5,000, like the Cullen version; partway through the run, they would start adding another $5,000 was added to the jackpot for after every failed attempt, but this was reset every time a new when the previous champion was crowned.
defeated.
* ''Series/BreakTheBank1976'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until won. (The syndicated version didn't use this, as syndication practices of the era made this trope unsustainable.)


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** The 2012 revival on Creator/{{GSN}} (simply referred to as ''The Pyramid'') based what you would play for in the Winner's Circle on your front game score. With every 7 points, $5,000 would be added to the $10,000 base- get a score of 21, you'd be playing for $25,000.
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Trope appearing in {{Game Show}}s and other contests in which every time the game's grand prize isn't won, something is added to it until it is hit, at which point it resets to its original value. Its use on game shows is largely limited to programs with returning champions, although there are exceptions.

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Trope appearing in {{Game Show}}s and other contests in which every time the game's grand prize isn't won, something (usually cash, prizes or a mix of both) is added to it until it is hit, at which point it resets to its original value. Its use on game shows is largely limited to programs with returning champions, although there are exceptions. It also doesn't necessarily need to be the grand prize; it can be limited to being hit via a BonusSpace, an InstantWinCondition of some kind, or for multi-time champions (often on shows with a five-game or five-day limit).
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* ''Pinball/{{Monopoly}}'' has the Free Parking Jackpot, which starts at 100,000 points, grows by 75,000 each time the target is hit in normal gameplay, and is breakable during Free Parking Multiball, which is rarely obtained, so odds are that Jackpot will grow pretty high.

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* ''Pinball/{{Monopoly}}'' has the value of Free Parking Jackpot, Parking, which starts at 100,000 points, grows by 75,000 5,000 each time the target is hit in normal gameplay, is carried over from game to game, and is breakable during only obtainable when you start Free Parking Multiball, which Multiball (which is rarely obtained, so odds are that Jackpot will grow pretty high.fairly rare- only either via Chance card, or by landing on Free Parking after a Roll & Collect).
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* ''Pinball/{{Monopoly}}'' has the Free Parking Jackpot, which starts at 100,000 points, grows by 75,000 each time the target is hit in normal gameplay, and is breakable during Free Parking Multiball, which is rarely obtained, so odds are that Jackpot will grow pretty high.
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Bingo

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* Bingo competitions. Especially so for a "blackout" game, often the final game of a session that offers the largest cash prize of any of the games, where players must cover all 24 spaces (not counting the free space) on their card to win. Here, the jackpot will begin at a base level and awarded if Bingo is called within an announced number of draws. The trope kicks in in two ways if Bingo is not called within the set number of draws: 1. The cash jackpot will increase for the next announced session (a consolation prize, often still the largest of the evening, is still given when Bingo is called); and 2. The number of draws needed to award the prize increases by one, to give a better chance at winning next time.
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* ''[[Series/BreakTheBank1976 Break the Bank]]'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until won.
** On [[Series/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.

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* ''[[Series/BreakTheBank1976 Break the Bank]]'': ''Series/BreakTheBank1976'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until won.
** * On [[Series/BreakTheBank1985 the 1985-86 series]], ''Series/BreakTheBank1985'', 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/{{Eggheads}}'': The jackpot starts at £1,000. If the challengers lose, the jackpot increases by £1,000. If they win, it reverts to £1,000 for the next episode.

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* ''Series/{{Eggheads}}'': ''Eggheads'': The jackpot starts at £1,000. If the challengers lose, the jackpot increases by £1,000. If they win, it reverts to £1,000 for the next episode.
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** Wrestling/SgtSlaughter and his "Cobra Clutch Challenge," which began in 1981 with a cash payout (initially an unstated amount, but later said to have increased to $5,000 and then later to $10,000). [[note]]One of the first wrestlers to attempt to collect was, incidentally, a young Wrestling/JimDuggan, at the time a Wrestling/{{Jobber}} and years before he became a main-event star challenging Slaughter for the WWF World Heavyweight Championship.[[/note]] This was a set-up for a feud with Pat Patterson, then a color commentator on the WWF's syndicated programs. When the jackpot was at $10,000, Patterson was about to break out of the cobra clutch when Slaughter released the hold to initiate a brutal attack.

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** Wrestling/SgtSlaughter and his "Cobra Clutch Challenge," which began in 1981 with a cash payout (initially an unstated amount, but later said to have increased to $5,000 and then later to $10,000). [[note]]One of the first wrestlers to attempt to collect was, incidentally, a young Wrestling/JimDuggan, at the time a Wrestling/{{Jobber}} and years before he became a main-event star challenging Slaughter for the WWF World Heavyweight Championship.[[/note]] This was a set-up for a feud with Pat Patterson, then a color commentator on the WWF's syndicated programs. When the jackpot was at $10,000, Patterson attempted the challenge and was about to break out of the cobra clutch (to claim the money) when Slaughter released the hold to initiate hold, initiated a brutal attack.attack and sparked one of the top feuds of the early 1980s.
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* Used in ((Kayfabe}}, to heighten interest in a feud or a possible feud (that would always come to pass):

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* Used in ((Kayfabe}}, Wrestling/{{Kayfabe}}, to heighten interest in a feud or a possible feud (that would always come to pass):

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* Wrestling/BigJohnStudd's "Bodyslam Challenge" in the WWF, which began in December 1982 at $500. Initially, fans were encouraged to try their luck, but as the weeks passed and nobody succeeded, the ante began to be increased ... first to $3,000 and later $5,000 as several of the face wrestlers attempted to collect. By February 1983 and there still was no winner, the payoff was $10,000 ... and then the real payoff: Wrestling/AndreTheGiant and the start of one of the WWF's longest-running feuds to that time. Incidentally, Andre didn't collect during his "Bodyslam Challenge" attempt (Studd's manager, Fred Blassie, foolishly attempted to attack Andre, allowing Studd to escape being slammed), but Andre would collect on multiple occasions over the next several years.

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* Used in ((Kayfabe}}, to heighten interest in a feud or a possible feud (that would always come to pass):
** Wrestling/SgtSlaughter and his "Cobra Clutch Challenge," which began in 1981 with a cash payout (initially an unstated amount, but later said to have increased to $5,000 and then later to $10,000). [[note]]One of the first wrestlers to attempt to collect was, incidentally, a young Wrestling/JimDuggan, at the time a Wrestling/{{Jobber}} and years before he became a main-event star challenging Slaughter for the WWF World Heavyweight Championship.[[/note]] This was a set-up for a feud with Pat Patterson, then a color commentator on the WWF's syndicated programs. When the jackpot was at $10,000, Patterson was about to break out of the cobra clutch when Slaughter released the hold to initiate a brutal attack.
**
Wrestling/BigJohnStudd's "Bodyslam Challenge" in the WWF, which began in December 1982 at $500. Initially, fans were encouraged to try their luck, but as the weeks passed and nobody succeeded, the ante began to be increased ... first to $3,000 and later $5,000 as several of the face wrestlers attempted to collect. By February 1983 and there still was no winner, the payoff was $10,000 ... and then the real payoff: Wrestling/AndreTheGiant and the start of one of the WWF's longest-running feuds to that time. Incidentally, Andre didn't collect during his "Bodyslam Challenge" attempt (Studd's manager, Fred Blassie, foolishly attempted to attack Andre, allowing Studd to escape being slammed), but Andre would collect on multiple occasions over the next several years.
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[[AC:ProfessionalWrestling]]
* Wrestling/BigJohnStudd's "Bodyslam Challenge" in the WWF, which began in December 1982 at $500. Initially, fans were encouraged to try their luck, but as the weeks passed and nobody succeeded, the ante began to be increased ... first to $3,000 and later $5,000 as several of the face wrestlers attempted to collect. By February 1983 and there still was no winner, the payoff was $10,000 ... and then the real payoff: Wrestling/AndreTheGiant and the start of one of the WWF's longest-running feuds to that time. Incidentally, Andre didn't collect during his "Bodyslam Challenge" attempt (Studd's manager, Fred Blassie, foolishly attempted to attack Andre, allowing Studd to escape being slammed), but Andre would collect on multiple occasions over the next several years.
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* ''Pinball/Terminator2JudgmentDay'' is one of the few games of TheNineties to feature a jackpot that carries over from game-to-game, which can be multiplied during multiball.

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* ''Pinball/Terminator2JudgmentDay'' has a downplayed version of this. There is one of the few games of TheNineties to feature a progressive jackpot that carries over from game-to-game, which between players in a multi-player game, but it resets to its base value at the start of each new game. It can be multiplied during multiball.
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** NBC daytime: 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.
** Bergeron: started an accruing "Secret Square Stash" during Season 2, usually with a trip or gift card, and added a prize each day until claimed.

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** NBC daytime: the jackpot (of merchandise prizes) started at $1,000 (later $2,000) $2,000 by 1970, and $3,500 to $4,500 by the late 1970s) and rose by somewhere between $1,000 and $2,000 (during the early years) to somewhere between $3,000 and $5,000 (in the late 1970s) for each day that it wasn't won. It wasn't uncommon for Secret Squares to reach $20,000, and at least one such jackpot reached $35,000 before being won.
** Bergeron: started an accruing "Secret Square Stash" during Season 2, usually with a trip or gift card, and added a prize each day until claimed. The highest Secret Square was valued at around $50,700.
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* ''Pinball/TheMachineBrideOfPinbot'' has a jackpot that increases with successful ramp, loop and spinner shots, up to a maximum of 9 million points.
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** The 1990 version brought back the Joker's Jackpot; not it came up during the bonus round if the contestant spun three Jokers; this got as high as $36,000 at one point,

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** The 1990 version brought back the Joker's Jackpot; not it came up during the bonus round Jackpot, claimed if the contestant someone spun three Jokers; Jokers in the bonus round; this got as high as $36,000 at one point,point.

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* ''Series/AllStarBlitz'': The BonusRound jackpot started at $10,000, and increased by $2,500 every time it wasn't won.
* ''Series/{{Battlestars}}'': In the show's second run (''The New Battlestars''), the bonus round prize started at $5,000 plus two prizes, with two more prizes added each time it wasn't won.

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* ''Series/AllStarBlitz'': The BonusRound jackpot jackpot, the "Blitz Bonanza", started at $10,000, and increased by $2,500 every time it wasn't won.
* ''Series/{{Battlestars}}'': In the show's second run (''The New Battlestars''), the bonus round prize "Battlestars Bonanza" started at $5,000 plus two prizes, with two more prizes added each time it wasn't won.



** When ''Las Vegas'' (1980-81) began using the ''Series/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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** When ''Las Vegas'' (1980-81) began using the ''Series/HighRollers'' end game, the bonus prize package was the Gambit Galaxy; "Gambit Galaxy"; these packages typically began at $2,000 to $3,000 and increased until won.



** Bergeron: started an accruing "Secret Square" during Season 2, usually with a trip or gift card, and added a prize each day until claimed.

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** Bergeron: started an accruing "Secret Square" Square Stash" during Season 2, usually with a trip or gift card, and added a prize each day until claimed.



** The 1990 version brought back the Joker's Jackpot; not it came up during the bonus round if the contestant spun three Jokers; this got as high as $36,000 at one point,



* ''Series/PlayThePercentages'': Different, depending on the week and sometimes the ''day'' the show was aired.

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* ''Series/PlayThePercentages'': Different, depending on the week and sometimes the ''day'' the show was aired.aired (it went through a ''lot'' of format changes).
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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 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.

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* ''[[BreakTheBank1976 ''[[Series/BreakTheBank1976 Break the Bank]]'': On the ABC version, the Bank started at $5,000 and went up $500 (later $250) each game until won.
** On [[BreakTheBank1985 [[Series/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.



* ''{{Eggheads}}'': The jackpot starts at £1,000. If the challengers lose, the jackpot increases by £1,000. If they win, it reverts to £1,000 for the next episode.

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* ''{{Eggheads}}'': ''Series/{{Eggheads}}'': The jackpot starts at £1,000. If the challengers lose, the jackpot increases by £1,000. If they win, it reverts to £1,000 for the next episode.
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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}} ''[[Series/{{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.



* ''{{Talkabout}}'': Winning five games in a row also won a team the "Grand Game" jackpot.

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* ''{{Talkabout}}'': ''Series/{{Talkabout}}'': Winning five games in a row also won a team the "Grand Game" jackpot.
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* ''NowYouSeeIt'': During the Narz run (1974-75), a Solo Round win was worth $5,000 plus $1,000 for every game it 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.

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* ''NowYouSeeIt'': ''Series/NowYouSeeIt'': During the Narz run (1974-75), a Solo Round win was worth $5,000 plus $1,000 for every game it 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.



* ''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.

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* ''PlayThePercentages'': ''Series/PlayThePercentages'': Different, depending on the week and sometimes the ''day'' the show was aired.
* ''{{Pointless}}'': ''Series/{{Pointless}}'': Adds £1,000 to the jackpot for every show it isn't won, and £250 for every answer worth zero.
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* ''Sale of the Century'': The original format had a champion being able to buy one of the prizes on the floor, in which case 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.

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* ''Sale of the Century'': The original format had a champion being able to buy one of the prizes on the floor, in which case 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 Champions could buy any prizes only the biggest prize they could afford, and if they were good enough or try to get accumulate enough money to cover every floor prize, they could buy them all.all the prizes.
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* ''[[Series/{{Whammy}} Whammy! The All-New Press Your Luck]]'' had The Big Bank, which started at $3,000 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 the Big Bank, which Bank in its second season. It started at $3,000 cash, and went up by the positive money score of every time a contestant hitting a Whammy. A player hitting hit a Whammy, all of their cash and prizes were added to it. In order to claim the jackpot, a player had to hit the Big Bank had that total credited to his/her score by correctly answering space, then answer a question and won the money by winning the game, provided he/she didn't hit a Whammy along the way.correctly.

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* ''Pinball/LastActionHero'' has "Second Cousin Frank's," which is awarded by making a {{Combo}} of two consecutive ramp shots followed by the center scoop.
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** From 1996 to 2013, the Jackpot wedge (currently 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 solve the puzzle right then.

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** From 1996 to 2013, the Jackpot wedge (currently in Round 1), wedge, which starts started at $5,000 and has had the value of each spin added to it. To claim it, the contestant must had to hit the Jackpot wedge, call a correct letter, and solve the puzzle right then.
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* ''Series/TruthOrConsequences'': The "Mrs. Hush" contest, a March of Dimes fundraiser during the show's radio days, was possibly the trope originator. Basically, for every week a mysterious actress went unidentified (the clues or which were at first vague but later became more and more broad), more prizes were added until someone guessed the correct answer. Go to Trivia/TruthOrConsequences for the further lowdown.
* ''[[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/TruthOrConsequences'': The "Mrs. Hush" contest, a March of Dimes fundraiser during the show's radio days, was possibly the trope originator. Basically, for every week a mysterious actress went unidentified (the clues or for which were at first vague but later became more and more broad), narrow), more prizes were added until someone guessed the correct answer. Go to Trivia/TruthOrConsequences Trivia.TruthOrConsequences for the further lowdown.
* ''[[Series/{{Whammy}} Whammy! The All-New Press Your Luck]]'' had The Big Bank Bank, which started at $3000 $3,000 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.



** 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.

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** The daytime version had a conventional Jackpot wedge from 1986-88, 1986 to 1988, 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.



* ''Series/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.)
* ''Series/SchlagDenRaab'': The jackpot starts at €500,000 and the first person (Be it the contestant or Stefan) to reach a total of 61 points or more will either win the jackpot and revert it back to €500,000 for the next episode (if the contestant wins) or roll it over by another €500,000 (if Stefan wins). The biggest jackpot won by far was €3,500,000, and there have been some occasions in which a contestant wins the starting value.

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* ''Series/YouBetYourLife'': From 1947-56, 1947 to 1956, 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.)
* ''Series/SchlagDenRaab'': The jackpot starts at €500,000 and the first person (Be (be it the contestant or Stefan) to reach a total of 61 points or more will either win the jackpot and revert it back to €500,000 for the next episode (if the contestant wins) or roll it over by another €500,000 (if Stefan wins). The biggest jackpot won by far was €3,500,000, and there have been some occasions in which a contestant wins won the starting value.



** From 2002-04 (the "9 Keys" era), one "bad" key was eliminated for each star captured (by agreeing/disagreeing correctly about a fact concerning that particular star) in the first half of the bonus game. In the first season with this format, one additional "bad" key was eliminated for each subsequent attempt (1 for the second attempt, 2 for the third attempt, 3 for the fourth attempt, 4 for the fifth {and final} attempt) at the same prize (Car, $25K, Trip Around the World, $50K).

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** From 2002-04 2002 to 2004 (the "9 Keys" era), one "bad" key was eliminated for each star captured (by agreeing/disagreeing correctly about a fact concerning that particular star) in the first half of the bonus game. In the first season with this format, one additional "bad" key was eliminated for each subsequent attempt (1 for the second attempt, 2 for the third attempt, 3 for the fourth attempt, 4 for the fifth {and final} attempt) at the same prize (Car, $25K, Trip Around the World, $50K).
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* ''Series/HighRollers'': During the front game of the 1978-80 NBC version, each of the three columns began with one prize. Up to four more prizes per column, one per round, were added if a particular column of prizes went unclaimed in a round — that is, the contestant 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 — one column might have just one prize, while another may have two and the other four.

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* ''Series/HighRollers'': During the front game of the 1978-80 NBC version, each of the three columns began with one prize. Up to four more prizes per column, one per round, were added if a particular column of prizes went unclaimed in a round — that is, the contestant 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 — for instance, one column might have just one prize, while another may have two and the other four.four. More than once, all three columns had five prizes each that carried over to the next game (and more than once, a contestant claimed all three "full" columns in a single game).
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* ''Series/TruthOrConsequences'': The "Mrs. Hush" contest, a March of Dimes fundraiser during the show's radio days, was possibly the trope originator. Basically, for every week a mysterious actress went unidentified (the clues or which were at first vague but later became more and more broad), more prizes were added until someone guessed the correct answer. Go to Trivia/TruthOrConsequences for the further lowdown.
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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.

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* ''TheMagnificentMarbleMachine'': ''Series/TheMagnificentMarbleMachine'': The target score started at 15,000 points, and was reduced by 1,000 points for every day it wasn't reached.
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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/her.

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* ''[[{{Concentration}} ''[[{{Series/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/her.
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** To a lesser extent, starting in Season 32, the lowest envelope value on the Bonus wheel (previously $30,000) was changed to $32,000 because this was their 32nd season, and that value will apparently increase by $1,000 every season from now on.
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* ''Pinball/PopeyeSavesTheEarth'': Defeating Bluto in Olive Multiball awards Olive's Dowry, which is carried over from game-to-game.
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* ''CaesarsChallenge'': The "Lucky Slot", used in the main game; solving the puzzle immediately upon 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.

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* ''CaesarsChallenge'': ''Series/CaesarsChallenge'': The "Lucky Slot", used in the main game; solving the puzzle immediately upon 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.

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