Knowledge Adventure Girl Game Trio: Mazes, Magic, and Makeover – PC/Mac

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Those famous ceramnic dalmations. and MUCH more. There were other announced prizes, usually worth much more than in the revolving rooms. While some prizes offered during the early years were no doubt unusual (such as rare antiques and African masks), the favorite prize, of course, were the cars. In the daytime show, there were two or three available, usually, a sports model (such as a Chevrolet Camaro) and an economy model (a Chevrolet Monza), but there were also more upmarket family cars (the Oldsmobile Cutlass Supreme) and exotic foreign cars (a Lancia Beta coupe).Other top-ticket items proving popular were: * Other forms of transportation — everything from boats, motorcycles and camping trailers. There was even, at one time, a 4-seat airplane and a motorhome available!

* Furs — before the animal rights groups got their way. * Jewelry — everything from rings, necklaces, pearls, earrings, watches and much more! Starting in 1987 (primetime) and 1989 (daytime), the winner of a round received his accumulated bank in cash (thanks to beefs from contestants who had to pay steep taxes and preferred cash). During the shopping era, a contestant could elect to place any unused cash “on account” (which they could claim only upon winning a subsequent round AND avoiding the bankrupt space in the meantime); otherwise, unused winnings were placed on a gift certificate (usually to Gucci, Dicker and Dicker of Beverly Hills or another luxury shop seen on Rodeo Drive).If time ran short (signified by a series of “dings”), a “speed up” round was played, wherein the host gave the wheel one final spin, with vowels worth nothing and all consonants worth whatever the host landed on. The top-winning contestant after so many rounds completed within each show was the day’s champion. In case of a tie, one of several things happened, depending on the year:* At first, all three players returned on the next show (even the third-place player).

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Everyone kept what they won on all shows. * Later, the two (or possibly all three) tied players played a one-round speedround to determine the champion. This format was used once the permanent bonus round was started.

End Game – The Bonus Round At first, there was no bonus round, the top winner simply returned. Starting in 1981, the champion advanced to a bonus round, where they could select a prize (always worth $1,000 or more and signified with a gold star (or announced in some other way)) and, after choosing five consonants and one vowel, had 15 seconds to solve the puzzle.

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Prior to the bonus round becoming a permanent part of the game, there were several special weeks where bonus rounds were played. Games included (but not limited to):* 1975 hour-long format Bonus Round – Played during Wheel’s short-lived 60-minute format, the day’s overall winner selected one of four puzzles (labeled easy, medium, difficult and hard); the level of difficulty determined the prize (e. g., an easy puzzle may have been worth a TV-stereo console, while the difficult puzzle may have won the player a new Cadillac).

The player then chose four consonants and a vowel and tried to solve the puzzle within 15 seconds. This is very similar to the current bonus round, except the level of difficulty did not necessarily correspond with the prize’s value.* Any Prize in the House – The top winner simply chose a prize and they got it.* Star Bonus – By landing on a special token on the wheel, a contestant had the opportunity to advance to a special bonus round if they were one of the runners-up. That player could become champion by solving a puzzle and winning a prize that was worth more than the amount of the first-place player’s lead. As with the 60-minute format’s bonus round, the prize’s value corresponded with the difficulty of the puzzle.

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This short-lived format wasn’t always played, however, since the Star Bonus token sometimes wasn’t landed on the entire show; the token could serve as insurance for a dominating player who wins the game (and possibly purchases the most-expensive prize, thereby making it unavailable for the opponents); or the expensive prize’s value was not worth enough to cover the difference between the champion’s winnings and his/her opponents. The rules of other games varied, but usually, the show had a bigger prize budget than during regular weeks. Changes through the years Many changes were made through the years, some very successful (luxury prizes in the syndicated version; $25,000 cash top bonus round prize), while others weren’t (e. g., a “Doubler” token, which allowed contestants to double the potential value of the next spin; Rolf Benirschke as host of the daytime show; the infamous Megaword category, where a contestant had to correctly use the revealed word in a coherent sentence for an extra $500). Some of the more successful changes are detailed below.* For the syndicated version, decidedly luxury prizes were often advertised (“This $41,000 customized Cadillac Seville!

“A $60,000 log cabin!” “A $25,000 trip around the world!”); plus a silver $5,000 space on the wheel’s third round (replacing the $2,000 daytime show top space, though early syndicated shows had both the $2,000 and $5,000 spaces). Also, a bonus prize space was added in the second round of the syndicated show (and in 1987, a different bonus to the fourth round).* Meanwhile, in the daytime show, a “Jackpot” bonus space was added to the second round in 1987; it based at $1,000 and grew by $1,000 per show until claimed.

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* With the syndicated show’s change to an all-cash format in 1987, the bonus round changed to having four (or sometimes, as many as six) grand prizes and $25,000 cash available as prizes. Originally meant to be a month-long promotion (the “Big Bonanza of Cash” before reverting to the tried-and-true post-puzzle shopping), this well-received format allowed more rounds – save for celebrity week gabfests, always at least four – to be played.

Originally, the top wheel values were set thusly:- Round 1: $1,000. – Round 2: $2,500 (plus a bonus prize). – Round 3: $3,500. – Round 4-on: $5,000 (plus a bonus prize for Round 4 only, if time permits; sometimes, the bonus was used in Round 3 instead).This has since been changed, with the current setup as follows:- Round 1: $2,500, plus an $1,000 online shopping spree card that is placed on the wheel for the rest of the show a la the Free Spin, and may be picked up if a letter is correctly guessed.

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Opinions and reviews Knowledge Adventure Girl Game Trio: Mazes, Magic, and Makeover – PC/Mac

– Round 2: $3,500, plus a bonus prize, which remains on the wheel until a contestant picks it up. Until 2002, additional bonus prizes were placed on the wheel in subsequent rounds. – Round 3: $3,500, plus the Mystery Round spaces.

– Round 4-on: $5,000, including the speed round.* During the 1988-1989 season, the contestant was given the six most popular letters — R, S, T, L, N and E, and asked to select three more consonants and one vowel; the bonus round time limit was then shortened to 10 seconds.* Starting in 1989 (since $25,000 cash was far and away the most popular prize choice), the five grand prizes were placed in a blind draw, and could only be won once per week.* In 1996, the “returning champions” idea was scrapped, with a “Friday Finals” format instituted.

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Three new contestants appeared Monday through Thursday, with the week’s top winners returning on Friday (regardless if they were their show’s top winner) to play for a jackpot prize package. The latter format lasted only a couple of seasons before it, too, was scuttled.

* In the 1990s, a Surprise space was added to the wheel, which was simply a prize that was announced only if won (usually a trip); this space has since been scrapped.* In the mid-1990s, a Jackpot round (third round initially, later the second round) allowed a contestant to claim an accumulating jackpot — which based at $5,000 and accumulated with each dollar space landed on — if they landed on a Jackpot space, correctly guessed a letter and solved the puzzle all in the same turn.* A few years after the jackpot round, a $10,000 space added to the wheel. The space was not multipliable; rather, it simply added $10,000 to the contestant’s winnings if they solved the puzzle and avoided bankrupt.

Opinions and reviews Knowledge Adventure Girl Game Trio: Mazes, Magic, and Makeover – PC/Mac

The space took up the center third of a standard wheel space, with two bankrupt spaces taking up the remainder (to add to the suspense). If the $10,000 part of the space was landed on and the contestant guessed correctly, it was placed face down in front of the contestant to read $10,000 (unlike the standard prize space, which was left face up).* “Toss Up” puzzles — to determine who started the game — were added prior to the first and fourth rounds, starting in the 2000-2001 season, each worth $1,000; a year later, two “Toss Up” puzzles were played, once before the contestant introductions and the second (now worth $2,000) to determine first round wheel control, with the pre-fourth round “Toss Up” now worth $3,000. If a contestant made an incorrect guess, he/she was out of the remainder of the puzzle; if all the letters were filled in or everyone guessed wrong, nobody won anything and wheel control began either with the left-most contestant or wherever it left off before.

* During the 2000-2001 season, the “speed up” round was changed, wherein $1,000 was added to whatever dollar amount Sajak landed on. There was some cool music added, too.* Changes to the Bonus Round in October 2001. The contestant spun a mini – wheel containing 25 envelopes; Sajak removed the envelope; and win or l

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