PRICING GAMES, PAST AND PRESENT (in numerical/alphabetical order):
3 STRIKES ('76-on): Played for a car. The chips with the numbers in the price were mixed in the bag with three "strike" chips. If the player pulls out a number, (s)he must decide which position the number belongs in. If correct, it lights up in its appropriate spot. If not, the number goes back into the draw. If all the numbers are placed correctly before the three strikes are pulled out, the car is won. As of 5/14/98, one strike goes in the bag, which if pulled out, goes back in the bag. On Doug's version, the first digit was given free.
5 PRICE TAGS ('72-on): Four small prizes are shown, one at a time. A price is also shown and the player must guess whether that price is true or false. If correct, the prize is won. For each prize won, the player selects from one of five possible prices for a car. If the correct price tag is selected with the allowed chances, the car is won.
ADD 'EM UP ('86-'88): All digits 0-9 were presented, four of which were in the price of a car. The total sum of the four digits was also displayed. The player asked for one of the numbers as a freebie but must guess the other three. The player is allowed to screw up only once. If the car's price was filled in before 2 boo-boos were made, the car is won.
ANY NUMBER ('72-on): Played for a car, another prize worth $102-$987, or money in the "piggy bank" ranging from 12 cents to $9.87. Each number 0-9 appears on the board once. A number is called and is lit up in the appropriate space. Whichever price is filled in first is what the player wins. As of '86, the first number in the 5-digit price of the car appears again elsewhere on the board.
BALANCE GAME (version 1 '84-'85): Five small items were shown. The player selected one of the items and the value of the item was the number of silver coins called "Barker Dollars" was placed on one side of the scale. Another item was selected and the number of Barker Dollars corresponding to its price was placed on the other side of the scale. The player was given 5 Barker Dollars at the start. If the prices were balanced within $5 of each other, the player used the correct number of Barker Dollars to balance the scale and win the big prize. If unsuccessful, the process was repeated with the remaining three items. The game was lost if all 5 items and all Barker Dollars were used without balancing the scale.
BALANCE GAME (version 2 '06-present): 100TH PRICING GAME! The player was shown five bags of silver Barker Dollar coins, one bag representing the last three digits in the price of the big prize (and was marked with that amount as well), a bag of Barker Dollars representing the retail value of the prize (marked only with the prize name), and the remaining three bags each loaded with Barker Dollars in increments of 1,000. The bag marked with the last three digits was placed on one side of a 6' tall balancing scale. The player chose two of the three 'thousands' bags to place on that same side of the scale along with the 3-digit bag. After two 'thousands' bags have been placed with the 3-digit bag on one side of the scale. The bag representing the prize's retail value is placed on the other side. If both sides balance evenly, the player wins!
BARKER'S BARGAIN BAR ('80-on): Two prizes are offered, each with a bargain price below the actual price. The player must select the prize which is the bigger bargain (marked further below the actual price) in order to win both prizes.
BLANK CHECK/CHECK GAME ('83-on): The player wrote out an oversized check for whatever amount (s)he believed, when added to the price of the big prize, came to a total of $3,000-$3,500. If the total was within this range, (s)he wins the prize and the check amount in cash. As of the late '80s, the game is called Check Game and the winning range was $5,000-$6,000 until 9/23/08 when the range ballooned to $7,000-$8,000.
BONKERS ('01-on): An incorrect price on the big prize is shown. Four markers are used, one for each number in the bogus price. The player places a marker above each number (s)he believes is higher than the correct number that goes in that position, and below for each # (s)he feels is lower. (S)he then comes back and presses a button and if the buzzer sounds, there are changes to be made. If the bell dings, that means that all the markers are in their right places and the winner goes, well, BONKERS!. The player has 30 seconds to get all four markers in their right places.
BONUS GAME ('72-on): Four small prizes are offered. For each prize, a bogus price is shown and the player must guess whether the actual price is higher or lower than the bogus price. If correct, that prize is won and the corresponding window is captured. After all four small prizes have been played, the windows lit up. One of them said BONUS while the other three said NO. If the BONUS lit up in one of the captured windows, (s)he wins the bonus prize.
BULLSEYE (version 1 '72): This game was played for a car or boat. The player was allowed SEVEN bids to zero in on the ARP. If the bid wasn't the right price, (s)he was told whether the right price was higher or lower. Later the player was given a price range but that didn't help either. This was later changed to a 2-player format in which another contestant "came on down" and another One-Bid was played. The winner joined the other player in a showdown. The two players bid to/fro until one player zoomed in on the right price and won the prize. This first version was never won! It just absolutely, positively, undoubtedly, unmistakably, sucked, SUCKED, SUUUUUUCK-EEEEED-DAAAA!!!!!
BULLSEYE (version 2 '76-on): Five grocery items are shown. The player selected an item (s)he believed concealed a hidden bullseye. The player then guessed how many of that item it would take to equal $10-$12. If the product comes within this range, the big prize is won. If less than $10, (s)he hits the target. If over $12, that item is disqualified. If any such item has the hidden bullseye, tough luck. If the bullseye is not hit after selecting 3 items, but if any of the items which hit the target have the hidden bullseye behind it, the player wins. In the early playings of the game, the target range was $5-$10 and the bullseye was $9-$10. Shortly thereafter, it was changed to $1-$6 with $5-$6 being the bullseye. Today, the target is $2-$12.
BUMP ('86-'93): Two prizes were offered and four "bumper cars" are shown, each with a price on it. Two of the bumper cars are above the prize names. One pair of bumper cars has the right prices for both prizes. The player chose whether to bump to the left or to the right ("Wind it up and let it go!"), so that the player's guess as to what (s)he believed are the right prices would be shown above the prize names. The correct prices were revealed and if they corresponded to the prices on the bumper cars, Sa-WEET!
BUY OR SELL ('92-'08): Three prizes are offered, each showing a bogus price. A player must "buy" each prize (s)he believes is marked down or "sell" if it's marked up. If a correct decision is made, money is earned, whereas, money is lost on an incorrect decision. If any money is left after all that "buying" and "selling", all three prizes are won. If the player is in the hole, more's the pity. As of '98, winners of this game also win any money in their account.
CARD GAME (mid '70s-on): Played for a car. The player drew from a special deck to determine how close (s)he must come to the actual price w/o going over. At first, these special cards were worth $300-$1,000, then $500-$1,000, then $500-$2,000. As of 5/11/05, there are 7 cards, 2 each of $1k, $2k, & $3k, and one $5k card. Then the player draws from a standard deck of 52. The bid amount increases with each card drawn. Each 10/face card counts as $1,000. The numbered cards are worth $100 x # on the card. Originally, the ace could become any amount up to $1,000 and had to be played immediately. As of '83, there is no maximum value on the ace which can be played at any time (s)he wishes. Starting in '83, the player started with an opening bid of $2,000, which later increased to $8k on 5/7/93, $10k on 6/8/01, $12k from 5/11/05, and $12k in October 2007. When the player decides to stop, the car's MSRP is revealed. If the bid is close enough w/out going over, WHOO-HOO!
CHECK-OUT ('82-on): Five grocery items are shown. The player gives a price on each item. The player's guesses are totaled and then the actual prices are totaled. Originally, the player's total had to come within 50 cents of the actual total, higher or lower, in order to win. On 4/3/96, this margin was upped to $1. As of 10/13/03, the player has to come within $2. AWESOME!
CLEARANCE SALE ('98-on): Three prizes are shown and the player is given three tags, each with a "sale price". The player then puts a sale price tag on each prize. After all three tags are put in place, the correct prices are then revealed. If the sale price on each prize is less than its actual price, the Clearance Sale is one livin' heck of a SUCCESS!!!
CLIFF HANGERS ('76-on): Three items are shown from cheapest to most expensive. A mountain climber figure stands at the foot of Mount Cliff Hangers, as I call it. The player guesses the price of the first item. If wrong, the mountaineer will move one step up the mountain for every dollar the player is away from the right price. If right, he stays put. If the player misses the prices by a total of more than $25, Hans will fall off the mountain and hopefully land on a free fall mat or something!
CLOCK GAME ('72-on): The player has 30 seconds to win 2 prizes, usually under $1,000 each. On rare ocasions prizes worth $1,000 were offered. The clock starts with the player's first bid on the first prize. After each bid, the host tells the player whether the actual price is higher or lower. The clock stops when the player zeroes in on the right price, thereby winning that prize. The clock resumes ticking after the first bid on the second prize. As before, the prize is won if the player nails the right price. On the '70s night version, players who won both prizes with 2+ seconds to spare also won a $1,000 bonus. On the '86 primetime shows, winners chose one of four envelopes and won the cash prize inside ($1k, $2k, $3k, or $5k). As of 12/14/98, winning both prizes in 30 seconds or less netted a grand. On the $1M Spectaculars, that bonus is worth $5k. On the Doug Davidson version, the player was given a price range.
COMING OR GOING (10/03-on): The player must guess in which direction the numbers in the price of the big prize go, or come (LOL). For instance, if (s)he believes the price is $5,794, you're "coming". If (s)he thinks it's $4,975, (s)he's "going". The right decision wins!
COVER UP (around '93-on): A price is shown for a car with all five numbers wrong. The player had to cover up the wrong numbers with those (s)he believes are right. The first number had two possibilities to choose from, three for the second, and so on to the last digit which had 6 numbers to choose from. If "the price is right" (lol), the car is won, of course. If not, some of the numbers have to be right in order to continue. The wrong numbers are then covered up and if any but not all numbers are right the game goes on. If no new numbers are right, tough.
CREDIT CARD ('91-on): Five prizes are offered. If the player can buy three prizes without exceeding a preset credit limit, (s)he wins the whole stash.
DANGER PRICE ('76-on): Four prizes are offered. The price of one of the prizes is shown but the player doesn't know which prize has that price. If the player chooses the other three prizes one at a time without choosing the one with the "danger price", (s)he wins the whole kit 'n' caboodle.
DICE GAME ('76-on): Another car game. The player rolls one of four dice on the dice table. If that is the number for that position in the price, that's good. If not, the player has to guess whether the right number is higher or lower than the one rolled. The process is repeated with the other three dice and numbers in the car's price. After all the dice have been rolled, the numbers in the price are lit up and if the player is right about all 4 digits, YAHOO! In its early playings, any number 0-9 could be in the price. As of then, each number in the price of the car is between 1-6. In the '80s, whenever the Dice Game was played for a vehicle worth $11,111+, the game became Deluxe Dice Game and the first digit was a freebie. If the car price was $6,666 or less, it was just called Dice Game. As of '89 or so, the game uses the Deluxe format but is simply called Dice Game.
DOUBLE DIGITS ('73): Played for a car. An item worth $99 or less was presented and the last digit was a freebie but the player had to guess the first digit from a set of four digits which belonged in the car's price. The right number corresponded to that same number in the price of the car. If the player was right about all four items, (s)he would also have the right price for the car. A later change would have the player select from two possible first digits for each item.
DOUBLE PRICES ('72-on): A prize is shown along with two prices, one of which is right. Choosing the right price wins the prize. On the '70s nightie edition, 2 prizes are offered with 2 possible prizes for each prize. It's as easy as 1-2-3! And speaking of easy as 1-2-3...
EAZY AZ 1-2-3 ('96-on): Three prizes are offered and three numbered blocks are presented. The "1" block goes on the cheapest of the 3 prizes, block 2 goes on the next more expensive one, and block 3 goes on the most expensive of the three. If all 3 blocks are placed right, we have a winner!
FINISH LINE ('77-'78): A more elaborate version of Give or Keep. Three pairs of prizes are shown. The player picks out which prize from each pair is more expensive than the other. The "finish gate" moves up according to the price of the other prize. After three prizes have been chosen they are kept, win or lose. A horse/jockey figure moves according to the prices of the prizes which were kept. If the horse crossed the finish line, the player won.
FLIP FLOP (2000-on): An incorrect price on the big prize is shown. The player could "flip" the first two numbers in the price, "flop" the last two numbers, or both. Do the right thing and win!
FORTUNE HUNTER ('97-'00): Four prizes were presented, each with a gift box. Inside one of those gift boxes was $5,000 cash. Bob would read a clue as to which prize doesn't have the $5k box. This process was repeated twice. After three boxes were removed, the remaining box was opened. If $5k was inside, the player won it all.
FREEZE FRAME (around '94-on): Eight pairs of numbers revolved slowly around on a wheel. Whenever the player believes the right price for the prize is in the frame, (s)he pulls a lever and if the price is revealed to match the numbers in the frame, the prize is won.
GALLERY GAME ('90-'91): Of the four digits in the price of the prize, three of them are completely filled in with part of the remaining digit to be painted in by the player. If (s)he completes the unfinished digit with the right number, (s)he wins!
GAS MONEY (9/22/08-on): Played for a car and $10,000. The player picks what (s)he believes is the right price from 5 possible prices for the car. One wrong price has $1,000 on the other side, another has $2,000, another with $3,000, and one with $4,000. The player then picks one of the other fourl prices. If money is revealed, (s)he may stop and take all money revealed or pick another price. However, if the pink slip with the word "car" is picked, (s)he loses all money and the game is over.But if the player has the guts to go for broke and turn over all 4 amounts, (s)he takes $10,000 and drives off in a brand new ride!
GIVE OR KEEP ('73-around '90):
A pair of small prizes was offered and the player kept the one (s)he believed was more expensive. The process was repeated with two more pairs of small prizes. The player received the "kept" prizes, win or lose. However, if the "kept" total outweighed the "given" total, (s)he won the big prize.
GOLDEN ROAD ('75-on)
: The most expensive pricing game today! The player must guess which number in the previous price is the hundreds digit in the next prize in order to move on. One mistake and the game is over but the player keeps all prizes won up to that point. The player starts with an item worth <$1. The first prize has a 3-digit price, followed by a 4-digit prize, and finally, a super luxurious prize!!! On the mid-'90s syndie show, (s)he started with a prize worth <$100. On the 4/9/05 $1M special, a speedboat worth over $100k, the most expensive prize ever offered, was won! Sa-WEET!!!
GRAND GAME ('80-on): Six items are presented and a "target price" is revealed. The player starts with $1. A zero is added every time one of four items below the target price is selected. The game ends when one of the two items over the target price is selected, but the player keeps any money won ($1, $10, or $100). When the player scores $1k, (s)he may keep it or select the one remaining item under the target price and win $10k. If either of the other two items is selected, the game ends and the player loses the grand. On the 21st century primetime specials, players start at $2 in an attempt to win $20k.
GROCERY GAME ('72-on):
Five grocery items are displayed. The player may pick one item and buy any quantity of that one item. If the player can buy $20-$21 ($6.75-$7 from '72-'89) in groceries, (s)he wins.  In the first few playings of the game, the player was given a $100 bonus which was kept as long as (s)he didn't spend $7+. (S)he could stop at any time and keep the c-note.
1/2 OFF (5/28/04-on)
: Sixteen numbered boxes are shown. Fifteen of them are empty, while the remaining one contains $10k. Two small items are shown, one of which is priced right and the other is marked at half of its actual price. If the player picks the item marked at half off, half of the remaining boxes are removed, always leaving the $10k box. As of October '07, each correct guess also earns $500. If the item with the right price is selected, no boxes are removed. Two more pairs of items are played. After that, the player selects, from the remaining boxes, the box (s)he believes has the $10k. On the primetime shows, $25,000 are at stake.
HI-LO ('73-on)
: Six grocery items are presented. The player wins if (s)he selects the three most expensive of the six. In its first few playings, the price of an item was revealed and the player guessed whether it went on the Hi or Lo section.
HIT ME ('80-'06)
: Played like blackjack. Six items were presented, with each one marked with the actual price multiplied by a number 1-10. The "house" would be given two cards, one of them turned face-up. An item was picked and the actual price was revealed. The player earned the card which multiplied the actual price. If the player could reach a total of 21, (s)he won. The best way to win is to pick the item marked with the actual price and the item with the price x 10. The player could stop at any time and have the house draw. The house's hole card was then turned over. The house drew again but stayed on 17+. The player won if (s)he beat or tied the house without going over 21, or if the house busted.
HOLE IN ONE (OR TWO) ('77-on):
Played for a car. Six items are displayed. The players tries to arrange them in order from cheapest to most expensive. The prices are revealed one at a time. Each time the next item is more expensive than the previous one, the player moves one line closer to the hole. If the next item costs less, the player putts from the line marked with the previous item. If all items are arranged properly, (s)he wins a $500 bonus and putts from the line next to the hole. On the primetime specials, the bonus is $1,000. If the player putts the ball into the hole, (s)he wins the car. From '77-'86, the game was called Hole In One and the player only got one putt. As of '86, the game is called Hole In One...or Two and the player is allowed two putts.
HURDLES ('76-'83)
: Three pairs of grocery items were displayed. The "hurdler" price was also shown. One item from each pair was higher than the "hurdler" price and the other was lower. The player picked the item from each pair (s)he felt was lower than the "hurdler" price. After three items were selected, a cap gun was fired and the "hurdler" started "his" race. If all three selected items were less than the "hurdler" price, (s)he won. If at least one was higher, the "hurdler" crashed and the game was lost.
IT'S IN THE BAG ('97-on)
: Six items are brought out and five "bags" are shown with prices on them. The player picks the item (s)he believes has the price shown on the first bag. (S)he then guesses which of the remaining five products has the price on the second bag, and so on until (s)he selects which of the last two products is in the last bag. If the first item selected matches the item in the first bag, (s)he wins a grand. (S)he may then take it or try to double it. If the next selected item is in the next bag, the money doubles. If not, the game ends and the dough is lost. The player can win up to $16,000. As of 4/9/05, on the $1M Spectaculars, players could win $1k, $2k, $4k, $8k, or $24,000!
IT'S OPTIONAL ('79-'83):
Played for two cars of the same make/model, but different prices. A list of options was shown along with the maximum # of options the player was allowed to select from. An option was selected and added to the base model of the less expensive car. If the player picked enough options to bring the lower-priced car to within $100 of the more expensive car without going over, (s)he won both cars.
JOKER ('94-'08):
Five cards are shown face down, one of which is the Joker. A prize with a 2-digit price are shown. The player must choose which order the digits go to determine the right price. Example: $46 or $64, $54 or $45, like that. If correct, the prize is won and a card is ditched. Four such prizes are played. Lose the Joker and win the game.
LET 'EM ROLL ('99-on)
: Played for a car. The player is given one free roll of five dice. Three items are shown. The price of the first one is revealed. The player must guess whether the price of the next product is higher or lower. A correct guess gives the player another roll of the dice. The last product is played just like that. (S)he may have up to three rolls of the dice. Each die has $500, $1,000, $1,500, and three cars. The player "lets 'em roll" and those which show cars are moved aside. The player may take the total money showing on the other dice or roll them again. The objective is to roll 5 "car" symbols within the allowed rolls. If not, the player wins only the total cash value of the last roll.
LINE 'EM UP ('98-on)
: Played for four prizes, one of which is a nice set o' wheels. The first and last numbers in the car price are freebies. The player uses the prices of the other three prizes to "line up" the three middle numbers in the car's price. One of the numbers in the 3-digit price of the first prize is the second number in the car's price. The other "threebie" prize is used for the car price's fourth number. The 2-digit prize is used for the middle number. If the player is unsuccessful the first time, (s)he is told how many numbers are right, but not which ones. (S)he then gets one last chance to "line 'em up" and win the loot.
LUCKY SEVEN ('74-on)
: Played for a car. The player is given 7 $1s. The player guesses what the next number in the price of the car is. If right, (s)he owes nothing. If not, the player coughs up $1 x distance between the player's guess and the right number. If any money is left when the price is fully revealed, the car is bought for ONE MEASLY BUCK! The winner keeps any money left after that. Nowadays since car prices have 5 digits, the first digit is a freebie.
MAGIC # ('92-on)
: Played for two prizes. The player uses a lever to work a "magic #" counter. The lever is lifted if (s)he wants to increase the magic number, or pulled downward if (s)he wants to decrease it. The object is to set the magic number between the prices of the two prizes.
MAKE YOUR MARK ('94-on)
: Known as Barker's Markers during Bob's reign as host. Three prizes are offered. Four possible prices are shown and the player is given $500. The player puts a marker by a price (s)he believes is the price of one of the prizes. The process is repeated with the other two markers. After all 3 markers are placed, two of the correct prices are revealed. If (s)he believes the marked price is the one for the remaining prize, (s)he may leave it there. Otherwise, (s)he may put it by the other price, but must cough up $500. If the three marked prices are correct, the prizes are won, along with $500 if the last marker stayed were it was. If not, no prizes, no cash, no nothing.
MAKE YOUR MOVE ('90-on)
: Played for three prizes, one with a two-digit price, one with three digits, and one with four digits. Nine numbers are shown with colored signs with the names of the prizes on them. The object is to put the smaller red sign under the two numbers in the price of that prize, the middle yellow sign under the three numbers in that price, and the bigger green sign under the four numbers in that price. Each number is used only once (no overlapping). If all three signs are put in the right places according to their prices, all three are won. If even one is wrong, nothing is won. At one point, two threebie prizes and a fourbie were offered which meant an overlapping on one digit.
MASTER KEY ('83-on):
Played for five prizes, one of which is a car. The two small prizes are shown. Each has a string of 3 digits, two of which are the right price. Example: 341 means the price is either $34 or $41. A correct guess wins that prize and picks one of 5 keys. There is a key for each of the three bigger prizes, a "master key" which unlocks all three prizes, and a worthless "dud". If at least one key is selected, those keys are taken center stage to where three oversized locks are shown, one for each prize.
(BIG) MONEY GAME ('73-on):
Played for a vehicle. Nine pairs of numbers are shown, two of which are in the price of the vehicle. The first two numbers in the price conceal the front of the vehicle symbol. The back of the symbol hides behind the last two numbers in the price. The other seven pairs of numbers each hide a dollar sign. Each time one of those is picked, the player wins that much money. The object is to pick out the first two and last two numbers in the price of the car, truck, van, etc. (a boat on rare occasions) before finding four $'s. Of course the player keeps any money won. In the '80s, if the car price was $10,000+, the Money Game was called the Big Money Game and the last digit in the price was given to start. As of then, it's just simply called Money Game and the third of five digits is given for starters.
MORE OR LESS (2/07-on):
Played for a car and three smaller prizes. For each prize, the player must guess whether the actual price is more or less than the displayed bogus price. A correct guess wins that prize. The car is always played last. However, one mistake along the way ends the game but allows the player to keep all prizes won up to that point.
MOST EXPENSIVE ('73-on)
: Three prizes are won if the player picks out the, well, most expensive! Picking out either of the other two wins the player NOTHING. Simple!
MYSTERY PRICE ('74)
: I told you the previous game is simple. But this game here was, well, not so simple. This game was played for a big prize, a medium prize, and four small prizes. The medium prize had a mystery price. The player bid on the four small prizes, one at a time. If the bid on each prize was less than its actual price, that prize was won and the bid amount went in the bank. If the bid was higher, no prize and no money going in the bank. So, the closer you were to the price w/out going over, the more money was put in the bank. After all four small prizes have been bidden on, if the bank balance was at least the mystery price, the player won the Mystery Price stash.
NOW...AND THEN ('80-on)
: Six items are arranged on a round board. Some are marked with their present prices while the others are marked with prices from a given month/year. An item is selected and the player must guess whether the given price is NOW or THEN. If the player captures three items connecting to each other, we have a winner! The name was changed to Now...OR Then in '86.
ON THE NOSE ('84-'85)
: Played for a car. Four boxes each had a possible price for the car attached to it. A price was selected and the closer it is to the right price, the more shots (1, 2, or 3) the player gets in performing a certain sport. Guessing the exact price earns four shots and a $1,000 bonus. If the player succeeded within the given shots, the car was won.
ON THE SPOT ('03-'04)
: Played for a car. The player was shown six items and chose one of three paths, each of which displayed the prices to three of those items. The player then selected which item had the price on the first path. If successful, the price was revealed and the player continued down that same path to the next price. One mistake and that path was out of play. The player then selected from one of the other two paths. Any price already revealed by a correct guess meant the player continued on to the next price. The game continued until the player completed one path and won, or screwed up on all three paths and lost.
ONE AWAY ('84-on)
: Played for a car. A bogus price is shown, each digit being one away from the right number (example: a 4 should be replaced by a 3 or 5). After changing all the numbers, the player asks "Ladies, do I have at least 1 number right?" If a car horn is heard, that means "yes". Then the player asks if (s)he has at least two right, and so on until the horn honks a fifth time, meaning all five numbers are right, or if the player hears nothing after asking the question, in which case (s)he must make the appropriate changes. The car price is then revealed, one number at a time, to show whether the player wins the car or not. At first, players used to ask "Gentlemen, do I have @ least # numbers right?" During the Xmas season, it was "Santa Claus,...". On the Doug Davidson version, the players asked "People in control,...".
ONE RIGHT PRICE ('75-on)
: Played for two prizes. The price of one of those prizes is shown. The player must guess which prize has that price in order to win both prizes.
ONE WRONG PRICE ('98-on)
: No, this is not the opposite of One Right Price as far as gameplay is concerned. The game is played for three prizes. Two of them are priced right while the other one is priced wrong. The stash is won if the player locates the wrong price. Weird, eh?
PASS THE BUCK ('01-on)
: Played for a car and perhaps some cash. Two products are shown, one with the right price, the other priced $1 less than its ARP. The player must "pass the buck" to the product marked $1 less. If correct, (s)he earns a selection from the "Pass the Buck" board. After all the products were played, the player selected from the board and won what was behind that number. (S)he could stop and keep what was won. But, if the words "LOSE EVERYTHING" were revealed, the player lost what was found up to that point but could build back up with any remaining picks. Originally, three pairs of products were played and the board had 8 numbers to choose from, one of which hid the car. There was also $1k, $2k, $3k, and $5k. The other 3 each hid LOSE EVERYTHING. On 1/10/02, the board changed. the board now shows 6 numbers (1 car pic, $1k, $3k, $5k, and 2 LEs). The player is also given one free pick from the board and two pairs of products are played.
PATHFINDER ('88-on):
The player stands on the middle # in a 5x5 grid of #s. If the player steps to the next # in the price, that # is also lit up. But if (s)he steps to a wrong #, (s)he must move back to the previous #, but may earn another chance by selecting one of three small prizes and guessing the right price from two choices. If successful, (s)he must step to one of the remaining digits. If the player completes the path from the first # to the last, (s)he wins. The game is lost if all three prizes have been played and the player can't complete the path.
PENNY ANTE ('79-'02)
: Two products were displayed. Each product had four prices to choose from. If the player correctly guessed the prices for both products without making three mistakes, (s)he won. The player was given three palm-sized "Barker Pennies" and lost one for each mistake. In the first playings of this game, eight prices were shown. If one of the correct prices was selected, an arrow pointed to the product which had that price. If the sum of all wrong guesses totalled $1+, the player lost. The game is out of play b/c the game prop was left outside in the rain and damaged beyond repair.
PICK A NUMBER ('92-on):
The price of the big prize is shown with one of the four numbers missing. Three digits are presented, one of which is the number missing from the price. If the player picks the right number, YAY!
PICK A PAIR ('82-on):
Six products are presented. The objective is to "pick a pair" of products with the same price. If the two selected products have different prices, the player sticks with one of the products and tries to pick another product with that same price. If unsuccessful, (s)he loses.
PHONE HOME GAME ('83-'87)
: An on-stage contestant and an at-home viewer could split up to 15 grand. The name and hometown of a home viewer who sent in a postcard was read and that player was called up on the phone. The at-home player was given a list of seven prices and a list of the seven products used. The at-home selected one of the prices from the list. The on-stage player selected the product (s)he believed cost that much. If right, the cash amount for that product is won. After three prices/products were played, the cash prizes for those which were guessed right were revealed and split between the two players. Three of the products were each worth $200. There was also one each of $1k, $2k, $3k, and $10k.
PLINKO ('83-on)
: The most popular game on TPIR. From '83-'98, players could win up to $25k. As of '98, up to $50k can be won. On the 21st century primetime specials, Plinko players can win up to $100k. Four small prizes are shown, one at a time, each with a bogus 2-digit price. One of the numbers is right, the other is wrong. If the player picks the right number, (s)he wins the prize and earns another Plinko chip to go with the freebie given at the start. After all four prizes have been played, the player takes the earned chips and climbs up the steps to the top of the Plinko Board. The player holds one chip anywhere flat against the top of the board and lets it go "plink plink plink" down through the pegs towards the nine slots at the bottom. Whichever slot the chip falls into, that much money is won. The slots were labeled 100, 500, 1000, 0, 5000, 0, 1000, 500, 100. On the Doug Davidson version, the player had to guess whether the actual price of each small prize was higher or lower than the bogus price, and the $100 slots were replaced by $2,500 slots. As of '98, as well as on the 25th anniversary special, the middle slot is worth $10k. On the recent primetime specials, it's worth $20k.
POCKET CHANGE (1/10/05-on)
: Played for a car. The "cost" of the car starts off at a quarter. The player is also given a quarter to start. Six #s are shown, five of which are in the price of the car. The player picks the digit (s)he thinks is the first # in the price. If right, (s)he picks one of 20 envelopes, each with a cash value inside ranging, in nickels, from zilch to $2. (S)he then goes on to the next digit. Each mistake along the way increases the "cost" of the car by another quarter. After the ARP is revealed, the "pocket change" amounts are added up, including the free 25 cents given to start with. If (s)he has enough "pocket change" to cover the "cost" o' that car, (s)he's one happy camper, or should I say, driver! Starting with the second playing of this game, the first digit is given free.
POKER GAME ('75-'07)
: Played for four prizes, each with a 3-digit price. The player picks two of the prizes and uses 5 of the 6 #s in those prices to form the best poker hand possible. (S)he may keep that hand and have the "house" make a poker hand out of the other two prices, or pass the first hand to the house and try to form a better hand. The stash is won if the player's hand is better than the house's hand. The poker hands from lowest to highest are high #, one pair, two pairs, three of a kind, full house (three of a kind + one pair), four of a kind, and five of a kind.
PROFESSOR PRICE ('77)
: A combo of a general numerical knowledge quiz and a pricing game played for a car. The last two digits in the car's price were revealed. The player was first read a general knowledge question, the correct answer to which was a single digit. After each such question, the player was then asked if that number belonged in a certain spot in the price of the car. If the player got three right answers without getting three wrong answers, (s)he won the car.
PUNCH-A-BUNCH ('78-on)
: Played for cash. Four small prizes are presented and, one at a time, the player is shown a bogus price and the player has to figure out if the actual price is higher or lower. If correct, (s)he wins that prize and a chance to punch out one of 50 holes on the "punch board". With the punches earned, the player then punches out that many holes. In each hole is a slip of paper with a cash amount on it. The player may take the cash from the first punch and split or look in the next punched hole. There are 10 $50 slips, 10 $100s, 10 $250s, 10 $500s, 5 $1,000s, 3 $5,000s, and 2 $10,000 slips. As of '08, one of the $10k slips is replaced by $25,000! One each of the $50, $100, $250, and $500 slips is also marked "second chance". The player punches out another hole and the amount in that hole is added to the amount on the other slip. This makes it possible to win $10,900. On the first few playings, the ten letters in the words PUNCH BOARD each hid a # from 1-10 and in the 50 other holes were multipliers which read "dollars", "hundred", and "thousand". On the primetime specials from 2001-2007, 15 of the holes each hid $100 slips. There were also 15 $500s, 15 $1,000s, 3 $5,000s, 2 $25,000s, and no "second chances". As of 2008, the Punchboard contains 12 each of $100, $500, and $1,000, with one of each amount containing a second chance, as well as 9 $5,000s, 3 $25,000s, and 2 $50,000s!
PUSH OVER ('99-on)
: Nine cubes with #s are shown. Amongst them is the right price for the big prize. The player pushes the blocks over until (s)he believes the right price is showing in the blue window. Any numbers pushed off fall into a box. Sometimes played for a set o' wheels.
RACE GAME ('74-on)
: Four prizes are shown. The player is then given four price tags with the right prices on them. Each prize has a rack in front to put the tags on. The player puts the price tags in place, comes back, and then pulls the lever on the readout. If 0, 1, or 2 lights up, the player must go back and make changes. If the number 4 lights up, (s)he wins the whole deal.The player has 45 seconds to win it all. If time runs out, the correct prices are revealed and the player wins any prizes with the right tags placed on them.
RANGE GAME ('73-on)
: The player is shown a $600 price scale. A red "range finder" starts at the very bottom and moves slowly up the scale. Whenever the player feels the price of the big prize is within the range finder, (s)he pushes a button to stop it, and it can't be started again for 37 hours! (lol) The price then lights up in the appropriate spot in the dark area on the side of the scale. If the price is within the range, (s)he wins. The game started out with a $50 range finder, quickly upped to $100, before being upped shortly thereafter to $150. It's still $150 today, which means a 1 in 4 chance of winning.
SAFE CRACKERS ('76-on)
: Played for two prizes, one of which has a 3-digit price, which is also the combination to a safe which looks more like a vault. Each of three dials has the numbers in that price on it. Each number can be used only once. The player locks in the guess by turning the wheel. If the combination is correct, the safe opens on the pull of a handle and both prizes are won. If not, the safe will stay locked up and the correct price is shown.
SECRET "X" ('77-on)
: The player places one free X on any of the squares in the left or right column of a 3x3 grid. The player is shown two small prizes. For each one, the player guesses the right price from two choices. A correct guess wins that prize and another X is placed on the board. In the middle column, an X is hidden behind one of those boxes. After all the earned Xs have been placed, the center column is turned over, revealing the secret X. If the player gets 3 Xs in a row, across or diagonally, (s)he wins.
SHELL GAME ('75-on):
Based on the old carnival game. Four shells are displayed on the game table, one of which hides a ball under it. Four small prizes are shown. A bogus price is shown on each one. The player must guess whether the right price is higher or lower. If correct, (s)he wins that prize and places a chip in front of which shell which (s)he feels hides the ball. After all the small prizes have been played, if any one of the shells with chips in front of them reveals the ball, (s)he wins the big prize. If all four small prizes are won, (s)he automatically wins the big prize but is allowed just one guess as to which shell hides the ball. Doing so wins a $500 bonus.
SHOPPING SPREE ('96-on)
: Four prizes are shown. The player selects three of them, one at a time. The player must spend over a given amount by picking the three most expensive of the four in order to win the stash.
SHOWER GAME ('78)
: Six booths, each with a price, are shown. One of them is the correct price of a car. Two of the prices will each shower the player with 100 $1s and the game will end, netting the player $100. Three of the prices will shower the player w/confetti and the game will continue. Selecting the right price will shower the player with the keys to the car.
SIDE BY SIDE ('95-on)
: The two pairs of numbers in the price of the big prize are shown. They belong "side by side" either way. Say like you have 54 and 48. So, is the correct price $5,448 or $4,854?
SPELLING BEE ('88-on)
: Played for a car. The player is shown a board of 30 cards. Behind them are 11 Cs, 11 As, 6 Rs, and 2 CARs. The object is to get a C, A, and R, or get one of the 2 cards which say CAR. The player picks 2 free cards for starters. Three small prizes are then shown. The player must guess within $10 of the actual price, higher or lower, in order to win that prize and another card. If at any time the player nails any of the prices on the nose, (s)he wins all 3 prizes and 3 cards. The player may, at any time, stop and take $500 for each chosen, unrevealed card, or turn over a card. If the player went for broke and spelled "car" or turned over a CAR card, (s)he won a nice set o' wheels! When Drew took the reigns in '07, the value for each unrevealed card doubled to $1,000.
SPLIT DECISION ('95-'96)
: Played for a car and a prize with a 3-digit price. Eight digits were arranged so that the numbers of the price of the smaller price were mixed with the numbers in the car's price. The numbers in each price were in the right order, but they may or may not be next to each other. The player had 20 seconds to pull the 3 numbers in the smaller price toward the bottom, leaving the #s in the car's price @ the top. If all the numbers were in the right place before time ran out, (s)he won both prizes. If not, (s)he used the time remaining to make changes. Later, the player was given 3 chances.
SQUEEZE PLAY ('77-on)
: The board shows five digits. One of the middle three does not belong in the correct price of the prize. The player decides which of those three #s is the bogus. That number is removed and the other #s "squeeze" together. If they match the correct price, YIPPIE!!
STACK THE DECK (10/9/06-on)
: Seven digits are presented, five of which belong in the price of a car. The player is shown a pair of grocery items and a price. If the player selects the item which is valued at the displayed price, (s)he selects one of the seven digits which is then placed in its correct position in the car's price. After three pairs of items are played, the player fills in any open spaces in the price. If the correct digits are placed in their proper positions, WE HAVE A WINNA!!!
STEP UP ('02-on):
Played for four prizes and $3,000. The player picks a prize and then tries to pick a prize more expensive than the first. If successful, (s)he wins both both prizes and $500. The player may then try to pick a prize more expensive than the last one to be picked. If successful, (s)he may quit with those three prizes and $1,500, or hope that the last prize is the most expensive. If so, (s)he wins the whole STASH and 3 grand in CASH! (lol) (S)he may stop at any time and keep what (s)he won. If the player picks a prize less expensive than the last one picked, the game ends and (s)he loses it all.
SUPER BALL ('81-'98):
The player played skee-ball for 3 prizes. A small prize was presented and the player guessed which price was correct from two choices. If correct, (s)he won that prize and ball #1. Another small prize was played for ball #2 and another for ball #3. The 3 circles in the scoring area were marked $50, $100, and WIN. After a practice roll, the player rolled the ball and won $50, $100 or a prize. Ball #1 was played for prize #1, and so on. After those balls were played, the player played for one more small prize and a chance to roll the Super Ball and win all 3 prizes. With the Super Ball, the money circle values are tripled. If all prizes had already been won, the Super Ball was still played, with the WIN area being worth $3k. Shoulda been worth more.
SUPER SAVER ('89-'96)
: Six products were shown with each one either marked up or down. If the player picked a product marked lower than the ARP, (s)he saved money. If a product marked higher was picked, (s)he lost money. The object here was to make four purchases and save at least $1.
SWAP MEET ('91-on)
: A prize is shown center stage and then three more prizes are revealed. If the player "swaps" the first prize for the one prize from the other three which had the exact same price as the first, (s)he wins all four.
SWITCH? ('94-on)
: Two prizes are shown with a price on each one. The question is: Are those prices right, or should they be switched? The right decision wins both prizes. Simple as that!
SWITCHEROO ('76-on)
: Played for a car and four 2-digit prices. The prices are displayed with the tens digit missing from each one. Those #s are shown on red blocks. The player has 30 seconds to all 5 numbers in place. The player is then shown how many are right, but not which ones. If all 5 are right, YAAAAAY!!!!! If not, (s)he may leave them as they are and win whichever ones are right (hoping that one of them is the car) or may be given another 30 seconds to make changes. If they are all wrong, making changes is a must. After time is up, the player wins whichever prizes have the right #s.
TAKE TWO ('79-on)
: Four prizes are shown. The player must select the two prizes with prices that add up to a certain amount in order to win it all. If not, (s)he may either can one of those prizes and select one of the other two, or ditch both of the first prizes and select both of the other two. If unsuccessful this time, the player wins nothing.
TELEPHONE GAME ('70s):
The player was shown four grocery items and was given $1 in credit. The player picked two items and if they totaled 90 cents or less, (s)he used the dime to make a call on a jumbo pay phone. The "phone book" would then be opened up to reveal three four-digit #s, one of which was the car's price, the other two indicated the prices of the small prizes in dollars/cents. (S)he dialed the # which (s)he believed was the car's price. Each prize had a phone with a Barker's Beauty standing by it. After a # was dialed, the appropriate phone rang and was picked up, signifying which prize was won. Only one prize could be won.
TEMPTATION ('74-on)
: Played for a car and 4 other gifts. The first gift was presented along the ARP. One of the #s from that price was the thousands digit in the car's price. The player picked a thousands digit from the price of the first gift, a hundreds digit from the second gift's price, and so on. After all the digits have been filled in, the player may make any desired changes. Now, here's where Temptation comes in. Are you ready? (S)he may then take the 4 gifts and split or try to win the car. If (s)he goes for it and every # is right, the car and gifts are won. If even one # is wrong, (s)he loses it all. Today, the first of 5 digits is given for free.
THAT'S TOO MUCH! ('01-on)
: Played for a car. Ten hidden amounts, arranged from lowest to highest, are revealed one at a time. The player may then see the next higher amount or, if (s)he believes that amount is the lowest one higher than the car's ARP, shout out loud and clear, "THAT'S TOO MUCH!" If the ARP is less than the last amount to be revealed, but higher than the one before that, the car is won! Unlike Drew, Bob would usually have players practice shouting out that magic phrase if time permits.
TIME IS MONEY ('03-'04)
: The player was shown five products and had 20 seconds to put all of them in the right sections. There was one section for those products priced less than $3, the second for those with $3-$6 prices, and the last section for the ones worth more than $6. After all 5 products had been placed, the player was told whether they'd all been placed correctly. If not, the player was shown how many, but not which ones, needed to be changed. The player was then given another 20 seconds and must be successful this time, or it was all over. When this game was first played, the player was given 15 seconds. If the player was successful the first time, (s)he won the prize and $500. If not, (s)he could take $500 or be given another 15 seconds to make changes.
TRADER BOB ('80-'83)
: A small prize was shown and two more prizes were brought out and the player picked out the one (s)he believed was more expensive than the base item. Then two more items were brought out, one of which was more expensive than the last one. This continued with two more pairs of prizes, so that there were three small prizes lined up. If they all ranged in price from lowest to highest, (s)he won the big prize.
TRIPLE PLAY (2000-on)
: Played for three cars, but it's all or nothing. On the first car, the player is shown two prices. If (s)he picks the one that's closest to the car's ARP w/out going over, (s)he moves on to the next car, where (s)he must do the same as before, this time with three choices of prices. The last car has four prices to choose from. If the chosen price is the one closest to the ARP of that last car without going over, (s)he wins ALL THREE CARS!!! Any mistake along the way, and the player wins neither car.
2 FOR THE PRICE OF 1 ('90-on):
Played for two prizes, one of which has a 3-digit price. Each digit in that price has two choices. The player asks for one of the #s but has to guess the other two #s. If the player selects the right #s for the price of that prize, (s)he wins both prizes. Played kinda like Safe Crackers.
WALK OF FAME ('83-'85)
: Played for four prizes, one w/2-digit price, one threebie, and two fourbies. The player started with the smaller prize and must guess within a given range in order to win that prize and move on to the next bigger one. If not, (s)he didn't win that prize, but may get a chance to move onto the next prize. The player selected one of two autograph books, each with John Hancocks from the entire cast, but one of them had a "second chance" inside. If it was the right one, (s)he continued on. Otherwise, the game was over but anything won up to that point was keeps. As mentioned earlier, picking the right book allowed the player to continue on to the next prize. Any miss from that point on also ended the game.

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