IT'S AMERICA'S GAME!
packagers: Merv Griffin Productions ('75-'83), Merv Griffin Enterprises ('83-'94), Columbia/Tri-Star Television ('94-'02), Sony Pictures Television ('02-present), Scott Sternberg Productions (Wheel 2000)
air dates: NBC daytime 1/6/75-6/30/89 & 1/14-10/20/91, CBS daytime 7/17/89-1/11/91, CBS Saturday mornings (Wheel 2000) 9/13/97-'98, syndicated 9/19/83-2007 by KingWorld and 2007-present by CBS Television Distribution
hosts: Chuck Woolery (1/6/75-12/25/81), Alex Trebek (one week in '80 & 4/1/97), Pat Sajak (NBC daytime 12/28/81-1/7/89, nighttime from 9/83-on), Rolf Benirschke (1/10-6/30/89 on NBC), Bob Goen ('89-'91 daytime), David Sidoni (
Wheel 2000)
hostesses: Susan Stafford (1/6/75-10/22/82), Summer Bartholomew (10/25-11/12/82), Vicki McCarty (11/82-12/82), Tricia Gist (1/92), Vanna White (12/13/82-present), Lesly Sajak, (4/1/97), "Cyber Lucy" (
Wheel 2000)
announcers: Charlie O'Donnell ('75-'80, '89-present), Jack Clark ('80-'88), M. G. Kelly ('88-'89), Don Pardo (2 wks. in '88)

HOW TO PLAY:

Before the show, three contestants drew numbers backstage to determine playing order. Until 2001, the player who drew number 1 went first in rounds 1 and 4, player 2 started  rounds 2 and 5, player 3 started 3 and 6, etc. In the '01-'02 season, the players played Toss-Ups prior to the first and fourth rounds. Letters pop up one at a time on a puzzle board, with the white spaces indicating the letters in the hidden puzzle and the green spaces being out of play. The first player to ring in and solve the puzzle won a grand and started the round. If nobody solved the round-one Toss-Up, player 1 started the first round. If nobody solved the fourth round Toss-Up, the player who started the first round started the fourth. As of '02, a $1,000 Toss-Up is played, Pat yaks w/the players, and then a $2,000 Toss-Up determines who starts the first round. The pre-fourth-round Toss-Up is now worth $3k.

The players take turns spinning a giant wheel like the one you see in the background. If the wheel stops on a dollar amount, the player calls a letter which (s)he believes would appear in a Hangman-esque word puzzle on the board. Each round starts with the puzzle being displayed and the category announced (person, place, thing, event, phrase, etc.). The spaces to be filled in are white. The out-of-play spaces are green. Each time the requested letter appears in the puzzle, the amount spun goes into the player's bank for that round ($400 x 3 Ts = $1,200). Only the first letter called out would count. The player may also buy a vowel for $250, no matter how many times the vowel appears in the puzzle, even if it's nowhere in the puzzle at all. On the daytime version, each vowel cost $200 from '89-'90 and $100 from '90-'91. If the first letter called is not in the puzzle or has already been called, or if the player makes an incorrect guess at the puzzle, that player's turn ends. If the player spins Lose a Turn, ditto. And as if that weren't bad enough, if the player spins Bankrupt, (s)he loses not only his/her turn, but also his/her winnings for that round and must start a new bank from scratch. Up until '90, one of the spaces on the wheel was marked "Free Spin". If the player landed on it, (s)he earned a Free Spin disc. If the player loses his/her turn, (s)he could turn in the disc and continue or save it for later. As of '90, one Free Spin token is placed on one of the money spaces on the wheel and the player who lands on it must call a letter that's in the puzzle in order to earn it. As of 9/10/07, the player who earns the Free Spin also earns the amount under it ($300) each time the selected letter appears in the puzzle.
In the early years of the show, the player who solved the puzzle spent his/her bank total for that round on prizes displayed on stage. If the player couldn't afford the cheapest prize available, the remaining balance would become the value of a gift certificate. (S)he could also stop at any time and place any remaining allowance on account to save for bigger prizes like a car, boat, etc. If it was put on account, (s)he must solve another puzzle while avoiding Bankrupt or that money, too, went kaputz! But "once you buy a prize, it's yours to keep" no matter who won the game. As of 9/87 on the nightie show, as well as 7/17/89-91 on daytime, the player who solves the puzzle simply keeps his/her stash for that round. The puzzle solver was guaranteed $100 for the first few months on the daytime show, shortly upped to $200, then $500 in the mid-'90s, and $1,000 as of 9/12/05.
On the nightie show and from '89-'91 on the daytime show, bonus prizes are placed on the wheel. At first, if a player landed on one, it simply went into that player's bank, revealing the amount underneath which went into the player's bank each time the selected letter appeared. This later changed to calling a letter that's in the puzzle in order to pick up the prize. If the player evades Bankrupt and solves that puzzle, (s)he wins the prize, the value of which counts towards that player's final total.
As many rounds as time permits are played. If time is running short, the host spins the wheel, and each consonant for the rest of the round is worth that amount, and vowels are free. As of 2000, $1,000 is added to the amount spun, even if the wheel stops on $5k. If the selected letter is not in the puzzle, the next player calls a letter. If a selected letter is in the puzzle, that player will have 3 seconds (originally 5) to solve the puzzle. If not, the next player calls a letter. After that round, the player with the highest total winnings is the winner. Until September 2002, players who didn't win anything received parting gifts. As of then, no player left with less than $500. This was upped to $1,000 on 9/12/05.
On the daytime show, each champion could remain on the show for a maximum of 5 days, later changed to 3 days. From '89-'96, nighttime champs played for up to 3 days. From '96-'98, the three top winners of each week returned to compete on the Friday show. From '83-'89 and as of '98, each show featured three new players.
On the daytime show, in case of a tie for the lead, all 3 players came back on the next show building on the totals from the previous show. A tie on the nighttime show would have the players tied for the lead play another speed-round-style puzzle. Today, a Toss-Up is played to decide who goes on to the bonus round.

From 12/11/75-1/19/76, the show was expanded to an hour, a la
TPIR. The first three players played three rounds or so. Then three more players competed. The winner of each half competed in a two-player showdown in which one round was played, with the winner playing the bonus round.

On the aforementioned one-hour shows, the winner selected one of 4 prizes marked with a gold star, which were also available for shopping. The more valuable the prize, the more difficult the puzzle. The player selected four consonants and a vowel and each letter selected that was in the puzzle appeared. The player was then given 15 seconds to solve the puzzle in order to win the prize. When the bonus round became permanent on 12/28/81, the player selected which prize, marked with a gold star, to play for. The player selected five consonants and a vowel, usually R, S, T, L, N, and E (DUH!!), and still had 15 seconds to solve the puzzle. As of late '88, the champ is given R, S, T, L, N, and E as freebies but still must select three more consonants plus another vowel and solve the puzzle within 10 seconds. The nighttime show offered far more expensive bonus prizes (mobile homes, Cadillacs, Corvettes, a trip around the world, etc.). When the shopping element was axed on the nighttime show in '87, one of the bonus prizes available was always $25,000 cash. From '89-'91, the daytime bonus prizes always included a $5,000 cash prize.
In '89, because almost everyone wanted to play for $25k on the nighttime show, the bonus round introduced a new element. The player selected one of five envelopes and if the player solved the puzzle, (s)he won the prize in the envelope and that prize was taken out of the drawing for the rest of the week. If not it was put back in the drawing. In '95-'96, some bonus prizes also included $10,000 in cash, indicated in the envelopes by a gold star. Starting in '98, if $25k was drawn, it was put back into the mix whether it was won or not. From September to November 2001, two envelopes each hid $25k and the other three each hid a car.
As of November '01, the player now spins a miniature "bonus wheel", which contains 24 envelopes. When the wheel stops, the player picks up the envelope in the space on which it stops. One of those envelopes hides
$100,000 in good old American cash!!! From 11/2001-9/2002, 11 envelopes each hid $25k, each of the remaining 12 hid one of 3 cars. As of 9/2002 (as well as "Big Money Week" from the '01-'02 season), six envelopes each conceal $25k with one each of $30k, $35k, $40k, $45k, $50k, and, of course, the big $100k! This later changed to having 5 envelopes for each of 2 cars, one each of $35k-$50k, 3 $30k envelopes, 6 $25k's and the $100k. As of 9/12/05, if a car is won in the bonus round, a Wheel Watchers Club member whose SPIN ID is displayed must log on to wheeloffortune.com within 24 hours and claim a mighty spiffy set o' wheels (plus $50,000 if (s)he also has a SonyCard credit card)!
When the show premiered in '75, the lowest dollar value on the wheel was $25. In round 1, the top dollar value was $500, $750 in round 2, and $1,000 from round 3 on. By the end of that year, $100 became the lowest amount on the wheel. In '76, the top dollar values were upped to $500 in round 1, $1,000 in round 2, and $1,500 from round 3 on. From '80-'89 on NBC, they were upped to $750, $1,000, and $2,000, with $100 as the lowest amount. On the CBS and second NBC version, it was $500 in the first two rounds, $1k in round 3, and $1,250 from round 4 on. In the first season of the CBS run, the wheel featured $50 and $75 spaces, which were later axed so that $100 became the lowest amount on the wheel. During the nighttime version's first season, the top amounts were $750/$1k/$5k. From then on, the top amount in round one also upped to a grand. Starting in '87, the top amounts increased to $1k/$2,500/$3,500/$5k. As of 2000, it's $2,500 in round one, $3,500 in rounds 2 & 3, and $5k after that. Gift tags are also placed on the wheel in the first round, usually representing a $1,000 gift certificate or shopping spree, with a prize added to the wheel in the second round. As of 9/12/05, the wheel starts with one prize and 2 (originally 3) gift tags. The lowest amount on the wheel increased in $50 increments over the years and is now $300. During the 25th season ('07-'08), a 25 wedge was placed on the wheel. If a player landed on that wedge, called a correct letter, and solved the puzzle while avoiding Bankrupt, (s)he won 25 of a particular prize.

Early in the first season of the daytime show, the wheel included a Buy A Vowel space. If landed on, $250 was deducted from the player's score. The player selected a vowel and if it was in the puzzle, the player continued. If the player had less than $250 and landed on the space, (s)he lost his/her turn. This space was quickly axed in favor of allowing players to buy a vowel at their own discretion.

For a short time in '78, a Star Bonus disc was placed on the wheel. The first player to land on it played a Star Bonus puzzle at the end of the show. It was the same procedure as the bonus round from the one-hour show except if the player solved the puzzle, the value of that prize was added to that player's score.

From '87-'88, the daytime show featured a "jackpot" space for the third round. The jackpot started at $1k, with another grand added each day until won. In order to win the jackpot (used towards shopping), a player must be the first to land on the "jackpot" space and also solve the puzzle while avoiding Bankrupt.

During the mid-'90s, a Surprise wedge was placed on the wheel. If landed on, and if that player called a letter in the puzzle, it went into his/her stash for that round. The prize was not announced unless it was won.

During the '95-'96 season only, a Double Play token was placed on the wheel. If landed on, and the selected letter was in the puzzle, that player could use the token at any time to double the value of the next spin.

From '95-'08, a $10,000 space was placed on the wheel. The wedge had 3 sections, an inner $10,000 section and two outer Bankrupt sections. If a player landed on the inner section, called a right letter, and solved the puzzle while avoiding Bankrupt, that player scored $10,000 in addition to all other winnings for that round. Played in the third round at first, then moved to the second round before moving to the first round in 2000.

The Jackpot Round returned in '96. At first, the Jackpot Round was played in the third round. The jackpot starts at $5k and every amount spun is added to the jackpot. The player who lands on the Jackpot space must call a right letter and solve the puzzle right then and there in order to add the jackpot to any other winnings for that round. From '96-'98, on Friday when the week's three top winners returned, the jackpot started at $10k. As of 2000, the Jackpot round is played in the second round. As of 9/2006, the Jackpot space doubles as a $500 space.

From 9/02 on, round 3 features the two $500 spaces on the wheel each covered with a "mystery wedge." Each "mystery wedge" displays "?/$1,000" ("?/$500" from '02-'04). One wedge hides a prize on the other side (a car, a $10,000 gift certificate, or $10k in cash) while the other hides the most dreaded word on the wheel, BANKRUPT!!! When a mystery wedge is landed on, the player calls a letter. If that letter is in the puzzle, the player may take $1,000 ($500 from '02-'04) a letter or take whatever is on the other side. Whenever a "mystery wedge" is turned over, the other wedge becomes a regular $1,000 ($500 from '02-'04) space. If the prize is turned over, the player has to avoid Bankrupt and solve that puzzle in order to win it. During
Wheel's 25th season, the 3rd round also featured a Big Money wedge featuring an LCD monitor which displayed either Bankrupt, Lose A Turn, $5,000, $7,500, or $25,000! The wedge randomly changed with each spin of the wheel. If the wedge displayed an amount when landed on and the player called a right letter, that amount was added to that player's stash and the Big Money space became a regular $1,000 space.

As of 9/2003, one Prize Puzzle would be played each night (every few nights at first). The player who solves it also wins a prize related to the puzzle. The value of the prize is added to that player's score. Also, members of the Wheel Watchers Club have a chance to win that same prize. The Club member whose SPIN ID is displayed is given 24 hours to claim the prize by logging on to wheeloffortune.com. If that Club member also has a SonyCard credit card, (s)he also wins $50,000!

As of 10/23/06, a "Wild" card is placed on the wheel. If a player lands on that space and calls a correct letter, (s)he may use the "Wild" card at anytime to call a letter for the last amount spun, but loses the Wild Card if (s)he lands the wheel on Bankrupt. HOWEVER, if the player holding the "Wild" card wins the game, (s)he may select FOUR consanants and one vowel in the bonus round.

Starting 9/08, a Bankrupt/One Million/Bankrupt wedge is placed on the wheel during the first 3 rounds. Any player who lands on the middle section of the wedge, calls a right letter, and ends up winning that particular round as well as the game while avoiding Bankrupt will play the bonus round for up to
$1,000,000 instead of $100,000!! On 10/14/08, Michelle Loewenstein became the first player to do just that!

Some puzzle categories have bonuses attached to them. The player who solved the puzzle could win a cash bonus ($500 at first, increased over the years to $3,000). These puzzles included:

Clue:
The solver must guess what the puzzle referred to.
Fill In the Blank:
The puzzle includes a question mark which represents a blank to fill in.
Fill In the Number:
The puzzle includes a series of pound signs which indicate a number to be guessed.
Where Are We?:
The solver must guess which place the puzzle refers to.
Who Is It?:
The solver must guess whom the puzzle refers to.
Next Line Please:
The puzzle solution consists of the first half of a phrase or quotation. The solver must guess the second half.
Megaword:
Short-lived category in which the puzzle solution was a long word which, if the solver used the word properly in a sentence, netted a $500 bonus.
Puzzler ('98-2000):
Played after the first round. The player who solved the puzzle had 5 seconds to solve a halfway-revealed puzzle related to the one just solved in order to score another $3,000.
In '93, some of the letters in one of the day's puzzles were red instead of black. The solver must unscramble those letters to form a word for a bonus.

Other puzzle categories introduced over the years include
:
Before and After:
Examples include VANNA WHITE HOUSE, PEEPING TOM HANKS, ONE-EYED JACK FROST, YOSEMITE NATIONAL PARK AVENUE, STOP WATCH DOG, RED-LETTER DAY DREAMER, MYRTLE BEACH BOYS.
Same Name:
BRITNEY AND ASPARAGUS SPEARS, JAMES AND SAVINGS BOND, SPENCER AND DICK TRACY, FOOTBALL AND SALLY FIELD.
On the Map and Landmark were spun off from Place. Spin-offs of the Person/People category included Proper Name (so that Pat won't have to say "Person/People does not always mean proper name."), Family, Husband/Wife, Occupation, Fictional Character, and Star/Role. The Thing(s) category spun off categories such as Around the House and On the Menu (renamed Food & Drink in '06). The Event category spun off Headline, Fun & Games, and What Are You Doing? The categories Best Seller, TV Title, and Movie Title were sprung off from Title. Other categories included The 50s, 60s, 70s, 80s, 90s, Song Lyrics, Song/Artist, Rock On!, Classic TV, and Slang. The College Life category is used during College Weeks.

On Wheel 2000, three kids, aged 11-14,  competed for cool prizes. The first player for each round selected from one of three categories. The wheel was spun, a letter was called, and points were racked up. Whoever solved the puzzle kept those points (guarantee of 200) and won a prize. The top score on the wheel was 1,000 points in the first round, 2,000 in the second, and 5,000 as of round 3. Aside from point values, of course, other spaces on the wheel included Loser, which ended that player's turn. If the wheel stopped on "The Creature", the Creature would jump out and eat the player's points! Landing on the wheel2000.com space and calling the right letter scored 750 points/letter and won a Wheel 2000 t-shirt & cap for anyone registered with wheel2000.com. Landing on Double Up and calling a letter in the puzzle scored 500 points/letter or 1,000/letter if a question was answered correctly. Landing on the "prize box" and calling a right letter won that player whatever was in the box, to be kept no matter what, in addition to 100 pts./letter. There was also a "physical stunt/250" space twice as wide as a regular space. That player could earn up to three letters selected by a letter randomizer by performing the stunt. The player could take those letters or pick their own letter, and pick up 250/letter either way. The highest scorer in the end attempted to solve a bonus puzzle. The winner chose one of 2 envelopes, A or B. The prize was only revealed if won.

OTHER TIDBIT
S:
Until '97, the puzzle board consisted of trilons which lit up to indicate where the selected letter was in the puzzle and had to be turned by hand. In '97, a new board was unveiled which featured 52 screens, so that North Myrtle Beach native Vanna White no longer turns letters. The letters now appear at the touch of her hand. This paved the way for the Toss-Ups.

Before hosting game shows, Kentucky-born Chuck Woolery started out as a singer/songwriter who scored a top 40 hit in '68 with the song "Naturally Stoned", which was also the name of his reality show on GSN. Chuck hosted other shows such as
Scrabble, Love Connection, the late '90s version of The Dating Game, Greed, and Lingo.

Chicago-born Pat Sajak began his career as an Army DJ during the Vietnam War. He later became a television weatherman before hostin
g WoF. From '89-'90, he hosted his own late night talk show on CBS, which was no match for NBC's The Tonight Show with Johnny Carson. During that time, the NBC daytime version of Wheel was hosted by former San Diego Chargers place-kicker Rolf Benirschke for five months. Former Entertainment Tonight anchor Bob Goen, who now hosts That's the Question on GSN, hosted the daytime show from '89-'91.

On April Fools' Day in '97, Pat and Vanna each played for their own charity in the front game, but played together in the bonus round. Alex Trebek hosted while Pat's wife Lesly stood at the puzzleboard.

O
n Wheel 2000, Tanika Ray donned a special suit which, while hooked up to a computer, controlled "Cyber Lucy's" movements and speech.

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