Easy as 1-2-3
Contestant places three numbered blocks in front of three prizes,
attempting to correctly order them in value to win.
Five Price Tags
5 possible prices of a car are shown. Answer true/false prize questions
and win up to 4 choices. Pick right price for car and win. Known early on as the 'True or
False' game and is one of the few games to not have its name appear on any prop.
Four prizes are shown, each with a gift box - three are empty, one
contains $5,000 cash. Host reads a series of three clues as to which prizes do not have
the cash (e.g. "Eliminate the prize whose price begins with seven."
"Eliminate the most expensive prize.") If the remaining box has the cash, player
also wins all four prizes.
Eight sets of two-digit numbers rotate clockwise on the game board. The
contestant must stop the numbers so the two sets that make up the correct price appear at
the top in the correct order to win.
Starting with a small product (eg 39 cents), Determine which of the two
digits of its price belongs in the missing spot on a 3-digit prize. If correct, price of
3-digit prize is used the same way with a 4-digit prize. If correct there, player goes to
the end of the Golden Road, where a luxury car, yacht, Winnebago, etc. awaits. (NOTE:
Originally, the final prize was not THAT big; first digit was almost always "1",
but this was in the days of $4000 cars. Now, prizes are almost always more than $30,000
and have been known to reach $70,000.)
Six products and a "target price" are shown;
four of the six are below that price. Player begins with $1 and adds a zero for each
correct prize selected; game ends when all four are found ($10,000) or a mistake is made
(keep money unless s/he was trying for $10,000, in which case s/he loses everything.
Player is offered the chance to quit w/ $1000.
Five grocery items are shown; player selects an item and a quantity,
and the total is rung up on a cash register. Player won if the total was between $6.75-$7.
(NOTE: Now, the winning range is $20-$21. This game was played on the second show.
Early on, there was a $100 bonus for not going over $7, even if the player didn't reach
$6.75. Traditionally, Janice has been at the cash register.)
6 products are shown. Choose the three highest priced products and you
Blackjack game. Six products are shown with prices that could be
correct or multiples of 1-10. The appropiate card is hidden behind the price. The
"House" builds its hand from the rest of the deck. Player wins w/either 21 or a
better hand than the house, which hits on 16 and stays at 17. Player takes ties. Rather
easy to win if you know what you're doing: just pick the 10x price (usually the only one
ending in 0) and the actual price.
Hole In One
Player puts 6 products into what s/he believes is the correct price
order (lowest to highest). For each correct product, player gets to attempt a mini-golf
putt one line closer to the hole. If all 6 are correct, contestant putts from barely a
foot away from the hole and also picks up a $500 bonus. Sinking the putt wins a new car or
truck. (NOTE: In the 1986 nighttime version, this became "Hole in One...or
Two", offering two putts. This change was subsequently made on the daytime show as
well. Also, in the nighttime version, ordering the products correctly won a $1000 bonus.
Bob Barker always takes an "inspiration putt" from the farthest line;
originally, the audience booed rare misses. On one episode, half the show's crew came out
to watch and placed bets.)
Time for the "inspiration putt"...
The contestant gets to putt further forward than Bob does for his
"inspiration putt", distance depending on how well they priced the grocery
But remember... if you miss the first time, it's Hole in One... or Two.
Chantel's taking the "inspiration putt"!
It's In the Bag
Five grocery items are presented, as are five "shopping
bags," each displaying a price and concealing a duplicate of the appropriate product.
Player matches all items to the prices; getting the first one correct is worth $1,000,
with each successive reveal double-or-nothing up to a grand prize of $16,000. Contestant
has option of stopping after each reveal and keeping the money won to that point.
A row of five playing cards is presented, face down. By guessing one of
two prices for each of four small prizes (a la $35 or $53; $45 or $54, et al.), contestant
removes one of the cards and wins the game if the joker is removed. Therefore, contestant
can win with only one correct answer or lose with all four correct.
Let 'em Roll
(Pictures and description to be added at a later date)
Line 'em Up
Player is offered the chance of winning a car if s/he can "line
up" the price of the car vertically by using the numbers from three other prizes. The
player is given the first and last number in the price of the car, and the prices of the 3
other prizes are displayed horizontally with sliders so the contestant can choose a number
in each of the 3 prizes that s/he thinks is the second, third, and fourth number in the
price of the car respectively. One of the prizes has a 2 digit price, the other two have 3
digits. If the player lines up all three prizes correctly showing the ARP of the car, s/he
wins all three prizes and the car. If any number is incorrect, the player is shown how
many numbers they have right (1, 2 or 3) and is offered one more chance to get it right.
This game has 17-1 odds of winning, yet it has been won most of the time it has been
Player is given $7 and attempts to guess each number in a car's price.
For each number the player is off, s/he must give back $1. Having at least $1 left at the
end allows player to buy car. With five-digit cars, the first digit is given free. (Note
- the 5 digit version of Lucky 7 premiered on the 1986 primetime specials, and at that
time, the LAST digit was given free)
Two prizes are shown; the player must select a price in between the
values of the two prizes by manipulating the lever on the gizmo.
A Salute to Game Shows © 1999-2001 Ben F. Schumin,
Chris-Place.com. All rights reserved.