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One of the most frequently-seen games, Lucky $even was played for a car. Tom gives the contestant seven dollars to start and the contestant guesses each digit in the car's price, one at a time. Guess the right digit and s/he keeps all the dollars. Guess wrongly, and the contestant pays one dollar for every digit between their guess and the correct answer (i.e. their guess is 4, the digit is 7, they must give back three dollars). If they have at least one dollar left after the full price is revealed, the contestant wins the car.



Played with five grocery items. The contestant's goal is to buy enough products to get between $6.75 and $7. They can buy any number of any product, but once the price is revealed, they can't use that product again. The contestant loses if s/he goes over $7 or uses all five products and doesn't get to $6.75.


Danger Price

Played with two very different set-ups during the one season run, Danger Price offers four prizes. One price, the "Danger Price," is revealed to start, and if the contestant can pick the three prizes that DON'T have that price, they win all four. Pick the Danger Price and lose. The game's set-up was changed either because it looked too cheap or because it frightened children; my brother tells me I was scared to death of the skull logo as a toddler.



Played with three prizes, Any Number is one of the few pricing games to guarantee that the contestant will win SOMETHING, although admittedly, one of the prizes offered is considerably less desirable than the other two. The gameboard has ten spaces, 4 for the digits in the price of a car, 3 for the digits in a smaller prize, and three for the dollars and cents in the Piggy Bank. Every digit 0-9 appears on the board once and only once, and the contestant selects digits, one at a time, to be lighted up. The contestant wins the first prize whose price is completely revealed.



Played on a very cool but very impractical Ferris wheel set during the 1985-86 season, Pick-a-Pair is played with six grocery items, comprised of three pairs of items with matching prices. Pick a pair of products with said matching prices and win the game. The contestant has two chances to do this.



Played for one very expensive prize and one worth less than $1,000, both hidden in the Price is Right safe. The combination to the safe is the same as the price of the smaller prize, and the dials to the safe display the correct numbers, each of which is used only once. Open the safe by dialing the right combination, and the contestant wins both prizes.



Played for a car and four much smaller prizes (worth less than $100 each). The prices of all five are shown with the tens digit for each price missing. The contestant has 30 seconds to place the digits correctly with the five blocks given. After they're placed, the contestant is shown how many of the five they have priced correctly, and the contestant has the option of playing for another 30 seconds to make changes or quitting and taking whatever prizes they have correctly (without being told WHAT, exactly, before they choose).



One price and two prizes are shown. Match the price to the correct prize and win both.



Played for one big prize and four small ones. A ball is placed beforehand under one of four shells. The contestant is shown a wrong price for each of the four smaller prizes and must guess if the correct price is higher or lower. Every correct price wins a chip to place in front of one of the shells. If the ball is hiding under a shell with a chip in front of it, the contestant wins the big prize. It's possible to win this game by default, if the player guesses all four small prizes correctly, thus winning a chip for each shell. In this case, Tom offers a $500 bonus if the contestant can guess which shell has the ball. This bonus was later changed to $1,000 straight up, without having to guess anything.



Played for a car; a wrong price is shown, and each digit in the price is either one higher or one lower than the digit shown. After making changes to every digit, the contestant hears a series of car horns indicating how many numbers they have right. If they don't hear any horns, the game is over. If they hear four horns, they win the car. And if they hear horns, but not four, the contestant makes changes accordingly, and the price is revealed. Again, if the price is correct after their new changes, they win the car. If not, the game is over.



Played for four prizes; the contestant is given price tags for each prize, and has 45 seconds to place them in front of the correct prize. They must then run back to a display box and pull a lever showing how many prizes they have correct, and, using the time remaining, make changes. This repeats until they've placed all four prices correctly, or until time runs out, at which point the contestant wins whatever they placed correctly.



Played for two prizes, each worth less than $1,000. The contestant starts with 30 seconds and places a bid on the first prize and Tom tells them if the correct price is higher or lower. This process repeats (hopefully as quickly as possible) until the contestant guesses the correct price. With the time remaining, they play for the second prize.



Played on a tic-tac-toe board with the vertical middle row hidden; the contestant gets one X to start and places it on one of any of the exposed six outer spaces. Two small prizes are then brought out, each one displayed with a choice of two prices. Pick the right price and win another X. Pick the right price for both and win two X's. After the contestant has placed all of their earned X's, the middle row is revealed, and if the contestant has tic-tac-toe using the Secret X, they win the grand prize.



One prize and two prices are shown. Pick the right price and win.



Played for a $25,000 top prize that was never won (and today played for a $50,000 top prize that's never been won). The contestant is given one Plinko chip to start and is then shown four prizes with two-digit prices. The price for each is wrong, but in each case, either the first or second digit is correct. For each correct guess, the contestant wins that prize plus a chip. The contestant then takes all chips earned to the top of the board and drops them one at a time to fall through the maze of pegs and land in one of the spaces at the bottom. Each space has a cash prize, either $0, $100, $500, $1,000, or $5,000. The contestant keeps all cash earned.



Played for four prizes. The sum of the prices of two of the prizes is displayed, and the contestant has two chances to select the correct two prizes. If they do so, they win all four.



A target price is shown, along with six grocery items. Four are below the target price, two are above. The contestant starts with $1 and every time they pick an item below the target, a zero is added to their winnings, for a top prize of $10,000.



Three prizes are shown. Pick the most expensive and win all three.



Five digits are shown for a four-digit prize. Remove the extra digit (never the first or last digit) and win the prize.



A rather simple game played for a car. The contestant faces a board with nine pairs of numbers. One pair is the first two numbers in the price of the car and has an icon for the front half of the car behind it. Another pair is the last two numbers and hides an icon of the back half of the car. The remaining seven pairs have dollar signs behind them. The contestant keeps playing until they have found both pairs of numbers in the car's price (in which case they win the car) or until they find four dollar signs (in which case they win the combined value of those pairs in dollars). In Big Money Game, the car had five digits in the price and the contestant would be given the last number in the price of the car up front. The contestant had to find the first two numbers and the third & fourth numbers among the nine pairs (different from the format used today where the middle number is given for free).



Four small prizes are shown with the wrong price. For each one the contestant must guess if the correct price is higher or lower. For each correct guess the contestant wins the prize, and after playing for all four, the contestant gets to punch out one of 50 holes for each prize earned. The slip in the hole could be any dollar amount from $50 to $10,000, but to go for the money slip in the next hole, the contestant must give up the money they've already won. Four of the slips have "Second Chance" printed on them, and if one of those is found, the contestant punches another hole, and the cash in there is added to the dollar amount on the "Second Chance" slip, so it's actually possible to win more than $10,000.



 A prize is displayed, and a $600 sequence of possible prices is shown. The range (covering $150 worth of prices at any given time) moves upward until the contestant presses the red "stop" button. If the correct price is anywhere in that $150 range, the contestant wins the prize.



Played for a car. The car's price has no digits higher than six and no zeroes. The contestant rolls four dice, one for each digit in the price. If they roll the correct digit, great; if not, they must guess if the correct digit is higher or lower than the number they rolled. If they can light up the price of the car with no wrong guesses, the contestant wins the car. Renamed "Deluxe Dice Game" for occasions when the car had five digits, but it was played identically; the contestant was simply given the first digit as a freebee.



Played with four stops. The first stop has a grocery item worth less than one dollar, with its value (in cents) revealed. The second stop has a prize with a three digit price, and the hundreds digit is missing. The contestant must decide which digit from the grocery item's price will correctly complete the larger prize's price. If correct, the contestant goes to the third stop, taking the three-digit price with them. The third stop has a prize with four digits in its price, and, in a similar fashion, the contestant must use a digit from the three-digit price to complete the four-digit price. If correct, the contestant goes to the final stop, which usually featured the most spectacular prize on the entire show, with five digits in its price. The contestant uses the four-digit price and once again selects a digit to complete the final price. The contestant keeps all prizes they guess correctly.



Six grocery items are presented. Pick the three highest-priced items and the contestant wins the grand prize.



The four digits in a car's price are placed in a bag, along with three strikes. The contestant draws from the bag, and if they pull out a number, they must guess where that number goes in the car's price. If the contestant guesses correctly, the number lights up, and is removed from gameplay. If s/he is incorrect, the number goes back in the bag. This continues until the contestant has filled in the price (and wins the car) or draws all three strikes (and loses).




Easily the most morbid pricing game, and oddly one of the most popular. Cliff Hangers is played with a mountain climber who is ascending a mountain with 25 steps. The contestant is shown three small prizes, each worth less than $100, and seldom worth more than $60.The contestant places a bid on each item, one at a time. If the contestant bids correctly, the mountain climber stays right where he is. If s/he is wrong, the mountain climber takes one step for every dollar the contestant is away from the correct price. If the mountain climber has to take a 26th step, he falls to his grizzly death and the contestant loses. If the mountain climber stays within 25 steps, however, the contestant wins the grand prize.


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