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Tuesday, June 26, 2012

Dumb Daytime Moves--Hollywood Squares in Vegas

I haven't done one of these in a while, and I know this isn't exactly a dumb DAYTIME move, but with a clip of the highly-sought after Vegas season of "Hollywood Squares" popping up on YouTube, I just couldn't pass this up.

"Hollywood Squares" is one of the all-time greats in the history of game shows.  The gameplay was actually secondary to the hilarious "joke" answers delivered by the stars.  However, like most shows, "Squares" did make some dumb moves over the years, such as moving the show to four different time slots in the final four years on NBC, replacing the beloved Center Square Paul Lynde with a puppet (I'm not joking with that one), or perhaps the most notorious change during the show's 15-year-run...moving to Las Vegas.

Here's the set-up.  The daytime version of "Hollywood Squares" was cancelled on NBC on June 20, 1980 by a certain individual who I have talked about before.  However, the syndicated version, which was airing once or twice a week, depending on the market, was still going on strong, so it was decided to expand the show to five nights a week.  It was also decided to move the show to Las Vegas, partially because the producers, Merrill Heatter and Bob Quigley, were reviving Gambit at the same time, and they were planning on having the show tape from Las Vegas as well.  They also decided to bring back Paul Lynde as the Center Square.

Here are my problems with this...

First of all, the show is called HOLLYWOOD Squares.  That means that with the exception of occasional visits, the show would always be done in HOLLYWOOD, not Las Vegas!

Second, with the show moving to Vegas, the giant tic-tac-toe board, which was the centerpiece of the show, had to be disassembled and reassembled for each taping day as opposed to letting the set stand in the studio.  This is because they were shooting at a theater at the Riviera Hotel & Casino.

Third, from what I've read, everybody spent their free time gambling, and as a result, the quality of the show suffered.

Fourth, THERE WAS NO SECRET SQUARE GAME!!  I mean, come on!  That's one of the best parts of the show!!

Needless to say, the show was cancelled after only one season in Sin City, with Paul Lynde leaving again mid-way through. (He tragically died shortly afterwards.)  While this wasn't the absolute worst version of Hollywood Squares, it was still pretty bad.  I haven't exactly seen a full episode of it yet, just the clip that surfaced, but I do not have high hopes if an episode ever does show up.

And that's it for now.

Saturday, June 2, 2012

Catch Phrase Comparison

No, I'm not talking about catch phrases from various forms of media.  I'm talking about the television game show "Catch Phrase" (or "Catchphrase") and comparing its American, British, and Australian versions.

"Catch Phrase", for those that don't know, is a game where contestants attempt to solve animated puzzles for cash prizes.  While each version played the game differently, the main focus (solving the Catch Phrases) was the same.

American Version

This was the first version of "Catch Phrase," debuting in September of 1985 in daily syndication and lasting for only 13 weeks.  It was hosted by the late Art James, one of the most underrated and under-appreciated hosts of the game show genre.

At the start of each round, one of the two players stopped a randomizer which determined how much each toss-up would add to the "Bonus Bank".  After this, a toss-up Catch Phrase was animated and the first player to guess it correctly earned money for the bank and got an opportunity to solve the "Super Catch Phrase" for the amount in the bank.  If a player failed to solve the Super Catch Phrase, another toss-up was played.  This continued until either a contestant solved the Super Catch Phrase or all the pieces were revealed and no one guessed.  Another puzzle was played afterwards and continued until time ran out.  The player with the most money won the game and went onto the bonus round.  Both players kept whatever they won by solving the Super Catch Phrase.

In the bonus round, the champion faced a board of 25 Catch Phrases and had 60 seconds to solve any five in a row (horizontally, vertically, or diagonally).  For each Catch Phrase solved, the he/she won $200 cash.  If the solved five in a row, he/she won a prize package worth $5,000.  If they solved the "All-Important" 'M' Catch Phrase (the most difficult Catch Phrase on the board), they won $400 cash, and if they got five in a row via the 'M', they won a $10,000 prize package.  Champions stayed on until defeated or they won five games, during which they won a bonus prize.

British Version

The British version is the most well-known edition of the game, debuting shortly after the American version ended (January 12, 1986 to exact), and lasting for sixteen years, thirteen of those years hosted by the legendary Roy Walker.  BTW, I won't be covering the post-Walker periods because, well, they suck.  Don't believe me?  Go to this website.

Like the prior version, two players played, a man and a woman.  At the start of the game, the lady contestant stopped the randomizer to determine the cash value for each toss-up Catch Phrase.  The player that solved the toss-up Catch Phrase had a shot at the "Bonus Catch Phrase", which was for, obviously, bonus money.  From 1986 to 1993, the first Bonus was worth £50, with each bonus worth £50 more than the last (£100 for round 2, £150 for round 3, £200 for round 4, and so on).  For the first two episodes, however, the first "Bonus" was worth £100, with each successive Bonus Catch Phrase worth £100 more than the last (£200 for round 2, £300 for round 3, £400 for round 4, and so on).  In 1994-1995, Bonuses started at £150 (plus another £50 for each successive round; £200 for round 2, £250 for round 3, £300 for round 4, and so on), but would take away ten quid for each additional space revealed.  From 1996 onward, Bonuses started at £200 (plus another £50 for each successive round; £250 for round 2, £300 for round 3, £350 for round 4, and so on), but again would take away ten quid for each additional space revealed.

Starting in the second series (1987), the first puzzle in the second half of the show (usually round 3) was the "Ready Money Round".  In that round, all Catch Phrases were worth a flat rate (£50 during the early years, £100 in the mid-1990s, £125 by the later years), plus contestants could buzz in at any time as much as they want (under normal rules, they could only buzz-in once after a "bell" went off, and if they missed it or buzzed in too early, their opponent got a free guess).  From 1994 onwards, all rounds in the second half were Ready Money Rounds.

The player with the most money at the end of the game advanced to the "Super Catch Phrase" round.  All players kept whatever money they earned.

Now, onto the "Super Catch Phrase" bonus round.  It played the same as the bonus round for the American version, but with a few changes.  First, a prize was awarded for five-in-a-row, with a holiday being awarded for a five-in-a-row via the 'M' square.  Second, for each Catch Phrase solved within 60 seconds that wasn't five-in-a-row, £25 was awarded.  Starting in 1994, £50 was awarded for each correct Catch Phrase, while any five random Catch Phrases, or any five-in-a-row that didn't go through the 'M' was worth a bonus £50 (£300 total).  If they went through the 'M', they won a holiday plus catch (£1,000 from 1994-1996, £2,000 in late 1996, and £3000 during the rest of Walker's run).  In early 1998, each non-winning Catch Phrase was bumped up to £100, and from late 1998 onward, each non-winning Catch Phrase was worth £200.

Australian Version

The Australian version, which lasted from 1997 to 2003, was hosted by former "Wheel of Fortune" host John Burgess.  It was because of this that the show was renamed "Burgo's Catch Phrase" in 1999.  For the 2002 season, Burgo was reunited with Adriana Xenides when she served as co-host.

The Aussie version played the same as the British version, only playing for dollars as opposed to pounds, no Ready Money Round, and there were three rounds total, with the first round's Bonus worth $100, the second round's worth $200, and the third round's worth $300.  One square in each Bonus Catch Phrase awarded a mystery prize if it was hit.  From 2002 onwards, if the second round was solved in less 5 squares or less, a second $200 round was played.  The player with the most money after the $300 round won the game. Also, during the show's final two years (2002 & 2003), three contestants played the game instead of two.

The "Super Catch Phrase" bonus round was played for prizes, with a major prize being won if the player went through the "M".  From the fifth winning show onwards, champions would win a car by completing a line through the "M" square.  Players in this version continued until defeated or winning the car.

My Thoughts

Personally, I prefer the British and Australian versions to the American version.  Now before you brand me a traitor, let me explain.  The main problem I have with the American version is that the only way contestants can win money is by solving the Bonus Catch Phrases, and not by solving the toss-ups. (Maybe that's why it lasted only 13 weeks.)  Thankfully, this flaw was corrected in subsequent versions.

Oh, I guess I should also mention the infamous "Snake Charmer" incident.  Well...all I can say is it involves something teenagers do in the privacy of their own bedroom.  To see what I mean, find a clip of it on YouTube.

Sunday, May 27, 2012

Deal or No Deal comparisons

One of the hottest game shows in the 2000s was "Deal or No Deal", and while the show is no longer on the air in the United States it's still running in such countries as Australia (which was the first country to air an international version of the show) and the United Kingdom.  For this entry, I will compare the American, Australian, and British versions of the show.

The basics of the game are the same--select a box, then open the other boxes to determine what you have, with cash being offered at various points the game to leave.  The differences are as follows.

Australia

Since the Aussie version was first (having debuted in 2003), I'll start here.

The contestants are chosen from sections of the audience, divided into 6 "blocks" (8 "blocks" in the original primetime version).  From that block, one member is selected to be the "main" contestant, who selects one of 26 cases.  The other 25 cases are distributed amongst the other audience members, some of whom may be supporting the main player (and after often the last case remaining).

In the first round, the contestant must open six cases before being given an offer from the Banker, Walter P. Smyte (who issues offers and other notes via a messaging system).  Before opening a case, the case holder must predict how much is in his/her own case.  If they made a correct prediction, they win money ($1,000-$6,000, depending on the round, in the original primetime version, $1,000 at the start of the daytime version {2004-2005}, and $500 nowadays {since 2006}).  After the contestant decides whether or not to continue (using a "money" gesture for DEAL, and an "X" gesture for NO DEAL), five more cases are opened in the second round, followed by four more in the third round, three more in the fourth round, two more in the fifth round, and one case at a time in subsequent rounds.

There are various "mini-games" in this version, the most prominent being the "Megaguess," where the caseholder can win $2,000, $5,000, or $10,000 for a correct prediction.

The top prize was originally $2,000,000 (Yes, you read that right.  TWO MILLION DOLLARS.), with the lowest amounts on the board being 5c, 25c, 50c, and 75c (Yes, they had more than one case that valued under a dollar).  After the show moved to daytime, the top prize was lowered to $200,000, with 50c being the lowest amount.  In 2005, a "CAR" was added, being placed amongst the Red cases valued at $10,000 and above, and the two six-figure amounts ($100,000 and $200,000) were colored green.  The values under $10,000 were colored blue, and the values under $1,000 were colored yellow.  In 2006, all of the values on the left side of the board (50c-$750) were colored blue, while the top values ($50,000, $75,000, $100,000, and $200,000) were colored green, and all other values (including the CAR) were colored red.

This version can be considered more exciting than the American version.  At least, I think so.  Your mileage may vary, of course.

Great Britain

The British version debuted in October 2005, two months before the American version.  Here, there were only 22 boxes (not cases), and all are held by twenty-two contestants, one of whom is randomly chosen at the start of the game.  In the first round, five boxes are opened before the offer, with each subsequent round opening three boxes.  Here, the Banker communicates via telephone.  The top value is £250,000, with the lowest value being 1p (one penny).  All values on the left side of the board are colored blue, and all values on the right side of the board are colored red.  This version of the tends to be a bit more...melodramatic, compared to the high-energetic Australian version, but I do like how the contestants do seem to bond with each other, as they are often on the show for weeks at a time before they are chosen to face the Banker.

United States

Ah, yes.  I had to get here sooner or later.

The rules of this version are similar to the Australian version, only with twenty-six models holding the cases, the banker communicating via telephone (like the British version), and the top value being $1,000,000...all the way down to one penny.

The daily syndicated version had 22 cases, like the British version, but unlike the UK version, the 22 potential players only appear during that particular week (the British contestants often appear holding the boxes for up to months at a time).  The top value here is $500,000, with the lowest being a penny.  The first round removes five cases, followed by another five in the second round, four more in the third round, two in the fourth round, two in the fifth round, and then one in each of the last two rounds.

The problems with the American version include going to commercial at the most aggravating times, the player's supporters often giving stupid advice, not to mention players insisting on going all the way...only to win very little when they could have made a big deal.

Anyways, those are my thoughts.  If you have a chance, please tell me yours.

Next time on the comparisons, if I'm up to it...we'll deal with catchphrases.

SALE of the Century comparisons

For this entry, I'll be comparing the world's richest quiz, "Sale of the Century".  To simplify things, I'll only be comparing the 1980s American version (1983 to 1989, to be exact) and the classic Australian version that ran from 1980 to 2001.  However, I will briefly mention the British version, as it lasted for over a decade (1972 to 1983).

The basics of "Sale of the Century" are as follows--three contestants compete in a rapid-fire quiz (and it is fast, so fast that you might have trouble keeping up), interrupted at various points with a "Sale", where the contestants could use their cash to buy merchandise at special low prices (ex.: a $500 television for $6).  At the end of the game, the player with the most cash could use his/her money to buy a bigger prize, such as a brand-new car.

Now, onto the main event.  Oh, wrong show.

Note:  I will not be including the "New Century" format changes for the Australian version just to simply things.  I am also not including the "Winner's Big Money Game" from the American version.

Round One

All three players start with $20, and are asked questions worth $5.  A right answer adds the money to the score, while a wrong answer deducts it from the score.  Only one player may answer per question.  After a number of questions, the player in the lead is offered a prize at a bargain price.  Often, the host would lower the price or add some cash to sweeten the deal.  On occasion, a "Sale Surprise" would pop up after the contestant decided whether or not to buy the prize.

After more questions, a "Who am I?" question is asked, where clues are given to the contestants and the first to identify the person/place/thing/event was given a choice of the "Fame Game" board--nine celebrities which hid assorted prizes, bonuses, plus a $10 cash card which would be added to their score.  While the celebrities were only used in the American version for the first year, they were used during the entire Australian run.  Also, in the Aussie version starting in 1988, a "home viewer" was placed in the center box and if chosen, the viewer would receive the board game and diamond pin that losing contestants also received for participating.

Round Two
Round two was played the same as round one, with the only difference being that a $15 cash card was added in the Fame Game.

In the Australian version, starting in 1989, a 30-second Speed Round was played after the second Fame Game.

Round Three

Round three was played the same as the prior two rounds, with a $25 cash card added in the Fame Game.

One thing I should point out is that originally, there was only one cash card, that being the $25.  If that was chosen early, it basically rendered the following Fame Games useless.  The Australian version added the additional cash cards in 1983, while the US version added the $10 and $15 a few months after their premiere.  Australia also added a "Wild Card" ($1,000 or PICK AGAIN) for the third Fame Game in 1986.

Anyways, at certain points in their histories, the third instant bargain was replaced with a special game that allowed the leader to win a cash bonus.

United States Round 3 Special Game

In 1986, the "Instant Cash" game was added, with the player in the lead given a chance to sacrifice their lead (no matter how large it was) to buy one of three boxes--two of which had $100 in cash, and the third containing a cash jackpot of $1,000 (plus $1,000 for each day not won).

Australia Round 3 Special Game


In mid-1986, the "Cash Box" game replaced the Gift Shop (Australia's version of the Instant Bargain), which was played the same as the "Instant Cash" from the American version, only the Jackpot started at $2,000 (with $1,000 added for each day not won).

In 1989, this was replaced with the "Cash Card".  Four Aces, one of each suit, were shown.  The player in the lead was given a chance to play at a cost of $15.  One card was a "Joker", which was a booby prize, one card had a prize, one card would give the $15 back to the player, and the remaining card was the "Cash Card", which started at $5,000 (plus $1,000 for each day not won).

If the leader decided not to play the game, the Cash Card was taken out of play, and the second-place contestant was given the chance to play at no cost for the three remaining cards.  In the case of a tie, a "Who Am I?" question was played between the other two players, with a correct guess earning the player a free pick.

In 1993, the "Cash Card" game changed, with only the leader offered the chance to play, the Cash Card was worth a flat $5,000, and the Joker was replaced with "Take $5", which allowed the player to take $5 from one of his/her opponents.

The following year, the game changed again, this time replacing the cards with four one-reel slot machines, each with a suit of cards.  The machines were rigged to land a certain element--$5000 cash, the prize, $15, or the Car symbol (more on that later; civilian format only).

In 2000, the "Take 5" returned to civilian episodes, replacing the prize.  In celebrity episodes, the CAR symbol was replaced with a "Spin Again" space (since the four slot machines were replaced by a video monitor and a simulated four-reel slot machine).

Final Round

Originally, after the final Fame Game, three $5 questions were asked, with the player with the most money winning the game.  This changed to the Speed Round (called Fast Money in Australia), where as many $5 questions were asked in a 60 second time limit, with the highest scorer winning the game.  Fast Money began in Australia in 1983, and the Speed Round was implemented in the U.S. in 1984.

Shopping Format

The winner used his/her dollars earned in the main game to go shopping.  Six prizes were available, with the sixth prize being the car (or on occasion, two cars).  The player could choose to either buy a prize and leave the show, or continue on and hope to get more money for a bigger prize.

The original American version had the six prizes, plus a seventh level which awarded them all the prizes plus enough cash for the Lot to total exactly $95,000. (one player won during this period).

A few months later, a "Cash Jackpot" was added between the Car and the Lot (everything on stage).  The Cash Jackpot started at $50,000 (plus $1,000 for every day not won).  Most contestants during this era just left with the Cash Jackpot, with only one player winning the Lot.

In the syndicated version, the seventh level was replaced with all of the prizes, and the eighth level being the Lot (all of the prizes + Cash Jackpot).  This led to more Lot winners.

The Australian version had seven prizes, with the seventh prize being the motorcar, followed by the Lot (originally worth $64,000, but was around $75,000 by 1982).

In mid-1982, the car was moved to level six, with the seventh level consisting of all six major prizes, and the Lot now including a Cash Jackpot, which started at $50,000 and increased by $2,000 each day until won.  This often led to six-figure Cash Jackpots, with the highest being $508,000. (Yes, you read that right.  Over half a million dollars!)

Winner's Board

The Winner's Board replaced Shopping in late 1984 on the NBC daytime version, on November 18, 1985 in the syndicated version, and in 1989 in the Australian version.

In the American version, the contestant faces a board with 20 spaces with 10 prizes available (including a car, $10,000 cash, and $3,000 cash).  The player calls out numbers, and wins the first prize that he/she matches.  Also on the board were two "WIN" cards, which automatically matched the next pick (this was the only way to win the Car and the Ten Grand).  After all ten prizes were matched, the champion was given a choice--leave with all of the prizes, or try to win one more game.  If the champ lost, all the major prizes were lost (which never happened, although we did have a few close calls), but if he/she won, a cash bonus of $50,000 was awarded.

In the Australian version, twelve spaces were used, with six prizes (including the car).  Only one "WIN" space was on the board, that of course being needed to win the car.  Unlike the American version, the major prizes in the Australian version were always at risk, with the champ being given the choice to leave the game after making a match.  The seventh and final game added the Cash Jackpot ($50,000 + $2,000/day) if won.

Starting in mid-1992, the Car was taken off the board...unless the player earned $100 in the main game.  In 1994, if a contestant earned $100 or they found the "CAR" symbol in the "Cash Card" game, they could play for the car.  The eighth and final game was for the Lot.

In Conclusion

Despite being from America, I would have to say that the Australian version is the superior format.  There were much more risks involved (especially with their version of the Winners Board), plus a lot more money was awarded (only one time by my count was over $100,000 in cash was won in the American version).  Let me know what you think of it.

Next time, if I feel up to it, we'll do some Dealing.

Friday, May 25, 2012

Family Feud and Family Fortunes comparisons

I'm in such a good mood that I've decided to do another game show comparison.  This time, I'll be comparing the American "Family Feud" and the British "Family Fortunes".  Before we begin, I should let you all know that I will NOT be including the "All-Star Family Fortunes" which has aired since 2006.  This will be the civilian format ONLY.

HOSTS

Family Feud
Richard Dawson (1976-1985 and 1994-1995)
Ray Combs (RIP; 1988-1994)
Louie Anderson (UGH!; 1999-2002)
Richard Karn (2002-2006)
John O'Hurley (2006-2010)
Steve Harvey (2010-present; as of this entry)

Family Fortunes
Bob Monkhouse (1980-1983)
Max Bygraves (1983-1985)
Les Dennis (1987-2002)
Andy Murray (2002 daytime)

GAMEPLAY

Gameplay was primarily the same for both versions.  Two families of five competed to determine the answers recorded on a survey of 100 people.  The first family to 300 (dollars/points/pounds, depending on the version; 200 in early versions) won the game advanced to the bonus round.

In the original American Feud, the first two rounds were single rounds, and the third and subsequent rounds were Double rounds (meaning the survey results were worth double).  Soon afterwards, a Triple round was added after the Double round, with more Triple rounds being played until one team reached the 300.

In the British Fortunes, the first half of the show consisted of singles rounds, usually three, and the second half consisted of "Double Money" rounds, which is self-explanatory.

Also, in Fortunes, if certain answers were revealed, the family won a small prize, which they kept regardless of the outcome.

FAST MONEY/BIG MONEY

Two members of the family are chosen, with one family member going into isolation.  The first family member then answered five questions within 15 seconds (now 20 seconds in the U.S. version).  Afterwards, the second family member answered the same five questions in 20 seconds (25 seconds nowadays in the U.S.), with them unable to duplicate their partner's answers.  If both (or on rare occasions, one) totaled up 200 points, they won the bonus prize.

Those are the similarities.  Now, here are the differences.

The U.S. version played for $5,000 in the network daytime versions, and $10,000 in the syndicated versions until 2001, in which the prize was raised to $20,000.  If the family did not reach 200 points, they received $5/point.  Families could say for up to five shows, depending on the version.

The U.K. version's "Big Money" was initially £1,000 (this was due to prize limits set by the Independent Broadcasting Authority), and families received £2/point if they failed to reach 200 points.  This was changed to starting at £1,000 and rose by £500 each week until it was won (up to £2,500 in 1981; £3,000 from 1982 until 1985).  In 1987, the jackpot rose by £1,000 until it reached £3,000.  In 1988, the top prize was a flat £3,000, and it went up again to £5,000 in 1996.

Starting in 1994, a "Bonus Star Prize" was added for families that uncovered all five top answers in addition to the 200 points.  It was a car from 1994 to 1998, and a choice of a car or holiday from 1998 until 2002.  After the move to daytime in 2002, the top prize was lowered to £1,000, with a top prize of £3,000 if they reached 200 points AND they found all five top answers.

Next, and I guarantee it WILL be up here sooner or later, I'll have a look at the world's richest quiz.  And, no, it's not "Who Wants to be a Millionaire".

P.S.:  I like both Feud and Fortunes equally.

Wheel of Fortune (comparing the US and Australian versions)

I know!  I know!  I should post more blog entries more often!  It's just I haven't been really motivated to write in this blog.

Well, I've decided to start something new.  Here, I'm going to compare popular American game shows with foreign versions of the same name.  We'll see how long this lasts.

For the first one, I've decided to begin with America's Game...

WHEEL

OF

FORTUNE!!

But it's not just America's Game.  It's also Australia's Favourite Game.  And in case you didn't get it, I'll be comparing the U.S. version of "Wheel of Fortune" with the Australian version.

The American version of "Wheel" debuted on the NBC Television Network on January 6, 1975.  It was initially hosted by Chuck Woolery and Susan Stafford.  The two would eventually be replaced by Pat Sajak (taking over for Woolery on December 28, 1981) and Vanna White (becoming the permanent hostess on December 13, 1982 after Stafford left on October 22).  In 1983, a version for nighttime syndication as produced, and it is this version that still runs in the States to this day.

Now, as for the Aussie version...

This version was produced by Reg Grundy, perhaps the most famous television producer from Down Under.  It debuted on July 21, 1981 on the Seven Network, and was initially hosted by Ernie Sigley, with co-host Adriana Xenides turning the letters.  In 1984, Sigley was replaced by John "Burgo" Burgess, and the show took off.  Unlike most other Australian game shows, which were primarily shot in Sydney or Melbourne, "Wheel" was shot in Adelaide, South Australia.  That is, until 1996, when a number of changes were made to the show, which included moving it to Sydney and replacing Burgo with Tony Barber (best known as the host of "Sale of the Century" from 1980 to 1991).  By November of '96, Adrianna became ill and had to leave the show, replaced on an interim basis by Kerrie Friend before returning in July 1997 and then leaving the show for good in July 1999, being replaced by Sophie Faulkner.  Tony Barber left "Wheel" in January 1997, replaced by Rob Elliot, who hosted until the end of 2003.  He was replaced by Steve Oemcke at the start of 2004, and at the end of 2005, Steve and Sophie were placed by Larry Emdur (best known as host of "The Price is Right" from 1993 onwards) and Laura Csortan until the show's cancellation in July of 2006, shortly after the show's 5000th episode and the show's silver anniversary.

Wow, that was a mouthful!  But I'm not done yet.  I haven't even gotten to what really matters...the gameplay.

GAMEPLAY

The basics of both shows are the same--spin the Wheel, buy a vowel, solve the puzzle.

In the American version, the player earns the value spun times the number of consonants in the puzzle (ex., if a player spun $750, and there are 4 T's in the puzzle, s/he earns $3,000).  In the Australian version, consonants are worth a flat rate (ex., if a player spun $750, and there are 4 T's in the puzzle, s/he earns simply $750).

Vowels are worth $250 in the American version, and $50 in the Australian version.

If a contestant solves the puzzle, s/he keeps whatever s/he earned in the round.  In the American version, contestants used their winnings to buy merchandise until the late 1980s, after which they simply won cash.  Now, as for the Australian version, the players used their winnings to buy merchandise until 1996, in which they simply won a prize for solving the puzzle.

TOP DOLLAR


Originally, the top dollar values for the Wheel in the U.S. was $500-$750-$1000, then changed to $500-$1000-$1500 in 1976, then $750-$1000-$2000 (with a $1500 space) in 1979, and then dropped down to $500-$500-$1000-$1250 in 1989 until the daytime version ended in 1991.  For the nighttime version, the top values started at $750-$1000-$5000 (w/$1500), then $1000-$1000-$5000 in 1984, then $1000-$2500-$3500 (w/$1000)-$5000 (w/$1500) when shopping was eliminated in 1987 (the $1000 and $1500 spaces for rounds 3 & 4, respectively, were eliminated in 1996), and then $2500-$3500-$3500-$5000 since 2000.

In the Australian version, the Top Dollar values were originally $240-$460-$1200 (one of the things about Aussie Wheel was that the dollar values were in multiples of 5 as opposed to multiples of 50 in the U.S. version {or 25 in the show's early days}), then $360-$690-$1800 in 1985, then $400-$750-$2000 in 1990, then $500-$1000-$2000 in 1995 (when the show went to four rounds in 1996-1997 and again in 1999-2000, the show had $1000 in rounds 2 & 3, with $2000 in round 4), and finally $750-$1500-$2500 in 2000 until the end of the show's runs in 2006 and 2008.

PUZZLEBOARD AND CONTESTANT SET PIECES

Both versions originally used a three-line puzzleboard consisting of 13 spaces each.  The American version changed to a four-line puzzleboard of 11-13-13-11 spaces at the end of 1981 (Woolery's last week), and then added another space to each line (12-14-14-12) when they brought in the computerized puzzleboard in 1997.

The Australian puzzleboard kept the 3x13 look until 1996 (before the move to Sydney), when it added another row, becoming a 4x13 puzzleboard.  In 1999, the puzzleboard was rearranged to look like the one seen in the American version, only it still used trilons until early 2004 (when Steve Oemcke became host).

The contestant podiums were red-yellow-blue during the entire U.S. run.  Originally, the Aussie contestant podiums were red-yellow-green until the set was revamped in 1992, during which green was replaced by turquoise.  In 1996, when the show was moved to Sydney, turquoise was replaced by blue.

BANKRUPT

Now, here's where it gets a little confusing, but I'll try to explain it to the best of my ability.

In American "Wheel", the BANKRUPT simply wipes out whatever a contestant earned during that particular round, prior winnings are not affected.  In the Australian "Wheel", the scores carried throughout the game.  Originally, the BANKRUPT wiped out a player's score, but if they solved a puzzle, their prior winnings were "safe".  From 1996 to 1998, the BANKRUPT wiped out a player's score no matter how many puzzles they solved (a rule change I thought was unfair).  From 1999 onwards, if a contestant solved the puzzle, the score they had when they solved the puzzle became their "safe point" and if they hit BANKRUPT, they simply went down to that "safe point".

At the end of the show, the player with the highest score won the game.  In the U.S. version, winnings were banked only if a contestant solved the puzzle.  In the Australian version, as mention earlier, scores aggregated throughout the game, unless they hit a BANKRUPT (as mentioned before), so even if a contestant didn't solve the puzzle, s/he could still win the game.

BONUS ROUND

Beginning in 1981 in the U.S. version and in 1982 in the Australian version, the winner had a chance to play for a bonus prize by solving one more puzzle.  Because of certain differences, I'll list the versions separately for this round.

US Version

When it began, contestants chose a prize with a Gold Star, and were give five consonants (usually L, N, R, S, and T) and one vowel (usually E).  If they could solve the puzzle within 15 seconds, s/he won the bonus prize.  In 1988, this was changed to being given the R-S-T-L-N-E for three, and then choosing three more consonants and one more vowel before given 10 seconds to solve the puzzle.  After 1989, the contestant either picked one of five envelopes (until 2001) or spun a mini-wheel to determine their bonus prize, which was not revealed until the round was over (and whether or not they won it.

AU Version

The contestant spun the main wheel, only this time it had prizes on it (ex., Tableware, Desk Set, Sewing, Bed, Cruise, Holiday, Car).  Then a contestant chose two consonants and one vowel, and were given ten seconds to solve the puzzle.  However, for every $2,000 accumulated in the main game, the contestant could choose an extra consonant until s/he won the major prize (ex., if they had accumulated $16,000-$17,999, they could choose TEN consonants; I've seen it happen).

MILLION DOLLAR WEDGE

Oh, that's right!  The Million Dollar Wedge!  Why did I forget that?!

Anyways, when the Australian version came back briefly in 2008, it was called "Million Dollar Wheel of Fortune", named so because in the first round, there was a "Million Dollar Wedge".  If it was claimed, and the player won the game without hitting a BANKRUPT, then one of the wedges in the Major Prize Round wheel was replaced with the $1,000,000 Grand Prize (the regular top prize in this version was $200,000, which wasn't that bad a prize, either).  In the U.S. version, the Million Dollar Wedge was treated like a bonus prize in the first three rounds, and the contestant HAD to solve the puzzle in order to claim it, and then win the game without hitting BANKRUPT.  BTW, the Million has been won the U.S. once since it was introduced.

And that's it.  If I've missed anything, please let me know.  And tell me what version of the show you like better, and be honest.  Me, I like the American version better.