Pricing games are a feature of the game show The Price Is Right.
The contestant from Contestants' Row who places the winning bid has the chance to win a large prize such as a car, a trip, or cash. Only one contestant at a time is involved in a pricing game, and tends to get the unanimous support of the audience. After the pricing game ends, a new contestant is selected for Contestants' Row, and the process begins again. Six pricing games are played on each hour-long episode; three games per episode were played in the half-hour format.
103 games have been played on the show: 69 are in the current rotation, 2 are on hiatus, and 31 have been retired.[citation needed]
Currently, on a typical episode, two games (one in each half of the show) will be played for a car. One game will be played for a cash prize, and the other three for merchandise or trips. One of the six games will involve grocery products, and time permitting, another will involve "small prizes" worth between approximately $5 and $300, which are used to win a larger prize.
Contents |
Active games
- Any Number
- The gameboard contains spaces representing the numbers in the price of a car, a three-digit prize, and an amount of money less than $10.00. Each digit, 0 through 9, appears on the board once. One digit is repeated as the first number in the price of the car. The contestant calls out numbers, one at a time, and wins the first prize whose price is completely filled in. This was the first game played on the 1972 version of the show, and the last game played with Bob Barker as host.
- Balance Game
- The game uses a balance scale and is played for a four-digit prize. The contestant is shown four prop bags of money. One represents the last three digits in the price of the prize, and is placed on one side of the scale at the beginning of the game. The remaining bags represent multiples of $1,000. In order to win the prize, the contestant must choose two of these three bags to add to the price and "balance" a bag on the other side of the scale which represents the total price. A different game by the same name was played in 1985-1986 and retired.
- Barker's Bargain Bar
- The contestant is shown two prizes with "bargain" prices below the actual retail prices. The contestant must choose which price is a "bigger bargain," farther below the correct price. A correct choice wins both prizes.
- Bonkers
- The contestant is shown an incorrect four-digit price for a prize, and given four paddles to place on an eight-space game board, two spaces above each digit. Within a 30-second time limit, the contestant must guess whether each digit is higher or lower by appropriately placing the paddle by each digit. The contestant then presses a button, and if he is correct, he wins the prize. If the guess is incorrect, he must make another guess without knowing which guesses are incorrect. The process repeats as long as time remains on the clock; the game ends either upon a correct guess or if time expires and the paddles are still placed incorrectly (resulting in a loss).
- Bonus Game
- The contestant is asked whether each of four small prizes is priced higher or lower than the incorrect price given. Each prize corresponds to one of four windows on the game board. One window conceals the word "Bonus." If the contestant correctly prices the item next to the window containing "Bonus," he or she wins a bonus prize.
- Bullseye
- The contestant is shown five grocery items and is asked to purchase a quantity of one item totaling between $10 and $12 in price. The player may have up to three turns using different items. If successful, the player wins a prize. If the quantity chosen is under $10, the player receives a marker on the game board. If the quantity is over $12, no credit is given for the turn. If the player has not won the game after three items, the host reveals whether one of the items marked on the board contains the "Secret Bullseye", which also produces a win. The original winning margin was $9-$10, but was quickly changed to a range of $5-$6. "Bullseye" was also the unofficial name of a different game which was played on early episodes of the 1972 version of the show, and quickly retired.
- Card Game
- The contestant uses playing cards from a standard deck to bid a car. Before playing the game, he draws a card from another deck, to determine how close his bid must be without going over to win. After spotting the contestant a $15,000 starting bid, the contestant draws cards, with each 2-9 card worth $100 times their value, and 10s and all face cards worth $1,000; aces were wild and could be made any amount he wished (the card could be used at that moment or held). Once the contestant freezes, the price is revealed; if his bid is within the specified range determined at the game's outset without going over, he wins the car. Card Game's rules, pertaining to the starting bid and range have changed several times throughout the game's history.
- The contestant is shown a prize, and then asked to write an amount in an over-sized blank check on the gameboard. If the amount of the check, added to the price of the prize, total between $7,000 and $8,000, the contestant wins both the prize and the cash amount of the check; an incorrect guess lost the prize, and the check is stamped with a large "void" across it. The winning range has been increased twice through the years, in keeping with inflation. A running joke through the years has been having the host ask the contestant to explain the game, and the explanation is often wrong.
- The contestant is asked to price five grocery items, one at a time. After all five items are tallied, the actual prices of the items are revealed. If the contestant's cumulative total is within $2 (high or low) of the total price of the five grocery items, the contestant wins an announced bonus prize.
- The player wins a bonus prize by pricing three small prizes within a total of $25 of their actual prices. A mechanical "climber" ascends a "mountain," taking one step up the mountain for each dollar the contestant is away from the actual price of each item in turn. If the climber takes more than 25 steps, he falls off the mountain and the player loses the game.[1]
- The game is played for two prizes in succession. In each case, the correct price is shown to the studio and home audience. The player gives a bid, a 30-second clock is started, and the host tells the contestant whether the actual price is higher or lower than the bid given, and the player re-bids until the correct price is reached or the time expires. If the player wins the first prize with time left on the 30-second clock, the process is repeated with the second prize. Winning both prizes also wins a $1,000 bonus and (more recently) a larger prize. On the Tom Kennedy-hosted version of the show, the game was played for three prizes.
- The contestant is shown a prize and the numbers in its price, which may be displayed either in the correct order or in reverse order. In order to win, the contestant must choose which display is the correct price, e.g., 1234 or 4321.
- An incorrect price for a car is shown on a game board. Above each digit are alternate numbers, with two options for the first digit, three for the second, and so on up to six choices for the fifth digit. The contestant is asked to provide a new price for the car using the alternate digits (ergo, "cover up" the wrong numbers). Once the process is complete, the host asks if the answer if correct; if it is, the contestant wins the car. If a buzzer sounds signifying an incorrect price, the host then asks if any digits in the price are correct; those digits are specified, and the contestant is then asked to "cover up" the remaining incorrect digits. The process repeats until either the contestant wins the car or there are no new correct numbers in a round of guessing (meaning a loss).
- Five prizes, each worth between $200 and $3,000, are shown; the contestant is shown a "credit limit" (usually, $1,800 to $2,500) and must select the three prizes, one at a time, whose prices total below the credit limit. Doing so successfully nets the contestant all five prizes.
- The contestant is shown four prizes and a "danger price" which is the price of one of the four. The contestant wins the prizes if he or she avoids the "danger price" by sequentially choosing the other three prizes.
- The game is played for a car whose price does not include the numbers 7, 8, 9 or 0. The first number of the price is revealed. The contestant takes four turns rolling a die on a dice table. Each turn corresponds to one of the remaining numbers (1-6) in the price of the car. If the contestant rolls the actual number, it is revealed on the game board and the contestant is given credit for that number. If all four correct numbers are rolled, the player wins the car automatically. If the contestant does not roll the actual number, he or she is asked whether the actual number is higher or lower than the number rolled, and wins the car if all of these guesses are correct.
- The contestant wins a prize by choosing its correct prize from two choices.
- The contestant is given blocks marked 1, 2 and 3, which are used to rank three prizes from least expensive to most expensive. Correctly ranking the prizes wins all three.
- The contestant is shown five price tags, one of which is the correct price of a car. The contestant is shown four small prizes, and must choose whether the price shown is a true or false price for the item. Each correct guess earns one choice of the price tags. If the player chooses the correct price tag, he or she wins the car.
- The contestant is shown a prize and a display which contains the numbers of its price in incorrect order, e.g., 1234. The correct price of the prize is a rearrangement of the numbers given. Either the first two numbers may be "flipped" (producing, in this case, a price of 2134), the last two may be "flopped" (1243) or "flip-flopped" (2143). A correct choice wins the prize.
- A ring of eight tiles, each with a two-digit number, rotate through a frame at the top of the gameboard; two of the tiles appear in the frame at a time, forming a four-digit price. The contestant pulls a lever to stop the ring from moving when he believes the correct price is formed within the frame. A correct guess wins the prize.
- The newest pricing game on the show is played for a car. The contestant is shown five prices for the car, and selects the one he or she thinks is correct. That price is separated from the others. One at a time, the contestant selects the other four prices. If the selected price is not the car price, the contestant wins an amount of money; the four incorrect prices are worth $1,000, $2,000, $3,000 and $4,000. The contestant may choose to stop with the money won, or risk it and reveal another price. If the player reveals all four incorrect prices (meaning that the price chosen at the beginning of the game was correct), he or she wins the car and $10,000. If the car's price (represented by a "pink slip") is revealed at any time among one of the four prices not chosen, the game ends and the contestant loses any money accumulated to that point.
- The game involves three prizes with three-, four- and five- (or occasionally six) digit prices. Due to its complex staging, it is always played as the first game on a show when it appears. The player is shown the price of a grocery item (two digits, in cents). One of these two digits is the correct missing number in the price of the three-digit prize. If the contestant prices the three-digit prize correctly, the process repeats with the numbers in the price of the that prize being the choices for the missing digit in the price of the four-digit prize. If the contestant correctly prices the four-digit prize, the numbers in its price make up the choices for the missing digit in the price of the final prize. The contestant wins any prizes correctly priced, and does not risk those prizes to continue in the game. The final prize on "Golden Road" is the most expensive single prize offered on the show; the game was once played for a motor home valued at over $102,000. The missing digit in the prices is always the hundreds digit.
- The contestant is shown six grocery items and a "target price." Four of the items are priced below the target price, and two are above it. One at a time, the contestant selects items believed to be under the target price. The player's winnings start at $1.00 and are multiplied by ten for each correct call, to $10, $100, and $1,000. A player who makes an incorrect guess prior to reaching the $1,000 level keeps whatever money is accumulated to that point. A player who reaches the $1,000 level (three of four items correctly priced) must risk that money and try to make the final choice from among the three remaining items. A correct final choice wins the maximum of $10,000.
- The contestant is given five grocery items and asked to purchase quantities of them in a total of between $20.00 and $21.00, in order to win a prize. The original limit was $6.75 to $7.00.
- The game is played for $10,000 (or $25,000 on special episodes), hidden within one of 16 boxes displayed onstage. The contestant is shown three sets of two prizes, one at a time, and asked which one of them is marked at half its actual price. A correct guess nets the contestant $500 and reduces the number of boxes in play by one-half; with each successive correct guess, this field is reduced to eight, then four and two. After all three pairs have been played, the contestant is asked to select the box — from those remaining — he believes contains the grand prize. The contestant is then asked to open the box, and if it contains money, he wins the grand prize.
- The contestant is shown six grocery items and asked to choose the three highest-priced in order to win a prize.
- Miniature golf played for a car. The contestant is asked to order six grocery items in ascending order of price. The prices are then revealed, one at a time, and depending on the number of correct guesses, gets to putt closer to the hole; correctly ordering all six items wins a $500 bonus and a spot closest to the hole; an incorrect guess at any other spot means the contestant putts from the spot with the last correct guess. The contestant is then given up to two attempts to putt the golf ball into the hole and win the car.
- Played for $16,000, the contestant is shown six grocery items and five prices. One at a time, the host reads a price, and the contestant must select the grocery item he thinks corresponds with the price; one of the items, however, does not match up with any of the prices displayed. After all five pricing questions have been played, the host then reveals, one at a time, the prices of each item, starting with the leftmost position. If the product there matches the price, the contestant wins $1,000. Each successive position on the game display is a double-or-nothing proposition — $2,000, $4,000, $8,000 and finally $16,000 — with the option to quit at any time and keep the current winnings. If the contestant chooses to continue and is wrong at any point, he loses everything.
- The game is played for a car or a cash prize. It uses five large dice, each marked with an image of a car on three sides and cash values ($500, $1,000 and $1,500) on the other three. The contestant is given one roll of the dice, and can earn up to two more by using three grocery items. The price for the first item is given and the contestant must determine whether the price of the next item is higher or lower than the one preceding it. In order to win the car, the contestant must roll an image of a car on all five dice, in however many turns have been earned. If the car is not won on a given roll (i.e., some dice show cash amounts instead of the car), the contestant may keep whatever cash is won. If the player has won additional rolls, he or she may give back this money and re-roll whichever dice did not previously show the car. If the player has not won the car by the end of the earned rolls, he or she keeps whatever cash is displayed on the final roll, for a minimum win of $500 and a maximum of $7,500.
- The played for a car and three other prizes. The contestant is shown the first and last digits of the car's price. The other three prices, each contained on slides, each contain one of the other digits. It is up to the contestant to "line up" the three slides into a frame to form a price for the car. If the contestant is correct, he wins everything, but if he is incorrect, he is told how many of the digits are correctly placed (but not which ones); he then has one opportunity to correct any mistakes to win. An incorrect guess on the second attempt wins nothing.
- The contestant is given seven $1 bills and shown the first digit in the price of a car. The contestant tries to give the remaining numbers in the price, one at a time. He or she loses $1 for each number away from the correct number. If the player does not lose more than $6 total, he or she may buy the car for $1. Originally, with four-digit car prices, the first digit was not given.
- The contestant is shown two prizes and told which is more expensive. Using a computerized display, the contestant must set a "magic number" which is between the prices of the two prizes. Doing so correctly wins both prizes.
- The contestant is shown a sequence of nine numbers which include the prices of a two-digit, three-digit, and four-digit prize. The player must move a slider corresponding to each prize under the numbers representing its price. Correctly pricing all three prizes wins the game and the prizes. Any mistake produces no prize.
- The contestant wins up to three prizes (a car and two items worth at least $300) by opening locks with one of five keys. A contestant can win up to two of those keys by answering either-or pricing questions on two small items, with a correct guess winning the key. After both pricing questions were played, if there is at least one key won, the host and contestant inserts one of the keys in the locks to see what is won, the process repeating if a second key is won. Each prize is represented by a lock, and each key has a different effect on the locks. There is one key for each lock, one that does not open any lock, and one was the "Master Key" which opened all three locks and wins everything.
- Played for a car, the contestant is given the third digit in the five-digit price, and shown nine sets of two-digit numbers on a gameboard; each card conceals either a dollar sign, or either the front or back half of a car. The contestant must pick the first two and last two digits of the car's price to win. An incorrect guess places the number tile in the "money" column and nets the player that amount in cash. The game ends when both halves of the car have been found (winning the car) or all four spaces in the money column were filled, meaning the contestant getting only the cash sum of the four numbers found (rarely more than $200).
- The game is played for four prizes including a car. The contestant is shown an incorrect price for the first prize, and is asked to guess whether its actual price is "more" (higher) or "less" (lower) than the one displayed. If correct, the contestant wins that prize and moves on to the next one. This is repeated for each subsequent prize, including the car. A mistake at any point ends the game and the contestant leaves with only the prizes that they have already won.
- The contestant is shown three prizes and chooses which of the three is most expensive. A correct choice wins all three prizes.
- The contestant is shown six grocery items, each with a price, arranged on a circular game board; also, a month and year from the past eight to 12 years is announced. The contestant selects a grocery item and must determine whether the price given for it is either the current price ("now") or the price as of the specified past date ("then"). To win the game and the announced prize, the contestant must correctly guess three items that are on adjacent wedges of the circle.
- Played for a car, the contestant is shown an incorrect price. Each of the individual digits is "one away" from the correct price (i.e., either "higher" or "lower") than the one shown initially. After all five digits are changed, the contestant asks if he has so if they have one, then two, then three, four, and then five numbers right, in order, and is met with a car horn each time the answer is "yes." Once it is determined that there are incorrect numbers still in the price — unless all five digits are wrong, resulting in an automatic loss — he is given one opportunity to change those numbers he thinks are wrong. The answer is then checked, and a correct answer wins the car.
- The contestant is shown two prizes and a price corresponding to one of them. Correctly choosing the prize associated with the price wins both prizes.
- The contestant is shown three prizes with accompanying prices. Two of the prices are correct and one is incorrect. If the contestant chooses the prize with the "wrong price," he or she wins all three prizes.
- A contestant can win a car and a cash prize of up to $9,000. A contestant is shown two pairs of grocery items, one at a time. Each pair had one correctly-priced item and one marked off $1; the contestant had to "pass the buck" (position a dollar marker) beneath the item he believed was discounted. A correct decision won a choice of six numbers on a game board, added to the one free choice they are given at the outset. Four of the number spaces conceals either a picture of a car or a cash amount ($1,000, $3,000 and $5,000); two others hide "lose everything" spaces, which bankrupt the player. The contestant can quit at any time and can keep what he/she has won, and can continue to draw even after revealing one or both "lose everything" spaces so long as he has choices left.
- The game is played for a car. The game board is a five-by-five grid of 25 digits, including a five-digit "path" which is the price of the car. The first number is in the center square, and each remaining number is on one of the squares adjacent (not diagonal) to the number preceding it. At each turn, the contestant steps to the square he or she believes represents the next digit in the price, and wins by walking the correct path to all five digits. If the contestant chooses incorrectly, he or she must return to the previous space and earn up to three chances to continue by correctly choosing (from two choices) the price of one of three small prizes. If correct, the player wins that item and another choice from the remaining available numbers in the price. If incorrect again, the player must correctly price one of the remaining items. The game is lost if the contestant makes an incorrect step with no small prizes left, or guesses all three small prizes incorrectly.
- The contestant is shown a four-digit prize and its price, with one number missing. The contestant wins by correctly choosing among three choices for the missing number.
- Six grocery items are shown. There are three pairs of items with the same prices. The contestant must choose two items with the same price in order to win a prize. If incorrect on the first try, the contestant chooses to keep one of the items and match it with one of the remaining items.
- Played for a cash prize of up to $50,000 (or $100,000 on the prime-time specials). The contestant is given one chip, and can win up to four more — up to five chips — by answering pricing questions on items worth up to $99; those questions asked which digit was correct out of two shown, with a correct guess netting a chip. After the questions were played, the contestant takes one chip at a time and places it on a pegboard, which sends the chip all over the board and eventually into one of nine spaces at the bottom (two each $0, $100, $500 and $1,000, and one centrally located $10,000). The contestant wins whatever amount the chip lands in. Play continues until the supply of chips is exhausted.
- The game is played for a car. The contestant begins the game with 25 cents in "change", which is given as the car's initial "selling" price. Six digits are given, five which make up the price and one which does not belong. The first number in the price is given. The contestant must choose from the remaining digits to place each number in the price. When a number is correctly chosen, it is removed from the available choices for the remaining spaces in the price. Each time a contestant chooses correctly, he or she selects an envelope from the game board. The envelope contains "change" of up to $2.00, which may be applied to the "purchase" if necessary. Each incorrect choice raises the price by $0.25. When the price is filled in, any envelopes won by the contestant are opened and their amount of change revealed. If the total change won by the contestant exceeds the selling price, the contestant wins the car. If the contestant prices the car correctly on the first try, the game is won automatically.
- Played for a cash prize of $25,000, the contestant can earn up to four punches on a 50-space (5-by-10) punchboard by answering higher-lower pricing questions on four items, one at a time. After all four questions are played, the contestant punches holes into the appropriate number of spaces on the board. The host then reveals — one at a time and starting with the first hole punched — the amount written on the slip inside. The contestant may either quit and keep the amount won, or reject it and try to win a better prize with the next slip drawn. Play continues in this manner until the contestant quits, wins the top prize or exhausts his supply of holes, in which case he must keep that amount.
- The contestant is shown a four- or five-digit prize, and a series of numbered blocks which includes the correct price. The contestant must push the blocks representing the correct price into a viewing area. Correctly pricing the prize wins it.
- The contestant is shown four prizes and is given the corresponding price tags. The player has up to 45 seconds to place the tags on stands in front of the correct prices. The player runs back and forth to a console at the end of the game area which shows the number correct after each attempt. The contestant wins whichever prizes are correctly priced at the end of the game.
- The contestant is presented a $600 range, and then asked to stop a $150 rangefinder in the area he thinks contains the price of an announced prize. A correct guess wins the prize.
- The contestant wins a three-digit prize and a larger one by correctly pricing the three-digit prize. The numbers in the price must be entered in the proper order as the "combination" to open a safe containing the prizes.
Secret "X"
- Tic-tac-toe, played for a prize. The contestant is given one free "X" to place on a 3x3 gameboard, and can win up to two more by answering higher-lower pricing questions on small items. A correct guess wins another "X." If, at the end of the game, the contestant has formed a tic-tac-toe — either across or diagonally (no up-and-down configurations were possible in this game) — the prize is won.
- The game uses small prizes and four shells, one of which conceals a ball. The contestant is asked whether each prize is higher or lower than a given incorrect price. For each correct guess, the player is given a chip to place beside one of the shells. If the contestant places a chip by the shell containing the ball, he or she wins a bonus prize. If the player correctly prices all four items, he or she wins an additional $500 for correctly guessing which shell conceals the ball.
- The contestant is shown four prizes and asked to choose the three whose total prices exceed a given amount. Doing so wins all four prizes.
- The contestant is shown a prize and two sets of two digits representing the first two and last two numbers in its prize, e.g. 12 and 34. The contestant wins the prize by correctly determining the order of the pairs of digits, e.g., 1234 or 3412.
- The game is played for a car or up to $5,000 in cash. The game board contains 30 cards, each of which conceals one of the letters C, A or R, or the word CAR. In order to win the car, the player must accumulate cards whose letters spell out CAR (the CAR cards produce an automatic win). The contestant chooses two cards from the board, and has the opportunity to win up to three more by pricing each of three small items within $10 of its actual price. Pricing one of the items exactly wins all three additional cards. After the cards are chosen, the host offers the player $1,000 per card (originally $500) to quit the game and give up the chance at the car. The cards are revealed one at a time, and if the car is not yet won, the cash buy-out offer is repeated with the remaining cards. Failing to spell out CAR loses the game.
- The contestant is shown a four- or five-digit prize, and its price with one additional digit. The first and last digits are given. The contestant must remove the correct digit from among the middle numbers of the price to win.
- The game is played for a car. The contestant is shown seven playing cards containing digits, five of which make up the price of the car. The contestant is given an opportunity to "stack the deck" in their favor and receive up to three digits of the car's price in their correct positions. The contestant is shown three pairs of grocery items, one at a time. Each pair has a price displayed, and the contestant must select the item that correctly corresponds to the price. For each correct answer the contestant may choose which digit in the price of the car is to be revealed. After the three prices have been guessed, the contestant must fill in any remaining slots correctly using the remaining cards to win the car. The car's price is then revealed by flipping over the game title. If the car is priced correctly, the contestant wins.
- The contestant is shown four prizes, each worth from $500 to $3,000. The contestant selects an item and, after its price is revealed, picks one that he thinks is more than the previous item. A correct guess nets both prizes and $500. He may then stop and keep all accumulated winnings or select the one of the remaining two prizes he thinks is more expensive than the other two to win all three plus an additional $1,000. A correct guess here means another stop-or-continue decision, and if the contesant continues, he can win the fourth item and an additional $1,500 if that item is the most expensive of all. The most desirable outcome is to win all four items plus $3,000 (by effectively ordering all four items in ascending order of price); however, at any time, if an incorrect guess is made, everything accumulated to that point is lost and the game is over.
- The contestant is shown four prizes, one of which is the base prize and one of which has the same price as the base prize. The contestant must "swap" the base prize for the prize of equivalent value in order to win all four prizes.
- The contestant is shown two prizes, each with a price given. The contestant must decide whether the prices are correct as given, or the two prices should be switched to the other prizes.
- Played for a car and up to five small items. The contestant is shown five prizes, each of them missing the tens digit; and five numbered blocks. The contestant is given 30 seconds to place each of the blocks in the spaces he thinks they belong. After the time limit expires or the contestant is satisfied, he is told how many numbers are placed correctly, but not which ones. Unless the number of correct answers is zero (in which case he automatically must continue) or five (in which case he wins everything), the contestant is given the option to quit or take another 30 seconds to correct any mistakes. After the second gameplay period is over, the contestant is shown how many correct answers he has, and then told which items — if any — have been won. While the most desirable outcome is to win all five items and the car, the game is considered a win if only the car is won.
- The contestant is shown four prizes and a number which represents the total price of two of them. The contestant has two chances to choose the two prizes whose prices match the total given. A correct choice wins all four prizes.
- The game is played for a car and four additional prizes. The first number in the price of the car is given to the contestant. The prices of each of the four additional prizes, each of which contains only two distinct digits, are shown. One number in each price corresponds to one of the remaining numbers in the price of the car. The contestant fills in what he or she believes to be the price of the car from these choices, and is given the opportunity to make changes after the price is first filled in. The player is then offered the chance to take the four prizes and leave the game, or risk them and try to win the car. If the car's price is correct, the player wins the car and the four prizes. If the player chose to risk the prizes and the car price is incorrect, he or she wins nothing.
- The player is given "ten chances" to correctly price three prizes. The first has a two-digit price, the second a three-digit price, and the third is a car. The player is given three digits for the two-digit price and must write down the price using two of the digits in any order. If correct, the process repeats for the three-digit prize and four digits to use. If correct, the process repeats for the car, with all five digits given. The correct prices in this game always end in 0, though this rule is not explicit. The game ostensibly includes a ten-second time limit for writing down each choice, though this is rarely if ever enforced.
- The player is shown up to ten prices for a car, in ascending order of price. The player announces what he thinks is the first marked-up price by calling out "That's Too Much!" and if he is correct, he wins the car.
- The game is currently played for a luxury car. The contestant is shown eight discs, five of which are marked with one of the numbers in the price of the car, and three which are marked with an X, or a Strike. The discs are placed into a bag and shuffled. The contestant blindly draws a disc from the bag. If a number is drawn, the player must choose which position it fits in the price. If correct, the digit is lit up in the price display on the game board, and the disc is removed from the game. If incorrect, the disc returns to the bag. If a Strike is drawn, an X is lit on the game board and the strike chip is removed from the game. The contestant continues to draw discs until they either correctly position each digit in the price and win the car, or draw the three Strikes and lose the game. This game has undergone several rules changes in its history. In one variation, the first number in the price has been given to the contestant at the beginning; in another, only one strike chip was used, and it had to be drawn three times in order for the contestant to lose. The game was known as "3 Strikes +" [Plus] when five-digit cars were first offered.
- This game is played for three cars. The contestant is shown two price choices for the first car, three for the second, and four for the third. The contestant must choose which of the displayed prices is closest to the actual price of the car without going over. If the contestant chooses correctly for all three cars, he or she wins all three. An incorrect choice at any point ends the game with no prize won.
- The game is played for a three-digit prize and one of greater value. The contestant must choose each of the correct digits of the three-digit price from two choices. One of the three digits of the player's choice is revealed beforehand. Coming up with the correct three-digit price wins both prizes.
Retired games
- Add 'em Up
- Balance Game '84
- Bullseye '72
- Bump
- Buy or Sell
- Clearance Sale
- Double Bullseye
- Double Digits
- Finish Line
- Fortune Hunter
- Gallery Game
- Give or Keep
- Hit Me
- Hurdles
- It's Optional
- Joker
- Make Your Mark
- Mystery Price
- On the Nose
- On the Spot
- Penny Ante
- The Phone Home Game
- Poker Game
- Professor Price
- Shower Game
- Split Decision
- Super Ball!!
- $uper $aver
- Telephone Game
- Time Is Money
- Trader Bob
- Walk of Fame
References
- ^ "Cliff Hangers" was the subject of some controversy on the set, as it was added shortly after Fritz Stammberger, the husband of original model Janice Pennington, disappeared while mountain climbing in Europe. Pennington was reportedly extremely upset about the game, particularly after syndicated show host Dennis James, apparently unaware of the incident, reacted to a player's loss by saying "There goes Fritz!" Source: Stan Blits, Come On Down! Behind the Big Doors at The Price is Right, HarperCollins, 2007.
External links
- Source: Official show pages at cbs.com
- The TPIR Pricing Game Directory Features extensive descriptions and screen grabs of all current and past pricing games.
- FremantleMedia's official Price Is Right site
This entry is from Wikipedia, the leading user-contributed encyclopedia. It may not have been reviewed by professional editors (see full disclaimer)




