Wheel of Fortune
Wheel of Fortune is a television game show originally devised by Merv Griffin which runs in local editions around the world. It involves three contestants competing against each other to solve a word puzzle similar to Hangman. The name of the show comes from the large wheel that determines the dollar amounts and prizes won (or lost) by the contestants.
Play
Three players take turns. When a normal round begins, the spaces in a puzzle are shown as blank white spaces on the board. Any punctuation (hyphens, commas, periods for abbreviations, apostrophes), and ampersand signs (&) are revealed. On a turn, a player can choose to spin the 24-sector wheel, buy a vowel, or attempt to solve the puzzle.
Related Topics:
Hyphen - Comma - Period - Apostrophe - Ampersand - Wheel - Vowel
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Spin
If the pointer lands on a cash value, the player names a consonant (Y counts as a consonant). If the letter is in the puzzle, the co-host reveals all instances of that letter in the puzzle, and the player receives the cash value multiplied by the number of instances of that letter. For example, if the puzzle was "TOO LITTLE TOO LATE", and the player spun $700 and guessed L, he or she would win $2,100 (on the Australian version, the spun value is not multiplied; in the previous example, despite the fact that the player has three L's on the board, he or she would only earn $700). If the letter is not in the puzzle, or the player guesses a letter that has already been guessed, the player's turn ends.
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If the pointer lands on a prize, the player gives a consonant, and if it is in the puzzle, the player picks up the prize and sets it in front of them (previously, if a contestant had landed on a prize wedge, they could automatically pick it up, call a right consonant and spin again). They must then solve the puzzle in that round to win the prize. The prize was lost if he/she landed on "Bankrupt."
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If the pointer lands on the wheel's "Lose a Turn" space, the player's turn ends. If the pointer lands on "Bankrupt", not only does the player's turn end, the player loses all earned cash and prizes in that round.
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If the pointer lands on a Free Spin space, the player can win the free spin in the same way as a prize. If he or she later lands on Bankrupt or Lose a Turn, or guesses a letter not in the puzzle, the Free Spin can be redeemed to continue playing. (Note: Through 1989, the wheel had a "Free Spin" space in the game's first round, which automatically gave that player a Free Spin token; this idea was scrapped as skillful contestants often racked up six or more tokens before actually attempting to play the game).
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In many countries, the contestant gives a word beginning with the chosen letter along with it. Hence: "C for Charlie" and "I for indigo" and the famous (in Australia, anyway) "N for Nellie". This does not happen in the United States, although it was common early in the U.S. run, and sometimes still happens today if a contestant is asked to clarify his/her choice (for example, "S as in Sam," although this is quite rare).
Related Topics:
C - Charlie - I - Indigo - N - Nellie - S - Sam
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Buying a Vowel
If a player has at least $250 in cash ($50 on the Australian version), the player can pay that amount to have all instances of a single vowel (A, E, I, O, or U) in the puzzle revealed. If the letter is not in the puzzle, the player's turn ends, but the $250 must still be paid. The contestant does not pay for every copy of the vowel revealed; in the above example, if the contestant guessed E, although 2 E's are in the puzzle, the contestant would not have to give up $500.
Related Topics:
$ - $ - A - E - I - O - U
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Very early in Wheel's U.S. network run, contestants had to land on a space marked "Buy a Vowel" in order to ask for a vowel. This proved to make the game ridiculously hard, and the space was scrapped in favor of a dollar amount before the show logged one month on the air. When the daytime show moved to CBS in 1989, vowels became $200, and then $100 when it moved back to NBC in 1991.
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Vowel buying is very common on the U.S. version, mainly since many puzzles have large numbers of vowels, particularly E's (it is not uncommon to see seven or occasionally even more of a vowel, especially E, in a larger puzzle—the record appears to be 11 E's). It is rarer in the UK and Australia.
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Some argue that, because of the inflating dollar values, the amount spent for vowels should increase. Indeed, the lowest value on the wheel nowadays is $300; for many years it was $100, then $200. However, when you account for inflation, $250 in 1975 would be worth almost $1,000, meaning if you use this inflated price to buy a vowel with the current values on the wheel, most of the time you'd have to spin the wheel twice and/or get more than one instance of a letter to be able to buy a vowel — which, it should be pointed out, was exactly the situation in 1975.
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Solve the Puzzle
Once enough letters have been revealed, a player can attempt to read the solution to the incomplete puzzle. If the solution is incorrect, the player's turn ends, although this seldom happens. Only the player who correctly solves the puzzle keeps the earnings from the round. If the player's total is less than $1,000, a house minimum of $1,000 is awarded.
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During the show's early months, the house minimum was $100; this was quickly increased to $200. In the early 1990s, the minimum was boosted again to $500, where it remained until 2005. In the current season, the house minimum is currently $1000
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Shopping
From 1975–1989 on the NBC daytime version, and from 1983–1987 on the nighttime syndicated version, after a contestant won a round, he/she had the option of shopping for prizes amidst the studio, like cars, furniture, trips, furs (until animal activists had their way), and jewelry. When the player spent enough to not be able to buy the least expensive prize, or when they didn't feel like shopping anymore, they could choose to put their money on a gift certificate or "on account" (which meant they risked their money for the next round; they had to avoid Bankrupts and also had to win the succeeding round in order to keep the money and use it for shopping.) The "on account" option was rarely used.
Related Topics:
1975 - 1989 - NBC - 1983 - 1987
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During a special "Retro Week" in the late 90's, shopping was re-instated except the "shopping portion was treated as a special space, and the contestant "bought" a prize package from a turntable.
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~ Table of Content ~
| ► | Introduction |
| ► | Versions |
| ► | Play |
| ► | Special Rounds |
| ► | Bonus Round |
| ► | "Wheel" in popular culture |
| ► | Wheel 2000 |
| ► | Episode Status |
| ► | External links |
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