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TJW

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whewfan:
Ok, I gave it some thought. You made some good points. Here's my revised idea...

ROUND ONE AND TWO- Classic TJW

TJW as we all know and love.  The winner of this round (Still $500) moves on to round 3. Two new players are introduced for round 2, and it's still the same game. Winner moves on to round 3

ROUND 3- Fast Forward Round

Winners of round one and two play the same TJW, and both start with zero (they still keep their winnings from the previous round)  but all questions are fast forward. Just as with the original fast forward category, the player can answer as many questions as he wants, but goes back to his original score if he's wrong.   $1500 wins the game. If either player scores $1500, the trailing player gets one last chance to catch up. Exception: If the player scores $1500 by answering a question their opponent couldn't, the player with $1500 wins.

The bonus round

I'm still working on that.

jalman:
(Re: your initial proposal)

I admire your effort to spruce up the \"classic\" format, but...

About Rounds One and Two:

I feel that you're ripping out the heart of the game.  Round two is far too similar to the '90s version.  Round one is non-essential.  I'd prefer sticking with either round being the only maingame, but not both.

Beat the Devil:

Too confusing.  Why go back to answering questions?  Is your new JW supposed to be some hard quizzer?

Fedya:
Jalman wrote:

--- Quote ---Beat the Devil:

Too confusing. Why go back to answering questions? Is your new JW supposed to be some hard quizzer?
--- End quote ---

Well, it can't be any easier a quizzer than the original!

--Ted Schuerzinger

TonicBH:
My way of doing it:

3 players. Round 1 is classic TJW, with $50/$100/$200 and $500 for 3 Jokers. (if this may take too long, you can double the amounts.) Player with least amount of money is eliminated.

Round 2 is doubled amounts, first to $2,500 to win, and five new categories.

Bonus Round: TJW90's bonus could work, except replace the definitions with quick questions. Joker Joker Joker in any one spin gives the player a jackpot that begins at $10,000 and increases $500 'til won.

Player can stay on until they either win five games or over $100,000.

Neumms:
The maingame on \"The Joker's Wild\" seems fine the way it was, with the occasional Mystery or Fast Forward for variety. I always thought it was the bonus round that held it back. The player didn't have any decisions to make except to stop and take the money, which at those stakes isn't exactly pulse pounding.

So here's a new bonus round, which at least introduces an element of risk to the whole thing. It even keeps the devil around. It may be too expensive, but what the heck.

On the wheels are:
--Jokers
--Slides that says \"car\" (perhaps that looks like the \"bar\" on a slot machine)
--$500 slides
--$1000
--$3000 (for color, the dollar amounts could be accompanied by slot machine fruits--cherry, plum, lemon)
--A devil

It takes 3 cars to win a car (a natural triple or with jokers). 3 jokers wins a progressive jackpot that starts at, say, $25,000 and goes up $1000 every spin. Devil comes up, game over.

Otherwise, we pay off the top dollar value on the board, double it if it's a pair, triple it for three of a kind. For example, 500-1000-joker pays $2000--the 1000 doubled for a pair.

The risk comes in as follows: the player can take the earnings from that spin and quit, or they can give the money back and spin again. They don't know if there's a better spin down the road, or if the devil will pop up. They can spin up to, say, five times--if they spin a fifth time, they have to take what they get on that spin.

So how's that sound?

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