Game Show With Double Whammy Definition

Whammy Online GameWhammy Double Whammy

Whammy whammies [plural] jinx [synonym, sense-specific] hex [synonym, sense-specific] abracadabra [synonym, sense-specific] bewitchment [synonym, sense-specific] charm [synonym, sense-specific] conjuration [synonym, sense-specific] enchantment [synonym, sense-specific] . Ansi Asq Z1 9 2008 Pdf Writer. A supernatural power bringing bad luck; a magic curse or spell; 'jinx', 'hex' a potent force or attack; specifically, a paralyzing or lethal blow (26 of 135 words, 2 definitions, 2 usage examples, pronunciation).

The All-New Press Your Luck Genre Created by Directed by R. Brian DiPirro Presented by Narrated by Country of origin United States Original language(s) English No. Of seasons 2 No. Of episodes 130 Production Executive producer(s) Michael Weinberg Producer(s) Michael Malone Location(s) in Hollywood Running time 20–21 minutes Production company(s) Release Original network Original release April 15, 2002 ( 2002-04-15) – December 5, 2003 ( 2003-12-05) Chronology Preceded by (1977) (1983–86) External links Whammy!

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(subtitled The All-New Press Your Luck for its first season) is an American that aired new episodes on from April 15, 2002, to December 5, 2003. The main goal of the game is to earn as much money and prizes as possible through collecting spins by answering trivia questions correctly, then using those spins on a gameboard to win various prizes and cash amounts while attempting to avoid the show's eponymous character, the 'Whammy.'

Contestants who do land on a Whammy lose all their prizes accumulated to that point; four Whammies eliminates a contestant from the game. The program is an updated version of, which originally aired on in 1983–86. The series was taped at and was hosted by, with announcing. Contents • • • • • • • • • Gameplay [ ] Gameplay remained largely similar to Press Your Luck, with contestants accumulating cash and prizes and attempting to avoid landing on a Whammy, who took away the winnings of any contestant who landed on it.

At the start of the game, each of the three contestants was spotted $1,000 and took turns taking one spin at a time on the board. After each cycle of spins, additional Whammies were added to the board replacing cash values or prizes, and contestants chose to spin again or freeze with their score at that point. Landing on a Whammy in round one reduced that contestant's score to $0 and eliminated that contestant from further play in the round.

Play continued until all three contestants froze or hit a Whammy. Cash values ranged from $100–$1,500 in round one, and prizes of similar values also appeared. Round two consisted of five questions posed to the players. The host read a question, and one of the contestants buzzed-in and provided a response. Their response, along with two other choices, were provided to the other two contestants, who selected one of the choices. Correct answers earned three spins for a buzz-in answer and one spin for a multiple choice answer.

After five questions, all three contestants advanced to the final round. In the final round, cash values ranged from $500–$5,000, and some spaces offered additional spins in addition to cash. Other spaces offered the choice of up to four adjacent spaces, or directed the contestants directly to another space. Accumulating four Whammies eliminated a contestant from the game.

Also added to the board were 'Double Whammies,' which—in addition to reducing a player's score to $0—added a physical consequence following the Whammy's appearance (e.g., spraying the contestant with water or dropping ping pong balls on them). Play began with the contestant with the lowest score at the start of the round, or, in the case of a tie for last place, the contestant with the fewest spins.

If there was still a tie in terms of score and spin totals, the contestant farthest to the left went first. Spins earned in this round could be passed to the opponent with the higher total (if they were tied, the contestant passing the spins could choose the recipient). Contestants were required to use all spins passed until they used their spins or hit a Whammy; in the latter case, any remaining passed spins were transferred to their earned spin total. If a contestant using passed spins hit a space that awarded a spin (e.g., $3,000 + One Spin), that spin was added to the earned total.

The contestant in the lead at the end of the game kept any cash and/or prizes in their bank at that time. Unlike Press Your Luck, three new contestants appeared on each episode. Other features [ ] In round one the board featured a 'Pick-a-Prize' space. Contestants who landed on it could choose any prize on the board at the time. In round two, one space labeled '$2,000 or Lose-1-Whammy' gave the contestant a choice of a cash prize of $2,000 or removing a previously-landed-upon Whammy (also seen on the classic show). '$1,000 or Spin Again' offered the choice of a guaranteed $1,000 cash prize or the opportunity to spin again (without using an earned spin), in season two, it was changed to '$555 or Spin Again.'