Post by dad90 on Feb 13, 2023 3:44:29 GMT -5
Hey, y'all! I'm soon coming back from the dead hosting game shows, and boy, do I have a LOT to catch up, and a lot of NEW game shows to bring out this year, I hope. Life has been VERY hectic throughout the past 5 months or so.
That being said, here's one of the newest shows I'm going to host soon...
The object is to decode words given the first letter, similarly to Jotto, with each correctly guessed word earning spins on a slot machine to attempt filling in a Bingo card
and banking money.
The player is then given the first letter of a five-letter mystery word and must make attempts at guessing the word by spelling it out. To assist in figuring out the word,
each letter lights up. A letter that turns green is in the mystery word and in the right place, one that is yellow is in the mystery word but in the wrong place,
and one that does not light up is not in the mystery word at all. If the player did not come up with the right word on the first try, they were shown which letters
were correctly-placed as well as those in the word but not correctly placed. A player has five turns in which to guess the word.
Control passes to the opposing player if the player in control either fails to make a guess before time expire; makes an invalid guess
(a misspelled word, a proper noun, a contraction, a hyphenate, or a word not five letters in length), or guesses incorrectly on the fifth turn.
Passing control to the opposing player also reveals another letter in the word, unless doing so would fill in the word completely.
If the opposing team still fails to guess, then the word is discarded and a new one generated.
First Half (Based on the 2023 RuPaul version):
4 players will compete in 2 Semi-Final matches.
Round 1:
In the first round, each player plays three five-letter words. Guessing a word correctly on the first try (called a "Golden Guess") earns $5,000, with subsequent guesses worth
$2,500, $2,000, $1,500, and $1,000, respectively. An invalid guess gives the opposing player a chance to steal. If the opposing team gives an invalid guess, play on that word ends.
Round 2:
In the second round, "Lucky Slingo," each player plays a ten-letter puzzle word that begins at $5,000, but decreases by $500 as more letters are revealed. Before they play their word, each player chooses from one of two hoppers of "Lucky Balls," from which a ball is drawn: gold "money balls" add a cash bonus on top of the value of the word if solved ($100, $500, $1000), while white "letter balls," numbered between 1 and 10, reveals the corresponding letter in the word before the money starts decreasing.
Round 3:
In the third round, the "Slingo Battle," each player will get a set of five-letter and six-letter words respectively, with all values from round one doubled.
If a contestant's guess for a word does not reveal a new correctly-placed (green) letter, control of that word passes to the opposing player.
After the conclusion of this round, one more ten-letter word is played between both player, which starts at $10,000.
Second Half (Based on the 1987-2002 versions and the Classic Slingo game): Slingo Showdown
The two finalists will advance to the second half of the show, called the Slingo Showdown, where the Jackpots for each episode consists of the following:
Super Jackpot: $100,000 and the total scores from the winning players
Jackpot: $50,000 and the total scores from the losing players
The game starts with 4 five-letter words, worth $300 each.
After a nine-letter word (explained below), the second round progresses to three six-letter words valued at $400.
After another nine-letter word, the third round plays 2 seven-letter words worth $800 each.
After another nine-letter word, the players will play one final eight-letter word, which starts at $1000 and drops by $100 for each guess.
The players will alternate guessing on the eight-letter word until someone gets it or the money runs out.
High scorer after one more nine-letter word AND ten-letter word wins and gets to play Super Slingo for a chance to win one of the two Jackpot(s) while trying to avoid the Devil.
Each player's Slingo board starts off with nine numbers marked (in such a manner that it will take at least two words to get a Slingo).
A correct guess from the word earns 2 spins. On each "spin", five numbers appear, and if they are found on the card, they can be marked off, and each number marked earns $200 to their score.
During the game, other special items may show up in the number spots below the card. Jokers are wild, and can be used to mark off any number in the column in which it appears.
A joker in the center (N) column may sometimes become a Super Joker, which can be placed anywhere on the board. (When it appears, the Super Joker must be played first, before any
other numbers.)
Devils also occasionally appear during the course of the game. If a devil appears in place of a number, the player's money is cut in half and forfeits control to the other player.
Frequently though, a cherub appears and cancels the devil's effects by shooting it with an arrow.
Other special items include coins, which grant automatic cash to the player, Money Bags and Free Spins.
There are 3 Money Bags available for each player on their machine, and if they are found before the game is over, that player wins a progressive jackpot, which starts off at $5,000
and increases by $500 for each word guessed correctly. Unlike the Dutch original, the jackpot will carry over from game to game until somebody wins it. Moneybags do carry over between
cards (but not between games), so if you get two on your first card and then a Slingo, only one Moneybag will go in the machine for your second card.
Free Spins are very important for the winning player at Super Slingo, because the last four spins of the game must be bought using the cash from the second half. A player may use accumulated free spins in place of the fee for any of the spins.
A Slingo (5-in-a-row) adds $1000 to your score before a new card is placed with 9 new numbers marked off and control passes over to their opponent.
The Nine-Letter Word
After every set of words (plus after the eight-letter word), we play one of these. You'll see a scrambled nine-letter word, and we'll automatically unscramble two letters in the word.
The players must then PM me how many more letters they need unscrambled (from 0-5) and a buzzcode, 1-100. The player who needs the least letters unscrambled (or has the
closest buzzcode in case of a tie) gets first chance at solving the word -- if they're wrong, they're frozen out for the word. The word is worth $1500 at the start (after the first two letters are unscrambled), and goes down by $150 for each letter needed until either the word is solved or the entire word has been unscrambled.
Control of the game is not influenced by the word - whoever solves the word gets the score money, and nothing more.
The Steal
Once per game, if the player not in control thinks they know the word in play, they can play their Steal and take one chance at guessing the word.
If they guess it right, they double their score and take control. If they get it wrong, their score is cut in half and control stays with the other player.
The Ten-Letter Word
The final word of the Slingo Showdown starts at $2000, and the last letter of the word will be given for free, and decreases by $250 for each new letter starting from the back.
Whoever buzzes in first will get to answer, but there's one major difference: If that player is wrong, the money is frozen, and the opposing player gets two free letters.
Highest scorer wins the game, keeps their winnings, and moves on to the Super Slingo Bonus Round. The losing player leaves with half of their winnings.
Bonus Round: Super Slingo
The winning player receives a 7-by-7 Slingo card with at least 5 numbers marked off randomly. The number of spins earned also marks off the numbers on the board as their headstart.
The winning player will also get a new bank with an amount equal to whatever they won in the main game (their money from the main game is safe no matter what happens) and 5 spins.
The player can earn as much as 20 spins, and that is required to play for the Super Jackpot. How to get the remaining 15 spins? Well...
First phase:
One 5-letter word will appear, but this time, with no letters revealed. Any letter that the player wants to reveal will cost them $500.
1st Guess: +5 Spins
2nd Guess: +4 Spins
3rd Guess: +3 Spins
4th Guess: +2 Spins
5th Guess: +1 Spin
Second Phase:
The player now has 2 minutes to start with to earn as many spins as possible in order to total up to 20 spins. Now, to help them out, they will be given bonus letters to start off:
1 Bonus Letter for Slingo made during the Slingo Showdown and 1 additional Bonus Letter for winning the game. The player can buy an additional Bonus Letter for $1000 apiece.
The player can add additional time to the clock depending on whether to play one 5-letter word or one 6-letter word.
If they decide to play the 5-letter word, then that player will have up to 5 tries to guess the word with the payouts as follows:
1st Guess: 2:00
2nd Guess: 1:45
3rd Guess: 1:30
4th Guess: 1:15
5th Guess: 1:00
If they to play the 6-letter word, then the player will only have 3 attempts to guess the word, but payouts are more harder as follows:
1st Guess: 3:00
2nd Guess: 0:30
3rd Guess: 0:03
Third Phase:
Once the time is set, a series of 5-letter words will appear with the first letter and an additional letter filled in. If the player failed to guess a word in five tries, it was revealed and the team moved on to the next word.
The player could elect to use a bonus letter at any time to fill in an unrevealed letter in a word, even if doing so would reveal the word. Also, any correct guess on the first try without using any Bonus Letters will earn a Cherub Coin to protect themselves from the Devil.
Final Phase: The Super Slingo Card
A card of 49 numbers on a 7-by-7 grid will appear with at least 5 numbers marked off at random. The object of the game is to completely "Blackout" the card to win the Jackpot while also trying to avoid the Devil.
Money can be earned with the following:
Marking a number on the board: $200
Covering 7 numbers in a row either horizontally, vertically, or diagonally: Starts off at $1 and every two Slingos adds a 0, up to $1,000. The money added is NOT cumulative.
1st: $1
3rd: $10
5th: $100
7th: $1000
8th: $5000
9th: $10,000
10th: $12,500
11th: $15,000
12th: $17,500
13th: $20,000
14th: $22,500
15th: $25,000
16th: $50,000
Gold Coin: Doubles Your Current Winnings (Much Harder to get)
Bonus Prize:
Spinning 3-7 jokers in one spin (super joker counts) (3 = $3000, 4 = $8000, 5 = $15,000, 6 = $24,000, 7 = $35,000)
Full Card: Super Jackpot (Must have 20 Spins) or Jackpot
There's a big problem, however: The Devil is FAR more deadlier in this bonus game, and if the Devil pops up on any one of the 7 reels at anytime, the game is automatically over and the player's winnings are forfeit, but the money from the main game is theirs to keep, no matter what happens. After every Slingo, the player can opt out and take their winnings. Plus, if the player has any Cherub Coins, and if the Devil pops up, they must use that coin to keep themselves in the game and they must spin again immediately. The player can purchase Cherub Coins at $2000 apiece before starting the game.
Hopefully, I'll be getting this started soon.
That being said, here's one of the newest shows I'm going to host soon...
The object is to decode words given the first letter, similarly to Jotto, with each correctly guessed word earning spins on a slot machine to attempt filling in a Bingo card
and banking money.
The player is then given the first letter of a five-letter mystery word and must make attempts at guessing the word by spelling it out. To assist in figuring out the word,
each letter lights up. A letter that turns green is in the mystery word and in the right place, one that is yellow is in the mystery word but in the wrong place,
and one that does not light up is not in the mystery word at all. If the player did not come up with the right word on the first try, they were shown which letters
were correctly-placed as well as those in the word but not correctly placed. A player has five turns in which to guess the word.
Control passes to the opposing player if the player in control either fails to make a guess before time expire; makes an invalid guess
(a misspelled word, a proper noun, a contraction, a hyphenate, or a word not five letters in length), or guesses incorrectly on the fifth turn.
Passing control to the opposing player also reveals another letter in the word, unless doing so would fill in the word completely.
If the opposing team still fails to guess, then the word is discarded and a new one generated.
First Half (Based on the 2023 RuPaul version):
4 players will compete in 2 Semi-Final matches.
Round 1:
In the first round, each player plays three five-letter words. Guessing a word correctly on the first try (called a "Golden Guess") earns $5,000, with subsequent guesses worth
$2,500, $2,000, $1,500, and $1,000, respectively. An invalid guess gives the opposing player a chance to steal. If the opposing team gives an invalid guess, play on that word ends.
Round 2:
In the second round, "Lucky Slingo," each player plays a ten-letter puzzle word that begins at $5,000, but decreases by $500 as more letters are revealed. Before they play their word, each player chooses from one of two hoppers of "Lucky Balls," from which a ball is drawn: gold "money balls" add a cash bonus on top of the value of the word if solved ($100, $500, $1000), while white "letter balls," numbered between 1 and 10, reveals the corresponding letter in the word before the money starts decreasing.
Round 3:
In the third round, the "Slingo Battle," each player will get a set of five-letter and six-letter words respectively, with all values from round one doubled.
If a contestant's guess for a word does not reveal a new correctly-placed (green) letter, control of that word passes to the opposing player.
After the conclusion of this round, one more ten-letter word is played between both player, which starts at $10,000.
Second Half (Based on the 1987-2002 versions and the Classic Slingo game): Slingo Showdown
The two finalists will advance to the second half of the show, called the Slingo Showdown, where the Jackpots for each episode consists of the following:
Super Jackpot: $100,000 and the total scores from the winning players
Jackpot: $50,000 and the total scores from the losing players
The game starts with 4 five-letter words, worth $300 each.
After a nine-letter word (explained below), the second round progresses to three six-letter words valued at $400.
After another nine-letter word, the third round plays 2 seven-letter words worth $800 each.
After another nine-letter word, the players will play one final eight-letter word, which starts at $1000 and drops by $100 for each guess.
The players will alternate guessing on the eight-letter word until someone gets it or the money runs out.
High scorer after one more nine-letter word AND ten-letter word wins and gets to play Super Slingo for a chance to win one of the two Jackpot(s) while trying to avoid the Devil.
Each player's Slingo board starts off with nine numbers marked (in such a manner that it will take at least two words to get a Slingo).
A correct guess from the word earns 2 spins. On each "spin", five numbers appear, and if they are found on the card, they can be marked off, and each number marked earns $200 to their score.
During the game, other special items may show up in the number spots below the card. Jokers are wild, and can be used to mark off any number in the column in which it appears.
A joker in the center (N) column may sometimes become a Super Joker, which can be placed anywhere on the board. (When it appears, the Super Joker must be played first, before any
other numbers.)
Devils also occasionally appear during the course of the game. If a devil appears in place of a number, the player's money is cut in half and forfeits control to the other player.
Frequently though, a cherub appears and cancels the devil's effects by shooting it with an arrow.
Other special items include coins, which grant automatic cash to the player, Money Bags and Free Spins.
There are 3 Money Bags available for each player on their machine, and if they are found before the game is over, that player wins a progressive jackpot, which starts off at $5,000
and increases by $500 for each word guessed correctly. Unlike the Dutch original, the jackpot will carry over from game to game until somebody wins it. Moneybags do carry over between
cards (but not between games), so if you get two on your first card and then a Slingo, only one Moneybag will go in the machine for your second card.
Free Spins are very important for the winning player at Super Slingo, because the last four spins of the game must be bought using the cash from the second half. A player may use accumulated free spins in place of the fee for any of the spins.
A Slingo (5-in-a-row) adds $1000 to your score before a new card is placed with 9 new numbers marked off and control passes over to their opponent.
The Nine-Letter Word
After every set of words (plus after the eight-letter word), we play one of these. You'll see a scrambled nine-letter word, and we'll automatically unscramble two letters in the word.
The players must then PM me how many more letters they need unscrambled (from 0-5) and a buzzcode, 1-100. The player who needs the least letters unscrambled (or has the
closest buzzcode in case of a tie) gets first chance at solving the word -- if they're wrong, they're frozen out for the word. The word is worth $1500 at the start (after the first two letters are unscrambled), and goes down by $150 for each letter needed until either the word is solved or the entire word has been unscrambled.
Control of the game is not influenced by the word - whoever solves the word gets the score money, and nothing more.
The Steal
Once per game, if the player not in control thinks they know the word in play, they can play their Steal and take one chance at guessing the word.
If they guess it right, they double their score and take control. If they get it wrong, their score is cut in half and control stays with the other player.
The Ten-Letter Word
The final word of the Slingo Showdown starts at $2000, and the last letter of the word will be given for free, and decreases by $250 for each new letter starting from the back.
Whoever buzzes in first will get to answer, but there's one major difference: If that player is wrong, the money is frozen, and the opposing player gets two free letters.
Highest scorer wins the game, keeps their winnings, and moves on to the Super Slingo Bonus Round. The losing player leaves with half of their winnings.
Bonus Round: Super Slingo
The winning player receives a 7-by-7 Slingo card with at least 5 numbers marked off randomly. The number of spins earned also marks off the numbers on the board as their headstart.
The winning player will also get a new bank with an amount equal to whatever they won in the main game (their money from the main game is safe no matter what happens) and 5 spins.
The player can earn as much as 20 spins, and that is required to play for the Super Jackpot. How to get the remaining 15 spins? Well...
First phase:
One 5-letter word will appear, but this time, with no letters revealed. Any letter that the player wants to reveal will cost them $500.
1st Guess: +5 Spins
2nd Guess: +4 Spins
3rd Guess: +3 Spins
4th Guess: +2 Spins
5th Guess: +1 Spin
Second Phase:
The player now has 2 minutes to start with to earn as many spins as possible in order to total up to 20 spins. Now, to help them out, they will be given bonus letters to start off:
1 Bonus Letter for Slingo made during the Slingo Showdown and 1 additional Bonus Letter for winning the game. The player can buy an additional Bonus Letter for $1000 apiece.
The player can add additional time to the clock depending on whether to play one 5-letter word or one 6-letter word.
If they decide to play the 5-letter word, then that player will have up to 5 tries to guess the word with the payouts as follows:
1st Guess: 2:00
2nd Guess: 1:45
3rd Guess: 1:30
4th Guess: 1:15
5th Guess: 1:00
If they to play the 6-letter word, then the player will only have 3 attempts to guess the word, but payouts are more harder as follows:
1st Guess: 3:00
2nd Guess: 0:30
3rd Guess: 0:03
Third Phase:
Once the time is set, a series of 5-letter words will appear with the first letter and an additional letter filled in. If the player failed to guess a word in five tries, it was revealed and the team moved on to the next word.
The player could elect to use a bonus letter at any time to fill in an unrevealed letter in a word, even if doing so would reveal the word. Also, any correct guess on the first try without using any Bonus Letters will earn a Cherub Coin to protect themselves from the Devil.
Final Phase: The Super Slingo Card
A card of 49 numbers on a 7-by-7 grid will appear with at least 5 numbers marked off at random. The object of the game is to completely "Blackout" the card to win the Jackpot while also trying to avoid the Devil.
Money can be earned with the following:
Marking a number on the board: $200
Covering 7 numbers in a row either horizontally, vertically, or diagonally: Starts off at $1 and every two Slingos adds a 0, up to $1,000. The money added is NOT cumulative.
1st: $1
3rd: $10
5th: $100
7th: $1000
8th: $5000
9th: $10,000
10th: $12,500
11th: $15,000
12th: $17,500
13th: $20,000
14th: $22,500
15th: $25,000
16th: $50,000
Gold Coin: Doubles Your Current Winnings (Much Harder to get)
Bonus Prize:
Spinning 3-7 jokers in one spin (super joker counts) (3 = $3000, 4 = $8000, 5 = $15,000, 6 = $24,000, 7 = $35,000)
Full Card: Super Jackpot (Must have 20 Spins) or Jackpot
There's a big problem, however: The Devil is FAR more deadlier in this bonus game, and if the Devil pops up on any one of the 7 reels at anytime, the game is automatically over and the player's winnings are forfeit, but the money from the main game is theirs to keep, no matter what happens. After every Slingo, the player can opt out and take their winnings. Plus, if the player has any Cherub Coins, and if the Devil pops up, they must use that coin to keep themselves in the game and they must spin again immediately. The player can purchase Cherub Coins at $2000 apiece before starting the game.
Hopefully, I'll be getting this started soon.