Bonus bonanza game show




















For this final pull, they quadrupled their money if the center ball came up yellow, but lost half their money if the center ball came up red. The contestant picked one of the ball to establish as the 'Danger Ball. After each pull, the balls were spun around in the container again.

After three pulls, a second ball with the Danger Ball color was added, and the contestant had the option to quit with their winnings or gamble.

If they chose to gamble, they tripled their money by pulling out a colored ball other than the Danger Ball color, but pulling out the Danger Ball cost the contestant half their money. The contestant launched a ping pong ball into a contraption that resembled the Plinko board from The Price Is Right. Landing in a slot with an occupied ball earned a strike.

After two strikes, the contestant could stop with their winnings, or opt for another pull. If the contestant chose to gamble, they doubled their money by landing in an empty slot or lost half for accumulating their third strike. Play continued until all 8 slots were filled, all three strikes were accumulated, or the contestant chose to quit.

The contestant released a pendulum over a table, which contained 10 magnets of equal strength. After the contestant's first launch of the pendulum, they would win whatever amount of money the pendulum landed on. Before the contestant's second launch, Dawn would replace the dollar amount on the pendulum's current location with a 'Lose Half' sign.

If the contestant landed on that spot on the second or third launch, they would lose half of their current winnings. After the second launch, Dawn would replace the dollar amount sign on the pendulum's location with another 'Lose Half' sign, then the highest dollar amount remaining on the table would be tripled and the lowest dollar amount remaining would be replaced with a red 'Wipe Out' sign.

The contestant was then given the choice to quit with their current winnings or take the third launch. If the contestant landed on anything other than 'Lose Half' or 'Wipe Out', that amount would be added to their total winnings. Landing on 'Lose Half' would cost them half of their winnings, landing on 'Wipe Out' would eliminate all of the contestant's winnings.

This was a rarely played game in which three contestants were chosen from the audience pool. The object was to be the only contestant who chose that amount of money. After the contestants secretly chose their dollar amounts, each one would be revealed, one at a time.

The contestant who was the only one out of the three to choose the dollar amount they chose would win that amount of money and advance to play the Bonus Game. Please Gamble Responsibly. Try them out with a welcome bonus today! Sugar Bomb is a multiplier segment that offers players the chance to significantly boost their winnings on the next wheel spin. Indeed, fans of live casino game shows will recognise this bonus round.

Once Sugar Bomb is triggered a random multiplier is assigned and the dealer re-spins the wheel. When the wheel stops, the resulting prize will be multiplied, and all players with a bet on that segment are awarded a prize. Candy Drop is, in our opinion, the second-best feature of Sweet Bonanza Candyland. Fans of the Crazy Time Pachinko bonus round will recognise this format immediately.

Firstly, players choose one of three candies. Then, they are presented with a wall filled with multipliers and prizes. Hayes would spin a wheel that was hooked to a randomizer. When the wheel stopped, whoever's face the spotlight shined on got to play a mini-game, in addition to winning a set of lottery tickets. Contestants were shown seven balls, arranged in a line: five yellow and two red. They were positioned at the top of a funnel-like table, designed so that when the balls reached the bottom, they would form a daisy-like pattern with one ball surrounded by the other six.

The object was to have a yellow ball in the middle. If a yellow ball was in the middle, their cash prize doubled.

For the second pull, a yellow ball was swapped for a red one making it four yellows and three reds , but the contestant's cash total tripled if the center ball came up yellow. For each of these first two pulls, contestants did not lose any money if the center ball came up red. A contestant could stop after two pulls, or opt for a third pull, where there were four red balls and three yellow balls. If the contestant chose to continue, their cash total quadrupled if a yellow ball was in the middle, but lost half of their winnings if a red ball was in the middle.

The contestant picked one of the ball to establish as the "Danger Ball. After each pull, the balls were spun around in the container again. After three pulls, a second ball with the Danger Ball color was added, and the contestant had the option to quit with their winnings or gamble. If they chose to gamble, they tripled their money by pulling out a colored ball other than the Danger Ball color, but pulling out the Danger Ball cost the contestant half their money.

The contestant released a pendulum over a table, which contained 10 magnets of equal strength.



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