WEBVTT

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picture walking through a set of heavy studio

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doors and you know just stepping into a neon

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drenched carnival oh yeah the lights are strobing

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in like every primary color imaginable the audience

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is screaming at a decibel level that literally

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rattles your teeth and there's this massive glittering

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wheel center stage right right and uh on the

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surface it just looks like pure unadulterated

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chaos, like a televised monument to blind luck.

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It absolutely does. I mean, it looked like a

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place where logic just goes completely out the

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window. Exactly. Replaced entirely by, you know,

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pure adrenaline and the desperate hope of winning

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a jet ski or like a new blender. Yeah. But then

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you peel back the bright paint and you look behind

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those giant glittering doors and suddenly that

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carnival chaos just vanishes. Because what you

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were actually looking at is a meticulously engineered

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machine. Welcome to the deep dive. Glad to be

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here. Today we are looking into the hidden architecture

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of the price is right. And we've got a really

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fascinating stack of sources today. It's anchored

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by this massive comprehensive Wikipedia breakdown

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of the show's pricing. It's a huge document.

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Yeah. Right. And our mission today is to look

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past all that nostalgia. We are going to unpack

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the game design, the behavioral economics and

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the weird pop culture history that is just hiding

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in plain sight on daytime television. It's all

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right there. Okay, let's unpack this. Just to

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give you a sense of the sheer scale we are dealing

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with here, out of 113 total pricing games played

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in the show's history, 78 of them are currently

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in active rotation. Which is just a massive sprawling

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catalog of mini games to manage. It really is.

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It's a logistical mountain. And, you know, what

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we have to understand right out of the gate is

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that the show isn't just throwing these 78 games

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at a dartboard to see what happens. Right, it's

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not random at all. Not at all. The producers

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are curating a highly specific psychological

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experience. It is designed from the ground up

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to keep you the viewer. constantly engaged without

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burning out your nervous system. So if the goal

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is to keep us hooked without exhausting us, how

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do they actually pull that off? Because I mean,

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watching people scream and win stuff for an entire

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hour seems like it would eventually just become

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white noise. It absolutely would. Yeah, if it

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weren't for the strict recipe they use for every

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single hour long episode. A recipe. Yeah, there

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is a very rigid ecosystem at play here. Exactly.

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Six pricing games are played per hour. Always

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six. Always. Yeah. No more, no less. And those

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six games, they have to fulfill very specific

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roles. You can sort of think of them as required

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nutritional ingredients in a meal. OK, I like

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that. First off, two games are played for a car.

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Always. One in the first half of the show and

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one in the second half. Right. I mean, they severely

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limit the cold, hard cash, right? Exactly. Like

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at most, there is only one game played for a

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cash prize. The rest of the games are strictly

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for merchandise or furniture or trips. Exactly.

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And even within those non -car, non -cash games,

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the structure gets even tighter because there

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is usually one game focused strictly on pricing

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everyday grocery products, you know, your soups,

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your antacids, dog food. The boring stuff, yeah.

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Right. And then there's another game that involves

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using smaller prizes to somehow win a larger

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price package. And I look at the structure and

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I immediately think of like, A casino floor.

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Oh, that's a great comparison. Right. The people

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who design casinos don't just put slot machines

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down randomly. They sequence the floor. Right.

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They mat it out. They put the low stakes penny

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slots near the high roller tables to regulate

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your dopamine hits. They want to keep you playing.

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Keep you in the building. Yeah. But wait. If

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I know there are exactly six games, exactly two

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cars, one cash, one grocery. Doesn't a formula

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that rigid become, I don't know, painfully predictable?

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You'd think so, right? Yeah. I mean, if you've

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seen one episode, haven't you seen the blueprint

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for the last four decades? What's fascinating

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here is that the rigid structure is the exact

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mechanism that allows the variety of the individual

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games to actually work. Oh, really? How so? Think

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about cognitive load. If every single game featured

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someone agonizing over the price of a $50 ,000

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luxury car, the audience would become completely

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numb to the stakes. Oh, sure. The excitement

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would just flatline. Right, right. If everything

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is an emergency, nothing is. Exactly. By anchoring

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the episode with those massive big ticket items

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in the cars, but then grounding the space in

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between with relatable... daily items. Like the

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dog food. Yes. Literally asking a contestant

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to price a box of rice. The show creates this

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calculated oscillation. A roller coaster. Exactly.

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A roller coaster between high stakes luxury and

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low stakes domesticity. And that completely prevents

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audience fatigue. I see. You're giving the viewer

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moments of relatable low stakes agency before

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throwing them right back into the high stakes

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tension of winning a vehicle. Okay, so the internal

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structure of the show is this perfectly balanced

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casino, but here's the problem. What's that?

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That casino exists in the real world, and the

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real world has an uncontrollable external factor

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that the producers are constantly, constantly

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fighting against. I'm talking about the passage

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of time, and more specifically, inflation. Yeah,

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this is where the brilliant game design... violently

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clashes with reality. Seriously. The entire premise

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of the show is based on the quote unquote actual

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retail price of consumer goods. But what happens

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when the American economy just shifts under your

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feet? A game designed in 1974 is mathematically

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going to break by 1994. It has to. So the producers

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have been forced into this endless cycle of patching

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their games. Here's where it gets really interesting,

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because I think about video game developers,

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right? Yeah. When players find an exploit or

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get too powerful, developers have to release

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software patches to deal with, like Power Creep.

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They nerf weapons. They change stats. Right,

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to keep it balanced. Exactly. But on this show,

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the Power Creep is the American economy. It really

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is. Let's look at a game like Check Game. You

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write an amount on an oversized blank check,

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and if the value of the plus your check amount

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falls within a specific target range, you win.

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Very simple. Originally, that target range was

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locked between $3 ,000 and $3 ,500. Right. A

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$500 margin of error anchored right around three

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grand, which made perfect sense for the prize

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values of that era. Right. But prizes didn't

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stay at that value. Well, they did not. The power

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creep set in, so they had to patch it. By 1986,

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the winning range was bumped up to between $5

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,000 and $6 ,000. Had to be done. And if you

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watch the show in 2019, that winning range had

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shifted entirely to between $8 ,000 and $9 ,000.

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It just keeps climbing. And we see an even more

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extreme version of this mechanical patching in

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a game like Any Number. Oh, I love Any Number.

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Everyone knows this one, right? You guessed digits

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from zero to nine. trying to reveal the price

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of a car before you accidentally reveal the amount

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of money in a piggy bank. Right. The board has

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three items on it. The car, a small prize, and

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the piggy bank. Precisely. And originally, you

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had to guess all the digits in the car's price.

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But eventually, car prices crossed the $10 ,000

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mark. Right. Yeah. Meaning a car's price became

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a five -digit number instead of a four -digit

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number. And once that happened, the game mathematically

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broke. Wait, walk us through the actual math

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of how it breaks. Okay, so think about the digits

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available to guess. You only have 10 digits,

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right? From zero to nine. Right, that's your

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whole pool of numbers. That's your entire pool.

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Now let's say the car is five digits. Maybe it

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costs $24 ,560. Okay. The small prize is three

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digits. Let's say $450. Got it. And the piggy

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bank is three digits, maybe $3 .12. Okay, tracking.

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If you add those up five digits for the car,

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three for the prize, three for the bank, you

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need 11 unique digits to fill out the board.

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But you only have 10 digits to guess from. Exactly.

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You physically run out of numbers on the board.

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The math is literally held hostage by the auto

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industry's pricing. That is incredible. So the

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show's developers had to issue a massive patch.

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They had to start spotting the contestant the

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first digit of the car for free, just to bring

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the total required digits back down to 10. That

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is wild. The actual rules of the game had to

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bend to accommodate Detroit's MSRPs? Yep. And

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we see this in card game, too. You're drawing

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playing cards to build a bid on a car. In 1983,

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just to speed up the game, they introduced a

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starting bid of $2 ,000. Right. You just got

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two grand for free. Exactly. But as cars got

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pricier, that starting bid was put pushed up

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again and again to $8 ,000, then $10 ,000, then

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$12 ,000. They couldn't keep up. No, today. The

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starting bid isn't even static anymore. It's

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a floating bid somewhere between $15 ,000 and

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$60 ,000, depending entirely on the car's value.

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It has to float now. And even the wild card,

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the Ace, had to be patched. Oh, right. It used

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to max out at a value of $1 ,000. Now, an Ace

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can be literally any positive value the contestant

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wants, just so they have a fighting chance to

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jump up to those massive modern car prices. But,

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you know, they don't always fight inflation.

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Sometimes they lean directly into the passage

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of time. Oh, like with Back to 76. Exactly. Take

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the game Back to 76. It's a game explicitly designed

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around the shock of inflation. The contestant

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uses this massive stylized vintage television

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dial to guess the exact price of three items

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from 50 years ago. And the name of the game literally

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updates every single year to maintain that 50

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-year gap. Yes. Like it debuted as Back to 72

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for the show's 50th season, and now it's just

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marching its way through the late 70s. It's brilliant.

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If we look at this from an anthropological lens,

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the show operates as a living, breathing time

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capsule. I love that. By tracking the changing

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rules of these minigames, the adjusting starting

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bids, and the shifting target ranges, you are

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looking at a highly accurate historical record

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of American consumer pricing and economic inflation

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over the last half century. So if the show is

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constantly fighting this external war against

00:10:20.029 --> 00:10:22.929
the economy, how does it keep the internal experience

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feeling fun instead of like, I don't know, a

00:10:25.529 --> 00:10:27.850
stressful accounting exam? Right. Nobody wants

00:10:27.850 --> 00:10:30.309
to watch math homework. Exactly. And that comes

00:10:30.309 --> 00:10:32.470
down to the psychology of the games themselves.

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Let's talk about the undisputed heavyweight champion

00:10:35.309 --> 00:10:39.309
of daytime television, Plinko. Oh, Plinko. The

00:10:39.309 --> 00:10:41.250
greatest. Since everyone listening already knows

00:10:41.250 --> 00:10:44.440
the drill. You know, you drop a chip, it bounces

00:10:44.440 --> 00:10:46.600
down a pegboard, you pray to the gravity gods.

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Let's look at the actual architecture of that

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board. Yeah. Because it is perfectly engineered

00:10:52.059 --> 00:10:54.860
psychological torture. It really, really is.

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Plinko is the ultimate masterclass in blending

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agency and surrender. Yes. First, the contestant

00:11:00.639 --> 00:11:03.639
has to earn their chips by correctly pricing

00:11:03.639 --> 00:11:06.700
small items. That's the agency. You use your

00:11:06.700 --> 00:11:08.519
real world knowledge to arm yourself. Right.

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But once you stand at the top of those stairs

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and let go of the chip, your agency completely

00:11:13.360 --> 00:11:15.559
evaporates into pure chance. And look at how

00:11:15.559 --> 00:11:17.620
the slots at the bottom are laid out. It's perfectly

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symmetrical. From the outside edges moving inward,

00:11:19.980 --> 00:11:23.159
the slots are worth $100, then $500, then $1

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,000, and then zero. A giant, terrifying zero.

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A giant zero. And right in the middle, flanked

00:11:31.070 --> 00:11:34.649
immediately by those $0 slots, is the $10 ,000

00:11:34.649 --> 00:11:37.210
space. Which, by the way, used to be $5 ,000

00:11:37.210 --> 00:11:39.809
originally. Right, patched for inflation. But

00:11:39.809 --> 00:11:42.730
the layout is the same. To hit the maximum dopamine

00:11:42.730 --> 00:11:45.870
rush, your chip has to dance right on the razor's

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edge of absolute failure. It creates an almost

00:11:49.370 --> 00:11:53.470
unbearable tension. But then you contrast that

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with a game that blends pricing with physical

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skill. like hole -in -one. Oh, I remember that

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one. You have to put a golf ball into a hole

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to win a car. But you determine where you putt

00:12:03.440 --> 00:12:06.909
from. by ordering six grocery items from least

00:12:06.909 --> 00:12:09.330
to most expensive. Right. So the better your

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pricing knowledge, the closer your putting line

00:12:11.250 --> 00:12:13.529
is to the hole. Which is brilliant because it

00:12:13.529 --> 00:12:16.190
visualizes your pricing skill as physical distance.

00:12:16.210 --> 00:12:18.590
Exactly. And I love the inspiration putt they

00:12:18.590 --> 00:12:21.850
do where the host or a model takes a shot from

00:12:21.850 --> 00:12:24.750
the absolute furthest line just to prove to the

00:12:24.750 --> 00:12:26.389
audience that it's physically possible to make

00:12:26.389 --> 00:12:28.250
the long shot. It builds the hype. But wait,

00:12:28.330 --> 00:12:30.350
the game isn't actually called Hole in One anymore,

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is it? No. In 1986, They issued another psychological

00:12:34.850 --> 00:12:37.690
patch. They changed the name to Hole in One or

00:12:37.690 --> 00:12:40.190
Two. Or Two? Yeah, they made the game vastly

00:12:40.190 --> 00:12:42.470
more forgiving. If you miss your first putt,

00:12:42.870 --> 00:12:44.929
you get a second chance from that exact same

00:12:44.929 --> 00:12:47.210
line. That changes everything. It fundamentally

00:12:47.210 --> 00:12:49.450
changed the psychological dynamic of the game.

00:12:49.450 --> 00:12:52.649
Yeah. From sudden death terror to a narrative

00:12:52.649 --> 00:12:55.870
of redemption. Wow. And then there's Golden Road,

00:12:55.929 --> 00:12:58.529
which might be the most potent distillation of

00:12:58.529 --> 00:13:00.529
the show's underlying psychology. Oh, for sure.

00:13:00.549 --> 00:13:03.120
It's like this escalating dopamine line. You

00:13:03.120 --> 00:13:05.899
start the game by pricing something completely

00:13:05.899 --> 00:13:08.960
mundane, like a grocery item worth less than

00:13:08.960 --> 00:13:11.179
a single dollar. Yep. If you get that right,

00:13:11.580 --> 00:13:14.299
you use those digits to fill in the missing numbers

00:13:14.299 --> 00:13:17.659
of increasingly expensive items. It just cascades.

00:13:17.840 --> 00:13:20.259
It's an incredible buildup. You physically walk

00:13:20.259 --> 00:13:22.940
from a 90 cent can of beans to a three digit

00:13:22.940 --> 00:13:25.860
prize to a four digit prize, culminating in a

00:13:25.860 --> 00:13:28.279
final prize, usually a premium European sports

00:13:28.279 --> 00:13:31.759
car. or a luxury package worth well over $100

00:13:31.759 --> 00:13:35.139
,000. You are literally walking the psychological

00:13:35.139 --> 00:13:38.039
journey from the mundane reality of the viewer

00:13:38.039 --> 00:13:41.059
at home to the extreme fantasy of the game show

00:13:41.059 --> 00:13:44.320
environment. So picture yourself up on that stage

00:13:44.320 --> 00:13:47.139
under the bright lights. Which scenario haunts

00:13:47.139 --> 00:13:50.179
you more? Losing out on a new car because you

00:13:50.179 --> 00:13:52.580
didn't know the exact price of a can of minestrone

00:13:52.580 --> 00:13:55.360
soup. or losing because your Plinko chip took

00:13:55.360 --> 00:13:57.600
one bad bounce at the very bottom of the board

00:13:57.600 --> 00:14:00.840
and landed in the zero. Oh, man. Yeah. That dichotomy

00:14:00.840 --> 00:14:02.340
gets right to the heart of the show's genius,

00:14:02.480 --> 00:14:04.500
though. Does it. Yeah. Because the producers

00:14:04.500 --> 00:14:07.309
brilliantly balance games of agency. knowing

00:14:07.309 --> 00:14:09.809
your grocery prices, arranging items correctly

00:14:09.809 --> 00:14:11.769
with gains of absolute surrender like dropping

00:14:11.769 --> 00:14:14.570
a Plinko chip. This ensures that the audience

00:14:14.570 --> 00:14:17.250
sitting at home feels a constantly shifting,

00:14:17.570 --> 00:14:20.809
complex mix of emotions. When a contestant fails

00:14:20.809 --> 00:14:23.830
a game of agency, the viewer feels a surge of

00:14:23.830 --> 00:14:26.960
superiority. Like, I knew that soup was 89 cents.

00:14:27.100 --> 00:14:29.519
They blew it. We've all yelled at the TV like

00:14:29.519 --> 00:14:32.019
that. Exactly. But when a contestant loses a

00:14:32.019 --> 00:14:34.440
game of Surrender, the viewer feels intense,

00:14:34.720 --> 00:14:37.220
empathetic suspense. Oh, that's just a bad balance.

00:14:37.379 --> 00:14:39.340
There's nothing they can do. It's a perfectly

00:14:39.340 --> 00:14:42.940
balanced emotional diet. But here's the thing

00:14:42.940 --> 00:14:46.220
about having 113 games over 50 years. Uh -oh.

00:14:46.580 --> 00:14:49.039
They aren't all masterpieces. No, they are not.

00:14:49.470 --> 00:14:51.730
When you run an experiment for that long, you

00:14:51.730 --> 00:14:54.789
are going to get some very weird anomalies. Definitely.

00:14:55.049 --> 00:14:57.730
We need to look at the strange experiments, the

00:14:57.730 --> 00:15:00.610
retired oddities, and the moments where this

00:15:00.610 --> 00:15:04.850
highly controlled, manufactured environment tragically

00:15:04.850 --> 00:15:07.870
collided with reality. Let's start with the auditory

00:15:07.870 --> 00:15:10.269
anomalies. We've firmly established that the

00:15:10.269 --> 00:15:13.230
studio is chaotic and incredibly loud, right?

00:15:13.330 --> 00:15:15.909
Right. Teeth rattling loud. But there were rare

00:15:15.909 --> 00:15:18.269
rules in certain games where the audience was

00:15:18.269 --> 00:15:21.360
mandated to be completely uncomfortably silent.

00:15:21.720 --> 00:15:24.120
The clock game is the famous one, but there was

00:15:24.120 --> 00:15:27.360
a deeply weird long retired game called Professor

00:15:27.360 --> 00:15:29.899
Price. Oh, Professor Price. This holds the record

00:15:29.899 --> 00:15:32.440
as the shortest lived game in the show's history.

00:15:32.899 --> 00:15:34.960
It was only played twice. Though for the record,

00:15:35.120 --> 00:15:37.559
it does boast a 100 % win rate. The contestants

00:15:37.559 --> 00:15:40.980
won both times. True. But the mechanics were

00:15:40.980 --> 00:15:43.759
completely bizarre for this show. The contestant

00:15:43.759 --> 00:15:46.320
had to answer general knowledge trivia questions

00:15:46.320 --> 00:15:49.120
that resulted in single digit answers. Like what?

00:15:49.340 --> 00:15:51.759
Things like, how many ounces are in half a pound?

00:15:52.179 --> 00:15:55.200
And their progress was tracked by a large animatronic

00:15:55.200 --> 00:15:58.659
puppet named Professor Price. An animatronic

00:15:58.659 --> 00:16:01.960
puppet. Yes. The puppet kept score by pointing

00:16:01.960 --> 00:16:04.460
its mechanical fingers up for correct answers

00:16:04.460 --> 00:16:07.720
and down for incorrect ones, all while the studio

00:16:07.720 --> 00:16:11.039
was in dead silence. It's a fascinating failure

00:16:11.039 --> 00:16:13.419
because it broke the core covenant of the show.

00:16:13.629 --> 00:16:16.590
How so? Well, the entire foundation of The Price

00:16:16.590 --> 00:16:19.629
is Right is testing consumer pricing knowledge,

00:16:19.710 --> 00:16:22.070
which everyone engages with in daily life. Right.

00:16:22.110 --> 00:16:23.909
Everyone goes to the grocery store. Exactly.

00:16:24.470 --> 00:16:27.690
But trivia is specialized knowledge. It alienated

00:16:27.690 --> 00:16:29.710
the core mechanic, which is why it vanished after

00:16:29.710 --> 00:16:32.049
two plays. Makes sense. Another retired head

00:16:32.049 --> 00:16:35.049
scratcher was Hit Me. Oh, wow. Hit Me. It was

00:16:35.049 --> 00:16:37.210
an attempt to make a grocery pricing version

00:16:37.210 --> 00:16:39.669
of Blackjack. You had a giant deck of cards,

00:16:39.730 --> 00:16:41.649
but you earned your cards by picking grocery

00:16:41.649 --> 00:16:44.179
items. OK. Sounds all right so far. But the problem

00:16:44.179 --> 00:16:47.059
was the math. It was incredibly convoluted. You

00:16:47.059 --> 00:16:49.600
didn't just guess the price. The grocery item

00:16:49.600 --> 00:16:52.860
had a real price, say $1. But the tag displayed

00:16:52.860 --> 00:16:56.720
a fake price, say $5. Oh, boy. Right. So that

00:16:56.720 --> 00:16:59.860
meant the hidden multiplier was 5. So the playing

00:16:59.860 --> 00:17:02.100
card hidden underneath that item was worth a

00:17:02.100 --> 00:17:04.400
5 in your blackjack hand. Trying to track that

00:17:04.400 --> 00:17:06.720
math on live television is a nightmare. Total

00:17:06.720 --> 00:17:09.019
nightmare. But the fatal flaw wasn't just the

00:17:09.019 --> 00:17:12.339
math. It was the rule book itself. In real blackjack,

00:17:12.839 --> 00:17:15.160
an ace is a dynamic card. It can be a one or

00:17:15.160 --> 00:17:18.500
an 11. Right. But the show was highly inconsistent

00:17:18.500 --> 00:17:21.079
in how they handled situations where the house

00:17:21.079 --> 00:17:23.960
drew an ace. They couldn't standardize whether

00:17:23.960 --> 00:17:26.619
the house should count its own ace as a one or

00:17:26.619 --> 00:17:29.500
an 11 to beat the player. Oh, that's messy. Very.

00:17:29.920 --> 00:17:32.460
It led to endless confusion on stage and its

00:17:32.460 --> 00:17:34.440
inevitable retirement. But you know, the most

00:17:34.440 --> 00:17:36.799
jarring piece of history in the archives belongs

00:17:36.799 --> 00:17:39.720
to a game that is actually still incredibly popular

00:17:39.720 --> 00:17:42.380
today. Everyone knows Cliffhangers. The Yobling

00:17:42.380 --> 00:17:45.960
Guy. Yes. You guessed the prices of three small

00:17:45.960 --> 00:17:49.630
items. You have a $25 margin of error across

00:17:49.630 --> 00:17:52.529
all three items. For every dollar you are off,

00:17:52.789 --> 00:17:55.130
this little mountain climber figure moves one

00:17:55.130 --> 00:17:58.009
step up a 25 -step mountain. If you miss by too

00:17:58.009 --> 00:18:00.369
much, he goes over the edge. Accompanied by that

00:18:00.369 --> 00:18:03.829
very distinct, cheerful, yodeling music. Right.

00:18:04.059 --> 00:18:06.619
It's goofy, it's light -hearted, a lot of fans

00:18:06.619 --> 00:18:09.759
call the climber Hans or the Yodely Guy. But

00:18:09.759 --> 00:18:12.819
back in 1976 during a taping, guest host Dennis

00:18:12.819 --> 00:18:15.380
James referred to the little mountain climber

00:18:15.380 --> 00:18:18.299
as Fritz. And during the game, the contestant

00:18:18.299 --> 00:18:20.480
missed the prices, the climber went over the

00:18:20.480 --> 00:18:22.259
edge, and Dennis James yelled out, there goes

00:18:22.259 --> 00:18:25.059
Fritz. Which, you know, in the vacuum of a game

00:18:25.059 --> 00:18:27.460
show seems like a completely harmless ad -libbed

00:18:27.460 --> 00:18:30.480
joke. Except, the vacuum didn't hold. What Dennis

00:18:30.480 --> 00:18:32.680
James didn't know, what he couldn't have known,

00:18:33.000 --> 00:18:35.619
was that one of the show's models, Janis Pennington,

00:18:35.980 --> 00:18:39.019
was married to a man named Fritz. Oh no. Yeah.

00:18:39.619 --> 00:18:41.980
Fritz Stamberger. And Fritz Stamberger was a

00:18:41.980 --> 00:18:43.980
real -life mountaineer who had recently vanished

00:18:43.980 --> 00:18:46.279
during an expedition in the Himalayas. That is

00:18:46.279 --> 00:18:49.420
just awful. The casual joke on stage mirrored

00:18:49.420 --> 00:18:52.740
a real life tragedy so closely that it was profoundly

00:18:52.740 --> 00:18:56.019
shocking. Janis Pennington was so devastated

00:18:56.019 --> 00:18:57.980
by the unscripted moment that she spent the rest

00:18:57.980 --> 00:19:00.759
of the episode crying backstage. If we connect

00:19:00.759 --> 00:19:04.140
this to the bigger picture, it really highlights

00:19:04.140 --> 00:19:06.819
the friction between a manufactured entertainment

00:19:06.819 --> 00:19:09.819
environment and the complete chaos of reality.

00:19:10.000 --> 00:19:12.740
Yeah, you can't control everything. No, you can't.

00:19:12.859 --> 00:19:15.380
When you run a statistical experiment on the

00:19:15.380 --> 00:19:18.319
scale of the price is right. Airing thousands

00:19:18.319 --> 00:19:22.119
of episodes, playing 113 different games, generating

00:19:22.119 --> 00:19:24.440
thousands of hours of unscripted television,

00:19:25.079 --> 00:19:27.799
you are mathematically bound to experience anomalies.

00:19:27.859 --> 00:19:29.859
You just are. You'll get a trivia puppet that

00:19:29.859 --> 00:19:32.039
breaks the format. You will get a blackjack game

00:19:32.039 --> 00:19:34.500
that implodes under its own rules. And tragically,

00:19:34.519 --> 00:19:36.960
you will inevitably get a heartbreaking million

00:19:36.960 --> 00:19:39.619
-to -one unscripted coincidence that pierces

00:19:39.619 --> 00:19:42.099
the neon bubble of the studio. It really makes

00:19:42.099 --> 00:19:44.400
you pause. I mean, it's wild to think that a

00:19:44.400 --> 00:19:46.559
goofy game with a yodeling mountain climber where

00:19:46.559 --> 00:19:49.319
it holds such a dark, heavy piece of television

00:19:49.319 --> 00:19:51.559
history. It really does. So what does this all

00:19:51.559 --> 00:19:54.099
mean? We started today by looking at a giant

00:19:54.099 --> 00:19:56.519
spinning wheel and bright colors, assuming it

00:19:56.519 --> 00:19:58.920
was all just daytime fluff. Right, just a carnival.

00:19:59.420 --> 00:20:01.799
But we've unpacked a machine built on strict

00:20:01.799 --> 00:20:05.359
sequential pacing, inflation economics, and deep,

00:20:05.640 --> 00:20:08.740
symmetrical psychological manipulation. What

00:20:08.740 --> 00:20:11.160
looks like a simple morning game show to pass

00:20:11.160 --> 00:20:13.680
the time when you're home sick from work is actually

00:20:13.680 --> 00:20:17.500
a masterclass in game theory and structural adaptability.

00:20:18.019 --> 00:20:19.880
Absolutely. The next time you are at the grocery

00:20:19.880 --> 00:20:22.500
store deciding between two brands of soup, just

00:20:22.500 --> 00:20:25.000
remember you are essentially participating in

00:20:25.000 --> 00:20:27.839
the baseline data collection that powers a massive

00:20:27.839 --> 00:20:30.640
multi -decade entertainment engine. This raises

00:20:30.640 --> 00:20:32.680
an important question, though, as we look to

00:20:32.680 --> 00:20:35.079
the future of consumerism. Well, the Price is

00:20:35.079 --> 00:20:37.420
Right was built in an era of static price tags

00:20:37.420 --> 00:20:39.910
and local grocery stores, a can of soup cost,

00:20:39.990 --> 00:20:41.650
what a can of soup cost, the truth was fixed.

00:20:41.750 --> 00:20:43.930
Right. But today we are living through the rise

00:20:43.930 --> 00:20:46.710
of dynamic pricing. The price of an airline ticket,

00:20:46.890 --> 00:20:49.430
an Uber ride, or even a fast food burger changes

00:20:49.430 --> 00:20:52.150
constantly based on the time of day, your exact

00:20:52.150 --> 00:20:55.390
location, your browsing history, and an invisible

00:20:55.390 --> 00:20:57.970
algorithm. That's true, it changes minute to

00:20:57.970 --> 00:21:01.190
minute. So how can a game show fundamentally

00:21:01.190 --> 00:21:03.569
based on the concept of guessing the one right

00:21:03.569 --> 00:21:07.849
price survive? in a future where the actual retail

00:21:07.849 --> 00:21:10.190
price is different for every single person. Wow.

00:21:10.430 --> 00:21:12.410
That is definitely something to chew on. The

00:21:12.410 --> 00:21:15.109
x -ray machine of retail pricing is getting incredibly

00:21:15.109 --> 00:21:16.990
murky. But, you know, the next time you hear

00:21:16.990 --> 00:21:19.630
that announcer yell, come on down, you'll know

00:21:19.630 --> 00:21:22.450
exactly what kind of beautiful complex machinery

00:21:22.450 --> 00:21:25.450
is humming behind those giant glittering doors.

00:21:26.170 --> 00:21:28.269
Thanks for listening to this deep dive, and we'll

00:21:28.269 --> 00:21:28.829
see you next time.
