| Get the Picture | |
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![]() Get the Picture title card. |
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| Format | Children's game show |
| Created by | Marjorie Cohn |
| Developed by | Gwen Billings Herb Scannell |
| Presented by | Mike O'Malley |
| Narrated by | Henry J. |
| Country of origin | |
| No. of seasons | 2 |
| No. of episodes | 115[1] |
| Production | |
| Location(s) | Nickelodeon Studios at Universal Studios in Orlando, Florida |
| Running time | 23 minutes |
| Broadcast | |
| Original channel | Nickelodeon |
| Picture format | NTSC (480i) |
| Audio format | Stereo |
| Original run | March 18 – December 6, 1991 |
Get the Picture is an American children's game show aired from March 18 to December 6, 1991 on Nickelodeon. Hosted by Mike O'Malley, the show featured two teams answering questions and playing games for the opportunity to guess a hidden picture on a giant screen made up of 16 smaller screens. The show was taped at Nickelodeon Studios at Universal Studios in Orlando, Florida.
Contents |
Two teams of two players, one wearing orange and one wearing yellow, competed.
In this round, an outline of dots representing something in a set category was revealed on the 16 square board. A series of general knowledge trivia questions would be asked of the teams, with a correct answer earning a team $20 and a choice of a square. Once a square was chosen, the dots in it were connected to the rest of the puzzle and the team had five seconds to guess the picture. Guessing correctly earned $50, while an incorrect guess lost $20 and no penalty was given for failure to guess. Hidden in two of the squares were "Power Surges", which were guessing games played for bonus money and a piece of the actual image. Winning one of these earned $20 extra and a guess at the puzzle, but failure to complete it successfully meant the opposing team got the money and the guess.
The round continued until time ran out. If a picture was being played when time was called, it would be revealed one square at a time until someone guessed correctly and earned the $50. Multiple guesses were allowed with no penalties for incorrect guesses.
The second round now featured an actual image hidden behind the Get the Picture logo. Each of the sixteen squares on the board had numbered dots around them and had to be connected to form a box. The teams accomplished that by answering questions that had either two, three, or four answers. As in round one, if a team failed to answer correctly (in this case, come up with the allotment of correct answers) then the opposing team would be able to steal control by completing the allotment themselves. Doing so won a team $40, and the team was able to complete as many lines as there were correct answers in the question. Four lines were required to complete a box and, with the way the board was set up it was possible that a team could reveal two squares in one turn.
Pictures were now worth $75, with incorrect guesses still costing $20, and one Power Surge was on the board. The games shifted from knowledge-based to physical challenges (see below), were played at center stage, and were worth $40 each. Again, if time was running short the puzzle in play would be revealed one square at a time until someone guessed correctly for $75. Whoever was ahead when time was called won the game and advanced to the show's bonus game, dubbed "Mega Memory." Both teams kept whatever they had won.
In the event of a tie one final puzzle with the speed-up rules was played, with whoever guessed it correctly winning the game.
All physical Power Surges except for one involved players trying to earn pieces of a picture on a three-by-three grid. After the team completed the Power Surge, they were given one chance to guess what the picture was for $40. Failure to do so earned $40 for the opposing team. The games continued until all nine numbers were revealed, time ran out, or a team ran out of objects.
The winning team now faced a nine-square board that hid nine pictures, all in relation to a theme revealed before the round. The pictures were shown to the players for ten seconds, with the object being to remember where they were placed. A nine-numbered keypad was used by the players, with each picture hidden behind a corresponding number. For 45 seconds O'Malley would read clues one at a time and the team would hit the number on the keypad that they thought would reveal the correct picture. A team was encouraged to take turns but this rule was not enforced.
For each correct answer up to six, the team split $200. The seventh and eighth matches won merchandise prizes, and if a team matched all nine pictures before time ran out they won a grand prize, which more often than not was a trip – although higher-level merchandise prizes (personal computers, televisions, etc.) were awarded.
The following changes were made for Get the Picture's second season.
This time deduction made the Bonus Round much harder (although it was won at least nine times during the second part of the run), and as a result many teams could not reach the merchandise prizes or grand prize because they failed to get six matches before time expired.[citation needed] The change in the main game to points also meant that the most cash a team could win was $600, as compared to the vast amounts possible in Season 1.
Although the series ended first-run episodes on December 6, 1991, reruns aired weekly until March 13, 1993. Reruns aired on Nickelodeon GAS from the channel's launch on March 1, 1999 until its closure on December 31, 2007. Several episodes can be found online at TurboNick Broadband Network.
The United Kingdom had its own version on Nickelodeon UK.
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