Get the Picture

Host: Mike O'Malley
Announcer: Henry J

Premise: Kids answer trivia questions to uncover a photo and try to guess it.

Rules: In round one, toss-up questions are asked to the two teams of two. Questions could come from any of several areas, academics, pop culture, and sometimes just plain weird stuff. The first team to buzz-in gets to guess. If one team misses, the other may try. A correct answer is worth 20 points, and the right to reveal a piece of the puzzle.

The sixteen-square video wall had sixteen numbered squares, each with dots that when connected properly would form a picture. Both teams are given the clue to the picture (Person, Thing, Landmark, Food, et al) The team in control got to pick a square and connect the appropriate dots in that square. After revealing a square, the team could guess what the picture was. A wrong guess cost the 20 points just earned, but correct guesses won 50. After a picture was guessed, if time was left in the round, a new picture would be put up and play would continue.

In round one, some squares had a "Power Surge" bonus. The team that uncovered a "Power Surge" participated in a bonus challenge. In round one, they were based on various visual challenges (identifying pictures from their negatives, or by seeing various pieces of them drop into place on the video wall). Sometimes, they would use a telestrator pen (drawing pictures, a word search, or even doctoring a picture of the host). Completing the game in time won 20 points and a piece of the actual photo was revealed, instead of connecting the dots. Failing the task gave the points to the other team, as well as the opportunity to guess the picture

When time ran out in the round, the game switched to a speed round. The puzzle in play was revealed piece by piece until someone buzzed in and guessed it succesfully. In the "Speed Round" mode, there was no penalty for wrong guesses, so clever teams repeatedly buzzed in and guessed until they got it right. When the picture was guessed, the round ended.

Round two had the corners of the screens surrounded in dots numbered 1-25. Questions had two to four answers, and if a team got all the answers right, they connected that many lines on the gameboard. Connecting all the lines outlining a square revealed the contents of the actual photo. Questions increased in value to 40 points, as did the penalty of incorrect guesses, but the value of the puzzle was 75.

Power Surges in this round had the team play a physical game in which their performance revealed pieces of a new 3x3 puzzle to be guessed for 40 points. For example, they might have 30 seconds to throw rings onto nine pegs. For each ringed peg, the team would get to see that piece of the picture, then guess at the final picture.

The team with the most points at the end of round two won the game and played Mega Memory for cash and prizes. Both teams would split their main game score in cash, and if a team did not score 100 points, their score would be increased to that amount to split.

Bonus: In "Mega Memory," the team had 10 seconds to memorize the location of nine pictures. The host read a clue to a picture, and a team member had to push the corresponding button on a giant keypad. In 45 seconds, each of the first six right won $100, the next two won prizes, and the ninth won the grand prize, usually worth between $2,000 and $3,000 altogether.

In season two, the game started with a toss-up picture. During the opening, pieces of the picture would be flashed on the video wall. When the game began, the picture pieces would be revealed, just like the speed round; a correct guess was worth 20 points. In Mega Memory, the time limit was reduced to 35 seconds.

In season one, the teams split whatever cash they collected in the front game, and each won their own copy of whatever was claimed in Mega Memory. In season two, the front game was played for points, and any cash won in Mega Memory was split between the two teammates, but both won prizes won.