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'''''Seven Keys''''' was a game show that was a stalwart on Creator/{{ABC}}'s daytime schedule from 1961 to 1964, and ran locally on KTLA-5 in Los Angeles for several years, both before and after the series' network run ended.

The premise of the game was simple: It was a basic question-and-answer show married to the children's game Snakes and Ladders (better known in America as "Chutes and Ladders"). Contestants had to move across a 70-space game board within a set number of turns (almost always, this was 15) to win a "key."

The "key" played this role: On the side of the stage, there was a display containing seven "windows," each of which had a picture of a prize. Six of those prizes were smaller prizes, valued at anywhere from around $100 to up to $1,000. The seventh window, the largest of them, represented a grand prize, put together by the show's staff based on the contestant's interests and was unique to each contestant, and was worth several thousand dollars.

When a contestant landed on a space, he/she was asked a general knowledge question. Many were true-false or multiple-choice, while others had the contestant needing to do things such as fill in a word to complete a common phrase, identify a famous person, match pairs of items (e.g., names of state capital cities with their correct state) ... the list went on. An incorrect answer caused the contestant to move backward to the last space safely reached.

Special spaces varied and were as follows:

* '''Bonus''': The contestant stopped a spinning dial marked "Bonus", and moved that many steps on the same turn the bonus was landed on.
* '''Penalty''': The contestant stopped a spinning dial marked "Penalty", and moved back that many spaces.
* '''Safety''': The contestant simply took his/her next turn, with a subsequent miss taking them back to the last Safety space reached.

to:

'''''Seven Keys''''' was a game show that was a stalwart on Creator/{{ABC}}'s daytime schedule from 1961 to 1964, and ran locally on KTLA-5 in Los Angeles for several years, both before and after the series' network run ended.

ended. It was hosted by Jack Narz.

The premise of the game was simple: It was a basic question-and-answer show married to the children's game Snakes and Ladders (better known in America as "Chutes and Ladders"). Contestants had to move across a 70-space game board within a set number of turns (almost always, this was 15) in order to win a "key."

The "key" played this role: On
the side right to choose one of the stage, there was a display containing seven "windows," each keys from a rack.

Each key corresponded to a different prize in a group of seven, six
of which had a picture of a prize. Six of those prizes were smaller prizes, valued at anywhere ones (represented by pictures) that ranged in value from around about $100 to up to $1,000. The seventh window, the largest of them, represented was a grand prize, put together by the show's staff based on tailored to the contestant's interests and was unique to each contestant, and was worth several thousand dollars.

When a contestant landed on a space, he/she was asked a general knowledge question. Many
dollars. The prizes were true-false or multiple-choice, while others had placed behind glass doors secured with padlocks.

On each turn,
the contestant needing hit a button to do things such as fill in stop a word to complete a common phrase, identify a famous person, match pairs of items (e.g., names of state capital cities with their correct state) ... spinning "Steps" dial" and moved ahead the list went on. An incorrect answer caused the contestant to move backward to the last space safely reached.

Special
number of spaces varied and were as follows:

it showed (1 through 10). Types of spaces on the board included:

* '''Bonus''': The contestant stopped a spinning "Bonus" dial marked "Bonus", and moved ahead that many steps on the same turn the bonus was landed on.
spaces.
* '''Penalty''': The contestant stopped a spinning "Penalty" dial marked "Penalty", and moved back that many spaces.
* '''Safety''': '''Safe''': The contestant simply took his/her next turn.
* '''Question''': The contestant answered a question. All questions asked in a particular game were of the same type, such as true/false, filling in missing parts of celebrities' names, naming the capital of a given state, and so on. A right answer allowed the contestant to play from that space on their next
turn, with but a subsequent miss taking them sent him/her back to the last Safety space reached."Safe" space" passed.



If the contestant reached the end of the board within 15 turns, he/she won a key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected to retire, he/she and host Jack Narz used their keys to determine which prizes were won; this could include the grand prize, although if the grand-prize key was not among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed to reach the end of the game board within 15 turns, he/she lost all of their earned keys and, as he/she was immediately retired, the opportunity at the grand prize.

There was also a home viewer game, where viewers could enter a weekly drawing to win a prize package, by guessing which key would unlock the prize package. If the home viewer whose card was randomly drawn correctly guessed the key, he/she won that prize. The game was played each day, and if by Friday's show (or the final show of the week, as appropriate) the prize package had not yet been won, Narz and the show's assistants would continue drawing cards until one containing the correct answer was found.

to:

If the contestant reached the end of the board within 15 turns, he/she won the right to choose one key and had to make a choice. He/she could choose the appropriate number of keys, win whatever prizes they unlocked, and retire from the show; or play again in the hope of winning another key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected chose to retire, he/she retire and host Jack Narz used their keys to determine which prizes were won; this could include had not picked the key for the grand prize, although if the grand-prize key was not among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed unlocked it. Failing to reach the end of the game board within 15 turns, he/she lost forfeited all of their earned keys and, as he/she was immediately retired, and sent the opportunity at the grand prize.

contestant home with only a consolation prize.

There was also a home viewer game, where viewers could enter a weekly drawing to win a prize package, package (including a fur stole and a cash bonus) by guessing which key of seven keys would unlock the prize package. If the home it. Six smaller prizes were also at stake, each also with its own key. The chosen viewer whose card was randomly drawn correctly guessed the key, he/she won that prize. whatever prize his/her chosen key unlocked. The game was played started fresh at the beginning of each day, broadcast week, and if by Friday's show (or the final show of the week, as appropriate) the prize package had not yet been won, won by Friday (or the week's last episode, as appropriate), then Narz and the show's assistants would continue drawing cards and unlocking prizes until one containing the correct answer was found.
someone won it.
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** TheAnnouncer: Unknown.

to:

** TheAnnouncer: Unknown.Jack Powers/George Barkley.



** LovelyAssistant: Several. More than once, they would serve as a date for a young bachelor if he was playing for a prize package that included an evening on the town (said prize package always including a sports car).

to:

** LovelyAssistant: Several.Betty Andrews/Barbara Lyon. More than once, they would serve as a date for a young bachelor if he was playing for a prize package that included an evening on the town (said prize package always including a sports car).
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!!GameShowTropes in use are:

to:

!!GameShowTropes in use are:!!Tropes present:
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'''''Seven Keys''''' was a game show that was a stalwart on ABC's daytime schedule from 1961 to 1964, and ran locally on KTLA-TV in Los Angeles for several years, both before and after the series' network run ended.

to:

'''''Seven Keys''''' was a game show that was a stalwart on ABC's Creator/{{ABC}}'s daytime schedule from 1961 to 1964, and ran locally on KTLA-TV KTLA-5 in Los Angeles for several years, both before and after the series' network run ended.
Is there an issue? Send a MessageReason:
None


The premise of the game was simple: It was a basic question-and-answer show married to the children's game Snakes and Ladders (aka "Chutes and Ladders"). Contestants had to move across a 70-space game board within a set number of turns (almost always, this was 15) to win a "key."

The "key" played this role: On the side of the stage, there was a display containing seven "windows," each of which had a picture of a prize. Six of those prizes were smaller prizes, valued at anywhere from around $100 to up to $1,000. The seventh window, the largest of them, represented a grand prize, put together by the show's staff based on the contestant's interests and was unique to each contestant.

When a contestant landed on a space, he/she was asked a general knowledge question. Many were true-false or multiple-choice, while others had the contestant needing to fill in a word to complete a common phrase, identify a famous person, match pairs of such things as the names of state capital cities and their correct state ... the list went on. An incorrect answer caused the contestant to move backward to the last space safely reached.

to:

The premise of the game was simple: It was a basic question-and-answer show married to the children's game Snakes and Ladders (aka (better known in America as "Chutes and Ladders"). Contestants had to move across a 70-space game board within a set number of turns (almost always, this was 15) to win a "key."

The "key" played this role: On the side of the stage, there was a display containing seven "windows," each of which had a picture of a prize. Six of those prizes were smaller prizes, valued at anywhere from around $100 to up to $1,000. The seventh window, the largest of them, represented a grand prize, put together by the show's staff based on the contestant's interests and was unique to each contestant.

contestant, and was worth several thousand dollars.

When a contestant landed on a space, he/she was asked a general knowledge question. Many were true-false or multiple-choice, while others had the contestant needing to do things such as fill in a word to complete a common phrase, identify a famous person, match pairs of such things as the items (e.g., names of state capital cities and with their correct state ...state) ... the list went on. An incorrect answer caused the contestant to move backward to the last space safely reached.



If the contestant reached the end of the board within 15 turns, he/she won a key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected to retire, he/she and host Jack Narz used their keys to determine which prizes were won; this could include the grand prize, and if the grand-prize key was among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed to reach the end of the game board within 15 turns, he/she lost all of their earned keys and, as he/she was immediately retired, the opportunity at the grand prize.

to:

If the contestant reached the end of the board within 15 turns, he/she won a key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected to retire, he/she and host Jack Narz used their keys to determine which prizes were won; this could include the grand prize, and although if the grand-prize key was not among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed to reach the end of the game board within 15 turns, he/she lost all of their earned keys and, as he/she was immediately retired, the opportunity at the grand prize.



* AllOrNothing: After each "Seven Keys" game victory, the contestant was given the option to quit with whatever keys they had won (and take whatever prizes whose windows they unlocked, which could ''but not necessarily'' include the grand prize window), or play another game, knowing that if they failed to reach the end of the game board on their next playing, even if off by one space, they would lose it all.

to:

* AllOrNothing: After each "Seven Keys" game victory, the contestant was given the option to quit with whatever keys they had won (and take whatever prizes whose windows they unlocked, which could ''but (but not necessarily'' necessarily did) include the grand prize window), or play another game, knowing that if they failed to reach the end of the game board on their next playing, even if off by one space, they would lose it all.

Changed: 10

Removed: 212

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Moved a trope to YMMV tab


If the contestant reached the end of the board within 15 turns, he/she won a key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected to retire, he/she and Narz used their keys to determine which prizes were won; this could include the grand prize, and if the grand-prize key was among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed to reach the end of the game board within 15 turns, he/she lost all of their earned keys and, as he/she was immediately retired, the opportunity at the grand prize.

to:

If the contestant reached the end of the board within 15 turns, he/she won a key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected to retire, he/she and host Jack Narz used their keys to determine which prizes were won; this could include the grand prize, and if the grand-prize key was among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed to reach the end of the game board within 15 turns, he/she lost all of their earned keys and, as he/she was immediately retired, the opportunity at the grand prize.



** Lost a "Seven Keys" game ... meaning they lost all their keys and any potential prizes they might have won with them, along with an opportunity to win the grand prize. Especially if they were later revealed to have already won the key that would have unlocked the grand prize window (as contestants could quit at any time).

!! This show provides examples of:
* MissingEpisode: All but three episodes (two KTLA-based episodes and an ABC episode from 1962) plus an audio recording of a 1963 ABC episode are believed to have been destroyed.

to:

** Lost a "Seven Keys" game ... meaning they lost all their keys and any potential prizes they might have won with them, along with an opportunity to win the grand prize. Especially if they were later revealed to have already won the key that would have unlocked the grand prize window (as contestants could quit at any time).

!! This show provides examples of:
* MissingEpisode: All but three episodes (two KTLA-based episodes and an ABC episode from 1962) plus an audio recording of a 1963 ABC episode are believed to have been destroyed.
time).
Is there an issue? Send a MessageReason:
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* MissingEpisode: All but a few episodes, including at least two from the KTLA run, are believed to have been destroyed.

to:

* MissingEpisode: All but a few episodes, including at least two three episodes (two KTLA-based episodes and an ABC episode from the KTLA run, 1962) plus an audio recording of a 1963 ABC episode are believed to have been destroyed.
Is there an issue? Send a MessageReason:
None


** Lost a "Seven Keys" game ... meaning they lost all their keys and any potential prizes they might have won with them, along with an opportunity to win the grand prize. Especially if they were later revealed to have already won the key that would have unlocked the grand prize window (as contestants could quit at any time).

to:

** Lost a "Seven Keys" game ... meaning they lost all their keys and any potential prizes they might have won with them, along with an opportunity to win the grand prize. Especially if they were later revealed to have already won the key that would have unlocked the grand prize window (as contestants could quit at any time).time).

!! This show provides examples of:
* MissingEpisode: All but a few episodes, including at least two from the KTLA run, are believed to have been destroyed.
Is there an issue? Send a MessageReason:
None


!!GameShowTropes in use are:

to:

!!GameShowTropes in use are:are:
* AllOrNothing: After each "Seven Keys" game victory, the contestant was given the option to quit with whatever keys they had won (and take whatever prizes whose windows they unlocked, which could ''but not necessarily'' include the grand prize window), or play another game, knowing that if they failed to reach the end of the game board on their next playing, even if off by one space, they would lose it all.
* ConsolationPrize: For contestants who lost any of their "Seven Keys" games, and for home viewer sweepstakes players whose cards were drawn but didn't win. Usually, said prize was worth anywhere from $25 to $50.
* HomeGame: Issued by Ideal in 1961, played similarly to the TV show.
* HomeParticipationSweepstakes: A staple of the show, from its very beginning until near the end of the KTLA-TV run. Viewers were shown a showcase of prizes and invited to send, via postcard, which key would unlock the window the prizes were behind. A card was drawn at random from a tumbler, and if it had the correct key number printed on it, that contestant won; a consolation gift was given if he/she was incorrect. The process was repeated on subsequent shows that week until Friday, after which -- if a correct guess was still needed -- cards were drawn from the tumbler until one with a correct answer was drawn.
* LetsJustSeeWhatWouldHaveHappened: If a contestant elects to retire with his earned keys before winning his seventh game, the contestant and host Jack Narz tried those keys in each window to see what was won. If none of the keys opened the grand prize window, Narz would reveal the correct key.
* Personnel:
** TheAnnouncer: Unknown.
** GameShowHost: Jack Narz, who had just a few years beforehand escaped implication in the Quiz Show Scandals of the late 1950s (although one of his shows, ''Dotto'', was a prime culprit in the whole thing). With ''Seven Keys'', he began to cement a respected game show-hosting career that lasted until the early 1980s.
** LovelyAssistant: Several. More than once, they would serve as a date for a young bachelor if he was playing for a prize package that included an evening on the town (said prize package always including a sports car).
** StudioAudience.
* {{Whammy}}: Any contestant who either:
** During the regular game, landed on a Penalty space, meaning they had to move back anywhere from one to 10 spaces. Especially so if the contestant was starting to run low on number of remaining turns and still had distance to cover.
** Lost a "Seven Keys" game ... meaning they lost all their keys and any potential prizes they might have won with them, along with an opportunity to win the grand prize. Especially if they were later revealed to have already won the key that would have unlocked the grand prize window (as contestants could quit at any time).
Is there an issue? Send a MessageReason:
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''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''Series/LoveOfLife'' and NBC's ''Series/MissingLinks'' and ''Your First Impression'' in the fall of 1963 and winter of 1964. With that, ''Keys'' ended its network run on March 27, 1964 ... but the show continued as a local program for another year on KTLA.

to:

''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''Series/LoveOfLife'' and NBC's ''Series/MissingLinks'' and ''Your First Impression'' in the fall of 1963 and winter of 1964. With that, ''Keys'' ended its network run on March 27, 1964 ... but the show continued as a local program for another year on KTLA.KTLA.

!!GameShowTropes in use are:
Is there an issue? Send a MessageReason:
None


''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''Series/LoveOfLife'' and NBC's ''Series/MissingLinks'' in the fall of 1963. With that, ''Keys'' ended its network run ... but the show continued as a local program for another year on KTLA.

to:

''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''Series/LoveOfLife'' and NBC's ''Series/MissingLinks'' and ''Your First Impression'' in the fall of 1963. 1963 and winter of 1964. With that, ''Keys'' ended its network run ...run on March 27, 1964 ... but the show continued as a local program for another year on KTLA.
Is there an issue? Send a MessageReason:
None


''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''LoveOfLife'' and NBC's ''Missing Links'' in the fall of 1963. With that, ''Keys'' ended its network run ... but the show continued as a local program for another year on KTLA.

to:

''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''LoveOfLife'' ''Series/LoveOfLife'' and NBC's ''Missing Links'' ''Series/MissingLinks'' in the fall of 1963. With that, ''Keys'' ended its network run ... but the show continued as a local program for another year on KTLA.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

'''''Seven Keys''''' was a game show that was a stalwart on ABC's daytime schedule from 1961 to 1964, and ran locally on KTLA-TV in Los Angeles for several years, both before and after the series' network run ended.

The premise of the game was simple: It was a basic question-and-answer show married to the children's game Snakes and Ladders (aka "Chutes and Ladders"). Contestants had to move across a 70-space game board within a set number of turns (almost always, this was 15) to win a "key."

The "key" played this role: On the side of the stage, there was a display containing seven "windows," each of which had a picture of a prize. Six of those prizes were smaller prizes, valued at anywhere from around $100 to up to $1,000. The seventh window, the largest of them, represented a grand prize, put together by the show's staff based on the contestant's interests and was unique to each contestant.

When a contestant landed on a space, he/she was asked a general knowledge question. Many were true-false or multiple-choice, while others had the contestant needing to fill in a word to complete a common phrase, identify a famous person, match pairs of such things as the names of state capital cities and their correct state ... the list went on. An incorrect answer caused the contestant to move backward to the last space safely reached.

Special spaces varied and were as follows:

* '''Bonus''': The contestant stopped a spinning dial marked "Bonus", and moved that many steps on the same turn the bonus was landed on.
* '''Penalty''': The contestant stopped a spinning dial marked "Penalty", and moved back that many spaces.
* '''Safety''': The contestant simply took his/her next turn, with a subsequent miss taking them back to the last Safety space reached.
* '''Keys''': The final space, which awarded a key of the contestant's choosing if passed.

If the contestant reached the end of the board within 15 turns, he/she won a key. At this point, the contestant was asked whether they wanted to quit with the keys accumulated or risk them and continue on until collecting all seven keys. If the contestant elected to retire, he/she and Narz used their keys to determine which prizes were won; this could include the grand prize, and if the grand-prize key was among those he/she had picked, Narz would reveal which one did. If a contestant chose to play on and failed to reach the end of the game board within 15 turns, he/she lost all of their earned keys and, as he/she was immediately retired, the opportunity at the grand prize.

There was also a home viewer game, where viewers could enter a weekly drawing to win a prize package, by guessing which key would unlock the prize package. If the home viewer whose card was randomly drawn correctly guessed the key, he/she won that prize. The game was played each day, and if by Friday's show (or the final show of the week, as appropriate) the prize package had not yet been won, Narz and the show's assistants would continue drawing cards until one containing the correct answer was found.

''Seven Keys'' had a loyal, dependable audience on ABC's daytime schedule for most of its three-year run, until it was finally matched against CBS's ''LoveOfLife'' and NBC's ''Missing Links'' in the fall of 1963. With that, ''Keys'' ended its network run ... but the show continued as a local program for another year on KTLA.

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