Let's Make a Deal

60s Spiel: ''Would you make a deal to trade up to (insert amount) in cash for one of those three doors, knowing that behind one of them is (insert amount) worth of (cash or) valuable merchandise? Several people will have to make that decision during the next half hour/few minutes, as we bring you the marketplace of America, LET'S MAKE A DEAL. And now, here's America's top trader, TV's big dealer, MONTY HALL!''

70s Spiel: ''These people, dressed as they are, come from all over the United States to make deals here in the marketplace of America, LET'S MAKE A DEAL. And now, here's America's top trader, TV's big dealer, MONTY HALL!''

Las Vegas Hilton Spiel: ''From the playground of America, the entertainment capital of the world. From the showroom of the fabulous Las Vegas Hilton, the world's largest resort hotel, we bring you the marketplace of America, LET'S MAKE A DEAL, starring MONTY HALL!''

70s & 80s Spiel: It's time for (The All New) Let's Make a Deal, starring TV's big dealer, MONTY HALL!

1980-1981 Spiel: It's time for LET'S MAKE A DEAL, and here's America's top trader, TV's big dealer, MONTY HALL!

1990-1991 Spiel (A): ''Behind these everchanging doors awaits a spectacular array of cash, merchandise, fun, and surprises! Today, from the Disney/MGM Studios in Florida, it's time to play America's favorite game! It's big! It's bold! It's the one and only LET'S MAKE A DEAL! And now, here's our host, the guy with the deals in his pockets and a twinkle in his eye, Bob Hilton!''

1990-1991 Spiel (B): ''Behind these everchanging doors awaits a spectacular array of cash, merchandise, fun, and surprises! Today, from the Disney/MGM Studios in Florida, stage one is packed with people from all over the world ready to play America's favorite game, LET'S MAKE A DEAL! And now here's our special guest host, ladies and gentlemen, the big dealer himself, MONTY HALL!''

2003 Spiel: ''These people, dressed as they are, have come to the trading floor of America to play LET'S MAKE A DEAL! And now, here's TV's big dealer, BILLY BUSH!''

2006 Gameshow Marathon Spiel: ''Our celebrities, dressed as they are have come to make deals here in the marketplace of America, LET'S MAKE A DEAL! And now here's America's big dealer, RICKI LAKE!''

Current Revival Spiel (2009-2011): ''These people have dressed up to win cars, cash, and amazing prizes (and they're doing it here at the Tropicana in Las Vegas, Nevada). It's time for LET'S MAKE A DEAL! And now, here's TV's big dealer, WAYNE BRADY!''

Current Revival Spiel (2011-present): "It's time for LET'S MAKE A DEAL! Now, here's [TV's big dealer,] WAYNE BRADY!"

Let's Make a Deal (also formerly known as The All-New Let's Make a Deal) is the long-running game show that is also dubbed as "The Marketplace of America".

Format
Each episode of Let's Make a Deal (which was billed by Jay Stewart, who served as the show's announcer from 1964 until 1977, as "The Marketplace of America") consisted of several "deals" between the host and a member or members of the audience as contestants. Audience members were picked at the host's whim as the show went along, and couples were often selected to play as "one" contestant. The "deals" were mini-games within the show that took several formats.

In the simplest format, a contestant was given a prize of medium value (such as a television set), and the host offered them the opportunity to trade for another prize. However, the offered prize was unknown. It might be concealed on the stage behind one of three curtains, or behind "boxes" onstage (large panels painted to look like boxes), within smaller boxes brought out to the audience, or occasionally in other formats. The initial prize given to the contestant might also be concealed, such as in a box, wallet or purse, or the player might be initially given a box or curtain. The format varied widely.

Technically, contestants were supposed to bring something to trade in, but this rule was seldom enforced. On several occasions, a contestant would actually be asked to trade in an item such as his or her shoes or purse, only to receive the item back at the end of the deal as a "prize". On at least one occasion, the purse was taken backstage and a high-valued prize was placed inside it.

Prizes generally were either a legitimate prize, cash, or a "zonk". Legitimate prizes ran the gamut of what was given away on game shows during the era (trips, fur coats, electronics, furniture, appliances, and cars). Zonks were unwanted booby prizes which could be anything from animals (usually farm animals such as horses, cattle, donkeys, mules, pigs, ducks, geese, "A Bucket O'Chicken" which was real chicken in a coop that was shaped like a bucket, sheep, llamas, goats, and rabbits) to large amounts of food (cabbage, pumpkins, and bananas) to something outlandish like a giant article of clothing, a room full of junked furniture, an old washer-and-dryer, an old gas station, a moose head, the "World's Largest Crying Towel," or a junked car. Sometimes zonks were legitimate prizes but of a low value such as "Matchbox" cars, wheelbarrows, T-shirts, small food or non-food grocery prizes, etc. Zonks are often demonstrated by the announcer, and legitimate prizes were modeled by the model (On the original series, Merrill would often help model the zonks). On rare occasions, a contestant would appear to get zonked, but the zonk would be a cover-up for a legitimate prize.

Though usually considered joke prizes, contestants legally won the zonks. However, after the taping of the show, any trader who had been zonked would be offered a consolation prize instead of having to take home the actual zonk. This is partly because some of the zonks were intrinsically impossible to receive or deliver to the contestants. For example, if a contestant won an animal, he or she could legally insist that it be awarded to him or her, but chances are that the contestant did not have the means to care for it. In fact, a disclaimer at the end of the credits of later 1970s episodes said, "Some traders accept reasonable duplicates of zonk prizes."

On some episodes, the first contestant(s) offered an unknown prize kept it for much of the show, not trading it in until the Big Deal.

In addition, as the end credits of the show rolled, it was typical for Hall to ask random members of the studio audience to participate in fast deals. In the current Wayne Brady version, these are often referred on the CBS version as "quickie deals", and are conducted by the host, announcer, and model each. CBS will post information on the show's Twitter address (@letsmakeadeal) days before taping to encourage audience members to carry and win additional cash for carrying such items. The deals were usually in the form of the following:
 * Offering cash to one person in the audience who had a certain item on them
 * Offering a small cash amount for each item of a certain quantity
 * Offering cash for each instance of a particular digit as it occurred in the serial number on a dollar bill, driver's license, etc.
 * Offering to pay the last check in the person's checkbook (up to a certain limit, usually $500 or $1,000) if they had one

One memorable incident from a series of fast deals involved Hall offering a woman $100 for every dime she had; she produced a roll of dimes. After that, there were limits placed on how much a trader could get.

Other deal formats
Deals were often more complicated than the basic format described above. Additionally, some deals took the form of games of chance, and others in the form of pricing games, similar to those used on The Price is Right:

Trading deals

 * Choosing an envelope, purse, wallet, etc., which concealed dollar bills. One of them concealed a pre-announced value (usually $1 or $5), which awarded a car or trip. The other envelopes contained a larger amount of money as a consolation prize. The player had to decide whether to keep his/her choice or trade. In some playings it was possible for more than one player to win the grand prize.
 * Acting as a team with two or three unrelated traders. Sometimes, only one trader was allowed to speak for the team without consultation of the others. Other times, a "majority rules" format was used. Usually after a series of deals, the host breaks up the team and each contestant could individually decide on one or more options on a final deal.
 * Related: A contestant acted as an "adviser" to another unrelated trader, being offered a cash amount or an unknown prize, with the contestants acting on their own on a final deal.
 * Being presented with a large grocery item (e.g., a box of candy bars)—almost always containing a cash amount—or a "claim check" at the start of the show. Throughout the show, the trader was given several chances to trade the item and/or give it to another trader in exchange for a different box or curtain. The final trader in possession of the item prior to the Big Deal of the Day was usually offered first choice of the three doors in exchange for giving up the item. The contents of the item was only revealed after the Big Deal of the Day was awarded (or prior to the Big Deal if the last trader with the item elected to choose one of the three doors).

Games of chance

 * Seven Envelopes - Choosing four of seven envelopes, each containing $1 and $2 bills, whose contents they hoped added up to at least $7 for a grand prize. At various points, the host would stop and offer a buy-out.
 * Monty's Cash Register - wherein a couple had to punch keys on a 15-key register. Exactly 13 buttons hid amounts of either $50 or $100 and 2 were marked "no sale", and getting to a stated amount (usually $500–$1,000) won a grand prize. Stewart marked off any buttons hit so they could not be used again. The couple could stop at any time and keep what they have (always then being tempted with a follow-up keep-or-trade deal), but hitting "no sale" at any time ended the game and cost the couple any and all cash accumulated up to that point. If a couple chose a "no sale" button on the first try, hitting the second "no sale" button the very next time also won the grand prize. Otherwise, Hall allowed the couple to take home whatever dollar amount they hit with the next key punch; sometimes he would double the cash they got (if they hit $50, they got $100; if they hit $100, they got $200). In the 2009 version, the game is played using a board of fifteen numbers, thirteen with cards marked either $200 or $400, and the remaining two are Zonks.
 * Monty's Money Machine - which contained several bills connected end to end in one long strip. The machine dispensed one bill at a time, and the player had to decide after each one whether to cut the strip and stop (keeping all money won to that point), or risk it and keep playing. If the machine dispensed a blank card, the player lost everything. This format was updated in the 2003 and 2009 versions using an ATM motif and involving an ATM card. Each withdrawal was worth a random amount of cash that accumulated, and "OVERDRAWN" on the screen meant the player lost everything. The player had the option to stop after each withdrawal.
 * Three Keys - A contestant or a married couple was presented with a choice of three keys, one of which unlocked anything from boxes (containing money, trip tickets, etc.) to cars. The host usually offers a sure-thing buyout consisting of a smaller prize package, which was offered once one of the "dud" keys was demonstrated. A variation of this game involved more than one contestant selecting a key (sometimes from four instead of three). In this case, more than one key could (and often did) open the item, and contestants could trade in their key for an unknown behind a curtain/box or a cash amount. This probability game gave rise to the Monty Hall problem.
 * Deciding whether an announced prize was real or imitation, and choosing a cash amount or a box/curtain as a substitute.
 * Beat the Dealer - Three contestants chose envelopes to start the game. Two of them contained $1,000, the other $100 (or $500 and $50 in earlier versions). The two dealers who chose the $1,000/$500 continued on to try to win an additional prize by picking the higher-suited card out of nine off a game board. The trader who won could then risk the prize and the cash by picking two more cards, one for themselves and one for the host, winner take all. If the player picked the higher card for themselves, they added a new car (or another big prize); otherwise, they lost everything. In the 2009 version, the trader must give back all previous winnings for a shot at the big prize.
 * The Egg Game - Deciding whether an egg given to a contestant was raw or hard boiled and choosing a cash amount or box/curtain as a substitute. A raw egg was typically worth $500 to $1,000.
 * Putting a bill of a certain denomination through a magic trick device in the hope that the denomination is increased.

CBS version games

 * Panic Button: A contestant or couple can win any or all of three prizes, of which the most expensive is sometimes a car. After being shown the three prizes behind each curtain, the player(s) are asked to press three of six buttons on a control panel. However, three buttons close one of the three curtains (which eliminates the prize), and the other three have no effect. After pressing the buttons, the player(s) can either take the prizes still remaining, or press one of two additional buttons revealed for a 50/50 chance at either opening all three curtains again and winning a cash bonus, or losing everything.
 * Race to the Finish: A contestant can win any or all of three prizes, of which the most expensive is usually a car. The contestant is given a standard deck of cards with three suits representing one of the prizes (most expensive is given hearts, the next is given spades, the least expensive is given diamonds), and the remaining suit (clubs), representing Zonks. He/she/they draws until either one of the prizes or the Zonk crosses the finish line (five hearts, four spades, three diamonds, three clubs). In the event a prize crosses the finish line first, the contestant is given an offer to continue on or keep the prizes they have earned so far, knowing that if the Zonk suit crosses the finish line, all prize(s) earned are forfeited. A cash buy-out may be offered to stop if the contestant is one away from the Zonk and no prizes have crossed the finish line. Prior to December 2011, the game was called Finish Line. On one episode, six hearts, five spades, and four diamonds or clubs were necessary. On March 1, 2012, a contestant won the car by drawing five hearts in only five cards drawn.
 * Three of a Kind: A contestant is shown six cards, all are either of two different ranks (either four of one rank and two of the other or three of each rank). To win a car (or other prize), they must pick three matching cards. Two of their three cards (that do match) are shown and the contestant is given a bailout. If the bailout isn't taken, other cards not chosen may be shown and the contestant(s) is offered an increased bailout.
 * Moving On Up: Two versions of this game exist. In the first version, contestants choose one card from each of five rows and attempt to avoid choosing a card that says "Zonk". The first (bottom) row has six cards, the second five cards, up to two cards in the last (top) row, with one Zonk card in each row. The-non Zonk cards in the first four rows contain money, any money revealed accumulates which the contestant can quit and take after selecting a money card. If a contestant chooses the Win card in the top row, they win all the money previously banked and the grand prize (usually a car). In the second version of the game, the number chosen in each row is decided by the roll of a single die, and all the cards in each row contain money. If the contestant risks their money to play the next row and rolls a number that does not show up on that row (i.e. rolling a 6 on the second row when the cards are only numbered 1 through 5), it is considered a Zonk and the contestant loses. If the contestant successfully clears all five rows (rolling a 1 or a 2 on the top line), the grand prize and all money previously banked are won.
 * Smash For Cash: A contestant/couple chooses a Piggy Bank containing an amount of cash. Contestants choose from Piggy Banks numbered 1 through 10. Eight contain an amount of cash ranging from $1 to $3, while the other two contain a "Zonk" card. Five money plateaus can be reached by collecting all of the money in the piggy banks - $1,000 for $3, $2,000 for $5, $3,000 for $8, $5,000 for $11 and $20,000 for $15. The contestant(s) have the option to quit if they find one of the Zonk cards. If both Zonk cards are found, the contestant loses all their winnings. Prior to Season 3, the maximum value is $10,000.
 * Spell Me a Deal: The name of a mystery prize is hidden behind a chalkboard. One at a time, a letter is revealed. Then a contestant will decide if they want to go for the chalkboard, or take a prize hidden behind a box or a curtain. If the contestant goes for the chalkboard, the prize is automatically given to another player. The game continues until the first three letters of the word is revealed.
 * Rap Me a Deal: Brady and Mangum rap a contestant a clue to a curtain.
 * Hi-Lo: A contestant (or a couple) is asked to cut a standard deck of cards. The first nine cards are dealt and the first card is revealed. Ala Card Sharks, the contestant(s) must guess whether the next card is higher or lower than the previous, with aces counting high and deuces counting low, with ties an automatic loss. He/she/they can make one mistake in the first five guesses (up to card #6) and keep playing but a second mistake ends the game and the contestant(s) wins nothing. The Contestant(s) can quit after either he/she makes a mistake up to the $2,500 card or wins the $2,500. He/she/they can then attempt to guess the last three cards for the car with the condition that they cannot make a mistake even if they hadn't made one up to that point.
 * Let's Make a Deal Lotto: A contestant faces a board of eight numbers that resemble a scratch-off lottery ticket, and then is given a giant coin with which to "rub off" the spots. They must pick three, with the idea to match pictures of either the on-air talent, or two car symbols. After the first two are revealed, Wayne offers the player a small prize as a "sure thing" to avoid the risk of the player leaving with nothing. In the first season, matching anything but the car won $3,000. In Season 2, matching two "Waynes" won $1,000; two "Tiffanys" $5,000; and two "Jonathans" are worth $79.95. In Season 3, two Waynes are worth $5,000 and two Tiffanys are worth $3,000 (two Jonathans still are worth $79.95). In some episodes in Seasons 4 and beyond, some of the faces switched prizes.
 * Dice Derby: A contestant rolls a single die, hoping to roll odd numbers four times to win a trip; rolling even numbers four times wins nothing.
 * Cash Board: An update of "Monty's Cash Register". A board of 15 cards is presented (8 "$100"'s, 5 "$200"s, 2 "ZONK's") to a couple. The goal is to accumulate $1,000 or more before choosing a "ZONK" card. If they do, they win a car. If they pick a "ZONK", they lose everything. If it happens on the first pick, the couple picks another number, and wins double the money as a consolation prize. If they choose the other "ZONK", they still win the car.
 * Keep on Rollin': A contestant/couple is given a single die and collect 100 points times the number rolled (e.g., rolling a 3 is worth 300 points). He/she/they can win certain prizes by rolling a set number of points within a predetermined number of rolls. After winning a prize, contestants can quit and take the prize or risk the prize in hopes of winning a better prize.
 * No Duplicates : A contestant rolls a single die. After the first roll, he/she/they win a certain amount of cash. He/she/they can stop and take that money or continue rolling to collect more cash but if they roll the number previously rolled they lose everything and the game ends. The contestant can quit after each roll and will lose everything accumulated if they duplicate a roll at any point. If the contestant rolls all six numbers from 1 to 6 without duplication, they win a grand prize (either $20,000 or a car).
 * Head 2 Head for a Car: Two contestants face off each other, with one contestant's curtain carrying a new car and the other a Zonk (typically a junk automobile). Brady offers them cash, increasing as the game progresses. The first contestant to hit the buzzer will win the cash. The other contestant wins their curtain.
 * Blank Check: A contestant is given a check. He/she chooses four colors to fill in the check. Once the contestant locks in the colors, the numbers are revealed one at a time. Before the last two numbers are revealed, Brady offers them a deal to give up the check for a prize hidden behind a curtain.
 * Rock Paper Scissors: Two contestants select one of three boxes which contains a rock, a pair of scissors and some paper. Using standard roshambo rules, the winner gets $1,000 and the loser receives $100. The winner can continue and win a car (giving up the $1,000 he/she won) by selecting what item has the word "CAR" hidden on a card. The other two contain $100 (was a Zonk in the first season). If that is selected, they win the consolation prize ($100).
 * Who Wants to Answer Multiple-Choice Questions for Cash and Prizes?: Similar to Who Wants to Be a Millionaire, contestants answered three general knowledge multiple-choice questions for cash. Each question contained three answers. When contestants were to confirm their response, Wayne would ask them "Is that your definitive response?" (similar to "Is that your final answer?" on Millionaire). Each correct answer is worth $500. Choosing a wrong answer at any time automatically ends the question round. Afterwards, contestants could risk their cash on one of 2 curtains, in hopes of winning a big prize.
 * Let's Make a Deal Casino: The game is played in three rounds. Three Card Tiffany, Four Card Jonathan, and Five Card Wayne. In the first round, the contestant chooses one of three cards (two with Tiffany's picture, one with cash). If the contestant picks a Tiffany card, he/she wins a small prize, otherwise he/she wins the cash (most likely less than the value of the prize). In the second round, there are four cards (two with Jonathan's picture, two with cash). Picking a Jonathan card wins a prize, otherwise they get the cash. In the final round, there are five cards: one card with Wayne's picture (worth a new car), two cash cards, and two Zonk cards. The contestant can leave with the money and/or prizes from the first two rounds or risk it all on the final round. If the contestant picks a Zonk card in the final round, he/she loses everything and leaves with nothing. Otherwise, they keep the cash and/or prizes from all three rounds.
 * A or B: The game is played in three rounds. In the first two rounds, a contestant is shown two prizes. There are two letters, A and B, both hiding an arrow that points to one of the prizes. The contestant wins the prize that the arrow points to in each of those rounds. In the final round, the contestant can win a better prize (usually not a car but a trip or a motorcycle) but has to risk the two prizes won previously. If he/she plays, he/she once again chooses A or B, one points to the grand prize (they win all three prizes) and the other points to a Zonk prize (they lose all prizes).
 * Dr. Wayne: The game is played with a couple. The couple is shown two prizes and must separately choose what prize they want (or what they think their partner wants). Whatever prizes the couple match, that's what they win, otherwise they win neither prize. They repeat the process with two different prizes. After two rounds, they can risk what they've won for an unknown. In this game, Brady impersonates Dr. Phil.
 * Gold Rush: A contestant or couple plays for a car. They choose from eight numbered boxes, six containing pieces of gold and two containing dynamite (representing Zonks). If a contestant picks a piece of gold, they move closer to the car (Level 1: $500, Level 2: $1000, Level 3: $2000, Level 4: $4000, Level 5: Car). If a contestant chooses a dynamite, they lose all their progress and have to start from the bottom again. If the contestant reaches the $4000 level, he/she is given the option to stop playing and take the $4000 or risk it for the car. If the contestant chooses a dynamite and if he/she collects gold, he/she has the option to stop playing. If both dynamites are chosen, the game ends and any money accumulated is lost.
 * Dice Duel: Two contestants battle each other, taking turns rolling a pair of dice. They first roll a single die and the player who rolls the higher number goes first. If a specific number (between 2 and 12) has been rolled, the contestant wins an amount of cash behind the number. Once a number is rolled, neither contestant can roll that number again. The first time the contestant rolls a duplicate number, they are allowed to use a free pass to roll again; in which starting in Season 5, the contestant can give the other contestant the win by taking a cash-buyout of $300. If a contestant rolls a duplicate number without having a free pass, the contestant is eliminated and loses all money accumulated. The other player can keep the cash or trade it in for an unknown.
 * Go For a Spin: A revival of the Dealer Wheel seen in the '84-'86 revival. The big difference is that (like the Match Game '90 wheel) instead of the whole wheel spinning, a pointer spins. A contestant plays for a car. They spin a wheel which initially contains 16 spaces (one car space, five Zonk spaces, and cash spaces of $100, $200, $300, $400, $500, $1,000, $2,000, $3,000, $4,000, and $5,000). Before spinning, the contestant is asked three audience survey questions; which have been given to them before the show; each containing two possible answers. The contestant has to pick the most popular answer out of the two. For every question answered correctly, one of the Zonks is replaced with a car (for a maximum of four car spaces and a minimum of two Zonk spaces) before the contestant spins. After the Zonks are replaced by cars (if applicable), the contestant gets one spin and gets what he or she lands on. Before spinning, Wayne offers the player a chance to go home with an amount of cash, usually at least $500.
 * Strike a Match: A contestant can win cash and/or prizes. It is not clear whether or not the contestant can win a car. On a board is 24 numbered squares each containing either a cash value, a deal (box, envelope, or curtain), or a Zonk. The board contains two squares each of the following dollar values: $500, $1000, $1500, and $2000, two squares each of the following deals: Curtain 1, Curtain 3, Small Box, and Small Envelope, and eight Zonk squares. The contestant is shown what is behind which number for five seconds and then must match cash values or deals to win them. Contestants can keep whatever they earn unless they match two Zonk squares in which they lose everything; in the event one is found, from that point on, they are offered the opportunity to stop after each choice until they find a second Zonk.
 * Go Big or Go Home: A contestant can win a car and/or cash and prizes. On a board is 16 squares. One of them says "Go Big". Initially, two squares say "Go Home". The contestant starts at "Go Big" and rolls a single sided die to determine how many spaces the contestant moves. The contestant wins any cash and/or deals he/she lands on. If a contestant lands on "Go Home", the contestant loses everything and the game ends. If a contestant lands on "Go Big", the contestant wins the car in addition to any cash and prizes he or she landed on along the way. Every time a contestant lands on a square, the space is then replaced with an extra "Go Home" space. If a contestant makes it around the board completely without landing on either a Go Big or a Go Home, he/she must avoid the additional Go Home spaces as well. To prevent the contestant from "going home" (losing it all), he or she always gets a choice to stop after each safe roll and landing on a safe square. . This option to bailout is available only if the contestant is six or less spaces away from Go Home.
 * Car Pong: A contestant can win a car and/or cash by throwing a ball into cups. Contestants starts with 5 seconds. He/she can earn up to 15 more seconds by answering a pop culture list question containing four possible answers. He/she must choose three out of the four answers. For each correct answer, the contestant wins five seconds. If the contestant chooses an incorrect answer, the question round is over. Later, the eight outer cups each earned cash. Four cups earned $500 per ball, two were worth $250 per ball, and two were worth $1,000 per ball. No matter how much time a contestant has, each time a ball is thrown, it must bounce at least once in order for the throw to count.
 * Tiffany's Great Key Escape: A contestant is offered $1500 and a chance to win a car by unlocking a box containing the car key using the right key out of 15 keys in 15 seconds. The contestant can choose to buy up to 15 extra seconds by paying $100 per second. He/she must choose one key at a time from the 15 keys and must run back and choose another key if the key doesn't open the box. If the contestant chooses the right key, he/she wins the car and any money left over. Since the beginning of Season 5, Wayne would caution the contestant "The box must be unlocked before the clock hits zero." This was due to an episode from April 23, 2013 that a contestant unlocked the box after the clock hit zero.
 * Cash Train: A contestant can win cash by filling in a train with five money bags. Each car represents a different color (red, orange, yellow, blue, and green). One color at a time, a contestant chooses one of three cards representing cash. After each successful pick, Wayne offers the contestant a sure thing to stop playing. Choosing a Zonk at any time automatically ends the game and the contestant leaves nothing.
 * Four Keys: A contestant or couple chooses one of four keys that opens the door to a car. Once the contestant chooses a key, Wayne offers a contestant a sure thing to stop playing.
 * The Zonk and Winding Road: Wayne and a contestant takes a journey around the set towards one of two curtains. Before the game begins, a contestant chooses a path which contains a clue.
 * Fact or Fiction: A contestant is asked to choose one of two envelopes, one says "Fact" and the other says "Fiction". Wayne gives the card to Jonathan and offers the contestant an unknown. Before the contestant decides, Jonathan makes a statement about the unknown (a fact or a fictional statement depending on which envelope the contestant chose). The contestant can choose the unknown or a sure thing cash amount.
 * Jukebox: A contestant is asked to choose one of four numbered CD's, each containing a specific style of music and an unknown amount of money. After the music style is revealed, Wayne and Jonathan offer a clue to the unknown by singing a song in the style of music chosen. The contestant can then choose the unknown or the cash amount behind the CD.
 * Eight Boxes: Two contestants compete each other for a car. The game is divided into two parts. In the first part, the contestants wrote down what they believe the price of the car in secret. The contestant that is closest, high or low will win four picks in the second part. The other contestant wins three picks. In the second part, the contestants take turns on choosing one of the eight boxes. One of the boxes say "CAR" the rest contain the word "NO." If two contestants get "NO" boxes, Wayne offers the contestants a sure thing which increases per round. It is possible that the two contestants can win nothing. The game will end if either both contestants have used up their picks, get bailed out, or the first contestant to find the word "CAR."
 * Head 2 Head Marbles: Two contestants face off each other winning cash. There are seven marbles: six blue, one red. Each contestant secretly chooses a marble. If a blue marble is found, the contestant wins cash. If a red marble is found, the game is over and the other contestant wins.
 * My Husband Sounds Like...: A couple plays against each other by imitating three sound effects. Wayne gives the husband a name of a person, place, or thing for him to make a sound. Then the wife has to guess what sound is that from. If she is right, the couple wins $500. If the husband talks, the word is disqualified and the game is over. Afterwards, the couple can keep their cash won or trade it in for an unknown. Other variants of this game include "My (family member)", "My boyfriend", or "My wife."
 * The Dealing Game: A contestant must choose from two unknowns. Before choosing, Wayne and Jonathan reveal information about their respective unknowns by answering "Dating Game" style questions.
 * 0 to 80: A contestant can win a car by having a mini car go down the speedway to 80. The contestant chooses up to four tokens with speed amounts ranging from 0 to 40. For each token they pick, the mini car goes down the speedway. After each pick, Wayne offers a contestant a sure thing to stop playing which increases per pick. If the contestant has their car go to 80 in four picks or less, he/she wins the car. If the contestant is mathematically impossible to win, the game is over.
 * Pair-A-Dice: A contestant or couple plays for a car. They are shown 8 boxes, each of which conceal a colored die; either a red 4, a green 5, a blue 6, or a yellow Zonk. If two red 4's are found, the contestant/couple is awarded $400. Two blue 5's, $500. Two red 6's, $600. When a pair of numbered dice is found, the contestant/couple is offered the opportunity to take any cash won, or keep going, knowing that if both Zonk dice are uncovered, they lose everything; however, if all numbered dice are found, the car is won along with the accumulated cash.
 * 9 Cards: A contestant (or couple) is asked to cut a standard deck of 53 playing cards (the standard 52 plus one Joker). A la Hi-Lo and Card Sharks, the first nine cards are dealt. The player may either go from left to right or right to left. For each card they turn over, they earn $500 in cash. However, among the 9 cards, is a Joker. If the Joker is revealed at any time, the game is over and they lose everything. But, if they turn over all 9 cards successfully without a Joker, they win $4,500 in cash. The original name of the game, hence the object, is Avoid the Joker.
 * Big Deal Surprise: A lesser version of the Big Deal. It plays just like the endgame, with the top prize being of lesser value than the actual Big Deal's.
 * Accelerator: A contestant can win a car in this roulette-style game. The player rolls a giant ball down a ramp and it lands on a spinning roulette-style wheel with the letters C, A, and R, each appearing 3 times and each concealing a cash amount. The object is to collect all 3 letters. Each time a letter is collected, the cash amount behind is revealed and awarded to the player; but once that letter is collected, that and all instances of that letter are converted to Zonks. If a player hits a Zonk, all money accumulated is lost; but if all 3 letters are collected, the car is won along with all cash accumulated.
 * Numbers Up: Three contestants compete to win an unknown cash amount. In the first round, there are 4 colored squares concealing numbers and all 3 dealers play. Each player picks a color, and the player with the lowest number is out, while the highest number is added to the cash amount, starting at the tens digit. This repeats for the hundreds digit, but with 3 digits and 2 players. When one player is left, their choices are either the last digit or a Zonk. At that point, they can decide whether to go for the cash, or take a sure thing.
 * Cash Country: Various items representing cash are placed along a map of the United States. There are also multiplier items that multiply the cash chosen. The contestant(s) first chooses a cash item on the map, followed by a multiplier item. They can either take the multiplied cash or a sure thing in the Let's Make a Deal envelope.
 * Football Frenzy: Played only during football season. A contestant can win a car by having a team's helmet race down the field against the opposing team to the end zone. One by one, the contestant chooses one of eight boxes. Each box represent the helmet of the team's logo. After each successful pick, Wayne offers a contestant a sure thing cash amount to stop playing. If the contestant picks the opposing team's helmet, Wayne will penalize the sure thing. If the contestant's team reaches the end zone, the contestant wins the car. If the opposing team crosses it, the contestant will get zonked.
 * Spell the Car Name Out: Two contestants face off each other in spelling out a six letter car name. To begin the game, Wayne will give each the contestant an envelope, one with $100, one with $50. The contestant that found the $100 goes first, the other will go second. In the second portion, they are eight boxes representing letters of the car name and two zonks. One by one, a contestant chooses a box. If the contestant chooses a box containing a letter, he/she stays alive. If the contestant finds the zonk, he/she is out of the game but goes home with the cash amount won. After each successful pick, Wayne will offer a contestant a sure thing cash amount to stop playing. The game will end if the other contestant bails out, the first contestant to completely spell out the car name, or if both contestants get zonked.
 * Wishing Well: A contestant faces a table (designated by Wayne as the Wishing Well) containing coins containing cash and prizes totaling $15,000. The contestant is asked to draw two coins which represent pictures of the envelope, a curtain, or a box. Then, he/she decides which coins the contestant wants to keep. Afterwards, the contestant can go for the unknown or take the cash that's inside the coin.
 * Jonathan Big Head: A contestant faces five questions containing clues to a unknown. He/she must ask three out of the five questions to Jonathan Big Head [portrayed by Mangum]. After the questioning is complete, he/she can take the unknown or take a cash offer by Wayne.
 * Exactly $1000 - A contestant rolls a die containing cash amounts from $100-$300. The object of the game is to earn exactly $1000 to buy a car. After three rolls, Wayne will offer a unknown worth an amount. Once the contestant buys the unknown, the game is stopped. After the fourth roll, Wayne offers the contestant another unknown which also provides the contestant an opportunity to take whatever money won. If the contestant goes over $1,000, the contestant wins nothing.
 * Cat's Word - A contestant can win cash by spelling a seven letter word. The larger the spelling word, the more cash he/she can win. To begin, a contestant spells out a word then Cat will sing the word. Afterwards, the first three letters are turned into cash. Then, Wayne offers a contestant an envelope or box. The contestant can elect to take the unknown or the remaining money.
 * Solo Marbles - A contestant can win up to $10,000. There are six marbles [as opposed to seven on it's sister game Head 2 Head Marbles], five blue, one red. One at a time, a contestant draws a marble. If he/she draws the blue marble, he/she wins $500. He/she is given the option to stop playing and take whatever money won, knowing that if the contestant draws a red marble, all money accumulated is lost. If he/she gets all five blue marbles drawn, he/she wins $10,000.
 * Seven Envelopes - A contestant faces a board of seven envelopes. One envelope contains $500, one contains $1000, and one says car. The other four contain zonks. To begin the game, Wayne asks a contestant for three items [ala Quickie Deals]. If the contestant finds the item asked by Wayne, he/she removes a zonk. After the item searching is done, the contestant picks an envelope. Then, he/she is offered a sure thing which he/she can take or go for the envelope.

Retired games

 * Time is Money: A contestant can win up to $15,000. There are four clocks ranging from :00 to :15. One clock at a time, each second deducts $1,000. A contestant can take a sure thing after the first clock is chosen which increases per every clock. If the contestant reaches $0, the game ends and the contestant wins nothing.
 * The Piñata: Contestants try to hit a piñata for $5,000 or a car. Each contestant is given an piñata, then he/she has the option to break the piñata or go for a prize hidden behind a curtain or box. At least one of the piñatas contains $5,000 or car keys, while the rest contain candy as a consolation prize.
 * Tic Tac Deal: A contestant (or couple) is shown seven cards with each saying "X", "O", or "Wild Card", which can be used as either. Contestant(s) pick four of the seven cards. To win a car (or other big prize), they must get three X's or three O's. If chosen earlier in the game, the contestant(s) must state which symbol the wild card will represent (X or O) prior to continuing. Contestant(s) are offered a bailout before the last card is revealed. After Season 3, the contestants get only three cards with either "X" or "O" as their letter.
 * Money in the Bank: Wayne and the contestant play a game that involves 4 questions and 4 answers. The player must match the answers to the questions, and for each one they get right, they win $500 in cash. In the second half of the game, they can opt to keep whatever cash they've won or put it into one of 5 safes. One safe doubles the cash, one cuts the cash in half, one multiplies the cash by 5, and two are Zonks which cost the player everything.
 * Checks in the Mail: A contestant can win cash and/or a car by opening four out of eight mailboxes. The contestant is given $500 to start. Then, he/she picks four out of the eight mailboxes consisting of five checks, two zonk checks, and the title to the car. After each successful pick, the contestant is given the option to stop playing and hopes that he/she doesn't choose a zonk check (which loses everything up to that point). If both zonk checks are found, the game is over and the contestant leaves with nothing.
 * Wac-A-Zonk: A contestant can win a big prize (usually a trip or a car) by smashing one of the three Zonkimals (Zonky the Donkey, Zonko the Gorilla, and Zurtle the Turtle) on a Wac-A-Mole like game board. At least one of the zonkimals contains the prize, while the rest reveal nothing. Before the contestant attempts to pick a zonkimal, Wayne would offer a contestant a unknown. If the contestant, smashes the zonkimal containing the prize he/she wins that prize. If the zonkimal contains nothing, he/she is truly zonked out.

Consolation games
Should a contestant get zonked out during a particular game. Wayne would offer a contestant a consolation cash prize with at least the house minimum of $50 by performing the following:
 * Dice: $50 x the number of rolled (i.e. 6 = $300).
 * 0 to 80: $5 x the number of shown on the token.
 * Hi-Lo: $50 for each correct prediction.

Skill-based games
The following games were played for a grand prize, such as a car or trip, and almost always involved grocery items. At certain stages of these games, Hall often offered a sure-thing deal (a prize or cash) to quit before the result was revealed. If all of Hall's offers were turned down and the grand prize lost, Hall would usually give the grocery items to the contestant as a consolation prize along with $50 or $100 in cash.


 * Arranging small prizes (usually $5–50) in order of dollar value.
 * Determining which item out of several was appearing on the show for the first time, or which item was first to debut.
 * Choosing which item was a pre-announced price, or which items' prices totaled a certain amount.
 * Recalling which grocery items were concealed beneath the letters in the name of a car model or trip destination.
 * Pricing successive items within a predetermined amount from the MSRP (manufacturer's suggested retail price) on the West Coast. The first item was always easy while the last item was always more difficult.
 * Pricing successive items with the difference between the contestant's guess and the actual MSRP of each item being deducted from an initial sum (usually $5.00) placed in an account. If there was any money remaining after the last item was priced, even as little as one cent, the contestant won the grand prize. The last item was always more difficult, so the object was to come as close as possible to the MSRP of each of the previous items in order to have a greater chance of winning the grand prize.
 * Pricing items with the total of all guesses within a predetermined range from the actual total of the suggested retail prices. A similar concept is used in the game Check-Out on The Price Is Right.
 * Competing against another trader or married couple to price a series of items closer to the suggested retail price and win increasing cash awards (usually $100, $200, $300 and $400, but sometimes $200-$200-$200-$300 or $100-$100-$200-$200-$300). The first trader (or couple) to collect a pre-announced amount (usually $700) won a grand prize, such as a car or a trip (and kept any leftover money). The losing trader/couple was offered a regular take-it-or-leave-it deal in exchange for any cash accumulated. The consolation deal was also played for both teams if both obtained less than the required amount.

CBS Version Games

 * Timeline: A contestant first plays for a trip or other similar valued prize by arranging three entertainment items (TV shows, music songs, movies, etc.) in order. Placing the three in the correct order wins the contestant the trip and a chance to play for a car if they decide to give up the trip. To win the car, the contestant has to place a fourth item in the same timeline correctly (before the first item, between the first and second, between the second and third, or after the third item).
 * Remember When: A contestant can win a car by identifying when two of five entertainment items (TV shows, music songs, movies, etc.) premiered in the same calendar year. After revealing some of the years, Wayne offers the contestant a sure thing. If the contestant does not take the sure thing, another item may be revealed and Wayne may offer the same sure thing plus additional cash.

Door #4 (1984-1986 only)
Played every few days, and announced with siren and quick-zoom fanfare, a contestant was chosen by a computer at random based on a number which now appeared on the contestant's tag (1 to 36). A contestant who had previously been chosen for a deal earlier in the show had their number called on a few occasions. This contestant was chosen to play a special deal, which had four incarnations:

The current revival brought the wheel back under a new name, "Go For a Spin".(see above)

Big Deal of the Day
Each show ends with the Big Deal of the Day. Beginning with the day's biggest winner, and moving in order to the winner of the lowest prize value, the host would ask each contestant if they wanted to trade their winnings for a spot in the Big Deal (whose value was usually revealed at that point). He would continue asking until two contestants agreed to participate. In case of a tie, the host goes to the winner who he picked first. In the CBS version, only one player participates in the Big Deal.

The Big Deal involves three doors, famously known as "Door #1", "Door #2", and "Door #3", each of which contained a prize or prize package. The top winner of the two was offered the first choice of a door, and the second contestant was then offered a choice of the two remaining doors. One door hid the day's Big Deal, which was usually more than the top prize offered to that point. It often included the day's most expensive prize (a luxury or sports car, a trip, furniture/appliances, a fur, cash, or a combination of two or more of said items). The other two doors concealed prizes or prize packages of lesser value. Zonks were never included in the Big Deal, although there was always the possibility that a contestant could wind up with less than his or her original winnings. All three doors were normally opened, going in order of increasing value. In the CBS version, the other two doors are referred to as the "Small Deal" (worth $1,000+) and the "Medium Deal" ($3,000+).

Sometimes one of the doors contains a cash prize, contained within a container such as "Monty's Cookie Jar", "Monty's Piggy Bank", a "LMaD Claim Check", or in the CBS version, the "Let's Make a Deal Vault". In some cases these cash prizes have been the Big Deal, but often they are not.

Value
The Big Deal values shown in the table are to give a general idea of the average value of said prize package. On occasion, Big Deals were worth considerably more than the highest stated value in a particular version.

Super Deal
During the 1975-1976 syndicated season, a new "Super Deal" was offered for Big Deal winners. The Super Deal board contained three mini doors, and one of them had $20,000 hidden behind it. At this point, Big Deals were limited to a range of $8,000 to $10,000. The contestant could risk their Big Deal winnings on a 1-in-3 shot at adding the $20,000 cash prize to their winnings. The other two doors caused the player to lose the "Big Deal", but he/she took home a $1,000 or $2,000 consolation cash prize. Given this scenario, a Super Deal winner could win as much as $30,000 in cash and prizes (in fact, the first-ever Super Deal won the $30,000 maximum). Later, the consolation cash prize was changed to $2,000 and a mystery amount (between $1,000 and $9,000).

The Super Deal was discontinued when the show permanently moved to Las Vegas for the final season (1976-1977), and Big Deal values returned to their previous range of $10,000 to $15,000.

The Super Deal returned on the CBS version's 500th episode on March 26, 2012, a two week stretch 2/18-3/1/13, in celebration of the show's 50th Anniversary, as well as the week of 4/22-4/26/13. The winner of the Big Deal would be presented with 3 envelopes, ruby (red), sapphire (blue) and emerald (green). The envelopes hid $1,000, $2,000, and $50,000; So far, 3 Contestants picked the envelope wins our maximum prize of $50,000.

Mega Deal
On season premiere weeks since 2015, the current version presents the exciting new "Mega Deal", also played after the Big Deal of the Day. This gave Big Deal winners a chance to win every single prize (excluding zonks & cash) offered on that day's show. Before the Big Deal is played, the contestant faced seven spinning circles (minus one for every day the Mega Deal isn't won). Each one turned around with a push of a button. Behind one of the circles is the word "WIN", but the rest hid the word "NO". The contestant picked the one circle s/he thought is the win circle, after which s/he then selected a door as usual. If the contestant chooses the right door as well as the right circle, s/he not only won the Big Deal, but also won everything offered that day. Unlike the Super Deal, however, the Big Deal is never at risk. So if the contestant chooses a wrong circle but chooses the right door, s/he still won the Big Deal.

Audience attire
When the series began, studio audience members wore suits and ties or dresses. Over time the show gradually evolved into the costume-wearing menagerie it became. In 2003, GSN presented the May 25, 1963 pilot with commentary from host Hall. In the special, Hall mentioned that two weeks into the series (January 1964), an audience member had brought in a small placard that read "Roses are red, violets are blue, I came here to deal with you!" The placard caught Hall's attention, and he chose the player to be a contestant. On later tapings, more people began bringing signs. Again to get Hall's attention, another audience member showed up at a taping wearing a crazy hat, which also eventually caught on with others. The costumes and signs became a part of the show itself and got crazier and crazier as the show went on.

The most frequently-asked question was if the show provided the zany costumes for the studio audience. The standard response was that all contestants came to the studio "dressed as they are", in the words of Jay Stewart.

Reception
Upon the original Let's Make a Deal's debut, journalist Charles Witbeck was skeptical of the show's chances of success, noting that the previous four NBC programs to compete with CBS' Password had failed. Some critics described the show as "mindless" and "demeaning to contestants and audiences alike."

By 1974, however, the show had spent more than a decade at or near the top of daytime ratings, and became the highest-rated syndicated primetime program. At the time, the show held the world's record for the longest waiting list for tickets in show-business history – there were 350 seats available for each show, and a wait time of two-to-three years after requesting a ticket.

In 2001, Let's Make a Deal was ranked as #18 on TV Guide's list of "The 50 Greatest Game Shows of All Time." In 2006, GSN aired a series of specials counting down its own list of the "50 Greatest Game Shows of All Time", on which Let's Make a Deal was #7.

Episode status
Many of the show's estimated 4,700 episodes exist:
 * NBC Daytime/Nighttime: Status is unknown, though it is very likely that the original tapes were wiped as they were recorded over by NBC with new programming in an era when videotape was expensive. The 1963 pilot exists, with Wendell Niles as announcer, contestants in normal business attire (typical of its first season), and a Zonk behind one of the doors in the Big Deal (worth $2,005). Zonks have never been in the big deal since. The 1967 nighttime finale exists in the Library of Congress, along with a few scattered daytime episodes. Three daytime episodes are at the Paley Center for Media.
 * ABC Daytime: More than 500 episodes exist. A clip from the ABC daytime premiere was used on Monty Hall's "Biography", which aired during Game Show Week on A&E. Another episode from 1969 was found, which features a gaffe that Hall himself rated as his most embarrassing moment on Let's Make a Deal – at the end of the show, he attempted to make a deal with a woman carrying a baby's bottle. Noting that it had a removable rubber nipple, he offered the woman $100 if she could show him another nipple (she didn't). This clip was restored utilizing the LiveFeed Video Imaging kinescope restoration process, and was re-aired in 2008 as part of NBC's Most Outrageous Moments series.
 * ABC Nighttime/1971-1977 Syndicated: Exist almost in their entirety and have been seen on GSN in the past. The Family Channel reran the syndicated series from June 7, 1993 to March 29, 1996.
 * (NOTE: All episodes exist from 1980 onward.)


 * The 1980-1981 Canadian version was seen in reruns on the Global Television Network for much of the 1980s.
 * The 1984-1986 syndicated version has been seen on GSN in the past. Reruns previously aired on the USA Network from December 29, 1986 to December 30, 1988 and The Family Channel from August 30, 1993 to March 29, 1996.
 * The 1990s NBC version has not been seen since its cancellation.
 * The 2003 NBC prime time version only aired three of the five episodes produced, with no rebroadcasts since. One episode is viewable on YouTube.

International versions
RTL Group holds international (and as of February 2009, American) rights to the show, and has licensed the show to 17 countries.
 * An Australian version aired for a brief period from 1968 until 1969 and from 1976 until 1977 on Nine Network which had four host, the original version was hosted by Mike Dyer from 1968 followed by John Laws in 1969 then Jimmy Hannah followed later by Garry Meadows respectively hosted the 70s version on the same network. In addition, a short-lived revival of the show hosted by Vince Sorrenti aired on Network Ten from 1990 until 1991. In 2009, a new Australian version of Let's Make a Deal has had its pilot taped and is expected to air on the Nine Network once again.
 * A Brazilian version under the name Topa um Acordo? hosted by Rodrigo Faro will premiere on Rede Record somewhere in 2014.
 * An Egyptian version of LMAD has been running on Al Hayat since 2013. The host for it was Moutaz El Dermerdash and its set is based on the 2009 Brady version.
 * The French version was called Le Bigdil hosted by Vincent Lagaf' along with an animated character named Bill aired weeknights from 1998 until 2004 on TF1. Although the framing concept of the show is similar to the American version of Let's Make a Deal, stunts similar to those seen on Beat the Clock are played throughout the show as well.
 * A German version called Geh aufs Ganze! ran from 1992 until 2003. The show began on Sat.1 from 1992 until 1997, then on tm3 from 1997 until 1998 and later moved to kabel eins from 1999 until 2003. The show was initially hosted Jörg Draeger, who was later succeeded by Elmar Hörig. The German version of the Zonk was always a red and black plush mouse the trader got to take home.
 * A Greek version called To Megalo Pazari originally ran on Mega Channel for a brief period from 1992 until 1993. 13 years later its revival under the title To Pio Megalo Pazari ran on Alpha TV, also for a brief period from 2006 until 2007. Both versions were hosted by Andreas Mikroutsikos.
 * The Hungarian version called Zsakbamacska ran on M1 for a brief period from 1994 until 1995, hosted by Rosza Gyorgy.
 * A Spanish-language American version called Trato Hecho aired on Univision in 2005. Guillermo Huesca was the host.
 * The Turkish version called Seç Bakalim, hosted by Erhan Yazicioglu, originally ran on Kanal 6 from 1992 until 1995 then on ATV from 1995 until 1998, with future Spice Girl Geri Halliwell as a model.
 * An Indonesian version called Superdeal 2 Milyar (Super Deal 2 Billion) ran for three seasons on antv with four different hosts: originally with Nico Siahaan from 2006 until 2007, then with Aditya Herpavi Rachman in 2010, finally with Indra Berkait and Indy Barends in 2011. Three years later, the show was revived on the same network which was now under the name of Super Deal hosted by Uya Kuya from 2014 until 2015. It was then revived in 2016, now currently hosted by Raffi Ahmad and Ruben Onsu.
 * An Indian version was aired for two seasons called Khullja Sim Sim, ran on STAR Plus from 2001 until 2004. Aman Verma hosted the first season while Hussain Kuwajerwala hosted the second and final season of the series.
 * The Israeli version called Asinu Esek ran on Channel 2 from 1994 until 1996. First it was hosted by Avri Gilad from 1994 until 1995 and then with Zvika Hadar in 1996.
 * An short-lived Italian version hosted by Iva Zanicchi of OK, II Prezzo e Giusto! fame called Facciamo Un Affare ran on Canale 5 for a brief period from 1985 until 1986.
 * The Polish version is called Idz na caloscand has aired on Polsat from 1997 until 2001, originally with Zygmunt Chajzer then with Krysztof Tyneic respectively as host for the series.
 * A Portuguese version called Negocio Fechado ran for a brief period from 1999 until 2000 on SIC. The host for the short-lived series was Henrique Mendes.
 * A short-lived, Romanian version called Batem Palma! (Deal!) ran on Antena 1 from 2002 until 2003. The host for the short-lived version was Dan Negru.
 * Another short-lived version of LMAD aired in Spain also called Trato Hecho ran on Antena 3 from 1999 until 2000 with Bertin Osbourne as host.
 * The short-lived UK version called Trick or Treat hosted by Mike Smith and Julian Clary ran only for three months on ITV in 1989.
 * The Vietnamese version called O cua bi mat ran three years on VTV3 from 2009 until 2012, hosted by Tran Ngoc.

Let's Make a Deal Telephone Game
In 1992, ads were running for their 1-900 phone game where you can play LMAD on your touch tone phone. The commercials featured Monty Hall who also did the informercials for it explaining that you can win fabulous prizes by choosing doors, but there were some rumors saying that there were legal troubles with the game and a lot of players didn't receive the prizes they'd won or received far less than the prizes they were told they won on the phone game. (See below for the commercials at the bottom of the page.)

Let's Make a Deal On The Road
Produced by WorldWise Productions, where it was a lively, fun-filled game in-locations throughout the United States, with appearances at conventions, colleges, sports arenas and shopping malls. Tim Wise was the host for the road shows giving "Traders" a chance to wheel and deal in person in the tradition of the classic television game show.

Let's Make a Deal Live! (Stage Show)
Produced by FremantleMedia, randomly selected contestants get the chance to buy, sell or trade anything and everything that was held at the Foxwoods casinos Oct 28, 2010, and just like the "Live" versions of TPIR and Feud, it also has a share of multiple veteran hosts including Alan Thicke, Drew Lachey, Jerry Springer and Joey Fatone.

Home Versions
In 1964, Milton Bradley released a home version of Let's Make a Deal. The gameplay was different to the television show, as the game had players bidding on combinations of hidden prize cards, with the high scorers getting the advantage in the "Big Deal" Round, which consisted of seven "Door Cards": one "Jackpot Card" worth all the cash used to purchase the card combos, one "Mystery Package Card" which awarded three leftover prize cards, and five "No Value" cards. (This game was produced before the term "Zonk" was used for the gag prizes.)

Book
A autobiographical hardback book called Emcee Monty Hall by Hall and Bill Libby was released by Grosset & Dunlap in 1973, it was obviously about Monty Hall, describing not only his brain child (described modestly as "the most successful game show in TV history") bus also his life story.(NOTE: A later paperback was manufactured by Ballantine in the same year.)

Videos/DVDs
A 1975 documentary called Deal: The Making of Let's Make A Deal was originally released as a VHS by Burbank in 1991 and rereleased on DVD in 2005. The independent and cheap-looking film tried to use the show's popularity to comment on society as a whole. Surprisingly harsh, considering the access the filmmakers were given (lots of interviews and behind-the-scenes footage, plus permission to use clips of the 1963 pilot).

Scratch-off Version
Several State lotteries have featured Let's Make a Deal on their scratch games.

Shuffle Master/Bally (1999)
In 1999, Shuffle Master and Bally teamed up to produce an interactive 3-D slot machine. The 5-reel, 5-line slot Machine with full-motion video and 3-D screens features voice overs from Monty Hall himself. This version was featured at several Nevada casinos including El Cortez Hotel Casino in Nevada and The Tropicana in Las Vegas.

IGT/International Gaming Technology (2004)
A new and improved version of the video slot machine debut in all casinos throughout the U.S. as it still features the likeness of Monty Hall.

Aristocrat Technologies (2013)
An all new Class III video slot machine based on the CBS version was released in the Vii Widescreen Slant and powered by the innovative GEN7 platform. This time it has a five level progressive featuring rich with two base game features and eight bonus features, including three different games and the Big Deal Jackpot Wheel, a surround sound i-chair with rumble effects all in an MSP game that comes with a $250,000 top award along with an SSP $7,500 top award option plus four local area progressives and the voiceover and likeness of Wayne Brady along with the apperances and likenesses of model Tiffany Coyne and announcer/sidekick Jonathan Mangum.

Internet Version
In 1999, BidBuyWin.com licensed the internet rights from the show and launched a website featuring Monty Hall.

Online Version
In 2004, the now defunct website called GameShow24.com was going to release a beta game based on Let's Make A Deal along with the other game show-based games Press Your Luck (Unreleased), Card Sharks and The Hometown Price Is Right; sadly, like its brethren, it was never released.

Facebook Version
A Facebook game based on the current 2009 CBS version was released by RealNetworks' GameHouse in 2012. (NOTE: It was originally supposed to launch in the fall of 2011, but ultimately it never happened.)

Potential Revival
Between 1998 and 1999, Buena Vista Television (now Disney-ABC Domestic Television) was in talks with Stone-Stanley Productions (the producers of the 1996 flop Big Deal) to produce a revival with Gordon Elliott (who previously hosted To Tell the Truth for NBC Daytime in 1990), but was never materialized in the end.

CBS version
On July 8, 2009 a non-airing pilot was taped at CBS Television City in Hollywood, California. Hosted by Wayne Brady, the show put out a casting call. Components featured the same "zonks" behind one of the three curtains and Wayne choosing contestants in the audience based upon their attention-grabbing creative costuming. With the show now owned by FremantleMedia North America, the staff of fellow Fremantle game show The Price is Right assisted in production of the pilot, with executive producer Michael G. Richards, and model Rachel Reynolds participating in their respective roles. Let's Make a Deal was one of three games the network auditioned, along with Pyramid and The Dating Game, to fill the time slot vacated by the cancellation of the soap opera Guiding Light. Monty Hall returns to this version as a creative consultant.

This version premiered on October 5, 2009 in the time slot vacated by Guiding Light - 9 AM, 10 AM or 3 PM ET (9 AM or 2 PM in all other time zones), by the local station's choice, dependent on local commitments to syndicated programming. Prior to April 2010, the current version taped at the Tropicana Resort in Las Vegas. When the Tropicana underwent a construction project during 2010, the show moved to Los Angeles. Mangum, a longtime Brady associate from his former self-titled daytime talk show and his current "Making It Up" live stage show at The Venetian Hotel casino, joins Brady as the show's announcer and former Deal or No Deal model Alison Fiori serves as the show's model. On February 15, 2010, Tiffany Coyne became the new model replacing Fiori. Hatos-Hall Productions, along with FremantleMedia North America, is credited as co-production company.

Unlike previous versions, only one contestant plays for the Big Deal of the Day.

Special Themed Episodes
Throughout this version of Let's Make a Deal, there are some themed episodes. The pricing games from The Price is Right that appeared on Let's Make a Deal during "Mash-Up Week" were:
 * Zonk Redemption: Usually held near the end of each season, contestants who got zonked [either picking prize containing a zonk or getting zonked on a game] got a chance to try again.
 * The Dealy Awards: Usually held the evening before the Grammys, People's Choice, or CMA awards; contestants with the best or worst costumes were pre-selected to take part in this special episode.
 * Family: Aired during Christmas week (usually Christmas Eve) and played in the normal format except contestants and their families take part in the deals. Some of the prizes are kid friendly.
 * Mash-Up Week: Let's Make a Deal and its sister show The Price is Right began a special "Mash-Up Week" which ran May 9-13, 2016, where the two shows would be sharing games, cast members and other surprises.MashUp_Week.jpg
 * Cliffhangers
 * Hole in One
 * Five Price Tags
 * Master Key
 * Punch-a-Bunch

LMAD in Popular Culture

 * Let's Make a Deal and its host Monty Hall paid homage on an episode of Wait 'Til Your Father Gets Home which aired on November 20, 1973. In this episode called "Mama Loves Monty", Irma appeared on The Monty Hall Show as a contestant; she was hoping for a big prize but got zonked with a bowling ball. Here's where everything goes north: Irma & Monty got their fingers stuck in the holes of the ball, causing her husband Harry Boyle (voiced by the late Tom Bosley) into thinking that Irma is leaving him for Monty; it was when Harry spotted them in a restaurant that he discovered the truth. Irma eventually got her fingers out of the bowling ball and reconciled with Harry, but when the episode ended, it was Harry's next door neighbor Ralph Kane whose fingers got stuck with Monty.
 * In a season two episode of The Real Ghostbusters, the Ghostbusters were trapped in an underworld game show. The first round was a LMAD-like round where Ray Stantz & Winston Zeddmore were faced with three doors. Host Dib Devlin says "They all contain abject, TERROR & DANGER," though in reality, doors 2 & 3 contain door #1. That was learned when Winston picked door #2 and Dib tricked them into seeing what's behind door #3. So they were forced to pick door #1 and behind door #1 was Samhain (a villain the guys faced in season one and later in season three). But Ray remembered that Samhain was still in the Containment Unit, making him think that this Samhain was just an illusion to scare the Ghostbusters into losing. So Ray stood up and allowed this Samhain to attack him, but disappear.
 * Let's Make a Deal was mentioned in the next to last episode of Darren McGavin's Kolchak: The Night Stalker. The title character of Carl Kolchak promised a city coroner a used black & white TV in the hopes of watching the show in his morgue.
 * A 1973 episode of The Odd Couple appropriately titled "Let's Make a Deal" where after accidentally burning Felix's bed, Oscar is convinced by Felix to go on the show to try and win a new bed.
 * Let's Make a Deal appeared on an episode of The Flip Wilson Show.
 * A 1975 episode of Sanford and Son titled "The Masquerade Party" (which the title itself is a semi-reference to the 1950s and 1970s game show of the same name) has a spoof of Let's Make a Deal called Wheel and Deal where Fred, Grady and Bubba appear on the show as contestants in the hopes of winning a brand new car as a birthday present for Lamont. In addition, the host for this spoof was John Barbour who would incidentally go on to host the original 1976 pilot of The Gong Show.
 * Let's Make a Deal was referenced in the classic 1986 Eddie Murphy film The Golden Child.
 * Monty Hall appeared in a commercial for Dentu-Creme toothpaste where he tried to make a deal for the man using that toothpaste into trading for something else, but the man continually refused. This bore similarities to Chuck McCann's Right Guard commercials.
 * Monty Hall also appeared in the "Science of the Rich and Famous" segment of an episode of the PBS science show Newton's Apple, where he talked about the science of probability. Towards the end of the segment, he does the usual "keep the prize or go for what's behind any one of the doors" spiel, but the doors all lead to one thing only: the exit.
 * In August 2003, The show was mentioned as a topic on VH1's Nostalgic miniseries I Love The 70s 1974 episode.
 * In 2001, Let's Make A Deal was ranked #18 as one of The 50 Greatest Game Shows of All-Time by TV Guide.
 * In 2006, Let's Make a Deal was ranked #7 as one of The 50 Greatest Game Shows of All-Time by GSN. This special mini-series was hosted by Bil Dwyer.
 * In the 1979 Flintstones Halloween special The Flintstones Meet Rockula and Frankenstone, Deal is parodied as Make A Deal or Don't! Fred, Wilma, Barney, and Betty all went on the show. The host was Monty Marble, a play on words for Monty Hall. Fred was dressed a chicken, Wilma was dressed as a bunny rabbit, Barney was dressed as a daisy, and Betty was dressed as a bumblebee. Barney was picked by Monty and got very nervous on stage at the start. Barney then decides whether to keep the $1000 or see what is behind the curtain. He finally decides to keep the $1000. Fred is then picked to come up on stage. He decides to go for the curtain and sees a painting of a haunted house. But the painting is not the real prize. The real prize is a trip to Rocksylvania (parody of Transylvania), home of Rockula (parody of Dracula) with Wilma. But then Barney gives back the $1000 to Monty because the deal was a trip for 4.
 * Let's Make a Deal was referenced and spoofed in a 1992 episode of The Wonder Years called "The Test", Where Kevin Arnold (played by Fred Savage) watches the show on TV and then later appears on the show in his dreams.
 * The show's title was referenced as a conversation piece with Bob Barker in the classic 1996 Adam Sandler comedy flick Happy Gilmore for which the actual dialogue goes something like this (HG: Happy Gilmore/BB: Bob Barker):
 * HG: "I'd like to punch that guy in the face right now, but I can't, you know, because I'd get in trouble. I bet you get a lot of that on Let's Make a Deal."
 * BB: "It's The Price is Right, Happy."
 * HG: "Oh, yeah, sorry."
 * BB: "It happens. Let's play some golf."
 * HG: "Okay."
 * The show's title was referenced once in the 1998 Adam Rifkin film Welcome to Hollywood.
 * Let's Make a Deal was spoofed in a 2015 episode of Family Guy called "This Little Piggy" where Stewie and Brian (dressed as a bottle of ketchup and mustard respectively) appears on the show after Stewie brags about being able to make a deal. Monty asks for mascara and rubber bands, for which Stewie just happens to have in his purse to Brian's amazement that he has those items, in particularly the purse. In addition, the set itself mostly resembles the 1984-86 syndicated version.
 * There was an essence of Let's Make a Deal in an episode of the second season of The Real Ghostbusters. Winston, Ray and their two friends are trapped in an underworld game show due to Dr. Peter Venkman's hunger for a trip to Tahiti. They had to win three challenges to set themselves free. The second challenge was where Ray & Winston had to pick one of three doors and face & survive incredible danger. The last two doors (2 & 3) were set ups to pick door #1. Behind that door was Samhain (the Halloween spirit with a pumpkin head), but he turned out to be an illusion. Ray figured that out when he remembered that Samhain was put into the containment unit. So he tricked the Samhain illusion to attack him after which it disappeared and causing Ray & Winston to win the second round.

Music
1963 - Sheldon Allman & Ivan Ditmars (Live)

1976 - Sheldon Allman & Stan Worth

1980 - Sheldon Allman & Stan Worth

Prize Cue 1976, 1980 - "Pop Trumpets" by Keith Mansfield (KPM Music)

Prize Cue 1980 - "Sexy" by Mother Father Sister Brother

Prize Cue 1980 - "Biyo" by Earth, Wind and Fire

1984 - Michel Camilo (Other cues recycled from previous versions by Sheldon Allman, Stan Worth & Todd Thicke)

1990 - Jerry Ray

2003 - Alan Ett & Scott Liggett

2006 - Unknown

2009 - Unknown

2011-present - Cat Grey (Live)

The 2009 main was also used on The Price is Right as a showcase cue. The Price is Right's main theme (1st version) was heard in an episode with Drew Carey making a special apperarance, as well as one episode of the second season; this was due to the fact that the contestant wore a Price is Right T-Shirt and dressed up like one of the Showcase podiums. The 2009 main was also used during Game Show Mashup week in 2016. The losing horns were also used if a contestant lost a game.

Music cues from other Hatos-Hall game shows that were recycled into Let's Make A Deal '76, '80, and '84 include Split Second, 3 for the Money, It Pays to Be Ignorant, It's Anybody's Guess, High Rollers, and Masquerade Party.

Inventor
Stefan Hatos & Monty Hall

Spin-Offs
Big Deal - A show with only 6 episodes aired in 1996

Trato Hecho - A Spanish language version aired on Univision in 2005

Gameshow Marathon - This show was the second of this marathon's seven show series.

Catchphrase
"GO GET YOUR CAR!" - Wayne Brady, upon a car win

Taglines
“Until tomorrow, this is Monty Hall saying what the old traveling salesman used to say, ‘Caveat emptor or let the buyer beware!’ Happy dealing, see you all tomorrow.” - Monty Hall, Let's Make a Deal Pilot, (1963)

"From Alison Fiori/Tiffany Coyne, from Jonathan Mangum, and Cat Gray, I'm Wayne Brady. See ya next time on Let's Make a Deal. Keep on dealing." - Wayne Brady (2009-present)

"Let's Make a Deal is a Stefan Hatos/Monty Hall production, Jay Stewart speaking." - Jay Stewart (1963-1977)

"Let's Make a Deal is a Stefan Hatos/Monty Hall production -- in association with Catalena Productions." - Chuck Chandler (1980 revival in Vancouver, B.C.)​

"The All New Let's Make a Deal is a Stefan Hatos/Monty Hall production, in association with (Lorimar) Telepictures." - 1980s LMAD Announcer

Additional Page
Let's Make a Deal/Video Gallery

Links
The Official Let's Make A Deal Website

The Official CBS Website for Let's Make a Deal

Official Website for the Let's Make a Deal online game (BuyBidWin.com)

NBC Let's Make a Deal press release

Jaimal Ware's Let's Make a Deal site

Rules for Let's Make a Deal @ Loogslair.net

Josh Rebich's Let's Make A Deal Rule Sheet

Senor Wood's Let's Make A Deal Fan Page

Official Pearson site for Let's Make a Deal (via Internet Archive)

Let's Make a Deal Set (Brady) @ John Janavs' Website