Identity (game Show) - Format

Format

A contestant is introduced to twelve strangers. After seeing the strangers, the contestant is presented with a list of 12 identities (facts including occupations, hobbies, ages, etc.), each of which applies to at least one of the 12 strangers. While an identity may match multiple strangers, there is only one way to assign the identities uniquely to each stranger. Based primarily on visual observation, the contestant chooses an identity and tries to match it to the correct stranger. In order to make a decision final, the contestant must "seal the identity" by pressing their palm down on a provided podium after saying which stranger matches that identity. Jillette, sometimes after finding out the stranger's first name, then asks the stranger "Is that your identity?" The stranger confirms or denies his or her identity. Confirmation is often made in a manner pertinent to the identity, either through a statement (e.g., a baseball umpire saying "Safe!"), or by demonstration (e.g., jumping rope). Jillette would often tease the stranger for going to commercial by saying either, "Isn't it a good time to take a break?" or "It's time to take a break." On one episode, Jillette would be too shy to say "Is that your identity?" and would cut to commercial.

Identity was placed on hiatus as of May 1, 2007. NBC said it would bring the program back later in the year, but never did.

For each correct match made, the contestant's potential winnings increased:

Correct matches Amount won
1 $1,000
2 $5,000
3 $10,000
4 $15,000
5 $25,000
6 $50,000
7 $75,000
8 $100,000
9 $150,000
10 $250,000
11 $500,000

After a contestant makes two correct matches, or makes a mistake, he or she is informed of the three "helps" available to him or her (although they are, in fact, available at any point in the game). One of those helps is simply a rule of the game:

  • Mistaken Identity: A player receives one "free pass" if s/he incorrectly seals an identity at any point prior to the final decision between the two remaining strangers, i.e., before s/he has won $250,000. If a player wins $250,000 and reaches the final decision without using the Mistaken Identity "help," it is simply revoked.
    • Once a contestant either incorrectly seals an identity or reaches the final decision, the contestant may "take the money and run" at any point before sealing another identity. If a contestant makes a second mistake or error when making the final decision (actually a pair of decisions, with each implying the other via process of elimination), the game is over and the contestant leaves with nothing.

The other two helps can be invoked by the contestant to aid in making a decision:

  • Tri-dentity: The contestant chooses an identity and the number of strangers to choose from is narrowed down to three: the correct stranger and two incorrect strangers. Once the player has chosen to use their Tri-dentity, he or she must solve that identity (or stop and take his or her winnings, if Mistaken Identity was already used); they cannot choose a different identity. The Tri-dentity help is revoked, if not used, once only four strangers remain.
  • Ask The Experts: The contestant chooses an identity and a panel of three experts gives their individual informed opinions on which stranger matches it. In the first week of shows, the panel included a body language expert (Mark Edgar Stephens), a psychologist (Dr. Deborah Anderson), and an FBI behavioural expert (Christopher Whitcomb), although private investigator Bill Stanton has substituted for Whitcomb in some episodes. The experts have no inside information about the strangers. They rely solely on professional training and personal experience to make educated guesses. The contestant is not bound to solve that identity once the Experts have given their opinions—nor is the contestant required to abide by those decisions—and may solve another identity or choose to go home. This help is available at any point in the game.

In addition to the three explained helps, there are several other points of assistance offered to the contestant:

  • During Identity's premiere week, Jillette would ask the contestant which stranger he or she wants to know more about. He will then ask that stranger their first name, and several pieces of information which are not directly related to any of the identities, such as whether they have any pets. When Identity debuted as a weekly series, this was formalized: at the beginning of the game, the contestant may ask for the first names, and a biographical fact, about three of the twelve strangers. After the third correct match, the contestant can ask about two of the remaining nine strangers, and after the sixth match, may ask about one of the remaining six.
  • After the fourth correct match, Jillette introduces the contestant's friends and/or family members (in much the same way as Howie Mandel does on Deal or No Deal). The friends and family typically have a suggestion prepared as to the identity of one of the strangers after they are introduced. However, the friends or family members may sometimes lead a person to match an identity to the wrong stranger or take the money when they would have won the grand prize.
  • The audience is not obligated to remain silent until an identity is sealed. The audience often voices their opinion on a selection. Occasionally when a contestant fails to recognize a celebrity of some sort and tries to select him or her for the wrong identity, the audience can dissuade the contestant with their reaction.
  • Jillette himself, particularly on early identities, has shown apparent intention on warning, or hinting at the contestants when they are making a blatantly-erroneous selection, though he also sometimes is prevented from doing so by a contestant's quick sealing of an identity.

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