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Takeshi's Castle

▲ 116 points • 40 comments • by tosh • 4w ago • HN discussion ↗

Pangram verdict · v3.3

We believe that this entire text is human-written.

0 %

AI likelihood · overall

Human
100% human-written 0% AI-generated
SEGMENTS · HUMAN 1 of 1
SEGMENTS · AI 0 of 1
WORD COUNT 1,667
PEAK AI % 0% · §1
Analyzed
Oct 10
backend: pangram/v3.3
Segments scanned
1 windows
avg 1667 words each
Distribution
100 / 0%
human / AI fraction
Verdict
Human
Pangram v3.3

Article text · 1,667 words · 1 segments analyzed

Human AI-generated
§1 Human · 0%

Takeshi's CastleTitle cardStarringTakeshi KitanoHayato TaniNarrated byShizuo MiyauchiRunpei MasuiComposersTadakazu OnoderaNoriaki SatoCountry of originJapanOriginal languageJapaneseNo. of episodes133 (original)[1]8 (revival)ProductionProducersKunihiko KatsuraEiichi MisumiRunning time47 minutesProduction companyTBSOriginal releaseNetworkJNN (TBS)Release2 May 1986 –19 October 1990NetworkAmazon Prime VideoRelease21 April –28 April 2023 Takeshi's Castle (Japanese: 風雲!たけし城, Hepburn: Fūun! Takeshi-jō) is a Japanese game show that aired between 1986 and 1990 on the Tokyo Broadcasting System (TBS). It features the Japanese comedian Takeshi Kitano (also known as Beat Takeshi) as a count who sets up difficult physical challenges that players (or a volunteer army) must overcome in order to reach him in his castle. The show became a cult television hit around the world.[2] It was highly influential in global popular culture, inspiring a genre of game shows involving physical challenges and painful entertainment, as well as other media. On 2 April 2005, a special live "revival" was broadcast for TBS's 50th anniversary celebrations. A reboot of the show was released on Amazon Prime Video on 21 April 2023.[3] German-Japanese actor Subaru Kimura joined the returning Tani as co-leader of the contestants.[4] 35°34′06″N 139°29′02″E / 35.56833°N 139.48389°E Original Takeshi's Castle[edit] The original show involved between 86 and 142 contestants whom General Tani (Hayato Tani) "forced" into a series of elimination-style physical challenges, which were similar to those found in It's a Knockout. At the end of each episode, the contestants who survived all challenges faced off directly against Takeshi and his army in one final assault on his castle, with the goal of claiming it for Tani. The series featured extensive landscaping of a fixed campus at TBS-owned Midoriyama (Green Mountain) Studios in Yokohama, Kanagawa. The setting included large man-made lakes and elaborate permanent obstacles. The final regular episode aired on 14 April 1989, followed by 4 one-off specials until 19 October 1990. A special revival took place just outside the TBS Building for the network's Spring All-Star Thanksgiving Festival on 2 April 2005, featuring Lake of the Dragon God and Gibraltar Strait. In 2004, the website "Takeshi Mania" published an injury list of show participants. The publisher later admitted fabricating the list in an effort to "make a little fun".[5] While minor injuries were reported, few to no major injuries occurred on the show.[6] A wide range of challenges were used throughout the history of Takeshi's Castle. Depending on their popularity and ease of preparation, some challenges occurred only once or twice, while others took place in virtually every episode. Many challenges involved falling into water or mud upon failure. Border Wall – A tall two-faced soapy slope that contestants need to climb. Several ropes are attached the top, which participants can use to climb. Once a contestant makes it over the wall, they slide down the other side into a small trench of water. Wall to Freedom Becomes Far – Contestants face ten gates with eight doors. One or two doors are made of paper, while the remaining doors are blocked by wooden plates or consist of paper with a net behind it. Once contestants make it through the tenth wall, they must sift through a large vat of flour to find a colored tennis ball to win the challenge. You Can't Continue on an Empty Stomach – Several buns encased in plastic bags are hanging from a rope. To win, contestants must grab onto a bun with their mouth, whilst their arms are affixed to their sides by either an inflatable rubber ring or a large potato sack. Boundary Roulette – Contestants must select a disk with various possible descriptions, such as numbers ranging from 0 to 36, "Black," "Red," "Odd," or "Even." Once selected, they sit down at the corresponding spot of a roulette table. A giant roulette wheel is spun, and the outcome of the spin determines who will be eliminated. First Fortress – Contestants must climb an extremely narrow and steep staircase holding water pistols, all while ensuring that a paper ring attached to their helmets remains intact from the Takeshi Gundan, who also have water pistols and targets of their own. Devil's Domain – A maze composed of either four-sided or six-sided rooms is laid out in a 4x3 rectangle (5x4 when playing with three guards). Contestants navigate the maze while avoiding the guards to reach the goal. Some doors lead to a pool of water that contestants might fall into, constituting a loss. Dragon God's Pond – Contestants must cross a lake via approximately twenty-five stones. Some of these stones are affixed to the floor of the lake by only a chain, which sinks when stepped on. In early versions, a variation of Wall to Freedom was placed on the other side of the lake. Contestants must choose one of four doors, two of which are made of paper, while the other two are solid. Breaking through a paper door results in a win. Heaven and Hell – Contestants must use a rope to swing across a muddy pit with the goal of landing on a platform. A later version, renamed New Heaven and Hell, required contestants to gain momentum by running down a pathway and then swinging in a semi-circle to land on a platform. Beach Boys and Gals – Contestants must ride a surfboard and traverse several obstacles. Originally, contestants jumped over several Styrofoam obstacles (designed to look like an axolotl) and ducked under obstacles (designed to look like a shark's mouth). This challenge was later scrapped and reintroduced as Spinning Beach Boys and Gals, which was played several feet above water with a surfboard attached to a rotating arm. The goal was to stay on the surfboard and reach the finish platform, which was made to look like a tropical island. Bridge Over The Battlefield – Contestants must push themselves onto a board, then move along a rolling track to reach an arrow at the end. If they push too hard, they will fall off the track into the water. If their push is too soft, they may undershoot the arrow, and a guard will shove them off the track. Revolving Comaneci – The contestant must cross two planks rotating counterclockwise, with one side of the field covered by mattresses that will push the contestant off. As a result, contestants need to reach the center of the plank before continuing. Boinging Pompokolin – Contestants are attached to a harness above a mud pit and are pulled along a wire in the air. They must then lower themselves to obtain a ball, which can be thrown into a pot at the end of the mud pit. Corinth Pon – Contestants are placed into a transparent ball and pushed down a giant pachinko machine. Their goal is to reach the bottom of the board while avoiding the skull boxes scattered along the board, which would constitute a loss. Horse Race Challenge – Contestants wear horse costumes with their feet covered by rollerblades. On the General's signal, contestants must race to the finish line while overcoming three progressively higher hurdles. Hello Mr. Turtle – Contestants must cross ten turtle-shaped platforms to reach the finish. After a while, a guard will begin chasing them in an attempt to push contestants off their platforms. Sumo Pon – Five sumo wrestlers are shown to the contestants, who will then draw a ball from a box. The ball's color determines who they must defeat in sumo wrestling to win. It's an Earthquake Grandpa! – While wearing grey wigs and clothing traditionally worn by Japanese elders, contestants must kneel on a pile of foam blocks and maintain their positions while a small earthquake is simulated in the room. Runaway Train of Death – Contestants sit on a mat and are pushed down a sloped track into water. Their aim is to jump onto a lily pad at the sides: a large wobbly one on the left and a smaller but more stable one on the right. Thud Calligraphy – Contestants must fire a crossbow onto a small wheel, which determines the Japanese character they need to draw. Using an oversized brush, they have 30 seconds to draw their character on the designated area of a wet slope. Adventure Zone – Contestants must overcome an obstacle course akin to a video game while a robot on top of the background structure moves along. Contestants are victorious if they reach the end of the course unless the aforementioned robot finishes first. Should this happen, the contestant is disqualified, and a guard usually throws them into water. The Longest Yard – Contestants must carry a football across a playing field while defenders wearing large foam football costumes try to prevent them from doing so. If a contestant is pinned to the ground by a defenders, they lose the round. Daruma-San has Fallen Down – Based on a well-known Japanese children's game, contestants must climb a hill while wearing oversized daruma costumes. A guard waits at the top of the hill. His back is turned to the contestants while he chants "だるまさんがころんだ"!After finishing his chant, he turns around. Contestants are disqualified if the guard spots them moving or if they fall down the hill. Reaching the top of the hill signifies victory. Flat Chest – While wearing a white bodysuit with velcro on the front, contestants must swing over a lake to stick onto a Velcro wall on the other side. Condor Takes Flight – Wearing an oversized hawk costume, contestants are led down a zipline above the ground. Their goal is to catch a plush rabbit midway through with their feet, then throw it onto the nest at the end of the track. Roller Game – Contestants must cross a large pond by running over seven rolling pins placed at uneven heights. These pins rotate on an axis, making it difficult for contestants to keep them stationary. You Can't Save the Ball – Contestants knock a ball into a giant pachinko machine. They must then grab a bowl, run down a staircase, and wait on a narrow ledge for the ball to reach them, while