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Takeshi's Castle was first introduced to British audiences in the late 1990s, when it was featured semi-regularly as part of Tarrant on TV, in which broadcaster Chris Tarrant showcased a variety of unusual television programmes from around the world. Before then, there was clips of it from Clive James in Japan where he becomes a contestant of the show.

It was also shown on Sky One's World's Weirdest TV which in most weeks, featured a clip from the show with Jenny Powell as the commentator.

Takeshi's Castle become more well-known when a condensed version of the original series proved an unexpected hit when it premiered on Challenge on 9 November 2002, regularly dominating the top ten programmes on the channel each week.

The UK format does not follow the original Japanese format, instead presenting each sequence of games as comic martial challenges leading to the final game wherein contestants not so far eliminated try to storm Takeshi's Castle. Each episode is narrated by Craig Charles. A typical episode of the UK format of Takeshi's Castle has about eight games, followed by the Final Showdown. After each event, a 'Ridiculous Replay' is shown, highlighting the most entertaining attempt. Challenge decided to edit out the comedy sketches between Takeshi and Higashi to allow more (or fewer) games to be shown during the half-hour block.

More series were commissioned and shown over the next few months, culminating in a series of hour long specials in the Autumn of 2003, and a special highlights show, The A-Z of Takeshi's Castle, broadcast on January 1, 2004 which showed some of the best clips of the best games as the last original series finale. Repeats are no longer aired on Challenge, or any channel for that matter unfortunately. On 3 September 2005, MXC aired for the first time in the UK on Challenge

On 9 May 2007, The Paul O'Grady Show had their own mini Takeshi's Castle challenge, including 'Knock Knock', 'Bite the Bun', a "Bridge Ball" adaptation called 'Balancing Act' and the 'Slippery Wall'.

The UK TV series returned to Challenge after a hiatus on September 7, 2009, with a modified opening sequence (to fit with Flextech rebranding to Virgin Media Television).

As of 2021, the series no longer airs on UK television, with only the Comedy Central and Nickelodeon version being aired occassionally.

Games[]

  • Animuddle - Mixed up on the ground are lots of pieces from giant jigsaw puzzles of animals. On the whistle, the contestants all run over and grab a piece for themselves. Now they must find the other contestants who have a piece that slots correctly into theirs. Each puzzle is made up of four pieces of jigsaw. If the contestants manage to find the three other people who have a piece of their picture they can complete their jigsaw. If they're right, the group sit down with their pieces strapped to their heads, so from above you can see the completed picture of their animal.
  • Avalanche - The contestant has to get to the top of a steep uphill channel while avoiding giant boulders being rolled down towards them. In the walls at the side are several gaps. To avoid a boulder, the contestant can try to hide in these gaps until it has passed. This isn't easy though, as there are guards waiting in the gaps to try and push the contestant back out. Once a contestant has left a gap it closes up, so they can't get back in again.
  • Ball Cupping - To start the game, the contestant has to hit a ball into the top of a giant pachinko machine. As soon as they've hit the ball they must pick up a bowl and run down a flight of stairs to the side of the machine. Now the contestant has to wait on a narrow pathway at the bottom, between the machine and a mud pit, for the ball to fall out. The aim is to catch the ball in their bowl. As they can't see where the ball is getting knocked around too, the General shouts out directions ("left" or "right") to help guide the contestant. The ball will drop out over the mud pit. The contestant must dive for it, and catch the ball safely in their bowl to win the game.
  • Berryz Go-Go - Five parents at a time, dressed as giant Darumas, each stand on a remote controlled platform and are driven by their children. The kids have to steer their parents around a track to the finish line. The track has lots of corners to make it more difficult to manoeuvre the platforms around it. If a contestant gets stuck, or falls off their platform, they're helped back into place and on track.
  • Big Bird - Dressed as a bird, the contestant is pulled along a wire in the air towards a platform opposite to the one they started on. Halfway through their journey is a big rabbit sitting below. The contestant has to try and pick it up with their feet, and hold onto it until they reach a nest just in front of the finish platform - which they must drop the rabbit in to.
  • Bite the Bun - Lots of buns, or other bread-based food, are hanging from ropes in the air. The contestants have to pull one off for themselves by only using their mouths. To stop the contestants from using their hands they have their arms pinned down to their sides. The bags are all hanging at different heights, making some of them hard to reach. To get the high up buns contestants have to climb up onto the backs of others.
  • Blueberry Hill - A group of 10 contestants have to make their way up a ramp to reach the goal, but are only allowed to move when the guard at the top (usually Yousichi) isn't looking. This is made hard by the giant Daruma costumes they are wearing. When the guard is facing the other way he chants "Daruma-san ga koronda" (meaning "The Daruma fell down"). This lets the contestants know how much time they have to move and when they should stop. As soon as the guard finishes the chant he turns around. Anyone he catches moving will be pushed down the hill and are out of the game.
  • Boulder Dash - Boulder Dash was the first part of Uphill Garden in the first episode of Takeshi's Castle. The contestant must get straight across the hill to the other side to be able to continue on with the game. If they slip down to the bottom of the hill they lose, and are out. To make things difficult, the guards throw rocks and logs down the hill to try and knock the contestants off their feet.
  • Brat Sack - All the children are tied up inside bags with only their arms sticking out. On the whistle, the parents have to find their own kid without being able to look into the bags. Once they think they've found their own child, the parents must take the bags across the finish line. Only when they're across the line can they open the bag and let, hopefully, their own child out!
  • Bridge Ball - The contestant has to cross a narrow unstable bridge to the other side, while carrying a golden ball. While they're on the bridge, guards will fire balls at the contestants, from a cannon, to try and knock them off.
  • Bridge Bowl - This is a game from "Way of Life" - Holland's version of Takeshi's Castle. It was featured in a special International episode. The contestant has to carry a golden ball across a narrow wobbly bridge. As they cross, four guards will swing wrecking balls at the contestant to try and knock them off.
  • Bridge the Gap - There are two planks, both rotating anti-clockwise in the air. The contestant has to step onto the first plank and quickly walk across it to the other end. There they must wait for it to move under a row of hanging mats. If they don't make it to the end of the plank quick enough these mats will knock them off. As soon as it has passed under the mats, the contestant has to run back to the opposite end of the plank again. Here they must wait for the second plank to reach them and step onto it. Once onto the second plank they must walk to the other end, wait for it to go under another row of hanging mats, go back to the opposite end again and, when it reaches it, leap onto the finish platform.
  • Buggy Me - Six players race against each other through an obstacle course. When the starting pistol is fired; the contestants first dash to a mini hurdle and crawl under it, and then make their way under a net. Next they must run to a tub of flour, from which they must each pick out a small rice cake with their mouths. Once they have a cake they can grab one of the envelopes that are hanging in the air, and open it. Inside is a number from one to six. This tells the contestant which of six rickshaws they'll have to pull along to the finish line. There are passengers waiting in the rickshaws. If the contestants are lucky the passenger may only be a cuddly toy; but if they're unlucky they'll pick one with Animal, Kibaji or Strong sitting inside.
  • Catch It - A group of contestants are all dressed in giant foam baseball outfits, waiting to catch a baseball. A guard, usually one half of Popcorn, hits a baseball high into the air over the pitch. Once the ball has been hit, the contestants have to run over to where they think it will land and try and be the one to catch it. They all have a baseball glove to help. 12 balls are launched for each group of contestants, so they have 12 chances to win the game.
  • Cheeze-Berry Hill - This game is exactly the same as Blueberry Hill, except the contestants are dressed as giant potatoes. A group of 15 contestants have to make their way up a ramp, but are only allowed to move when Yousichi at the top isn't looking. When Yousichi is facing the other way he chants "Jagaimo-san ga koronda" (meaning "The potato fell down"). This lets the contestants know how much time they have to move and when they should stop. As soon as Yousichi finishes the chant he turns around. Anyone he catches moving will be pushed down the hill and out of the game.
  • Corn Cob Trip - Much the same as Mushroom Trip, except the contestants hold onto a giant corn cob! The contestants start on top of a platform at the edge of a pool of water, where they have to grab onto a giant corn cob. When they're holding on, the cob starts to fly across the water - constantly spinning around as it goes. At the opposite end of the pool is a small platform floating on the water. Once they reach this platform the contestants have to let go and land on it. If they manage to land on the mat, and stay on it, they win the game. There is a small hole in the side of the cob to help the contestants hold on with one of their hands. The female contestants also have a rope to help them grip.
  • Deep Float - From their starting point on the beach, the contestants must all run into the water and swim out to a small platform floating in the sea. Once they reach this raft they must climb on. Waiting on the raft are Katsuo and Makot, who will try to stop the contestants from climbing aboard. There's also a giant statue on top taking up a lot of room. The contestants can throw off whatever they need to make more space for themselves - including the guards!
  • Die or Pie - The contestant rolls a giant die to determine which hole in a giant cake that they must get into. Hole one is the closest to the pie-thrower, while hole six is the furthest away. Once in a hole the contestant lowers the lid so that only their head is sticking out. Now, they get a custard pie thrown at them and just have to hope that it misses!
  • Dino Ride - The contestant has to ride the 'Gettasaurus', a dinosaur version of a Bucking Bronco, as a pink bat flies across the room along a wire in the air. They have to shoot this bat with a water pistol while riding the dinosaur. If the contestant manages to wet the bat enough it'll drop to the floor and they've won the game. However, if they miss and don't wet it enough, it'll fly back into the hole it came from and the game will be over.
  • Dodgerock - This game is a lot like Avalanche. Three players at a time have to try and get to the top of a ramp without getting knocked down by giant boulders being rolled towards them. The ramp is a lot wider than the path in Avalanche, so the players can dodge the boulders if they're quick enough.
  • Dominoes - The contestant has to run across the top of a row of 15 giant dominoes to reach the finish platform. They need good balance, but also speed, as the dominoes are very easily toppled. Once one falls it will knock all the rest down too.
  • The Dragon Lake - The aim is simple - use a rope to swing from one platform to another. If the contestant manages to land on the second platform they win the game.
  • Drop in the Ocean - Drop in the Ocean is the first half of the final starting game (preceding Sandscript) which begins on the beach. A helicopter flies over and drops hundreds of coloured balls into the sea. The contestants each have to grab a ball for themselves to be able to continue.
  • End Bell - The contestant starts on a raft at the top of a giant slide, which is then pushed down and into the water below. When they've hit the water, the contestant has to keep their balance on top of the raft as it glides over the lake towards a slippery slope. At the top of this slope is a belfry. The contestant has to climb the slope to reach the bell at the top, and ring it.
  • Extinction - The Guards dress in animal costumes that have big hinged heads. On each contestants' turn, one of these animals wanders across a shooting range. The contestant, who is a few meters away, has to use the General's cannon to fire balls at them - trying to knock off the animal's head. There are a few rocks and trees for the guards to hide behind, but they usually spend most of their time taunting the contestants. If a contestant manages to shoot off the animal's head they win the game, but if the animal gets to safety on the other side of the shooting range, with its head still in place, the contestant loses and gets locked in a cage.
  • Final Fall - Final Fall is used to further whittle down the remaining contestants before the Show Down. One at a time the contestants run through a tunnel, avoiding the Boxing Monster who is waiting at the exit, to reach five holes in the ground. They have to choose a hole and jump down it. Three of the holes are safe and will take the contestant through to the Show Down, but hiding down the other two are Katsuo and Makoto. If a contestant chooses one of these two wrong holes, the guard down it will stop them getting any further and they'll be out game.
  • Fish Food - The contestant has to balance on a surfboard as it moves along a narrow runway. Stood over the runway are four small arch-shaped fish, and two big shark mouths. When they reach a fish the contestant has to jump over it, and land back on the board. When they reach a shark they must duck down low to go through its mouth. Along the journey they'll first come across a fish, then a shark, then two more fish, a second shark, and a final fish before reaching the beach at the end. If the contestant manages to reach the beach, while still on the surfboard, they win the game.
  • Flag Down - A team of contestants play against a team of Guards. Each of them has a pole with a flag on top. When the game begins; half of each group has to try and grab the other team's flag, while the rest of them have to try to protect their own flag and hold their pole upright. The first team to pull down their opponents' flag wins.
  • Foot Loose - Laid out on the ground are lots of different pairs of footwear. These range from shoes to sandals, tin can stilts to giant feet. The contestants all run over, grab a pair, and put them on their feet. They now need to quickly make their way to the finish line, wearing their selected footwear. To make things harder, along the way to the goal is a big sticky area. When the contestants step on this they'll get stuck to the ground. The more unconventional the footwear the harder it is to move over this glue.
  • The Fortress - The contestants all enter a secret garden and have to search for golden balls. The balls are hidden all over the garden, some easier to find than others. Some, for example, are hanging from trees, in a mouldy pond or under boxes. Others are a lot harder to find; buried in the ground, hidden inside trees or even down the costumes of the human 'Guard-en' ornaments.
  • The Gauntlet - The Gauntlet is a real life video game, where contestants race the Pink Devil - which travels on a track above the course - to the goal. On the whistle both contestant and Pink Devil begin at the same time - with the contestants having to clear seven obstacles to reach the end of the course. 1) Monster Zone: Three silver monsters will try to impede the player's progress. 2) Conveyor Zone: Cross a backwards-moving conveyor belt as boulders are dropped down from above. 3) Caterpillar Zone: A four-armed revolving turnstile that must be leapt over. 4) Trampoline BANG Zone: Bounce off a trampoline, up into a pit of foam pieces. Now cross a narrow beam while avoiding being knocked off by a swinging wrecking ball. 5) Revolving Comaneci Zone: Use a revolving plank to cross a pond. 6) Animal BANG Zone: Cross a long narrow beam while avoiding a row of three swinging wrecking balls. 7) Heaven and Hell Zone: Use a rope to swing across a stretch of water and reach the goal.
  • Giant Maze - This is a giant wooden maze in a Kyoto park. The contestants all enter at the same time and have to find their way to the exit. Hiding inside are Strong and Kibaji. They'll try to put the contestants off, and also board up the exit when the time is up.
  • Go Nuts - While wearing an acorn costume, and with their feet tied together, the contestant has to make their way along a narrow snaking path. If they make it safely onto the round platform at the end of the path they win; but if they topple off they lose.
  • The Great Wall - All the contestants have to climb over a tall wall to make it into the castle grounds. Once up, they must slide down a slope on the other side; sometimes ending up in water traps or pools of mud.
  • Grid Iron - The exact rules of Grid Iron often vary; but the main aim is for the contestant to reach the End Zone on a small American football pitch, while carrying a ball. Several guards, dressed in big foam uniforms, will try to stop them on the way. The contestants can't step over the pitch's edge or they'll be out automatically.
  • High Rollers - The contestant has to make their way over a row of cylinders that are positioned above water, each slightly higher or lower than the previous one, to reach the platform on the other side. The rollers aren't fixed still, so will spin around when stepped on. The contestant needs to move quickly, and have good balance, so that they're not rolled off.
  • Home Run - Dressed in a giant foam baseball uniform, the contestant has to cross a tall balance beam. Animal will try and knock them off by swinging three giant wrecking ball-like baseballs at them. Even the slightest knock on their giant costume can make the contestant spin and fall, so they need to move carefully.
  • Honeycomb Maze - The maze is made up of lots of hexagonal shaped rooms, which all look exactly the same. The rooms have six doors, one in each wall, which all open outwards and inwards - except the dummy doors against outside walls. The contestants enter the maze at the top right and have to try to find the exit, which is at the bottom left. Waiting inside are two (or three) guards; who are trying to find the contestant. The contestant must avoid the guards because, if they get caught, they'll cover their face in black paint and throw them out the maze - and usually into a pond outside. There are several exits all along the left and bottom sides of the maze, but only one is correct. If the contestant comes out of the wrong door they'll fall into a pool of water and they'll be gone.
  • Indestruct-a-Ball - The contestant is curled up and shut inside a big plastic ball. Jo, with the help of the Boxing Monster, then rolls them into a giant pachinko machine. At the bottom of the machine, just before the goal area, are five skull boxes. If the contestant ends up in one of these boxes they have lost the game; but if they roll down between them, reaching the goal, they win.
  • In the Sack - All the couples are split up into men and women. The men all start behind a sheet on one side, and the women all start behind a sheet on the opposite side. When the starting whistle is blown, everyone has to run out and try to find their partner. Once a couple has been reunited they have to go and lie on a bed. Only one couple can be on any one bed, so the contestants have to move quickly to ensure that they grab one for themselves.
  • Jetskid - The contestant lies on a bodyboard at a starting line in the sea. On go, the board is pulled along by a speedboat. The contestant has to stay on the board as it is pulled through two lines of buoys, and then up over a ramp. If they manage to hang on, they then have to wait until they reach a floating finish platform and leap off onto it.
  • Karaoke - The contestant has to go into a karaoke bar and step up onto the stage. A song starts to play and they must sing along. If the contestant entertains the customers and, more importantly, the bar's boss, they win the game and are taken through to the back room by the Bunny/Geisha Girls. But if the boss is unhappy, and doesn't enjoy the performance, he will get his bouncer to throw the contestant out and they'll have lost the game. The contestants don't know what song they'll get before it starts to play, so they might not know the words. If this happens they can try to make up their own lyrics, or just dance along. However, in this case, they'll have to be very good to amuse the boss.
  • Knock Knock - There is a row of four walls, one behind the other, each with four doors. Some of the doors are paper, but the others are boarded up. The contestant has to run full-speed at a door. If it's made of paper they will burst through it and move on to the next wall. If they choose a wrong door, which is solid, they will bounce straight off and lose the game. Not all of the wrong doors are solid. Some are made from paper but have a net fixed behind. If a contestant runs through one of these they'll be caught in the net and also lose the game. If the contestants make it through the second wall they'll be confronted with the Boxing Monster. They will have to make their way past him to continue on. If the contestants choose wrong this time they'll end up getting a pummelling from the supersized-samurai.
  • Knock Knock II - The starting game version of Knock Knock. Here there is a row of ten walls - each with eight doors in it. Behind the tenth wall is a long bath of powder. All the contestants at once run full-speed at the doors. If they run into a paper door they'll burst through and continue onto the next wall; but if they choose a wrong door they'll bounce off again. By choosing a wrong door the contestant's aren't out - they can continue trying doors until they make it though, or just go through a door that has already been opened. Behind some of the paper doors are nets. If the contestants run through these they'll get trapped and will have to go back out and use another. Also behind some of the correct doors are pools of water. After breaking through, the contestants will end up falling in and getting slowed down. The Emerald Guards may be lurking behind some walls, to slow contestants down and push them back into the water pools, too. After making it through all ten walls the contestants will reach the bath of powder. Buried in the powder are lots of balls. The contestants have to grab a ball for themselves. There aren't enough for everyone though, so the contestants need to make their way to the end as quickly as they can to make sure they get a ball.
  • Leap Frog - The contestant stands on a board at the top of a tall ramp, holding onto a handrail for balance. The board is then pushed down the ramp into the pond below. Floating on the pond is one giant floating lily pad to the left, and a small solid one to the right. As they hit the water, the contestant has to jump off of the board and land on a pad.
  • Line Up - Lots of rolled up bibs are hanging from ropes in the air. When the game starts, all the contestants run out from behind a set of doors and grab a bib for themselves. They must unroll it and put it on. All the bibs have one of six characters on; either "Fu", "un", "ta", "ke", "shi" or "jou". When they're wearing a bib, the contestants have to find five other people, each with a different bib. After forming a group with one of each character, the contestants must line up to spell out "Fuun Takeshi Jou" ("Showdown Takeshi's Castle"). Once in the right order they must tie their legs together, just like in a three-legged race - except this is a seven-legged version! Then it's a race to the finish line.
  • Match Maker - Laid out on the ground are lots of big polystyrene shapes, and lots of mats with matching holes cut out of them. When the game begins, all the contestants run out from behind a set of doors and grab a shape. They must then race over to the mats and try to find the one that their shape fits into. If they can find the matching mat, they slot their shape into the hole and sit on it to signify that they've finished.
  • Midoriyama Marathon - All the contestants begin at the starting line in front of the castle. When the General fires the starting pistol the race begins. The contestants first have to dash out of the car park and down onto the road outside. Here the first obstacle is to jump over five small hurdles. Next is a long net on the ground that must be crawled under. After the net, lots of tyres are laid out along the road. The contestants have to pick their way through these to reach three sets of mats, which are spaced out along the next section of road. On each of these mats the contestants must do a forward roll. After these it's a long run around the connecting roads. The roads loop back on themselves, so the contestants end up back at the three mats again. Just as before, they have to do a forward roll on each. Then it's back through the tires, and then another crawl under the net. Finally they run up a set of steps to reach the finishing line at the top. The contestants who finish the course in the fastest time move onto the next round.
  • Mud Ball - The contestant starts behind a set of saloon doors, at the end of a large pit of mud. A football is then fired into the air, over the mud, from a cannon. As soon as the ball is shot, the contestant has to run out into the mud pit and try to catch it.
  • Muddy Waters - On the starting whistle, all the contestants run up over a hill and down into a giant thick muddy puddle. They need to wade as fast as they can through the water to reach the other side.
  • Mudskippers - All the contestants have to crawl, wade, and drag themselves through thick mudflats. Halfway through the mud are red and blue banners hanging from wires in the air. The contestants need to reach up and grab one of these to be able to move on to the next round.
  • Mud Slide - Mud Slide is set up like a baseball game. The contestant starts at first base. The ball is pitched, purposely missed by the batter, and caught by the catcher. As soon as the catcher has the ball the contestant has to run to second base. Between the first and second base is a pit of mud that the contestant has to run, or slide, through. If they reach the second base before the fielder touches it with the ball they win the game.
  • Mushroom Trip - The contestant starts on a high platform, at the edge of a lake, and has to grab onto the stalk of a giant mushroom. Once they're gripped on, the mushroom starts flying over the lake - constantly spinning around as it goes. The contestant must hold on until they reach a platform on the other side of the water. Here they have to let go and drop onto this finish platform. To help grip on, there is one small hole in the stalk. Women also get a rope to wrap around the stalk for extra grip.
  • Nautiball - Nautiball is volleyball played on a floating platform in the sea. The contestants play in groups of six. The group begins by picking a card out of a box to find out which team they'll be playing against. The opposing teams, also of six members, include Emerald Guards, a women's volleyball team and women in swimming costumes.
  • Nut Roll - The contestant has to make their way to the top of a steep hill while avoiding giant nuts that are being rolled down towards them. To make things harder, the contestants are wrapped in padding and a straw mat to make it difficult to move very easily. The hill is also covered in thick foam, which makes it harder to climb. Getting hit by a nut doesn't automatically mean a contestant has lost, but it's likely it will knock them off of their feet anyway.
  • Oh Deer - Two contestants race each other through this obstacle course. They begin the race on deer-tricycles. First they have to pedal up and over a bridge, and then carry on until they reach a Slippery Wall. Leaving their tricycles behind, they must run up the slope. Once they've reached the top of the wall, they slide down the other side and pick up a giant bat. Jo places a ball on this bat, which the contestant has to keep balanced on top as they make their way over to a giant hat. If they drop the ball the contestant has to stop, re-balance it, and then carry on. Once at the hat they have to tip the ball into it. Next the contestants run over to a giant maple leaf that has shoulder straps attached to it. They need to put it on their back and then finally walk across a balance beam. If they fall off at any time they have to step back on where they fell. The finishing line is at the end of the balance beam.
  • Oh Ma Ha Beach - Two contestants at a time race each other through this obstacle course. They begin on a floating starting mat in the sea. When the whistle blows, the contestants have to leap across a row of six smaller slippery floating platforms. They must then jump into the sea and swim to the shore. When they reach the shore, the contestants need to slip a ring around their waists. Attached to the ring is a big rake, which also has tyres tied to the end during the mens' races. They must run up the beach while dragging the rakes behind them, until they reach a loop of plastic. Now the contestants need to take off the rake and get in the middle of the plastic loop. Inside these they must roll up the beach (like a tank track) over to a Slippery Wall. Finally the contestants must climb this wall, which has water running down it, to reach the goal at the top.
  • Oh the Rocks - Starting at the beginning of an icy runway, the contestant has to run up and jump on a giant curling rock to slide along on it. They have to make it to, and stop on, the goal at the end of the runway to win the game. Along the way the path gets narrower, wider, and then narrower again; so the contestant has to slide as straight as they can to avoid falling off the edge. Also, as the rock moves along, Katsuo and Makoto sweep the ice in front of it trying to put the contestant off.
  • On Yer Bike - Five contestants race each other around a track on children's tricycles. When the starting flag is waved, the contestants first cycle along to, and up, a seesaw. When there's enough weight on the other side it will tip down allowing them to carry on along the track. Anyone who hasn't got onto the seesaw will have to wait for it to tip back down the other way to be able to progress. After turning a corner, the track goes uphill and gets very narrow. As contestants pass over the top of the hill, steam blows up from under the track. This fogs the contestants' view, and shocks some. The track ramps back downhill into a corner. At this corner is a pond. If the contestants come down the ramp too fast they'll end up rolling off of the track and into the water. Finally, they cycle around the rest of the turning track to reach a second seesaw. Again, this will tip up when enough weight is on the raised end, allowing the contestants to reach the finish line.
  • Pipe Down - The contestant starts on a platform raised several stories in the air. Connected to this is a long fabric tube that leads down to the ground. The contestant has to get into the tube and slide down inside it. Near the bottom is an opening in the material - under which is a platform floating on a lake. When they reach the opening, the contestant has to drop out of it and land on the platform.
  • Poles Apart - The contestant starts on a high platform at the edge of a lake. In the middle of the lake is a floating mat. Using a pole, the contestant has to vault across the lake and land on the mat.
  • Prod - The contestant has to blindly pick a coloured ball out of a box. The colour of ball they pick represents the guard they'll be fighting against. In the middle of a pool are two small round platforms, a short distance from each other. The contestant stands on one of these platforms while the chosen guard stands on the other. Each of them has a long lance with a big rounded end on it. On the whistle, the contestant and guard have to push and prod each other with their lances - trying to knock each other off of the platforms. If the contestant manages to push the guard into the water they win the game; but if the guard pushes them off first, the contestant has lost.
  • Puck Over - Five contestants play this game at once. They all begin by choosing one of five cards at random. The cards are numbered 1 to 5, and the number they pick corresponds to their position in the game. The contestants sit on a giant puck, and have a snowman-shaped case put over the top of them. The snowmen are arranged in a triangle shape on a round icy platform. 3, 4 and 5 are the back row, with 1 and 2 making the row in front. In front of all of them is one snowman with no one inside. From the top of a slope, which is also covered in ice, Animal pushes down another giant puck towards the snowmen. As it hits the group it will send them sliding around. Any contestants, inside their snowmen, that are knocked off the edge of the platform lose the game.
  • Pushy Parents - The child lays on an aeroplane bodyboard at the end of a long platform. The parent has to push the board along the runway to try and get it to stop directly on the goal area at the other end. They must judge the force of the push just right, as if the parent pushes too hard they'll slide their child straight off the end of the runway - into the water below. If they don't push hard enough they won't reach the goal, will come up short, and the child will get pushed off into the water by Okada the Evil Crow.
  • Quake - Five contestants at a time, dressed as old people, enter a room and sit on a pile of cushions each. When they're all sitting, the room begins to shake. The contestants have to try and stay balanced on their cushions until the earthquake ends, without falling off.
  • Rat Race - All the contestants at once race through this obstacle course, which is made up of three other Takeshi's Castle games. The contestants begin at the starting line and, when the whistle is blown, have to try and get over a Slippery Wall. Once over the first wall, there is a second one to scale. After the Walls, the contestants enter the Honeycomb Maze. As usual, they have to get from the entrance to the exit while avoiding Kibaji and Animal. To help them through, Jo is standing on top of the maze to shout out directions. Finally, only if they have made it out of the right exit in the maze, the contestants must cross the Skipping Stones. They have to choose the right stones to make it across the lake, avoiding the sinking ones. On the far bank of the pond is the finish line.
  • Rice Bowl Down Hill - The contestant sits in a giant bowl at the top of a wet slope. Two guards at the top of the hill (usually Popcorn) push the bowl down it, towards a pool at the bottom. The contestant has to stay balanced inside the bowl as it slides down the hill and hits the water at the bottom. If they are still inside when the bowl ends up floating in the pool they win the game.
  • Ride the Wave - Contestants ride a bicycle, which looks like a whale, around a track. When the starting whistle is blown, the contestant rolls down a short ramp and has to cycle around a long snaking path. Along this path are several obstacles to navigate; including big pebble-like bumps, thinner stick-like bumps, a seesaw, and cannon-fire from the guards - trying to knock the contestants over.
  • Ro-Jim-Bo - Ro-Jim-Bo is showbiz Janken-pon (Rock-Paper-Scissors) against an Emerald Guard! The contestant stands on a platform, with the guard on another next to them. Music begins to play and the contestant and guard dance. When the music ends both of them have to show their chosen sign (a fist for rock, a flat hand for paper or a sideways 'V'-sign for scissors). As in normal game; rock beats scissors, scissors beat paper, and paper beats rock. If the contestant loses they are lowered down into a pit of steam.
  • Roller Derby - Six contestants play at a time. All of them are dressed as horses and wear roller skates. When the General fires the starting pistol the race begins. The contestants skate out from their starting blocks and race to the finish line at the end of the road.
  • Roll Out the Barrel - Roll Out the Barrel is a life-size game of Pop Up Pirate. The contestant sits on a disk on top of a massive barrel, in front of a slide. In the side of the barrel are slots, numbered one to six. The contestant chooses one of the holes to push a giant sword into. Four of the slots are safe, but two of them will end the game. If a contestant choses one of the two danger slots, pushing the sword in will cause the top of the barrel to pop up and the contestant will be tipped down the slide and into the lake at the bottom. If the slot they choose is safe, the game continues until only two or three slots remain.
  • Roll the Dice - The couple is asked to decide whether they want to roll for an odd or even number. Both contestants then get into a pair of giant dice; with their helmets sticking out the top forming the number ones. The first contestant, inside the dice, is rolled down a slope into the playing area. After they have stopped rolling at the bottom, their partner is pushed down from another slope to the right. The numbers that have been rolled on the two dice are added together. The total must be the same type of number - odd or even - as the couple chose at the start of the game.
  • Rope - Rope is the first version of Bridge Ball. The contestant has to get from one side of a ravine to the other by using a long rope that stretches horizontally across.
  • Roulette - When the game begins, all the contestants run out from behind a set of doors and over to a bath of powder. Buried in the powder are lots of disks. Written on each disk is either a number from 0 to 36, "Odd", "Even", "Black" or "Red". Once they have a disk, the contestants have to go and sit on the corresponding space on a giant roulette table. When everyone is in place, Jo spins a roulette wheel. The contestants sitting on the chosen number are scraped away and are out of the game. The contestants sitting on red or black and odd or even are also out, depending on what the 'winning' number is. All the other contestants move on to the next round.
  • The Run Way - The contestant sits in a round sledge at the top of a runway. To begin the game, Popcorn push the sled down the track. As the contestant is sliding along, several boards are turned around at the side of the runway. Each board has a number or mathematical sign on, so together all the boards make up a long sum. The contestant has to quickly work out the equation as they reach the end of the track. When they stop at the end the contestant must tell Yoshichi the answer to the sum. If they've got the answer right they win the game. However if they get the answer wrong, or take too long working it out, the end of the runway will collapse and the contestant will be dropped into a pit of powder or mud below.
  • Samurai Back - Two contestants at a time race each other through this obstacle course. On the whistle, the contestants run out of the starting doors wearing samurai costumes. First they have to walk across a balance beam, which is made more difficult by the long trousers. When they're across the beams, the contestants take off the costumes and put a bucket, with shoulder straps, on their backs. Balls are shot into the air from a cannon. The contestants have to catch one of the balls in their bucket before they can move on. Once they've got a ball, they take off the bucket and climb over a mini Great Wall. Once they're over, they slide down the other side to reach a small hurdle with a plate of food behind it. The contestants must put their feet on the hurdle and pick up the three pieces of food with their mouths. When the food is in their mouth, the contestants must get up and put a mask on the back of their heads. Finally they run backwards (so the mask is facing forwards) along a track to the finish line.
  • Sand Flee - All the contestants at once race through this obstacle course on the beach. When the game begins, the contestants first run over to where lots of buns in bags are hanging from wires in the air. As in Bite the Bun, they must grab a bun with their mouths - although this time their hands are not restricted. Once they have a bun, the contestants must crawl under a long net on the ground. On the other side of the net is a large area of sand where hundreds of silver balls are hidden. The contestants have to dig in the sand to find a ball, and then take it with them as they run to the finish line. Only once they're at the finish they can open up the ball. Inside is a piece of paper. If the paper has a red circle on it the contestants have cleared the game. However, if it says "suka" ("miss") they need to run back to the digging area and try to find another ball. If they do find another they can return to the finish line and open this one, again repeating the process if needed (and if they have the time).
  • Sandscript - Sandscript is the second half of the final starting game. The contestants are split into eight groups, according to the colour of the ball they picked up in Drop in the Ocean: red, yellow, green, blue, purple, pink, white and black. The General stands on a platform and calls out a Japanese character. He then picks a ball at random from a box. The colour of the ball he picks determines which group gets that character. This is done seven times for seven characters: "se", "me", "ru", "ta", "ke", "shi", and "jou". The team that doesn't get picked out of the box automatically moves onto the next round. When the whistle blows, each team has to run over to their giant piece of paper and arrange themselves into the shape of their character. They need to do this correctly so that the phrase "Semeru Takeshi Jou" ("Attack Takeshi's Castle") can be read from above. When the time is up, the teams are judged on their formation by a calligraphy expert. The team determined the worst is out.
  • Shoot 'N' Loot - This is a chance for the last remaining contestants to win real prizes. To try and win, the contestant has to shoot small balls from a machine at the prizes, which are moving along on conveyor belts. The booby prizes are stuck to boards and move along at the back, making them the easiest to hit. The other prizes are written on smaller boxes; the middle prizes in blue, and the better prizes in red. There is also a million yen on offer. This is written in gold on a small box, and moves along the back belt faster than any of the other prizes, making it a lot harder to hit. The contestant wins all of the prizes that they manage to knock off of the conveyor belt.
  • Show Down V1 - The contestants that have chosen a safe hole in Final Fall follow the underground tunnel and come out of a hole in the ground in front of the castle. Each contestant is armed with a water pistol and has a paper ring stuck on their helmet. When the General gives the command, all the contestants rush over to the castle, cross the drawbridge, and attempt to storm it. Their aim is to reach Takeshi at the top of the castle. However, to stop them getting to the top, the guards are positioned all around the castle. They also have water pistols and rings on their helmets. On their way up, the contestants need to protect their rings - avoiding having them shot by the guards. If a contestant's ring gets broken they are out of the game and have to leave the castle.The contestants can fight back though. If they break a guard's ring he cannot shoot anymore. If any contestant manages to reach the top of the castle, with their ring in tact, they must try and break Takeshi's own ring to win. If Takeshi's ring is broken the castle has been stormed and the contestant, and the General, has won. But if all the contestants have their rings broken it's the end of the game, and the General and his army have lost.
  • Show Down V2 - The contestants that have chosen a safe hole in Final Fall follow the underground tunnel and come out the pipe in front of the castle. They then board a motorised cart each (or, if there are a lot of contestants through, some must share a cart). Each cart has a target on the front and a gun. On the opposite side of the "car park" to the contestants are the guards. They share five carts of their own, which also have targets on the front. There are usually two or three guards in one cart, and every guard has a gun. There is one other cart on the guards' side - Takeshi's cart. Takeshi's cart is much bigger than everyone else's, but also has a target on the front. On the General's command the assault begins, and the contestants and guards drive into battle. The contestants' aim is to shoot the target on the front of Takeshi's cart with their guns, but they must avoid having their own target shot by the guards in the process. Once any cart has its target shot it's out of the battle, and must stop fighting. If a contestant manages to successfully shoot Takeshi's target, they, and the General, win the game. But if all the contestants are defeated first it's the end of the battle, and the General and his army have lost.
  • Show of Hands - A group of contestants play at the same time. Spread out around the playing area are lots of giant cards. The teacher reads out a question and the contestants have to run and find the correct answer. Once they've found the card with the right answer on they have to fall face-first on top of it. The first person to fall onto the correct card wins. There are several rounds for each group, so there is more than one chance to win.
  • Single Roller - A large cylinder is laid on a metal track, above water. The contestant stands on top of the cylinder and has to move it along the rails to the end. The track slopes slightly downhill to begin with, then flattens off towards the middle before turning into a steeper slope near the end; so the contestant needs excellent balance to stay on top as the cylinder rolls down. There's a gap between the end of the track and the finish platform, so contestant needs to make a leap to land safely.
  • Skipping Stones - The contestant has to cross a lake by using stepping-stones. All the stones look identical, but only some of them are solid. The other stones aren't supported and will sink when trodden on.
  • Skittles - Ten contestants play this game at once. Before starting they each pick a card, numbered from one to ten, at random. The number they pull tells the contestant which pin position they will take. The higher the number you pick the further to the back of the group you are - number one being right at the front. All the contestants are dressed as a bowling pins and have their legs tied together. Once they're in position on the alley, a giant bowling ball is rolled down a ramp towards the contestants. Any contestant that gets knocked over has lost the game. Anyone who manages to stay standing wins.
  • Sling Swing Fling - The contestant is strapped into a harness and hung high above a mud pit. On the General's command they are pulled along a wire in the air. Floating in the middle of the muddy water pit below is a bowl with a ball in it. When they're near enough; the contestant must pull a cord that will drop them down on a bungee rope so that they can grab the ball, then quickly throw this ball into a pot at the end of the pit. If they miss, or didn't manage to pick up the ball in the first place, the contestant loses, and gets dunked and has their face blackened by the Okada.
  • Slipped Disks - This is the second line of defence on the edge of the castle grounds: a bunker with water pistol-wielding guards inside, in front of, and on top of it. The contestants are all armed with water pistols and have paper rings stuck to their helmets. On go, they all rush over to the bunker and must climb over the top of it. As they do, the guards will try and break the contestants' rings by shooting them with water. If a contestant's ring gets broken they have lost and are out of the game. The guards also have rings that the contestants can try to break. If a guard's ring does get broken they can't shoot anymore.
  • Slippery Wall - All the contestants have to try and climb up this steep slippery slope to make it into the castle grounds. There are ropes placed at the top of the wall to help, but the contestants have to get most of the way up the slope to reach them. Once up, they slide down the slope on the other side; usually ending up in water traps or pools of mud.
  • Slip Way - There is a board at the end of a long runway. The contestant has to run up and jump on the board to slide along. The aim is to end up on the arrow, or in the goal area, right at the end of the runway. If the contestant pushes off too hard they'll slide straight off the end, into the water below. If they don't push off hard enough they won't reach the goal, will come up short, and will get pushed off into the water by Okada the Sea Goblin.
  • Snow Lane - Two contestants at a time race each other through this obstacle course. On the starting whistle, the contestants have to get down low and pull themselves through tracks in the snow. After this they must jump down into a big hole, and then climb out again on the other side. Once out there's a second hole to jump into, and climb out of again. Next is a hill made of snow. The contestants have to put on fat, Blueberry Hill-like, fox costumes and run up the hill - trying not to topple over and roll back down again. At the top of the hill the contestants take off the costumes and sit on a rubber doughnut-shaped sledge. They have to slide down the other side of the hill, and keep going until they reach the finish line.
  • Space Invaders - Starting at the top of a hill, the contestant sits in a small cable car, armed with a laser gun. Positioned down the hill are several guard-manned stations. All the stations have a sensor on. As the cable car moves down the hill the contestant has to try and shoot a sensor on one of the stations. If the contestant manages to hit one of the guard's sensors, all the stations will go up in smoke, they win the game and move on to the Show Down. However, the guards fight back. There's also a target on the contestant's car. If the guards shoot this the contestant has failed. The contestants don't need to hit a guard's sensor to win. If they manage to make it all the way down the hill, without having the target on their cable car hit, the contestant automatically wins and moves on to the Show Down.
  • Square Maze - The Square Maze is the earlier version of the Honeycomb Maze. The maze is made up of three rows of four rooms, which all look exactly the same. The rooms have four doors, one in each wall, which all open outwards and inwards - except the dummy doors against outside walls. The contestants enter the maze at the top right and have to try to find the exit, which is at the bottom left. Waiting inside are two guards who are trying to find the contestant. The contestant must avoid the guards because, if they get caught, they'll cover their face in black paint and throw them out the maze - and usually into a pond.
  • Stock Pot Racing - On the whistle, all the contestants have to try and climb over a small slippery slope. Once they've made it up, they slide down the other side. Next there is a long net on the ground that must be crawled under. Standing on top of the net are guards, trying to stop the contestants moving through. On the other side of the net are a patch of large vegetables. Men must grab a leek and women must grab a carrot, then take them into a giant cooking pot to clear the game.
  • Streets Ahead - Two contestants at a time race each other through this obstacle course. Dressed in fat sumo costumes, the contestants have to first jump over five mini-hurdles and then walk along a balance beam. Once over the beam they need to take the costume off and climb over a wall, using a ladder to get down the other side. Next there are two giant plastic satchels on the ground. The contestants must each pick one up, put it on their back, and walk over to a tray on the floor. On the tray are three marshmallows. The contestants must pick up all three marshmallows using only their mouths. When they've got them all in their mouth it's a run to the finish line.
  • Stuff Diving - A group of contestants play at the same time, starting at the edge of a pool. Laying on the bottom of the pool are a selection of cards/mats. A question is asked and the contestants have to dive underwater to find a card or mat with the correct answer on. The person to bring the correct answer to the surface wins.
  • Sumo Rings - There are five different coloured sumo rings: red, blue, yellow, green and purple. Each has a different guard inside. To begin, the contestant picks a ball at random out of a box. The colour of the ball they pick corresponds to the colour of a ring, telling them which guard they must fight. Now it's a straightforward sumo match. The fighters have to try and get their opponent on the ground or out of the ring to win. Some guards are a lot easier to beat than others. Regular fighters include Spud (a guard in a big Konishiki Yasokichi head costume) who is the easiest to beat, Shin Suganuma (a weedy little guard), and pro sumo wrestler Shinoburyo (Porker) who is the hardest to win against.
  • Take it Snow - Lots of snowmen are positioned between the starting and finishing platforms. The contestant must get to the finish platform by stepping across the heads of the snowmen. Most of the snowmens' heads are fixed on, but some are not so will roll off when trodden on.
  • Tobogoff - The contestant sits on a rubber doughnut-shaped sledge at the top of a snow-covered slope, and is then pushed down it. After sliding down the slope the contestant has to stay on the doughnut as it speeds over several bumps to reach the finish line.
  • Tug of War - A seemingly simple tug of war. Contestants select a rope without being able to see who - or what - is on the other side. On the whistle, the contestants pull on their end of the rope while their opponent/s pull on the other end. The first to pull the marked section of the rope over the centre line wins.
  • Turtle Hurtle - A long bridge of slippery turtle-shaped platforms are floating in the sea. On the whistle, the contestant must start running over them to reach the finish platform at the other end. A few seconds after the whistle is blown a guard is released from a cage on the starting platform, and takes chase after the contestant. The contestant needs to be quick, as if the guard catches them they'll be thrown into the water.
  • Turtle Soup - The parent has to crawl along a narrow winding snake pathway, in the middle of a lake, while carrying their kid on their back. To make this harder; both are dressed as turtles, and the parent can't see as they're blindfolded, and can't feel properly because of pads on their hands! To begin they crawl down a short ramp. About halfway through the path goes in a big curve and gets even narrower. After this it widens back up to its original width, before finally ending with another ramp to crawl up to reach the goal.
  • Ultimate Showdown - The Ultimate Showdown is the last game in the obstacle course special episode. When the General blows his whistle, the contestant first has to run through a long pit of thick mud - pushing through hanging mats as they go. Next it's over to Skipping Stones, where they have to cross the lake as usual - stepping from one stone to another, trying to avoid the sinking ones. If the contestant falls off they're allowed to swim to the end. Next they have to use a rope to swing over The Dragon Lake, landing on a platform in the middle. If they miss the platform they can again just swim to the edge and carry on. After this, they must push a big ball up the Uphill Garden hill; and then run over to Bridge Ball. As normal, the contestant has to cross the wobbly bridge while Kibaji and Jo shoot balls at them - this time from two cannons. There is no golden ball to carry. If the contestant falls off at any time they must go back to the start of the bridge and try again. This is the only obstacle that has to be cleared properly. After crossing the bridge it's a dash over to the bottom of what was the Rice Bowl hill. Here the contestant has to strap a big kite on their back and climb up the hill while a giant fan is blowing towards them. Once at the top of the hill the contestant can take off the kite, run all the way back down and then over to the finish line in front of the castle. The fastest man and fastest woman to complete the course each win a million yen.
  • Uphill Garden - The contestant starts at the bottom of the hill with a water pistol and a paper ring stuck on their helmet or gun. They need to climb up the hill to reach the fort at the top; but coming down the other way, trying to stop the contestant, is a guard - often dressed in a costume. The guard also has a ring and a water pistol. As they reach each other, the contestant and guard must try and break each other's rings by shooting water at them. If the contestant breaks the guard's ring first they win, and can go through the fort at the top of the hill to move on to the next game. However, if the guard breaks the contestant's ring first they've lost the fight, and are sent back down the hill.
  • Up the Creek - The contestant gets into a box that is suspended over a pit of mud. Once inside they have to use a pulley to move themselves along. In the middle of the mud pit is a platform, which the contestant has to try and position their box above. However, because they can't see whereabouts they are, it's all down to guesswork. Once they think they're over the platform, the contestant has to pull a lever to open the trapdoor in the bottom of the box - leading them to fall (hopefully) onto the goal, and not into the mud below.
  • Velcro Fly - The contestant wears a suit with velcro on the front, and starts on a platform at the side of a pool. On the other side of the pool is a big board covered in fuzzy material. Using a trapeze on a long rope, they have to to swing over the lake, let go of the rope, and stick themselves onto the board. The contestant must stay stuck on the wall to win the game. As extra humiliation for the losers who don't stick, a guard (usually Animal) will blast them with a fire hose.
  • Walk the Plank - There is a row of ten seesaw-like planks across a lake. The pairs must cross the water by stepping from one seesaw to another - standing only on opposite ends of each plank. If weight is put on just one side of a plank it will tip up; so stepping onto each plank unison is the key to making it across.
  • Wet Paint - At the beginning of the game the General spins a wheel, which has ten different kanji characters on it. The contestant fires a crossbow at the wheel as it is spinning. The character that the arrow hits is the one they'll have to draw. Now, the contestant has to pick up a giant brush that has been dipped in paint. On the whistle, the contestant must run up a slippery slope to reach a white square - in which they have to paint their character. They only have 30 seconds to do this in. If they slip back down, the contestant can keep running back up until they have finished the character or the time has run out. If they don't manage to draw the character in time; Strong and Kibaji, who are standing at the top of the slope, will hose the painting, and the contestant, away.
  • Whack the Sack - The child sits on top of a stack of three big disks, while the parent stands at the side with a giant mallet. The parent has to first whack the middle disk so that it flies out from the stack. The child needs to jump up as their parent hits the disk - letting it move out without taking the one above with it. If they manage to do this successfully, the top disk will drop down onto the bottom disk and the child will end up back on top. Next, the parent has to knock out the bottom disk. Again the child needs to jump at the right time to allow this to happen. If they get it right again there will just be one disk left, with their child sitting on top, and the pair will have won the game.
  • Wipeout - From the starting platform; the contestant steps onto a surfboard that circles around, above a lake, in the air. They must balance on the surfboard until they reach a big pink fish. The contestant must jump over the fish and land back on the moving surfboard, riding it until they come to a platform. Here they must step up onto the platform where a guard (usually Youshichi dressed as Pocahontas) is waiting. The contestant has to quickly get to the other side of the platform and jump back onto the surfboard as it comes out from underneath. If they don't get back on the board the guard will throw the contestant into the water. Once back on the surfboard the contestant has to jump over a second fish, land back on the board again, and then finally leap off onto the finishing platform.
  • Yellow Brick Road - There is a row of five doors. The contestant has to choose one of these and go through. Through the door is a yellow path, which the contestant must follow until they reach a junction with another road leading off of it. Now they have to cross over onto this adjoining path. The contestant must keep travelling in this way - following the paths and changing direction at every junction they come to - until they reach one of five slides. Now they have to climb up the steps, being chased by Strong and Kibaji to speed them up, and go down the slide. One of the slides leads to dry land, a Hawaiian celebration, and the next game. The other four will drop the contestant into pits of mud.
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