recursal/Fanatic-Fandom huggingface dataset:
Princess Athena (Whitaker)

## Prinzessin Athena Iris Alexandra der Neubritaner

Official Portrait, Painted 1st of May 1 ANP, Imperial Palace, Weltstadt

## Princess Athena Alexandra

### Brief Description

Princess Athena (Athena Iris Alexandra Whitaker 23rd of May 28 ATP-) is a Princess of the Neubritannians and third in line to the throne. She was formerly a Princess of Einvaldi, and Germania. She was born in the Imperial Palace, Germania, Empire of Germania. She like the rest of the Whitaker Family Bloodline, is a Whitakerian, thus she possesses special abilities and powers, although she inherited veela traits from her mother such as the veela allure and silvery blonde hair.

Unlike her older sister Vienna, Athena's early childhood was relatively stable and easy, as she was born after the end of the Black Period, during the time of the Empire of Germania's industrialization period.

She had a close relationship with all of her siblings, sharing a common hobby with all of them. She spent the most time with her twin brother, planning pranks or cooking up some sort of cunning or elaborate scheme. She also spend a great amount of time with her older sister Vienna, exploring, or discussing nature, types of plants and animals, or the cultures and languages of the world.

She was present for the premature birth of her younger brother, James Arthur Leopold, unlike her twin brother or father, as they were away in Siberkeld, declaring the existence of the Einvaldi Empire.

She later married the King of Vingard, Appel Klondike II on the 12th of December 10 ATP, forming another cadet branch of the House of Whitaker, and had a son, Kommodus Klondike-Whitaker, who was born on the 1st of November 6 ATP in Siberkeld, Einvaldi Empire.

She is intelligent, emotionally and traditionally, and has a strong sense of humor, described as a cheery and energetic young lady. She enjoys politics, as it is connected to cultures, languages and nature. She has a passion for exploring, following her family tradition. She is the diplomat out of all of her siblings, as she is the most emotionally intelligent of the four, and seems to be able to achieve peace or an understanding unlike the others, thus when working with her twin, who is very cunning, they are an unstoppable duo. She doesn't enjoy hunting, nor does she want to follow the warrior tradition of the Whitaker Family, preferring to explore and solve problems through peaceful means, very similar to her ancestor Titania the Ash.

It is known that during the Great Winter War, she, her mother and her siblings were evacuated to Hjortby. She was once again evacuated by her cousin Peter Wilhelm Wellington-Schwarzenberg during the Palace Coup of Einvaldi, which saw her father put on house arrest. She was later reunified with her father after he escaped his Palace Coup Imprisonment.
Transformation

### Introduction to Transformation Magic

Transformation Magic is a formidable and multifaceted branch of magic in the mystical world of Nueva Terra. It wields the power to manipulate energy and matter, allowing practitioners to reshape the form and essence of objects, creatures, and even themselves, as well as many other things. This magical discipline is often regarded as one of the most challenging and promising within the world of spellcasting.

### Overview

Transformation magic encompasses a wide array of magical practices that revolve around altering the fundamental properties and characteristics of various entities. Unlike other branches of magic that may focus on more specific applications, transformation magic is known for its adaptability and capacity to bring about both temporary and permanent changes.

### Key Elements

Transformation magic incorporates several key elements:

* **Transfiguration:** This is the cornerstone of transformation magic. Transfiguration is the art of manipulating energy and matter to change the form or appearance of objects or creatures. Skilled practitioners can perform astonishing feats, from transmuting everyday objects into precious materials to transforming a living being into another species, and even transformation of the self. It is essential to note that the art of Reverse Transfiguration, which entails returning transformed entities to their original state, is a demanding and potentially perilous aspect of this branch.
* **Conjuration:** In addition to altering existing entities, transformation magic also allows for conjuration, enabling the creation of objects or creatures from available energy and matter. These conjured entities can serve various purposes, such as allies in battle or tools for specific tasks. The counterpart to this is Reverse Conjuration, a skill demanding finesse and control, which involves unmaking conjured entities or objects.
* **Challenging Complexity:** Transformation magic is often considered one of the most demanding magical disciplines due to the intricacy and precision required for successful transfigurations. Permanent changes are particularly demanding and necessitate a deep understanding of the object or being undergoing transformation. The more complicated a transformation, the more power and skill it demands.
* **Versatility:** The versatility of transformation magic cannot be overstated. Practitioners can utilize it for a multitude of purposes, from healing and shape-shifting to creating powerful magical items and even altering the environment itself. It requires intense visualization and focus, making Mentisopticomancy a valuable companion discipline for practitioners.
PROTECT YOUR FLEET

Back to SURVIVE IN SPACE

Whether it's transporters full of resources or your offensive fleet, your ships are in danger! Indeed, during an attack, a destroyed ship converts 50% of the resources necessary for its manufacture into a debris field (also called CDR or DF in English for Debris Field). For example a LORENTZ CRUISER which costs 45k IRON and 15K LITHIUM if it is destroyed during a battle, will give a debris field of 22.5k IRON and 7.5k LITHIUM.

Players specializing in fleet recycling are on the lookout for any ships lying around unsupervised, in order to destroy them and collect the precious DF!

To protect yourself there is really only one solution: **to fly your fleet.**

Of course if you are online and can monitor her, the danger is not really one. Otherwise, sending it for a ride is the best way to preserve it. And for this several missions are possible:

1/ Park from one of your planets to another by adjusting the % speed so that this trip lasts longer or shorter.

2/ Recycle a debris field (same principle for the % speed)

It is **not recommended** to attack an inactive / defenseless player in case he reconnects or if a player spots your ride and decides to park his ships on the inactive to recycle you.

Last but not least. DIPLOMACY.
Ottoto 9

The contestants have to move through nine obstacles while balancing a long pole on their middle two fingers. The pole cannot fall or touch anything at all.

**1) Right Hand Curve**

First the contestants must turn a corner to reach the proper first obstacle.

**2) The Stairs**

Now they have to climb a flight of four stairs and then go back down the other side. There are only two stairs to go down, each the height of two of the first steps.

**3) Crossbars**

These are five bars above the course which cross the path from alternate sides as they go. The contestants need to move the pole left and right around these and then out the other side. The spaces between the poles get smaller the further along you get.

**4) Cross Hammers**

Here two giant hammers swing backwards and forwards above the course. The contestants need to pass each of these at the right time to avoid the pole being knocked off of their fingers.

**5) Narrowing Stairs**

Next they must climb up five stairs, each narrower than the previous one.

**6) Narrow Bridge**

This is a narrow backwards-'L'-shaped path that the contestants need to cross.

**7) Break Zone**

The Break Zone is the only part of the course where the contestants can take the pole off their fingers. They get a 15 second break before moving onto the second half of the course.

**8) Propeller**

After walking down a ramp, the contestants must enter a round cage that has a slowly turning propeller above it. They must get their pole in a gap between the propeller's blades and then slowly move around, as it turns, to be able to exit the cage.

**9) Five Valleys**

These are five gates in the air that the contestants have to move their pole through to pass them. The gates get lower, and the gaps in them get smaller as you progress.

**10) S-Curve**

Finally there are two squiggly rails parallel to each other in the air. The contestants have to move the pole between them, from one end to the other, to reach the goal.
Veela

Veela are enigmatic and captivating beings that exhibit both human and nymph-like characteristics. These female magical beings are defined by their youthful, alluring appearance, featuring resplendent silver-golden hair and skin that glows like the moon. They were once native to the now-vanished South Eastern Britanniae Region, predominantly inhabiting the marshy areas of this realm.

### Allure and Fascination

One of the most intriguing aspects of the Veela is their inherent allure. Their beauty and their mesmerizing dances possess an almost hypnotic effect on individuals attracted to women, compelling them to take impulsive and often foolhardy actions in a bid to draw closer to the Veela and earn their admiration.

### Veela Magic

The Veela are known for their distinctive magical abilities, which are central to their existence:

#### Veela Allure

* The Veela's signature power is the "Veela Allure." This enchanting magic magnifies their natural beauty, casting an irresistible spell on those who are both susceptible and drawn to women. The Veela Allure ensnares the weak-willed and leaves them captivated by the Veela's presence.

#### Veela Fire

* In addition to their bewitching allure, Veela possess another remarkable gift known as the "Veela Fire." This magical ability grants them mastery over elemental fire, allowing them to wield it with remarkable ease. Even those among the Veela who are not particularly skilled in magic can manipulate elemental fire without the need for an external conduit.

#### Sensitivity to Magic

* Veela have an innate sensitivity to magic. They can perceive the auras of individuals, making them natural empaths. This heightened awareness of magic enhances their interaction with their surroundings and others.

#### Transformation and Secondary Elemental Affinity

* When the Veela are stirred to anger or provoked, their exquisitely beautiful features can momentarily transform into a terrifying avian arrangement. In this form, they often manifest fiery orbs in their hands, representing their power and fury. Additionally, Veela possess a secondary elemental affinity for air, further enhancing their mystical abilities and connection to the elements.
Offensive Mind Arts

The Offensive Mind Arts encompasses various disciplines dedicated to manipulating or reading of the thoughts, emotions, and memories of others, often for nefarious purposes. These abilities can be combatted via the use of certain Defensive Mind Arts, the best being Aegisomancy.

### Branches of Offensive Mind Arts:

* **Cognitamancy - Thought, Emotion, and Memory Extraction:**
	+ **Description:** Cognitamancy is the art of extracting thoughts, emotions, and memories from the minds of others. Practitioners learn to invade the mental privacy of their subjects, gaining access to their deepest and most personal experiences and secrets.
	+ **Usage:** This offensive branch is used for espionage, gathering sensitive information, or manipulating individuals by revealing their vulnerabilities.
* **Pseudomnemonomancy - Implantation of Fake Thoughts, Feelings, and Memories:**
	+ **Description:** Pseudomnemonomancy enables the manipulation of a person's thoughts, emotions, and memories by implanting false experiences. Users can create entirely fictional mental landscapes within a target's mind, leading them to believe in events that never occurred.
	+ **Usage:** This offensive art is employed to control, deceive, or influence individuals by making them act on fabricated beliefs or emotions.
* **Domineceptomancy - Direct Mind Overpower and Command:**
	+ **Description:** Domineceptomancy allows practitioners to dominate and control the thoughts and actions of others. They can forcefully impose their will on a target's mind, bending the victim's desires and decisions to their own.
	+ **Usage:** This branch is utilized for direct control, making people do the practitioner's bidding, often against their own will.
* **Psychosessomancy - Mind Possession:**
	+ **Description:** Psychosessomancy enables users to take temporary control of another person's consciousness, effectively possessing their mind. They can manipulate the actions and decisions of the host, turning them into a puppet.
	+ **Usage:** This offensive art is employed to exert complete control over a target's body, making them act in accordance with the possessor's wishes.
* **Psionoclysmomancy - Mental Defense Destruction and Bypass:**
	+ **Description:** Psionoclysmomancy focuses on breaking down mental defenses and barriers. Practitioners are skilled at weakening or destroying a target's resistance to other offensive mind arts, making it easier to use the aforementioned techniques effectively.
	+ **Usage:** This branch is used to pave the way for other offensive mind arts by dismantling the target's mental defenses and rendering them vulnerable to intrusion.
MENU

Back to Discovery 2 Wiki home page

On top of the screen you can see the actual ressources amount on the selected planet (IRON / LITHIUM / HELIUM / ENERGY). By pressing on them you open a windowd with more details.

Your actual POINTS and RANKING are displayed.

On bottom you'll find your planet name with coordinates and temperature. You can rename by pressing the button.

The slots still available on your current planet are shown. Homeworld always a 163 fields planet.

To get more info of each menu button, please follow the links bellow:

INFRASTRUCTURE

TECHNOLOGIES

SPACEYARD

UNIVERSE

SHOP

FLIGHTS

MISSIONS

ALLIANCE

MESSAGES

LEADERBOARD
Prince Impérial George (Whitaker)

## Kronprinz Georg Wilhelm Maximillian der Neubritaner

### **Brief Description**

Crown Prince George (George William Maximillian Whitaker 23rd of May 28 ATP-) is Crown Prince of the Neubritannians and first in line to the throne. He was formerly Crown Prince of Einvaldi, and Crown Prince of Germania. He was born in the Imperial Palace, Germania, Empire of Germania. He like the rest of the Whitaker Family Bloodline, is a Whitakerian, thus he possesses special abilities and powers.

Unlike his older sister Vienna, George's early childhood was relatively stable and easy, as he was born after the end of the Black Period, during the time of the Empire of Germania's industrialization period.

He had a close relationship with all of his siblings, sharing a common hobby with all of them. He spent the most time with his twin sister, planning pranks or cooking up some sort of cunning or elaborate scheme. He also spend a great amount of time with his older sister Vienna, playing grand strategy games, having long debates about many subjects or competing against each other, most notably in science and mathematics. He shares a hobby of hunting with his father and younger brother, as well as being interested in the family tradition of exploring.

He wasn't present for the premature birth of his younger brother, James Arthur Leopold, as he was away with his father, in Siberkeld, they both returned to Germania later and saw James after his birth.

He is highly intelligent, cunning and calculating, similar to his ancestor Pallas Athena, and his father. He has expressed great interest in joining MG6, or the Garde-Korps as a high ranking officer or commander, and is also interested in engineering and science like his grandfather. He believes the family traditions of exploring and being a warrior is something he'd like to follow. He is the most ambitious and cunning of his siblings, not as intelligent as Vienna, not as brave and tough as James, and not as diplomatically inclined as his twin Athena, but he is certainly the best leader of them all, being the best schemer.

It is known that during the Great Winter War, he, his mother and his siblings were evacuated to Hjortby. He was once again evacuated by his cousin Peter Wilhelm Wellington-Schwarzenberg during the Palace Coup of Einvaldi, which saw his father put on house arrest. He was later reunified with her father after he escaped his Palace Coup Imprisonment.
The Art of War

**The Art of War**(otherwise known as Art or Artie) is one of the many Level Shapes. He is the grandfather of Sevcon, and the great-grandfather of Citrus.

## Personality

The Art of War is rather strict. He takes no nonsense from anyone, and is a warrior from an old war long past. He trains Shapes who are interested in learning to fight, but is notorious for being a hard mentor.
Super Daruma 7

Here there is a stack of nine round blocks with a Daruma sitting on top. The contestants have to use a big mallet to whack the blocks out without knocking the Daruma off the top.

The contestants must knock away the blocks in order from the bottom up. The first four blocks are each double the height of one of the final five blocks.

Men can have up to two hits of each block, while woman can have up to three.

If the Daruma falls off at any time the game is over.

The contestants can choose one of three different mallets to use - a 1.5kg one, a 2kg one and 2.5kg one.

They can also bring along a partner to help them out.
Super Helico

The contestants have to fly a remote controlled helicopter around this course.

**1) Slalom**

First the contestants have to weave their helicopter around three strips of material being help up by balloons.

**2) Tower**

Next they have to circle all the way around a tower.

**3) Debris Tunnels**

This is a row of three walls with holes in. The holes in each wall are smaller and harder to get through than the previous one. The contestants must fly their helicopter all the way through the three walls.

**4) Cage**

Now they have to get down lower to fly into, and through, a cage. When reaching the other end they have to fly directly upwards to get out the exit in the top of the cage.

**5) Cave**

Next the contestants have to get the helicopter low again to fly through this tunnel.

**6) Break Zone**

To have a break, and replace the batteries, the contestants have to successfully land the helicopter on a landing pad that is floating in a pool of water.

**7) Fans**

To begin the second half of the course, the contestants must first fly their helicopter through a slowly opening and closing guillotine. After this they have to fly past two giant rotating fans, avoiding the blades.

**8) Crazy Eight**

Now they have to fly through this '8'-shaped track. Entering it at the top, the contestants have to fly their helicopter forwards, down and then backwards through the first curve. Then it's down, forwards, down again and a final backwards flight to get out of the track.

**9) Slider**

Here there is a ring on a wire. The contestants have to hook the helicopter's landing gear through the ring and then slide it along the wire.

**10) Landing Pad**

Once the ring is at the end of the wire the cover over the landing pad will open. The contestants have to land their helicopter on the pad to complete the game.
Super Rider II

The contestants have to complete an obstacle course riding a bike.

**1) Sawtooth Hills**

The contestants begin at the top of a steep slope. They have to first ride down this and then up and over a triangle-shaped 'hill'.

**2) Rock Garden**

Here there are lots of blocks of different shapes and sizes (cubes, cuboids and 3D trapezoids). The contestants have to jump or hop along them to reach the other side. To position themselves for the next obstacle at the end, they must swing their bike around 90 degrees on the last two shapes.

**3) Five Drums**

Next the contestants have to cross a pool of water by hopping over five oil drums, which are laying in the water. The drums are in an uneven line to make it difficult to just keep hopping straight forwards.

**4) One Track Bridge**

This is three narrow beams laid out in a 'Z' shape, with gaps in between each one. Starting at the bottom end of the 'Z', the contestants have to ride along each beam, bridging the gap between them each time to get onto the next one.

**5) Cable Spools**

Now they have to cross two giant cable spools that are laying on their side.

**6) Ladders**

Here there are two ladders. One is sloping slightly downwards, and the second slopes steeply upwards off at a right angle to the previous ladder. The contestants have to cross the first and climb the second to reach the next part of the course.

**7) Broken Platforms**

Next are three gaps that need to be jumped over high in the air.

**8) Leap of Faith**

Finally the contestants have to ride down a long steep slope to build up speed, go straight up another slope and then fly off the top, burst through a circle of paper, and land on the goal. They need to land safely balanced on their bike to win.
Extra Kendama

Standing on top of a tall platform, the contestants have to play with a giant kendama. They must complete three different catches within 60 seconds to win the game.

**1) Large Cup**

First the contestants have to flick the ball up and catch it in the big cup on the kendama.

**2) Small Cup**

If they successfully catch the large in the big cup, they must then drop the ball, swing it back up, and now catch it in the small cup.

**3) Spike**

Finally, after catching the ball in the small cup, the contestants need to drop the ball again, swing it up and catch it on the spike on top of the kendama.
Nueva Terra Minecraft Wiki

## **Welcome to the Nueva Terra Minecraft Wiki!**

Nueva Terra is a Minecraft server set in the mid 19th century, focusing on diplomacy, war and economy. We allow all our members to join nations, rise their ranks or create their own and rule the world, either militarily or economically. To achieve our goal of realism we take use of mods such as the well known Create mod, with it’s addons, Chisels and Bits mod and other mods for furniture, decorative blocks and warfare mods.

We're a collaborative community website about Nueva Terra Minecraft that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

We count on you to help us make the history worth reading!

## Important Links

https://nueva-terra-mc.fandom.com/

Special:AllPages

**Join Nueva Terra on discord to get to know more about the server itself!**

**Use this link: https://discord.gg/perkmJRtWt**

*Community Founders*: Hello, we are the Senior Administrators of Nueva Terra. Founding fathers of the franchise which now has achieve its VII th server. We want to invite you all to our server to create history and friendships to last for long time. Do you want to help us write all of the history down? Then you should visit the admin dashboard for more tips.
Banzai 90

Four different coloured padded cylinders hang horizontally from the roof at different heights. Teams of six contestants have to throw each other in the air to get four team-mates clinging onto a cylinder each. They have only 90 seconds to do this in.

The more members of the team hanging in the air, the fewer throwers there are; so tactical thinking is needed.

If the team manage to get the forth person on a cylinder a countdown of 10 seconds will start. If all four team-mates manage to hold onto their cylinders for this final 10 seconds they win the game.

The red cylinder is the highest, at 11ft 4in above the ground, then the yellow at 10ft 7in in the air. Next it's the green at 10ft 1in, and the lowest is blue at 9ft 1in.
Like a Pierrot III

The contestants have to complete an obstacle course by riding a unicycle.

**1) Perfect Circle**

First the contestants must ride once all the way around a circle.

**2) Slalom Zone**

Now the path has three lumps on it to the right, and four lumps on it to the left. The contestants need to snake their way through these. Next there are four short, raised strips cutting half way across alternate sides of the path as they go. These also need to be waived around to pass through.

**3) Ramp**

Next there is a short ramp that needs to be cycled up and over. On their way down the other side, contestants have to grab a small sword out of a pillar.

**4) S-Curve**

This is a backwards-'S'-shaped beam that the contestants need to cross. Once on the other side they need to put the sword, which they picked up on the ramp before, into a holder.

**5) The Steps**

Putting the sword in the holder makes a platform at the top of these steps lower. If you haven't put the sword in the holder then this platform will stay raised. The contestants need to hop up this flight of four stairs (five without the sword), and then back down another four to the right. At the bottom of the stairs there is a gap to jump over.

**6) Hall of Hammers**

Now the contestants must cross a pathway with four giant hammers swinging backwards and forwards over it. They need to time their moves right to be able to pass each one and avoid being knocked off.

**7) Zig-Zag Bridge**

Next they have to cross an 'M'-shaped beam.

**8) Three-Tier Ramp**

This is a set of three ramps, each going in the opposite direction to the previous one. The contestants need to ride up these backwards.

**9) Narrow Bridge**

To reach the goal the contestants have to cross this very narrow bridge, which is only just wider than their unicycle tyre.
Athletic Love

There are two long planks, end by end, suspended in the air and connected to each other, with a stable platform between them.

A pair of contestants 'linked by love' (usually partners, but also can be parent and child) balance on each plank - one starting at the far end of one plank and the other starting at the far end of the other plank.

They have 60 seconds to move along their planks and then step onto the small platform at the other end. If both of the contestants are safely on the platform before the minute is up they have won the game.

Because the planks are connected, the more one person wobbles the more it will shake their partner's plank.
Skateboarder

The contestants have to complete an obstacle course by riding a skateboard.

**1) Ollie Step**

After rolling down a short ramp, the contestants must ride along and jump up a step.

**2) Rampage**

This is two halfpipes and one quarterpipe next to each other. Contestants have to ride down from the top of the first, up the other side and back down into the second halfpipe. They do the same again to move onto the quarterpipe.

**3) Tube**

From the top of the quarterpipe the contestants have to ride down, crouch low, and roll through a low tunnel. At the other side of the tunnel is another ramp to get up, so they must build up enough speed from the Rampage to carry them all the way through the tunnel and up and over the ramp.

**4) Hand Rail**

Next the contestants have to 'grind' down a curved rail. They do this by putting their skateboard long-ways over the bar, so the board is touching it, not the wheels, and sliding down.

**5) Break Zone**

The Break Zone is the only part of the course where the contestants can get off their board. They get a short break before standing on a platform to be raised up to the start of the next obstacle.

**6) Narrow Slopes**

Here there are three narrow slopes to roll down, each going in the opposite direction to the previous one. At the end of the first two slopes are little ramps to help the contestants keep moving and roll up and then down the next slope.

**7) Stairs**

Now the contestants are rolling along a path from the last slope. They need to jump sideways up two long steps, and then jump again onto a halfpipe. If they don't do this quick enough they'll roll off the end.

**8) Double Halfpipe**

The contestants have to build momentum on the first halfpipe, and then jump over a small gap to land on the second halfpipe next to it. They then need to ride up and over the top of this second halfpipe to reach the next obstacle.

**9) Big Canyon**

Just as before, here there are another two halfpipes next to each other. However, these are wider and have an even bigger gap between them. The contestants must jump from one to another, and then ride up the second.

**10) Jump Ramp**

Finally they have to jump, from the top of the second halfpipe in Big Canyon, over a gap and land on a platform. Now they just ride a short distance to the goal.
Bamboo Derby

The contestants have to complete an obstacle course by walking on stilts.

**1) Checkerboard**

First the contestants must cross a grid of ropes that are close to the ground, trying not to get their stilts caught.

**2) Stepping Stones**

These are seven small square blocks that need to be stepped across. The blocks get progressively smaller to make it harder.

**3) Stairs**

Next the contestants have to climb a flight of 6 stairs.

**4) Suspension Bridge**

This is a platform, suspended from above, that will shake backwards and forwards and side to side as you cross it.

**5) Down Staircase**

Now they must come back down another staircase. This one is made up of ten tiny steps. Later extra blocks were added on to certain stairs, and parts of others were taken away, to make descending them harder.

**6) Hall of Hammers**

Next the contestants must cross a pathway with four hammers swinging backwards and forwards, over the path, at head-height. They need to crouch down, or swerve each hammer, to avoid being knocked off.

**7) Water Trench**

Here there are three small floating rectangular platforms, zigzagging across a pool of water. The contestants must quickly walk over these to avoid sinking and falling off.

**8) Log Pile**

This is simply a pile of logs that must be climbed up to reach the platform at the top.

**9) "S" Curve**

Finally the contestants must cross a very narrow backwards-'S'-shaped path to reach the finish.
Quick Muscle

Two contestants take on each other to see who can do the most push-ups in three minutes.

Each game a challenger takes on a reigning champion. If the challenger beats the champion then they get to take the crown and return next time, but if the champion does more push-ups than the challenger then they keep their title.

Speed isn't always the right tactic as a good strategy can beat going all-out from the start.

For a push-up to be counted the contestants must touch the sensor pad with their head. If a contestant doesn't perform a push-up properly they must stop for a 10 second penalty.
Strong Mama

A course designed specifically for women. They have 60 seconds to clear the first five obstacles. After that, time is unlimited.

## KUNOICHI 1999

**1) Sliding Bag**

**2) Mattress Beater**

**3) Cart Dash**

**4) Narrow Bridge**

**5) Bike Express**

**6) Break Zone**

**7) Rolling Panic**

**8) Air Walk**

**9) Big Wheel**

**10) Wedding Cake**

## KUNOICHI 2000

**1) Sliding Bag**

**2) Reverse Conveyor Belt**

**3) Bike Express**

**4) Narrow Bridge**

**5) Rolling Panic**

**6) Break Zone**

**7) Air Walk**

**8) Cart Dash**

**9) ???**

**10) Wedding Cake**
Sponge Bridge

The contestants have to cross three rows of upright polystyrene boards. None of them are fixed to the floor; so one wrong move will topple the board, and all the others, bringing you down with them.

**1) Green Zone**

The first row of boards are all level with each other.

**2) Yellow Zone**

All the boards in the second row have rounded tops. These boards also form a hill - the middle of the row is higher than either end.

**3) Red Zone**

The boards in the last row are all of varying heights, meaning you'll have to step up and down as you move along.
Handwalk III

The contestants have to complete an obstacle course by walking on their hands.

**1) Gravel Pile**

To begin the contestants have to climb up three steps and then go back down another three on the other side. To make this harder, all the stairs are covered in small pebbles to make it uncomfortable.

**2) Craggy Mountain**

Next there's a row of polystyrene boulders that need to be crossed. The boulders get higher as they go, so the row forms a hill.

**3) Log Ramp**

To get down the other side of the mountain the contestants have to use two long logs. Using the right log for their right hand and the left log for their left hand, they have to make their way down to the next obstacle.

**4) Conveyor Belt**

Now they have to walk along a conveyor belt that is moving backwards.

**5) Green Incline**

This is a slope that needs to be climbed. The last part of the slope is a lot more angled than the first part.

**6) Break Zone**

The Break Zone is the only part of the course where the contestants can stand upright. They get a 30 second break before moving onto the second half of the course.

**7) Tram Car**

Next the contestants have to hold themselves up above a platform using just two handles. When they are in position the platform will slide down a slope. At the bottom of the slope the contestants have to get off and wait on a lift as it rises up.

**8) Suspension Bridge**

This is a platform, suspended from above, that will shake backwards and forwards and side to side as you cross it.

**9) Cascading Climb**

Now they must walk up a ramp which has water running down it.

**10) Volcano**

Finally the contestants have to climb up a volcano to reach the goal at the top of it. The side of the volcano is made up of ten very narrow steps.
Kangaroo

The contestants have to complete an obstacle course on a pogo stick.

**1) Steps**

To beign, the contestants have to jump up four small steps.

**2) Zig-Zag Path**

Next they have to cross this 'V'-shaped path.

**3) Mushrooms**

These are three round platforms; the first and last looking like a mushroom while the middle is a tree trunk. The contestants have to bounce across all three to reach the next part of the course.

**4) Bushes**

Here there are three tiny hurdles on an uphill slope. While making their way up, the contestants have to jump over these hurdles in order to move forward.

**5) Narrow Bridge**

To cross a pool of water the contestants must use this bridge, which is narrower in the middle than it is at either end.

**6) Break Zone**

The Break Zone is the only part of the course where the contestants can step off the pogo stick. They get a 30 second break before moving onto the second half of the course.

**7) Checkerboard**

This is a path made up of lots of raised small square blocks. Next to all four sides of each block are holes, the same size as the blocks themselves. To make passing here even harder, two sets of rotating doors sit over the path. Good timing is needed to move through the gaps so that the doors don't push you off.

**8) Falling Stones**

Here three 'stones' fall down onto the course to try and knock the contestants off. Once they've fallen they move back up to come down again.

**9) Neon Grid**

Next the contestants need to make their way through this glow in the dark web. Strips of elastic are stretched across the path at all different angles. Contestants need to bounce in and out of the gaps, trying not to get caught, to make it to the other side.

**10) Broken Bridge**

Finally there are four rectangular blocks to cross to reach the goal - two on the right and two on the left. Contestants must alternate right and left as they move along, as the next block is on the opposite side to the previous one.
Neko De Drive

A pair of contestants has to complete an obstacle course by one pushing another in a wheelbarrow-like cat cart.

**1) Banana Turn**

The contestants have 60 seconds to pass these first four obstacles and reach the Break Zone. To begin they must move down this slope that curves around as it goes.

**2) Watermelon Ramp**

Next the contestants have to move up one side and down the other of this long ramp.

**3) Doughnut Loop**

Now they must make a complete circle once around this doughnut before moving on.

**4) Mouse Trap**

Here the contestants have to move along a path, with three bumps on to make it harder to push the cart along, avoiding three giant balls that roll down towards them. Each ball if bigger than the last, and all of them are there to try and knock the contestants off the course.

**5) Break Zone**

If the contestants have reached the Break Zone with in sixty seconds they will be raised up to reach the next part of the course.

**6) Book Steps**

Next they have to move down the top of six giant books, each shorter than the last. The final three books are standing longways making the path narrower.

**7) Broken Piano**

This is made up of three unstable platforms which will squash down and wobble when you're on top of them. The contestants have to cross these to reach the next obstacle.

**8) Slanted Path**

Now they have to cross this slope longways, without sliding down.

**9) Zig-Zag Wall**

Next the contestants have to make their way along this narrow zigzagged beam. The first two parts are slanted to make staying on top even harder.

**10) Fish Ribs**

Finally the contestants have to cross these giant fish ribs. They tip up, so they need to be crossed quickly to avoid falling off. If the contestants make it across the ribs and reach the fish's head safely they've won the game.
Untouchable

Four contestants face off, two at a time, 1-on-1 in a caged wrestling competition, with 3 batons each strapped to their bodies, on their back and each leg. The competitors must remove 2 out of 3 batons off of the other to win a match. After a baton is removed, competition ceases temporarily as
the baton is placed in a box. The first person to win 2 matches is placed on the Banzuke.
Giant Ball

Contestants have to stay balanced on top of a giant ball while moving it around the course.

**1) Downward Slope**

First the contestants have to move down a slight slope.

**2) Pothole Zone**

Next they must make their way through this part of the course avoiding seven holes dotted around it. If the contestants get the ball stuck in any of these holes they only have 10 seconds to get back out. If they're in one hole for longer than 10 seconds they lose the game.

**3) Uphill Slope**

Now they must move up a longer, steeper slope.

**4) Narrow Beam**

Here the contestants have to cross a very narrow path.

**5) Final Bridge**

Lastly they have to get across this final part of the course and roll the ball into a hole to finish.
Like a Pierrot II

The contestants have to complete an obstacle course by riding a unicycle.

**1) S-Curve Slalom**

First the contestants have to wind their way around this path. It is shaped like two square question marks (minus the dots) on top of each other.

**2) Ramp**

Next they have to ride up a ramp and on to...

**3) Seesaw**

... the seesaw. The contestants need to ride over it to make the other side drop down, bringing them down on top of it, to connect to the next part of the course.

**4) Banked Turn**

This curved corner is slightly tilted up at an angle.

**5) Pendulum**

A giant pendulum swings over this part of the course at head height. The contestants have to choose the right time to pass it to avoid being hit.

**6) 'L' Bridge**

Next the contestants have to cross this backwards-'Z'-shaped beam. The beam gets a bit narrower halfway through.

**7) Three Jumps**

Now the course has three small gaps in it. The contestants need to jump over all of them to carry on.

**8) Staircase**

Penultimately there's a flight of three stairs that need to be hopped up to reach the final obstacle.

**9) Log Bridge**

Finally the contestants have to cross this log, which is connecting the top of the stairs to the goal.
Unbeatable Banzuke Wiki

**Welcome to the...**
**UNBEATABLE BANZUKE WIKI**
**82 articles • 697 files • 1,140 edits**

**ABOUT THE WIKI**

Welcome to the Unbeatable Banzuke Wiki, the wiki where you can find all things related to the popular Japanese TV show which also aired in the USA & the UK.

This wiki will contain the games which were played throughout as well as some contestants.

Anyone can edit this wiki, so feel free to add information, correct mistakes and even put a new page up. but it must be related to Unbeatable Banzuke.

:Category:Obstacles

Episode\_Guide

:Category:Contestants

:Category:Merchandise

**WHAT IS UNBEATABLE BANZUKE?**

Unbeatable Banzuke is a franchise of Japanese television programs and specials. Unbeatable Banzuke is considered a genre-defining Japanese Gameshow, continuing forward after the success of a TBS' previous series, Takeshi's Castle.

The show was known as Kinniku Banzuke, or Muscle Ranking in Japan. The series was a critical success in Japan, and so a cut-down version has aired internationally in over 100 regions, with their own hosts and commentators. The show was most popular on G4 in the USA, Challenge in the UK, JETTV in Taiwan and TVB Jade in Hong Kong.

Unbeatable Banzuke began as a weekly version of the show Sportsman No.1 that was open to public auditions, focusing on general feats of athletics and gymnastics. The show evolved in May 1996 when it introduced a series of new events based on obstacle courses and sports proficiency. These new formats are what the show would eventually become most know for, including events such as completing a course on a pogo stick or unicycle.

In its original iteration, Unbeatable Banzuke ran from July 1995 until May 2002. Since that time, the series has had more than 25 sequels and spinoffs, plus 4 international adaptations. This is not including over 40 spinoffs of SASUKE, known as Ninja Warrior internationally, which began as an event on Unbeatable Banzuke.

**RANDOM PICTURE**

**RECENT BLOGS**

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**RELATED WIKIS**

Sasukepedia - Ninja Warrior Wiki

Takeshi's Castle Wiki
Trampoline

Jumping off of a trampoline, contestants have to land, and stay balanced, on top of a stack of round blocks.

There are three stages to the game. You get one chance to successfully complete a stage; if you do, you can move onto the next stage. Complete all three stages and you've won the game.

In Stage One the tower to land on is three blocks high. For added difficulty, the middle block is made of foam so is not stable at all.

In Stage Two the height of the tower increases to four blocks. The second block from the top is again made of foam.

In Stage Three the tower changes again. Not only is it another block taller, now five-high (but not containing a foam block), but each block gets smaller as the tower goes up. This means that the landing space on this final cone-shaped tower is a lot smaller than before.

It is very easy to knock the tower over so the contestants must try to land as still and as centred as possible.
Like a Pierrot

The contestants have to complete an obstacle course by riding a unicycle.

**1) Slalom**

To start the contestants have to weave around eight posts.

**2) Sloped Hill**

Now they have to ride up, over and down a steep hill.

**3) Zig-Zag Bridge**

Next the contestants have to cross this backwards-'Z'-shaped beam. The beam gets a bit narrower halfway through.

**4) Corner Staircase**

This is a set of five small square platforms that form a right angle. The third platform, on the corner, is the highest with the two each side decreasing in height away from it. The contestants have to hop up one way and down the other, just like a flight of stairs.

**5) Spring Platforms**

These are three small square platforms that are mounted on springs. As the contestants ride over them they will squash down and wobble.

**6) Pendulum**

A giant pendulum swings over this part of the course at head height. The contestants have to choose the right time to pass it to avoid being hit.

**7) Gap**

Next they must jump over a gap.

**8) Final Staircase**

Penultimately there's a flight of four steps that need to be hopped up to reach the final obstacle.

**9) Grooved Bridge**

To reach the goal the contestants have to cross this very narrow beam. On both sides of the beam are two raised strips, so they must cycle down the centre, which is only just wider than the wheel of their unicycle.
Spider Walk

This course is made entirely of two parallel walls. The contestants have to push against the walls on each side to move along between them without touching the floor or the top of the walls.

**1) Straightaway**

First the contestants have to move along a straight corridor.

**2) Widening Corridor**

Now the corridor gets wider to make it a lot harder to stretch across. At the end of this section is narrows back down again.

**3) 90º Turn**

Next the contestants have to turn a corner to go down the next part of the course, which is at a right angle to the previous part.

**4) Ascending Corridor**

Now the walls go uphill...

**5) Descending Corridor**

... and then back downhill again.

**6) Crossbar**

Here there's a bar stretching between the walls. The contestants must move under this to continue.

**7) S-Curve**

Finally the walls form an 'S'-shape. The contestants must snake their way around the curves to reach the goal.
Muscle Gym

Two contestants take on each other to see who can do the most sit-ups, back lifts and push-ups in three minutes.

They must do all three exercises within the time limit, and once they move on they cannot go back to a previous exercise.

**1) Sit-Ups**

The game begins with sit-ups. For each sit-up to be counted, the contestants must push the sensor between their legs with their face.

**2) Back Lifts**

Next the contestants have to hang half way over the edge of a platform, face down, and keep moving the top of their body up and down. For each back lift to counted the contestants must hit the sensor above them with their head.

**3) Push-Ups**

Finally it's onto the push-ups. Just like in Quick Muscle, the contestants have to touch the sensor on the floor with their face each push-up for it to be counted.

The running total of all the sit-ups, back lifts and push-ups and displayed for each contestant, and whoever has done the most at the end of the three minutes is crowned the champion.
Daruma 7

Here there is a stack of seven (originally six) round blocks with a Daruma sitting on top. The contestants have to use a big mallet to whack the blocks out without knocking the Daruma off the top.

Starting from block 1, the contestants must knock away the blocks in order so that they are always hitting out the one at the bottom of the tower.

Men can have up to two hits of each block, while woman can have up to three.

If the Daruma falls off at any time the game is over.

The contestants can choose one of three different mallets to use - a 1.5kg one, a 2kg one and 2.5kg one.

They can also bring along a partner to help them out.