Al Hosn الحصن Takeshi's Castle Magazine

Page 1

GAMES MAGAZINE

VOL UME TWO 2020


SPONSOR

SUPERVISION

PRODUCER

SET DESIGN

EXECUTIVE PRODUCER

GAME DESIGN & SAFETY

B A I T B A J N A I D ARCHITECTS DESIGNERS

SET CONSTRUCTION

LIGHTING

LICENSOR


T H R E E

SUGGESTIONS

04

F O U R S E A S O N

O N E

S E A S O N

S E A S O N

S E A S O N

01

F I V E

SUGGESTIONS

CONTENT;

T W O

03

S E A S O N

SUGGESTIONS

02

05


01

S E A S O N

O N E


ALDIRIYYAH, RIYADH

LOOK AND FEEL Inspired by Diriyah, the Towers and Doors reflect the architectural language of Historical Najd.

GAME RULES Contestants attempt to climb a steep Slippery Slope into the Castle Grounds. Ropes are placed at the top of the wall to assist, but the Contestants have to get most of the way up the slope on their own accord to reach them. Once on top, they must slide down the other side of the slope into water traps and pools of mud. Contestants that do not manage to get over the Wall successfully before the whistle blows and the time runs out, are out the competition.

‫الــطَــ‬ ‫ـلـ َعـــ‬ ‫ــــــة‬

01

SCALING THE WALL [ S LO P E ]


02

‫ُســـــو ر‬ ‫ال ِحــصن‬ ‫ا ل َع ِظيـم‬

SCALING THE WALL [ WA L L ]

LOOK AND FEEL Inspired by Diriyah, the Towers and Doors reflect the architectural language of Historical Najd.

GAME RULES Contestants attempt to scale the wall and take the Castle by storm. Once on top of the Vertical side of the Wall, Contestants must slide the sloped side of the wall into water traps and pools of mud. Contestants that do not manage to get over the Wall successfully before the whistle blows and the time runs out, are out the competition.

ALDIRIYYAH, RIYADH


GAME RULES

LOOK AND FEEL

Ten contestants play the game at the same time. All the Contestants are dressed as Hands. Spread out around the ground are lots of giant cards, each with a different Number. The Teacher reads out a Mathematical Question, and the Contestants have to run and find the Correct Answer.

The design of the backdrop wall was taken from the architectural language of the old buildings in Najran region reflecting specific details such as the cone-like coloumns, horizontal lines and parapet ornamentations.

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 on the correct mat wins, and moves onto the next game. There are several questions for each group, so the Contestants have more than one chance to win.

The colors were taken from the decorations and engravings in the dagger, which is a cultural icon included in their traditional clothing.

NAJRAN

03 SWIFT ‫طَـــــاق‬ ‫طَـــــاق‬ ‫طَـا ِقي َّــة‬

HAND CARDS


ALMADINA

LOOK AND FEEL The Set reflects the Iconic Mada’an Saleh Rock Cut Façade Monuments from the Nabatean Era. Bright Colors are added to enhance the effect on Camera for Filming purposes.

04 NOW YOU ٣٢١ ‫اكْـ ُفش‬

SEE ME, NOW YOU DON’T

GAME RULES Contestants have to make their way up a ramp, but are only allowed to move when the guard at the top isn’t looking. This is made hard by the giant costumes they are wearing. The Contestant that manages to get all the way to the goal at the top of the hill, without being spotted moving, wins and is through to the next game.


LOOK AND FEEL The Set reflects the Iconic Mada’an Saleh Rock Cut Façade Monuments from the Nabatean Era. Bright Colors are added to enhance the effect on Camera for Filming purposes.

GAME RULES Ten Contestants play this game at once. Before starting, they all pick a card each at random, numbered from one to ten. This tells the Contestants which pin position they will take. The higher the number you pick, the further to the back of the group you are, with the ace being right at the front. All the Contestants are dressed as a Giant Bowling Pins and have their legs tied together, to make standing upright harder. 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, but anyone who manages to stay standing wins.

ALMADINA

05 T A R ‫ب ُــــ‬ ‫ـولِــ‬ ‫ــنج‬

S BOWLING


GAME RULES Contestants fire a Crossbow at a Wheel as it is spinning with letters placed on it. The Letter that the arrow hits is the one they’ll have to draw. The Contestant has to pick up a Giant Brush that has been Dipped in Paint. On the whistle, the Contestant has to run up a Slippery Slope to reach a White Square. In this Square on the Slope they have to draw 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 drawing, or the time has run out. If the Contestant manages to complete the Character within the 30 seconds they win, and move onto the next game. But, if they don’t manage to draw it in time the Contestant loses, and The Guards, who are standing at the top of the Slope, will Wash the Drawing, and the Contestant, away.

06

‫َمــــنـقُــــ‬ ‫وش و َمـــر‬ ‫شُ ــــــوش‬

ALMADINA

CALLIG RAPHY

LOOK AND FEEL The Set reflects the Iconic Mada’an Saleh Rock Cut Façade Monuments from the Nabatean Era. Bright Colors are added to enhance the effect on Camera for Filming purposes.


AL ULA, ALMADINA

07 D E V I L’ S ‫َبــــ‬ ‫نَــــا‬ ‫جِ ــر‬

DOMAIN

LOOK AND FEEL The design was taken from the architectural language of Al Ula region. The details and engravings of the door comes from the historic wooden doors found in Al Ula while the colours were chosen to reflect the earthy character and nature of the city.

GAME RULES This is a Maze made up of lots of Hexagonal Shaped Rooms that all look exactly the same. The Rooms have Six Doors, one in each wall, which all open outwards and inwards. However, some of the doors in some Rooms are dummies, which don’t open, as they’re against outside walls. The Contestant enters the Maze and has to try to find the Exit.

Waiting inside are two “BlackHanded, Black-Hearted” Guards who are trying to find the Contestant. The Contestant needs to avoid the Guards, because if they get caught they’ll have their face covered in black paint, get thrown out of the maze, and will have lost the game.

There are several Exits all along the 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 will have also lost the game. If a Contestant manages to make it through the Maze, avoiding being caught by the Guards, and Exits through the Correct Door they win the game.


08 DESERT ‫لَــــفَّـ‬ ‫ــــــة‬ ‫ونُــص‬

B OYS

LOOK AND FEEL The shark in the original Japanese set was replaced with the lizard which is an iconic desert reptile found mainly in the arabian desert.

GAME RULES From the starting platform, the Contestant needs to step onto a Surfboard which Circles around above a lake in the air. Once on it they need to keep balanced until they reach a the Goal, avoiding the Obstacles in between. If the Contestant makes it onto the Finishing Platform they have won the game; but if they fall into the water at anytime they lose.

YUNBU, ALMADINA


LOOK AND FEEL

GAME RULES

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.

The Contestant starts on a high platform, at the edge of a Pool of Water, and has to grab onto the Stem of a Giant Palm Tree. Once they’re gripped on, the Palm Tree starts flying over the Water, constantly spinning around as it goes. The Contestant needs to hold on until they reach a platform on the other side of the Water. Here they need to let go, and drop onto this Finishing Platform. If they manage to land safely, and stay on, they win the game; but if they slip off and fall into the Water at any time, they’ve lost.

AL UQAIR,

‫ــــد‬ َ ‫ــ ِر يـ‬ ‫ـــفة‬

09

FLYING PA L M TREE


10

‫َسال ِحـف‬ ‫ال َعــــ ِقري‬

TURTLE PAT H

LOOK AND FEEL

GAME RULES

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.

In Turtle Path a long bridge of Slippery Turtles are floating in a Pool of Water. On the whistle, the Contestant has to start running over them to try and reach the Finishing Platform at the other end. If the Contestant falls in the Water at any time they lose the game.

A few seconds after the starting 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 and will have lost the game.If the Contestant manages to make it over all the Turtles and onto the Finishing Platform, without being caught or falling off, they win and move onto the next game.

AL UQAIR,


11 HUMAN ‫طَـــــار‬ ِ ‫الطـــري‬

AL UQAIR,

FLY PAPER LOOK AND FEEL

GAME RULES

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.

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 Rope, the Contestant has to swing over the Water, let go of the Rope, and try to Stick themselves onto the board. If the Contestant manages to stick on the wall, and stay there, they have won and move onto the next game. But, if they don’t stick, or don’t even reach the wall, they’ll fall into the Water and lose the game.


GAME RULES The Contestant has to cross a Pool by using Stepping Stones. All the Stones are identical, but only some of them are solid. The other Stones aren’t supported, so will sink when trodden on. If the Contestant manages to get across the Pool, without falling in the water, they win the game.

12 STEPPING ‫ُفـــك سـ‬ ‫ـ ِربنْــــت‬

STO N E S


GAME RULES The Contestant has to make their way over Cylinders that are suspended over Water, each slightly Higher or Lower than the previous one. The Rollers are spinning around. The Contestant needs to move quickly, and have good balance, so that they’re not rolled off. If they fall into the Water, they lose. By making it onto the Platform at the End of the Rollers the Contestant wins the game.

LOOK AND FEEL

AL UQAIR,

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design, where the façades were taken and made an entrance to the set. Al Ahsa is also known for its Natural Palm Trees and that was reflected in this Set Design through the texture of the spinning rollers.

‫الــــ ِر‬ ‫قـــلَة‬

13

ROLLER GAME II


14 BRIDGE ‫َمـــــ‬ ‫َقـــــا‬ ‫ِمــــز‬

LOOK AND FEEL The Set reflects the architectural language of the Farasan Palace at the Farasan Island through the use of the arches to form an entrance to the game and also through the ornaments and decorations inspired by the rich details carved on building facades in Farasan Island.

GAME RULES In Bridge there is a Board at the end of a Long Platform. The Contestant needs to run up and jump on the Board to slide along the Runway. The Aim is to end up on 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, and lose the game. 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 the Guard, also losing the game. If the Contestant judges the force just right, and ends up positioned over the Goal Area, they win the game.


LOOK AND FEEL

GAME RULES

The theme of this set was taken from the architectural language of the Tabuk region, reflecting the material found in the historic fortress of Tabuk and taking the colored metal doors which are abundant in the region.

Contestants are faced with Walls that have Four Doors. One of the doors is Real, but the others aren’t. The Contestant has to run full-speed at a Door. If it’s made of Paper they will burst through it and will have won the game; but if they choose a Wrong Door, which is solid, they will bounce straight off and lose.

TABOUK

‫ُمــــــ‬ ‫ــــد ر‬ َ ‫ِعــــم‬

15

WALLS TO FREEDOM


16 TUG OF ‫شَ ـــد‬ ‫الـ َحــ‬ ‫بِــــل‬

AL UQAIR,

LOOK AND FEEL

GAME RULES

The design was taken from the architectural language found in the Caesarean market located in the Al Ahsa’a region, reflecting the wooden doors that characterize the market.

There are Four Ropes to choose from, leading through a set of doors each. When a Contestant picks a Rope the whistle is blown and the War begins, without them knowing who, or what, they’re tugging against. Oppositions vary in Difficulty. The Contestant needs to try and pull their Opponent over a line on the Opposite Side of the Wall. If they succeed in doing this, the whistle is blown again and they have won, and move onto the next game. However, if the Contestant is pulled over the line on their side they lose the game. Once the war is over, the door is opened so the Contestant can see what they were Tugging against.

W A R


17 R U N AWAY ‫َح َدار َجـا‬ ‫َب َدار َجــا‬

ROCKAWAY LOOK AND FEEL The design was taken from the architectural language found in the Caesarean market located in the Al Ahsa’a region, reflecting the wooden doors that characterize the market.

GAME RULES In Runway Rockaway the Contestant has to try and 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 and have to move on further. If a Contestant manages to get all the way to the fortress at the top of the hill they win, and are through to the next game. But if they get hit by a Boulder, even if it doesn’t send them rolling down the hill, they’re out.


GAME RULES The Contestant sits in a round sledge at the top of a Runway. To begin the Game, a Guard pushes a sledge down a 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 Contestants have to quickly work out the Equation as they reach the end of the track.

LOOK AND FEEL When they stop at the end, the Contestant has give 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 Mud below, and lose the Game

The Design of this set combines the historic architectural language and materials with the contemporary geometric designs found in the city of Jazan.

‫ا لــــ َمــ‬ ‫َصـــا ِقــ‬ ‫ــيـــــل‬

18

O H N O WHAT’S THE ANSWER


LOOK AND FEEL

GAME RULES

The design was taken from the architectural language found in the historical Jeddah Gate through the use of arches, materials, openings and parapet. The colour scheme is inspired from the Hijazi traditional clothing.

In Wrestling Match there are Five Different Colored Rings; each with a different Guard inside. To begin, the Contestant has to pick a Ball at Random out of a Box. The Color of the Ball they pick corresponds to the Color of a Ring, telling the Contestants Which Guard they have to fight.

The different fighting rings adapt the design of traditional trays which are iconic geometric shapes known in the Hijazi region.

MAKKAH

19 WRESTLING ‫َغــــشــ‬ ‫ــ َنـة الــ‬ ‫ـكُـ ُبوش‬

M A T C H


20

‫ِس َبــــا‬ ‫ق الـهِـ‬ ‫ــــجن‬

CAMELS ON WHEELS

LOOK AND FEEL The horse in the original Japanese show is replaced with the camel as it is an animal associated with Saudi Arabia.

GAME RULES Five Contestants play at a time. All of them are dressed as Camels, and wearing Roller Skates. The contestants have to Skate out from their Starting Blocks and Race to the Finish Line at the End of the Road. The First Contestants to reach the Finish Line wins the Game, the other four lose.


AL UQAIR,

GAME RULES

LOOK AND FEEL

The Contestant has to cross a thin wobbly bridge without falling off. All the time they’re on the bridge, the Guards fire Balls at them from Cannons to try and knock them off and out of the game.

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design, where the port arches were used to become the base that holds the set.

At the beginning of the Bridge they must catch the Golden Ball. While crossing the Bridge the Contestant must hold onto the Ball at all times; as if it drops, and they lose it, they can’t continue. If the Contestant does drop the Ball they have to make it all the way back to beginning so they can get another one. Anyone who makes it across the Bridge, with the Golden Ball, wins and goes through to the next game.

‫ُســـ‬ ‫ـ ِقيــ‬ ‫ـطـة‬

21

STRAIT OF GIBRALTAR [BRIDGE]


22 FO OT

‫ال َنـــ‬ ‫ــــ َّبا‬ ‫طَّــة‬

BALL BAN G LOOK AND FEEL

ALJOUF

The Set Design is taken from the architectural language found in Al Jouf area specifically the natural stones that characterize Al Jouf Castle. The geometry and color scheme used is adapted from the design of festivals around the region. The footballs are chosen from the 80s era, where football was a popular sport between kids, to add the nostalgic feeling to the game.

GAME RULES The Contestant has to cross a Tall Balancing Beam while trying to avoid Giant Footballs being swung at them. To make balancing and moving harder, the Contestant is dressed in a Giant Foam Football Shirt. Even the slightest knock on their Giant costume can make the Contestant spin and fall, so they need to move carefully. If a Contestant reaches the Finishing Platform, at the end of the beam, they win the game.


LOOK AND FEEL The Set Design is taken from the architectural language found in Al Jouf area specifically the natural stones that characterize Al Jouf Castle. The geometry and color scheme used is adapted from the design of festivals around the region. The ancient Rajajil rocks were utilized to form the platforms for jumping in the game.

GAME RULES The Contestant has to run across the top of a row of Giant Dominos to reach the Finishing Platform. They need good balance but also speed as the Dominos are very easily toppled, and once one falls it will knock all the rest down too. If a Contestant manages to make it across all the Dominoes they win the game, but if they fall off they’ve lost.

ALJOUF

23 FA L L I N G ‫خُــط َوة‬ ‫بِــخُطــ‬ ‫ــــــ َو ة‬

DOMINOS


LOOK AND FEEL The design was taken from the architectural style of Al Baha region and reflected the coloumns and natural stone of its historic fortress.

GAME RULES This Game is used to further whittle down the remaining Contestants before the Final Game. Contestants need to Choose a Hole to Jump into. Three of the Holes are Safe and will take the Contestant through to the Final Game, but Hiding Down the other Two are Guards. If a Contestant Chooses One of these Two Wrong Holes, the Guard down will stop them getting any further and they’ll be out game.

24

‫لُــقـــ‬ ‫ــ َمــة‬

MAN EAT ING HOLE

ALBAHA


‫ا لــ ِحــ‬ ‫ـصـــن‬ ْ

25

ARMORED BAT T L E [ WAT E R PISTOL]

GAME RULES The Contestants and the Guards face off in a Water Pistol fight in their corresponding vehicles. The Goal is to penetrate the opponents target with Water. When a Teams’ Targets are all down, that Team loses.

LOOK AND FEEL The castle is designed as a combination of architectural languages taken from the north and south of the Kingdom while retaining the Japanese identity of Takeshi.


S E A S O N

T W O

02


GAME RULES Here there is a row of ten walls, each wall has eight doors in it. Behind the tenth wall is a long bath of mud. All the Contestants, at the same time, 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.

After making it through all ten walls the Contestants will reach the bath of mud. Buried in the mud 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.

LOOK AND FEEL The theme of this set was taken from the architectural language of the Tabuk region, reflecting the material found in the historic fortress of Tabuk and taking the colored metal doors which are abundant in the region.

When the final whistle blows, everyone who has their own ball moves onto the next game, but everyone without one goes out.

TABOUK

01 WALLS TO ‫َد ر َعمـــــة‬

FREEDOM [MASS]


GAME RULES

LOOK AND FEEL

All the contestants have to crawl, wade, and drag themselves through the thick mudflats.

The Theme of this Set was inspired by the graphical language for the 89th Saudi National Day which adapts some geometric configurations reflecting Saudi patterns and colours.

Halfway through the mud are Banners hanging from wires in the air. The contestants need to reach up and grab one of these to be able to move onto the next round. Anyone who doesn’t have a Banner by the time the final whistle blows loses, and is out of the game.

02 MUD RACE ‫طـــينــــــي ورور‬


ALDIRIYYAH, RIYADH

GAME RULES Lots of rolled up Bibs are hanging from ropes in the air. When the game starts, all the Contestants have to run out from behind a set of doors and grab a bib for themselves. They then need to unroll it and put it on. All the Bibs have one of characters on; either “‫ ”صن‬,“‫ ”ح‬,“‫”ال‬, “Ta”, “ke”, “shi’s”, “Cas” or “tle”. When they’re wearing a Bib, the Contestants have to find five or Three other people, each with a different bib. When they’re in a group with a different character each, the contestants have to line up to spell out “Takeshi’s Castle” or “ ‫”الحصن‬. Once in the right order, they must tie their legs together, just like in a three-legged race. Then it’s a race to the Finish Line. All the groups that get past the Finish Line before the Final Whistle Blows move onto the next game. Anyone who wasn’t quick enough and didn’t get into a group, therefore not reaching the finish, has lost and is out.

LOOK AND FEEL Inspired by Diriyah region in Historical Najd, this Set reflects rich detailed patterns and primary colours; red, yellow and blue. The design of doors reflects the historic patterned wooden doors that are in the Dirriya region. To tie the contestants feet together, a pair of funky coloured slippers were designed from the original saudi traditional footwear to add authenticity to the game.

03 SEVEN ‫اليـوقـف‬

LEGGED R A C E


GAME RULES

TABOUK

The Contestant starts behind a set of saloon doors, at the end of a giant 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. The wet mud makes moving quickly very difficult. If the Contestant catches the Ball they win the game; but if they miss it, or it bounces out of their hands, they lose.

LOOK AND FEEL The Design was taken from the architectural language of the Tabuk region, reflecting the material found in the historic fortress of Tabuk The Exit platform is an example of one of the colored metalic doors that are abundant in the region.

‫أبُــــو دعــــيـع‬

04

MUDBATH FOOTBALL


ALMADINA

LOOK AND FEEL The Set reflects the Iconic Mada’an Saleh Rock Cut Façade Monuments from the Nabatean Era. Bright Colors are added to enhance the effect on Camera for Filming purposes.

05 NOW YOU ٣٢١ ‫اكْـ ُفش‬

SEE ME, NOW YOU DON’T [ R E D E S I G N E D ]

GAME RULES Contestants have to make their way up a ramp, but are only allowed to move when the guard at the top isn’t looking. This is made hard by the giant costumes they are wearing. The Contestant that manages to get all the way to the goal at the top of the hill, without being spotted moving, wins and is through to the next game.


GAME RULES

LOOK AND FEEL

Ten Contestants play this game at once. Before starting, they all pick a card each at random, numbered from one to ten. This tells the Contestants which pin position they will take. The higher the number you pick, the further to the back of the group you are, with the ace being right at the front.

All the Contestants are dressed as a Giant Bowling Pins and have their legs tied together, to make standing upright harder. Once they’re in position on the alley, a Giant Bowling Ball is rolled down a ramp towards the Contestants.

The Set reflects the Iconic Mada’an Saleh Rock Cut Façade Monuments from the Nabatean Era. Bright Colors are added to enhance the effect on Camera for Filming purposes.

Any Contestant that gets knocked over has lost the game, but anyone who manages to stay standing wins.

06 S T A

‫ب ُــــ‬ ‫ـولِــ‬ ‫ــنج‬

R BOWLING

[REDESIGNED]

ALMADINA


LOOK AND FEEL The Set reflects the Iconic Mada’an Saleh Rock Cut Façade Monuments from the Nabatean Era. Bright Colors are added to enhance the effect on Camera for Filming purposes.

ALMADINA

GAME RULES Contestants have to fire a crossbow at a wheel as it is spinning with letters placed on it. The Letter that the arrow hits is the one they’ll have to draw. The Contestant has to pick up a Giant Brush that has been Dipped in Paint. On the whistle, the Contestant has to run up a Slippery Slope to reach a White Square. In this Square on the Slope they have to draw 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 drawing, or the time has run out. If the Contestant manages to complete the Character within the 30 seconds they win, and move onto the next game. But, if they don’t manage to draw it in time the Contestant loses, and The Guards, who are standing at the top of the Slope, will Wash the Drawing, and the Contestant, away.

07 CALLIG

‫َمــــنـقُــــ‬ ‫وش و َمـــر‬ ‫شُ ــــــوش‬

RAPHY

[REDESIGNED]


LOOK AND FEEL The design was taken from the architectural language of Al Ula region. The details and engravings of the door comes from the historic wooden doors found in Al Ula while the colours were chosen to reflect the earthy character and nature of the city.

AL ULA, ALMADINA

GAME RULES This is a Maze made up of lots of Hexagonal Shaped Rooms that all look exactly the same. The Rooms have Six Doors, one in each wall, which all open outwards and inwards. However, some of the doors in some Rooms are dummies, which don’t open, as they’re against outside walls. The Contestant enters the Maze and has to try to find the Exit. Waiting inside are two “Black-Handed, Black-Hearted” Guards who are trying to find the Contestant. The Contestant needs to avoid the Guards, because if they get caught they’ll have their face covered in black paint, get thrown out of the maze, and will have lost the game. There are several Exits all along the 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 will have also lost the game. If a Contestant manages to make it through the Maze, avoiding being caught by the Guards, and Exits through the Correct Door they win the game.

08 D E V I L’ S ‫َبــــ‬ ‫نَــــا‬ ‫جِ ــر‬

DOMAIN [ R E D E S I G N E D ]


09 DESERT ‫لَــــفَّـ‬ ‫ــــــة‬ ‫ونُــص‬

B OYS [REDESIGNED]

LOOK AND FEEL The shark in the original Japanese set was replaced with the lizard which is an iconic desert reptile found mainly in the arabian desert.

GAME RULES From the starting platform, the Contestant needs to step onto a Surfboard Which Circles around above a lake in the air. Once on it they need to keep balanced until they reach the Goal, avoiding the Obstacles in between. If the Contestant makes it onto the Finishing Platform they have won, the game; but if they fall into the water at any time they lose.

YUNBU, ALMADINA


AL UQAIR,

‫تحبـــش‬ ‫يــا فـالن‬

10

F LY I N G C O R N

GAME RULES The Contestant starts on a high platform, at the edge of a Pool of Water, and has to grab onto the Stem of a Giant Corn Cob. Once they’re gripped on, the Corn Cob starts flying over the Water, constantly spinning around as it goes. The Contestant needs to hold on until they reach a platform on the other side of the Water. Here they need to let go, and drop onto this Finishing Platform. If they manage to land safely, and stay on, they win the game; but if they slip off and fall into the Water at any time, they’ve lost.

LOOK AND FEEL The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.


AL UQAIR,

‫تـمر عـىل‬ ‫الطـــايـر‬

11

FLYING A DATE

GAME RULES The Contestant starts on a high platform, at the edge of a Pool of Water, and has to grab onto a giant Date. Once they’re gripped on, the Date starts flying over the Water, constantly spinning around as it goes. The Contestant needs to hold on until they reach a platform on the other side of the Water. Here they need to let go, and drop onto this Finishing Platform. If they manage to land safely, and stay on, they win the game; but if they slip off and fall into the Water at any time, they’ve lost.

LOOK AND FEEL The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game. The Date, which is Saudi well-known food, was used here for the contestants to grab on.


‫ــــد‬ َ ‫ــ ِر يـ‬ ‫ـــفة‬

12

FLYING PA L M TREE

[REDESIGNED]

GAME RULES The Contestant starts on a high platform, at the edge of a Pool of Water, and has to grab onto a giant palm tree. Once they’re gripped on, the palm tree starts flying over the Water, constantly spinning around as it goes. The Contestant needs to hold on until they reach a platform on the other side of the Water. Here they need to let go, and drop onto this Finishing Platform. If they manage to land safely, and stay on, they win the game; but if they slip off and fall into the Water at any time, they’ve lost.

LOOK AND FEEL The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.

AL UQAIR,


GAME RULES

LOOK AND FEEL

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.

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.

Using a Rope, the Contestant has to swing over the Water, let go of the Rope, and try to Stick themselves onto the board.

The design of the Velcro wall was inspired from patterns and details such as engravings or window openings found in old architectural buildings in AlAhsa’a.

If the Contestant manages to stick on the wall, and stay there, they have won and move onto the next game. But, if they don’t stick, or don’t even reach the wall, they’ll fall into the Water and lose the game.

13 HUMAN ‫طَـــــار‬ ِ ‫الطـــري‬

FLY PAPER

[ R E D E S I G N E D ]

AL UQAIR,


‫َســـ‬ ‫ــفَــ‬ ‫ــري‬

14

CONDOR’S P A S S GAME RULES Dressed as a Bird, the Contestant is pulled along a wire in the air towards a Platform opposite to the one they start on. Halfway through their journey is a Big Rabbit. They have to try and pick this Rabbit up with their feet and hold onto it until they reach a Nest, which is just in front of the Finishing Platform. If the Contestant manages to keep hold of the Rabbit and drop it into the nest they win the game. But if they miss the Rabbit, drop it, or miss the Nest, they lose and get a face full of smoke! To make things even harder, Guards fire balls from the cannon to try and knock the Rabbit out of the Contestant’s feet.

LOOK AND FEEL The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design. The Ports Prominent Columns are used here as the backdrop for the Set to set the tone of the Game.

The costume for the contestant was designed to look like the known Arabian Houbara Bustard, which is an important factor in the Arabian culture and heritage.

AL UQAIR,


GAME RULES The Contestant has to cross a Pool by using Stepping Stones. All the Stones are identical, but only some of them are solid. The other Stones aren’t supported, so will sink when trodden on. If the Contestant manages to get across the Pool, without falling in the water, they win the game.

15 STEPPING ‫ُفـــك سـ‬ ‫ـ ِربنْــــت‬

STO N E S [REDESIGNED]


AL UQAIR,

‫ال َنـخـل‬ ‫الــدوار‬

16

R O LLE R GAME I GAME RULES In Roller Game a Big Cylinder is laid on a metal track, above the water. The Contestant has to stand on top and move it along the rails to the end. The track ramps slightly downhill, it 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. If the Contestant manages to stay on the Cylinder to the end of the track, they can leap off onto the finishing Platform and have won the game; but if they fall off at any time they lose.

LOOK AND FEEL The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design, where the façades were taken and made an entrance to the set. Detailes like the parapet, wooden windows, and natural wooden sticks have been carefully integrated in the Look and Feel for authentic and historic representation.


17

‫رِن رِن يــا َج َرس‬

RING THE BELL

UMLAJ, TABOUK

GAME RULES The Contestant starts on a raft at the top of a Slope, 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 as it glides over the lake to a slippery slope. At the top of this slope is a belfry.

LOOK AND FEEL Once at the Slope, the Contestant has to run up it to try and get into the belfry. If they can manage this they Ring the Bell inside to signify that they’ve won the game; but if the Contestant falls into the water at any time they lose.

The Design was inspired by the architectural language of Al Imara Palace located in old Ulmaj City, Tabouk. Details have been carefully reflected in the set like the wooden windows and railing for authenticity and originality.


18 THE GREAT ‫مقــــــ‬ ‫ــن َــاص‬

HUNTER

LOOK AND FEEL The Design Elements of this set reflects Al Masmak in Najd region, the cannon and Contestants background wall were designed from details found in Al Masmak Palace, as it was a fort for fighting in the old days. The landscape arranged on the opposite side were chosen upon local plants found in the region. The costumes of the guards in this game were insopired by local Arabian wildlife such as the Arabian Rabbit, the Baboon and the Wild Oryx; which are known to be found in the Arabian region.

GAME RULES In this game, the Guards dress as pray in costumes that have big heads. On each Contestants’ turns, one of these animals wanders across a shooting range. The Contestant, who is a few meters away, has to use the cannon to Fire Balls at them - trying to knock off the their head.

RIYADH

If a Contestant manages to shoot off the prays head they win the game; but if the pray 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.


LOOK AND FEEL This Set was inspired by the architectural language of Al Qasim region, reflecting the material found in the historic fortress of Al Qasim along with its specific colour scheme.

19 ACORN’S A ‫دق اللــطمــة‬

HOPPING GAME RULES While wearing an Durm Durm Costume and with their feet tied together, the Contestant has to make their way along a narrow curvy 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.


20 EARTH

GAME RULES

‫هز يــا وز‬

Contestants enter a room and sit on a pile of cushions. When they’re all sitting, the room begins to Shake.

TREMOR

The Contestants have to try and stay balanced on their cushions until the “Earthquake” ends. If they fall off at any time they lose the game. Any Contestant who has stayed balanced on top of their cushion pile when the game ends has won.

LOOK AND FEEL The Design of this set is made to look like a traditional arabian tent reflecting its materials, details and accessories.


GAME RULES

LOOK AND FEEL

Before the game, two Contestants are asked to decide whether they want to Roll for an Odd or Even Number. After they’ve chosen, both Contestants get into Giant dice.

The Design of this set is inspired by the old game “‫ ”طاولة زهر‬which is known in the Arabian region and is played a lot.

To begin, the first Contestant, inside the dice, is rolled down a tall slope into the playing area. After they have stopped rolling at the bottom, the other Contestant is rolled down from another slope to the right. The Numbers that have been rolled on the two dice are added together, to find out if the total is an Odd or Even Number. If it’s Odd and the couple chose Odd, or if it’s Even and the Couple chose Even, they win the game; but if the total is the opposite type of number to the one the Couple chose, they lose.

21

‫َر َمــا نِـــي‬ ‫َز َمــا نِـــي‬

ODD & EVEN


22 STEPPING ‫الســويكـت‬ ُ

KO K E S H I

GAME RULES

LOOK AND FEEL

Between the Starting Platform and the Finishing Platform, lots of Durm Durm Heads are positioned.

The Start and Finish platforms of this set are designed upon the old 70’s Chevrolet car which was known in the Kingdom of Saudi Arabia.

The Contestant needs to get to the Finishing Platform by stepping across the Heads. Some of the Heads are fixed still, but others are loose so will roll off when trodden on. If the Contestant manages to get to the Finishing Platform, without falling to the ground, they win the game.

The Look and Feel concept of the set as a whole is that the heads/ characters are within the car. The clothing of these characters was inspired from the old 70’s Saudi Arabian wear, since that is the era of the theme, with the high neck and folded sleeves light blue Thobe. The street signs and raw concrete wall with writings in the background of the set gives an indication we are in one of the old neighbourhoods.


GAME RULES

LOOK AND FEEL

In Wrestling Splash there are Five Different Colored Rings inside a body of Water; each with a different Guard inside.

The design was taken from the architectural language found in the historical Jeddah Gate through the use of arches, materials, openings and parapet. The colour scheme is inspired from the Hijazi traditional clothing.

To begin, the Contestant has to pick a Ball at Random out of a Box. The Color of the Ball they pick corresponds to the Color of a Ring, telling the Contestants Which Guard they have to fight. The Player to be thrown in the Water loses the Match.

The different fighting rings adapt the design of traditional trays which are iconic geometric shapes known in the Hijazi region.

23 WRESTLING ‫الـــ َوضع‬ ‫ُســو ُمــو‬

MAKKAH

S P L A S H


GAME RULES

LOOK AND FEEL

The Contestant has to cross a thin wobbly bridge with Rocks without falling off. All the time they’re on the bridge, the Guards Fire Balls at them from Cannons to try and knock them off and out of the game.

The Architectural Language of the Historic Port of Al Uqair was the inspiration for this design, where the port arches were used to become the base that holds the set.

At the beginning of the Bridge they must catch the Golden Ball. While crossing the Bridge the Contestant must hold onto the Ball at all times; as if it drops, and they lose it, they can’t continue. If the Contestant does drop the Ball they have to make it all the way back to beginning so they can get another one. Anyone who makes it across the Bridge, with the Golden Ball, wins and goes through to the next game.

AL UQAIR,

‫ُســـ‬ ‫ـ ِقيــ‬ ‫ـطـة‬

24

STRAIT OF GIBRALTAR [RO CKS]


25 FO OT

‫ال َنـــ‬ ‫ــــ َّبا‬ ‫طَّــة‬

BALL BAN G

[REDESI GNED]

ALJOUF

LOOK AND FEEL The Set Design is taken from the architectural language found in Al Jouf area specifically the natural stones that characterize Al Jouf Castle. The geometry and color scheme used is adapted from the design of festivals around the region. The footballs are chosen from the 80s era, where football was a popular sport between kids, to add the nostalgic feeling to the game.

GAME RULES The Contestant has to cross a Tall Balancing Beam while trying to avoid Giant Footballs being swung at them. To make balancing and moving harder, the Contestant is dressed in a Giant Foam Football Shirt. Even the slightest knock on their Giant costume can make the Contestant spin and fall, so they need to move carefully. If a Contestant reaches the Finishing Platform, at the end of the beam, they win the game.


LOOK AND FEEL

GAME RULES

The Set Design is taken from the architectural language found in Al Jouf area specifically the natural stones that characterize Al Jouf Castle.

The Contestant has to run across the top of a row of Giant Dominos to reach the Finishing Platform. They need good balance but also speed as the Dominos are very easily toppled, and once one falls it will knock all the rest down too.

The geometry and color scheme used is adapted from the design of festivals around the region.

If a Contestant manages to make it across all the Dominoes they win the game, but if they fall off they’ve lost.

ALJOUF

26 FA L L I N G ‫خُــط َوة‬ ‫بِــخُطــ‬ ‫ــــــ َو ة‬

DOMINOS [ R E D E S I G N E D ]


GAME RULES

LOOK AND FEEL

This Game is used to further whittle down the remaining Contestants before the Final Game.

The design was taken from the architectural style of Al Baha region and reflected the coloumns and natural stone of its historic fortress.

Contestants need to Choose a Hole to Jump into. Three of the Holes are Safe and will take the Contestant through to the Final Game, but Hiding Down the other Two are Guards. If a Contestant Chooses One of these Two Wrong Holes, the Guard down will stop them getting any further and they’ll be out game.

27 MAN EAT ‫لُــقـــ‬ ‫ــ َمــة‬

ING HOLE [REDESIGNED]

ALBAHA


LOOK AND FEEL The castle is designed as a combination of architectural languages taken from the north and south of the Kingdom while retaining the Japanese identity of Takeshi.

GAME RULES The Contestants and the Guards face off in a Laser Tag fight in their corresponding vehicles. The Goal is to Light Up the opponents Targets. When a Teams Targets are all Lit Up, that Team loses.

‫ا لــ ِحــ‬ ‫ـصـــن‬ ْ

28

ARMORED B A T T L E [LASER GUNS]



ALHOSN GAMES MAGAZINE VOLUME TWO 2020

TAKESHI’S CASTLE COPYRIGHT

©

BELONGS TO TBS

ALL RIGHT RESERVED; No part of this profile may be used or reproduced in any form or by any means whatsoever without a written permission from mentioned involved parties.

DESIGN COPYRIGHT © BELONGS TO BBA FOR INFORMATION CONTACT [MYB] AT: MYB@BBA.DESIGN

EDITION V01 Published in April 2020 Designed By MAAN M. BAJNAID + REEM M. BASHAWRI

B A I T B A J N A I D ARCHITECTS DESIGNERS


BACKL ING O

F I RS T F

IA

ALHOSN_KSA

@ALHOSNSAUDI

ALHOSN.TV

AB

M

N SAUDI AR TI

IL

. RIYADH // KINGD OM OF SAUDI ARABIA


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