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!!GameShowTropes in use:

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!!GameShowTropes in use:!!This show provides examples of:



* BottomlessPit: In the Beam Room and the Ruins Room.
* CutShort: The show was pulled after the March 2011 earthquake and tsunami disaster.
* DeadlyGame: But with tongue firmly in cheek; the "deaths" are obviously fake.
* DescendingCeiling: The Ceiling Room, of course.
* DrowningPit: The Water Room.
* DynamicDifficulty: Pick the wrong answer in the Bomb Room on one of the first two questions and the subsequent questions will also have one fewer choice (unless it's already down to 50/50).
* GameShowHost: A CG-animated guy with a paper bag over his head which has moving eyes and a mouth on it (both entirely black, as if drawn on with ink) and "管理人" ("Manager") written down the middle in large print. He is never seen in person, only on monitors in each room. Voiced by Ryouta Yamasato.



* LinkedListClueMethodology: The Ceiling Room and the Water Room both work this way.
* LostEpisode(s): The last episode ended with a preview of the next episode, but the show was pulled before it could air due to the March 2011 earthquake and tsunami disaster. The episode has yet to see the light of day (as well as any subsequent ones which may have been filmed but not aired).
* MalevolentArchitecture: The Beam Room, the Ruins Room, and the Ceiling Room.
* OfficiallyShortenedTitle: "Dasshutsu Game DERO!" and just "DERO!" are both used frequently.
* OnTheNext: At the end of every episode.



* Personnel:
** GameShowHost: A CG-animated guy with a paper bag over his head which has moving eyes and a mouth on it (both entirely black, as if drawn on with ink) and "管理人" ("Manager") written down the middle in large print. He is never seen in person, only on monitors in each room. Voiced by Ryouta Yamasato.
** TheAnnouncer
----
!!This show provides examples of:
* BottomlessPit: In the Beam Room and the Ruins Room.
* CutShort: The show was pulled after the March 2011 earthquake and tsunami disaster.
* DeadlyGame: But with tongue firmly in cheek; the "deaths" are obviously fake.
* DescendingCeiling: The Ceiling Room, of course.
* DrowningPit: The Water Room.
* DynamicDifficulty: Pick the wrong answer in the Bomb Room on one of the first two questions and the subsequent questions will also have one fewer choice (unless it's already down to 50/50).
* LinkedListClueMethodology: The Ceiling Room and the Water Room both work this way.
* LostEpisode(s): The last episode ended with a preview of the next episode, but the show was pulled before it could air due to the March 2011 earthquake and tsunami disaster. The episode has yet to see the light of day (as well as any subsequent ones which may have been filmed but not aired).
* MalevolentArchitecture: The Beam Room, the Ruins Room, and the Ceiling Room.
* OfficiallyShortenedTitle: "Dasshutsu Game DERO!" and just "DERO!" are both used frequently.
* OnTheNext: At the end of every episode.


* '''The Beam Room:''' Contestants are led into a closed room. Three metal beams (four in later episodes) pop out of the back wall, and then the floor under the players starts retracting into the front wall to reveal a BottomlessPit (made of ConspicuousCG; the actual drop appears to be about 2 meters). They have to climb onto the beams, then take turns solving puzzles which appear on the screen in the front wall. The active player can guess as many times as they want, but the beam they're standing on gradually retracts into the wall behind them. If they fall off, they're out. The team is given a limited number of passes shared between them, as well as one sink plunger per beam, which they can stick on the wall behind them to stabilize themselves when the beams become short. Under the original format, teams win after 10 correct answers; under the battle format, players can only share a beam with their teammates, and once the only players left are all on the same team, they win. The room itself has several types of puzzles:

to:

* '''The Beam Room:''' Contestants are led into a closed room. Three metal beams (four in later episodes) pop out of the back wall, and then the floor under the players starts retracting into the front wall to reveal a BottomlessPit (made of ConspicuousCG; CG; the actual drop appears to be about 2 meters). They have to climb onto the beams, then take turns solving puzzles which appear on the screen in the front wall. The active player can guess as many times as they want, but the beam they're standing on gradually retracts into the wall behind them. If they fall off, they're out. The team is given a limited number of passes shared between them, as well as one sink plunger per beam, which they can stick on the wall behind them to stabilize themselves when the beams become short. Under the original format, teams win after 10 correct answers; under the battle format, players can only share a beam with their teammates, and once the only players left are all on the same team, they win. The room itself has several types of puzzles:



* '''The Ruins Room:''' 3 teammates are placed in separate boxes, lying face-up on top of two stone slabs over a ConspicuousCG BottomlessPit similar to that of the Beam Room. The stone slabs initially open up to reveal a small gap. The players take turns answering trivia questions. If they get 3 questions right in a row, they earn 1 point, and 3 points wins the game. However, each time someone gets a question wrong, his/her stone slabs open wider, and they are eliminated if they fall through.

to:

* '''The Ruins Room:''' 3 teammates are placed in separate boxes, lying face-up on top of two stone slabs over a ConspicuousCG CG BottomlessPit similar to that of the Beam Room. The stone slabs initially open up to reveal a small gap. The players take turns answering trivia questions. If they get 3 questions right in a row, they earn 1 point, and 3 points wins the game. However, each time someone gets a question wrong, his/her stone slabs open wider, and they are eliminated if they fall through.



* ConspicuousCG: The bottomless pits.


* '''The Stone Monster Room:''' Players are placed at the end of a 17-meter corridor with an animatronic stone statue that looks vaguely like a [[SuperMarioBros Chain Chomp]], which slowly advances on them from behind. Three walls block their path, one every 5 meters. Each wall contains a row of blocks, each block having a hiragana character on them, and an indentation underneath. The contestants have to use the blocks to spell out the answer by putting them in the indentation and then pressing the button next to it to check their answer (with no penalty for incorrect guesses). If the stone monster catches up to them, they fail. They also have the option of having one member of the team sacrifice themselves by hitting a button on the stone monster, which pushes the stone monster back to 3 meters away but eliminates the player who hit the button. If they successfully solve all the puzzles in time to get the walls out of the way, at the other end of the corridor is a giant button which stops the stone monster and unlocks the door.

to:

* '''The Stone Monster Room:''' Players are placed at the end of a 17-meter corridor with an animatronic stone statue that looks vaguely like a [[SuperMarioBros [[Franchise/SuperMarioBros Chain Chomp]], which slowly advances on them from behind. Three walls block their path, one every 5 meters. Each wall contains a row of blocks, each block having a hiragana character on them, and an indentation underneath. The contestants have to use the blocks to spell out the answer by putting them in the indentation and then pressing the button next to it to check their answer (with no penalty for incorrect guesses). If the stone monster catches up to them, they fail. They also have the option of having one member of the team sacrifice themselves by hitting a button on the stone monster, which pushes the stone monster back to 3 meters away but eliminates the player who hit the button. If they successfully solve all the puzzles in time to get the walls out of the way, at the other end of the corridor is a giant button which stops the stone monster and unlocks the door.


'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''" {{SyFy}} has announced an American version in development, tentatively titled ''Series/{{Exit}}''.

to:

'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''" {{SyFy}} Creator/{{Syfy}} has announced an American version in development, tentatively titled ''Series/{{Exit}}''.


The show was unfortunately CutShort after a HarsherInHindsight incident; when the March 2011 earthquake and tsunami hit the east coast of Honshuu, many people in Sendai drowned for real in circumstances not unlike those of the Water Room. The show was immediately pulled off the air with its [[LostEpisode remaining episodes unaired to this day]], while the producers {{Retool}}ed the show into ''Takarasagashi Adventure Nazotoki Battle TORE!'' (roughly "Treasure Hunt Adventure: Puzzle-Solving Battle TORE!"), a SpiritualSuccessor which is basically ''DERO!'' with an ''IndianaJones'' theme. It premiered on July 6, 2011, inheriting ''DERO!''[='s=] old time slot and even the same regular celebrity team captains.

to:

The show was unfortunately CutShort after a HarsherInHindsight incident; when the March 2011 earthquake and tsunami hit the east coast of Honshuu, many people in Sendai drowned for real in circumstances not unlike those of the Water Room. The show was immediately pulled off the air with its [[LostEpisode remaining episodes unaired to this day]], while the producers {{Retool}}ed the show into ''Takarasagashi Adventure Nazotoki Battle TORE!'' (roughly "Treasure Hunt Adventure: Puzzle-Solving Battle TORE!"), a SpiritualSuccessor which is basically ''DERO!'' with an ''IndianaJones'' ''Franchise/IndianaJones'' theme. It premiered on July 6, 2011, inheriting ''DERO!''[='s=] old time slot and even the same regular celebrity team captains.


'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''" {{SyFy}} has announced an American version in development, tentatively titled ''GameShow/{{Exit}}''.

to:

'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''" {{SyFy}} has announced an American version in development, tentatively titled ''GameShow/{{Exit}}''.''Series/{{Exit}}''.


* '''The Water Room:''' Similar to the Ceiling Room, but without the shackles, the room is a bit over 2 meters tall, and instead of a DescendingCeiling, there's a pipe entering from the ceiling which pumps water into the room. If the water reaches 2 meters tall, it stop and the game ends in failure. The last chest contains a remote control, which can then be used to activate a monitor at the top of the room and pause the water while the host explains the Last Answer Quiz. Players also have the same Telephone of Life from the Ceiling Room.

to:

* '''The Water Room:''' Similar to the Ceiling Room, but without the shackles, the room is a bit over 2 meters tall, and instead of a DescendingCeiling, there's a pipe entering from the ceiling which pumps water into the room. If the water reaches 2 meters tall, it stop stops and the game ends in failure. The last chest contains a remote control, which can then be used to activate a monitor at the top of the room and pause the water while the host explains the Last Answer Quiz. Players also have the same Telephone of Life from the Ceiling Room.


'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''" {{SyFy}} has announced an American version in development, tentatively titled "''Exit''".

to:

'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''" {{SyFy}} has announced an American version in development, tentatively titled "''Exit''".''GameShow/{{Exit}}''.


* '''The Ceiling Room:''' Each players is shackled by the leg to a wall, with a chain that allows them to reach most of the room but not the opposite wall, thus requiring them to pass objects back and forth. The room has a ceiling which is over 3 meters high and slowly descends; if it reaches 3 meters below its starting point, it stops and the game ends in failure. On one end of the room is a series of numbered locked chests, and the other sides contain various objects, tools, clues, and/or anything else they may need to solve the puzzle. If the next chest in the sequence has a padlock, the team gets a clue as to where in the room it is hidden; if it has a combination lock, they get a clue to help them figure out the combination. The team can also use a "Telephone of Life" in the room once to call their teammates back in the lobby and talk to them for 30 seconds, who are watching them on a live feed; however, the teammates in the lobby can only give them a hint, not the direct answer. If the lobby teammates are not yet ready, they can also refuse to pick up and save the Telephone of Life for later. Each chest contains a clue for the next chest, except for the last one which contains a screwdriver. They can then use the screwdriver to unscrew a panel on one of the walls, which contains one button per player, a monitor, and a remote control which pauses the ceiling, opens a duct nearby, and activates the monitor for the host to explain the next part, the Duct Challenge.

to:

* '''The Ceiling Room:''' Each players is shackled by the leg to a wall, with a chain that allows them to reach most of the room but not the opposite wall, thus requiring them to pass objects back and forth. The room has a ceiling which is over 3 meters high and slowly descends; if it reaches 3 meters below its starting point, it stops and the game ends in failure. On one end of the room is a series of numbered locked chests, and the other sides contain various objects, tools, clues, and/or anything else they may need to solve the puzzle. If the next chest in the sequence has a padlock, the team gets a clue as to where the key is hidden in the room it is hidden; room; if it has a combination lock, they get a clue to help them figure out the combination. The team can also use a "Telephone of Life" in the room once to call their teammates back in the lobby and talk to them for 30 seconds, who are watching them on a live feed; however, the teammates in the lobby can only give them a hint, not the direct answer. If the lobby teammates are not yet ready, they can also refuse to pick up and save the Telephone of Life for later. Each chest contains a clue for the next chest, except for the last one which contains a screwdriver. They can then use the screwdriver to unscrew a panel on one of the walls, which contains one button per player, a monitor, and a remote control which pauses the ceiling, opens a duct nearby, and activates the monitor for the host to explain the next part, the Duct Challenge.

Added DiffLines:

In earlier episodes, the Beam Room was played first in every episode, followed by two of the other rooms. Under the battle format, the Beam Room was always played third, followed by either the Water Room or the Ceiling Room as the BonusRound, with the first two rooms cycling between the remaining four.


'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and while no international versions seem to have been spawned yet, NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''"

to:

'''''Missitsu Nazotoki Variety Dasshutsu Game DERO!''''' (roughly "''Solve a Variety of Puzzles Behind Closed Doors: Escape Game DERO!''"), is a Japanese GameShow from Nippon TV, whose basic premise was a tongue-in-cheek DeadlyGame. Contestants were put in a room and were tasked with escaping from it, with each room having some way the contestants could fail and "die" an obviously-fake death... after which they would appear back in the lobby without so much as a scratch (except possibly being soaking wet, if they "drowned"). It premiered in Japan on December 19, 2009, and while no international versions seem to have been spawned yet, NTV has it available in their formats catalog as "''[[http://www.ntv.co.jp/english/pc/2011/02/93.html EXIT!]]''"
EXIT!]]''" {{SyFy}} has announced an American version in development, tentatively titled "''Exit''".


** '''Last Answer Quiz:''' The team is given a question with multiple answers, and must come up with a certain number of them. (For example, "Name the 5 colors of the Olympic Rings" or "Name 4 letters in the Roman alphabet which are symmetrical, either vertically or horizontally.") Complete 3 questions and they win, but if any member of the team gives a wrong answer, the question is thrown out and they have to wait 30 seconds before getting their next question.

to:

** '''Last Answer Quiz:''' The team is given a question with multiple answers, and must come up with a certain number of them. (For example, "Name the 5 colors of the Olympic Rings" or "Name 4 uppercase letters in the Roman alphabet which are symmetrical, either vertically or horizontally.") Complete 3 questions and they win, but if any member of the team gives a wrong answer, the question is thrown out and they have to wait 30 seconds before getting their next question.


** '''Last Answer Quiz:''' The team is given a question with multiple answers, and must come up with a certain number of them. (For example, "Name the 5 colors of the Olympic Rings".) Complete 3 questions and they win, but if any member of the team gives a wrong answer, the question is thrown out and they have to wait 30 seconds before getting their next question.

to:

** '''Last Answer Quiz:''' The team is given a question with multiple answers, and must come up with a certain number of them. (For example, "Name the 5 colors of the Olympic Rings".) Rings" or "Name 4 letters in the Roman alphabet which are symmetrical, either vertically or horizontally.") Complete 3 questions and they win, but if any member of the team gives a wrong answer, the question is thrown out and they have to wait 30 seconds before getting their next question.


* '''The Ceiling Room:''' Each players is shackled by the leg to a wall, with a chain that allows them to reach most of the room but not the opposite wall, thus requiring them to pass objects back and forth. The room has a ceiling which is over 3 meters high and slowly descends; if it reaches 3 meters below its starting point, it stops and the game ends in failure. On one end of the room is a series of numbered locked chests, and the other sides contain various objects, tools, clues, and/or anything else they may need to solve the puzzle. If the next chest in the sequence has a padlock, the team gets a clue as to where in the room it is hidden; if it has a combination lock, they get a clue to help them figure out the combination. The team can also use a "Telephone of Life" in the room once to call their teammates back in the lobby and talk to them for 30 seconds, who are watching them live feed; however, the teammates in the lobby can only give them a hint, not the direct answer. If the lobby teammates are not yet ready, they can also refuse to pick up and save the Telephone of Life for later. Each chest contains a clue for the next chest, except for the last one which contains a screwdriver. They can then use the screwdriver to unscrew a panel on one of the walls, which contains one button per player, a monitor, and a remote control which pauses the ceiling, opens a duct nearby, and activates the monitor for the host to explain the next part, the Duct Challenge.

to:

* '''The Ceiling Room:''' Each players is shackled by the leg to a wall, with a chain that allows them to reach most of the room but not the opposite wall, thus requiring them to pass objects back and forth. The room has a ceiling which is over 3 meters high and slowly descends; if it reaches 3 meters below its starting point, it stops and the game ends in failure. On one end of the room is a series of numbered locked chests, and the other sides contain various objects, tools, clues, and/or anything else they may need to solve the puzzle. If the next chest in the sequence has a padlock, the team gets a clue as to where in the room it is hidden; if it has a combination lock, they get a clue to help them figure out the combination. The team can also use a "Telephone of Life" in the room once to call their teammates back in the lobby and talk to them for 30 seconds, who are watching them on a live feed; however, the teammates in the lobby can only give them a hint, not the direct answer. If the lobby teammates are not yet ready, they can also refuse to pick up and save the Telephone of Life for later. Each chest contains a clue for the next chest, except for the last one which contains a screwdriver. They can then use the screwdriver to unscrew a panel on one of the walls, which contains one button per player, a monitor, and a remote control which pauses the ceiling, opens a duct nearby, and activates the monitor for the host to explain the next part, the Duct Challenge.



* '''The Water Room:''' Similar to the Ceiling Room, but without the shackles, the room is a bit over 2 meters tall, and instead of a DescendingCeiling, there's a pipe entering from the ceiling which pumps water into the room. If the water reaches 2 meters tall, it stop and the game ends in failure. The last chest contains a remote control, which can then be used to activate a monitor at the top of the room and pause the water while the host explains the Last Answer Quiz.
** '''Last Answer Quiz:''' The team is given a question with multiple answers, and must come up with a certain number of them. (For example, "Name the 5 colors of the Olympic Rings" or " can press any of the buttons, but only one. Each one reveals a different key, one for each of their shackles. Pressing any button also restarts the ceiling. They then have to try the key on each shackle until one opens, after which that player has to crawl into the duct. At the end of the duct is an oily plexiglass panel with a button behind it. The player has to slide up the panel and hit the button before time runs out; doing so wins the game for the whole team.

to:

* '''The Water Room:''' Similar to the Ceiling Room, but without the shackles, the room is a bit over 2 meters tall, and instead of a DescendingCeiling, there's a pipe entering from the ceiling which pumps water into the room. If the water reaches 2 meters tall, it stop and the game ends in failure. The last chest contains a remote control, which can then be used to activate a monitor at the top of the room and pause the water while the host explains the Last Answer Quiz.
Quiz. Players also have the same Telephone of Life from the Ceiling Room.
** '''Last Answer Quiz:''' The team is given a question with multiple answers, and must come up with a certain number of them. (For example, "Name the 5 colors of the Olympic Rings" or " can press Rings".) Complete 3 questions and they win, but if any member of the buttons, but only one. Each one reveals team gives a different key, one for each of their shackles. Pressing any button also restarts wrong answer, the ceiling. They then question is thrown out and they have to try the key on each shackle until one opens, after which that player has to crawl into the duct. At the end of the duct is an oily plexiglass panel with a button behind it. The player has to slide up the panel and hit the button wait 30 seconds before time runs out; doing so wins the game for the whole team.
getting their next question.


* HarsherInHindsight: The Water Room (see above).

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