The Ultimate Battle of Wits and Luck: Exploring the Infamous Casino Projects of Suiyō Dō Deshō
For fans of the legendary Japanese variety show, Suiyō Dō Deshō (How Do You Like Wednesday?), few topics elicit more laughter and nostalgia than the various “Casino” projects. These segments, far from being typical high-roller gambling trips, セガ カジノ 5000億 were elaborate, often absurd psychological battles orchestrated by the directorial team (D&M) to torment the two primary cast members, Yo Oizumi and Takayuki Suzui (“Mister”).
Operating under deliberately confusing rules and utilizing stakes that ranged from pocket change to the entire budget of the trip, the Dō Deshō Casino segments cemented their place as cornerstones of the show’s chaotic genius. This post delves into the two most iconic casino arcs—the precursor Miyajima Incident and the legendary Saipan Grand Prix—analyzing the mechanics, the psychology, and the lasting impact of these high-stakes low-budget adventures.
The Genesis: blue or red カジノ The Miyajima Casino Incident
While the Saipan trip is considered the definitive casino arc, the true birthplace of the Dō Deshō gambling concept occurred much earlier, during the “Kansai to Setouchi Onsen” (Kansai to Seto Inland Sea Hot Springs) journey.
The incident occurred as the cast attempted to pay for the ferry crossing to Miyajima Island. Director Fujimura, elona カジノ 景品 suddenly adopting the persona of a rigorous but capricious casino owner, demanded that the money for the tickets be used as the starting chips for an impromptu game.
The game itself was rudimentary—a simple roll of a single die. However, D Fujimura’s self-made rules were designed purely to confuse and infuriate Oizumi. For instance, he could arbitrarily change the winning number, or declare that rolling a certain combination of numbers meant the debt was doubled.
This early experiment established the essential structure of the Dō Deshō Casino:
Arbitrary Rules: The “house” (D&M) always dictates the rules, which are subject to change without notice.
Psychological Pressure: The focus is less on winning real money and more on the mental collapse of the cast members, particularly Oizumi.
Low Stakes, High Emotion: Although the initial stakes might be small (like ferry fare), the psychological investment and resulting frustration are immense.
The Miyajima incident served as the perfect test run for べらじょんカジノ スロット the far grander, and financially riskier, project that would follow.
The Apex: The Saipan Grand Prix (サイコロ3)
The “Saipan Grand Prix” casino project, which took place during the infamous “Saikoro 3: Japan-Asia” dice journey, remains the most celebrated iteration of the Dō Deshō Casino. This segment elevated the stakes from a ferry ticket to the entire cost of the international trip.
The setup was elaborate: ベラ ジョン カジノジョンカジノ おすすめ入金 upon arriving at Saipan, D&M revealed that the entire budget for their stay (airfare, hotel, rental car, food) was pooled into a central bank. Mister and Oizumi were given chips corresponding to this amount, and they were tasked with winning back the necessary funds through various casino games over the course of the trip. If they failed, the production team would be forced to pay the difference out of pocket.
This scenario created an almost unbearable amount of pressure on Mister, as the team’s financial stability rested squarely on his shoulders.
Key Features of the Saipan Casino
The “Casino” was not situated in a real gambling hall but usually in their hotel room or a rented car, utilizing a small table and chips purchased at a local souvenir shop.
The Games and the Rules
The games played included standard casino fare like Blackjack and Roulette, but they were consistently twisted by D&M to favor the house or to increase the tension dramatically.
Game Description Dō Deshō Twist Key Strategy
Simple Dice Roll Betting on odd/even or specific numbers (1-6). The winning criteria could change mid-roll (e.g., “If it lands on a number divisible by 3, you lose”). Focus on maximizing the payout when D&M was distracted.
Blackjack Standard rules (trying to hit 21). D Fujimura acted as the dealers, often manipulating the deck or refusing to deal another card based on “intuition.” Mister’s famous aggressive strategy: constantly demanding to “Hit it!” (ヒットをくれ!).
The Final Game Betting the entire remaining stake on a single outcome (often a special deck of cards). The rules were explained only moments before the last bet was placed, ensuring maximum confusion and dread. Pure desperation and reliance on luck.
The Psychological Dynamic
The heart of the comedy was the interplay between the four men:
Mister (Takayuki Suzui): The designated gambler. He took the artificial stakes deeply seriously, often becoming visibly distressed, yet maintained an almost suicidal refusal to quit, always demanding “One more game!”
Oizumi (Yo Oizumi): The permanent victim and bystander. His role was to stand on the sidelines, expressing outrage and despair as Mister continuously lost their money, カジノ 何する場所 functioning as the viewer’s avatar of frustration.
D Fujimura: The manic, controlling “Dealer.” He created the impossible rules and relentlessly pushed Mister toward higher stakes.
D Ureshino: パチンコ イベント The quiet observer who chronicled the chaos, often adding to the humor with a dry, perfectly timed reaction shot.
Iconic Phrases and Lasting Impact (The List)
The Casino projects generated some of the most enduring catchphrases in the Suiyō Dō Deshō lexicon:
「ヒットをくれ!」 (Hitto o kure!) / “Hit me!” Mister’s desperate cry during Blackjack, regardless of how high his current total was, symbolizing his total reckless abandon.
「鈴井さん、もう終わりましょ。」 (Suzui-san, mō owarimasho.) / “Mr. Suzui, let’s just stop.” Oizumi’s pitiful plea as the pot dwindled, always ignored by Mister.
「倍プッシュだ!」 (Bai Pusshu da!) / “Double Push!” (Double the Bet!) Mister’s commitment to doubling down, often after realizing he had made a major mistake.
「私はカジノのオーナーだ。」 (Watashi wa Kajino no Ōnā da.) / “I am the Casino Owner.” D Fujimura’s assertion of absolute power and the arbitrary nature of the game.
Quote Spotlight
The tension reached a peak when the total amount of money they lost was finally calculated. If you have almost any concerns regarding where in addition to the way to use カジノ, you possibly can e-mail us from the web site. Knowing the real-world financial stakes involved made the comedy land even harder.
D Fujimura (during the final tally): 「いや、あの… 合計金額は、21万円です。」 (Well, um… the total amount [you lost] is 210,000 yen.)
Oizumi: 東京 カジノ 予定 地 「バカ!なんでそんなに負けてんだ!」 (You idiot! Why did you lose that much?!)
The casino format brilliantly isolated the defining traits of the cast: Mister’s deep-seated sense of responsibility combined with his inability to stop, and Oizumi’s explosive reaction to unfairness.
Conclusion: Why the Casino Still Captivates
The Dō Deshō Casino projects are more than just segments about gambling; they are masterful studies in controlled chaos and character interaction. They leverage the universal tension of high stakes while subverting the expectations of professional betting with ridiculous, handmade rules.
The enduring popularity of these arcs stems from the fact that the cast was genuinely invested in the outcome—if only for the purpose of the show. The frustration and elation were real, creating memorable television that felt completely authentic, despite the heavily scripted framework of the “casino.”
The Saipan Grand Prix remains the ultimate example of the D&M dynamic: creating an impossible scenario, watching the cast suffer through it, and documenting the glorious, hilarious results.
Frequently Asked Questions (FAQ)
Q1: Was the money they bet real? Did they actually lose 210,000 yen?
While the initial money put into the pot (the trip budget) was technically real, the production team would never risk bankrupting the show or their talent. The 210,000 yen loss calculated at the end of the Saipan segment was real in the context of the game’s stakes. However, the production company (HTB) absorbed the actual costs of the trip. The threat of financial ruin was used purely as a hilarious form of psychological torture for the cast.
Q2: Why was Suzui-san (Mister) always the one forced to gamble?
Mister was often positioned as the protagonist or driver of the major projects, especially the Saikoro (Dice) series. In the Casino projects, D&M exploited his specific personality traits—namely his stubbornness, competitive spirit, and ir説明会 横浜市 司会者は誰 カジノ誘致 deep commitment to dramatic TV—to ensure he would keep betting, even when losing catastrophically. Oizumi, conversely, was better suited to reacting to the losses dramatically.
Q3: Did they ever try the full-scale casino concept again after Saipan?
The original pure “Casino” concept, where the trip budget was the stake, peaked in Saipan. Subsequent journeys sometimes included smaller, localized gambling segments (such as betting on meal choices or travel methods), but none reached the psychological scale or complexity of the Saipan Grand Prix. D&M realized that the magic of the Saipan arc lay in its singular, グアム カジノ high-pressure execution.
Q4: Are the rules of the Dō Deshō Blackjack clear enough that fans could recreate them?
No. The rules are intentionally opaque and subject to the whims of D Fujimura. While basic Blackjack principles are used, the dealer has absolute power to declare a hand invalid, refuse to deal, or simply lie about the results. The goal of the game is not fair play, but narrative chaos.
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