Close Call
Throw things at the stuntman. Miss by a hair.
A runner game with the controls turned around. The stuntman runs by himself. You are the director, and you throw things in his way: a crate he swerves round with a hand's width to spare, a piano that lands right behind his heels. Hit him and the take is ruined. Let it get dull and the audience walks out.
- 90 episodes
- Ten stuntmen
- One-handed
Judged to the hundredth
Every close call stops the world for a beat, the crowd gasps, and the margin is printed in hundredths of a second. Under 0.07 s is PERFECT, under 0.16 s CLOSE, under 0.32 s NICE. The smaller the number, the bigger the payout.


The red is not a guess
While you aim, the stretch where dropping a hazard would be too late for him is painted red. It is simulated on a copy of the take with his slowest and fastest reactions, so it knows about barriers, other hazards and his nerves. Drops just past the red are where the money is.

Ten stuntmen, six sets
Grandma Gloria is slow and unflappable. Kevin the Intern panics. Lola the Influencer stops to film herself. Duke the dog jumps everything. The same trap is a thrill for one and a hospital trip for another.
Ninety episodes across six sets — Backlot, Jungle, Kitchen, Downtown, Wild West and Volcano — each bringing new things to drop: swinging logs, bananas, pianos, taxis, bulls and flame jets. Then a Live Show that runs until the crowd tires, and a Daily Take that is the same for everyone.



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