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    « Famitsu Readers' All-time Favorite Famicom Games | Main | Shipment of DS Lites Stolen »

    Takeshi's Castle for Famicom ...aka MXC on Spike TV

    Takeshi1.jpgDo names like Cheese Squeezers, Runaway Stump, or Sinkers and Floaters ring a bell? These challenges are part of a 1980's gameshow in Japan called Takeshi's Castle (Fuun Takeshi Jou), or MXC on Spike TV, which pits teams against each other in outlandish elimination events.

    At the end of the show, "Kenny" counts down the ten most painful eliminations. The top two or three are very brutal usually involving someones head or genitalia getting punished.

    Takeshi2.jpgIn Nippon, this show was popular enough to spawn two Famicom games featurin'... the Family Trainer. The Family Trainer is the Famicom version of the NES Power Pad. In Japan, however, the Family Trainer was a bigger hit and consequently considerably more games were produced for it there. Games ranged from Aerobics to Maze Adventure to the super hilarious Takeshi's Castle. In this review, we take a close-up look at part 2 of the Takeshi's Castle Family Trainer series. To play this game you need a Family Trainer, a Twin Famicom or Famicom, Fuun Takeshijou Tsuu Famicom Cart, and some orange socks. Gotta have the orange socks! If you're a Famicom pro, you may have noticed that the Family Trainer is on the wrong side in this picture.

    To start, you select your "challenge" with the contoller. After that, the game play is done solely with the mat. The mat must be on side B. Now to the orange-socked action...


    Takeshi4.jpg
    Round 1 - Sumo Challenge: In the first event, Jumpman battles the fearsome Mr. Potato Head in the Sand Pit. That's Jumpman on the far-right side of the screen getting jettisoned by the angry spud as the commentators add insult: waraisugite ago ga hazuresoudesuyo. Translation: "Too funny, looks like his chin is about to be dislocated." Haha very funny mutha fucka. Maybe round 2 goes better for J-Man. Takeshi 1 JM 0.


    Takeshi5.jpg
    Round 2 - Log Roll: In the log role, you run and jump on spinning wheels. In the TV version, this event produces some of the most hilarious eliminations, and contestants rarely make it across. In the Famicom version, this event is no different. J-Man made it to the first roller but....


    Takeshi6.jpg
    Round 2 - Log Roll (cont.) ....ended up in the drink. Notice the tiny splash of water below the second roller. That's J-Man sinking. Takeshi 2 JM 0


    Takeshi7.jpg

    Round 3 - Football Challenge
    Feeling defeat inevitable, J-Man employs a new strategy called cheating. With butt on the floor, J-Man decides to get his heels into the action. In the football challenge, you have to sprint past the side-stepping defenders. That's J-Man lined up on the start line. Go-go magic heels (and orange socks).


    Takeshi8.jpg
    Round 3 - Football Challenge (cont.) So long sucka!!!! The magic heels are working! Takeshi 2 JM 1


    Takeshi9.jpg

    Round 4 - Surf 'n Turf With only two rounds to go, J-Man needs to win-out for victory. Magic Heels don't fail me now. In Surf 'n Turf you jump on a moving platform and then avoid obstacles while keeping your balance. Piece 'o cake. First step is to just jump onto the platform... Steady......Steady.... Now! Go-Go heels!


    Takeshi10.jpg
    Round 5 - Surf 'n Turf(cont.) NOOOOOOOOOOOOOO! Swim! Swim! But J-Man can't swim!....Takeshi: kono sugata ha oyani miseranneena. Translated, "Wouldn't want his parents to see him like this!" Nor would we.... Takeshi 3 JM 1 - Game over.


    Summary:Takeshi's Castle, for shear novelty alone, is a great addition to any Famicom collection. Next time you have some friends over, ask them if they want to play Spike TV's MXC and bust out your Family Trainer with Takeshi's Castle. With a few beers, some orange socks, and a few sets of happy feet, you've got a night's worth of entertainment.

    Japanese Required: None

    Collectability: 3/4

    Fun: 3/4

    Intangibles: Great Exercise!


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