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FGC #620 The Incredible Crash Dummies

Learning!Let’s look at the history of The Incredible Crash Dummies, and how they are enormously relevant today.

Cars are amazing. Much like the common copier, a car is a normal part of daily life for many people, but something that would be impossible science fiction a couple centuries back. An automobile is a device that an individual personally owns, and allows said individual to turn a trip that would previously take weeks into a handful of hours. Want to transport groceries from the market? Go on a road trip? Steal a couch from your neighbor? A car makes it all possible!

Cars are also rolling murder machines.

Automobiles are terrifying. They are gigantic hunks of plastic and metal that we routinely hurl through our neighborhoods at speeds that could turn a human being into bloody chunks. Statistically, automobiles are one of the leading causes of unintended death and injury in the United States, with 37,595 motor vehicle deaths in 2019. And, while the US has experienced less motor vehicle death since 1999, there has been an alarming trend of that number ticking back up since 2009. Did we lose some driving skill points with the Obama administration? Are people returning to more reckless driving after watching Gerard Butler’s Gamer? Can we blame “self-driving” cars that have demonstrated a Christine-esque bloodlust? The world may never know. What is important is that cars are helpful and an incredibly likely way for you or a loved one to die/be seriously injured.

But maybe it won’t be so bad if you wear a seatbelt. I learned that from some dummies.

This is gonna hurtThe National Highway Traffic Safety Administration is a US Federal Agency that is ultimately responsible for vehicle safety standards. Like many American institutions, it is three lobbyists in a trench coat claiming they are working for the public good (and they’re totally old enough to buy beer, too, mister). The NHTSA was founded back when America had a three company monopoly on the very concept of cars, and has often been responsible for legislation that punished companies both foreign and domestic for attempting to gain a foothold that might make Henry Ford cry. Look up some details on the Citroën SM sometime if you’d like to see how the safest car ever™ can apparently be torpedoed by headlights. But, even if their motives are suspect in many situations, people at the NHTSA are firmly in the business of safety, so we have those proud men and women to thank for less cars immediately immolating their passengers. Oh! And seatbelts! The National Highway Traffic Safety Administration was practically founded to get seatbelts around your tummy.

Legislation made seatbelts mandatory on all cars produced after 1966. Then Reagan (naturally) dropped ‘em in a fit of deregulation. But they came back shortly thereafter, as the Supreme Court sided with insurance companies that wanted seatbelts in all cars (for altruistic purposes, I’m sure). New York then became the first state to require seatbelts to actually be worn in 1985. From there, other states quickly followed suit, and now New Hampshire is the only lawless hovel in the USA where seatbelts are optional. But as important as laws are, they are only as good as their enforcers. A seatbelt law is great for pulling someone over for the slimmest of reasons, but there were also many cops that, having grown up in a seatbelt-less environment, thought the law literally wasn’t worth enforcing. Seatbelts were and are a greater good for society and vehicle passengers… but they were kinda uncomfortable, and nobody likes being told what to do. It’s impossible to say if it’s bad or not.

Enter the crash test dummies.

COMMENCE LEARNINGIn 1986, the National Highway Traffic Safety Administration began running public service announcements featuring crash test dummies. Where did they come from? Well, in 1869, Mary Ward was killed by a steam-powered car. 60 years later, someone decided to look into that, so Wayne State University of Detroit started seeing dead people as test cadavers in controlled car crashes. Unfortunately, measuring what the heck was going on was practically impossible with the tools available in 1930, so things were rough. But it did work in some fashion, as much of what we know about car design safety and bodies being ejected through windshields comes from this era. Look it up! It’s in The Journal of Trauma! Which is a real thing! There were also animal test subjects for a time, too, because humans are the trashiest animals of all. But at some point in there, people stopped strapping corpses and bears (!) into cars, and the crash test dummy became standard. The dummy was apparently first used in 1949, and technology on assessing exactly how damaged a dummy could be by a crash gradually progressed as the decades passed. And, as the crash test dummy became an iconic part of car crashes, someone had the bright idea to stick those dummies out in front of a camera. Vince and Larry (voiced by Garfield!) were born, and their slapstick hijinks lasted as long as a normal commercial, and they taught everyone “you could learn a lot from a dummy”.

And, while it is hard to measure the success of the Crash Test Dummies campaign, they were apparently effective. The dummies were ubiquitous in the old days of limited television channels/entertainment options. It seems certain that they aired these PSAs in conjunction with family-oriented programing, so if mom, dad, grandma, and Jimmy Jr. were sitting down to watch Head of the Class or Designing Women, the Crash Test Dummies would be a part of the experience. And they were entertaining! If you heard Vince and Larry talking about mundane-but-inevitably-fatal tasks like crossing the street or driving down to the store, you kept your butt in your seat, and watched the carnage unfold. At the time when the official campaign was retired in 1999, seatbelt usage had risen from 21% to 67%. Was this because people had learned a lot from these dummies? Or was it because children loved the toyline?

Because who could say no to this weirdo?

Colors are real
(Bomb Man and Tron Bonne provided for scale)

The Incredible Crash Test Dummies was an action figure line that combined the two things boys like most: vehicles and wanton destruction. Every Crash Test Dummy vehicle was built to be driven, destroyed, and then immediately rebuilt. And these were not Lego-esque construction toys, they were cars with crash-apart windows, crumple zones, and other fun features designed to break (and instantly unbreak). Everything scaled very nicely with other toy lines (if you want to see a GI Joe live through a generally harrowing experience, go nuts), and the actual figures had neat features, too (Vince and Larry can really go to pieces at the drop of a hat). There were even “little buddy” style figures, like the cat, dog, and crash test child that parents demanded be banned. So there’s a collector’s market, too! Hooray! They were never on the same tier as the Teenage Mutant Ninja Turtles or Power Rangers, but the Incredible Crash Test Dummies must have had enough of a fanbase to sustain three different seasons of toys.

Oh, and a few videogames. They… existed.

Here we goTechnically, today’s chosen game is The Incredible Crash Test Dummies for the Super Nintendo. This version was ported to the Sega Genesis, Amiga, and other systems that did not have the wherewithal to host Chrono Trigger. There was also a Nintendo Entertainment System version, and that more or less played like a primitive sports title/minigame collection, and it was ported to the portables of the time. What ties these two versions together is that they were all absolutely terrible games. The NESalikes at least consistently reminded you that you were playing with crash test dummies, and practically every event involved some kind of slapstick carnage. The SNESalikes, however, were simply 16-bit mascot platformers (from the people that brought you B.O.B.), and were practically indistinguishable from the rest of the poorly considered dreck of the time. There is the charm point of the dummies losing their limbs as they lose health, but that doesn’t impact the gameplay nearly as much as you would think. Beyond that, there is a P-Balloon-esque powerup that encourages some limited flight-through-inflation… and that’s about it. This could easily be Swift the Tenrec racing against the nefarious Dr. Walrus, because no one would notice the difference if the Incredible Crash Test Dummies license was missing from The Incredible Crash Test Dummies game.

But there is a plot to the SNES version! And that plot is surprisingly germane to today’s point (we’ll get there eventually).

The Incredible Crash Dummies toy line initially featured Vince and Larry, the same dummies from the public service announcements. However, shortly after the toys were initially produced, parents began protesting the toy line, and networks stopped airing the PSAs. The reason? It was assumed that the PSAs were now serving the dual masters of public health and turning a profit. Every ad that told you to buckle your safety belt was inadvertently also informing children they could go buy The Incredible Crash Test Dummies merch down at K B Toys. This was seen as a bad thing by the public at large, so the toy line was made more distinct from the PSA characters. Vince and Larry kept on informing the public of the dangers of hugging windshields, and colorswaps took over as Slick and Spin. From there, Slick and Spin gained Pro-Tek Suits, as they had to combat their new enemies: the Junkbots! And those Junkbots barely looked like Crash Test Dummies! How convenient! This prompted a Saturday Morning Special/VHS Tape that told the (computer generated) tale of how the Crash Test Dummies must stop the nefarious Junkbots from stealing a really kicky vest or something. This same story/conflict became the plot of the Super Nintendo game, and now you too can battle the Junkbots and all their rad playsets and toys. Nobody likes youAnd never shall a Junkbot interact with Vince and Larry, else the safety of Crash Test Dummies implode. In short, whatever initial plans for The Incredible Crash Test Dummies line ever existed were seriously derailed the minute it seemed like the toys might endanger the successful PSA campaign.

And I am just trying to understand a world where a capitalistic campaign to make money off children is derailed and modified for the sake of public safety. Christ, I cannot even imagine that anymore.

You want Angry Ranting Goggle Bob? Sure, let’s do this. I lived through a number of significant events in recent American history. I remember when we were first supposed to hate Iraq, and I remember when we were asked to do that all over again a few years later with a similarly named president. I remember when 9/11 happened, and we were told to “never forget” the deaths of 2,996 people. I remember friggin’ freedom fries. And why do I mention any of these tragedies? Because they became focused, national campaigns demanding compliance. There is not a single person on Earth that ever heard of a law renaming a condiment due to political pressure, but, somehow, for six months, all the local restaurants employed servers that asked if you wanted “Catalina dressing” instead of “French”. Forget the crash test dummies, I have seen ridiculously successful advertising campaigns that benefitted only the US Government my entire life, and the public at large doesn’t even recognize such as propaganda. Or, put another way, next time someone shouts “America is Number One!” go ahead and ask them to name their sources. And, no, “freedom” is not an answer.

But this is not to say the United States of America is terrible! It is simply an affirmation that when the federal government wants something to be the standard for the country, they don’t need to make a law. All they need to do is pump the ubiquitous media with interview after interview about how something is our “enemy” or some ambiguous-but-vital goal is “impossible if we don’t all work together”. We all need to go to the mall right now, or the terrorists win.

Jumpin' AroundYet, now that there is a public health emergency that is likely to cause us to confirm how many people over a million you need to see dead before you start using a plural, the government cannot get its messaging straight. Killing Middle Eastern people was the only way we were ever going to ever be happy again, but getting a vaccine? Put that in the maybe column. Wear a mask? No, that might offend some customers that think this Applebee’s staff is somehow dirty. Actually close some goddamned stores because the risk of a localized outbreak will have a greater impact on society than Cletus buying his 256th Funko Pop? Never! Our government has never had a problem taking a bold, unwavering stance on the subject of massive, coordinated death, but when it comes to public health, everybody is shrugging and claiming personal choice is important. Nobody was talking about “personal choice” when the local donut shop was being vandalized every week after 9/11, Joe!

And this pisses me off after the last two years: Where are the Crash Test Dummies for COVID? I understand that Lorenzo Music might not be available for dubbing, but can we get a few decent voice actors to voice the… I don’t know… Mask Buddies? Some kind of ad that runs between Hulu reruns that promotes public health in the slightest bit? And not some “we’re all in this together” commercial to get you to go to Starbucks? The original Incredible Crash Test Dummies were a successful PSA and toy line! And videogame! That was awful! But still! You can do this! You can save lives and make a couple of bucks! I know you can do it, America! You have literally done it before!

Listen to this dummy. You could learn a lot from the past.

FGC #620 The Incredible Crash Dummies

  • Battle all our playsets and toys!System: There was a full system breakdown during the article, so I will just reiterate that we’re focused on the Super Nintendo version today. Will I look at other ports? Absolutely not.
  • Number of players: This really should be two players, as Crash Test Dummies come in pairs. But no dice. Sorry.
  • Level Up: Your main offensive ability is jumping on your opponents, ala Super Mario Bros. But! You can also throw a limited-ammo spanner of some kind as a projectile. And it gets better as you defeat more bosses! Or… it is supposed to… or… something… as it mostly just gets “stronger” by flying in loop-de-loops or other bizarre patterns. Like a lot in this game, it is a choice.
  • Favorite Boss: It is hard to say how much this was influenced by the already toyetic movie, but it seems like the bosses were exclusively chosen to sell the vehicles offered by the toyline. And I’m okay with that! I have been fighting the Technodrome for years! The final boss is the best, as his morphing truck adapts the whole “build whatever” aspect of the Junkbots canon. Oh, but all the bosses are absolutely terrible to fight, because of horrendous hit detection, so you won’t ever see the final boss anyway.
  • Bonus Time: Every boss is immediately followed by a Turbo Tunnel-esque bonus stage wherein you are forced to ram your dummy into a wall with as much speed as possible. For this being the “bonus” of playing an Incredible Crash Test Dummies videogame, you would expect they would maybe put a little effort into parts flying everywhere, or possibly our favorite dummy saying something cute as he is ejected. Nope! Just dumb explosion graphics. Lame.
  • Away we go!Stage End: Every level ends with a spinning “Next Zone” sign, and your dummy rolling into a ball to eject off to parts unknown. That seems weirdly familiar for a 16-bit platformer….
  • Goggle Bob Fact: So I made reference to a local donut shop being vandalized during the article. This is seriously in reference to my college days. Immediately after 9/11, the local donut shop was run by a Pakistani dude who actually did have his 24/7 coffee/donut shop vandalized, like, all the time. This led to the situation wherein my friends and I, completely unaware of this, showed up one night at 3 AM for coffee and donuts, because we were, ya know, bored college students. The owner had a bat at the ready when we arrived, because he assumed we were there to rob and/or vandalize the place (admittedly, we did have multiple tall people with a post-Matrix inclination toward trench coats). It was a confusingly tense situation! Mostly because half our party was high as hell, and had a really hard time understanding what was happening! After we explained that we mostly just had the munchies, the guy calmed down, and we all had coffee and donuts and talked about how much it sucks that so many people were so reactively racist all of a sudden. And I want to say that, barring the premiere of the Justice League cartoon/Gamecube (we were nerds), we came back there and hung out with the guy every weekend that semester. After a few months, hostilities seemed to die down, he stopped personally working the night shift, and we went back to dealing with whoever was making minimum wage for corralling geeks on the graveyard shift. But the point is: don’t let anyone tell you the time after 9/11 was a time of “national unity”. It was only a time of national unity for people that didn’t have to protect their businesses and homes with baseball bats.
  • Did you know? Yes, actual bears were used as crash test dummies at one point in history. This is inhumane and marginally insane (do you know anyone built like a bear? … I mean… a real bear). But it did mean that, for some short epoch, bear was driving. And how can that be?
  • Would I play again: No. This is… No. B.O.B. might get a play first, and that’s horrible.

What’s next? Random ROB has chosen… Pokémon Legends: Arceus! Completely random that yet another Pokémon game appears on this blog! Maybe a Castlevania will be next! Anyway, please look forward to it!

This is someone's fetish

FGC #612 Jim Power: The Lost Dimension in 3-D

ELECTRO BRAINI do not think that I, as a mature grownup, can emotionally handle Jim Power: The Lost Dimension in 3-D. So I worry for the children.

It is weird being an adult. For most people my age, this would likely be “it is weird being a parent”, but I found the love of my life relatively late, and we haven’t produced any offspring recently. But I am something of an uncle to a couple of kids, and I am often around for things like holidays, activities, and seasonal events that my wife has a tendency to inflict upon the young (in her culture, cookie decorating is apparently mandatory under penalty of decapitation). This means that I see these squirts a lot, and in many different circumstances. I am around for fun, breezy activities such as pumpkin picking, but I am also in the general vicinity when the teenager gets home from a band practice where his crush crushed his dreams.

And that is weird! That the 14-year-old just had his heart broken? For the first time in high school, possibly the first time ever? It is an emotionally confusing situation for us adults. What is the best option here? It is equally true to say, “Oh, I understand, that is the worst feeling in the world,” as “Dude, who cares? There are plenty of other fish in the sea. You’re 14!” One is understanding, but may embiggen the situation further, possibly prolonging the emotional crisis. But how insensitive would it be to immediately minimize the sensitive toll this is taking on the kid, and ask him to just skip to the next chapter without acknowledging any sort of reflection? And if you think this is the time for a nuanced conversation about the intricacies of relationships, I have got bad news for you, because said 14-year-old only has about seventeen seconds of attention span before he gets back to more important matters like Hyrule Warriors. He is still going to be upset over his crush, mind you, but at least he’ll be mulling it over while killing moblins with a fish lady.

BEWARE ARM THINGI consider something like that, and I genuinely wonder if I could emotionally handle just being a teenager nowadays. Personally, I started being turned down by cute girls right around when AOL Instant Messenger was just becoming a thing. I did not yet have a Livejournal, Facebook, or blog of any kind to publicly confess my feelings, and if I wanted the whole school to know something was happening, I had to tackle whoever oversaw the morning announcements and slip into the recording booth with a cunning disguise (this is why I own so many trench coats). Nowadays, there is a constant, unceasing communication tunnel available to any and all teenagers, and if you posted something embarrassing on Instagram, the whole school is going to know about it in less time than it takes to beg for an edit button. Exactly one time in high school I recall a friend having his life upended by an abusive ex-girlfriend who shared (printed!) their embarrassing chat logs (well, embarrassing for him). I am going to go ahead and guess that kind of event happens every seven seconds with the latest generation of high schoolers, and probably even more so now that COVID has pushed “dating” further into the cyber realm. I said some deeply humiliating things to women in my high school days, and the fact that there is only a record of about 60% of that nonsense is the reason I can still function (the rest is, inevitably, stored way the hell back in my Hotmail account… I keep meaning to delete my entire past…). My point is that I was an emotional infant when I was a teenager, and the sheer scope of things that now exist to outright destroy a teenager… It boggles the mind.

But then again, Jim Power: The Lost Dimension in 3-D nearly made me cry, too, so maybe there was just something wrong with me.

It's too redIf you have never had the pleasure of playing Jim Power: The Lost Dimension in 3-D, let me take you down a (not) fun little rabbit hole. If you squint, this game could be an excellent 16-bit title that just happened to include one random gimmick. JP:TLDi3D has a few basic level types that all see at least two stages: 2-D run ‘n gun, 2-D jetpack ‘n gun, overhead 3-D run and/or gun, and shoot ‘em up. Much of the title could very easily be compared to Super Contra (not Super C), as that runnin’ ‘n gunnin’ is already familiar before the 3-D areas that are extremely reminiscent of “those damn levels” from Contra 3. And for a little extra fun, there are two full stages that are evocative of a less complicated Gradius, and a handful of “jetpack bosses” that seem to function in much the same way, just with a larger hitbox. And considering Contra and Gradius were both exalted games around the time Jim Power dropped into our dimension, there is the potential for this game to be a good action shooter with the stunt of 3-D glasses enhancing your play experience. Hey, Plok sold its action on less!

Unfortunately, even Plok had gameplay that was lightyears ahead of anything Jim Power could hope for. Many have derided Contra games over the years for the realistic flourish of “one bullet = one death”. Jim is trapped in a world that is similarly instantly fatal in every way, but, unlike Lance and Bill, Jim is not dealing with a creator that cared about any level of fairness. Opponents, projectiles, and some freaky things with monster arms come fast and furious for Jim’s life, and it is an absolute rarity that you will have any time to react before your hero is obliterated. Tricks and traps infest JP:TLDi3D, so the “run ‘n gun” gameplay quickly transforms into “crawl ‘n gun” if you want to survive longer than three seconds. There is also a timer that continually demands perfection (many of the later levels leave you literally seconds to spare between timer refills), and a few (but not all) stages are impossible to complete without finding random keys in exactly the right order. Lava sucksIn short, JP:TLDi3D was either built for players that already knew the ins and outs of JP:TLDi3D, or the whole stupid thing is just some kind of psychological test to see if a human being can successfully memorize every little detail about a seven level videogame.

Oh! And the 3-D effects that give the title its name? They are completely bugged, and the backgrounds do not scroll correctly. 3-D glasses or no, the end result is something that is a lot more likely to make you puke than play any further. Unless the main reason you progress in videogames is to see if their directors ever fix their own mistakes…

Unfortunately, the FGC is not the first time I grumbled at this… experience. I rented Jim Power: The Lost Dimension in 3-D when I was but a Wee Goggle Bob. The box art looked neat! There were screenshots that looked like games I did like! And “revolutionary 3-D graphics”? Sign me the heck up! I rented Jim Power so friggen hard, man.

… And I learned the game was awful. I am moderately certain I did not make it to the second level, but I do have vague memories of hating that labyrinth stage. I know I did not have any cheat codes handy, and I absolutely know that I never made it to the shoot ‘em up stage featured on the back of the box (which I figured, like Solar Jetman, was likely the last level, not the third). It was an unpleasant experience from top to bottom, and, given I was a dumb kid, I did not even fully comprehend that the game was bad. I thought, as I had many times before, that I was simply bad at videogames, and I had wasted my biweekly rental on a title that reminded me I was bad at choosing and playing games. I may have cried.

I’m pretty sure there was no way any adult in the area could mend my heart that had been inexplicably broken by Jim Power.

This looks familiarSo I think about Jim Power, and I think about my “nephews”, and I think… well… I guess every generation has issues. Like, yes, this dear teenage child lives in a universe where his every flaw and attempt to use a lightsaber could be recorded and laughed at for the next meme period (a phase of no less than 24 hours, no greater than the rest of time), but he also lives in a world that is Jim Power-immune. He can play a terrible videogame, and then hop on the internet, and immediately learn that said game actually is bad. People agree with him! Authoritative adults may agree with him! There are pages of “Not Recommended” reviews! Don’t cry, child, you are not alone! The same bubble of society that will judge your every choice and action can also agree with those choices! You are living in a glorious future wherein you do not have to have an emotional breakdown over playing the wrong videogame! It is going to be okay!

I mean, sucks about embarrassing yourself in front of your whole school, but it’s cool that you don’t have to worry about Jim Power, right? See? The kids are going to be alright.

FGC #612 Jim Power: The Lost Dimension in 3-D

  • System: Super Nintendo is kind of the origin. Technically, much of the game is based on Jim Power in Mutant Planet, a game that saw such cursed systems as the Atari ST, the TurboGrafix-CD, and the Amiga. Then, nearly 30 years later, it got a Steam/Sega Genesis/Nintendo Entertainment System version. It… has been a weird time for ol’ Jim.
  • Number of players: Only one player need suffer through this experience.
  • Scoot alongPort-o-Call: So all screenshots and reviews on Gogglebob.com of Jim Power are based on the Super Nintendo version from 1993 that will eternally haunt my nightmares. However, Jim Power: The Arcade Game was partially created back in the 90’s, and completed and dropped on Steam this past year. It and an entirely-from-scratch NES version are available and apparently contain quality of life improvements… but I am never touching either. You literally cannot force me to play any more Jim Power than I already have.
  • Absolute Impossibility: It is hopeless to attempt to describe just how terrible the 3-D stages are. There are, like, “portally things” that rotate the screen continually, and “swamps” of these portals that you must cross. Imagine if Mario 64’s Lakitu cameraman was drunk and doing doughnuts through the whole game, and you have a fragment of an idea of how it all works.
  • Favorite Boss: There is a gigantic warship stage/boss that is reminiscent of a similar recurring situation in the R-Type franchise. This is… passable as an encounter. Some fights, like the final, gigantic devil boss, are completely impossible to properly dodge and counter, so it is good to see a fight that is at least moderately fair.
  • Did you know? This game pretty much stole music from Ys III. I do not know if this is the result of friendly sharing, a similar composer, or outright theft, but listen to Ys III’s A Searing Struggle, and then Jim Power’s Forgotten Path. It is… something.
  • Would I play again: Eat my ass, Jim Power. Eat it right up.

What’s next? Random ROB has chosen… Santa’s Xmas Adventure Complete Edition! Because it’s Christmas! And that is apparently a videogame! Oh boy! Please look forward to it!

It is just a scaled up regular enemy
A final boss should at least blink

FGC #414 Joe & Mac

I don't even know...Let us discuss the curious case of the Super Nintendo port of Joe & Man: Caveman Ninja.

Like with many videogames of the early 90’s (1991! Did such a far off year ever really exist?), this story starts in the arcades. Joe & Mac: Caveman Ninja (alternately known as simply Caveman Ninja or Joe and Mac: Caveman Combat) was one of those vaguely beat ‘em up-esque 2-D action titles that you usually only saw out of Capcom (I still remember you, Magic Sword). Joe and Mac are caveman bros that must hold back an entire Neanderthal army and rescue a few “cave babes” from the likes of dinosaurs, wooly mammoths, and at least one giant skeleton monster. The title is comical and cartoony, and seems to lean heavily into being a sort of “parody” title. Tyrannosauruses barf out cavemen, Little Shop of Horrors lends a certain giant plant to the proceedings, and we even get to “laugh” at the tired “overweight woman is boy crazy, boy is repulsed” trope. Real knee-slappers all around! Humor aside, though, Joe & Mac is an enjoyable arcade experience, and exactly the kind of game you’d expect to play in a pre-Street Fighter 2 arcade.

What set Joe & Mac apart from its arcade brethren? Well, once you cut out the comedy and expressive sprite-work, there’s pretty much nothing. But why would you ignore that!? Joe and Mac isn’t trying to be the Citizen Souls (Dark Kane?) of gaming, it’s a just a fun way to blow some quarters for the afternoon. There are improvements to be made across the board, but most of those advances would ignore the requirements of an arcade game. It’s a little too easy to lose health quickly and painfully… but considering loss of life necessitates another quarter, I don’t hear any change machines complaining. And the stage selections mean you will miss levels when choosing between Path A and Path B, but, that’s just an excuse to play the game all over again to see all the content.

Hm. If Joe and Mac wasn’t tethered to the arcade, it could be a better game, so the console ports must show stark improvement.

… Right?

ZAPLet’s review a few of the console ports. The MS-DOS port (what passed for “PC” back in the day) was basically the arcade version, so one would suppose that doesn’t count. Similarly, the Sega Genesis version tried to be the arcade version, and is pretty much the same thing, give or take a few graphical tweaks. As one might expect, the NES version is severely compromised, as the big, bad bosses of Joe & Mac don’t really translate to 8-bits very well. They had to make the generic baby dinosaur mook a mini-boss! And no one bothered to animate the cave babes actually kissing our heroes! Regardless, it’s compromised, but it’s clearly an attempt at directly porting Joe & Mac Arcade. And the Gameboy version might actually be better than the NES port… which isn’t terribly surprising, given it was released a year later. It’s still not great, but it’s passable for an early 90’s Gameboy title. Oh, and like its NES buddy, it follows the basic rules and flow of the arcade release. So that only leaves the Super Nintendo port, and… it’s a little different.

If you were to play Arcade Joe & Mac, play some other games at the arcade, and then scoot home to play SNES Joe & Mac, you might not notice much of a difference. These are both games that feature the titular Joe & Mac rescuing cave babes from the forces of evil. In both adventures, Joe & Mac fight (almost) the same bosses, which employ (mostly) the same patterns. There is jumping and weapon hurling and meat grabbing. And, while the SNES version has an overworld map, the basic flow of the game is almost exactly the same, give or take the ability to try those “forking” stages in one continuous playthrough.

But, if you play the two games in rapid succession (perhaps because you live in a glorious future where entire arcade cabinets may be digitized into tiny MAME roms), you will note that the arcade and SNES versions of Joe & Mac are as different as a caveman ninja and a Neanderthal.

Little bubFirst, and most noticeably, the SNES version completely drops the Master Higgins-esque health system of the arcade. There is a constant “health timer” in the arcade version, and, should Joe or Mac stop eating everything in sight for longer than six seconds, they will certainly expire from insatiable hunger. This eating disorder is absent from the SNES port, so Joe and Mac can explore their environment at a much more leisurely pace. And that’s great, because there are bonus rooms around, and they can only be accessed through vigilant determination. Oh, and you’re allowed to toggle obtained weapons with L&R, so you’re no longer stuck with whatever weapon you happened to bump into (anyone that played the earlier Konami titles is well aware of the “joys” of accidentally ditching your holy water for a stupid dagger). And these are all improvements! Joe and Mac for the Super Nintendo is the superior Joe and Mac version! Everything is good forever!

Except… SNES Joe and Mac left a surprising amount of content on the cutting room floor. For one thing, the weapons selection has been severely limited, which eliminates some of the most interesting attacks. Joe can no longer launch gigantic sparks at opponents, and Mac has completely lost the ability to summon a spiritual “other self” to menace an ankylosaurus. And speaking of offensive options, Joe & Mac can “charge” attacks for bigger bangs in other versions, while that option is sorely missing on the Super Nintendo. And, believe me, stronger attacks are dearly missed when bosses are massive HP sponges. Oh, and the stages that randomly transform the title into a dedicated shooting game are missing entirely, which is a major loss for anyone that ever wanted a caveman based shoot ‘em up (guess we have to go back to Bonk for that). Frankly, the Super Nintendo version is missing a number of features that made Arcade Joe & Mac great.

And then there are the weird changes. The final boss of nearly every version is some unholy amalgamation of a dinosaur and a Neanderthal. It is never explained where this creature originated, but it makes a kind of sense at the end of a game where you fight dinosaurs and Neanderthals (separately) every five seconds. The SNES version introduces… Satan. Or… some kind of devil, at least. And he’s living inside a T-Rex’s belly, and is kidnapping cave babes because… uh… He was bored? And the multiple endings of the arcade game were dropped… sorta. The “funny” ending where Joe & Mac are chased by a bevy of heavy ladies is gone. That is, unless you know a key sequence that reinstates this alternate/tired ending. Why bother with such a thing? I don’t think “slightly different ending with a secret code” was exactly a selling point back in 1991.

BEAT EM ALL

But this all brings us back to the original question: why?

Joe & Mac was published in the arcade and at home by Data East. The most accurate ports all originated with Data East. This was not a situation where Capcom made the arcade cabinet, and then LJN was somehow responsible for the port. This was all in-house, and any changes made to the formula must have been overseen by at least the same producer. And, by all accounts, none of these changes were the result of “memory issues” or similar excuses from the 8-bit days. If the Sega Genesis could handle that deleted tusk weapon, it certainly could have appeared on the Super Nintendo. AwogaBy all accounts, there’s no real reason for the changes made to the SNES port, and we’re unlikely to ever have a clue why these changes were made. Was this an attempt to segue into a more adventure-y sequel? Establish the Joe & Mac extended universe? Play around with the L&R buttons? The world may never know the answer.

Joe & Mac for the Super Nintendo is just different enough from its version brethren to raise a few eyebrows, but not different enough to feel like its own game. And the reasons for that are lost to prehistory…

FGC #414 Joe & Mac

  • System: Joe & Mac get around. Let’s say the arcade version is the start, and then we’ve got Super Nintendo, Sega Genesis, Gameboy, Nintendo Entertainment System, DOS, and the Amiga for some reason. All that, and I don’t think it has returned in modern times for any sort of Virtual Console.
  • Number of players: Joe and Mac. And, depending on the version and mode, you can clobber your buddy into submission while fighting your opponents.
  • Favorite Weapon: The wheel revolutionized human transportation, and it was a fine way to whack a pterodactyl.
  • Favorite Boss: There’s this gray, water based dinosaur that rules over the waterfall/river stage. It’s not that remarkable, but it’s doing that 16-bit thing where its neck is a series of disconnected circles. For some reason, I always find that endearing.
  • RollyDid you know? During two player games, a gauge will appear to track which character has clubbed the boss the most. The winner earns a kiss from a cave babe, and the loser has to sit back and watch his pal get the girl. This is sexist and stupid and the cause of way too many fights when I was playing this game with friends when I was ten.
  • Would I play again: Like any beat ‘em up-alike, Joe & Mac is pretty fun when you have a playmate in the area. And I inexplicably have fond memories of this title, so it’s probably going to get played again. Now, which version to play…

What’s next? We’re closing out 16-Bit Cavemen Week with the sequel to Joe & Mac! No, not Joe & Mac 2. That would be silly. I’m thinking something a little more… caper-y. Please look forward to it!

FGC #363 The Simpsons: Bart vs. the Space Mutants

Here come those SimpsonsThe Simpsons: Bart vs. the Space Mutants is either one of the most clever, innovative licensed games of the early 90’s, or it’s a steaming pile of garbage.

It’s The Simpsons!

TS:BvtSM was the first Simpsons videogame. At the time, The Simpsons was a bonafide cultural phenomenon, having premiered (basically) a year earlier (technically The Simpsons started [as an independent series] in 1989, but it was December 17, so that barely counts… there, satisfied, nerds?), and setting the world ablaze with that whacky Bart Simpson and his lovable catchphrase… uhh… it was something about eating cow, I think. It was a long time ago! Regardless, at the time, there was more Simpsons merchandise than you could shake an officially licensed Groundskeeper Willie protractor at, so a videogame was just a matter of time. This title scooted out the door before… let’s see here… the game was initially released the same week as the premiere of Homer vs. Lisa and the 8th Commandment, Season 2, Episode 13, Production Code #7F13. This means the game was likely planned and produced before the second season even aired. Imagine! A time when there were only thirteen episodes of The Simpsons! John Swartzwelder had only written four scripts!

This, naturally, led to the game being written while Springfield still had a pretty shallow pool of characters and quirks. Lisa Simpson, for instance, had barely been established as the smartest little girl in town, and was hardly more than Bart’s sister. Maggie did not possess her love of firearms, and Homer still only sounded brain-damaged, as opposed to actually being brain-damaged. Realize that Bart Simpson (who the hell are you?) was the most developed Simpson, and this game starts to take shape.

On the other hand

Did any of these versions even get the colors for our favorite family right?

It's Bart!

Don’t tell me the NES couldn’t support Marge’s usual green! Maggie got it for some reason! And the Genesis has absolutely no excuse! 16-Bits of raw power! And nobody look at Homer’s shoes! They’re weird! Basically, pick your version, but everyone is just off model enough to be recognizable, but completely wrong.

And that’s before you get into the actual usage of The Simpsons characters. Homer is known for dropping black sludge and hanging out at the museum, right? And who could tear Marge Simpson away from the mall? It’s nice that someone tried to wedge the whole family in there before their personalities were completely solidified (and then fossilized), but Maggie randomly shoving bowling balls at Nelson Muntz… doesn’t make the most sense.

The Plot ain’t Bad!

Here he comes!Bart was the pint-sized star of the show back in the 90’s, so naturally he was featured in an adventure where he… fought aliens?

That sounds a little crazy for a typical cartoon sitcom family, but it’s not that absurd. The whole point of a “side story” like this is that it is something you wouldn’t normally see on a “mundane” series until about the 562nd episode, so fighting aliens seems like fair game. After all, it’s an excuse for Bart to get out there and do something good. In fact, it plays into the whole “Bart the scamp” narrative, as it gives our lovable hero an excuse to commit mischief, but, ha ha, he’s doing it for the good of the human race, and no one must ever know. He’s not spray painting trash cans because he’s a lil’ bastard, he’s doing it for the world. Hey, look, this whole thing is a lot more believable than the entire family beating up Homer’s boss in a giant mecha suit.

On the other hand

This is the exact same plot as Fester’s Quest.

Sitcom protagonist learns there’s an alien invasion, gets some help from his family, and ventures forth to save the day.

It's Bart! It's Fester!

They’ve probably even got the same stupid glasses!

And, yes, for anyone wondering, Fester’s Quest was released two years prior. Is this some popular trope I’m missing? Am I out of touch? No, it’s the producers who are wrong.

The Gameplay ain’t Bad!

So the aliens are going to take over the world, and they need particular objects to achieve their global dominance. In each level, Bart is tasked with stealing and/or destroying every one of these objects he can find. For instance, in the first level, the aliens are using objects that are purple, so Bart must do everything in his power to mask or destroy all purple objects in Springfield. And you, Bart-troller, have got options!

There is a lot of purple in Springfield, and this leads to a number of different techniques and tricks for repelling the purple menace. Spray paint is the first and most obvious option, but outright destruction through cherry bombs and firecrackers is allowed. And sometimes you can even find ways to make the purple come to you, like by crank calling Moe’s Tavern and spray painting his signature purple apron (?) when he comes out to murder the ten year old. Honestly, the whole situation, complete with a talking statue imparting sage advice, becomes almost indistinguishable from King’s Quest and other adventure games. And we needed more creativity like that in gaming at the time! We still do! And Mario should have access to firecrackers!

On the other hand

UGHEvery other level sucks.

The first stage presents this huge, expansive Springfield where you have to solve riddles and interact with the denizens of our favorite stink town. And, from that point on… it’s just a lousy platformer. The second level is all floating platforms (over “wet cement”, the lamest of all bottomless pit substitutes) and mini bosses. The third level seems like it might be returning to the “town” atmosphere of the first stage, but then it turns out it was just a few mini games that quickly devolve into more lousy platforming hijinks. The museum of the next stage is an excuse for rejected levels from other videogames (which would later become the theme of 16-bit Simpsons titles), and the final stage is a maze. This is not to imply that the last level is a fun maze; no, this is more akin to “find the right path” castles from the original Super Mario Bros. They were not fun there, and they are certainly not fun in a labyrinth featuring space aliens.

And this all wouldn’t be the worst thing in the world if Bart didn’t control so absolutely terribly. For reasons that can only be described as a hate crime, Bart’s “run” button is the same as his jump button, so you must hold jump to build momentum, and then… press jump to jump. It’s a little unintuitive. And it also makes some of the smaller platforms nearly impossible. This wouldn’t be noticeable if more of the game was like the introductory level, but instead we’re dealing with nearly impossible gaps seven seconds into the second stage. Oh, and if you want a little more momentum while jumping, then you press the action button, because that makes perfect sense and wastes whatever limited ammo item you might have for the stage. Everything is coming up Milhouse!

The Bosses ain’t Bad

It's Moe!Okay, the levels might suck, but the bosses are cool. The first level sees Bart battling Nelson, just like in Bart the General. The second stage is versus the Babysitter Bandit, who nearly stared in the first Simpsons episode! Krusty Land is dominated by Sideshow Bob, and Dr. Marvin Monroe is employing shock therapy at the head of the museum. There’s no boss for the final level at the Nuclear Power Plant, but one would assume that’s only because C. Montgomery Burns was getting ready for his big beat ‘em up premiere in the arcades.

On the other hand

None of these boss fights make any sense. Okay, maybe Nelson gets a pass, but hopping on a psychiatrist’s head is just confusing. And Bart and Lisa may have discovered the nefarious Ms. Botz thanks to her suitcase, but reversing gravity on bags while Marge chucks bowling balls is a little unusual. Sideshow Bob almost makes sense with the foot stomping thing, but if you somehow missed that episode, it’s nearly impossible to realize what you’re supposed to do during that battle. Is there a single other spot in the gaming universe where foot stomping is the right answer?

And that’s basically The Simpsons: Bart vs. the Space Mutants in a nutshell. It’s unique among its videogame peers… but it’s also kind of terrible. No fun, and no satisfaction. And no fun and no satisfaction make Goggle Bob something something.

FGC #363 The Simpsons: Bart vs. the Space Mutants

  • Thanks, GrandpaSystem: I always think of this as a NES game, but it’s also available for Amiga, Atari ST, Commodore 64, Game Gear, Master System, and Sega Genesis. The screenshots for most of this article are from the Sega Genesis version.
  • Number of Players: It’s Bart! He’s alone.
  • Port-O-Call: I’m not going to try every version, but I can safely say that the Genesis port has more faithful graphics (though not completely faithful graphics), but less official Simpsons music than the NES version. This is probably for the best, as you can only listen to the Simpsons Main Theme so many times before mailing dead lemmings to Danny Elfman.
  • An End: The finale features Bart Simpson defeating the Space Mutants, and then, in an act of contrition, they paste Bart’s head on Mount Rushmore. Depending on the version, Bart’s head is either erected on the far left or far right side of the monument. Does… that mean something?
  • Favorite Simpsons character (this game): Krusty the Clown is the icon for 1-Ups, and he’s got his own carnival, and you explore a giant version of his head, but I don’t think he actually appears anywhere in the game as a proper human being. So I think he wins by default for just providing a pile of off-brand merch in his absence.
  • HAW HAWDid you know? Bart fights aliens in this title, but they are notably not Kang and Kodos. And, for that matter, the space mutants don’t look consistent between their bipedal and tiny-tentacled forms. And they look totally different between different versions of the title, too. Weird aliens.
  • Would I play again: Nope. Don’t have a cow, man, but this game kinda sucks to play. It’s an interesting curiosity, but I’m not touching it again.


What’s next?
Random ROB has chosen… The Adventures of Bayou Billy for the NES! I guess it’s suddenly very hard NES games week! Or something! Please look forward to it!