Tag Archives: cavemen

Xenogears 15: People and Power

Let's go, ratToday we will (rapidly) examine people who came from nothing, but eventually obtained -the power-.

First, we have Hammer. While Hammer was friendly with one future god-slayer and one future popette, it is hard to say Hammer was ever a good person. He did good things, and he did help people in the prison of Kislev District D, but he was also an arms smuggler, which is decidedly not the most altruistic of vocations. Then, when the chips were down, he was easily coerced into threatening an innocent(ish) woman’s family. He failed at that (while incidentally killing the future holy mother’s mother), and was then rebuilt as a weaponized robot rat. Unfortunately, even with this power at hand, he still attacked his old comrades. And, when he had been summarily defeated, he found that his new masters had boobytrapped his body, and he was rigged to explode. While his former compatriots were able to escape, Hammer died bursting with agony in a pit in some forgotten cave. He came from nothing, gained -the power-, used it for selfish ends, and returned to nothing.

And on the subject of Hammer’s homicidal superiors, we have Ramsus. Ramsus was born to be something more, but was treated like trash since the womb(/tube). He worked his way up to a standing of some nobility, but then had a win-loss record of 60-1 for a solid six years with a “trash” martial artist (that would have rather been a painter anyway). As a result, despite clearly proving he has -the power- (just not all -the power-) Ramsus was convinced he was a loser, and would literally do anything to demonstrate he was something more. In a mad attempt to get the attention of his rival, he endangered an entire town of people, and even threatened to crush their holy mother (who, admittedly, was his hated opponent’s girlfriend). When that proved to be so pointless that it was barely worth mentioning, he then moved on to killing the Emperor of Solaris. And, yes, Solaris was mostly a smoking crater at this point, and it was hard to say what Emperor Cain was even ruling, but still. It was not a nice thing to do, and only served the purpose of further endangering the like sixty people that could be defined as humans at this point. Ramsus, like Hammer, used -the power- only to help himself, and even failed at that.

This is grand funBut this world is not so dark that you cannot see the light. Ramsus had a group of subordinates known as The Elements. Dominia Yizkor, Seraphita, Tolone, and Kelvena were all considered to be have-nots, as they all had disadvantages such as random etheric disabilities, cybernetic parts, or elf ears. However, they pooled their abilities to become a force that could threaten -the power-, and literally combined their strengths into a gigantic robot. And, like Hammer or Ramsus, they initially used this force to bully those that they blamed for their difficult lives. But after speaking to the woman that would shortly thereafter be manhandled by a raging Ramsus, they decided to use their vigor not for selfish reasons, but to help the man that had raised them up to -the power- in the first place. And, while this change of heart was partially facilitated by being beaten bloody by a team of giant robots (two of them piloted by former Elements that now had better jobs), everyone else mentioned at this point were defeated by Gears and still didn’t learn their lesson.

So use -the power- for good. And if you cannot bring yourself to do that, maybe use your own power to find something good. It will reduce the odds of self-exploding.

Even Worse Streams presents Xenogears
Night 15

Original Stream Night: May 18, 2021
Night of the Frontier of Sagas

Random Stream Notes

  • Never call me Microsoft Bob. Welcome back to Xenogears with BEAT, fanboymaster, and Jeanie.
  • And Caliscrub arrives as we are discussing super exciting spelling bees.
  • Do we have a tally of how many times we talk about Final Fantasy 7 on this stream? Let’s discuss concepts for Vincent Valentine.
  • The N-Gage is gross, but Tony Hawk Pro Skater 1+2’s team getting recycled in “Triple-A development” is grosser.
  • As the Elements appear, BEAT reveals he did not know the Sailor Moon cast was related to particular elements. How do you miss that?! You are experienced in JRPGs, man!
  • And then I lose power! In real life! What the heck!?
  • Who would even make this?Seeing the Playstation 3 boot screen may have been when we officially decided to play all the Mega Man Legends titles. That’s some more Even Worse trivia for you!
  • We’re back to playing the exact same thing! And talking about how Metallica proved they were squares.
  • We need more JRPG bosses like the Turks who will give up immediately.
  • And the Elements combine! Woo!
  • This was the first I heard of Voltron not being notable in Japan. It broke my heart.
  • Joe & Mac is announced on virtual console with Spanky’s Quest! Best stream ever!
  • We talk about Skies of Arcadia a lot on this stream, so let’s remember the dearly departed noises of a grinding Dreamcast as we hit our second dungeon.
  • “There are plenty of people that are just jackasses.”
  • All the puzzles ever intended for Xenogears wound up in one dungeon, and now we have to deal with that.
  • Let us all lament the loss of Hammer, the one character we unanimously liked.
  • Cain is dead. “Do we ever get an explanation for what is going on in that room?” “No.”
  • That's grossWould you take the Pope with you to fight street toughs? Would you have sex if a mascot monster told you to?
  • Yes, it was Ashley in Wild Arms 2 that got his Playstation 1 mack on, too.
  • We’re finally back at the Eldridge! From the intro! It would have been a nice dungeon! But we don’t have time for that now! Let’s take a break.

Next time on Xenogears: We kill God, and then get to some actually important stuff.

Enjoy yourself, kids
Chicka wow wow

Xenogears 10: Maria & Chu-Chu

Make my monster growNikolai Balthasar was a brilliant scientist from Shevat who was kidnapped and forced into creating Gears for the nefarious Solaris. Solaris was dead set on creating the most advanced mechs on the planet, and Nikolai’s genius in the field of neurological research was unrivaled. With his coerced assistance, Solaris was able to produce inhumane Gears that “swallowed” a person and their consciousness whole, creating a Gear without lag or human error. And, in the end, after losing his wife and life to Solaris, Nikolai became an unwilling victim of his own creation, and was bonded to the Gear Achtzehn.

Achtzehn was a formidable beast of a Gear. Fused with a Nikolai who seemed to lose all empathy for humanity, it was a monster set to destroy the whole of Nikolai’s former home. Fei and his friends stood up to Achtzehn, but it utilized an Anti-Gear Psycho Jammer that disabled all Gears controlled by traditional pilots. This left Maria, Nikolai’s daughter, and the Gear he had created for her, Seibzehn, the only Gears that could stand against this massive threat.

Oh, and there was Chu-Chu, too.

The scripture is… okay… A host of theologians have all but deemed this portion of “history” as… apocryphal. If taken literally, one is to believe that before humanity was ever on this world, there were creatures known as Dotesque Chu-Chupolin. These beings were intelligent, had their own culture, lived in the woods, and, most importantly, were larger than houses. However, those wily so and sos at Solaris found them to be a (gigantic) nuisance, so they installed limiters on the chus, causing them to shrink down to stuffed-animal size. But apparently Fei’s dad (?) was a researcher on these creatures, and he escaped with some chus (?) that had their limiters removed (?), and one of these chus became the companion/pet (?) of Margie. Margie was in Shevat when Achtzehn attacked, and this “Chu-Chu” grew to enormous size to fight alongside Maria.

Is it supposed to do that?And, look, despite how many artists love depicting a giant, pink puffball hanging on the cross, you do not need to believe in the “literal” history of the Chu-Chu to understand the parable here. Chu-Chu was little more than a teddy bear, and Maria was a traumatized teenager of barely 13 (standing in the shadow of a queen that was supposedly 522). They both banded together and repelled a man who had grown into a scientist that could no longer distinguish friend from foe. The “wise, learned man” was defeated by the meekest and most inexperienced defenders around. Whether Chu-Chu could become titanic is immaterial to the fact that this creature somehow assisted in saving people. It is meant to draw a metaphoric parallel between those that think they cannot succeed, and a similarly unsophisticated organism saving the day.

Chu-Chu and Maria worked together to be the heroes of Shevat. You can be a hero, too. That’s the moral. You do not need a mammoth rabbit-mouse thing to reinforce that concept.

Even Worse Streams presents Xenogears
Night 10

Original Stream Night: April 6, 2021
Night of Quistis Trepe

Random Stream Notes

  • Welcome back to Xenogears! There are not glorious HD squats here.
  • We immediately compare Final Fantasy Amano illustrations to Aqua Teen Hunger Force gags regarding pianos and MP3 conversions.
  • Hey, remember The Granstream Saga? It is better than Chu-chu Land.
  • Would you like a discussion of the comic strip BC thanks to Sega CD title BC Racers?
  • I guess that hurtsPlease enjoy as I check a FAQ to figure out what the heck I am supposed to do to activate the next bit. Talk to a rocking chair?
  • We meet Queen Zephyr while we discuss how gachas should be illegal.
  • Citan’s family is here. Grandia 3 includes your mom in a JRPG. These things are marginally related.
  • Elly has been voted off the island as Maria joins the party. … Oh wait we kept Elly. Sorry, Billy.
  • As we skulk through tunnels with Maria, talk of Final Fantasy 9 leads to talk of SaGa Frontier and Asellus being gay as heck.
  • We discuss Breath of Fire 2, Oddworld, and other games that have influenced our views in weird ways.
  • And Kishi arrives while we are still trying to find our way through these stupid tunnels.
  • “Snowpiercer was in fact inspired by Xenogears.”
  • I assume my Gears are going to survive the onslaught, but save anyway. This is good planning!
  • Kishi brings up their notes for helping the fact that my Gears are a miserable failure.
  • Puppy!“If you want to save fuel…” “Nope!”
  • After two or three game overs, I finally decide to upgrade my Gears. This may have been the issue!
  • Now we can actually make progress. And, yes, despite my objections on the stream, this is uploaded without editing my many losses.
  • “I wiggle in the air to assert dominance.”
  • We are all, obviously, excited by Chu-Chu finally attaining maximum power.
  • Kishi is quiet during the Chu/Giant Robot fight due to really liking the music involved. I can’t blame ‘em.
  • Chu-Chu notes her pure heart as we close.

Next time on Xenogears: Remember Bart? Sure you do! He’s back! In Omni-Form!

Dangerous girl

FGC #415 Congo’s Caper

That little devilCongo’s Caper is the spiritual successor to Joe & Mac (and the literal sequel in Japan, where it is known as Caveman Ninja 2). Appropriately, the plot of this caper is pretty much the same as what we saw in SNES Joe & Mac. Previously, The Devil kidnapped a collection of cave babes, and Joe & Mac had to rescue their harem. Now, a slightly smaller The Devil decides to kidnap Congo’s girlfriend, and it’s up to Congo to venture forth and save his damsel. And he does! Then she gets kidnapped again, and apparently The Devil brought sidekicks for round 2. And then it turns out it was all the work of Tyrano Satan, whom Congo eventually banishes, and Congo’s girlfriend is rescued again. Hooray! All is well, and one would assume there is a lot of hot, 16-bit sex happening opposite the credits sequence.

Oh, but why did The Devil kidnap Girl? Repeatedly? Well, the answer to that is pretty obvious: because girls are made for kidnapping. Duh.

And that’s bad for everybody.

So everyone is familiar with the “damsel in distress” trope, right? Smarter people than I have elucidated why this particular story telling crutch is terrible, and how it is a good thing that we have gotten away from the tired old “knight saves princess” narrative that dominated our fiction landscape for so many years. We’ve moved well past Mario must rescue Princess Peach from Bowser, and now we have more complicated stories like… Mario must rescue Princess Peach from Bowser, but with a new hat. Huh. Seems like the kiddy stuff is still mired in medieval morality. But let’s look to adult entertainment! Something mature! That maybe made more money than there will ever be! Yes, let’s look to Avengers: Infinity War, a movie featuring a complicated villain with intense plans and a clear goal that goes far beyond… Oh, wait, he just kidnapped the charismatic guy’s girlfriend for some reason. And Weeeeenow the charming hero is all sad and angry, and is going to flip out at just the right time because his girl is missing. Sigh. So, yes, Congo’s Caper is employing an ancient, tired trope, but it’s also exactly what we’re seeing 25 years later. New coat of (purple) paint, same old “our Princess is in another castle”.

And this is a “tired” trope because it’s immediately obvious how the concept is harmful to women. The very notion treats women like objects, like a prize to be won, and, come on, it couldn’t be more obvious how that is a bad thing. Women are people! Women have opinions and rights and the ability to wriggle out of ropes to vaunt over lava pits and rescue their own damn selves. And that’s just considering the kidnapped women in question, never mind the women in the audience that only get to see representation as useless damsels. To pick on Avengers: Infinity War again, if you’re a boy, you can choose your hero, and be confident that, even if they don’t survive to see the final credits, they’re going to kick ass from start to finish. The women of the movie are a lot more… passive (hey, remember Pepper Potts was at the start of the film entirely to make Iron Man feel bad), and a woman who had previously been a complete bad ass in her other movies now spends most of the film as a captive (or worse). What does that tell all the little girls in the audience that previously just wanted to emulate a radical, dual-wielding heroine? Damsels are bad for a solid 50% of the population, no questions asked.

But what about the real minority in our world? What about the poor men?

Don't trust those dudesOkay, I felt dirty typing that. Yes, we absolutely live in a mancentric manocracy here on Man World, and there is never any question that men are in charge in every situation. If you’re convinced men are some put upon people because sometimes a judge will side with a woman in a divorce case because she just happens to not be addicted to heroin, that’s great and all, but I don’t want to hear about it. Men are in charge, period, and if you’re confused on that point, take a look at voting statistics to see why we’re currently in a political quagmire (which quagmire am I talking about? Does it matter?). Dudes rule the world, and women aren’t even allowed to wear pants that include viable pockets.

But there’s something important about the men that are ruling world. Christ, I thought we were going to get through one week without staring straight at the guy, but let’s look at our old pal Donald Trump. Here is a man who treats women like objects as a matter of course. He is the perfect embodiment of a person that believes women have no agency at all, and even on the rare occasions that it may be supposed that woman are actually humans, it’s clear that a man’s needs come first. They want it. They’ll give it up because you’re rich. In fact, women are to be collected and hunted like they are money. One more thing to be acquired. One more item to horde. Women are, like cash, real estate, and political power, just one more status symbol that says you’re a real man.

WeeeeeeAnd maybe that is fine for Donald Trump. We’re talking about a wiener that has been married three times, and has cheated on every single one of those women (oftentimes with the next wife on the list). We’re talking about a man who, by all accounts, ran for president for no other reason than to assuage his already bloated (and malignant) ego. Maybe he should be treating women like objects, because feeling love for objects is the only way he’s going to feel those emotions at all. Maybe that’s just him. But it’s hard to ignore that this is the man who is currently the President of the United States, and thus, for good or ill, an indelible role model for an entire generation of men. Want to be president one day, Little Timmy? Look to your great hero, President Trump.

Which brings us back to the original point of this little tirade: if enough men see women as objects, it doesn’t matter that there are “enlightened” or “woke” men, the societal norms of “women as property” is still going to bite everyone in the ass (and not in the fun way). How are men adversely impacted by this toxic masculinity? Well, how many men stay in terrible relationships because they’re afraid of “losing” the woman in their life? Want to see a guy never break up with a woman? I don’t care if she’s the worst, most toxic person in the world, if a girlfriend/fiancé/wife is desired by another, rival male, that man is going to stay in that relationship forever. She might be terrible (or at least terrible for him), but if there’s the threat that she will be lost to another man? Forget about it, he’ll ceaselessly fight tooth and nail for her.

Heck, he might even fight a devil, four caveman masters, and an angry tyrannosaurus.

Dino timesSo here’s the Goggle Bob Challenge ™ for the week: You might not be writing the latest videogame about a damsel in distress, but try to think about how decades of rescuing princesses has impacted your life. Women, you are not objects, you never were, and don’t drive yourselves insane trying to be the “perfect princess” for the Mario in your life. Men, do not treat women like objects, whether that means literally objectifying them, or incidentally thinking of them as possessions in your own decision making. If The Devil kidnaps “your” woman, maybe let it slide this time. She might be happier living in that posh T-Rex stomach.

After all, if you treat women like objects, you’re no better than a caveman.

FGC #415 Congo’s Caper

  • System: Super Nintendo, and that’s all, folks. No Genesis version. No Gameboy port. No modern console rerelease. How often does that happen?
  • Number of players: Congo must caper alone.
  • Maybe actually talk about the game for a second: Congo’s Caper is the straight platformer to Joe & Mac’s platformer/beat ‘em up mashup. Unfortunately, it’s a fairly generic platformer, and, coming on the same system as Super Mario World or Mega Man X, it doesn’t really have much to put it ahead of the pack. That said, it’s a very pretty and cartoony game, and, give or take a few stages that are absolutely boring (a bunch of slowly moving platforms over spikes? Really?) it’s a fun little adventure. Congo’s Caper is basically the old standard for a “rental” game, and there’s nothing wrong with that.
  • DEVIL!That’s not how that works: Magical red gems will evolve Congo the Monkey into Congo the Human (but with a tail). Another three gems will cause Congo to go Super Saiyan, which pretty much just makes Congo’s jumps more sparkly. Take a few hits, and you’ll go back to monkey form, though. Evolution is a harsh mistress.
  • Tips from the Pros: The L & R buttons activate Congo’s run. You don’t ever need to do this before a level that features an Indiana Jones-esque giant rolling ball of death. If you forget the L & R buttons exist, you will die approximately 10,000 times.
  • Favorite Boss: The Devil’s minions are four Neanderthals that could double as robot masters. We’ve got Ninja Man, Pirate Man, Techno Man, and Dracula Man. Of the four, Techno Man is clearly the winner, as he produces a robot dinosaur, and then attacks from Dr. Wily’s saucer. Dude knows how to live.
  • Did you know? The “roll” ability in this game is fairly insane. It allows Congo to roll along in a ball, and he’s completely invincible the entire time. This roll can only be activated on an incline, but there are a few levels and one entire boss that will fall instantly before Congo’s mighty roll. Eat your heart out, hedgehog.
  • Would I play again: Probably not. It’s a fun game, but generally kind of mediocre. I’ve rescued you enough, Congo’s unnamed girlfriend.

What’s next? Random ROB has chosen… Bioshock Infinite! I’ve been waiting for that one forever. Oh, and bad news, I’m probably going to indulge in a pretty similar amount of ranting, too. So, uh, please look forward to that!

Butt!

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!