5/5/2020 Joe And Mac Caveman Ninja Arcade
The plot of Caveman Ninja is fairly simple and generic for a 90’s arcade game – Joe and Mac, one green and one blue-haired cavemen are chilling in their prehistoric hut when, suddenly, their ‘cave babes’ are stolen by a rival tribe! Joe And Mac: Caveman Ninja; Cave Chaos 2; Tiger Woods PGA Tour Golf; Play Cave Golf game online in your browser free of charge on Arcade Spot. Cave Golf is a high quality game that works in all major modern web browsers. This online game is part of the Arcade, Sports, and Mobile gaming categories. Cave Golf has 1 likes from 1 user ratings.
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Joe & Mac,[a] also known as Caveman Ninja and Caveman Ninja: Joe & Mac,[1] is a 1991 platform game released for arcades by Data East.[2] It was later adapted for the Super NES, Mega Drive/Genesis, Nintendo Entertainment System, Game Boy, Amiga, Zeebo, Nintendo Switch, and PC.
Gameplay[edit]
Joe fights a Tyrannosaurus in the game's first level using the stone wheel.
The game stars the green-haired Joe and the blue-haired Mac, cavemen who battle through numerous prehistoric levels using weapons such as boomerangs, bones, fire, flints, electricity, stone wheels, and clubs. The objective of the game is to rescue a group of women who were kidnapped by a rival tribe of cavemen. The game features a health system by which the player loses health over a period of time, apart from during boss battles.[3] A two-player mode is available, and in some versions both characters are capable of damaging each other.
The original arcade version and Amiga, Mega Drive/Genesis, MS-DOS and Zeebo ports have the distinction of allowing the player to select between different routes at the end of boss battles. Also, after defeating the final boss, the players can choose between three exits – each one leading to a slightly different ending sequence.
Ports[edit]
The game has been ported to various systems, some of which drop the name Caveman Ninja, referring to the game simply as Joe & Mac.
A Super NES version was developed and published in 1991 by Data East.[4] In December 1992, a version for the NES was released. It was developed by Elite Systems and published by Data East.[5] A Game Boy version, released in North America and the United Kingdom in April 1993,[6][7] was developed by Motivetime and was also published by Data East.[8] Finally, in late 1993, another version was developed by Eden Entertainment Software and published by Takara for the Sega Genesis and TecToy for the Brazilian Mega Drive in early 1994.[9]
The Mega Drive/Genesis version is considered a close match to the arcade version.[10] The Super NES version is a reworked game which features an overworld map used to choose the levels (unlike in other versions where all of them have to be played), which were longer, plus some bonus stages (either in the levels or out in the world map). Some of the weapons are missing and can no longer be charged up. The final boss is also different, and there are only two endings. The NES and Game Boy versions lack the option of choosing levels or endings. Both feature variants of the arcade boss.
The Japanese version of the game includes a beginning scene in which cavemen enter a hut and emerge while dragging cavewomen by their hair. The scene was removed from the US release, with Data East stating, 'We didn't want kids to see [the Japanese display] and think it was okay.'[11]
Reception[edit]
The One reviewed the arcade version of Caveman Ninja in 1991, calling it 'A cutesie 'jumpy-jumpy' game which uses some good graphics and neat comic touches to overcome the unoriginal gameplay', recommending it as being 'worth a try'.[18]
Skyler Miller of AllGame criticized the NES version for its 'unresponsive controls,' writing that, 'Jumping and simultaneously throwing your weapon, an important move, is often hard to perform.' Miller also wrote, 'Although the graphics are above average for the NES, they vary from level to level.'[5]GamePro wrote that the NES version was colorful but that the graphics 'are prehistoric,' criticizing the 'flat backgrounds and sprites'. GamePro also criticized the music, described as 'rock-splitting clinks and clanks.'[19]
Super Play praised the SNES version for its colorful graphics, but also wrote, 'The snag is that there isn't a lot to hold your interest. [...] the appeal starts to flag after a few minutes. The collision detection is annoying as well, tending to give baddies the benefit of the doubt in any clash of heads. I'm afraid this, coupled with the awkward controls, soon saw me adopting a 'couldn't care less' attitude towards the game.'[17]
Brett Alan Weiss of AllGame praised the Genesis version's graphics and sound effects, and wrote, 'This game features some of the best music ever on a 16-bit system.' Weiss criticized the game's two-player mode, writing, 'With two players, you might help each other out of a jam from time to time, but you also slow each other down.'[9]Sega Visions praised the Genesis version's 'bright colors and bouncy sounds,' but criticized its controls.[10]GamePro, reviewing the Genesis version, noted similarities to the SNES version and praised the 'entertaining' two-player mode. However, the magazine concluded, 'It's fun, but this style of game is gradually going the way of the dinosaur.'[20]
British television program Bad Influence! gave the SNES version 4 out of 5.[15] Tony Dillon of CU Amiga wrote that the game 'is a lot of fun to play. Not as complete or polished as Zool, but still a great platform game. Controls are responsive, the graphics are good and the sampled sound is excellent, but I couldn't help feeling that in these times of epic Amiga games, this one is just a little too limited.'[15]
Huw Melliar-Smith of Amiga Action wrote that the animation of the game's enemies 'is pretty good. Not spectacular, but good nonetheless. As Joe & Mac are the focus of attention, perhaps a little more effort might have gone into their creation.' Melliar-Smith praised the multiplayer option as being superior to single-player mode, and also complimented the sound effects, but called the music 'repetitive and not particularly creative.' Melliar-Smith also criticized the unresponsive controls, writing, 'It is the gameplay that is most disappointing.'[12] Dave Paget of Amiga Format praised its 'clear graphics and well-drawn backdrops,' but wrote that the game 'is a bit shallow, your cavemen amble along and the levels are linear and allow no exploration.'[13]
David Upchurch of The One Amiga called the plot and gameplay 'uninspired.' Upchurch also wrote, 'The colour palettes are garish, and it's often hard to pick out the sprites from the backgrounds. Worse still, everything's so sluggish - the so-called Ninjas amble around like they've been drugged and getting them to do anything quickly (pretty essential for a game like this) is near-impossible. Difficulty-wise, it's paradoxically very hard and very easy.' Upchurch criticized the unresponsive controls, but praised the sound.[16]
Stuart Campbell of Amiga Power criticized the game for using 'the kind of options screen that you'd have to be a professional semaphore operator to penetrate. I had to spend almost five minutes reading the manual just to work out how to select which of the two pointlessly-complicated joystick modes I wanted to use [...] and I still haven't quite got to grips with how to toggle the music and sound effects.' Campbell also criticized the game for 'some of the cheap 'n' nastiest-looking graphics seen on the Amiga in recent memory.' Campbell criticized the game's poor control system and its 'fairly short and tedious' levels, and concluded that the game was 'a lump of crap.'[14]
Total! gave the Game Boy version 75%, praising the graphics, but criticizing the collision detection. The magazine also criticized the backgrounds, which caused the main character of Joe to blend into the environment, creating confusion regarding his location.[7]Nintendo Power positively wrote about the Game Boy version, 'Good graphics and animation rival those of the NES and Super NES versions,' but negatively wrote, 'Background blur while walking is severe, making it difficult to see approaching enemies.'[6]
Legacy[edit]
The game was followed by various sequels. The Japanese version of the SNES game Congo's Caper was presented as a sequel called Tatakae Genshijin 2: Rookie no Bōken and featured a new protagonist. The title duo would later return in Joe & Mac 2: Lost in the Tropics, which added light role-playing aspects to the series. An arcade sequel titled Joe & Mac Returns eschewed the scrolling action of the original games in favor of gameplay similar to another Data East series, Tumblepop.
Joe and Mac appear in a German Mario comic, titled Super Mario: Verloren in der Zeit.
Possible reboot[edit]
In November 2009, Golgoth Studio announced plans to reboot the Joe & Mac series, following their completion of a Toki remake.[21] No further information has been released as of 2018.
Notes[edit]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Joe_%26_Mac&oldid=934129735'
It’s funny, really. I didn’t actually discover Joe and Mac until the home translation of their arcade game, Caveman Ninja, came to the SNES. I found that sort of odd because I’ve been to my fair share of arcades as a younger kid, so you think I would’ve found it there first.
But I digress. This side-scrolling caveman romp is still a lot of fun after all these years, and ideal for two player sessions.But if you don’t have a SNES, fret not. The original Caveman Ninja has made its way to Switch thanks to Flying Tiger Entertainment and the Johnny Turbo’s Arcade line, which, alongside other games. And just like that game, Caveman is a timeless classic, even if it is a little bit on the short side.
The adventure begins with rogue cavemen making off with your girlfriends (a trope for a game such as this), forcing Joe and Mac to leap into action as they take on human, dinosaur and other foes in the hopes of saving the day. You’ll take on everything from rogue T-Rex creatures to giant plants to weird caveman contraptions that have you wondering, “Wait, they built this before discovering fire?”Along the way, you’ll pick up weapons that will help you along. You start out with hammers that you can throw, but you’ll eventually pick up better ones during your journey. Your best bet is the boomerang, which has both speed and precision going for it. Just be careful. If you die, you lose it and have to start with the hammer again.
Slide 1 of 1 Unga Bunga, This Is Fun-gaThe game is rather short, as you can go through what it has in about a 30 minute time frame. That does leave Caveman Ninja short when it comes to replay value, as there are no DIP switches to play around with or extra games to play. (That leaves me wondering just why there isn’t a Joe and Mac compilation, rather than just an arcade port.)That said, Caveman Ninja is still no-frills fun. This is especially true if you can bring a second player along with you, as the game fully supports local couch co-op. (Sorry, no online.) It’s a romp running through this thing with a friend, especially as you tactfully figure out the boss battles and try to dominate with just a handful of lives.The arcade transition has been handled well by the Johnny Turbo folks, too.
The graphics look good on both the big-screen and portable, though I think I prefer Joe and Mac’s home smoothness just a bit more. The music is good fun to listen to as well; and the sound effects (even that high-pitched “OW!” the heroes say upon getting hit) are nostalgic. How much mileage you get out of Caveman Ninja really depends on how much you like either Joe and Mac or old-school classics in general. It does come up a bit short on replay value, but it does come from the old-school arcade era, so that’s not a real surprise. And what it lacks in frills, it makes up in caveman-bashing goodness.
There’s definitely an audience for that; so if Joe and Mac is your bag, this romp is worth dragging into your game library.WWG’s Score: 3.5/5Disclaimer: A review code was provided by the publisher.
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