Joe And Mac Nes Game Genie
Joe & Mac | |
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Developer(s) | Data East (Arcade & SNES) Elite Systems (NES & PC) Eden Entertainment Software (MD/Genesis) Motivetime (Game Boy & Amiga) Flying Tiger Development (Nintendo Switch) Onan Games (Zeebo) |
Publisher(s) | Data East (Japan & North America Arcade & Nintendo console versions) Takara (Genesis version) New World Computing (North America PC version) Elite Systems (North American Amiga version), (Europe all versions) Motivetime Ltd. (Amiga) Tec Toy (Brazil Mega Drive version) Flying Tiger Development (Nintendo Switch) G-Mode (Zeebo) |
Composer(s) | Seiichi Hamada Seiji Momoi Seiji Yamanaka Matt Furniss (MD/GEN) Mark Cooksey (GB/NES) |
Platform(s) | Arcade, Super NES, Genesis, Nintendo Entertainment System, Game Boy, Amiga, MS-DOS, Zeebo, Nintendo Switch |
Release | 1991 (arcade, PC, SNES) 1992 (Amiga) December 1992 (NES) April 1993 (Game Boy) 1994 (MD/Genesis) |
Genre(s) | Platform |
Mode(s) | Single-player or Two-player |
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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.
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Gameplay[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. In December 1992, a version for the NES was released. It was developed by Elite Systems and published by Data East.
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.
- Whenever possible the cheats have been tested. Some cheats may work for some people and not others due to differences in game revisions or differences in hardware used to play the game. No guarantee is made for the usability of any cheat. We need your cheats! Do you have cheats you can contribute? Please see cheats other people need.
- Version History - 1.0 - Started, all codes entered Friday, July 20, 2001 - CODES - 7E08-1C14 Joe gets an unlimited supply of energy 7E08-1A89 Joe will keep the bones as weapons.
- Nintendo Entertainment System (NES) Game Genie Code Index Action Replay Codes Game Genie Codes The following is a list of games we have Game Genie Codes for games on Nintendo Entertainment System (NES).
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]
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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]
Sep 04, 2018 Even our 2016 MacBook Pro couldn’t manage 30 FPS (the absolute minimum required for a fast-paced online shooter). The Mac performance of the game keeps improving with every new update, but performance is low. Any bugs you should be aware of? Not exactly a bug, but be aware that performance is terrible as soon as your character jumps from the bus. Be patient and wait a few. Mac compatible shooting games for pc. 91 rows Feb 01, 2020 Indeed, Mac gaming has come a long way Nowadays, 5 out of the 10 most. Discover the best Mac-compatible Games in Best Sellers. Find the top 100 most popular items in Amazon Video Games Best Sellers.
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]
- ^Known in Japan as Joe & Mac: Caveman Combat (Japanese: ジョー&マック 戦え原始人, Hepburn: Jō ando Makku: Tatakae Genshijin)
References[edit]
- ^'[1].' AtGames. Retrieved on April 19, 2019.
- ^Caveman Ninja at the Killer List of Videogames
- ^'[2].' Hardcore Gaming 101. Retrieved on August 04, 2012.
- ^'Joe & Mac (SNES) Overview'. AllGame. Archived November 14, 2014.
- ^ abc'Joe & Mac (NES) Review'. Skyler Miller. AllGame. Archived November 16, 2014.
- ^ ab'Joe & Mac'. Nintendo Power. Nintendo of America. April 1993. pp. 64–67, 106. Retrieved September 3, 2017.
- ^ abc'Joe 'n' Mac (Game Boy)'. Total!. February 1993. p. 61. Retrieved April 17, 2018.
- ^'Joe & Mac (Game Boy) Overview'. AllGame. Archived November 14, 2014.
- ^ abc'Joe & Mac (Genesis) review'. Brett Alan Weiss, AllGame.
- ^ ab'Joe and Mac'. Sega Visions. February 1994. p. 82. Retrieved June 16, 2016.
- ^Strauss, Bob (April 10, 1992). 'Japanese video games get tailored for the States'. Entertainment Weekly. Retrieved December 18, 2019.
- ^ abMelliar-Smith, Huw (February 1993). 'Joe & Mac Caveman Ninja'. Amiga Action. Europress: 26–27.
- ^ abPaget, Dave (February 1993). 'Joe and Mac: Caveman Ninja'. Amiga Format. Future plc. p. 89. Retrieved May 19, 2016.
- ^ abCampbell, Stuart (February 1993). 'Joe & Mac Caveman Ninja'. Amiga Power. Future plc: 69.
- ^ abcDillon, Tony (December 1992). 'Joe & Mac Caveman Ninja'. CU Amiga. EMAP. p. 56. Retrieved May 19, 2016.
- ^ abUpchurch, David (February 1993). 'Joe & Mac Caveman Ninja'. The One Amiga. EMAP: 54–55.
- ^ ab'Joe and Mac (SNES) review'. Super Play (November 1992).
- ^Cook, John (April 1991). 'Arcades: Caveman Ninja'. The One. No. 31. emap Images. p. 87.
- ^'Nintendo Pro Review: Joe & Mac (NES)'. GamePro. May 1993. p. 40. Retrieved September 3, 2017.
- ^'Joe & Mac (Genesis)'. GamePro. March 1994. p. 54. Retrieved October 28, 2016.
- ^'Golgoth to resurrect 'Joe & Mac' series' Mark Langshaw, www.DigitalSpy.com (November 7, 2009). Retrieved January 4, 2015.
External links[edit]
- Joe & Mac: Caveman Ninja at MobyGames
- Caveman Ninja at the Killer List of Videogames
- Joe & Mac Returns at the Killer List of Videogames
Nes Game Genie Mike Tyson Punch Out
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Joe & Mac |
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Also known as: Joe & Mac: Tatakae Genshijin (JP), Joe & Mac: Caveman Ninja (EU) This game has unused code. |
Joe & Mac is an SNES port of the arcade game where some cavemen fight dinosaurs using really nifty weapons.
- 3Sound Test
Debug Mode $01
This first debug mode sets all stages to cleared, all locks opened, red eggs are always available, and enemy collision is disabled. Use Pro Action Replay code 7E005F01 or Game Genie codes DF6A-D40D + 3CE1-A704 + 3CE1-A764 to enable it.
Debug Mode $02
In this debug mode, Joe and Mac start a new game with 39 lives and 9 keys each, and all red stages are cleared. Unlike the first debug mode, the blue stages (which can only be played once) are still accessible.
To enable it, on bootup enter Pro Action Replay code 00FB3200 or Game Genie code DDE7-AD64. Next, enter the sound test. Set A to 78, B to 79, X to 73, and press Select to exit.
The secret combination suggests it was once intended to be a player accessible cheat, but in the final version the game skips over the programming that grants the bonuses. A fragment from a prototype build contains a copy of the programming before the debug mode was disabled.
Sound Test
This sound test is available in the Japanese and North American versions, but not the European version.
On the title screen, move the cursor to Option. On controller 2, hold Right and L. On controller 1, hold Left and R, then press Start.
Use the D-Pad to change the index values (the exact purpose of each setting is not yet clear). Press Start to transfer sound data? The A / B / X / Y buttons are used for playing songs and sound effects. Press Select to exit the sound test.
Also worth mentioning, the text string SOUND TEST located at SNES address $02E058 (NA version) or $02E056 (JP version) is loaded but doesn't appear on screen.
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Unused Sound Test Entry Point
Located at SNES address $02D025 is the pointer #$DD7F (NA version) or #$DD7D (JP version), which also leads to the sound test. There is no programming that loads index #$08 and jumps to $02D000 (hex pattern A9 08 22 00 D0 02). This was likely a developer shortcut to access the sound test menu.
Alternate Ending Sequence
When the credits scroll pauses on 'SOUND CREATOR ATOMIC HANADA' as pictured in the screenshot above, the game checks if X + A + L + R are held. If true, the game shows an alternate ending sequence of Joe and Mac being chased away by 4 ugly women:
Alternate | |
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Nintendo Nes Game Genie Codes
To skip instantly to the ending after the Data East logo in the NA version, use Pro Action Replay code 00FB0707 or Game Genie code D5ED-AFA4.
Unused Graphics
These icons (or versions thereof) can be found in the game's graphics shortly after where the ones used in the final are stored.
A hammer, which is never found anywhere in the game.
Due to the very subtle differences, the following icons include the finals (left) for comparison purposes.
Game Genie Codes Nes Codes
The boomerang, with slightly thinner outlining near the ends.
The stone wheel, slightly more darkened-in than the one in the final.
Unknown Controller Check
Located at SNES address $08C609-08C614 (NA and JP versions) is two checks for the controller 1 R button being pressed or held while playing a level. However, the following branches have a distance of zero, meaning the alternate code paths were deleted.
The L or R button depending on where Joe or Mac is facing, usually makes them run.
Regional Differences
International |
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In the two-player mode of the Japanese version, a player that has lost all their lives can steal one from the other player to continue (indicated by 'PUSH BUTTON' in the HUD). This feature was removed from the international versions.
The HUD was also moved down one tile in the international versions.
The Joe & Mac series | |
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Arcade | Caveman Ninja |
NES | Joe & Mac |
SNES | Joe & Mac • Congo's Caper |
Genesis | Joe & Mac |