- Release Year: 1994
- Platforms: Antstream, Nintendo Switch, SNES, Windows
- Publisher: Data East Corporation, G-mode Co., Ltd., Nintendo of America Inc.
- Developer: Data East Corporation
- Genre: Action
- Perspective: Side view
- Game Mode: Co-op, Single-player
- Gameplay: Collect-a-thon, Platform
- Setting: Prehistoric
- Average Score: 69/100

Description
Joe & Mac 2: Lost in the Tropics is a sequel that returns players to the roles of cavemen Joe and Mac, who must retrieve the stolen crown of the Kali Village Chief by collecting seven Rainbow Stones. Their journey takes them through diverse prehistoric environments—including jungles, icy landscapes, and volcanic wastelands—where they battle dinosaurs, cavemen, and other enemies while riding stone carts, collecting coins to purchase items, and utilizing an overhead map for non-linear level exploration.
Gameplay Videos
Joe & Mac 2: Lost in the Tropics Free Download
Joe & Mac 2: Lost in the Tropics Mods
Joe & Mac 2: Lost in the Tropics Guides & Walkthroughs
Joe & Mac 2: Lost in the Tropics Reviews & Reception
wizarddojo.com : The core gameplay is decently fun, but the level gimmicks drag the game down somewhat.
en.wikipedia.org : GamePro gave the game a moderately positive review.
ign.com (69/100): Known as Joe & Mac 3 in Europe, this 1994 Data East sequel has the two cavemen team up again to club dinosaurs and make their way through many colorful prehistoric levels.
coronajumper.com : Join me for the final installment of the hotly-demanded Joe & Mac “trilogy”, starring Joe Dawson and Duncan Macleod (Highlander: Returning Soon!)
Joe & Mac 2: Lost in the Tropics Cheats & Codes
Super Nintendo
Enter passwords on the password menu. Use Game Genie or Pro Action Replay codes with a compatible device or emulator cheat system.
| Code | Effect |
|---|---|
| HDMF GQJT KGRK CQBB | Starts game at level 1: Deep Tropics |
| GRJL KBLG JPDR HHCB | Starts game at level 2: Snowy Rockies |
| KGRF NFJP KCBC GGFB | Starts game at level 3: Murky Swampland |
| RFGL JTCD QDMS FSDB | Starts game at level 4: Scarlet Carpet |
| MJND BNCS TBDJ JJFB | Starts game at level 5: Kali Village |
| MHDQ FDPS NJTP BGFB | Starts game at level 6: Gork’s Lair |
| RHPM FRRT NSBQ BGDB | Starts a new game with 9,999 stone wheels (money) |
| RKGP TNFB LDML FRFB | Gives player the ‘Both have kids’ status |
| RJNK BQKT THQH JGCB | Gives player the ‘First stone’ status |
| RJNK BRGK TJDH JCDB | Gives player the ‘Fourth stone’ status |
| PFGT JPFD QFML FLDB | Gives player the ‘Seventh stone’ status |
| 2BBA-64D7 | Infinite Energy |
| DD36-D40D | Infinite Lives |
| DD66-C7AC | Hit Anywhere |
| DD33-1707 | Hit Anywhere |
| DD34-3DA7 | Hit Anywhere |
| B987-CD6D | Infinite Health Player 1 & 2 |
| B9C1-3467 | Infinite Lives Player 1 |
| C2E2-4D0A | Infinite Money |
| 6DC4-3D64 | Invincibility |
| ??CD-C707 | Jump Height Modifier |
| 1DCF-C4D7 | Jump in Midair |
| FDCF-C7A7 | Jump in Midair |
| 6DC4-CDA7 | Jump in Midair |
| 3DC4-CFD7 | Jump in Midair |
| F26D-34DF | Skip Intro Screens |
| 7E0B4200 | Most Bosses Die After 1 Hit |
| 7E16DC99+7E16DD99 | Maximum Money |
| 7E023705 | Invincibility / Walk Thru Enemies |
| 7E021CBF | Mega-Jump |
| 7E023206 | Infinite Life / Player 1 Invincibility |
| 7E1AA203 | Infinite Continues |
| 7E023309 | Infinite Lives / Player 1 Unlimited Lives |
| 7E022E80 | Always Have Key |
| 7E16DCFF | Each Wheel Worth 255 |
| 7E022D40 | Club Shoots 1 Blues Blast |
| 7E022D80 | Club Shoots 2 Blues Blasts |
| 7E022784 | Spit Seeds |
| 7E022754 | Spit Fire |
| 7E022764 | Spit Water |
| 7E022744 | Spit Bones |
| 7E022848 | Hammer Shoots Water |
| 7E027206 | Player 2 Invincibility |
| 7E027309 | Player 2 Unlimited Lives |
| 7E022E:80 | Always Have Key |
| 7E022D:40 | Club Shoots 1 Blues Blast |
| 7E022D:80 | Club Shoots 2 Blues Blasts |
| 7E0CB2:80 | Die And Get To Halfway Point |
| 7E16DC:FF | Each Wheel Worth 255 |
| 7E0228:48 | Hammer Shoots Water |
| 7E1AA2:03 | Infinite Continues |
| 7E0237:05 | Invincible / Walk Thru Enemies |
| 7E021C:BF | Mega-Jump |
| 7E16DC:99 | Money |
| 7E16DD:99 | Money |
| 7E0B42:00 | Most Bosses Die After 1 Hit |
| 7E0232:06 | P1 Infinite Health |
| 7E0233:09 | P1 Infinite Lives |
| 7E0272:06 | P2 Infinite Health |
| 7E0273:09 | P2 Infinite Lives |
| 7E0227:44 | Spit Bones |
| 7E0227:54 | Spit Fire |
| 7E0227:84 | Spit Seeds |
| 7E0227:64 | Spit Water |
Joe & Mac 2: Lost in the Tropics: Review
Introduction
In the verdant annals of 16-bit platformers, few titles embody the era’s chaotic charm and experimental spirit quite like Joe & Mac 2: Lost in the Tropics. Released in 1994 by Data East as the third installment in the Joe & Mac series (marked as Joe & Mac 3 in Europe), this SNES sequel expands on its predecessor’s caveman-clad co-op brawling with RPG elements, nonlinear exploration, and audacious design choices. Yet while its vibrant prehistoric world and ambitious mechanics hint at greatness, Lost in the Tropics remains a fascinating relic—a game both ahead of its time and hampered by its own ambition. This review dissects its legacy, asking whether Joe & Mac 2 is a forgotten gem or a flawed curiosity in the pantheon of 1990s action-platformers.
Development History & Context
Studio and Vision
Developed by Data East’s Japanese studio under director Seiichi Ishii and lead designer Shingo Kuwana, Joe & Mac 2 emerged from a period of creative restlessness for the company. Following the success of the original Joe & Mac: Caveman Ninja (1991) and its spin-off Congo’s Caper (1992), Data East sought to evolve the formula. Kuwana and team envisioned a “RPG-infused platformer,” blending side-scrolling combat with an overhead world map, village-building, and light progression mechanics—a rarity for the genre in 1994. The result was a title that felt at once experimental and anchored by the series’ signature lighthearted brawling.
Technological Constraints
On the SNES, the team pushed hardware limits with large, detailed sprites (especially for dinosaur bosses) and Mode 7 effects for aerial battles. However, memory constraints necessitated compromises: weapon upgrades reset between levels, and the RPG elements remained superficial. Password-based progression—common in 16-bit titles—further underscored the era’s technical limitations, lacking the sophistication of contemporaries like Donkey Kong Country.
Gaming Landscape in 1994
1994 was a pivotal year for the SNES, dominated by Super Metroid, Donkey Kong Country 2, and Final Fantasy VI. Amidst this titanic lineup, Joe & Mac 2 arrived as a niche offering. Its prehistoric setting and co-op multiplayer targeted fans of Contra: Hard Corps or Battletoads, but its nonlinear design and RPG-lite features set it apart. While Europe received the game late (November 1995) via publisher Elite Systems, North America and Japan embraced it earlier, with Data East capitalizing on the franchise’s arcade roots.
Narrative & Thematic Deep Dive
Plot and Premise
The story is deceptively simple: Gork, a rival caveman thief, pilfers the Chief of Kali Village’s crown. Joe and Mac must recover it by collecting seven Rainbow Stones scattered across prehistoric biomes. The narrative unfolds via brief dialogue snippets and password-protected cutscenes, framed by Data East’s signature humor. Gork’s motives remain opaque beyond cartoonish villainy, while the Chief’s crown—apparently the village’s most sacred treasure—serves as a MacGuffin driving the adventure.
Characters and Dialogue
Joe and Mac retain their “caveman ninja” personas, speaking in grunts and exaggerated gestures. NPCs in the village (e.g., the enigmatic “password woman” and shopkeepers) add color but little depth. The most compelling character is Gork himself, a Blanka-esque antagonist whose final transformation into a “warthog demon” injects unexpected gothic horror. The game’s thematic core lies in its parody of Stone Age tropes: rival tribes clash, dinosaurs are mounts or monsters, and romance is reduced to gifting flowers to cave-women behind a curtain.
Underlying Themes
Beneath its slapstick surface, Joe & Mac 2 explores themes of community and survival. The village’s currency (stone wheels) and marriage subgame reflect primal societal structures, though these systems remain underdeveloped. Critically, the game questions progress: while players “remodel” huts, the world remains static, mirroring the futility of cavemen in a changing world. This tension between ambition and limitation defines the experience.
Gameplay Mechanics & Systems
Core Gameplay Loops
The core loop marries side-scrolling combat with exploration. Players club dinosaurs, Neanderthals, and fauna across six themed levels (jungle, volcano, snow, etc.), collecting stone wheels and power-ups. A standout innovation is the overhead world map, allowing non-linear level selection after the first zone—a forward-thinking choice that foreshadowed open-world design. However, the map feels sparse, with only six locales to discover.
Combat and Weaponry
Combat revolves around melee clubs, augmented by food-based projectiles: meat spits bones, peppers launch fireballs, and water shoots jets. Club upgrades (spikes, shockwaves) add depth but are lost between stages, a frustrating design choice. Boss battles—against Stegosaurus, Triceratops, and Tyrannosaurus—are highlights, featuring massive sprites and strategic positioning. Yet these fights often feel repetitive, and the final boss (Gork’s demon form) is an infamously punishing spike.
Character Progression and RPG Elements
The village introduces light RPG mechanics:
– Stone Wheels: Currency for meat, flowers, and melons.
– Romance System: Gifting flowers to cave-women “marries” the player, unlocking a child.
– Hut Renovation: Upgrades the player’s home, offering negligible rewards.
These systems are more cosmetic than functional. As Wizard Dojo notes, “The RPG stuff feels tacked on,” with no tangible impact on gameplay.
Innovations and Flaws
- Dinosaur Mounts: Friendly Pteranodons and Styracosaurs provide temporary power-ups but are fragile (one-hit kills).
- Level Gimmicks: Rope-swinging in snow levels and stone-cart sections add variety, but poor controls (e.g., avalanche timing) mar execution.
- Password System: Essential for tracking progress but cumbersome by modern standards.
World-Building, Art & Sound
Setting and Atmosphere
The prehistoric world vibrates with biotic diversity: misty jungles, fiery volcanoes, and icy peaks. The overhead map and segmented levels (e.g., “Skull Cavern” or “Lava Run”) create a sense of exploration, though environments lack interactivity. The village hub—reminiscent of Link’s Awakening’s Kakariko—serves as a social and commercial center, yet NPCs feel static.
Visual Direction
Joe & Mac 2’s art is a triumph of 16-bit expressiveness. Boss dinosaurs (e.g., the Elasmosaurus) are rendered with骇人 detail, while cavemen and fauna adopt a cartoony charm. Backgrounds burst with color—volcanic glows, jungle foliage—though some sections (e.g., pipes in snow levels) feel incongruous. Sprites animate fluidly, particularly Joe’s panicked expressions during lava chases.
Sound Design
Tatsuya Kiuchi’s soundtrack is a tropical-infused joy: bongos and marimbas underscore jungle levels, while icy themes evoke blizzards. Sound effects—club thuds, dinosaur roars—are punchy but repetitive. The contrast between upbeat music and chaotic combat enhances the game’s manic energy.
Reception & Legacy
Launch Reception
Critics praised Joe & Mac 2’s ambition and visuals but criticized its uneven design. Electronic Gaming Monthly lauded its “stunning graphics” and “jungle tunes,” awarding 83%, while GamePro deemed it a “blast from the past” (80%). In contrast, Total! Germany dismissed it as “middling” (55%), citing bland gameplay. Mixed scores averaged 72% on MobyGames, reflecting a “fun but flawed” consensus.
Commercial Performance
Sales figures are scarce, but the game’s multiple re-releases suggest enduring niche appeal. It later appeared in compilations like Data East Joe & Mac: Ultimate Caveman Collection (2017) and on Nintendo Switch Online (2019), cementing its cult status.
Legacy and Influence
Joe & Mac 2 presaged trends like nonlinear platformers (Hollow Knight) and RPG-lite mechanics (Hades), yet its execution feels dated. IGN’s 2011 inclusion in its “Top 100 SNES Games” (#61) underscores its historical curiosity. However, as Corona Jumper argues, the series remains “skippable” compared to Super Adventure Island. Its true legacy lies in its unapologetic quirkiness—a time capsule of 1990s game design experimentation.
Conclusion
Joe & Mac 2: Lost in the Tropics is a product of its time: ambitious, inconsistent, and bursting with ideas it couldn’t fully realize. Its nonlinear map, vibrant art, and chaotic co-op brawling make it a memorable SNES curio, yet its flawed RPG systems, punishing difficulty, and underdeveloped themes prevent it from achieving greatness. For modern players, it’s a charming artifact—less a cohesive game and more a fascinating blueprint for what could have been. In the grand timeline of platformers, Joe & Mac 2 occupies a unique space: a flawed fossil worth excavating, but not a crown jewel.
Verdict: A 16-bit time capsule with flashes of brilliance, buried under its own ambition. ★★★☆☆