The rest of the May kicked off with a bang—Joe & Mac Arcade—and it quickly became a sensation among players and spectators alike. Joe & Mac: Caveman Ninja immediately stood out from the crowded field of beat 'em up games in arcades and on consoles. It wasn't just the fast-paced action that drew people in, but also the bright, cartoon-like graphics and the absurdly fun prehistoric theme that gave it a totally different energy. Unlike other games in the genre that leaned into gritty or serious tones, Joe & Mac was unapologetically wacky and colorful. It let players swing giant bones, dodge dinosaurs, and battle bizarre bosses in a setting that felt more like a Saturday morning cartoon than a standard arcade brawler.
The game put players in control of two wild-haired cavemen, Joe and Mac, who fight dinosaurs, rival tribes, and prehistoric monsters to rescue kidnapped cavewomen. Right from the start, the game had a unique style. Players loved the over-the-top animation, where enemies would fall apart comically or get smacked with giant bones and flaming wheels. The environments—from lush jungles to icy mountains and dinosaur-filled volcanoes—were full of charm and variety.
Gameplay-wise, it was easy to pick up but had enough challenge to keep players hooked. Players could throw different types of prehistoric weapons like boomerangs, fire wheels, and stone wheels, each with its own effect and strategy. Players especially enjoyed the two-player co-op mode, which turned the game into a chaotic and hilarious experience—dodging dinos, reviving your buddy, and sharing health items, all while laughing at the goofy enemy designs.
The boss fights were another highlight, featuring giant dinosaurs or weird caveman machines that required timing and teamwork. It wasn't just about smashing buttons—players had to learn patterns and dodge creatively, which added to the replay value.
In short, Joe & Mac: Caveman Ninja stood out because it mixed solid arcade action with a goofy, cartoonish vibe that appealed to players of all ages. It didn't take itself too seriously, and that made it even more fun. The game's humor, from exaggerated animations to silly sound effects, helped it carve out a unique identity in an era full of gritty, serious arcade titles.
Its easy-to-learn controls, combined with the satisfying crunch of smashing enemies with massive bones or fire wheels, made it approachable and addictive. The cooperative gameplay was a major highlight—few things matched the joy of teaming up with a friend to take down a rampaging T-Rex or rescue a damsel in distress while laughing at the absurd chaos onscreen.
The combination of charm, co-op gameplay, and colorful prehistoric mayhem made Joe & Mac a favorite for many players. It was a game that embraced fun at every turn, and in doing so, it became a great arcade game.
Next, all four games that were released in May also released mainly for ZEPS 2 are Kirby Super Star and Super Ghost and Goblin.
For Kirby Super Star, players loved it on the ZEPS 2 (because it wasn't just one game—it was a whole collection of Kirby adventures packed into a single cartridge). Although in this world there is only one Kirby game ever released on ZGB, it's still great it has 8 game types. Marketed as "8 Games in One," it gave fans a massive variety of gameplay, all with Kirby's signature charm, tight controls, and creative design. It was colorful, polished, and full of surprises.
What made it special was how it so expertly balanced accessibility and depth. Whether you were a casual player dipping into Kirby's world for the first time or a more seasoned gamer looking for challenge and variety, Kirby Super Star had something tailored to your playstyle. The core mechanic—copying enemy abilities—was more than just a gimmick; it was a fully realized system, refined and expanded to give Kirby a vast arsenal of powers. Each ability came with its own unique move set, often resembling combos from fighting games, which gave every power its own rhythm and strategy.
Players didn't just use the abilities—they explored them. Whether it was mastering the precision of Sword, channeling electric blasts with Plasma, flipping through the air as Ninja, or body-slamming foes as Suplex, each power encouraged experimentation and rewarded skill. This depth made the game endlessly replayable, as players returned again and again to try different styles, routes, and approaches to combat. It wasn't just a platformer—it was a playground of powers, and players loved getting lost in it.
One of the most beloved features was the "Helper" system, where a second player could jump in at any time to control a friendly version of Kirby's copied power. This made co-op play incredibly fun and dynamic—perfect for siblings, friends, or newcomers.
The journey began with Spring Breeze, a charming and easy remake of Kirby's Dream Land that served as a perfect introduction for newcomers. Dyna Blade added a bit more depth, with a world map, secret paths, and a climactic battle against a massive bird. Then came The Great Cave Offensive, which changed the formula entirely—players explored a vast, interconnected cavern to find 60 hidden treasures, many of which referenced other Nintendo franchises. Its mix of exploration and secrets gave it incredible replay value.
The pace picked up with Revenge of Meta Knight, a cinematic, timed adventure where players raced to stop Meta Knight's battleship invasion while reading real-time dialogue from his crew. It was dramatic and fast-paced, offering a more serious tone than usual. In Milky Way Wishes, the gameplay was turned on its head—Kirby could no longer copy abilities from enemies and instead had to unlock and equip them permanently, requiring strategic thinking as he traveled to different themed planets. For quick fun, Gourmet Race lets players race King Dedede while collecting food, delivering laughs and competition in short bursts.
The ultimate challenge came in The Arena, a boss rush gauntlet where players fought every major boss in the game with only one life and limited healing, making it the true test of skill and mastery. And the last is the sub mode of Samurai Kirby: a reflex-based 1v1 duel mini-game. And Megaton Punch: time your button presses for a high-power punch contest. Which is really great. What made all of these modes special was not just their variety, but how they captured different aspects of what made Kirby fun—whether it was exploration, fast-paced action, goofy competition, or serious challenge. Together, they created a game that felt massive, diverse, and endlessly replayable of course Zabo-man is in here too occasionally he will appear as Oponents in sub game of Megaton punch or Samurai Kirby.
Graphically, it pushed the ZEPS 2 to its absolute limits with bright, expressive sprites, flashy effects, and fluid animations that gave every scene a sense of energy and personality. The level of detail in the environments, character designs, and visual flourishes made each world feel unique and alive. The soundtrack was just as unforgettable—full of cheerful melodies, grand, sweeping themes, and occasionally even emotional undertones that enhanced the experience and helped bring each game mode to life in a distinct way.
In short, players loved Kirby Super Star because it was bursting with creativity, packed with content, and built around pure fun. It wasn't just a collection of games—it was a celebration of what made the Kirby series special, cranked up to the max. The combination of tight platforming, imaginative powers, and dynamic co-op action made it an instant favorite. Add to that one of the most charming and polished presentations of the 16-bit era, and it's no surprise that players felt like ZAGE had gone all out with this one—pushing the boundaries of both hardware and game design to create something truly magical.
The next game on ZEPS 2 is Super Ghouls 'n Ghosts or Super Ghost and Goblin. At its core, Super Ghouls 'n Ghosts is a side-scrolling action platformer where you control Sir Arthur, a brave knight fighting through zombie-infested graveyards, haunted ships, fiery caverns, and cursed castles to rescue Princess Prin-Prin from the demon emperor Sardius. What made players fall in love with it was the high difficulty paired with precise controls—every jump, every enemy pattern, every timing window mattered. You had to master the game through trial, error, and persistence, and that made victories incredibly satisfying.
Zabo-man also appears in this game he will come from graves that have Z in it then he begins to chase the player and he spits an acid breath which he also just some slightly strong enemy.
The game's visuals were also stunning for its time, with detailed, creepy environments and huge, grotesque bosses that felt straight out of a dark fantasy anime. It also used Mode 7 effects just like F-ZERO to create spinning rooms and shifting platforms that wowed players with the ZEPS 2's technical power. The soundtrack, with its eerie melodies and fast-paced action themes, elevated the mood and stuck with players long after the console was turned off.
What sealed its legendary status was the twist at the end: after defeating the final boss, the game reveals it was all an illusion—and you have to beat the whole game again, this time with the hidden magical weapon, to unlock the true ending. For many players, this made them surprised and frustrated, but they grit their teeth and beat the game again to unlock the true ending.
In short, players loved Super Ghouls 'n Ghosts because it was demanding but fair, spooky yet exciting, goofy but fun, and packed with enough secrets and style to keep them coming back—even if it meant dying dozens (or even hundreds) of times. It was a game that respected players' skills while punishing mistakes, which made every victory feel earned and unforgettable. Although some were turned off by the steep difficulty curve, many still recognized it as a well-crafted and memorable game that left a lasting impression for ZEPS 2
As for the ZEPS 1 games…
To be continued.
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