Congo's Caper

released on Dec 18, 1992

Congo the monkey and his girl, Congette, were in the jungle minding their own business when a magic ruby dropped out of the sky and turned them both into half-humans. To make matters worse, the ruby also spawned a demon-kid who grabbed Congette and took off. Now you've got to hunt down the kid and find your girl, while adapting to your new form. You'll make your way through ghost towns, pirate ships, ninja castles, and the belly of a Tyrannosaurus on your search. There are 35 levels of side-scrolling action in all, and you'll have your hands full with tons of wild animals that will try to stand in your way. As you run, jump, swim, attack, and dive your way through the game, keep your eyes open for special gems that will give you special powers and open secret levels.


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Imagine the most basic 16-bit platformer possible. Now give the main character a stick.
Congratulations! You now have no need to try Congo's Caper!

Joe & Mac's SNES port padded the boss-rush-esque original into a full-on platformer, and it became the series' direction for Data East's next two installments. Congo's Caper subdues the run-and-gun elements in favor for movement controls and level structure that's more comparable to SMB. Gone are the pudgy, dopey duo from 1 and new is a shonen-styled monkey boy: A sign of changing times and audiences, kicking out the comedic Neanderthals for a character that's both more appealing and projectable to its then target audience. Congo's sharp movements, high jumping and fashionable blue hair call Megaman to mind.
But the transition to SMB-style structure and gameplay brings a lack of focus. Stages are divided into worlds with sub-acts, each way shorter than what feels natural while also lacking an identity. Layouts constantly re-use assets between worlds, and the player's mechanics don't feel well-explored. One moment that best exemplifies these quirks is 3-4, an auto-scrolling pirate stage that moves the camera towards the starboard, only to reverse, go underwater and underneath the boat, only to drag you right back where you thought it would originally take you.
Among other issues, hitboxes are mapped horribly. Jenny already pointed out the final boss, but this applies on lesser levels to most other bosses and enemies too - sometimes in your favor (you can kill the world 1 t-rex by swing at the thin air in front of his belly), and other times not. This even feeds into platforming; there's a glitch where you sometimes can't jump while running down a slope, presumably because the game isn't registering that you're on the ground each tick. The high jump can be an inconvenience too, as its so high it drags your viewport away from the ground and you can't always tell where you'll land until it's too late. There's an entire gameplay gimmick with using your swing to stun cavemen and then launch them to break blocks, but it's used only in the first and fifth worlds for some reason. It all amounts to Congo feeling a lot lower-budget than J&M 1, despite the better performance and cleaner art.
Nothing you're missing out on if you don't play it but it's still perfectly safe and comfortable in spite of its issues. The frivolity of it all makes it a good play for low-energy sessions.

Seems to be either a Joe & Mac spinoff or sequel depending on the region. It basically plays like Super Mario but in comparison it's pretty lacking. There's not really much to say here except the final boss has really stupid hitboxes and really closed it on a sour note.

Just a rehash from Joe & Mac. Played in the SNES library of the Switch.

Thought this game was gonna be trash but it was Congo's Caper on the Super Nintendo entertainment System in 1992 by data east