Hey, y'all. So to share a quick story I originally posted over @ AtariAge: I ambushed my buddy during our traditional New Year's Eve hike, by surprising him with two game.com Pocket Pro systems (with backlit screens, of course!), a compete.com link cable, and two copies each of Fighters Megamix, Mortal Kombat Trilogy and Williams Arcade Classics, and daring him to face off against me in each game. No, he did not leap off the edge of the mountain when he saw the game.com (though he may have, if he'd known anything about them going in). He agreed to my ridiculous challenge, aaaaand... What a crock. Mortal Kombat Trilogy and Fighters Megamix both refused to let us get past the fighter select screens in two player link cable modes, blaming a supposed connection error. I took this to mean "poorly written software" error. And I'm fairly certain my interpretation is correct, because Williams Arcade Classics actually allowed us to play Joust in two-player link cable mode. Even then, the experience was still pretty pathetic: The machines could barely keep up with everything going on, we could rarely tell which of the sprites we were supposed to be controlling, and et cetera. Despite all this we actually were able to enjoy the experience, if only for the pure absurdity of it all. But it was a relief to have it over with. Thankfully the rest of the night's festivities were far more enjoyable. In retrospect, the 5 minutes we played Joust was definitely the most fun I've ever spent playing a game.com. It was also a learning experience because it showed me just how awful and flawed the software is. We were using NEW systems, NEW link cable, NEW games. Did the programmers of the two fighting games even test the link play modes on real, finalized hardware before the games shipped? And why does a video game from 1982 play like such a hobbled mess on a system from 1997?