It's hard to argue with Konami's output during the 80s & 90s. No matter what hardware you handed them; they were going to churn out a handful of classics in an instant. For their final outing with The Dark Knight, they went above and beyond, creating one of the best-looking games on the Super Nintendo. No hyperbole, this is Batman: The Animated Series in all its glory. I'm the last reviewer capable of coming up with a hundred dozen ways to describe good graphics. The only words I can use are stunning, unreal, striking, bold, and immaculate. The Adventures of Batman & Robin is all those... and more.
Please don't ask what I meant when I said "...and more." because I don't know. It just sounded like something worth tacking on to the end of a sentence. For real though, seeing a game that looks this accurate to the cartoon is a delightful shock to the senses. It's not just the scene-for-scene recreations, but also the fantastic animation and excellent lighting. Oh, and the soundtrack rules too. One of my new favorite pieces of SNES music is the first track from "Fowl Play" aka stage 3. To think, there might have be an alternate timeline where Konami put out a series of Batmanvanias, and they all had music as good as that piece.
Since I've just about exhausted my vocabulary, it's time to move on to discussing the actual game. Taking control of the Caped Crusader, players must challenge eight stages, many of which are loosely based on episodes from the series. To give an idea of what to expect; stage 2 "No Green Peace" pulls elements from both Pretty Poison and Eternal Youth. At the end, Batman will do battle with none other than Poison Ivy and her man-eating plant. Though the game starts with a kick-punch segment where the hero lays waste to various gun-toting goons, this is not going to be your typical action-platformer. Each stage is unique, challenging players in sometimes unexpected ways. Out of all the Bat-Octoberfest games I've covered thus far, this one feels the most like being the Batman. It's a delightful experience.
Now, I definitely don't want to downplay the kick-punch aspects too much, because they are still integral to fighting the many nemeses of Gotham City. Besides the all-important 1-2 jab, Batman can crouch to kick, which has a little more range at the slight cost of speed. His jump-kick is a good answer to most problems. He can also grab and toss goons, though femme fatales are immune to that sort of contact. Not to get too sidetracked already, but I have to mention that since almost every enemy in stage 2 is a woman, using batarangs to temporarily stun them is the only option available. The fights with Catwoman later on will involve fisticuffs, but grabs are still rebuffed with a kick. Everyone else is fair game.
Before a stage begins, the player must decide on what equipment Batman should take with him. You're free to take as much (or as little) as you want. There is one condition. While you could take everything, some gadgets are only necessary for a particular stage. Also, since switching between and using them requires additional button-presses, carrying too many items will get unwieldy, and might cost Batman his life during a critical moment. Thankfully, retreating to the Bat Cave is always an option. Make use of it if you don't have the right equipment or need to replenish your lives and continues. Restarting the stage is a small price to pay for such convenience.
Most armaments are of the "throw and forget" variety. Stars and plastic explosives deal damage. Since enemies are typically dealt with in one to three hits, you might as well just save them for bosses. The spray gun is a less violent problem-solver than a punch in the face, so keep it in mind when facing innocent people under the effects of a fear-inducing toxin, likely spread by some guy dressed as a scarecrow. The other gadgets have unlimited uses but are much more situational. You'll use each of them once throughout the entire game. That said, you're only going to make things much harder on yourself by attempting to ignore them. Finally, the batarang and grappling gun are always equipped. A batarang can knock the gun out of someone's hand. Which is always nice. One thing that players might not realize until it's too late is that the grappling gun's mechanics are a little unwieldy. Hooking onto an object takes some precise timing. Moreover, releasing the grapple at the wrong moment will send Batman flying in an unintended direction, most likely to his doom. A late-game section where the hero must swing underneath a zeppelin will likely result in several lost lives.
Since The Adventures of Batman & Robin delivers its action through a series of situations, the difficulty is less of an upward climb and more hills & valleys. The first couple of bosses are surprisingly durable. I'm pretty sure it takes more punches to down the Joker here than in every movie and TV show put together. Swinging across the trees of Poison Ivy's lair presents an early yet challenging test of the grappling gun. Most of stage 3 is working with clues and finding hostages, while stage 4 is a short (but memorable) chase sequence.
Stage 5 is the obligatory vehicle section. Wait. Wasn't stage 5 in Batman Returns also Batmobile-centric? Odd coincidence. Anyway, this section is designed in the spirit of overhead-view driving games. If you've played Spy Hunter, then you're already halfway to understanding what's going on. However, like some of the later sections with the grappling gun, this game will incorrectly assume you're an expert at handling the Batmobile. The time-limit in the first checkpoint is very short, and you can get away with maybe one error. Dodging traffic is one thing, but the real killer is all of the sharp turns. They're easy to mess up, forcing a restart. I understand it's a tricky balance, since even an extra 10 seconds on the clock could erase all semblance of challenge from the stage. Still, the amount of practice necessary to finish what's ostensibly a 3-minute stage creates "difficulty holes" for players to fall into.
| It took many attempts to reach Two-Face with this much time remaining. |
While I could put forth the argument that the variety of sometimes uneven scenarios dates the game, I'd just end up feeling like I'm being contrarian because I have nothing else to say. The low points aren't even bad. At worst, they're unexpected friction, and might necessitate a trip to the Bat Cave to regroup. Even then, you're only out a couple or so minutes. The stages move quickly enough that you're not trudging through filler just to get another shot at the section you're stuck at. Part of being the Batman is dealing with everything that comes with the cowl. It's not always amazing, but it always works, and that counts for a lot.
Where it does get amazing is the spectacle. Whether it's battling the Clown Prince of Crime atop a rollercoaster or fighting your way to the Scarecrow while his zeppelin careens into buildings, there are this liveliness and energy to everything. What's also great is that there's never any compromise. The climactic encounters are fully interactive. No cutscenes, no QTEs, no limitations on what you're allowed to do during a specific moment. I know I already brought up the graphics, but the appeal of the game is more than its visuals. It's the way it carries itself, realizing ambitions that were otherwise unimaginable in 1994.
Stage 7 is a recreation of Edward Nygma's classic game "Maze of the Minotaur". Take a gander at the screenshot above. It's exactly what it looks like: a giant maze. You'll solve riddles, seek out false walls, and battle plenty of virtual goons. Although, since I've had to dwell on it, the enemy variety consisting almost entirely of guy + guy w/ handgun + guy w/ machinegun is a little disappointing. Adding a strongman and some dudes with swords would've gone a long way. On the other hand, the predictability helps with staying alive. Restoratives are uncommon, even in larger stages like this one, so knowing exactly how to handle every foe is required to progress.
The subsequent battle with the Riddler has a pattern that's easy to figure out, but mistakes are punished harshly. This is another sometimes literal "difficulty hole", since Batman can get crushed by a king or fall to his death. What helps to keep the annoyance from overtaking the enjoyment is that the maze isn't that big, and the score-based extends you'll pick up over the course of the game are permanent. Now, obviously this is dependent on the difficulty setting, but having 5 tries against a boss instead of just 3 helps quite a bit.
There's still the final stage to contend with. Yeah, it's a boss-rush. The refights don't take too long, and there are a few surprises. Even better, the strategies you worked out to defeat each villain are even more viable here. Catwoman falls to a jump-kick loop. Stay on The Scarecrow's straw-filled behind, all the while pelting him with batarangs and punches. The Penguin no longer has a helicopter assist. Altogether, it's a great showcase of how well you've honed your abilities in a short period of time.
I will have to nitpick the fact that the few times this game provides hearts, they're often small. Was a large heart after three boss-bouts in a row too much to ask for?
There are a few sticking points in this game, but they're easy to look past. The Adventures of Batman & Robin's lasting impression more than makes up for the instant deaths and a couple overtuned segments involving the Batmobile. Konami did an incredible job. Visually, this still looks on par with games released decades later! Granted, credit must also be given to Batman: The Animated Series for its timeless art-direction, but the dev-team's flawless adaptation to it can't be commended enough. It's another must-play.

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