Thursday, October 9, 2025

Bat-Octoberfest - The Adventures of Batman & Robin (Game Gear)


Oh, my goodness.
I don't even know where to begin.
Well, maybe starting with a couple of facts will get the ball rolling. Developed by Novotrade and released in 1995, The Adventures of Batman & Robin is an interactive software product for the Sega Game Gear. Oh no! Robin has been kidnapped! Over the course of ten levels, the Caped Crusader battles the Rogues' Gallery and their henchmen in order to rescue him. Succeed, and the dynamic duo will be reunited. Fail, and who really gives a damn? Okay, fact time is over. Good thing too, because we're about to dive into one of those games. I'm talking not just bad, but that extra special bad. Anyone who dares to spend more than a few minutes playing this mockery is going to feel like they were transported to a realm completely divorced from all things sensible. A hostile realm where the clouds devour everyone who steps outside, and gravity turns the flowers inside out. 

First off, I can't comprehend how Robin was immediately kidnapped in his own game. Maybe it's not something that should be questioned. After all, there's been a hundred Legend of Zelda games, yet Zelda gets kidnapped in all of them. Okay, but seriously, I'm going to take an uneducated guess and say that at one time or another, Robin was planned to be a playable character. However, as we'll soon see, Novotrade must've ran into a lot of problems during the game's development. Robin got the ax, and his kidnapping was relegated to a single throwaway line in the intro. They didn't even have time to create some key art of Boy Wonder tied up or blindfolded with his shirt off. Anyway, his absence is the least of the game's problems. I'm just trying to set the scene.


Upon starting the game, I was immediately treated to what might be the worst controls in a 2D Batman game. There's a lot to say about Batman: The Arcade game and Batman Returns on the Genesis, yet neither can compare to the insanity I'm going to attempt to describe. The simple act of turning around is either instantaneous, takes a half-second, or Batman stumbles like he tripped over his own foot. I sincerely believe this is caused entirely by RNG. Whether or not he jumps when I press the jump button is also random. There's a double-jump but getting that to work properly AND land on the intended target is like trying to roll three 7s in a row. There's a special irony in that a company capable of making one of the first and best examples of controlling a dolphin in a video game could fail so spectacularly at a game about controlling a bipedal mammal. It really is shocking that so much of what I want Batman to do is governed by forces beyond understanding. 

I can't even pretend to be shocked that the camera won't keep up with what's happening. There are times when it actively refuses to show me what needs to be seen, and you know what? That's fair. I shouldn't be so hard on video game cameras anyway. They do so much, yet nobody is ever around to praise them when they're working perfectly. In this game, where the controls only ever work when they feel like it, my complaints about the camera just make me look like a worse person than I already am. 


Seeing as how we're dealing with a piece of entertainment media that has dysfunctional controls and an unresponsive camera, each level is designed to continually remind us of those issues over and over again. I'm saying that there are endlessly large stages with gobs of vertical platforming. There will be countless, and I mean countless times where the controls will fail, and Batman will fall. Sometimes, this isn't a massive problem. Other times, like in the Mr. Freeze stages, falling means redoing so many RNG-boggled jumps that I just wanted to lie down and take a month off. Just use save-states. A "legitimate" playthrough is a pipe dream anyway.

Ah right, can't forget about the goons. There are of course several of them dotting each stage, and they all respawn, because what the heck. Fighting is not nearly as clumsy as running or jumping, but it's still pretty terrible. The best strategy when dealing with regular enemies is usually just getting close enough that a mash of the attack button will put an end to them. With the rest of the game being what it is, you're unlikely to get past anyone without taking at least a little damage. Just... do yourself a solid and ignore it. Bosses are a bit different in that they're more durable and have some unique means of attack. Don't waste time trying to learn a pattern or whatever. Break out the special weapons and destroy the boss in seconds. If need be, you can get in their face and mash away. It'll cost a few lives, but it doesn't matter.


Yeah, I probably should've said this in the beginning: "It doesn't matter." Death in The Adventures of Batman & Robin is a mild inconvenience. Batman lies on the ground for a second, then gets right back up. He has nine lives, you see. Dying also places him in the exact spot where he bit the dust. If that spot was in front of a half-dead boss, then so be it. Continues are unlimited and you can even use passwords to save progress or skip ahead. There isn't a doubt in my mind that Novotrade reached a point where they threw up their collective hands, said "It doesn't matter." and did whatever they could to erase any semblance of friction. 

The fact that Batman's hurt-box doubles in size while he's running doesn't matter.
The framerate that hovers somewhere between 10 to 15 FPS doesn't matter.
In this game and this game alone, there's a difference between standing on spikes and standing in spikes. Only one of which actually depletes health, yet it still doesn't matter.
I try to throw an explosive at The Scarecrow, and he rolls into a ball like Samus freakin' Aran, but that absolutely doesn't matter.
It doesn't even matter when I'm trying to fight a toy plane and none of the projectile weapons do anything.


What gets me is despite how little anything matters, Novotrade were still thoughtful enough to place health restoratives in areas reasonably close to the boss battles. What was Batman Returns' excuse!? Swear on my everything, it's like the more time I spend with video games, the less I understand them. Anyway, I think there's nothing left to say about The Adventures of Batman & Robin. It's a total disaster. If you must experience at least one bad game in your life, then make it this one. The sole redeeming quality is that you can learn a lot from it and never have to worry about losing progress. 

Try it if you dare.

Wednesday, October 8, 2025

Bat-Octoberfest - The Adventures of Batman & Robin (Genesis)


In 1995, it was abundantly clear that the Sega Genesis was entering its final years. Both the Playstation and Saturn were in stores, with the Nintendo 64 not far behind. In spite of this, developers such as Treasure and Clockwork Tortoise Inc. were pushing the 16-bit console far beyond conceivable limits. Wait. Clockwork Tortoise Inc? Yeah, I uh... probably should've looked up the developer of The Adventures of Batman & Robin sooner. To be fair, they had only released two games before getting disbanded in 1996, both of which sharing the same name but are otherwise quite different. Today's look is the Run & Gun they developed, and it's quite impressive, if a little uneven.

The basic and I mean basic plot is that a handful of Batman's most notorious archenemies have busted out of Arkham. As Batman or Robin, you must take the fight to them over 4 stages, all of which are divided into multiple sections. Both heroes can also team up to form some sort of dynamic duo, provided of course you have a second player in your life. In any case, since this game draws inspiration from the likes of Contra and Gunstar Heroes, you can expect to shoot through hordes of goons, swarms of devious flying objects, and a wealth of massive bosses. 


Unlike some other Batman game, no hero is firing a gun. Instead, you'll be flinging batarangs, shuriken, or bolos at a fast yet strangely rhythmic pace. Letting go of the fire button for a brief moment charges up a stronger projectile attack. When close to enemies, the fire button becomes a punch button. It's a very elegant method for those context-sensitive situations. Punches tend to swiftly eliminate whatever they come into contact with, making up for their lack of reach & coverage. Absolutely do not forget about your jump-kick either. It has two angles of attack, though I figure you'll use them to dodge attacks more effectively; kicking whatever is in the way is a nice bonus. 

Rather than an attempt to design enemies that could appear in every stage, Tortoise opted to instead design henchmen that are villain appropriate. Since the first crook you'll be chasing is The Joker, his goons are dressed in clown attire and swinging crowbars like they're robbing every store in Gotham. Even the larger guys are in on the heist with their bulky sacks filled with ill-gotten goods. It's a nice bit of flavor that serves both narrative and gameplay. Most of the goons aren't armed with guns because they hadn't accounted for Batman showing up literally the second they started their crime spree. Dealing with their seemingly endless numbers, along with the occasional burly dudes and the few who brought guns, all while the towering city burns. I tell you, it's almost majestic. This game is a near-constant barrage of visual effects, and they're astounding. I could definitely live without the screen-flashes though. They tend to occur during massive explosions or when picking up the screen-clearing skulls.


Shortly after dealing with the first boss, the next enemy-type is introduced: little helicopters bearing a maniacal smile. In most cases, enemies tend to be either the kind that walk on two legs with hopes of battering & blasting the heroes, or smaller flying "popcorn" adversaries. Easy to destroy yet quick to overwhelm. It's here that the pattern of this game emerges. Each area is a straightforward slice of minimalist architecture and waves of baddies. Whether they're running or flying, you're always being pursued. You can fight all you want, but that health meter won't last. The pacing is a step below frenetic. It's clearly communicated when you should keep moving, and when you should take a brief moment to assess the next attack. 

The Adventures of Batman & Robin effortlessly juggles a multitude of pulse-pounding scenarios... for the first 15 minutes. If you're familiar with the game, then you already know that I'm about to discuss the shmup section. Utilizing the rare combination of a side-scroller with a topdown-perspective, this part of the game has our heroes blasting a myriad of airborne vehicles out of the sky. This section can be further divided into three parts. The first, where you're flying over the streets of Gotham, looks amazing even today. The third, where you attack Two-Face's giant air fortress, features a series of intense battles. Then there's the second part, the one I'd prefer to skip entirely because it's just missiles and helicopters and more missiles and a couple of jets and some more helicopters and a few planes and ENOUGH! For reasons unknown, Clockwork stretched this portion of the game out way too much. Seriously, it's 15 minutes. I've reviewed entire shmups that could be completed in that amount of time. 


While I could pretend to say that I hate dwelling on stuff like this, you know I'm lying because otherwise what else would I have to complain about? This is a prime example of a vehicle section that takes a good idea too far. Shaving it in half would've made an immense difference. There are other parts of the game that could use a minor trim. I'm talking like a minute here and a minute there. Mainly, I believe that there's a stellar 45-50-minute-long game here. Trying to push it past the hour mark is when the cracks start to appear. 

Before going any further, I have to take a moment to appreciate Mad Hatter's stage. From its theming to the level-design, this is expert craftmanship. It starts with a visually subdued yet mechanically intense backstage section, which culminates in a fantastic-looking Cheshire Cat boss. Falling further into this twisted Alice in Wonderland world, Batman hops across giant mushrooms and is then attacked by a giant toy that tries to hop on him. The following section as well as the Mad Hatter battle are just exquisite. I'd argue it's the game's peak...


...Which is unfortunate because that still leaves the entire last stage to get through. There's nothing outwardly bad about the Mr. Freeze portion of the adventure, but its highs are a little disappointing compared to what came before. Even on my first playthrough decades ago, I remember thinking that there had to have been a fifth stage or an ultimate final boss. Unfortunately, neither are the case. This isn't something to dwell on, especially considering the harsh constraints of game development. Still, I wish there was a better finale. 

Being slightly uneven and too long at points aren't nearly enough for me to dissuade anyone from checking out The Adventures of Batman & Robin. It is in every respect a stellar showcase of the Mega Drive hardware, and a really damn good game. There aren't enough words to describe just how phenomenal the Jesper Kyd soundtrack is. The way it syncs up with every throw of a batarang is a triumph of sound-design. Expect a stiff challenge, but don't be too concerned about potentially hitting a brick wall. Restoratives, extra lives, and credits are generous enough that players can make meaningful progress with every attempt. 

Absolutely give it a shot.

Tuesday, October 7, 2025

Bat-Octoberfest - Batman Returns (Genesis)


The Game Gear edition of Batman Returns was a fine game. I suppose that it could've been more ambitious. A few more stages and an additional, more difficult route likely could have catapulted it to a top-tier experience for Sega's 8-bit handheld. There's only so much time I can divulge to the "what could have been". In an era with so much licensed junk, a solid if unspectacular product can still be considered a win. Now I'm looking at the Genesis game. More ambitious? Yeah. More content? Certainly. Better? No. In the end, this is just my take, but a game that is simple yet dependable usually wins out over one that tries to push the envelope but continually falls on its face.

I don't want to be too reductive or dismissive of this attempt at a 16-bit Batman Returns, but it starts off on the backfoot with a rather confusing first stage. The general idea behind navigating each stage is to go right, but starting off on a roof-top with no clear direction isn't great. The indistinct, often muddy visuals don't do an effective job of signaling where the player should and shouldn't go. Then there's the second stage, which seems to resemble a building that is tilted to one side. A neat concept, but its execution is claustrophobic. Traps are oddly difficult to get around, resulting in an unnecessarily large amount of damage. Also, though the bat-hook is an essential tool for getting around, it's never 100% clear when it can be used. There was a section in stage 2 where I was stuck in a spike trap simply because I couldn't find whatever it is my bat-hook was supposed to latch on to in order to escape. Stage 3 hides pits behind foreground objects, and that's just plain rude game-design.


All that needs to be said about the combat is that every time I saw an enemy, an audible sigh escaped my lips. Fights are unpleasant at best. Unless I'm tossing batarangs or some other armament with limited ammo, my adversary is usually the first to land a hit. It's almost as if getting punched in the face is all part of Batman's prep-time. There probably should've been more restoratives in each stage. The final section of stage 3 requires the Caped Crusader to scurry up a series of small platforms while gargoyles leap on him. A courtesy heart would've been greatly appreciated before the fight with Penguin directly afterwards, but that didn't happen. Maybe I have to blame myself for expecting something that occurs in 98% of other action-platformers.

Yes, one could argue that I ought to try "getting gud", but I'm just trying to adapt to the game's flow, which apparently consists of getting tagged by an enemy or projectile that I didn't see coming until it was too late. Also, "too late" can mean the second someone is onscreen. It's all the more reason not to shame players who chooses to set Batman up with a stock of 7 lives before starting the game. Shoot, I did it and I don't care what anyone thinks. One additional perk of stocking up is that I feel less guilty about the fact that enemies don't respawn when Batman dies. What's probably most aggravating about the messy combat is that it's a waste of some imaginative enemies. There are fire jugglers who disappear under their hat to move around, kung fu clowns, clowns jumping out of mirrors, and of course gargoyles. However, just when I'm about to praise the game for its good ideas, it'll throw something obnoxious at me like exploding lights.


While batarangs can and should be used against common enemies, you'll want to hang onto your rare sub-weapons for the bosses. Homing batarangs are especially useful against The Penguin and his flying umbrella. Searching each stage for extra ammunition pays off, though it also means putting up with the dreary graphics and messy everything else for an extended period of time. Plus, I don't know what to think about the game coming up with new and funny ways of messing with me. One time, while walking across a train, a platform sprung out and bashed Batman. It felt like one of those "Ha Ha! You played our game, idiot!" pranks that got old decades ago. Oh, and of course the final act is packed with icy floors, instant-death pits, projectile-flinging goons, and holes that kick you back to the beginning. Isn't that hilarious

Eventually, Batman Returns on the Sega Genesis will end, but not before it takes a piece out of you that you might not be able to get back so easily. There are interesting sights, if you can actually see them through all the depressing despondent dreariness. Stages are designed to be either needlessly complex or just hallways full of baddies. It's difficult, but only due to poor balance and scenarios custom-designed to steal lives. The section where Batman has to escape a rolling ball comes immediately to mind. Then there's the finale, which is just endless misery. Although I persevered, all I got out of it were more memories that I'd prefer to live without. 

No thanks.

Bat-Octoberfest - Batman Returns (Game Gear)


Firmly in the "not bad at all" camp is Batman Returns for the Sega Game Gear. Yep, The Penguin and his goons are in need of yet another beating. This time around there are five stages of side-scrolling action-platforming action. Jump, swing, and bop the circus gang with your trusty batarang. It's a very traditional game, but the execution is solid as a rock, and you know I'm all about the execution. The soundtrack is provided by Motohiro Kawashima. To the surprise of nobody, it's chockful of bangers. If you've got an hour or less to kill, then give it a couple of play-throughs.

I'd say that this was the short review and to stick around if you want to read the long one, but admittedly I don't have a whole lot to talk about. If you've ever played a Shinobi game, particular the entries exclusive to the Game Gear, then you already have a pretty good idea of what to expect. Besides his batarang, which can be adjusted for more distance or power, Batman's main tool is the bat-hook. Swinging around or climbing onto ledges is handed quite well. It's easy to figure out while still satisfying enough to keep you engaged. 


The first four stages all have two routes to choose from. Consider them the "normal" or "hard" routes and take your pick. Mainly, the differences tend to be slightly more difficult platforming sections and new enemy types. It's a cool feature that I wish was expanded upon with either a third route or more stages. Each member of the Red Triangle Circus Gang has a unique method of attack. The most basic of the bunch will throw hands or fire bullets, while others get cute with somersaults or sliding everywhere like a Metroidvania protagonist. One of the reasons why I brought up Shinobi is that for most enemies, there isn't any contact damage. If you want, you can just bump into them and use the period of invincibility to walk on by. 

No matter which routes you choose, you'll want to take the time to explore each stage. I don't believe there are any huge secrets, but fluttering bats drop both hearts and bat-icons. The hearts do what you'd expect while the bat-icons add to your special attack stock. Using a special attack causes the batmobile or batskiboat to arrive, fire some weapons, and that's it. Huh... Now I'm reminded of Streets of Rage 1. Whatever. A... anyways, you'll want to hold onto every special attack you find. Then, when you reach the final boss, all you have to do is bash him a few times during his easy first phase, then spam special attacks to crush his next two phases. 

And... yeah... I think that's all I have to say. Batman Returns is a decent little romp. It doesn't have the replay-value to compare with similar titles on Sega hardware, but I had a good enough time.

Bat-Octoberfest - Batman Returns (NES)


A long long time ago, I attempted to spend a month playing through all of the classic Megaman games. The furthest I got before falling apart was #7. Today I'm looking at Batman game #10, yet I'm not even close to crashing out. It's a bit hard to believe, since so many of them tell the same story with the same locations and the same villains. I think part of it can be attributed to the diversity in genres and development teams. Even the seven games released by Sunsoft have unique qualities that differentiate them. It's why I correctly assumed that a second Batman Returns beatemup by Konami on weaker hardware would still kick some ass.

Yeah, I'm trying to get to the part why I like games sooner, so bear with me. Batman Returns on the NES is a showcase of how far Konami has taken the aging console. Its visuals are evocative and striking, all thanks to an incredible usage of the limited color palette. The backgrounds here are some of the best-looking I've ever seen on an 8-bit platform. Then there's the music, which isn't exactly fitting for the gothic overtones, but who cares when it's damn good. Also, I feel like I shouldn't even have to explain that the controls are great. I'll just throw out my usual descriptors: second nature, with as much ease as turning one's palm. You know, all the greatest hits. 


Rather than attempt to mimic the arcade-quality visuals and hit feedback of the SNES version, the smart approach was taken. The development team went for something a little more understated. It's not as flashy but still maintains the technical aspects that keep the genre engaging beyond "punch people in the face repeatedly." Batman's move-set is very efficient, with every move having strengths and weaknesses. He's got a series of punches, a jump-kick, and a slide. There's not much to learn, and that's good because you'll have to master everything to survive Gotham City. The Dark Knight has a lot of hit points, but frequent mistakes will whittle it down to nothing. 

Surviving what is essentially of war of attrition will also require that you know your enemy. The variety of foes is really impressive by NES standards and is further bolstered by each of their palettes having unique tactics. Indeed, the flavor of a clown determines what moves they're liable to perform. If you see one dressed in cyan, then you'll have to watch for his flying kick. Enemies attack in pairs or threes, which is unfortunate, since they never mix types or colors. The uniformity might get a little repetitive, but the constant threat of damage will ensure your constant attention. Hit points are replenished via hearts and for every 10k points, but don't be surprised if you have to go a noticeably long time without a restorative. This is further incentive to learn every adversary and when to counter their attacks.


Your limited yet important move-set receives its first real test in the form of the Strongman, the boss of stage 1. Defeating him is a matter of baiting his spinning lariat and then punishing with the slide when he tires out. Sliding is a fast means of getting around, great for landing hits and escaping. It's not going to work on everyone. For example, a swordsman you'll face later on will block slides. In several cases, the best thing you can is to focus on what the enemy is doing and respond appropriately. Acrobats love to flip and somersault around. Give yourself the necessary space and let them jump towards you before attacking. You might get hurt trying to chase them down. If an enemy suddenly changes direction and speeds up, then they're prepping an attack that you'd better interrupt or dodge. 

There are a couple other moves of... questionable effectiveness. Batman can perform a spinning attack by pressing B + A, but it drains health. Normally this is a great move in beatemups, but here it still drains even if you don't hit anyone. It's not even invincible! There's also a block, which might minimize damage, but not where it'd matter the most, like against the tougher bosses near the end of the game. Penguin's duck vehicle has a homing projectile that's sometimes hard to avoid. Being able to block it and only lose a little health would've been nice, but I guess that's out of the question.


The obligatory vehicle sections are both nice. The batmobile stage is actually a bit better here than on the SNES. Enemies actually continue their attack even after losing their cars or bikes by trying to leap onto Batman's ride and land some hits. Rather than contend with a large tank or an extra-durable van, the biggest threat is a massive cannon, courtesy of the firstborn-stealing train from the movie. Avoiding this chaos on the streets makes for a pretty fun time. The batskiboat also makes an appearance in a bonus stage. It's the last opportunity to power-up before the final showdown, so make the best of it.

One last design-decision that could be a little grating is the fact that the final stage has ice physics. As the kids would say, that's definitely a choice. The Penguin is also one tough bird with an umbrella that never runs out of ammo. Use the bat-grappling hook to shoot him out of the sky, then use the batarangs you (hopefully) saved for the last of his health. It's a tough finale in an already tough game. There are unlimited continues and passwords. Use those - or save-states - to give yourself a well-deserved break. Having to face a grueling series of encounters just to get another shot at a vicious boss that seems to counter everything is... well, it's a little draining. 

Plenty of good games were released during the twilight years of the NES, and Batman Returns is undoubtedly one of them. It can be hard game, harder even than the SNES version. The difficulty isn't set to "everything kills you instantly" but is instead designed to wear you down until your spirit is crushed. Still, learning how to handle the many adversaries lends the game its spark. Tactfully defeating everyone while keeping health loss to a minimum is compelling entertainment. Fans of all things Konami and/or Batman should give this game a shot.

Bat-Octoberfest - Batman Returns (SNES)


It might have taken a week or so, but I've finally arrived at the Batman Returns arc. Let's jump straight into a personal favorite of mine: Batman Returns for the Super Nintendo. It's a beatemup by Konami. Need I say more? Actually, yeah, I do need to say more. During the late 80s through the early 90s, the arcade giant put out a multitude of belt-scrollers that vary in quality. I mean, they didn't put out any stinkers, but a few haven't aged particularly well. Turtles in Time, for instance, is great on the Super Nintendo, but the arcade version is way overtuned and designed exclusively for maniacs. I can't even talk about the original TMNT arcade game because I'm just that sick of it. Other titles such as X-men and The Simpsons are a little too shallow, especially nowadays when countless alternatives exist.

Okay, so how did Batman Returns turn out to be a personal favorite? That's a question I'm a bit curious about myself, so I've embarked on this review to answer why. This isn't just a Konami belt-scroller. It's a Konami belt-scroller on the Super Nintendo. I'm a big fan of the system, but almost all its beatemups / hack & slashers are limited to just 3 enemies at a time. Funny thing about that limitation is that it leads me to one of the reasons why I think so highly of this particular beatemup. Konami made the best with what they had to create a series of consistently engaging scenarios. As the Dark Knight, your most common adversaries are the Red Triangle Circus Gang. Every opponent has personality and purpose. Getting in their face and mashing the attack button works well enough, but let's take it a step further.


If you've ever contended with a bazooka clown, then you know that they're most dangerous when they fire a rocket. What this game does wonderfully is that it allows for multiple ways to deal with that rocket. With the right timing, you can punch it out of the air. Grabbing an enemy to use them as a human shield also works. Simply moving out of the way is effective too, doubly so if some poor clown sneaking up behind you gets blasted. Hitting a sword-swallower with a batarang while they're practicing does more damage than any punch or throw. The batarang is an extremely effective tool in almost every situation. Stun enemies, knock bosses down for a momentary break, instantly eliminate bikers, whatever works best at the moment. 

This game isn't lacking for depth either. Batman's move-set is great. He has a powerful slam that's fast and has good crowd-control. Throwing enemies into the background is always a thrill. Smashing their heads together? Awesome. Mastering the more advanced techniques is where the combat really shines. First, I have to talk about the infinite. Tapping block after Batman strikes someone with his knee will reset the "magic series". This cancels out the kick that knocks them down. Get the timing right and you're...not invincible. Seriously, the infinite is powerful, but opportunities to wail on a single enemy all by their lonesome can be counted on one hand. Besides, most foes don't have a ton of health, so it's better to focus on crowd-control moves, leaving the infinite for when you can actually make time for it. You can also mix in a batarang during an infinite if you need to change targets. Then there's the grappling hook, which is fantastic for reaching the other side of the screen quickly. I um... should probably try using it more often. I think the slight health cost keeps dissuading me, never mind the fact that everyone hits like a truck and escaping would save my life.


That reminds me of another detail: the challenge. One complaint I have is that the differences between difficulty settings aren't pronounced enough. Bad guys do a lot of damage whether the difficulty is set to Easy or Mania. That said, the harder settings have less health pick-ups, so there's definitely an incentive in learning the tricks to avoid getting beaten up. Encounters are balanced extremely well. Batman can deal with several foes over a long period of time, but he's always just a few unlucky hits away from death. The villains he'll battle at the end of each stage are especially dangerous. Both Catwoman and The Penguin will gladly chew through many of your lives until you get a read on their tells. Other bosses benefit from having allies that'll mess with your attempts at landing the infinite. 

What also helps to keep the game fresh over many playthroughs is its pacing and variety. Each of the seven stages (or scenes) has two or three unique qualities to set it apart, such as action-platforming sections, a prolonged fight atop a train, all that sort of stuff. These scenarios that break from tradition are smartly designed. Yeah, going from a belt-scroller to a pure side-scroller is an adjustment, but they never grind the action to a halt with complex grappling-hook usage or some other nonsense. Stage 5 is the weakest since it's - unsurprisingly - the vehicle section, but it's still pretty fun. We all need an occasional break anyway. 


Batman Returns consistently flicks the "Hell yeah!" levers in my soul. Few things are better than the juicy i-frames from a throw, allowing otherwise dangerous objects to fly harmlessly through the hero. Oh! What's even better is getting a 2 for 1 when Batman throws an enemy into a bench or window. The impact sounds and visuals are all well-done, lending the satisfying "oomph" that helps make a beatemup beautiful. Like I mentioned before, the genre suffers a few constraints on Super Nintendo hardware, but Konami did a fantastic job working within them. This isn't like the Final Fight 1 SNES port that runs almost twice as long as the arcade original, causing players - or at least myself - to collapse from boredom. The flawless attention to detail brings it all together. Fans of the movie can even recreate a couple of their favorite scenes, like the one shown just above.

Sadly, 1993 was the final year of the Konami belt-scroller, but they left on a high note thanks to titles like Violent Storm, Metamorphic Force, and of course, Batman Returns. For a long time, I had just about written off the Super Nintendo's beatemup offerings. In fairness, and before someone attempts to turn this into a 16-bit war, the Sega Genesis also suffered outside of the Streets of Rage trilogy and Alien Storm. That said, I've realized now that there are still some out there that have aged gracefully. This is a fantastic movie tie-in and a stunning game in its own right.