Batman Returns | |
---|---|
Developer(s) | Aspect (Game Gear, Master System) Malibu Interactive (Genesis, Sega CD) Denton Designs (Amiga) Spirit of Discovery [1] (DOS) |
Publisher(s) | Sega (Sega versions) Konami [2] (Amiga/DOS versions) |
Composer(s) | Motohiro Kawashima (Game Gear, Master System) |
Platform(s) | Game Gear, Master System, Sega Genesis, Sega CD, Amiga, MS-DOS |
Release | |
Genre(s) | Action, platform (Game Gear, Master System, Genesis) Vehicular combat (Sega CD) Beat 'em up (Amiga) Adventure (DOS) |
Mode(s) | Single-player |
Batman Returns is the name of several video games for various platforms based on the 1992 film of the same name.
The Sega console versions (i.e. Sega Genesis, Sega CD, Master System and Game Gear) were published by Sega while the MS-DOS and Amiga versions were published by Konami and developed by Spirit of Discovery and Denton Designs respectively. An Atari ST version by Konami was also advertised, but never released. [8]
The Sega Genesis version of the game is a two-dimensional platforming game similar in design to Sunsoft's 1990 game based on the previous Batman film. The Genesis version of the game was released on December 29, 1992. The Sega CD version is an expanded version of the Genesis game, and adds a number of 3D racing levels that took advantage of the graphics hardware provided by the Sega CD unit, plus improved music in the form of CD audio with a number of animations featuring original artwork instead of still photos. Both versions feature a plot based on the events of the movie starting after The Penguin kills the Ice Princess and frames Batman for the murder, as shown in the game's introductions.
The Master System and Game Gear versions of the game are essentially identical side-scrolling platform games, but the titles were created independently of the 16-bit versions and share no design elements. This version featured a unique branched level system, allowing players to choose from an easy and difficult route. The latter typically forced players to use rope swinging to navigate over large floorless areas. The music was composed by Motohiro Kawashima under the supervision of Yuzo Koshiro, and was one of his first soundtracks for a game; he utilized Music Macro Language to program the music, with assistance from Koshiro. [9]
The DOS version of the game, published by Konami, differs considerably from the other versions, in that it was not primarily an action game, rather an adventure game.
The Amiga version of the game was a subject of considerable controversy. GameTek had, prior to the game's release, sent a number of screenshots derived from the PC title to market the game. As such, a number of computer magazines previewed the game as direct conversion of the PC adventure. The reality, however, was very different. The game was, contrary to expectations, not a conversion of the PC title, but a side-scrolling platform game akin to the console games. It was plagued with bugs, including very inaccurate collision detection.
Publication | Score |
---|---|
Electronic Gaming Monthly | 21/40 (Sega CD) [10] |
GamePro | 16.5/20 (Game Gear) [11] 15.5/20 (Genesis) [12] 13.5/20 (Sega CD) [13] |
MegaTech | 94% [14] |
Sega Master Force | 54% [15] |
Entertainment Weekly | A [16] |
Publication | Award |
---|---|
MegaTech | Hyper Game |
Electronic Gaming Monthly | Best Licensed Game of 1992 [17] |
In his review of the Genesis version, Boy Blunder of GamePro described the controls as "a tad cumbersome at first, but playable after practice", and felt that they were "a step down from Sunsoft's cart". He remarked that the visuals were "too muted to win an award", though said that the backgrounds were "well-drawn" and admired the occasional effects, particularly the "bizarre diagonal scrolling in Act I's cutaway building". He was apathetic toward the music and had a mixed response to the sound effects, explaining that "some of the effects, such as the thunderstorm, are hot, but others are not. The death bleep for the enemies is particularly grating". [12]
Sister Sinister appreciated the Game Gear version's "wonderfully elaborate and colorful" graphics and varied soundtrack, though noted that Batman is "small and a little hard on the eyes". [11]
The Sega CD version received middling reviews. The Tummynator of GamePro described the graphics as "unimpressive", elaborating that the backgrounds and sprites were colored with similar dark palettes, which made the game "muddy and hard to see". He further described the music as "average Bat bebop" and the sound effects as "below CD quality", and said that the three Batmobile-centered levels were the only bonus for those who have already played the Genesis version. [13] The reviewers of Electronic Gaming Monthly commended the Sega CD version's driving levels and soundtrack, but derided the side-scrolling sections as weak. [10] The Mega-CD version was a bestseller in the UK. [18]
Entertainment Weekly gave the game an A and wrote: "Forget about the tortured dualities of good and evil – this is a rousing, jump and-shoot-action game, whose main links with the movie are in its dark backgrounds and Tim Burton-inspired character design". [16]
The 1992 titles together were awarded Best License of the Year by Electronic Gaming Monthly . [17]
Eye of the Beholder is a role-playing video game for personal computers and video game consoles developed by Westwood Associates. It was published by Strategic Simulations, Inc. in 1991, for the MS-DOS operating system and later ported to the Amiga, the Sega CD and the SNES. The Sega CD version features a soundtrack composed by Yuzo Koshiro and Motohiro Kawashima. A port to the Atari Lynx handheld was developed by NuFX in 1993, but was not released. In 2002, an adaptation of the same name was developed by Pronto Games for the Game Boy Advance.
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