Konami gets around punch string infinites by having the enemies go into knockdown if they take four jabs, and this also occurs after any two slides or jump kick attacks. While the jabs leading into the uppercut only do one damage to a standard enemy, the uppercut that sends them reeling away does five damage. If players are relying on the typical punch string, the uppercut that ends Batman’s combo is crucial to actually doing damage to enemies. The game also has a handful of secrets baked into it that also aid a player who happens to be in the know about them. However, the game is very generous in giving Batman invulnerability frames after being hit, providing a number of items for him to use and making his “desperation move” – the cape swing – one of his best moves, bar none. This leads to some erratic enemy behaviors and some unruly hitboxes on some enemy attacks to provide the challenge – the projectiles are big example of this, with outrageously huge hitboxes, and some of the projectiles, such as the organ grinder’s bullets can’t even jumped over. The combat isn’t as visceral and fluid as what brawlers in the arcades or 16-bit systems provided, but the NES version of Batman Returns still remains focused on crowd control in its own way. The basic punch string Batman has feels far more satisfying than the weapon swipes of TMNT, and Batman has a beefier moveset that includes sliding, being able to block and having access to a few different special tools – Batman’s grappling hook and his trademark Batarangs. Konami had built some beat ’em up credibility on the NES with its Teenage Mutant Ninja Turtles releases, and Batman Returns does feel like an evolution of TMNT III. (*See the segment at the end of this feature for a short bonus section on the DOS/PC port) This overall set of releases did include a DOS/PC Batman Returns game that had Subway Software members involved in the development, and this specific version was published by Konami. Sunsoft previously had the rights to video game adaptations of the first movie, and I’m kind of surprised Konami didn’t take a crack at developing a Game Boy version. Of course, games based on the movie were also published by SEGA for all of its systems, and there are also versions such as for the Lynx and Amiga, but both Nintendo versions came out of Konami at the time. Still, if you only had an NES at this point in time, this version is a solid consolation. The SNES version also seamlessly transitioned into side-scrolling platforming sections that allowed players to extensively use Batman’s grappling hook, as well as a Batmobile segment that flexed the system’s scaling. The SNES version had large, detailed character sprites, some of the crunchiest and most satisfying sound effects among beat ’em ups on the system, a soundtrack that more reflected the Danny Elfman score of the movie and a merciless Batman that threw the circus-based enemies around like ragdolls. The NES version of Batman Returns doesn’t come close to giving you the experience of its SNES counterpart. In fact, this January 1993 release was among the last batch of North American NES releases under the Konami publishing label before it hung up the platform for good with the 1994 release of TMNT Tournament Fighters. I mean, there is a feature on this site declaring that Super Puzzle Fighter II Turbo is my favorite Easter video game of all time, so we’re operating on some loose definitions over here.īatman Returns on the Super Nintendo is one of the best beat ’em up experiences on the system, but this 1992 Tim Burton film fell during a time when Konami still saw fit to craft a game for the NES. I barely enjoy movies and TV shows, so just let me have these simple joys as it pertains to video games. Die Hard seems to be one of the classic examples of this, but Batman Returns also falls in this category. I know there are some people who claim, just because a movie takes place during Christmas, that does not make it a Christmas movie. This year’s personal holiday fixation is the NES release of Batman Returns by Konami.
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