Batman
バットマン
- Year
- 1989
- Developer
- Sunsoft
- Publisher
- Sunsoft
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Action platformer
- Players
- 1 player
- Controls
- D-pad + A (jump) / B (attack)
- Series
- Batman games

Gameplay Screenshots




About This Game
Sunsoft's Batman is a film tie-in that had no business being as good as it is. It takes Tim Burton's 1989 movie as its setting - Axis Chemicals, the streets, the cathedral - and builds a precise, unforgiving action platformer on top of it.
Batman moves with real weight: a wall jump, a sliding kick, a throwing weapon, and a punch that has to be timed rather than spammed. He takes three hits, which is enough to make you respect the level design but not enough to survive carelessness, and the stages are built around exact jumps to platforms you have to be already moving for. The cathedral ascent is the sequence everyone remembers, and the reason is that it is genuinely hard rather than cheap. On top of the level design is Naoki Kodaka's soundtrack, one of the strongest on the system, and the fact that the cartridge puts a real cinematic intro in front of a cartridge-sized game.
- Wall jumps and timed attacks rather than a simple arcade rush
- Three-hit health that makes every platform decision matter
- Five stages following the film, ending with the cathedral climb
- Naoki Kodaka soundtrack, widely ranked among the NES's best
Version History
- NES Japanese version1989-12-22
Japanese release, timed to the film's run in cinemas.
- NES US version1990-02
The version on this page.
- Game Boy version1990
A separate Sunsoft game with its own levels, not a conversion of this one.
Tips & Strategy
Jam the jump button against walls
The wall jump is the main traversal tool. Holding the direction into the wall and pressing jump is far more reliable than timing it.
Never attack while moving forward
The punch commits you and stops you dead. Standing still to clear an enemy beats walking into a hit.
Treat every gap as a two-step jump
Most pits need a running start. Jumping from a standstill is what makes the cathedral stage feel unfair.
Save the throwing weapon for range
It is slow but it clears enemies you cannot reach. Using it at close range wastes both the weapon and the position.
Download Resources
Resource packs for this game are provided through the button below.
⬇ Coming soon