VaultGames

Batman: Return of the Joker

ãƒ€ã‚¤ãƒŠãƒžã‚¤ãƒˆãƒãƒƒãƒˆãƒžãƒŗ

Year
1991
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
Batman: Return of the Joker cover
âŦ‡ Coming soon

Gameplay Screenshots

Batman: Return of the Joker gameplay
Batman: Return of the Joker gameplay
Batman: Return of the Joker gameplay
Batman: Return of the Joker gameplay

About This Game

Batman: Return of the Joker is Sunsoft's second NES Batman game, and the one that drops the film licence for an original story. It is also the one that leans harder into weapon variety, giving the player three separate attack types to switch between.

Batman carries a batarang, a handgun and a directional energy weapon, and while the first of those is the default, the game is built around picking the right one - the handgun for vertical shots, the batarang for coverage. Batarang energy is limited and refilled by pickups, so the choice has a cost. The structure is a shorter run of long stages with fewer checkpoints than the first game, and the difficulty curve is steeper for it. In Japan the game shipped as Dynamite Batman, with a different name and a harsher reputation, and the two-region split is one of the more notable localisation oddities in the Sunsoft catalogue.

  • Three switchable attack types - batarang, handgun and energy weapon
  • Ammunition as a real constraint on the stronger attacks
  • Long stages with sparse checkpoints and a steep difficulty curve
  • Released in Japan as Dynamite Batman with different framing

Version History

  • Famicom Japanese version (Dynamite Batman)1991-12-20

    Japanese release under the title Dynamite Batman.

  • NES US version1991-12

    The version on this page.

  • Europe1991

    European release of the same conversion.

Tips & Strategy

Switch weapon before entering a room

Changing attack type mid-fight costs the exchange. Deciding at the door is the difference between clearing it and losing health.

Use the handgun for anything above

The batarang travels flat. Vertical threats have to be answered with the gun or you will keep taking hits you cannot return.

Back off rather than trade hits

Batman has no health pickups mid-stage. Every hit taken is carried to the boss.

Walk the stage before fighting it

Checkpoints are sparse. Knowing where the next one is tells you how much health you can afford to spend early.

Download Resources

Resource packs for this game are provided through the button below.

âŦ‡ Coming soon