Super Back to the Future Part II (Super Famicom Review)

Super Back to the Future Part II
Platform: Super Famicom
Released July 23, 1993
Developed by Daft
Published by Toshiba EMI
Never Released Outside of Japan
NEVER BEEN RE-RELEASED
Link to English Translation Patch

19 levels of suffering to see Biff get covered in poo. Worth it. Not.

What is the only good Back to the Future game? That’s a trick question. There is no good Back to the Future game. Not the Telltale game, which is just lazily written fan fiction given a budget, and not this Japanese-exclusive platformer that gained fame through an Angry Video Game Nerd episode that declared it “a good Back to the Future game.” It’s really not good. It’s not even okay. This is a terrible game that only kind of feels passable in comparison to the Back to the Future games that came before it. It also isn’t trying to be ambitious. It’s a simple Point-A to Point-B platformer. No puzzles to solve. No time travel follies to undo. Just “get to the end of the level” gameplay, with the only twist being this is essentially a skateboarding game. Well, in theory, but the designers didn’t make a game tailored to skateboarding. Instead, they made a game that controls like if Sonic The Hedgehog handled like a shopping cart.

Sonic really is the closest cousin to this, since they were clearly aiming for a sense of speed and jumping that requires momentum. That’s why the frequent slowdown is especially face-palming. This would have been better suited for the Sega Genesis.

Super Back to the Future II is one of the worst controlling platform games I’ve reviewed. Building on the Sonic comparison, imagine if Sonic was heavier. Sonic The Plump Hedgehog. Now, imagine playing through Sonic 1 or 2 if the character built up speed slower and lost momentum faster. That’s what this game is like. Whoa, this is heavy, Doc. And that doesn’t even scratch the surface of the problem. Sonic worked because the levels were tailored around the sense of speed and momentum, but Super Back to the Future II’s levels aren’t. Actually, they often feel like generic, arbitrary platform stages. It’s so bad that, at one point late in the game when there was a series of platforms with architecture built around the hoverboard, I nearly fell out of my chair. “Hey look! They remembered what game they were making!” The fact that it stood out that much was one of the most damning things I’ve ever experienced in any game.

“Oh my God, skateboard ramps! In a skateboarding game!”

For the most part, the levels are designed around precision jumping, but then you get into the contradictory controls. Jumping is heavy, but basic movement is loose. So when you need to just turn around a little bit to jump, you move too far. If you’re on a small platform, you might fall off it. BUT, if you don’t, you might not have enough momentum to make the next jump anyway. SBTTF2 does this constantly. Most of the game’s challenge is based around platform placement that isn’t optimized for the physics. Any remaining challenge is based around trollish enemy placement and poor collision detection. The combat is standard hop ‘n bop gameplay. There’s no attack button, so all attacks must be done by leaping onto enemies. But, collision isn’t 1-to-1 with the sprites, and because the enemies and Marty are exaggerated to the degree they are, sometimes you take damage from a jump that should work. There’s also an overemphasis on spikes and disappearing platforms that go against the whole idea of running and jumping as fast as you can through the levels. The sprite work is great, but if it results in bad combat, it’s hard to consider it a net-positive.

The best thing I can say about SBTTF2 is it has one of the longest “blinks” in gaming history. You seriously get around five seconds of invincibility after taking damage, which often allowed me to circumvent large sections of levels. This also allowed me to accept damage against bosses in exchange for getting two or three free shots in. They weren’t fun to battle straight-up, so I was at least grateful the option to cheese ’em was so easy.

While the game tries to have set pieces that match the movie, they’re just not fun levels and there’s nothing that changes up the gameplay. There’s no event stages. You never drop the hoverboard. It’s boring. You can tell that most of the energy went into making this look great in screenshots, because the bosses look fantastic. Excellent character models, truly. But the bosses play no better than the main game. First off, a few of the fights started with the bosses going instantly into their damage animation, even blinking. I’ve never seen that before. It happens because there’s usually methods to cause environmental damage to the bosses. Sometimes there’s switches in the arena, and pressing them causes something to happen that can hit the boss. Okay, that’s different and kind of neat. Except, you can also damage the bosses by jumping on them. I wonder if this was a band-aid. The relatively large bosses are fought in cramped arenas, and their collision detection is especially unforgiving. I wonder if being able to damage them via jumps was added because their elaborate plans to use environmental factors to win battles (as befits Marty McFly) didn’t work without players dying from damage. Then again, you seem to instantly come back to life during boss battles, but ONLY during boss battles. Die during a level and you return to the start.

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Super Back to the Future II is one of those cynical “made to look great on the back of a box” games that irks me. It feels like karmic justice that it never came out globally, but then it gained a reputation as being an underrated classic that American fans got shorted on. Even that rep didn’t last long after that AVGN episode aired, and there’s a reason for that. People found it, played it, and realized this is AWFUL. It’s Marty The Heavyweight Hedgehog, on the wrong platform, with terrible boss fights. I totally get the appeal in Japanese-exclusive games, especially when they’re based on American properties. I didn’t even grow up in the 8-bit/16-bit era and I get excited for them. Of course I do! I’m here to have fun and find hidden gems. This is the stuff I’m seeking out.

Behold: the one semi-clever bit in the entire game that works. Your jumping move is always spinning (again, Marty The Heavyweight Hedgehog) and works as soon as you press the button. In this section, soda cans rain down on you, and by doing the jump attack, you have to basically guide yourself up this tall shaft by hitting the cans on the way up. Great idea, but then they recycle it at other times in a way that doesn’t work because they chose to include spikes and/or enemies that fire projectiles along the pathway, which your spin attack does nothing against. Any game that turns its best idea into a negative is a truly putrid game, indeed. You hate to see it happen, but SBTTF2 does it multiple times.

This one hurts. I’ve never seen a licensed game that more people wanted to be better than it is than Super Back to the Future Part II. What a strange thing, right? A one-off, generic platform game based on the second film of a trilogy. But, it’s yet another reminder why so many of these weird Japanese licensed games exist. When you first find out about a title like Super Back to the Future Part II, it combines all the excitement of a lost treasure and a forbidden fruit. But, the genuinely good ones usually manage to find a cult following on their own and rise above the level of “historic curio.” That’s not the case with Super Back to the Future II. It has some fans, but every game has some fans. E.T. has fans. Like the Tokyo Disneyland Mickey Mouse game I did last month, this thing fell into obscurity for a reason. Or to put it another way, when Biff crashed his car, he was coated in copies of this game.
Verdict: NO!

(insert BOING noise)

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7 Responses to Super Back to the Future Part II (Super Famicom Review)

  1. btribble3000 says:

    Just to tie things up from the linked E.T. review… E.T. did not feature any flying bicycles, which caused your sister to exclaim, “That would be like doing a Back to the Future game without the DeLorean.” This game DOES at least have the DeLorean, right?

  2. Pingback: Back to the Future (NES Review) | Indie Gamer Chick

  3. gryphonmane says:

    excellent review, as always

  4. Pingback: Castlevania: Rondo of Blood aka Akumajou Dracula X: Chi no Rondo (Review) | Indie Gamer Chick

  5. Blake Ryan says:

    I’m sorry, but this review sucks. The game is decent. Its not a very good game, but to call this “awful” when the abysmal BTTF2&3 NES game exists is a far stretch! People are WAY too harsh on retro games these days and except them to be perfect and if they’re not, they’re somehow considered “awful”, which is a BS claim to make.

    • I don’t think the review “sucks.” Harsh maybe, but I clearly stated the elements I didn’t like: poor controls, uninspired level design, bad collision detection, and I even kind of made the same point you just did about how it only looks good in comparison to the other games. But I can’t award a game I didn’t have fun with at all a positive review because “at least it’s not those OTHER games.” That is REALLY a bad idea. Do you really want critics to recommend to you games they didn’t have fun with not on the merits of the game itself but how it is in comparison to even worse games? Because I wouldn’t want that. That’s just now how it should work.

      Happy you liked Super Back to the Future II. Sincerely. I wish I did since I spent a day working on playing it and writing this up. I want to have fun, just like anyone else. I didn’t, but I also wasn’t looking for perfection. I give a lot of YES! votes to middle of the road games. My only rule for a YES! is “have more fun than not.” If I like 50.1% of a game and dislike 49.9%, that’s a YES, no questions asked. My unofficial motto is “find the fun” and I’m not looking for things to hate or like. I’m looking at the totality of the merits and detriments of the game. The sum of the entire play session. SBTTF2 had a lot of really bad game design and sloppy coding. I think if this had been any game BUT a Back to the Future II game, it would just be a really badly controlling platformer, like the SNES/SFC is full of, and forgotten about completely. The license elevates it above its standing.

What do you think?