The Back to the Future trilogy is one of the most beloved film franchises in cinematic history. It has a huge legion of fans, and for good reason. All three of the films are quality stuff. Unfortunately, prior to 1993, just about all its video game incarnations were, quite frankly, piss poor. That changed when Daft developed Super Back to the Future II in 1993. It’s definitely not perfect, but it’s pretty solid and scratches that itch to play a halfway decent Back to the Future game. Good job, Daft. By the way, my previous review (Violinist of Hamelin) was also developed by Daft. Not a bad little company they were while they lasted.
Doc tells you some jibberish about righting the time periods (I guess). Note the cute and charming SD (Super Deformed) look of the characters. Nice Japanese touch.
You control Marty McFly on his hoverboard, pouncing on all sorts of bizarre enemies as you travel through time. The game has a very pleasant look and the classic Back to the Future overture was ported over flawlessly. The game provides 4-character passwords to boot.
Let’s look at some of the levels.
These guys shoot big bullets at Marty, but you can counter that by flipping. Such is the raw power of the hoverboard!
BOSS: GRIFF (1-2)
To hurt him just touch the buttons located at the bottom. This will send the TV’s flying at him.
Lots of slopes and curves provide a nice sense of adventure and atmosphere.
BOSS: GRIFF (2-2)
Another lovely nod to the film, and a great way to use that scene into a boss battle setting.
Hey, when you’re riding up that high on a hoverboard, water suddenly becomes as dangerous as a bullet. Or something.
I told you the enemies are bizarre. Look at that slobbering weirdo!
This may very well be my most favorite stage — featuring a soft yellow backdrop and the Back to the Future overture from stage 1-1 returns. Just a really fun level to play through.
BOSS: JAZZMAN (3-3)
I like how this boss fight has a different strategy from the first two boss fights with Griff. Variety is always welcomed and appreciated.
Break open the suspended makeshift floor. This allows some of the bowling balls to slip through the cracks, crushing Jazzman’s skull. What a way to go out, eh?
Somewhat tricky, this. Marty’s lifted up, but there are plenty of obstacles waiting for him, like that spiked ball on the upper left there. If hit, Marty will be invincible for JUST long enough to go up again and safely make it to the next section. This stage stumped me for a while but you just gotta gut it through.
BOSS: HAMMERMAN AND RINGMASTER (3-5)
Ooh, spooky. Check out the thunder clouds and creepy looking trees splattered across this ghoulish graveyard level. Gotta love it. Great to play on a dark rainy lazy Sunday afternoon.
The rain adds a nice touch, especially since this level comes right after the graveyard stage. It’s a tough stage.
This floor is littered with knife wielding goons. Be particularly weary of doors — more times than not a baddie is just waiting to jump out.
BOSS: 1985 BIFF (4-4)
Gotta love the cool backdrop here. The 4 buttons releases sparks when pressed. Like all boss fights up to this point, it’s another cakewalk.
Hearing that classic Back to the Future overture replicated perfectly on the 16-bit Super Nintendo is majestic and awesome. I can’t get enough of it. While Super Back to the Future II has its fair share of flaws, such as slowdown, somewhat difficult control to master and some cheap moments in its level design, I still liked it quite a bit at the end of the day. I don’t know if it’s because I get to finally play a halfway decent Back to the Future game, or if it was the colorful SD graphics or hearing that epic overture. Probably all of that. Overall, I think most Back to the Future fans will enjoy this at least somewhat. The password feature definitely makes it all the more accessible. Not bad, Daft. Not bad at all.