Difference between revisions of "Back to the Future Part III"
From Sega Retro
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| otherformats={{NonSega|Amiga|CPC|ST|C64|IBMPC|Spectrum}} | | otherformats={{NonSega|Amiga|CPC|ST|C64|IBMPC|Spectrum}} | ||
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+ | '''''{{PAGENAME}}''''' is a [[Sega Mega Drive]] action game developed by [[Probe Software]]. Based on the titular 1990 film ''[[wikipedia:Back to the Future Part III|Back to the Future Part III]]'', it was first published in the United States by [[Arena Entertainment]] in late 1991, and was later brought to Europe by [[Image Works]] the following February. | ||
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+ | The game was received poorly due to its short length and brutal difficulty level, particularly that of its first stage. The game is most known today for both its exceptionally poor gameplay design and its visibly darkened palette — a result of a programming error which infamously shipped in the final product. | ||
A [[Sega Master System]] version was developed alongside the original courtesy of [[Krisalis Software]], and released in March 1992. | A [[Sega Master System]] version was developed alongside the original courtesy of [[Krisalis Software]], and released in March 1992. | ||
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| screenshot=BttF3 MD Level1Intro.png | | screenshot=BttF3 MD Level1Intro.png | ||
| screenshot2=BttF3 MD Level1.png | | screenshot2=BttF3 MD Level1.png | ||
− | | desc= | + | | desc=A notoriously hard level in which players, controlling Doc Brown riding a horse, need to catch up with love interest Clara Clayton before she falls into a ravine. {{A}}/{{1}} fires a gun in the direction of the D-pad (unless pointing downwards, where Doc can pick up fallen objects for extra points), while {{B}}/{{2}} makes the horse jump. If Doc is hit and subsequently falls off the horse three times, he begins again from the start. |
The speed of play, combined with artistic choices and the constant barrage of threats makes this stage far more challenging than later levels. Obstacles (which are not always easy to distinguish from the background) quickly emerge from the right (save for bandits which chase Doc from the left and fire at him) and require quick reflexes to avoid (to the point where it becomes more of a memory test). Much of the game's negative press comes from this level alone. | The speed of play, combined with artistic choices and the constant barrage of threats makes this stage far more challenging than later levels. Obstacles (which are not always easy to distinguish from the background) quickly emerge from the right (save for bandits which chase Doc from the left and fire at him) and require quick reflexes to avoid (to the point where it becomes more of a memory test). Much of the game's negative press comes from this level alone. | ||
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| screenshot=Back to the Future Part III, Stage 2 Establish.png | | screenshot=Back to the Future Part III, Stage 2 Establish.png | ||
| screenshot2=Back to the Future Part III, Stage 2.png | | screenshot2=Back to the Future Part III, Stage 2.png | ||
− | | desc=This segment is missing from the Master System version of the game. | + | | desc=Players control Marty as he shoots targets in a target range. Hit ducks and bandits and avoid old ladies. Aim with {{left}} and {{right}} and shoot with {{A}}, {{B}}, or {{C}}. There are three vertical positions for shooting higher targets: press {{down}} to move up and {{up}} to move down. The challenge is timed and ends when the clock goes from 12 o'clock to 12 o'clock again. Different targets are worth different amounts of points. The player must get a sufficiently high score in order to progress, otherwise the challenge repeats. A bonus round can be obtained by shooting the multi-colored ducks. This segment is missing from the Master System version of the game. |
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{{InfoRow | {{InfoRow | ||
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| screenshot=Back to the Future Part III, Stage 3 Establish.png | | screenshot=Back to the Future Part III, Stage 3 Establish.png | ||
| screenshot2=Back to the Future Part III, Stage 3.png | | screenshot2=Back to the Future Part III, Stage 3.png | ||
− | | desc= | + | | desc=Players control Marty as he uses pie dishes to fight off against Buford's men, and eventually Buford himself. Buford's men pop out from a number of fixed locations, fire, and then hide again. Marty has a limited amount of dishes in hand but can "reload" by walking to the table. On the Mega Drive version, either {{A}}, {{B}}, or {{C}} can be used to throw a dish; on the Master System version, only {{1}} throws a dish. The challenge uses an isometric perspective, and Marty can only move along one axis with {{left}} and {{right}}. He can change the direction he is facing (and therefore aim) with {{up}} (directly in front of Marty), {{left}} (45 degrees left from the front), and {{right}} (45 degrees right from the front). Marty dies if he gets shot too many times. |
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{{InfoRow | {{InfoRow | ||
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| screenshot=Back to the Future Part III, Stage 4 Establish.png | | screenshot=Back to the Future Part III, Stage 4 Establish.png | ||
| screenshot2=Back to the Future Part III, Stage 4.png | | screenshot2=Back to the Future Part III, Stage 4.png | ||
− | | desc= | + | | desc=A platforming segment in which players control Marty as he makes away across the train, collecting speed logs necessary to get the train up to 88 miles per hour (142 km/h) while fending off enemies and avoiding obstacles such as hooks or puffs of smoke. This segment must be completed within a time limit. On the Mega Drive version, either {{A}} or {{C}} can be used to throw a dish and {{B}} jumps; on the Master System version, {{1}} throws a dish and {{2}} jumps. Marty dies if he takes too much damage from enemies, hits a railway sign, falls between cars, or touches the steam from the engine. He respawns at certain checkpoints. If he runs out of time, the challenge can be retried from the very beginning. |
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==Versions== | ==Versions== |
Revision as of 14:31, 7 January 2022
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Back to the Future Part III | ||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Mega Drive, Sega Master System | ||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Arena Entertainment (US) Image Works (EU) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Probe Software Krisalis Software | ||||||||||||||||||||||||||||||||||||||||||||||||||
Licensor: Universal City Studios, Amblin Entertainment | ||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Action | ||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Back to the Future Part III is a Sega Mega Drive action game developed by Probe Software. Based on the titular 1990 film Back to the Future Part III, it was first published in the United States by Arena Entertainment in late 1991, and was later brought to Europe by Image Works the following February.
The game was received poorly due to its short length and brutal difficulty level, particularly that of its first stage. The game is most known today for both its exceptionally poor gameplay design and its visibly darkened palette — a result of a programming error which infamously shipped in the final product.
A Sega Master System version was developed alongside the original courtesy of Krisalis Software, and released in March 1992.
Contents
Gameplay
The game consists of four levels, each employing a different style of gameplay. The player can attempt each as many times as desired if not initially successful. There is no password or save system.
Levels
Versions
Production credits
Mega Drive version
- Produced by: Probe Software Ltd.
- Programming by: Jim Baguley
- Graphics by: Hugh Riley and Mark (Northampton) Jones
- Music by: John Phillips
Master System version
- Produced by: Probe Software Ltd
- Programming by: Keith Burkhill
- Graphics by: Hugh Riley and Mark (Northampton) Jones
- Music by: Marvellous Matt Furniss (for Krisalis Software Ltd.)
- Design by: Probe Software Ltd.
- Production by: Jo Bonar and Neil Young
- Copyright UCS and Amblin 1991
- All rights reserved
Magazine articles
- Main article: Back to the Future Part III/Magazine articles.
Promotional material
also published in:
- Sega Visions (US) #7: "Winter 1991/1992" (1991-xx-xx)[4]
also published in:
- Hobby Consolas (ES) #13: "Octubre 1992" (1992-xx-xx)[5]
also published in:
- Hobby Consolas (ES) #14: "Noviembre 1992" (1992-xx-xx)[6]
also published in:
- Hobby Consolas (ES) #18: "Marzo 1993" (1993-xx-xx)[7]
Physical scans
Mega Drive version
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
50 | |
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Based on 22 reviews |
Master System version
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
63 | |
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Based on 17 reviews |
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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✔ |
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512kB | 1991-07 | Cartridge (US) | ||||||||||
✔ |
|
512kB | 1991-07 | Cartridge (EU) | ||||||||||
? |
|
256kB | Cartridge (EU) |
References
- ↑ 1.0 1.1 1.2 Mean Machines, "February 1992" (UK; 1992-01-27), page 62
- ↑ Sega Power, "March 1992" (UK; 1992-02-06), page 25
- ↑ Sega Force, "April 1992" (UK; 1992-03-19), page 73
- ↑ Sega Visions, "Winter 1991/1992" (US; 1991-xx-xx), page 9
- ↑ Hobby Consolas, "Octubre 1992" (ES; 1992-xx-xx), page 46
- ↑ Hobby Consolas, "Noviembre 1992" (ES; 1992-xx-xx), page 10
- ↑ Hobby Consolas, "Marzo 1993" (ES; 1993-xx-xx), page 15
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 24
- ↑ Cool Gamer, "9" (RU; 2002-10-13), page 21
- ↑ Electronic Gaming Monthly, "February 1992" (US; 199x-xx-xx), page 26
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 292
- ↑ Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 23
- ↑ Génération 4, "Janvier 1992" (FR; 199x-xx-xx), page 140
- ↑ Game Players Sega Guide!, "Vol. 3, No. 1: February/March 1992" (US; 199x-xx-xx), page 68
- ↑ Joystick, "Janvier 1992" (FR; 199x-xx-xx), page 156
- ↑ Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 90
- ↑ Mega Action, "January 1994" (UK; 1993-12-30), page 80
- ↑ Mega Force, "Juin 1992" (FR; 1992-06-05), page 88
- ↑ Mega Force, "Novembre 1991" (FR; 1991-11-19), page 84
- ↑ Mean Machines, "February 1992" (UK; 1992-01-27), page 60
- ↑ Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 137
- ↑ Megazone, "October/November 1991" (AU; 1991-xx-xx), page 28
- ↑ Power Play, "2/93" (DE; 1993-01-xx), page 142
- ↑ Sega Power, "March 1992" (UK; 1992-02-06), page 24
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 64
- ↑ Sega Force, "2/92" (SE; 1992-11-19), page 13
- ↑ Supergame, "Maio 1992" (BR; 1992-05-xx), page 47
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 17
- ↑ Video Games, "1/93" (DE; 1992-12-16), page 58
- ↑ Consoles +, "Mai 1992" (FR; 1992-0x-xx), page 102
- ↑ Console XS, "June/July 1992" (UK; 1992-04-23), page 138
- ↑ Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 130
- ↑ Game Zone, "April 1992" (UK; 1992-03-20), page 44
- ↑ Hobby Consolas, "Agosto 1992" (ES; 1992-0x-xx), page 46
- ↑ Joypad, "Septembre 1992" (FR; 1992-0x-xx), page 86
- ↑ Joystick, "Septembre 1992" (FR; 1992-0x-xx), page 176
- ↑ Micromanía (segunda época), "Octubre 1992" (ES; 1992-xx-xx), page 87
- ↑ Mean Machines, "April 1992" (UK; 1992-03-28), page 88
- ↑ Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 132
- ↑ Player One, "Septembre 1992" (FR; 1992-09-10), page 120
- ↑ Sega Power, "March 1992" (UK; 1992-02-06), page 44
- ↑ Sega Pro, "May 1992" (UK; 1992-04-16), page 54
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 70
- ↑ Sega Force, "April 1992" (UK; 1992-03-19), page 72
- ↑ Supersonic, "Septembre 1992" (FR; 1992-xx-xx), page 21
- ↑ User, "Ioúlios-Ávgoustos 1993" (GR; 1993-0x-xx), page 53
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