Difference between revisions of "Batman Returns (Game Gear)/Comparisons"
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Revision as of 04:28, 18 January 2020
- Back to: Batman Returns (Game Gear).
Version comparisons
General
Master System |
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Game Gear |
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There's an opening cutscene which depicts the death of the Ice Princess and the framing of Batman for her death in the Game Gear version.
Graphic
Master System |
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Game Gear |
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The title screen is different between versions. The Master System version has the background of the Gotham City and the Batmobile, whereas the Game Gear version just simply has the Bat Symbol on a gray background.
Master System |
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Game Gear |
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Batman's palette is different between the versions. Due to the limitations of the Master System, his palette is more purple than black.
Master System |
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Game Gear |
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The Game Gear version has new graphic effects, such as snowing effect in the first level.
Gameplay
Master System |
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Game Gear |
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The Master System version doesn't have a health bar for Batman, which means he can die after getting hit once.
Master System |
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Game Gear |
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The Game Gear version has different power ups, to accommodate Batman's health bar. Additionally there are now Batmobile attack token power ups.
Master System |
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Game Gear |
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Enemies are much more aggressive and powerful in the Game Gear version. They also take several more hits to die, unlike in the Master System version.
Master System |
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Game Gear |
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Dying forces player to start from the beginning of the scene, however they don't have to start the entire level over.
Master System |
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Game Gear |
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Some enemies and bosses have additional attacks and new animations in the Game Gear version.
Master System |
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Game Gear |
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Players can adjust the power of the batarangs in the Game Gear version. The power adjustments are as follows:
- Short ranged but powerful, and long ranged but weak and in between.
Master System |
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Game Gear |
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Players can call the Batmobile to attack all enemies on the screen. This uses Batmobile Attack Tokens.
Master System |
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Game Gear |
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The Game Gear version now has a more linear level design with different enemy placements, that focuses on combat rather than platforming.