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Super Back to the Future II [Model SHVC-B2]
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ăčăŒăăŒă»ăăăŻă»ăă„ă»ă¶ă»ăă„ăŒăăŁăŒII (c) 1993 Toshiba EMI. (Super Back to the Future II) Super Back to the Future II is a platformer that takes a creative approach to the movie franchise by utilizing a "Super Deformed" (chibi) art style. Rather than attempting a photorealistic adaptation, the game focuses on responsive platforming mechanics centered around Marty McFlyâs iconic hoverboard. The hoverboard is not just a cosmetic feature but a core gameplay element, serving as both a movement tool and a weapon against Biff Tannenâs minions. - TECHNICAL - GAME ID: SHVC-B2 (TOPN-2004) BARCODE: 4 988006 103405 Specifications: The game utilizes an 8-megabit cartridge. - TRIVIA - Released on July 23, 1993 in Japan at a retail price of 9,000 JPY. Distinctive Aesthetic: The choice of a "Super Deformed" art style allowed the developers to push more colorful, expressive character animations than would have been possible with more realistic sprites. This stylistic direction has made the game a cult favorite among collectors who appreciate the unique 16-bit visual identity of Japanese licensed titles. Hoverboard Mechanics: The gameâs central hook is the hoverboard physics. Unlike standard jump-and-run games, the hoverboard provides a "floaty" momentum that requires precise control. Integrating this into platforming segments created a unique rhythm, separating the title from the crowded field of platformers on the Super Famicom. Japan Exclusive: This title never received a Western localization, remaining a Japan-exclusive throughout the 16-bit era. It is frequently sought after by import collectors due to the Back to the Future license, which usually resulted in varied and often lower-quality software on Western platforms (like the NES/Genesis titles). - STAFF - Executive Producer: Yoshihiko Ohhashi, Naoki Morishima, Nobuyuki Hakamada Sound Arrange: Hitoshi Sakimoto Programmer: Paradise Kenji, Puppet Ishizuka Graphics: Endorphin Konappy, Nozomi Takeguchi - SOURCES - ROM dump (MAME).
Your Changes (editable)
ăčăŒăăŒă»ăăăŻă»ăă„ă»ă¶ă»ăă„ăŒăăŁăŒII (c) 1993 Toshiba EMI. (Super Back to the Future II) Super Back to the Future II is a platformer that takes a creative approach to the movie franchise by utilizing a "Super Deformed" (chibi) art style. Rather than attempting a photorealistic adaptation, the game focuses on responsive platforming mechanics centered around Marty McFlyâs iconic hoverboard. The hoverboard is not just a cosmetic feature but a core gameplay element, serving as both a movement tool and a weapon against Biff Tannenâs minions. - TECHNICAL - GAME ID: SHVC-B2 (TOPN-2004) BARCODE: 4 988006 103405 Specifications: The game utilizes an 8-megabit cartridge. - TRIVIA - Released on July 23, 1993 in Japan at a retail price of 9,000 JPY. Distinctive Aesthetic: The choice of a "Super Deformed" art style allowed the developers to push more colorful, expressive character animations than would have been possible with more realistic sprites. This stylistic direction has made the game a cult favorite among collectors who appreciate the unique 16-bit visual identity of Japanese licensed titles. Hoverboard Mechanics: The gameâs central hook is the hoverboard physics. Unlike standard jump-and-run games, the hoverboard provides a "floaty" momentum that requires precise control. Integrating this into platforming segments created a unique rhythm, separating the title from the crowded field of platformers on the Super Famicom. Japan Exclusive: This title never received a Western localization, remaining a Japan-exclusive throughout the 16-bit era. It is frequently sought after by import collectors due to the Back to the Future license, which usually resulted in varied and often lower-quality software on Western platforms (like the NES/Genesis titles). - STAFF - Executive Producer: Yoshihiko Ohhashi, Naoki Morishima, Nobuyuki Hakamada Sound Arrange: Hitoshi Sakimoto Programmer: Paradise Kenji, Puppet Ishizuka Graphics: Endorphin Konappy, Nozomi Takeguchi - SOURCES - ROM dump (MAME).
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