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The history of Batman in the world of video games is filled with legendary hits and occasional misses, but perhaps nothing is as intriguing as the games that never officially made it to store shelves. One of the most fascinating pieces of "lost media" in the 16-bit era is the unnamed prototype developed by Software Creations. Known within the collector and preservation communities by the humorous and self-deprecating title "Real Shitty Batman!", this prototype represents a stalled attempt to bring the Caped Crusader to the Super Nintendo Entertainment System. While the title suggests a project of low quality, the prototype serves as a vital historical snapshot of the development process during the early 1990s, offering a glimpse into what might have been another action-packed adventure in Gotham City.
As is typical with Batman titles from the early 1990s, the game is set against the dark, brooding backdrop of Gotham City. Although the prototype is incomplete and lacks a finalized narrative or cinematic cutscenes, it clearly draws inspiration from the gritty atmosphere established by the Tim Burton films and the early comic book runs of that era. Players find themselves navigating through urban landscapes, industrial zones, and the shadowy alleyways that define Batman’s home turf. The setting was intended to utilize the SNES's color palette to create a moody, noir-inspired aesthetic, though in this early version, many of the environments remain sparsely detailed or functionally basic.
The gameplay of the "Real Shitty Batman!" prototype follows the standard conventions of side-scrolling beat 'em ups and platformers that dominated the Super Nintendo library. Batman is capable of basic movement, jumping, and striking enemies with punches and kicks. Some versions of the prototype demonstrate early attempts at implementing Batman’s famous gadgets, though most are buggy or incomplete. The combat mechanics feel heavy and unpolished, which likely contributed to the internal nickname of the project.
One of the standout features—even in this early stage—is the character sprite for Batman himself, which is large and detailed for the time. However, the collision detection and enemy AI are noticeably rudimentary. The prototype consists of a few test levels that allow developers to check the physics and character interactions rather than providing a cohesive, playable experience. It remains a rough draft of a game that never received the fine-tuning necessary for a commercial release.
This game was developed specifically for the Super Nintendo Entertainment System (SNES), targeting the NTSC-U region during its initial production phase.
The legacy of the Software Creations Batman prototype is primarily rooted in the world of video game preservation and the "unseen" history of the industry. It surfaced years after its cancellation when ROM files were leaked and shared among enthusiasts. The project was ultimately shelved, possibly due to licensing conflicts or the publisher's dissatisfaction with the progress, leading to other developers like Sunsoft and Konami taking the lead on Batman titles for the console.
Today, it is studied by historians to understand the workflow of Software Creations, a studio otherwise famous for titles like Solstice and Equinox. Despite the derogatory nickname "Real Shitty Batman!", the prototype is a cherished piece of memorabilia for those who enjoy exploring the "what ifs" of gaming history. It serves as a reminder of the competitive and often volatile nature of licensed game development in the 1990s.