Super Back to the Future II

Super Back to the Future II

Introduction

When it comes to licensed video games from the 80s and 90s, the Back to the Future franchise often brings back memories of frustration for Western players. While titles released by LJN on the NES were notorious for their poor quality and loose connection to the films, Japanese audiences were treated to a hidden gem that remained hidden from the West for decades. Released in 1993, Super Back to the Future II (also frequently referred to as Super Back to the Future 2) is a vibrant, high-quality platformer that stands as one of the best representations of Marty McFly’s adventures in the 16-bit era. Developed by Daft and published by Toshiba-EMI, this Super Famicom exclusive traded the realism of the films for a charming "super-deformed" art style, delivering a polished experience that captured the whimsy and excitement of the second movie.

Story & Setting

The game follows the plot of the second installment in the film trilogy with surprising accuracy, albeit with a stylized twist. Players take control of Marty McFly as he travels through time alongside Doc Brown in the iconic DeLorean. The narrative begins in the year 2015, where Marty must prevent his future son from making a life-altering mistake. However, the plot thickens when the elderly Biff Tannen steals the time machine to give his younger self a sports almanac in 1955.

This leads to the creation of the "Hell Valley" alternate 1985, a dystopian version of Marty’s hometown ruled by a corrupt and wealthy Biff. The game does an excellent job of transitioning between these distinct time periods—2015, the alternate 1985, and eventually 1955—ensuring that each level feels unique and representative of the film's various settings. The use of large, expressive character sprites helps convey the story beats, making it feel like a playable cartoon version of the cinematic masterpiece.

Gameplay

Unlike many other platformers of the era where the protagonist walks or runs, Marty McFly is permanently mounted on his iconic hoverboard throughout Super Back to the Future II. This mechanic fundamentally changes the momentum and feel of the game. Marty moves with a certain fluidity and inertia, making the platforming challenges feel distinct from a standard Mario or Sonic title.

Marty can perform a jump and a specialized spin attack to dispatch enemies, ranging from robotic drones in the future to street thugs in the alternate 1985. The game also incorporates various power-ups and coins that can be collected to improve Marty’s standing. The boss encounters are a highlight, often featuring members of the Tannen family in various contraptions. These fights require players to master the hoverboard's movement to dodge projectiles and find an opening for a spin attack. The level design also makes creative use of Mode 7 effects—a staple of the Super Famicom—to create a sense of depth and speed during certain high-octane sequences.

Platforms

This game was released on several platforms, including the Super Famicom in Japan.

Legacy

For many years, Super Back to the Future 2 was a legend among import collectors. Because it never received an official English localization, Western fans had to rely on grey-market imports to experience the game. Over time, its reputation grew as word spread that a "good" Back to the Future game actually existed. This eventually led to the creation of a dedicated fan translation, which finally allowed English-speaking players to enjoy the dialogue and menus in their native language.

Historically, the game is significant for being one of the few instances where a licensed Japanese-exclusive title outperformed its Western-developed counterparts in both mechanics and presentation. It remains a fixture on "Best Hidden Gem" lists for the Super Nintendo/Super Famicom library and is a must-play for fans of the franchise who felt burned by the LJN era of gaming.

Fun Facts

  • Despite the movie being a live-action sci-fi thriller, the game utilizes a "Chibi" or super-deformed art style, giving Marty and Doc Brown oversized heads and tiny bodies.
  • The game features a highly impressive 16-bit rendition of Alan Silvestri’s iconic Back to the Future theme, which plays throughout various levels and the intro.
  • Toshiba-EMI, the publisher, was primarily known as a record label, making their foray into high-quality game publishing somewhat of a rarity.
  • The game skips the events of the first and third movies entirely, focusing purely on the timeline-hopping chaos of the second film.
  • In the alternate 1985 levels, you can see background details that reference Biff’s massive casino-hotel, staying very true to the visual world-building of the film.

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