|Play old-school now!|
|Developer / Publisher||Kemco / Ubisoft|
|Media||1 x |
|A great action adventure released by Ubisoft for Nintendo 64, Sony PlayStation and Game Boy Color in 2000 in North America and 2001 in Europe.|
Batman Beyond: Return of the Joker, based on the 2000 animated feature film, the greatest villain of all comes out of the past to threaten Batman, Bruce Wayne and all of Gotham City. The sleeker, deadlier and seemingly immortal Clown Prince of Crime is back with his own unique brand of havoc and mayhem. While trying to uncover the Joker's secrets, the new Batman, Terry McGinnis, discovers the greatest mystery in the life of the original Caped Crusader: What happened the night he fought the Joker for the last time. When Bruce Wayne is almost killed in one of the Joker's latest attacks, Batman vows to avenge his mentor and put the Joker to rest forever. The game is a heart-stomping action, awesome adventure and amazing revelations. The gameplay is simple: you must combat and defeat the Joker's latest incarnation in side-scrolling, hand-to-hand combat action. You'll have weapons and gadgets at your disposal including the Magnetic Nun Chaku, Retractable Wings, and The Dark Knight Discus. Challenge the dark forces of Gotham in five distinct Batsuits, each with its own unique capabilities. You'll need all the help you can get as you venture through 16 levels in four environments.
The game features excellent graphics, with colorful 3D environments and fluidly animated characters. I liked the color-palette being chosen. As far as the douns, the in-game tune just rocks along with several digitized sound effects!
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Nintendo 64 (N64)
|CPU: MIPS R4300i-based NEC VR4300 at 93.75 MHz (connection to the system via 32-bit data bus)|
MEMORY: 4MB of RAMBUS RDRAM (expandable to 8MB with the Expansion Pak) with 562.5 MB/s peak bandwidth.
GRAPHICS: 64-bit SGI co-processor (Reality Co-Processor) at 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). 64-bit SGI co-processor (Reality Co-Processor) at 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). Supports: 235x224 to 640x480 flicker free interlaced screen resolution. Hardware Z-Buffering. Hardware Anti-aliasing. Hardware Texture Mapping (32x32 pixel texture maps). Tri-Linear filtered MIP Mapping. Environment Mapping
SOUND: Stereo 16bit PCM audio capable of 64 channels at 44Khz
|24bit RGB 16,7 million-color palette (32,768 on screen)|
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