(off) | BATMAN THE MOVIE |
Batman's got two missions, first defeat The Penguin, who wants to build armed robot penguins to take over the world and
then rescue Robin, who's been captured by The Joker. Cool action-adventure with cartoon style!
PAL (NTSC crashes)
Tape / Disk
1 Player
Joystick in Port 2 or Keyboard
Development by Special FX
Coding by Zach Townsend?
Music by Fred Gray
Tape Loader Music by Jonathan Dunn
Adapted from the Cartoon
© 1988 DC Comics
Released in November? 1988
Original Price £9.95 (tape)
Imported to North America on Disk
by Data East in December? 1988?
Re-released on Tape by The Hit Squad
50% NTSC fixed by Minotaur of Rampar
BATMAN - THE CAPED CRUSADER (c)1988 Ocean Software ------------------------------ CATEGORY Adventure/Puzzle with beat'em up scenes. Aim of the game --------------- There are two separate "plots" revolving around Batman's deadliest enemies - The Penguin and The Joker (which are Parts 1 and 2 of the program, to be loaded separately, Part 1 on the front of the tape and Part 2 on the back in the tape version): 1) A Bird In The Hand The Penguin, having been released from jail, decides to set up an umbrella factory in Gotham City, but (of course) is secretly using it as a cover for his plan to take over the world with an army of robot penguins! As Batman, can you shut down the factory computer and prevent the world from getting the bird? 2) A Fete Worse Than Death Returning to the Batcave after a hard day's crime-fighting, Batman finds that Robin has mysteriously disappeared, the only clue being a single playing card left behind by his kidnapper - the Joker! On the flip side of the card is a message written by the Riddler: "Robin heads for a fete worse than death, the fuse is lit - so don't waste your time, follow your nose and remember, there's no place like home! Boom! Boom!". Can you unravel the mystery, save Robin and defeat the Joker? Game play --------- In both plots the presentation on screen simulates a comic strip with Gotham City and its inhabitants appearing in multiple overlaid panels. Any text (clues, descriptions, what to do next, etc.) is displayed in caption boxes in the appropriate panel. The player as Batman has complete freedom to move around and interact with the numerous locations, solving puzzles en route. The game status is not on the play screen - it is on a separate screen called the 'utility'/inventory' (U/I) screen. You enter this screen by pulling down on the joystick and pressing the fire button together (watch out: play time does not stop running while in that screen!). The center of the U/I screen displays * the game completion percentage, * the Background Music on/off Icon (press fire for toggle), * the control icons used to manipulate the objects you have: Left (open) Hand = Drop Object Icon Right (closed) Hand = Utilize Object Icon, * the Center (pointing) Hand = Return to Game Icon, * the Tombstone = Restart Icon * Batman's various energy status (double) bars from left to right: strength, heart, carry/lift (?), overall health (A trainer version may stop these bars from changing.) On the left and right of the U/I screen are placeholders for the objects you will have to find and pick up. By moving the Bat-cursor onto an object in your inventory and pressing the Fire button, the object starts flashing. Then you can move the cursor to the Utilize or Drop icon and press Fire again to drop or put the selected object to use. In Part 2 there is a lineup of watches at the bottom of the U/I screen. They represent the ten bombs you will have to defuse before rescuing Robin. CONTROLS Joystick: --------- Without fire button pressed: With fire button pressed: Face Face Climb back Climb High kick back High kick left \ | / right left \ | / right \ | / \ | / \ | / \ | / \ * / \ * / Walk ----* *----- Walk Punch/ -----* *----- Punch/ left / * \ right Throw left / * \ Throw right / | \ / | \ / | \ / | \ / | \ / | \ Duck Face Duck Low kick Pick up Low kick left front right left object/ right Enter utility screen Keyboard: --------- RETURN key not pressed RETURN key pressed Z Walk left Punch/Throw left X Walk right Punch/Throw right ; Face back Face back / Face front Pick up object/Enter Utility Screen Z + ; Climb left High kick left X + ; Climb right High kick right Z + / Duck left Low kick left X + / Duck right Low kick right Pausing the Game: ---------------- Go in the U/I screen and do as if you were to restart the game, but do not act on the prompt about whether you really want to quit. ***************************************************** TIPS * Dark rooms require finding an object to light them up... * Each time energy drops to a critical level use some food found along the way to restore your energy. * In Part 1 use the False Nose at the right time so enemies will stop attacking you for a while, (You must believe that they cannot recognize you even with your costume!) * In Part 2 find and use the False Teeth quickly so you can eat...(You are apparently an aged Batman!) * In Part 2 there are rooms that deteriorate Batman's health quickly--- and you will know only from the U/I screen! There is an object which will help there BEFORE entering. Warning: Trainer versions may stop you from finding out such features since Batman's energy then may stay the same... * In general this is a discovery game, so you must map the place and find where the various objects are and their use. So a trainer version may help a lot there in a difficult game.
1. | 99% | Karsten | Herford | Part 1 | PAL |
2. | 31% | Rough | Kirchseeon | Part 1 | PAL CCS64 |
This is the solution from the 1989 Ex-Yugoslav computer games magazine "Svet Igara" originally written by Bojam Majer translated into English at the site above. The text has been anonymously corrected to be more readable. The maps come from the same magazine. If you study the maps (one for each part) before you start the game you'll find it *much* easier to finish. However the maps are incomplete, especially the one for Part 2, which is also incorrect in places. The description below also does not show the enemies Batman has to fight along the way. Because of these facts, you will have still plenty to discover! Part one - vs Penguin: You start the game in the Bat-Cave. The goal of this part is stopping Penguin's computer. Take all objects except Grenade (it's a "red herring"). With the Batarang you have a weapon for the rest of the game. Get out of the cave and pick up Tools. Return to the game starting room in the cave and use the Tools to fix the computer there. Insert the Disk in the computer. Get out on the street. Get "Trainers". (Use Trainers to gain speed for a while when you need it...) Go to the roof of Penguin's factory, take Rope, right to doors and open them with Lock Pick next to it. Get in and find Lift Key, take it and use it with lift to get down in the factory. Now find and get the Dart, then the Game Disk, now keep going north and east until you find an Egg. Take it and use Rope on same spot, climb Rope. Use Dart, get Pass and use Magnet on Pass to get some points. Get out of the factory into the street. Get Key there. Go to another roof (past Penguin's roof) and get food and Flashlight. Go back down to the street. Go to the door of Penguin's mansion, open it with Pass. Get in and use Flashlight. Find and get Video Tape. Go E, N, E. Unlock door with Key, W, W. There should be a VCR in that room, use Video Tape with it and the TV screen should start displaying number 4. Go to location "3 steps to hell" identified on the screen. Now go N, W, W, N. There is a Trumpet in this room (red herring, again). Go E and insert Game Disk in Penguin's computer. Message "computer stopped" should appear. Congratulations, you have just ended the first part of Batman CC! Part two - vs Joker: [Only a rough outline of a solution!] The goal of this part is to defuse 10 bombs and to rescue Robin who is held captive by Joker at Fanfare. It is essential to check out the map before you start the game. (The map is imprecise, incomplete and somewhat in error as to loation of objects, so you still have plenty to find out!) Like in Part 1 you start your quest in the Bat-Cave. Take Light Bulb and use it in the western room of the cave where you must take the Gas Mask and the Flashlight. Exit Bat-Cave. Take & use Batarang. (You have then a weapon for the rest of the game.) Go down. As soon as you touch the ground go to the inventory screen and use Gas Mask, you must do so really quickly as you'll start losing energy fast. Take Bat-Ears in this area to hear Robin cry for help. Check the map where to find the Teeth so you can eat - Z looks like a 2!). There MAY be several red herrings in the game, what is the function of the Elephant, the Accordion, the Dagger, the Toilet Paper and the Shoes? (Where are the Shoes anyways?) Now get the Sunglasses. (NOT located on map!) Use them in bright rooms so you can see. Then you must find & get the Wire Cutters (called "pliers" on the map). At last you can begin the real work... Using the Cutters start disabling the clock mechanisms of the bombs marked 1-10 on the map (the markings are imprecise!). Each time you do so a watch at the bottom of the U/I screen disappears. When you disable all of the bombs Joker will appear in one location in Unfair. Find him and beat the hell out of him and he will leave you a Rope. Get it. Now get Coin. (One of the two C's in the map?) Go to the room with the Slot Machine. (Is that the "SL" room on the map?) Keep using the Coin with the Slot Machine until you get the Card. Now go to the location where Robin is held (the Bat-Ears help): Open doors with the Card. Some doors are moving shut so you need to nail them open with the Hammer & Nails found along the way. Use Rope and end the game.