Back to the Future Part II & III

Back to the Future Part II & III

:"This article is about the NES game. For the games for home computers, see Back to the Future Part II (video game) and Back to the Future Part III (video game).Infobox VG
title = Back to the Future Part II & III


developer = Beam Software Pty., Ltd.
publisher = LJN, Ltd.
designer =
engine =
released = vgrelease|NA=start date|1990|09|30
genre = Platform
modes = Single player
ratings =
platforms = Nintendo Entertainment System
media =
requirements =
input = Game controller

"Back to the Future Part II & III" is the name of a video game for the Nintendo Entertainment System based on the last two films in the trilogy of the same name. The game was produced by Beam Software and distributed by LJN.

Plot


= Part II =

When Doc takes Marty to the year 2015 to prevent his future son from committing a crime, old Biff takes the Gray's Sports Almanac and travels back to 1955 and gives the book to his younger self. Over the next three decades young Biff uses the information to win money on the outcome of each sporting event he bets on. Making him the richest most powerful man in the world by 1985A. To ensure that no one else gets their hands on the almanac, Biff travels through time and collects various items and puts them behind locked doors in three different periods. This action has caused a disruption in time, and now the Space Time Continuum is falling apart. With Hill Valley in ruins, Marty must now travel to all three periods, then find and return all the items back to their original places in order to retrieve the almanac and destroy it.


= Part III =

has other plans.

Gameplay

Gameplay is made up of a complex scavenger hunt for various items which must be returned to their original points of origin throughout time.

Street level

with Marty defeating enemies by jumping on them or throwing projectiles at them. Along the way he collects fuel for the time machine and junk food for extra life. All the while looking for places called Object Rooms. To find these rooms, players must go from street to street through alleyways. Alleyways will appear as large arches with an arrow on top center. Depending on the period will determine the look of the alleyway. In 1985 they will look like a chimney. While in 1955 and 2015 they look like abstract overhead street signs. At some points in the game, players have to time travel to get over large chasms, or find alleyways not there in the current period.

Object rooms

es in 60 seconds. While avoiding enemies and obstacles like cacti, quicksand, and falling pellets that when landed will hop around following the player's every move. when all the stop watches are collected a large trophy will appear, with the clock still ticking the player must obtain this trophy to finish the object room's mini game.

Puzzle rooms

These are places that items must be returned to. They can be found in various drainage pipes and man holes. These rooms feature inventory with all the items the player has collected thus far and a word scramble mini game. The word will be whatever item belongs in that room. Players can either unscramble the word themselves or if they already know the answer, go up the inventory and select the item causing the word to unscramble itself. When the puzzle is solved the item disappears and a piece of a picture is revealed. If the wrong item is chosen, it will explode and be returned to the object room and the player will have to replay the object room's mini game to get it back. In Part III puzzle room are located under rocks that the player must break open by jumping on them a few times.

Time travel

This is the crux of the game and your main mode of transport throughout Part II. Before players can time travel, they must find the remote control to summon the De Lorean. When they enter the De Lorean, the De Lorean's time control panel will appear on screen. Players can choose between the three periods accordingly. But traveling through time requires fuel which can be collected on street levels. They will appear as little pulsing nuclear symbols. When the tank is empty an alarm will go off until more fuel is obtained. Also every time Marty engages in time travel creates deadly time clones of himself. If a player comes near a time clone, they must not touch them or they will automatically die. These clones will mimic a player's various moves including jumping at the same time. Some times requires Marty to do something in one period to influence another period, such as planting an acorn in 1955 and in 1985 climbing up what is now a 30-year old oak tree.

References

*The game's instruction manual circa 1990.

External links

*moby game|id=/back-to-the-future-part-ii-iii|name="Back to the Future Part II & III"
*GameFAQs|type=/console/nes|num=587102|name="Back to the Future Part II & III"


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