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Super Nintendo SNES

James Bond JR - Super Nintendo - SNES

€ 34,99

In stock

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Product condition

This product is in good condition. At NexWave Games, good means:

  • For disc games, the case is still reasonably presentable with signs of use, the manual is included and the disc may have a few small scratches. In some cases the manual may be missing; when this happens, we state it in the product title.
  • For cartridges, the exterior and label are still reasonably presentable with signs of use. Cartridges such as N64 and Game Boy are supplied on their own as standard, unless the title states that the product is complete.
  • For consoles, controllers and accessories, the exterior is still reasonably presentable with signs of use. They never have stains, but may have light scratches. Items in both good and like-new condition always work perfectly.

Additionally, all discs at NexWave Games are carefully inspected and assessed for quality. When discs arrive, we do not accept any that are so badly damaged that they are unlikely to work. We only accept discs with light scratches at most. Discs with scratches are then treated in our professional disc repair machine. By warming the disc and polishing it with soft brushes, these machines can remove a very thin layer from the disc. This removes the layer containing surface scratches and improves the disc’s readability. This ensures the disc works properly, even on consoles with ageing lasers that have difficulty reading games! Great news for the player.

James Bond Jr. for Super Nintendo SNES

James Bond Jr. for Super Nintendo SNES alternates platform action with shooting sections in vehicles. As a young secret agent, you tackle S.C.U.M., an organisation carrying out dangerous plans in several places. You begin in Central America, travel to the canals of Venice and ultimately seek the enemy headquarters. During the sections on foot, you jump between platforms, climb ladders and avoid guards. Punches, kicks and a flying kick clear space for you to advance.

Gadgets change how you cross an area. Rocket Shoes, for example, let you take off as long as you hold the relevant button. You switch collected items with the Select button and use them when an obstacle or enemy calls for it. Between sections on foot, you pilot a minicopter, an armed speedboat and a small jet. In the flying vehicles you combine cannon fire with bombs; on the water you manoeuvre through canals and eliminate opponents.

The seven levels therefore do not all have the same pace or controls. You must judge your jumps as well as dodge projectiles in time. You play the adventure alone with one standard SNES controller. Passwords let you begin at a later point another time; the cartridge has no battery-backed saving. Write down the code if you want to continue during your next session.

Region and language

Our Super Nintendo SNES games are PAL editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.

Manual

With James Bond Jr. for Super Nintendo SNES, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.

The history of James Bond Jr.

THQ released James Bond Jr. for Super Nintendo in 1992. Gray Matter developed this version around the animated series of the same name, starring a young nephew of James Bond. The licence moved the spy theme into a cartoon world of exaggerated villains, gadgets and secret installations. The game uses these characters and situations as the basis for its own route through several countries, with S.C.U.M. as the recurring enemy.

The structure links four levels on foot with three vehicle levels. Gray Matter thus divided the adventure between jumping and fighting on the ground and shooting from a minicopter, speedboat or jet. The controls change accordingly: a flying kick helps James in the platform sections, while dropping bombs belongs to the aircraft. Gadgets add another layer because you select an item and use it deliberately rather than simply running onwards.

A James Bond Jr. game also appeared for the NES around the same period. It was developed by Eurocom and is not the same version as this SNES cartridge. The sixteen-bit version has its own levels, vehicles and password system. Cartoon conversations between action scenes reflect the television versions of the characters. This sets the game apart from Bond adventures that retell a film starring the adult agent: it revolves around the animated series' world and enemies.

Similar games for Super Nintendo SNES

Super Probotector also combines side-scrolling action with sections that change the camera angle on SNES. You dodge projectiles and learn where enemies enter the screen. However, its robots rely mainly on constant gunfire and a broad selection of weapons. James Bond Jr. uses punches, kicks and gadgets on foot, with full vehicle levels then changing the pace. His adventure is also single-player; Super Probotector lets two players fight the invasion simultaneously.

Mega Man X also demands precise jumps, dodging shots and clever use of special equipment on SNES. X can climb walls and gains weapons from defeated bosses. James Bond Jr. uses ladders and collected gadgets such as Rocket Shoes, without the same freedom to choose boss stages. James' vehicle sections are a separate part of his route, while Mega Man X ties further development primarily to X himself and his equipment.

Like James Bond Jr., Inspector Gadget turns a cartoon about an unusual secret agent into platform action on SNES. In both cases, gadgets let you do more than just walk and jump. Gadget's extendable body parts determine his movements and attacks. James stays closer to a human action hero with punches and kicks, getting into three different vehicles along the way. He thus alternates entire forms of play, whereas Gadget mainly uses his tools within the platform levels.

Super Star Wars also turns a familiar fictional universe into a combination of platform action and vehicle battles on SNES. Luke and his companions use blasters and lightsabers, whereas James more often fights at close range or uses a gadget. Both games ask you to recognise hazards that appear during a jump. Super Star Wars follows the locations of the first film; James Bond Jr. uses the cartoon spy world and its own international assignments.

Super Turrican also offers platform levels with projectiles, hidden items and larger enemies on SNES. Its armoured hero mainly uses firearms and can freeze enemies with a beam. James Bond Jr. instead combines his fights with individual gadgets and clearly separated flying and boat sections. In both games you read the environment to find a safe route, but Turrican places greater emphasis on searching the levels, while James completes his sequence of assignments in a fixed order.