Batman Beyond: Return of the Joker arrived on the Nintendo 64 in late 2000, a period when the console was entering its twilight years — the Nintendo GameCube was already on the horizon, and third-party developers were beginning to wind down their N64 commitments. The game was developed by Kemco, a Japanese studio with a long history of licensed action titles, and was released to coincide with the direct-to-video animated film of the same name, itself a continuation of the acclaimed Batman Beyond animated series. The N64 was a platform that had already hosted a number of superhero and licensed action games of varying quality, and Return of the Joker slotted into that tradition as a side-scrolling beat-em-up and shooter hybrid rather than a fully three-dimensional action game — a somewhat conservative design choice for a platform capable of more ambitious 3D work.
Gameplay in Return of the Joker casts players as Terry McGinnis, the teenage Batman of the future, as he battles through a series of linear stages drawn loosely from the film's plot. The core loop blends on-foot brawling sections with horizontal shooter segments where Terry pilots a Batmobile or uses his suit's flight capabilities. On foot, players punch, kick, and deploy a variety of gadgets — including Batarangs and electrical discharges from the Batsuit — to defeat waves of Jokerz gang members and other enemies. The controls are functional but not especially deep; combat relies on a small set of moves and gadget selections cycled through a menu, and the challenge comes more from enemy density and memorizing attack patterns than from mastering a complex moveset. Levels are structured as a sequence of rooms or corridors that must be cleared before progressing, with occasional boss encounters that require exploiting specific weaknesses or attack windows.
The shooter segments provide a change of pace, offering a more arcade-style experience where players dodge incoming fire and destroy targets across scrolling environments. These sections are generally considered more polished than the brawling portions, offering a cleaner sense of speed and spectacle that suits the futuristic Gotham City aesthetic of the Batman Beyond universe. The game's visual presentation makes reasonable use of the N64's hardware for its era, with pre-rendered backgrounds and sprite-based enemies giving it a look consistent with other late-cycle licensed titles on the platform.
Reception at the time of release was lukewarm. Critics acknowledged the game's faithfulness to the animated source material — the visual style, color palette, and enemy designs all reflect the cartoon's aesthetic — but noted that the gameplay felt shallow and repetitive, particularly in the brawling sections. The game was seen as competent but unremarkable, a product aimed squarely at younger fans of the animated series rather than at players seeking a technically ambitious action experience. It was not a title that pushed the N64's capabilities or introduced mechanics that influenced later games, but it served its purpose as a companion piece to the film for its target audience.