Bonk's Adventure (US)/PC
Genjin (JP)
Developer: Hudson
Publisher: NEC (US)/Hudson (JP)
TurboGrafx-16 – 1990 (US)/PC Engine –
1989 (JP)
On a console where
platformers are uncommon, Bonk's
Adventure stands out as
a quality title with a nifty powerup system.
Bonk's
Adventure has a pretty simple concept. You play as a little cave guy that goes
around headbutting dinosaurs. You can headbutt enemies from the
ground, but more interestingly, you can land on them with an airborne
headbutt, essentially mimmicking Mario's stomp maneuver, only with
your noggin instead of your feet.
Bonk's diving headbutt speaks for itself. |
And it plays
pretty simply, too. You start with three hearts of health, but it
takes quite a few hits from enemies to knock out just one of them.
The enemy AI is up to snuff, but Bonk is a walking tank, so foes
won't give you much trouble.
That's not to say
it's entirely straightforward. If you're willing to look around,
you'll find plenty of items to pick up, especially in the game's
numerous hidden bonus rooms.
One of the several types of bonus rooms you'll come across in Bonk's Adventure. |
Overall, it's a laid-back and happy game, much different from the
other notable TurboGrafx-16 games that had been released in the US by
that point.
In
the US, the launch of the Turbo relied in part on Keith
Courage in Alpha Zones,
the console's first pack-in game. It's an action-platformer with some
neat aspects, but ultimately Keith
Courage is just
mediocre. Although console-defining classics such as Blazing
Lazers
and Alien Crush
had been released by the time Bonk
reared his bald head, Bonk's
Adventure
was the first platformer that the TurboGrafx-16 could call a classic.
Granted,
that's ignoring The
Legendary Axe, but
you could argue that's not much of a platformer.
Bonk's Adventure had a decent number of offspring, spawning
two sequels on the Turbo in addition to sequels and rereleases on
other consoles. In Japan, Bonk's Adventure even saw a remake
on the Gamecube.
Out
of the whole family, Bonk's Revenge seems to be the fan favorite. And there's a good reason-—it took the
point-hoarding gameplay of Bonk's Adventure
and refined it; levels in Revenge
are fairly large and provide a good number of nooks and crannies to
unearth.
As
you might expect, something was lost in the refinement. By focusing
on exploration, Bonk's Revenge
lost an element of speed found in Bonk's Adventure.
In
any Bonk platformer,
meat will grant Bonk strength. If he eats a large piece of meat, he
becomes invincible for a short period. If he eats a small piece, his
attacks will become stronger for a short period, and if he eats
another piece before time runs out, he'll go invincible. This might
make more sense with a picture:
Plus, once invincibility runs out, you'll go to the powered up state
for a short time before returning to normal Bonk.
Given this setup, it's possible to chain invincibility. So long as
you can find a piece of small meat before time runs out and you
return to normal Bonk, you can continually enter the invincible
state. Luckily, invincible Bonk runs faster than normal, making it
easier to reach the next piece of meat.
Of course, if you're on a meat-based time limit, you can't take your
time to explore and find all of the fruit that's hidden in each
level. That means there are two ways of playing through any given
stage.
First: you explore the levels and pick up every item. This means
stopping to open flowers and checking suspicious walls to see if they
can be broken. This method earns more points, and as a result, it's
the safer way to go, since these points will earn you lives.
Second: you charge ahead as fast as possible, stopping only to pick
up pieces of meat. Orange flowers and pink enemies always yield some
kind of meat, so it's easy to tell where meat is, at least for the
most part.
In
this sense, Bonk's Adventure offers some choice in how you play it. You can take your time, or you
can blaze through; both are satisfying methods of playing in their
own ways. The slow way rewards you with the satisfaction of
uncovering goodies (not to mention tons of lives to make the trek
easier), and the quick way rewards you with fast gameplay.
I'm
fairly sure the quick way of playing was unintentional on the
designers' part, since later entries in the Bonk
series never have stages designed around continual invincibility.
Still, I find it a neat way to approach Bonk's Adventure.
Next time, I'll look at a few stages with this perspective. See you then!
Next time, I'll look at a few stages with this perspective. See you then!
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