Showing posts with label Adventure Island. Show all posts
Showing posts with label Adventure Island. Show all posts

Sunday, December 1, 2013

Adventure Island III


I just snagged a copy of Adventure Island III and I'll be spending all day playing that. Although I've played the original many times, and I grew up with Adventure Island II, and beat the Gameboy Version (which is name Adventure Island II), I've never really tackled the 3rd installment. 

It was rented a few times as a kid because Adventure Island II was one of my favorite games, but today I get to correct the mistakes of my gaming past.


Monday, November 25, 2013

Adventure Island 1 & 2, Mega Man High Scores


Some recent NES and Colecovision scores. See the full post for all 4 images. Above: Adventure Island (NES) 116,320.


 Adventure Island II (NES) 232,650
-no continues


Frenzy (Colecovision Emulated) 22,702 
-Game 1


Mega Man (NES) 1,667,200
-no continues




Sunday, November 17, 2013

Colecovision Ghost Adventure


Precursor to Adventure Island and Ghost 'N Goblins. Both games would steal most of their stuff from Ghost Adventure. 1983.

Wednesday, June 22, 2011

Pixel Art: Adventure Island



A sprite from the rare, never-release Apple II version of Adventure Island.

Monday, June 20, 2011

Adventure Island Nintendo Power Scans


I had to upload the Adventure Island scans from the 5th issue of Nintendo Power (March-April 1989).

Another classic article, NP covered the first few stages in-depth, but most of the game goes unmentioned. What is here, however, really typifies the early Nintendo Power layouts: entire stages, marginal artwork, tips, and secrets. I always enjoyed the half-pages with enemies and powerups and little story explanations, but the main attraction here is the artwork. Some of these drawings are really good, and everyone should definitely check this one out!

Nintendo Power has a habit of breezing over games which offer direct competition for Nintendo franchises. Adventure Island sold over 1,000,000 copies in Japan; I would have thought the spread to be a little larger.




Adventure Island NES Manual



Adventure Island



NES-TB-USA

Hudson's Adventure Island

Hudson(tm)

Operation Manual

--

The Story & Controller

Hudson's Adventure Island

Game Story: The Evil Witch Doctor has kidnapped Princess Leilani from
Master Higgins and taken her to Adventure Island in the
South Pacific. It is your mission to help Master Higgins and save Princess
Leilani, but it's not going to be easy. On the island, there are forests,
mountains, caves, many enemy characters, and traps waiting for you. Can
Master Higgins save Princess Leilani from the Evil Witch Doctor?

Control Functions:

Control Pad: moves Master Higgins left and right

A Button: Master Higgins jumps

B Button: shoots weapons or push while running
to make him faster

Energy Level: Master Higgins' energy level is displayed on top of the
screen.
The level will decrease as the time passes by.
By catching the fruits on the screen you will be able to add a little bit of
energy back or get a bottle of milk to fill them all up. Of course, loosing
all energy means the game is over.

--

Power Up Items

About the game: At the beginning, Master Higgins has nothing with him.
As he explores the island, he will find eggs that turn into
bonus items such as axe, skateboard, flower, milk, honeygirl, etc. to power
up Master Higgins.
However, there is an item which won't help Master Higgins but will lower
his energy level rapidly. All together there are 8 areas and at the end of
each area awaits the BIG BOSSES.
You must destroy them to advance to the next area.

Stone Axe: Use "B" button to throw them

Skateboard: Will move you faster but can't stop

Flower: Doubles the points of energy fruits

Milk: Fill up the energy of Master Higgins

Honeygirl: Make Master Higgins invincible for a while

Eggplant: Master Higgins' most unfavorite food. Takes energy
away from him rapidly.

There are many hidden items or stages/Find them by exploring the
Adventure Island!

Characters of Adventure Island

Cobra (100 pts)
Sneil (10 pts)
Fire (unbeatable)
Pooter (100 pts)
Coyote (500 pts)
Skeleton (10 pts)
Basser (50 pts)
Cavas (100 pts)
Zigmo (50 pts)
Ice (20 pts)
Waler (100 pts)
Red Oct (100 pts)
Blue Oct (200 pts)
Kello (200 pts)
There are brown Kello and
green Kello. Be careful as
brown Kello jumps.
Boss Area 1-8
King Quiller (5000 pts)

"Continuing Option"

You can access this "Continuing Option" by pushing the right side of the
movement control button and the START button. However, you are only
allowed to use the "Continuing Option" after finding an egg which contains
the BEE somewhere in Round 1 of Area 1.

VG Music: Adventure Island Remix



I love Adventure Island. As I've said many times before, growing up, Adventure Island II was hands down my favorite platformer. I player a good deal of Sonic and Mario as well, but nothing compared to riding around on dinosaurs and throwing hammers. Every video game allows the player to throw fireballs, how boring.

Super Mario Bros., and especially SMB3 made throwing hammers a desirable commodity. Adventure Island gives the player hammers left and right.

Plus, it's an island of adventure. If you don't love that, you don't love life.

Alexcze does a nice job with a minimalistic remix of this classic track!

Saturday, June 18, 2011

Adventure Island Game Genie Codes


You can jump in midair with these codes, very fun and certainly makes the game easier to beat.

GXVAGGEI
GXVEPGEI

To double jump. This code is pretty new, I saw it post only a few days ago on Youtube.

You've also got the standard Hudson's Adventure Island Game Genie codes:

PEEEPALA Start with 1 life
TEEEPALA Start with 6 lives
PEEEPALE Start with 9 lives
SZOEGPVG Start with infinite lives
SXKKIAVG Stop energy bar counting down
GXNGLAKA Become immune to rocks
GZXEAPSA Keep weapons
SPEEIIEG Can mega jump while at rest
SPEETSOZ Can mega jump while running
AAEAYIPA + AEVEZGPZ Multi-mega-maxi-moonjumps!
AEKAPIPA + PEEEZIAA Hudson can moonwalk!

Anyone have any more?

Saturday, June 11, 2011

Pixel Art: Adventure Island NES High-Res Wallpaper



Resolution 1280x1024. 9 screenshots from the game. Straightforward and simple.

Wednesday, June 8, 2011

Cool NES Romhack


Cool NES romhack. Master Higgins has cool glasses and wears his hat backwards. Gameplay otherwise unchanged. Honeygirl got an update as well.

All of the other sprites looked too good to change.

Anyway, most hacks look absolutely horrible. I wanted to make something that people could actually play--mod to the classic that I'd actually play. I'm pretty happy with the results!

All the sprites are changed, no loose pixels or weird/strange/cheap graphics.

Download Cool Advent Isle

Development time: 4 hours. Check out the screenshot:





Tuesday, May 31, 2011

Super Adventure Island Review and VC Launch Party


This morning I played through Super Adventure Island in honor of it's release on the VC, and to write this review with a fresh perspective.

Super Adventure Island has great music, before everything else, that really stands out. Too bad it only lasts 15 levels because it's one of the high points in the series. As of May 30, 2011 gamers can purchase this classic for 800 Wii Points on the Wii VC. Even though other titles in the series prove much more adventurous, this title has some redeeming qualities and it's nice to see Hudson continuing to support the VC (Legendary Axe I & II please).

Once again, you are Master Higgins on an Island of Adventure! An evil wizard turns your GF to stone, chase him down and kick his ass to beat the game. Hudson was making purposefully archaic games before it was cool, but it's hard to tell if they thought the simple design and short length were good design choices or if they thought gamers wouldn't noticed as long as the entire thing was shiny.

No dinos. Only 15 stages over 5 Islands (Adventure Island II has over 80 stages spread across 8 Islands). Admittedly, Adventure Island 2 (and 3) take forever to beat. You have to dedicate an entire morning/day/night to beating those games. The return to a more Wonderboy/Adventure Island 1 design isn't an inherently bad decision.



The awkward controls, tiny enemy hitboxes, and momentum physics make the game a real challenge. Once mastered, you'll probably still make mistakes.

Overall the game is punishing. 3 Lives and 3 continues and you have to start over. You get a 1-Up every 50,000 points (about every 2-3 levels). Hudson intends to make the player practice for a few days before beating this game, not surprising considering the $70 price tag it had as a Super Nintendo Launch Title.

This game was hyped about as much as you could hype a game. Surprisingly, gamers generally like this game, and many have fond memories of owning only this, Super Mario World, and maybe a handful of other carts for the SNES.



Master Higgins likes to get wet, and Super Adventure Island is no exception. But the water stages were so much more elaborate and enjoyable in Adventure Island II. On the SNES it feel likes the devs rushed some water levels to give the game variety. These levels are easy breaks from the otherwise hectic gameplay.

Super Adventure Island is actually the 3rd game in the series. Adventure Island 3 came out much later, but it's actually the 5th in the series. New Adventure Island is actually the 4th, and it takes the same formula as Super Adventure Island, but improves the graphics and play control even more, and one of the true TG-16 classics. Except the very first game, Adventure Island, isn't even properly part of the series because it's just a graphics hack of Wonderboy. That means the "real" first trilogy of Adventure Island games looks like this:

1. Adventure Island II
2. Super Adventure Island
3. New Adventure Island

And I'm not surprised that these are probably the best in the series. Adventure Island 3 is repetitive, Adventure Island: The Beginning has been collecting dust inside my Wii, and the Japanese PS2 games look pretty bad as well. The two metroidvanias: Super Adventure Island II and Adventure Island 4 were both amazing, and Hudson really should release those as well, especially the masterpiece #4, which is easily one of the greatest games on the NES.

If you're still interested in Adventure Island, you can read the detailed history of the tangled series by clicking here.

My only major complaint with Super Adventure Island is that most of the enemies are either terribly boring or plain ugly. Water monsters fly around non-water levels, and the strange balloon seals are the stupidest fucking thing ever created. The bosses, however, really shine and show homage to one of the most memorable Adventure Island II bosses, the Hermit Crab. Too bad they ripped the ending fight straight out of Super Mario Bros. 3.




Monday, May 4, 2009

The History of Adventure Island



UPDATED: June 1st, 2011

Adventure Island: The New Beginning is soon to be released on WiiWare in North America. It looks like a fun remake, and makes several changes to gameplay that could work out nicely. Master Higgins will have more skills than in previous games, like grabbing on to ledges and changing costume. The most exciting feature is an online leader board with apparently over 50 slots, which is much better than other (Mega Man 9) WiiWare titles. Takahashi Meijin, on whom Master Higgins is based (the Japanese character is explicitly Takahashi Meijin) claimed that the game should be released in May. With today as a disapointment, next week's chance looks brighter, but before the game is released in America (Europe, Japan, please post your thoughts on the game) or if you are currently playing it, let's take a look at some of the highlights of the Adventure Island Series.



First, here is a brief introduction into three game series: Adventure Island, Wonder Boy, and Monster Lair. These lists are roughly chronological within the respective series, the exact dates aren't important.



The Rough History of Wonder Boy / Adventure Island

Wonder Boy was released in arcades (made by Escape and Sega).
Wonder Boy ported to the Sega Master System (the best version of this game, IMO)
Adventure Island is released on the NES (made by Escape and Hudson, Escape didn't have the rights to the character Wonder Boy, but they did had the rights to everything else, they Used Takahashi Meijin as the main character, named Master Higgins in English-speaking countries).

Adventure Island 2, released on the NES, made by Hudson.
Super Adventure Island released for the SNES.
New Adventure Island released for the TG-16.
Adventure Island 3 and 4 released for the NES/Famicom.
Super Adventure Island 2 released on the SNES.

Then a PS2 / GameCube Japan-only exclusive game, Takahashi Meijin no Adventure Island, which looks similar too similar to Adventure Island: The Beginning.

Adventure Island: The Beginning is available for WiiWare. I've played it a little, but overall I keep coming back to the classic. Maybe that will change, one day. Hudson included many clothing and powerup items, so I'm still very excited about "The Beginning"'s potential.

Now, Wonder Boy spawned many games also, but they didn't go the caveman route. Instead, the went Fantasy starting with

Wonder Boy in Monster Land for the Arcade and SMS.
Wonder Boy III: Monster Lair for TG16, Genesis (simply called "Monster Lair", and Arcade.

Then, a totally different game and the second best (behind The Dynastic Hero) in the Wonder Boy series.

Wonder Boy III: The Dragon's Trap for SMS and Game Gear.
Ported the the TG-16 as Dragon's Curse (this is by far the best version of the game).

THEN!

Wonder Boy in Monster World for the Genesis and
The Dynastic Hero for the TG-CD, which replaced the characters with insects, improved the music, and added other stuff. This is the best version of this game, IMO, but some really like the Genesis version.

Then Monster World 4 for the Genesis.

That sums it up, maybe I missed a game or two, but you get the general idea of how the two serieses are structured. To understand how they influence each other would require elaborate comparison between games, so I will only pick out a few to discuss that I think stand out.

The Caveman Genesis, An 8-Bit Odyssey

Adventure Island (1986) and Wonder Boy (1986) are clearly not the best in the series, but because they are the most primitive there is a certain charm and challenge involved with this game. As I said, I think Wonder Boy is by far the best version of the game, with less sprite flicker, smoother controls, brighter colors, better music, and infinite continues. That said, they are pretty damn close to the same game, and sometimes its nice to play both versions of the game, thinking of them as mutual arrangement modes of each other.






The True Trilogy

Adventure Island 2 (1991) is possibly the best in the series. It improved the controls, refined the weapon mechanic, and introduced a randomized level system that mixes up the order of the stages. Stage themes are varied, the challenge is immense in the final two islands, the music is very memorable, but like all of the games there were too few tracks. This is the cart that I had growing up, which I received when I was 6 years old, and which I played to death but never beat until high school. This represents almost perfect game design, with everything giving points that lead to extra lives, the time bar condensed into a life bar and the life bar, like Mario, replaced with power ups. Riding around on dinosaurs proved to be the most interesting concept in the series, but the designers refused to develop it on consoles other than the Game Boy and Nintendo.






Nintendo Power Tips!

1992 spawned 3 Adventure Island games, the second of which is Adventure Island 3. It introduced a new Dinosaur, the boomerang, and spiced up the graphics to look like Green Hill Zone. While a very enjoyable game, it functions as an "expansion pack" to Adventure Island 2 and fails to be as memorable or fun. That said, Adventure Island 3 would probably rank right below it. The new dinosaur, however, is just awful. The surfing ministage is awkward, but they keep the Adventure Island 2 formula intact adding just the bare minimum. This would later be seen as a fortunate choice, because the other games tended not to be as fun as the 3 great trilogy (2-4) on the NES. Also, the box art rivals Mega Man.









Adventure Island 4 was released later, 1994, and significantly changed the gameplay, quite successfully, into a metroidvania. I've played this game extensively and can easily say it is the best in the series, though Adventure Island 2 remains the best stage-based Adventure Island game. Start with the bone, gain stronger weapons and items, it's an epic 8-Bit quest reminiscent of Rygar and Metroid. It's one of the best games never released in America on the NES. I was sure Hudson would support the VC with this game, but they've failed to do so thus far. Hopefully, we can see this game released in the nest year if interests in Adventure Island: The New Beginning are high.

It rounds out the true Adventure Island trilogy and fulfills the myth of the NES trilogy. The presence of Adventure Island can be seen as somehwat of a seperate entity, though it continued to exert a very strong influence on the later games. The NES games, however, are some of the most radical, in the sense that they actually improve on the Wonder Boy formula without becoming slaves to it. The first game develops a formula, the second changes it mildly, and the third radically improves the game, creating the best of the bunch. We see this pattern in video games often, though like all myths it varies by usually no more than one degree. For example, Zelda 1, 2, and 3 function this way yet they vary in that Zelda 3 was released for a new system. Mario 1, 2, and 3 follow this pattern with the anomaly that they created 2 Super Mario Bros. 2 games. Strangely enough, I think the pattern holds either way. Adventure Island's deviance is equally slight; what matter if Adventure Island was made, it was a Wonder Boy game anyway.

And the 16-Bit Gameplay

If you take the entire series chronologically, Adventure Island II, Super Adventure Island, and New Adventure Island are actually the first three games in the series.

Super Adventure Island was the first to be released in 1992, and drastically hurt the mechanics, but had pretty graphics and still played like Adventure Island, though worse, and really nice music, and huge sprites, but somehow managed to be a fun game. It's a pretty sad attempt at Adventure Island. There are only about 6 enemies in the entire game, 5 bosses, and 15 levels. Fortunately, each level looks different than the others, but even though this game is fun, I think it's important to trash it for being a rushed piece of shit that has some of the worst mechanics in the series, the least amount of weapons and items in any game, the shortest of all of the Adventure Island games, and a huge disappointment.



Also in 1992, New Adventure Island was released for the TG-16. This is a much better game than Super Adventure Island. I actually played through the game today. It is also one of the hardest in the series, requiring the player to memorize the stages. There are only 25 stages, but they are quite varied and it makes for a fresh experience reminiscent of early Adventure Island and, of course, of Super Mario Bros. (1, for the NES).

Considering Super Adventure Island and this game, it's obvious they wanted to "Get back to the roots" of their franchise... Wonder Boy. But I guess they somehow didn't realize that Adventure Island 2 should have been the model for these two remakes, considering it was the first real Adventure Island game from design/conception to publishing. Maybe they started all of these games before Adventure Island 2 had a chance in the market? It's entirely possible, Adventure Island 2 was only released in February 1991. Possible, but I'm not convinced because Super Adventure Island was made in, what looks like, a weekend.

I'd like to stress that New Adventure Island is a pretty good game, unlike Super Adventure Island. Unlike its predecessor, it has multiple weapons, but it rarely forces you to loose the one you have if you like it. The Axe is the best weapon in this version, which flies like an axe should, also unlike Super Adventure Island. The worlds and stages are just as varied, except for the castles, but there are 25 stages (to Super Adventure Island's 15) and you will believe me when I say the levels are easily twice as long as Super Adventure Island stages.






Maybe they were just trying to avoid what they percieved as a problem with Adventure Island 2: that you repeated stages a lot in a 100+ stage game. But so what? I thought it was cool that all the island were linked under a single climate, it makes sense. But they did a really good job of it in Adventure Island 2, for example, the Dragon Flies only appear at sunset, similar to how dragonflies really act. Then, on Volcano Island, it's always bright sunset, as if there were volcano dust in the air. See, it's not that hard, and I wonder who's been driving the series into obscurity for the last 15 years.

Super Adventure Island 2 is a pseudo-metroidvania with a really weird random-stage system. I've never played this game because there are so many others, and damn it I'm just not there yet. It looks interesting, eventually Master Higgins gets a suit of armor and a sword.



This isn't event considering the Game Boy games. But that's an entirely new article. In the meantime, I'll be posting any news on Adventure Island: The Beginning.



Download the Adventure Island rom, get a few on the VC, or collect the carts from eBay, most of the Adventure Island games reward practice and prove to be rewarding gaming experiences. And if you like the series, support it by downloading Adventure Island: The New Beginning when it is released.