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* indicates a repeat
1~50
102. Bio Miracle Bokutte Upa (Famicom)
103. Panic Restaurant (NES)
104. Mr. Gimmick (NES)
105. Bucky O'Hare (NES)
106. Wheel of Fortune (N64)
107. Resident Evil 2 (PS1)
108. Dragon Quest VI (SFC)
109. Ninja Gaiden (NES)
110. StarTropics (NES)
111. Parody World: Monster Party (Famicom)
112. Super Mario Bros 2 (NES)
113. Kamen No Ninja Hanamaru (Famicom)
114. Power Blade (NES)
115. Power Blazer (Famicom)
116. Metroid (NES)
117. Kid Icarus (NES)
118. New Super Mario Bros. U (Wii U) *
119. Ganbare Goemon 3: Shishi Juurokubee no Karakuri Manjigatame (SFC)
120. Hitman: Blood Money (Xbox 360)
121. Super Bonk (SNES)
I’ve played the other 4 mainline console Bonk games at varying points over my life (even the Japan-only sequel to this game), but this is the one game in the mainline series that I just never got around to playing. Going through a lot of older action games lately, it seemed like a perfect time to rectify that negligence! This game isn’t too hard, so I managed to never game over once despite never having so much as seen footage of it before, and it ultimately took me a little under 2 hours to beat the English version of the game.
Super Bonk (or Bonk 4, as I’ll call it from here for simplicity’s sake) is very similar to the previous two games in the series made by A.I. and Red Entertainment, and that extends from the gameplay to the light as usual story. The evil green T-rex, King Drool, is back yet again, so it’s Bonk’s job to stop him! It’s a perfectly fine excuse for the action, even if it doesn’t do anything to help this Bonk game stand apart from the others at all.
That similarity extends to the gameplay as well. Bonk’s controls are weird, weighty, and floaty as ever, and you can run, jump, and head bonk your way through the game like you’ve always been able to. The flipping by spinning repeatedly is a bit more awkward on the SNES controllers since they lack the TG16’s turbo functions, but it’s not a really major issue with how they’ve got the physics programmed in this one. There’s still definitely a learning curve to how and when to flip and unflip to both manipulate your jump momentum as well as attack enemies, but I seem to have retained my muscle memory from the earlier games in the series that I never had too much trouble with this game. This game also isn’t too terribly hard either, which is helpful. Much like Bonk 2 and 3, Bonk 4 is pretty generous with extra lives, and its bosses and normal enemies aren’t anywhere near as merciless as Bonk 1’s were, so even if you’re not a really skilled action platformer veteran, I don’t think you’ll have too much trouble with this one.
I think it’s pretty easy to excuse the similarity at least in Bonk 4’s case, as it was the first console entry to not be on the PC Engine, but and it’s at least changing things up a *little*. Bonk has 6 large stages to get through, but instead of long, linear levels like the older games have, Bonk 4 actually has relatively nonlinear stage design. There are many points where you can pick from two or even three different paths forward. The levels aren’t maze-like, and it’s thankfully impossible to go backwards by accident and start getting lost, but it’s still a neat evolution on Bonk’s gameplay formula that provides a bit more replayability for people interested in such things. The other major change from the older games is that Bonk can also change his size with certain powerups. Rather than just normal and small Bonk, with the latter often being a downgrade, you now have small, normal, and large Bonk sizes with different pluses and minuses to each (you can jump higher if you’re bigger, but you’re also a larger target and can’t fit into small bonus areas). It’s nothing super impressive or interesting, but at least it’s one more thing to help this game stand apart from its caveman predecessors.
That’s really all there is to say on the gameplay. If you’ve played earlier Bonk games, pretty much nothing else here will likely surprise you very much. You’ve got expandable max health, instant respawns upon death, lots of mini-game flowers to find and play. A.I. and Red were good at keeping a good level of quality, and I certainly don’t dislike a competently made game with a relatively forgiving difficulty curve, but it doesn’t really make for anything terribly interesting or worth exploring in the modern day. If anything, this game ended up being so easy that it almost makes me want to go back to the old ones even more, since they were more interesting when they were a bit harder and bosses couldn’t be bonk-spammed down so trivially.
The aesthetics are nice as usual, but the operative word there is, as with other aspects of the game I’ve talked about, “usual”. The graphics are very much the same kind of colorful and wacky as Bonk 2 and 3 were. The animations are nice and fluid, and it’s not an ugly looking game by any measure, but it will still be eminently familiar to anyone experienced with previous Bonk games. The same goes for the music, which is fine and fits the tone of the game well, but it’s nothing really worth writing home about on its own.
Verdict: Hesitantly Recommended. Super Bonk absolutely isn’t a bad game. Wonky control physics aside, it’s a perfectly competent and fun 16-bit action platformer. If you’re in the mood for something short, wacky, and not too hard, I think this fits the bill very nicely. There’s just not much more to it than that. Compared to other greats on the system by devs like Capcom or Nintendo, Super Bonk is really nothing terribly impressive or worth seeing, which I suppose is very in keeping with the quality of the previous games, in a way <w>







