Rounding off a week of TG-16 staples we visit Hudson's big flagship series that has nothing to do with pyrotechnics: New Adventure Island. Oddly, considering how deeply involved Hudson was in the Turbografx-16 and much of its game library, this is the only outing of Master Higgins (or Meijin Takahashi, depending on your region) for the TG-16. It's a solid enough iteration in the series, releasing just after the first Super Nintendo game but before the last NES one, and largely sticks to its axe-flinging, fruit-eating roots. At least from what I played of it. But hey, we have a whole bunch of photographic evidence to support that:
The Name's a Misnomer; It's Actually More of an Adventure Peninsula
The Adventure Island games are, like Bonk, one of those early genre cornerstones that saw what Mario was doing and tried their own little angle on the same format. But just as was the case with the many variations of Tetris that never took off, there's no topping perfection. New Adventure Island is a solid platformer that, thankfully, does away with the strict life limit of its progenitor and basically lets you as continue as many times as you'd like, only ever losing your mid-stage checkpoint progress. The choice of new weapons with various abilities, a far cry from the first game's choices of crappy axes or slightly less crappy rocks, give it a neat Ghouls 'n Ghosts/Joe and Mac vibe too. It's an improvement on the first game in many ways, but doesn't sacrifice what made that game stand out beyond its unbearable difficulty. Still, it is odd that this is the only TG-16 game in the series. I guess being a TG-16 spin-off of a Nintendo series based on a Sega game is at least worthy of note.