If you’re a regular reader of mine, you may be wondering why I’ve chosen to skip over Adventure Island 3 and proceed straight to its Japan-exclusive follow-up, Takahashi Meijin no Bōken Jima IV (“Master Takahashi’s Adventure Island IV”). Rest assured that I will be circling back to give the third 8-bit installment its due. The reason for the break in protocol is that today marks six years of weekly(ish) game reviews for me, and I typically like to observe these anniversaries by treating myself to something special. Something I’ve been anticipating for a long time. Adventure Island IV falls into this category for one simple reason: It represents the end. Not for my little writing project here, but for the legendary Famicom itself. Yes, the system that put Nintendo on the video game industry map saw its final official release when Adventure Island IV hit store shelves on June 24, 1994, just three weeks short of its eleventh birthday. A truly epic run in light of how rapidly the state of the art was evolving throughout the ’80s and ’90s. Seeing as the Famicom, famously rechristened the Nintendo Entertainment System outside Japan, is my favorite console of all time, there’s no way such a fateful benchmark could fail to resonate with me. Thanks to the excellent English patch by Zynk Oxhyde, I can now witness the end of an era firsthand.
Adventure Island IV is also noteworthy for the way it signaled a sharp turn away from the series’ Super Mario style linear platforming roots and toward a more Metroid-like open exploration approach. Gone are the strict timer and one-hit deaths. In their place is a extendable health meter and an inventory sub-screen to hold the arsenal of weapons and tools Master Higgins/Takahashi will need to rescue his five dinosaur pals and sweetheart Tina from the vile Eggplant Devil.
The setting of Adventure Island IV isn’t especially large or complex by exploratory platformer standards. It’s divided up into six distinct areas, each presided over by its own boss. Defeating the first boss opens the path to the second, and so on down the line. Thus, there’s little need to worry about getting lost or wandering into areas you don’t have the proper upgrades to complete. Similarly, the enemies and obstacles you’ll encounter are relative tame compared to a Metroid or Faxanadu. This makes Adventure Island IV one of the Famicoma’s more relaxing, low-pressure takes on the action-adventure genre. It reminds me of Sunsoft’s Ufouria, a comparison only strengthened by the bright colors, bouncy music, and whimsical tone common to both. We’ve certainly come a long way from the hair-pulling sadism of the original ’86 Adventure Island.
In fact, I found the laid back vibe and slick presentation of Adventure Island IV so agreeable that its occasional mechanical flaws barely registered. What sort of flaws? Well, there’s the fact that most of the items you’ll gather throughout have extremely situational uses. The spear’s ability to stick to the underside of logs, for instance, comes in handy exactly once. And although most tools double as weapons, they’re simply not effective enough in the role to bother using that way. The majority of the time, you won’t feel any incentive to unequip Higgin’s starting weapon (hurled femur bones) unless you need to momentarily hammer a rock, water a wilted plant, or whatever. Only in the final two areas can you find viable replacements for the bone in the form of the boomerang and axe.
Additionally, I can’t say I love how Higgin’s rideable dino pals are handled in this outing. Once you rescue one, you have the option of visiting its pen located beneath the Higgins residence and taking it along with you. The problem is that all it takes is a single hit to banish your dinosaur back to its home base and there’s no way to reacquire it without dropping whatever you’re doing and returning there. I get that they wanted to put some sensible limit on these guys. It’s just that the one ultimately settled on seems overly punitive and actively discourages experimentation.
Thankfully, the moment-to-moment gameplay of Adventure Island IV remains charming as all get out. Environments are lively and varied, animations on Higgins and the other characters are packed with personality, and the flow of the combat and exploration is smooth. As outlined above, it’s not the deepest or most polished effort of its kind and hardcore adventure game fans might themselves wishing for more freedom and challenge. Still, it’s a quality piece of work and I consider it a shame that the bold new direction it nudged the stagnanting franchise in didn’t persist beyond Super Adventure Island II later the same year.
Now that we’ve established Adventure Island IV is an above-average game, how does it fare as a sendoff for the venerable Famicom? Practically perfect. After all, Hudson Soft was its first third-party software publisher to sign on. If anyone other than Nintendo themselves was going to usher their iconic machine off into the sunset, Hudson was the natural choice. Watching Higgins and the newly-rescued Tina stroll down that beach and into the last Famicom end screen together echoes the climax of day one hit Donkey Kong, bringing everything full circle, right down to the Valentine hearts hovering over our happy couples’ heads. Such beautiful symmetry is far too rare in this world.