Thursday, January 24, 2019

BioMetal (SNES) Review

Received: November 13th, 2012 / Written: January 16th-24th, 2019
Year: 1993 | Developed by: Athena | Published by: Activision

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and here to talk about Athena.
Image from MobyGames
Formed up in the late '80s, Athena is a largely Japan-only company, though plenty of their games have seen Western distribution.  Some of the games they worked on comprise of those pertaining to the snake game genre (Wit's on the arcade and Famicom), the sports genre (World Bowling and World Ice Hockey on the Game Boy), the action-platforming genre (Dragon Unit/Castle of Dragon and Sword Master for the Famicom/NES), and the puzzler genre (De-Block on the Famicom); they also acted as publisher in Japan for certain other companies' games (as opposed to just their own) such as Another's Championship Bowling for the Famicom/NES, Visco Corporation's Famiconversion of SETA's coin-op Family Block/Thunder & Lightning, KID Corp.'s Famicom-exclusive Dezaemon, and also KID Corp.'s Super Bowling for the SFC/SNES console, et al.

One other genre that Athena was directly involved in on more than one occasion was the shoot'em up genre beginning with Strike Gunner S.T.G. which originally was released by Tecmo in Japanese arcades in 1991 before being converted to the Nintendo 16-bit console in 1992 (in Japan by Athena, in North America by NTVIC, and would see a European release by Activision but under the name Super Strike Gunner).  One other shoot'em up they developed was a game called BioMetal--executive produced by Sakae Nakamura and programmed by Kenichi Kunikyō who also served as one of two game designers--which Athena released for the Super Famicom in Japan on March 1993 but wouldn't see a Western SNES conversion until November 1993 in North America and at a later unspecified date that year in Europe.
Image from Wikipedia
It's funny I bring Activision up, though, as they were also responsible for the Western releases for today's game, on both counts this time as opposed to just Europe like the aforementioned title--there were some... negative ramifications because of this happening, but more on that later.

It is the Galaxy Century year 232 (G.C. 232), and the space war that had long divided the Milky Way had finally ended.  But because of the war their resources have been exhausted, forcing the Galactic Council to send a special fleet to Planet "UP457" on a mission to find resources.  During the mission the special fleet was attacked and destroyed by an unknown corps of half machine and half-animals which the Galactic Council dubbed Code Name "BioMetal".
A computer analysis showed that the BioMetals were increasing in number, and unless their planet is destroyed within 32 hours the Milky Way will fall into the BioMetals' hands, so they must be stopped.  Only one fleet, "Wasp", who's testing new weapons, is capable of reaching Planet "UP457" and engage in action.  The Galactic Council sent orders to use "G.A.M." (a living weapon that is currently being tested) to be launched from Halbard carriers.
So to ensure that the Milky Way be saved from being ruled by the BioMetals they send out the Galaxy Allied Force Multi Fighter MF-92GX "Halbard" to fight against them and nuke their planet.

Dark clouds
Bio-Metal is a horizontally scrolling shoot'em up where you take control of the Halbard which you can move and maneuver around in any of the eight directions as the screen scrolls automatically.  The default controls are shooting by holding down the B button, pressing the Y button will summon G.A.M. which will shield you by having four orbs circle around you which you can disengage by pressing the same button again thereby leaving you vulnerable, and while the G.A.M. is in effect you can either expand the four orbs by pressing the A button or you could charge it in the opposite way of the direction button you're currently holding until it comes right back at you by pressing the right shoulder button (you could even do both at once if you wanted to).

BioMetals in sight
When it comes to using the G.A.M., however, you must be mindful of its gauge as it gradually depletes itself the longer you use it and when it becomes empty it'll forcibly disengage the G.A.M. which you'll only be able to reactivate if there's at least a small amount in the gauge which gradually fills itself up when not in use.  Occasionally you'll find a couple carriers that you'll need to shoot at to reveal one of two power-ups: one for the main attack that gradually changes from V to L to W and rinses and repeats in that order until you fly towards it and get the power-up of the letter it landed on and one pertaining to your unlimited array of missiles that changes from S to B to H and rinses and repeats in that order until you fly towards that and get the power-up of the letter that one landed on.

Intensifying battle
The V power-up icon gives you the spread shot ability, the L power-up icon gives you the laser ability that phases through solid objects, and the W power-up icon gives you the wave attack ability, and the more you obtain the same icon the more powerful your weapon becomes due the expansion; regarding the missile power-ups the S icon enables them to fly straight toward the enemy, the B icon enables them to go at an angle above and below you, and the H icon enables them to home in on any enemy in vicinity.  Losing a life will restart you at the spot, but at the expense of your current power-up being one level lower, and if you lose all your lives and use up one of your limited number of continues then you'll start from the beginning of the current stage you lost your last life in.  Contending with the BioMetal enemies throughout in each stage will culminate in a boss fight in the end, where you'll be able to progress to the subsequent stage once you defeat it.

Incoming looming armada
The visuals are solid in terms of quality as each stage takes place in diverse location settings to keep things fresh.  The first stage transpires within dark clouds (some of which are color layering) where there's also white thunder from time to time, the second stage takes place in a hot arid desert setting with the warm color scheme which feature a couple planets and/or moons that gradually loom in the distance the further along you progress and below there's the parallax scrolling desert sand at the bottom which imbues a sense of visual depth, and the third stage is heavily coated by spider webs and pollination in the top and bottom portions of the stage to name a few examples.

Attempts of the BioMetal to circle around you
have backfired thanks to Halbard's G.A.M.
There's a little bit of Mode 7 in this game, not much but it is there; like the entrance and defeat of the first boss which stretches and skews itself and the clouds in the background skewing left and right, when the second boss has been defeated its small arms begin to bloat and grow thanks to the scaling effects, and the fifth stage's entire background is comprised of stretching and skewing Mode 7 for it almost looks brain like.  The MF-92GX Halbard is designed decently and animates well when flying up and down, and during the last part of the intro you get to see a well-designed close-up of it including its vector-like schematics.

Bullet spray
The most noteworthy aspect comes from the titular BioMetals themselves as they take inspiration from the trademark stylings of the late Hans Ruedi Giger with their beautifully grotesque metallic designs for there are many variants that in one way or another are based on the xenomorphs of the Alien movie franchise.  A telling sign of this is the shape of some of the larger BioMetals' elongated heads and how shiny and waxy they are (some of them even have xenomorph-like teeth), but on the other hand you have a band of hopping xenomorphs in the third stage and in the second stage there's a moment when you must deal with ones clad in red armor holding guns (both of which are uncharacteristically ridiculous of them, but is so silly I love it), and during the final stage before facing off against the final boss you must contend with a barrage of rotating facehuggers (and if I didn't know any better I would say some of the xenomorphs might be blending into the dark backdrop).  It's clear that BioMetal's graphic designers Masaki Ohno (who also worked on the game design) and Yasuo Yamaguchi, or for that matter the entirety of Athena, were big admirers of H.R. Giger's craft and weren't afraid to show it.
Image from Wikipedia; great documentary, by the way
It's amusing in the case of the second stage, though, because the desert setting makes me think of Dune (there's even a worm-like enemy, not like a sandworm, but still worm-like) which incidentally enough was to incorporate H.R. Giger's designs back when Alejandro Jodorowsky attempted to adapt Frank Herbert's novel before his take sadly got cancelled.

Yes, those are armored xenomorphs
There are three different difficulty settings in this game (easy, normal, and hard) and they all vary in terms of how many enemies you must face, how much bullet fire you have to evade, or both at once, and even how much damage the end stage boss must sustain in order for it to be defeated.  Literally half of the stages comprise of obstacles that are just the BioMetals with no wall or ceiling or floor obstacle to worry about (because it's instant death if you touch any of those, and when you use up a life you only have at best one or two seconds of invincibility time before remaining solid) while the other half will entail all those elements instead of just the enemy.

Nowadays BioMetal is a pretty obscure shoot'em up, which you wouldn't think would be the case with the overt H.R. Giger influence (as well as... the other reason behind it, but I'll get to that), but apparently in native Japan it did well enough for Athena to warrant a sequel for the Sega Saturn on October 1997 with BioMetal Gust.
Image from GameFAQs
But because it didn't arrive in a package exclusively dedicated to it the sequel was only featured as a playable content in Athena's Dezaemon 2BioMetal Gust never left Japan, which on one hand is unfortunate, but on the other hand it's a good thing it didn't because of what Activision did when localizing its predecessor four years prior.
Image from GameFAQs
The original Super Famicom version had a mesmerizingly eerie yet simultaneously breathtaking cover which frankly speaking is absolutely amazing to look at,
Image from GameFAQs on the left
whereas the American cover, despite the otherwise accurate Halbard and BioMetal designs, was generic by comparison--which coincidentally doubles as a lazily put together title screen (only made darker).  Activision also changed the title font design for some reason, but that is not the only thing they changed as they also replaced an entire existing soundtrack!

Replace it with a brain with an eyeball, and you've
got the first boss in Konami's Salamander/Life Force
BioMetal's original soundtrack in the Super Famicom original was composed by Yoshio Nagashima whose prior audio credits consisted of UPL properties Gomola Speed, Uchū Senkan Gomorrah/Bio-Ship Paladin, Atomic Robo-Kid Special, and the original arcade edition of Acrobat Mission, and the music the first time around is of the darkly atmospheric variety.  The Western versions' soundtrack, on the other hand, is provided by none other than 2 Unlimited-_-
Founded in 1991 in Amsterdam by Belgian producers Jean-Paul De Coster and Phil Wilde, 2 Unlimited was a dance act responsible for numbers such as "Get Ready For This" and "Twilight Zone" fronted at the time by Dutch rapper Ray Slijngaard and Dutch vocalist Anita Doth who worked under the Byte Records and Radikal Records among other ones.
Image screengrabbed from watching Replay Burners' DEMO video on YouTube on the left
Checking the footage of the Super Famicom version on YouTube I found that the story and English text in the intro and ending are the same as the American version, with the exception of the Halbard's pilot and biologist who had their names changed from David Onizuka and Cynthia Matthews to Kid Ray and Anita respectively, which is essentially stroking 2 Unlimited's ego at this point.

Destroy the BioMetal flies and their berth
It's always comforting knowledge when an American distributor genuinely cares about their audience when they resort to pandering to their perceived "interests" by replacing an entire soundtrack on account of it sounding "too foreign"...  >_>  The American version of BioMetal was produced by Kelly Walker Rogers whose resumé at that point comprised of quality assurance credits, with the music production done by Ubik Musik Productions alongside John Rodriguez and Ali Lexa, the latter of whom also secured the license to use 2 Unlimited's remixes from their "Get Ready" album aided by Stephanie Shepherd and Brian Kelly.  Lexa would strike again on behalf of Activision when she would actively replace the music for the Western version of the Fupac and Wings-developed Super Famicom title Sword Maniac in the form of X-Kaliber 2097, which means Activision didn't learn their lesson the first time around.

Confronting an army of hopping xenomorphs
Someone at Activision must've been under the impression that 2 Unlimited would be the sort of music that American gamers would've been into when the reality was that the publisher was very sorely mistaken.  When I think of 2 Unlimited I think of games of basketball or basketball montages rather (sometimes of the cheesy variety), neither of which I want to think of when playing a shoot'em up as the music Activision opted for in the American version is distracting... not to mention dated.  There is a sound test in the options screen, but no trace of the Japanese music is there since it got replaced in America.  During the credits they actually left Yoshio Nagashima's name intact despite it largely being absent here,...
with the exception of the very brief warning cue that precedes each and every boss fight; though if that doesn't count then leaving Nagashima's name in the credits would be very dishonest of Activision to do due to the soundtrack replacement.  The only sounds left intact were for the sound effects provided by Kouichi Ishibashi (credited here as "K. 'Red' Ishibashi"), and those are decently selected for the most part.

H.R. Giger would be proud, I'm sure
But really, the soundtrack change would not have been a glaring issue and gotten so much notoriety had it actually matched the given six Planet "UP457" location settings in the game.  When listening to the Japanese tracks and listening to them while watching gameplay videos of BioMetal's Super Famicom version on YouTube it complements the scenery well but when you replace the music with 2 Unlimited on the SNES version with the same scenery there is a complete disconnect as it fails to engage you in the action and atmosphere, so because I only own the SNES version I feel the need to mute my TV when playing this game so as to preserve my sanity from listening to the music replacement as it feels like the equivalent of audio diarrhea, at least when used in the context of a horizontal scrolling shoot'em up such as this one.

G.A.M. power
It's especially telling when the original Japanese soundtrack was longer than the American one as the latter comprises of some of the same tracks used over and over, during boss fights even, while the former had a huge selection of music including one for the intro and ending credits, a proper title theme, actual boss themes, a cue that plays after each boss has been defeated, and a diverse track for each stage (the first one's theme being the most incredible track of the bunch).  What I'm trying to say of course is that the Japanese music was more effective than the one by 2 Unlimited.  No thought was given at all in regards to the atmosphere when Activision decided to replace its soundtrack, was there?  I feel so sorry for Yoshio Nagashima getting shafted like that for the Western version, he deserved better than to be treated like that (and on his one and only contribution to the Nintendo 16-bit, no less).  =(
Images from GameFAQs
And poor Yasuo Yamaguchi too.  He may not have been involved in the audio department, but he had not one but two games he worked on in 1993 where the soundtrack got changed in America with Sega's Sonic the Hedgehog CD being the second of the two (where he served as animation producer for that game).  At least in the case of that one it would receive a Retro Engine-based remastered version (with the ability to choose between the Japanese and American music accompanied by widescreen support) by Christian Whitehead eighteen years later.
Awwwwwwwww...
Activision thinks it has fans...  <=)  That's adorable!
Awwwwwwwwww!!

Watch out for those bomber aliens
But in all seriousness though if Activision did have fans during the day I'm pretty sure they stopped being fans upon finding out about the soundtrack switch, not aided by the questionable decision-making the company would end up making over the past twenty or so years.  I don't care if they released some of the better known third party games on the Atari 2600 console; I don't care if they kickstarted one of their most famous franchises during the '80s (Pitfall); I don't care that they distributed the Western version of Matrix Software's Alundra 2: A New Legend Begins (a game I personally like, by the way, even though it's got naught to do with the original game story- and tone-wise and how much it makes me wish it wasn't in 3D);...
The inner six to seven year old in me is screaming in pure delight and joy at these beautiful HD remasters of the trilogy I loved playing on the PlayStation One way back when
and I don't care if Activision published Vicarious Visions' HD remaster of Naughty Dog's original Crash Bandicoot trilogy in Crash Bandicoot N. Sane Trilogy (which I'm liking a lot since I downloaded it on the Nintendo Switch, and hey, I'm a sucker for a good throwback title)--what Activision did in regards to Athena's BioMetal was wrong.  As publisher they should've simply released it, and that's it; nothing more.

Evading enemy bullet fire
But even if this game didn't undergo the inane soundtrack change because the publisher felt the need to act out of hubris, it doesn't affect the overall gameplay.  I remember hearing about this game less than a decade ago and how they brought up the 2 Unlimited score and the strong H.R. Giger flavor throughout, and back in November 2012 I found the SNES cart at the store 3D Games which I bought out of curiosity alongside the SNES conversion of the Eric Chahi-created Delphine Software cinematic platformer Out of this World (the American name equivalent of the original European title Another World), despite the fact that shoot'em ups aren't exactly my strong suit.  I do recall there also being the SNES port of A.I's arcade shoot'em up BlaZeon available at 3D Games, which I never picked up neither there nor on eBay... though in hindsight I do wonder if I would've enjoyed that one more (guess I'll find out whenever I get around to importing it).

Elongated BioMetal boss
Ever since I found out about the Japanese version's soundtrack and listened to its themes on YouTube I had been wanting to get the original Super Famicom version of BioMetal, simply so I could play it with the superior soundtrack included as 2 Unlimited does absolutely nothing to aid its atmosphere.  However, a quick eBay search showed that the Japanese version sells for a really high cost; the Super Famicart by itself goes for slightly over $100, which is insane for a game made for this genre... though I do wonder if that awesome cover art has got anything to do with it?  Sadly, its expensive price tag is what keeps me at bay, so I'm stuck with the American version whose music I feel the need to mute when I play it out of respect for the original composer.  =(

Not available on Steam
The thing about shoot'em ups is that you have to coordinate and maneuver yourself through obstacles, and in several instances those obstacles will comprise of countless bullets that you have to avoid and sometimes they might come at you fast and in most cases simultaneously, meaning you have to pay attention to everything that is happening because if you don't then you'll be losing a ship, and paying attention to everything that is happening at once is really difficult to accomplish without pausing.  There is a system I came up with years ago when it came to this genre, though, and that's the pause-unpause trick by pausing and unpausing anytime things look too difficult--admittedly it's at the expense of flow, but you'll get a clear idea of how to evade bullet and deadly fire by knowing which direction to fly towards, and it's a largely foolproof tactic when it comes to shoot'em ups if you're largely inept at them like I am... provided the reaction time for each pause is quick enough... which is not the case here...

Awww, those chibified Chozo statue lookalikes
are cute, I feel bad that I have to destroy them
The first two stages are manageable enough... ish, but after that things start to amp up especially as the enemies will either come at you too quick and/or fire way too fast at you, occasionally from offscreen which means you have to react quickly.  BioMetal has a frenetic pace to it with nary a moment of slowdown (save of course for the final battle when the G.A.M. is activated), which considering the Nintendo 16-bit console's slow processing skills is impressive, but honestly I found Taito's Darius Twin from two years prior to be more impressive technologically speaking (four months after the Super Famicom debuted in November 1990) as no matter how fast you went and no matter how hectic things got there was not an instance of slowdown to be found.

They've come to bring the heavy artillery
But there is a code that makes the proceedings, not necessarily easier, but more manageable even though it's still challenging: during any time in the game be sure to hold the up, left, B, and A buttons together as you reset it and if you did it right then you can skip to the next stage by holding Select while pressing the right shoulder button or go back a stage by holding Select while pressing the left shoulder button (not while paused, obviously).  Yes, technically you can skip to the final stage by going backwards from the first stage (which is amazing), and if you want to be at your most powerful then obtain some power-ups, go back or forward a stage, obtain more of the same power-ups, rinse and repeat.  It'll make the front and middle portion of the sixth stage literally passable.  If you're wondering if there's any other code that will alleviate any struggle or make you invulnerable, that one code was the only one I found on GameFAQs, which means if you want to beat the game you'll have to rough it with the final boss.

Hey, it's better than Alien: Covenant!
Anything's better than Alien: Covenant, stupid 2017 prequel
destroying the lore, mystique, and suspense of the 1979 sci-fi
horror masterpiece simply by existing!
And as final bosses in horizontal scrolling shoot'em ups go, I felt the final boss here took short of forever to defeat (and took many tries to defeat).  Once you go through the hordes of facehuggers you meet up with the boss who is one of those bosses whose foundation is stuck to a wall, where first you must shoot at its face enough times until it gets destroyed, then you must shoot at its body until it gets to the point where it flashes in red with each shot and once you get in enough shots the final BioMetal begins to explode.  The problem is that you must also be mindful of its bubble-like projectiles ricocheting up and down on the way to the left, and while it might seem that the top of its head serves as a safe spot it soon becomes apparent that it isn't when you take into account its long flailing and gestating projectile spewing tail.  So it's a battle of trying to stay alive and taking advantage of open windows anytime you can afford it, all of which prolongs the battle (and even then you might lose some lives).

The longest battle against a BioMetal
If you do like 2 Unlimited's discography as a whole, more power to you, but don't listen to it emanating from this game, please!  If you are to listen to their music, then do it from watching aforementioned basketball games and/or montages or from anything that befits it appropriately.  Those who are more into the shoot'em up genre will get more mileage out of Athena's BioMetal, but if you want to play a game that is sprinkled in H.R. Giger flavor, provided you like his trademark style to begin with, there is intrigue value in it (as without it, the game would be forgettable and very derivative I'm sorry to say).  If you're looking for a high quality game from this genre on the Nintendo 16-bit, there are alternatives that are superior (Taito's Darius Twin and Darius Force/Super Nova, Capcom's Area 88/U.N. Squadron, Jaleco's Super Earth Defense Force, and even though I find it overhyped and overrated I think Konami's Axelay is a better-made shmup that is at least good fun in its own right),

however if you're simply looking for an okay if not decent shoot'em up to play that lasts roughly twenty-five to thirty minutes (if you play it properly and are more experienced at the genre, that is), then you might enjoy BioMetal.  It might not be a great game, but it's safe to say that you could do a lot worse than this.

My Personal Score: 6.0/10
d(^-^)bTO EACH THEIR OWNd(^-^)b
P.S. And no, Athena, I will not refer to the BioMetals as BMs, because those letters used in that exact order are really embarrassing once you know what they truly stand for!  Mayhaps the team behind it weren't aware of the embarrassing connotations behind those letters in English-speaking countries when they made that intro...

P.S. 2 In other news, I caught up with Spider-Man: Into the Spider-Verse in theatres recently, and it was really great and enjoyable; I loved it a lot, it felt like a comic book come to life.  =)

Thank you for reading my review, please leave me a comment and let me know what you think (neither spam nor NSFW are allowed); hope you have a great day, take care!
-----------------------------------------------------------------------
Athena may have been blatant in the H.R. Giger inspiration here, but Irem had beat them to it with their R-Type franchise, and some of the ex-employees of Irem would go on to form the company Produce, who woul-----oh, sorry, I brought that up last time.  Not sure why I felt the need to bring that up again,
Speaking of games that had their reputation tarnished by the American version because of arrogant arseholes, mixed in that case with incompetence and contempt...
but I'm sure that won't come into play for anything.
=| ……………………………………………… =)

Saturday, January 5, 2019

Take Two Reviews: Super Adventure Island (SNES)

Written: January 4th-5th, 2019

Hello everyone, StarBoy91 here, passionate about video games, big retrophile, and happy new year to you all!  =)  Hope you all had a good one, and... I know 2018 wasn't as productive a year on my StarBlog as most other years... but what better way to start off the new year than by making a new review of a game I previously reviewed years ago on account that I don't think the original review (from April 2013) has aged well.
Especially since it was written before I played the other installments of the series and hadn't paid close attention to some of its credits since for the past year or two I've learned to value deep, well-rounded research seriously, and with each review I hope to improve on my reviewing prowess.  I'm getting ahead of myself, though, here is a Take Two Reviews treatment of the following game:

Received: July 12th, 2010
Alternate Title: Takahashi Meijin no Daibōken Jima [ ]
Year: 1992 | Developed by: Produce
Published by: Hudson Soft | Supervised by: Westone
Following the success of the first two Famicom/NES installments of Hudson Soft's Takahashi Meijin no Bōken Jima/Adventure Island, it was only a matter of time before a subsequent iteration would pop up on the then young 16-bit Super Famicom/SNES console.  And that very game came out in Japan on January 11th, 1992 as Takahashi Meijin no Daibōken Jima, which would see an American and European SNES release that April and November under the title Super Adventure Island.
Image cropped from Paca Paca Passion cover from GameFAQs
What distinguishes today's title from the prior games and what came after the fact was that instead of being developed by Hudson Soft it was instead developed by Produce, a company founded by former Irem employees in 1990 led by Shinji Imada, for it was one of the first games they made as well as the first platformer they worked on... and the latter shows.

During a nightly date with Takahashi Meijin (named and modeled in the Japanese version after Hudson Soft's then executive of the same name), or Master Higgins in the Western versions, and his betrothed Tina on top of a rocky pillar underneath a star-studded sky, a hooded being on a broomstick by the name of Black Mantle appears out of thin air and turns Tina into stone.
What a great boyfriend, leaving her unattended and alarmingly close to the edge where she might fall off!
After cackling at his own misdeeds Black Mantle then flies away.  Takahashi Meijin/Master Higgins, enraged about this situation, summons a feathery King Bird (in the same franchise that has dinosaurs, no less, that has never been around before now and after) and follows after the hooded being.  His adventure to revert his girlfriend Tina back to normal begins.

Beginning by skating down the tropics
Takahashi Meijin no Daibōken Jima/Super Adventure Island is the third game in this sidescrolling platformer franchise, where once again you take control of Takahashi Meijin/Master Higgins, who retains some of his previous functions while also adding new ones in the mix as well as nixing certain elements in the process.  Whenever you start a new game, or anytime you resume after losing a life, you begin at your most vulnerable as until you get a weapon you cannot defend yourself, as was true of the majority of the franchise.  There are two weapons of choice here: the stone axe and the boomerang, the former of which gets thrown at an angled trajectory while the latter has got a healthy dosage of range which returns back to you, but once you obtain one of a different kind than the one you're currently carrying it will be replaced until you find the same one later on; when you first get a weapon you can only fire one at a time until you get two more (same or otherwise) which will enable you to throw up to three at a time, and upon getting it for the fourth time the stone axe or boomerang will be replaced with powerful flame projectiles.

Traversing in the jungle
Also carried over from the prior games is a skateboard that you'll come across on occasion where you'll be able to ride it continuously without being able to stop (you can slow down your ride a bit by doing a wheelie by holding left) until you either reach the end of the given area or until you trip on an obstacle thereby having you go on foot again.  Each round comprises of four parts, and the goal for the first three parts is to reach the end, but along the way you should get as much fruit as you can to sustain your stamina for it gradually depletes itself the more you progress for if it becomes fully empty you'll lose a life, same with sustaining damage from an enemy, its projectile, or falling offscreen at the bottom for this franchise is largely a one hit and you die affair, and doing so will start you back from either the beginning of the round's area or from the middle checkpoint.

Now let's not carried away there, Mister, you
don't want to get sued by Mario for trying to copy
his high jumps and wearing a red hat
The controls are simple as you can move left and right, jump (and swim in a couple segments) with the B button (with how much altitude you gain dependent on how hard you pressed the button), and amass any from one to three of your unlimited stone axe, boomerang, or flame projectiles with the Y button while standing, moving, while in midair, while swimming underwater, and while crouching down.  This time around you can crouch down and throw your projectiles above and below you as opposed to just in front of you, and exclusive to this game is the super jump ability which is accomplished by pressing B while holding down (yes, really) in order to gain a higher altitude than you would after a normal jump.  During the fourth and final part of each round is a boss fight which you must defeat in one life, otherwise you'll be sent back to the middle checkpoint of the third part of the respective round.

Light up the candle
Super Adventure Island's visuals are of the decent variety considering that it's the first 16-bit game in the series, and it is largely colorful throughout which works in most cases (except for the color brown which in this case is largely unappealing) but could benefit in certain areas (i.e. the foreground has got more detail than the backdrop) but there is that occasional effect that makes up for that.  Some examples are the tropical setting you begin your adventure in with the palm trees and green hills painted in the backdrop, when you're dropped off at the beach setting there is a subtle skewing effect when it comes to the crashing waves the further along you move to the right, the second portion of the second round has got a chartreuse sky with big clouds adorning it, in a forest there is a deep mist that is blanketing it, two of the swimming segments have got nice wavy effects, and during the desert there is a sizzling effect in the mountainous backdrop with a small amount of parallax scrolling dedicated to the group of cacti to add a sense of visual depth.

Defeat the fire idol
Master Higgins has got a good design for his 16-bit foray, and there is a sense of detail about him, though I'm not sure why he's got a red hat in this venue as opposed to the white one he usually wears in the series; we already have one red hat wearing platforming hero, we don't need two.  Anyway, he's got solid animation when it comes to walking, remaining idol, jumping, swimming, and even when prepping for a bonus round when you find a hidden star, but when it comes to throwing his weapon they are just a single frame of animation, and honestly there is just something off putting about the way he's drawn when doing that.
Someone at Produce and/or Hudson Soft must've been really proud of that sprite...  That's sad...
My least favorite animation of his, however, is the one that occurs whenever you lose a life due to his obnoxious "oh" face and the equally obnoxious sound effect that accompanies it, the fact that it lingers on that sprite until he falls straight offscreen (adding to the overbearing quality), and the fact that he always does so when facing the left.  Well, why bother with a side pose if you're not going to have it both ways?  Why not directly face the screen during that situation like most installments did?

Bad penguin
This time around the enemy roster is radically different than what came beforehand as this time you get to contend with worms inside shells, moth-like creatures that move in a circular motion, lit up sentient candles with legs, bouncing black balls of goo, penguins with little curls on their head that occasionally attempt to fly towards your direction, indigenous spear throwing enemies, spinning stingrays, inflated walruses, electric eels, and beach bums, et al...  o_O  Now just so we're clear, this is the same franchise we're talking about, right?  Regardless, they are designed decently and animate decently as well.  In terms of bosses they are huge and tower over you as this time you face off against a giant fire idol, a tentacle squid, a rock salamander, and a giant sword-wielding skeleton.
Like a lot of early Nintendo 16-bit games the developers would always try to find a way to incorporate the console's trademark Mode 7 rotating and scaling effects, and this game is no exception as there are a few instances of it: before the game starts proper with Master Higgins falling towards the screen, being swallowed whole by a whale, falling down into the water, and when Black Mantle is initially defeated he zooms in until just his eyes are visible and then zooms out to reveal his true form, and they are all done to good effect

Stingray barrage
Super Adventure Island's soundtrack was provided by Yuzo Koshiro, who was a household name at this point after composing music for Nihon Falcom's Ancient Ys Vanished diptych, Sega's The Super Shinobi/The Revenge of Shinobi, Quintet's inaugural title Actraiser/ActRaiser, and Ancient's Bare Knuckle: Furious Iron Fist/Streets of Rage.  I'm not quite sure how he got involved in this game as it's the only game in the series he composed for (perhaps it was under the recommendation of Hudson Soft following his aforementioned contribution to the Ys franchise), but all the same it is the highlight of this game for me with its hip hop stylings and beats which augment an appropriate sense of atmosphere, even if it does deviate from all the other games' musical stylings it does showcase his range and versatility as composer.

Light jogging
The first round's theme sets off your adventure with its hip hop beat, the second round's theme really complements the fun scenery with its funky calypso tunes, the desert theme has got a bit of a Western vibe due to the hot nature of its setting, and the final area leading up to Black Mantle has got a menacing build up to its theme and is a sign that things are about to come to an end.  There is a whimsical harp-driven number that plays in the intro as Tina gets turned to stone, the swimming theme sounds relaxing, the normal boss theme is driven by hard piano, Black Mantle's theme is intense in nature, and finally the ending credits theme are filled to the brim with calypso music.  The sound effects are serviceable for the most part (and I'm not counting the one for when you lose a life) in regards to downing enemies, boss explosions, throwing weapons, jumping, and swimming, but I could swear that the sound effect that emanates from the King Bird whenever it pops up is the exact same one that was used by the people-carrying bats and Arctic wyvern in Actraiser/ActRaiser (and I thought the other Quintet games were the only ones to recycle that sound--among other ones--but I guess not).

Boomerangs increase range
Super Adventure Island has got only one difficulty, and the degree in difficulty is largely steady and manageable, unfortunately there is one caveat to all this: so is your pacing, which in this case is slow.  Yes, unlike the other games where you could alternate between walking and running by holding down the attack button, this time you don't have such a privilege, and the fastest you can go is when you ride on a skateboard.  You start off with three lives and gain a new one after every 50,000 points, but upon losing the last one you'll be given a prompt to continue or forfeit; the continues are limited in this installment as you only have two, but unusually enough you have seven seconds to decide as opposed to the usual nine (odd choice in numbers), and choosing to continue will start you back at the start of the current part you were in.

End of area
The slow pacing sort of makes Master Higgins a big target (no pun intended), and while it is possible to progress and get over that handicap you still have to be careful when it comes to enemies but it would've been nice to have a little bit of traction to make the proceedings feel less awkward (I mean of the consistent variety).  The bosses have easy to follow patterns and having flame projectiles at your disposal will ensure that the battles are shorter; during one fight in particular against the rock salamander you must stay on top of its coiling and recoiling body as you attack its head and avert wall obstacles.  The game also ends abruptly upon defeating Black Mantle, as there is no build up or lead in to that moment, we don't even see Tina revert back to normal, as both her and Master Higgins are happily together in the end; I expected better from Ryuichi Nishizawa.  ...  O_O  Wait, Ryuichi Nishizawa?  Creator and consultant of the Wonder Boy franchise Ryuichi Nishizawa??

Swimming inside a whale
Apparently!  And compounding things further is the involvement of Wonder Boy developer Westone albeit as the supervisor for this game; which is really bizarre when you know that Nishizawa's and Westone's roots are deeply embedded in the Wonder Boy series of games.  I know the first Wonder Boy and Takahashi Meijin no Bōken Jima/Adventure Island are more or less the same game albeit with enough differences to give them their own identity, but afterwards the two individual games would form up franchises in their own right that each went in a different direction from each other (the former would incorporate RPG elements while the latter would mostly rely on straightforward action).
And yes, that is no exaggeration and you are not reading that wrong, but that really is Ryuichi Nishizawa's name in his one and only Takahashi Meijin/Adventure Island contribution--with a story credit.  A story credit in a platformer, no less.  I would actually give that the benefit of the doubt if there was much of one in-game to begin with, but there's not.
There's no written story progression or narration inbetween areas, and you're not really given any clue (e.g. a map, like the last game) what location the King Bird will drop you off at in the beginning of each round until you're there; guess Takahashi Meijin/Master Higgins is just lucky that he's on the right track.  He gets swallowed by a whale in the middle of the second round and is outside at the beginning of the third round, but we never see him exit the mammal one way or another; he had to have come out somehow.  And it really makes the trip feel worthwhile when the game concludes itself on such a rushed and spontaneous note with no build up or fanfare leading up to it, so glad this game told such a great story-_-

Okay, I'll admit, that squid is adorable~
For awhile the first Nintendo 16-bit incarnation of the series was relegated as a console-exclusive, though eventually it (alongside its direct 16-bit sequel Super Adventure Island II/Takahashi Meijin no Daibōken Jima II) would see a second lease in life as a downloadable on Nintendo Wii's Virtual Console (RIP, 2006-2019) in 2011 which is the only time it ever got rereleased to date.  When you compare this game with the other traditional installments it really feels like the odd one of the bunch as there is a lot different aside from the monster roster, sound style, and lack of a running feature; 

Jumping up on the tree's branches
there are no eggs that encase items this time around as you stumble across the weapons in midair (which means no invincibility fairies and no eggplants trying to momentarily siphon your stamina from you) and the skateboard is just there on the ground waiting to be ridden on, no seemingly normal flowers to pass by to be followed later on by a wolf which will leave behind the controller of the console pertaining to the present game should you manage to take it down, there are invisible fruit which can only be revealed if you throw your projectiles at seemingly inconspicuous spots, instead of the goal being the entrance of the next area or a flagpole the given area ends when you jump to grab the ball,

Tripped
and finally there are bonus rounds that can be accessed when you throw your projectile at seemingly nothing yet there's a sound anyway, jump up from said spot to reveal the star, and get said star.  None of the staff from Hudson Soft who worked on the other Takahashi Meijin/Adventure Island games (before and after) were involved in this one, and the staff that actually was involved had never worked on a Takahashi Meijin/Adventure Island game before.
Images from GameFAQs
That is, except for Japanese manga artist Susumu Matsushita who worked on the cover art for the other Takahashi Meijin installments courtesy of Light & Shadows for he provided the cover for the Japanese and European versions of this game, whereas the American version of Super Adventure Island had an entirely Americanized art cover which is one of those instances of making the game look more exciting than it actually is.

Misty forest
I first found out about this game over a decade ago, and general consensus says that Takahashi Meijin/Master Higgins' first 16-bit venue is not good.  Before I played it the only experience I had with the Adventure Island series was the original NES game and the Game Boy port of Adventure Island II (which dropped the Roman numeral in the localized version for some reason so it was simply called Adventure Island), and those games at the time I thought were okay (just okay, nothing great).  I kept my expectation in check when I ordered it back in the Summer of 2010, and upon playing it I could not help but agree, and more than eight and a half years later my thoughts on Super Adventure Island are pretty much the same on the whole (I've learned to appreciate certain visual aspects, but it doesn't change the gameplay); it didn't help that at the time I was not a fan of the series.

Crouching
But after I first reviewed it back in 2013 I was curious about other installments, namely New Adventure Island and Super Adventure Island II, but I wouldn't get to play the former until I downloaded it on the Nintendo Wii U Virtual Console in 2016; it was such a huge improvement over today's game that it felt cathartic, it reinvigorated the series with a fresh new take, it had a good sense of polish, it was charming and appealing to look at with its vibrantly colorful palette as opposed to emphasizing on shading, and it was the most fun I had in the series; and the latter I imported from Japan in 2017, and it was also good fun, embracing the nonlinear open-ended structure while retaining the series' action.  =)  All the games in the franchise that I played that came out after this one made me appreciate and like the series more, which is a good thing.

"Ow!  Why'd you slap me?!"
I had actually considered re-reviewing this game almost two years ago, but I had no patience for it at that point so those plans were scrapped.  That may have been a blessing in disguise, in hindsight, as looking in to the credits recently in preparation for this review had shed some new light.  The problem with Super Adventure Island wasn't a change in developer; many video game franchises had at least one or two installments that was developed by a different company than the one that usually worked on it, and largely turned out fine.  No, the problem with Super Adventure Island was the developer in question Produce's lack of experience in the platforming genre.

This reminds me, I haven't played Hudson Soft's
An American Tail: Fievel Goes West video game in
years
This was one of Kyon Kyon's two directing credits, the other was Produce's SuperGrafx horizontally sidescrolling shoot'em up Aldynes: The Mission Code for Rage Crisis which was also a Hudson Soft release which might explain how Produce got roped into this game due to those ties.  It also had two producers (Mikio Ueyama and Mitsuhiro Kadowaki), two programmers (B. Hanawa and Makoto Sakai), and five designers (Takayuki Hirai, Tomoko Sugou, T. Suzuki, Y. Asakura, and Jun Kusaka), and a common link I found with most of these names was their involvement in one way or another with Hudson Soft's Super Bomberman but also many of them would move on to different things.
Primarily Produce's Nintendo 16-bit contribution to the RPG genre beginning with their turn-based Elnard/The 7th Saga which had Sakai serving as sub programmer, Kusaka as graphics director, and Hirai and Sugou as graphic designers.  Produce would ultimately find more success with the Enix-released RPGs, and while they would collaborate with Hudson Soft again (namely for Super Bomberman 4), it was clear that the platforming genre was not for them as they have not worked on another one after today's game.

Jumping up on a skateboard in the desert
My biggest problem with Super Adventure Island comes down to two issues: its lack of polish and its need to go at a slow pace.  There are at least two if not three areas where you must venture forth and confront the enemies ahead of you but occasionally you must be mindful of a penguin that will try to blindside you by appearing from the left edge of the screen out of thin air (they don't even appear from offscreen) which is blatantly bad design.  It's awkward enough to move at a slow pace, but is even awkward still when you have to hold down and jump to reach your highest altitude.  I don't have a problem with a slow paced platformer if it was done so by design and with a purpose (Quintet's ActRaiser 2 is always the example I fall on whenever this argument pops up), but when the slowness comes across as an afterthought and feels intrusive, then that's where I draw a line.

Mountain climbing
It's not so much a problem when you're in the midst of swimming, but since the game has you largely go on foot then that's a different scenario entirely.  The reason I feel that it is an afterthought is because this is not how the Takahashi Meijin/Adventure Island series was established from the start, it was established as a series where you could choose to walk or run, but because you're just relegated to walking it really sucks out the energy of the proceedings here, and without the other elements that were present in the past and future iterations (like the random content eggs) it really makes this venture feel bland and unremarkable (with or without Yuzo Koshiro's music that would still ring true, for a good soundtrack does not automatically make a game better), and let's face it, the areas would be a lot shorter than they actually are if they did incorporate speed.  Poor Europe, at a time when TV console games ran at 50 Hz speed, which is roughly 16.7% slower than the 60 Hz speed of the Japanese and American versions, I imagine the slowness must've been highly unbearable in that region (and on the 1992 PAL SNES launch year, no less).  =(  I understand going in a new direction, but the direction this installment went in for is not one I'm particularly fond of.

Sanitary water
There's elements that try to freshen up things once in awhile (like a mine car ride, scaling up a tree and later on a mountain, swimming in a whale's stomach and later in the water, and a very dark room with a small vignette circled around you), for sure, but it doesn't change the fact that it lacks in fun value for it could have benefited so much from it (beginning with more exciting area designs and gaining traction as you move, but alas, no).  The only area design I felt was genuinely interesting was the final one as it's the biggest room in the game where you must scale upward and occasionally jump from moving platform from moving platform.  You'd think the game was rushed for release; Nintendo's 1990 16-bit launch title Super Mario World was rushed for release, and yet it still felt polished and well-made in spite of that.

"Let me ask you something:
DO YOU WANT TO HAVE A BAD TIME?"
Look, I love platformers, it's one of my top favorite video game genres alongside RPGs and puzzlers, but Super Adventure Island did not fit the bill at all for it is easily the nadir of the series bar none (I haven't played Takahashi Meijin no Bōken Jima Wii/Adventure Island: The Beginning as I never downloaded it on the Nintendo Wii's WiiWare service, so I can't comment on that one).  I've played far worse platformers than this and it is not so much bad so much as average, but it is not one I find myself playing over and over again.  I know there are some people who like this game in spite of its flaws, and I respect them for that, but I have seen some try to excuse its lesser quality on account of its age and perceive it as normal because some other games at the time were like that (a line of defense I'm less receptive of; age is irrelevant, there have been many platformers at the time that were better made and enjoyable, so forgive me if I respectfully don't believe in that excuse, but you do you, to each their own).

Snow wheelie
Regarding then console-exclusive Nintendo 16-bit platformers that were around by the time this game came out, I personally wouldn't play it over Nintendo's Super Mario World, System Sacom's Jerry Boy/Smart Ball, Capcom's Chōmakaimura/Super Ghouls'n Ghosts, or Konami's Akumajō Dracula/Super Castlevania IV.  I wouldn't even play Super Adventure Island over Quintet's Actraiser/ActRaiser (granted, the last one is less of a full-fledged platformer and more of a game that occasionally becomes one).  I especially wouldn't play it over the first Nintendo 16-bit installment of Red Company's Genjin/Bonk franchise
in the form of the 1994 Red Company/A.I/Amble-developed Chō Genjin/Super Bonk/Super B.C. Kid (even if it too is the nadir of its series, in my opinion, it's still okay to play as it feels like a proper continuation of the ideas presented in the prior installments).

Final destination
I know the people at Produce who worked on this game were out of their depth when they worked on it, but I'm sincerely hoping that this was not the best that they could come up with for their one and only contribution to the Takahashi Meijin/Adventure Island series.  Maybe that rushed speculation theory isn't that far off...  Still, there is an upside to unremarkable platformers like this one, and that is they make you appreciate the fellow games in the genre that are better made even more.  Waste of a story credit for a game that barely has enough to warrant one, though.  If you are curious about this game though, it's not a great or even good game in my opinion but if you want to play a game that's simple and short then this game will do you fine (it's roughly a half hour long), but if want to play a Nintendo 16-bit Takahashi Meijin/Adventure Island that is genuinely fun to play and one that is legitimately good, then I recommend you play the direct sequel instead.

My Personal Score: 5.5/10

d(^-^)bTO EACH THEIR OWNd(^-^)b

Thank you for reading my review, please leave me a comment and let me know what you think (neither spam nor NSFW comments are allowed); hope you have a great day and I wish you all a happy new year, take care!