Playthrough of Bonk's Adventure, NEC's 1990 side-scrolling action-platformer for the PC Engine/TurboGrafx-16.
Bonk’s Adventure, released for the TurboGrafx-16 in 1990, stands as one of the console’s defining titles and a strong example of how NEC could compete in the crowded early-90s platformer market. Arriving less than a year after the system’s U.S. launch, it served as the antidote to the underwhelming Keith Courage in Alpha Zones, giving the console a charismatic mascot with a distinct personality. While the TurboGrafx-16 ultimately struggled in North America for reasons tied more to marketing and timing than to software quality, Bonk’s Adventure proved that the system was capable of delivering a polished, memorable experience that could stand alongside offerings from Nintendo and Sega.
The game’s premise is straightforward: Bonk, a prehistoric hero with a disproportionately large head, must rescue Princess Za from the villainous King Drool. What sets the gameplay apart from typical platformers of the era is Bonk’s unique combat style, built around various headbutt attacks. Players can execute standing, jumping, and diving headbutts, with the latter delivering more damage but at the cost of leaving Bonk vulnerable if missed. The move set offers more nuance than the standard “jump on enemies” formula, and mastering the timing of chained attacks can be both satisfying and strategically rewarding. Power-ups in the form of meat add to the charm, temporarily increasing Bonk’s strength or granting short bursts of invincibility, accompanied by humorous animations that reinforce the game’s playful tone.
Level design mixes short, breezy stages with longer endurance tests, keeping the pacing unpredictable. Stages are punctuated by quirky boss encounters, many of which feature creatures under King Drool’s mind control. Environments are vibrant and varied, showcasing the TurboGrafx-16’s color capabilities with bright prehistoric landscapes, cartoonish enemies, and a steady stream of visual gags. Bonk himself is particularly well-animated, with expressive reactions to attacks, climbing, and power-ups that make him feel more alive than many of his 16-bit contemporaries. Although the first stage is somewhat underwhelming, the variety in subsequent areas—including well-implemented swimming and ice levels—demonstrates thoughtful, if sometimes uneven, design.
While not especially difficult, the game provides enough challenge through environmental hazards, enemy placement, and occasional tricky platforming to keep players engaged. The accessibility of its mechanics and its lighthearted personality make it a game that remains approachable decades later. Occasional minor issues, such as collision quirks and overpowered power-up effects, do little to detract from the overall experience.
Bonk’s Adventure may not have achieved the cultural saturation of Mario or Sonic, but its blend of inventive combat, colorful presentation, and distinctive mascot design make it a standout of its era. It remains an important part of the TurboGrafx-16’s legacy, both as a showcase of the system’s capabilities and as a reminder of how a well-crafted, character-driven platformer can endure well beyond its commercial moment.
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