Super Bonk | |
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![]() SNES Oceania box art | |
Developer(s) | A.I. Co, Ltd. |
Publisher(s) | Hudson Soft |
Director(s) | Shoichi Yoshikawa |
Producer(s) | Norihito Miyamoto |
Composer(s) | Masaaki Nishizawa Keiji Ueki Kennosuke Suemura |
Series | Bonk |
Platform(s) | Super Nintendo Entertainment System |
Release | |
Genre(s) | Platform |
Mode(s) | Single-player |
Super Bonk (released in Europe as Super B.C. Kid and in Japan as Super Genjin) is a 1994 platform video game developed by A.I. Co, Ltd. and published by Hudson Soft for the Super Nintendo Entertainment System. It is the fourth game in the Bonk series. The game was later re-released for the Wii Virtual Console in Japan on November 16, 2010, in Europe on December 10, and in North America on April 4, 2011. [2] [3] [4]
The fourth game in the regular Bonk series, its gameplay is similar to Bonk 3. Super Bonk allows Bonk to travel through time from his prehistoric levels to the inside of a dinosaur, a version of modern Chinatown, and the moon. Along the way, Bonk can find power ups that can change his form to creatures, such as the shooting Bonk Crab, a dinosaur form called Big Kronk, candies that change his size from tiny to huge travel through transportation tubes and find multiple bonus levels. Additionally, Bonk uses his head to smash his enemies, propeller seeds allow Bonk to fly, and for the first time can carry flowers on his head in his continuing battle against his arch nemesis King Drool.
Aggregator | Score |
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GameRankings | 71.50% (4 reviews) [5] |
In their review, GamePro praised the clever usage of Bonk's various forms, the "crisp, cutesy quality" of the graphics, the easy controls, and the numerous bonus rounds, but nonetheless gave Super Bonk an overall negative assessment, concluding that platformer fans in general and Bonk fans in particular would find very little new content about the game. [6] In 1995, Total! ranked Super Bonk 44th on its Top 100 SNES Games, commenting that it is a well crafted and gripping platformer, despite having slightly awkward controls. [7]
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