Bonk’s Revenge

A review of Bonk’s Revenge, a game originally made for the TurboGrafx 16 in 1991.

Childhood nostalgia

Not everyone has a childhood video game, but it’s common enough trait for those of us who grew up after the 80s that it’s become a cultural cliché. Bonk’s Revenge was mine. I owned the original and this sequel, but Revenge imprinted on me, probably due to it being a little easier to control and delivering a much brighter colour palette.

Bonk is a Mario-like platformer positioned in the same was Mario was: a mascot to make this video game system something a kid would want their parents to buy. You traverse to the right, finish levels, find power-ups, defeat enemies and bosses, and eventually save[1] a princess.

It’s fun, pretty breezy for most of it, colourful, kid-friendly, and memorable. It takes the average player two hours to beat it. Much like the TurboGrafx 16, it’s barely remembered. I think there’s a reason for that beyond bad marketing, though.

Controls

With most mascot platformers, there’s a proper noun, and a verb. Mario jumps. Sonic spins. With Bonk, the character and the action are not two things. Bonk bonks.

The instruction book calls this action a headbutt. But, dear reader, please understand: it is a bonk. The game, in at least one mini-game, instructs you to defeat enemies by bonking. This is the correct word.

In Bonk games, there’s two actions. You can jump, and you can bonk. Pressing the bonk button while just standing there makes Bonk bonk. If there’s an enemy right in front of him, they’ll die. That’s simple enough. Hit the jump button, then hit the bonk button, and Bonk dives in the direction you push the controller. Now you’re using both hands, setting up and guiding an attack.

Hit the bonk button once in the air, and Bonk dives head-first into anything you point him at. If it’s an enemy, they usually die. But when they die, Bonk ricochets off the enemy, gaining height. You determine the direction Bonk ricochets by determining his initial direction. It works really well and feels really good, but this takes time to get used to.

But the TurboGrafx 16 controller didn’t just have buttons. It also had switches. There were two buttons and two switches, and the switches had three notches each. In the instruction book, it says “Experiment with the turbo switches. Different settings will help you out at different points in the game.” This is pretty obtuse! This is not a design people are just going to get.

If the switch is flicked down, the button will press once. If the switch is flicked to the middle, the button will press repeatedly about as fast as a human and repeatedly press the button. If the switch is flicked all the way up, the button will press repeatedly faster than most humans can repeatedly press a button.

Most of the time you need the switch flicked all the way down so pressing the bonk button while midair makes Bonk dive. If you jump at a wall and hit the bonk button, Bonk performs a wall jump. There’s a lot of goodies and secret stages seemingly just out of reach, so you’ve got to get good at these ricochet moves pretty early.

But sometimes you need the switch flicked all the way up, so holding the bonk button hold down the Bonk button. If you’re in midair, Bonk will spin. Spinning in turbo mode makes him spin a lot faster and, with enough inertia, can go farther. But you have to be careful here, because this spin isn’t like, say, Sonic’s. You’re really vulnerable to enemies, because only the head part of your sprite will hit them. With some bosses, there’s a solid method of quickly spinning around their weak points, but you’ll also be taking damage.

I think this level of finicky precision probably turned a lot of people off Bonk even during the TurboGrafx run. It just doesn’t feel as intuitive as a Mario or Sonic game. But I bet it turned off even more people later, when trying to emulate the game using other controllers.

Emulation

The TurboGrafx/PC Engine has been something you could emulate for a long time. Officially, you could buy TG-16 games on the Wii in 2007. Before that, I saw emulators on pc and in the browser running pretty well. Getting the games to play didn’t seem to be the hard part; it was getting the controls to feel right.

On the Wii, if you played Bonk, there were two buttons that acted normally, and two buttons that acted as if the switch was flicked all the way up. This was okay, but it neglected the middle switch option. It seems like, if you want to buy a good TG-16 controller these days, this four-button scheme seems to be the norm. It’s never felt totally right for me.

With this play-through of Bonk’s Revenge, I created a control scheme in Retroarch that works like this: I had the jump button and bonk button set to the A and B buttons on my 3DS. The Y button became the “turbo” button, and I would hold down the bonk and turbo buttons at the same time in order to spin continuously. This felt natural enough, but even here I found a limitation: the “rapid fire” setting in Retroarch only gave me the “middle switch” amount of rapid fire for a TG-16 controller. I could never actually reach full spin speed with the bonk button.

It was enough to beat the game because Bonk is not a hard game, but I couldn’t 100% it because of this. I don’t think it would fly with other TG-16 games that require the switch flicked all the way up. For that, I’d probably invest in the 8-bit do controller.

Difficulty

The game asks you if you want easy, medium, or hard. The difficulty isn’t communicated by number of enemies or how much damage Bonk can take, but by how many levels you want to play. I like this approach. Maybe you’ve only got half an hour and want to see a game to completion. Bonk’s got you. Maybe you only want to play through the fun easy first few levels that are absolutely stuffed with 1-ups and heart pieces, smiley faces, and mini games.

At first you don’t see the point to all these mini games. Why am I collecting these little smiley faces everywhere? But you get it after you defeat the first boss. Bonk rides a little elevator, and it goes higher based on the number of smiley faces you collect. Every 10 smileys gets you one level higher, and you ride a cute little train full of cheerleading animals that refill your hearts or give you 1-ups.

Collect 50 smiley faces, and the princess warps you past a whole world.

I like this approach. The easier levels at the beginning are so full of opportunities to collect 1-ups and extra heart pieces (you begin with three and collect up to eight, and you keep them after death, like Zelda) to equip you for getting through the tougher levels later.

A great player could probably skip all the mini-games in the first few worlds and breeze through the end-game, especially if they’re good at switch management.

Fun

The word “Bonk” is so fun to say that someone made a social network[2] where it’s the only word available.

Bonk’s Revenge is a fun action platformer. There’s enough going on in each world that you feel you’re getting a lot out of it, and its short runtime means there’s no filler. The game never runs out of ideas and rarely repeats sections. I wish it was better known.

More screenshots: https://parosilience.tumblr.com/tagged/Bonk%27s%20Revenge


[1] In Bonk’s Adventure, the princess has been brainwashed into being one of the bosses and requires rescue. In Bonk’s Revenge, she assists you in the same and gives you a smooch at the end, but doesn’t seem to be in much peril herself.

[2] bonkbonkbonk.app

You Chose Poorly S04E06: VO2 pro max

Mikey and Sawyer talk fitness, losing weight, tracking calories, the importance of video game points, and Apple Watch.

Show Notes:

Widget Wizard with
homescreen with fitness widgets

My Two Lists on Justwatch

I have a lot of list recommendations on Letterboxd and Backloggd, for movies and games. For TV, though, I really only have two.

Good TV” is pretty much just that, shows I’ve enjoyed that I think are good.

Slice of Life Recommendations” are for if you want to dive into my favourite genre of anime, the cozy regular life show. You can filter these by date, and if you click any show, you can find where it’s streaming (which is usually Netflix or Crunchyroll).

I regularly add shows to both, so these links should be pretty evergreen.

I’d probably make more lists, but Justwatch has a limitation of two lists for non-paying customers. Perfectly fine limitation. Two should do it for most people.

Four Small Reviews

It took a while, but I moved my video game list collection to a site called backloggd.com. Backloggd works identically to Letterboxd, a much more popular site for reviewing films. I like both sites, as they work the way I went a collection to work. Both reward the user the more you put into it. Both sites remind me about what’s mostly good about the internet, that Flickr-like contribution to a commons.

There are still places where it’s fun to contribute.

I put reviews of movies in as I see them, and will probably do the same with games. Turns out, adding my collection inspired me to write a few reviews. With Letterbox, my reviews are usually one or two lines. I’ll rarely write an essay for a film. But with video games, I’m compelled to throw in a couple of paragraphs.

This might not be the writing I’d ideally like to be doing, but this seems to be there for now. Here are my first few reviews:

Tunic


In Tunic, every step feels like a hike through corridors of someone else’s nostalgia. They are familiar to us, though, as if someone told us about this place a long time ago. Are we traversing the remnants of our own memories, or are we guests in the recollections of another?

The language here is foreign, but translatable if you want to do the work. The instruction manual shows up as collectible pieces in-universe. The very cute character reads them as you, the player, read them.

The aesthetic captivates with its blend of low-poly simplicity and high-contrast intensity, especially when a baddie hits you (you can toggle that violent shake in settings). This world sucked me in with violent cuteness. The challenge presented is high, but that setting screen lets you dial in your own amount of comfort. After a while, I found myself in “no-hit mode,” and I began to feel more like a tourist than a survivor.

But perhaps the invincibility setting isn’t the solution. There are instances where the relentless assault of enemies becomes a tiresome slog, a hurdle that could have been alleviated by their removal rather than invulnerability. What would the game have felt like if there had been more ghosts than ghouls?

Tunic is a canvas, a modern art piece inviting us to bring our own meanings, to ponder “What if Link’s Awakening but more metaphors”? It becomes an allegory of environmental and personal energy, an exploration of the unseen forces that propel us forward.

Fire Emblem: Awakening


A decade later, I’m convinced Fire Emblem: Awakening saved me from not being a gamer.
I was disappointed by the 3DS and considered selling it. In 2013, I contemplated spending much less time on games, feeling like I had outgrown them, and that what was out there didn’t inspire criticism. I picked up this game based on the hype review cycle.

Fire Emblem: Awakening wielded its charm, ensuring my 3DS avoided the discard pile, ultimately solidifying its status as my preferred console. I’m not even a tactics gamer, which was fine here since it’s pretty simple as these things go.

The challenge increased significantly in certain parts, particularly in a few DLC chapters. However, it remained very doable for someone with no experience in tactics. It holds your hand for a good while.
One of the game’s most captivating aspects was its ability to create strong character moments and intimate side-scenes. The narrative drew me into the lives of the characters and making their fates all the more meaningful. I was not expecting to care for two dozen characters, but I absolutely did.

The option of perma-death added a layer of emotional weight that you’d expect. Maybe I’m a softie, but I turned this off very quickly. I liked these characters a lot, I found no fun in having them perish after a battle.

One of the many 3DS games I hope to see get a second life somewhere down the road.

Cuphead


Cuphead makes me think of bootleg VHS tapes of old cartoons. The quality would be shoddy. I think people don’t really remember how bad a poor-quality VHS tape really looked. After a handful of viewings, you’d notice artifacts and glitches. The tape itself would become stuck during a rewind, requiring manual intervention with your own fingers. You’d try to reel it back perfectly, but it would inevitably fold on itself somewhere, and that crease would never fully flatten out again. When you’d watch the tape, you’d see a flaw in the screen at the same time the crease would pass through the player.

Audiophiles talk about lossless quality today. VHS tapes (and cassettes) were the best example of loss quality.

The irony is, these bootleg VHS tapes of old cartoons were likely the ones being repeatedly played the most. You might watch a VHS movie a few times. But 60 minutes of bootleg cartoons? That’s going on repeat.

Cuphead’s art style—the main reason to explore this world and play this game—takes cues from 20s/30s cartoons, but nobody living today watched these cartoons in a movie theatre with real film. If they’ve seen them at all, they’ve likely seen them because of bootleggers, and most of that would be on VHS. The nostalgia here is as much for 100-year-old cartoons as they are for the artifacts and flaws we saw on top of them.

And the makers of Cuphead knows this, because you can see these kinds of flaws in the graphics (it’s more CRT and film-reel flaws than VHS flaws, but I’m really nitpicking there, aren’t I?) The flaws are part of the presentation, flattened together as an art project as much as a video game.

The game itself is a shoot-’em-up with some floaty platforming. You mostly jump and move around to dodge attacks from enemies. There’s not a lot of strategy here besides dodge and shoot. Cuphead’s design strategy is to consider the level before a boss fight to be fat, and they’ve largely cut that part out.
But you won’t survive without figuring out enemy patterns, which you do by looking at the graphics a lot. And that’s what the makers of Cuphead want you doing anyway, because these are amazing graphics. So in that way, a shoot-’em-up is maybe a great way to get gamers to walk through an art gallery.

Captain Toad: Treasure Tracker

Captain Toad: Treasure Tracker for the Nintendo 3DS is a brief, whimsical journey through puzzle-block dioramas. Each level takes less than five minutes, and none are hard. With around 80 adorable puzzle-block levels (I finished the game while only collecting every “gem” from about 50), its whole vibe is pretty forgiving.

The game starts and stops so often, it feels like a dark pattern to make sure you take breaks. Playing three or four levels before bed became a ritual, and this feels like the best way to experience the game’s tranquil charm.

What surprised me most is how Captain Toad creatively repurposes assets from Super Mario 3D World, akin to the clever strategy of Metal Gear Solid VR Missions or Majora’s Mask. Like VR Missions, it shows just how many good ideas don’t necessarily make the cut in the “A” game.

While it lacks a distinct style, its cuteness is undeniable. Toad and Toadette won me over with cuteness, which made it kind of heartbreaking when I would accidentally drop them off a sheer cliff.
I love that Toad and Toadette took turns getting kidnapped. The game has minimal violence, even compared to a Mario title. Even the baddies are just little guys.

DesignTO 2024

I packed my big camera bag for the first time in years, bundled up for minus ten degrees and went out to a design show happening across the city.

DesignTO is a fairly typical Toronto festival in that it happens and some people notice but most don’t. This city is awful at getting awareness out at the stuff that happens. I saw zero ads on public transit or social media for this free set of exhibits happening over two weeks. The only reason I knew it was happening was I had this Friday off and looked up a long list of events on blogTO.

First stop, Boxcar Social, for All Eyes on You.
The ad for this made it seem like it would be more than one. The barista had some idea about it but not the festival. There wasn’t even like, a plaque.


Second stop, George Brown College, for Beijing Opera Art International Poster Biennale
A nice collection! There was a volunteer photographing the posters alongside me.

Third stop, harbour front centre. The only way that made sense for commuting from here to harbourfront was to get a bike share bike. I wish I’d skipped this, because it wasn’t open yet!

Took the queens quay streetcar up to union and walked up to a second cup. Took a breather.
Fourth stop, collision gallery, for Museum of Contemporary Work.

This was a fun one. Artifacts of work. Lots of talk of automation, remote work, etc. some identity stuff.

Fifth stop, Typogram

Took the GO to exhibition. Wasn’t even sure if this one would be open but they were advertising on Instagram.

This was my favourite one. Very glad I made the trek. Awesome typographic work using errata and copyright info on products. Nice and creative. I’d love a print of this in the house. 🖼️

Took the Bathurst streetcar to Stakt. They had a handful of exhibits. The ones photographed here are: Bubble Wall, 34PKGTO, and Blood, Water & Bathurst Street.


Saying goodbye to iTunes

My current “run” of using iTunes began at the beginning of the pandemic. I bought a new computer that had a ton more storage space, and one project I wanted to do was finally organize my music properly. I looked at the options available, and found iTunes to be the one most compatible with the way I wanted it done. Smart Playlists became the main driver of this.

I detailed this approach in another blog post (How I Streamed and Selected Music in 2022) and wrote about the tool I used to make rating fast and easy (Rating iTunes Songs in the background with iTunesKeys).

One thing I didn’t talk about was how I got music into iTunes. I had an old library of music on a hard drive, and I imported those tracks. Then, I signed up for Apple Music, so I could access the entire catalogue. Then, I used Soundiiz to convert my “liked” list of songs in Spotify to an iTunes playlist. Because none of these songs had ratings, I created a set of filtered smart playlists (noted in the post earlier). Then, I got to work.

The five black function keys on my keyboard acted as star rating buttons.

Three years later, a playlist that began with seven thousand songs finally has zero.

This is a short space in time. I know that in the future, my music collection will become disorganized again, and perhaps I’ll grow out of it and treat music more like the streaming future it wants to be. But for right now, just right now, it’s exactly how I want it.

Now that this project is over, I’m going to uninstall iTunes, free up that space on my computer, and use Apple Music exclusively for my library. iTunes has been effectively “dead” since 2015, and they don’t update anything about it anymore. Apple Music, however, has been getting lots of new features, even on Windows. Now that this project is done, I feel I can finally move on.

Shooting Day with YouTube Advice

I found a video with some advice for shooting with my Canon M50. I don’t often use the kit lens but this one suggested working with it at 35mm. He suggests taking most shots in portrait, which is something I’ve been trying to practice more.

I chose “monochrome” for the colour styles, so these’ll be in black and white. Now, this is a gimmick, because if I’m shooting in RAW, Canon will keep the color information in the file. I’m not removing colour with this option; I’m adding a filter. You can see the effect undo itself in Lightroom CC as soon as you click “Develop.” Still, neat practice. It looks like black and white on screen and in the viewer, and it definitely affected what I shot.

Here’s a few photos from this exercise:

You Chose Poorly S04E05: I’m Looking Forward to the Tantrum I’m Gonna Have

⁠Mikey ⁠and ⁠Sawyer ⁠talk about CM Punk, iPhone 15 Pro Max, Readwise, and video games.

Show Notes:

Good TV, 2023 📺

Good New Shows

  • Oshi no Ko 🎤
  • Scott Pilgrim Takes Off 🛼
  • Zom 100 🧟
  • The Masterful Cat is Depressed Again Today 😹
  • Rurouni Kenshin ⚔️
  • Tomo-chan is a girl 💪
  • Hell’s Paradise: Jigokuraku 🥷

Good Returning Shows

  • Demon Slayer: Kimetsu no Yaiba 😈
  • Our Flag Means Death 🦜
  • The Bear 🍽️
  • What We Do in the Shadows 🦇
  • Slow Horses 😫
  • Spy X Family 🕵️‍♀️
  • Star Trek: Strange New Worlds 🔫

Good Shows that Ended

  • Perry Mason ⚖️
  • Barry ⌛
  • Aggretsuko 🤬

Notes 📝

I watched a good number of live-action shows this year, but it’s notable that all seven of my “Good New Shows” are anime. That just says we’re living in an incredible age of new anime shows. Oshi no Ko is the lead by miles, a show I did not shut up about for six months, but all seven of these shows were incredible for their own reasons.

It’s never a guarantee with anime, but I also anticipate that four of those seven shows won’t get a second season. Because of that, I wanted to begin noting my favourite shows that ended this year, giving an extra set of flowers. Perry Mason deserved at least one more season. Barry ended perfectly. Aggretsuko felt like a show that would drop out of nowhere every year and we’d gobble it up in a weekend, but always felt like a special gift.

Live-action fared better with returning shows. The Bear is on everyone’s list, and I loved several episodes, but it didn’t work for me as a cohesive season. And while I loved Star Trek, it faced a real uphill battle defeating its own first season. The rest of the shows remained solid and know why they are loved. Demon Slayer soared this season, and I feel it’s on almost no best-of-year lists that I’ve read. Perhaps because we’re in a crazy good period of new shows, anime hitting their third or fourth seasons get talked about way less. That’s a shame. You can’t a show like Demon Slayer for granted. I’m guessing this time next year, I’m saying the same thing about What We Do in the Shadows.