Platformers Codexery

Adventure Island II

Sequel with original design, dinosaur allies, and inventory system.

Adventure Island II

Mike Baird · CC BY 2.0

Adventure Island II is a platform game released in 1991 for the Nintendo Entertainment System. It was developed by Now Production and published by Hudson Soft. As the second NES entry in the series and a direct follow-up to the original Adventure Island, it differs from its predecessor: the first game adapted Sega's Wonder Boy, but this installment is an original creation, as are most later Adventure Island titles. A portable version came out for the Game Boy in 1992, known in Japan as Takahashi Meijin no Bouken Jima II and simply as Adventure Island elsewhere.

In the story, the villainous Witch Doctor's minions have kidnapped Master Higgins' girlfriend, Tina. Eight dangerous islands are under the control of various monsters, though four friendly dinosaurs are willing to help anyone brave enough to face the threats and defeat their shared enemies. Hoping to earn his lady's gratitude, Master Higgins sets off on a challenging journey to rescue her.

The gameplay largely follows the same rules as the first Adventure Island, with a major addition being an inventory system. Before starting a stage, players can choose which dinosaur friend to bring (if any have been rescued) and whether to carry a stone hammer from their stock. This means picking up a second hammer no longer upgrades attacks to fireballs; instead, it is stored as a reserve. Checkpoints are gone—if the player dies mid-stage, they must restart from the beginning, though stages are significantly shorter than before. Hitting a spot with a hidden egg triggers a distinct sound to indicate its location. Bonus zones are accessed by collecting a key from these eggs, and some keys lead to item rooms or shortcuts to the next island. New stage types include underwater levels and vertical-scrolling ones. Completing a stage on a skateboard no longer lets the player bring it to the next stage. After finishing a stage, the player chooses one of ten spinning eggs for a point reward. Backtracking is possible within a stage, but only up to a certain point.

Each island has a boss waiting at the end of the final stage. If the player loses to a boss, they simply restart the boss stage—the boss does not move, and no additional stages need to be cleared to face it again.

Four dinosaur companions can be ridden, summoned by collecting a playing card suit hidden in an egg.

Quick Facts

Title
Adventure Island II
Developer
Now Production
Publisher
Hudson Soft
Designer
J. Koyanagi
Programmer
Nobuyuki Shinohara
Artist
Katsuya Jittō
Composer
Miyoshi Okuyama
Series
Adventure Island
Platforms
NES, Game Boy, Gamate
Released
NESNA · January 1991 · JP · April 26, 1991 · EU · July 22, 1992Game Boy (Adventure Island)NA · February 1992 · JP · March 6, 1992 · EU · April 23, 1992Gamate (Kiki Inland)EU · 1992
Genre
Platform
Modes
Single-player

Facts from the source article.

Lore & Background

The plot follows Master Higgins as his girlfriend Tina is kidnapped by the Evil Witch Doctor's persistent followers. Eight perilous islands are controlled by various monster minions, though four friendly dinosaurs will ally with those willing to brave the dangers. Master Higgins embarks on a quest to rescue his honey. Gameplay retains the rules of the original Adventure Island, with the main new feature being an inventory system. Before a stage, the player can choose which animal friends to bring and whether to bring stone hammers. The checkpoint system has been eliminated; if the player dies mid-stage, they must restart from the beginning, though stages are significantly shorter. Hidden eggs now produce a different noise when struck, and bonus zones are accessed via keys inside those eggs. Underwater stages and vertical-scrolling stages are introduced.

Reader's Guide

Adventure Island II is significant as the first original entry in the Adventure Island series for the NES, moving away from its roots as an adaptation of Sega's Wonder Boy. Its introduction of an inventory system, dinosaur companions with unique abilities, and removal of checkpoints in favor of shorter stages marked a notable shift in design. The four dinosaur friends—a blue camptosaurus, red camptosaurus, pteranodon, and elasmosaurus—each offered distinct gameplay advantages, such as fire-breathing, flight, or underwater movement. The game also featured underwater and vertical-scrolling stages, expanding the level variety. Reception from Allgame editor Skyler Miller praised the improved graphics, map screen, and dinosaur buddies. The game appeared in the manga Cyber Boy by Nagai Noriaki, published by Coro Coro Comic and Shogakukan from 1991 to 1993. Its legacy lies in establishing the series' original direction and influencing subsequent Adventure Island titles.

Did You Know?

Breaking Free from Wonder Boy's Shadow

Adventure Island II arrived on the Nintendo Entertainment System in 1991, developed by Now Production and published by Hudson Soft. As the second entry in the franchise for the NES, it carried the weight of following a debut that had been, in essence, a re-skin of Sega's Wonder Boy. The sequel marked a decisive turning point: it was an entirely original work, a creative leap that set the tone for most subsequent titles in the Adventure Island line. Rather than borrowing another publisher's formula, the team built something with its own identity, its own characters, and its own mechanical philosophy. The game also found a second life on portable hardware. In 1992, a Game Boy version hit shelves, carrying the Japanese title Takahashi Meijin no Bouken Jima II domestically while appearing simply as Adventure Island in Western markets. This dual-platform presence helped cement the series as a recognizable Hudson Soft property, one that could travel across Nintendo's ecosystem and build a loyal following on both home and handheld systems.

The Dinosaur Companion System

The most celebrated innovation in Adventure Island II is its roster of four rideable dinosaurs, each unlocked by collecting a specific playing-card suit hidden inside an egg. The blue camptosaurus, summoned by the heart card, wields a tail attack and can walk across ice without slipping. The red camptosaurus, tied to the spade, breathes fire and can traverse lava pools for a limited distance. The pteranodon, called forth by the clover, soars above obstacles and can drop stones onto enemies below. Finally, the elasmosaurus, bound to the diamond, is the only companion that survives underwater stages and boosts Higgins' swimming speed. Before each stage, the player selects which rescued friend to bring, making the inventory system a genuine tactical choice. This replaced the earlier game's simpler progression where a second stone hammer simply upgraded Higgins to fireball-throwing mode; here, extra hammers are stored as reserved items instead. The result is a companion system that rewards exploration and gives each playthrough a distinct flavor depending on which dinosaur the player carries into danger.

A Tighter, More Punishing Structure

While the core rules mirror the original Adventure Island, the sequel restructured its stage design around brevity and consequence. The checkpoint system was entirely removed: die mid-stage and you restart from the very beginning. To compensate, individual stages are noticeably shorter than their predecessors, and the player is allowed to backtrack within a stage up to a certain point. Hidden eggs, revealed by a distinctive sound when struck, contain keys that unlock bonus zones, item rooms, or shortcuts to the next island. New stage types—underwater levels and vertical-scrolling sections—add variety to the traversal. Skateboards, once carried across stages, now expire at the end of the level. At each stage's conclusion, the player picks one of ten spinning eggs for a point bonus. Perhaps most notably, bosses are mobile: defeat one and it relocates to a different area, forcing the player to clear an additional stage before re-engaging. This dynamic keeps the tension alive and prevents the boss fight from feeling like a static, isolated event.

Beyond the Cartridge

Adventure Island II's cultural footprint extends well beyond its NES cartridge. Allgame editor Skyler Miller singled out the sequel as a clear improvement over the first game, specifically praising its upgraded graphics, the inclusion of a map screen, and—most importantly—the four dinosaur buddies, each with a unique special ability. The game also crossed over into print media, appearing as a featured title in Cyber Boy, a manga by Nagai Noriaki that ran in Coro Coro Comic and was published by Shogakukan between 1991 and 1993. This placement in a popular manga series introduced the game's characters and world to a broader audience of young readers who might never have picked up an NES. The physical packaging itself was a small piece of art history, with cover artwork illustrated by Shelley L. Hunter, lending the box a distinctive visual identity that stood out on store shelves. Together, these touchpoints—critical acclaim, manga crossover, and striking cover design—helped Adventure Island II establish a recognizable brand identity that outlived its initial release window.

Gallery

Frequently Asked Questions

What is Adventure Island II?

It is a 1991 side-scrolling platformer for the NES, developed by Now Production and published by Hudson Soft. It serves as the second main entry in the Adventure Island series.

How does Adventure Island II differ from the first game?

The original NES title was essentially a reworked version of Sega's Wonder Boy, whereas this sequel is a fully original design built from the ground up. It also introduces an inventory system and dinosaur companions that the first game lacked.

What is the story of Adventure Island II?

A villainous witch kidnaps the princess, and the player takes on the role of Hero to journey through her fortress and rescue her. The plot drives the level progression as you battle through her stronghold.

What gameplay mechanics set Adventure Island II apart?

You can pick up and carry items in a small inventory, using them strategically rather than just stomping enemies. Dinosaur allies also appear to help you navigate and fight, adding a cooperative element to the run-and-gun formula.

Is Adventure Island II available on any platform other than the NES?

Yes, Hudson Soft released a Game Boy port in 1992, titled Takahashi Meijin no Bouken Jima II in Japan and simply Adventure Island in most other regions.

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