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| Wait. This is Spirited Away, isn't it? |
Master Higgins has been kidnapped by invaders from another world! Taking control of his girlfriend Tina, players will have to face their toughest island adventure yet. No seriously, this threequel doesn't mess around, offering up more intense hop & throw action than ever. Now Production - makers of Adventure Island 2 - has refined their formula quite a bit. While I'd argue their previous game never felt like it was 80+ stages long, the developer thought otherwise. Each of the eight areas now has around six stages to contend with instead of nine or more. Ultimately, this was the right call. Besides the eerily similar water stages, there are far fewer repeats than before. Running out of lives and having to continue is also much less punishing.

I'm not going to get into the gameplay basics, because... well... they haven't changed in the slightest. Tina runs from left to right and jumps with the greatest of ease. The pick-up & playability is near-instantaneous, which is always important in games where the protagonist loses their life from something as inconsequential as a thrown pillow. The newest addition to Tina's repertoire is the duck. Yep, it took her three games to master the art of crouching to avoid projectiles or bash enemies low to the ground. I shouldn't be so rude to her. She's practically valedictorian compared to the likes of Mega Man. How many of his games were released until he finally realized that making himself a smaller target might result in easier robot-hunting? Fifteen!?
Oops! There I go getting side-tracked once again. Let's just move on to the rest of the added features. The most interesting of them all is the boomerang. This is an entirely new weapon that serves as a quasi-upgrade to the hammer. "Quasi"... huh. Well, it was either this or upgrade*, because mastering the art of curved stick requires a game-long effort. At first, it sounds like nothing but advantages. Unlike hammers, boomerangs can destroy rocks. Their ability to be thrown in two different directions makes it easier to handle airborne threats. They also do double the damage. However, only one boomerang can be onscreen at a time, and waiting for it to return creates a sizable opportunity for a creature to sneak in and take the heroine's life.

Taking into consideration its strengths and weaknesses, I believe that the boomerang is intended for use by advanced players who have already conquered the game and are looking for a new way to challenge themselves. This weapon is actually quite solid at helping its thrower maintain their momentum. Hammers are generally reserved for the cautious types who want to clear away adversaries the second they appear onscreen. Maniacs are still welcome to ignore weapons altogether and run straight for the goal. Such a task has been made even more difficult than before, so uh... good luck with it.
The dinosaurs are back! Not that I expected they'd go anywhere, but it's lovely to see them anyway. Besides allowing Tina one extra hit before disappearing, these slightly overgrown lizards have unique talents to hopefully make adventures a little easier. Some even aid with traversal, like the fire-breathing dinosaur that survives in lava and toxic marshes. However, in case anyone has already forgotten, Tina getting kicked off of her ride doesn't allow her a second of invulnerability to recover. Losing both ride and life at practically the same time is just something to be mindful of. Anyhoo, the new dinosaur has a rolling spin-attack that is performed in midair or on the ground. Hmm... there's something familiar about it... meh whatever. This dino is fine for regular stages, but its inability to bounce off of a boss after a successful rolling attack all but guarantees its extinction.

Tempting as it may be to hoard dinosaurs like so many elixirs and first-aid sprays, my suggestion is to take advantage of their abilities whenever you can. Adventure Island 3 has been balanced with the expectation that its players will be riding a dinosaur of their choosing. This can work against someone looking for a carefree time. Trying to fly a pterodactyl over very obstacle could lead to being swarmed by lightning-bolt spitting clouds. In every other case, they'll appreciate an extra set of claws. Additional dinos are more common and frequently awarded to anyone thorough enough in their search for secret eggs. Being allowed an extra hit, even with the potential drawbacks it brings with, is a massive boon.
Like I mentioned a long, long time ago, this entry is the toughest yet. Some of the most ridiculous enemies have been toned down, and volcanoes are placed in the background instead of underfoot. This eliminates what I'd consider to be the cheaper deaths. To counter what could've been a drop in difficulty, the developers have designed stages that are tighter, more demanding, and lacking in sustenance. The food gauge / time limit is a constant factor, more than ever really. Oftentimes, you can't afford to waste a second or miss a piece of fruit.
The meanest stages are often a series of chasms, volcanoes raining hellfire from above, and frogs. I think frogs might be the most vicious of all the creatures in this game. They always manage to be in the worst place at the worst time, waiting for their chance to strike. Seeing them in the final stage is what led me to understand that they are in fact the destroyers of worlds and shouldn't ever be underestimated.
Boss battles have also seen a significant uptick. Gone are the large targets that merely spit a few bullets at predetermined points. Now there are patterns to learn, strategies to form, and multiple types of attacks to avoid. Just below, you'll see a giant crab with a swinging flail for a claw. This is a much more involved fight than simply "avoid that spiked ball-looking thing". Whenever it strikes, the crab will also cause iced stalactites to fall from above. If your positioning and movement isn't ideal, you could end up getting trapped by falling objects or clipped by the spinning flail. Ice physics are absolutely a factor as well. However, if you're something of a professional with the pterodactyl, you can fly in a circle and pelt the crab from above. With enough practice, you can destroy the fiend without even seeing a stalactite.

The key point that I want to hammer home is that although this is a particularly hard entry in an already challenging series, you are never without agency. Your options are not limited to hop & throw. Dinosaur friends are plentiful, which provides numerous options for every stage and boss. The enemy pool is limited enough that it's easy to memorize what is most likely to appear in each stage. You're never blindsided by creatures appearing out of thin air. Once they're onscreen, you have choices. Bosses also have set patterns, and they become a lot easier once you notice them. Spoiler alert! Take the final boss for example. At first, he seems pretty imposing with the two fakes that he shares the arena with. The trick is that there is no trick. The real alien moves between locations in a clockwise pattern: right, left, up, repeat.
Tina's Adventure Island 3 is exactly what you want out of a sequel. You get more of what you loved about the previous game, but without any of the bloat. The extraneous or unworkable elements were erased entirely, leaving behind a fantastic action-platformer that's packed with depth and replay-value. It expects a lot out of its players yet is also very generous with rewards. If you've got the patience, then you're going to have a great time.