- Release Year: 1997
- Platforms: Windows
- Publisher: Spin
- Developer: TWIM
- Genre: Action
- Perspective: Side-scrolling
- Game Mode: Single-player
- Gameplay: Collecting, Combat, Hiding, Platformer, Puzzle
- Setting: Fantasy
- Average Score: 55/100

Description
Tonko 3 is a 1997 platformer that blends action and puzzle elements, featuring the yellow goblin Tonko in one-screen stages where he must defeat enemies using a upgradable hammer and discoverable weapons. Striking a balance between the combat focus of the first game and the puzzle orientation of the second, Tonko retains abilities like hiding in trash cans and flushing through toilets while navigating hazards. New additions include coin-collecting mechanics, moving platforms, and vulnerability penalties that remove equipped weapons upon taking damage, emphasizing strategic play amid frenetic combat.
Reviews & Reception
vgtimes.com (55/100): The game has an average rating of 5.5 across various criteria such as Gameplay, Graphics, Story, Controls, Sound and Music, Multiplayer, Localization, Optimization.
Tonko 3: A Goblin’s Gambit Gone Middling
Tonko 3, released in 1997 on Windows, attempts to thread the needle between its predecessors, crafting a platforming experience that mixes action and puzzle elements. However, its ambition falls short, resulting in a game that feels less inspired than its predecessors and ultimately, less satisfying. This review dives deep into the specifics of TWIM’s effort, examining its development, narrative, gameplay, and legacy to understand why Tonko 3 occupies a curious, but ultimately flawed, space in video game history.
1. Introduction
The Tonko series from Korean developer TWIM (later TWIMNet) represents an interesting, if not wildly successful, experiment in the platforming genre. Following the initial single-screen action-oriented Tonko and the puzzle-focused Tonko 2, Tonko 3 aimed for a hybrid approach. It promised the return of combat alongside the established puzzle elements and environmental interactions. While this concept sounds appealing on paper, the execution reveals a game struggling with its identity. Tonko 3‘s gameplay decisions muddied the waters instead of creating a harmonious blend, making promises it couldn’t keep in the end.
2. Development History & Context
TWIM, meaning “The World Is Mine” was founded in January 1989. Before diving into game development, the company initially focused on creating a database engine and POS systems, indicating a diverse skill set. By the mid-90s, they had transitioned to game development, with the Tonko series becoming their most recognizable franchise. Their commitment to software development extended to educational programs and even a Tonko-themed sticker printing studio.
The late 90s was a transitional period for PC gaming. Windows 95 was becoming increasingly dominant, pushing DOS-based games to the fringes. Tonko 3, a Windows title, reflects this shift. However, the hardware disparities still common at the time likely influenced the game’s graphical style, opting for a more accessible, if somewhat dated, look. In 1999, TWIM transitioned into TWIMNet to focus on their gaming portal, showcasing the changing landscape of gaming, from local retail to online services. Given the shift toward online games, TWIM becoming TWIMnet is understandable, but suggests that Tonko 3 might have been one of the last of a generation of in-house games for TWIM.
3. Narrative & Thematic Deep Dive
The Tonko series is not known for complex narratives, and Tonko 3 continues this trend. The premise is simple: as Tonko, a yellow goblin of sorts, players must clear each one-screen stage of enemies. Unlike many Western games of the era which attempted to flesh out stories, Tonko 3 leans into simple gameplay, prioritizing fun over storytelling. The Hardcore Gaming 101 source mentions villains like Dracula or Hitler appearing in the first game in the series, but these villains, or versions of them, are not explicitly mentioned in the description of Tonko 3.
While a plot is largely absent, the game’s themes revolve around problem-solving and overcoming adversaries. Tonko’s vulnerability necessitates cunning and the exploitation of the environment. The humor inherent in using trash cans and toilets as hiding places highlights the playful, almost absurd nature of the game. The themes remain shallow, and that is the point of the game. It is not a literary masterpiece, it is a game meant to be enjoyed and played.
4. Gameplay Mechanics & Systems
Tonko 3 attempts to bridge the gap between the combat-oriented gameplay of the first Tonko and the puzzle-centric design of Tonko 2. The core gameplay loop involves clearing one-screen stages of enemies while collecting items and navigating obstacles. The return of Tonko’s hammer allows for direct combat, but one-hit kills and the loss of upgraded weapons maintain a sense of vulnerability.
Key mechanics include:
- Hammer Combat: Tonko can attack enemies with his hammer, which can be upgraded with more powerful weapons found throughout the stages.
- Environmental Interactions: Tonko retains the ability to hide in trash cans and flush himself down toilets, providing unique traversal and hiding options.
- Puzzle Elements: Stages often require players to collect keys, activate switches, and utilize the environment to progress.
- Coin Collecting: A new addition, incentivizing exploration and adding a collection aspect.
- Moving Platforms: Potentially problematic, as Tonko may not move with the platform, leading to awkward and frustrating platforming segments.
A review cited on Old-Games.RU points to technical shortcomings. Specifically, the physics related to the moving platforms don’t seem to work as intended. Similarly, the reviewer mentions that picking up floating bonuses while jumping is difficult. While the inclusion of jump and platforms is good, the description implies that the movement of Tonko is jerky or problematic. The core gameplay loop may be fun for the first few hours, but will turn frustrating later.
5. World-Building, Art & Sound
Tonko 3 presents a vibrant, albeit simplistic, world. The one-screen stages are detailed with colorful sprites, but the art direction appears to be a mixed bag, according to the Hardcore Gaming 101 source. Visuals appear to be downsampled from high color depths, resulting in artifacts and a slightly muddy appearance.
The Hardcore Gaming 101 source decries the music as “cheap Windows 95 demo midis,” reinforcing the feeling that the music isn’t inspiring. While the audio doesn’t particularly enhance the experience, it also doesn’t particularly take away from the experience.
6. Reception & Legacy
Unfortunately, there is a distinct lack of critic reception beyond information collected by MobyGames. User review sites like VGTimes provide the barest of overview information, and show that the game has an average score of 5.5 across 8 categories. This underscores the rather middling reception of the game. The consensus seems to be that the game is flawed in execution, but interesting enough to try. The lack of traction is further indicated by the fact that only 2 MobyGames users claim the game in their collection.
The Hardcore Gaming 101 review states that Tonko 3 fails to improve on its predecessors, and this is generally reflected by public reviews and lack of information.
The Hardcore Gaming 101 source speculates that Tonko 3 could have been the “most wholesome” of the series. However, the game appears to ultimately falter.
7. Conclusion
Tonko 3 is a deeply flawed but intriguing game. Its ambition to blend action and puzzle elements falls short due to uninspired design choices and technical hiccups like unintuitive platform movement and physics. While it attempts to improve upon the previous 2 games, it falls short across the board. Despite this, it’s not irredeemable. The silly premise, use of environmental interactions, and simplistic platforming may provide some fun, especially to fans of retro or obscure titles. Overall, Tonko 3 is a forgettable experiment in the Tonko franchise.