Abobo's Big Adventure Wiki

Abobo's Big Adventure


Pox Box


January 11, 2012




Single Player


Adobe Flash


Web browser, Download

Abobo's Big Adventure is a flash game created by iMockery, Pestoforce, and Pox Power. Billed as "the Ultimate Tribute to the NES", Abobo's Big Adventure stars Abobo, a character from the NES game Double Dragon, in a quest to save his son Aboboy. In doing so, he will fight in locales and against enemies from across the Nintendo Entertainment System's history.


Main article: Characters
  • Abobo - A bald strongman from Double Dragon and a loving father. He travels many NES games to rescue his son while slaughtering and destroying everyone he stumbled upon.
  • Aboboy - Abobo's missing son.


The gameplay changes between the levels like in Battletoads, in the Double Drabobo level, the game is a beat 'em up, in Super Mabobo, the game has each a unique style of gameplay that changes to a side-scrolling platformer, the player needs catches the enemies with the tongue and launch to another enemies to defeat them, in Urban Chabobo, the game is a fighting game like Urban Champion, in Zeldabobo, the game mirrors Zelda's original gameplay and so on parodying the gameplay of other games such as Balloon Fight!, Pro Wrestling, Mega Man, Contra, and Punch Out!! with each of them having different game play mechanics. But the game only uses few buttons inspired by the NES one:

  • Arrows: Control Abobo.
  • A*: Attacks.
  • B*: Attacks.
  • *The A and B buttons changes depending level.


In order to rescue his son Abobo must traverse 8 different levels, each level is a tribute to a famous NES game:



Main article: Medals

There are 100 medals hidden in the game. In order to unlock them player needs to click objects, press defined keys at a specific moment, move into secret path/room, kill enemy in a particular manner, etc. For browser independent version, player has to be online in order to receive his/her medal.


External links

  • Play the game here on the main site or here on Newgrounds.


  • The game's protagonist, Abobo, is from Double Dragon.
  • The game's development began in 2002 and was finished in 2011.
  • The game is based on a game with Mega-Drive characters featuring Domo-kun.
  • If you donate to Abobo's Big Adventure, you will receive a free copy of "Aboboy's Small Adventure", a downloadable flash game starring Abobo's son; Aboboy, who can defeat enemies such as children, cops, robots, dinosaurs, squid, UFOs and other people by hugging them to death in a local amusement park.


Copied from the main site:

"Abobo's son has been kidnapped and now it's up to you to help Abobo fight his way through some of the greatest NES games of all time in order to rescue him. Not only does Abobo have to fight through these classic games, but he has to adapt to their varying gameplay styles. Gameplay ranges from beatemup, to underwater platformer, to side-scroller, to top-down dungeon crawler, wrestling, run-and-gun, boxing, and MOAR! Oh, and did we mention BOSSES?! Mini-bosses, medium bosses, large bosses, and ultra-huge multi-stage bosses will assault you at every step of your journey. Abobo's path is a long and hard one, he'll encounter more enemies than any single character has ever had to fight, but this is Abobo we're talking about here. He has the heart of a lion... probably because he actually punched a lion and ate its heart! Abobo will stop at nothing to save his beloved son, Aboboy. Are you ready to unleash his rage into this violent world of pixelated foes? You better be. If you're not, Abobo may pummel you too."


"This feels so insanely surreal, I'm really not sure where to begin, so bear with me here. The development of this game has been one long roller coaster ride that I sometimes thought would never end. Back in 2002, I set out to make Abobo's Big Adventure as my first lengthy Flash game, and managed to make some decent progress on it throughout the course of the year, but I ended up getting sidetracked with another project that put it on the back burner - Domo-Kun's Angry Smashfest. The Domo game was similar to what I had in mind for Abobo in terms of having the titular character playing through a variety of game styles, but Abobo never left my mind. He had always been my favorite NES character, and like many of the things I've written about here on I-Mockery, I always enjoyed being a champion for the unsung characters over the years. Simply put: Abobo's Big Adventure had to happen.

After the success of the Domo game, I started getting involved in a variety of game development projects, but by 2006 I realized I had to get back to work on Abobo or it was gonna end up being one of those things I'd never finish. Fortunately, I had already worked on some games with my pals Nick and Pox, and they agreed to work on Abobo's Big Adventure with me. I told them it we were going to set out to make the ultimate tribute to the NES, but it was only later on after the full story was written out that I think they realized the true scope of the project. Would any of us have taken on this parody project had we known it was going to take so many years to complete? I can only speak for myself, and even I'm not sure about it.

This was a hard game to make. The first thing we did was toss out all the old Abobo work and start from scratch, because the original game build was clearly outdated and wasn't turning out the way I had wanted. Next, a full story was worked up with plans for how Abobo would work his way from game to game in this massive adventure to save his son, Aboboy. Once that general storyline was finished, we began developing the first level by playing through countless NES games and making notes about which characters we wanted to include in it. It was a lot of work and research, but if this was going to live up to the title of "the ultimate tribute to the NES", we had to make it stand out from your average 8-bit parody game. Not only would we have Abobo fighting his way through a boatload of NES games, but each level would feature characters from a ton of other games. Put every NES game ever made in a blender, run on high, pour and serve.

Keep in mind, while all of this work was going on, we were still working on making a handful of other games (including Trick-or-Treat Adventure, which was no small task by any means) in addition to having jobs and other outside distractions. It's really hard working on a project for so long without being able to share it with everybody, so that's partially why we worked on some smaller games over the years. We knew we had something really great in the works with Abobo, but it was hard to keep our spirits up when we saw how much work was still left to be done. Then we found something that really helped recharge our spirits every year: The San Diego Comic-Con.

By the summer of 2009, we had completed the first three levels of the game along with a big intro cinematic and some cutscenes. I was about to have a booth at Comic-Con for the first time after having previously covered the convention for many years on I-Mockery. It was finally time to give fans a taste of what we had been working on for so long, so we brought a laptop and a large monitor to display the game on. To give them a more authentic experience, we hooked up a NES controller for them to play it with since that's how we intended the game to be played from the start.

It was a huge hit with the fans, and I can't tell you how much it meant to us to see their excited reactions to the game in person. It was just the pick-me-up we needed. Our batteries recharged, we went right back to work on the game and fixed a bunch of bugs that were reported to us in addition to tweaking the levels a bit.

For Comic-Con 2010, we had a booth again, but this time we had something much better than a monitor and a laptop... we built a real arcade cabinet for the game! Nick and his brother-in-law cut up the wood, and Jeff from Newgrounds designed some slick cabinet art for us. That cabinet drew in an incredible amount of people and really helped put our project on the map. Instead of just having it promoted on I-Mockery and Newgrounds, now some major gaming news sites like Destructoid were talking about it. Our game was becoming the little engine that could... and the engine was made in Flash.

By the fall of 2011, we had already missed several release deadlines we set for ourselves, but there was just so much to be done, and after having spent years on this game, we weren't about to cut any corners. So, we set yet another deadline for ourselves... this time it was to release the game by the end of December. In the meantime, my buddy Nathan Barnatt (aka: Keith Apicary) asked me to go on a video game comedy tour with him around the country for most of September, so I took the latest build of Abobo's Big Adventure with me to every town we visited and had a blast meeting all the incredibly nice fans at various game shops and arcades. Make no mistake about it; retro gaming is alive and well... you just have to look in the right spots.

Next, to get everybody foaming at the mouth with anticipation, and to help ensure that this was the most incredibly over the top Flash project anybody had ever seen, we decided to create an official trailer for the game. Brad, a good friend of mine, had been working on Hollywood trailers for quite a while at his job and he kindly offered to help put the trailer together from the footage I had captured and a loose script we worked up. He did one hell of a job capturing the true nature of our game, and when we released it in early November on Youtube, everybody went absolutely insane over it as virtually every gaming news site featured it. People were already calling it "Game of the Year" and said the trailer gave them chills. Could this really be happening? Is this real life?" - I-Mockery