Riding the neon-soaked wave of the early 90s Troll doll craze, Super Troll Islands stands as a surprisingly competent entry in the SNES library that transcends its shallow toy-license origins. Developed by American Softworks, the game avoids the typical "hop-and-bop" tropes in favor of a hybrid puzzle-platforming experience that prioritizes exploration and completionism over direct combat. Visually, the title is a kaleidoscope of saturated hues, perfectly capturing the garish aesthetic of the dolls, though the sprite work for the trolls themselves is somewhat rudimentary compared to 16-bit heavyweights like Yoshi’s Island.
The core gameplay loop revolves around a unique "coloring" mechanic where the player must navigate gray, lifeless environments and touch every platform to restore their vibrancy. It functions similarly to a 2D platforming version of Qix, demanding that players map out efficient paths while avoiding hazards and enemies to reach a 100% completion rate for each stage. With multiple playable trolls offering slight variations in movement and weight, the game introduces a layer of strategy that rewards patience. While the premise is simple, the later stages introduce complex verticality and environmental obstacles that turn what seems like a children's game into a legitimate mental exercise.
Despite its charm, Super Troll Islands suffers from a lack of mechanical depth and a repetitive soundtrack that may grate on players after several levels. It sits in a strange niche—too difficult for very young children yet perhaps too repetitive for seasoned platforming enthusiasts seeking a high-octane challenge. However, as a relic of 90s pop culture, it remains a fascinating curiosity for collectors who enjoy the era's obsession with mascot-driven puzzles. It serves as a reminder of an era where Western-developed titles often carved out their own weird identity away from the traditional Japanese design philosophies that dominated the console.
