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(Redirected to Wonder Boy (video game) article)

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Wonder Boy
Japanese arcade flyer of Wonder Boy, despite mostly showing English.
Japanese arcade flyer of Wonder Boy, despite mostly showing English.
Developer(s) Escape (Arcade version)
Sega (console versions)
Publisher(s) Sega
Platform(s) Arcade, Sega SG-1000, Sega Mark III/Sega Master System, Commodore 64, Amstrad CPC, ZX Spectrum, Sega Game Gear, Virtual Console
Release date(s) Arcade
1986
Virtual Console
JP April 8, 2008
NA March 31, 2008
EU April 11, 2008
Genre(s) Platform
Mode(s) Single player
Input methods Joystick/joypad, keyboard (on some versions)
Cabinet Upright
Arcade system Sega System 1

Wonder Boy, also known as Super Wonder Boy for its Sega Mark III release in Japan and Revenge of Drancon for its Game Gear release in North America, is a 1986 video game published by Sega and developed by Escape (now known as WestOne Bit Entertainment, not to be confused with Westone). It was the first in a long running series of games and was followed up by five sequels, Wonder Boy in Monster Land, Wonder Boy III: Monster Lair, Wonder Boy III: The Dragon's Trap, Wonder Boy in Monster World and Monster World IV.

Originally designed for the arcade, it was later ported to the Sega SG-1000, Sega Master System and Sega Game Gear by Sega, and to the ZX Spectrum, Commodore 64 and Amstrad CPC by Activision.

Contents

Gameplay

The "Wonder Boy" in question is a character known as "Tom-Tom" - a caveman-like character whose girlfriend, by the name of Tanya, has been captured by a monster. The player must guide Tom-Tom through seven "areas", each consisting of four "rounds". The levels are made up of forests, hills, oceans, caves, ice palaces and occasionally mountains lands. The levels always run from left-to-right, with some vertical movement.

Tom-Tom can arm himself with a stone hammer, which he can throw at oncoming foes, a skateboard with which he can rush through the levels and survive one attack by an enemy, and temporary protection by a fairy which allows him to destroy foes by simply running into them. All of the aforementioned power-ups are obtained by breaking open eggs. These eggs can also contain unpleasant surprises - curses which cause Tom-Tom to lose vitality more quickly than usual, and poisonous mushrooms which reduce Tom-Tom's vitality in one go. "Bad eggs" can be easily spotted, as they are covered in red spots, whereas "good eggs" that contain hammers, skateboards and fairies are plain white. The player must remain aware of the vitality meter, which constantly runs down at a steady pace and can only be refilled by collecting fruit throughout the level. There is also one doll to collect in each level, which doubles the bonus points awarded at the end of the level and, as already mentioned, if all dolls are collected "hidden levels" are unlocked.

At the end of every "area" (thus every four "rounds"), Tom-Tom will encounter an incarnation of chief antagonist Drancon as a boss character. Once defeated, Drancon's mask flies off and transforms into an item such as a tea cup or a piece of fruit for Tom-Tom to collect. Drancon then subsequently makes his escape.

A two-player mode was available, but as per many arcade titles of the era, it was a version of the one-player mode whereby each player would take alternate turns between lives.

The game also contained an hidden eighth area, which could be accessed by collecting every one of the 28 dolls in the game.

Conversions

Master System and Game Gear port

The version of Wonder Boy for the Sega Master System and Game Gear was a direct port of the arcade title, with some minor reductions to accommodate the more limited hardware. The Game Gear port was entitled Revenge of Drancon in North America to avoid any confusion with Wonder Boy III: The Dragon's Trap, which was released around the same time. The European Game Gear port kept the Wonder Boy title.

The graphics were lifted straight from the arcade version, but the HUD was restricted to a simple vitality bar — the score and number of lives were displayed prior to starting the level. The sound was modified slightly to adapt it to the more limited audio hardware. The graphics were brighter. The controls were modified slightly to make it possible to only perform a high jump when the run button was pressed, whereas it was possible in the arcade version to perform one simply by being in motion when jump was pressed.

However, the most important aspect that differentiated it from its arcade counterpart was the addition of "areas". Wonder Boy for the Master System and Game Gear had nine areas; this included all seven areas from the arcade original + two new areas created specifically for this version. The new areas featured unique level design different than the rest of the game. These two areas were dubbed as the fourth area and eighth area in the game. This resulted in a modification on the numbering for the areas lifted from the arcade original (for example, what was the fourth area on the arcade version became the fifth area on the SMS/GG version).

As with the arcade version, collecting all dolls in the game would reveal an extra "area" which, in this case, would be the tenth area.

Non-console ports

The license to produce the home computer versions of Wonder Boy was awarded to Activision, who produced versions of the game for the ZX Spectrum, Commodore 64 and Amstrad CPC in 1987. The game was true in spirit to the original, although the levels beyond level 4 differed to allow for the necessary multi-load system. The first round of each area was always a forest, the second an ocean, the third a cave and the fourth a forest at nighttime (the C64 had round 1 at night time and round 4 during the day). This was not the case in the console and arcade versions, in which the areas provided more variation (although based on these same four themes). Interestingly, the Amstrad CPC version contained the graphics used in the C64 conversion, but the sound from the Spectrum conversion.

Some Spectrum versions were afflicted with a bug that prevented the game from preloading all four levels in 128K mode — the fourth level's graphics would not load correctly, and it would be impossible for the player to move before the game crashed and the computer rebooted within around three seconds. As a result, 128K owners were forced to boot into 48K mode to run the game, and did not enjoy the benefit of having all levels preloaded as was designed. Under 48K mode, however, the 128K music still worked.

Mobile phone port

In 2004, Sega released a pixel-perfect conversion of the game designed for mobile phones.[1]

Nintendo Wii VC

On March 31, 2008, Wonder Boy was made available for play on the Nintendo Wii Virtual Console in North America. Japan & Europe got the game a week later. The game is available for 500 Wii points, and is a direct port of the Sega Master System version.[2]

Clones

Escape/Westone had a licensing arrangement whereby they owned the rights to the game, but Sega retained rights to the main characters, bosses, and names. Because of this they teamed up with Hudson Soft to produce a conversion of the game for the NES, under a new license.

To get around the licensing issue, Hudson Soft simply had the graphics of the main character and the title changed. The result was Adventure Island, which instead of featuring Tom-Tom, featured a character known as Master Higgins, who bore a striking resemblance to Tom-Tom, albeit with a hat. The game was, however, Wonder Boy in all but name. In this arrangement, once again, Hudson Soft retained the rights to the character and name, allowing them to continue to produce future games using the Adventure Island name and characters. These sequels are not based on the Wonder Boy sequels.

Arcade hardware

The game ran on Sega's proprietary System 1 hardware, based on a Z80 processor running at 4 MHz. Audio was provided by two 2 MHz SN76496 chips with a 4 MHz Z80 co-processor. The graphics were provided by a raster video unit at a resolution of 256 x 224.

The game required a cabinet that provided a two-axis joystick and three input buttons - one to act a start button, two as gameplay buttons.

Critical reaction

Arcade version

The game was lauded for the detailed, bright, colorful graphics and simple addictive gameplay. Criticisms include the lack of variety and what was considered then to be an overwhelming similarity to Super Mario Bros.[3]

Amstrad CPC version

Amstrad Action awarded the Amstrad CPC version of the game 68% on its original release in 1987, and 62% on its re-release three years later. Computing With the Amstrad awarded the game 88% on its original release.

ZX Spectrum version

CRASH remained unconvinced, citing technical shortcomings, including poor character-based scrolling, considerable slowdown, and confusion induced by the monochrome display.[4]. On its re-release, while quoting the aforementioned problems, the reviewer was willing to overlook them, highlighting the quality of the sprites and the fun offered by the game, and offering it 69%.[5]

Sinclair User was the most enthusiastic about the game, offering it 8 out of 10 on its original release,[6] and 72% on its re-release.[7] Your Sinclair offered 7 out of 10 on its original release[8] and 67% on its re-release.[9]

Mobile version

IGN awarded it 7.1 out of 10, praising its accuracy to the arcade original .[10]

Fan base

Wonder Boy and its sequels (as well as Adventure Island) have enjoyed a considerable fan base over the years, and the success that this has generated led to a number of sequels being produced. The final worldwide release title, Wonder Boy in Monster World, was the last, due to the series being past its commercial prime, although a sequel, Monster World IV, was released for Japanese consoles only. The fan base persists nonetheless, with a number of fan sites around the Internet, including the authors of the MEKA emulator, who have campaigned for the Wonder Boy series to be continued on the (now defunct) Dreamcast.

References

  1. ^ http://www.segamobile.com/gamespage.php?GameID=7&PageID=1
  2. ^ "Cruis'n USA and Wonder Boy Now Available on Wii Shop Channel!". Nintendo of America. 2008-03-31. http://www.nintendo.com/whatsnew/detail/4uQJLEZJ2G__3IJq5TXii66HmIjir-lJ. Retrieved 2008-04-02.  
  3. ^ Computer + Video Games Magazine July 1986 issue
  4. ^ Crash Magazine, issue 43, p. 82
  5. ^ Crash Magazine, issue 79, p. 49
  6. ^ Sinclair User Magazine, issue 65, p. 67
  7. ^ Sinclair User Magazine, issue 100, p.26
  8. ^ Your Sinclair Magazine, issue 20, p. 32
  9. ^ Your Sinclair Magazine, issue 54, p. 51
  10. ^ http://wireless.ign.com/articles/660/660043p1.html

External links


Strategy wiki

Up to date as of January 23, 2010
(Redirected to Wonder Boy article)

From StrategyWiki, the free strategy guide and walkthrough wiki

Wonder Boy
Box artwork for Wonder Boy.
Developer(s) Escape
Publisher(s) Sega
Japanese title ワンダーボーイ
Release date(s)
Genre(s) Platform
System(s) Arcade, Sega SG-1000, Sega Master System, Sega Game Gear, Commodore 64, Amstrad CPC, Sinclair ZX Spectrum, Mobile, Wii Virtual Console
Players 1-2
Followed by Wonder Boy in Monster Land
Series Wonder Boy
This is the first game in the Wonder Boy series. For other games in the series see the Wonder Boy category.

Wonder Boy is a 1986 arcade game developed by Escape (later known as Westone Co. Ltd.) and published by Sega. It was the first in a long running series of games and was followed up by five sequels; Wonder Boy in Monster Land, Wonder Boy III: The Dragon's Trap, Wonder Boy III: Monster Lair, Wonder Boy in Monster World and Monster World IV.

Wonder Boy is the origin of an incredibly confusing chain of games with alternating titles, sequels, and spin-offs. It began life as an arcade game, and all revisions of the arcade game are known by the original title (except for one bootleg known as Wonder Boy Deluxe which gives the operator control over the rate of health loss). Then Sega brought the game home for play on their relatively primitive Sega SG-1000 platform. One year later, they released it on the comparatively enhanced Sega Mark III system, known outside Japan as the Sega Master System. Due to the level of improvement contained by this version over the SG-1000 version, Sega saw fit to entitle it Super Wonder Boy. Since the SG-1000 version was never released outside of Japan, the Sega Master System version was simply called Wonder Boy. Sega released the game one more time for one of their own systems, the handheld Sega Game Gear. This time, it kept the title Wonder Boy in both Japan and in Europe, but the name was changed to Revenge of Drancon in the United States.

As if this weren't enough confusion, developer Escape wanted to bring the title to other platforms such as the Nintendo Famicom. Sega owned the rights to the Wonder Boy character, and would not permit him to appear on a competitor's system. However, Escape still owned the rights to the game concept and mechanics, and helped publisher Hudson Soft redesign the game into what ultimate became Hudson's Adventure Island (also released for the MSX home computer). While Wonder Boy went on to develop several popular sequels which varied in genre, so too did Hudson's Adventure Island, but those sequels were much more faithful to the original side scrolling concept. In 1987, Activision obtained the computer diskette rights for the game, and ported it to several popular European home computers, including the Commodore 64, Amstrad CPC and Sinclair ZX Spectrum. In 2004, Sega released a pixel-perfect conversion of the game designed for mobile phones.

Contents

Gameplay

Note: Due to the similarity between Wonder Boy and Adventure Island, please refer to the Adventure Island walkthrough. Adventure Island contains every feature of Wonder Boy in addition to more secret content. What follows is a summary of Wonder Boy's game play as well as any features which are unique to Wonder Boy, and not found in Adventure Island.

The "Wonder Boy" in question is a character known as "Tom-Tom" - a caveman-like character whose girlfriend, by the name of Tanya, has been captured by a monster. The player must guide Tom-Tom through nine "areas", each consisting of four "rounds", there are some "hidden levels" at the end of the game that can only be reached if Tom-Tom finds and collects all of the dolls, which are a likenesses of Tanya, that are hidden in every level. The levels are made up of forests, hills, oceans, caves, ice palaces and occasionally cloud lands. The levels always run from left-to-right, with some vertical movement.

Tom-Tom can arm himself with a stone hammer, which he can throw at oncoming foes, a skateboard with which he can rush through the levels and survive one attack by an enemy, and temporary protection by a fairy which allows him to destroy foes by simply running into them. All of the aforementioned power-ups are obtained by breaking open eggs. These eggs can also contain unpleasant surprises; curses which cause Tom-Tom to lose vitality more quickly than usual, and poisonous mushrooms which reduce Tom-Tom's vitality in one go, "Bad eggs" can be easily spotted as the are covered in red spots where as "good eggs" that contain hammers, skateboards and fairies are plain white. The player must remain aware of the vitality meter, which constantly runs down at a steady pace and can only be refilled by collecting fruit throughout the level. There is also one doll to collect in each level, which doubles the bonus points awarded at the end of the level and, as already mentioned, if all dolls are collected "hidden levels" are unlocked.

At the end of every "area" (thus every four levels), Tom-Tom will encounter an incarnation of chief antagonist Drancon as a boss character. Once defeated, Drancon's mask flies off and transforms into an item such as a tea cup or a piece of fruit for Tom-Tom to collect. Drancon then subsequently makes his escape. Two players could play by alternating turns.

Version comparisons

Master System and Game Gear

The Sega Master System and Game Gear ports of Wonder Boy were a direct port of the original arcade title, with some minor reductions to accommodate the more limited hardware. The SMS version of Wonder Boy featured original world designs for every fourth area that are not found in the arcade version. The Game Gear port was entitled Revenge of Drancon in North America to avoid any confusion with Wonder Boy III: The Dragon's Trap, which was released around the same time. The European Game Gear port kept the Wonder Boy title.

The graphics were lifted straight from the arcade version, but the HUD was restricted to a simple vitality bar—the score and number of lives were displayed prior to starting the level. The sound was modified slightly to adapt it to the more limited audio hardware. The controls were modified slightly to make it possible to only perform a high jump when the run button was pressed, whereas it was possible in the arcade version to perform one simply by being in motion when jump was pressed.

It also featured an Easter egg in the form of a tenth area, which could be accessed by collecting every one of the 36 dolls in the game.

Home computers

The license to produce the home computer versions of Wonder Boy was awarded to Activision, who produced versions of the game for the ZX Spectrum, Commodore 64 and Amstrad CPC in 1987. The game was true in spirit to the original, although the levels beyond level 4 differed to allow for the necessary multiload system. The first round of each area was always a forest, the second an ocean, the third a cave and the fourth a forest at nighttime (The C64 had round 1 at night time and round 4 during the day) -- this was not the case in the console and arcade versions, in which the areas provided more variation (although always with these same four themes). Interestingly, the Amstrad CPC version contained the graphics used in the C64 conversion, but the sound from the Spectrum conversion. The Spectrum version contained a bug that prevented it from properly pre-loading all of the levels into models equipped with 128k like it was supposed to.

NES and MSX

Escape/Westone had a licensing arrangement whereby they owned the rights to the game, but Sega retained rights to the main characters, bosses, and names. Because of this they teamed up with Hudson Soft to produce a conversion of the game for the NES and MSX under a new license.

To get around the licensing issue, Hudson Soft simply had the graphics of the main character and the title changed. The result was Adventure Island, which instead of featuring Tom-Tom, featured a character known as Master Higgins, who bears a slight resemblance to Tom-Tom, albeit with a hat. The game was, however, Wonder Boy in all but name. In this arrangement, once again, Hudson Soft retained the rights to the character and name, allowing them to continue to produce future games using the Adventure Island name and characters. These sequels are not based on the Wonder Boy sequels.

editWonder Boy series

Wonder Boy · Wonder Boy in Monster Land · The Dragon's Trap · Monster Lair · Wonder Boy in Monster World · Monster World IV








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