I grew up as a Nintendo kid and even though these Wonderboy games are available as virtual console games now, I kind of dismissed them based on looks. They really look like simple action sidescrollers to me.
Now knowing how they play, I will definitely to check them out (after I'm done with all the discounted Ys games I bought on Steam).
I absolutely adore Wonderboy in Monster World. Wonderboy in Monster Land is one of the first video games I got alongside my Sega Master System, the video game console I grew up with. I own and have played all the games as they were released and generally think it's an awesome series. I would say this series is one of my top two favorite Sega franchises, period (the other being Fantasy Zone).
The Wonderboy games were always, IMO, a case of being on the wrong system at the wrong times. I also think sticking with the Wonderboy name kind of was a mistake, since really the series is sort of two series that overlap.
Wonderboy was a side scrolling platformer, first released in the Arcades, then coming to the Sega Master System. Sega owned the character but Westone (Then known as Escape) owned the game. They sold the game to Hudson who created their own character, Master Higgins, and it was re-released on the NES as
Adventure Island. This game played like a number of "metered" platformers of the time - where one must constantly run forward collecting fruit to replenish a constantly draining Time meter at the top of the screen. It is actually one of the best sorts of games in this "metered" style, but more relaxed games like Super Mario Bros eventually proved to define the genre.
Wonderboy generally has a jungle setting, although stages can also take place on beaches or in caves. The main character is a child wearing a sort of tarzan attire who attacks by grabbing throwable axes (think the axe from castlevania) and can sometimes ride a skateboard. It was a ho-hum game that has a little bit of charm and is generally better remembered as Adventure Island.
The sequel to Wonderboy was called
Wonderboy in Monster World in japan, but came over seas as
Wonderboy in Monster Land, which really screws up the naming scheme for the rest of the series. It was also first an arcade game, then got a port to the Sega Master System. Wonderboy 2 really changes everything, it's still a side scroller, and you still jump on platforms, and it's still level based, but the moment-to-moment gameplay is completely different. Instead of being more like a mario game, it played sort of like an action game. Think Castlevania or something similar. They also included some light RPG elements - your hp (represented by zelda-like hearts) could grow as you passed certain scores (making your score essentially behave like XP).
One of the biggest additions to the series was gold. Enemies now dropped gold when defeated, similar to Sega's own
Fantasy Zone, which could be used in shops for various things. Magic was usually purchased through these shops, as were all weapon and armor upgrades. Occasionally, health shops would show up, allowing you to completely heal yourself which proved very important as you only have 1 spare life in the game in the form of a revival potion that gets used when all hearts are gone, although those who were lucky might randomly find a potion for sale in random shops (or even luckier, enemies will very, very rarely drop a potion). These shops were also home to bar tenders, who would refill a bit of your health when a drink was purchased as well as provided hints for subquests. Early on, enemies drop small coins but as you progress, they slowly begin to drop bigger coins and eventually money bags all worth much more gold.
A number of your stats could be upgraded permanently. Buying new swords would increase your attack. Eventually you'd buy a shield and that would enable you to repel certain attacks, first arrows then eventually fireballs. Your armor upgrades would allow you to take more damage before losing hearts. Shoes would make you walk faster, jump higher and further, and climb faster. There were also a number of powerups you could get, that would grant you unique abilities. One let you hove as you jumped, thus greatly expanding the distance you could travel. One made you invincible for a short while. One doubled your strength. Stuff like that.
There was also an optional hidden subquests, one of which spanned the length of the game, culminating just outside the final boss's lair that really gave you a big advantage for completing. A memorable subquest in the game involves purchasing drinks along the desert leading up to the boss encounter with the Sphynx. Unlike normal bosses in the game, the Sphynx's battle was supposed to be an all or nothing quiz, where he would become instantly defeated if you chose the correct answer or you would die and it'd be game over if you chose the wrong one (although skilled players could still defeat him if they chose wrong). The Sphynx's quiz seemed to be random nonsense and different playthroughs might yield different answers to the same question, so just memorizing them wasn't enough. Examples include "What game have I been playing recently" with choices such as Afterburner, Hang-On, and Space Harrier. Buying multiple drinks at bars leading up to this boss battle will net you items to give to other bar tenders, ending with one just outside the Sphynx's entrance who would give cryptic hints that pointed to the correct answer. For example, if one mentioned that the Sphynx has recently been wearing aviator sunglasses, that would mean the correct answer to the question above would be Afterburner.
Thematically speaking, the series became more european in style. The main character - still the same person from Wonderboy - dresses as a knight as the game progresses. You walk through european style towns, and caves full of lava. Occasionally you walk in the sky on clouds, but the tone is always that of something vaguely european. The graphics, though small, were mainly detailed and strove for a more down to earth art-style, even though you were fighting giant squids and snakes and bats.
All in all, Wonderboy in Monster World really changed the tone of the series, and almost all further games in the series would take after it. The exception would be the next direct sequel.
Wonderboy III: The Monster's Lair was released in the Arcades first, then ported to the Sega Mega Drive (but never came to the US Genesis). It is a side scrolling platformer like the first game, that generally plays the same with a number of modern improvements. The time meter was back, and levels autoscrolled. This time around you always have a weapon, a sword that fires bullets. You can get a number of additional weapons that behave in various shmupy ways. One rotates around your character, another acts like a lazer. It feels much more like an arcade game than Monster World, with no RPG elements or alternate paths. Also gone is the gold and shop mechanics of the predecessor.
The graphics underwent the biggest change, moving to a chibi anime artstyle that the rest of the games in the series would adopt. The setting, however, mainly remained the vaguely european affair from Monster World. This gives the series a pretty unique look.
Wonderboy III: The Monster's Lair is technically not a
Monster World game. It is rather a
Wonderboy-only game, like the first game. This is where it gets confusing - the next home console game in the series was not a port of
Wonderboy III: The Monster's Lair. Instead, it was a sequel to Monster World. For this reason, the game was called
Wonderboy III: Monster World II in japan. However, once it came overseas, the title changed to
Wonderboy III: The Dragon's Trap.
Wonderboy III The Dragon's Trap is where the series really took off and became one of Sega's best. It is pretty much universally praised as being one of the best games on the Sega Master System, if not the best. As a diehard SMS fan, I can admit that the system's library had a very different feel to the NES library, and that the general public certainly enjoyed NES games more. It's all about the way they control, how they feel... it's an intangible quality to those games that really caught on. It was hard finding Master System games, at least early on, that had the same level of polish and gave the same kind of feeling.
Wonderboy III is undoubtedly one of the games that pulls off that level of polish.
Castlevania: Symphony of the Night apparently draws a lot of inspiration from
Wonderboy III, as they share a number of common themes.
Wonderboy III is when the series became a
MetroidVania - gone are set levels and instead established is an overworld. As you continue through the game, you gain new powers and abilities that let you access previously inaccessible areas to eventually find new dungeons. Being a
MetroidVania, the game shouldn't be completed in one sitting and introduced a password system to continue.
The game itself begins as a direct sequel to Monster Land. Again, like Symphony of the Night after it,
Wonderboy III begins by replaying the last stage and boss of
Wonderboy in Monster Land (albeit a shortened version of the final stage, with a much easier boss). Where Monster Land ended with a generic black text ending, beating the boss in
Wonderboy III reveals that he placed a curse upon you, transforming you from a human being into a dragon. Only by recovering the Salamander Cross can you regain your human form. Hence the premise of the game.
The graphics style is a continuation of the Chibi art style of the arcade game. The graphics are generally colorful and cheery, very comparable to Super Mario Bros 3 of the time. Large, well-shaded blocks litter the landscape and these are generally amongst the best graphics on the SMS.
Dungeons are typically broken up into three phases - first an "outside" phase where you must physically traverse to the dungeon itself, usually through a themed environment. Then, the actual dungeon itself. And finally, a one on one boss battle. Unlike Zelda and metroid, these phases are generally straight forward without a lot of puzzle solving. Despite that, the combat is really good, and the game proves addictive.
Beating each boss grants you a new ability by way of transformations. You transform from a dragon (who can shoot fireballs) to a mouse (who can squeeze through small spaces and climb on walls) to a fishman (who can swim) to a lion (who can swing his sword up and down) to a bird (who can fly). Eventually you gain the ability to freely switch between these transformations, making the dungeons a bit more active towards the end of the game as you'll need to figure out which ability you need to progress inside of a single dungeon. You also gain items that enable you to do things like swim in lava.
The RPG elements have really ramped up here. The gold and shop mechanics return, and gone is the score entirely, which is instead replaced by Charm Points. Because you are a monster, like all the other monsters in the game, you have to be conscious of how you look to other characters in the game. The more charming you are, the more likely they are to talk to you. Shop keepers, for example, won't sell weapons to something they're afraid of. The kind of creature you are at any moment affects your CP (with the dragonman being the lowest, and lion being the highest) as well as what kind of armor your wearing. Obviously wearing the heavenly armor will make your CP go up, while using the hades shield will drop your CP. You can also perminantly raise your CP by finding charmstones hidden amongst the world.
The other stats from
Wonderboy in Monster Land return, with actual numbers to let you know how your stats improve. Weapons and armor and shields you collect can actually be equipped whenever you want, and there are special stats that encourage you to do so. For example, you can only swim in lava with the right armor, and a certain combination of stuff will grant you the ability to heal yourself.
Wonderboy III is one of the very best 8-bit games around and a true classic. By the time it was released, the SMS was already completely dead in the united states, and the Sega Genesis had already launched. Nobody paid attention to it and it sort of became a cult hit. It's sequel was the first game in the series to take to their 16-bit console. It is a sequel to Monster World II, so in japan it was appropriately titled
Wonderboy IV: Monster World III. In the US and Europe, confusingly, it was released as
Wonderboy in Monster World (because
Wonderboy: Monster World was released as
Wonderboy in Monster Land... kinda going for a
Mario Land/
Mario World thing I guess).
Wonderboy in Monster World is a terrific game, and my favorite in the series. It ditches the transformation mechanic from Wonderboy III, instead letting you remain human the entire game, but still takes its metroidvania gameplay style and really expands upon it. This is the game that really introduces Zelda-like puzzles to the series, and a lot of them are great. For example, early on, you come across some locked doors and, upon talking to villagers, you find that an ocarina can be used to open them. You eventually find said ocarina in the game and can return to those villagers to learn songs to play to open up these doors. Later, that same ocarina can be traded to learn the location of a hidden entrance to another dungeon.
Wonderboy in Monster World's level design is much more involved than that of Wonderboy III, which, in many areas, amounted to long hallways without much to do besides run forward. These dungeons take you all around, and you can enter and exit them multiple times.
Virtually everything Wonderboy III did,
Wonderboy in Monster World does but better. You can now save instead of requiring a password. And where Wonderboy III had one sort of central hub area that interconnected the "levels,"
Wonderboy in Monster World has several. The scope of the game is dramatically increased and everything is generally bigger, better, and longer. The levels themselves contain much more vertical space than before, with huge oceans to swim up and down in, for example, or large spires of floating platforms to jump through.
Thematically, although it never really states it, the game is sort of a remake of
Wonderboy in Monster Land, although officially it is a sequel. You visit the same places, generally in the same order, and do the same things. It's just much better. The game actually plays as an homage to the entire series, with tons and tons of very small touches that players of the entire series recognize. Midway through the game, you need to shrink down to enter a tiny dungeon, for example, and you are tasked with collecting pigmy armor. Upon finding all the pigmy armor, the device that shrinks you down is the same device that transformed you into different creatures in Wonderboy III. There are also various nods and music remixes throughout the game.
Wonderboy in Monster World generally streamlines the RPG elements found in Wonderboy III. Gone are charmpoints, or really any experience points at all. The weapons and armor and stuff still give you numbered stats, however. In wonderboy III, your magic worked based on stock (i.e. you've found 4 thunder bolts) where in Wonderboy in Monster World you have individual MP for each spell you learn, that can be replenished by inns. Finding out how to max out all your magic in the game is actually incredibly time consuming and ultimately unnecessary.
Wonderboy in Monster World would wind up being the last Wonderboy game. It was released early on in the Sega Genesis life and I believe that played a big factor in why it was overlooked. It was also a sequel to a series that didn't have much exposure in the west and ultimately faded into obscurity. Like Wonderboy III, it has become a cult classic. Despite being the last
Wonderboy game, it is not the last
Monster World game. Late in the Mega Drive's life, the final installment of the series was released:
Monster World IV.
Monster World IV isn't a
Wonderboy game for a very good reason: you are not a boy. This is the only game in the series with a female protagonist. Gone is the european setting, and replaced is an arabic theme. The game retains and refines the chibi art style the series had become known for, and its one of the prettiest games on the system. The combination of chibi anime art style, with a female protagonist (who isn't sexualized to high-hell) and the arabian setting makes
Monster World IV one of the most unique visual experiences in gaming.
The game's rpg elements are actually a bit dialed back from Wonderboy in Monster World. Gone are multiple weapons, replaced instead by linear weapon upgrades. Gone is the metroidvania structure as well, as the game has a central hub with linear level entrances (think Mario 64, kind of). However, the game retains the way it grants you new abilities as you continue, this time in the form of a companion character that follows you who can transform. The types of transformations it learns changes as it grows throughout the game, and soon you have the ability to do things such as use it for placable platforms or as a way to hover.
The game only features a handful of dungeons this time around, a significant reduction from Wonderboy in Monster World, but the dungeons are much much bigger this time around. Most of the puzzle solving comes from learning how to use your companion almost like a gained item in zelda dungeons.
Despite the radical changes, it is a
Monster World game through and through and contains tons of cool nods to long time fans of the game. Officially, the game takes place eons after Wonderboy in Monster World, and you get to revisit a lot of the same locations, some of which have undergone dramatic changes.
The game is great, but unfortunately it was never released in the west on the Sega Genesis/Mega Drive, and in fact only very recently got a western release at all. Being the final game in the series and released late in the mega drive's life, this essentially doomed the series to obscurity, save for diehard fans like myself.
Today, with the virtual console and thanks to the internet, this series is finally getting some recognition it deserves. Its funny that this thread exists, as I've always saw the wonderboy/monster world games as Sega's answer to Zelda, and thought they totally bested Zelda II in every way. It was a constantly evolving and improving series, with no two entries really being identical. Consistently creative is how I'd describe it. I would definitely urge anybody who came into this topic wanting a sequel/remake of Zelda II to check out this series, especially
Wonderboy III The Dragon's Trap,
Wonderboy in Monster World, and
Monster World IV.
Sorry if this post got so long, I'm just a huge fan of this kind of forgotten series.