Now-a-days it's fairly common for RPG elements to be
shoehorned into every genre of game but this wasn't the case in the nineties.
While it may not look it, 'Wonder Boy in Monster World' is a whole lot more
than linear jumping on platforms.
Developed by Westone
Published by Sega
Released in 1991
Between 1986 and 1991 there were more 'Wonder Boy' games
released in Japan than there were 'Final Fantasy', 'Dragon Quest' or 'The
Legend of Zelda' games. Although it vanished after a flurry of games, for five
years the 'Wonder Boy' franchise was clearly rather popular in the Far East.
The series itself consists of the main 'Wonder Boy' games
and confusingly also games from the 'Monster World' series. Titles may be part
of one series, the other, or indeed both. Despite most being released, few
'Wonder Boy' games found popularity on Western shores. Of course, some players
may have been enjoying the games and not even realising due to legal wrangling.
Sega owned the rights to the Wonder Boy characters' but developer Westone owned
the games themselves. This meant they could port the games to non Sega consoles
with Sprite swaps and new names. Some 'Wonder Boy' games became 'Adventure
Island' titles as a result.
Arguably the best title in the 'Wonder Boy' series; 'Wonder
Boy in Monster World' has the rather catchy title 'Wonder Boy V: Monster World
III' in Japan. Released in 1991 It is actually the sequel to 'Wonder Boy III:
The Dragon's Trap' - a game that was also known as 'Monster World II: The
Dragon's Trap', 'Wonder Boy: The Dragon's Trap', 'Adventure Island' and even
'Dragon's Curse' depending on which system you're using and which part of the
World you're in. Obviously you can tie yourself up in knots trying to
understand the order of the 'Wonder Boy' games but it's actually totally
irrelevant. Despite its localised name, the player does not play even as
"Wonder Boy" during 'Wonder Boy in Monster World'. Instead our protagonist is someone called
Shion. It's a standalone sequel and
enjoyment of it doesn't depend on prior knowledge of any other games in the
series.
It tells a slightly predictable but none the less charming
story; where an adorable blue haired hero must save the world. Admittedly the
world Shion wishes to save is actually called "Monster World" suggesting
that Monsters should have a fair claim to exist there, but it was more peaceful
(if inappropriately named) prior to their arrival. Leading the invading army is
the villainous BioMeka whom Shion must defeat to return peace and harmony to
Monster World (in so doing making the name once again inaccurate).
Like the other games in the 'Wonder Boy' and 'Monster World'
series, 'Wonder Boy in Monster World' combines standard platforming elements
with things more typically associated with a RPG games. Playing similar to
'Zelda II : The Adventure of Link' the action-adventuring is viewed from a side
on perspective with hero Shion collecting weapons, items and magic, talking to
village folk and exploring an open game world filled with floating platforms to
leap over. According to 'Video Games and Computer Entertainment' magazine it's
"'Zelda' Lite [...] a beginner level RPG ".
Bosses have harder forms and enemy numbers are significantly increased. Oddly the drop rate of items wasn't lowered to reflect this though, meaning you'll typically have enough money to buy everything you see in every shop.
Fortunately there is a lot for Shion to buy as he travels
through the many interconnected regions of Monster World. Players can improve
their armour, boots, shields and weapons throughout the quest, with eight
available upgrades for each.
There aren't character stats in 'Wonder Boy in Monster
World' a conscious choice by game creator Ryuichi Nishizawa. His approach to
game design is detailed in the informative 'Sega Mega Drive / Genesis : Collected Works'
book. He notes that "in a typical RPG as the main character progresses through
the game only the stats number goes up. However for an action RPG to be
satisfying the characters progress has to be reflected in their action,
abilities and appearance." So instead of just being able to jump higher as
a result of defeating enemies, you instead have to use the coins obtained from
their deaths to buy new shoes to wear.
Of course the ability to customise the hero doesn't remotely
compare to games like 'Final Fantasy III' or 'Chrono Trigger' but there is
still a need to balance which items you equip. The hero can be tailored to suit
play style to some extent. Offensive players can opt for doubled handed spears,
while defensive heroes can instead favour a sword and shield combo. But
thrashing enemies with weapons isn't the only form of attack.
There are six types
of magic, including Fire Storm, Thunder, and Quake. Health-replenishing items
are available for purchase, and the life meter can be extended by finding heart
containers. Judicious use of magic is imperative though, as once used its hard
to replenish and you'll struggle to defeat some later bosses with swordplay
alone.
While he doesn't form a 'Final Fantasy'-esque party during his
travels, Shion will often be joined by a small companion who follows you
around. However, each companion is bound to the region they belong to and will
return to their respective homes when you leave familiar territory. These companions function essentially like Navi
in 'The Legend of Zelda: Ocarina of Time', unable to harm foes and acting more
like a guide. Amazingly this isn't the only time that 'Wonder Boy in Monster
World' foreshadows what many consider the greatest 'Zelda' game; despite coming
out 7 years before 'Ocarina of Time'. By the game's end you'll see yourself
playing Link's favourite instrument with each button representing a different
note. Admittedly it's rather awkward on the Mega Drive controller, but should
you get the timing for the melodies spot on doors will open and you'll be able
to progress with your adventure.
Like the 'Zelda' games you can choose a secondary item or
weapon which is displayed on screen alongside your health and wealth. The only
problem is that one third of the screen is devoted to this character
information. While some of these gauges are necessary, the amount of play space
that is forfeited for this purpose seems excessive. Indeed you really feel like
you're missing out when the graphics shown on the remaining 60% of the screen
are beautiful. The environments you visit are all your typical RPG fare; icy
worlds, deserts, scary fortresses, with a "surprise" space finale.
But lush scrolling backgrounds clearly define each area, with the game having a
charming hand drawn story book look.
Our hero and the enemies he faces are all sketched with a
bright colourful palette, filled with charming detail and fluid animation. If
anything you would be forgiven for thinking 'Wonder Boy in Monster World' was a
Super Nintendo game rather than a Mega Drive title. Foregoing the gritty visual
style that typified the system the game looks unashamedly childish, providing players
with a world of fantasy and wonder. Complementing the delightful visuals is an
even more impressive soundtrack composed by Shinichi Sakamoto. It has an
orchestral feel to it and each area in the game has its own theme. Indeed, in
the first 30 minutes alone, you'll probably hear half a dozen different
melodies. Each one is unique and all are ideal accompaniments to exploration.
And there's no shortage of exploration in 'Wonder Boy in
Monster World' . Even though one town does act like a central hub (with all
other areas accessible from it) there is still an awful lot of backtracking and
dead ends in the game. Much like 'Metroid' and 'Castlevania' it's worth
mentally mapping where these dead ends are as most will become accessible once
an item or ability has been obtained. Essentially these are barriers to
progression, forcing the player along a set route despite the game appearing
entirely open. It's a common trait in RPGs yet 'Wonder Boy' director Ryuichi
Nishizawa believed his game series offered some of "the best
'Metroidvania' games".
In comparison with other RPGs, 'Wonder Boy in Monster World'
is short, lasting just 8 hours on a first play through. The bulk of this is
spent trying to figure out where to go and how to use the item you've just
obtained. Villagers may tell you where you should be going next, but they
neglect to mention how you're meant to get there. For example, I spent nearly
an hour strolling around with a trident equipped looked for the Water Temple. I
discovered totally by accident (after mistiming a jump) that my destination was
actually a pool that I had dismissed as an environmental hazard. Yes it may
sound obvious now, but I had already been in the same pool a dozen times
(without the trident equipped). Modern RPGs have made me dependent on World
Maps and way point markets it seems.
'Wonder Boy in Monster World' really does feel like it is
over too soon. The final boss presents an unfair and excessively punishing
challenge but there was a reluctance to beat him as it meant an end to an
enjoyable, underrated game. In the closing moments the game does say that the
adventure is "to be continued" but the next game released was
'Monster World IV' which has Arabian aesthetic and tells a very different
story. Series creator Ryuichi Nishizawa has repeatedly said he wishes to return
to the series and new games are apparently inbound, but it is unlikely Shion
will feature.
'Wonder Boy in Monster World' may have been overlooked by
the West and lost in a confusing maze of names in Japan but it's a game that's
worth looking for. As Eurogamer said "'Wonder Boy [in Monster World]' has
compelling and confident genre-straddling design, backed up by well-tuned
gameplay and just the right amount of depth to keep you playing and
exploring." Of course it isn't the best RPG or platform game you can get,
but it's not often you seem the two genres so beautifully interwoven.
Like most Mega Drive games I own, 'Wonder Boy in Monster
World' was part of bulk buy bundle. It had sat on my shelf un-played for far
too long simply as I had never heard of it and wrongly dismissed it as a
platformer with swords. While this initial assessment was actually true, it's
so much more too. Yes it is short in length, but the game was well worth the £8
I paid.
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