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Jeremy Parish
Jeremy Parish

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Segaiden 061: Wonder Boy in Monster Land

Remember how I've been lamenting all the bad (or at least underwhelming) sequels on Master System? Well, here's one that breaks the trend. Wonder Boy in Monster Land goes all reverse on Sega's summer ’88 sequel movement; rather than simplifying the design of an earlier work, it takes a simple platformer and juices it up into something akin to an action-RPG. It doesn't quite go all the way, and it would be surpassed quite impressively by its sequel the following year. But that's no bad thing.

Segaiden 061: Wonder Boy in Monster Land

Comments

I think my favorite part is the castle at the end and you can choose eighter the bell, which shows you how to get through the final dungeon that is setup somewhat like the lost woods in Zelda, or the Ruby which makes the Mecha Dragon easier to defeat with less life. Likely in those pre internet times requiring you choose the bell the first time to learn the route through the castle. Because aimlessly trying to figure it out will eat up your time and life, and then on a subsequent play though using the Ruby to actually have a chance of beating it once you have that knowlege.

Sean Clements

I’ve been waiting for this a long time.

Sean Clements

I have so many memories of watching my Dad finish this one. I was awful at it as a kid but actually got pretty close to the end on my first try in my 40s

Beefington von Barnstorm

You reused the Zillion II title card

Rhys


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