Wonder Boy in Monster Land is the direct sequel to Wonder Boy. Developed by Westone and published by Sega for Sega System 2 hardware, the game ditches the left-to-right platforming gameplay of its predecessor in favour of a platform-RPG hybrid gameplay style. The original arcade version was only released in Japan, though was planned for an overseas release.
The game was later ported to the Sega Master System and released everywhere except the United States. In Japan, this port is known as Super Wonder Boy in Monster World (スーパーワンダーボーイ モンスターワールド), beginning the Monster World naming trend that would eventually replace Wonder Boy as the series's name in Japan. In Brazil, the game was renamed Mônica no Castelo do Dragão, with characters being taken from the Brazilian comic series Turma da Mônica, also starting a trend of renaming Wonder Boy' releases to tie into the show.
The game saw the most success on the Sega Master System, though it was also brought to the Amiga, Atari ST, Commodore 64, TurboGrafx-16, and ZX Spectrum. The home computer ports were handled by Activision. Computer versions were called Super Wonder Boy. When brought to the TurboGrafx-16 in Japan, the "Wonder Boy" name was dropped and replaced with Bikkuriman World, with characters being taken from a then popular Japanese anime.
The Master System version has been included as part of the Wii's Virtual Console service. The arcade version was released as part of Sega Vintage Collection: Monster World. Both versions were released in Sega Ages 2500 Series Vol. 29: Monster World Complete Collection.
Until both the Virtual Console and Sega Vintage Collection releases, only the Amiga and Commodore 64 ports were released in the United States.
The game was followed by Wonder Boy III: Monster Lair, a scrolling shoot-'em-up with features from both Wonder Boy and Wonder Boy in Monster Land. The game which followed, Wonder Boy III: The Dragon's Trap, brings back the gameplay first seen in Monster Land.
Gameplay
You play as Wonder Boy as he explores various short levels filled with respawning enemies. The control panel has two buttons: one to attack (with a sword you get in the first building you visit) and one to jump.
enters buildings. At the end of each level, you have to enter a building to fight a boss, whose defeat will unlock the exit. There is a timer on the bottom left of the screen; if it runs out, you lose a heart. Run out of hearts and you lose the game. You gain full health after clearing a level.
Production Credits
Amiga/Atari ST Version
1987 Sega /Westone.
All Rights Reserved.
Activision. Authorised User.
Conversion By Images Design.
Graphics: Jason Lithou, Andrew Pang
Music: David Whittaker
Program: Laura.P.Paul.
A Software Studios Production
Commodore 64 Version
TM & (C) Sega/Westone 1987.
C64 Version By Images Design.
Program: James Smart.
Graphix: Andrew Pang.
Music: James Smart.
(C) Activision 1989
A Software Studios Production.
Physical Scans
System 2 Version
Master System Version
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78
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Sega Retro Average
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| Based on 2 reviews
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| Publication
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Score
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Source
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| Computer & Video Games
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85
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№80
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| MicroMania
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70
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№2/31
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| Master System, EU
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Cover
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 Cart
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Master System, EU ® variant
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Cover
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| Master System, AU
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Cover
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| Master System, BR
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Cover
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|
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Amiga Version
| Amiga, EU
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Cover
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|
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Amstrad CPC Version
| Amstrad CPC, EU (Cassette)
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| Amstrad CPC, ES (Cassette) (MCM)
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Cover
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| Amstrad CPC, EU (Disk) (MCM)
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Cover
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|
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Atari ST Version
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84
|
Sega Retro Average
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| Based on 1 review
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| Publication
|
Score
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Source
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| Computer & Video Games
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84
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№98
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|
Commodore 64 Version
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85
|
Sega Retro Average
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| Based on 1 review
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|
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ZX Spectrum Version
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84
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Sega Retro Average
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| Based on 1 review
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| Publication
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Score
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Source
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| Computer & Video Games
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84
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№98
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| ZX Spectrum, ES (MCM)
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Cover
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External Links