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| Run right, throw axe, save girl. Simple. |
Running from the left to the right and throwing something in the progression
to get past the adversaries in the way and remove the obstructions they create,
to attain several goals at once be it the eradication of the blight that has
caused the situation in the first place that necessitates the running and/or
rescue an individual of the opposite gender being held against their will in
constraints unnecessary and illegal.
Yeah I just described most of the 80s arcades and home consoles games, but oh
well.
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| The skateboard, added shield and speed. |
Wonder boy, alternatively known as Adventure Island (NOT time is it?...)
particularly on the home consoles until the RPG diversion took Adventure Island
down the platforming route and the Wonder boy franchise/name off into the
scrolling 2D battle RPG scheme of things. Wonder boy on the arcade is strictly
the former of the two involving your plucky young hero 'Paedo-Bait
McGrassSkirt' trying to save 'Miss NobodyInParticular' from the supposedly evil
clutches of Some Guy that changes heads more often than he changes underwear.
It makes sense later, bear with me.
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| These lovely enemies will just pop up and slap you if you're not careful |
It's present in a light-hearted and comical manner; everything looks so cutesy
and appealing on that Technicolor level that almost looks like a psychedelic
saccharine approach to creature and level design that if it was any more sugar
coated; legs would be falling off and eyes bursting in fountains of spectral
wonder. It's bright, colourful and looks like it belongs on some kids Saturday
Morning TV show. (And maybe should be with some of the shit that's broadcast
these days... enough social commentary there for now though)
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| Snails: Lots of them, don't do much, kills on touch. |
The game has a built in timer, which is designed to steadily drain and fall but
gets replenished in small pieces by collecting fruit that's scattered along
each level. Fruit that APPEARS in front of you (or above) when you get near it
and either you remember where it is or you run past it or you have to move back
and get it, which is quite likely to disappear by the time the inertia physics
slows you down enough to actually turn around and then you've wasted even more
time. Time spent making no progress and always dying. It's almost like the
entire game is set above 26,000ft and fruit contains oxygen (or burgers contain
oxygen, magic mushrooms and such...you know...)
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| Cloud jumping, and octopuses...octopi? squid things. |
Your items for pick up range from the axe, without which you're going to have a
VERY hard time getting anywhere in the game, especially after level 1. A
skateboard which makes you faster and you can survive one hit but you cannot
stop moving, so expect to roll off the edge of a cliff at some point. Milk,
which either boosts a lot of health or fills it up entirely depending on the
small/big variety that you can collect. Bonus points symbolised by gold letters,
which can be triggered to appear by doing a mixture of things such as hitting
it with an axe (when you can't see it) running/jumping into a key point (no
clues here either) or killing/not killing everything up to that point.
Sometimes you might encounter an extra life but I'll promise you now it's under
a spotted egg which summons a reaper that drains your health very quickly for a
while, while sometimes you'll get a fairy from the normal eggs that will make
you immortal to enemies (not holes) for a short while.
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| Fairy for invincibles! |
The last key items are the magic mushroom which turns all fruit/food into junk
food and multiplies the score of the food you collect (50 points to 500points),
and a doll, which gives you a bonus of however many points your health is worth
at the end of the level, and then gives you that bonus again for the doll. So
finishing a level quickly while collecting everything is essential if you want
to get the top score (or don't bother, just finish the game anyway). The kicker
in this case is that you cannot get to level 8 if you don't get EVERY SINGLE
DOLL through the game and there's one per level.
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| More tricks and traps, and more ways to die. |
Now initially, you might think, "fair enough" and I'd make you right
for the first few worlds. They're usually in places you can easily miss if you
jump too high/low or if you've got the skateboard you might sail right past
them, or you need to use a spring to get them but springs only really activate
once and you can't exactly go back to them because the projected launch takes
them outside of the left of the screen. But the real bitch of the situation,
the real "I'm the programmer and I hate EVERYONE" move here (The big
floppy donkey-dick move of them all) is that some of the dolls are hidden in
rocks.
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| The more calorific, the more points it is worth. |
The granddaddy cockslap to the face with the STD dick of death is the fact that
some of the dolls are hidden in enemies. Sometimes it's a snail, sometimes it's
a frog having to leap into a fire, other times it's a cobra. There is NO clue
or indication that the things that would normally kill you, now have something
you NEED to get the true final ending and area of the game. Of course, get the
wrong enemy or hazard and you'll die. This is possibly the most ridiculous idea
I've ever come across in a videogame aside from arbitrarily killing someone for
picking the wrong doorway in a maze.
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| Level 4 of any world is a boss fight awaiting for you at the end. |
The mechanics within the game are quite simple. Fall down a hole; dead. Get hit
by ANYTHING; Dead. Run out of vitality; Dead. It's very easy in this game to
die and die often, usually by the same thing. Dying results in you restarting
the level or from a checkpoint in some of the levels and starting without any
items in the inventory.
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| ...and then it all went downhill. |
Your enemies are a varied bunch, ranging from the slow snails, the immobile but
suddenly THERE cobras, hopping frogs of 2 flavours, pelt wearing ninja-like
assailants, swordfish and octopi, tribal humans/figures, bats, spiders,
boulders and bosses. Each boss being a big guy that runs back and forth,
hurling bouncing fireballs at you.
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| The boss... Same boss every time, just a new head. |
Unless of course you count the rather nasty level designs when it comes to
gaping chasms with platforms swaying back and forth, or platforms that drop as
soon as you land on them and require you to immediately jump again, or the
lift/elevator platforms of the ascending AND descending varieties. It's a game
that uses up a lot of the typical things one would find in almost all future
platform games and does it rather well. Making it into an interesting first
step in the series by having an initially simple game that becomes fiendishly
difficult within 2 worlds and outright ABUSIVELY destructive by the time you're
half way through the game.
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| Congrats, you fucked up. |
While some might throw themselves down in a pathetic display of defending this
game from criticism, citing that it's an arcade game and needs to be difficult;
I'll agree that arcade games are made to make money. But I shall not agree that
ANY game should use the systems this game uses in order to pad out game play
and deny players their lives/credits/continues by playing kamikaze egg-hunt for
the dolls within the game. You wouldn't tell a kid that the Easter Bunny hid
some of the eggs inside car engines on the motorway (Actually I might...) and
you wouldn't start an Egg Hunt by telling kids not to go into certain places to
look for the eggs AND HIDE THE EGGS THERE ANYWAY.
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| These guys hit you from behind, much harder to avoid if you're on the skateboard. |
It's grossly unfair and unwarranted in a game and is one of the key problems
that Wonder boy has. Of course, I say all this on the assumption players can
GET that far to find out that the dolls are hidden, most of the time players
won't get past the 2nd World anyway as the difficulty curve ramps up into a
solid wall fairly quickly and then overhangs the player by that point.
Entertaining but you'd better be prepared to suffer for this one if you have
any inclination at all towards beating it.
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| Go on, I dare you to get to this point. |
In what boils down to running right, jumping and attacking if you have the axe
weapon (and nothing else...) you'll have to navigate 8 worlds consisting of 4
levels (Mario anyone?) where in a boss will be found on the fourth level (Mario
again?) The boss getting progressively harder and more aggressive in their
movements and attacks (Mario?) while looking mostly the same apart from the
head-swap issue to signify a "different" boss. The 4th level of the
world is always a dark forest and is the same dark forest each time with
different layouts for the enemies and traps.