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Wonderboy III: The Dragon's Trap

 
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field balm



Joined: 31 Aug 2010

PostPosted: Sat Mar 12, 2011 11:18 pm        Reply with quote

There's not really that much sequence breaking, but it has another parallel to symphony of the night in that at a certain point, if you know where to look you can get equipment to break the game open much earlier than you're meant to.

This was one of my favourite games growing up (sms kids unite), and IMO one of the most underrated platformers. I'm planning to do a fairly in depth post outlining some of the main stuff in this game later today, and maybe another detailing some of the ways to break it for people who aren't planning to experience themselves.
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field balm



Joined: 31 Aug 2010

PostPosted: Sun Mar 13, 2011 1:16 am        Reply with quote



Haze’s explanation was spot on - this is a cruft-free action-rpg platformer in the vain of zelda 2, metroid et all.

You begin at the end of the previous game, in the castle before fighting the last boss. You begin fully powered up, in your most powerful form (human). When you defeat the boss, Meka Dragon, he places a curse on you, transforming you into lizard-man. The goal of the game is to break free of this curse.

Progression through the game is mainly made by locating a new dungeon and killing the dragon inside, which will transform you into your next form, opening up new routes of exploration. The forms are Lizard-man (weak, but has an unlimited missile attack), mouse-man (can walk vertically and upside down on certain blocks), piranha-man (can-swim), lion man (sword swing covers 180 degree arc instead of straight in front, high charisma), and hawk-man, who can fly.

The world design is fairly minimal, but charming. After beating the first boss, you begin in the town of Aseldo, which contains a few shops, a nurse, a smoking pig that gives you passwords, Aseldo tower, and a house without a door. This is absolutely one of my favourite environments ever, a combination of nostalgia and my love of streamlined, yet evocative level design.

Here is an (edited) image of the town, which functions as a sort of hub between the rest of the map.



You can clearly see several avenues available using different powers. Through the second door from the right is the entrance to an aqueduct which leads to a beach scene. Through the top door to the right of the tower is a desert scene. Once you get mouse-man you can climb over the blocks on the left to a jungle. Acquiring an item lets you break the gold blocks over the well. Once you can fly you can enter the door on the top left, and fly over the bricks to the right.

Most of the dungeons are fairly straight ahead, castlevania type affairs, and the boss battles always happen in a featureless room.



meka dragon



There are only three stats - Attack points, Defence points and Charisma Points. Attack is influenced by the weapon you have equipped, Defence by your armour and shield, and Charisma by your armour. Each form also has different stats.

While the first 2 are self explanatory, charisma is weird for a game like this, but important. Most items can only be purchased from shops, and which items you can see is dependant on your Charisma.

On top of this, a lot of shops are invisible, so can only be found by pressing up in a likely looking location. You will have to do a bit of grinding for cash if you want to get the best stuff.


Charm stones can be found in chests or randomly dropped, and are useful for increasing your charisma. If you have 99, you can access a boss select through secret doors in town - like many of the secrets in this game, its not sure if this was intentional or left over debug stuff.

Keys are used to open important doors, and you can only carry one at a time.

The shields are only stat-boosters, but the swords and armour can have intersting attatched properties, like breaking or creating blocks, and armour that makes you immune to lava. There is a combination of armour that makes your health refill whenever you die - whether this is a bug, or a reward for exploring is unknown.

On the right is your magic, which function similarly to sub weapons in castlevania. You have a limited stock, which are randomly dropped by monsters. One interesting thing i only realised lately, and makes the game quite a bit easier at parts, is that if you catch a boomerang you don’t expend any stock.

I’m not going to talk about any more details because this game can be finished in about six hours the first time, but I will do a post about some of the broken stuff you can do sometime soon, hopefully after more people play through it.

also, the music is pretty great - here are some of my favs, the first dungeon theme, town theme and misc danger theme. (someone tell me how to embed youtube links :( )

http://www.youtube.com/watch?v=um_4wOM8_N0
http://www.youtube.com/watch?v=ok68Z2mpSr4
http://www.youtube.com/watch?v=vUctiDA7PmE
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field balm



Joined: 31 Aug 2010

PostPosted: Sun Mar 13, 2011 1:25 am        Reply with quote

this site has a pretty good explanation - http://www.insertcoyne.com/wonderboy/wonderboy01.html

basically, 'wonderboy' is the first game, then the rest are 'monster world' games, with wonderboy thrown in for recognizability
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field balm



Joined: 31 Aug 2010

PostPosted: Sun Mar 13, 2011 8:38 am        Reply with quote

mouse-man's sections are frustrating for that exact reason. that and the way you grind to a halt as you attack makes jump-stabbing things pretty integral. your shield absorbs 100% of projectile attacks if spaced properly (i think?) so you can just let most stuff come to you. Your sword stays out in front of you for a decent amount of time, so they'll run into it. Also the main reason the boomerang is so important, i literally smacked my forehead when i realized they are reusable.
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field balm



Joined: 31 Aug 2010

PostPosted: Wed Mar 16, 2011 2:06 am        Reply with quote

yeah, the first castle in the game is actually above the beach scene too, it looks pretty stupid on vgmaps - http://www.vgmaps.com/Atlas/MasterSystem/WonderBoyIII-Dragon'sTrap-Village.png

also the 4d doors do not add to the sense of a real space at all!

i get the feeling that the hidden doors are meant to replace the coin hunting, but it's no way near as fun.

I did my first real sequence breaking run last week, and got every item in the game just after beating the 3rd boss (when you become piranha man), then went straight to the 6th and final one. I have a suspicion it is possible as soon as you beat the 2nd boss, which i'll try soon (and document, i suppose). It should only take an hour or 2 if i don't die a bunch. Tempted to do it with the minimum amount of hearts as well, but i'll probably get sick of save state abuse.
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