Wonder Boy Returns Remix

2019 is truly the year of the pointless remake. First I had ToeJam & Earl: Back in the Groove, which did so little to improve the twenty-eight-year-old original that I wonder why they even bothered. And now I’m playing Wonder Boy Returns Remix, which does so little to improve the thirty-three-year-old original that I wonder why they even bothered. I don’t get it. Why would anyone remake a game from the 80s or even the 90s with the same exact levels? Why would fans of the original choose this version over the old one? Presumably, those fans would scoff at modern graphics. And the graphics of Wonder Boy Returns are not that great, to be honest. The style, animation, and even font used for the points when you kill enemies look like they belong to a free browser game designed to advertise car insurance.

I’m certain that Wonder Boy/Adventure Island was good back in the 1980s. The tropical theme is fun. You get to skateboard, and skateboards were big in the 1980s. And it was sort of like Super Mario Bros but not Super Mario Bros, and it was on Sega platforms where there was no Mario, but it was also on the NES where there was a Mario game but you were waiting for another Mario game and anything Mario-like will do. Give me a break, everyone. I’m trying really hard to get myself in the mindset where this game was ever good. Because my play session with it in 2019 was the drizzling shits. It’s so boring. And no matter what else I say after this paragraph, remember that there’s nothing worse a game can do than bore.

The timer is a hold-over from Wonder Boy’s life as an arcade game. It’s there to prevent you from sitting still, drains relatively quickly, and can only be replenished by fruit that spawn out of nowhere. Like the lives system, it no longer services the game.

If you played the 1986 Wonder Boy in arcades, the 1987 Wonder Boy for Sega Master System the 1988 Adventure Island for the NES, the 1990 Revenge of Drancon for Game Gear, and probably twenty thousand more remakes, you’ve played Wonder Boy Returns Remix. I should also probably note that you can play as Wonder Boy’s girlfriend. The girl is reserved exclusively for “practice mode.” Practice in this sense means you can’t take damage from anything (except falling in a pit, which costs you a life), never get off your Vespa, and basically get a free ride to the end of each stage. Because girls suck and they need their hands held. It’s slightly cringey. But what’s really weird is, it’s called “practice” and yet, if you’re really struggling to get past a level on normal, you can’t just jump straight to that level to “practice.” You have to do a full play through with the girl to get all the levels. Her unlocked levels are kept totally separate. Well hell, that’s not practice then. If I’m stuck on level 5 – 2 with the boy and want to “practice it” with the girl, I have to beat every between level 1 – 1 and level 5 – 1 with her. And given that you can’t just run as the girl and you apparently MUST use the Vespa (which is functionally the same as the skateboard), it’s ESPECIALLY not practice. There’s no bosses, so it’s REALLY REALLY REALLY not practice. It’s just patronizingly easy mode, starring a girl, because girls are helpless.

And yes, I’ve been abusing save states in the same way Kevin Spacey has abused age of consent laws while playing classic Castlevania games for the last week, but hey, I beat Cuphead, so suck my asshole.

(Also, I’ve been made aware that if you beat the game on hard mode, you find the girl chilling out. It would seem the whole kidnapping was staged and she was actually trying to trick Wonder Boy into rescuing her so that he could make babies with her. If my eyes rolled any more, I’d be able to cosplay as the Undertaker. I’m not offended or anything. It’s almost adorable in the same way being trapped in the a conversation with a senior citizen who casually states that he believes a woman’s place is in the home is. Now everyone, before freaking out, remember, it was a different time. May, 2019. Yea, the original basically has no ending at all.)

To the game’s credit, the only person I know named Tanya is sort of worthless. She locked her keys in her car, had a locksmith come to jimmy it open, got in the car, started the engine, remembered she left her purse or something on the sidewalk, got out of the car to get it, resulting in her locking herself out of her car AGAIN, this time with the engine on. Tanya, I’d worry that you’d see this and get mad at me, but I seriously doubt you can even read.

Now, in the interest of fairness, I fired up my MAME cabinet to give the original Wonder Boy a shot between the last paragraph and this sentence. I can attest that the controls are nominally fixed over the original. The biggest change seems to be in the skateboard. I was nailing some pretty hair-raising jumps with it. In the arcade version, the physics feel totally different and I was shorting the same jumps. So some effort was made. And Returns Remix also adds a charge shot, which can kill multiple enemies and also clear out rocks you trip over and other otherwise indestructible objects. Purists are crying foul, and it probably nerfed a lot of the challenge, but I used it, and I liked it. Given that I didn’t like a lot about the game, I’ll take whatever net-positive I can get.

There’s one more good addition, and it’s the best idea the new version offers by far: each stage is totally self-contained. There’s now a level select screen, and you start every stage with 5 lives. Honestly, it might as well of done away with the lives altogether. If you wish, you can play “one coin” mode. There’s no level select, and you have ten lives to beat all 32 stages. I stuck to normal mode, and honestly, the level select idea and implementation single-handedly kept me from going into full-blown scathing IGC mode. It’s a genuinely great improvement. If there’s Wonder Boy fans who never beat it, you can beat this one. It has the same levels from your childhood.

It probably could have used online leaderboards too. Otherwise scores are kind of pointless in 2019.

So what’s the problem? IT HAS THE SAME LEVELS AS YOUR CHILDHOOD! Wonder Boy came out three years before I was born. Games have come a long way over the past three decades. Wonder Boy runs out of ways to keep things fresh after just a small handful of levels, leaving worlds 2 through 7 and their twenty-eight stages a repetitive slog. Fighting the same enemies and clearing the same platforms, only rearranged in different orders. There’s a boss fight at the end of each world, but really they’re all the same and only the head changes. They all attack in the same way and only the speed they shuffle back and forth at changes. They remind me of the fights with Bowser in Super Mario 1, but hell, even those would do things like have him start spitting hammers or put blocks in your way to add to the challenge.

What Wonder Boy Returns Remix needed to do was, well, REMIX things. Add new challenges based on modern gameplay conventions. I’ve reviewed one other game with the word “remix” in the title: NES Remix. It stars some games even older than Wonder Boy. But it felt fresh and modern because it took the existing games, some of which were genuinely terrible games even in the mid 80s, and went full-on wackiness with them. Wonder Boy Returns Remix feels so safe and utterly devoted to faithful recreation that, while you do sorta have to tip your hat to how close it comes to feeling like the original, you also have to shake your head at what it accomplishes? Because I can track down Wonder Boy 1986 right now. Anyone can. I don’t think a level select is worth a remake. I don’t think starting each stage with five lives is worth a remake. The formula works. It’s beloved. I had so many people on Twitter saying “OMG ADVENTURE ISLAND!” even though this is Wonder Boy, but Wonder Boy is Adventure Island. My point is, people want more of it. But do they want more of the same?

I can’t tell if it’s supposed to be an axe or a hammer he’s throwing, so I’ll use both horrible puns. Pun #1: Hammer. “This boss must have been drinking last night, because now he’s hammered.” Pun #2: Axe. “Don’t feel sorry for this boss, he was axing for it.”

Hell, I even think the graphics of the original are better. They hold up pretty good for a 1986 game. The irony is the remade graphics of the new one feel more tired than the 1986 graphics. So who is this made for? I let my 12 year old nephew play it. He thought it was fine at first, but got bored after fifteen minutes. Scoff if you will, old school gamers, but he pretty much saw everything the game has to offer in those fifteen minutes. And that’s really the story of Wonder Boy to me. It seems like it’ll be decent, but it just runs out of steam too quickly. And Wonder Boy doesn’t even have all the hidden goodies that Adventure Island apparently has to keep it fresh. Just the same handful of enemies, set pieces, and jumps in different arrangements. Maybe that’s what a lot of old school games were, but maybe those games that held up are just.. I dunno.. better? Maybe Wonder Boy was limited all along. Maybe that’s why the series had to evolve as radically as it did. Can you believe that IGC Seal of Approval winner Wonder Boy III: The Dragon’s Trap was a direct sequel to this? If they were any different, there would be a horrible sitcom made about them being roommates.

Wonder Boy Returns Remix was developed CFK
Point of Sale: Nintendo Switch

$14.99 said “yes, this counts as an indie. It’s review #599 in fact” in the making of this review.

Thanks Garrett for the research! Kick him some bucks, everyone.

Wonder Boy: The Dragon’s Trap

I love making my readers feel old. There’s something satisfying on a primal level about sending them to their bathrooms to cry and check their hairlines when I mention things like how I was only ten-years-old when the Sega Dreamcast released in North America. In that spirit, here’s me reviewing a remake of Wonder Boy III, a game which released for the Sega Master System in July, 1989. Do you know what else released in July of 1989?

Me.

Into the world.

From my mother’s vagina.

Yep, you’re old. I’m not. Suck it.

Of course, it’s kind of bizarre that I’m reviewing a game that was, at the time of its original release, clearly not an indie. It was a major tent-pole console exclusive. Sega’s answer to Super Mario 3. Not only am I reviewing it, but I’m counting it as an indie game. For my new readers, I have a rule: for the rare non-indies that I cover here (South Park: Stick of Truth, The Simpsons Arcade Game, or Peggle 2 among others), win or lose, I don’t count them towards the IGC Leaderboard’s percentile rankings. Wonder Boy: The Dragon’s Trap will count, and spoiler alert, I’m giving it my Seal of Approval. But wait, you say: how can a major first-party game (it was published by Sega for the Master System) that was their best weapon in their war against Nintendo before the Genesis possibly be an indie today?

I’ve been doing Indie Gamer Chick for six years. I’ve reviewed over 550 games. I was, and probably still am, the defacto face of an entire indie gaming platform (rest in peace, XBLIG). If anyone would know what exactly makes a game “indie” or not, it would be me. But the truth is, I would have an easier time defining the meaning of life than defining an indie. (By the way, the meaning of life is that cream cheese mixed with powdered sugar makes a delicious frosting. Everything else is meaningless.) At one point, the gang at Zen Studios protested that I denied their Chick-Approved genre-smörgåsbord Castlestorm a spot on the Leaderboard on the basis that they made video-pinball games using the Star Wars IP. Star Wars clearly is not and never would be considered an indie game, and I felt at the time any studio big enough or reputable enough to be selected to develop for that license shouldn’t be considered for indie status. Zen Studios challenged that and convinced me otherwise. So while their work with the Star Wars IP wouldn’t qualify, Castlestorm certainly did.

I often complain about action-adventure indies that forget to make the hero “blink” long enough after taking damage. That’s not an issue with Wonder Boy. Actually, it goes to the other extreme: sometimes you blink so long it could take as long as a minute before you stop being juggled by enemies and regain the ability to, you know, move and fight back. But at least you’re not taking damage during that shit. This is the final boss, and I spent more time recoiling from damage during it than actually fighting it. Look closely to the right of it and you can see me stun-locked.

Which brings us to Wonder Boy III’s remake. The new one, not the old one. Uh, yea, in case you didn’t know, it’s already been remade once. Because of ambiguous rights issues that practically require a flow-chart (the original Wonder Boy was remade as Adventure Island for the NES and THAT spawned a completely different series, making it the Power Rangers of video games), Wonder Boy III: The Dragon’s Trap was released a year after the SMS version on the Turbo Grafx 16 (PC Engine in Japan) under the name “Dragon’s Curse.” This is the version I bought on Wii Virtual Console in 2007, so I was already familiar with it. And I quite liked it back then. I mean, the controls were so slippery that it felt like someone had buttered the floor, and this was also around the time my epilepsy developed and I had to look away from the screen quite a bit. But still, really nice game. As someone who grew up in the PlayStation era, it was one of my favorite lost classics the Virtual Console allowed me to rediscover.

This remake is actually reverse-engineered from the SMS original. So, yea, it’s a $20 ROM hack. Only there’s never been a ROM hack like this. The guys at Lizardcube painted absolutely gorgeous facades over the original graphics. While I’m fairly sure that all the original collision boxes were retained, the effort is so admirable and so striking that you have to tip your hat to them. You can switch back and forth between the original graphics and the 2017 remake on the fly, and sometimes I found myself doing it just so I could be gobsmacked by how much work they put into it. Here’s what the game looked like in 1989.

And here’s the exact same shot, only with the 2017 graphics.

Wow.

Of course, being a ROM hack that aspires to faithfully recreate the original means all the warts are along for the ride. Wonder Boy has terrible platforming controls. Floaty, loose, laggy at times. The weird thing is, the developers did fix a few things, including the most obvious flaw. In the original game, you needed to acquire and equip a sword to break some of the stone blocks. Pausing the game to equip this killed the pace and was just tedious busy-work, especially when you acquire a sword that lets you create breakable blocks that you then have to switch back-and-forth with. Even for its time, it’s such an obviously stupid design choice that it’s astonishing it took nearly thirty years for someone to fix it. In the remake, they’ve eliminated the block-busting sword. Instead, the stone breaking thingy is a charm that, once you have it, is always equipped regardless of what sword you’re using. But besides adjustable difficulty (very welcome since the bad controls made the original a maddening experience), the block-breaking issue is the only major fix. It’s like a dermatologist saying “well, you’ve got a lot of moles, but we’re only going to remove the one on your nose. Because it’s cancerous. And also, we’re going to need you to pay in cash from now on.”

I can’t really blame the developers on some of the more glaring issues with the original. But, because they clearly recognized that some aspects of the game hadn’t aged gracefully, I can’t give them a pass on them either. While the concept of switching between different animal forms was, and still is, inspired, Wonder Boy III didn’t use the idea to its fullest. The level design varies from decent to atrocious. Each animal-form is acquired by completing a dungeon. The mouse’s dungeon is repeating a series of identical zig-zag rooms on the left side of a giant pyramid, then dropping to the bottom of it and doing a repeating series of identical zig-zag rooms from the right side of a giant pyramid. Click the link. See that? Repeat that six trillion times, or at least it feels that long. Only the enemies might change, but otherwise it’s exhausting in its dullness. But that’s not even the worst level! The lion’s stage is series of flat rooms without platforms or puzzles or anything but ninjas (random). It’s incredibly lazy and uninspired. It feels like the original developers just gave up or lost their will, or surrendered to writer’s block. I don’t know the story on it, but Wonder Boy III came out after Super Mario 2, a milestone title in the realm of level design. Even for its time, these stages are the rice cake of game design: better than tofu and edible, but certain to leave you wanting something more. It’s a stripped-down Metroidvania, and it shows its age.

The lion’s animal power is being able to swing its sword in a top-to-bottom slashing motion, allowing you to break blocks above you. So the lion’s power is awareness that “up” is a thing.

Still, there’s a lot of fun to be had in Wonder Boy: The Dragon’s Trap. Grinding up money is fun (assuming you don’t outright cheat the game by opening a treasure chest in the town, returning to the title screen and going back to the now full-again chest, which I, ahem, most certainly would not do, cough), the different animals are a blast, and the variety of weapons is nifty. I just wish instead of doing an artistic upgrade, they had just remade the whole game with new levels and new dungeons. In fact, LizardStation did add new dungeons called “The Unknown”, but they’re hidden and I didn’t find any in the three hours it took me to finish. I only discovered them because the final one unlocks after the credits and features you playing as the human Wonder Boy (or, optionally, Wonder Girl, which changes nothing but allows the game to be listed under the “female protagonist” tag on Steam, a tag which in no way feels like it’s mostly used as a cynical way of monetizing political correctness and equality. No sir or ma’am) and shows you where’s it’s located. There’s one of these new “Unknown” dungeons for each animal form, but I didn’t know they even existed when I played through it, let alone where they were hidden at. I tried to play the Human dungeon but literally the first screen was so poorly designed, requiring precision movement from a game infamous for shitty controls that I immediately lost interest in trying more. It felt like one of those, well, ROM-hacks.

When I first started playing it, I told Indie Gamer Team that this felt like a fan project that got noticed by the IP holders and made legitimate. As it turns out, that’s what 2017’s remake of Wonder Boy III actually is. That’s really cool. When we think of the nature of what makes something indie or not, something like The Dragon’s Trap doesn’t make things easier for us. It’s a fascinating anomaly that both suits and defies nearly every label. A former marquee console headliner that went on to become one of the most unsung indie gems three decades later. Just, weird. While I liked it, and I would love to see more remakes along these lines, I would have preferred Lizardbox fix the control issues and the stuff that actually matters to gameplay over painting over the problems, even though they were very good at painting. It would be like buying a 2017 Porsche 911 that has the option to transform instantly into the original 1964 Porsche 911. That would be fucking sweet, right? But what if it turned out the car’s specs, no matter which version of the Porsche it looked like, were the 1964 model’s, with the only modern concession being a CD player instead of a radio? I’m not sure that’s something most people would want. Hell, maybe not even fans of the original would want it. It’s why I have to give the nod to DuckTales Remastered as the better remake. It remembered that it had a chance to right every wrong, not just the really obvious stuff. Whereas DuckTales was a trip down memory lane for retro gamers but still modern and slick (granted over-produced to the point of annoyance), I don’t think Wonder Boy: The Dragon’s Trap 2017 will be that for gamers of all ages. I showed it to my Godfather’s 10-year-old grandson C.J. and it didn’t hold his attention. His father said “it would have probably made a good rental from the video store back in the day.”

Then C.J. asked “what’s a video store?”

What’s a video store? Why you little twerp, a video store is a place that people used to go to..

OH GOD, IT’S HAPPENING TO ME TOO NOW!

Wonder Boy: The Dragon’s Trap was developed by Lizardcube
Point of Sale: Steam, PS4, Xbox One, Switch

$19.99 just won a $100 bet that she could work in the phrase “from my mother’s vagina” seamlessly into a review in the making of this review. Pay up, Dad!

Wonder Boy: The Dragon’s Trap is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. Debate if should be eligible in the comments.