The first home version of Wonder Boy was released exclusively in Japan for the SG-1000 (Sega's first video game console) during the same year the arcade version was released. The game was released in a "My Card" format, which required the "Card Catcher" peripheral. Because of the severe hardware differences, the game was remade completely for the SG-1000 with an all new set of stages. Certain enemies, stages, and items were also omitted, such as the skateboard.

The version of Wonder Boy for the Master System and Game Gear was a direct port of the arcade title, with some minor reductions to accommodate the more limited hardware. In Japan, the Sega Mark III version was entitled Super Wonder Boy to differentiate it from the previous port, although the overseas releases dropped the word "Super" from the title. The Game Gear port in the United States was entitled Revenge of Drancon.


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However, the most important aspect that differentiated it from its arcade counterpart was the addition of "areas". Wonder Boy for the Master System and Game Gear had nine areas; this included all seven areas from the arcade original plus two new areas created specifically for this version. The new areas featured unique level designs different than the rest of the game. These two areas were dubbed as the fourth area and eighth area in the game. This resulted in a modification on the numbering for the areas lifted from the arcade original (for example, what was the fourth area on the arcade version became the fifth area on the SMS/GG version).

The license to produce the home computer versions of Wonder Boy was awarded to Activision, who produced versions of the game for the ZX Spectrum, Commodore 64 and Amstrad CPC in 1987. The game was true in spirit to the original, although the levels beyond level 4 differed to allow for the necessary multi-load system. The first round of each area was always a forest, the second an ocean, the third a cave and the fourth a forest at nighttime (the C64 had round 1 at night time and round 4 during the day). This was not the case in the console and arcade versions, in which the areas provided more variation (although based on these same four themes). The Amstrad CPC version contained the graphics used in the C64 conversion, but the sound from the Spectrum conversion.

Escape had a licensing arrangement whereby it owned the rights to the game design, but Sega retained the Wonder Boy trademark. Because of this, Escape teamed up with Hudson Soft to produce a conversion of the game for the NES, under a new license. To get around the licensing issue, Hudson Soft had the title changed which resulted into Adventure Island. Although Hudson could have featured the generic boy from Wonder Boy as the main character of Adventure Island, it inserted instead a caricature of Takahashi Meijin (known as Master Higgins in English games). Since Adventure Island is based on the arcade version of Wonder Boy, it does not contain any of the original levels found in the Master System or Game Gear ports.[18] The bonus stage that was reserved for collecting all the dolls in Wonder Boy is integrated in this game as a regular area.[18]

Wonder Boy was a commercial success in arcades. In Japan, Game Machine listed Wonder Boy on their May 15, 1986 issue as being the fifth most-successful table arcade unit at the time.[28] It became Japan's tenth highest-grossing table arcade game during the latter half of 1986.[29] It appeared at number-two on Euromax's nationwide UK arcade chart in 1987, just below Capcom's 1942 at number-one.[30]

The arcade game was critically acclaimed upon release. In Computer and Video Games, the game was lauded by reviewer Clare Edgeley for the detailed, bright, colorful graphics and simple addictive gameplay, whilst some criticism was leveled towards the lack of variety.[1] She also stated it reminds her of Super Mario Bros. though "not as complicated but just as playable."[1] Writers now note that both games share a common ancestor in Pac-Land.[31]

The C64 version shares the same graphics as the Amstrad CPC version; unlike the ZX Spectrum and Amstrad versions, however, the game featured smooth horizontal scrolling. Zzap rated the game 52% criticising the poor sound and labelling the actual arcade game as 'ordinary'.[26]

Master System - The graphics here actually look fairly comparable to the arcade version (though it was a fairly old arcade game by this point). There's decent levels of detail with textured floors, good sprites and familiar backgrounds, but like its other early platforming peers (such as Super Mario Bros on the NES) there's a general lack of different environments. The same four environments are recycled over and over with only a few new environments thrown in here and there later on.

Master System - A very good job has been done of the colour in this version. The overall environments look fairly similar in colour to the original arcade and include a lot of nice shading, with the main difference between this and the arcade version being that some of the pastel colours have had to be replaced with simpler primary colours. The sprites here especially stand out in comparison to the other versions, with many more colours being used. There are a few occasions here and there where I think the colour choices are a little odd, but these instances are few and far between.

C64 - This version is very smooth, but it doesn't scroll vertically like in the original arcade and console versions (this vertical scrolling is first seen on the cave levels of the arcade and console ports when you go up and down hills).

Master System - Whilst this version emulates the music of the arcade very well, the actual arcade game itself suffered somewhat from a lack of variation, with only two main tracks during the game (this was also pretty usual for platformers of the period). The two songs are very good renditions though, one plays during most of the normal stages, and the other during the boss stages, luckily the normal song is just about catchy enough not to get too much on your nerves over time.

C64 - A pretty good rendition of the arcade version's music. The C64's sound chip does a good job with it but I don't think the synthesizer sound which is natural to the C64 suits the music quite as well as the Master System's sound chip. This version is lacking the invincibility power-up theme.

Master System - Apart from a few very minor changes in layout (i.e. once every three of four stages you'll notice a platform moving the wrong way) the Master System version of Wonder Boy is actually very accurate, in fact, I'd go as far as to say that it was probably one of the most accurate arcade conversions of its time. Most of the level designs are the same, the power-ups and such are there, even the collection of the dolls still opens up the final level.

Apart from that though I did notice that the earlier levels are notably easier in this version than the arcade (the first few stages have fewer enemies, and the falling spikes are now absent). The changes to the early levels actually result in the player being eased into the game as opposed to being thrown into the deep end like in the arcade original.

NES - This does not play as accurately as the Master System version but is still a pretty good port. The gameplay here is more difficult than the arcade version as the enemies are more numerous than before, more aggressive, and also have new abilities (the snakes can now breath fire), not only this but now you are limited to only three lives to complete the entire game (unless you use a cheat).

Out of the changes the one I dislike the most is definitely the fire breathing snakes as these guys really make it difficult to keep hold of your skateboard, in fact, due to the snakes and changes in enemy placement the skateboard is generally much weaker and more dangerous to use in this port than it was in the arcade and Master System versions. Apart from those changes the NES version has replaced the doll items with pots, however due to the final extra level automatically being unlocked in this version, the pots literally do nothing here but give you points.

Amstrad - This port is basically just a slowed down version of the C64 game, very slowed down, the skateboarding speed is about as fast as the arcade's walking speed! all in all though it still manages to be fairly fun, if a little bit subdued.

Spectrum - Like the other computer ports the level layouts here are simplified but still recognisable, however due to some slightly off controls this version tends to feel much more finicky. The programmers have attempted to put in the momentum and skid of the original arcade game but the character skids so much he controls kind of more like a bike than anything else.

This comparison is a clear and easy win for the Master System, its version of the game plays, and looks quite comparable to the arcade original, even exceeding that version in some areas (the extra levels for instance). Although the NES version has a more diverse soundtrack, it just really doesn't play anywhere near as polished, the graphics are noticeably inferior, and it even has kind of a unlicensed pirate feel permeating it due to the cheap sprite swaps.

As in the original arcade machine, there are three games, each more brief or simplistic than a full arcade release. Roosters and Chariot feature the same characters and the same world, while Donpuru is unrelated.

The character Lou, who appears in both Roosters and Chariot, appeared as a guest character in Marvel vs. Capcom: Clash of Super Heroes, released for the Capcom CPS-2 arcade board in 1998 and the Sega Dreamcast in 1999. 2351a5e196

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