History VideoGame / WonderBoyIIITheDragonsTrap

19th Jun '17 11:54:24 AM SaniOKh
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* {{Animesque}}: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics, animation and video games, rather than by anime directly.

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* {{Animesque}}: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics, FrancoBelgianComics, animation and video games, rather than by anime directly.
12th Jun '17 4:33:14 PM SaniOKh
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** The Tasmanian Sword doesn't require pressing buttons on a different controller anymore. It has also been fixed to exclude the forms the main character doesn't have access to yet, making it look more like a legitimate feature of the game, instead of a potentially game-breaking cheat code.

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** The Transforming at will using the Tasmanian Sword doesn't require pressing buttons on a different controller anymore. It has also been fixed to exclude the forms the main character doesn't have access to yet, as well as deliberately not working in certain areas, making it look more like a legitimate feature of the game, instead of a potentially game-breaking cheat code.


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* {{Retraux}}: The 2017 remake has an option to revert to the original's graphics and sounds, but the retro mode does feature several elements that couldn't have been achieved using the Master System technology.
12th Jun '17 4:11:40 PM SaniOKh
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** The Charm Stone mechanic has been overhauled. The stones are no longer randomly dropped by enemies, and shops no longer require a set number of charm points to make higher tier weapons and armor available for purchase. This alleviates a lot of the grinding in the game. The Charm Stones still exist, and the secret doors that they unlock are also still in the game, but earning a stone requires completing an optional secret dungeon instead of grinding enemies. Collecting all 6 stones will provide the same effects as having 99 stones in the original version; unlocking all the invisible doors that provide shortcuts to the Boss Dragons.

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** The Charm Stone mechanic has been overhauled. The stones are no longer randomly dropped by enemies, and shops no longer require a set number of charm points to make higher tier weapons and armor available for purchase.purchase, with only one exception (see InfinityPlusOneSword below). This alleviates a lot of the grinding in the game. The Charm Stones still exist, and the secret doors that they unlock are also still in the game, but earning a stone requires completing an optional secret dungeon instead of grinding enemies. Collecting all 6 stones will provide the same effects as having 99 stones in the original version; unlocking all the invisible doors that provide shortcuts to the Boss Dragons.


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** Unless the player uses retro graphics, the shops now show the stat boosts any given piece of equipment provides before the player buys it and potentially wastes money on something weaker than the equipment they currently have.
** Once the player picks up a piece of equipment, if it is more powerful than the one currently in use, it will be automatically equipped.
** The Tasmanian Sword doesn't require pressing buttons on a different controller anymore. It has also been fixed to exclude the forms the main character doesn't have access to yet, making it look more like a legitimate feature of the game, instead of a potentially game-breaking cheat code.
12th Jun '17 3:43:34 PM SaniOKh
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* PurelyAestheticGender: Not only does selecting Hu-Girl not affect gameplay, the gender choice also stops being visually apparent halfway through the prologue.
8th Jun '17 1:32:12 PM anty21
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* [[Animesque]]: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics, animation and video games, rather than by anime directly.

to:

* [[Animesque]]: {{Animesque}}: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics, animation and video games, rather than by anime directly.
8th Jun '17 1:31:12 PM anty21
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* Animesque: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics and video games, rather than by anime directly.

to:

* Animesque: [[Animesque]]: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics comics, animation and video games, rather than by anime directly.
8th Jun '17 1:29:15 PM anty21
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Added DiffLines:

* Animesque: Zigzagged in the remake; the artstyle is inspired by Animesque Franco-Belgian comics and video games, rather than by anime directly.
14th May '17 5:48:51 AM SaniOKh
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* ContinuityNod: The Tower contains a segment where the player falls down a long shaft, accompanied by a BackgroundMusicOverride. It is a visual reference to a cave level in ''VideoGame/WonderBoyInMonsterLand'' which started with the player falling down several screens while this exact music played. However, the segment in question was omitted in the Master System version of that game, turning this into a DiscontinuityNod for players who never played the arcade version.


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* PointOfNoContinues: Inverted. Continues are disabled during the prologue (dying during the prologue restarts the game) , but are enabled once the cursed player sets foot in the village for the first time.
14th May '17 5:22:19 AM SaniOKh
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* AntiFrustrationFeatures: The 2017 remake massively overhauls the Charm Stone mechanic. The stones are no longer randomly dropped by enemies, and shops no longer require a set number of charm points to make higher tier weapons and armor available for purchase. This alleviates a lot of the grinding in the game. The Charm Stones still exist, and the secret doors that they unlock are also still in the game, but earning a stone requires completing an optional secret dungeon instead of grinding enemies. Collecting all 6 stones will provide the same effects as having 99 stones in the original version; unlocking all the invisible doors that provide shortcuts to the Boss Dragons.

to:

* AntiFrustrationFeatures: The 2017 remake massively overhauls the contains some:
** The
Charm Stone mechanic.mechanic has been overhauled. The stones are no longer randomly dropped by enemies, and shops no longer require a set number of charm points to make higher tier weapons and armor available for purchase. This alleviates a lot of the grinding in the game. The Charm Stones still exist, and the secret doors that they unlock are also still in the game, but earning a stone requires completing an optional secret dungeon instead of grinding enemies. Collecting all 6 stones will provide the same effects as having 99 stones in the original version; unlocking all the invisible doors that provide shortcuts to the Boss Dragons.Dragons.
** Some of the enemies fought during the prologue now drop gold, allowing players who couldn't get much gold in the Meka Dragon's room to at least buy the Mithril Sword, making [[EarlyGameHell the beginning of the game proper]] slightly easier.
13th May '17 8:42:19 AM MissConception
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''Dragon's Trap'' was originally released for the UsefulNotes/SegaMasterSystem in 1989, followed by a portable version for the UsefulNotes/GameGear in 1992. Creator/HudsonSoft also released a UsefulNotes/TurboGrafx16 version titled '''''Dragon's Curse''''' (also known as '''''[[RecycledTitle Adventure Island]]''''' in Japan).

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''Dragon's Trap'' was originally released for the UsefulNotes/SegaMasterSystem in 1989, followed by a portable version for the UsefulNotes/GameGear in 1992. Creator/HudsonSoft also released a UsefulNotes/TurboGrafx16 [[UsefulNotes/TurboGrafx16 TurboGrafx-16]] version titled '''''Dragon's Curse''''' (also known as '''''[[RecycledTitle Adventure Island]]''''' in Japan).



* AdaptationDyeJob: Wonder Boy's in-game sprite has green hair instead of blond like he does in most official illustrations. The UsefulNotes/TurboGrafx16 version, ''Dragon's Curse'', depict him with the usual hair color though. Wonder Boy did, however, have green hair in the [[UsefulNotes/OtherSegaSystems SG-1000]] version of ''Wonder Boy'' (although [[http://segaretro.org/images/d/d8/Wonder_Boy_Box_JP.jpg not on the box art]]). The 2017 remake retains his green hair in gameplay and artwork, as well as giving Wonder Girl red hair.

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* AdaptationDyeJob: Wonder Boy's in-game sprite has green hair instead of blond like he does in most official illustrations. The UsefulNotes/TurboGrafx16 [[UsefulNotes/TurboGrafx16 TurboGrafx-16]] version, ''Dragon's Curse'', depict him with the usual hair color though. Wonder Boy did, however, have green hair in the [[UsefulNotes/OtherSegaSystems SG-1000]] version of ''Wonder Boy'' (although [[http://segaretro.org/images/d/d8/Wonder_Boy_Box_JP.jpg not on the box art]]). The 2017 remake retains his green hair in gameplay and artwork, as well as giving Wonder Girl red hair.



** A remake of the UsefulNotes/TurboGrafx16 version was created by [=Vile1011=]. It is not a strict remake though, as it has, among other things, a more elaborate level design, numerous new locations, a new tier of gold-colored enemies, an optional dungeon (in addition to the several existing locations that were expanded to full-fledged dungeons) , and a new optional form. To top it off, Charm Stones were made rare and collectable, and getting all 50 of them opens the BrutalBonusLevel playable with Wonder Boy as a human after the Salamander Cross is retrieved.

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** A remake of the UsefulNotes/TurboGrafx16 [[UsefulNotes/TurboGrafx16 TurboGrafx-16]] version was created by [=Vile1011=]. It is not a strict remake though, as it has, among other things, a more elaborate level design, numerous new locations, a new tier of gold-colored enemies, an optional dungeon (in addition to the several existing locations that were expanded to full-fledged dungeons) , and a new optional form. To top it off, Charm Stones were made rare and collectable, and getting all 50 of them opens the BrutalBonusLevel playable with Wonder Boy as a human after the Salamander Cross is retrieved.


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* LevelEditor: [=Vile1011=]'s 2007 remake of ''Dragon's Curse'' has an exclusive "custom maps" feature which allows users to create and load their own areas.
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