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- WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS FULL
- WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS CODE
Some control/interface issues (can’t adjust the height of your jumps, t he inventory is only accessible when standing still on the ground (adds frustration to some battles) and not using Power spell (no other spells are usable during its effect either), c an’t jump down through platforms that can be jumped up through (no level design puzzles that use this restraint either?), s lightly floatier movement than in MW2 (when turning around in motion, not when letting go of the d-pad), c an't pick up coins as soon as they bounce upwards from where you killed the enemy - breaks flow a bit, a nnoyingly slow acceleration when on ice)Ī bit short and too easy overall (up until the end game which still isn't that bad if you use the right magic, have 11+ hearts and bring a hi-potion - you just have to be prepared to get hit a lot unless playing the JP ver.
WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS CODE
Shion moves very slowly initially (buying the boots in the beginning helps a bit but requires some grinding - about an hour later you can get some good boots to solve the problem or you can use a GG code from the beginning which helps a bit (note that the "move much faster" one makes you slide too much)) and he also can’t attack up or down (spears and magic help somewhat with this) There's a small item trade sequence but it's not needed since it's easy to find the amulet without a clueĬhests don't refill after loading a save here? The first skeletons you meet take too many hits to kill considering how easy they are (these are put where they are to make you not go any further in that direction though)Ī bit more linear structure than in MW2 (you can only skip the oasis boots) Can't see exact gear stats (instead you get a more vague star system showing if something is better or not in the inventory, can't see these in the store before buying something unfortunately) Somewhat shorter attack range with the first sword than in Monster World II/Wonder Boy III: The Dragon's Trap (SMS) - on the other hand it's a swing rather than a stab here so it has more vertical reach (no need to duck to hit the smaller enemies early on) JP version had a much less frustrating final boss (on the other hand it was way too easy there)
WONDERBOY IN MONSTER WORLD CHARMSTONE LOCATIONS FULL
Most dialogue can be sped up (hold to speed up one full text box at a time) Momentum based jumps (can't really make use of them except for in the ice area though)
![wonderboy in monster world charmstone locations wonderboy in monster world charmstone locations](https://cms.gameflycdn.com/content/screenshot/1024w/4311247.jpg)
Very little backtracking (doors interconnect each area quite well)Įlixir is back (saves you from death once, you can only hold one at a time here though) Medicine/potion (heal where/when you want to instead of having to go to a hospital or get a heart drop, can only carry one of each at a time though and buying a better potion replaces the one you're carrying) Some interesting mechanics (Ocarina and Sphinx boss) Return magic (teleport to the previously visited inn, you get it a bit later than in MW2 GG though, while you can't choose which inn to teleport to there are shortcuts between most areas) You can crouch and attack (somewhat safer against small enemies) Some of the better MW1 features are re-used Several towns with interactive charactersįamiliars (they attack the enemy or give minor bonuses such as healing (fairy) or gold (dwarf child), they are all pretty weak though)
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Two different main weapon types (spears and swords, can't use a shield while using a spear) Magic is more useful and interesting in general (enemies respond differently to different spells) Level Design-7 Frustration-7.5 Fun-7.5 Originality-6
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Graphics-8 Sound-8 Control-7 Challenge-6.5 Story-5