A good curse makes a good game (or so they say)! turned into a half-human, half-lizard monstrosity by the Meka-Dragon, a lonesome adventurer is facing the challenge of a lifetime! In search for a cure, our mutated anti-hero will explore the many traps of Monster Land... and defeat many stuff-throwing, curse-wielding dragons. How many more transformations can one hopeful body survive, as it turns into a Lizard, a Mouse, a Piranha, a Lion, and a Hawk... The six different forms of our shape-shifting hero make up the cast of this non-stop action-adventure platformer!
Featuring
A huge interconnected world!
6 playable forms for our shape-shifting hero, with different abilities!
Dragons of all kinds! A Zombie Dragon! A Mummy Dragon! A Samurai Dragon!
An eye-patch wearing shop-keeper pig who may or may not provide a sense of warmth and direction!
Beautiful, hand-drawn animated graphics!
A memorable soundtrack, based on Shinichi Sakamoto's originals, re-imagined and recorded with classical instruments!
...and more to be announced!
History
A cult classic
We took on making a modern version of the 1989 Master System / PC Engine cult classic created by Westone (Ryuichi Nishizawa, Takanori Kurihara, Hiromi Kurihara and Shinichi Sakamoto). With the help of Ryuichi Nishizawa (Westone), Shinji Fujiwara (LAT), and a relentless commitment of DotEmu to untangle a bunch of documents covered in pixellated dustwebs, we have licensed the IP to create this new version (a first since 1994).
Imagine if Zelda, Metroid and Mario had a love child.
About the publisher
We have partnered with DotEmu to make this game. They have a long history of toying with retro licences and they were as excited as us with the idea of bringing Wonder Boy back! So excited in fact that they are literally throwing gold coins at it! Or at least enough to give us a roof! With a roof and their experience we can ensure that the game will be fantastic!
See at the bottom of this page for links and more information about DotEmu.
About the developer
Lizardcube was founded late 2015 by Omar and Ben. We previously worked together on underdog hit DS title "Soul Bubbles", a physic based game about blowing bubbles and transporting spirits.
Omar worked in Kyoto with Q-Games on the "Pixeljunk Shooter" series. At Media Molecule in England, he laid his papery fingers on the original "Tearaway" and early iterations of "Dreams". He freelanced with Wild Sheep Studios (new team led by Michel Ancel) in Montpellier on "WiLD". He maintains a popular free-software library "dear imgui", aimed at game developers of all shapes and sizes. His passion for retro Sega games led him in the last nineties to create the emulator "MEKA" and the "SMS Power!" research and preservation community which is still active.
Ben graduated from Gobelins School in Paris 2006, co-directing Pyrats short. Since then, he has been working in videogames (“Soul Bubbles”), writing his own comics (“Powa”, “Les Chevaliers de la Chouette”) and freelanced in animation between London, Paris and LA (Dreamworks, Zodiac Kids and many more).
We are partnering with Michael Geyre and Romain Gauthier to create the aural landscape of this game.
i used to play wonder girl on the c64, was one of my fav games back in the days, there was spider boss and dragon boss at the end of some levels and when i saw this spider and dragon for the first time, i was scared...the graphic looked so good haha...i hate spiders
We've just had a great heads up from our good friend Ethan Knight, that the spectacular looking remake of the 1989 SEGA game ' Wonderboy The Dragons Trap ' has once again been shown off with new gameplay footage. What's more the video also shows us a new glimpse into the switching on the fly audio and graphics mode, which means you can switch between the old retro graphics and audio and the new modern version
Lizardcube has announced that it will be releasing Wonder Boy: The Dragon's Trap this spring. The game will be making its way to consoles first and a PC version will be released shortly after.
Wonder Boy: The Dragon’s Trap is set to launch for PS4, Xbox One, and Switch on April 18, 2017. A PC version is also coming, and will arrive via Steam a few weeks after.
Weird, I kinda miss this sort of box art graphics although digital download is convenient I suppose and makes patches and other content far more manageable.
Once I learned this game was simply a re-skin, immediately turned me off. I was hoping for a brand new adventure. Not sure how I missed that fact during announcement, but meh.
Once I learned this game was simply a re-skin, immediately turned me off. I was hoping for a brand new adventure. Not sure how I missed that fact during announcement, but meh.
Once I learned this game was simply a re-skin, immediately turned me off. I was hoping for a brand new adventure. Not sure how I missed that fact during announcement, but meh.
I's so far one of the finest classic remasters i have ever played exactly because they didn't change to much but took what was allrdy there and enhanced it faithfully (they did add some stuff though)
Build 1877399 (8:42 am PDT)
- [PC] Fixed running from an install folder that contains non-ASCII characters.
- [PC] Reduced delay for mouse cursor to disappear to 3 seconds and tweaked code to reduce mis-detection of movement.
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Build 1877644 (10:24 am PDT)
- [PC] Creates Settings.cfg file if missing very early during boot time, so machines where the game crash will be able to see and edit the configuration file.
- [PC] Made windowed mode resizing faster (fixed a bug where it would trigger resizing code many times, may have caused other issues).
- [PC] Increased the amount of diagnostic log output when running game with -megaverbose parameter.
Build 1878244 (2:33 pm PDT)
- [PC] Graphics: Tweaked some DX11 initialization code to test if it fixes initialization issues that a few people are having in fullscreen mode.
- [PC] Debug: Increased the amount of diagnostic log output when running game with "wb.exe -megaverbose" parameter.
- [PC] Debug/Inputs: Added a debugging tool (wb.exe -toolinputs) to visualize the data the game is seeing. Also will help debugging incoming support for unknown controllers.
Build 1879338 (2:41 am PDT)
- [PC] Inputs: When the game detect two gamepads and one is xinput compatible, always prioritize the xinput one. This should fix the situation with using pad remappers that emulates xinput.
- [PC] Inputs: Fixed an issue with mouse pointer not hiding.
Build 1880374 (9:56 am PDT)
- [PC] Starting in windowed mode by default for now, because a few people have issues with fullscreen mode. Hopefully temporary.
(Still working on support for xinput gamepad, but the fix from this morning should make it easier to use gamepad mapper/emulators if any problem arise)
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Build 1883333 (3:44 pm PDT)
- [PC] Inputs: Added support for legacy non-xinput controllers!
- [PC] Options: Fixed screen not clearing fully when changing to Fullscreen mode using the menu instead of ALT+Enter combo.
- Retro: Tweaked Retro Monitor / CRT effect to work better at different resolutions.
- Localization: Changed Japanese font to NonoSansCJK. Fixed Japanese font height offset.
Build 1883364 (4:16 pm PDT)
- [PC] Graphics: Fixed fullscreen flickering on top/bottom of screen on 4:3 and 16:10 screens.
- [PC] Audio: Fixed audio glitches on some configuration by increasing the default audio buffer size.
- [PC] Options: Framerate Limiter is off by default.
Build 1883439 (5:55 pm PDT)
- [PC] Inputs: Merged the regular and legacy controller menus into one. Legacy controllers have a little less options but the remapping process is now much obvious and fast.
- [PC] Inputs: Changed Retro Audio default mapping from R3 to L1 (PC only).
Build 1883864 (1:27 am PDT)
- [PC] Fixed text line in ending credit broken in previous build because of a bug in the translation builder in our side (now fixed).
Build 1884005 (3:06 am PDT)
- [PC] Inputs: Increased thresholds on analog axies for UP/DOWN actions to avoid accidentally opening door when running with some joysticks.
- [PC] Inputs: Fixed dead-zone handling for legacy non-xinput controllers.
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