- Back to: Wonder Boy in Monster Land.
Wonder Boy is said to be a teenager in the Master System version, and is given clothes at the start of the game. In the arcades, he's barely dressed, and the home computer ports stick closer to that version. The Amstrad CPC and ZX Spectrum ports choose to forgo this brief introductory segment, giving Wonder Boy both clothes and a sword without the need to see the fortune teller (although the first moving platform still does not appear until you talk to her).
The 8-bit versions also choose to represent time as a burning candle for some reason.
Despite having plenty of space on-screen, most versions of the game cover up important information when speaking to Wonder Boy. The Master System chooses to move the text below the shop owner (thus only briefly obscuring their bodies), while the Spectrum and Amstrad versions resort to a numbered list of items selectable from the keyboard.
No version is concerned with giving alcohol to a minor, though the Master System at least acknowledges that cocktails perhaps aren't the best fit for a classic fantasy setting. A shortage of townsfolk in the Spectrum and Amstrad versions mean the fortune teller runs every business in the game, asking questions despite the presence of her crystal ball.
First Death Master
Round 1 clear
Only the Master System points out which round has been cleared at the end of a stage. The Spectrum and Amstrad versions don't get separate screens.
For some reason the magic shop is owned by a small elphant in the Amiga and Atari ST versions, rather than the usual crocodile.
This cow has merged with the desk in the Amiga and Atari ST versions of the game, and offers two different options to "cure".
Master System version
The Japanese version shows a Sega Mark III logo when the game boots.