Platform: Switch
Publisher: DotEmu
Developer: LizardCube
Genre: Adventure, Platform
Series: WonderBoy
Players: 1
Release Date: April 18, 2017

Lizardcube, developers of Wonder Boy: The Dragon’s Trap have mentioned in their newest tweet that they’re working on a new update for Steam & Console versions of the game, including a hard-mode. Here’s what you can expect within the incoming update.


Michael W Hillard and his dad Ernest were kind enough to provide their talent and record trumpets, tenor sax, trombone in their studio to replace our sampled ones in two tracks of the game (“Staff Roll” and the second variation of “The Last Dungeon” that plays when you return to the castle with Hawk-Man). Michael, between two concerts, went back and integrated the new recordings and remastered the tracks.

We also started rebalancing the Hard mode. I think it is better balanced now it will be a little easier in early stages and harder in later stages. Your feedback is appreciated!

Here’s a summary of what happened:

– Music: Updated “Staff Roll” and “The Last Dungeon (Return)” tracks with real recordings for Trumpet, Cornet, Trombone (Michael W Hillard) and Tenor Sax (Ernest W Hillard).

– Audio: Better overall audio balance for retro PSG/FM sfx and music. Lowered retro sfx volumes relative to respective retro music volumes. Upped retro music volumes by 10% to match modern music volumes.

– Gameplay: Hard mode balancing: Timer turns every 30 seconds (instead of 25).

– Gameplay: Hard mode balancing: Timer resets when entering Dragon Room.

– Gameplay: Hard mode balancing: Timer removes health proportionally to current health amount (typically harder in later stages of the game, vs old code didn’t do much).

– Gameplay: Hard mode balancing: Various minor tweaks in Sky Palace.

– Gameplay: Hard mode balancing: Made the Yellow Shadow have little less Attack Points in Hard mode.

– Achievements: Now it doesn’t grant “Hard-Earned” achievement on Hard Clear if the slot was started from a password.

– Graphics: Added floor reflections in the magical room prior to the Sky Palace.

– UI: Added Sky Palace location banner.

– UI: Fixed Ending Credits play time being rightfully included in the saveslot timer when returning to title screen, but not actually saved to disk, so quitting immediately would remove a few minutes on the timer.

– UI: Fixed in-game door & mouse rotate popup timers from triggering when Pause is active.

– UI/Retro: Fixed the Hourglass rotation in Retro UI from being painfully slow.

– Audio: Fixed playing the “Landing” sound effect when appearing in the Last Dungeon after the Intro.

– Credits: Added Seaven’s Pascal & Olivier young faces.

– Graphics: Enable the option to change the fullscreen resolution.

– Graphics: Frame Limiter back on by default.

– Graphics: Double default windowed mode size on 4K screens.

– Inputs: Fixed legacy non-xinput controller remapping referring to xinput buttons names (“A”) instead of actions (“Jump”).

– Inputs: Disabled UP/DOWN analog threshold added on Build 1884005 which makes Mouse-Man harder to play.

Source: Lizardcube | Steam

About Josue Ponce
Editor in-chief

An aspiring Musical Theatre Major and an avid Nintendo enthusiast with a passion for Community Management. Certified Adobe Associate in Photoshop and a casual gamer.

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