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The physical version of Wonder Boy: The Dragon’s Trap is out now in North America. It’s planned for PAL regions as well, though the wait will be slightly longer.

Headup Games has confirmed that the retail version of Wonder Boy: The Dragon’s Trap is scheduled for April 19 in Europe, Australia, and New Zealand. Pricing is set at €39.99 / £34.99.

Source: Headup Games PR

The physical version of Wonder Boy: The Dragon’s Trap isn’t too far away. Today, Nicalis announced a release date of February 13 for the retail release.

Those who purchase Wonder Boy: The Dragon’s Trap at launch will receive a few goodies. Along with the game itself, Nicalis is including an instruction booklet, a soundtrack sampler, and PVC strap.

The latest update for Wonder Boy: The Dragon’s Trap has arrived. Those who own the game can nab version 1.0.3e.

Among what’s included in the patch, video capture is now supported. The full patch notes straight from Lizardcube can be found below.


For its physical Switch releases, Nicalis tends to include some extra items. The publisher is continuing the tradition with Wonder Boy: The Dragon’s Trap.

Like with past games, Nicalis will be including an instruction booklet. You’ll also get a 3″ CD soundtrack sampler and a PVC phone strap.

Wonder Boy: The Dragon’s Trap is due out physically for Switch in Q1 2018.


During the German program Game Two, new information was shared about the success of two prominent indie games on Switch. Those are SteamWorld Dig 2 and Wonder Boy: The Dragon’s Trap.

Image & Form’s Brjann Sigurgeirsson didn’t share any specific data for SteamWorld Dig 2. However, he did say that the studio had its biggest launch on Switch. The Switch version sold nearly ten times the amount as the Steam version.

Wonder Boy: The Dragon’s Trap is another game that has done very well on Switch. According to Lizardcube’s Omar Cornut, 100,000 copies have been sold on Nintendo’s console. Moreover, Switch sales have surpassed the total from all other platforms.

Source, Via

Wonder Boy: The Dragon’s Trap is on sale for the first time. Starting today, the game is 30 percent off from the original $19.99 price on the North American and European Switch eShops. The sale lasts until November 30.

Source: DotEmu PR

Last week, Nicalis announced that a physical version of Wonder Boy: The Dragon’s Trap will be released in North America towards the start of next week. We can also now say that the same package will be offered in Europe and Australia.

Headup Games will be responsible for the retail release of Wonder Boy: The Dragon’s Trap in PAL regions. Just like in North America, it’s planned for Q1 2018.

Lizardcube, who developed Wonder Boy: The Dragon’s Trap, shared today’s news on Twitter:


Wonder Boy: The Dragon’s Trap is only available digitally on Switch. That’s about to change though, in one country at least.

Active Boeki K.K., the distributor of Nintendo products in Southeast Asia and the Middle East, will be selling a physical version of Wonder Boy: The Dragon’s Trap in both regions. English, Chinese, Japanese, and Korean will be supported.

Wonder Boy: The Dragon’s Trap will be sold for roughly $35. It’s going on sale beginning November 23. If retailers like Play-Asia take pre-orders, we’ll let you know.

Thanks to Roto for the tip.


The folks over at Gamasutra recently talked to several indie developers about the Switch – about what’s like to develop for the system, how Nintendo got into contact with them, and so on. One of the developers they interviewed was Omar Cornut from Lizardcube, the team responsible for Wonder Boy: The Dragon’s Trap. It seems the game did quite well on the Switch – Cornut said that they sold “more copies of Wonder Boy on the Switch than the three other platforms we released on combined”. Definitely a sign of a smaller games library and thus more exposure for smaller titles, but good news nonetheless for developers and Nintendo alike.

Source Via

Developer Lizardcube’s lead programmer, Omar Cornut, spoke at length about the history of Wonder Boy: The Dragon’s Trap in a recent interview with Siliconera. Several topics were discussed, such as the transition of going from fan to developer and what the team behind the game wanted to change in the remake of the title.

Omar on his history with the title and how the project got started:

I’ve been tackling emulation of the Master System since 1999, and was always involved with hacking and reverse engineering games of this era. So, I built up that knowledge over time. A few years ago, I decided to use my spare time to start studying the code of the original game ROM. My desire, at the time, was to unearth unknown secrets. It is a game with lots of subtle secrets and behaviors. Players found and published lots of them, but nobody was quite sure that we had found everything. So, I started researching that from a low-level perspective, and eventually I understood enough about the game engine to consider making a remake from the angle of being extra faithful to it.

In 2014, I left my job at Media Molecule, and with that spare time I toyed around with loading data from the old game into a new engine. This was when I got in contact with Ben, who I had worked with years ago on Soul Bubbles (DS). I knew he was a fan of the series, and together we started experimenting with prototyping what a new version could be, and finding the right art style for it. Michael Geyre also joined us early, and he experimented with recreating the soundtrack.

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