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Lizardcube

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.

Wonder Boy: The Dragon's Trap

Lizardcube and DotEmu held a joint Reddit AMA session today. Representatives of both companies touched on various topics, including developing for Switch, DLC, 3DS, and more.

We’ve collected the noteworthy comments from the Reddit AMA below. You can read the full thing here.

Wonder Boy: The Dragon’s Trap came out this week as a digital title on Switch. Lizardcube, the game’s developer, isn’t ruling out a physical version.

A new blog post states that the team is “investigating the possibility of doing a physical release later, however if it happens it probably wouldn’t be for all platforms/regions and may be in limited quantities.” Right now it “may or may not happen.”

Lizardcube said:

“The game is a digital download only. We are investigating the possibility of doing a physical release later, however if it happens it probably wouldn’t be for all platforms/regions and may be in limited quantities. We are looking into it; please bear we us that physical goods may not be at our reach and few studios at this point know how to manufacture them e.g. Switch games. So it may or may not happen.”

Source

A massive amount of footage has appeared for the new game Wonder Boy: The Dragon’s Trap. Over three hours of footage is below.

Ahead of its release tomorrow, the launch trailer is in for Wonder Boy: The Dragon’s Trap. Take a look at the video below.

Wonder Boy: The Dragon’s Trap isn’t too far away from hitting Switch. The game will be on the eShop later this month – specifically April 18. In case you’re curious, the eShop now confirms that it takes up 873MB of space.

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The second developer diary for Wonder Boy: The Dragon’s Trap is live, revolving around art. Check it out blow.

Wonder Boy: The Dragon's Trap

Lizardcube stopped by Gamekult this week and showed off an hour of footage from Wonder Boy: The Dragon’s Trap. Ahead of the game’s April 18 launch on Switch, you can watch an hour of footage below.


Wonder Boy: The Dragon’s Trap has gone gold ahead of its launch later this month. Lizardcube and DotEmu made the announcement earlier today on Twitter.

The official notice reads:


Wonder Boy: The Dragon’s Trap releases on Switch via the eShop on April 18.

Source

DotEmu hasn’t shown the hero design in Wonder Boy: The Dragons Trap – until today. The company gave fans a first look at the character, including the reveal of a playable Wonder Girl.

Here’s a new trailer:

DotEmu added in a new blog post:

“Over the years we’ve seen many different versions of Wonder Boy, depending on the specific game or console. Even the concept art had radically different characters. With such a diverse foundation to build from, it was on me to decide which direction to move in for this latest contribution to the Wonder Boy saga.

I remember as a kid, just looking at those tiny little pixels on my TV made my imagination run wild. So the obvious design choice was to start with the material I’d spent countless hours enjoying. I began with the original sprites from the Master System, aiming for a 21st-century reinterpretation.


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