Amstrad Computer User


Super Wonderboy

Categories: Review: Software
Author: Chris Knight
Publisher: Activision
Machine: Amstrad CPC464

 
Published in Amstrad Computer User #64

An adventure that's low on colour but high on action. Guide your kid past baddies and pick up potions.

Super Wonderboy

An adventure that's low on colour but high on action. Guide your kid past baddies and pick up potions.

Where will he pop up next, I ask myself. This kid has got truancy off to a fine art, but it's all in a good cause, so I suppose teacher won't mind if he goes wandering off again.

It's swords out and cross-country high adventure for Wonderboy this time in his quest to seek out and destroy a vicious dragon who's been terrorising the neighbourhood for some time.

Super Wonder Boy

The monsters en route are not too friendly either, but don't worry, there are plenty of helpful locals willing to sell you extra goodies - at a price.

A first glance at Super Wonderboy does not do a lot for the old adrenalin. Apart from a nice, bright loading shot, the rest of the game is in monotonous mono. Although the graphics are clear and imaginative in places, one can't help thinking a little colour wouldn't have gone amiss.

Don't expect too much on the sound front either. Admittedly, there are some pretty eccentric sounds for your swordplay, but blips and blops and beeps do tend to get a little tedious after a while, and believe me, it is a while.

Super Wonder Boy

But hang on, don't stop reading yet. Despite these little problems, the game is immensely playable and very enjoyable. There is a lot of information stored within and it is well worth unwrapping.

All you know at the start of your quest is that there is a nasty dragon out there somewhere that needs a proper kicking. But keep an eye out for the doors, press the space bar and hey presto, you are in a drinking house where you can get information or some juicy weapons. You can even cure yourself if you can afford it.

Following the advice of these friendly patrons will take you through some wacky locations, carrying out different tasks that will eventually lead you to your goal. There's a letter to be delivered to Catherine in the coastal town of Baraboro, a magic flute that needs to be played on the echo tower of Pororo Island so that an old man can hear it, a desert to cross, a pyramid to explore... the list is seemingly endless.

Super Wonder Boy

One of the points that will keep you coming back is the life system of the game. At the end of each level, an extra life is added to your total which you will need once you get past the early stages. Revival potions can also dig you out of a lot of trouble.

When you dispatch one of the meaner end of level monsters, your offensive powers are increased to help you deal with the larger baddies. The only drawback here is that if you get killed and decide to continue your game, these powers are lost, leaving you feeling a little outgunned.

If you like epic adventure with a cast of thousands then this should be right up your street. But if it's colour, kapow and mega-blast you're after, pick again.

Chris Knight

Other Reviews Of Super Wonder Boy For The Amstrad CPC464


Wonder Boy (The Hit Squad)
A review by Adam Waring (Amstrad Action)

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