Wonder Boy III: Monster Lair
ワンダーボーイIII モンスター・レア
- Year
- 1988
- Developer
- Westone
- Publisher
- Sega
- Platform
- Arcade
- Hardware
- Sega System 16
- Genre
- Platform / horizontal shoot 'em up hybrid
- Players
- 1-2 players (alternating)
- Controls
- 8-way joystick + 2 buttons
- Series
- Wonder Boy series

Gameplay Screenshots




About This Game
Wonder Boy III: Monster Lair is the third arcade Wonder Boy, and it is built on a simple alternation: platform stages where you run and jump, then forced-scroll shooting stages where you ride a flying form and blast waves of enemies. The two genres trade off stage by stage, so the game never settles into one rhythm for long.
It is also the most forgiving Wonder Boy. Your character has a health bar, shots level up as you collect the right pickups, and the shooting stages are closer to a light theme-park ride than a bullet test - waves come in set patterns and the level-up makes you visibly stronger. The result is a game that plays better as a cheerful two-player afternoon than as a score chase, which is exactly what the alternating two-player mode is for. Westone and Sega released it in 1988 on System 16, and the name is a trap for collectors: it has nothing to do with Wonder Boy III: The Dragon's Trap, the Master System game that carries the same number.
- Stage-by-stage alternation between platforming and horizontal shooting
- A health bar and level-up shots - the most approachable Wonder Boy
- Genuine 2-player alternating play built around the two modes
- Bright System 16 sprite work in the series' signature cartoon style
Version History
- Arcade original1988
Sega System 16 coin-op, the version on this page.
- Sega Mega Drive / Genesis1991
Wonder Boy in Monster World is a separate game; the direct conversion appeared as Monster Lair on the PC Engine.
- PC Engine1991
A faithful CD-less conversion of the arcade game.
Cheats & Secrets
DIP switches / service menuLives, difficulty and timer speedStandard Sega operator settings; no known secret codes.
Tips & Strategy
Grab red capsules early
Shot level carries across stages. A maxed shot in stage 2 makes the whole route easier.
Watch the platform stage timers
The scroll-on-foot stages pressure you forward. Losing time is the main death cause, not enemies.
In shooting stages stay mid-screen
Waves enter from both edges. Holding the vertical middle gives you the longest reaction window.
Alternate players per death
In 2-player mode the credit passes on death, so two average players beat the route one stage each.
Download Resources
Resource packs for this game are provided through the button below.
⬇ Coming soon