Wonder Boy in Monster Land/Versions

Arcade
The arcade version is the original version of the game, and the version to which all the other versions are compared. It was released in 1987, and only to the Japanese market. As a result, most Western players are more familiar with the Sega Master System version than the original arcade game. It was never officially translated into English. However, two different unlicensed bootlegs were released featuring rather mangled, and often broken English translations. They appear to have attempted to replace the Japanese script with the script provided by the North American release of the Sega Master System version.

Sega Master System
Better known to most American players, the Sega Master System version is remarkably faithful to the original game. In addition to including all 11 Rounds, largely unaltered, it also contains one extra round not found in the arcade. Obvious graphical limitations prevent this port from looking as good as the original, and several enemies are absent from the game including the Demon boss. Some enemy behaviors are different, such as the Red and Blue Spirits. Whenever Knights are used as regular enemies and not bosses, a shorter knight sprite is used instead. Bosses are simplified and generally have less health so they are defeated quicker. Money is slightly more abundant, although it is harder to collect hidden items in the game, as it requires you to be much more exact where you jump to make them appear. Vertical scrolling is accomplished by sliding the screen down with no sprites visible until the scroll comes to a stop.

PC Engine - Bikkuriman World
The PC Engine conversion of Wonder Boy in Monster Land is known as Bikkuriman World. It leaves the gameplay entirely unmodified, and merely alters the graphics for the main character, the shopkeep images, and any boss character to reflect the Bikkuriman World license, which was a popular sticker trading series in Japan that also spawned a few anime series. Aside from the graphic alterations, and some slight rearrangement of the HUD around the game screen, Bikkuriman World is a spot-on port of the original arcade game. The only element missing from this conversion is the color changing jewels on the enemies which indicate the enemy's current level of health. Everything else is identical between this game and the arcade game upon which it is based, making it the most faithful of the home console conversions in terms of gameplay.

Famicom - Saiyuuki World
Saiyuuki World is Jaleco's attempt to convert Wonder Boy in Monster Land for play on Nintendo's Famicom. The permissions and licensing issues surrounding this game are unknown. Saiyuuki World is the most drastic of all of the Wonder Boy in Monster Land conversions, yet it is still undeniably the same game. While several changes have been made, mostly graphical in nature, the same basic 11 Rounds are present, many considerably unaltered. Saiyuuki World transforms the setting of the game from Monster Land to that of the legend known as "Journey to the West," perhaps most popular for being the inspiration behind Dragon Ball. The player controls the monkey known as Goku, who must save his master Xuanzang and the other ten monks kidnapped by the Ox King. A number of changes were made to the game play, as follows:
 * The hourglass is not shown, but the health meter will still decrease over time.
 * Money is far more abundant and plentiful in this game than in the original.
 * Every variety of shop is present in the very first level of the game. In addition to receiving your sword and Medicine, it is possible to buy at least two items before you exit the stage.
 * The crabs have been converted to crocodiles, although they still spit bubbles. Spitting Plants spit far less frequently, and the Jellyfish take a much longer pause between leaps.
 * The bosses have changed, often into some kind of animal like a tiger or a nine-tailed fox. There is a smaller variety of bosses.
 * The Sphinx has been replaced with Rasetsu-Jo, wife of the Ox King. The question and answer to bypass her has been changed accordingly.
 * There are no keys or locked gates—when a guardian is defeated, the monk appears as if having been rescued by Goku.
 * Each monk will give one or two lines about the final round, where all crossroads are given a zodiac icon to tell apart.
 * Hit collision is far less forgiving in this game because Goku is never given a temporary invulnerability period. He can be hurt immediately after taking damage.  If he is caught against a wall or the side of the screen, he can die very quickly, even at full health.