I probably should've reviewed Monster World IV ages ago, but it just kept slipping between the cracks. Actually, let me be frank. Up until the night before, I had never actually finished a playthrough. Whoa, seriously? "Mr. Mega Drive" couldn't scrounge up a few hours to complete one of the more significant titles in the console's library? Yeah, I guess that's what happened. Get ready, because my reasoning as to why is going to sound silly.
...This game subverted my expectations a little too often. After Wonder Boy in Monster World, I was all set to explore new lands, visit some towns, and acquire powerful artifacts that would aid Asha's quest to rescue the four elemental spirits and become a hero. Ultimately, I led myself to believe that the game would be a 50/50 split of action and adventure, when it's clearly a 90/10. The linearly structured world-design and almost complete elimination of backtracking left me in a realm that's somehow both unfamiliar and too familiar.

Though I tried to reach out, it never felt like there was anything to hold onto. Shortly after clearing the first couple of stages, Asha is introduced to Pepo. Again, I led myself astray thinking that the heroine's cute companion would acquire new powers as the story progressed. That... isn't really the case. Just because the blue Pepologoo eats a fruit that causes instant growth doesn't make him a floating collection of Metroidvania mechanics. If anything, his usefulness is almost entirely circumstantial to the surroundings. He solves tasks when he's needed, but the game treats him as more of a friend than a tool. In fact, he's not even around for almost a third of Asha's journey.
Instead of finding legendary weapons and armor in the realms surrounding Rapadagna City, Asha has to rely entirely on good ol' capitalism. All equipment must be purchased. It's expensive too, dauntingly so once I realized the strength of a monster doesn't affect how much cash they're carrying. The impression I get is that due to previous locations being locked away once Asha has accomplished the necessary task, Westone didn't want to create a situation where players could miss out on essential items. To counter this, most treasure takes the form of gold bars or blue droplets. Bars are traded to the mythical benevolent billionaire for the cash necessary to buy a big equipment upgrade. Acquiring ten blue droplets raises Asha's maximum health by one. There's 150 of them, so all but the most diligent guide-users are guaranteed to miss a few. Anyway, the intention behind these collectibles is that they provide a necessary means for Asha to improve her chances of success, without creating an "all-or-nothing" approach where the player is denied the ability to defeat the final boss because they missed a shield in the Ice Pyramid or whatever.

It's here that I find myself questioning whether I'm really in it for the journey or the destination. Years upon years of "the norm" has led me to believe that the destination is a rare weapon in a treasure chest. What does that make the journey then? Becoming a true hero and saving the world is just an excuse, a free pass into the dangerous places where nobody else is allowed, just so I can hoard all the fantastic armaments. Whether intentional or not, Monster World IV challenges a philosophy that I've resigned myself to. It has incentives for players to explore; the process is just a little more involved. The blue droplets add up over time, making the heroine a far more powerful warrior than if she had just found a sword that was rendered obsolete a couple of dungeons later. That said, buying the legendary sword will trivialize the final dungeon, but that's only made possible by the ample funds provided by the lady with the gold bar collection. The prices she'll pay for bars rises as she recognizes the threat facing the world, so keep it mind.
Since I have "lovely down-stab" written in my MW4 notes, let's get on with discussing the controls. Here's an instance where I'm 100% ecstatic that expectations were subverted. Unlike Shion, Asha walks, runs, and fights like she's serious about this world-saving business. Her every move is 100% spot-on perfect. What makes her down-stab so lovely is that it's plenty strong for cracking skulls, yet it's also not super-maneuverable. There's a real purpose in learning when to best utilize it. Pulling off a down-stab at the right time against a boss can lead to them inadvertently cornering themselves, getting jabbed all the while by the heroine's sword. This game makes a point of designing levels that feature enemies attacking from above; as fine a reason as any to put the up-stab to use.

The shield is another essential part of Asha's repertoire. Since both melee and ranged attacks can be blocked, get in the habit of pressing down when uncertain of what the next enemy will do. Positioning is also important, since a shield in the front won't protect the back or head. One of the trickier aspects of the game is that the sources of healing in each stage are unusually inconvenient. Think vending machines instead of healing fountains. If Asha's health is in a really bad state, then a trip back to town or the last save might be necessary. Memorizing which enemies drop hearts can help, but mostly it's a matter of playing carefully and defensively. Enemies aren't overly aggressive, nor are they damage sponges or hit like freight trains, but they all serve a purpose.
Monster World IV is a very lean, very focused game. Gone are the optional excursions that might've occurred once or twice in the past. Let me break it down to the basics. After the introductory opening and tutorial dungeon, there are four "main" dungeons, each of which are also broken up into two parts. Afterwards, there's a final enemy / mini-boss rush and the big bad itself. There isn't any fluff, which is a little disappointing for me. Without any fat, the portions of the game I dislike don't get enough time to fade from memory. The statue puzzles of Ice Pyramid, the flying carpet ride, and Sky Palace's conveyor belts all happen back-to-back in an almost unbroken sequence.
Puzzles aren't uncommon in the
Wonder Boy & Girl universe, but I think what this entry does with its Ice Pyramid went a little too far. Basically, the pyramid is broken up into three sections. The goal of each is to acquire all five statues and then place them in the correct order. Clues to this order are made purposefully scant, so it'll take a little critical thinking to fill in the blanks. If a mistake is made, then it's no big deal. All Asha has to do is go repeat the entire section and reacquire every statue! That's an excessive punishment for a puzzle that isn't solved with a simple yes/no answer! If the player isn't already nose-deep in a guide trying to get all 150 blue droplets, then they're going to pull one up just to get the solutions. Anything's better than an instant headache.
Conveyor belts have been a platforming staple since ancient times, but in most cases they're just a mild hurdle. Monster World IV's Sky Palace made them extra spicy, and I'm of two minds about that. I appreciate that these particular belts must be approached with utmost care. Players are required to pay attention to which direction the belts are moving in before they make the jump. I'm reminded of the final section of the Demon King's Castle in the previous game, when it becomes a series of moving & falling platforms that have to be nearly perfected in order to move on. The catch of course is that missing a jump means redoing everything. Taking that concept and distributing it across an entire dungeon is an impressive feat. The punishment for missing a jump is mostly negligible. Losing a hit-point isn't so bad when Asha has 20+ to spare. Still, with precious few opportunities to recover health, landing in spikes repeatedly will take its toll.

I don't have to explain my reasons for disliking the flying carpet ride. It's a vehicle section.
Even at its most aggravating, this game has an unfathomable level of charm. Everything Asha does is so... Asha! From the way she climbs ropes to how she slides across ice; there isn't a single thing she doesn't that isn't wholly unique to her. As far as least-talkative protagonists go, she's got the most personality, and there's no way this game could ever happen without her. Pepo is also fantastic. The duo's combined interactions bring a lot of life to each dungeon. It really sells the adventurous spirit when the main characters react to what's happening around them.
Despite a handful of complaints, I'm really glad that I finally made time for this one. It's a special little game that wasn't afraid to ditch the "It has to be bigger" adage that sequels are so often forced to commit to. Westone took the last Monster World game in many unexpected directions, some that were even a little disconcerting to folks like me who claim to have played everything. In retrospect, this was the right decision. This final journey is a personal one with a lot of meaning behind it.