wario land

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Wouter Groeneveld 2023-12-08 16:28:46 +01:00
parent 2507be6612
commit 5d3c19a1b0
5 changed files with 38 additions and 6 deletions

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@ -5,10 +5,7 @@ title: "Wario Land: a Retrospective"
game_release_year: 2000
game_developer: 'Nintendo'
tags:
- 'Super Mario Land 3: Super Wario Land'
- 'Wario Land II'
- 'Wario Land 3'
- 'Wario Land 4'
- 'Wario'
- 'Metroidvania'
- '2D Platformer'
aliases:
@ -47,9 +44,9 @@ Something needs to be said about it's bosses. Since you cannot die, bosses inste
So, Wario Land 3 builds upon Wario Land II and improves every aspect of the game by cleverly introducing a metroidvania-like gameplay in a beautifully atmospheric coat.
### Super Mario Land 3: Wario Land (GB)
### Wario Land: Super Mario Land 3 (GB)
Time to play the first Wario game. Going back from 3 to 1, you can clearly see where the game got it's roots and where it changed drastically. To me, Wario 3 is the pinnacle but Wario II is the most innovative that changed the Wario experience for the better.
Time to play the first Wario game, [Wario Land: Super Mario Land 3](/games/gameboy/wario-land). Going back from 3 to 1, you can clearly see where the game got it's roots and where it changed drastically. To me, Wario 3 is the pinnacle but Wario II is the most innovative that changed the Wario experience for the better.
Super Wario Land plays a lot like Super Mario Land 2: Six Golden Coins for the Gameboy. Wario collects power ups in the form of "suits" (even a bunny one where he can fly). When you're hit by an enemy, you shrink in size and can die. Collecting hearts can net you a "one-up", a very Mario-like concept that was thankfully dropped in the later games. Jumps are a lot more floaty. That means it's a **slower game** than the more snappy sequels.

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---
title: "Wario Land: Super Mario Land 3"
date: 2023-12-07T08:35:00+01:00
score: 3
howlongtobeat_id: 11067
howlongtobeat_hrs: 4.0
game_name: 'Wario Land: Super Mario Land 3'
game_genre: '2D Platformer'
game_release_year: 1994
game_developer: 'Nintendo'
tags:
- 'Mario'
- 'Wario'
- '2D platformer'
---
After the events in [Super Mario Land 2](/games/gameboy/super-mario-land-2) (SML2) where Mario kicked out a fat intruder called Wario, the aggressor hatched a big plan for revenge: why not steal heaps of money to build a castle yourself? In the _Wario Land_ series, the trusty main protagonist is swapped out to follow the greedy adventures of the series' garlic-loving antagonist. The first entry, still subtitled _Super Mario Land 3_, seems to serve as a test-bed: is the world ready for Wario? Judging from the financial success this game booked in 1994 and later, it most definitely is.
_Wario Land_ feels weird, especially when playing it right after _Mario Land 2_. There's no run button! No run button in a Mario-esque game feels like blasphemy. On top of that, Wario's bigger sprite/body moves slower, meaning the platforming in _Wario Land_ feels less tight than when controlling Mario. To compensate for the speed loss, Wario can rush into enemies and literally bump them off screen---he even gets a coin for that as a reward. Of course, a _Wario_ game shouldn't feel like a _Mario_ game, but since this is still very much classic 2D platforming with breakable blocks and mostly left-to-right action, it can feel a bit finicky and floaty.
![](chest-castle.jpg "Left: ooh, a hidden treasure chest, I wonder what's in it! Right: ascending the scary looking Syrup Castle dungeon in the final world.")
In this first Wario entry, Wario still behaves like Mario: he can pick up powerups, he can lose his powerups when touching enemies or spikes, he can collect hearts to earn a 1UP, and he can die. Most of these mechanics will be radically altered for _Wario Land II_, but for now, it's in essence still a classic _Mario Land_ game but with a clear focus on (hidden) treasure, perhaps not unlike [New Super Mario Bros. 2](/games/3ds/new-super-mario-bros-2) for 3DS.
I must have finished this game more than ten times now, but the more I replay it, the less I enjoy the first Wario entry. The scenery and mischievousness of the new protagonist is wonderful but as soon as you start moving Wario, it becomes clear he's not a very agile platform expert. A few more examples: catching a start grants---as expected---invulnerability, but also temporarily increases walking speed. Except while jumping, which results in janky hops. The most overpowered power-up, the Bunny Wario (just like Bunny Mario in SML2)---officially called _Jet Wario_---, drastically increases Wario's walking speed on top of his flight powers. This made me skip almost all other power-ups that were thrown my way (a dragon suit that spits fire immediately killing enemies and a bull suit that allows Wario to hang onto conveyor belts).
Being compressed onto the ROM of a beige [Game Boy](/games/gameboy) cart, the level design stays small and straightforward, although the variety of the sprite work and the size is quite impressive. The open world of SML2 is no more: instead, you'll be following along a set track in the world map, that here and there splits off provided you manage to find the secret exit. If you're in a hurry, the game can be finished in two hours.
![](endboss-credits.jpg "Left: after beating Captain Syrup, Wario steals the genie lamp. Right: Wario's got his own little shack!")
The best part of _Wario Land_ is perhaps it's ending. After beating up the pirate leader that is also after the gold, she blows up her castle, revealing a huge Princess Peach statue of solid gold. Wario can't believe his eyes! Unfortunately, Mario suddenly comes swooping in and nabs the statue, leaving Wario bankrupt yet again, ready to shed a tear or two. In a desperate last move, he wakes up the genie of the lamp Captain Syrup used against him, who grants Wario a single wish. A castle, of course. One slight problem: the genie requires cash to do his magic.
That means the more gold you collected, the bigger this "castle" will be. Hidden treasure you managed to discover throughout the journey will be converted into cold hard cash (on average 5000 gold a piece!). Depending on the amount of money bags you give the genie, your wish will result in different alterations of "castles", [from simple birdhouse up to a whole planet!](https://www.mariowiki.com/Wario_Land:_Super_Mario_Land_3#Endings) After finishing the game, you can go back to levels with flashing marks revealing the presence of hidden treasure to up your chances.
All in all, _Wario Land_ is still one of the better Game Boy platformers that finally made _Wario_ as introduced in its predecessor playable. The result is somewhat clunky gameplay but still an enjoyable game that will pave the way for more exciting Wario silliness to come: _Wario Land II_ in 1998.

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