Wario Land II Review

Though the third entry of the Super Mario Land sub-series opened the door for Wario to become a video game star, Wario Land II completely kicked the door down for Wario to rewrite the rules of platformers. Though Wario Land II’s sequels would better the formula, this ambitious 1998 Game Boy title really set the stage for Wario’s unique place among Nintendo’s stars.

There are two key components that made Wario Land II such a standout both as a Game Boy title, and as a platformer: The first is that Wario Land II featured branching paths with its story, with players being able to alter the course of the game through specific actions (a feat that was a very bold move given the limitations of the Gameboy). The other key mechanic – the one that turned the platforming genre on its head – is that Wario is invincible.

That’s right, nothing can stop Wario’s path of destruction. You may wonder where the challenge is if Wario can’t be harmed. But Wario is out for treasure, and every enemy wants that same treasure. Instead of taking damage, Wario will lose coins and, subsequently, get a lower score when all is said and done. It’s a fun twist on platforming norms that has been duplicated many times since, with Kirby’s Epic Yarn being a prominent example of a game that studied Wario’s rulebook.

However, here’s where things get really interesting. The power-up helmets that were found in the first Wario Land are gone. And the concept of power-ups are instead combined with Wario’s invulnerability, with many enemy attacks having status effects on Wario that can benefit Wario with temporary abilities (in addition to serving as minor inconveniences).

By getting hit with an ice attack, Wario becomes frozen and slides backwards, and can glide across spikes unscathed. If Wario gets set on fire, his flaming backside causes him to run at super speed and can burn down certain obstacles blocking his path. And if Wario gets stung by a bee enemy, he will have an allergic reaction, with his head swelling up so much he can float like a balloon.

Having enemies inadvertently aid Wario not only serves as a fun twist on genre traditions, but also plays into the sense of humor of Wario’s character. While Wario was originally the ‘anti-Mario’ by being a dastardly villain, Nintendo quickly made him a more unique character by making him Mario’s opposite in terms of being a comical scoundrel. Mario goes off on daring adventures to save princesses, and gains super-powers like flight and shooting fireballs. Wario, by contrast, has to find success through his own misfortunes. Wario’s own games punish him for his greed, but also reward him in the end because, well, he isn’t such a bad guy. And there’s something kind of hilarious about that.

As you might expect, players often have to utilize Wario’s various ‘conditions’ to find new paths throughout the game, as well as uncover hidden treasures for 100% completion. Though some of the game’s branching paths are found by other player actions (in one of the game’s best gags, you can go through a whole other story route simply by doing nothing and letting Wario sleep through his alarm at the start of the game). Although some routes through the game are much shorter than others, they do add to the game’s replay value. And for completionists, you’ll have to go through all of the game’s routes and uncover every secret treasure to see the real ending.

Not all is peaches and cream for Wario Land II, however. The boss fights can feel a bit unpolished and finicky with how you’re forced to go back to the previous room if you’re even a pixel off with their patterns. Sure, with Wario invincible, they needed to do something to give bosses a challenge. But perhaps robbing Wario of more treasure would have been a less tedious consequence than having to start the boss process all over again.

Other than that, the only real complaint with Wario Land II is that – through modern eyes – it definitely feels rough when compared to its sequels, which perfected the formula (Wario Land III in particular, is often considered one of the best handheld games of all time). Wario Land II is still fun, and its Game Boy Color version (which is readily available for modern gamers to download on the Nintendo 3DS) still looks pretty great, all things considered. But the two subsequent handheld entries (as well as their Wii sequel) provide the more definitive Wario platformers.

Wario Land II may not be the best game starring the mustachioed anti-Mario. But it is the game that really helped shape Wario’s character. No longer simply the “bad Mario,” Wario was now the comic foil of Nintendo’s lineup of gaming icons.

 

6

Advertisements

Wario Land: Super Mario Land 3 Review

With his introduction as the antagonist of Super Mario Land 2, Wario became an immediate Nintendo mainstay. Who knows if it was the original intent when the character was created, but Wario ended up hijacking the Super Mario Land series, being the star of its third entry in 1994 before it full-on transformed into the Wario Land series. Though the Wario Land sequels would add a bit more originality to the proceedings, Wario Land: Super Mario Land 3 remains a fun and surprisingly deep platformer.

Wario Land played a bit closer to the Mario Land rulebook than its sequels would, with floating blocks containing items being scattered about, and Wario running, jumping and collecting power-ups to clear stages. But this isn’t merely Super Mario Land with a change of main character, as Wario has a few tricks of his own to justify his promotion to starring role.

The dastardly villain is – fittingly – a lot more brutish than Mario, coming equipped with a shoulder charge attack, and after jumping on enemies, he can pick them up and throw them at others. In place of Mario’s power-ups are three different helmets: The bull helmet makes Wario’s charge attack more powerful, in addition to giving him a butt stomping attack. The dragon helmet shoots a stream of fire from its nostrils. And the jet helmet grants Wario a higher jump, in addition to allowing him to use his charge attack in midair and under water.

On top of differing his core gameplay from Mario’s, Wario’s level design makes some notable changes as well. Wario isn’t out to save the day, but to scour the land for all the loot he can find (in another fun twist from the norm, while Mario often ventures to rescue Princess Peach, Wario is simply trying to steal a giant, golden statue of her). This means that simply making it to the end of a stage isn’t your main goal. Taking a page from Super Mario World, some of the stages contain alternate, secret exits, which lead to more stages and, in one instance, an entire optional world. Additionally, there are fifteen secret treasures to be found in the game, which will result in Wario becoming substantially richer at the end of the game if collected.

These alternate exits, optional levels, and hidden treasures make Wario Land a much deeper game than the Super Mario Land duology, adding to the game’s length and replay value. There are a few unfortunate downsides to how these elements are implemented, however.

While the levels with secret exits are distinctly marked on the world map, the levels that contain the secret treasures are not. That may not seem like a huge problem, but a few of these treasures must be collected by replaying earlier levels after a later stage or world is completed. So you’re basically just left guessing what stages you need to revisit.

The levels containing secret exits also disappear from the game entirely about midway through, leaving the first half of the game to feel more inspired than the second. The boss fights also lack creativity, and the music is a surprising step down from the Super Mario Land titles (thankfully, the graphics are on par with those of Super Mario Land 2).

Even with these complaints, Wario Land is still entertaining even today, which is quite the feat for a Game Boy title. It’s fun just to find more coins and treasure, and seeing if you can hold onto them by a level’s end, a concept which the game has even more fun with. Complete a stage, and you can play a mini-game where you get three 50/50 chances of doubling your coins or reducing them by half. Meanwhile, checkpoints require a small fee (10 coins) to access, but the coins you got up to that point aren’t saved if you die, giving a nice twist on checkpoints where you have the choice of using their security or keep more gold at a greater risk.

Wario Land: Super Mario Land 3 may not be one of Nintendo’s finer platformers, but it did serve as a fitting introduction for Wario as a video game star. Though it is a bit strange that Wario got his own game after just two years, while the world is still grossly absent of a game starring Bowser after over three decades…

 

6