![]() ![]() It's interesting, not something you see too often in a platformer like this, but it is so underutilized that when it suddenly *is* necessary it actually feels pretty mean. I also want to point out the day/night system. ![]() There really should have been something there to tell you that you aren't done with what you can accomplish in a level at that time. But I do want to point out that there are three instances, I believe, where the game breaks your trust in this system and just assumes you know you can get more than one treasure in a map-Gray and Red in Above the Clouds, Red and Green in Forest of Fear, and Red and Green in The Warped Void. Getting a new treasure and then being rewarded with new treasures available in other levels has this constant feedback loop that is hard to break sometimes. I still have issues with how punishing the game can be for minor mistakes (and I liberally used the rewind feature in the app) but the structure of the game is addicting. Hopefully the wait for 2 on NSO won’t be too long, it’s the only one I’ve yet to play.įun and addictive game. Rewinding a lot didn’t make the game less fun for me, though, it’s still been fun because the puzzles are almost entirely the main element with 3. If I had this as a kid, I would’ve pressed on with all the spare time I have to waste, but now, I am pretty shameless about rewinding whenever I got shoved off a section. On one hand, a Nintendo game without any health/lives is pretty step-ahead considering how that would stick around with them for decades to come for other platformers, but on the other, this game can really burn your time for getting hit once. I still like this game, as bizarre as it might be even for Wario standards, though it really convinced me that I have no patience for the little things nowadays. I just got all the music boxes on NSO, so now I’m going for all the treasures since I never got to do it back then. I've played this back on the 3DS after 4 through the ambassador program, and I was not expecting a puzzle-based platformer from it. It's been a while though, maybe I should revisit the Metroid series at some point. I much prefer W元's bright world compared to Metroid's dark and gloomy enclosed areas. I still wish I was more into Metroid since I kept hearing about W元 being similar, and I loved W元 as a kid (also managed to 100% it despite being pretty bad at puzzles). Collecting new powerups and then revisiting old levels in search of new exits was one thing, but then being able to fundamentally change pre-existing levels due to your new actions blew the game open. W元 feels more like a natural extension of the second game and it has the greatest sense of progression and exploration. Wario's voice alone has a bunch of distorted filters in it for no reason other than sounding cool, I love it. It's not only among the prettiest GBA games, the soundtrack is goddamn weird. Wario Land 4 got back to more standard platforming, with a few interesting twists (rushing back to the start after hitting the timer, each level having a unique theme and gimmick) and a fantastic audiovisual presentation. Branching paths is not a novel concept for games, but I had never seen it done before in a platformer, in addition to the game adopting a more puzzle-like design to account for Wario being invincible. Then Wario Land 2 replaced the map with branching storylines depending on the actions you took in certain levels, which was genius (already pointed out, but sleeping through the alarm at the start of the game gives an alternate ending 5 levels later). ![]() Wario Land 1 was an iterative improvement on Mario Land 2, abandoning the relative freeform structure for a more linear smw-style progression, and it established a fun universe with an interesting antagonist for Wario. (Caveat: I did not play WL Shake It, and past the pretty artstyle it seems kinda middling) The Wario Land series is near and dear to my heart, every title has something unique to offer. ![]()
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