Wario World Review

By Treasure, to treasure?

Version tested: GameCube

Kristan's Waaa on the subject...

'Wario World' Screenshot 8

At first, I was pretty annoyed with Wario World, or more specifically, annoyed with Nintendo for sitting on this game for so long. Having played the game for about two hours at E3 2002, it clear that nothing whatsoever has changed in the last 12 months. When delays like this occur, is it any wonder the Cube is struggling? Still, it's a good summer game in the release wasteland; we should be grateful.

For the first hour or so Wario World comes across as nothing more than a quirky, generic platformer. Run, jump, bash, collect. Oh look a boss that has a weak spot, Splat. Yawn. Surely the game can't have been by the legendary Treasure; super hardcore developer extraordinaire? Didn’t we leave level-based platformers behind years ago? What happened to the freeform expansive multi genre straddling spirit of adventure a la Jak & Daxter? But then we are talking about Treasure; a developer that readily waves two fingers at the notion of the perceived wisdom of what makes a good game, and focuses and refines areas of gaming that others may consider old hat.

By going back to the conventional form of strict level based design, Treasure has created a tight, superbly designed game that invites you to explore every nook and cranny. Yes, it’s short, and the first world is ridiculously easy, but there are more than enough positives to draw from Wario World to have you grinning throughout - and unlike so many games, you'll almost certainly bother to finish it.

'Wario World' Screenshot 9

The control system, for one, is one of the tightest ever devised for a platformer. At no stage is the player ever fighting against the game mechanics - you instinctively know what to do and when, and neither does the game arbitrarily trip you up with unhelpful camera angles, largely as a consequence of the pseudo 2D nature of the game. At first, the camera system seems a little odd, but in the 'trapdoor' puzzle sections it's an absolute godsend, allowing Treasure to create true 3D levels that simply wouldn't work any other way. Some of them are absolutely fiendish - especially as you progress to the latter stages, but you can’t help but admire the design even when you're tearing your hair out.

Visually, it's never the most amazing game you've ever seen, with flat texturing spoiling the overall appeal, but almost every creature in the game is oozing with charm and detail that you can’t help falling in love with the game.

Where the game falls down is its length; at around eight hours it's going to take you less than a good weekend session to plough through it, and for £40, frankly that's not good enough. It's Luigi's Mansion all over again, in that it's a great little game that charms the pants off you, but it's too short to justify the price tag. We're certainly not averse to short games - in fact we wish games were shorter, generally, but publishers ought to consider aligning the price tags to match the longevity. At £20 we'd say this was an essential purchase for platform fiends, but £40 seems steep, to say the least.

7 / 10

As the man himself says on the inside cover of his game manual, "I've always been stuck in those liquid crystal displays, but not anymore." Yes, Nintendo has finally decided to thrust Mario's bulky adversary into the red, green and blue of true console limelight, after years of quirky coin collecting, block-busting and puzzling platform games on various Game Boy consoles. And in-keeping with the big N's current strategy of outsourcing popular franchises to trusted second parties (which seems to be working if Metroid and F-Zero are anything to go by), Wario's first Cube adventure has been concocted by gameplay gurus Treasure, whose 2D shooter Ikaruga - also reviewed this week - is a poster child for playability over pretentious polygons.

It's a-me, Wario!

'Wario World' Screenshot 1

Those of you pessimistically anticipating a joyless union of Mario Sunshine and Wario Land will be pleased to hear that Treasure has done something vaguely different. Instead of full 3D, the game is played side-on, as Wario moves left to right, right to left, and up and down in much the same way Mario and cohorts used to do in their 16-bit adventures. What characterises Wario World though is the quasi-3D environments, into which Wario can move quite a distance, even though he can't centre the camera behind him or take a look around in the first person.

There are 13 levels, split into four worlds of three levels each and a final showdown. Eight of these are platform levels with a selection of important collectibles, some incidental ones, a whole raft of respawning enemies, plenty of coins and a final mini-boss fight at the very conclusion. Four of the others are 'proper', dedicated boss fights which unlock fragments of a key. Once reassembled, the key opens the big treasure chest sitting in Wario's castle courtyard, which houses the tentacled black jewel responsible for transforming all of Wario's treasure into monsters. And Wario wants to smack him 100 times, apparently.

On smack

'Wario World' Screenshot 2

As with all platform games, Wario World is packed to bursting with things to collect. First of all there are eight red jewels. These can only be found in puzzle/challenge rooms, which lurk beneath glittering trapdoors (that require butt stomps or piledriver moves to open), and a certain number must be recovered in order to open the end of level goal and access the boss battle. Then there are the various discarded pieces of Wario's golden statues, which alert you to their presence with a ringing, glittering sort of noise, are often hidden just off-screen or in challenge rooms, and once collected add another half-heart to our anti-hero's health meter.

You also have to consider lost items of treasure, everything from pots and pans to NES consoles and Ming Vases, found by hitting colour-coded, W-stamped buttons somewhere in the level and opening chests where they materialise on W-stamped platforms of the corresponding colour. Find eight items on every level and you can unlock various Wario Ware mini-games for download to your Game Boy Advance. There's nothing here that isn't in Wario Ware itself - from nose-picking and rope-skipping to shooting aliens and bouncing on a trampoline - and the game bafflingly fails to offer anything to Wario Ware owners, but completists will want to find them anyway.

Boxing clever

'Wario World' Screenshot 3

And we're not done yet. Also strewn around each platform level are five black, bouncing boxes. Find these and give them a smack and you'll release a spriteling, the natives of the land or something, each of which offers a tip. Some of these are useless, some of them are not, but if you value the completeness of your end sequence, you'll pick up all five of them on every level before taking on the dark jewel.

Aside from all that nonsense, there's the small matter of coins. Every dispatched enemy, and most vaguely secreted treasure chests and out of reach platforms play host to a bit of Wario's treasure, and over the course of the game you'll amass many thousands of coins, with a bonus for completing each level too. Coins are important here, because when that final heart is sapped from your health meter and Game Over looms into view, you're offered the chance to revive yourself - immediately, with half a health meter to work on - for a few hundred coins. The cost of doing so goes up as the game goes on, but upon completing Wario World we'd used many, many continues and still had more than 10,000 coins.

Anything else to worry about? Just your health. Garlic keeps Wario ticking over apparently (as opposed to Mario's magic mushrooms), and apart from the odd treasure chest clove, you'll have to invest in your life's herb at irregularly distributed garlic dispensers. And the price goes up the more you buy.

From haunted to haunting

'Wario World' Screenshot 4

Each level is much more than a simple exercise in running and jumping, and they vary in pace and theme, even within each world. The second section, for example, is your typical haunted house theme, or so you think. The first level of the two has you moving through a graveyard clobbering skeletal dinosaurs, rhinos and pterodactyls, hanging onto and manoeuvring to jump off spinning ethereal glue balls as they float from the ground towards inaccessible platforms, fighting sharks in a shallow, murky pool at the foot of a stony church, climbing up and down chains, fighting past electrifying blue doors, taking on various respawning enemies in a 60-second showdown and eventually crashing through the depths of a spooky-looking house and taking on a ghostly boss.

After that we expected nothing more than more of the same. These are themed worlds and this is a platform game, after all. But to our surprise, the second level was set in a quirky, psychotic circus with bouncy big-top style music, enormous cannons on three second repeat, glue balls on rotating sticks, electric fences disabled by successfully hitting targets with thrown enemies, giant elastic bands, rhinos in clown suits, caged demons whose hands reach out from behind the bars, charging elephants and even five-pin bowling for a cash reward.

Look, no hands!

'Wario World' Screenshot 5

Indeed, the game may repeat many of the same elements over and over, but it also enhances them, augments them and even plays on the game's perspective to add to the challenge. We thought our Mario and Ratchet-hardened fingers were getting a decent enough workout in world two, so when the "Sparkle" levels asked us to climb along grilled netting, navigate obstacles and overcome invisible enemies blindly, relying only on a mirror image on the far wall, we had to sit up and take notice. And Wario World isn't afraid to break up the play with a stop-and-beat-me enemy like the ice world's "Angler", a massive iced-over fish with a weak spot that has to be targeted by piledriving smaller enemies and having them bounce up and hit it like cartoony collateral damage.

Probably the best example of this upward difficulty curve is Wario World's secret challenge rooms, which must be beaten to obtain the all-important red jewels. These come in two styles and, to begin with, are simple enough to overcome. On the one hand, the small and enclosed room puzzles have you bashing blocks on a particular side to break them, and as a result creating tiered piles so you can reach a platform high up. Meanwhile the exclusively platformy, mile high alternatives have you leaping between moving platforms and lining up the best place to butt stomp down to the red jewel, amongst other things.

Then they both start throwing in disappearing blocks, spiked mines, moving spiked mines, rotating platforms and arrow blocks, which when smacked on one side move in the opposite direction until they come up against a hindrance, sometimes rebounding back again. By the final levels of the game, these will have you trying over and over and over, and it's mercy on Treasure's part that you don't lose a life or heart every time you fall to oblivion.

Mad World

'Wario World' Screenshot 6

And in a roundabout way, that brings us on to one of our main criticisms of Wario World. Despite upping the ante with each subsequent level's new occupants and spacing garlic dispensers father apart, it's still too darned easy. Although there are lots of enemies, none of them ever has you thinking "yikes", not even the really big ones. Some of them have patterns to figure out (like the path-blocking trees with spiked acorns, which can only be picked up and thrown once downed from the tree and picked up by the non-hazardous side), but mostly they're just stupid. You can actually run past most of the enemies in the game, and after a while you will, because you rarely need the coins they represent to add to your total. By the end of the game enemies became a platforming tool rather than an obstacle. KO'ing them became tedious; something we'd only undertake in order to piledrive through iron trapdoors, kill other enemies that bar the way, or reach raised areas by spinning them round - a process of rotating the analogue stick quickly - on platforms that react to this sort of behaviour. Then again perhaps Treasure expects this, throwing in magnet and shovel enemies, which can be hurled at metal panels or soft walls to produce makeshift platforms...

On the whole though, some tougher opposition would have countered the game's startling brevity. If you can find enough trapdoors, and you'll usually only have to struggle to find the ones you could do without, you can open the goal and get on with the boss pretty quickly. You don't have to collect the treasure pieces if you don't fancy the downloadable Wario Ware tasters. You don't need the spritelings if you don't care about the sanctity of your end sequence. You don't even need the statue pieces if you think you can survive on four hearts' worth of health (between four and eight hits). And if you duck out you can save all your progress, down to the last coin.

And despite employing plenty of "bottomless pits" to catch out fleet-footed, impatient or just plain untalented gamers, you don't lose a life for plummeting to your doom, you discover there actually is a bottom after all, and on it is a sort of mini-game, shot from above and behind Wario's head, where the anti-plumber has to smash crates open until he finds the one with the spring in it - the catch being that the crates are on small platforms surrounded by coin-sapping water. Still, it doesn't take much money, the floating "Unithorns" are easily stopped if they get a hold of Wario, and ultimately it makes fishing for secret goodies off-screen a lot easier, when it's actually more rewarding to think about the layout, locate the path the game wants you to take and unlock something that way.

Night of 100 Smacks

'Wario World' Screenshot 7

Probably the thing that we found most annoying about Wario World though was the way it tired you out. For us it was over in about eight hours, and that's having unlocked every red gem, every statue, every piece of treasure, every spriteling and having conquered every boss. And yet, by the time it was over we were hardly clamouring for more. If anything, we were glad to see the back of it. Maybe it was something about the constant repetition of the same sorts of platforming tasks. Maybe it was the borderline cynical distribution of chests and switches, forcing you to backtrack or dive down to the ground floor of a pyramid-style level in order to tag a hidden switch, sacrificing 10 minutes of painstaking progress. But in all probability, it was the overuse of boss encounters.

Now, shoot 'em ups, which we'll certainly not deny that Treasure are very good at, can get away with a boss behind every level, and mega, uber bosses thrown in for good measure. Platform games, however, generally cannot. Particularly when almost every single boss (and there are 13 in eight hours, lets not forget) is beaten by the spin and throw move circa Mario 64, even if you have to do something to loosen them up first. Spiders, pirates, sand-dwelling serpents, circus performers - even giant black jewels which epitomise that brand of evil nobody, not even Wario, can get on with - all eventually succumb to wiggle-wiggle-wiggle-wiggle-chuck.

This over-reliance on "boss padding" is a shame really, because from a technical standpoint Wario World is a masterfully constructed title, blending 2D and 3D without ever looking cheap and shallow in the way Luigi's Mansion occasionally did, and writhing in bright colours and darker, slightly spookier ones. The graphics engine is blemished only by a few moments of slowdown dotted around the game, largely to blame on there being some 15 complicated skeletal enemies on screen at once, but on the whole the game handles everything - even the tricky bits, like mirror image gameplay - without a hint of slowdown or incongruity. Everything looks like Mario Sunshine gone dark, and the eminently listenable soundtrack matches it with its eerie, wacka-wacka tunes that sound a bit like Mario inverted. Heck, Wario World even manages a likeable main character whose catchphrases and repertoire really aren't that funny when you think about it.

Waaaaa!

If only, then, it lived up to the bits it does so well. Of Nintendo's closely overseen second party Cube titles, this is the first one we've felt a bit unhappy about. It's a good, spirited bout of intense platforming for fans of the genre, and neat little, magical touches all over it, like ratings for the height of your piledriver and strength of your spin-throw, but it's not a patch on Mario Sunshine in terms of depth and variety of gameplay and longevity. Treasure may be an excellent, clinically precise developer with a hard-coded adherence to clever structure and gameplay, but it feels like they're not sure who this game is aimed at. It's neither hardcore in the way Sunshine's notorious Pachinko sub-level was, nor accessibly lite like Sly Raccoon. To add insult to injury, the GBA link-up option so expertly interwoven is spoilt by a dearth of interesting prizes, as Nintendo once again fails to sell connectivity.

Wario will inevitably be back, and we do hope Treasure is at the helm once again, but what this game needed more than anything was variety and more inspiration than Mario and Wario titles. As it is, priceless moments of its own making are too few and too far between, and although it gets so much right - controls, perspective, distribution of collectibles and level design - all it represents is a good rental or something to buy on Player's Choice in six months' time.

7 / 10

Read the Eurogamer.net scoring policy

Comments (30) Latest comment 7 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Mugwum Verified Operations Director, Eurogamer Network #1 9 years ago

    Before anyone says anything, I'd like to apologise for the rather rubbish screenshots. We simply don't have any shots from the final version, and I can't find any on the net either, so the HUD, distance from camera/etc has changed in a few areas. If we get any proper shots in any time soon, I'll update the ones on display here. Suffice to say it looks really nice anyway, and there are no borders in 50Hz...
  • ssuellid #2 9 years ago

    Nice reviews. Sounds too much of a collect everything game for me - must be getting lazy in my old age.
  • krudster #3 9 years ago

    This is, fact fiends, the world's first review of this game!
  • ssuellid #4 9 years ago

    A Eurogamer first? Who did you have to pimp?
  • CerealKey #5 9 years ago

    What even before Japan and America?
  • RiZlA #6 9 years ago

    Is this a review of the UK or US version?
  • Blerk #7 9 years ago

    So... the official verdict is much the same as the 'unoffical' verdicts in the forum this morning. I'll wait for this one to come out on budget, then. They should've bundled a free copy of Luigi's Mansion to pad it out a bit! :-)
  • Cyhwuhx #8 9 years ago

    .::: Just to note the 60Hz switch is removed from the Dutch manual os maybe it's just an error in the English one...
    As there is indeed no 60Hz (not that you mind as the game is goody anyway). Going to complete this one in the weekend. :) (Oh no wait I was supposed to have a DDR Competition... shoot!) And the review(s) are indeed spot on.
  • Nemesis #9 9 years ago

    Luigi's Mansion was great. Some people bitch about it being too short, but by the end I'd seen enough of ghosts to last a lifetime. It's so cheap now, it'd be criminal to pass up the chance to play it.

    I dunno about paying full price for Wario, if it's the same length of play. I know Nintendo promoted this idea of "more games, less play" or whatever, but 40 quid is 40 quid and I have a book to buy this weekend!
  • gravity0 #10 9 years ago

    "This is, fact fiends, the world's first review of this game!"

    Nuh uh. EGM (US mag) have the honours.

    Second's not bad, though. ;)

    Edit: BTW, the scanned review can be found by copying and pasting this link:
    http://www.geocities.com/cskoffing/gamecubesreview.jpg

    Apologies if this isn't allowed here.
    Edited by 2 at 19/06/03 @ 15:14
  • krudster #11 9 years ago

    PAL version reviewed, by the way...
  • Nemesis #12 9 years ago

    What? Were they playing a different Luigi's Mansion to me then?

    The picture gallery bit looked a little cheap and 2D Textureland and....the outside bits (balcony on 1st floor, final boss) were not *that* great. Corridors were very dull, with the odd mouse or two to detract. But, still, GREAT gameplay and very pretty in the main.
  • Mugwum Verified Operations Director, Eurogamer Network #13 9 years ago

    "Is this a review of the UK or US version?"

    UK version. Big "PAL" logo stamped on it, Pegi.info 3+ rating etc.

    "I dunno about paying full price for Wario, if it's the same length of play. I know Nintendo promoted this idea of "more games, less play" or whatever, but 40 quid is 40 quid and I have a book to buy this weekend!"

    Well, Luigi's Mansion took me four hours and Wario World took me eight, but I'd still say neither's worth more than about 20-25 quid. Have a poke round on eBay, maybe?

    "Just to note the 60Hz switch is removed from the Dutch manual os maybe it's just an error in the English one."

    Interesting. I'd say that's probably the case, but I'm still waiting to hear back from Nintendo on this one. It definitely says you can do it in the English manual though.
  • Shinji #14 9 years ago

    "Why are the Gamecube reviews inevitably marred by a "...the gamecube is struggling..." sentence"

    Mostly because that's entirely true in Europe. We've had key retailers threaten to drop the console (and I'm hearing at the moment that one of them may well make good on that threat shortly...), sales are appalling and software sales are also pretty poor. By comparison, in this territory the Xbox is doing "not bad", although it still isn't great by any means.

    It's a bit parochial I guess - we do know that once you factor in Japan, Ninty isn't doing that badly at all, but here on our shores, they're getting their backsides handed to them...
  • renzo #15 9 years ago

    Wario World - 7/10
    Ikaruga - 8/10
    Skies of Arcadia Legends - 8/10

    I say Cube owners shouldn't be complaining as much as they do. There are some pretty good games coming out on the Cube. I'm tired of hearing all this "Whats the next big game? Whats the next big game? I've finished Zelda... Whats the next big game?". Shuddup and play whats here you ungrateful git!
  • Nemesis #16 9 years ago

    Well, Luigi's Mansion took me four hours and Wario World took me eight, but I'd still say neither's worth more than about 20-25 quid. Have a poke round on eBay, maybe?

    Sah! /goes off to hack WOPR's Ebay account.
  • renzo #17 9 years ago

    It's a bit parochial I guess - we do know that once you factor in Japan, Ninty isn't doing that badly at all, but here on our shores, they're getting their backsides handed to them...

    Maybe if they actually gave a toss about Europe, they might do better there.

    "Nintendo - They make good games... but their business sense is shite."
    Edited by 1 at 19/06/03 @ 15:55
  • Killerbee #18 9 years ago

    Luigi's Mansion was a great game - yes, it was short, but for what was actually there it was the perfect length. Worth £40? No, but for the £15-20 you can get it for now, I reckon it's a fantastic purchase.

    BTW - I got a 'B' rating at the end. Anyone know if there is there any benefit in playing it through again in the 'mirror image' house to see what the 'A' ending might have in store?
  • Nemesis #19 9 years ago

    I didn't play it through again, couldn't see the point really. Playing something through 14 times to get a Panda outfit just doesn't appeal.

    Check out gamefaqs, should be info on there...
  • krudster #20 9 years ago

    I second Renzo's comment....I mean how many good games do you ungrateful lot actually want?!
  • CerealKey #21 9 years ago

    I want 100% of the games to be great. Is that too much to ask?
  • lee3p0 #22 9 years ago

    Sorry, yes it is too much to ask
  • Westy #23 9 years ago

    Shinji, thats no excuse to constantly bring it up like an immature idiot again is it?

    By the way, there appears to be no 60hz option on my PAL copy and so it looks a bit rough graphically.
    Edited by 1 at 20/06/03 @ 10:15
  • mechamonkey #24 9 years ago

    I for one dont really care that the game is short, I'm bored silly with 40Hr epics that people never finish.
    Give me many small portions of sweet tasting delights please. I want to have my slice of gaming pie and walk away satisfied, not struggle to finish it before I can leave the table bloated and feeling a bit sick.

    I thought Luigi's was a smashing slice of entertainment, Pikmin too. I'm hoping this holds a similar amount of content.
    Edited by 1 at 20/06/03 @ 12:55
  • FWB #25 9 years ago

    I for one dont really care that the game is short, I'm bored silly with 40Hr epics that people never finish.

    Depends on the game. For consoles I'm starting to think that. I still haven't completed MP, Zelda, SMS or ED.

    Did someone say you can get Luigi's Mansion for £20?
  • Blerk #26 9 years ago

    Did someone say you can get Luigi's Mansion for £20?

    Yeah - it's out on budget now. 'Player's Choice', I think the range is called.
  • pjmaybe #27 9 years ago

    "'Player's Choice', I think the range is called."

    Sounds like a brand of cigarettes essex girls would smoke.

    Peej
  • otto #28 9 years ago

    Uk isnt europe. In fact its less european than the other 85% of the population of europe.

    What an idiotic thing to say. Of course the UK is Europe. However bitterly the eurosceptics may resent the movement of tectonic plates, the fact remains that geography is geography. o_O

    Culturally too, of course, the UK is 100% Europe. Europe is pretty much defined by diversity - saying you're "less" European than, say, a Finn or a Basque is a bit like sulphur dioxide saying it's less of a chemical than hexavalent chromium or phenolyphalene.

    Basically, Smid, you're in denial.
  • pjmaybe #29 8 years ago

    What in the name of blinkin flip.....????

    Peej
  • Homer Simpson #30 7 years ago

    Well it probably beats Mario Sunshine despite having not played Wario World myself...:D