Virtual Boy Wario Land (Review)

Virtual Boy Wario Land
Platform: Virtual Boy. I mean, duh. It’s in the name!
Developed by Nintendo
First Released November 27, 1995
NEVER BEEN RE-RELEASED

This one was a lot harder to get action-based screenshots than you would think thanks to how Wario’s tackle/charge move looks.

When I first ran through Virtual Boy’s library back in 2020, two games stood out to me as being pretty dang good. Then I replayed Mario Clash earlier this year and I realized it wasn’t anywhere near as good as I originally pegged it to be. I still ultimately gave it a YES!, but barely so, and I’ve been dreading replaying Virtual Boy Wario Land ever since. It was the other unambiguously good Virtual Boy game, but maybe I’d set my expectations for Virtual Boy so low that it messed with my initial perception. Thankfully, now that I’ve finished my second play session with it, I don’t have to stare blankly at the screen and ask myself if I had a good time or not. It’s really good. And painful to play, but hey, if you’re going to fry your eyeballs out of their sockets, do it with sprites this beautifully done. Shame about it being on Virtual Boy, where it’s fated to linger in obscurity, unloved, until the end of time.

Wario once had a game animated by the same people who did Ghost in the Shell, so it might be audacious for me to say this, but I’m saying it anyway: this has the best sprite work in Wario Land history. Some of the best in Nintendo history, in fact. It’s a solid decade ahead of its time. Very cartoon-like.

At only ten stages and four boss fights, it’s a short game. I’ve never needed more than two hours to finish it. While the levels are sprawling, only a couple I would consider to be “maze-like.” Each of the ten stages has a key and a hidden treasure somewhere in it. In this second play-through, I only one time made it to the exit of the stage without holding the key. Nine of ten times, I just happened upon it through the normal progression of the game. The hidden treasures were a little more difficult. VB Wario Land has six possible endings, the two best of which require you to find all ten of the treasures. Four times I had to do extra exploring to find them. It works, though. Above all else, Wario Land as a franchise needs to feel like a treasure hunt. VB Wario Land pulls it flawlessly. You actually do have to explore, and my only complaint is that there’s only two things to find in every stage. I think perhaps they should have required more than one key to finish a level. I strongly suspect that was planned at some point, but then someone said “do we really want our players to keep their eyeballs on this thing longer than we have to?”

My proof is that there’s more rooms that have this pattern, but they have 1ups instead of treasure. It makes no sense to make a big deal of extra lives since extra lives are plentiful and the game is absurdly easy. No, I think they had more ambitious plans that had to be dropped because of the platform’s ability to broil your retinas.

Of course, a well done treasure hunt doesn’t mean anything if the levels are boring to explore. That’s certainly not the case here. VB Wario Land has some of the best 2D levels Nintendo has ever built. With the exception of the first level, which has no personality or theme to speak of, VB Wario Land has excellent set pieces. Sure, they’re mostly the typical cliches of forests, deserts, waterfalls, etc. But they all feel fresh here. Breathtaking backgrounds and even mundane pathways are drawn with attention to detail. They have this otherworldly quality to them that few 2D platformers achieve quite like VB Wario Land does. It also helps that the enemies all have authentic personalities. Wario is a mischievous character, and this is one of the few times where every aspect of the game feels like it belongs to him, and him alone. It’s so well done.

Go figure that an all-red platform would have some of the best underwater sections in platforming history.

The big twist in this Wario Land is the ability to transfer from the foreground to the background. This is usually done with springs that launch you back and forth. Other times, you’ll access one or the other via doors or pipes. There’s even extended sections that take place entirely in the background. While it’s fun and it works, it’s also one of the reasons the game is so easy. There’s rarely anything in the background that can hurt you. I also feel the mechanic was underutilized. Early in the game, the backgrounds are mostly used as bonus areas where coins or hearts are found. Later, shifting between the foregrounds and backgrounds is more incorporated into the maze-like layouts of the level, and the game truly finds its footing as one of the all-timers. It just takes a while to get there. The springing between the foreground and background is also incorporated into two of the four boss fights, both of which are among the highlights of the game.

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Virtual Boy Wario Land’s weakness is that it’s probably the easiest platforming game Nintendo ever made. I’ve played this three times now. Once on Halloween in 2020, and twice this session, including the “harder” second quest, and I’ve still never lost a single life playing VB Wario Land. Enemies are mostly toothless. In this session, even while playing the second quest, I never took damage from a single basic enemy. In the second quest, I did get hit by the spiky balls that are laying everywhere and I damaged myself on the first mini-boss when I was too slow to attack it, but otherwise, not one single basic enemy ever hurt me. And it’s not because I have mad skills or anything like that. Most baddies don’t hurt you when you touch them, even if you’re not attacking. They just bounce off you. It’s so awkward. I’ve made jokes before about the silliness of the video game logic that enemies are lethal to the touch no matter what they’re doing, but Virtual Boy Wario Land is a glimpse into what gaming would be like if that weren’t the case. There’s also no pits to fall into. The Wario Land that followed this removed the ability to lose a life altogether. I can’t help but wonder if that was discussed for this one, too?

Before each boss, you have to fight these tiny robotic mini-bosses by avoiding their attacks and waiting for them to fly up in the air and crash down on you, which exposes a button. They each only take two hits to kill. In the second quest, you have to hop before they crash, because they only expose the button for a split second. It was the first time (and the only time, come to think of it) that VB Wario Land was anything resembling challenging.

As if the enemy designs weren’t weak enough, VB Wario Land has absolutely no balance when it comes to power-ups. Frankly, they went overboard. The standard Wario bull-charge would have been satisfying enough. It’s one of my all-time favorite game attacks. You can also just jump on enemies, which will knock them out and allow them to be carried, but they’re a bit unwieldy. The charge/tackle move, however, is always delightful. The fact that your butt causes earthquakes that disable every enemy on screen is insanely overpowered and shouldn’t have been included, but it’s Wario. I guess it’s okay! Hell, had they kept it at that, it’s likely the game would have been a contender for Nintendo’s best platformer ever. But, they didn’t. There’s a dragon helmet that breathes fire, though its range is limited to a few spaces in front of you. Some of the blocks can only be broken by fire, and sometimes you need fire to find the special treasure (I’m almost certain you never need it to find the key). It destroys most enemies and has unlimited ammo and would be overpowered by itself. There’s also an eagle helmet that lets you dash in the air and fly for a short distance, which can get you over large gaps. It’s fun to use. So far, that sounds pretty normal, right?

They might as well roll the credits once you have this.

The problem is the dragon and eagle helmets stack to form a winged dragon that can both fly and fire projectiles the full length of the screen. It’s very useful for exploring, since the projectiles it shoots pierces all blocks (though it does stop with enemies), allowing you to clear out entire rooms worth of blocks in a second or two. But, it also allows you to instantly vaporize nearly every basic enemy as soon as you get them within sight. After getting the winged dragon helmet, I almost ran the table on VB Wario Land. The next time I took damage, it was while attempting to score the final hit against the final boss of the game. Once you have it, assuming you actually take your time to measure every jump, the only remaining challenges will be the bosses, since they can’t be damaged by your attack. There’s no particularly difficult jumps, either. Your own recklessness is all that stands in front of you and the end credits. The play control won’t screw you over, either. VB Wario Land handles like a dream. A surreal, all-red, eye-bleeding dream.

Even on the second quest, enemies pose little to no threat. This thing is one of the few that are immune to your projectiles, but it’s not like it’s hard to kill. Really, the second quest could be called Wario’s Adventures in Spiky Ball Land because it’s basically all spiky balls, all the time.

The second quest really isn’t harder so much as it’s just more annoying. The treasures and keys were in the same locations as they were before. Enemies were still nothing more than cannon-fodder. The bosses and even mini-bosses did attack faster and had smaller windows for vulnerability, but otherwise, it was the same game. Only now, there were tons of spiky balls laying around, so many that you literally have to crawl through many sections. Some were even placed in a way where it made getting some coins impossible. Was it harder? Obviously not, since the second time I beat Virtual Boy Wario Land almost exactly thirty minutes faster than my previous session. And the second time around, I skipped the after-level extra lives bonus round (which I don’t think counts towards time anyway). I didn’t need it and still finished with 20 lives. That’s owed largely to the unbalanced power-ups. If Nintendo were to remake VB Wario Land, adding more levels would be a given, but actually, the biggest change I’d recommend making is removing the winged dragon helmet. It’s just too overpowered. Besides, it’s nowhere near as satisfying as the bull charge is (in my head canon, Wario is cousins with Bald Bull).

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I get the impression VB Wario Land is meant for a much younger, less experienced audience. I’m not sure I’ve ever played a 2D platformer that’s better suited to introduce young children to 2D exploration-based platforming than Virtual Boy Wario Land. Nintendo should fully colorize it, restore its original name (Wario Cruise) and give it a modern release. They won’t, but they ought to. I’m not sure re-releasing this in the state it’s in would be the wisest move. I wanted to test this on my nieces and nephew. They were excited, too! But, I decided to cancel the plan because my eyes were hurting after playing it. I’m not making a joke here, either. I’ve been rubbing them and squinting a lot ever since I finished, and I’m not going to put them through that. The same thing happened to me when I played Mario Clash earlier this year. What the hell was Nintendo thinking when they made Virtual Boy? I wasn’t even playing on a real one and my eyes are killing me. Don’t tell me the designers at Nintendo didn’t experience the same thing during its development. There’s no way they didn’t. But, despite legitimate eye soreness, I can honestly say what hurts worse is that VB Wario Land is unlikely to ever see the light of day again. Even though it lacks difficulty, the joy of exploring the levels and finding the treasures is undeniable. Maybe it’s not the absolute best “lost” Nintendo game, but it certainly doesn’t deserve to forever wallow in obscurity. As far as their hidden gems go, it shines among the brightest. Maybe that’s why my eyes are so sore right now.
Verdict: YES!

My Favorite Games Ever – Part 6: WarioWare, Inc.: Mega Microgame$!

This is it. This is the finale. And call me crazy, but I believe the greatest video game I’ve ever played is..

WarioWare, Inc.: Mega Microgame$!

Age I was: 14

Last attempt at playing it: Today

Would I ever play it again: Yes

I thought the idea behind WarioWare sounded dumb. A bunch of one-button “micro-games” that last between 1 to 3 seconds? Utter hogwash. So credit due to Nintendo for one of the most genius uses of “gotcha” marketing in history. You see, back in 2003 Nintendo was struggling to convince gamers to buy third-party titles on its platform instead of just their own first party stuff. My oh my, how times have changed! To try to combat this, Nintendo created their first (and I think only real) demo disc, which was distributed at major retailers. It contained demos of such third-party fare Sonic Adventure DX, Splinter Cell, Viewtiful Joe, Billy Hatcher, and Soul Caliber 2. Good choices, mostly. Sonic Adventure could officially go fuck itself, but I ended up getting all the other games.

But, that’s not why I remember that disc. I’ll remember it because if you hooked your Game Boy Advance to the Gamecube while this disc was going, you could snag a full copy of Dr. Mario (which disappeared as soon as you turned off your GBA) or a demo of WarioWare. By this point, it had been released already. I had heard EGM call it “digital crack” and saw it get 9s from IGN and Gamespot. I also heard it described as “weird”, and at age 14, weird wasn’t on my radar. But hey, free is free! And besides, this would give me a chance to see just how much I would hate it.

An hour later, I was on my way to Best Buy to buy it.

WarioWare is the best game ever made. It strips gaming to its most pure mechanics (one button, directional pad, and high scores) and then weaponizes the addictive potential of what little gameplay is left. It tests a player’s reflexes, concentration, and likelihood of one day landing a stay in the Betty Ford Clinic (Update: years after this was wrote, I ended up in the Betty Ford Clinic! SEE!). Each one of the 200 “microgames” are designed to ruin your life, and they are well designed indeed. Games have “owned” me to a heavier degree, but I never actually liked any of those games as much as this. I’ll take the month I couldn’t put WarioWare down over the almost year I completely threw away on World of Warcraft.

I still haven’t heard a satisfactory explanation for why the boss of 9-Volt’s stage (themed around classic Nintendo games) is a fucking batting cage. Yes, I know Nintendo once did an electromagnetic baseball game. That’s a shitty explanation. It still doesn’t fit the theme or the mood. Jesus Christ, Nintendo! You guys could fuck up a cup of coffee.

Sometimes it’s okay for a game to challenge just yourself. I dread to think how damn addictive WarioWare could have been if I was challenging online leaderboards. When I dusted off my old GBA copy (eschewing the digital copy I got for free because I pissed away money on a launch-window 3DS), I went to check my old scores against the world records. Couldn’t do it, because Twin Galaxies is off to check for gummy substances and their site is on hiatus. It’s just as well, because otherwise I would probably end up clearing my schedule for the month. Who has time for work and eating and boyfriends and shit when you have immortality in the form of a moderately obscure gaming record?

You’ll notice that WarioWare is the one and only game I listed in my all-time gaming top 10 that I say is still worth playing today. There’s more than one reason for that. In all honesty, I would probably have a tough time arguing against stuff like Portal, Red Dead Redemption, or Super Mario Galaxy as the greatest game ever, especially against something as bizarre as WarioWare. But what’s the difference between those games and this one? No actual end, for one thing. A lot of people have chastised me for saying I don’t want to give Banjo or GoldenEye or Shadow of the Colossus another chance, even after I’ve said that I’ve gotten everything possible out of them. It’s like someone saying you waste the cow you just butchered if you don’t eat the eyeballs and suck the marrow out of the bone. But not all games carry the burden of being something that can be finished. Not all games require the type of time investment the nine epics that preceded WarioWare in this feature need. That’s why I’m cool with playing Bejeweled over Final Fantasy VII today. One game requires five minutes of my time while I wait for Jack in the Box to finish my Sourdough Jack. The other requires 70 hours spent at home in front of my TV, time that I could use to play something brand new that still has a chance at surprising me. For those of you who can’t understand why I choose not to play it again, I don’t know how else to articulate it.

That’s what I love about WarioWare. It’s something I can play for 15 minutes, potentially beat a high score in that time frame, put down for a month, and get back to without missing a beat. Let’s put this in perspective: while researching this feature, I went through all the WarioWare games again. For the original game, I shattered my record for Dribble’s stage that had stood for 8 years, going from an 84 to a 90. It’s probably not even that good of a score (though a quick check of this thread at GameFAQs shows I fucking own most of the scores on here and am quite possibly the best WarioWare player ever. Who needs to know how to throw a Dragon Punch when you can play WarioWare?) but I’m proud.

I don’t care to hear where the inspiration for some of the games came from. I can leave it up to my imagination.

Nearly ten years later and WarioWare can still wreck my day. I went to play it for a few minutes, just to see how it feels today. Hours later, with my eyes hurting and my fingers starting to cramp, I did the only sensible thing someone who is highly capable of physically overdosing on a game could do: waited for the battery on my old GBA to die, switched the game to the Game Boy Player on my TV, and kept going. Five-and-a-half hours spent busting scores and zoning out while listening to the catchy tunes and enjoying the trippy visuals. I will never play another game like WarioWare, Inc.: Mega Microgame$! Prove me wrong, developers.

But let’s not kid ourselves: even Nintendo can’t prove me wrong. They’ve put out a half-dozen spin-offs and sequels and they range from meh-able to absolutely fucking horrid. Since I just went through them, I really want to talk about them.

Mega Party Games: Can’t really comment too much on this one because I didn’t have the required three friends. However, I’ll say that it’s pretty lazy of Nintendo to do straight-ports of all 200 games, even cropping the screen to accommodate them. Why you lazy fucks!

Touched: The Nintendo DS game was the first sequel to hit stateside (Twisted came out first in Japan) and it started the trend of Nintendo using the franchise as a glorified tech-demo for whatever new system their shilling. The problem here is the games were created to emphasize the touch screen capabilities instead of being fun. Plus, not all the games are suited for a series that’s hook is accelerating gameplay. Some of the games (especially Ashley’s) are fucking impossible once the game gets whipping. I’m not being a smart ass there. I mean they literally cannot be beaten. You neither have enough time nor can the system keep up with it. Touched isn’t totally abysmal, but it’s nowhere near the original’s league. And it only got worse from there.

Mike’s stage was just stpuid. One stage requires you to make no noise at all. I find any game that can be mastered by leaving it alone in another room is not a very well made game.

Twisted: Ugh. For some reason, Twisted is held in esteem for being quirky. Well, do you know what else was quirky? The first WarioWare. All future quirkiness from the series is thus redundant. Instead, Twisted relies on a gyroscopic sensor. So did another rightfully forgotten piece of shit, Yoshi Topsy-Turvy. The game has mucho problems with centering, accuracy, and playability. Ultimately, I don’t want to play a game that doesn’t want me to look at the screen. Maybe it’s just me. MetaCritic would have me believe that, because not one person came out and said “this really isn’t very fun.” I obviously didn’t spend a lot of time with it. I beat Super Wario’s stage just once, and my latest shitty score of a 6 on Crygor’s stage was good enough to make my leaderboard. Well, I just did play through it again and I didn’t miss anything.

Smooth Moves: One of the biggest disappointments of my gaming lifetime, yet another game that was inexplicably showered with critical praise. I read a lot of it and I wondered if they played the same game as me. The game they played seemed to do what they wanted it to do. The game I played was broken. As in, it didn’t work. I’ll give you some examples: in Ashley’s stage, one of the games requires you to drop the controller and let it sway from the wrist strap. About half the time I played that stage, I lost because the game didn’t recognize the motion. Even though the only thing the game required you to do was LET GO OF THE CONTROLLER! What the hell, Wiimote? Are you in a fucking coma?

The biggest problem, besides the fact that the famous lightning-speed of the franchise is crippled by the constant shifting of handling positions, is how the motions the game needs don’t match up with the motions it would seem you should use. The motions you would use to swing a bat or operate a crank in Wii Land differ greatly from reality. Part of the problem is the Wiimote wasn’t ready to handle this kind of gameplay at this point of in its lifetime. If they had waited for the Wii Motion Plus, it might have worked. But Nintendo had to get out their latest tech demo and further stomp out the legacy of the original and there is no time like the present. Fuck this game rotten.

Most of the games that required you to “push” something at the screen leaned towards the broken side.

Snapped: Yea! Another shitty, obvious rush-job tech demo! One that uses some of the shittiest hardware Nintendo has done in the last ten years, and that’s really saying something. The DSi camera is so low-resolution that time travelers from the 1960s would laugh at it, but Nintendo decided to go with that instead of charging players an extra $10 and include a camera that you wouldn’t be ashamed to use. But even if they were using space-age technology, WarioWare Snapped is just plain shitty. Let’s start with the total games: 20. That’s 10% of the total games found on the Game Boy Advance. Not that I was expecting a lot from a $5 digital download, but really you’re paying for a glorified expansion for Touched that strips as much core gameplay out of the franchise as possible. You have to sit the DSi on a table to play, stay perfectly still between rounds so that the game doesn’t have a sulk, and the camera can’t recognize you more than half the time anyway! No speed-ups either, or high scores, or boss stages, or fun. The worse game in the series? Nah, that would be Smooth Moves on account of it costing $50, not working, and sucking. Snapped only costs $5, doesn’t work, and sucks. By my math, that makes it suck only 10% as much as Smooth Moves.

DIY: I can’t really say this one sucks, but it certainly wasn’t for me. User-created content and level-editing tools have never been among my favorite features. I loved Little Big Planet, but I am not interested at all in making my own stages, nor am I all that interested in playing the shitty user-made content that is boring and unfinished 90% of the time. I wasn’t really impressed with any of the user content for WarioWare DIY, which mostly looked like stuff drawn in MS Paint. Yea, it’s better than I could do, but that doesn’t make it worth playing. The professional Microgames done by Nintendo are also among the worst the series has, which makes me think this started as a normal game before Nintendo fired the whole staff and decided to let gamers finish it themselves.

Everyone has tried to make their own WarioWare. Sony just put out one on the Vita, the putridly awful Frobisher Says. There’s also been Work Time Fun, the most artificially quirky pile of shit ever. Ha, it’s called “WTF” get it? Hilarious! Funny enough, the best WarioWare Wannabe is on XBLIG:  Minigame Marathon. It’s not perfect, but it actually plays well and more or less “gets it” when it comes to what made WarioWare work. It’s actually better than any of the official Nintendo sequels, and for only $1.

You know what? I don’t expect anything further from this series. Assuming they make any more. The next title, Game & Wario, is dumping microgames in favor of being a mascot-driven version of Wii Play. And it looks fucking horrible. But it doesn’t matter. I have the perfect version of WarioWare already, and it’s still fun to play today. I doubt anyone else in the whole wide world will agree with me, but I think the best game ever made is WarioWare Inc.: Mega Microgame$. Do you know what else? I can’t wait for a game to come along and dethrone it.