Tag Archives: treasure

FGC #506 Gunstar Super Heroes

Nobody gives the Gameboy Advance library enough credit for being flipping amazing.

Okay, yes, there may be a number of Gameboy Advance acolytes out there. The GBA was a viable system for a number of years, and, while it may not have had the longevity enjoyed by its ancestor (the Nintendo Gameboy started out porting NES titles, and reached its finish line interfacing with N64 games) or its obvious descendant (The Nintendo DS: the last bastion of portable gaming before the rise of the cell phone), it was still a system that that defined gaming for a time. It had no real Game Gear or PSP to make a play at its throne, and, while some rumors of a supposed Neo Geo Pocket may have persisted, the GBA was the undisputed king of the portable heap in its day. Inevitably, this did lead to a number of gamers young and old extolling the virtues of the Gameboy Advance, and its library of thousands of amazing games. In truth, it is an outright lie to claim the Gameboy Advance was not lauded in the past straight through to the present.

But when you ask GBA fans about the games they played the most on that lovely little system, their responses often contain games that are better known for their appearances on other platforms. The SNES seemingly provided much of the best of the Gameboy Advance library, with series like Final Fantasy Advance, Super Mario Advance, and The Legend of Zelda: A Link to the Past & Four Swords (Advance). And when a game appeared on the Gameboy Advance, but was not an outright port, it was often seen as a portable compromise. Final Fantasy Tactics Advance revisited the Final Fantasy Tactics gameplay not seen since the Playstation 1, but there was no way this game featuring snowball fights was as mature as a game that blamed an uncaring God for misfortunes in its opening dialogue. Metroid Fusion and Metroid Zero Mission both did their best, but they could never combine to match the timelessness of Super Metroid. And the other half of the metroidvania equation seemed to find its home on the GBA, but the likes of Castlevania: Harmony of Dissonance or Castlevania: Aria of Sorrow were never considered as intricate as their symphonic ancestor. WeeeeeIn fact, the Castlevania series on GBA seemed to summarize to state of these franchises: these “types” of games would never work on the real consoles, so here they are in portable form. Here is a discount version of your actual favorite games, and if it winds up being your favorite, lucky you. Glad you can see the good in these “bargains”.

And, while that may have been a prevailing philosophy of the time, it is important to note that that was complete bullshit.

Let’s take Super Mario Advance as an example. On the surface, it is a remake of Super Mario Bros. 2, the end. It has the same gameplay and same basic graphics as the Super Mario All-Stars Release. Whoo boy. It is a good game, save the fact that Super Mario Bros. 2 was thirteen years old when it hit this portable scene. But claiming Super Mario Advance is merely a SMB2 remake is doing the whole of the game a disservice. There are new bosses, animations, and, for some reason, a robotic transsexual dinosaur. There are new mushrooms and coins to find. There are points for some insane reason. As our own commenter extraordinaire, Metal Man Master noted, it changes the Super Mario Bros. 2 experience to a startling degree. It was touted as a simple remake or “portable conversion”, but Super Mario Advance started the long history of “ports” on Gameboy Advance that were anything but. Super Mario Advance 4: Super Mario Bros. 3 has the most confusing title on Earth for a reason!

Which brings us to today’s game, Gunstar Super Heroes. Gunstar Super Heroes is remembered by many as little more than a GBA port of the beloved Genesis title. The basic plot of GSH makes it clear this is a sequel set years after the original adventure, but all of the heroes and villains coincidentally have the exact same roles and names. The level structure is the same (give or take a Mega Man X-esque introductory stage), and, in the end, you’re still going to wind up fighting the same final boss/god-robot of destruction. You run. You gun. It’s Gunstar Heroes for a new generation, but with the same old gameplay from 1993. Maybe we’ll see Beyond Oasis Advance next week.

Oh, I get itBut actually play Gunstar Heroes and Gunstar Super Heroes back to back, and you’ll find that Gunstar Super Heroes is not only a very original sequel, but also one of the most astounding games of 2005.

Gunstar Super Heroes does echo its ancestor, but it uses the structure of GH less as a dedicated guide, and more as a skeleton on which to add meat. And, fun fact, if we’re going to go with that metaphor, then GSH has piled on enough flesh to make GH morbidly obese. Nearly every level in GSH features at least one area that could have been an entire game’s concept all by itself. Guiding chicks back to an exit in a rotating labyrinth? Battling a boss while leaping between a friendly ship and a teetering helicopter? An entire shoot ‘em up stage with a wholly rotating playfield? There are so many new ideas in any one level of GSH, claiming GS is little more than a portable remake of the original is akin to claiming the latest Star Wars Trilogy is little more than the OG Star Wars Trilogy with a different skin. Episode 9 had a grandpa that gets his freak on! Return of the Jedi barely had grandpas at all!

And when you look at Gunstar Super Heroes compared to its contemporaries, you realize the incredible level of originality on display. Gunstar Super Heroes was released the same year as Devil May Cry 3, Psychonauts, and God of War. It was the year Guitar Hero made its debut. If you’re looking for something more singular in gaming, it was the year we were first allowed to climb up on a big boy in Shadow of the Colossus. These were all colossal (ha!) games, but not a single one was 2-D run ‘n gun action title. WeeeeeeNot a single one took what once would have been described as “mode 7 rotation” to its logical extreme. 2005 was a high water mark for gaming in general (Resident Evil 4 taught us all to love zombies all over again), but only one game from that year took all the best traits found on the Sega Genesis and Super Nintendo, shook ‘em together, and produced a wholly unique and unforgettable experience.

Well… perhaps unforgettable is the wrong word. Gunstar Heroes has been reintroduced to a generation thanks to the Sega Genesis Mini, and has also been available on countless Sega Genesis compilations and retro download services. Gunstar Super Heroes? Forgotten. Despite being a game that reviewed well constantly in its time (Gamespot gave it an 8.9/10, which is the gentleman’s 139/150!), it sold very poorly, and was seemingly immediately forgotten by gaming history. As a result, GSH has not reappeared on any later consoles, portable or otherwise, and is currently only available as a *RARE AUTHENTIC* eBay purchase. Gunstar Super Heroes may have been a marvelous game, but now, whether through cultural osmosis or only six people playing it in the first place, it is only remembered as little more than a Genesis remake when it is remembered at all.

Gunstar Super Heroes deserved better. The Gameboy Advance deserved better. The GBA was more than a portable system built for ports, it was an astounding platform for titles that wouldn’t be showcased anywhere else. But, because many of those games are remembered as little more than handy timewasters, the GBA’s finest are generally forgotten. This was the system that did its best to improve Yoshi’s Island, it should be remembered for more than Pokémon Leaf Green.

Give the Gameboy Advance, and Gunstar Super Heroes, some credit.

FGC #506 Gunstar Super Heroes

  • System: Gee, I dunno, maybe the Gameboy Advance?
  • WeeeeNumber of players: Is the secret to having a successful run ‘n gun two players? This one is only one.
  • Sexual Dimorphism is a Scourge: Gunstar Red is a woman! And it barely ever comes up! This makes Gunstar Super Heroes one of the few games I can name with a female lead that is neither a boobs-delivery service nor a frequently cited upstanding example of a modest girl in gaming. Or maybe this is just another example of how Gunstar Super Heroes is all but forgotten…
  • Favorite Stage: In the interest of sequel separation, I will note that the Gunstar Heroes franchise is the only one where I enjoy boardgame-esque levels. Black’s gambling fortress is again one of the best stages in the game, and I don’t even mind that it’s basically just an excuse for a boss rush. They’re neat bosses!
  • Favorite Boss: Pink gets the biggest glow-up between generations. What was once a battle with a heavy lobster is now one against a battle angel spewing laser beams. There’s probably some kind of deliberate anime reference going on here, but I’m just happy to fight a robotic celestial monster.
  • Say something mean: Okay, I admit the Gunstars do deserve a higher resolution. Everything feels a little cramped, and I would love to see Gunstar Super Heroes remastered for a screen slightly larger than a postal stamp.
  • SquwakAn end: You get a pretty traditional Gunstar ending if you clear the game on normal, but if you make your way through hard mode, you’ll find that Yellow has a secret desire to become a dictator, and there are multiple Gunstar universes, and… Well, it’s kind of sad, as it was all likely setting up a sequel that would never be. Hard mode is making moving on even harder.
  • Did you know? You have a lot of melee options in this game… but why would you ever use a single one? Seriously, you have a gun that shoots fire bolts. I can’t imagine using anything else.
  • Would I play again: This is the reason the Gameboy Advance Player exists. Some people may be saving their Gamecube controllers for Super Smash Bros Melee, but I’ll just be over here running around with Red ‘n Blue.

What’s next? Random ROB has chosen… Kill la Kill -IF! If you’re looking for some… interesting school uniforms, look no further! Please look forward to it!


FGC #482 Gradius V

Let's Grad!Let us consider the exact ways you may fight your way to the ending of Gradius V.

Gradius is a shoot ‘em up title that originated in the arcades, but gradually migrated to the home consoles (and the PSP, for some reason). The last release in the franchise was the poorly titled Gradius Rebirth is 2008. But prior to the franchise’s inglorious end, Gradius was one of those titles you would always expect to see at least once a console generation, often attempting to showcase the upgrades and benefits of the latest graphical hardware. Look how many dots there can be on the screen now! Ignore the slowdown! You’re going to love it! In short, Gradius was once a franchise that you could presume everyone had played.

But you’ll be forgiven for not remembering the intricacies of your typical Gradius adventure, so a little reminder will be allowed. Gradius showcases what may be one of the most complicated powerup systems to originate in the 80s. Unlike a Mario or Mega Man that might find a random “pickup” and instantly gain fire blasts or weapon energy, all of Gradius’s powerups contribute to a sort of “powerup purchase” display. At one end of the powerup scale, you have some basic items like Speed Up or Missiles. There at the end of the gauge are such musts as Shield and Options (and, to further elaborate for those unfamiliar, an “option” is a little glowy orb that effectively doubles your firepower. It is called an option because who the hell knows). This means that every single powerup presents not just an advantage over your enemies, but an opportunity for consideration and decision. Do you go for the “easy” powerups immediately, and stockpile speed and offensive options out of the gate? Or do you perhaps hamper your own abilities in pursuit of a more powerful option or shield? All of these opportunities are going to help you live longer, and it’s very important to consider exactly what is going to get you through the hectic combat surrounding Planet Gradius.

Come to think of it, though, these decisions are only important if you don’t know the game. If you know what’s coming next, you barely have to think about powerup management.

PewSee, the other important thing about Gradius powerups across the franchise is that, in the event of death, you lose everything. Occasionally the Gradius du jour grants you a minor boon like allowing you to reclaim a lost option, but, aside from that, crash the Vic Viper, and you’re back to square one. To say the least, this can be heartbreaking and demoralizing. The big, bad bosses of Gradius have been mass-murderers since day one, and they are rarely accompanied by mooks that will drop powerup capsules. The result? You might start a battle with four options worth of lasers blazing, but take a hit seven seconds into the fight, and you’ll be stuck with a piddly pea shooter. And death is the only option your opponents have! Gradius is not a franchise that has many verbs: it’s a shoot ‘em up that is either shoot or be shot. Aside from just temporarily delaying the Vic Viper, the only option a boss (or any other opponent, for that matter) has is to murder its opponent, so the only way a boss can be challenging is through wholesale wiping you and your powerups off the map. If you don’t know what’s coming, you will die quickly in any given fight.

But if you know what’s coming, you will survive. And if you survive, you keep your powerups. And thus do the powerful grow more powerful.

Growing stronger the longer you survive is a pretty common situation in games of all shapes and sizes, but it is emphasized to an insane degree in Gradius. It might sting to lose a spread gun in Contra, or drop a power leaf in Mario, but in both of those cases, you’re a mere powerup away from winning back what once was lost. In Gradius, you could spend an entire two levels amassing your arsenal, but you’ll still lose it all to an erratically positioned volcano. Got a shield that takes five hits? That’s super, but it’ll be gone in one “hit” if you’re fighting a boss with a particularly enduring laser. Sorry! But the other side of the coin is that it may take you two levels to gain all the powerups you need, but you will be appropriately powerful once you’ve amassed your army. Four options quintuple your firepower (editor’s note: take a math class), and extra speed or a spare laser will make a significant difference in how much you can cover the screen. Once you’re at maximum, bosses explode dramatically faster, and that means your survival is all but guaranteed. Ol’ Big Core has a move that assures your death every time? Don't touch anythingWell, it doesn’t much matter if it can’t survive long enough to use it. Having power in Gradius means you are going to survive significantly longer than your “lesser” peers, and that means you’ll have an easier time acquiring even more power. It means nothing to spend your spare powerup income on a nice, healthy shield insurance policy when you have literally purchased everything else you would ever need.

But what do you do when you’re powerless? Everyone has to start somewhere, and the theoretical of any videogame is that everyone equally starts from scratch. If these bosses are such murder monsters, you’re inevitably going to be stomped into the ground pretty quickly, and thus be forced to face these titans with the default, “loser” load-out with no hope of gaining any powerups to dig yourself out of that hole. What do you do when you’re so far on the bottom rung, you have nothing left to lose?

And that’s when we peek behind the curtain at the men that made the game.

DOUBLE PEWIn the arcade era, it was simple: Konami wanted your quarters. Every credit equaled twenty-five (or more!) cents, so you fought to survive because you wanted to save your own precious coinage. In the NES era, things got more dicey, as companies genuinely didn’t seem to know what the home market wanted out of arcade games. As a result (and certainly in Gradius), we saw a number of games that simulated the arcade experience by creating an arbitrary limit on lives/credits. Give or take a Game Genie, this meant the player once again had to preserve life in the name of actually seeing the finale. It didn’t matter if you had lasers for days or just a single missile to your name, you had to survive to make any progress.

But things had changed by the time Gradius V rolled around. In 2004, it was a known quantity that, while people enjoy a challenge, the population at large had been spoiled by save files and infinite continue points. If someone had beaten Gradius in 2004, it was a lot more likely they had done it on an emulator with save states than actually piloting the Vic Viper on its original hardware. So how was Konami to create a shoot ‘em up appropriate to the age? Later in the decade, they might have implemented DLC or a subscription model to “earn“ that missile launcher for a mere $3.99. In even just a few years’ time, they might have tied it to a digital account, and you could earn more credits if you would just sign your email on the dotted line. But in 2006? All anyone seemed to treasure was a bullet point on the back of the box that said “over 40 hours of gameplay”. How do you get a gameplay count out of a title that legitimately could be finished in an hour and a half? Konami had an idea!

You are allowed to have unlimited credits in Gradius V. You just have to play the game for seventeen cumulative hours.

And once you have unlimited credits? Whoo boy, you can just ram ol’ Vic up in there, and blast away. You die? You lose your powerups? Who gives a crap! You’re back in business faster than you can say “destroy the core”. Sure, it sucks to see your shields and score go the way of the McDonalds pizza, but you’re still making progress. You’re still saving the galaxy. You’re doing it “wrong”, but there’s no way you could ever do it completely right, so at least you’re doing it. You are denied the finer things in your powerups, but you’re still doing something that gives you those sweet dopamine hits. whoopsYou might not be as successful as those people that have gaming magazines/FAQs, the capability to memorize complicated patterns, or the talent to successfully study youtube videos, but you too can do it! And all it takes is paying Konami their mandated dues by devoting seventeen hours of your life to their game. A small price to pay to beat back the forces of Venom!

So that’s the answer for how you beat the most recent, numbered Gradius title. You can either utilize the powerup system to its most significant degree, never experience the slightest accident, and then ride your wave of options straight through to the finish line; or you can “earn” infinite lives through placating the creators at Konami and Treasure by blowing seventeen hours of your precious life unlocking Free Play. How you want to win is up to you!

And if you missed how this entire article is a metaphor for the current state of American economics, please reread the blog for seventeen hours.

FGC #482 Gradius V

  • System: Playstation 2, but also available for the Playstation 3. And… uh… guess the Playstation 4 isn’t happening.
  • Number of players: Two players! Pew pew with a friend who may or may not be British.
  • Careful!Further problems: “Revival Start” is an available option in Gradius V. This allows you to turn on a more challenging mode wherein you do not instantly respawn, but are revived at a previous location in the level, and all of your opponents are healed/revived with you. While it may be “old school”, this mode is not recommended, as all of the boss creatures have health meters that are not built for this in the least. You just keep crashing Vic Vipers into that problem until it solves itself, and don’t worry about revival start.
  • Maximum Complaints: The number one issue specific to Gradius V is that it seems to revel in focusing the Vic Viper on facing forward, but then compelling the autoscroll to go downwards (okay…) or completely backwards (I hate everything about this). It leads to a number of “gotcha” moments, and, frankly, puts this player in a bit of a bad mood.
  • Favorite Level: One of the later levels involves a torrential tide of green acid. While it is an absolute bear to navigate, it is rather fun to see how the screen shifts and “pours” the deadly jelly-for-which-you-are-not-ready all over the screen.
  • Did you know? The sheer number of missile options in this game has damaged my brain. I can never decide which direction I want my missiles to go, and, as a result, I always only ever pick powerup loadout #1. At least I understand the basic missile configuration…
  • Would I play again: I need a break from Gradius. Seventeen hours is too long to play anything…

What’s next? Random ROB has chosen… Fantasia for the Sega Genesis! Dammit, ROB! So many great Mickey Mouse games for the 16-bit generation, and you chose bloody Fantasia. Dammit! Gah, please look forward to it!

It's sticky
Beware the goo!

FGC #477 Stretch Panic

It is time to admit that, whether you were six or six hundred, when you first booted up Super Mario 64, you had the most fun of your life stretching and contorting Mario’s polygonal mug.

It's a-me!

And then you actually played Mario 64, and it didn’t have a single bit that even tangentially referenced the excess pinching of the Nintendo 64’s introduction to the masses. What a bait and switch! Here is an interesting, totally new use for an all-new technology, and it’s little more than a tech demo that was soldered onto a completely different game!

But, if you could wait for five years, you’d finally be rewarded with a new adventure that fully utilized the stretching and pulling first seen in Mario 64. That game would be Stretch Panic, and the chief reason you might not want to play it would be… well…
This one GIF may be NSFW, so we’re going to warn you first…

FGC #142 Wario World

It's-a wii, warioEvery gamer has lists. “Best games of all time” and “Worst games of all time” are two obvious ones. Some gamers believe in particular franchises, so you’ll find “Best Mega Man games” or even more specific lists like “Best Castlevania games where you can also turn into a bat”. And there are the lists of specific things from games, like “Best Bosses” or “Best level environments”. … Come to think of it, this is the running gag of High Fidelity. Alright, I suppose it’s not just gamers that are obsessed with listing their medium’s hits and misses, but if Gamefaqs is any indicator, you can make a gaming list about anything.

Wario World is the top game on one of my lists: “Games I played for twenty minutes, really enjoyed, and then never played again.”

Well, I guess it no longer qualifies, because I played more of the game for this article, but I still haven’t finished it!

And it’s only like 8 levels!

So… what happened here?

Wario World is a good game, full stop. It is a “classic” Wario game, which means, as opposed to a Wario presiding over a minigame marathon, this Wario is an action platforming hero. Well, “hero”. RUN!And, while I think Wario, minister of minigames, is a perfect place for the big gas bag, I have always had a particular fondness for platformer Wario, going all the way back to the pea-green Gameboy days. Something about that 0-to-90 dash and the unstoppable butt stomp have always seemed fun. Heck, subtract any powerups, and I’d much rather play as Wario than Mario. Who needs amazing jumps when you’ve got massive muscles powered only by insatiable greed?

What’s more, Wario World is a combination Nintendo/Treasure joint. I love Treasure games! Okay, maybe not all of them, but even when a Treasure product is smeared with the thick layer of muck that must be applied to every N64 game, I still have a good time. Treasure has a tendency to place hardcore, mile a minute action ahead of pretty much all other concerns, and, geez, that is exactly what I want from a video game. Have I ever told you my idea for the ideal action game? Well, it starts with… no, never mind, save that for another article. Point is that it would probably be a joint Platinum/Treasure release.

So Nintendo and Treasure aligned to create what might be the most promising concept to please a Goggle Bob on the Nintendo Gamecube. I like the character, I like the basic gameplay concepts, and I like the development house’s previous output. Maybe make the thing crossover with Mega Man (hey, it’s not like Wario didn’t already fight Bomberman), and you’ve got all I ever would have wanted out of 2003.

So, why didn’t I play it?

The first issue, most likely, is timing. 2003 was one of my more frugal years (the expression “broke college student” comes to mind), and, for better or worse, the Gamecube era was one where I rarely purchased a game new on release date. Stupid DraggysTo my eternal shame, I did not reserve Super Mario Sunshine, and did not receive the custom beach blanket from Toys R Us. I don’t know how I’ve been able to live these many years without that preorder bonus in my life. Regardless, Wario World was another game that I purchased well after any and all hype had died down, and I want to say that greatly impacts my playing habits. I’m a total lone wolf badass that doesn’t care what The Man thinks, but if I’m “late to the party” with a piece of software, I’m about 80% more likely to quit, because none of the cool kids want to talk about last year’s fad. This is the primary reason I haven’t played through a number of JRPG franchises (Tales comes to mind), because if I’m investing forty hours into a story, I want someone to talk to about it, dammit!

This “wait to play” had another impact, too: by the time I bought Wario World, it was all of ten bucks. According to my database (you don’t have a database of your video game collection?), Wario World was purchased on the cheap with a handful of other games I’ve also generally ignored, like Yu-Gi-Oh! The Duelists of the Roses and Sonic Mega Collection Plus (who wants to play some Game Gear games?!). This led to a debilitating bout of “Steam Syndrome”. Just bought a pile of games for less than a Jackson? Oh man, look at all these great games! That was such a great deal on these games I’m never going to remember I even own! Look, I’ve got “achieve 100% completion” in my blood, a “shortcut” like a great deal is going to trick my lizard brain every time, even if I’m never going to… play a card game based on the War of the Roses?… I can’t believe that happened.

Oh, and the database reminds me that GTA: San Andreas came out around the time I got Wario World, too. That can’t have been good for the ‘cube.

ClimberBut Wario World isn’t going to get away with just being a victim of circumstance. Wario World is a great Nintendo/Treasure game… but it also tends to rely on Treasure’s worst indulgences. There are four worlds in Wario World, each comprised of two general action stages and one big boss. Each action stage requires finding an increasing number of hidden diamonds, and then battling a stage boss (not to be confused with the later big boss). As a result, each action stage seems to take, at least, twenty minutes or so.

I find this… exhausting.

Like, alright, 20 minutes isn’t all that long. I have been known to play some videogames for continuous hours and never noticed. I literally beat Bioshock Infinite in two sessions over the course of one day, and it’s entirely because I felt like I couldn’t put the controller down. Wario World is the exact opposite: after searching over stages for secret areas, grabbing monsters to spin for maximum scores (or to unlock further bonus areas), and battling through random arena matches and “puzzle” bosses with healthy life meters, I need a damn break. It’s entirely subjective, but I feel like there is too much to do in each Wario World stage, and I’d be a lot more likely to soldier on if each stage was about a third of its size. Seriously, there are enough things going on in each of these individual stages that they easily could be separated into more… micro challenges. Hey, Wario, try this mini thing, I think it might work out for you.

GOBBLE GOBBLEYes, I’m blaming Treasure for this one, because three bosses per world seems a lot more like Gunstar Heroes than Mario Bros. But, bad news, add in as many beat ‘em up elements as you like, Wario is still a Mario clone (shocking, I know), and that kind of gameplay isn’t exactly well suited to nearly a half hour per stage. The average Super Mario Bros. 3 stage has a time limit of 300 seconds, and if you’ve ever seen that timer tick down (and you’re not in World 7 Fortress 1), you’re doing something terribly wrong. In Wario World, 300 seconds is barely enough to get past the first quarter of a stage.

And the punch line? The game that I’m deriding for being too draining to finish is also a game that was poorly reviewed for being too short. There are only four worlds in Wario World, which makes for eight action stages and four big bosses. And that’s about it. Like Luigi’s Mansion before it, Wario World was reviewed as a very slight, very quick game. And, yeah, it makes sense, you can probably clear this game (though not 100%) inside of five hours or so. Super Mario’s World was larger, and it had a friendly dinosaur. Wario sees victory before a hobbit can walk a ring across town.

But, short game or no, Wario World is too long for me. I cleared half the game for this review, and I could easily go back and finish some more. And who knows? Maybe the final two worlds offer new and exciting gameplay that I’d never expect from the opening stages. But, right now, with so many other games on my plate, I don’t think it’s going to happen. Everything here is fun, it’s just more wearing than it is compelling, and Wario’s time has passed. Sorry, Wario, you’ll just have to refill your coffers with another player.

Wario World: Goggle Bob’s #1 Game That He Thinks Should be Better Paced, And Refuses to Finish.

FGC #142 Wario World

  • System: Nintendo Gamecube. Actually, given the size of this game, it would probably work really well on the 3DS. …. Scratch that, it would probably destroy my analogue pad.
  • Number of players: Greed is good for one person at a time.
  • DASHWhere have I seen you before? Is the Wario model from this game reused from… Double Dash? Or one of the Tennis titles? I swear “this” Wario looks really familiar, but I can’t place from exactly where. Wario’s freaky proportions wind up being pretty distinctive between adventures.
  • Favorite level: Well, from what I played, obviously. There’s a “hell circus”, so that’s got to win. I really don’t think you can top “Wario vs. Murder Clowns”.
  • Influences: I maintain that Mario gained his now standard butt stomp from Wario. Now, in Wario World, the “glue balls” are sticky little platforms that Wario may crawl around… and they seem deeply reminiscent of how Bee Mario crawls around honeycombs in Super Mario Galaxy. Mario keeps stealing from the thief.
  • Did you know? Dinomighty, the gigantic dinosaur boss of World 1, wears rings that are very similar to the jewelry Birdo traditionally showcases. This is because both of these bosses are faaaaaabulous.
  • Would I play again: All signs point to no. Like, I feel like I should, but…

What’s next? Random ROB has chosen… Rayman Raving Rabbids. Hey, now we’ve got some minigames going! Please look forward to it!

Dang beast