Main game
3.85 average rating based on 275 ratings
This was my favourite game growing up, even if I never got around to finishing it, and playing it today is as fun as it was back then. I couldn't help but genuinely smile every time I started a new level and I remembered it from my childhood.
The platforming is challenging, but not frustrating, the bosses' gimmicks are fun to find out and way better than "just punch this until it dies", and getting new powers and finding new paths on levels is always satisfying. I'm happy all around with this game.
Once again, tho, fuck the golf minigame.
Wario land 3 is very unique game. By heart is a puzzle platformer - a genre that I enjoy very much. But it also has some very innovative ideas like metroid-like progression, day&night cycle and invincible character.
It of course isn't without its flaws. While trial and error is allways part of the puzzlers, in the case of Wario land 3, it can often feel a bit too punishing when you experiment and fail. That is not allways the case, but there are indeed levels that are worse than others.
Level design overall is very well put together. It is very varied in gameplay and also in graphic presentation. I really enjoyed how the different levels looked. Upside is also that you can play in short bursts. A level will take you max 10min if you are really struggling. So it is perfect for a handheld. I also really liked the day&night cycle but I feel like they could do more with it.
When comparing wario land 3 with wario land 4 it is quite obvious that wario land 4 plays better. Thats largly due to a fact that you have all the Wario moves available from the very start. …
Wario land 3 is very unique game. By heart is a puzzle platformer - a genre that I enjoy very much. But it also has some very innovative ideas like metroid-like progression, day&night cycle and invincible character.
It of course isn't without its flaws. While trial and error is allways part of the puzzlers, in the case of Wario land 3, it can often feel a bit too punishing when you experiment and fail. That is not allways the case, but there are indeed levels that are worse than others.
Level design overall is very well put together. It is very varied in gameplay and also in graphic presentation. I really enjoyed how the different levels looked. Upside is also that you can play in short bursts. A level will take you max 10min if you are really struggling. So it is perfect for a handheld. I also really liked the day&night cycle but I feel like they could do more with it.
When comparing wario land 3 with wario land 4 it is quite obvious that wario land 4 plays better. Thats largly due to a fact that you have all the Wario moves available from the very start. In Wario land 3, all the expected moves, like ass pound and destroying blocks with your head are taken from you in the beginning and very very slowly given to you as you progress. So the character movement feel quite stiff in the beginning. I also feel like the move set was too fragmented. There are too many upgrades that aren't that significant, but overall make the game much longer. I would even say that the game is a bit too long.
For better orientation, a very nice addition is the mysterious figure in the first stage that you can return to and ask where to go next. That way you don't need to worry about searching in different levels where you can progress with the new abilities. Bosses are also great. They aren't hard but I enjoyed every one of them.
To conclude, I think wario land 3 is very lovely game with beautiful, colorful and menorable moments. It is a nice game to play in short bursts because if you play it for longer periods it may piss you off. But for people looking to play their first Wario Land game, I think they are better off playing Wario Land 4.
Wario Land 4 is everything this game is not (most notably, fun). I could really go on and on about all aspects of WL 3 I throughly disliked: constant backtracking, confusing level design, extremely unfair bosses, game's too long overall, way too high enemy recoil (for a platformer this is so frustrating)...
All in all, I just found the game to be very boring. I beat it partially because I wanted to see if it'd get better (it didn't) and because I hate dropping games. I don't actually think I'd have made it to the end without the level maps I found online and the "save any time" and "rewind" features on the Switch.
I adore Wario, his powers are creative and funny, the music's great, it's got an interesting level design diversity and the plot twist at the end was nice (no where good as its sequel though) but it wasn't enough to make me like this entry. In the end, it just made me love WL 4 even more.
Wario Land 3 almost surpasses its predecessor in every single way. Almost.
Sporting visuals that actually fit the Game Boy Color instead of an afterthought (colored chests/treasures and colored objects as clue cues? Nice!) but the same grating music, the scope of Wario Land 3 is far greater than the previous games. Now sporting 25 stages with four different objectives in the form of treasures in each level, the amount of replayability in each level is massive.
It also helps that a Metroid-esque nonlinear progression has been added to Wario's quest; powers that were taken for granted in 2 are now slowly built up over the course of 3, creating places to re-explore out of simple mechanics such as swimming and grabbing enemies. Plenty of other treasures just act as keys to unlock other areas, but it's nice to see a flashy little cutscene open up even more of a level to progress further.
What keeps this from being one of the best, though? Other than the music, the game still can't let go of infuriating mandatory gambling minigames, though the mini-golf is thankfully sparse and the player has more than enough coins to spend as need be, with coin …
Wario Land 3 almost surpasses its predecessor in every single way. Almost.
Sporting visuals that actually fit the Game Boy Color instead of an afterthought (colored chests/treasures and colored objects as clue cues? Nice!) but the same grating music, the scope of Wario Land 3 is far greater than the previous games. Now sporting 25 stages with four different objectives in the form of treasures in each level, the amount of replayability in each level is massive.
It also helps that a Metroid-esque nonlinear progression has been added to Wario's quest; powers that were taken for granted in 2 are now slowly built up over the course of 3, creating places to re-explore out of simple mechanics such as swimming and grabbing enemies. Plenty of other treasures just act as keys to unlock other areas, but it's nice to see a flashy little cutscene open up even more of a level to progress further.
What keeps this from being one of the best, though? Other than the music, the game still can't let go of infuriating mandatory gambling minigames, though the mini-golf is thankfully sparse and the player has more than enough coins to spend as need be, with coin collecting taking a back seat to the more enticing treasure collection.
All in all, Wario Land 3 continues what made Wario Land 2 great all while adding a grandiose amount of non-linear progression that really gives this sequel some staying power. Wario just needs a pinch more polish to reach perfection...
History:
I have never actually played a Wario game before! Well, not counting the WarioWare games, which are obviously fantastic...
Expectations:
From what little I've seen from this game it looks like I'm in for a pretty solid platformer, which is really all I can ask for.
Day 1:
I have to say, after playing through a couple levels, I'm pretty into this game so far. It looks like there's going to be a lot of backtracking, which I'm really not into at all, but the levels seem short enough that it probably won't be a huge issue for me. There's a lot of charm and here, and for my first time seeing Wario in a platformer I'm actually a lot more impressed by the guy than I thought I'd be!
And... the honeymoon is over.
After spending some more time with this game I still love the style. Wario is a ton of fun to watch and control. However, what starts as a fun, simple platformer quickly turns into backtracking, key-finding Metroid adventure game. For me, that's a complaint...
Don't get me wrong, the game plays just fine, but I'm just not into the find the key to find …
History:
I have never actually played a Wario game before! Well, not counting the WarioWare games, which are obviously fantastic...
Expectations:
From what little I've seen from this game it looks like I'm in for a pretty solid platformer, which is really all I can ask for.
Day 1:
I have to say, after playing through a couple levels, I'm pretty into this game so far. It looks like there's going to be a lot of backtracking, which I'm really not into at all, but the levels seem short enough that it probably won't be a huge issue for me. There's a lot of charm and here, and for my first time seeing Wario in a platformer I'm actually a lot more impressed by the guy than I thought I'd be!
And... the honeymoon is over.
After spending some more time with this game I still love the style. Wario is a ton of fun to watch and control. However, what starts as a fun, simple platformer quickly turns into backtracking, key-finding Metroid adventure game. For me, that's a complaint...
Don't get me wrong, the game plays just fine, but I'm just not into the find the key to find the chest to unlock the ability to find more keys and more chests kind of formula. This is especially true when it's not completely clear where it is you're actually supposed to be going.
I'm not giving up on Wario Land just yet, and I did make progress tonight, unlocking the second world and a new power-up. We'll see how it goes.
Day 3:
So I'll admit, after playing through more of the game over my lunch hour it's kind of growing on me. A lot of it is that it's not completely clear what Wario is capable of, so progression may seem impossible until you figure out not how a certain mechanic works, but simply that it exists at all!
With a slightly better idea of what it is the game is expecting of me, and what I'm capable of actually doing, I'm finding myself playing through Wario Land 3 much more naturally, and enjoying myself a lot more as a result.
I've unlocked several new levels and several new routes in old levels, and having a good enough time of it.
My one potential complaint, and I'm not sure if this is going to be a trend or not, is the nature of boss fights. When you engage a boss in their boss room, at least the ones I've fought so far, their attacks will knock you all the way out of their room, sometimes a fair distance back. I understand that since Wario can't actually take any damage there has to be repercussions for getting hit, but this gets real annoying real fast.
Day 4:
It's kinda hard to gauge my progress in this game. The easiest way to look at it is that every level has 4-5 objectives, and every time I visit a level it's to complete one of those objectives, so I'm constantly running around the map visiting both new and old stages as I gain new abilities or trigger new events so that I can complete a single objective then go to another stage. I almost reminds me of Super Mario 64 where you can only get one star from a level at a time, except in that game you can just jump right back into the same level to get the next star.
What's happening as a result is that the game is becoming extremely formulaic. None of the levels are that big, and since I visiting them repeatedly for (slightly) different reasons, they become boring very quickly. This would be fine if the platforming held up, but it's really nothing special, and in fact I mostly just find myself getting more and more annoyed by the damage mechanics!
Since I started playing I've unlocked the ground pound and, well, swimming abilities. I really have no idea how much further I have to go...
Day 5:
And the pattern continues...
I unlocked the ability to break bricks with my head which allowed me to go back and explored previously inaccessible sections of old stages, as is the custom. This time I found myself back in the already annoying city level, facing down an even more annoying boss!
As one would expect, the level's boss involved a back-alley match against street smart rabbit and is crooked turtle friend acting as the goalie. While not directly reflected in the game, I'm fairly certain I heard them both crackin' wise at one or more points in the match. Well, matches because holy crap I could not deal with this encounter!
First to three points wins and jumping on the rabbit turns him into a ball. Likewise, if he jumps on you, you become the ball. The turtle will duck all the rabbit's shots and block most of yours. You can knock the turtle into his shell, which implies that the way to win is to squash the rabbit into a ball, line him up, then jump on the turtle and quickly go back and kick the rabbit into the goal.
NOPE!
After failing at that for several attempts I found all you had to do was punch the rabbit into the goal over the turtle's head with pixel-perfect accuracy! Hit the rabbit too early or too low and the turtle catches it, hit it just a hare (badum psh) too late and it bounces off the top of the goal. Of course the rabbit-ball is bouncing up and down as you're hitting it so lining up that shot becomes a real pain. Once I did finally find the sweet spot, though, it was a pretty easy win.
Unrelated, I just got an iPhone for the first time since smartphones and, man, it takes some really awful closeup shots...
Later...
I fired the game back up for about another hour in the evening, opening several more chests, unlocking new stages and areas, getting some new powers... and frankly I just can't stand to play this game any longer.
Conclusion:
So... Wario Land... It's one of those games that I really hate to hate but for me it just pushes all the wrong buttons. My biggest qualm in any game is arbitrary difficulty or challenge, and Wario Land 3 is that concept manifest. The fact that Wario is invincible is a really cool idea, and that the game is built around this idea is again, very cool. The way it decides to build around, though, is ultimately just extremely frustrating and annoying. Every enemy in the game is capable of either slowing you to a crawl, or knocking you back to the beginning of the stage. Hit by a fish or an ice cube or a fireball and you're sent rolling/sliding/running back to the starting line. Fall in the water and you can expect the current to take you back to square one, with no way to jump out and save yourself some time.
Smaller quirks are just made all the more irritating by the larger ones. At one point you're given the ability to hold and throw enemies and items. Problem is, the slightest contact with the environment and you lose whatever if it is you're holding, oftentimes requiring you to run all the way back across the stage to find a replacement. God help you if you miss your target!
Bosses present the same issue. Since you can't die your punishment for getting hit is to get sent back at least one screen, making learning any given fight take much longer than it should, and be entirely more frustrating than it should.
Further emphasized by the aforementioned issues is the fact that nearly every time I picked up the Gameboy my very first thought was, "Why am I doing this again?" There is an underlying story in the game, sure, but you're given no sense of progression in it. You find a chest that rewards you with a random artifact and more stages or paths open for you. This pattern repeats ad nauseam until eventually you get sick of the game and hammer out an angry review because you should have been having way more fun with it! The lack of story in a platforming game would be just fine if the platforming could stand on it's own, which it mostly does. The actual control of your character while you're not being sent flying across a stage is probably the best part of the game, as is solving some of the more clever, or challenging, puzzles. I especially enjoy the segments that have my go into a rolling ball and maintain that ball over a difficult platforming path to roll through a smaller section at another point in the level. That's fun! Sadly, this is all marred by the fact that you're constantly revisiting old levels and dealing with everything ELSE about the game that ruins what should otherwise be a very fun experience.
Liked:
- Wario has a ton of style, and playing as him was a lot of fun.
- When the platforming was fun, it was a lot of fun, and actually quite rewarding.
- While not as classic as the tunes in Super Mario, the music here was pretty great.
Disliked:
- There's not enough story to really keep you engaged over the fairly long game.
- Open world gameplay and day/night cycles don't feel like they add anything positive to the game.
- The game becomes overly frustrating due to damage mechanics, especially with bosses. The game loses a lot of it's pacing as a result.
Personal Score:
As a platformer, it’s the best on the Game Boy and its colored successor. Vibrant, smooth, fun and challenging. Each level, map and their corresponding missions are of perfect length for a person’s attention span on the go.
As a metroidvania, a play style the game seemingly aspires, it’s meh.
The first Wario Land (Super Mario Land 3) tested how far a portable platformer can go at the time. The second gave Wario Land its identity and uniqueness. The third one is when it really came together.
It’s interesting that nintendo chose this as the first Wario Land available for switch since it’s my least favorite. The non-linearity is pretty interesting, but I think I’d prefer a more straightforward design. This was a nice trip down memory lane regardless.