Super Mario Land 3: Wario Land
I’ve recently been spending bit of time looking at Wario,
culminating in my desire to go back and finish some of the games I’ve never
finished and games I’ve never even played.
It’s also an excuse to hunt down and pick up a few
glorious boxed GameBoy games, which is always gratifying fix.
The true lineage of the Wario Land games goes back to the
Super Mario Land games, with the third in that series being the first Wario
Land game as such.
Being a big fan of the mainline mario games that were on
the GameBoy I already had the first two and am very familiar with them from
when they originally came out on my GameBoy, the third I honestly forget how I
acquired but I’ve certainly had it for a while. I also managed to pick up a
very decent Wario Land 4 a few years back at a car boot sale, which left me
with only Wario Land 2 & 3 to finish the GameBoy set (I have a few of the
other format titles in the series but not all)
I decided to start off where I’d left off, originally
back some time in the 90’s when I first tried SML3.
I loved the first Super Mario Land game and where I
enjoyed the Six Golden Coins follow up, I felt that I preferred the more fluid
movement of the first game and while the map, with its zones and hidden levels
was fun and very welcome, I preferred the first game and it left me feeling
muddled about the series.
Then came the third game, which I must have played
somewhere and I instantly felt pushed further away with its heavy physics,
large sprites and slow gameplay. So I never played it again.
Fast forward to 2018 and with a new appreciating perhaps
for the style and an aged mind, I very much looked to get back in to it and see
it through.
I played on the GameCube, GameBoy player.
Using a Hori GameCube Digital Gamepad, that was
specifically designed for use with the GameBoy player, it has a superior D-Pad
than the small thin, GameBoy Advance D-Pad that was taken and put in the
GameCube controller. It also has a large moulded underside, that makes it feel
like a chunky SNES controller
Expensive as Hell nowadays, but is the best way to play
GameBoy games on the big screen.
It’s a true successor to SML2 in most ways, in terms of
design and overall aim. Performance is slightly improved I feel, with perhaps
the choice to go for a closer camera helping with the frame rate by reducing
the amount of moving sprites on screen.
The gameplay still feels slow and clumsy I think, even
being prepared for it, I was taken aback by how wallowing it is. However, after
a while, you start to get used to it, then start to appreciate the slow melodic
movement of Wario and begin to build it into your gameplay. Designed this way
on purpose ? I’m not sure but I certainly came to enjoy and appreciate it.
The replayablity of levels was improved over the previous
game (lets kind of ignore SML for a second) as you could certainly go back and
re-play levels in the Six Golden Coins but for not much reason other than
building for more lives or searching for hidden exits. With not much than that
but an added incentive of Treasure, SML3 gives you the choice to collect
treasure by finding and unlocking grand skull doors that you come across in the
game. Often you’d see a locked door before you found a key and would be tempted
to hunt it out. Some of the Zones, the first one in fact, Rice Beach, once
you’ve beaten the boss level becomes flooded by the imcoming tide and changes
things up, unlocking areas you couldn't get to before and uncovering treats -
making it essential to go back to.
The fact that the game makes no suggestion that you
should even think about this, is an example of its and a lot of it’s mystery.
Such a wonderful time.
The level to level gameplay was more mixed upon than
previous game also, with often tracking back and even going from right to left
at times. There were also a few ‘Minecart’ levels where you have to jump from
cart to cart.
One of the games entire Zones (Sherbet Land) is
completely passable, only accessible if you locate the hidden exit in Zone 2, I
don’t seem to see any reason to go there at all you can totally bypass it -
odd.
The ending is akin to Luigi’s Mansion say, or rather
Luigi’s Mansion is akin to this perhaps but once you beat the final boss your
coins through the game are collated, your treasure cashed in and the grand
total of your spoils are exemplified via the level of abode you can build with
it. Neat.
My original play though got me all of the Treasures,
minus six, which got me this lovely wood cabin.
It also does that old thing of having to power off the
console to restart, simply sitting at the end screen not responding to any
inputs until you switch it off.
Once you’ve beaten the game however, you’re locked into
the ending, no going back and mopping up, so you have to re-load up your save
and eek out the extra then if you wish too.
Which, of course I did….
The overall style felt more platform puzzle than straight
up platforming but then introducing someone to it as a platform puzzler feels
like you’d be doing them a disservice perhaps.
It’s not a stella Mario game, nor even a great Nintendo
game but it’s certainly, fun, compelling, satisfying and enjoyable.
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