Showing posts with label GameCube. Show all posts
Showing posts with label GameCube. Show all posts

Tuesday, November 18, 2025

Wario World


Wario World

Developer: Treasure
Publisher: Nintendo
Original System: GameCube
System Played On: GameCube
Rating: 2 1/2 stars 

On April 1 (no joke), I defeated the Black Jewel, thus finishing Wario World on the Nintendo GameCube! In my playthrough, I collected 51 of 64 treasures, all 40 spritelings, and 7 1/2 of 8 hearts. And I did it all in 11 9/10 gameplay hours over a span of 29 days (a little under a month), averaging 24 3/5 minutes per gameplay session.

I mention the average gameplay session time length because the first thing that stuck out to me was how long it took me to beat a level. Before I talk in depth about that, let me mention that there is only technically 4 worlds with 3 levels, 2 of those levels are 3D platforming collectathons and 1 level is solely a boss battle. 12 levels does not seem like a lot, but considering each level takes 25 minutes (rounded up), now it seems like a lot. Boss battle levels take 25 minutes because the boss has a much health as you, so it's an equal matchup right from the start. 3D platforming collectathon levels take 25 minutes because the levels are massive in size, and they have a lot to do. So what's all there to do in a level?

First, there is treasure collecting. Each 3D platforming collectathon level has 8 treasures in it. In order to collect said treasure, the gamer must press the color button, and then find the corresponding color platform. Collecting all treasures in a platform unlock a microgame from the first WarioWare game, as long as the player has a Game Boy Advance and the link cable. Gamers missing 1 or the other will find this reward useless, and even if the player has both, he or she might just have that WarioWare game, rending the reward even more useless. I at least appreciated that some of the treasures were Nintendo's past and present systems.

Second, there is spriteling collection. Each 3D platforming collectathon level has 5 spritelings, locked away by the Black Jewel for imprisoning the Black Jewel in the first place. At first, this spritelings seem to merely serve the purpose of tutorials and hints, however, they actually impact the ending of the game. The more spritelings Wario saves, the fancier the castle at the end of the credits. Collect all 40 spritelings, and Wario has more treasures than he started. Looking up a solution for another problem, I noticed I already had 36 of 40 spritelings. Therefore, I took the time to find the last four before taking on the end boss. I'm not sure if the ending was worth it, though.

Third, there is red crystal collection. Red crystals unlock the 3D platforming collectathon's boss battle. Each 3D platforming collectathon level has 8 red crystals. Earlier levels on require 3 red crystals, but later levels will require 6. These red crystals are behind trap doors. Sometimes, a simple ground pound/hip drop will break open the trap door, while at other times, only a Piledriver will open the trap door. The trap doors requiring a simple ground pound/hip drop leads to levels similar to Toad's Treasure Tracker. Use the C-stick to navigate through the puzzle to reach the red crystal. The trap doors needing the piledriver lead to levels that remind me of the Super Mario Sunshine levels without FLUUD. Except this time the Wario Land episodes are more doable. Both levels were a nice changeup from the regular gameplay of scouring the level to look for treasures.

Fourth, there is gold statue parts. Each 3D platforming collectathon level has 8 gold statue pieces. Collecting all 8 will earn Wario a half heart, with the hearts maxing out at 8. This power up probably has the most in-game use, as the bosses will level up as the game advances. I got 7 1/2 hearts because I came up short 3 pieces in the last level, which had already given much such a headache just trying to find the end boss. If any gamer chooses just to collection 1 collectable, that gamer better make sure he or she has hearts as the collectable.

Fifth, there are coins to collect, but just like with Treasures, they seem to have little or no value to the after credits scene. The only thing the coins do is allow for extra continues, which also ramps up, maxing out at 500 coins. I ran out of coins nears the final boss battles, so I could not continue. Speaking of coins, Wario does not have the same immortality or transformations as prior games, so if a player falls off a ledge, that player needs to find the box with the hidden spring to launch back into the level. Also, poisonous water exists all around the underworld, which sucks out the hard-earning coins. No joke, on one occasion, I lost 1000+ coins in that underworld. This was more boring and tedious than creative and innovative.  I wish it was axed.

[SPOILER ALERT!] After clearing all 12 levels, the big treasure chest north of the island pops open, revealing Black Jewel. The Black Jewel has 8 lives, rewarding the gamers who took the time to increase their hearts to 8, making it an even fight. Those gamers who did not end are going to find themselves going for an almost perfect run. Here in North America, the Black Jewel only has 1 cycle. The attacks may increase in speed with every passing cycle, but besides that, once the pattern is down, it's smooth sailing to the finish. Japan, on the other end, got more a true boss fight, with the Black Jewel taking center stage in the fight, fighting head on. Man, I wish we got the Japan version [/END SPOILERS!]

In conclusion, I have mixed feelings about Wario World. When on the handheld systems, the Wario Land games naturally progressed from copying Super Mario to becoming its own thing. Besides making the move to 3D, Wario World doesn't seem to go beyond that. No Metroidvania-like traveling. No power-ups besides garlic to give an extra power to Wario. No cutscenes at the beginning or end (instead, the game provides static text and flashes of images). Furthermore, the controls feel off, which makes me doubt if the developers had any experience with platforming games, especially 3D platforming games. The poor lighting made it hard to see ladders. Therefore, with all that in mind, I give Wario World a ranking of 2 1/2 stars. It's somewhere between a bad game and an average game. I would play this game until you get sick and tired of finicky 3D platforming and tedious collecting, and then watch a Let's Play of the rest.

Hey, at least it can't get any worse than this, right? Right?! RIGHT!?! It's going to get worse, isn't it? 

Running Ranking
1. Wario Land 4
2. Wario Land 3
3. Wario Land 2
4. Wario Land 1
5. Wario World 

Wednesday, December 14, 2022

Luigi’s Mansion (1)



Luigi's Mansion (1)
Developer: Nintendo EAD
Publisher: Nintendo
Original System: GameCube
System Played On: 3DS
Rating: 5 stars 

On January 15, 2022, I defeated King Boo and rescued Mario, thus finishing Luigi's Mansion, originally on the Nintendo GameCube (I played the 3DS port)! In my play, not only did I defeat King Boo, I captured 21/22 ghosts (I think I glitched the game because I failed to capture 1 ghost, the lights turned on, and I could not find the ghost again), I captured 46/50 boos (that's over 90%!), I collected over 4 1/2 million G (the in-game currency), and I accomplished all beginner and easy achievements. All this, however, only got me a Rank E. And I did it all in 9 1/10 gameplay hours over a span of 2 weeks/half month (more like 3 weekends because I only played it on the weekends).

Overall, the gameplay was a new and fun concept. I've heard Luigi's Mansion called "baby's first horror game" because it has all the horror tropes (haunted house, ghosts, etc.) without the game feeling too scary. Well, as an adult, I did not feel too scared. I have friends, who played this game as a child, and they said it did scare them at points, so I guess the game ultimately succeeded at being a horror game for kids. In all seriousness, though, in a way, it succeeds as a horror game in general, even if it does not scare adults. At some points, Luigi's Mansion did give me some Silent Hill vibes. Like Silent Hill, the mansion had plenty of locked doors, which needed unlocking. Like Silent Hill, to unlock those doors, the gamer has to explore the unlocked rooms to find keys. Like Silent Hill, the player sometimes has to defeat the horrors in the room to get to the keys (with Luigi's Mansion, that's sucking them up with the Poltergust, unlike Silent Hill, which is attacking them with a weapon). Also, because Luigi's weapon is the Poltergust, the game gives off some serious Ghostbuster vibes. I imagine that was done on purpose.

I don't want to complain too much about the controls since I played on the 3DS, not the GameCube. I imagine the GameCube controllers are much more intuitive with the 2 joysticks. Nintendo did try to remedy this. They gave gamers 2 possible options, one of which Luigi always points the Poltergust in the direction the joystick moves and the other has Luigi move while facing the same direction. Players will have their own preference, but both still fail in comparison to 2 joysticks. The best way to play is to get the 2nd circle pad extension or play on a New 3DS that came with a second circle pad built into it. Without it, you'll have to learn to strafe by holding down the B button or use that D-pad to readjust the aim, but the game was originally made with 2 joysticks in mind, so the game isn't intending the gamer to take his hand off the circle pad (movement) to put it on the D-pad (aim). It expects players to move and aim at the same time, and the 3DS port doesn't calculate it. This is my biggest complaint, and possibly, my only complaint.

The game also felt a little short. Truth be told, it wasn't short. 9 1/10 hour is just slightly below average from what I expect for game (I expect on average 10 hours to finish the main story). It just felt short. It could be the Metroidvania-like aspect that there is only 1 area, which gamers unlock as play progresses. It could also be the fact that the players knows the end goal from the start, and the game does not to really add to it. Locked doors merely keep the player from marching down to the final boss and defeating it.

[SPOILER ALERT!] Speaking of final boss, the game had me a bit worried there. At first, when I heard of a King Boo, I actually didn't mind. Yeah, it's Nintendo typical "make common enemy bigger to make him a boss," but at least it wasn't Nintendo's typical Bowser as the final boss. Then I started hearing the name Bowser thrown around, and I thought Nintendo did make Bowser the final boss! To my relief, it was a faked out fake out. King Boo was indeed the final boss, even if he did wear a Bowser costume. Oh, and speaking of the final boss battle, I found my surprised that I missed Nintendo's typical 3 phases of the final boss. Once I figured out how to defeat King Boo, all I had to do was do it, and I was done. A little anticlimactic [/END SPOILERS]

In the end, I appreciate how Nintendo figured out a way to enter the horror genre and keep it family friendly. I also like that they did not simply make it another Mario game (in the sense that Mario is a main character), but rather, they handed it off to another character. It worked out well, too, as now Mario needed rescuing, not Princess Peach.