Reviews from

in the past


Trivia Time!

The real reason we greenlit this game was that we just thought it was funny to have Treasure develop a game all about treasure

Stay tuned for more Trivia Time segments in the near future!

This game feels like if they made a Mario Party 4 minigame a full game.

And I love Mario Party 4 so that's fine by me.

I had vague memories of play this game as a kid. I remember the circus level, pyramid level, and slopes level, and I remember having a really hard time with Red Brief J. I was pretty surprised to learn that I had almost beaten this game as a kid even though I only played it maybe once at my grandparents' house? Maybe it was more than once.

Anyhow, this game is pretty damn easy and not super interesting in either of its genres - 3D platformer and beat 'em up. The combat is super simple, enemies offer virtually no lethality the majority of the time, and frankly I just avoided them most of the time in the second half since they're just boring. The only way to die in this game is by getting hit enough times, falling into pits takes you to a zone where you have to break boxes to find an exit and any damage you take there will just take away money (money which you only use to buy health, yipee). The fun of this game is pretty much entirely in exploration and bosses. there are a whole bunch of collectibles in each level. Most of them are pretty easy to find, but there are challenge rooms that have you solve some kind of puzzle or complete a platforming challenge and they're the most fun part of the game. That said, they are also pretty easy most of the time. The very last level had some challenging ones (and one puzzle that I don't know how you're supposed to do, I just cheesed it a bit).

Every level has a unique boss, and each world ends in another unique boss - there's actually more bosses in this game than levels. Honestly, they don't take much to figure out how to beat, but I appreciate making each boss special, and there are some wicked designs here. A marionette cherub, a medusa with a blue stone-cold face, a bigass spider, etc. They're overall very interestingly designed, and most of them are fun to fight even if they aren't difficult. I'd say the final boss is actually the worst one since you just run around a circle and hit crystals for eight or so cycles and its attacks are predictable and easy, it was a disappointing end to the game. All in all, the designs in Wario World are cool.

This might be the best-animated 3D Wario to date, he's very expressive, and mixing that with his iconic voice lines makes this Wario actually decently stylized. The music is jamming, and the vibes are great. I definitely wouldn't call this a GameCube must-play, but it's still a good time, I don't think most people would regret playing it.

Admittedly Wario World doesn't have much meat on its bones or any of the depth that makes other treasure games fun but it manages to be insanely appealing if just for how uncanny and gnarly its aesthetics and energy can be. The bosses are a treat, the red crystal missions are masochistic fun, and the short length makes it an easy-to-digest recommendation for homebrew and emulation enthusiasts.


The Japanese box art for Wario World proclaims in bold letters that this is a "Powerful Wario Game" etched in its shiny golden exterior, and if nothing else, Wario does feel extremely powerful. The novelty of this game for me as an eight-year-old kid was having Wario able to piledrive dinosaurs was extremely cathartic, which was something so violent that can never be seen in a Mario game. The entire game's bizarreness from its creepy enemy design (specifically the bosses) to Wario's constantly overly animated face and animations and its weird but varied and memorable soundtrack made Wario World stick with my mind. However, I admittedly never actually finished it until today.

And I can see why now because once you get past the novel charm, this game is painfully mediocre.

Wario World feels like a mesh of ideas that never really come to fruition, from its basic lackluster combat to its level design and platforming to its collect-a-thon elements. Throughout my entire 100% playthrough, It felt like Treasure was juggling too many ideas in a game that only lasts 6 hours, which felt strange coming from a studio that puts out very mechanically focused games. So for this review, let me break down why every aspect of this game feels so flawed in its execution.

1. Combat: Wario has one button for a punch. After you hit an enemy and stun them, you can pick them up to toss, spin or piledrive them. It's very basic for a child to follow, and the enemy AI is so surprisingly passive even in swarms that you can run past them, which is a problem. To remedy this, Treasure had to constantly shove combat encounters into the player's face and make them mandatory, such as the arena sections, the weird crystal monster arena encounters, and the need for taking an object or enemy to piledrive them into puzzle room sections for entry. But the game never actually mixes up these encounters in meaningful ways, the enemies will still behave the same way, they just make enemies tankier. By the time I was into the second major section of the game, I've seen almost everything enemies had to offer, and combat started to become a chore. It's only with the game's boss fights that they offer some form of a puzzle-like strategy to them to make them engaging, but even they start to feel repetitive halfway through them and it's only made worse with their long life bars, but they just kept going (I'm looking at you, Black Crystal.)

2. Platforming: Wario World is a 2.5D platforming game, meaning Wario has a form of 3D space to walk around in but the camera remains fixed the entire time. The problem is that the perspective the camera gives you can be deceptively tricky to judge where you need to position your jumps, combine that with a lack of a drop shadow on Wario and it can lead to frustrating falls just because the camera just needs to always be centered on Wario. It also doesn't help Wario has a subtle amount of traction to him when landing, which may be a fault of overly loose controls. If they wanted to emulate Wario being so filthy and greasy he slips on his own dirty shoes, then I guess they did a good job. It also doesn't help there isn't a lack of movement options baked into the game. Wario has his shoulder charge, sure, but you're not going to use them in platforming sections unless you are trying to kill yourself. He has this jump out of a shoulder charge which the jump arc feels so pathetically short, it just felt like a missed opportunity to add some more depth into the platforming. If the jump arc was say higher while keeping the speed you get from the jump; you would've had a more risky but rewarding option to speedrun the platforming by mastering using shoulder charge jumps at key times.

3. Level Design: The best sections of the game are, ironically, the trap door sections that test the player with a quick puzzle or a platforming section because they offer a unique challenge that breaks away from the main game. (But even that comes with frustration because of the fundamental platforming issues). The main levels ask for you to collect Wario's missing treasure that's scattered around the area. You hit colored buttons and go to the colored areas to find a treasure chest to get the item, but there's more than that to obtain 100%. There are the spritelings, the crystals to unlock the boss door, the Wario statue parts too. While these are pretty satisfying to get themselves, the levels feel like chores to get through, as because of the 2.5D perspective, have to be linear treks through, missing one Wario statue on say the ice hill because you went down the wrong slide will cause you to have to get Wario on a balloon to start all the way back to the beginning, which becomes incredibly infuriating. The level I thought was the most interesting was Pecan Sands because it's a level that goes from the bottom to the top, scattering all the requirements you need around the pyramid instead, which made backtracking a non-issue, as you were going to go around the pyramid anyways. It also had the most challenging puzzle/platforming trapdoor rooms in the game which were enjoyable. But everything before Pecan Sands felt bland to get through, especially when your adventure was paused to get through one of those "required" combat sections that break the pace. Oh yeah, there's also these Unithorn Lairs that serve as a punishment if you fall off a cliff, where you are chased by these purple rhino ghosts that steal your money and you need to break boxes to find the exit, with every other box having a bomb in them. It was terrifying, but halfway through when I dropped into these, I started to roll my eyes having to go through the same escape over and over again that I honestly just wished the game gave me a game over instead.

4. Not enough implementation: My main issue with this game was that Treasure felt like they were focusing on ideas that didn't make the game more enjoyable but instead repetitive, for example, the combat arenas, and discarded too many interesting ideas this game did have. I remember this one section in world 3 where there were these magnet enemies that you had to knock out and then can throw them to stick on these metal parts of the wall where you can then jump on them to get through. It was a neat idea, but the issue was that was the only time it was used. Like I'm sorry, but really? You had to have a team of animators to model this one enemy and programmers to get the mechanic to actually work and you used it for one section of the game? It felt like such missed potential where in a better game would be a central focus. In fact, grabbing stuff in unique and interesting ways in a level to solve puzzles was in a Treasure game before, and it was called Mischief Makers, and it was a more compelling game because that was the main center point, for as many problems as that game had, I say it was more interesting than Wario World because of it's commitment to that mechanic.

The problem with Wario World is that it feels like a jack of all trades but a master of none. It doesn't know if it wants to be a game about enemy encounters with basic combat, a mediocre 2.5D platformer, or a collect-a-thon with limiting levels, so what you get is a 6-hour game that doesn't have the time to flesh out the ideas it set up. This all accumulates to an anti-climatic final boss that was nerfed in the North American release to have fewer phases, where you circle around an arena 5 times to get spritelings to attack the boss for you as it keeps shooting lasers at you so then you can piledrive it, over and over again until it's insanely long health bar goes away. This absurdly repetitive design of this one boss reminded me of the whole game. Overly simple, repetitive, and dull, and I only completed the game just so I can say that I actually finished it 100% and never play it again.

This may be a "Powerful Wario Game" because you can piledrive dinosaurs, but Wario World feels weak in almost everything else.

EEEEEEaaaaAAAaaaAAAAAAaaaHHHHHHHee HAA HAAAAAAAH HAAAAH HAHeHAHHEEEEHAAA HAHAHAAAAAaaaAaAAAAaaaAaAAAAAAaaaaaAaaa hah HAHA AAAAHHHHHHHhhhHHhh HAHeHA HAAAA HEEEHH HAAAAA heh HEHAAAAH



EEEEEEEE… EEEEE…. EEEEEYIY EEYIYYIYYYAAAHHHAAHHYYIY HAAAAAH YIIY YIIY EEYIIIIIYIYYAAH YIY YAHHOOOoooOoooOOOO OOOOOOOHH OOO UUUUOOOWWOOHOOOOHWW HIH aaHAhhaHaa HAAAAHH HAAAH HAAAHhahaHaaaaHAH. HHEeeeee AAAAAAAA HA ha HAAAA eeeeeee. (breathes) AAAAAAAAAAA. AaaaaaaahhHHH HAAAAAAH HAA HAHA hahahhahahahahahahhhahhhhwhahhshahhaahhhdhjghkhiukekgHAAAAAAH HAAAAaaaAAAHH waaaaaahaaaaaaa HAH HAAAAaaaAAAaaAAAHHH AAAAAAAAAHHH HAAAAAAAH hahahhahahahahhaahuuhhahhahgfdhagahhd Ahhhaaah ha ha ha Ha ha Haaaa hahahhaahhahHAAAAAAH

AAAAAAAAAAAAAAAAAHHHHHHHHHAAAAAAAAAAAAAAAAHHHHHHHHAAAAAAHHHHHHHHHHHHHHAAAAAH HAAAAAAH

aAAAAAAAAAAAAAAAAAAAAHHHHHHHAAAAAAAA aaaaaaaaa HAAAAAAAAAAA aaaaahaaaaaa HAAAA haaaa haaah HAAAAH haaaaaa haaaaaaaaaAAaaaAa AAAAAAAAAAaaAa Hah AAAH Hah AH HAHAHAHA ha ha HAAAAHHAA hahahhahgruhahahahah hehhhahahajha HAAAAAh ha hahaaaaahh HAaaaAAAAAAAaaaaaaaAAaaaaaa… HAaaa.. AAAAAAAAAA- haaaaaaa.



HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Super fun Gamecube platformer where Wario tries to defeat an evil gem. Drags a bit by the end but it has fantastic 2000s WarioWare-era attitude and fun beat-em-up/platformer hybrid design. A lot of little things you wish were a little better, but a really nice way to spend 4 hours or so.

This game is the blowjob of videogames

"what if wario's face just never stopped vibrating like a gmod model lol" - someone on the dev team probably

A surprisingly unique little game, but anyone who bought this full price in 2003 probably feels pretty burned because I 100% this in an afternoon.

Wario is pretty fun to control, he's surprisingly nimble, but he also feels like hes got some grease on his shoes, which makes moments of actual precise platforming sketchy. I actually enjoyed fighting things more than I thought I would, and it has some cool bosses.

The level design is probably the most interesting aspect of this game though. To compensate for the fact that there's only 8 levels, the levels are pretty large and multilayered, varies up the gameplay with the red crystal sections that tend to be little platform puzzling section, and the levels themselves are are pretty varied both visually and in design.

You also might've noticed that I said 8 levels. Because there is only 8 levels. The game is extremely short, especially if you don't care about 100% (arguably the only thing even worth collecting all of is the sprites, unless you really care about small chunks of warioware levels. Which you don't.), and despite the short length there's obvious padding in most of the later levels requiring you to backtrack to acquire all the treasures, and how most of the enemies in the game are reskins.

A fun short session. Go download it on dolphin or something.

Also, if it's possible you should play this game via the JP version. For some reason the final boss has some extra phase in JP exclusively and some other smaller details. weird.

god hes so hot........
hes 95% muscle..........

As a big 3D platformer fan, especially ones with a collect-a-thon theme, Wario World was an exceptionally unique and weird take on the genre I appreciated quite a bit.

One of the main aspects that set this game apart is tying in beat ‘em up mechanics in the platforming levels. Wario doesn’t have nearly as wide of a moveset as Mario when it comes to jumping, but the opportunities to swing and pile-drive enemies around fit the different style of gameplay well. Even when there’s no need for extra coins, it’s just fun hurling a hostile into the group behind you. It also helps that there’s some super creative character design throughout the game. Instead of typical bat, rat, and skeleton enemies, Wario World has everything ranging from flying magnets to vampires in straightjackets to jellyfish shooting lasers. The varied types do a good job at keeping the brawling fresh even when most of them can be defeated by the same attacks.

If you’re not fighting, collecting treasure is the other focus of Wario World. Most of these items are pretty easy to find by just exploring each path of a level, with minimal puzzles or precise jumping required. However, the unusually linear design of each world makes straight backtracking range from tedious to practically impossible. The levels do provide options to loop around to the start of a level after reaching the end, but it’s not quite ideal. If there’s going to be a lot of exploration in a game, putting in so many one-way restrictions creates a weird middle ground where a large part of the discovery is just retracing your steps.

Regardless, Wario World is consistently fun and straightforward enough that it won’t ever get irritating if you’re simply playing to experience every level, as opposed to trying to get 100%. Just don’t spend too long on the pause screen.

Pretty fun if simplistic beat-em-up. Oozes in Wario charm with its weird sound effects and music. The bosses are wonderfully quirky as well, though some more enemy variety would have been nice.

The single most unhinged game in existence, Wario World is pure hedonism. I am genuinely convinced that Wario himself developed this game as a power fantasy. there is no real danger from enemies it is just pure frantic treasure hunting. Amazing game

This is also the only game I have ever 100% completed

Nyeaah!! nyeahh! nyeah nyeah nyeaaahhh!!

One of the peak performances in terms of the Greedy powerhouse known as Wario! The game is reminiscent to others like Klonoa and others around that error of wacky platforming and classic style levels such as Haunted House, ice level, Egypt Level, and so on. The really fun gameplay loop of pile driving all the little goon enemies and completing all the puzzles to collect the treasures. One of the more recent memories I have of the good ol' days of Blockbuster and watching my brother play through this and beat it. (The game is more on the shorter side of things which isn't bad at all). I'd say it's about time we get another Wario game like this and hold off on the gimmick microgames for a little bit.

whoever was in charge of the character designs was having the time of their life

When someone steals all the treasure in my castle #Wario #TheWarioSweep

Greatest pause screen music in the history of pause screens. Wario World 2 is secretly the best announcement that Nintendo could ever make.

esse é o jogo mais Pós Wario possível e acho incrível como ele consegue traduzir todos os signos da franquia pra terceira dimensão e como isso reflete na caracterização de Wario – afinal, esse jogo se passa depois da série já ter definido sua própria identidade com duas iterações no plano 2D; Wario já tá rico o suficiente, seu status quo é uma mina de ouro, e ele não precisa mais ir atrás de tesouros e apesar dele estar Tão Feliz quanto no 4, a problemática de sua aventura agora é outra:

assim como no 2, o jogo começa com o Wario descansando em seu castelo até que alguma merda acontece mas diferente do 2 (em que ele é roubado), no World ele tá literalmente pagando pelos seus pecados: uma jóia causava corrupção e destruição, tendo que ser selada por spritelings…até que muitos anos depois, ela foi roubada por Wario – despertada, ela transforma o castelo de Wario em ruínas divididas em mundos estranhos, com o objetivo de tomar para si e criar seu próprio castelo (literal o objetivo do Wario em Super Mario Land 2)

e aí, toda a aventura do Wario consiste nele explorando os restos abstraídos de seu lar enquanto salva os spritelings e conserta a merda que ele mesmo causou, pra no final ser tratado como um herói (dependendo do final, que considera quantos spritelings você salvou)

não existe nada mais Wario que isso e esse jogo ser essa anomalia que abusa da profundidade do eixo Z enquanto progride por telas lateralmente me encanta muito – inimigos que respawnam infinitamente, moedas sendo redundantes porque TUDO te dá MUITO dinheiro explodindo a economia do Mundo De Wario, fases com padrões super óbvios mas que ainda sim cativam porque todas as mecânicas, gimmicks e desafios do jogo são iradas – e até mesmo os chefes são divertidos nesse jogo.

mesmo que em circunstâncias ruins, o Wario transforma sua própria jornada numa acid trip e ter que reaprender a controlá-lo por estar transicionando pra terceira dimensão do GameCube foi uma experiência muito mágica pra mim – mesmo que eu sinta falta da cabeçada e da corrida do WL4, esse é o único jogo em que o Wario consegue dar Izuna Drop nos inimigos.

i get the uncomfortable impression that wario smells really fucking bad

It's a shame they never made another Wario game like this, there's a lot of potential.

This is going to sound weird, but this game's biggest strength is how unpolished it is. This game's gameplay and visuals are very jank, but in a way that makes it the perfect time capsule of early 2000's 3D platformers. A more polished Wario World would've been a worse version of Wario World. Wario is honestly the only character that can enter a generic ruins level full of lightly textured tan floating blocks and have it completely fit his character somehow.


Very weird and wacky game, loved it almost all the way through aside from some very weird puzzles but those were very few and far between. I wish Nintendo would revisit this game but doubt it would be the same

A bonafide classic - not only a quintessential encapsulation of Nintendo's GameCube-era magic, but just one hell of a charmer on its own. I feel this is underappreciated even by its supporters imo, the camera/level layout is incredibly unique and the combat is swift and satisfying - not to mention Charles Martinet's brilliant voice acting as Wario is always on full display here. If I have only one gripe it's that it could probably use a world or two more as it does run just a bit on the short side, but otherwise a tremendous 3D platform collect-a-thon.

wario looks so god damn edible in this game, like a little jelly baby

One of my personal highlights of the GameCube and a real Underrated gem in my book. Treasures always been an underdog developer from Gunstar Heroes, to Mischief Makers, and more. It's a very easy pick up and play 3D Platformer with Beat Em Up style elements to it that just really clicks regardless of skill level. Not to mention that the soundtrack in this game is probably my favorite soundtrack period in any Wario game. Every track in this game is a bop AND YES THAT INCLUDES THE PAUSE MENU MUSIC. Even more impressive is that the games 13 levels all include a boss in which every single one of them is incredibly unique and has a fun gimmick to their fight. I feel it's hard enough to make a handful of boss battles for any game, let alone just absolutely nailing it for every single level of one. The few things that keep this game from being perfect for me is the fact that the game is surprisingly short with only 4 worlds of 3 levels each, and because of that the game does have somewhat of a sudden difficulty spike halfway through the game, that I feel does even out a bit afterwards, but can be a bit frustrating. Also the final boss for all the build up is kind of a wet fart. Far too easy with only one specific attack pattern that you have to hit 8 times, and with really no change up or phases it gets really dull. Still, this is one of my all time favorite Wario and GameCube games and I couldn't recommend playing it more. You could easily get through this in one sitting. It's Warios World and we're just living in it.