Reviews from

in the past


chubby man spin monster get gold good time

It's fun for about 3 hours but it get's old very quick.

A decent 3D Platformer with plenty of variety to keep it interesting. The only things that bring it down are some clunky design decisions.

Full Review: https://youtu.be/tXpDJvWnn8M

I really wanted to like this game, but it's extremely unpolished when you compare it to even Super Mario Sunshine

I hope Wario gets another chance in 3D. They'll have to find a way to make combat more interesting and fun (...Wario May Cry?), but I'd love to see them try.

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


Que enorme retrocesso do que foi feito em Wario Land. A franquia havia enfim descoberto o que lhe fazia especial em Land 3 e consolidado uma fórmula bem única e divertida em Land 4. World, em vez de traduzir essa fórmula para o 3D, jogou ela fora e criou um platformer linear, repetitivo e cansativo. Wario merecia uma estreia tridimensional melhor!

as a kid, this was the first game i ever rented and felt was too short and too easy... i think i beat it in one sitting

Nintendo used to hate kids more—-and in typical fashion, this game is easy to beat and massively frustrating to hundred percent. Some of the puzzle rooms near the end are insanely difficult, with small mistakes sending you tumbling to doom. Otherwise conceptually fairly simple, though a little frustrating with the endless respawning of annoying baddies, especially when they get in the way of some continued backtracking. An irritating game when taking in an extended play, but I do not think poorly of it when reflecting.

This game is a little rough, but I think it's pretty sick. Wario's first venture into 3D gives him a grab, spin attack, an inhale, a piledriver, it's like playing as a WWE wrestler. The weirdness is not lost on this game though, partially due to the fact it's developed by 3rd party company Treasure, developers behind Gunstar Heroes and Dynamite Headdy. I think Nintendo should try their hand at another 3D Wario game (or another Wario game in general), because with his games the level of experimentation is always alot stronger than it is with their mascot, Mario. Give this one a shot its EXCELLENT

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.

Wario siempre me encantó, así que un Wario 3D era algo que no podía perderme. El juego en sí es entre mediocre y decente. Más allá de ser Wario no tiene mucho encanto y es un juego muy básico, un gameplay muy vacío.

A bit rough for a 3d platformer, but it was wario's first outing in 3d and the combat was really cool. There were some creepy aspects that scared me as a kid though. Finding all the treasures was a fun time.

It's okay for what it tries to do, but it always felt like he could have done more compared to his contemporaries even with his more beat 'em up focus. Another crack at it would make a pretty good game, but this one's just alright even with all the love in it.

Like most Wario games, this one's aimed the most at people who like to go for 100% completion. This is Wario's only 3D platformer, and it's frankly quite underwhelming. There aren't many particularly big problems with it other than the fact that it just feels uninspired and not up to the standard of quality one would expect from Nintendo or Treasure. The boss fights are especially lame.

this game makes me extremely uncomfortable but i love it

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

Wario does giant swings and spinning piledrivers to random level inhabitants and also to solve puzzles. This is videogames.

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.

cool enemy designs and soundtrack. "Treasure's best game by far"

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.

It's better to judge Wario World as a Treasure game more than a Nintendo game because besides the game having Wario as the main character everything else about it is Treasure to the core.

Wario World is one of the weaker games by Treasure for sure but it's still a good romp that has a lot of incentive for completionists but also doesn't overstay its welcome.

Like other reviews on this site have mentioned, the main issue holding this game back is its lack of focus. Wario World tries to carry itself on its beat em up style combat but the enemies and bosses are too basic and rigid for this approach to really work, and the mandatory fights that the game sprinkles throughout the levels feel tedious more than anything else. Wario World should have either been a fully-3D collectathon platformer or an entirely linear beat em up with more in depth combat mechanics and enemies to get closer to reaching its potential.

Wario World is a super weird but also pretty fun game. I loved the fighting mechanics and collecting all of the treasures was fun.


Video Game junk food: brief, unsubstantial, and satisfying in the moment.

I wouldn't claim bashing large droves of enemies as the garlic-loving glutton isn't fun for a time, but the combat is so simplistic and unvaried that it manages to wear out its welcome before the end of Wario World's short campaign. The collectibles can be satisfying to earn, but there are far too many of them, and they serve as little more than fleeting dopamine cookies in the long run. Still, I have to recommend going for 100% in this game, because you'll be done in about an hour otherwise.

Buy the game cheap and take it for what it's worth, you'll have a good time, a short time, but a good one.

"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.

i get the uncomfortable impression that wario smells really fucking bad