Reviews from

in the past


Interesting game, but not really my personal jam for 2D platformin. Whereas Wario Land 1 was more of a straightforward level based platformer akin to the Mario Land games that it piggybacked on, with the extra gimmick of being graded based off of how many coins you were able to collect, this game abstracts itself even further from its parent(?) series.

Most notably is that in this game Wario must have eaten some crazy kind of garlic or something because he is invincible now. There aren't any bottomless pits, and no matter how many times Wario gets smacked, slapped, roasted, frozen, squashed, or stretched, he cannot die. While there are certainly benefits to immortality, Wario Land 2 taught me that such a blessing can really be a curse. The level and game design has been fundamentally changed as a result, and now things are much more slow and explorative. Finding secrets is the real aim of the game here, as trying to straight-shot through the levels will only let you access 25 out of the whopping 51 levels that this game contains. As there's no threat of failure or death, the game really wants you to take your time combing the levels to find secret treasures and exits by leaving no door unvisited, no coin ungrabbed, and no wall/floor tile unchecked.

That isn't to say that there's zero punishment or challenge in this game, as while getting hit won't diminish any of Wario's health or make him any less capable than he normally is, it will put him in a cardiac arrest state for a few seconds while launching him with knockback force that makes the Belmont clan look like they have iron boots. Some enemies will instead change Wario's state like flame guys that will turn him into a fireball that can break blocks, hammer guys that will smash him into a bouncy spring form which can jump higher, hydraulic presses that flatten the lad into a pancake that can flutter, penguin lookin mfers that can make Wario drunk, and so on and so forth. You really don't know which enemies will knock you on your ass and which ones are actually powerups until you get hit.

All of this comes together to just kinda make a game that felt really annoying to play tbh. Since there's no mechanical punishment for getting hit the game usually punishes mishaps by resetting your progress whether that be by putting Wario in a state where you'd have to go back and revert or just by knocking you back down to the ground where you gotta get back to where you were before. Obviously, even in platformers with health systems mistakes commonly get punished by resetting progress by way of like checkpoints if you die or whatnot, but that's usually an automated process whereas here in Wario Land there are points where if you fuck up, you gotta drag your ass back to the starting line before you can try again. This is most egregious in the bosses, as there are a lot of bosses that punish any hit by forcing you out of the boss chamber, resetting the fight from square one no matter how far you initially got. For a game with an invincible protagonist, there's a surprisingly low margin for error in some of these levels. It makes an already slowly designed game feel even more sluggish, and my goopy gamer brain already isn't the biggest fan of slower, more explorative 2D platformers.

It still has that goofy wario charm that's all in good fun, and Captain Syrup is a fun antagonist. Instead of your typical victory animation or whatever, Wario just front-faces to look directly at you upon clearing any level to let you know what you've done. While I did get most of the endings on this playthrough, if I had this as a kid I guarantee you I would only have seen the default 25-level ending and nothing else. Definitely not my favorite game out there, but I still respect its experimentation with the platformer genre and its quirky charm.

A pretty ambitious platformer being held back by the limitations of the Game Boy. Unavoidably kind of a comedown from VIRTUAL BOY WARIO LAND because of how good that felt to play - now we're back to chunky, clunky GB movement and simplistic animation.

Within their limitations, though, they went all out. Loads of moves, mechanics, minigames, secrets, and so many coins to get, it feels borderline predatory. Someone looking to really dig into this would be richly rewarded (branching storyline! new levels and endings on every path!), but I found myself not really wanting to invest. I was compelled to engage with the Virtual Boy game to its absolute fullest because it felt so good to play. Here, the moment-to-moment action was kind of dull to me by comparison. The Kirby-lite transformation stuff didn't do much for me, and some of the challenges are designed to be annoying because Wario can't die now and they need to punish you somehow for goofing up. (Not sure if I love that particular tradeoff.) At some point it started to feel like going through the motions.

Crazy that the Game Boy's life was so long that they were making bigtime franchise games for it next to, like, the release of the Dreamcast. This is still some admirable stuff! Pushing it a bit, though.

If you haven't played this game, you'll stop reading and go play it right now.

Wario Land 2 is a masterpiece. At first I thought it was more Wario Land having played 3 and 4. I was wrong. The only thing all of these games have in common is the mechanics. Aside from that, they all have different structures.

Here we have a more linear game that focus on a story. At first, after finishing it for the first time, I thought it was just more Wario, which I was used to after playing Wario Land 4 a few months ago. But then the game hit me with an amazing post-game. Then I realized why they decided to focus on the story. After finishing, you get access to all the levels you played and you can go through different timelines through alternative exits on the levels. I definitely wasn't expecting that on a Game Boy game.

I'd like to highlight the variety of the levels and how they change depending on which timeline you're in. It is not a lazy post game that's just "Hey! Here are more levels you can play". It's like the game was made to be played as a whole. There's new visuals, a remaked level, new puzzles. Even though it's a GBC game and despite having 50 levels the game doesn't feel repetitive at any point.

This game is amazing. Since I started it until I finished last night, I was always excited to play it and find out what else the game had to offer. It is an easy platformer, easy to start and easily one of the best games on the Game Boy Color. Masterpiece 10/10.

Segunda parte de zerando todos os jogos de Game Boy Color, eu sei que falei que não ia fazer mais, mas mudei de ideia e vou fazer aos bem poucos.

Wario Land 2 é um plataforma bem divertidinho, a mecânica de empurrar com o Wario é boba, mas dá um gás diferente dos jogos do Mario e é bem legal, a maioria das fases não tem nada demais, são passíveis mas nada muito memoráveis, mas tem muitas fases com mecânicas adicionais que são muito chatas e irritantes. Os chefes são simples mas tem mecânicas melhores que a maioria dos jogos 2d do Mario pelo menos, mas a maioria é bem fácil e nenhum é muito memorável também.

As animações e indentidade do jogo são muito boas, os cenários são muito bem feitos e carismáticos, mas o principal são as animações do Wario, que são cheia de personalidade e diversão.

Jogo legal, mas nada demais.

Technically this is Wario Land 3!
This game feels like both a step up and a step down from the first game. It gets rid of most of the Mario mechanics in favor of new ones which im a fan of. The transformations shake up the gameplay in a way that definitely sets itself apart from Mario. Where this game feels like a step down however is that those transformations are mostly all thats new to the game. No interesting ideas to flesh out in the levels unlike Mario or heck, even the first 2 Wario land games.
Because of this I think that's why this game has more of a focus on puzzle platforming which in my opinion, has been done better in installments after this one. It can make levels feel longer than they should and what's worse is the entire game contains 50 levels. So the game ends up feeling like its stretching itself VERY thin. The general flow is that you'll have a couple levels that all feel insubstantial and exit your mind the moment you reach that goal. With only 1 or 2 good actually levels here and there.

Speaking of goals, depending on which goal you entire in some levels, you'll end up on a completely different path in the story and get a completely different outcome. Big fan of this branching story paths idea, I can only think of a couple other games that do this and i feel there's potential in a concept such as that.

Im a guy who likes to 100% platformers purely for pleasure, the level you unlock after getting every collectible is a decent challenge stage with a disappointing boss.
But I don't care all that much, I'm more of a fan of the journey rather than the destination, and the way this game handles getting treasures was simply annoying. Inside every level you'll have to find a secret room and play the same minigame every single time to unlock a treasure, I appreciate being able to set the difficulty but I would have handled something like this a little better, a rebalance on selecting the difficulty options to maybe entice the player to do higher difficulties is what im trying to get at here. But ultimately I'd just get rid of it. I think the act of finding the treasure room should be a challenge in of itself instead of both that AND an annoying minigame. There's also a goal game collectible. It also gets repetitive but the worse thing about this is if you fuck up you have to reach the goal again to retry it.

This game was one I kept constantly thinking about how it could be improved in a remake or something with how clumsy all of its issues are. Its NOT a bad game, its more of a game that's at least solid in small doses. But after playing it for an hour or so, the issues it has will sink in and the game will start feeling like a slog. No shame in skipping this if you're playing these games for the first time (I personally think the real WL3 is 10 times better) Which, after a certain Indie platformer that came out this year, wouldn't be surprised seeing an increase of people playing these titles for the first time.


Meh. It's better than the first game, but that's kind of a low bar.

Então o jogo não é muioto dificil os inimigos são tranquilos, o problema é q o jogo prende vc por não te fazer entender pra que porta voce tem que ir ou que exatamente voce tem que fazer fora só matar os inimigos e vazar numa fase vc tem q fechar a agua da torneira (literamente) na outra tem uma esqueleto chato q te prende e não deixa passar fora que ele só te larga nas fases e te diz "se vira ai" tem umas portas ou entradas que dão para um minigame de memoria facilimo e outras que dão num bonus de fim de fase q eu não sei como funciona. enfim se eu descobrir como passa da fase da cobra verde eu zero essa bagaça porque não é como o warioland 4 q apela pra dificuldade. 3.5 Estrelas

Graficos: lindos pro portátil
Som: sem graça musicas muito vazias
efeitos: barulhentos cm sempre nada de mais
diversão: 4.0 estrelas

My thoughts on the original Wario Land apply here, too: it's boring. There's not enough happening. Wario doesn't move fast enough.

Save your time. Play Wario Land 4 instead.

That sure was a wario land game for the Nintendo game boy family of systems!

Wario Land II trades the linear platforming of its predecessor for a quirky, puzzle-driven adventure. As the invincible Wario, you must navigate branching levels, collecting treasure and using enemy attacks to transform and open new paths. The game's charm lies in its silly humor, creative transformations, and surprisingly intricate level design that encourages exploration with multiple endings. However, the lack of a traditional death mechanic can make some encounters feel less engaging.

Didn't really like this one, thought that the controls felt pretty stiff and that the level design wasn't great. I do like Wario's moveset and the different forms are pretty cool though.

Wario Land II changes things up from the last Wario Land game by being more puzzle focused. Instead of getting to the end of a stage, you need to do different tasks in every stage from turning off a giant faucet to returning a hen to her nest. There are no bottomless pits, lives or game overs.

Power-ups are sort of in the game, but you do not get them in a way you are used to. When you touch or get hit by certain enemies, Wario will change. He can become fat, flat, frozen, and so on. Some of these can be hindering, but some can help you find secrets in a level. Get hit by the enemies and experiment.

Since Wario can get hit endlessly, you have to deal with the game’s knockback. It is like Castlevania knockback on steroids. When you get hit, you will be set flying. Thank God you do not need to deal with bottomless pits or lose health, but the knockback can be annoying.

Some of the stages I have encountered can be pretty hard. The “Defeat four ducks”, “Find the hidden door”, and “The Final Battle” stages did give me some trouble. I had to look up a guide on how to beat them. The game has a fair challenge, and I understand these are the final levels. There are additional stages, adding more replay value, but I did only the “Regular Chapters” as the game calls them.

Not much to say about the music. It did not leave an impression on me and it is not even a bad soundtrack. I guess I have listened to better soundtracks from Game Boy games.

Wario Land II is a very good Game Boy game and a good sequel to the original Wario Land.

(zerei só a primeira rota, depois eu faço o resto)

depois de finalmente conquistar seu próprio castelo e se aventurar pela awazonia o Wario consegue seu primeiro descanso...

...até que a princesa Syrup chega e invade seu castelo.

Wario acorda e no primeiro contato com o controle eu penso "por que ele anda segurando as calças?" ao invés de "por que a movimentação é tão esquisita em relação aos anteriores?" mas aí eu paro pra pensar e porra, ele acabou de acordar, não tava nem um pouco preparado pra nada, fora que o começo dá a entender que ele nunca mais precisou fazer platforming porque é a primeira vez que o Wario consegue definir um status quo em sua vida.

e é daqui que parte a grande premissa de Wario Land II: definir o que é Wario Land. e isso soa meio estúpido vindo de mim que tá jogando pela primeira vez e não faz ideia de como os jogos posteriores funcionam, mas jogando o primeiro e o spinoff de virtual boy eu senti muito que o começo era a melhor parte do jogo pela sensação inicial de estar jogando "um mario só que com o Wario" e apesar do primeiro funcionar dessa forma e o virtual boy contornar isso com as gimmicks do console, eu nunca senti o Wario sendo caracterizado de uma maneira tão próxima ao game design do jogo quanto eu senti agora no Wario Land II

pela primeira vez, o objetivo do Wario não é mais uma grande jornada em busca de saciar algum desejo em específico e sim uma reação à situação em que ele é colocado: invadiram seu castelo e agora ele precisa recuperar seus tesouros. o primeiro capítulo é só ele consertando as merdas que fizeram no castelo dele (fechar a torneira que usaram pra inundar tudo, desligar o alarme gigante que ele tem e derrotar a cobra gigante que deixaram ali como armadilha) e o resto do jogo consiste em ir atrás da princesa Syrup e sua tropa.

foco no: "ir atrás" -- é basicamente esse o objetivo do jogo, e é basicamente essa a forma em que os desafios são estruturados: enquanto seus antecessores progridem de uma forma padrão de super mario com timer, múltiplas vidas, gameover e num geral, alterando só as mecânicas que diferenciam os personagens, Wario Land II se distancia disso: o Wario não tem "vida" pra perder e não tem "timer" pra se preocupar-- tudo o que ele tem é dinheiro. e gimmicks, MUITAS gimmicks.

eu honestamente considero isso a evolução natural da franquia, já que ele vai cada vez mais abandonando os signos originais de Mario e moldando um foco maior na busca pelo dinheiro (que é o grande ponto do personagem) -- mas e as gimmicks? como que funciona? -- basicamente, já que o Wario não pode perder vida e nem morrer, os inimigos tem dois tipos de ataque nesse jogo: um que faz ele perder moedas (igual as armadilhas) e outro que vai depender do inimigo, mas é um ataque especial que "transforma" o estado físico do Wario e as vezes isso é um malefício e na maioria das vezes é essencial pra progredir na fase. exemplos: um inimigo cospe fogo no Wario, ele sai correndo e você perde parte do controle, e só volta ao estado normal caso entre em contato com a água; ou, um inimigo que te transforma numa mola e você consegue pular pra alturas maiores do que o normal e explorar caminhos diversos pelas fases -- e essa é a gimmick principal do jogo. um kirby ao contrário.

a punição dos desafios na maioria das vezes consiste em "volte três casas" o tempo todo e apesar disso ser meio idiota eu particularmente achei bem divertido ficar raciocinando cada tarefa que eu precisava fazer em cada tela dos mapas e pensar que todas as forças externas do jogo queriam sempre atrapalhar meu passeio, me empurrar com todas as forças pra de volta pro meu castelo e me impedir de retomar o que é meu

Wario Land finalmente virou um jogo para viciados em catar moeda pelo mapa e sair andando por aí, mesmo que muita coisa do jogo faça o Wario de bolinha de ping-pong -- mas acho que, mesmo com os "power-downs" sendo limitados (a maioria serve só pra elevar a verticalidade das fases ou pra fazer você perder o controle do Wario por um tempo) e a IA dos inimigos sendo estúpida (pelo amor de deus, a detecção visual deles é muito psicopata), o level design do jogo é bem construído o suficiente pra ter valido a pena a jornada (e pra me fazer jogar mais horas disso)

really solid improvement over the first game. wario moves really well in this game and has a lot of new forms he can take throughout the levels. while most of them are pretty shit watching Wario be brutally injured in many ways is quite entertaining. the game also has multiple routes through the story if that interests you. overall its not bad but nothing incredible either

Como si te enseñan un bebe y dices esta bonito pero en tu mente no piensas eso es que no esta siendo sincero
Pero si dices que esta bien culero se oye feo
-Wario 1998

This is a pretty fun game. A vast leap over the first Wario Land game from 1993. It's got a bit of a metroidvania thing going on that would be blow wide open with its sequel. First appearance of Captain Syrup, too. A few boss fights are annoying, but it's a fun time, and successfully proved that Wario could stand on his own as a character.

My sister and I used to intentionally lose against the snake boss to see Wario get turned into a giant turd.

Gonna be honest I do not know how to Rank Wario Land 2 in comparison to the first game. Its highs are higher but its lows are lower too. It's one of THOSE games. In terms of the stuff I like, I think it's cool how THIS was the Wario Land that layed the foundation for the future of the series in terms of gameplay and strayed away from the Mario formula, and it's also neat that this game has a LOT more interesting and varied level design. As for the stuff I don't like, the new transformation gimmick feels extremely underused and underdeveloped, and with the exception of one really good one, the boss fights suck dick. It's a very back and forth experience, but I think I'll put it just a hair above the first game in my ranking just because the more I played it, the more fun I had with it

Wario Land 2, sequel to WARIO LAND: SUPER MARIO LAND 3, is a sequel that feels bigger in terms of a step forward and backwards for the franchise.

The steps it takes forwards are in terms of overall it's total length of time to complete, as well as the different branching paths that can be found depending on certain levels having different ending for different circumstances.

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The game in general is fun however way too repetitive with it kind of having unique objects in certain levels, but all usually are:

- Get from Point A to Point B
- Defeat this Miniboss which is just an overgrown pirate enemy
- Defeat 4 Ducks
- Hit this Random Lever or Anchor


A big issue is treasure collecting and puzzle piece gathering.

TREASURE COLLECTING
Treasure collecting has Wario enter random entrances that may lead you into a minigame room with the entire minigame being a matching game all the time, the idea is you spend 50, 100, or 150 coins to allow you to see what the pictures are in which area for a little longer. If you choose 50 that's hard mode, meaning you get to see the images for 1 second, Medium 100 3 seconds, Easy 150 5 seconds. The treasure chest will have an image of the enemy and you will have to pick the matching enemy based on muscle memory of it's location, it's really simple to do, though if you don't pay attention you're on your own. The issue with this is it just seems like Nintendo missed the point of what a TREASURE should be, something hidden that has a lot of value and while these Treasures are found in chests, there was more grandiose in WARIO LAND: SUPER MARIO LAND 3 because they were in secluded rooms where all Wario had to do is smash the chest and collect the item.

PUZZLE COLLECTING
The puzzle pieces are worse, the way the puzzle piece mini games work is through your adventure you'll collect a coins that add up, towards the end of every level you need to guess a number from 3 by 3 number tile based upon revealing tiles to make it easier to guess which number it is, the selection is 1-9, and while you can reveal more tiles to give you hints, you could still mess up, and if you mess up, unlike the treasures where you can go back and attempt to match the correct image, you would have to go back and play through the entire level again to try again, luckily I'm playing on my 2DS so I had save states when I messed up on guessing, but still doing it 50 times is a hassle, and it doesn't help that the minigame switches up when you go through a branching path.

In the branching path version, your total coins will start to reduce revealing more and more tiles, while causing you to lose coins, while it doesn't make it easier to see what the numbers might be, the cavoite is you're losing 50 coin per tile as it goes down in increasing increments.

Like I said, I played on my 2DS so my save states helped get through this so I can experience the full game and all it had to offer, but it can seriously be demoralizing if you were playing on a Gameboy, I assume this was done so it could extent the game lengths for little kids. All I know is I doubt kids were able to get to the TRUE FINAL LEVEL of Wario Land 2.
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"POWER UPS"

I put quotes over that because they aren't power up, more like power occurrences that happen when you touch certain enemies:

- Baker with Cake -> Obese Wario -> Allows Wario to barely jump but can destroy strong platforms

- Hammer Pirate -> Spring Wario -> Causes Wario to become a spring and jump like crazy, takes 10 seconds to wear off.

- Penguin with Bomb -> Drunk Wario -> Makes Wario get drunk and cause him to stumble like an idiot with no benefit other than he guess a breath attack, however when drunk he's uncontrollable.

- Fire Hedgehog -> Burning Wario -> Wario gets put on fire and runs around crazy until he burns in a great ball of fire, and during this he can destroy fire objects next to him or below him (fire platforms/obstacles) are marked with fire symbol)

- Zombie/Ghost -> Zombie Wario -> Infects and turns Wario into an actual putrid corpse, he can't jump and when he falls from heights he actually crumbles into pieces before regenerating a second later, sometimes in situations where there are no platforms below a floating platform, if Zombie Wario falls he will fall through said floating platform to the platform below that, not really beneficial more a hindrance that you have to use the sunlight to break free of.

- Bat with Anvil -> Smushed Wario -> Wario gets smushed by an anvil which reduces his jump but allows him to float down from far drops in a swaying motion to reach hidden/tight areas, can be finicky though.

- Magic Wizard Pirate -> Turns Wario into Mini Wario (looks like what Wario looks like when he's defeated in SUPER MARIO LAND 2: 6 GOLDEN COINS and when he takes damage and becomes small in WARIO LAND: SUPER MARIO LAND 3.) Allows Wario to jump higher but he can't pick up and throw enemies.

All "POWER-UPS"/ POWER OCCURANCES can be removed by jumping in Water, or for some, waiting around 10 seconds for the powers to deactivate.

Really a step back when it comes to comparing it to it's predecessor, it's WARIO LAND: SUPER MARIO LAND 3 had only 3 power ups but they were still unique and fun to use, sucks that they gave up on that in WARIO LAND 2 that occasionally benefit you, but in general hinder the player.
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The game doesn't really have a punishment system in terms of losing lives, but instead losing coins, which can stop you from accessing treasures and puzzle pieces. Though I guess an aspect you could find repetitive is the format of some of the levels, as well as some music straight up being painful to listen to, though for the most part I was playing with video game music from my phone with headphones to ignore the ingame music.

The problem with repetitiveness in a game is it can start to feel like a chore doing the same thing over and over to complete said level, and in my opinion a big issue is while certain levels did introduce unique enemies/obstacles I feel like seeing the same pirate enemy in all levels was annoying, along with some minibosses amounting to: small enemy... BUT NOW BIG AND MULTIPLE HITS!


The final true level is a punishment as it's a time trial which wants the player to use tricks and tight navigation for getting to the end, and you can still mess up at the end since the final enemy is on a platform and you need to attack it with out it dropping to the second platform, just getting there is a pain in the ass, and I was lucky I was playing on my 2DS so it made reloads more bearable instead of having to go to the beginning of certain level segments.

For some reason, as great and fun yet repetitive this game is, it somehow still does something bad games do and that's putting all it's egg in 1 basket, all the difficult from the game is encapsulated within 1 level made to induce rage and piss the player off, I don't know why Nintendo thinks 1 level should represent difficulty instead of having harder yet reasonable to complete levels, they've done it so many times now, the most recent examples I can give are:

- DONKEY KONG COUNTRY TROPICAL FREEZE DELUXE
- SUPER MARIO 3D WORLD + BOWSER'S FURY
- SUPER MARIO BROS WONDER

Please understand I AM NOT CALLING THESE GAMES BAD, THEY ARE FANTASTIC, I just find it stupid they decide to make 1 hard as hell level only experts/adults can get through, instead of having reasonably difficult levels in their base games.


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I think the different ending branching paths are nice as it adds a reason to continue to replay old levels that have secret exits to reach these alternate endings as well as the normal ending, and True Ending:

- Normal Ending: Wario fights Captain Syrup with her floating in her mini ship and throws enemies and bombs at Wario, Wario uses the flame beneath him to defeat the Greedy Gold-digging Pirate and obtains all his money/treasure back.

- Alternate Path 1 - Wario sleeps over alarm and Captain Syrup takes over his Castle

- Alternate Path 2 - Wario goes to a sky temple or fortress and "saves" Captain Syrup from the Bubble monster but still kicks her ass sky high and takes back his money.

- Alternate Path 3 - Wario remains in the Haunted Mansion and "saves" Captain Syrup from the Stretchy Ghost but still kicks her ass out of the mansion sky high and takes back his money.

- Alternate Path 4 - Wario remains in the dangerous factory and fights Captain Syrup controlling a Giant Robot Pirate you use to take her down.

True Ending - After Collecting all 50 treasures (25 normal, 25 differing branches) and all 50 puzzle pieces, you get a map to Captain Syrup's grand treasure, in the final level Wario has a time trial to get to the treasure as fast as possible, at the end defeating a giant Pirate enemy and taking Syrups giant treaure... Wario is happy to be greedy and wealthy as ever... as he returns home... only to be followed by said Giant Pirate Enemy, as the game ends.
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I think it does a lot of positives with featuring more levels and branching paths and different endings. It has a fun minigame when you 100% it that's essentially "SIMON SAYS" but it's a pirate duck giving the indication. I think the different final bosses are unique especially the one against the Bunny playing Basket Ball. The game does so many thing to make the WARIO LAND franchise it's own, but took away so many things/did them worse in this sequel. While it is cool having 50 levels, you need to essentially guess where the secret exits are if you're not using walkthrough. Another issue is that while WARIO LAND: SUPER MARIO LAND 3 had linearity there was freedom to tackle certain areas early depending on if you found certain secret exits. Power ups are more so occurrences that sometimes will benefit you, but other times won't. I think the main bosses are great, the minibosses are a joke especially because they're copy and paste.

I had fun with Wario Land 2 within the time I beat it, I think modern platforms for this game with Save States helps it be a great game, because it is. However I can see someone losing their patience with this game because of Trial and Error, and sometimes it being a chore to get through. More levels is fine, but you need to make the levels have quality as well so they don't feel repetitive and while adding a different objective can be seen as mixing it up. It can still feel like a lazy way of trying to mix things up instead of coming up with unique things.

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I had a fun time with WARIO LAND 2 I think it has some flaws, but I think the positive thing to take from it is that it feels like Nintendo now know what they wanted the franchise to be, which is nice. I only hope that WARIO LAND 3 and 4 improve upon the issues I had with 2.

Overall I don't want to say it's better than WARIO LAND: SUPER MARIO LAND 3, I think honestly WARIO LAND 2 is either equal or slightly below the first game, still for what it does, it's a good game, that at the very least had nice esthetics to it.

I'm giving WARIO LAND 2 a 3.5 out of 5 STARS, i recommend it but I would recommend playing it on a device that has save states to truly enjoy it.

Thanks for reading. :D

Very fun game, so much more fun that the first one. Sadly I'm lazy and did not play all of the secrets, which big part of the game.

I've only beaten this game once, so I've never really checked out the whole branching paths thing the levels have going on. Wario continues to be a character with a fun moveset, though.

this game is one of the best games ever. the game starts by wario sleeping. and YOU can just not wake up and the level will end. i think about that constantly.

Un excelente juego, con mecánicas muy innovadoras y nucha rejugabilidad.


Not the best Wario game but still a damn good puzzle platformer when compared to other titles on the Game Boy. What I was really shocked about was the differences between the GBC version and GB version, I think I prefer the GB version because of the shading on the sprites. You can just tell that this game was designed with a monocrhome look first, as the GBC version is washed out and boring looking, even missing some details such as the skull on the flag in Chapter 3.

If that wasn't enough, you can't even use the same save if you decide to switch systems, which I've never heard of before. Why can the Pokemon games share saves when in GB mode, but not this game?

This is what you get when you put the Metroid devs to work on Mario. A charmful, if slightly flawed game that stablished one of the most interesting, yet criminally underexploited game systems in the 2D platforming scene.

Can't help but love this game. It's definitely nostalgia doing some of the talking, but I also love how different it is from WL1. There's more puzzles, more secrets, more exploration, multiple endings ---- WL2 helps Wario Land as a whole establish itself as its own thing out of the shadow of Mario Land. I can return to this game any time & enjoy it.

I love how charming this game is, it really wowed me when I first started going through it - unfortunately it all just ends up feeling a bit repetitive and too long for it's own good.