Video Game / Wario Land II

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Wario Land II is the second game in the Wario Land series (not counting Virtual Boy Wario Land), initially released in early 1998 for the Game Boy. An Updated Re-release on the Game Boy Color was released the following year.

The plot of the game starts with Captain Syrup and her crew sneaking into Wario Castle while he's sleeping and make off with his treasure, as well as setting off his giant alarm clock and flooding the house by leaving the tap running. When Wario wakes up and realizes what they've done, he sets off on an adventure to reclaim his valuables.

The gameplay is much different from its predecessor - Wario is now completely immortal, and as such the worst enemies can do to him is alter his physical state for a while or cost him a few coins. These various transformations must be used to solve puzzles. In addition, there are several branching paths that can be unlocked, sometimes through unorthodox methods.

Wario Land II is available for the Nintendo 3DS Virtual Console.

This game provides examples of:

  • All Just a Dream: The ending to Uncanny Mansion. Just as Wario is about to reclaim his treasure, the bridge beneath him breaks and he falls. The scene then changes to his bedroom where he rolls out of bed and wakes up. This is the one ending - surprisingly enough, not the one you get by failing to wake up at the start of the game. In that case, you get...
  • All Your Base Are Belong to Us: ...to watch how the pirates sneak into Wario's room, drag him and dump him outside his castle without him ever waking up. Then they replace Wario's sigil with their own, and the plot is now about Wario reconquering his castle.
  • Always Night: Uncanny Mansion.
  • Bait-and-Switch Boss: Going for the Ruins at the Bottom of the Sea or Uncanny Mansion endings results in Captain Syrup getting snatched away by a different boss and Wario having to fight them instead.
  • Bee Afraid: Aggressive Bee enemies in the forest stages swoop down trying to sting Wario, causing his head to swell up into a balloon if they do. A Giant Bee also serves at the chapter boss of Maze Woods.
  • Be the Ball: Dunk, the boss of the chapter "In Town". You stomp him to turn him into a basketball and have to throw him into the basket three times. This also happens to Wario and if Dunk touches him, he will slam dunk Wario for a point.
  • Beat Them at Their Own Game: You must beat Dunk in basketball... more or less.
  • Big Boo's Haunt: Uncanny Mansion.
  • Book Ends: If you take the main story path, you'll begin in Wario Castle and end in Syrup Castle.
  • Brutal Bonus Level: The Really Final Chapter.
  • Cranium Ride: Interestingly done with platforms that only enemies can walk on.
  • Dragon Their Feet: The True Final Boss? The Dragon, the Giant Spear Man, on an invisible floor.
  • Dramatic Disappearing Display: The coin counter in the bottom right corner of the screen vanishes while fighting a boss.
  • Eternal Engine: The Mysterious Factory.
  • Evil Tower of Ominousness: Syrup Castle again. This time, there's a whole five levels inside it, one of which is spent trying to find the entrance.
  • Floating in a Bubble: The bubble boss can inflict this on Wario to throw him out of the arena.
  • Fluffy the Terrible: Bobo again.
  • Frothy Mugs of Water: A certain penguin enemy throws strange balls at Wario to turn him "crazy." In the Japanese version, it's actually beer from a mug.
  • Gangplank Galleon: The SS Tea Cup serves as this once more.
  • Giant Mook: The Giant Spear Man is a recurring Pirate Goom.
  • Grey and Grey Morality: In a rare example in the Wario series, Wario isn't inadvertently saving the world from far greater evils by going on a treasure hunt, nor is Captain Syrup setting out to conquer it (as far as we know). Captain Syrup just takes revenge on Wario for the first game by stealing his treasure, and Wario of course wants it back. The whole game's plot basically boils down to "Terrible Trio Pirate Jerks steal a treasure from a greedy Jerk. Wacky Hijinks ensue."
  • Guide Dang It: There's no real indication of how to reach the first branching storyline (in which the Black Sugar Gang boots Wario out of his own castle), and the method is actually very different from other story branches (where you have to find a hidden exit). If it weren't required for 100% Completion, it would qualify as an Easter Egg.
  • Haunted House: Uncanny Mansion.
  • Here We Go Again: After the All Just a Dream ending, the end credits, rather than showing Wario returning from his journey, instead show the pirates invading Wario Castle just as in the opening, indicating that the adventure is now going to happen for real.
  • Interface Spoiler: Even though you can't access the level select screen until you get one of the endings, just playing through the "main" chapters and noticing there being twice as many treasures and picture pieces as there are apparent levels doesn't add up.
  • Just Ignore It: One of the plot branches is reached if you let Wario stay in bed instead of getting up to break the Alarm Clock.
  • Level Goal: A door with flashing star symbols above it.
  • The Lost Woods: Maze Woods.
  • Mook Lieutenant: A fair amount of these. First there's the Terrible Trio of Pirate Gooms who steal Wario's money and are repeatedly seen following Captain Syrup.
    • Then there's the four ducks that you kill at Syrup Castle. They aren't any more difficult to defeat then the regular D.D., but you do need to kill them in order to beat the level their in.
      • Then there's the Giant Spear Man. He's much more bigger then the other mooks even though he's still incredibly easy to defeat, but he's also the Recurring Boss of the game alongside Captain Syrup, and he's even the very last enemy that you face at the end of the game.
  • Multiple Endings: Though there's no real Golden Ending.
  • Nigh-Invulnerability: This was the game that established Wario as completely invincible.
  • Numbered Sequels
  • One True Sequence: Subverted; at first you can only proceed from one level to the next, but after your first ending you get a level select screen where you can revisit levels, find hidden exits leading to different levels and plot branches, and eventually earn all the endings.
  • Pop Goes the Human: Done to the bubble boss — he inflates when jumped on.
  • Remixed Level: "Escape from the Tea Cup!" has the same layout as "Drop the anchor!," except it's flooded. The premise of the level is that Wario just sunk the SS Tea Cup to the bottom of the ocean and needs to, well, escape from it. The treasure is even located in the exact same place.
  • Ring Out Boss: Since Wario can't be killed in this game, this is how boss battles function. Most Bosses have a specific attack designed to kick Wario out of the arena, forcing him to make his way back to start the fight over. Besides Dunk. All you have to do is lose to him and Wario is kicked out of the arena anyway.
  • Ring... Ring... CRUNCH: The game starts off with Wario hunting for and destroying an alarm clock. The clock is not pleased.
  • Terrible Trio: Captain Syrup and her three Pirate Goom henchmen.
  • True Final Boss: Who is waiting for you at the end of the final stage? Why it's the Giant Spear Man, of course!
  • Underground Level: The "Go to the Cellar!" chapter.
  • Underwater Ruins: The aptly named Ruins at the Bottom of the Sea, an alternate Chapter 3 unlocked by sinking the SS Tea Cup in the level "Drop the anchor!"
  • Updated Re-release: When the game was originally released, it was on the black-and-white Game Boy. This version only came out in the US and Europe; a Game Boy Color capable version was released in Japan, and this version was released to the rest of the world as well.
  • The Very Definitely Final Dungeon: Subverted — there's a "Really Final Chapter" after the skull-shaped castle.

Alternative Title(s): Wario Land 2

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