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Wario Land 4 (Wario Land Advance: The Treasure of the Golden Diva in Japan) is the fourth game in the Wario Land series (not counting Virtual Boy Wario Land), originally released in 2001 for the Game Boy Advance.

Much like the other games in the series, the plot is primarily driven by Wario's greed: he finds out that a golden pyramid has been unearthed, and with the sight of gold in his eyes, he storms off to find it. When he does go into it, he jumps into a large hole and finds himself trapped in the pyramid. Now, the only way out is to conquer the paintings found in the four corridors of the area, with a boss lurking behind each one, before finally fighting the one behind all this. And there's a strange black cat that seems to come and go when you least expect it...

After Wario Land II and Wario Land 3 played fairly similar to each other, this entry features another gameplay shake-up for the series — while Wario still has his unique transformations, he now has a life meter, and thus can die much as he could in Wario Land: Super Mario Land 3. There are no lives, though - you're simply kicked out of the level without any of the money or bonuses you found in it.

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Wario Land 4 was given a limited rerelease for Ambassadors on the Nintendo 3DS, and later released publicly on the Wii U Virtual Console.

The Wario Land 4 engine would later be repurposed for Metroid Fusion and Metroid: Zero Mission, and Dummied Out areas in both games feature assets from this game.


This game is the Trope Namer for:

This game provides examples of

  • Absurdly Spacious Sewer: Several of them - two in Crescent Moon Village, one in Arabian Nights, and one in the Golden Passage.
  • Acrofatic: Wario is quite a bit more mobile now thanks to the supercharge move. It's quite appropriate, then, that he has this new movement option for the game's timed level exits.
  • Advanced Movement Technique:
    • Carrying over from its predecessors, Wario Land 4 allows Wario to skid across the floor if he crouches while dashing. This allows him to bypass small corridors more quickly.
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    • Wario can jump at any time during the running-start of a super dash. While in the air, he maintains the momentum he's gathered before liftoff, all without transitioning into a full dash. Consistently jumping the moment he lands back on the ground keeps Wario's controls unrestricted, allowing him to stop on a dime when necessary.
    • If the player has committed to a full super dash, a sliding animation plays when the attack ends, and the player won't regain control over Wario until he stops. However, the player can cancel the sliding animation by continuing to hold the direction Wario was facing. Instead of sliding forward, Wario immediately goes into his walking animation, thus allowing the player to follow up with whatever they please.
    • With some tricky button inputs, Wario can jump off an object he's lightly tossed up in the air. By doing this, he can reach considerable heights, nearly touching the top of the screen. The trick can be used for some nifty Sequence Breaking.
  • A.I. Breaker: Cractus can be stun-locked to death by repeatedly ground-pounding his head as quickly as possible before he ascends offscreen.
  • Always Night: Crescent Moon Village, Arabian Night, and Hotel Horror all take place sometime in the night. Interestingly, Crescent Moon Village seems to contain Hotel Horror, as the balcony in the latter reveals a similar town in the background — the moon is even exactly the same.
  • The Amazon: Monsoon Jungle, a perpetually rainy forest teeming with crocodiles and other assorted jungle-dwelling foes that want Wario dead (or transformed in some fashion). Unique to this level are wooden platforms attached to swinging vines, ones whose swings grow wider when Wario sits upon them.
  • An Axe to Grind: The pink, hooded ghosts of the Sapphire passage wield hatchets. They're very eager to use them, too; if they spot Wario when he draws near, they immediately sprint forwards to slash him.
  • Anti-Frustration Features:
    • Because the levels tend to be rather long and have to be beaten in one sitting to get the treasures, the game comes with a save state option on the pause screen, which allows you to save your game at the exact last spot you were at, then return to the title screen and shut off the game safely, so you can pick up where you left off later in a case where you're tired or have to stop playing.
    • Because the boss fights have time limits and you can lose the best ending if you don't get all three treasures by taking too long in them, the game gives an item shop before each fight, which you can use to knock off as many as ten hit points before a fight, in exchange for some minigame medals. This is especially helpful in Hard Mode.
    • Also, beating the Golden Diva without all the treasures will respawn all the bosses (but keep all the levels beaten and the items you got in them) when you go back to your save file, giving a player a second shot at getting all the treasures again.
  • "Arabian Nights" Days: Arabian Night, a haunted Arabian town that exhibits noticeable verticality. Thus, magic carpets are necessary to traverse its buildings.
  • Art Initiates Life: Hoggus, found in Doodle Woods, draws enemies to attack you. However, his sad facial expression after his drawings come to life implies he's not summoning these creatures on purpose.
  • Ascend to a Higher Plane of Existence: In the ending, Princess Shokora is escorted by four angels into the afterlife, having finally been freed of the Golden Diva's curse to rest in peace at last.
  • Autobots, Rock Out!: The Toxic Landfill's theme music, which uses some intense guitar samples. It's befitting for the level that contains the most breakable blocks in the game, hidden or otherwise; there's a lot of destruction to be done to get by.
  • Baleful Polymorph: Princess Shokora was transformed into the Black Cat by the Golden Diva after she lost in a magic duel.
  • Bifauxnen: Princess Shokora, if you beat the Final Boss with all 12 treasures.
  • Big Boo's Haunt: Three of the four levels in the Sapphire Passage (except Fiery Cavern).
  • Boss Arena Urgency: In the final phase of the last boss fight, the boss starts ground pounding the floor leaving spikes in their place. If you don't beat the boss quickly you'll have no room to stand.
  • Boss-Only Level: Every boss is isolated from the stages. Once their lairs are unlocked, the only thing keeping Wario from fighting them right away is a hallway containing a weapons shop.
  • The Cameo:
    • Mr. Game and Watch appears as the shopkeeper for the item store except not, it's actually Princess Shokora in disguise.
    • Dr. Scienstein of For the Frog the Bell Tolls appears again from the previous game. This time, he's an archaeological explorer implied to be responsible for the Golden Pyramid's excavation. He can be found getting lost in the hub and in the levels' bonus rooms, where he serves as a convenient projectile for certain puzzles.
  • Cap: The coin counter maxes out at 999990. Since all the coins and crystals in the game come in multiples of ten, it's clear that the extra zero is only there to give Wario's adventure more worth.
  • Classic Cheat Code: To unlock Karaoke mode in the Sound Room, which normally requires getting a gold crown in every level, highlight "Exit" and hold Select + Start, + Up + L + R.
  • Clipped-Wing Angel: The Golden Diva, so freakin' much. Her FINAL form is a quivering pair of lips that does nothing but crawl back and forth. You kill it with one blow.
  • Collapsing Lair: After Wario defeats the Golden Diva, he, the black cat, and Dr. Scienstein book it out of the pyramid, with Wario carrying whatever treasures he's managed to save up to this point.
  • Console Cameo: In the background of Spoiled Rotten's arena, two GameCubes can be seen stacked atop a television, with one turned over to display its top.
  • Cool Car: The first appearance of Wario's trademark purple car. He also drives this during the end credits on Normal, or a pickup truck on Hard, and even a Hovercar on Super-Hard.
  • Credits Medley: After the initial credits theme, the player is treated to a medley of remixed level tracks, which varies depending on how much treasure you collected. Notably, for the absolute worst ending, the viewer is initially treated to the Hall of Hieroglphys theme — with lyrics.
  • Credits Montage: The ending shows Wario's reminiscing about his various misadventures throughout the Pyramid. Between the flashbacks are some imagine spots of his, regarding what he'll do with his newfound fortune.
  • Darker and Edgier: The game carries an underlying dark tone that sneaks up every now and again. The music can be unsettling at times, the bosses can look unsightly at best and nightmarish at worse... and the end of each level turns the methodical puzzle platformer into an anxiety-ridden Timed Mission, where Wario must make climactic mad-dashes for the exits.
  • Dash Attack: Wario's signature shoulder-bash returns, but this game introduces a super-charged variant. After a running start, Wario's dash attack gets a speed and damage boost, allowing him to break tougher blocks and plow past weaker blocks and enemies without canceling the attack. A similar effect is applied to Wario's Ground Pound, provided there's enough vertical distance when the move is initiated.
  • Death Is a Slap on the Wrist: The game has no extra lives, so if Wario loses a level, he's simply thrown out without getting anything from it and has to play it again.
  • Dem Bones: The skeleton ghosts, which can turn Wario into a zombie via strange saliva. Counterintuitively, they're only vulnerable once Wario becomes a zombie, during which they become tangible. Touching them causes their bodies to shatter, leaving only their now useless wings and apprehensive heads knocked down on the floor.
  • Denser and Wackier: The Wario Land series was always on the weird side, but this game kicks up the weirdness a few notches. For starters, The sound effects warp and distort with Wario's transformations and certain movements, the new character designs are some of the series' most bizarre, and the animations exaggerate liberally. Topping it all off, the entire game takes place within an ancient pyramid — which makes the already surreal levels become even more so.
  • Deranged Animation: All of the bosses have weird animations that get more deranged as they lose health, and the Sound Room records have weird pics to go along with them.
  • Developers' Foresight: The bomb inside the frog switch will explode if the switch is onscreen when time runs out, in order to see this you'd have to activate the switch and then just stand there until it happens.
  • Easy Levels, Hard Bosses: Most of the levels are fairly straight forward, but the bosses are no pushovers.
  • Easy Level Trick: If Cractus proves to be overwhelming for players going for a straight fight, there is an easy way to beat him. The boss writhes in pain for quite a few seconds once hit. Thus, Wario can stunlock Cractus by camping on the ladders and repeatedly butt-smashing each time Cractus' invincibility frames wear off.
  • Eternal Engine: Every level in the Ruby Passage is unified by a broad mechanical theme. The Curious Factory focuses on robot construction, The Toxic Landfill is a massive garbage dump, The 40 Below Fridge is an abandoned cold storage facility, and The Pinball Zone is a giant pinball machine.
  • Exactly What It Says on the Tin: Catbat, a cat ghost with a bat embedded in its head.
  • Fat Bastard: Wario, as per usual, to the point where he is able to knock enemies around using his chest fat.
  • Flunky Boss: Most of the bosses have at least one type of enemy around to assist them in the fight. Fortunately, some of those enemies are the key to defeating those bosses, such as Cuckoo Condor's eggs, Aerodent's tack soldiers, or everything the Golden Diva summons from her jewelry.
  • Gonk:
    • Princess Shokora looks remarkably like a gender-swapped Wario if you have only a few treasures left after the Final Boss fight.
    • The Golden Diva is also pretty hideous, with exaggerated features and a disproportionately large head. She doesn't do the best job of hiding her face, as the mask she wears is grossly undersized.
  • Green Hill Zone: Palm Tree Paradise, the first traditional level of the game after the Entry Passage serves its purpose. It involves a breezy, straightforward walk through a tropical isle, one that introduces the last few major recurring elements the game will throw at the player.
  • Grimy Water: The Toxic Landfill features a gross-looking but non-lethal variant of this; it's functionally no different from the other bodies of water found throughout the game.
  • Gross-Up Close-Up:
    • When you fight and damage the bosses long enough, except Spoiled Rotten, who's gross for half of the battle.
    • The Wario Princess kissing Wario himself in the game's "second" worst ending.
  • Ground Pound: One of Wario's moves. If you jump from a high-enough place, Wario's Ground Pound turns into a Super Ground Pound, able to smash through even ultra-hard blue boulders.
  • Guide Dang It!: The Golden Diva has multiple attacks, each of which has a different method that Wario has to use to hurt her. One attack involves a hammer being thrown at you. You have to throw it upwards and then move so that it lands on Wario, turning him into Spring Wario, which allows him to smash into the Diva's mask. The game gives little indication that you're supposed to do this - it assumes the player will remember that hammers are used by the enemies that can turn you into Spring Wario - and the player may even assume you're supposed to throw it at the Diva (which won't remotely harm her).
  • Hailfire Peaks:
  • Harder Than Hard: Super Hard mode, which starts off Wario with one hit point, adds large amounts of enemies, hides most of the needed treasures, and gives a lot less time for the level escapes and bosses. To let you know how hard it is, you are given fifteen seconds to beat the first boss. Said boss is the easiest boss in the game, yes, but on Super Hard it easily becomes That One Boss. You have literally NO margin for error of any kind; as soon as you are able, you Attack! Attack! Attack! and don't let up for any reason.
  • Hearts Are Health: Wario's health is denoted in the HUD with a series of hearts. They can either be filled up with more hearts strewn about the levels, or the small red orbs dropped by enemies. As denoted by a secondary gauge on the UI, collecting enough orbs will fill one heart in Wario's health bar, unless his health bar is maxed out. As a bonus, a concurrently maxed out orb gauge means that enemies will drop even more coins when defeated, in lieu of the orbs. Furthermore, Wario effectively has nine hit points when these conditions are met, as the orb gauge expends itself to form the eighth heart if Wario takes damage at full health.
  • Hell: Fiery Cavern is based on Hell, due to its placement in the Sapphire Passage, a set of horror-themed levels. This becomes more evident when the whole place freezes after Wario hits the Frog Switch.
  • Hell Hotel: Hotel Horror, natch. It's quite a large level that requires a bit of exploration to complete, with maps posted on each floor. Thankfully, you'd be hard-pressed to get lost inside, since each floor is denoted by their distinctly colored walls. Also, judging by the balcony area, it seems to be located in the Crescent Moon Village, explaining why there are ghosts running amok in the place.
  • Helpful Mook: Dr. Scienstein, who shows up in almost all the bonus rooms whenever a projectile is needed. He cannot be defeated, only knocked over, yelping in pain each time he's attacked in some way.
  • Hook Hand: Crescent Moon Village's main gimmick is a large pirate ghost that owns a hook hand. He'll swoop down and nab any stray coins that Wario doesn't pick up, which initially just paints him as a nuisance for those trying for a gold ranking. However, he becomes more threatening during the level's exit sequence: he steals the Keyzer! And as long as he has it, Wario cannot progress; the village doorways lock up as the ghost taunts Wario with the Keyzer.
  • Hub Level: The Golden Pyramid serves as the game's hub. Wario must complete five passages — the Entry Passage first, then the four succeeding passages in any order the player likes (though the game's preferred order has Wario travel counterclockwise
  • Hypocritical Humor: Wario looks incredibly uncomfortable when Princess Shokora kisses him in the game's second-worst ending — because she looks just like him.
  • Idle Animation: Wario has quite a few that play when certain conditions are met:
    • When left standing still in a level, Wario pulls out a pair of dumbbells from somewhere and performs bicep curls. Sometimes, he instead jumps rope, and he does so very quickly, much like a boxer during a training regimen. If you break Wario out of these animations, he'll apologize for wasting time.
    "S-s-s-sorry!"
    • If he's left floating on a water body's surface, he begins flailing his arms in a desperate attempt to keep afloat (he won't actually sink, however).
    • If he's idle after the Frog Switch is activated, he starts panicking by nervously running in place. This one begins much sooner than the other land-based idle animations to emphasize urgency.
  • Jerk with a Heart of Gold: Wario, surprisingly. In the ending, while Wario was as rough as usual, he helped Dr. Scienstein and Princess Shokora out when the pyramid was collapsing, the latter of which he didn't know the identity of at the time. This goes against everything gamers have seen from Wario as a character so far, but that doesn't seem to be a problem here.
    • Might also be a case of Character Development, with Wario saving the inhabitants of the music box accidentally in the previous game, and now doing it intentionally. Showing that while he may be a greedy jerkass, he's not ALL bad.
  • Joke Item: The Smile, the only free item in the shop. "Buying" it will simply cause the shopkeeper to smile at you.
    "Hmph!"
  • Jungle Japes: Mystic Lake and Monsoon Jungle are much denser in vegetation than the levels before them, symbolizing Wario's progression deeper into the Emerald Passage.
  • Last Lousy Point: The hardest level to get a gold crown on is the tutorial level, Hall of Hieroglyphs, as there are only just enough points to earn it. You can give yourself a tiny bit of breathing room when getting it by using one trick: Ground Pound next to the harmless purple Goomba-like enemies to pop them into the air and "upgrade" them to red. They're still harmless, but now they drop bronze coins that are worth 50 points, instead of two tiny 10-point coins.
  • Laughing Mad: The Golden Diva does this a lot during Wario's fight against her.
  • Lethal Lava Land: Fiery Cavern, a prehistoric volcano brimming with lava geysers and tough-as-nails cavemen... until you hit the frog switch, inducing a near-instant flash freeze across the entire environment.
  • Load-Bearing Boss: When the Golden Diva perishes, the pyramid collapses.
  • Logical Weakness: The first five passage bosses are each weak to one boss item in particular:
    • The Bugle is most effective against the childlike Spoiled Rotten. Since the boss seems rather young, loud noises would definitely spook it.
    • The fire-breathing Black Dragon is most effective against Cractus, a giant venus fly-trap.
    • The Black Dog is most effective against Catbat, due to a classic dog-cat dichotomy.
    • The Big Fist is most effective against Cuckoo Condor, who is initially encased in a cuckoo-clock mech suit. A machine built by hand can be just as easily disassembled by hand.
    • The Large Lips are most effective against Aerodent. Kissing rats, or holding them close to one's face in general, can cause them great distress.
  • Long Song, Short Scene: The Golden Passage theme can be heard for a couple of milliseconds before Wario presses the frog switch right below the time portal, initiating the "Hurry Up" theme. It's a shame because the song is quite creepy, mood-inducing and short, so it would have been perfect for a small corridor between the entrance and the time bomb.
  • Losing Your Head: One enemy is a robot exclusive to The Curious Factory, which throws its head on the floor.
  • Made of Iron: Wario, although not quite to the extent that was previously seen in Wario Land 2 and Wario Land 3. For one thing, he actually is able to die outside of the game's final boss fight this time. Outside of that, however, Wario can still take icicles, rocks, axes, spikes, and lava with little more than a bit of lost health.
  • Magic Carpet: Flying carpets are ubiquitous in Arabian Night, being used to elevate Wario to higher parts of the town. Thanks to some invisible barriers, Wario cannot willingly walk off these carpets; he must jump off of them. However, those barriers also allow him to build up speed as if there was nothing in front of him. Thanks to that property, Wario can supercharge at full speed the moment he and the carpet land on solid ground, without crossing nearly as much distance as usual. This technique is used for a puzzle in this stage.
  • Man-Eating Plant: Cractus is a large, toothy, undead plant with arms. However, rather than attempt to eat Wario, it just drenches him in zombifying saliva and laughs heartily when it does so.
  • Meaningful Name: Spoiled Rotten, the Warm-Up Boss of the game, has a youthful appearance and throws nasty tantrums.
  • Mole Monster: Moguramen are Drill Mole enemies that are often found moving around beneath the ground, where they throw spiked balls up at Wario while remaining safe from retaliation unless he uses a ground pound to force them to the surface.
  • Monster Suit: Aerodent. The teddy bear shown in the boss icon is actually just a giant balloon; the true Aerodent is a rat ghost that inflates and pilots the balloon. Despite being very resilient, the rat itself is harmless when the balloon is incapacitated.
  • Monstrosity Equals Weakness: The unmasked Golden Diva runs out of ideas, resorting to smashing open the floor of her arena to expose spikes. Compared to how she was before, her movements are slow and much more predictable. She's also corporeal now, meaning three simple shoulder bashes will reduce her to a harmless pair of lips.
  • Mook Maker: Hoggus in Doodle Woods, by way of drawing.
  • More Teeth than the Osmond Family: Cractus and the final form of Spoiled Rotten.
  • Multiple Endings: How many of the treasures you earned for quickly beating the bosses at the end determines what form Princess Shokora takes, and what bonus images are received at the end of the credits. Finally, what vehicle Wario is driving during the credits is determined by the difficulty level of the file.
  • Numbered Sequels: The game immediately lets players know that it's the fourth of a series... except in Japan, where the game is instead titled Wario Land Advance: The Treasure of the Golden Diva.
  • Our Monsters Are Weird: The game's many creatures, especially the bosses, certainly take the cake for some of the strangest enemies Wario has ever faced. They range from the decently unusual, such as a giant baby eggplant who is reduced to a sobbing, toothy wreck as her battle progresses, to the absolutely bizarre, such as a rat ghost who pilots a giant, inflatable teddy bear, one that can jettison fireballs and soldiers with spiked butts wearing spring shoes.
  • Pinball Zone: This game holds the Trope Namer, a strange funhouse containing various pinball-tossing challenges. The 500-point coins are most common here. Usually relegated to treasure chests, the coins always spawn from the mechanical locks in front of crucial exits once all of a room's pinball challenges are completed.
  • Polluted Wasteland: The Toxic Landfill, a titanic dumping ground that contains a ton of hidden passageways among the trash. Even without factoring in those secrets, the level contains the most visible breakable blocks of any stage, and the music is suitably aggressive to encourage players to bust past them all.
  • Redundant Researcher: Dr. Scienstein plays this role. While he does seem to be making some headway in his explorations, he's still just a much-abused tool to solve the game's many puzzle rooms at the end of the day.
  • Save the Princess: Unintentionally. Wario saves the cat in the endgame, which turns out to be Princess Shokora.
  • Sequence Breaking:
    • There's a Pause Abuse glitch you can exploit in Arabian Night that allows you to bypass most of the stage and get to a later part of it sooner.
    • Its possible to reach the upper areas of Doodle Woods well before the countdown sequence, by bouncing off the flying pigs Hoggus summons. It requires the player to manipulate Hoggus's position on the screen to be in just the right position when he summons the enemy. This can be done by turning Wario around; Hoggus will lazily hover to the upper corner Wario is facing. If Wario turns around several times in one place, Hoggus can be halted right where the player wants.
  • Shifting Sand Land: Downplayed with Arabian Night. While the Arabian town certainly takes place in a hot desert environment, the level design puts significantly more focus on the town's interior.
  • Shopkeeper: The shops are run by a strange, shadowy figure resembling Mr. Game and Watch but with eyes and the ability to emote. If you buy an item from them, they'll follow you into battle and use it on the boss before leaving. They can also be seen in some of the images in the Sound Room. It's heavily implied that they're actually Princess Shokora.
  • Slasher Smile: Cractus and Spoiled Rotten (once she Turns Red).
  • Slippy-Slidey Ice World:
    • 40 Below Fridge combines this with Eternal Engine. It is a cold-storage unit of some kind, containing various ice-related challenges that involve slopes and avoiding falling icicles.
    • Additionally, the Fiery Cavern freezes over after the frog switch is hit, and it exhibits similar puzzles as the 40 Below Fridge. Interestingly, it turns out the cavemen in this stage are related to the sneezing yetis that are common in the Fridge; one, in particular, undergoes a visible transformation sequence before Wario to demonstrate the relation.
  • Smooch of Victory: Wario gets one from Princess Shokora at the end of the game, with varying degrees of satisfaction depending on how much treasure he gained.
  • Stealth Pun: The way that Wario escapes Fiery Cavern ties into how the entire level is based on Hell: Once he hits the Frog Switch, the entire place freezes, and the exit portal opens up. In other words, Wario literally escapes when Hell freezes over.
  • Stone Wall: Aerodent has very little offensive presence; the only way the boss will hurt Wario is by summoning the parachuting tack mooks, which are very easy to avoid. Otherwise, Aerodent's skillset is skewed toward wasting Wario's time: the boss has the second-most health of any boss in the game, he can light Wario ablaze and use the resulting transformation to eat up precious seconds on the clock, and reaching his weak point takes some considerable setting-up that can be easily undone if one isn't careful.
  • Stout Strength: Thanks to the new additions to his moveset, such as the supercharge effects for his dash and ground-pound attacks, Wario is at his strongest in this game. Even considering that he's no longer functionally invincible like the preceding titles, he still has a health maximum health-bar of eight hitpoints (or nine, due to a technicality involving the game's health system).
  • The Song Remains the Same: Oddly, the title screen stays in English in both versions and the Palm Tree Paradise one stays in Japanese in both versions. And the odd aversion is the ending song, which is an American-style song with English lyrics in Western regions and an anime-type song with Japanese lyrics in Japan.
  • Spell My Name with an "S": Princess Shokora is an Engrish-y version of Chocolat.
  • The Spiny: One enemy looks almost exactly like the Mario Spiny - though on closer examination, it looks more like a yellow Kirby with a spiked helmet.
  • Stalked by the Bell: Hitting the Frog Switch prompts a time limit - if it runs out, your accumulated money is quickly drained. If that runs out, you're booted out of the level and forced to recollect everything you lost — including the most important collectibles.
  • Super Title 64 Advance: The Japanese title, Wario Land Advance.
  • Temple of Doom: The Golden Pyramid, although only the Entry and Golden Passages are actual levels set there.
  • That Poor Cat: In the intro, a black cat is nearly run over by Wario's car as he drives up to the Golden Pyramid. Later on, in the ending, he nearly runs over a white cat when driving up to get $10.00 all-you-can-eat steaks.
  • This Is Gonna Suck: Wario's "Oh boy!" and "No! No!" voice bits when he undergoes a transformation.
  • Timed Mission:
    • Every level turns into this when you hit the Frog Switch. The entirety of the Golden Passage is this, considering the frog switch is placed under the starting vortex, and if you're playing on S-Hard, entire Palm Tree Paradise, as well as most of the Hall of Hieroglyphs, as you're forced to hit Frog Switch early in the level.
    • Every boss is fought on a time limit, with treasures starting to disappear if you take too long.
  • Toy Time: The Topaz Passage is themed around toys of all sorts. The Toy Block Tower is a castle made out of a child's playing blocks, the Big Board is a giant, loosely defined boardgame, Doodle Woods is a forest constructed of drawing tools inhabited by an artist whose pieces constantly come to life, and Domino Row involves races against giant domino lines.
  • Turns Red: Every boss becomes more aggressive when their health gets low. Sometimes, this aggression necessitates a change in strategy.
    • Spoiled Rotten serves as the page image for this trope. Out of nowhere, she throws an intense tantrum, baring her teeth to discourage attacks from the front.
    • Cractus continuously throws his punches farther as the battle progresses. During his last few passes, he also elevates his head far above the floor, meaning Wario must use the vines in the background to reach the boss' weak spot. Cractus eventually slows down to a crawl on the very last few passes, far out of reach from the vines, to catch players off guard with his punches.
    • With Cuckoo Condor's clock suit destroyed, Wario is left facing the bird within. Condor lays eggs, doing so progressively quicker as it sustains damage. The eggs hatch into explosive chicks if Wario doesn't catch them out of the air in time to throw at the weak point.
    • Aerodent begins throwing fireballs to transform Wario and waste his time. When on its last few hit points, the rat begins throwing fireballs the moment its balloon is flipped around.
    • When Catbat's bat head disappears, its cyclopean mooks literally turn red. Instead of transforming Wario, they directly hurt him. Catbat also starts creating speedier tidal waves that always undulate.
    • Without her masks, the frustrated Golden Diva can only body slam the floor to expose spikes, creating a secondary time limit.
  • Underground Level: Fiery Cavern, a hellish, lava-filled cave containing some of the most dangerous hazards and enemies in the game. After the Frog Switch is activated, it becomes somewhat less perilous thanks to everything getting coated with ice.
  • Under the Sea: Mystic Lake is where underwater segments are most ubiquitous. It contains some unique challenges in its waters, too, such as giant fish that lunge out of their nestings when Wario draws near, and octopi that swing maces around to make navigation more difficult.
  • Unlockable Difficulty Levels: The game starts out with two difficulties available to select when starting a file, "Normal" and "Hard". Beating a file set to the "Hard" difficulty for the first time unlocks a third difficulty option, "S-Hard".
  • Unsportsmanlike Gloating: Upon zombifying Wario, Cractus will hover out of reach and laugh at his expense until the transformation is undone.
  • Variable Mix: Besides the "Hurry Up!" theme, the game's music changes to match Wario's actions, slowing down when he crawls, speeding up while rolling, and distorting during transformations.
  • Video Game Cruelty Potential: Whenever Dr. Scienstein is encountered in one of the game's levels, he is quite-literally invincible, so feel free to throw/ram him (causing him to scream in pain) as many times as you want to.
  • Violation of Common Sense: Especially blatant in the final boss fight. When the Diva's face is crying and throws spiked hammers, you must wait for the hammer to retract its spikes, pick it up, throw it in the air and hit yourself in the head with it. Only then is Wario in a state where he can damage her. If you figured out on the first try that this is what you had to do, without doing it by accident, you're lying.
  • Wake-Up Call Boss: The normally easy Spoiled Rotten becomes this in Super Hard mode - you have a scant 15 seconds to defeat it.
  • Warm-Up Boss: Spoiled Rotten does very little beyond wandering about the room until Wario provokes her enough. All she really does in response to his attacks until then is turn around to face her attacker, which only becomes problematic when she starts baring her teeth. It's safe to say her accompanying Totsumen pose a greater threat. However, Spoiled Rotten becomes much more threatening on Super Hard mode; with only fifteen seconds granted to defeat her, there is absolutely no room for error.
  • Weird Moon: Crescent Moon Village, anyone? Stuck in a state of perpetual crescent phase, and way larger than it should be in the sky.
  • You Don't Look Like You: Dr. Scienstein lacks the exposed brain he had in Wario Land 3. Ironically, this makes him look closer to his original appearance in For the Frog the Bell Tolls.
  • Zero-Effort Boss: The Golden Diva's final (pair of lips) form, in which she becomes entirely harmless (not to mention pathetic) and dies in one hit).


Alternative Title(s): Wario Land Advance

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