Wario World
Wario World |
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Developer: Treasure This game has hidden development-related text. This game has a prerelease article This game has a notes page |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Wario World is Wario's solo debut on consoles. As far as Wario games go, it's pretty short. With only eight levels full of re-skinned versions of the same enemies, the game can be somewhat tedious, but the wacky and over-the-top mayhem that Wario can inflict on them makes up for it.
To do: More pre-release and unused content can be found here. |
Contents
Sub-Pages
Prerelease Info |
Notes |
Debug Menu
This debug menu contains a sound test and a level select. In the bottom-right corner is a date of some kind (most likely a build date) that is a little over four months before the game's initial release.
The menu makes use of nearly all of the buttons on both the first and second controllers. Player 1's controller is used to control the sound test and level select options, while Player 2's controller is used for controlling the three-dimensional sound emitter test. The menu can be accessed using one of these Action Replay codes, depending on the region:
Version | Code |
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Japan | 040302F8 38000000 0415A74C 38000000 |
North America | 040305C8 38000000 04159CC4 38000000 |
Europe/Australia Kiosk | 04030590 38000000 0415A060 38000000 |
Europe/Australia | 04030508 38000000 04159988 38000000 |
Launch To
A basic level select which can be used to access general areas and certain special scenes, such as the title screen. Most of the entries use a naming convention of a letter followed by two numbers - for example, "F21". The letter indicates the type of the room, with "F" for stages, "R" for bonus rooms, "B" for stage bosses, and "P" for Unithorn lairs. World bosses (such as Dino-Mighty) are listed as stages. The first number indicates the world, and the second number indicates the level. Interestingly, there are no entries for World 3, and the third world in the game is given the number 4. In addition to all these, there are three other entries that seemingly do nothing: LAUNCHER, IGNITE, and LOADER.
The menu is controlled using the D-Pad of Controller 1 to scroll through the list, with Start activating the selection. Because of how the bonus rooms work, they will not load properly when chosen. This means that either the sky or room geometry will not load, causing Wario to fall into a black void upon spawning. Some objects still seem to load.
BGM/SFX
A very basic sound test menu that lets you not only listen to all of the music and sound effects in the game, but also adjust the playback volume. The first number displayed is the track/sound number, and the second number is the volume level. The volume value starts out at max, with a value of 127.
The menu is controlled using the Control Stick of Controller 1, with Up/Down switching between music and sounds, and Left/Right changing between tracks. A starts the music/sound, and L/R will lower or raise the volume for the current selection. The volume levels for sounds and music can be adjusted independently of each other.
Emitter
Tests three-dimensional rendering of sound effects, and is controlled entirely using Controller 2. The position of the sound is specified by a set of three coordinates, which can be adjusted using the Control Stick (Left/Right for first coordinate, Up/Down for third coordinate) and L/R (for the second coordinate). A measurement of the distance from the emitter to the camera is displayed above the coordinates.
The sound effect used can be changed using Left/Right on the D-Pad, and volume falloff presets can be changed using Up/Down. These presets affect the rate at which volume drops the further away it gets from the camera. There are 18 presets in total, and do not seem to be in any order. The sound effect can be played using A, and Start will reset the coordinates back to default values.
Unused Music
Data
ID 6 in the Sound Test. It's named data_0 internally, so it's likely an unused file select theme. option_0 is the used file select theme.
Kobito
ID 19 in the Sound Test. Internally named kobito_0. "Kobito" means "dwarf" in Japanese, and as the Spritelings resemble dwarves, this theme was likely intended for them at some point.
Sabaku
ID 29 in the Sound Test. Internally named sabaku_0. "Sabaku" means "desert" in Japanese, so it was likely intended for Pecan Sands, the only desert area in the game.
Main Theme
ID 34 in the Sound Test. Internally named theme_0. This song played in the E3 trailer for the game. It was eventually used in the Japanese release for the 2nd phase of the final boss, but is unused in the European and US releases.
ID 00241 and 00242 (Stereo Halves)
ID 241 and 242 in the MusyX files as a set of stereo halves. It's a guitar riff possibly meant to be played when collecting the jewel in the puzzle "levels".
Music Filename Oddities
A number of music files are named in ways that have little to do with how they're used in-game.
- The theme for Treasure Square (the hub area) is called title, while the actual title screen theme is called glory.
- The theme for Greenhorn Ruins is called n-field.
- The theme for the second part of Wonky Circus is mirror, despite not playing in Mirror Mansion. The actual Mirror Mansion themes are star and hall for the first and second parts, respectively.
- The boss theme for Clown-A-Round is called highway.
- The theme for the second part of Beanstalk Way (a hilly meadow-themed area) is called n-jungle.
- The theme for Pecan Sands is called anttheme.
- The boss theme for Ironsider is called goldboss.
Pause Screen Apology
To do: Also have a video demonstrating this in-game as well (not the whole 50 minutes for the Easter egg to appear, just the important stuff highlighted and shown. |
The pause menu theme is quite possibly one of the most (deliberately-)annoying songs in the history of video games, but if you're willing enough to put up with Wario's annoying song for a whopping 50 minutes, not only will he stop singing, but after a while he'll actually apologize for annoying you for nearly an hour.
Solid Out Of Bounds Objects
The floor outside of the lava moat from DinoMighty's Showdown in world 1 can be stood on. If you are standing there she will eventually jump into the lava but not be harmed by it, and can attack you.
A few of the platforms in the background of the world 3 boss fight with Red-Brief J can be stood on via a moon jump cheat and are fully solid. Same with the lava waterfall which when touched will hurt you. It's also worth noting that the collision for the lava goes far beyond the stage geometry itself, even surpassing the skybox.
The cliffs in the background at Captain Skull's Showdown from world 4 are also solid and can be stood on.
Hidden Cube Mesh
The ring object that is in some trap door sections where you have to ride the sticky globe past the spiked ball has a usually invisible red cube where the spiked ball is.
Voiding Out In Unithorn's Lair
If you go out of bounds in Unithorn's Lair via a moon jump cheat, you will stay out of bounds forever until you move back under the stage to which you will be tossed back into bounds.
Regional Differences
To do: Add how the NES in international is Famicom in Japan, Glue Globe direction changes in Wonky Circus... |
The Japanese version was developed after the International version. Treasure took the opportunity to make a few changes in the process.
Bugfixes
- A certain ledge in Shivering Mountains cannot be grabbed at all in the Japanese version, making it a bit harder to skip a certain portion of the level.
- During the Shivering Mountains Angler Mangler miniboss fights in the US and European versions, by doing a Piledriver Mad Move on one of the Barrel Buster enemies they summon at a height of 3.8, there's a possibility that the Barrel Buster will be destroyed but its hitbox will still remain. This can be used to beat the Angler Manglers without having to use any other Barrel Buster enemies, quickening the fights considerably. The glitch was fixed in the Japanese version.
- Some slopes in the game were made more slippery in the Japanese version.
- It's possible to skip both Terrible Portrait minibosses in Mirror Mansion in the US and European versions due to the invisible walls surrounding the arenas not extending all the way out. The first can be skipped only with the Super Jump glitch, while the second can simply be jumped around. Skipping a fight locks the camera until Wario enters a sub-level or the boss room. These skips were fixed in the Japanese version by extending the invisible walls outwards and upwards, making it so you can't skip the minibosses at all.
2-2 Sub Level Background
One of the sub levels in World 2-2 (Wonky Circus) had its background changed between versions. The international versions have the blocks arranged in two layered circles surrounding the stage, whereas the Japanese version has two vertical "wheels" on either side.
Demo Mode
The Japanese version shows gameplay demos if you wait on the title screen for around a minute. In the international versions, the game's opening just repeats itself.
Black Jewel
In international releases, all 8 skulls of damage are dealt by first shattering 5 crystals (containing Spritelings) around the map before doing a Mad Move on the Black Jewel for major damage. This is only true in the first half of the Japanese version, which has 8 crystals. After it loses half of its health, the battle enters a second phase, complete with music exclusive to this release and promo material.
The Black Jewel floats down to the arena and Wario must attack it directly until it gets dizzy so he can do a Mad Move on it, all while dodging completely new attacks (most notably shooting a huge amount of treasure chests out of its eye while spinning in place). Other attacks include circling Wario to trap him in a circle of fire, slamming into the ground for shock waves, and directly charging at Wario. Additionally, the Japanese version added a rough bumpy effect to the edges of the Black Jewel when it takes damage from attacks over time, letting the player know if/when their tactics are having an effect.
The Black Jewel also does a new animation after each big hit it receives, retracting its arms and spinning as it glows as a way to repair the rough edges.
According to Treasure boss Masato Maegawa, the "main programmer" on the project was "particularly attached" to the final boss, hence the additional development for the Japanese release.
South Korean Version Changes
Despite being very close to the US release of the game even using the same game ID as in the US, a few differences are present.
US | South Korean |
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- The font is slightly different, notably being fixed width as opposed to the US version's being variable width.
- Sizes of some text backdrops such as the file select options are smaller.
- Some text in the Korean release will be on the very edge of the text box, something that doesn't happen in any other version.
The Wario series
| |
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Wario Land | |
Game Boy (Color) | Wario Land: Super Mario Land 3 • Wario Land II • Wario Land 3 |
Game Boy Advance | Wario Land 4 |
GameCube | Wario World |
Nintendo DS | Wario: Master of Disguise |
Wii | Wario Land: Shake It! |
WarioWare Inc. | |
Game Boy Advance | Mega Microgame$! (Demos) • Twisted! |
GameCube | Mega Party Game$! |
Nintendo DS | Touched! (Demo) • D.I.Y. |
Nintendo DSi | Bird & Beans • Paper Airplane Chase (iQue Prototypes) |
Wii | Smooth Moves • D.I.Y. Showcase |
Wii U | Game & Wario |
Nintendo 3DS | WarioWare Gold |
Nintendo Switch | Get It Together! • Move It! |
Miscellaneous | |
NES | Wario's Woods |
SNES | Mario & Wario • Wario's Woods |
Game Boy (Color) | Wario Blast: Featuring Bomberman! |
See Also | |
Mario • Rhythm Heaven |
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