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Wario Land 4

From The Cutting Room Floor
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Title Screen

Wario Land 4

Publisher: Nintendo
Platform: Game Boy Advance



Unused Door Frames

Each of you deserves a door.

Each boss door in the game not only has an unused opening animation, but an unused alternate palette to go with it. The doors in the final version all slide up instead of opening, only making use of the first frame.

Debug Level

Debug Level

Wario Land 4 has a debug level. It can be accessed with the Gameshark code 33000003 0002 and choosing a level. Interestingly, Metroid Fusion has Wario Land 4 blocks in its debug rooms, which is a not-so-subtle hint that it was built on the same engine.

The stage itself is made of black blocks on a black background, making it difficult to see without changing the bg color. The regular blocks from this tileset is actually used in multiple levels to make the solid borders of the map and the dotted block being used for exits. The music used is the same as whatever level is chosen.

The first room has various types of terrain for basic engine testing, with platforms, ladders, slopes, climbable walls, water, spikes, and blocks. The first unusual feature in the room is a pair of pipes and yellow gems. The gems are switch-activated red gems with the wrong tiles, and the pipes lead to each other. Past this, the block of grey X tiles lead straight to the level select screen, a feature only used in boss levels. The yellow gems are the basic 10-coin blue gems with a different palette. The two blocks with a yellow tile in the corner were used to test blocks giving out coins. The third door in the room passes in front of Wario instead of behind him. The dotted blocks warp to each other.

The room through the first door is a layer-3 water testing room. The water actually fades to different levels of opacity based on Wario's height, being invisible until you actually fall into it the first time. This feature is unused in any of the final levels. The water opacities shown in the map indicate the depth at which the change is triggered. The water opacity remains at the same level until Wario reaches the previous trigger height, meaning the water will always stay visible. The arrow tiles indicate current, with yellow arrows indicating the strong current used in the game, and blue arrows indicating a weak current that merely pushes Wario at the same speed at which he can swim, another unused feature. The two doors in the water lead to each other. Yes, there is a monkey walking around at the bottom.

The third room features the limited vertical camera scrolling as seen in several levels, along with a lot of spikes. The purple spikes are solid to Wario even when he is flashing from damage, but enemies can pass through it. This is another unused feature. The non-animated yellow gems are actually blocks that become ramps when the switch is hit. The graphics stay the same, but the physics of it change.

The final room has nothing more than a bunch of platforms, gems, and some blocks. The door at the top leads to the door at the bottom.

Unused Music

The final level, Golden Passage, starts you off immediately pressing the Frog Switch, therefore having the whole level use the runaway theme. However, if you hack the game to have Wario not press the switch, you can hear the actual Golden Passage theme!