I don't know whether to praise the red key placement for being clever or feel it's in a way too irrelevant place. It made it exciting when I finally found the treasure that unlocks it. For some reason I thought Spring Wario might be impervious to fire & I just wasn't getting there quickly 'nough. When I was young I was insistent on trying to get through that fire up there with Spring Wario. Which is good, 'cause a downside o' this game's multiple goals per level is that you have to redo some parts you've already done, which can sometimes be annoying.īut I agree that Wario Land 3 could've benefited from being less linear & giving players mo' freedom o'er the order they get treasures - a bit mo' like Super Mario 64. Plus, Wario Land 4 just has the same key ghost & generic jewel quarters that open the next level & world boss respectively ( plus a bonus CD ) for every level & not a giant foot that breaks open rocks that block passages.Īlso, new abilities gives one the ability to play levels in different ways, including making parts one had to do before easier, like Sebby's example o' "Desert Ruins" allowing you to break through the moon & sun walls with garlic charges. What makes Wario Land 3's level design so cool is the way they integrate different goals in the same level, intermeshing them in different ways, such as the way it lays out the 4 chests in "Castle of Illusions" or the way "Desert Ruins" has you get both the gray & red treasures the start, each either ends, open different times o' day. The problem with Wario Land 4, though, is that it's so short, & you can complete each level in 1 go, making it mo' linear. Aqualakitu wrote: ↑ 4 years agoUltimately I think 4 did it best with the per-level basis scoring system that encourages exploration along with the other collectibles.
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