it is known of Wario. As Mario’s greedy, rude, and sometimes outright foil, he spends time profiting from the micro-game business, exercising and karting with people he claims to hate. In between all of this, you may find him picking his nose or digesting garlic dinner.all Aware of Wario…but how many of us understand he? How did he become the tycoon we know now? Who is responsible for making Wario what he is now?
First appeared in the 1992 Game Boy classic game Super Mario Paradise 2: 6 gold coins, Wario comes from Nintendo’s Research and Development 1 studio. The team’s work is not supervised by Mario creator Shigeru Miyamoto.In an interview with the official strategy guide for Japanese games, game co-director and artist Hiroji Kiyotake said Everything about Wario starts with his name.
“The truth is, we kind of came up with the idea of the name [Wario] First of all, everything else is behind,” he said. Kiyotake elaborated that the name was adapted from “Mario” and the Japanese word “warui” (meaning “bad”). He thought this character was an evil version of Mario. Inspired by Pluto of Popeye.
Yoichi Kotabe, another artist in the game, in Interview with Le Monde, Quoted from Disney’s Stromboli Pinocchio As a design influence.
Kiyotake further stated that in the strategy guide interview, Mario and Wario were once childhood playmates drifting away, but whether this is still a classic is still undecided. He also mentioned that Wario’s favorite food is crepes… Over time, it has become a less appetizing option: garlic.
In 1994, Qingwu co-directed another sequel Mario LandExcept this time, Wario is the protagonist. Wario Land: Super Mario Land 3 Running slower than typical Nintendo platform games, this is where Wario’s connection with greed begins, because the player’s task is to collect as many treasures as possible. Compared with ordinary platform game heroes, Wario cannot accomplish the expected goal of the character so easily. Mario can easily get rid of enemies by jumping, while Wario can deal with his enemies by throwing or slamming them. Mario can pass the level as quickly as possible, but Wario does not have a run button. Even the plot of the game subverts your expectations of a typical Mario story. Wario is not saving the princess, but trying to steal her portrait, extorting money from her kingdom and making herself dirty and rich!
with Wario Land, Nintendo evolved Wario into a substitute for Mario, not just his opposite. You came to Mario for a sports platform game, and you went to Wario for a methodical and exploratory game. But this did not last long.
In early 1995, Nintendo had to compete with the newly released Sony PlayStation and Sega Saturn without its own dedicated 3D console. Nintendo 64 will not be released to the public for another year, but a different kind of hardware is about to appear: Virtual Boy, a 3D handheld console hybrid designed by Yokoi Gunpei, the idea behind Nintendo’s many portable console efforts. Enter R&D1 again, But this time there is a rule.
In a book published in 1997 called “Yokoi Gunpei ゲーム館” (or “Yokoi Gunpei’s Game Hall”), Yokoi wrote about his interaction with Hiroshi Yamauchi, then president of Nintendo. Yokoi’s instructions to Yamauchi were to focus on the original IP of the Virtual Boy, not the traditional IP like Mario. Recalling that I was told to do this to ensure that the IP eventually jumped to the full 3D impact on the N64.
At about the same time, we knew that R&D1 was working on another sequel Mario Land, Titled Virtual Boy Mario LandThe feature of the game is that Mario jumps back and forth between the foreground and background layers to pass the level, and seems to involve a hostile Wario, based on Technology demonstration lens, But was never released.Over time, many fans have speculated that this project has become a treasure hunt platform game Virtual Boy Wario Land, Interprets Yokoi’s comments as Nintendo’s shelving of the established Mario license, not for the new IP, but for the less mature Wario brand.
Virtual Boy Wario Land Issued in November 1995. Kiyotake and Hirofumi Matsuoka, former artists and directors of the Super NES Art Project Mario paint, Co-directed the game. Due to the horizontal nature of the Virtual Boy screen, this entry focuses on a long horizontal corridor with enough space to support the new run button and adds power to Wario’s shoulders. Although it is a faster and more action-oriented experience overall, Virtual Boy Wario Land Keep the series’ focus on exploration by requiring players to find hidden keys.The game also marks Wario’s first appearance in a mainline game No Any existing Mario character forms his identity rather than his origin.
R&D1 has developed several Wario Land games for the Game Boy series, continuing this personality: Wario Land 2, 3, with 4.
Released for Game Boy Color in 1998 and 1999, Wario Land 2 with 3 A big step has been taken in a new direction. The branch-level structure and unlockable upgrades pushed the series in a non-linear direction, and Takehiko Hosokawa took over as the director. Although he is now widely known for his work in Metroid, Hosokawa has participated in every Wario’s work from the beginning.
Wario’s role modeling in these games has consolidated his image in future works. He is greedy, but not malicious. Stupid, but not stupid. He is not a hero, but he cannot be described as a villain. These items cement the character’s nature through story and game elements, such as his money-driven motivation and expressive transformations like Zombie and Flat Wario.
Matsuoka then returned to the lead Wario Land 4. This 2001 Game Boy Advance title incorporates its predecessor’s priorities in action and exploration, while introducing memorable backgrounds and characters to the franchise, such as Wario’s own princess, Shaokla. Due to its intricate art and streamlined gameplay, Wario Land 4 Often referred to by fans as the best in the series.
During the game development process, Nintendo also happened to hire Takeuchi Yuki and Abe Goro.These two people started programming Wario Land 4, And will soon lead the future of franchising.
Released for GBA in 2003, WarioWare, Inc.: Super Mini Game$! Seeing that Wario realized the revenue potential of the microgame business, he ended his treasure hunting career. In the game, players must be familiar with each micro-game under strict time constraints.Take Kawamoto Koichi for the first time Mario Artist: Polygon Studio, Japanese exclusive N64DD sequel Mario paint, Wario SoftwareThe art direction and main game design are respectively at the helm of Takeuchi and Abe. The change in gameplay requires a change in the portrayal of Wario, who is wearing a new motorcycle outfit and an even more greedy attitude.
In an interview with KikizoEarly R&D1 member Yoshio Sakamoto said that the project was only centered on Wario, because the team “cannot think of others who are best suited for this role.”
“Wario is always doing stupid things, and always stupid, so we think [he] …The best for the game,” he said.
To some extent, Wario’s aura opened the door to the laissez-faire art style of the game. Abe explained to Kikizo that the unique presentation of each microgame is the result of different people in the team.In fact, he revealed Wario Software It was originally developed in secret at R&D1. Team members will submit micro-game ideas on the director’s desk through sticky notes, and once the project gets the wind of the team leader, he will let it continue to develop. At that time, the concept of gaming became popular in the office, leading to people from different teams submitting ideas.
WarioWare soon became its own franchise, with multiple games as micro game packages. Although it continued to show players different artistic styles, WarioWare soon began to prioritize the functions of their respective consoles. Whether through the touch screen on the DS, the camera of the DSi or the motion control of the Wii, the series often finds ways to integrate these attributes into its core gameplay.Even on Wii U, few developers use gamepads well, WarioWare branch Game with Wario Spread its creative potential through 16 different modes.
This kind of ingenuity appears in Iwata Satoshi Interviewed WarioWare: Smooth movement On WiiIn the interview, Abe recalled his thoughts at the meeting about Wiimote and how to use it for WarioWare. He stated that his team is very optimistic about the potential of the controller. He said: “If you have one of these remote controls, you can do almost anything.”
Although the latest version of the series, WarioWare: Come together! Instead of focusing its mechanics on Switch-specific attributes like HD Rumble, it does push the boundaries of the series by including playable characters for the first time.
However, although WarioWare has dominated most of the conversations related to Wario in the past few decades, it is not the only place where Wario has appeared. Far away.
In 2003, Nintendo entrusted the action game studio Treasure to Wario, leading to the 2003 Wario World, The 3D continuation of the Wario Land series. Although it plays more like a beat game than a 3D platform game, the game maintains a mix of Wario Land’s player-enemy dynamics and platform games. It also embodies the unique charm of treasure in its fierce battle and unique visual effects.
After a generation of complete consoles, Nintendo also released the 2007 Wario: Master of Disguise And in 2008 Wario Land: Shake it! Master of Disguise Eventually became his creator Kiyotake’s last Wario-related work, and Kiyotake served as the character designer of the game. shake More like the return of the series, Wario returned to the root of his treasure hunt. Tadanori Tsukawaki, the game’s design director, pointed out that he wanted to re-examine Wario’s “manly” performance (compared to his “crude” iterations in derivative products) In an interview with Nintendo Online Magazine in Japan. although shakeAs a sequel label, the game has many unique features, such as character assets and cutscenes completed by the animation studio Production IG.
As you can see, Wario has passed the hands and thoughts of many people. (For the benefit of time, we also ignored some WarioWare and non-WarioWare games.) His history has consolidated his existence, not just anti-Mario. Whether through Wario Land or WarioWare-or his appearance in other games-he has expanded himself through various genres and artistic efforts with his own cute and weird brand. Next time you see him bogey on the golf course, or bogey in “Smash Bros.”…give him a break. He has experienced a lot.