A bad platformer turns you off with cheap deaths, unresponsive controls, and poor level design. Your time is wasted on relentless obstacles, minimal progress, and general aimlessness. Fortunately for all of us, Wario Land 4 features none of those things. Instead, it takes the idea of the collectathon that was so prevalent in the 3D platformers of the 1990s and retools and weaponizes it in 2D using the full capabilities of the Game Boy Advance platform. It drops many of the conventions of the 2D platformers that preceded it such as lives, linear level design, punishing precision platforming, instead focusing on exploration, puzzle solving, and building tension. That last point - the building of tension might just be what makes Wario Land 4 such a rewarding experience.
The premise of the game is simple: Wario enters a golden pyramid, tempted by the idea of uncovering a whole bunch of loot, and is presented with a series of 18 levels to rip to shreds in the pursuit of a higher tax bracket come the new year. The main levels of the game, 16 in all, are sorted into 4 groups by color. Each one of those levels is a large 2D maze that you must scour in order to find 4 quarters of a gemstone of sorts, a key to the next level, and if you are feeling ambitious, a bonus CD that contains an isolated copy of each of the level’s tracks that are playable in a separate mode. Each of the 4 groups are similarly themed, and a boss awaits you after you find each of the 4 quarters in each of the four levels. A simple enough premise, right?
Each of the game’s 18 levels are laid out in ways that encourage experimentation with your base set of moves such as a power dash, charge, and ground pound, as well as a set of different gimmicks that allow you to break down barriers or access different parts of the level. The essential items are cleverly hidden in ways that, on normal difficulty, reward players for their willingness to explore the depths of each level. On hard mode, the difficulty that I played to completion, some of these objects are hidden in such obscurities that one must push the game’s controls to their absolute limit in order to walk away with even the bare minimum items required to progress. It is however, not a precision platformer; Wario Land 4’s levels are designed to be accessible by the masses, and provide ample room for you to try again, resulting in eventual satisfaction by all levels of players. The gimmicks, such as turning into a shooting ball of flames, or becoming a raging snowball, are never used in ways that become stale.
The highlight of the game arrives in each level where you find a room where it's just Wario and the purple plunger. You must smash the plunger, leading to the reveal of a second game buried within the first one, set to a timer. Activating this timer adds a tasteful amount of tension to the otherwise casual experience of digging through its levels and forces you to race back to the very beginning of each level in order to keep the items you have found within. Hitting the plunger also changes the design of the level: previously accessible areas are sealed off, and other areas are opened up for the first time. It forces you to think on your feet as you adjust to the alternate version of the level, which often contains required collectibles in later levels. The game’s music, which is typically very excellent, turns into this sour, tense rhythmic noise that just propels you to get out as fast as possible.
The only part of the game that I did not actively look forward to was the boss fights. Playing on hard, I found them to be the only element of the game that I found mundane. Beating them did not feel like a triumph, but merely like being forced to overcome an obstacle setup between the fun parts of the game. Being that there are only a handful of them, I did not think it sullied my opinion of the game too much. Wario Land 4 basically rules.