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Wario Land 3 (GBC, 2000)

Wario Land 3 (GBC, 2000)

Subgenre: 2D Puzzle Platformer/Platform Adventure Hybrid


Other: Hub map (as you find and unlock hidden treasure chests you beat levels and see new levels or paths unlock on the map depending on what you found (basic environmental effects), several found items also change the level layouts a bit (for example the flute awakens the giant snakes in some levels), some branching paths), Minigolf mini-game (forced however there aren't that many levels where you need to play it)

  • Partially non-linear structure (linear until you get the first ability - you're locked out of various parts of all the early levels, two optional levels)

  • Binary day/night switch that triggers when re-entering the hub map and which has effects on gameplay (sometimes different enemies giving access to different parts of levels, in some levels certain gates are only open during night or vice versa)

  • No level maps (hard to get a good overview of some rooms - can't look up/down either) however the game does briefly show which levels to use a gained ability on right after getting it with flashes on the map screen and the looking glass item lets you see which treasures you've gotten on the level you’re standing at on the map screen (gained pretty late but you can also pause while in a level to see which chests have been opened and which key(s) you're carrying)

  • Can go back to the initial location (temple) to get told where to go next to progress - can also just press up at that location on the map to get the direction without triggering the dialogue scene (can press select while on the map screen to teleport to that part of the map)

  • Can exit a level at any point (this can be used to switch to night or day - eventually you can gain an item letting you switch while on the map screen)

  • Save anywhere outside of boss battles (also auto-saves when exiting a level, one slot per game)

  • Many puzzles (some get tedious because you need to memorize several screens of level design or due to control/level design issues), The game focuses mainly on temporary transformations to progress and there are a few new ones here

  • Optional collectathon element (7 crayons to unlock a longer version of the minigolf mini-game - no rewards gained for beating it, can unlock its last course by getting all big coins - several per level), Unlockable Time Attack mode (get all 100 treasure chest items; goal here is to open all 4 chests in each level as quickly as possible)

  • Enemies respawn when re-entering rooms but destroyed blocks don't (some enemies that you want to avoid also respawn as soon as you move away from their spawning point)

  • Get thrown out of (most) boss fights from one mistake

  • Minor sequence breaking possibilities (in the colossal hole level you don't need to become flat for one of the chests, more?)

  • Can't stay in a level after opening a chest in it

  • Chest keys+big coins+bosses respawn when re-entering levels and so do a few puzzles that unlock parts of their levels (such as the torches at the beginning of the tower level)

  • No alternate end bosses and endings here


Playthrough - Video Review - Mini Review



Influenced by: Probably Zelda and/or Metroid series, SMW/SML2/Wario Land 1, possibly Mega Man X or Land of Illusion, Rayman, Hameln no Violin, Lost Vikings


Influenced: Possibly Within a Deep Forest, Toki Tori 2, Fez, Greak, Trine

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