Wario World
| Wario World |
|---|
|
Developer: Treasure
|
While Wario has been in strange adventures before, Wario World takes it to a whole new level, in Wario's first (and currently only) 3D platformer. While relaxing at his castle, Wario gets sucked into a bizarre world with very surreal environments, due to the influence of an evil purple gem he had brought from one of his previous adventures. This forces him to go on a journey to rescue a weird new race called "Spritelings" and face off against some very questionable bosses, which is only something you can expect from the developers known as Treasure.
This game is also notorious for having a very short development cycle, causing most of the enemies to be mere model reskins, a lot of Wario's dialogue being rehashed from some other games, and the game being easily beaten under five hours at best. At least it's fun to play.
"WELCOME TO WARIO WORLD!"
| To do: More pre-release and unused content can be found here.
|
Contents
Sub-Pages
| Prerelease Info |
| Notes |
Unused Models
Purple Twister?
AB11.RSC contains two folders within. One of them has Greenfist's boss arena, which in turn has this odd twisted model with a purple texture that has a bright white circle in the middle of it. Nowhere does this model ever show up in that boss stage nor anywhere else in the game. It also contains a unique animation file, but it doesn't do anything.
Unused Gemstones
CPF.RSC contains the character and object models for Treasure Square. These include three unused gemstone models that were part of the HUD in early prerelease screenshots. They are colored using shaders and have no animations.
Early SandWorm Design
CF52.RSC contains the character and object models for Pecan Sands. Contained within it is an antlion-like enemy or miniboss featured in an early trailer, generally speculated to be an early design for SandWorm. It has 4 low-poly models, and contains animations for popping out of the sand; attacking with its claws; dying; taking damage, which results in its eyes popping out of their sockets and flying a far distance; and even for being picked up and carried by Wario, which cannot be done to the final game's SandWorm. The cannon beetle enemy from similar prerelease trailers appears to have been removed, unfortunately.
Unknown Unused Enemy
CF41.RSC contains the character and object models for Shivering Mountains. This includes a single cut enemy that was likely removed for being too weird, even for Wario World. It appears to be a living ice skate boot, with a face on the top resembling the Garlic Salesmen, but the main body of the boot has a large mouth filled with sharp teethǃ It has a number of animations giving him a lot of personality. It also has its own unique set of textures.
Unused Graphics
Spideraticus Boss Room Sky Stage
Due to how the game's camera works and the fact the boss arena for Spideraticus' arena is majorly closed off by surrounding wall of vines, its skybox texture gets mostly obscured and outright impossible to see in its entirety.
Hidden Japanese Text
Opening up the texture for the game's logo in an image editing software and filling in the transparent areas around the title graphic reveals that the outline of the Japanese subtitle for the game is present below the title, even in the English release. It's likely that the Japanese title was made first, and then the subtitle was erased using a slightly different transparency color. Oddly enough, the actual title texture used in the Japanese release of the game is slightly different, with the subtitle being within the same space as the main title.
Debug Menu
| To do: Check if this date is different between the other versions. |
This debug menu contains a sound test and a level select. In the bottom-right corner is a date that's a little over four months before the game's initial release.
The menu makes use of nearly all of the buttons on both the first and second controllers. Player 1's controller is used to control the sound test and level select options, while Player 2's controller is used for controlling the three-dimensional sound emitter test. The menu can be accessed using one of these Action Replay codes, depending on the region:
| Version | Code |
|---|---|
| Japan | 040302F8 38000000 0415A74C 38000000 |
| North America | 040305C8 38000000 04159CC4 38000000 |
| Europe/Australia Kiosk | 04030590 38000000 0415A060 38000000 |
| Europe/Australia | 04030508 38000000 04159988 38000000 |
Launch To
A basic level select which can be used to access general areas and certain special scenes, such as the title screen. Most of the entries use a naming convention of a letter followed by two numbers - for example, "F21". The letter indicates the type of the room, with "F" for stages, "R" for bonus rooms, "B" for stage bosses, and "P" for Unithorn's Lairs. World bosses (such as DinoMighty) are listed as stages. The first number indicates the world, and the second number indicates the level. Interestingly, there are no entries for world three, and the third world in the game is given the number 4. In addition to all these, there are three other entries that seemingly do nothing: LAUNCHER, IGNITE, and LOADER.
The menu is controlled using the D-Pad of Controller 1 to scroll through the list, with Start activating the selection. Because of how the bonus rooms work, they will not load properly when chosen. This means that either the sky or room geometry will not load, causing Wario to fall into a black void upon spawning. Some objects still seem to load.
BGM/SFX
A very basic sound test menu that lets you not only listen to all of the music and sound effects in the game, but also adjust the playback volume. The first number displayed is the track/sound number, and the second number is the volume level. The volume value starts out at max, with a value of 127.
The menu is controlled using the Control Stick of Controller 1, with Up/Down switching between music and sounds, and Left/Right changing between tracks. A starts the music/sound, and L/R will lower or raise the volume for the current selection. The volume levels for sounds and music can be adjusted independently of each other.
Emitter
Tests three-dimensional rendering of sound effects, and is controlled entirely using Controller 2. The position of the sound is specified by a set of three coordinates, which can be adjusted using the Control Stick (Left/Right for first coordinate, Up/Down for third coordinate) and L/R (for the second coordinate). A measurement of the distance from the emitter to the camera is displayed above the coordinates.
The sound effect used can be changed using Left/Right on the D-Pad, and volume falloff presets can be changed using Up/Down. These presets affect the rate at which volume drops the further away it gets from the camera. There are 18 presets in total, and do not seem to be in any order. The sound effect can be played using A, and Start will reset the coordinates back to default values.
Unused Music
Data
ID 6 in the Sound Test. It's named data_0 internally, so it's likely an early version of the file select theme. option_0 is the used file select theme.
Kobito
ID 19 in the Sound Test. Internally named kobito_0. "Kobito" means "dwarf" in Japanese, and as the Spritelings are meant to resemble dwarves, this theme was likely intended for them at some point.
Sabaku
ID 29 in the Sound Test. Internally named sabaku_0. "Sabaku" means "desert" in Japanese, so it was likely intended for Pecan Sands, the only desert area in the game.
Main Theme
ID 34 in the Sound Test. Internally named theme_0. This song was heard in the E3 trailer. It was eventually used in the Japanese release for the 2nd phase of the final boss, but is unused in the European and US releases.
ID 00241 and 00242 (Stereo Halves)
ID 241 and 242 in the MusyX files as a set of stereo halves. It's a guitar riff possibly meant to be played when collecting the jewel in the puzzle "levels".
Internal Music Filenames
Due to Wario World having a relatively short development cycle, many of the internal filenames for the music tracks don't match up at all where they play in the final game. This suggests that these tracks were either originally used for something else during development, or are reflective of early designs for the places they ended up being used in.
- The internal name for Treasure Square's background music is title, while the actual title screen theme is called glory. This suggests that the Treasure Square theme was originally meant to play on the title screen before being used for the hub world. It is unknown what glory would have originally used for, though it's not unlikely that it was the original hub world music.
- The internal name for the Greenhorn Ruins background music is n-field. It seems at some point in development, this track may have originally been used for the lowlands section of Beanstalk Way, as that's the only section in the game that takes place in a large, grassy field.
- The internal name for the underground section of Wonky Circus is mirror, which suggests it may have originally been intended to be used in Mirror Mansion. The actual Mirror Mansion themes are internally referred to as star and hall for the first and second parts of the level, respectively.
- The internal name for Clown-A-Round's boss music is called highway. This appears to reflect an earlier design for Wonky Circus present in an early trailer from The Legend of Zelda: Ocarina of Time Bonus Disc, as well as the playable demo seen at E3 2002.
- The internal name for the theme used in the lowlands section of Beanstalk Way is n-jungle. Seeing as there is no jungle level in the final game, it could either suggest that Beanstalk Way originally had a different, more jungle-esque design, or that this song was used for a scrapped level, perhaps the World 3 that is skipped over in the game's debug menu.
- The internal name for the theme for Pecan Sands is anttheme. This seems to suggest that it was originally the boss music used for the SandWorm/Ant Killer boss before being repurposed for Pecan Sands. This is further supported by the existence of the unused "sabaku_0" music track, which was likely the original intended theme for this stage.
- The internal name for Ironsider's boss music is goldboss. A prerelease trailer showed that Ironsider was originally made of gold instead of iron.
Greenfist Internal Name
Greenfist is internally referred to as "mummy2". Early screenshots and footage shows an unused mummy enemy that is completely absent from the final game. Given the similarities in shape, it appears that the developers took this enemy, gave it a new model and turned it into a boss.
Pause Screen Apology Easter Egg
The pause menu theme is quite possibly one of the most (deliberately) annoying songs in the Wario series, but if you're willing enough to put up with Wario's taunts for a whopping 50 minutes, not only will he stop singing, but he'll actually apologize for bothering you.
Out Of Bounds Objects Having Collision
Brawl Doll Boss Room Stairs
For some unknown reason, the stairs behind the arena in Brawl Doll's boss room contains collision. This means with exploits or cheats, Wario can land on this stairs and climb them. It's likely that this room was originally just an another part of the Mirror Mansion stage before getting reworked into a boss arena.
DinoMighty Boss Room Floor
The floor outside of the lava moat from DinoMighty's Showdown in World 1 can be stood on with a well-timed jump or cheats for some reason. If you are just standing there for awhile, she will eventually jump into the lava but with a chance of being harmed by it and can even possibly attack you with a shockwave.
Red-Brief J Boss Room Rock Platforms
A few of the rocky platforms in the background of the world three boss fight with Red-Brief J can be stood on via cheats and are fully solid as they contain collision. Same with the lava waterfall which when touched will hurt you. It's also worth noting that the collision for the lava goes far beyond the stage geometry itself, even surpassing the skybox. It's very likely just like with Brawl Doll's boss room, this stage was originally a part of Shivering Mountains before getting reworked into a boss arena.
Hidden Cube Mesh
The ring object that is in some trap door sections where you have to ride the sticky globe past the spiked ball usually contains a invisible red cube where the spiked ball is.
Regional Differences
| To do: Detail how certain Glue Globe directions were changed in Wonky Circus |
Title Screen
| Japanese | American/European |
|---|---|
The Japanese version of the game's title has the name of the game in Japanese underneath the title itself. However, the title texture itself is actually shorter than the English release, being 580x244 pixels instead of 580x270 pixels.
Menu Differences
| Japanese | American/European |
|---|---|
The pause menu's area banner and "exit" section were widened in the Japanese version, in order to fit the longer area names. The Spriteling section was also slightly darkened.
| Japanese | American/European |
|---|---|
Wario's To-Do List was translated into Japanese, which required redrawing much of the texture.
NES/Famicom Treasure
| Japanese | American/European |
|---|---|
The NES Treasure found in Greenhorn Ruins was fittingly replaced with Famicom (ファミコン) Treasure in the Japanese version.
| Japanese | American/European |
|---|---|
This ended up requiring the texture shared between almost all treasures in the game to be completely rearranged.
Bugfixes
- A certain ledge in Shivering Mountains cannot be grabbed at all in the Japanese version, making it a bit harder to skip a certain portion of the level.
- During the Shivering Mountains Angler Mangler miniboss fights in the US and European versions, by doing a Piledriver Mad Move on one of the Barrel Buster enemies they summon at a height of 3.8, there's a possibility that the Barrel Buster will be destroyed but its hitbox will still remain. This can be used to beat the Angler Manglers without having to use any other Barrel Buster enemies, quickening the fights considerably. The glitch was fixed in the Japanese version.
- Some slopes in the game were made more slippery in the Japanese version.
- It's possible to skip both Terrible Portrait minibosses in Mirror Mansion in the US and European versions due to the invisible walls surrounding the arenas not extending all the way out. The first can be skipped only with the Super Jump glitch, while the second can simply be jumped around. Skipping a fight locks the camera until Wario enters a sub-level or the boss room. These skips were fixed in the Japanese version by extending the invisible walls outwards and upwards, making it so you can't skip the minibosses at all.
2-2 Sub Level Background
One of the sub levels in World 2-2 (Wonky Circus) had its background changed between versions. The international versions have the blocks arranged in two layered circles surrounding the stage, whereas the Japanese version has two vertical "wheels" on either side.
Demo Mode
The Japanese version shows gameplay demos if you wait on the title screen for around a minute. In the international versions, the game's opening just repeats itself.
Black Jewel
In international releases, all 8 skulls of damage are dealt by first shattering 5 crystals (containing Spritelings) around the map before doing a Mad Move on the Black Jewel for major damage. This is only true in the first half of the Japanese version, which has 8 crystals. After it loses half of its health, the battle enters a second phase, complete with music exclusive to this release and promo material.
The Black Jewel floats down to the arena and Wario must attack it directly until it gets dizzy so he can do a Mad Move on it, all while dodging completely new attacks (most notably shooting a huge amount of treasure chests out of its eye while spinning in place). Other attacks include circling Wario to trap him in a circle of fire, slamming into the ground for shock waves, and directly charging at Wario. Additionally, the Japanese version added a rough bumpy effect to the edges of the Black Jewel when it takes damage from attacks over time, letting the player know if/when their tactics are having an effect.
The Black Jewel also does a new animation after each big hit it receives, retracting its arms and spinning as it glows as a way to repair the rough edges.
According to Treasure boss Masato Maegawa, the "main programmer" on the project was "particularly attached" to the final boss, hence the additional development for the Japanese release.
South Korean Version Changes
Despite being very close to the US release of the game even using the same game ID as in the US, a few differences are present.
| US | South Korean |
|---|---|
- The font is slightly different, notably being fixed width as opposed to the US version's being variable width.
- Sizes of some text backdrops such as the file select options are smaller.
- Some text in the Korean release will be on the very edge of the text box, something that doesn't happen in any other version.
The Wario series
| |
|---|---|
| Wario Land | |
| Game Boy (Color) | Wario Land: Super Mario Land 3 • Wario Land II • Wario Land 3 |
| Game Boy Advance | Wario Land 4 |
| Wii | Wario Land: Shake It! |
| GameCube | Wario World |
| Nintendo DS | Wario: Master of Disguise |
| WarioWare Inc. | |
| Game Boy Advance | Mega Microgame$! (Demos) • Twisted! |
| GameCube | Mega Party Game$! |
| Nintendo DS | Touched! (Demo) • D.I.Y. |
| Nintendo DSi | Bird & Beans • Paper Airplane Chase (iQue Prototypes) |
| Wii | Smooth Moves • D.I.Y. Showcase |
| Wii U | Game & Wario |
| Nintendo 3DS | Gold |
| Nintendo Switch | Get It Together! • Move It! |
| Miscellaneous | |
| NES | Wario's Woods |
| SNES | Mario & Wario • Wario's Woods |
| Game Boy (Color) | Wario Blast: Featuring Bomberman! |
- Games developed by Treasure
- Games published by Nintendo
- Games published by Daiwon C&A
- GameCube games
- Games released in 2003
- Games released in June
- Games released on June 20
- Games with unused graphics
- Games with unused models
- Games with unused music
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with regional differences
- To do
- Wario series
Cleanup
Cleanup
Cleanup
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Treasure
Games > Games by platform > GameCube games
Games > Games by publisher > Games published by Daewon Media > Games published by Daiwon C&A
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2003
Games > Games by release date > Games released in June
Games > Games by release date > Games released in June > Games released on June 20
Games > Games by series > Wario series
Hidden categories > Pages missing date references
Hidden categories > Pages missing developer references
Hidden categories > Pages missing publisher references