User:Shokora/Work: Difference between revisions

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__NOTOC__
{|class="notice-template" style="background:#AFEEEE;margin:.5em 2%;padding:0 1em;border:1px solid #000;width:95%"
=[[Pinball Block]]=
|
[[File:WL4-PinballBlock.gif|frame|left]]
It is advised that any part of this user's own work is '''not copied and used''' on any other page.
[[File:WL4-Pinball2.PNG|frame|[[Wario]] about to [[Wario Land 4#Wario's Moves|throw]] a [[Pinball]] into a '''Pinball Slot''', with a '''Pinball Block''' nearby.]]
|}
 
[[File:Wario Bucks.svg|x200px]]
[[File:WL4 Art Blue Crystal.svg|100px]]
 
==Early iterations==
While the [[Virtual Boy]] was still known by its development name VR-32, it was already being hinted that [[Wario]] was to have a major game appearance on the system. A [[Nintendo Power]] volume in December 1994 revealed computer-generated screenshots showing Wario in a virtual-reality atmosphere, with a caption asking ''"How would you like to meet Wario in person, face-to-face, eye-to-eye?"''<ref>Nintendo Power volume #67, December 1994, pg 87</ref> It is based on an artwork of Wario from ''[[Wario Land: Super Mario Land 3]]''.


The '''Pinball Block''' is an object in the [[Game Boy Advance]] game ''[[Wario Land 4]]''. It only appears in the level [[Pinball Zone]]. It is a block that guards the door to the next room. Ithas a digital face that counts down how many '''Pinball Slots''' remain in the room. [[Wario]] must [[Wario Land 4#Wario's Moves|throw]] a [[Pinball]] in each of the four Pinball Slots. They have a mouth which opens and closes on regular intervals, determining whether or not the Pinball will enter the slot. If a Pinball is correctly placed in a Pinball Slot, the slot will disappear and it will drop a [[Coin (Wario Land 4)|50 Coin]]. With every Pinball Slot filled, the digital number on the Pinball Block will decrease by one, beginning from four. When it reaches zero it will flash briefly and disappear, dropping a [[Coin (Wario Land 4)|500 Coin]] and granting access to the door, which will lead to the next room in the Pinball Zone. There are a total of six Pinball Blocks amongst thirteen individual rooms in the level.
In early 1995 at the Winter {{wp|Consumer Electronics Show}} in Las Vegas, a single level demo of ''[[VB Mario Land]]'' was shown, demonstrating a side-scrolling game whith three-dimensional aspects such as moving from the background to the foreground and areas with a top-down view. A Wario head figure was shown within the demo.<ref>[[:File:VBML Tech Demo.ogv|Tech demo of ''VB Mario Land'' from Winter CES 1995]]</ref> Additionally, artwork of [[Mario]] and Wario holding a Virtual Boy was also shown at the Consumer Electronics Show.
{{BoxTop}}
 
{{tem|Blocks}}
<center><gallery>
{{tem|WL4}}
VR32 Wario Nintendo Power.jpg|Wario in a virtual reality atmosphere, as shown in early Virtual Boy concepts
[[:Category:Wario Objects]]
VBMario.png|''[[VB Mario Land]]'' demo showing a Wario head as a villain
Wario Virtual Boy Artwork - Nintendo Power.png|Artwork of Wario and Mario with a Virtual Boy
=[[Karaoke (Medamayaki)]]=
</gallery></center>
__NOTOC__
 
<!--Two images, the green and pale orange album covers (GIF the green cover) and possibly completed Sound Room image -->
''VB Mario Land'' was absent from {{wp|E3 1995}} in June and went unreleased. However, ''Virtual Boy Wario Land'' was first revealed at the E3 event under the title '''''Wario Cruise'''''<ref name="E3 catalogue">Nintendo products catalogue, May 1995, pg 34</ref>, and uses similar concepts to the ''VB Mario Land'' demo such as moving between the background and foreground of a level. The game was referred to as ''Wario Cruise'' very close to release, as shown in the upcoming game schedules of Nintendo Power issues up to a month before the United States release in November 1995.<ref>Nintendo Power volume #77, October 1995, pg 105</ref>. The logo for Wario Cruise was also printed on the back of the standard Virtual Boy system packaging as a 'coming soon' promotion, and the "WC" abbreviation remained in the game's final serial code.
[[File:Soundroom.PNG|thumb|230px|The Completed [[Sound Room]], with the '''Karaoke''' at the top.]]
 
The '''Karaoke''' (also known as '''Medamayaki''' or '''Sunny Side Up''' in English <ref>[http://www.animelyrics.com/game/warioland4/medamayaki.htm Medamayaki lyrics and it's translation]</ref>) is an unlockable song in the [[Game Boy Advance]] game ''[[Wario Land 4]]''. It can be played in the [[Sound Room]], which is a place within the [[Golden Pyramid]] where [[Wario]] can play tracks off [[CD]]s as they are collected in the [[Wario Land 4#Passages|levels]]. However, the Karaoke is obtained in a different way; the player must collect 10,000 or more points in each of the eighteen levels in order to unlock it. The song itself is an extended version of the [[Palm Tree Paradise]] theme. It features a female singing a song in Japanese over a catchy tune. The lyrics appear at the bottom of the screen in Romanized Japanese (Romaji), with the letters flashing red as they are pronounced. The vocals can be toggled on or off (with the exception of the introductory ''"Hello there!"'' at the song's beginning) by pressing L or R, while still leaving the backing track and lyrics. Whenever this is done, the album's cover changes from a pale orange with a sleeping cat to a green cover with a singing cat. The speed and pitch of the song can also be toggled using the D-Pad. All this control over the music gives a complete Karaoke feel to the player. The music video show contains a mix of sixteen different [[Sound Room|Wariograms]] seen in the videos of other [[CD]]s. The Karaoke plays in a recurring loop, unlike other tracks in the Sound Room.
In an {{wp|EB Games|Electronics Boutique}} catalogue in late 1995, a prototype box art for the game gave it the title '''''Wario's Treasure Hunt'''''<ref>Electronic Gaming Monthly issue #76, November 1995, pg 182</ref>. This catalogue was also using images of the Virtual Boy packaging which contained the ''"Wario Cruise"'' title, which suggests that both pre-release titles were being used at the same time.
{{br|left}}
 
==Lyrics and Translation==
<center><gallery>
<!--Make a table, with Romaji lyrics on left, and the English translation on the right. Align lines in horizontal rows using {{br}} -->
VBWL-Beta Logo.png|''Wario Cruise'' logo
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;"
VBWL-Beta Box Cover.jpg|''Wario's Treasure Hunt'' prototype boxart
!Original Romaji Lyrics
</gallery></center>
!English Translation
 
==Early builds==
Four builds of the game are known to exist, which are most easily identified by the different designs of the heads-up displays (HUD) at the bottom of the screen.
 
[[File:VBWL prerelease HUDs.png|center]]
 
The earliest build seen in footage at E3 1995 show that stages originally didn't feature [[key]]s, and the elevator at the end of stages were already open. Wario's warp pipe animation was not yet functioning, and the screen instead faded to black between rooms. The animation when ground pounding enemies was different, with no explosion effect like the final game.<ref>P, Anthony (January 30, 2017). [https://www.youtube.com/watch?v=Op5EkC7GbxQ&t=9294s E3 1995]. ''YouTube''. Retrieved May 3, 2022.</ref>
 
Screenshots of a second build seen in magazines around September 1995 first showed a space for the key in the HUD, and the coin counter was changed to four digits. A third build had a different coin design in the HUD, and used digits more resembling the in-game text.  
 
In the November 1995 {{wp|Nintendo Space World|Famicom Spaceworld}} official guidebook, screenshots of both the third and final build were published together.<ref>Famicom Spaceworld official guidebook, November 1995, pg 10 & 28</ref>
 
{|width=100% class="wikitable"
! Pre-release
! Final
! Notes
|-
|-
|''Hello there!'' {{br}}
|[[File:VBWL S1 prerelease.png|300px]]
Ukurere mitaina tabiwo shiyo {{br}}
|[[File:VBWL S1 final.png|300px]]
aruite iko {{br}}
|The floor in [[Stage 1 (Virtual Boy Wario Land)|Stage 1]] used to be positioned lower, and spikes weren't visible at the bottom of pits. The low amount of time at this point in the level suggest that the time limit used to be five minutes rather than twenty.
tsukino kakerawo hiroinagara {{br}}
|-
chizuno kawarini kyanbasu {{br}}
|[[File:VBWL S2 prerelease.png|300px]]
nijino shizukude {{br}}
|[[File:VBWL S2 final.png|300px]]
(somemasho) {{br}}
|The earliest known build of the game showed what was to become [[Stage 2 (Virtual Boy Wario Land)|Stage 2]]. Elevators previously lacked a door and were open by default without requiring a key. The positioning of background objects was changed and a [[? Block]] was added.
hinodeni maniauyoni {{br}}
|-
boyaketa tokeiwa oiteko {{br}}
|[[File:VBWL S5 prerelease.png|300px]]
umini tameiki tokashite {{br}}
|[[File:VBWL S5 final.png|300px]]
inshini koewo kizamo {{br}}
|In [[Stage 5 (Virtual Boy Wario Land)|Stage 5]], the [[Flying Fowl]] enemies had a different design with spikes. The position of blocks and [[Chippy]] enemies was also changed.
teukiwo supuni ukabetara {{br}}
|-
hyougarano kumonga warau {{br}}
|[[File:VBWL S5-2 prerelease.png|300px]]
|''Hello there!'' {{br}}
|[[File:VBWL S5-2 final.png|300px]]
Let's go on a ukulele-like trip {{br}}
|In a separate build of Stage 5, the [[Chippy]] enemies have a different design with more prominent eyebrows. The positioning of background objects and platforms was also changed and the floor is positioned lower.
let's go on foot {{br}}
|-
whilst finding a fragment of the moon {{br}}
|[[File:VBWL S9 prerelease.png|300px]]
a canvas for a map {{br}}
|[[File:VBWL S9 final.png|300px]]
with a drop of a rainbow {{br}}
|An early build of [[Stage 9 (Virtual Boy Wario Land)|Stage 9]] featured a different conveyor belt design, lacking the arrow icons. The [[Honey-Bee]] enemies previously lacked antennas.
(let's color it) {{br}}
|-
so we're in time for the sunrise {{br}}
|[[File:VBWL S10 prerelease.png|300px]]
let's leave the dim clock behind {{br}}
|[[File:VBWL S10 final.png|300px]]
let a sigh dissolve in the sea {{br}}
|An early build of [[Stage 10 (Virtual Boy Wario Land)|Stage 10]] showed a less detailed [[Blade-Face]] enemy,  consisting of an outline without its usual pattern and shading. Some background details were removed and replaced with a simple black area in the final game.
and carve a voice into a stone {{br}}
when the moon floats on the soup {{br}}
the leopard-print cloud smiles {{br}}
|}
|}
==Interpretation==
Two people are deeply in love with each other. They go for a walk in a fantasy place in the middle of the night, playing their favorite songs on a ukulele whilst taking inspiration from the moon. With only a canvas for a map, they paint their own colorful path. They reach the sea in time to watch the sunrise over the horizon. The long darkness of the night is quickly forgotten. They sigh in awe as they watch the beauty of the sunrise, and that moment will live in their hearts forever. The moon is still visible in the sky. A cloud is half in shadow, other half orange from the light of the rising sun, and it appears to be smiling at them.
<small>*Interpertation based on an explication by [[User:YoshiKong|YoshiKong]]. If anyone wishes to challenge the current interpretation, or a more accurate explication is found; then please discuss the matter on the article's [[Talk:Karaoke (Medamayaki)|talk page]].</small>
==Media==
{{Media
|type17=audio
|name17=WL4-MEDAMAYAKI
|pipe17=Karaoke
|description17=Medamayaki
|length17=3:20


|type18=audio
==Unused data==
|name18=WL4 - Medamayaki Backing Track
{{multiframe
|pipe18=Karaoke
|align=right
|description18=Backing track
|1=[[File:VBWL unused level numbers.png]] [[File:VBWL level map.png]]
|length18=7:00
|2=The unused stage map (left) with the final map (right).
}}
The game data contains an unused stage map showing a different arrangement to the final game.
 
The stage numbers originally appeared to be reversed, beginning at 4-1 and ending at 1-Boss. The higher number may have indicated how deep Wario still remained under the ground, with the aim of the game being to climb higher. This early level map is also more consistent with the game's original product description at E3 1995, which indicated that ''"four dazzling, 3-D levels each feature 3 tough stages leading to the final confrontation"''.<ref name="E3 catalogue" /> The final game instead simply numbers the stages from 1 to 14.
 
The skull graphic that indicates the boss stages was updated with shading for the final level map. Additionally, an arrow graphic stored next to the stage numbers suggests that there was a level select screen which went unused. A version number reading "/:Ver:BESTIM" can also be seen in the data.
 
There are two unused sound files present in the game data. The first appears to be victory or stage clear music, and the other was likely used for a cutscene.
 
{{media table
|file1=VBWL unused music.mp3
|title1=Unused music
|description1=
|length1=0:18
|file2=VBWL unused jingle.mp3
|title2=Unused music
|description2=
|length2=0:30
}}
}}
==References==
==References==
<references/>
<references/>
{{BoxTop}}
{{tem|WL4}}
[[:Category:Music]]
=[[Wario Land 4/Glitches]]=
• Invisible object: Sometimes when Wario picks up an object (such as a rock or enemy), if it quickly gets knocked out of his hand, he may still appear to be holding something, even if nothing can be seen in his hand.
•Unused soundtrack: If the player uses an action replay or other game hacking device and avoids hitting the Frog Switch upon entering the level Golden Passage, the usual Frog Switch music will not play. Instead, a unique theme will replace it as the level's unused theme.
•No-ice glitch: If the player uses an action replay or other game hacking device and avoids hitting the Frog Switch in Fiery Cavern, the second half of the level won't be covered in ice.

Latest revision as of 08:51, October 13, 2022

It is advised that any part of this user's own work is not copied and used on any other page.

Wario Bucks.svg Artwork of a Blue Crystal from Wario Land 4

Early iterations

While the Virtual Boy was still known by its development name VR-32, it was already being hinted that Wario was to have a major game appearance on the system. A Nintendo Power volume in December 1994 revealed computer-generated screenshots showing Wario in a virtual-reality atmosphere, with a caption asking "How would you like to meet Wario in person, face-to-face, eye-to-eye?"[1] It is based on an artwork of Wario from Wario Land: Super Mario Land 3.

In early 1995 at the Winter Consumer Electronics Show in Las Vegas, a single level demo of VB Mario Land was shown, demonstrating a side-scrolling game whith three-dimensional aspects such as moving from the background to the foreground and areas with a top-down view. A Wario head figure was shown within the demo.[2] Additionally, artwork of Mario and Wario holding a Virtual Boy was also shown at the Consumer Electronics Show.

VB Mario Land was absent from E3 1995 in June and went unreleased. However, Virtual Boy Wario Land was first revealed at the E3 event under the title Wario Cruise[3], and uses similar concepts to the VB Mario Land demo such as moving between the background and foreground of a level. The game was referred to as Wario Cruise very close to release, as shown in the upcoming game schedules of Nintendo Power issues up to a month before the United States release in November 1995.[4]. The logo for Wario Cruise was also printed on the back of the standard Virtual Boy system packaging as a 'coming soon' promotion, and the "WC" abbreviation remained in the game's final serial code.

In an Electronics Boutique catalogue in late 1995, a prototype box art for the game gave it the title Wario's Treasure Hunt[5]. This catalogue was also using images of the Virtual Boy packaging which contained the "Wario Cruise" title, which suggests that both pre-release titles were being used at the same time.

Early builds

Four builds of the game are known to exist, which are most easily identified by the different designs of the heads-up displays (HUD) at the bottom of the screen.

All known heads-up display designs of Virtual Boy Wario Land throughout development.

The earliest build seen in footage at E3 1995 show that stages originally didn't feature keys, and the elevator at the end of stages were already open. Wario's warp pipe animation was not yet functioning, and the screen instead faded to black between rooms. The animation when ground pounding enemies was different, with no explosion effect like the final game.[6]

Screenshots of a second build seen in magazines around September 1995 first showed a space for the key in the HUD, and the coin counter was changed to four digits. A third build had a different coin design in the HUD, and used digits more resembling the in-game text.

In the November 1995 Famicom Spaceworld official guidebook, screenshots of both the third and final build were published together.[7]

Pre-release Final Notes
Pre-release screenshot of Stage 1 from Virtual Boy Wario Land Final build screenshot of Stage 1 from Virtual Boy Wario Land The floor in Stage 1 used to be positioned lower, and spikes weren't visible at the bottom of pits. The low amount of time at this point in the level suggest that the time limit used to be five minutes rather than twenty.
Pre-release screenshot of Stage 2 from Virtual Boy Wario Land Final build screenshot of Stage 2 from Virtual Boy Wario Land The earliest known build of the game showed what was to become Stage 2. Elevators previously lacked a door and were open by default without requiring a key. The positioning of background objects was changed and a ? Block was added.
Pre-release screenshot of Stage 5 from Virtual Boy Wario Land Final build screenshot of Stage 5 from Virtual Boy Wario Land In Stage 5, the Flying Fowl enemies had a different design with spikes. The position of blocks and Chippy enemies was also changed.
Pre-release screenshot of Stage 5 from Virtual Boy Wario Land Final build screenshot of Stage 5 from Virtual Boy Wario Land In a separate build of Stage 5, the Chippy enemies have a different design with more prominent eyebrows. The positioning of background objects and platforms was also changed and the floor is positioned lower.
Pre-release screenshot of Stage 9 from Virtual Boy Wario Land Final build screenshot of Stage 9 from Virtual Boy Wario Land An early build of Stage 9 featured a different conveyor belt design, lacking the arrow icons. The Honey-Bee enemies previously lacked antennas.
Pre-release screenshot of Stage 10 from Virtual Boy Wario Land Final build screenshot of Stage 10 from Virtual Boy Wario Land An early build of Stage 10 showed a less detailed Blade-Face enemy, consisting of an outline without its usual pattern and shading. Some background details were removed and replaced with a simple black area in the final game.

Unused data

Unused stage map from Virtual Boy Wario Land Stage map from Virtual Boy Wario Land
The unused stage map (left) with the final map (right).

The game data contains an unused stage map showing a different arrangement to the final game.

The stage numbers originally appeared to be reversed, beginning at 4-1 and ending at 1-Boss. The higher number may have indicated how deep Wario still remained under the ground, with the aim of the game being to climb higher. This early level map is also more consistent with the game's original product description at E3 1995, which indicated that "four dazzling, 3-D levels each feature 3 tough stages leading to the final confrontation".[3] The final game instead simply numbers the stages from 1 to 14.

The skull graphic that indicates the boss stages was updated with shading for the final level map. Additionally, an arrow graphic stored next to the stage numbers suggests that there was a level select screen which went unused. A version number reading "/:Ver:BESTIM" can also be seen in the data.

There are two unused sound files present in the game data. The first appears to be victory or stage clear music, and the other was likely used for a cutscene.

Audio.svg Unused music
File infoMedia:VBWL unused music.mp3
0:18
Audio.svg Unused music
File infoMedia:VBWL unused jingle.mp3
0:30
Help:MediaHaving trouble playing?

References

  1. ^ Nintendo Power volume #67, December 1994, pg 87
  2. ^ Tech demo of VB Mario Land from Winter CES 1995
  3. ^ a b Nintendo products catalogue, May 1995, pg 34
  4. ^ Nintendo Power volume #77, October 1995, pg 105
  5. ^ Electronic Gaming Monthly issue #76, November 1995, pg 182
  6. ^ P, Anthony (January 30, 2017). E3 1995. YouTube. Retrieved May 3, 2022.
  7. ^ Famicom Spaceworld official guidebook, November 1995, pg 10 & 28