Wario Land: Shake It!

Last updated

Wario Land: Shake It!
Wario land shake it! boxart.jpg
North American box art
Developer(s) Good-Feel
Publisher(s) Nintendo
Director(s) Madoka Yamauchi
Producer(s)
  • Takahiro Harada
  • Etsunobu Ebisu
Designer(s) Tadanori Tsukawaki
Programmer(s)
  • Koichi Yagi
  • Takanori Mori
  • Hironori Kuraoka
  • Yuhei Matsuda
  • Naoya Sakamoto
Artist(s) Nobuhito Sue
Composer(s)
  • Tomoya Tomita
  • Minako Hamano
Series Wario
Platform(s) Wii
Release
  • JP: July 24, 2008
  • NA: September 22, 2008
  • AU: September 25, 2008
  • EU: September 26, 2008
Genre(s) Platforming
Mode(s) Single-player

Wario Land: Shake It! (known as Wario Land: The Shake Dimension in PAL regions, Wario Land Shake in Japan, Hong Kong and Taiwan, and Wario Land Shaking in South Korea) is a 2008 platform game developed by Good-Feel and published by Nintendo for the Wii, with animation produced by Production I.G. The game is the sixth installment in the Wario Land series, and is part of the Wario franchise. It follows Wario as he enters the Shake Dimension with the goal of obtaining the Bottomless Coin Sack, which provides an endless supply of coins.

Contents

It was digitally re-released on the Wii U eShop during 2016: in PAL regions on April 7, in Japan on August 24, and in North America on November 17. [1] [2]

Gameplay

Wario Land: Shake It! is a side-scrolling platform game in which the player controls the protagonist, Wario, who must travel through five distinct continents, each of which offers up to seven sequential levels, defeating the boss in each of them. The game is played by holding the Wii Remote horizontally, and makes use of the controller's motion control features; in addition to Wario's standard moveset, including a forward charge attack and a butt stomp, Wario also possesses several new moves which utilize the Wii Remote's motion-sensitive features. By shaking the controller, Wario can perform a powerful ground punch, which stuns nearby enemies and activates certain mechanisms. He can also pick up stunned enemies and coin bags, and shake them using the Wii Remote to make them spit out coins and items, and can throw picked up enemies and objects, aiming by tilting the controller. Various vehicle-based sections, which involve activities such as riding mine carts and piloting a submarine, also make use of the Wii Remote's tilt controls. [3] [4]

The primary goal of each level in the game is to rescue creatures known as Merfles, who are imprisoned inside a cage located at the end of each level. Except for submarine levels, breaking open a Merfle cage triggers a countdown, with the player required to return to the beginning of the level before time runs out. Wario can make use of special machines to put him into a speedy dash which can break blocks in his path, with players encouraged to maintain their dash in order to return to the beginning quickly, as well as reach treasures and coins that are otherwise inaccessible. Players can replay levels in order to attempt optional objectives. The player's secondary objective is to collect as much money as possible, either from collecting coins scattered across the level or obtained from coin bags, or by finding the three hidden treasures that can be found in each level. Players can use any earned money at Captain Syrup's shop to purchase items, such as health upgrades and maps to new continents.

Plot

Wario Land: Shake It! starts with Captain Syrup breaking into a museum and observing the surface of an ancient globe, which houses the Shake Dimension. Captain Syrup witnesses a crisis occurring in the Shake Dimension, in which the Shake King has imprisoned Queen Merelda and her Merfle subjects and claimed the legendary "Bottomless Coin Sack", which releases an endless supply of coins when shaken. She steals the ancient globe and mails it to Wario, claiming that the real treasure is inside. Before Wario is able to break the globe open, one of the escaped Merfles emerges and asks for help. Wario becomes interested in the affair only after learning of the Bottomless Coin Sack, and follows the Merfle back into the Shake Dimension.

After progressing through multiple worlds, Wario eventually confronts the Shake King and defeats him. Queen Merelda crowns Wario a hero, though he instead nonchalantly claims the Bottomless Coin Sack and takes it home. Much to Wario's dismay, however, Captain Syrup takes the sack for herself as payment for agreeing to help Merfle save the Shake Dimension. Outraged, Wario chases Merfle around the garage.

Development

Wario Land: Shake It! was developed by the Japanese video game developer, Good-Feel. Madoka Yamauchi was the game's director, while Takahiro Harada and Etsunobu Ebisu were the producers. Development for the game began after Harada approached Ebisu and suggested that a new Wario platform game be made. Harada wanted to extend a gameplay dynamic prevalent in previous Wario Land games, which is Wario's "use of strength to overcome opposition", and had the developers at Good-Feel play those games to understand that dynamic. [5] :1 Design director Tadanori Tsukawaki asked Wario's animators "to strongly emphasize his manly characteristics" to help re-create this feel. Composer Tomoya Tomita used Wario Land 4 for inspiration when writing the game's music. [5] :3 As with previous Wario games, Wario in Wario Land: Shake It! was voiced by Charles Martinet.

Wario Land: Shake It! was designed to be played by holding the Wii Remote sideways to emulate holding a NES gamepad or SNES gamepad. Yamauchi suggested shaking the Wii Remote as a key method of control after hearing Harada say that "when he sees something placed high up, he wants to knock it down." In early development for the game, the player would shake the Wii Remote in either horizontal or vertical directions to perform distinct actions, but this idea was dropped when tests indicated that the controller could not differentiate shaking in one direction versus another. The limited number of buttons easily accessible by the player when holding the Wii Remote sideways also presented difficulties; having the player to tilt the Wii Remote at different angles to perform different actions was chosen to overcome this obstacle. Yamauchi stated that this simple control scheme would potentially benefit newer video game players. [5] :1

Yamauchi proposed the hand-drawn art style which is featured in the final game, though Tsukawaki was initially opposed to the idea since future changes to a character's design meant changes to all of its individual animation frames for the game. Over 2,000 frames were drawn to animate over 200 actions for Wario alone; over 6,000 frames were drawn for all enemy characters, including those that were removed from the final game. All the game's backgrounds and scenery were also hand-drawn. Program director Koichi Yagi stated that clever programming techniques were required to efficiently store and handle both the non-repeating backgrounds and the thousands of character frames in the Wii console RAM during gameplay. Japanese anime studio Production I.G assisted with character animations and both the opening and closing cutscenes, while studio Kusanagi drew the backgrounds. [5] :2

Marketing

Nintendo held various marketing campaigns, most notably an interactive YouTube video. [6] The company also held a competition at Six Flags near Los Angeles and St. Louis, where competitors competed for a "bottomless coin sack." Participants received fake Wario mustaches, and the winner won both the sack and an all-expense-paid trip to Nintendo World in New York. [7] Another marketing campaign had Nintendo giving away gasoline at a Los Angeles Mobile Gas area to market Wario Land: Shake It! in reference to Wario's flatulence. [8]

Reception

Wario Land: Shake It! received a score of 8.4 out of 10 from IGN [14] and a score of 31 out of 40 from Famitsu . [12] Nintendo Power gave a score of 8.0. [16] X-Play gave the game a 4 out of 5, praising the gameplay, but calling the constant shaking of the Wii Remote tedious and repetitive. GameSpot gave it 7.5 out of 10, praising the beautiful art style and fun gameplay, but criticizing the gimmicky motion controls and short game length. [13] It was nominated for multiple Wii-specific awards by IGN in its 2008 video game awards, including Best Platform Game [19] and Best Artistic Design. [20] Author Roger Pederson listed it as one of the best Wii games of 2008. [21]

Wario Land: Shake It! entered Japanese sales charts as the eighth best-selling game of the release week at 25,000 copies. [22] The game eventually slipped several places on the charts, but climbed back to tenth place for the week ending August 21, 2008. [23] Japanese sales for the game reached approximately 114,263 units by the end of 2008, according to Media Create. [24] As of December 2008, Wario Land: Shake It! sold about 150,000 copies in the United States. [25] This figure fell short of the game's 350,000 sales goal, which the marketing team attributes to a weak economy and lower video game sales overall. [6] Despite this, the game sold 1.06 million copies worldwide. [26]

Related Research Articles

<i>Dr. Mario</i> 1990 video game

Dr. Mario is a 1990 puzzle video game developed and published by Nintendo for the Nintendo Entertainment System and Game Boy. It was produced by Gunpei Yokoi and designed by Takahiro Harada. The soundtrack was composed by Hirokazu Tanaka.

<span class="mw-page-title-main">Wario</span> Video game character

Wario is a character in Nintendo's Mario franchise that was designed as an archnemesis to Mario. Wario first appeared as the main antagonist and final boss in the 1992 Game Boy game Super Mario Land 2: 6 Golden Coins. His name is a portmanteau of the name Mario and the Japanese word warui, meaning "bad". He is usually portrayed as a greedy treasure hunter who routinely loses the treasure or artifacts he ultimately finds. Since his debut, he has appeared in the majority of Mario video games. Hiroji Kiyotake designed Wario, and Charles Martinet voiced the character from 1993 to 2023.

<i>Super Mario Land</i> 1989 video game

Super Mario Land is a 1989 platform game developed and published by Nintendo for the Game Boy. Released as a launch title for the system, it is the first Mario platform game to have been released for a handheld console. In gameplay similar to that of the 1985 Super Mario Bros., but resized for the smaller device's screen, the player advances Mario to the end of 12 levels by moving to the right and jumping across platforms to avoid enemies and pitfalls. Unlike the other Mario games, Super Mario Land is set in Sarasaland, a new environment depicted in line art, and Mario attempts to save Princess Daisy in her debut appearance in the series. The game has two Gradius-style shooter levels.

<i>Wario Land: Super Mario Land 3</i> 1994 video game

Wario Land: Super Mario Land 3 is a 1994 platform game developed and published by Nintendo for the Game Boy. It is the first installment of the Wario series and a sequel to 1992's Super Mario Land 2: 6 Golden Coins. The story follows Wario traveling to a distant island to steal and sell a valuable statue to purchase his own castle out of envy of Mario's, which he attempted to take over in the previous game. The player traverses themed zones consisting of levels, each of which scattered with collectible coins which can be used to purchase items that aid the player in progressing through stages.

<i>Warios Woods</i> 1994 video game

Wario's Woods is a puzzle video game developed and published by Nintendo. It was released in Japan and North America in 1994 and Europe in 1995 for both the Nintendo Entertainment System and the Super Nintendo Entertainment System. A spin-off of the Mario series, players control Toad in his mission to defeat Wario, who has taken control of the Peaceful Woods. Gameplay revolves around clearing each level by using bombs to destroy groups of enemies. The game also features a multiplayer mode that allows two players to compete against each other.

<i>Wario Land II</i> 1998 platform game

Wario Land II is a 1998 platform video game developed and published by Nintendo for the original Game Boy. It was later re-released and optimised for the Game Boy Color. In the game, Wario has to recover his treasure from Captain Syrup. The Game Boy Color version was released for the Nintendo 3DS Virtual Console in 2012.

<i>Super Mario 64 DS</i> 2004 video game

Super Mario 64 DS is a 2004 platform game developed and published by Nintendo as a launch game for the Nintendo DS. Super Mario 64 DS is a remake of the 1996 Nintendo 64 game Super Mario 64, with new graphics, characters, collectibles, a multiplayer mode, and several extra minigames. As with the original, the plot centers on rescuing Princess Peach from Bowser. Unlike the original, Yoshi is the first playable character, with Mario, Luigi, and Wario being unlockable characters in early phases of the game.

<i>WarioWare: Touched!</i> 2004 video game

WarioWare: Touched! is a minigame compilation party video game released by Nintendo for the Nintendo DS. The fourth installment of the WarioWare series, and the first of three on the Nintendo DS, the game involves rapidly completing "microgames" — simple minigames lasting extremely short periods of time — as quickly as possible. The microgames are exclusively controlled with the Nintendo DS's touchscreen and microphone.

<i>WarioWare, Inc.: Mega Party Games!</i> 2003 video game

WarioWare, Inc.: Mega Party Game$! is a party video game for the GameCube. A remake of WarioWare, Inc.: Mega Microgames!, and the second installment in the WarioWare series, the game translates the "microgame" gameplay of Mega Microgames! to be playable in a multiplayer environment. It comes with eight special multiplayer modes for up to four players that all involve the known microgames in some way.

<i>Virtual Boy Wario Land</i> 1995 platform game

Virtual Boy Wario Land is a 1995 platform video game developed and published by Nintendo for the Virtual Boy. It stars Wario, who finds himself deep underground after stumbling upon a treasure-filled cave and must find his way back to the surface. Throughout the journey, the player explores and searches for items and power-ups while fighting enemies and defeating bosses. Wario has the ability to jump between the background and foreground at certain points, making use of Virtual Boy's stereoscopic 3D effect.

<i>Super Mario Galaxy</i> 2007 video game

Super Mario Galaxy is a 2007 platform game developed and published by Nintendo for the Wii. It is the third 3D platformer game in the Super Mario series. As Mario, the player embarks on a quest to rescue Princess Peach and save the universe from Bowser, after which the player can play the game as Luigi for a more difficult experience. The levels consist of galaxies filled with minor planets and worlds, with different variations of gravity, the central element of gameplay. The player character is controlled using the Wii Remote and Nunchuk and completes missions, fights bosses, and reaches certain areas to collect Power Stars. Certain levels also use the motion-based Wii Remote functions.

<i>WarioWare: Smooth Moves</i> 2006 video game

WarioWare: Smooth Moves is a party video game developed by Nintendo and Intelligent Systems and published by Nintendo on the Wii. It was released in Japan in December 2006, and in Europe, North America, and Australia in January 2007. It is the fifth game in the WarioWare series of games, and the only game in the series to be physically released for the Wii. Like its predecessors, WarioWare: Smooth Moves is built around a collection of microgames that last about five seconds each, and which require that the player hold the Wii Remote in specific positions. The game offers the microgames to the player in rapid succession, by first instructing the player to hold the Wii Remote in a specific manner, and then showing them the microgame. The microgames are divided into several stages, each of which loosely connects the microgames with the help of a story. Additionally, this was the first spin-off Mario game to be released for the console.

<i>Super Mario</i> Video game series

Super Mario is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. However, there have also been a number of Super Mario video games released on non-Nintendo gaming platforms. There are more than 20 games in the series.

<i>Mario Kart Wii</i> 2008 video game

Mario Kart Wii is a 2008 kart racing game developed and published by Nintendo for the Wii. It is the sixth installment in the Mario Kart series, and was released in April 2008. Like its previous installments, Mario Kart Wii incorporates playable characters from the Mario series, who participate in races on 32 different race tracks using specialized items to hinder opponents or gain advantages. The game features multiple single-player and multiplayer game modes including two- to four-person split screen. Online multiplayer was supported until the discontinuation of Nintendo Wi-Fi Connection in May 2014. Mario Kart Wii uses the Wii Remote's motion-controls to provide intuitive and conventional steering controls. Each copy of the game was bundled with the Wii Wheel accessory to augment this feature and mimic a steering wheel.

<i>Wario</i> (series) Video game series

Wario is a video game series, a spin-off of the Mario franchise. It comprises various video games created by Nintendo, starring the character Wario. The series began with Wario Land: Super Mario Land 3, the first game to feature Wario as a playable character. The Wario series includes mostly platforming video games and minigame compilations, but also includes other genres.

<i>WarioWare D.I.Y.</i> 2009 video game

WarioWare D.I.Y., known as WarioWare: Do It Yourself in the PAL region, is a minigame compilation and game creation system by Nintendo SPD and Intelligent Systems and published by Nintendo for the Nintendo DS. It is the seventh title in the WarioWare series and the last to be developed for the Nintendo DS family of systems. Formally revealed at Nintendo's conference in October 2008, the game was released in Japan on April 29, 2009. It was released in 2010 in North America, Europe, and Australia respectively and was accompanied by a separate WiiWare title, WarioWare: D.I.Y. Showcase.

Good-Feel Co., Ltd. is a Japanese video game developer. Good-Feel started in Hyogo, Japan, in 2005 and opened a production facility in Tokyo in the same year. Their main focus had been educational games for the Nintendo DS, which were released solely in Japan. The games, the first of which was released in 2007, consist of primers for young children and English language training for kids and adults.

<span class="mw-page-title-main">Wario Land: Shake It — Amazing Footage!</span> 2008 video game advertisement

Wario Land: Shake It — Amazing Footage! is a YouTube advertisement for the 2008 Wii video game Wario Land: Shake It! in which the protagonist Wario does various large-impact actions and collecting items, causing the surrounding YouTube webpage to be destroyed bit by bit while these items accumulate around the page. The video was directed by staff from the marketing company Goodby, Silverstein & Partners and produced by Jennifer Wilson of the production company Mike Kellogg. It was eventually taken down and replaced by a documentary-style advertisement for the 2009 Wii game Punch-Out!!, created by the same company.

<i>Game & Wario</i> 2013 video game

Game & Wario is a 2013 party video game developed by Nintendo and Intelligent Systems and published for the Wii U console, named after LCD Game & Watch titles. It is the eighth installment in the WarioWare series and part of the larger Mario franchise. The story stars Wario and his friends, who take advantage of a newly released video game console with two separate screens by making games for monetary gain. Game & Wario consists of 16 minigames that exclusively utilize the Wii U GamePad and its functions. Additional modes and collectibles are also unlockable. The majority of the minigames are single-player, although some are designed for multiplayer only.

References

  1. Sickr (July 21, 2016). "Japan: Nintendo Will Release 10 Wii Games On Wii U eShop". My Nintendo News. Retrieved November 17, 2024.
  2. "Wario Land: Shake It for Wii U - Nintendo Game Details". web.archive.org. November 23, 2016. Retrieved November 17, 2024.
  3. Tanaka, John (June 13, 2008). "Wario Land Shake Details". IGN . Archived from the original on December 20, 2015. Retrieved January 5, 2018.
  4. Tanaka, John (July 12, 2008). "Hands On: Wario Land: Shake It". IGN. Archived from the original on October 4, 2022. Retrieved January 17, 2018.
  5. 1 2 3 4 Ebisu, Etsunobu; Yamauchi, Madoka; Yagi, Koichi; Tsukawaki, Tanadori; Tomita, Tomoya; Sei, Kentaro; Harada, Takahiro; Matsumiya, Nobuo (2008). "Wario Land: Shake It! - Development Staff Interview" (Interview). Nintendo. Archived from the original on October 19, 2008. Retrieved November 24, 2008.
  6. 1 2 Ryan, Damian; Jones, Calvin (2011). The Best Digital Marketing Campaigns in the World: Mastering The Art of Customer Engagement. Kogan Page Publishers. pp. 91–94. ISBN   978-0749460631.
  7. McWhertor, Michael (September 29, 2008). "Wait... Nintendo Was Handing Out Wario Mustaches?". Kotaku . Gawker Media. Archived from the original on May 11, 2019. Retrieved May 11, 2019.
  8. Fahey, Mike (September 22, 2008). "Nintendo Gives Away Free Gas In LA...Didn't We Just Write This?". Kotaku . Gawker Media. Archived from the original on May 11, 2019. Retrieved May 10, 2019.
  9. "Wario Land: Shake It! Reviews". GameRankings . CBS Interactive. Archived from the original on September 1, 2013. Retrieved September 19, 2013.
  10. "Wario Land: Shake It! Reviews". Metacritic . Archived from the original on November 3, 2012. Retrieved November 24, 2012.
  11. "Wario Land: Shake it! 1UP Review". Archived from the original on June 3, 2016.
  12. 1 2 "Famitsu Review Scores". Nintendo Everything. July 18, 2008. Archived from the original on August 21, 2012. Retrieved November 25, 2012.
  13. 1 2 Chiappini, Dave (September 24, 2008). "Wario Land: Shake It! Review". GameSpot . Archived from the original on February 8, 2009. Retrieved November 24, 2012.
  14. 1 2 Casamassina, Matt (September 19, 2008). "Wario Land: Shake It! Review". IGN . Archived from the original on September 23, 2008. Retrieved September 24, 2008.
  15. Reddick, Stuart (March 27, 2009). "Wario Land: Shake It! Review". Nintendo Life. Archived from the original on January 23, 2021. Retrieved August 2, 2020.
  16. 1 2 Slate, Chris (November 2008). "Shaking Things Up". Nintendo Power . Vol. 234. p. 94.
  17. Metts, Jonathan (October 2, 2008). "Wario Land: Shake It! Review". Nintendo World Report. Archived from the original on May 18, 2013. Retrieved November 25, 2012.
  18. "Wario Land: Shake It! ONM Review". Archived from the original on September 26, 2008.
  19. "IGN Wii: Best Platform Game 2008". IGN . December 18, 2008. Archived from the original on December 22, 2008. Retrieved December 19, 2008.
  20. "IGN Wii: Best Artistic Design 2008". IGN . December 18, 2008. Archived from the original on December 22, 2008. Retrieved December 19, 2008.
  21. Pederson, Roger (2009). Game Design Foundations. Jones & Bartlett Publishers. p. 58. ISBN   978-1449663926. Archived from the original on April 7, 2022. Retrieved May 11, 2019.
  22. Jenkins, David (July 31, 2008). "Dragon Quest Still Atop Busy Japanese Charts". Gamasutra . Archived from the original on May 9, 2011. Retrieved April 24, 2011.
  23. Jenkins, David (August 21, 2008). "Japanese Charts: Rhythm Heaven Enjoys Festive Number One". Gamasutra . Archived from the original on May 10, 2011. Retrieved April 24, 2011.
  24. "2008年テレビゲームソフト売り上げTOP500(ファミ通版)" [2008 game sales TOP500 (Famitsu version)] (in Japanese). Geimin.net. Archived from the original on January 27, 2009. Retrieved April 24, 2011.
  25. Casamassina, Matt (January 23, 2009). "THQ: Expect more de Blob". IGN . Archived from the original on January 26, 2009. Retrieved January 23, 2009.
  26. 2020CESAゲーム白書 (2020 CESA Games White Papers). Computer Entertainment Supplier's Association. 2020. ISBN   978-4-902346-42-8.