Wario Land: Super Mario Land 3 (1994) - Nintendo
Play Dates: March 01, 2026 - March 03, 2026
Since Nico picked Wario Land 4 for Cartridge Club, I’ve decided to marathon all four games leading up to it, starting right at the beginning. To make the Game Boy era feel a bit more modern, I played this one with a colorized mod and a mechanical tweak that brought Wario’s speed and shoulder charge closer to his WL4 kit. Between those upgrades and a healthy dose of save states, the whole experience went down like butter. It’s not necessarily a "reinvent the wheel" kind of game, but the music is surprisingly catchy and the level design feels much more creative than I remembered for such an early title.
The absolute highlight of this playthrough, though, wasn't the mods or the mechanics. It was the fact that this technically became the first game Annie ever played. Watching her practice "jumping" on the controller while Wario stomped around gave the whole run a different kind of weight. It’s one thing to appreciate a classic for its history, but seeing a toddler get a kick out of those same pixels makes it feel brand new.
Also, the ending. Genuinely one of the most disrespectful moments. After an entire game of Wario busting his back, collecting every stray coin, and finding every hidden treasure just to get his dream home, Mario shows up. He flies in with a helicopter, hooks your castle to the bottom of it, and gives you a cheerful "Peace out!" wave while he literally steals your house. I was sitting there with the controller in my hand, absolutely fuming. I’ve spent the last several hours shoulder-charging through monsters for this damn castle, and Mario treats it like he’s just picking up an item in Mario Party. Mario is officially on my list.
It’s a solid start to the marathon, and I’m curious to see how the jump to the "immortal" mechanic in the sequel changes the flow. On to Wario Land 2!