Okay but seriously, what was up with Wario and hypnosis back in the day. Why did they sell this man by having him enthrall the viewer with his powers. What the heck, Nintendo.
The Brown Sugar Pirates have stolen a giant, golden statue of Princess Peach! Captain Syrup, their leader, has locked it away in her fortress on Kitchen Island. Who could possibly retrieve such a valuable possession?
That’s right, it’s Wario!
Mario’s his castle that he stole borrowed, Wario sees the perfect opportunity to get a new, more permanent castle. By recovering the statue and selling it for ransom. You know, perfectly legitimate means of getting a house.
As the last game in the Mario Land series, and the first of the Wario Land series, this game plays like a further variation of Six Golden coins, but with the emphasis on coin collection that would be seen in later Wario Land titles. Wario, not yet nigh-invulnerable, has a number of abilities he gains through the various hats he can find. While most of them are similar to abilities Mario’s had, they’re all fairly distinct and they all have uses outside of “attacking enemies from afar” or “breaking the game via flight.”
… Okay that last one’s still there. But they’re all really neat power ups in theory, okay?
This isn’t technically a 100% run, but I will be getting all the treasures in the game. What that entails is, essentially, the only thing there really is to spoil in this game. So uh… don’t talk about that bridge until we cross it, I guess.