wario thoughts

I want the Wario version of this:
DWO7166UQAAykUi.jpg
What is this?
Smells copyright infringy....
 
Apparently it's a story about some kid who thinks he's actually Mario.

https://twitter.com/forestillusion/status/964821665812070400

In this book, a boy who has mental issues becomes convinced that he is the real Super Mario.

In other words, he's the fictional version of those lunatics from 'Final Fantasy House', or the people who think they're married to Sephiroth on the Astral Plane.

Or that person who thought Pokemon were real.
 
Does even Wario still eat crepes like in the SML2 days? What made him like garlic more all of a sudden? Is the crepe thing even canon anymore?
 
I always liked how Mario & Wario and Wario's Woods kind of are the Wario equivalent of the Donkey Kong Arcade series.

They give top billing to Wario/DK and can be considered to be themed after them, but never actually star them, instead casting the two in a villainous light (DK Jr being an oddball here), before they were retooled into becoming protagonists in their own right (though Land 1 does predate Woods by a bit).

Heck add Super Mario Land 2 into the mix (you could count it too, since it is Wario's debut game) and both even have a different protagonist for every game, Mario/Donkey Kong Jr/Stanley and Mario/Wanda/Toad.
 
Wario consumes garlic to gain health and/or power. Perhaps the main reason he eats it recreationally is the same reason those gym blokes are always downing protein shakes and whatever else, and all this time crepes are still his favorite.
 
WarioWare is interesting to me because it's a very rare example of a post-Dreamcast series that thrived on the old-school arcade model of "Replay a game that has a very short main story A Lot". Sure, some reviews grumble about the short main story lengths, but not enough to seriously dent the game's critical reception, and most player understand that if you're just blazing through the main storyline, you're not really playing the game - and that despite the scoring system being very simple and having a low, finite celling, which normally would hurt the "replay to get high scores" appea lot. I think beside its unique concept, I think the series had the right idea to incentivize more casual players with carrots like minigames and toys (lots 'of them).

Every months it seems, fans of arcade genres like shmups has these debates if it's really possible to sell old-school non-competitive arcade games in the modern game market and be accepted. Maybe arcade developers need to look at what WarioWare did.
 
WarioWare is interesting to me because it's a very rare example of a post-Dreamcast series that thrived on the old-school arcade model of "Replay a game that has a very short main story A Lot". Sure, some reviews grumble about the short main story lengths, but not enough to seriously dent the game's critical reception, and most player understand that if you're just blazing through the main storyline, you're not really playing the game - and that despite the scoring system being very simple and having a low, finite ceiling, which normally would hurt the "replay to get high scores" appeal a lot. I think beside its unique concept, I think the series had the right idea to incentivize more casual players with carrots like minigames and toys (lots 'of them).

Every months it seems, fans of arcade genres like shmups has these debates if it's really possible to sell old-school non-competitive arcade games in the modern game market and be accepted. Maybe arcade developers need to look at what WarioWare did.
makes me wonder how successful a Mega Microgame$ arcade cabinet would be.
 
There was an arcade Rhythm Heaven game?

Huh, didn't know that.

And an arcade WarioWare could work well, though there'd obviously need to be a few changes to make it work well in that format.
 
WarioWare could do great in arcade format, sure, but I wonder what microgames should be used. Some aren't easy to understand the first time, and since an arcade game usually only gives one game per credit, this can easily lead to frustration by players not knowing what to do, especially if the opponent knows all of the microgames from the games themselves.
 
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