Fan Game Introducing: Wario's Conquest + SML2 Reclaimed - basically, Wario Land 0!

TheYak0

The Conqueror


I've been working on a fangame for quite some time. It's focused on Wario's debut, Super Mario Land 2. Besides an expanded recreation of said game it also includes a new campaign that shows how Wario took over the island and got his castle.

It's somewhat of a mix of how a Mario and Wario game plays. Generally speaking every element from the original game returns, but Wario got his extensive moveset and abilities from his own games, alongside multiple gimmicks that are derived from his games and a few new ones even.

After an ambush leaves him stranded on the island, Wario must conquer all six zones around Mario's Castle and crush the last remnants of Mario’s influence. He will also snatch every last coin and treasure in sight while he's at it!
Currently it is somewhat of a metroidvania. You explore the zones and find treasure which can unlock paths to new areas. Sometimes you even find Power-Ups which act as permanent upgrades and allow you to solve puzzles and cross more unique hazards.
Even a few reactions return, such as getting set on fire or being squashed.
It is somewhat similair to Wario Land 3, though not exactly the same.

You will also stumble upon Challenge Pipes, which transport you to linear levels that play very similair to Wario Land 1 and Wario Land 4. Their objective can vary, for example you could reach the end of a linear level and suddenly a timer starts which forces you to run to the beginning again. Sound familair?

There are also multiple minigames. Some are WarioWare references! In general the game has many references. From Wario World to even Wario's Woods there is something for everyone, I believe.

There will be a demo available at SAGE 2025 which begins...tomorrow I believe? Though there isn't a lot accessible yet. I mainly feature it there to gather interest and find potential playtesters for private gamebuilds, because let me tell you...playtesting this over and over again takes time and makes me go crazy.
 
I saw it before and I'm definitely looking forward to play it once it releases. A SML2 re-imagining sounds like a really cool concept as it is one of the more unique Mario 2D platformers, adding some Wario Land spices in it can only make it better! Really neat references too! Good luck with your project! Will definitely be trying the demo!
 
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Wait is that Tatanga? That's a pretty damn awesome deep cut there.

And the idea of a Super Mario Land 2 sequel in Wario Land form is really interesting too. You've certainly captured the feel of both that game and the Wario Land series as a whole, so I'm very excited to see where it goes!
 
Wait is that Tatanga? That's a pretty damn awesome deep cut there.

And the idea of a Super Mario Land 2 sequel in Wario Land form is really interesting too. You've certainly captured the feel of both that game and the Wario Land series as a whole, so I'm very excited to see where it goes!
Heh, Tatanga actually plays a big role!
Remember how he appeared as a random boss in Mario Land 2? In my game, I connect the events of Mario Land 1 and 2 to explain that!

The idea is that Tatanga’s invasion was meant to distract Mario away from his island, giving Wario the chance to swoop in. Wario reluctantly funds Tatanga’s plan in exchange for some of his tech. Tatanga also acts as a guide, with one of his little UFOs following Wario so they can stay in contact. While you play, the events of Mario Land 1 unfold in the background. By the time Wario finally gets his castle, Tatanga returns in defeat-leading straight into the events of Mario Land 2.

Since neither of them is the “teamwork” type, their dynamic is more like a bickering old couple-constantly scheming, wanting to betray each other, yet stuck working together for personal gain lol
Tatanga is in for Princess Daisy as a bride and world domination, Wario just wants to have a cool castle and the money on Marios island
 
Heh, Tatanga actually plays a big role!
Remember how he appeared as a random boss in Mario Land 2? In my game, I connect the events of Mario Land 1 and 2 to explain that!

The idea is that Tatanga’s invasion was meant to distract Mario away from his island, giving Wario the chance to swoop in. Wario reluctantly funds Tatanga’s plan in exchange for some of his tech. Tatanga also acts as a guide, with one of his little UFOs following Wario so they can stay in contact. While you play, the events of Mario Land 1 unfold in the background. By the time Wario finally gets his castle, Tatanga returns in defeat-leading straight into the events of Mario Land 2.

Since neither of them is the “teamwork” type, their dynamic is more like a bickering old couple-constantly scheming, wanting to betray each other, yet stuck working together for personal gain lol
Tatanga is in for Princess Daisy as a bride and world domination, Wario just wants to have a cool castle and the money on Marios island

So in a sense, I guess it's like Wario and Captain Syrup's relationship in Wario Land: Shake It. Except maybe a bit more blatant about the scheming and betrayal.

Regardless, I'm super excited to see these two interact in a more story driven way, and to revisit Mario Land again!
 
I saw it before and I'm definitely looking forward to play it once it releases. A SML2 re-imagining sounds like a really cool concept as it is one of the more unique Mario 2D platformers, adding some Wario Land spices in it can only make it better! Really neat references too! Good luck with your project! Will definitely be trying the demo!
Thanks!
But like I said, don't expect too much from the demo yet. It only offers like...10 minutes of Wario content.:shulk:
My goal is to recreate most of Mario Land 2s mechanics first and then expand on Warios mode.

But I will probably post more or less regular updates here and maybe entire demos for some feedback if thats okay :D
 
Thanks!
But like I said, don't expect too much from the demo yet. It only offers like...10 minutes of Wario content.:shulk:
My goal is to recreate most of Mario Land 2s mechanics first and then expand on Warios mode.

But I will probably post more or less regular updates here and maybe entire demos for some feedback if thats okay :D
10 minutes of Wario content is still 10 more minutes than Nintendo's officially gave us since 2008...
 
Thanks!
But like I said, don't expect too much from the demo yet. It only offers like...10 minutes of Wario content.:shulk:
My goal is to recreate most of Mario Land 2s mechanics first and then expand on Warios mode.

But I will probably post more or less regular updates here and maybe entire demos for some feedback if thats okay :D
It's ok! 10 minutes is already pretty good for the demo of a fangame. Plus, I really shouldn't be the one critizing how other put out their projects seeing how little progress I've been making on mine as of late lol!
 
It's ok! 10 minutes is already pretty good for the demo of a fangame. Plus, I really shouldn't be the one critizing how other put out their projects seeing how little progress I've been making on mine as of late lol!
OH! I just took a look at your profile. You are the guy who makes that WarioWare PC fangame? I saw that demo video when it was still fairly new. Keep it up!
 
Seems like the SAGE demo is here!


I downloaded it right away
Yeah, its available for some time. Actually, I'm already working on a hotfix patch that fixes some issues and tweaks some mechanics thanks to feedback I got. It's kinda stressful, but also cool
 
Alright! Version 0.3.3 is now available everywhere.

The main reason I did the patch so quickly was because I noticed that WC was too difficult for some players. Since this was supposed to be a tutorial section, I decided to make certain parts easier. V.0.3.1 already made the air dash section much more forgiving, now I made the final escape section easier as well.
Otherwise it's just little things. I don't think I will update the SAGE demo until either SAGE 2025 ended and I got to see how players performed or until someone finds a gamebreaking bug.

For anyone curious, here is a list of what changed.
  • Improved the options screen for SML2
  • Fixed coin particle effects for certain coin types across SML2 and WC
  • The escape sequence in WC was made easier
  • You can now perform a dash while standing still
  • It is slightly easier to maintain momentum when rolling and slopes give you more speed
  • The Viking Pot sprite was slightly changed and its horn ability for sticking to the ceilling gets explained
  • Fireballs can now destroy wooden boxes
  • Performing an air dash while ducking is now impossible
 
Seems like the SAGE demo is here!


I downloaded it right away
I too download yesterday but I didn't do everything in it yet. I'll wait until then so I can give more detailed feedback but for now what I played is mostly really cool!
 
I saw a little bit of this game this morning posted by a sonic account talking about lots of sage stuff! Going to be checking lots of that stuff out so I'll definitely give it a try!
 
Awesome! But wait a bit for it. I'm currently working on the final SAGE related patch, V.0.3.4. It currently fixes/changes 50+ things and I'm still going. It's gonna be a long changelog. It's gonna be the ultimate version of the demo. It should release in the next 24 hours, I think!
 
Awesome! But wait a bit for it. I'm currently working on the final SAGE related patch, V.0.3.4. It currently fixes/changes 50+ things and I'm still going. It's gonna be a long changelog. It's gonna be the ultimate version of the demo. It should release in the next 24 hours, I think!
Sounds good, I got Pac Man World 2 Repac to keep me busy soon, I got a pocket full of quarters and I'm heading to the arcade!
 
Well, I managed to do it! V.0.3.4 is out and "good enough" for SAGE 2025. I certainly learned a lot.
Wario's Conquest now has a much better tutorial section, not only are the hints more clear to understand, if a player takes too long then they can read a proper explanation by Tatanga, sometimes in an amusing tone. I also made some small tweaks which makes the game feel a lot more ...professional, I guess.
This patch has around 60 changes, though it's probably more. Eventually I just stopped counting lol

I'd wish it would have been this from the very beginning, but oh well.
I'm gonna take a small break now, but I will probably keep posting occassional updates here if that's alright with everyone.
I got many requests for new features. The most popular one was fully customizable controls. Of course, I will try to implement that next.

When a new playtest build is getting ready, then I might even make a discord server, since I got an overwhelming amount of interested people over at Reddit and Sonic Fangames HQ.

NEW FEATURES

  • Diamonds from Wario Land 4 and Shake It! have been added. Unlike regular moneybags, diamonds grant 50 coins, and Wario will exclaim "EXCELLENT!"
  • Players can now skip certain cutscenes by holding the select button (Shift on keyboard layout).
  • VR tutorial now provides additional guidance if the player remains in a room for too long, with sometimes rather humorous commentary from Tatanga.
  • VR tutorial now explains crouch and crawl moves.
  • A new tutorial sequence introduces the new mechanics of dying.
  • A special tune now plays when Wario dies on his galleon.
  • Wario now has a unique voice during dialogue sequences.
  • Landing after jumps now includes a subtle visual effect for both Mario and Wario.
  • Changing rooms in Wario’s Conquest now features a new transition effect.

TWEAKED FEATURES

  • Springs now launch Wario from a defined starting position. This change greatly improves consistency, particularly when using diagonal springs.
  • Save bells in WC now play a ringing animation; reloading the save will place the player directly beneath the bell.
  • Wario’s dash has been refined with new effects, inspired by Wario Land 4 while maintaining a distinct style.
  • Air dashing and rolling now leave after-images for added visual flair as well.
  • Wario’s climbing speed on ladders and pipe traversal has been increased.
  • Dashing into ? blocks and wooden crates now causes a slight rebound in the opposite direction.
  • Push blocks now slightly bounce the player upon impact and move faster; additionally rolling into them will now move them as well.
  • Additionally their hitboxes were slightly adjusted and they can only be pushed while looking in the right direction
  • Metal blocks now have unique breaking sounds.
  • VR tutorial images have been updated for improved clarity.
  • VR section layout has been adjusted for better navigation.
  • Game now automatically saves upon completing the VR tutorial.
  • Secrets in the VR section are now properly hidden.
  • The Viking Pot now prevents stomping while ducking or holding an item.
  • The Viking Pot can no longer perform multiple stomps while airborne; new landing effects and sounds have been added.
  • You cannot stomp in two-tile-high corridors anymore.
  • Wario can no longer perform an air dash while stomping.
  • Cannons have been widened.
  • The camera now follows Wario during conversations for smoother presentation.
  • Most roll blocks now remain destroyed after use.
  • Layout of Wario’s Galleon has been slightly modified.
  • Rolling on slopes while holding down no longer requires releasing and pressing the button again.
  • Minor dialogue text adjustments have been made.
  • Sliding into gaps now leaves Wario in a ducking state for smoother movement.
  • Wario’s fire and ice walking animations have been updated for smoother motion.
  • Wario’s hitbox has been slightly widened for... better collision representation.
  • Collecting power-ups and other special items now triggers minor visual effects.
  • The female wooden doll now has an adjusted hitbox.
  • Climbing sprites have been refined, and climbing mechanics now require manual up/down input after jumping to prevent accidental re-clinging.
  • Tatanga’s voice volume has been increased for better audibility.
  • When defeated, Wario now has a small animation and loses coins upon death.
  • Bells in SML2 now feature proper animations and sound effects when touched.
  • The collection order of silver coins within a level in SML2 is now displayed, making it easier to identify any missed coins.
  • Map warps and certain other rooms in SML2 now display the appropriate visual overlay.
  • Game settings are now saved and loaded independently for each mode.
  • Doors have a brief cooldown before re-entering, ensuring consistent camera behavior.
  • Doors in WC also have increased in size to prevent Wario's hat from clipping on the edges.
  • Ice Balls no longer destroy Fire Blocks in WC, but they still do in SML2.

BUG FIXES

  • The main menu now correctly reflects the volume set in the Options menu.
  • Resolves an issue that allowed players to obtain infinite coins (sorry Wario!)
  • Resolved an issue where minigames in SML2 could incorrectly redirect players to the casino.
  • Re-entering the Ice Flower room and hitting the frozen leaks with an iceball no longer triggers the quest clear message repeatedly after the quest has already been completed.
  • Air dashing no longer causes unintended death near walls.
  • Wario no longer shakes unnaturally when initiating conversations with NPCs.
  • Fixed a bug causing Wario to clip through the ground when interacting with his handles in his room.
  • Falling into pits during dialogue now results in proper death mechanics.
  • Level numbers in Turtle Zone have been corrected.
  • Fixed a softlock in the VR section caused by throwing a spring out of bounds.
  • Pausing is now disabled during dialogue boxes to prevent unintended issues.
  • Returning to the room after collecting a coin ring no longer erroneously reactivates the combo chain.
  • Quitting to the main menu now resets coins and blocks in Wario’s Conquest without restarting the game.
  • Exiting vertical pipes downward now requires landing before jumping again.
  • Air dashing directly into walls is now properly blocked.
  • ...and some other minor fixes.
 
I just made it to Wario's hen and I gotta say wow I am having a blast so far! I love the charm and presentation of everything and very much enjoy all the references and leitmotifs, and during the tutorial I was pleasantly surprised by the midair dash, it's fun turning Wario around on a dime
 
I'm glad you enjoy it! Making games is surprisingly difficult, but also very fun.

The demo isn't very long, it's just a tutorial of Wario's most essential moves and then most of his Power-Up related moves. Story-wise it's just a set-up.
The next section I'm working on right now introduces Wario's reactions from Land 2-4 and exploration alongside the first challenge level with a Land 4 styled escape sequence.

I can assure you though, the references won't stop, I really enjoy making them myself lol

It will take some while till a new demo will be playable, but I will probably release some sneak peaks here
 
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