It's mostly about other GBA games, but there's some details about Wario Land 4 too.
Basically:
Basically:
- The game was designed to be played in short bursts
- Abe thought Wario Land 2 and 3's invincibility was a design flaw, since nothing except 3's final boss could defeat Wario
- "If Wario can't die, the game has no stakes or sense of urgency"
- Countdown was added to 3 to add that urgency as a test
- That's why the Frog Switch exists in Wario Land 4
- Originally the counter appeared as soon as you entered the level, like in Golden Pyramid and S-Hard mode Palm Tree Paradise in the final game
- Wanted as many levels as possible, but reeled in expectations to hit deadlines
- Team was surprised at how much detail and colour the graphics could hold
- Wario has nearly twice as many frames of animation as in 3
- Idle animations were thrown in for the fun of it by the game's animators
- Lots of extra content was planned and cut
- Bosses have grotesque designs to capitalise on American popularity of the series, to make game seem more 'American'
- The Wario Car is similarly American looking in design as a result
- Wanted to give Wario series more mass appeal to make it more popular with Westerners in general, rather than just dedicated fans
- Lots of English voice samples were also included to make it feel more 'American'
- Worries that Wario Land 2 and 3 veterans might find the music weird
- Japanese manual for the game is a tad more crude/risque than the English one