Review Information
Game Reviewed Waluigi Land, by Ultramario
Review Author CaptainSyrup
Created Dec 1 2009, 2:21 AM

General Commentary and Game Overview
A Waluigi fangame is something you don't see everyday. In fact, I think there's only one besides this one that I've ever seen, at least on MFGG. Ultramario is a great Gamemaker programmer, so I expected great things from this game.
 
Pros -Waluigi
-MIDI's are not overused
-SMB style gameplay with enough new elements to keep things fresh
 
Cons -Physics and control are absolutely terrible
-Difficulty is high
-Invisible blocks
 
Impressions
Gameplay
4 / 10
The game is primarily a SMB styled game. You start out in small form, and if you take a hit, you die. Collecting the hammer powerup has the same effect as the mushroom, it gives you another chance to get hit. The hammer also serves as a weapon, which it was much easier for me to kill enemies with than simply jumping on them. You can also charge up the hammer, to then kill all enemies onscreen when swung, although it takes a little longer to charge up than it should. The other SMB elements are present as well, such as the generic blocks, the timed levels, and even the one-way screen that won't let you go back the way you came. These are the high points of gameplay.
What keeps this from being fun is the physics. The engine tries to replicate the SMB physics, I assume, but it ends up making Waluigi hard to control. There is no run button, and Waluigi starts running fast automatically. The speed that Waluigi moves gives the feeling that he was running on ice the whole time. Jumping is even worse, as even though Waluigi runs fast, his jump can only cover a small distance. You can easily screw up jumping on an enemy because of this, costing you a life. The enemies themselves are not difficult, the controls are your main enemy. Because of the controls, I was never able to complete a level. Ultramario was nice enough to put checkpoints in the levels(which at first I thought the checkpoints were some kind of collectible)but you'll be lucky to even make it to a checkpoint.
The reason I mentioned invisible blocks specifically in the Cons section was because they caused over half of my deaths in the game. Just as I was running and jumping over a gap, I would hit an invisible bock, then fall straight down to my doom. It almost seemed like the blocks were placed so you WOULD hit them, and fall down a hole as a result.
This was honestly a big letdown. Ultramario has never had any issues with control before.
 
Graphics
8 / 10
The graphics are amost all YI styled. Waluigi's animations are very limited considering that it was NO BODY's sprite(only 3 frames for the walk cycle when there are at least 6 on the spritesheet) but this might have been done on purpose to add to the SMB feel. The graphics are nice, but there is an issue with clashing. For some reason, SMB All stars pipes are used, which is funny, since there are YI style pipes. The backgrounds in some levels are also from SMBAS, which look terrible with the YI foreground and sprites. There shouldn't have been any need to use those graphics, and they clash enough to downgrade the graphics score.
 
Sound
9 / 10
MIDI's, and they're all from the Wario Land games. No complaints here.
 
Replay
1 / 10
There's only four levels, but the horrible controls keep you from wanting to play them again anyway. Replay doesn't factor into my reviews though.
 
Final Words
7 / 10
There is another Waluigi fangame called "The Inverted L" on this site. I forget who made it, but look it up, as it is a far better choice than this one.

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