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Wario Land: Shake It!

Wario Land: Shake It! (known as Wario Land: The Shake Dimension in PAL regions, Wario Land Shake in Japan, Hong Kong and Taiwan, and Wario Land Shaking in South Korea) is a 2008 platform game developed by Good-Feel and published by Nintendo for the Wii, with animation produced by Production I.G.

Wario Land: Shake It!
North American box art
Developer(s)Good-Feel
Publisher(s)Nintendo
Director(s)Madoka Yamauchi
Producer(s)Takahiro Harada
Etsunobu Ebisu
Designer(s)Tadanori Tsukawaki
Programmer(s)Koichi Yagi
Takanori Mori
Hironori Kuraoka
Yuhei Matsuda
Naoya Sakamoto
Artist(s)Nobuhito Sue
Composer(s)Tomoya Tomita
Minako Hamano
SeriesWario
Platform(s)Wii
Release
  • JP: July 24, 2008
  • NA: September 22, 2008
  • AU: September 25, 2008
  • EU: September 26, 2008
Genre(s)Platforming
Mode(s)Single-player

The game is the sixth installment in the Wario Land series, as part of the Wario franchise. It follows Wario as he enters the Shake Dimension with the goal of obtaining the Bottomless Coin Sack, which provides an endless supply of coins.

The game was released in Japan on July 24, 2008, and in other regions in September 2008. It was digitally re-released on the Wii U eShop in PAL regions on April 7, 2016, in Japan on August 24, 2016, and in North America on November 17, 2016.[citation needed]

Gameplay

Wario Land: Shake It! is a side-scrolling platform game in which the player controls the protagonist, Wario, who must travel through five distinct continents, each of which offers up to seven sequential levels, defeating the boss in each of them. The game is played by holding the Wii Remote horizontally, and makes use of the controller's motion control features; in addition to Wario's standard moveset, including a forward charge attack and a butt stomp, Wario also possesses several new moves which utilize the Wii Remote's motion-sensitive features. By shaking the controller, Wario can perform a powerful ground punch, which stuns nearby enemies and activates certain mechanisms. He can also pick up stunned enemies and coin bags, and shake them using the Wii Remote to make them spit out coins and items, and can throw picked up enemies and objects, aiming by tilting the controller. Various vehicle-based sections, which involve activities such as riding mine carts and piloting a submarine, also make use of the Wii Remote's tilt controls.[1][2]

The primary goal of each level in the game is to rescue creatures known as Merfles, who are imprisoned inside a cage located at the end of each level. Except for submarine levels, breaking open a Merfle cage triggers a countdown, with the player required to return to the beginning of the level before time runs out. Wario can make use of special machines to put him into a speedy dash which can break blocks in his path, with players encouraged to maintain their dash in order to return to the beginning quickly, as well as reach treasures and coins that are otherwise inaccessible. Players can replay levels in order to attempt optional objectives. The player's secondary objective is to collect as much money as possible, either from collecting coins scattered across the level or obtained from coin bags, or by finding the three hidden treasures that can be found in each level. Players can use any earned money at Captain Syrup's shop to purchase items, such as health upgrades and maps to new continents.

Plot

Wario Land: Shake It! starts with Captain Syrup breaking into a museum and observing the surface of an ancient globe, which houses the Shake Dimension. Captain Syrup witnesses a crisis occurring in the Shake Dimension, in which the Shake King has imprisoned Queen Merelda and her Merfle subjects and claiming the legendary "Bottomless Coin Sack," which releases an endless supply of coins when shaken. She steals the ancient globe and mails it to Wario, claiming that the real treasure is inside. Before Wario is able to break the globe open, one of the escaped Merfles emerges and asks for help. Wario becomes interested in the affair only after learning of the Bottomless Coin Sack, and follows the Merfle back into the Shake Dimension.

After progressing through multiple worlds, Wario eventually confronts the Shake King and defeats him. Queen Merelda crowns Wario a hero, though he instead nonchalantly claims the Bottomless Coin Sack and takes it home. Much to Wario's dismay, however, Captain Syrup takes the sack for herself as payment for agreeing to help Merfle save the Shake Dimension. Outraged, Wario chases Merfle around the garage.

Development

Wario Land: Shake It! was developed by the Japanese video game developer, Good-Feel. Madoka Yamauchi was the game's director, while Takahiro Harada and Etsunobu Ebisu were the producers. Development for the game began after Harada approached Ebisu and suggested that a new Wario platform game be made. Harada wanted to extend a gameplay dynamic prevalent in previous Wario Land games, which is Wario's "use of strength to overcome opposition", and had the developers at Good-Feel play those games to understand that dynamic.[3]: 1  Design director Tadanori Tsukawaki asked Wario's animators "to strongly emphasize his manly characteristics" to help re-create this feel. Composer Tomoya Tomita used Wario Land 4 for inspiration when writing the game's music.[3]: 3  As with previous Wario games, Wario in Wario Land: Shake It! was voiced by Charles Martinet.

Wario Land: Shake It! was designed to be played by holding the Wii Remote sideways to emulate holding a NES gamepad or SNES gamepad. Yamauchi suggested shaking the Wii Remote as a key method of control after hearing Harada say that "when he sees something placed high up, he wants to knock it down." In early development for the game, the player would shake the Wii Remote in either horizontal or vertical directions to perform distinct actions, but this idea was dropped when tests indicated that the controller could not differentiate shaking in one direction versus another. The limited number of buttons easily accessible by the player when holding the Wii Remote sideways also presented difficulties; having the player to tilt the Wii Remote at different angles to perform different actions was chosen to overcome this obstacle. Yamauchi stated that this simple control scheme would potentially benefit newer video game players.[3]: 1 

Yamauchi proposed the hand-drawn art style which is featured in the final game, though Tsukawaki was initially opposed to the idea since future changes to a character's design meant changes to all of its individual animation frames for the game. Over 2,000 frames were drawn to animate over 200 actions for Wario alone; over 6,000 frames were drawn for all enemy characters, including those that were removed from the final game. All the game's backgrounds and scenery were also hand-drawn. Program director Koichi Yagi stated that clever programming techniques were required to efficiently store and handle both the non-repeating backgrounds and the thousands of character frames in the Wii console RAM during gameplay. Japanese anime studio Production I.G assisted with character animations and both the opening and closing cutscenes, while studio Kusanagi drew the backgrounds.[3]: 2 

Marketing

Nintendo held various marketing campaigns, most notably an interactive YouTube video.[4] The company also held a competition at Six Flags near Los Angeles and St. Louis, where competitors competed for a "bottomless coin sack." Participants received fake Wario mustaches, and the winner won both the sack and an all-expense-paid trip to Nintendo World in New York.[5] Another marketing campaign had Nintendo giving away gasoline at a Los Angeles Mobile Gas area to market Wario Land: Shake It! in reference to Wario's flatulence.[6]

Reception

Wario Land: Shake It! received a score of 8.4 out of 10 from IGN[11] and a score of 31 out of 40 from Famitsu.[9] Nintendo Power gave a score of 8.0.[12] X-Play gave the game a 4 out of 5, praising the gameplay, but calling the constant shaking of the Wii Remote tedious and repetitive. GameSpot gave it 7.5 out of 10, praising the beautiful art style and fun gameplay, but criticizing the gimmicky motion controls and short game length.[10] It was nominated for multiple Wii-specific awards by IGN in its 2008 video game awards, including Best Platform Game[17] and Best Artistic Design.[18] Author Roger Pederson listed it as one of the best Wii games of 2008.[19]

Wario Land: Shake It! entered Japanese sales charts as the eighth best-selling game of the release week at 25,000 copies.[20] The game eventually slipped several places on the charts, but climbed back to tenth place for the week ending August 21, 2008.[21] Japanese sales for the game reached approximately 114,263 units by the end of 2008, according to Media Create.[22] As of December 2008, Wario Land: Shake It! sold about 150,000 copies in the United States.[23] This figure fell short of the game's 350,000 sales goal, which the marketing team attributes to a weak economy and lower video game sales overall.[4] Despite this, the game sold 1.06 million copies worldwide. [24]

References

  1. ^ Tanaka, John (June 13, 2008). "Wario Land Shake Details". IGN. Retrieved January 5, 2018.
  2. ^ Tanaka, John (July 12, 2008). "Hands On: Wario Land: Shake It". IGN. Retrieved January 17, 2018.
  3. ^ a b c d (Interview). Nintendo. Archived from the original on October 19, 2008. Retrieved November 24, 2008.
  4. ^ a b Ryan, Damian; Jones, Calvin (2011). The Best Digital Marketing Campaigns in the World: Mastering The Art of Customer Engagement. Kogan Page Publishers. pp. 91–94. ISBN 978-0749460631.
  5. ^ McWhertor, Michael (September 29, 2008). "Wait... Nintendo Was Handing Out Wario Mustaches?". Kotaku. Gawker Media. Retrieved May 11, 2019.
  6. ^ Fahey, Mike (September 22, 2008). "Nintendo Gives Away Free Gas In LA...Didn't We Just Write This?". Kotaku. Gawker Media. Retrieved May 10, 2019.
  7. ^ . GameRankings. CBS Interactive. Archived from the original on September 1, 2013. Retrieved September 19, 2013.
  8. ^ "Wario Land: Shake It! Reviews". Metacritic. Retrieved November 24, 2012.
  9. ^ a b . Nintendo Everything. July 18, 2008. Archived from the original on August 21, 2012. Retrieved November 25, 2012.
  10. ^ a b Chiappini, Dave (September 24, 2008). "Wario Land: Shake It! Review". GameSpot. Retrieved November 24, 2012.
  11. ^ a b Casamassina, Matt (September 19, 2008). . IGN. Archived from the original on September 23, 2008. Retrieved September 24, 2008.
  12. ^ a b Slate, Chris (November 2008). "Shaking Things Up". Nintendo Power. Vol. 234. p. 94.
  13. ^ Metts, Jonathan (October 2, 2008). "Wario Land: Shake It! Review". Nintendo World Report.
  14. ^ Reddick, Stuart (March 27, 2009). "Wario Land: Shake It! Review". Nintendo Life. Retrieved August 2, 2020.
  15. ^ . Archived from the original on September 26, 2008.
  16. ^ . Archived from the original on June 3, 2016.
  17. ^ . IGN. December 18, 2008. Archived from the original on December 22, 2008. Retrieved December 19, 2008.
  18. ^ . IGN. December 18, 2008. Archived from the original on December 22, 2008. Retrieved December 19, 2008.
  19. ^ Pederson, Roger (2009). Game Design Foundations. Jones & Bartlett Publishers. p. 58. ISBN 978-1449663926.
  20. ^ Jenkins, David (July 31, 2008). "Dragon Quest Still Atop Busy Japanese Charts". Gamasutra. Retrieved April 24, 2011.
  21. ^ Jenkins, David (August 21, 2008). "Japanese Charts: Rhythm Heaven Enjoys Festive Number One". Gamasutra. Retrieved April 24, 2011.
  22. ^ (in Japanese). Geimin.net. Archived from the original on January 27, 2009. Retrieved April 24, 2011.
  23. ^ . IGN. January 23, 2009. Archived from the original on January 26, 2009. Retrieved January 23, 2009.
  24. ^ 2020CESAゲーム白書 (2020 CESA Games White Papers). Computer Entertainment Supplier's Association. 2020. ISBN 978-4-902346-42-8.

External links

  • Official website (USA)
  • Official website (UK)
  • Official website (in Japanese)

wario, land, shake, known, wario, land, shake, dimension, regions, wario, land, shake, japan, hong, kong, taiwan, wario, land, shaking, south, korea, 2008, platform, game, developed, good, feel, published, nintendo, with, animation, produced, production, north. Wario Land Shake It known as Wario Land The Shake Dimension in PAL regions Wario Land Shake in Japan Hong Kong and Taiwan and Wario Land Shaking in South Korea is a 2008 platform game developed by Good Feel and published by Nintendo for the Wii with animation produced by Production I G Wario Land Shake It North American box artDeveloper s Good FeelPublisher s NintendoDirector s Madoka YamauchiProducer s Takahiro HaradaEtsunobu EbisuDesigner s Tadanori TsukawakiProgrammer s Koichi YagiTakanori MoriHironori KuraokaYuhei MatsudaNaoya SakamotoArtist s Nobuhito SueComposer s Tomoya TomitaMinako HamanoSeriesWarioPlatform s WiiReleaseJP July 24 2008NA September 22 2008AU September 25 2008EU September 26 2008Genre s PlatformingMode s Single playerThe game is the sixth installment in the Wario Land series as part of the Wario franchise It follows Wario as he enters the Shake Dimension with the goal of obtaining the Bottomless Coin Sack which provides an endless supply of coins The game was released in Japan on July 24 2008 and in other regions in September 2008 It was digitally re released on the Wii U eShop in PAL regions on April 7 2016 in Japan on August 24 2016 and in North America on November 17 2016 citation needed Contents 1 Gameplay 2 Plot 3 Development 3 1 Marketing 4 Reception 5 References 6 External linksGameplay EditWario Land Shake It is a side scrolling platform game in which the player controls the protagonist Wario who must travel through five distinct continents each of which offers up to seven sequential levels defeating the boss in each of them The game is played by holding the Wii Remote horizontally and makes use of the controller s motion control features in addition to Wario s standard moveset including a forward charge attack and a butt stomp Wario also possesses several new moves which utilize the Wii Remote s motion sensitive features By shaking the controller Wario can perform a powerful ground punch which stuns nearby enemies and activates certain mechanisms He can also pick up stunned enemies and coin bags and shake them using the Wii Remote to make them spit out coins and items and can throw picked up enemies and objects aiming by tilting the controller Various vehicle based sections which involve activities such as riding mine carts and piloting a submarine also make use of the Wii Remote s tilt controls 1 2 The primary goal of each level in the game is to rescue creatures known as Merfles who are imprisoned inside a cage located at the end of each level Except for submarine levels breaking open a Merfle cage triggers a countdown with the player required to return to the beginning of the level before time runs out Wario can make use of special machines to put him into a speedy dash which can break blocks in his path with players encouraged to maintain their dash in order to return to the beginning quickly as well as reach treasures and coins that are otherwise inaccessible Players can replay levels in order to attempt optional objectives The player s secondary objective is to collect as much money as possible either from collecting coins scattered across the level or obtained from coin bags or by finding the three hidden treasures that can be found in each level Players can use any earned money at Captain Syrup s shop to purchase items such as health upgrades and maps to new continents Plot EditWario Land Shake It starts with Captain Syrup breaking into a museum and observing the surface of an ancient globe which houses the Shake Dimension Captain Syrup witnesses a crisis occurring in the Shake Dimension in which the Shake King has imprisoned Queen Merelda and her Merfle subjects and claiming the legendary Bottomless Coin Sack which releases an endless supply of coins when shaken She steals the ancient globe and mails it to Wario claiming that the real treasure is inside Before Wario is able to break the globe open one of the escaped Merfles emerges and asks for help Wario becomes interested in the affair only after learning of the Bottomless Coin Sack and follows the Merfle back into the Shake Dimension After progressing through multiple worlds Wario eventually confronts the Shake King and defeats him Queen Merelda crowns Wario a hero though he instead nonchalantly claims the Bottomless Coin Sack and takes it home Much to Wario s dismay however Captain Syrup takes the sack for herself as payment for agreeing to help Merfle save the Shake Dimension Outraged Wario chases Merfle around the garage Development EditWario Land Shake It was developed by the Japanese video game developer Good Feel Madoka Yamauchi was the game s director while Takahiro Harada and Etsunobu Ebisu were the producers Development for the game began after Harada approached Ebisu and suggested that a new Wario platform game be made Harada wanted to extend a gameplay dynamic prevalent in previous Wario Land games which is Wario s use of strength to overcome opposition and had the developers at Good Feel play those games to understand that dynamic 3 1 Design director Tadanori Tsukawaki asked Wario s animators to strongly emphasize his manly characteristics to help re create this feel Composer Tomoya Tomita used Wario Land 4 for inspiration when writing the game s music 3 3 As with previous Wario games Wario in Wario Land Shake It was voiced by Charles Martinet Wario Land Shake It was designed to be played by holding the Wii Remote sideways to emulate holding a NES gamepad or SNES gamepad Yamauchi suggested shaking the Wii Remote as a key method of control after hearing Harada say that when he sees something placed high up he wants to knock it down In early development for the game the player would shake the Wii Remote in either horizontal or vertical directions to perform distinct actions but this idea was dropped when tests indicated that the controller could not differentiate shaking in one direction versus another The limited number of buttons easily accessible by the player when holding the Wii Remote sideways also presented difficulties having the player to tilt the Wii Remote at different angles to perform different actions was chosen to overcome this obstacle Yamauchi stated that this simple control scheme would potentially benefit newer video game players 3 1 Yamauchi proposed the hand drawn art style which is featured in the final game though Tsukawaki was initially opposed to the idea since future changes to a character s design meant changes to all of its individual animation frames for the game Over 2 000 frames were drawn to animate over 200 actions for Wario alone over 6 000 frames were drawn for all enemy characters including those that were removed from the final game All the game s backgrounds and scenery were also hand drawn Program director Koichi Yagi stated that clever programming techniques were required to efficiently store and handle both the non repeating backgrounds and the thousands of character frames in the Wii console RAM during gameplay Japanese anime studio Production I G assisted with character animations and both the opening and closing cutscenes while studio Kusanagi drew the backgrounds 3 2 Marketing Edit Main article Marketing for Wario Land Shake It Nintendo held various marketing campaigns most notably an interactive YouTube video 4 The company also held a competition at Six Flags near Los Angeles and St Louis where competitors competed for a bottomless coin sack Participants received fake Wario mustaches and the winner won both the sack and an all expense paid trip to Nintendo World in New York 5 Another marketing campaign had Nintendo giving away gasoline at a Los Angeles Mobile Gas area to market Wario Land Shake It in reference to Wario s flatulence 6 Reception EditReceptionAggregate scoresAggregatorScoreGameRankings77 80 7 Metacritic78 100 8 Review scoresPublicationScore1Up comC 16 Edge6 10Famitsu31 40 9 Game Informer6 75 10GameSpot7 5 10 10 IGN8 4 10 11 Nintendo Life 14 Nintendo Power8 10 12 Nintendo World Report9 10 13 Official Nintendo Magazine88 15 Wario Land Shake It received a score of 8 4 out of 10 from IGN 11 and a score of 31 out of 40 from Famitsu 9 Nintendo Power gave a score of 8 0 12 X Play gave the game a 4 out of 5 praising the gameplay but calling the constant shaking of the Wii Remote tedious and repetitive GameSpot gave it 7 5 out of 10 praising the beautiful art style and fun gameplay but criticizing the gimmicky motion controls and short game length 10 It was nominated for multiple Wii specific awards by IGN in its 2008 video game awards including Best Platform Game 17 and Best Artistic Design 18 Author Roger Pederson listed it as one of the best Wii games of 2008 19 Wario Land Shake It entered Japanese sales charts as the eighth best selling game of the release week at 25 000 copies 20 The game eventually slipped several places on the charts but climbed back to tenth place for the week ending August 21 2008 21 Japanese sales for the game reached approximately 114 263 units by the end of 2008 according to Media Create 22 As of December 2008 Wario Land Shake It sold about 150 000 copies in the United States 23 This figure fell short of the game s 350 000 sales goal which the marketing team attributes to a weak economy and lower video game sales overall 4 Despite this the game sold 1 06 million copies worldwide 24 References Edit Tanaka John June 13 2008 Wario Land Shake Details IGN Retrieved January 5 2018 Tanaka John July 12 2008 Hands On Wario Land Shake It IGN Retrieved January 17 2018 a b c d Wario Land Shake It Development Staff Interview Interview Nintendo Archived from the original on October 19 2008 Retrieved November 24 2008 a b Ryan Damian Jones Calvin 2011 The Best Digital Marketing Campaigns in the World Mastering The Art of Customer Engagement Kogan Page Publishers pp 91 94 ISBN 978 0749460631 McWhertor Michael September 29 2008 Wait Nintendo Was Handing Out Wario Mustaches Kotaku Gawker Media Retrieved May 11 2019 Fahey Mike September 22 2008 Nintendo Gives Away Free Gas In LA Didn t We Just Write This Kotaku Gawker Media Retrieved May 10 2019 Wario Land Shake It Reviews GameRankings CBS Interactive Archived from the original on September 1 2013 Retrieved September 19 2013 Wario Land Shake It Reviews Metacritic Retrieved November 24 2012 a b Famitsu Review Scores Nintendo Everything July 18 2008 Archived from the original on August 21 2012 Retrieved November 25 2012 a b Chiappini Dave September 24 2008 Wario Land Shake It Review GameSpot Retrieved November 24 2012 a b Casamassina Matt September 19 2008 Wario Land Shake It Review IGN Archived from the original on September 23 2008 Retrieved September 24 2008 a b Slate Chris November 2008 Shaking Things Up Nintendo Power Vol 234 p 94 Metts Jonathan October 2 2008 Wario Land Shake It Review Nintendo World Report Reddick Stuart March 27 2009 Wario Land Shake It Review Nintendo Life Retrieved August 2 2020 Wario Land Shake It ONM Review Archived from the original on September 26 2008 Wario Land Shake it 1UP Review Archived from the original on June 3 2016 IGN Wii Best Platform Game 2008 IGN December 18 2008 Archived from the original on December 22 2008 Retrieved December 19 2008 IGN Wii Best Artistic Design 2008 IGN December 18 2008 Archived from the original on December 22 2008 Retrieved December 19 2008 Pederson Roger 2009 Game Design Foundations Jones amp Bartlett Publishers p 58 ISBN 978 1449663926 Jenkins David July 31 2008 Dragon Quest Still Atop Busy Japanese Charts Gamasutra Retrieved April 24 2011 Jenkins David August 21 2008 Japanese Charts Rhythm Heaven Enjoys Festive Number One Gamasutra Retrieved April 24 2011 2008年テレビゲームソフト売り上げTOP500 ファミ通版 in Japanese Geimin net Archived from the original on January 27 2009 Retrieved April 24 2011 THQ Expect more de Blob IGN January 23 2009 Archived from the original on January 26 2009 Retrieved January 23 2009 2020CESAゲーム白書 2020 CESA Games White Papers Computer Entertainment Supplier s Association 2020 ISBN 978 4 902346 42 8 External links EditOfficial website USA Official website UK Official website in Japanese Retrieved from https en wikipedia org w index php title Wario Land Shake It amp oldid 1141578433, wikipedia, wiki, book, books, library,

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