Warioware artist

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Ko Takeuchi Person

Online History

Ko Takeuchi first grew in popularity due to his work as the character designer on the Nintendo franchise WarioWare as well as serving as art director on the Rhythm Heaven series. On March 5th, 2013, Ko Takeuchi joined Twitter under the twitter handle @Kokosac, before changing to @kotakeuchi_art in May 2017. Takeuchi first began posting fan art art to his account on November 28th 2013, with art of the characters of Saya Toma and Takeru Sebumi from the Japanese drama series SPEC(shown below, left), which went on the receive over 900 retweets and 1,900 likes . However, Takeuchi began to grow in popularity in the west after he started to create art for different memes and anime and manga characters, beginning with his drawing of the character Usagi Tsukino from the Sailor Moon franchise (Shown below, right). As of May 2017, the tweet has received over 400 retweets and 1,300 likes .

Saya Toma Takeru Sebumi cartoon human behavior male gentleman standingRhythm Heaven clothing vertebrate fictional character anime joint cartoon mythical creature

Sours: https://knowyourmeme.com/memes/people/ko-takeuchi

Three decades of Wario all started with a name

We all know ofWario. As the greedy, ill-mannered, sometimes downright gross foil to Mario, he spends time profiting off the microgame business, sporting and karting with people he proclaims to hate. In between all that, you can probably catch him picking his nose or digesting his garlic dinner. We’re all aware of Wario … but how many of us understand him? How’d he end up as the tycoon we know him as now? Who’s responsible for Wario being the way he is?

First appearing in the 1992 Game Boy classic Super Mario Land 2: 6 Golden Coins, Wario came from Nintendo’s Research and Development 1 studio, a team working without much oversight from Mario creator Shigeru Miyamoto. And in an interview in the game’s official strategy guide in Japan, Hiroji Kiyotake, co-director and artist for the game, said that everything about Wario started with his name.

“The truth is, we kind of came up with the idea of the name [Wario] first, and everything else came after,” he said. Kiyotake elaborated that the name was a play on “Mario” and the Japanese word “warui,” meaning “bad,” and that he envisioned the character as an evil version of Mario, crediting Bluto from Popeye as an inspiration.

Yoichi Kotabe, another artist on the game, in an interview with French newspaper Le Monde, cited Stromboli from Disney’s Pinocchio as a design influence.

Kiyotake further said, in the strategy guide interview, that Mario and Wario were once childhood friends who drifted apart, however it’s up in the air whether this remains canon. He also mentioned that Wario’s favorite food is crepes ... which over time has changed to a less appetizing choice: garlic.

Image: Nintendo

Come 1994, Kiyotake co-directed another sequel to Mario Land, except this time, Wario was the protagonist. Wario Land: Super Mario Land 3 ran at a slower pace than Nintendo’s typical platformers, and was where Wario’s association with greed began, as the player was tasked with collecting as much treasure as possible. Compared to your average platformer hero, Wario couldn’t do what’s expected of that role so effortlessly. Where Mario could easily rid an enemy by jumping on it, Wario dealt with his foes by throwing them or bashing into their sides. Where Mario could blaze through levels at top speeds, Wario didn’t get a run button. Even the plot of the game subverted what you’d expect out of a typical Mario story. Instead of saving the princess, Wario wanted to steal a statue of her likeness to extort money out of her kingdom, making himself filthy rich!

With Wario Land, Nintendo evolved Wario into an alternative to Mario, rather than just his inverse. Where you came to Mario for athletic platformers, you visited Wario for methodical, exploration-heavy games. But that didn’t last long.

In early 1995, Nintendo had to compete with the newly released Sony PlayStation and Sega Saturn without a dedicated 3D console of its own. The Nintendo 64 wouldn’t be released to the public for another year, but a different piece of hardware was on the horizon: the Virtual Boy, a 3D handheld-console hybrid designed by Gunpei Yokoi, the mind behind many of Nintendo’s portable console efforts. Enter R&D1 again, but this time with a stipulation.

In a 1997 book compiling Yokoi’s personal writings and interviews titled “横井軍平ゲーム館” (or “Gunpei Yokoi’s Hall of Game”), Yokoi wrote about an interaction he had with Hiroshi Yamauchi, Nintendo’s then president. Yokoi wrote about Yamauchi’s instructions to focus on original IP for the Virtual Boy as opposed to legacy IP like Mario, recalling being told to do this in order to ensure the impact of said IP’s eventual jump to full 3D on the N64.

Around the same time, we know that R&D1 was working on yet another sequel to Mario Land, titled Virtual Boy Mario Land. The game featured Mario jumping back and forth between foreground and background layers to progress through levels and seemed to involve an antagonistic Wario, based on tech-demo footage, but was never released. Over time, many fans have speculated that this project turned into the treasure hunting platformer Virtual Boy Wario Land, interpreting Yokoi’s comments to mean that Nintendo set aside the established Mario license not for new IP, but for the less established Wario brand.

Virtual Boy Wario Land was released in November 1995. Kiyotake and Hirofumi Matsuoka, a previous artist and director on the Super NES art program Mario Paint, co-directed the game together. Due to the landscape nature of the Virtual Boy’s screen, this entry focused on long horizontal hallways, with plenty of room to support a new run button and added momentum to Wario’s shoulder bash. Although being an overall faster and more action-oriented experience, Virtual Boy Wario Land maintained the series’ focus on exploration by requiring the player to find hidden keys to progress. The game also marked Wario’s first appearance in a mainline game without any existing Mario characters, forming his identity apart from his origins.

This individuality continued with multiple Wario Land titles developed for the Game Boy line by R&D1: Wario Land 2, 3, and 4.

Released for the Game Boy Color in 1998 and 1999 respectively, Wario Land 2 and 3 took big steps in new directions. Branching level structures and unlockable upgrades moved the series in a nonlinear direction, while Takehiko Hosokawa took over as director. While he’s mostly regarded nowadays for his work on Metroid, Hosokawa’s had a hand in every Wario entry since the beginning.

Wario’s characterization in these games cemented how he would be depicted in future entries. He was greedy, but not malicious. Goofy, but not dopey. He had none of the qualifications of a hero, but couldn’t be described as a villain. These entries solidified the character’s nature through both story and gameplay elements, such as his money-driven motives and expressive transformations like Zombie and Flat Wario.

Matsuoka then returned to lead Wario Land 4. This 2001 Game Boy Advance title blended its precursors’ priorities in action and exploration while introducing memorable settings and characters to the franchise, such as Wario’s own princess, Shokora. Due to its intricate art and streamlined gameplay, Wario Land 4 is often cited by fans as the best in the series.

During development of the game, Nintendo also happened to hire Ko Takeuchi and Goro Abe. These two started out programming on Wario Land 4, and would soon spearhead the franchise’s future.

Released for the GBA in 2003, WarioWare, Inc.: Mega Microgame$! saw Wario realizing the potential for revenue in the microgame business, ending his treasure-hunting days. In the game, players had to get acquainted with each microgame under a strict time limit. With a gameplay premise originally thought up by Kouichi Kawamoto for Mario Artist: Polygon Studio, a Japanese-exclusive N64DD sequel to Mario Paint, WarioWare’s art direction and lead game design were helmed by Takeuchi and Abe respectively. The gameplay shift called for a change in depiction for Wario, who sported a new biker outfit and even greedier attitude.

In an interview with Kikizo, Yoshio Sakamoto, a member of R&D1 since its early days, stated that the project only centered around Wario because the team “couldn’t think of anyone else best for the role.”

“Wario was always doing stupid things and is always idiotic, so we thought [he] ... would work best for the game,” he said.

In a way, Wario’s aura opened a gateway for the game’s laissez-faire art style. Abe explained to Kikizo that each microgame’s unique presentation was a result of them all being thought up by different people on the team. In fact, he revealed WarioWare was initially developed in secret at R&D1. Team members would submit ideas for microgames on the director’s desk via sticky notes, and once the project caught wind of the team’s supervisor, he let it continue development. At that point, the game concept took off around the office, leading to people from different teams submitting ideas.

WarioWare soon became a franchise of its own, with multiple games serving as packages of microgames. While it continued to shotgun blast different art styles at players, WarioWare also soon began to prioritize usage of its respective consoles’ capabilities. Whether it was through the touchscreen on the DS, the DSi’s camera, or the motion controls of the Wii, the series regularly found a way to integrate these attributes into its core gameplay. Even on Wii U, where few developers made good use of the gamepad, the WarioWare offshoot Game & Wario spread its creative potential through 16 different modes.

Image: Nintendo

This ingenuity came up in an Iwata Asks interview for WarioWare: Smooth Moves on Wii. In the interview, Abe recalled his thoughts during meetings regarding the Wiimote and how it could be used for WarioWare. He stated his team was quite optimistic about the controller’s potential, saying, “If you’ve got one of these remotes, you can pretty much do anything.”

While the series’ newest release, WarioWare: Get it Together! doesn’t focus its mechanics on Switch-exclusive attributes like HD rumble, it does push the boundaries of the series by including playable characters for the first time.

Yet while WarioWare has dominated much of the Wario-related conversation over the past couple decades, it hasn’t been the only place Wario has appeared. Far from it.

In 2003, Nintendo entrusted Wario with action game studio Treasure, resulting in 2003’s Wario World, a 3D continuation of the Wario Land series. While it played more like a beat-’em-up than a 3D platformer, the game maintained Wario Land’s mixture of player-enemy dynamics and platforming. It also carried Treasure’s unmistakable charm in its grab-heavy combat and distinct visuals.

A full console generation later, Nintendo also released both 2007’s Wario: Master of Disguise and 2008’s Wario Land: Shake It!Master of Disguise ended up being the last Wario-related work for his creator, Kiyotake, who acted as a character designer for the game. Shake It was more of a return to form for the series, bringing Wario back to his treasure-hunting roots. The game’s design director, Tadanori Tsukawaki, noted he wanted to revisit Wario’s “macho” representation (in contrast to his “crude” iterations in spinoffs) in an interview with Nintendo Online Magazine in Japan. Despite Shake It’s label as a sequel, the game carried a lot of unique characteristics, such as its character assets and cutscenes done by anime studio Production IG.

As you can see, Wario’s been through the hands and minds of many. (We’re also passing over a handful of WarioWare and non-WarioWare titles, in the interest of time.) His history solidifies his presence as more than just the anti-Mario. Whether it be through Wario Land or WarioWare — or his appearances in other games — he’s extended himself through all kinds of genres and artistic endeavors with his own brand of endearing weirdness. Next time you see him shoot a bogey on the golf course or let one rip in Smash Bros. … give the guy a break. He’s been through a lot.

Wariogon

  • Everything you need to know about Wario
    Wario and Bowser ride around in Mario Kart
  • I was institutionalized as a teen, and Wario was my only friend
    WarioWare Gold - Wario and his cast of friends are arranged against a bright yellow background
  • WarioWare: Get It Together! changes the series, but not for the better
    key art for WarioWare: Get It Together! featuring the game’s logo, Wario, red and blue Nintendo Switch Joy-Cons, and all kinds of WarioWare characters
  • Wario just stunted on everyone in Mario Golf
    Mario, Wario, Yoshi, and Mia in Mario Golf: Super Rush
  • We have some questions after seeing Wario shirtless
    Wario is shirtless and he doesn’t have any nipples. His skin is disturbingly smooth, like a baby, or an egg.
  • Baby Wario is back, and he’s a doctor now
    artwork of Dr. Baby Wario in Dr. Mario World
  • We rank the Smash Bros. (and friends)
  • WarioWare Gold’s re-dubbing feature lets you make silly, cinematic masterpieces
    WarioWare Gold artwork
  • WarioWare: Get It Together! has a twist: character choice matters
    Dribble and Spitz pluck hair from a statue in WarioWare: Get It Together!
  • WarioWare: Get it Together!'s best microgame is literally Super Mario World
    Wario stands up to a Bullet Bill in the Super Mario World microgame in WarioWare: Get It Together!
  • WarioWare: Get It Together! is a better party game when chaos is involved
    The cast of WarioWare: Get It Together! in a meeting room
  • 20 years later, Wario Land 4’s sound room still haunts me
    Wario Land 4 on Game Boy Advance cover. Wario is standing in a jungle, surrounded by tropical leaves and a few animals
  • Mario is a bully and Wario is innocent
    Wario cries in a panel from Mario vs. Wario #1 in Nintendo Power magazine
  • Wario deserves an exclusive console
    an image of Wario in Super Smash Bros. he’s standing flashing a peace sign but with three fingers up? I don’t know, it’s funny.
  • Wario is what would happen if Mario had a personality
    A trio of Warios smile for the camera in jubilation.
  • Is Wario a fashion icon? We asked an expert
    wario celebrating after a big win
  • After Wario and Waluigi, where does Nintendo’s Wa Universe go next?
    Wario, but Toad
  • Make another Wario platformer, you absolute cowards
    Wario Land: Shake It! - Wario brings a skateboard down on his enemies, surrounded by falling gold coins
  • Wario’s shoes are the window to his soul
    Wario: Good shoes and no shoes
  • Wario is the ultimate Italian American
    Wario on an Italian flag
  • Virtual Boy Wario Land is a painful, nostalgic experience
    The box art for Virtual Boy Wario Land
  • In Wario World, the pursuit of treasure is worth more than treasure itself
    Cover for the Gamecube game Wario World, showing Wario surrounded by riches and tossing coins into the air
Sours: https://www.polygon.com/wario/22698796/wario-game-list-history-retrospective
  1. Craigslist used washers for sale
  2. Research engineer salary
  3. Chrome current version

Ko Takeuchi

Ko Takeuchi (竹内 高 Takeuchi Kō, born November 28, 1970) is a Japanese video game designer working for Nintendo since 2000. He specializes in video games and music.[1] Takeuchi is one of the key developers of the WarioWare series. Among his most important work in terms of Nintendo games is the character design of the WarioWare and Rhythm Heaven series. The first Nintendo games Ko Takeuchi was involved with are Tottoko Hamtaro: Tomodachi Daisaku Ikusa Dechu and Wario Land 4. In 2001, Takeuchi founded his own design studio Kokosac along with his wife, Sachiko Imai, a visual artist herself.

Life and work[edit]

Ko Takeuchi was born on November 28, 1970 in Kōchi in the Kōchi Prefecture of Japan.[2] Early in his life, he became interested in video games, such as the Game & Watch handhelds and the Famicom console. Takeuchi graduated from the Horikoshi High School in Tokyo, later he traveled to the United States of America and studied at the Cartooning Faculty of the School of Visual Arts in New York City.[3]

After his return to Japan, he applied to different companies related to visual arts, including at least one game company, the now-defunct developer Warp. He joined said company and entered the video game industry this way.[4] During his time at Warp, Takeuchi worked on Sega Dreamcast games, including D2, of which he was one of the designers.[3] Afterwards, he joined Nintendo in 2000. The first Nintendo game he was involved with is Tottoko Hamtaro: Tomodachi Daisaku Ikusa Dechu, released in the same year. Takeuchi took the role of assistant director. The next game he worked on is Wario Land 4, for which he was responsible for the background graphics.[4] In the year of the game's release, 2001, Ko Takeuchi and his wife Sachiko Imai founded a design studio, Kokosac, located in Kyoto, Japan.[3]

The original cast of WarioWare, designed by Ko Takeuchi

Takeuchi is responsible for the character design in all games of the WarioWare series, starting with WarioWare, Inc.: Mega Microgame$! released in 2003, and is a key designer of the franchise in general. He designed newly introduced characters such as Jimmy T, Mona, 9-Volt and Ashley who have become a recurring cast since.[5] The title character Wario has also been given a new appearance by Takeuchi for the series, wearing a biker outfit. During the development of WarioWare, Inc.: Mega Microgame$!, Ko Takeuchi also sometimes worked with Hiroji Kiyotake, the original designer of Wario.[4] He created the artwork for Ashley Meets Halloween and Barbara and Ashley online comic series.

His characters, be it in video games or other media, are usually based on real people, including his friends, colleagues and people he met on the street.[3] When Ko Takeuchi sees a fascinating person who might be the inspiration for a new character, he draws them in his small sketchbook.[4] Takeuchi's style, which is commonly seen as "cute", is influenced by artists such as Akira Toriyama and Yoichi Kotabe.[3]

During his studies, Ko Takeuchi had to put aside his passion for playing video games because he was so busy. Today, he still plays video games as time permits. Takeuchi has specifically told about his enthusiasm for the Mother series. He referred to the game Mother as a masterpiece and stated that he played through Mother 2 (EarthBound) three times.[4][3]

Games credited[edit]

  • Wario Land 4 - Designer
  • WarioWare, Inc.: Mega Microgame$! - Character Design, Game Design, Graphic Design
  • WarioWare, Inc.: Mega Party Game$! - Art Director, Graphic Design, Voice
  • WarioWare: Twisted! - Game Design, Design, Design Director, Character Design, Character Voice
  • WarioWare: Touched! - Game Design, Design, Character Design
  • WarioWare: Smooth Moves - Game Design, Character Design
  • Super Smash Bros. Brawl - Supervisor (Original Games)
  • WarioWare: Snapped! - Character Design
  • WarioWare: D.I.Y. - Character Design
  • Game & Wario - Character Design
  • Super Smash Bros for Nintendo 3DS / Wii U - Supervisor (Original Games) (Drew the alternate poses of the WarioWare and Rhythm Heaventrophies[6].)
  • Rhythm Heaven Megamix - Art Director, Voice Talent
  • Nintendo Badge Arcade - Badge Design
  • WarioWare Gold - Character Designer, Character Voice (Joe, Japanese dub)
  • Super Smash Bros. Ultimate - Original Game Supervisor
  • WarioWare: Get It Together! - Character Designer

Trivia[edit]

  • When Ko Takeuchi tested WarioWare: Snapped! during its development, he got mad by the slideshow at the end depicting himself and yelled "What the?! You darn thing!" and "No one said anything about this!"[7]

References[edit]

External links[edit]

Sours: https://www.mariowiki.com/Ko_Takeuchi
WarioWare Beginnings (aka Mario Artist Sound Bomber) Playthrough + Comparison

WarioWare, Inc.: Mega Microgames!

2003 minigame compilation party video game published by Nintendo

2003 video game

WarioWare, Inc.: Mega Microgames!,[a] stylized as WarioWare, Inc.: Mega Microgame$! and known as WarioWare, Inc.: Minigame Mania in the PAL regions, is a minigame compilation video game developed by Nintendo R&D1 and published by Nintendo for the Game Boy Advance. The debut title in the WarioWare series, the game is about rapid completion of "microgames", short minigames given to the player consecutively and with increasing speed per each game complete. The game's concept was inspired by the "Sound Bomber" mode of Mario Artist: Polygon Studio for the Nintendo 64DD. The music and sound effects (including Wario's voice clips) were recycled from Wario Land 4. The game was produced by Takehiro Izushi and directed by Hirofumi Matsuoka. Matsuoka was also the director of Polygon Studio. Mega Microgames! was released in 2003; in Japan in March, in North America and Europe in May and in Australia in June.

Upon its release, WarioWare, Inc.: Mega Microgames! received critical acclaim, winning GameSpot's Editor's Choice Award and Most Innovative Game Award of 2003, among other awards. It is also revered as one of the greatest games of all time. The game went on to receive a multiplayer-focused remake called WarioWare, Inc.: Mega Party Games! on the GameCube. The game went on to spawn the WarioWare series of video games, which all have the same formula of gameplay as the debut title, with the exception of Game & Wario. "Pyoro" and "Paper Plane", two bonus minigames that appear in Mega Microgames!, were reworked into two full titles for the DSiWare service as Bird & Beans and Paper Airplane Chase, respectively. In addition, some of the microgames featured in Mega Microgames! also return in the ninth installment, WarioWare Gold. The game has also been re-released through the Virtual Console on Wii U and the Ambassador Program on Nintendo 3DS.

Gameplay[edit]

The microgame "The Legend of Zelda" from 9-Volt's stage, referencing The Legend of Zelda. 9-Volt's stage's theme is "Nintendo Classics".

WarioWare's core gameplay principles revolve around the concept of "microgames", minigames that must be completed within a demanding time limit.[1] In a stage, microgames are presented to the player consecutively, and as the player keeps playing, the game speeds up, making microgames' time limits shorter and forcing the player to complete them faster.[2] If the player completes a microgame, the game moves onto the next one, while if the player fails a microgame, by either losing the game or running out of time, one of four lives will be deducted.[3] If the player loses all four of their lives, the game will end and the player's score (the number of microgames played) will be saved if it is one of their best three scores.[4]

At the end of a set number of microgames, the player must complete a "boss stage"; a longer microgame without a set time limit.[5] In these microgames, the player has the opportunity to gain an extra life, but only if the player has less than four lives.[6]Mega Microgames! has nine stages, each revolving around Wario or one of his associates in a plot scenario.[6] Each stage also has a general theme the microgames present in it pertain to, such as "Sports" or "Nintendo Classics".[4] In addition to microgames, the player is also able to gain access to additional bonus minigames to play.[7]

Mega Microgames! contains 213 microgames, split over 9 stages, each with different themes and following the story of different characters, all associates of Wario whom are contacted by him to make games for him to sell as part of his new "game" company.[7] The game's story is conveyed through short subtitled cutscenes before and after stages.[8] In addition to microgame stages, the player can unlock "remix" stages which feature microgames from past stages in it, as well as other bonus stages, which feature all microgames, but change elements like speed or microgame difficulty.[7]

The player is also able to gain access to other bonus minigames if they beat or get a high score in certain main stages. The minigames are typically variations on concepts of existing microgames from main stages, and take the form of both single-player games and multiplayer games.[8]

Development[edit]

Many of the games featured in Mario Artist: Polygon Studio were later re-tooled into microgames for WarioWare, Inc.: Mega Microgames!.

WarioWare's inception began during the development of Mario Artist: Polygon Studio, a successor to Mario Paint being developed for the Nintendo 64DD; a game where players could create and animate fully polygonal three-dimensional models. A feature of Polygon Studio was a mode called "Sound Bomber", where the player completes rapid consecutive "microgames". This concept would be reused and fleshed out for the first WarioWare title.[9] In addition, many of the minigames in Polygon Studio bear heavy resemblance to some microgames found in Mega Microgames!.[10]

The development team used post-it notes in order to come up with microgame ideas; whenever someone had an idea for a microgame, they would write it down on a note and stick it to the director's table. The game became well known around the department, as other members not actively working on the game contributed ideas of their own in the hopes that the development team would be receptive.[9] Microgames that were too obscene or "too Japanese" were cut to make sure all people playing could understand the game.[9] As individual programmers coded individual microgames, each microgame has a vastly different visual style.[9]

Made in Wario, as the game is known in Japan, was originally made secretly by a number of developers on the development team Nintendo R&D1 without telling their manager at the time. The people came up with the idea of using Wario as its mascot since they could not think of anyone else who would best be suited for the game. According to Yoshio Sakamoto, Wario was chosen as the game's protagonist as he "is always doing stupid things and is really idiotic".[9]

Shigeru Miyamoto put a lot of thought into how best to market the game. He wanted to show how its unusual playing style made it distinct from other games, in the way it could be simply picked up and enjoyed. Miyamoto gave the staff the approval to use the slogan "More! Shorter! Faster!" (最多 最短 最速 Saita Saitan Saisoku), which prominently appeared on the Japanese box art, surpassing the actual game logo in terms of size. It was not used for Western packaging, which instead depicted the WarioWare cast rather than just a portion of Wario's face as seen on the Japanese counterpart.

Reception[edit]

Reception

Mega Microgames! has won numerous awards and received critical acclaim. It was voted the winner of the Edge Award at the Edinburgh International Games Festival in 2004 by a panel of videogames industry members, academics, and journalists.[14]

At GameSpot, it was awarded the Editor's Choice Award, "Game Boy Advance Game of the Month" prize and was nominated for its "Best and Worst" of 2003 in the "Most Innovative Game" category.[15][16][17]

Reviewers wrote enthusiastically about the game. Jeff Gerstmann from GameSpot gave it a 9.1 out of 10 and praised the game for its portability, being able to play it in "short bursts" and being able to return to it again and again. Craig Harris from IGN said that the sheer number of minigames, its simplicity, and replay value made the game original and great, and gave it a 9.0.[3]

Edge ranked the game #40 on its list of "The 100 Best Games To Play Today", stating "almost every minigame is a masterclass in how to instantly captivate with clear goals and a captivating alchemy of sound, image and control."[18] The game was ranked 138th in Electronic Gaming Monthy's “The Greatest 200 Video Games of Their Time” in 2006.[19]

Remakes and re-releases[edit]

WarioWare, Inc.: Mega Party Games![edit]

Main article: WarioWare, Inc.: Mega Party Games!

Mega Microgames! was remade for the GameCube as WarioWare, Inc.: Mega Party Games!, as a more multiplayer focused game than the original. The game features all of the same microgames as the Game Boy Advance version, but the microgames are set up in competitive environments for two to four players rather than an environment for one player.

DSiWare[edit]

Two unlockable minigames from this title, Paper Plane and Pyoro, have been released for the Nintendo DSi's DSiWare digital distribution service.

Paper Airplane Chase[edit]

Paper Airplane Chase[b], known in Europe and Australasia as Paper Plane, was released in Japan on December 24, 2008, in Europe and Australasia on April 3, 2009, and in North America on April 27 during the same year. The game plays the same as in its original title. There are three modes – the first is Endless, which places the player in a randomly generated course, requiring him or her to guide a paper airplane through it as it descends, attempting to get as far down as possible; Time Attack, which places the player in pre-created tracks, requiring them to get down to a certain point as fast as possible; and Race Mode, a two-player competition that is played on one DSi, with one player using the d-pad and the other using the face buttons. There are a total of eight courses in the game.

Bird & Beans[edit]

Bird & Beans[c], known in PAL regions as Pyoro, features both Pyoro and Pyoro 2 from the original GBA version. Both play mostly the same as the original versions, although the play area is now wider. The first requires the player to eat falling beans by shooting Pyoro's tongue in an upward diagonal direction. If a bean lands on the ground, it destroys part of the floor, limiting how much the player can move Pyoro. If the player eats a differently colored bean, it will restore one of the blocks, and eating a flashing bean restores many, if not all, lost blocks and destroys all on-screen beans. The further Pyoro's tongue is extended, the more points are awarded. If a seed lands on Pyoro, the game ends. In the second game, the player must shoot seeds at the falling beans. More points are awarded when two or more are taken out at the same time. Bird & Beans does not have any additional modes.

Virtual Console[edit]

In December 2011, Mega Microgames! and nine other Game Boy Advance games were released to Nintendo 3DS Ambassadors, who were early adopters that purchased and registered their 3DS systems prior to the console's first major price cut in their home markets.

The game was later released on the Wii UVirtual Console on April 3, 2014 in Japan and April 10, 2014 in North America and Europe.[20]

Notes[edit]

References[edit]

  1. ^GameSpot Staff (9 April 2003). "WarioWare Inc. Mega Microgame$ impressions". GameSpot. Archived from the original on 14 June 2021. Retrieved 13 June 2018.
  2. ^ abGerstmann, Jeff (27 May 2003). "WarioWare Inc.: Mega MicroGames Review". GameSpot. Archived from the original on 6 April 2016. Retrieved 13 June 2018.
  3. ^ abcHarris, Craig (22 May 2003). "Wario Ware, Inc: Mega Microgames". IGN. Archived from the original on 21 May 2018. Retrieved 25 June 2018.
  4. ^ abcTurner, Benjamin (25 May 2003). "WarioWare, Inc.: Mega Microgame$ (GBA)". GameSpy. Archived from the original on 27 May 2003. Retrieved 12 August 2018.
  5. ^ abWalker, Joe (12 January 2012). "WarioWare, Inc.: Mega Microgame$! Review (3DS eShop / GBA)". Nintendo Life. Archived from the original on 19 July 2018. Retrieved 25 June 2018.
  6. ^ abcSklens, Mike (22 June 2003). "WarioWare Inc.: Mega MicroGame$". Nintendo World Report. Archived from the original on 29 July 2018. Retrieved 12 August 2018.
  7. ^ abcNintendo Research & Development 1 (21 March 2003). WarioWare, Inc.: Mega Microgames! (Game Boy Advance). Nintendo.
  8. ^ abcBramwell, Tom (30 May 2005). "Wario Ware, Inc". Eurogamer. Archived from the original on 3 June 2020. Retrieved 12 August 2018.
  9. ^ abcde"Nintendo R&D1 Interview". Kiziko Archives. 7 April 2006. Archived from the original on 26 December 2019. Retrieved 13 June 2018.
  10. ^[data unknown/missing]. Mario Artist: Polygon Studio.CS1 maint: multiple names: authors list (link)
  11. ^"WarioWare, Inc.: Mega Microgame$!". Metacritic. Archived from the original on 25 May 2018. Retrieved 13 June 2018.
  12. ^"WarioWare, Inc.: Mega Microgame$". Nintendo Power. 169: 135. June 2003.
  13. ^"Wario Ware, Inc: Mega Microgames Game Informer Review". Archived from the original on 2003-12-13.
  14. ^"GameBoy mini-games take top prize". BBC News. 14 August 2004. Archived from the original on 13 December 2006. Retrieved 14 December 2006.
  15. ^The Editors of GameSpot (June 1, 2003). "GameSpot's Month in Review: May 2003". GameSpot. Archived from the original on April 8, 2004.
  16. ^"Editor's Choice Games". GameSpot. 2003. Archived from the original on 14 June 2021. Retrieved 25 June 2018.
  17. ^"GameSpot's Best and Worst of 2003 – Most Innovative Game Nominees". GameSpot. 26 December 2003. Archived from the original on 26 December 2003. Retrieved 25 June 2018.
  18. ^"The 100 Best Games To Play Today". Edge. 9 March 2009. Archived from the original on 26 September 2012. Retrieved 25 June 2018.
  19. ^"The Greatest 200 Video Games of Their Time". Electronic Gaming Monthly. United States: EGM Media (200): 78. February 2006. Retrieved February 23, 2021.
  20. ^Sinclair, Brendan (16 December 2011). "3DS Ambassador GBA games released". GameSpot. Archived from the original on 16 September 2018. Retrieved 13 June 2018.

External links[edit]

Sours: https://en.wikipedia.org/wiki/WarioWare,_Inc.:_Mega_Microgames!

Artist warioware

Wario (series)

This article is about the video game franchise. For the video game character, see Wario.

Video game franchise

Video game series

Wario
Wario emblem.svg

Wario's emblem on his hat and gloves is used to represent him in many games.

Genre(s)Platform game, minigame compilation
Developer(s)
Publisher(s)Nintendo
Platform(s)Game Boy, Virtual Boy, Game Boy Color, Game Boy Advance, Nintendo GameCube, Nintendo DS, Wii, Nintendo DSi, Wii U, Nintendo 3DS, Nintendo Switch
First releaseWario Land: Super Mario Land 3
1994
Latest releaseWarioWare: Get It Together!
2021
Parent seriesMario
Spin-offsWario Ware
Wario Land

Wario[a] is a video game franchise, a spin-off of the Mario series. It comprises various video games created by Nintendo, starring the character Wario. The franchise began with Wario Land: Super Mario Land 3, the first game to feature Wario as a playable character. The Wario series includes mostly platforming video games and minigame compilations, but also includes other genres.

Wario Land series[edit]

The Wario Land series is a platforming series that started with Wario Land: Super Mario Land 3, following Wario's first appearance in Super Mario Land 2: 6 Golden Coins.

Wario Land games[edit]

Main article: List of Wario platforming titles

In Wario Land, Wario has a castle in Kitchen Island, and often journeys to find treasure. Its gameplay consists of platforming through levels, tossing enemies, breaking blocks and using other abilities.

Wario Land characters[edit]

  • Wario (Japanese: ワリオ) was designed as an antagonist to Mario, and first appeared in the 1992handheld video game Super Mario Land 2: 6 Golden Coins as the main villain and final boss. Since that time, Wario has developed into the protagonist and antihero of his own video game franchise spanning both handheld and console markets, in addition to his numerous appearances in spin-offs of the Mario series. He is voiced by Charles Martinet, who also voices the Mario, Luigi, and Waluigi characters. Wario and Waluigi seem to have been named with respect to the Japanese word warui [悪い], meaning "bad" or "evil". Therefore, Wario is a "warui Mario," and Waluigi is a "warui Luigi".
  • Captain Syrup (Japanese: キャプテン・シロップ, Hepburn: Kyaputen Shiroppu) is the main antagonist of Wario Land: Super Mario Land 3 and Wario Land II. She is the leader of a legion of seafaring thieves known as the Brown Sugar Pirates, and is Wario's true archenemy, instead of Mario. She is a technological genius and inventor, constantly building mechanized apparatuses to assist her in attacking whatever target she chooses. The Pirates' base of operations is Kitchen Island, a gigantic coved island in the middle of the ocean, and their main mode of transportation is the S.S. Teacup, a massive pirate ship. She acts as Wario's ally in Wario Land: Shake It! to have him do all of the work for her, however she betrays him in the end and steals his treasure.
  • Rudy the Clown is the main antagonist of Wario Land 3. Rudy lures Wario into the music box world, claiming that he is the god of the world. He convinces Wario to help break the seal that was placed upon him by the other creatures of the world, with the promise of keeping any treasure Wario finds. After the seal is broken, Rudy reveals himself and attacks Wario. Wario defeats him, and the curse on the other inhabitants is broken. Rudy returns in the video game Dr. Mario 64, where he and Mad Scienstein concoct a plan to steal the Megavitamins from Dr. Mario because he has a cold, and wants the power to cure any illness.
  • Golden Diva is the main antagonist of Wario Land 4. She is responsible for taking over the golden pyramid that was originally ruled by Princess Shokora whom she placed a curse upon turning her into a black cat. Wario decides to explore the pyramid after reading about its legend in an article. She is not encountered until later in the game when the player gains access to the innermost chamber of the pyramid where various treasures are being kept.
  • Princess Shokora appears in Wario Land 4. In the game's manual, it is mentioned that she was the original owner of the golden pyramid where the game takes place in, but was cursed by the Golden Diva. In her cursed form, Shokora is capable of shapeshifting, her most common forms being a tiny black cat and a black stick figure. For a price, Wario can get her help in boss fights by inflicting damage on the boss before the fight begins. After Wario recovers her belongings from the pyramid's bosses and destroys the Golden Diva, Shokora is released from the curse and thanks Wario for saving her (though her appearance and Wario's reaction changes based on how many other treasures Wario obtained from the bosses), then is escorted by angels into the heavens.
  • The Shake King is the main antagonist of Wario Land: Shake It! who kidnaps Queen Merelda and takes the Shake Dimension's treasures, among them the Bottomless Coin Bag that holds an infinite number of coins. Sweet-talked by Captain Syrup with promises of treasure, Wario defeats the Shake King and frees the Shake Dimension from his evil, though this registers as a complete afterthought in Wario's mind.
  • Queen Merelda appears in Wario Land: Shake It! as the ruler of the Shake Dimension. She is captured by the Shake King in the game's beginning. After being rescued by Wario, Merelda gives him her gratitude, but Wario throws her aside and takes the Bottomless Coin Bag, only for Syrup to steal it from him due to a deal that Merfle made with her.
  • Merfle appears in Wario Land: Shake It!. She is a small fairy-like creature who helps Wario enter and leave the Shake Dimension. Many of her friends (all of them the same species as Merfle) are captured by the Shake King, and Wario must save them in addition to recovering treasures. At the end of the game, Captain Syrup steals the Bottomless Coin Bag from Wario and Merfle explains that it was already promised to her. This sends Wario into a rage as he chases Merfle through his garage.

Wario: Master of Disguise characters[edit]

  • Count Cannoli is the original star of the television show The Silver Zephyr, in which he is the titular thief. A master of disguise, Cannoli uses his magic wand Goodstyle to change his appearance, but Wario leaps into the television world of the show and steals Goodstyle out of jealousy. Over the course of the game, Cannoli chases Wario demanding Goodstyle back and is a frequent obstacle as he sets traps and attacks Wario in his mechanical Mad Hat vehicle.
  • Goodstyle is a sentient magic wand that grants its wearer the power to change their appearance. He has been passed down through the Cannoli family for many generations, but Wario steals him from the current-day Count Cannoli and uses him to become his own alter-ego "The Purple Wind". Goodstyle accepts Wario as his new master and teaches him how to use his power. After Wario defeats Terrormisu, Goodstyle reveals his true form as the very first member of the Cannoli Clan and the one who originally banished Terrormisu. He thanks Wario for his help and gives him all the accumulated wealth of the Cannoli Clan as gratitude. However, Wario discovers that he can't take the treasure out of the television world, leaving him both penniless and furious.
  • Carpaccio is a rival thief to Count Cannoli. He owns a corporation called Sigil Securities and can transform into a giant blue ball with a face on it. He initially does not think much of Wario, but quickly realizes that "The Purple Wind" is more than he appears. At one point, Carpaccio teams with Count Cannoli to stop Wario from reassembling the Wishstone, a magical relic that supposedly can grant any wish.
  • Tiaramisu is a blonde woman in a pink dress who first appears to Wario on Sweatmore Peak and helps him briefly during his search for the Wishstone. After Wario fully reassembles the Wishstone, she reveals her true identity as the demon Terrormisu, the true main antagonist of the game who had been sealed away in the Wishstone by the first of the Cannoli Clan and had been manipulating Wario to reassemble it so she can return and cause disaster. She is ultimately defeated by Wario and runs back into the underworld crying, never to return.

WarioWare series[edit]

Video game series

WarioWare (also Wario Ware), known in Japan as Made in Wario (Japanese: メイド イン ワリオ, Hepburn: Meido in Wario), is a series of games featuring the Nintendo character Wario. The franchise was established in 2003 with the release of Mega Microgame$! for the Game Boy Advance. While the first two games were developed by Nintendo R&D1, subsequent games have been co-developed by Intelligent Systems.

The distinctive feature of all WarioWare games is that they are collections of short, simple "microgames" presented in quick succession. Each of these microgames lasts about three to five seconds and must be completed, or else a life will be lost. For example, there is a microgame where the player must zap a spaceship; in another, Wario must collect coins in a Pac-Man-like maze. The numerous microgames are linked together randomly and steadily increase in speed and difficulty as the player progresses. On each level, losing four games results in a game over. After a certain amount of microgames have been played, the player faces a stage-specific boss microgame; the player must complete these to regain a lost life (with a maximum of four). Boss microgames are considerably longer and more complex than other microgames. For example, a boss microgame in Mega Microgames! instructs the player to hit a nail with a hammer multiple times in a row.

The idea of microgame or minigame was popularized generally during the Nintendo 64's fifth generation of video game consoles and some early minigames appear in the Nintendo 64DD's Mario Artist: Talent Studio in the style that would give rise to the WarioWare series. Certain minigames literally originated in Mario Artist: Polygon Studio, as explained by Goro Abe of Nintendo R&D1's so-called Wario Ware All-Star Team: "In Polygon Studio you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for Wario Ware came from." Teammate Yoshio Sakamoto continued, "To add on that, we got the idea of using Wario and the other characters because we couldn't think of anyone else who would be best for the role. Wario is always doing stupid things and is really idiotic, so we thought him and the rest of the characters would be best for the game."[1]: p.2 

Game & Wario, released in 2013, is a spinoff of the WarioWare series.

WarioWare Gold, was announced during a Nintendo Direct presentation on March 8, 2018, and released worldwide later that year.[2]

The latest installment in the series, WarioWare: Get It Together!, was announced during a Nintendo Direct on June 15, 2021, and was released on September 10, 2021.

WarioWare games[edit]

Main article: List of WarioWare games

Microgames[edit]

Microgames are simple video games created by the fictional company WarioWare, Inc.. Nintendo's line of WarioWare games each feature these microgames, which are generally less than 5 seconds long. Microgames are even simpler and shorter than the minigames found in other games such as the Mario Party series. Gameplay in all WarioWare games is distinct from most other games, as they involve the player or players trying to beat the microgames as soon as possible. Most games present instructions in the form of a verb and quickly drop the player into the situation where they must perform said verb. The extremely stripped-down gameplay has intrigued some game researchers, who have used WarioWare both as a case study in understanding the relationship between rules and play in videogames,[3] and as a target domain for investigating automated game design.[4]

All microgames are strung together in a random order within different "stages", each hosted by a different character. First, the player is presented with a quick one or two word instruction such as "Eat!" or "Rub!" Then, the microgame will appear and the player will have to complete the game according to the instruction.

Microgames usually have only one task to complete. For example, in one microgame the player is told to "Enter!" and is presented with a scene from The Legend of Zelda. The player must use the directional buttons to move Link to a cave entrance before the time runs out. In another microgame, the player is told to "Avoid!" and must drive a car, avoiding oncoming traffic. Most microgames have a sound bite that signifies when the task is completed.

Boss microgames always occur at a set point in a stage. They are usually more challenging than regular microgames, have no time limit (as described below), and give lives back upon completion. If a stage is played for the first time, it is completed after the boss microgame. The sound bite will usually play after the task is fulfilled, and then the score screen will return. On repeated plays, if the player has less than four lives, one will be restored.

The unit of time for all microgames is beats. In Mega Microgames! and Twisted!, a standard microgame is 8 beats, double-length microgames (usually IQ-genre games) last 16 beats; Fronk's microgames in Twisted! and Gold only last 4 beats. In most games, the BPM will start out relatively slow and will increase as the player completes microgames.

In WarioWare: Touched!, the 8-beat standard has been dropped for all microgames, so many last longer than 8 beats. This may be a difficulty curve for those unaccustomed to the Nintendo DS's touch-screen interface. To retain pace, the microgames will automatically end if cleared before a four-beat measure is met.

To show the time left to complete a microgame, a small "bomb" appears at the bottom of the screen. The fuse and a countdown timer show the amount of time left to complete the microgame. When time runs out, the bomb explodes and in most cases, the player loses a life. The fuse burns faster when the BPM increases.

Some microgames are intrinsically harder than others, and an increased BPM (increased speed) will make any microgame more difficult to complete than the same microgame at a slower BPM. This is usually reflected in the microgames' "clear scores"—the score one must reach while playing a microgame in the practice modes to obtain credit for "clearing" it. (Smooth Moves and D.I.Y. lack this feature.)

Each microgame features three difficulty levels: Blue, Yellow and Red.[citation needed] Blue presents the given task in an easier way, while Red presents it in a much harder way. Not all modes of all WarioWare games actually show a color to denote the current level, but most modes start with Blue games, progressing to Yellow upon a "Level Up" (usually achieved after passing a boss microgame), then to Red in similar fashion. Once Red is reached, sequential "Level Up"s will typically be replaced by "Speed Up"s (an increase in BPM).

Using the above The Legend of Zelda microgame as an example, the Blue version of this microgame usually places Link very close to the cave entrance that he must enter. The Yellow version places the entrance further away and places an enemy that blocks Link, and the Red version places the entrance yet further, and has a second enemy that shoots at Link from a lake.

WarioWare characters[edit]

There are two major types of character in the WarioWare series. The first are the WarioWare, Inc. developers, who both create and host the microgames. Each one has a unique theme or twist, depending on the game. For instance, Jimmy T.'s microgames in Twisted! are focused around large spins, while in Touched! his microgames involve rubbing objects with the stylus. The second group of characters often show up within the introduction cutscenes — the most notable being Fronk, who hosts "Pop-Up" microgames in Twisted! and Gold and pops up in the most unlikely of places.

Major characters[edit]

  • 5-Volt (Japanese: ファイブワット, Hepburn: Faibuwatto) is 9-Volt's mother and makes a few appearances in the WarioWare games. She is never fully seen until Game & Wario, and is a human like her son. 5-Volt lives along with her son and his pet Fronk in a house in Diamond City. She makes her first appearance in WarioWare: Twisted!, where she shouts at 9-Volt to go to bed since he was playing with 18-Volt all day. 5-Volt is seen only from behind, and from the knees down. After 9-Volt has gone to bed, he still furtively plays with his Game Boy Advance SP under the bedspread, but his mother catches him when she opens his room's door a second time. 5-Volt's silhouette is seen in the doorway. 5-Volt is seen again in WarioWare: Touched!, as a silhouette in the Game Over screen of 9-Volt and 18-Volt's stage. She watches her son and his friend eating cake. In Game and Wario, she has a more major role as the main obstacle in the “Gamer” minigame. In Super Smash Bros. for Wii U and Super Smash Bros. Ultimate, she appears as a stage hazard in the Gamer stage. She appears again in WarioWare Gold with her own microgames that are all based on Nintendo games, just like 9-Volt's and 18-Volt's. She is voiced by Cristina Vee in Gold.
  • 9-Volt (Japanese: ナインボルト, Hepburn: Nainboruto) is a young Nintendo fanatic, owning everything ever made by Nintendo. 9-Volt's microgames are all based on Nintendo games. He is voiced by Melissa Hutchison in Gold.
  • 18-Volt (Japanese: エイティーンボルト, Hepburn: Eitīnboruto) is 9-Volt's best friend, and is also a fan of video games. He is large, but despite his size, he goes to Diamond Elementary School, as does 9-Volt. His other defining trait is the boom box he always carries; his loud music gets him into trouble on his first day of school, although he soon finds an admirer in 9-Volt. He is voiced by Edward Bosco in Gold.
  • Ashley (Japanese: アシュリー, Hepburn: Ashurī) is a witch in training, who lives in a mansion in Diamond City with a little demon named Red. She has long black hair in two long ponytails. Ashley makes a cameo appearance in Super Smash Bros. for Nintendo 3DS and Wii U as an Assist Trophy character.[5] Ashley also appears in Super Mario Maker as an unlockable Mystery Mushroom costume. Ashley reprised her role as an Assist Trophy in Super Smash Bros. Ultimate.[6] Ashley is voiced by Erica Lindbeck in Gold, while Red is voiced by Tyler Shamy.
  • Dribble (Japanese: ドリブル, Hepburn: Doriburu) and Spitz (Japanese: スピッツ, Hepburn: Supittsu) are two developers who speak with Bronx accents. They also work as cabbies, and their cab, which was designed by Dr. Crygor, has the ability to go anywhere. Dribble is a large anthropomorphicbulldog with red hair. He is large, burly, and seems gruff, but he is actually quite calm and friendly. Spitz is a yellow anthropomorphic cat. He is always squinting and wears goggles. Their levels generally involve picking up a weird customer and forgetting to ask for the fare. Dribble is voiced by Kyle Hebert in Gold, while Spitz is voiced by Griffin Puatu.
  • Dr. Crygor (Japanese: Dr.クライゴア, Hepburn: Dokutā Kuraigoa) is a quirky scientist whose inventions include his cryogenic suit, Mike, the karaoke robot that would "solve all his cleaning needs", the Super MakerMatic 21, and the Kelerometer diet machine. One of the character card descriptions in WarioWare Gold states that he is over 100 years old. He is the grandfather of Penny Crygor. In WarioWare: Touched, Dr. Crygor accidentally gets caught in his latest invention and is younger and more fit, with red accents to his costume, as well as a full helmet. These changes remain for a part of WarioWare: Smooth Moves. He is voiced by Kyle Hebert in Gold.
  • The Fronk (Japanese: しゃぎぃ, Hepburn: Shagī) are a strange, blocky, yellow species of creatures. They appear constantly throughout all the WarioWare games, both in microgames and cutscenes. 9-Volt apparently even keeps one of them as a pet, calling it "Shag." In addition to several varieties of yellow Fronk, there are also red and blue varieties; their faces vary individually from each other. 9-Volt's pet Fronk is voiced by Todd Haberkorn in Gold.
  • Jimmy T. (Japanese: ジミーT., Hepburn: Jimī Tī) is a man with a large blue afro wig, who is a disco dancing fanatic. Jimmy is always seen frequenting hot Diamond City night spots, particularly Club Sugar. His family, which also dances with him includes Papa T. and Mama T., and his brother and sister, James T. and Jamie T. He also has a doppelganger named Jimmy P. whose hair is a different color to his. Their levels often involve remixing the games from previous stages. He is voiced by Vegas Trip in Gold.
  • Kat (Japanese: カット, Hepburn: Katto) and Ana (Japanese: アナ) are kindergarten-aged ninja twins. Kat has pink hair with a single ponytail, while Ana has orange hair with two ponytails. They have four pets: Don the Sparrow, Shadow the Dog, Shuriken the Falcon, and Numchuck the Monkey. Kat & Ana make a cameo appearance in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U as Assist Trophy characters and regular trophies. Kat is voiced by Stephanie Sheh in Gold, while Ana was voiced by Fryda Wolff.
  • Lulu (Japanese: ルールー, Hepburn: Ruru) is a young girl who made her appearance in WarioWare Gold, coming from an isolated town called Luxeville. Despite her age, she is very smart and brave, considering how she's able to battle Wario Deluxe. She seems to view herself as a hero of sorts, as supported by her saying "Lulu...the greatest hero ever.." in her sleep during one of the cutscenes. She is voiced by Alex Cazares.
  • Mike (Japanese: マイク, Hepburn: Maiku) is a karaokerobot made by Dr. Crygor. Despite being a robot built for karaoke, the slightly mad doctor programs him to be a cleaning robot. Eventually, Mike overrides his cleaning program with his karaoke program by blowing on a pile of dust. He is voiced by Robbie Daymond in Gold.
  • Mona (Japanese: モナ) is a high school student with a different part-time job in each game. Mona is quite adventurous, cheerful and culturally savvy. She always seems to be late to wherever she is going, often speeds on her scooter to make up for lost time, and uses the assistance of her animal companions to stop anyone trying to slow her down. Her former occupations include working at a gelato shop, pizza delivery girl on Mona Pizza, bassist, football cheerleader, and a temple explorer. Also, Mona has a crush on Wario. She is voiced by Stephanie Sheh in Gold.
  • Orbulon (Japanese: オービュロン, Hepburn: Ōbyuron) is an intelligent alien. He has an IQ of 300. The instruction manual for WarioWare, Inc.: Mega Microgame$! and WarioWare Gold both imply that Orbulon was born in the year 0. Orbulon first wishes to conquer Earth, but after crash-landing on the planet, he settles into life on Earth and ends his mission of conquest. He is voiced by Robbie Daymond in Gold.
  • Penny Crygor (Japanese: ペニー・クライゴア, Hepburn: Penī Kuraigoa) is the granddaughter of Dr. Crygor and dreams of becoming a great scientist. Her stage in WarioWare Gold reveals that she also has a hidden desire to become a singer. Penny sees her grandfather as an excellent scientist, though she also recognizes his eccentric nature. She is voiced by Fryda Wolff in Gold.
  • Pyoro (Japanese: ピョロ) is a character that has his own game in almost every WarioWare title, each one varying in style. The original Pyoro game is Wario's inspiration to found WarioWare, Inc.. Pyoro resembles a round red bird with a white belly, short wings, and a very stretchy tongue. Pyoro 2 (from the GBA version) is the only game where Pyoro is yellow with a tail. Pyoro also appears as a title character in Bird & Beans, the DSi re-release.
  • Young Cricket (Japanese: ヤングクリケット, Hepburn: Yangu Kuriketto) is first introduced in WarioWare: Smooth Moves. He has flowing black hair with white streaks and a blue outfit. He practices martial arts and trains with his master, Master Mantis, and the two of them travel all over looking for new forms. Young Cricket is voiced by Robbie Daymond in Gold, while Master Mantis is voiced by Owen Thomas.

Minor characters[edit]

  • 13-Amp is a female teenager who appears in 18-Volt's stage from WarioWare Gold. She steals a kid's video games, but 18-Volt gives them back after beating 13-Amp in a rap battle. 13-Amp is voiced by Cristina Vee.
  • 4.1 and 4.2 are Mona's two wolflike pets who made their first appearance in WarioWare: Touched! (2004). 4.1 and 4.2 only appear during Mona's story. When Vanessa sics The Dinosaurs, other members of her band, in their hawk-like plane on Mona when she travels to the Hawt House, they steal Art, a member of Mona's band, from her van. Pizza Joe comes in, along with her three other animals, to reclaim him. Unfortunately, Mona's animals fail miserably. Joe then distracts The Dinosaurs long enough for 4.1 and 4.2 to come in and use their soccer ball launcher on the Dinosaurs plane. Sadly, even they were unable to save Art from the Dinosaurs. 4.1 and 4.2 have not been seen since.
  • Doris 1 is a robot who appears in WarioWare Gold that was created by Dr. Crygor before Mike. While on an expedition in Agate Forest, they encounter her and Doris 1 chases Dr. Crygor for abandoning her. After that, they take her back to Dr. Crygor's Lab, where she is forgiven.
  • Bridget the Baker is the owner of the Sweet Spot Bakery that Wario visits in the game WarioWare: Touched! (2004). After the dentist Dr. Payne told Wario to stay away from all sweets, (since he got a cavity from eating too many sweets) he left the Dental Clinic and picked up the scent from the bakery. Ignoring what the dentist said, Wario asked Bridget the Baker to give him 10 pies. After a few bites Wario got another cavity and the pain sent him all the way to the Dental Clinic. While he flew away, Bridget bid him goodbye with a friendly "Thank you, come again."
  • Dark Lord Hum Gree is a demon who appears in WarioWare Gold who makes a monster very hungry. According to Red, he is never satisfied, mean and breathes fire. After being defeated by Ashley, he changes into a different person. His name is a play on the word "hungry".
  • Joe is an anthropomorphic beagle who made his first appearance in WarioWare, Inc.: Mega Microgames! (2004). He usually appears alongside Mona, often as a co-worker. Like Mona, he has several occupations throughout the series, such as a gelato shop worker and clothing store owner. He is voiced by Kyle Hebert in Gold.
  • Vanessa is a pop singer from WarioWare: Touched!, her main appearance being as the antagonist of Mona's story, Cute Cuts.
  • Sal Out is Diamond City's popular singer who made her first appearance in WarioWare: Twisted! (2004). She appears during Mona's storyline as the singer for Mona Pizza's commercial.

Other games[edit]

Main article: List of Wario video games § Other games

Wario has starred in puzzle games such as Mario & Wario and Wario's Woods (the latter of which he was featured as the main antagonist while Toad took the role as the main hero), as well as crossing over into the Bomberman universe with Wario Blast: Featuring Bomberman! (1994).

Appearances in other game series[edit]

Wario is a playable character in Super Smash Bros. Brawl, his default outfit being his motorcyclist outfit as seen in the WarioWare games, although he can also wear his classic overalls. He can transform into Wario-Man after obtaining a Smash Ball. His motorcycle is used as one of his special attacks.[7] Kat and Ana also make appearances as an Assist Trophy.[8] Many stickers also represent WarioWare, Inc. — in addition to all of the above appearing as stickers and trophies, there are stickers of other WarioWare characters.[9] Also, there is a WarioWare stage, named WarioWare, Inc., based on the Variety Tower location from WarioWare, Inc.: Mega Microgames! with several different microgames that run in the background, one of which features Jimmy T. Completing the tasks set by the games awards power-ups like invincibility or growth. This stage also features Ashley's Song, Mike's Theme and Mona Pizza's Song as background music. All three are featured in Japanese and English.[10] Wario is once again playable in Super Smash Bros. for Nintendo 3DS and Wii U, however he now appears as unlockable, instead of being available from the start as in the previous game. The 3DS version retains the WarioWare, Inc. stage from Brawl, while the Wii U version has a stage based on the Gamer sub-game in Game & Wario. Ashley, another character from WarioWare, is also included as an Assist Trophy in Super Smash Bros. for Nintendo 3DS and Wii U, and Super Smash Bros. Ultimate, and a downloadable Mii costume in Super Smash Bros. for Nintendo 3DS and Wii U.

The Alien Bunnies from Orbulon's stage in Mega Microgame$ make an appearance in Rhythm Tengoku, a game developed by the same team, and also make brief appearances in its sequel, Rhythm Heaven. A later sequel, Rhythm Heaven Megamix features two unlockable challenges called "Wario...Where?" that remix several of the minigames to feature characters from the WarioWare series.

Notes[edit]

References[edit]

  1. ^Sakamoto, Yoshio; Nakada, Ryuichi; Takeuchi, Ko; Abe, Goro; Sugioka, Taku; Mori, Naoko (April 7, 2006). "Nintendo R&D1 Interview" (Interview). Kikizo. Archived from the original on April 11, 2006. Retrieved January 20, 2018.
  2. ^McFerren, Damien. "WarioWare Gold Is Bringing Minigame Madness To 3DS This August". Nintendo Life. Archived from the original on 9 March 2018. Retrieved 8 March 2018.
  3. ^Chaim Gingold (2005). "What WarioWare can teach us about Game Design". Game Studies. 5 (1). Archived from the original on 2012-07-29. Retrieved 2012-09-04.
  4. ^Mark J. Nelson and Michael Mateas (2007). "Towards Automated Game Design"(PDF). AI*IA 2007: Artificial Intelligence and Human-Oriented Computing. Lecture Notes in Computer Science 4733. 4733. Springer. pp. 626–637. doi:10.1007/978-3-540-74782-6_54. ISBN . Archived from the original(PDF) on June 18, 2015.
  5. ^"Miiverse - Nintendo". miiverse.nintendo.net. Archived from the original on 16 January 2014. Retrieved 1 April 2018.
  6. ^"Super Smash Bros. Ultimate Direct 8.8.2018". Archived from the original on 2018-08-09. Retrieved 2018-08-09 – via www.youtube.com.
  7. ^"Smash Bros. DOJO!!". Smashbros.com. Archived from the original on 2013-07-05. Retrieved 2010-08-23.
  8. ^"Smash Bros. DOJO!!". Smashbros.com. Archived from the original on 2013-12-24. Retrieved 2010-08-23.
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Sours: https://en.wikipedia.org/wiki/Wario_(series)
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