In days gone by, if you saw a button in a microgame, you tapped your real-life "A" button and the button would get slapped. Those controls are arguably best described as "Super MarioWare." The cast must now run, jump, fly, and blast as platforming characters inside of each microgame. Intelligent Systems, in search of ways to spice up the series this many years in, has expanded WW:GIT's control portfolio. Perhaps this should have been named Super MarioWare These exceptions aside, the games generally hewed to simplicity. Newer titles tried wacky control twists, including a tilt sensor on WarioWare: Twisted and motion control goofiness on WarioWare: Smooth Moves. Eight seconds later, you'd try all over again. In the earliest entries in the franchise, a tap of the d-pad or a single action button is all you needed to get a pretty clear sign of whether or not you understood a particular microgame. Each microgame starts with brief instructions: "Block! Escape! Count!" Between that and whatever you see on-screen, you have a very small window of time to parse what's happening-Do what? Go where? The last thing you want is further complication. The other half is typically the to-the-bone simplicity of its controls. That's only half of the WarioWare promise. ("We didn't make this game! Selfish, brutish, farting Wario did!") Since Wario "made" these games, they can be as uncouth as he is, thus allowing longtime Nintendo partner studio Intelligent Systems to get cartoonishly stupid and giddy with its ideas. The plot gimmick is that villain Wario has designed these ridiculous games in order to sell them a la carte, become rich, and pose with piles of money while laughing in his waa-aa-aa way. A brief primer: Wario class is in sessionĪ refresher: WarioWare games revolve around the premise of rapid-fire microgames, each roughly eight seconds long (with "bosses" lasting a whopping 60 seconds or so). Yet the collection has not been put together quite right, and the result is a rare case of Nintendo putting a game out before it feels finished. WW:GIT is hard to fault on a piece-by-piece basis, and when laid on a table like an unsolved jigsaw puzzle, its parts are up to the series' standard of humor, creativity, and polish. In fact, it may very well be Nintendo's most ambitious collection of "microgames" yet.īut ambition is nothing without execution. I can't knock the 18-year-old franchise for sequelitis, and this latest title doesn't rest on its Wario-styled yellow-and-purple laurels. That last series in the list is now up to its ninth entry: this week's WarioWare: Get It Together. Remember, behind a pile of Mario and Zelda remakes, Nintendo has a considerable stash of irreverence and whimsy, as proven by franchises like Rhythm Heaven, Elite Beat Agents, and WarioWare. I've lost track of how many times I've looked at a formulaic Nintendo sequel and wished for something fresher. Links: Amazon | Target | GameStop | Official website Game Details Developer: Intelligent Systems
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