Follow TV Tropes

Following

YMMV / WarioWare: Get It Together!

Go To

  • Accidental Innuendo: Whenever a boss stage is announced to the player(s) in Jimmy T’s sports stage, the strange dancing figures in the background perform a rather questionable animation, which is lifted straight from the third level of the Wario Dance Company game in Smooth Moves.
  • Best Boss Ever:
    • The game has 9-Volt's boss stage, which has you go through a level based off of Super Mario World with one of the numerous crew members. Many have consider this to be one of the closest things to a new Wario platformer.
    • The entire final boss. It's a Boss-Only Level where all of the game's characters go up against the chocolate monster that's been antagonizing them throughout the post-Mega Bug content in a Final-Exam Boss, and ultimately ends with the monster's shell being broken and Wario taking on the one underneath, Pyoro, in a tense Rush Boss.
  • Best Level Ever: Penny's remix, where you finally get to play as only Penny after being absent for nearly the entire story. And it's the first time in a long while where the stage in the game has music with lyrics override the interlude + game music since Jimmy T's stage in D.I.Y. And Penny's theme itself being very great to listen to.
  • Complacent Gaming Syndrome: The Story Mode allows the player to form their own crew of 3, 4, or 5 members depending on the course, and only requires bringing in that course's host on the first run through it. After assembling the whole cast, the vast majority of players will use some combination of Orbulon, Ashley, Wario, Mike, Dribble & Spitz, and Red for their crew, as they can move around freely and are mostly interchangeable. Quite a number of the missions require playing with all the crew members though.
  • Contested Sequel: Get It Together! has become one of the most divisive games in the series due to its gimmick, as unlike previous games, microgames are completed by playing as the characters instead of being directly completed by the player. Some saw this as a fun and interesting evolution of the microgame formula, and love that it gives the crew members a chance to shine and play a more active role compared to past games, where their status as non-playable hosts means they are forced to take a backseat to the microgames. Others, however, dislike the game because of this, arguing that including playable characters goes against the appeal of the microgames and that their inclusion leads to less variety and greater repetition overall, since the microgames have to be designed around the characters instead of control gimmicks, meaning greater limits on the tasks that can be achieved.
  • Difficulty Spike: While they are optional in previous games, Get It Together! has the challenge towers as a requirement for unlocking Red, Master Mantis, and Lulu. There's set floors for each and no boss stages, but it's definitely not easy.
  • Disappointing Last Level: When it comes to the microgames, compared to the Marathon Level status of Wario's Adventure (Mega Microgame$!) and Being Nosy (Touched) and the lengthy but challenging Dance Party Endings of Wario Mambo (Twisted), and Wario Dance Company (Smooth Moves and Gold), Get It Together!'s Potty Pursuit is much shorter and more straightfoward than any of the Final Boss microgames that proceeded it. This is likely because of the inclusion of "Showdown", a lengthy Marathon Boss against Pyoro.
  • I Knew It!: Penny being the one main cast member to be conspicuously excluded from Get It Together's marketing lead some to speculate they would have an important role in the storyline or be an unlockable character. The release of the game would prove these guesses right.
  • Scrappy Mechanic: Characters with automatic movement generally have a hard time in the fast-paced Get It Together! gameplay, particularly Kat and Ana and 9-Volt, who more often than not rely on the player having near perfect senses of timing and reflex to be effective at all. Mona is one exception though, due to having flight and a controllable tool that both offset this disadvantage.
  • That One Achievement:
    • Ring Ring Repetition requires you to ring a doorbell a whopping 75 times within a single microgame. This can only be done with Penny and a very specific layout of door bells (specifically, one of the tier 2 arrangements with three doorbells in a row), and the timing is extremely tight so you have to execute everything pretty much perfectly.
    • Right or Wrong requires you to land the plug on the right side of the plughole in Stop the Stopper. This is completely random, so you have to play the game over and over until you happen to get lucky.
    • Hang In There requires you to hang from all three rings as 18-Volt before completing a microgame. This requires extremely quick and accurate aim as missing even once will cause you to run out of time. Hitting the wrong ring will also mess you up, as it'll complete the game too early and lock you out of the achievement. Finally, this achievement can also only be gotten with a specific layout (the tier 1 setup with the correct ring on the left or right).
  • That One Boss:
    • The boss microgame of Remix 2.0 in Get It Together! can prove to be quite a bother. During your first run of that stage, it requires you to beat "Great Juice" on Level 3 with 5-Volt. Since 5-Volt is only able to move around by teleporting, it becomes all too easy to land on grapes with no jars underneath, and her clunky movement ability makes it difficult to rectify mistakes like that quickly. This isn't helped by the fact that the jars themselves occasionally move, causing more spillage on top of everything. And along with all that, there are wasps that must be stomped on before they hit the spill meter, but touching their stingers yourself results in an instant life loss.
    • Jimmy T.'s boss microgame in Get It Together, "Rock Climber", is also fairly frustrating. The goal is to move the rock climber's individuals hands and feet up the cliff by running into them and moving them yourself to various attachment points. These grabbable crags crumble fairly quickly as the bottom of the screen approaches, and every now and then birds and other obstacles descend to knock the climber's grip loose. If the climber looses grip with all of his hands and feet, you lose immediately. Further compounding the issue the first time through is Jimmy T.'s control scheme, which isn't very well-suited for the precise movement needed to guide the rock climber's hands and feet.
  • They Changed It, Now It Sucks!: Although Get It Together! was received very well by most, there are a number of fans who dislike the idea of playing as the characters in microgames, instead of completing them directly as was the case in previous games. Largely due to the fact that it limits the Microgame possibilities since they have to be designed to suit the playable characters, leading to less overall variety. Likely as a result of this, Move It goes back to the more traditional formula.
  • Unexpected Character: While Pyoro is expected in most titles, many fans were thrown off by him being the True Final Boss, on top of being the last of the unlockable playable characters in Get It Together.
  • Values Dissonance: In the Japanese version, 5-Volt originally scolds 9-Volt for causing trouble to others by running off on his own. In the English version, this was changed to her scolding him for running off because it was dangerous.

Top