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* "Stop! Go!", especially with the ''Gold'' interpretation . On your first playthrough, it's not very clear what you have to do, as you are just being thrown into a room with two aliens, one of which periodically tells you to "Beware my watchful EYES!". Even once you figure out what the goal is (move the orange alien towards the blue one when it's not looking), it still has a fairly tight window to beat it, even on lower speed levels. While the ''D.I.Y.'' version and the Levels 1 and 2 variants in ''Gold'' atleast only have one set speed in which the alien will look the other way, the Level 3 variant of the ''Gold'' version can have varying speeds, including turning back at the player only a SECOND after looking away, which can really throw players off. Even worse, the alien might sometimes say "EYEHOLES" instead of just "Eyes" (The words appear one letter at a time in the ''Gold'' version, by the way), which can consume even more time.

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* "Stop! Go!", especially with the ''Gold'' interpretation .interpretation. On your first playthrough, it's not very clear what you have to do, as you are just being thrown into a room with two aliens, one of which periodically tells you to "Beware my watchful EYES!". Even once you figure out what the goal is (move the orange alien towards the blue one when it's not looking), it still has a fairly tight window to beat it, even on lower speed levels. While the ''D.I.Y.'' version and the Levels 1 and 2 variants in ''Gold'' atleast only have one set speed in which the alien will look the other way, the Level 3 variant of the ''Gold'' version can have varying speeds, including turning back at the player only a SECOND after looking away, which can really throw players off. Even worse, the alien might sometimes say "EYEHOLES" instead of just "Eyes" (The words appear one letter at a time in the ''Gold'' version, by the way), which can consume even more time.
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Removing cases of "This installment has this microgame" or "This microgame from this installment" as the headers make those redundant.


* ''Touched'' and ''Gold'' have "Very Attractive", where the premise is to move the paperclip between magnets without it getting stuck. On the third difficulty level, the magnets are very close to the path, meaning you'll have to tread the paperclip very slowly through the path. Oh, and the microgame has the normal length rather than double, so good luck. (Thankfully, the ''Gold'' version has a rarer but much less painful variant where you have to move around a magnet to attract all of the paperclips.)

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* ''Touched'' and ''Gold'' have "Very Attractive", where the premise is to move the paperclip between magnets without it getting stuck. On the third difficulty level, the magnets are very close to the path, meaning you'll have to tread the paperclip very slowly through the path. Oh, and the microgame has the normal length rather than double, so good luck. (Thankfully, the ''Gold'' version has a rarer but much less painful variant where you have to move around a magnet to attract all of the paperclips.)



* ''Smooth Moves'' has "Hand Me Down" (Where you must hand over an object to another person), especially on higher difficulties. On Level 2, the other hand will sometimes stop, throwing off the player. On Level 3, the other hand can actually close, messing you up even further. Thankfully, the ''Gold'' incarnation completely removes both of the annoying features and the highest difficulty just has both hands moving.

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* ''Smooth Moves'' has "Hand Me Down" (Where Down", where you must hand over an object to another person), person, is especially this on higher difficulties. On Level 2, the other hand will sometimes stop, throwing off the player. On Level 3, the other hand can actually close, messing you up even further. Thankfully, the ''Gold'' incarnation completely removes both of the annoying features and the highest difficulty just has both hands moving.



* "Stop! Go!" from ''D.I.Y. Showcase'' and ''Gold'', especially with the latter. On your first playthrough, it's not very clear what you have to do, as you are just being thrown into a room with two aliens, one of which periodically tells you to "Beware my watchful EYES!". Even once you figure out what the goal is (move the orange alien towards the blue one when it's not looking), it still has a fairly tight window to beat it, even on lower speed levels. While the ''D.I.Y.'' version and the Levels 1 and 2 variants in ''Gold'' atleast only have one set speed in which the alien will look the other way, the Level 3 variant of the ''Gold'' version can have varying speeds, including turning back at the player only a SECOND after looking away, which can really throw players off. Even worse, the alien might sometimes say "EYEHOLES" instead of just "Eyes" (The words appear one letter at a time in the ''Gold'' version, by the way), which can consume even more time.

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* "Stop! Go!" from ''D.I.Y. Showcase'' and ''Gold'', Go!", especially with the latter.''Gold'' interpretation . On your first playthrough, it's not very clear what you have to do, as you are just being thrown into a room with two aliens, one of which periodically tells you to "Beware my watchful EYES!". Even once you figure out what the goal is (move the orange alien towards the blue one when it's not looking), it still has a fairly tight window to beat it, even on lower speed levels. While the ''D.I.Y.'' version and the Levels 1 and 2 variants in ''Gold'' atleast only have one set speed in which the alien will look the other way, the Level 3 variant of the ''Gold'' version can have varying speeds, including turning back at the player only a SECOND after looking away, which can really throw players off. Even worse, the alien might sometimes say "EYEHOLES" instead of just "Eyes" (The words appear one letter at a time in the ''Gold'' version, by the way), which can consume even more time.



* ''Gold'''s interpretation of "Write On, Dude" doesn't use the top screen to hold the example kanji like ''Touched'' did, and the recognition in general is much pickier thanks to the thinner lines used.

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* ''Gold'''s This game's interpretation of "Write On, Dude" doesn't use the top screen to hold the example kanji like ''Touched'' did, and the recognition in general is much pickier thanks to the thinner lines used.
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The plural for Joy-Con is the exact same as the singular.


* In "[=WarioWare=] Series", you have to use Gift Giver form to balance a stack of cartridges/discs. The problem is that the Joy Cons work a little ''too'' well in this regard, in that they can detect even the slightest tremors in your hands. You need to keep your hands almost perfectly still, so if you don't have steady hands, consider this microgame an instant loss.

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* In "[=WarioWare=] Series", you have to use Gift Giver form to balance a stack of cartridges/discs. The problem is that the Joy Cons Joy-Con work a little ''too'' well in this regard, in that they can detect even the slightest tremors in your hands. You need to keep your hands almost perfectly still, so if you don't have steady hands, consider this microgame an instant loss.
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Added example(s)

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* "Code Dependency" requires you to find a barcode on an item and scan it, using one hand to reposition the item and the other to angle the barcode scanner. Problem is, the game is very finicky about what counts as a successful scan, meaning that even once you've found the barcode, you could lose the microgame just from not having enough time to find the desired angle.


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* "Pure Waddle" requires you to match the pace of a group of penguins in front of behind you. The motion controls end up making this one harder than it needs to be, as the difference between large steps and small ones is fairly minute. Level 3 adds in the additional challenge of jumping over a seal, all the while ensuring that you don't accidentally move forwards and bump into the stationary penguin in front of you.


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* "Air Guitarist" proves to be deceptively difficult at later levels. Levels 1 and 2 aren't too hard, just having to repeat a simple pattern, but Level 3's pattern is just long enough that you'll barely have enough time to input it. At faster speeds, the game becomes a borderline instant loss.
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Misplaced, moving to the correct tab


* Penny's remake of ''Toilet Training'' is very different than it is in ''Smooth Moves'' making it considerably more difficult. For one, you're in a movie theatre, so everyone is seated, they then leap up from their seats with very little warning. Secondly, the people are in different rows in the seats, making it very possible for two people to come at you at almost the same time, giving you very little room for error. Finally, unlike in ''Smooth Moves'' where people would start at the same point then leap offscreen or fall down, the people in the theatre only pause with very little warning for when they're going to do it, making you have to rely on reflexes to ensure you don't accidentally send a person over to the wrong side.

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* Penny's remake of ''Toilet Training'' is very different than it is in ''Smooth Moves'' making it considerably more difficult. For one, you're in a movie theatre, so everyone is seated, they then leap up from their seats with very little warning. Secondly, the people are in different rows in the seats, making it very possible for two people to come at you at almost the same time, giving you very little room for error. Finally, unlike in ''Smooth Moves'' where people would start at the same point then leap offscreen or fall down, the people in the theatre only pause with very little warning for when they're going to do it, making you have to rely on reflexes to ensure you don't accidentally send a person over to the wrong side.
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* In "[=WarioWare=] Series", you have to use Gift Giver form to balance a stack of cartridges/discs. You need to keep your hands almost perfectly still, so if you don't have steady hands, consider this microgame an instant loss.

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* In "[=WarioWare=] Series", you have to use Gift Giver form to balance a stack of cartridges/discs. The problem is that the Joy Cons work a little ''too'' well in this regard, in that they can detect even the slightest tremors in your hands. You need to keep your hands almost perfectly still, so if you don't have steady hands, consider this microgame an instant loss.

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* Levels 2 and 3 of "Outta My Way!" in the "Mini Spin" section require unbelievably fast reflexes. In Level 1, you only have to avoid stationery objects; Level 2 requires you to avoid a car that can suddenly move to the left or right; Level 3 requires you to avoid a dinosaur statue that can fall towards you with almost no time to react (unless you pause beforehand).
* "Drywall Dodge" in the "Spandex Challenge" section has the same issue as "Outta My Way" in that you have to move Wario away from the peeling drywall with no time to react once the wall starts falling (again, pausing helps immensely).
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!''Move It!''
* "The Way I Like It" on levels 2 and 3 requires you to pour a mixture of coffee and milk to match the tone of the example. This wouldn't be too much of a problem if you didn't also have to fill the cup up to the correct level, with an overflow counting as an immediate loss. Getting the correct mixture without overflowing the cup is extremely tricky, and unlike other microgames that require you to think carefully, this one doesn't have a doubled time limit.
* "Take a Stab" is harder than it looks. You need to carefully stab forward in a very straight line, otherwise your aim might get thrown off and you'll miss. Higher levels compound the difficulty by introducing cards that float up and down, which means you also need to worry about precise timing.
* "Thigh Fishing" itself isn't especially difficult, but the issue is that this microgame involves having to quickly shut your thighs together. [[GroinAttack This can be problematic for some male players.]]
* In "[=WarioWare=] Series", you have to use Gift Giver form to balance a stack of cartridges/discs. You need to keep your hands almost perfectly still, so if you don't have steady hands, consider this microgame an instant loss.
* "Party of ?" requires you to quickly count the number of people in your party, including yourself, and hold that many fingers up. Not only does this microgame not have a longer time limit, but the last second of it is dedicated to the win/loss animation, so in reality you get even ''less'' time. The countdown timer can also throw you off if you're not ready, as it starts warning you at ''two'' seconds left instead of the usual three that you'd might expect.
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* "Gifted" quickly becomes nearly impossible for Pyoro on higher speeds, since he is incapable of directly pulling on the ribbon. While 9-Volt and 18-Volt have quick attacks to make up for this issue, Pyoro's tongue movement isn't as quick as they can be.

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* Though he's listed as a decent fit for the game, "Gifted" quickly becomes nearly impossible for Pyoro on higher speeds, since he is incapable of directly pulling on the ribbon. While 9-Volt and 18-Volt have quick attacks to make up for this issue, Pyoro's tongue movement isn't as quick as they can be.
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* "Kitty Business" asks you to cover in litter a cat's poop. To do that, you have to move around the litter. However, whether it actually works is a complete crapshoot and even something that's covered still might not fully count.

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* "Kitty Business" asks you to cover in litter a cat's poop. To do that, you have to move around the litter. However, whether it actually works is a complete crapshoot and even something the poop that's covered still might not fully count.
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* "Kitty Business" asks you to cover in litter a cat's poop. To do that, you have to move around the litter. However, whether it actually works is a complete crapshoot and even something that's covered still might not fully count.
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* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad RNG. And due to the nature of the game, There isn't a crew member whose ability can break the game.

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* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad RNG. And It is especially bad for Penny, and due to the nature of the game, There there isn't a crew member whose ability can break the game.
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* The "Noodle Cup" microgame (one of Orbulon's games in the first and Mona's in ''Gold'') can be a serious pain in the ass. The basic premise is based on [[https://en.wikipedia.org/wiki/Ghost_Leg amidakuji]]. You pick one of four pipes to poor water in, and the water will go into every connecting horizontal pipe it reaches. The objective is to pick the route that will lead it to the ramen cup. It's one of the few microgames that isn't as simple as tapping a button to win--it requires intuition and the ability to visualize the route the water will take on the way down, a task that gets more challenging on higher difficulty settings, in which the water can go through two or three horizontal pipes on the way to the bottom. Oh, and you only have a couple seconds to decide which one to pour the cup into, so it's very easy to pick the wrong one in a rush.

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* The "Noodle Cup" microgame (one of Orbulon's games in the first and Mona's in ''Gold'') can be a serious pain in the ass. The basic premise is based on [[https://en.wikipedia.org/wiki/Ghost_Leg amidakuji]]. You pick one of four pipes to poor pour water in, and the water will go into every connecting horizontal pipe it reaches. The objective is to pick the route that will lead it to the ramen cup. It's one of the few microgames that isn't as simple as tapping a button to win--it requires intuition and the ability to visualize the route the water will take on the way down, a task that gets more challenging on higher difficulty settings, in which the water can go through two or three horizontal pipes on the way to the bottom. Oh, and you only have a couple seconds to decide which one to pour the cup into, so it's very easy to pick the wrong one in a rush.
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None


* The "Noodle Cup" microgame (one of Orbulon's games in the first and Mona's in ''Gold'') can be a serious pain in the ass. It's one of the few microgames that isn't as simple as tapping a button to win--it requires intuition and forces you figure out the right pattern to pour the boiling water into. The water will go into every horizontal pipe they reach, forcing you to visualize the route the water will take on the way down, a task that gets more challenging on higher difficulty settings, in which the water can go through two or three horizontal pipes on the way to the bottom. Oh, and you only have a couple seconds to decide which one to pour the cup into, so it's very easy to pick the wrong one in a rush.

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* The "Noodle Cup" microgame (one of Orbulon's games in the first and Mona's in ''Gold'') can be a serious pain in the ass. The basic premise is based on [[https://en.wikipedia.org/wiki/Ghost_Leg amidakuji]]. You pick one of four pipes to poor water in, and the water will go into every connecting horizontal pipe it reaches. The objective is to pick the route that will lead it to the ramen cup. It's one of the few microgames that isn't as simple as tapping a button to win--it requires intuition and forces you figure out the right pattern to pour the boiling water into. The water will go into every horizontal pipe they reach, forcing you ability to visualize the route the water will take on the way down, a task that gets more challenging on higher difficulty settings, in which the water can go through two or three horizontal pipes on the way to the bottom. Oh, and you only have a couple seconds to decide which one to pour the cup into, so it's very easy to pick the wrong one in a rush.
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** While the "every sound effect turns into the [[VideoGame/MarioPaint baby voice]]" distraction doesn't usually cause as much frustration as it does chuckles, you're screwed if it's active during "Sounds of VideoGame/SuperMarioBros". The game's purpose is, as you might guess, to pick the ''Mario'' object that makes the sound heard. Naturally, having this distraction active turns this into a LuckBasedMission.

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** While the "every sound effect turns into the [[VideoGame/MarioPaint baby voice]]" distraction doesn't usually cause as much frustration as it does chuckles, you're screwed if it's active during "Sounds of VideoGame/SuperMarioBros".VideoGame/SuperMarioBros1". The game's purpose is, as you might guess, to pick the ''Mario'' object that makes the sound heard. Naturally, having this distraction active turns this into a LuckBasedMission.



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* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad RNG. And due to the nature of the game, you will struggle with ALL the potential crew members.

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* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad RNG. And due to the nature of the game, you will struggle with ALL the potential There isn't a crew members.member whose ability can break the game.
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None



to:

* Penny's remake of ''Toilet Training'' is very different than it is in ''Smooth Moves'' making it considerably more difficult. For one, you're in a movie theatre, so everyone is seated, they then leap up from their seats with very little warning. Secondly, the people are in different rows in the seats, making it very possible for two people to come at you at almost the same time, giving you very little room for error. Finally, unlike in ''Smooth Moves'' where people would start at the same point then leap offscreen or fall down, the people in the theatre only pause with very little warning for when they're going to do it, making you have to rely on reflexes to ensure you don't accidentally send a person over to the wrong side.
Is there an issue? Send a MessageReason:
None


* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad rng. And due to the nature of the game, you will struggle with ALL the potential crew members.

to:

* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad rng.RNG. And due to the nature of the game, you will struggle with ALL the potential crew members.
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None

Added DiffLines:

* "The Waiter Awaits" on Level 3 gives you a generous timer, but it doesn't help much when the silhouettes of the dishes can be almost impossible to tell apart if you get bad rng. And due to the nature of the game, you will struggle with ALL the potential crew members.
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Temoving general examples


* Any microgame that requires you to spot the wrong one out of four (i.e. "Odd Man Out", "The Real [=McCoy=]", "Find My Behind") can be a buzzkill, since it requires you to have very precise attention to detail while the clock is breathing down your neck.



!''Snapped!''
* Almost any microgame from ''Snapped!'' is this, since the game requires good lighting in order to even work properly.
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* Another hard memory-based game is "Hidden Holidays" on Level 2. You are only given a few seconds to move the obstructing objects out of the way to get a peek at a basket, which contains 4 random objects. However, the game only asks you to remember "one" of these objects, so you are forced to memorize everything while trying to shovel the obstacles out of the way. Level 3 throws another curveball and asks you to remember what was not in the basket, which can easily trick players at higher speeds.
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* "Sort It Out" on Level 2 has an object resting on the see-saw cloud right when the game starts. There is little time to first react to the microgame being played, then to identify which side the object belongs to, and then to execute on this before the second object falls onto the platform, which may belong to the opposite side. Level 3 ups this a bit more by putting the object signs in silhouette, potentially making it harder to process what belongs where.

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* "Sort It Out" on Level 2 has an object resting on the see-saw cloud right when the game starts. There is little time to first react to the microgame being played, then to identify which side the object belongs to, and then to execute on this before the second object falls onto the platform, which may belong to the opposite side. Level 3 ups this a bit more by putting the object signs in silhouette, potentially making it harder to process what belongs where. Luckily, this is made easier if you have Orbulon, as you can use his tractor beam [[CuttingTheKnot to sort the items without using the platform]].
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* Gifted quickly becomes nearly impossible for Pyoro on higher speeds, since he is incapable of directly pulling on the ribbon. While 9-Volt and 18-Volt have quick attacks to make up for this issue, Pyoro's tongue movement isn't as quick as they can be.

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* Gifted "Gifted" quickly becomes nearly impossible for Pyoro on higher speeds, since he is incapable of directly pulling on the ribbon. While 9-Volt and 18-Volt have quick attacks to make up for this issue, Pyoro's tongue movement isn't as quick as they can be.
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None


* Gifted quickly becomes nearly impossible for Pyoru on higher speeds, since he is incapable of directly pulling on the ribbon. While 9-Volt and 18-Volt have quick attacks to make up for this issue, Pyoru is stuck with his sluggish tongue attack.

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* Gifted quickly becomes nearly impossible for Pyoru Pyoro on higher speeds, since he is incapable of directly pulling on the ribbon. While 9-Volt and 18-Volt have quick attacks to make up for this issue, Pyoru is stuck with his sluggish Pyoro's tongue attack.
movement isn't as quick as they can be.

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