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* 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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Note: Boss microgames appear under That One Boss on the [[YMMV/WarioWare YMMV page]].
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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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Microgames:


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* "Answer Me!" on Level 3 asks questions about your current run, such as the current round number, which crew member played two rounds ago, or how many lives you had left. This is especially likely to lead to a miss in an "all mixed up" style challenge where it's less likely to pop up, diminishing the player's guard.

Character-specific:
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* 9-Volt's stage in ''Get It Together!'' is considerably harder than anything before it or anything after it until the endgame. He is a hard-to-control character and this is your introduction to him, but the Play-o-pedia also shows that 9-Volt is reported as a "Bad Fit" for almost his entire microgame set, a dubious distinction no one else in the roster has, not even the similarly hard-to-control Kat & Ana.

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* 9-Volt's stage in ''Get It Together!'' is considerably harder than anything before it or anything after it until the endgame. He is a hard-to-control character and this is your introduction to him, but the Play-o-pedia also shows that [[{{Irony}} 9-Volt is reported as a "Bad Fit" for almost his entire microgame set, set]], a dubious distinction no one else in the roster has, not even the similarly hard-to-control Kat & Ana.
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* “Block Puzzle” can be a serious pain, even on the lowest speed. The goal of the microgame is to smash segments of a block so that it matches the pattern in the top right. Sounds simple enough, but the problem is that the block rotates, and the pattern doesn’t. This means that you have to account for the block’s rotation on the fly, and that’s not easy to do while also controlling a character with their own unique movements.

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* “Block Puzzle” can be a serious pain, even on the lowest speed. The goal of the microgame is to smash segments of a block so that it matches the pattern in the top right. Sounds simple enough, but the problem is that the block rotates, and the pattern doesn’t. This means that you have to account for the block’s rotation on the fly, and that’s not easy to do while also controlling a character with their own unique movements. [[AntiFrustrationFeatures Fortunately, you can match the pattern at any orientation.]]
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* 9-Volt's stage in ''Get It Together!'' is considerably harder than anything before it or anything after it until the endgame. He is a hard-to-control character and this is your introduction to him, but the Play-o-pedia also shows that 9-Volt is reported as a "Bad Fit" for almost his entire microgame set, a dubious distinction no one else in the roster has, not even the similarly hard-to-control Kat & Ana.
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* "Right in the Eye", since not only does it involve getting a very difficult-to-control thread into a very tiny hole, but on higher levels, the game can become flat-out [[UnwinnableByMistake unbeatable]] due to the eye of the needle randomly being placed out of the thread's movement range. Thankfully, ''Gold'' makes this game easier by changing this into a Touch game, giving you much more control over the thread.

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* "Right in the Eye", since not only does it involve getting a very difficult-to-control thread into a very tiny hole, but on higher levels, the game can become flat-out [[UnwinnableByMistake [[UnintentionallyUnwinnable unbeatable]] due to the eye of the needle randomly being placed out of the thread's movement range. Thankfully, ''Gold'' makes this game easier by changing this into a Touch game, giving you much more control over the thread.
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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. 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 noodles into. 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. 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 noodles into.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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!''Get It Together!''
* “Block Puzzle” can be a serious pain, even on the lowest speed. The goal of the microgame is to smash segments of a block so that it matches the pattern in the top right. Sounds simple enough, but the problem is that the block rotates, and the pattern doesn’t. This means that you have to account for the block’s rotation on the fly, and that’s not easy to do while also controlling a character with their own unique movements.
* While 9-Volt is hard to control in most games, “Muscle Out” deserves special mention for being damn near impossible to complete due to the amount of luck required. The basic premise of the microgame is that you have to knock over all the bodybuilders like dominoes, which sounds easy, but the problem is that 9-Volt’s attack, more often than not, will not result in a chain reaction, and instead send the bodybuilder that was hit flying. If you’re unlucky enough to get this specific combination of microgame and character, it’s practically an instant life loss.
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!''Get It Together!''
* When playing the Story for the first time, the Boss Stage of Remix 2.0 can prove to be quite a bother. It requires you to beat "Great Juice" 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.
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* When playing the Story for the first time, the Boss Stage of Remix 2.0 can prove to be quite a bother. It requires you to beat "Great Juice" 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. which isn't helped by the fact that the jars themselves occasionally move, causing more spillage than necessary. On top of 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.

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* When playing the Story for the first time, the Boss Stage of Remix 2.0 can prove to be quite a bother. It requires you to beat "Great Juice" 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. which This isn't helped by the fact that the jars themselves occasionally move, causing more spillage than necessary. On 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.
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!''Get It Together!''
* When playing the Story for the first time, the Boss Stage of Remix 2.0 can prove to be quite a bother. It requires you to beat "Great Juice" 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. which isn't helped by the fact that the jars themselves occasionally move, causing more spillage than necessary. On top of 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.
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(RAGE!)



(RAGE!)
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(CHALLENGE!)

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(CHALLENGE!)(RAGE!)
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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 pretty much 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 basically 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 pretty much screwed if it's active during "Sounds of VideoGame/SuperMarioBros". The game's purpose is, as you might, guess might guess, to pick the Mario ''Mario'' object that makes the sound heard. Naturally, having this distraction active basically 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 pretty much 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 basically turns this into a LuckBasedMission.
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Yeah, the game is lying when it says that you need 45 points without using Lulu at all. As I found out one time, if you use her afterwards, the achievement still won't count.


* For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, so you'll have to brave any and all distractions without running out of lives for that long.

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* For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, her at all, so you'll have to brave any and all distractions without running out of lives for that long.lives.
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(CHALLENGE!)
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** However, this is only if you focus on the top. Starting from the cup and finding out the right path is actually rather easy and it can be over relatively quickly. So really, its difficulty only depends on how fair you want to be.
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* Almost any microgame from ''Snapped!'' is this, due to the fact that the game requires good lighting in order to even work properly.

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* Almost any microgame from ''Snapped!'' is this, due to the fact that since the game requires good lighting in order to even work properly.

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!Examples:
* In the first game, 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.

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!Examples:
!''Mega Microgame$''
* In the first game, any 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.



* In ''Twisted'', there's "Nice Catch", one of the microgames in the "Speed Spin" collection,[[note]]Unlike most microgames, these abandon the "4 lives" norm and have the game be over once time runs out[[/note]] which involves the player trying to catch balls that fly all over the place. While the first level is fairly easy due to the net being big enough, the second level shortens the net by a lot, making it harder to catch balls. The third level really takes the cake, in which the player uses a very thin spear to stab one ball. While most games in "Speed Spin" start off with 4-8 seconds, this is one of the three games in the collection to start off with over 8 seconds, starting with 20 seconds. (The others are "Instant Replay"[[note]]At 15 seconds[[/note]] and the Boss Game of the collection "Boing!",[[note]]At 10 seconds[[/note]] though both are nowhere near as painful)

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!''Twisted!''
* In ''Twisted'', there's There's "Nice Catch", one of the microgames in the "Speed Spin" collection,[[note]]Unlike most microgames, these abandon the "4 lives" norm and have the game be over once time runs out[[/note]] which involves the player trying to catch balls that fly all over the place. While the first level is fairly easy due to the net being big enough, the second level shortens the net by a lot, making it harder to catch balls. The third level really takes the cake, in which the player uses a very thin spear to stab one ball. While most games in "Speed Spin" start off with 4-8 seconds, this is one of the three games in the collection to start off with over 8 seconds, starting with 20 seconds. (The others are "Instant Replay"[[note]]At 15 seconds[[/note]] and the Boss Game of the collection "Boing!",[[note]]At 10 seconds[[/note]] though both are nowhere near as painful)painful)

!''Touched!''


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!''Smooth Moves''


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!''Snapped!''


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!''D.I.Y.'' / ''D.I.Y. Showcase''


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!''Gold''

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I have to disagree with Noodle Cup being difficult, as the edit explains. It can still be difficult for others, though, which is why I didn't remove it.


* The "Noodle Cup" microgame (one of Orbulon's games) 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 noodles into. 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.
* The "VideoGame/IceClimber" microgame. You are given exactly ''four seconds'' to grab the bird, and between the very slippery platforms, odd jump physics and the fact that you can accidentally fall or jump to your death, it's very easy to bungle it. Not ''hard'' per se, but rife with FakeDifficulty.

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* The "Noodle Cup" microgame (one of Orbulon's games) 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 noodles into. 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.
rush.
** However, this is only if you focus on the top. Starting from the cup and finding out the right path is actually rather easy and it can be over relatively quickly. So really, its difficulty only depends on how fair you want to be.
* The "VideoGame/IceClimber" microgame. You are given exactly ''four seconds'' to grab the bird, and between the very slippery platforms, odd jump physics and the fact that you can accidentally fall or jump to your death, it's very easy to bungle it. Not ''hard'' per se, but rife with FakeDifficulty.
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* The "Noodle Cup" microgame can easily trip you up because of it's basically a puzzle/riddle game.

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* The "Noodle Cup" microgame (one of Orbulon's games) can easily trip 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 up because of figure out the right pattern to pour the noodles into. Oh, and you only have a couple seconds to decide which one to pour the cup into, so it's basically very easy to pick the wrong one in a puzzle/riddle game.rush.
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* The "Noodle Cup" microgame can easily trip you up because of it's basically a puzzle/riddle game.
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Snapped needs to be mentioned here.

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* Almost any microgame from ''Snapped!'' is this, due to the fact that the game requires good lighting in order to even work properly.
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While many of the microgames in the ''Wario Ware'' series are inherently easy due to the very simplistic and brief nature of their design, [[ThatOneLevel there are more than a few that can throw you for a loop.]]

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While many of the microgames in the ''Wario Ware'' ''VideoGame/WarioWare'' series are inherently easy due to the very simplistic and brief nature of their design, [[ThatOneLevel there are more than a few that can throw you for a loop.]]



* ''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)paperclips.)

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----



* For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, so you'll have to brave any and all distractions without running out of lives for that long.

to:

* For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, so you'll have to brave any and all distractions without running out of lives for that long.long.
----
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Fixdentation


** The "VideoGame/IceClimber" microgame. You are given exactly ''four seconds'' to grab the bird, and between the very slippery platforms, odd jump physics and the fact that you can accidentally fall or jump to your death, it's very easy to bungle it. Not ''hard'' per se, but rife with FakeDifficulty.
*** The version included in ''Gold'' somehow manages to make this microgame both easier ''and'' harder at the same time! On the easier side, the timer has been doubled, giving you more breathing room. On the harder side, the controls are now extremely stiff, with it taking forever to build up any kind of forward momentum (which essentially means that you have to start pressing forward on the controller well in advance of when you actually want to start moving). While you won't be running out of time nearly as often as you used to, you ''will'' find yourself falling into pits ''much'' more frequently.
** "Gold Digger": While the first level is easy enough, the second and third levels have the finger(s) only a few pixels narrower than the nostrils, giving you almost zero room for error. This wouldn't be too much of a problem, however, if the hand didn't zoom back and forth across the screen, making it extremely difficult to nail the correct timing.
** "Wario Kendo", where Wario has to [[BarehandedBladeBlock stop a blade from falling on him]]--it's very easy to get the timing wrong when you try this one.
** "Lickety Split" (one of Kat and Ana's microgames) also requires very precise timing to eat the hearts, and it's very easy to mess up on it.
** "Go Fer The Tater" is made difficult from the gopher's grid-based movement and very sensitive controls, meaning that you can easily overshoot a turn and smack right into a rock.
** "Right in the Eye", since not only does it involve getting a very difficult-to-control thread into a very tiny hole, but on higher levels, the game can become flat-out [[UnwinnableByMistake unbeatable]] due to the eye of the needle randomly being placed out of the thread's movement range. Thankfully, ''Gold'' makes this game easier by changing this into a Touch game, giving you much more control over the thread.
** "Rock Paper Scissors": The first level is straightforward enough (pick whatever beats Mario's hand). However, level 2 has Mario switch his hand in the middle of the game, and level 3 has him switching ''constantly''. This still wouldn't be so bad, however, if it weren't for the fact that you can't just pick which hand you want, but you instead have to wait for Wario's hand to cycle to the correct choice. This means that not only do you have to make sure your selection is correct, but you have to time it ''just right'', too, all the while praying that Mario doesn't switch his hand in the interim and invalidate your choice entirely. This, combined with the fact that you've got the standard four-second timer on what could easily qualify as an Orbulon game, makes this easily the hardest microgame in the final set and possibly the entire game.

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** * The "VideoGame/IceClimber" microgame. You are given exactly ''four seconds'' to grab the bird, and between the very slippery platforms, odd jump physics and the fact that you can accidentally fall or jump to your death, it's very easy to bungle it. Not ''hard'' per se, but rife with FakeDifficulty.
*** ** The version included in ''Gold'' somehow manages to make this microgame both easier ''and'' harder at the same time! On the easier side, the timer has been doubled, giving you more breathing room. On the harder side, the controls are now extremely stiff, with it taking forever to build up any kind of forward momentum (which essentially means that you have to start pressing forward on the controller well in advance of when you actually want to start moving). While you won't be running out of time nearly as often as you used to, you ''will'' find yourself falling into pits ''much'' more frequently.
** * "Gold Digger": While the first level is easy enough, the second and third levels have the finger(s) only a few pixels narrower than the nostrils, giving you almost zero room for error. This wouldn't be too much of a problem, however, if the hand didn't zoom back and forth across the screen, making it extremely difficult to nail the correct timing.
** * "Wario Kendo", where Wario has to [[BarehandedBladeBlock stop a blade from falling on him]]--it's very easy to get the timing wrong when you try this one.
** * "Lickety Split" (one of Kat and Ana's microgames) also requires very precise timing to eat the hearts, and it's very easy to mess up on it.
** * "Go Fer The Tater" is made difficult from the gopher's grid-based movement and very sensitive controls, meaning that you can easily overshoot a turn and smack right into a rock.
** * "Right in the Eye", since not only does it involve getting a very difficult-to-control thread into a very tiny hole, but on higher levels, the game can become flat-out [[UnwinnableByMistake unbeatable]] due to the eye of the needle randomly being placed out of the thread's movement range. Thankfully, ''Gold'' makes this game easier by changing this into a Touch game, giving you much more control over the thread.
** * "Rock Paper Scissors": The first level is straightforward enough (pick whatever beats Mario's hand). However, level 2 has Mario switch his hand in the middle of the game, and level 3 has him switching ''constantly''. This still wouldn't be so bad, however, if it weren't for the fact that you can't just pick which hand you want, but you instead have to wait for Wario's hand to cycle to the correct choice. This means that not only do you have to make sure your selection is correct, but you have to time it ''just right'', too, all the while praying that Mario doesn't switch his hand in the interim and invalidate your choice entirely. This, combined with the fact that you've got the standard four-second timer on what could easily qualify as an Orbulon game, makes this easily the hardest microgame in the final set and possibly the entire game.



** ''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.
** For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, so you'll have to brave any and all distractions without running out of lives for that long.

to:

** * ''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.
** * For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, so you'll have to brave any and all distractions without running out of lives for that long.
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While many of the microgames in the ''Wario Ware'' series are inherently easy due to the very simplistic and brief nature of their design, [[ThatOneLevel there are more than a few that can throw you for a loop.]]

!Examples:
* In the first game, 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.
** The "VideoGame/IceClimber" microgame. You are given exactly ''four seconds'' to grab the bird, and between the very slippery platforms, odd jump physics and the fact that you can accidentally fall or jump to your death, it's very easy to bungle it. Not ''hard'' per se, but rife with FakeDifficulty.
*** The version included in ''Gold'' somehow manages to make this microgame both easier ''and'' harder at the same time! On the easier side, the timer has been doubled, giving you more breathing room. On the harder side, the controls are now extremely stiff, with it taking forever to build up any kind of forward momentum (which essentially means that you have to start pressing forward on the controller well in advance of when you actually want to start moving). While you won't be running out of time nearly as often as you used to, you ''will'' find yourself falling into pits ''much'' more frequently.
** "Gold Digger": While the first level is easy enough, the second and third levels have the finger(s) only a few pixels narrower than the nostrils, giving you almost zero room for error. This wouldn't be too much of a problem, however, if the hand didn't zoom back and forth across the screen, making it extremely difficult to nail the correct timing.
** "Wario Kendo", where Wario has to [[BarehandedBladeBlock stop a blade from falling on him]]--it's very easy to get the timing wrong when you try this one.
** "Lickety Split" (one of Kat and Ana's microgames) also requires very precise timing to eat the hearts, and it's very easy to mess up on it.
** "Go Fer The Tater" is made difficult from the gopher's grid-based movement and very sensitive controls, meaning that you can easily overshoot a turn and smack right into a rock.
** "Right in the Eye", since not only does it involve getting a very difficult-to-control thread into a very tiny hole, but on higher levels, the game can become flat-out [[UnwinnableByMistake unbeatable]] due to the eye of the needle randomly being placed out of the thread's movement range. Thankfully, ''Gold'' makes this game easier by changing this into a Touch game, giving you much more control over the thread.
** "Rock Paper Scissors": The first level is straightforward enough (pick whatever beats Mario's hand). However, level 2 has Mario switch his hand in the middle of the game, and level 3 has him switching ''constantly''. This still wouldn't be so bad, however, if it weren't for the fact that you can't just pick which hand you want, but you instead have to wait for Wario's hand to cycle to the correct choice. This means that not only do you have to make sure your selection is correct, but you have to time it ''just right'', too, all the while praying that Mario doesn't switch his hand in the interim and invalidate your choice entirely. This, combined with the fact that you've got the standard four-second timer on what could easily qualify as an Orbulon game, makes this easily the hardest microgame in the final set and possibly the entire game.
* In ''Twisted'', there's "Nice Catch", one of the microgames in the "Speed Spin" collection,[[note]]Unlike most microgames, these abandon the "4 lives" norm and have the game be over once time runs out[[/note]] which involves the player trying to catch balls that fly all over the place. While the first level is fairly easy due to the net being big enough, the second level shortens the net by a lot, making it harder to catch balls. The third level really takes the cake, in which the player uses a very thin spear to stab one ball. While most games in "Speed Spin" start off with 4-8 seconds, this is one of the three games in the collection to start off with over 8 seconds, starting with 20 seconds. (The others are "Instant Replay"[[note]]At 15 seconds[[/note]] and the Boss Game of the collection "Boing!",[[note]]At 10 seconds[[/note]] though both are nowhere near as painful)
* ''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.
* "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.
** ''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.
** For a full-stage example, there's [[spoiler:"Wario Interrupts"]] in ''Gold''. It's an all-microgames challenge level (this includes [[GoddamnedBats Fronk's games]]) with the gimmick of [[spoiler:Wario Deluxe]] [[InterfaceScrew using a disruptor on you]] every three games. The visual obstructors can be gotten rid of easily, but they can still screw you over if the first microgame is a group of three is very visual-based. He can also flip the screen around (especially disastrous for twist games), invert the screen's colors, hide what type of game is next, or distort time to throw you off. You can get Lulu's help to stop the current disruptor, but one of the missions requires you to score 45 points without using her, so you'll have to brave any and all distractions without running out of lives for that long.

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