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** Orbulon's dad, Papa Orb, who only appears very briefly during Orbulon's memory recollection sequence in ''Move It!''.

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** Orbulon's dad, Papa Orb, who is one of the few things known about Orbulon's own alien background, yet he only appears very briefly during Orbulon's his son's memory recollection sequence in ''Move It!''.
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** The pink-haired girl from the ''Move It!'' microgame ''De-Stocking'' has garnered quite a bit of attention, in part because of her {{Animesque}} appearance, but mainly because of the absurd juxtaposition with the disclaimer [[OurLawyersAdvisedThisTrope "Do not actually put stockings on your head."]]
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** Some of the character voice clips in ''Get It Together!'', like Mona going "beep-beep!" or Mike {{scatting}}.
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** Lulu is often interpreted as a close friend of Kat & Ana thanks to their similar ages and personalities.

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** Lulu is often interpreted as a close friend of Kat & Ana thanks to their [[KidHero similar ages and personalities.personalities]].
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** Wario being a father figure to the younger employees (especially to Ashley or Lulu) is incredibly commonplace in fan works, even if he [[DracoInLeatherPants treats them as free, exploitable labor like he does to the rest of his employees in canon]]. Less sympathetic interpretations of Wario tend to put this parental duty on the far more reasonable 5-Volt instead.

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** Wario being a father figure to the younger employees (especially to Ashley or Lulu) is incredibly commonplace in fan works, even if he [[DracoInLeatherPants treats them as free, exploitable labor like he does to the rest of his employees in canon]]. Less sympathetic interpretations of Wario tend to put this parental duty on the far more reasonable 5-Volt instead.instead, with the former being more of an AntiRoleModel.
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** Wario being a father figure to the younger employees (especially to Ashley or Lulu) is incredibly commonplace in fan works, even if he [[DracoInLeatherPants treats them as free, exploitable labor like he does to the rest of his employees in canon]]. Less sympathetic portrayals of Wariotend to put this parental duty on 5-Volt instead.

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** Wario being a father figure to the younger employees (especially to Ashley or Lulu) is incredibly commonplace in fan works, even if he [[DracoInLeatherPants treats them as free, exploitable labor like he does to the rest of his employees in canon]]. Less sympathetic portrayals interpretations of Wariotend Wario tend to put this parental duty on the far more reasonable 5-Volt instead.
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** Wario being a father figure to the younger employees (especially to Ashley or Lulu) is incredibly commonplace in fan works, even if he [[DracoInLeatherPants treats them as free, exploitable labor like he does to the rest of his employees in canon]].

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** Wario being a father figure to the younger employees (especially to Ashley or Lulu) is incredibly commonplace in fan works, even if he [[DracoInLeatherPants treats them as free, exploitable labor like he does to the rest of his employees in canon]]. Less sympathetic portrayals of Wariotend to put this parental duty on 5-Volt instead.
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Twisted, Touched, Smooth Moves, DIY, and Move It! being examples of this.


** 9-Volt's stages tend to be much appreciated by fans for their focus on Creator/{{Nintendo}} games and products. This extends to 18-Volt and 5-Volt's stages in ''Gold'', which share the same theming with different playstyles.

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** 9-Volt's stages tend to be much appreciated by fans for their focus on Creator/{{Nintendo}} games and products. This extends to 18-Volt and 5-Volt's stages in ''Gold'', which share the same theming with different playstyles. As a testament to how popular these stages are among fans, they're usually among the last stages to be unlocked.
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6 month waiting period. Also extremely flimsy reasoning.


** It's generally agreed that ''Move It!'' is technically superior to its predecessor ''Smooth Moves!'', as motion controls have improved a lot since 2006, when they were functional at best. That said, it is also agreed that ''Move It!'' does not quite capture the same novelty aspect ''Smooth Moves!'' brought to the table back then, a result of expectations having changed among gamers since the Wii years.

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* ThatOneAttack: From Jimmy's "Punch Out" boss microgame from ''Mega Microgame$!''. Your opponent performs a special punch on Levels 2 and 3 that KO's your fighter if you don't dodge it, handing you an instant loss. On 2, your opponent only does this when he's down to his last hit point. On 3, your opponent does this at any time, and always when he has one hit point left.

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* ThatOneAttack: ThatOneAttack:
**
From Jimmy's "Punch Out" boss microgame from ''Mega Microgame$!''. Your opponent performs a special punch on Levels 2 and 3 that KO's your fighter if you don't dodge it, handing you an instant loss. On 2, your opponent only does this when he's down to his last hit point. On 3, your opponent does this at any time, and always when he has one hit point left.left.
** Admit it. You hit the PsychoElectricEel the first time you faced the Octoblocker (the first boss) in ''Move It!''. It's not often that [=WarioWare=] employs such a cheap trick, let alone in the goddamned tutorial boss.
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*** On the flip side, Ashley is often assumed to be 15 years old due to the Western ''Touched!'' website, where her profile states that she is "fifteen going on 500". However, this is likely non-canon, as not only is it exclusive to the West (info from Nintendo's Western divisions is usually deemed non-canon bar some exceptions), but it does not come from any of the games, manuals, or other supplementary material, which [[VagueAge do not list her age]] (that said, it's implied by her behavior in Japanese that she is a young child).
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** On the other side of the coin, Orbulon's boss microgame, ''Sneaky Snatcher'' has you identify which of the many characters on screen stole a certain item, with three or four clue photographs to help out. Now for the issues: you only get 40 seconds to identify the criminal, not all of the clues are revealed until a couple of your precious seconds have already passed, there can be many characters with the same clothes, hairstyle and face, and if you run out of time or accuse the wrong character you automatically lose.

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** On the other side of the coin, Orbulon's boss microgame, ''Sneaky Snatcher'' "Sneaky Snatcher" has you identify which of the many characters on screen stole a certain item, with three or four clue photographs to help out. Now for the issues: you only get 40 seconds to identify the criminal, not all of the clues are revealed until a couple of your precious seconds have already passed, there can be many characters with the same clothes, hairstyle and face, and if you run out of time or accuse the wrong character you automatically lose.



** 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.
** Mona's boss microgame in ''Move It!'', ''Candle Bear'', is surprisingly complex for that point in the game (her stage is the ''[[WakeUpCallBoss second one]]''). It involves keeping a pair of candles lit as a bunch of ants attempt to put them out with various water attacks (if both candles die out, it's game over) and you must successfully light up a cannon that has a frozen fuse in order to win. This is actually a pretty long, tiresome endeavor, and it's not immediately obvious that you can relight a non-lit candle by connecting it with the still lit one. The ants are also incredibly aggressive even in the lowest difficulty, and their patterns are not as simple to dodge as you would expect from such an early boss.
** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]] and gratuitous employment of FakeDifficulty. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups, annoying obstacles and janky controls.
** Jimmy T.'s boss microgame from ''Move It!'', ''Griddlebot'', has the problematic combination of [[MarathonBoss being long]] and using [[ScrappyMechanic the Pounce pose]]. If you don't like crouching down for long periods and don't happen to have easy access to a flat surface at standing level, this microgame will be absolute hell. And you ''will'' have to suffer, as the motion controls on this microgame can be spotty, so deviating in any way from what the game expects you to do for the sake of comfort will render this microgame nigh unplayable.

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** Jimmy T.'s boss microgame in ''Get It Together,'' ''Rock Climber,'' "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.
** Mona's boss microgame in ''Move It!'', ''Candle Bear'', "Candle Bear", is surprisingly complex for that point in the game (her stage is the ''[[WakeUpCallBoss second one]]''). It involves keeping a pair of candles lit as a bunch of ants attempt to put them out with various water attacks (if both candles die out, it's game over) and you must successfully light up a cannon that has a frozen fuse in order to win. This is actually a pretty long, tiresome endeavor, and it's not immediately obvious that you can relight a non-lit candle by connecting it with the still lit one. The ants are also incredibly aggressive even in the lowest difficulty, and their patterns are not as simple to dodge as you would expect from such an early boss.
** Ashley's boss microgame from ''Move It!'' (''Flight (Flight of Icarus'') Icarus) has been very often criticized for its [[MarathonBoss straining length]] and gratuitous employment of FakeDifficulty. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups, annoying obstacles and janky controls.
** Jimmy T.'s boss microgame from ''Move It!'', ''Griddlebot'', "Griddlebot", has the problematic combination of [[MarathonBoss being long]] and using [[ScrappyMechanic the Pounce pose]]. If you don't like crouching down for long periods and don't happen to have easy access to a flat surface at standing level, this microgame will be absolute hell. And you ''will'' have to suffer, as the motion controls on this microgame can be spotty, so deviating in any way from what the game expects you to do for the sake of comfort will render this microgame nigh unplayable.
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** It's generally agreed that ''Move It!'' is technically superior to its predecessor ''Smooth Moves'', as motion controls have improved a lot since 2006, when they were functional at best. That said, it is also agreed that ''Move It!'' does not quite capture the same novelty aspect ''Smooth Moves'' brought to the table back then, a result of expectations having changed among gamers since the Wii years.

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** It's generally agreed that ''Move It!'' is technically superior to its predecessor ''Smooth Moves'', Moves!'', as motion controls have improved a lot since 2006, when they were functional at best. That said, it is also agreed that ''Move It!'' does not quite capture the same novelty aspect ''Smooth Moves'' Moves!'' brought to the table back then, a result of expectations having changed among gamers since the Wii years.
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** In ''Move It!'', any of the forms that require the use of the straps. They are among the least responsive in the game, and if you ''don't'' have the straps, you're shit out of luck. The "Pounce" form in particular also requires a perfectly flat surface to work, so that's already two additional requirements besides the Joy-cons that can be completely out of the player's abilities.

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** In ''Move It!'', any of the forms that require the use of the straps. They are among the least responsive in the game, and if you ''don't'' have the straps, you're shit out of luck. These also require you to break Grip Hold that almost all microgames use and can be tricky to quickly get back in position before the next microgame starts. The "Pounce" form in particular also requires a perfectly flat surface to work, so that's already two additional requirements besides the Joy-cons that can be completely out of the player's abilities.
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** In ''Move It!'', any of the forms that require the use of the straps. They are among the least responsive in the game, and if you ''don't'' have the straps, you're shit out of luck. The "Pounce" form in familiar also requires a perfectly flat surface to work, so that's already two additional requirements besides the Joy-cons that can be completely out of the player's abilities.

to:

** In ''Move It!'', any of the forms that require the use of the straps. They are among the least responsive in the game, and if you ''don't'' have the straps, you're shit out of luck. The "Pounce" form in familiar particular also requires a perfectly flat surface to work, so that's already two additional requirements besides the Joy-cons that can be completely out of the player's abilities.
Is there an issue? Send a MessageReason:
None


* It's generally agreed that ''Move It!'' is technically superior to its predecessor ''Smooth Moves'', as motion controls have improved a lot since 2006, when they were functional at best. That said, it is also agreed that ''Move It!'' does not quite capture the same novelty aspect ''Smooth Moves'' brought to the table back then, a result of expectations having changed among gamers since the Wii years.

to:

* ** It's generally agreed that ''Move It!'' is technically superior to its predecessor ''Smooth Moves'', as motion controls have improved a lot since 2006, when they were functional at best. That said, it is also agreed that ''Move It!'' does not quite capture the same novelty aspect ''Smooth Moves'' brought to the table back then, a result of expectations having changed among gamers since the Wii years.
Is there an issue? Send a MessageReason:
None

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* It's generally agreed that ''Move It!'' is technically superior to its predecessor ''Smooth Moves'', as motion controls have improved a lot since 2006, when they were functional at best. That said, it is also agreed that ''Move It!'' does not quite capture the same novelty aspect ''Smooth Moves'' brought to the table back then, a result of expectations having changed among gamers since the Wii years.


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** In ''Move It!'', any of the forms that require the use of the straps. They are among the least responsive in the game, and if you ''don't'' have the straps, you're shit out of luck. The "Pounce" form in familiar also requires a perfectly flat surface to work, so that's already two additional requirements besides the Joy-cons that can be completely out of the player's abilities.
Is there an issue? Send a MessageReason:
None

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** Jimmy T.'s boss microgame from ''Move It!'', ''Griddlebot'', has the problematic combination of [[MarathonBoss being long]] and using [[ScrappyMechanic the Pounce pose]]. If you don't like crouching down for long periods and don't happen to have easy access to a flat surface at standing level, this microgame will be absolute hell. And you ''will'' have to suffer, as the motion controls on this microgame can be spotty, so deviating in any way from what the game expects you to do for the sake of comfort will render this microgame nigh unplayable.
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* BetterAsALetsPlay: "Gamer" in ''Game & Wario'' provides a wonderful chance for Let's Players to pair up and help each other keep tabs on 5-Volt's bedroom stalking, with lots of humor derived from just how insane her attempts to catch her son gaming become. And because most video capture settles on recording the TV and not what's happening on the [=GamePad=], not having any context for what 9-Volt is doing can end up make it funnier, since the difficulty of the game as a whole is obscured.
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** The English localization pretty much did its own thing with "Megagame Muscles" in ''Move It!'', and both versions are equally as funny. Where the Japanese version features a singer {{scatting}} increasingly frantic variants of ''niku-niku-niku-macho'' (literally "muscle-muscle-muscle-macho"), the English version has Mr. Sparkles coach you like a personal trainer, including a particularly hilarious moment where he bellows "EVERY DAY IS LEG DAAAAAAY!"
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** Given how the ''[=Wario Land=]'' series has been dormant for years, with ''[=WarioWare=]'' deviating from its roots tied to that series, few could've expected that ''Move It!'' would finally tap into the series again by bringing back, of all characters, Cractus from ''VideoGame/WarioLand4'' as part of Kat and Ana's story.

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** Given how the ''[=Wario Land=]'' series has been dormant for years, with ''[=WarioWare=]'' deviating from its roots tied to that series, few could've expected that ''Move It!'' would finally tap into the series again by bringing back, of all characters, Cractus ''Cractus'' from ''VideoGame/WarioLand4'' as part of Kat and Ana's story.



** Considering how the games tend to avoid direct references to ''VideoGame/WarioLand'' beyond easily missable cameos, no one expected [[spoiler:Cractus, one of the bosses in ''VideoGame/WarioLand4'']] to appear as a secondary character in ''Move It!''.

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** Considering how the games tend to avoid direct references to ''VideoGame/WarioLand'' beyond easily missable cameos, no one expected [[spoiler:Cractus, one of the bosses in ''VideoGame/WarioLand4'']] ''VideoGame/WarioLand4'']], to appear as a secondary character in ''Move It!''.

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* OneSceneWonder: The angel and devil girls from the Sort It Out microgame have become unexpectedly popular amongst the fandom, due to their adorable designs.

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* OneSceneWonder: OneSceneWonder:
**
The angel and devil girls from the Sort It Out microgame have become unexpectedly popular amongst the fandom, due to their adorable designs.designs.
** Orbulon's dad, Papa Orb, who only appears very briefly during Orbulon's memory recollection sequence in ''Move It!''.

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** While the two don't interact much in canon and their exact relationship is unknown (though the one interaction they did have (which was on the ''Smooth Moves'' blog) was friendly, implying they're on good terms), Ashley and Penny are typically portrayed to have an OddFriendship in fanon.
*** A cutscene in ''Move It'' shows them getting along without issue while brewing potions together, seemingly confirming the two have become friends.

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** While the two don't interact much in canon and their exact relationship is unknown (though the one interaction they did have (which was on the ''Smooth Moves'' blog) was friendly, implying they're on good terms), Ashley and Penny are typically portrayed to have an OddFriendship in fanon.
***
fanon. A cutscene in ''Move It'' shows them getting along without issue while brewing potions together, seemingly confirming the two have become friends.together with Dr. Crygor.
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Not sure if what I added is where it belongs, but I felt it important that something was added about it.

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*** A cutscene in ''Move It'' shows them getting along without issue while brewing potions together, seemingly confirming the two have become friends.
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** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]] and employment of FakeDifficulty. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups, annoying obstacles and janky controls.

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** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]] and gratuitous employment of FakeDifficulty. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups, annoying obstacles and janky controls.
Is there an issue? Send a MessageReason:
None


** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]]. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups, annoying obstacles and janky controls.

to:

** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]].length]] and employment of FakeDifficulty. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups, annoying obstacles and janky controls.
Is there an issue? Send a MessageReason:
None


** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]]. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups and annoying obstacles.

to:

** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]]. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups and speed-ups, annoying obstacles.obstacles and janky controls.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Ashley's boss microgame from ''Move It!'' (''Flight of Icarus'') has been very often criticized for its [[MarathonBoss straining length]]. The "Scales" pose is not the most adequate to hold for long periods of time and out-of-shape players can have a lot of trouble maintaining it for what's essentially a minute-long narrow course filled with random speed-ups and annoying obstacles.
Is there an issue? Send a MessageReason:
None


** Mona's boss microgame in ''Move It!'', ''Candle Bear'', is surprisingly complex for that point in the game (her stage is the ''[[WakeUpCallBoss second one]]''). It involves keeping a pair of candles lit as a bunch of ants attempt to put them out with various water attacks (if both candles die out, it's game over) and you must successfully light up a cannon that has a frozen fuse in order to win. This is actually a pretty long, tiresome endeavor, and it's not immediately obvious that you can relight a non-lit candle by connecting it with the still lit one. The ants are also incredibly aggressive even in the lowest difficulty, and their patterns are not as simple to dodge as you would expect from an early boss.

to:

** Mona's boss microgame in ''Move It!'', ''Candle Bear'', is surprisingly complex for that point in the game (her stage is the ''[[WakeUpCallBoss second one]]''). It involves keeping a pair of candles lit as a bunch of ants attempt to put them out with various water attacks (if both candles die out, it's game over) and you must successfully light up a cannon that has a frozen fuse in order to win. This is actually a pretty long, tiresome endeavor, and it's not immediately obvious that you can relight a non-lit candle by connecting it with the still lit one. The ants are also incredibly aggressive even in the lowest difficulty, and their patterns are not as simple to dodge as you would expect from such an early boss.
Is there an issue? Send a MessageReason:
None


** Mona's boss microgame in ''Move It!'', "Candle Bear", is surprisingly complex for that point in the game (her stage is the ''second one''). It involves keeping a pair of candles lit as a bunch of ants attempt to put them out with various water attacks (if both candles die out, it's game over) and you must successfully light up a cannon that has a frozen fuse in order to win. This is actually a pretty long, tiresome endeavor, and it's not immediately obvious that you can relight a non-lit candle by connecting it with the still lit one. The ants are also incredibly aggressive even in the lowest difficulty, and their patterns are not as simple to dodge as you would expect from an early boss.

to:

** Mona's boss microgame in ''Move It!'', "Candle Bear", ''Candle Bear'', is surprisingly complex for that point in the game (her stage is the ''second one'').''[[WakeUpCallBoss second one]]''). It involves keeping a pair of candles lit as a bunch of ants attempt to put them out with various water attacks (if both candles die out, it's game over) and you must successfully light up a cannon that has a frozen fuse in order to win. This is actually a pretty long, tiresome endeavor, and it's not immediately obvious that you can relight a non-lit candle by connecting it with the still lit one. The ants are also incredibly aggressive even in the lowest difficulty, and their patterns are not as simple to dodge as you would expect from an early boss.

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