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That One Level / WarioWare

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

Mega Microgame$

  • 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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  • 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.
  • The "Ice Climber" 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 Fake Difficulty.
    • 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.
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  • "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 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 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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  • "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.


  • There's "Nice Catch", one of the microgames in the "Speed Spin" collection,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  and the Boss Game of the collection "Boing!",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

  • 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.


  • Almost any microgame from Snapped! is this, since the game requires good lighting in order to even work properly.

D.I.Y. / D.I.Y. Showcase

  • "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 "Wario Interrupts" in Gold. It's an all-microgames challenge level (this includes Fronk's games) with the gimmick of Wario Deluxe 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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