Blast Off!
Released in 2003,
WarioWare is a game developed and published by Nintendo for the Game Boy Advance. The game challenges the player to complete a series of ‘micro-games’ that get progressively faster and harder as the player advances. Whilst there had been games already available that included ‘mini-games’, none were anything like
WarioWare. Whilst mini-games were usually just a short, quick and fun diversion of the main game they were a part of,
WarioWare created a whole game out of even shorter, even quicker and arguably more fun micro-games. The games that make up
WarioWare usually last approximately five seconds and are always very vague in telling the player what actually have to do to complete them. The games are usually accompanied by a single word such as ‘Shoot’ or ‘Escape’ and it is the job of the player to both work out how the clue relates to the mini game in front of them and then act accordingly, all within the tiny timeframe that the game allows. Whilst this does sound like a fairly weird game to play as it is, it gets a whole lot weirder than that. The game has a very peculiar and often silly sense of humour, which is a big part of the success of the game. For example, one micro-game sees a finger moving back and forth across the screen with a nose above it, the instruction presented to the player just reads ‘pick’, and the player must use his sense of timing and press the A button as the finger lines up with one of the nostrils, timing the ‘pick’ badly will result in the finger missing the nostril and the player losing a life. The clues that are given also get a lot weirder and more vague, an example of this is a micro-game where the player is given the clue ‘Tomato’, and must match up the bottom half of the Tomato with the top. These are just two examples of the madness that this game entails; the micro-games, however, get a lot more bizarre and more difficult to figure out as the player progresses.

Dance!
What is very interesting about this game is the way it fails to fall into any genre of game. In my opinion, this game could be considered an action game due to the speed it plays at and its reliance on players having quick reactions, but even this is debatable as action games are usually considered to contain things such as car chases, fights, controllable characters and cinematic set-pieces. I would also argue that this game could be considered a rhythm game, due to the way the beat of the music helps the player concentrate and focus on when the game is thrown at them; I often find myself tapping my foot as the music plays to help immerse me into that game and improve my chances of progressing. This, however, is also problematic, as Rhythm games are often thought of as games such as
Guitar Hero or games that feature Dance Mats, which have an instantly recognisable interface and are very simple in terms of instructing the player what to do. It could be argued then that
WarioWare has invented it’s own genre. This is echoed by the fact that the game has won numerous awards, such as the ‘GameSpot Editor’s Choice Award’ in the “Most Innovative Game” category.
Wario!
Something that
WarioWare does very well, and also something that Nintendo does as a whole is the way it focuses on a relatively minor character from one game series, and then builds their character and their personality to the point where they are independent of the game that they were first synonymous with. The character of Wario first appeared as the primary antagonist of
Super Mario Land 2: 6 Golden Coins and could be describe as a kind of ‘inverse Mario’ – he wore the same style of clothes but with different colours and also looked like Mario, just a fair bit heavier and with a differently styled moustache. The
WarioWare series, however, gives Wario not only his own game, but also a whole different style of game;
WarioWare is in no way a platform game (although some of the micro-games do reference Mario’s platforming exploits). Wario’s appearance is also a lot different; he wears blue denim with a sleeveless jacket and a cycling helmet with goggles to accompany the motorcycle that he now drives. Wario also has a new set of characters that accompany him. This concept of re-inventing characters is nothing new, especially for Nintendo. Another good example of this is with Donkey Kong. Again, Donkey Kong’s first appearance was as the villain who had to be defeated, but through the
Donkey Kong Country series, he has been re-invented as a hero, with his own games and his own set of companions. A good way to explore this concept is through the
Super Smash Brothers series. These games feature a compilation of all the different characters Nintendo has created who are then pitted against each other in battle. In the second
Smash Brothers game,
Melee, the player could only play as Wario if he changed the colour of Mario’s outfit, and even then the player could still only play with Mario’s attacking moves. In the follow up to this game, however, this is changed considerably. In
Brawl, Wario is a fully playable character equipped with his own set of unique moves and also his own arena to fight on, both of which reflect the
WarioWare series, which illustrates just how far this character has developed thanks to his collection of micro-games.