WarioWare: Get It Together Review-Platform for Change

Wario has moved from being an opponent of Super Mario Land 2 platformers to being an anti-hero of the Wario Land series platformers and an indie game developer of the Wario Wear series. In WarioWare: Get It Together, the character circles the microgame collection. This collection roughly returns to the roots of the platform and puts on its own original character. This is very different from the Warioware experience, and most of the new ideas are better.

If you’ve played previous Warioware games, you have a basic idea of ​​what you can expect from Get it Together. Wario and his weirdo executives have created a series of “microgames” that last only a few seconds. You’ll notice that you’re jumping into the game screen with instructions that consist of just a few words. That means you need to understand your goals and take the right actions with quick thinking and sharp reaction times. These microgames are then thrown into a blender, demanding quick responses one after another with gauntlets of ridiculous action. This has been a fun formula since the Game Boy Advance mega-micro game, and with the adoption of this new concept it still works very well and is probably even better.

The twist of Get It Together is that every microgame includes some character platform. In previous Warioware games, you might just have to press the A button at the right time to control the device on the screen, but Get It Together always controls the character. Characters include Wario with Wario Land-style shoulder slams and all Warioware-specific characters introduced throughout the history of the series. As story devices, they are all obsessed with their own video games that are plagued by bugs.

Each character controls in quite a different way within several wide range of archetypes. Some characters, such as Wario, Dribble and Spitz, and Aubron, are free-moving, but hovering characters with a variety of features, such as the shoulder charge mentioned above, cannon firing, and tractor beam extension. Young Cricket is a more traditional platform character that allows you to walk and jump along the ground. The 9 Volt continuously moves the skateboard back and forth, firing the yo-yo straight up, knocking out enemies and obstacles, and grabbing fighting points. Similarly, his brother’s 18 Volts are stationary, have omnidirectional firing capabilities, and can even stick to fighting points. Some characters, such as 5 Volt, have the ability to be a cute reference to their role in past microgames in their own right.

Wario’s colorful cast really comes alive here with a new 3D model that retains the look of the original incarnation’s sprite-based artwork while animating more fluidly. More importantly, this character approach has a huge impact on gameplay and introduces a whole new layer to the proven recipes of the Warioware series. Now, in addition to quickly interpreting and reacting to goals, your brain also needs to handle the characters you are using and how their unique abilities can achieve those goals. .. You may need to jump over obstacles to reach the object. Therefore, quickly assessing that goal is very different for hover and grapple characters. This is a neat, totally welcome change that makes microgames much more complex and satisfying by letting the brain do two things at the same time.

The enthusiastic pace of constantly dealing with new microgames means that flapping one will move you to the next microgame and have fun before you take a breath.

As always, the instructions can be too vague and require a few attempts to figure out what to do. A more serious problem, and the obvious drawback of this character-based system, is that some characters aren’t fit for stage goals. Get It Together is openly aware of this. As you work on individual missions through Play-o-Pedia, you’ll see individual characters rated for the task on a scale from “Bad Fit” (angry red face). For “Good Fit” (happy green face).

The worst of these criminals is 9 volt, and its combination of high-speed skateboarding and yo-yo grappling means he’s rarely the ideal character to tackle a task. Some are acceptable to him, but 9 volts is not good. He only smokes less. Inadequate equipment for a particular character to handle these tasks means he’s sticking out, and seeing him line up for the next microgame. At that time, I always felt a little frustrated.

To some extent, this is just the inevitable result of this new approach. Occasionally bad matches occur when the central hook revolves around randomly pairing differentiated characters and tasks. However, at the intellectual level, it is not possible to prevent the feeling of unfairness when randomly assigned characters with poorly equipped microgames. You just spend your last life and fail to run. Still, the enthusiastic pace of constantly dealing with new microgames means that flapping one means moving to the next microgame and having fun before taking a breath.

The main story is also less influential and tolerant. Most areas require you to complete 10-20 microgames without failing 4 times, but if you do, you can continue with a small amount of in-game currency instead of starting over. .. Story campaigns are a way to showcase all your characters and additional modes. So it’s worth understanding its content without fuss so that Warioware games can move on to the longest-lived post-games. ..

In essence, Warioware games are a scoring challenge. Rich microgames mean that you are encouraged to get high scores in both more difficult and faster versions of individual games, as well as in game combinations. Running the story stage a few more times will help you enter all the microgames into Play-o-Pedia. You can also use new character combinations when you return to the old stage to unlock new characters throughout the campaign. Manually select three crew members to play as one particular character (thus ensuring that you always have the ideal match for your task and know exactly what you expect) You can choose to do it or pay attention to the wind and use it all in combination. Unlocked character.

For obvious reasons, choosing “all” is the most difficult way, but the mission system rewards you for being bold. The area has a set of goals to complete, from achieving a particular score goal to unlocking all game types in a particular area and completing the stage with all characters. The reward for these is play coins. This is the same coin that you can continue after a failed story campaign.


After the game, coins are mainly used to buy “Prezzies”. This is a gift to level up your character. You can buy it directly at a shop that refreshes with a timer, or you can randomly give a gift with a gacha-type capsule machine. Different characters like different gifts and level up with Prezzies to unlock new job titles and cosmetics. During the review phase, we dumped all Prezzies to Wario and tried to see the height of the leveling system. It seems that you’ve reached level 30, and then the prestige levels build up, so once you reach that point with all your characters, you’ll be hooked for quite some time.

When you complete the story campaign, the variety pack will be unlocked. Most of the 2-4 player modes are different iterations of the microgame mix, although some are mode-specific new mini-games that are slightly larger than the microgames that make up the main game. This means that Variety Packs don’t have as much variety as they first appeared. However, all the stories are also available to two players, effectively doubling the character. Story missions generally feel balanced on their own in single player, but managing busy actions with partners is a bit easier and more fun.

The post game also includes the Wario Cup. This is a weekly challenge to win big payments and, if you have a Switch Online subscription, will be ranked against other players around the world. The weekly Wario Cup during the review period was a remix of the story campaign stage with a twist, such as completing the prescribed lineup of stages as an ultra-fast 9 volt. (Related: 9 volts is the worst.)

In most cases, the new character-based approach is a welcome addition to the Warioware blueprint. The characters themselves are differentiated and expressive, and mechanically make the challenges of traditional microgames much more attractive. The WarioWare series is a fertile land for Nintendo to experiment with concepts such as Touched’s touchscreen features and Twisted’s accelerometer-based motion, making Get It Together’s platform riffs a bit more traditional than usual. .. But it also reduces reliance on gimmicks, which is a positive change.

Back to top button