Editing 18-Volt
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After beating Anything Goes, 18-Volt goes back to the real world alongside most of the other WarioWare, Inc. employees and chases after Wario after it is revealed their predicament was caused by his poor programming. However, they soon remember other people were left behind in the game world, and immediately return to rescue them. | After beating Anything Goes, 18-Volt goes back to the real world alongside most of the other WarioWare, Inc. employees and chases after Wario after it is revealed their predicament was caused by his poor programming. However, they soon remember other people were left behind in the game world, and immediately return to rescue them. | ||
As a playable character, 18-Volt sits in one place and does not move. Tilting {{button|switch|leftstick}} in a direction moves an aiming reticle, and pressing {{button|switch|a}} makes him throw a disc following the trajectory. 18-Volt can shoot many discs in a short amount of time, and this ability makes him excel in microgames where quick, repeated actions are necessary to succeed (e.g. [[Shoo, Fly!]], [[Is Anyone Home?]], two of 20 microgames considered a good fit) and is effective in repelling hazards (e.g. [[Mean Magic]], [[Drop Zone]], [[Nintendo Badge Arcade (microgame)|Nintendo Badge Arcade]], three more good-fit games). His aiming reticle is also useful for microgames that require precision (e.g. [[Sayonara, Snakes]], [[Matching Masks]], two more good fits). However, his projectiles are generally weak in affecting large volumes of objects (e.g. [[Dig It]], one of 3 microgames considered a bad fit), and the positioning of 18-Volt himself requires careful aiming of his discs (e.g. [[Super Mario Land (WarioWare: Get It Together!)|Super Mario Land]] and [[Pop Goes the Party]], the other two bad-fit games). His biggest disadvantage is his inability to move; | As a playable character, 18-Volt sits in one place and does not move. Tilting {{button|switch|leftstick}} in a direction moves an aiming reticle, and pressing {{button|switch|a}} makes him throw a disc following the trajectory. 18-Volt can shoot many discs in a short amount of time, and this ability makes him excel in microgames where quick, repeated actions are necessary to succeed (e.g. [[Shoo, Fly!]], [[Is Anyone Home?]], two of 20 microgames considered a good fit) and is effective in repelling hazards (e.g. [[Mean Magic]], [[Drop Zone]], [[Nintendo Badge Arcade (microgame)|Nintendo Badge Arcade]], three more good-fit games). His aiming reticle is also useful for microgames that require precision (e.g. [[Sayonara, Snakes]], [[Matching Masks]], two more good fits). However, his projectiles are generally weak in affecting large volumes of objects (e.g. [[Dig It]], one of 3 microgames considered a bad fit), and the positioning of 18-Volt himself requires careful aiming of his discs (e.g. [[Super Mario Land (WarioWare: Get It Together!)|Super Mario Land]] and [[Pop Goes the Party]], the other two bad-fit games). His biggest disadvantage is his aforementioned inability to move; rings are featured in microgames that prioritize movement. 18-Volt can throw a disc at the rings to grab onto them in order to move around in these microgames, but may require more action as compared to [[9-Volt]] and [[Pyoro]] (the other two characters who use rings), whose horizontal movement can be monitored. 18-Volt has 104 microgames considered an above-average fit, 59 average fits, and 26 below-average fits. | ||
====''WarioWare: Move It!''==== | ====''WarioWare: Move It!''==== |