Editing WarioWare: D.I.Y.
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|developer=[[Nintendo SPD|Nintendo SPD Group No.1]] <br> [[Intelligent Systems]] | |developer=[[Nintendo SPD|Nintendo SPD Group No.1]] <br> [[Intelligent Systems]] | ||
|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
|release={{ | |release={{release|Japan|April 29, 2009|ROC|April 29, 2009|USA|March 28, 2010|Europe|April 30, 2010|Australia|May 20, 2010}} | ||
|languages={{languages|en_us=y|en_gb=y|es_es=y|fr_fr=y|de=y|it=y|jp=y}} | |languages={{languages|en_us=y|en_gb=y|es_es=y|fr_fr=y|de=y|it=y|jp=y}} | ||
|genre=Action, Creativity | |genre=Action, Creativity | ||
|modes=Single player | |modes=Single player | ||
|ratings={{ratings|esrb=E|pegi=7|usk=0|cero=A|acb=G| | |ratings={{ratings|esrb=E|pegi=7|usk=0|cero=A|acb=G|dejus=L}} | ||
|platforms=[[Nintendo DS]] | |platforms=[[Nintendo DS]] | ||
| | |media={{media|ds=1}} | ||
|input={{input|ds=1}} | |input={{input|ds=1}} | ||
}} | }} | ||
'''''WarioWare: D.I.Y.''''' is the | |||
'''''WarioWare: D.I.Y.''''' is the sixth game in the [[WarioWare (series)|''WarioWare'' series]]. The game is officially called '''''WarioWare: Do It Yourself''''' in European languages, but the ''"D.I.Y."'' abbreviation is still included everywhere in the game and also present on the game's logo. | |||
The game was confirmed on October 2 at the Fall 2008 Nintendo Conference, where a very short video clip was shown. The American release was first announced at E3 2009.<ref>[http://press.nintendo.com/articles.jsp?id=21389 Press.Nintendo.com]: Nintendo Unveils Its Video Game Lineup For Early 2010 (12/14/2009)</ref> The European release date was first announced at Nintendo's European conference on January 25, 2010. The game was released in Japan and the ROC on April 29, 2009, in North America on March 28, 2010, in Europe on April 30, 2010, and in Australia on May 20, 2010. | |||
The second ''WarioWare'' game for the Nintendo DS allows the player to create their own [[microgame]]s, [[Record (WarioWare: D.I.Y.)|records]], and comics, hence the title (''D.I.Y.'' is short for ''"Do It Yourself"''). The content could be shared via the [[Nintendo Wi-Fi Connection]].<ref>[http://www.1up.com/do/newsStory?cId=3173648 1UP.com]: Make Your Own WarioWare Games (04/08/2009)</ref> However, the service was terminated on May 20, 2014, making this game's content no longer shareable online. | |||
==Storyline== | ==Storyline== | ||
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Before being able to use the editing tools, the player has to go through a six-step tutorial (named "D.I.Y 101") explaining the basics of the interface and the editor's programming syntax. Further lessons are available. | Before being able to use the editing tools, the player has to go through a six-step tutorial (named "D.I.Y 101") explaining the basics of the interface and the editor's programming syntax. Further lessons are available. | ||
The tools for graphical editing include different pencil tools, a spray can, a fill tool, and an eraser. They are used for both background elements, and sprites, which can be easily placed and moved around. The game allows the programming of logic routines to define the game's rules. The editor is restricted to tapping motions for input, as the development team wanted to keep content creation simple.<ref> | The tools for graphical editing include different pencil tools, a spray can, a fill tool, and an eraser. They are used for both background elements, and sprites, which can be easily placed and moved around. The game allows the programming of logic routines to define the game's rules. The editor is restricted to tapping motions for input, as the development team wanted to keep content creation simple.<ref>[http://nintendoeverything.com/sakamoto-discusses-metroid-other-m-and-warioware-d-i-y/ Nintendo Everything: Sakamoto discusses Metroid: Other M and WarioWare: D.I.Y.]</ref> | ||
[[File:WarioWareDIY-Music.png|thumb|120px|The music creation tool.]] | [[File:WarioWareDIY-Music.png|thumb|120px|The music creation tool.]] | ||
Music can be made as well. The respective tool is similar to the Music Mode of ''Mario Paint''. Instead of manually placing the notes on the music score, the player can also sing through the DS's microphone, which the DS then converts into the notes. Many of the instruments usable for the created melody originate from ''Mario Paint''. The premade sound effects are partly taken from ''Mario Paint'' as well. | Music can be made as well. The respective tool is similar to the Music Mode of ''Mario Paint''. Instead of manually placing the notes on the music score, the player can also sing through the DS's microphone, which the DS then converts into the notes. Many of the instruments usable for the created melody originate from ''Mario Paint''. The premade sound effects are partly taken from ''Mario Paint'' as well. | ||
Players can send their creations to other ''D.I.Y.'' owners or receive other people's works. Before the discontinuation of the [[Nintendo Wi-Fi Connection]], they could also be uploaded to Nintendo for contest purposes. Microgames made available by Nintendo were also available for download. Additionally, ''[[WarioWare: D.I.Y. Showcase]]'' allows the player to play the microgames on the [[Wii]]. | Players can send their creations to other ''D.I.Y.'' owners or receive other people's works. Before the discontinuation of the [[Nintendo Wi-Fi Connection]], they could also be uploaded to Nintendo for contest purposes. Microgames made available by Nintendo were also available for download. Additionally, the [[WiiWare]] game ''[[WarioWare: D.I.Y. Showcase]]'' allows the player to play the microgames on the [[Wii]]. | ||
===Pre-built content=== | ===Pre-built content=== | ||
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[[File:DiamondSoftware.png|float]] | [[File:DiamondSoftware.png|float]] | ||
Games under this category are made by former members of Wario's crew, working under the brand name of [[Diamond Software]]. Each character's stage consists of 18 microgames with a common theme, and a story presented like a television program. Unlike previous ''WarioWare'' titles, stages do not end after clearing the boss microgame on the first playthrough, and the player must wait 24 hours after clearing a stage's target to unlock the next one. Encountering a Diamond Software microgame in the Game Blender adds it to the D.I.Y. Shop, which allows the player to play it individually, as well as view, import, and edit it with the [[Super MakerMatic 21]]. The microgame sets are listed as follows: | Games under this category are made by former members of Wario's crew, working under the brand name of [[Diamond Software]]. Each character's stage consists of 18 microgames with a common theme, and a story presented like a television program. Unlike previous ''WarioWare'' titles, stages do not end after clearing the boss microgame on the first playthrough, and the player must wait 24 hours after clearing a stage's target to unlock the next one. Encountering a Diamond Software microgame in the Game Blender adds it to the D.I.Y. Shop, which allows the player to play it individually, as well as view, import, and edit it with the [[Super MakerMatic 21]]. The microgame sets are listed as follows: | ||
{|width=100% | {|width=100% border="1"cellspacing=0 cellpadding=3 style="border-collapse:collapse; text-align: center;" | ||
!Theme | !Theme | ||
!Stage | !Stage | ||
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|[[File:WWDIY 9-Volt SI.png|40px]]<br>'''[[List of WarioWare: D.I.Y. microgames#9-Volt|Nintendo]]''' | |[[File:WWDIY 9-Volt SI.png|40px]]<br>'''[[List of WarioWare: D.I.Y. microgames#9-Volt|Nintendo]]''' | ||
|[[File:9-Volt Portrait DIY.png|link=9-Volt]] | |[[File:9-Volt Portrait DIY.png|link=9-Volt]] | ||
|align="left"|Just like [[18-Volt]]'s stage in ''[[WarioWare: D.I.Y. Showcase]]'', 9-Volt's stage is based on a classic game. 9-Volt stars in the game ''Super 9-Volt'', based on the game ''[[Super Mario Bros.]]'' | |align="left"|Just like [[18-Volt]]'s stage in ''[[WarioWare: D.I.Y. Showcase]]'', 9-Volt's stage is based on a classic game. 9-Volt stars in the game ''Super 9-Volt'', based on the game ''[[Super Mario Bros.]]''. | ||
|- | |- | ||
|[[File:WWDIY Shuffle SI.png|40px]]<br>'''All''' | |[[File:WWDIY Shuffle SI.png|40px]]<br>'''All''' | ||
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[[File:DIYGames.png|float]] | [[File:DIYGames.png|float]] | ||
These stages utilize microgames the player has saved to their shelves in the [[D.I.Y. Shop]]. Clearing 15 points in the Diamond Software: Ultra Hard stage unlocks the option to assign any Diamond Software theme (aside from Jimmy T.'s) to these stages, giving them the story and boss stage of their respective host. | These stages utilize microgames the player has saved to their shelves in the [[D.I.Y. Shop]]. Clearing 15 points in the Diamond Software: Ultra Hard stage unlocks the option to assign any Diamond Software theme (aside from Jimmy T.'s) to these stages, giving them the story and boss stage of their respective host. | ||
{|width=100% | {|width=100% border="1"cellspacing=0 cellpadding=3 style="border-collapse:collapse; text-align: center;" | ||
!Theme | !Theme | ||
!Stage | !Stage | ||
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===Mix All=== | ===Mix All=== | ||
The Mix All option allows players to play a microgame stage with all of the microgames present in their shelves and Diamond Software's shelves combined and is unlocked by clearing 15 points in the Diamond Software: Ultra Hard stage. | The Mix All option allows players to play a microgame stage with all of the microgames present in their shelves and Diamond Software's shelves combined and is unlocked by clearing 15 points in the Diamond Software: Ultra Hard stage. | ||
{|width=100% | {|width=100% border="1"cellspacing=0 cellpadding=3 style="border-collapse:collapse; text-align: center;" | ||
!Image | !Image | ||
!Stage | !Stage | ||
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==Development== | ==Development== | ||
Director [[Goro Abe]] thought the [[microgame]] format was well-suited to content creation due to their simplicity and short development time, and thus believed players could have fun creating microgames. Following the completion of ''[[WarioWare, Inc.: Mega Party Game$!]]'', Abe wrote a text file describing a software creation game using the ''WarioWare'' system for the Iris (the codename for the successor to the [[Game Boy Advance]], which would eventually evolve into the [[Nintendo DS]]). However, Abe felt the pitch "missed something" and due to the difficulties of making the editor accessible, it was put on hold as he focused on other projects.<ref name="Iwata Asks"> | Director [[Goro Abe]] thought the [[microgame]] format was well-suited to content creation due to their simplicity and short development time, and thus believed players could have fun creating microgames. Following the completion of ''[[WarioWare, Inc.: Mega Party Game$!]]'', Abe wrote a text file describing a software creation game using the ''WarioWare'' system for the Iris (the codename for the successor to the [[Game Boy Advance]], which would eventually evolve into the [[Nintendo DS]]). However, Abe felt the pitch "missed something" and due to the difficulties of making the editor accessible, it was put on hold as he focused on other projects.<ref name="Iwata Asks">[http://iwataasks.nintendo.com/interviews/#/ds/diy/0/0 Iwata Asks: WarioWare D.I.Y]</ref> | ||
When the [[Wii]] was developed, various Nintendo departments held meetings to discuss the new console. Abe was the representative of [[Nintendo Software Planning & Development]] and learned that the Wii and DS could exchange data via [[Nintendo Wi-Fi Connection]]. This information inspired him to build on his previous pitch.<ref name="Iwata Asks"/> | When the [[Wii]] was developed, various Nintendo departments held meetings to discuss the new console. Abe was the representative of [[Nintendo Software Planning & Development]] and learned that the Wii and DS could exchange data via [[Nintendo Wi-Fi Connection]]. This information inspired him to build on his previous pitch.<ref name="Iwata Asks"></ref> | ||
Following the completion of ''[[WarioWare: Smooth Moves]]'', Goro Abe shared his idea with fellow SPD 1 employee [[Takumi Hatakeyama]]. Hatakeyama was interested in the pitch as he had fond memories of creating content on ''[[Mario Paint]]'', despite sharing Abe's inability to focus on completing longer, more involved content.<ref name="Iwata Asks"/> Goro Abe also invited [[Intelligent Systems]] employee [[Taku Sugioka]], who too was interested in the idea, but he was unsure of the feasibility of the project.<ref name="Iwata Asks"/> | Following the completion of ''[[WarioWare: Smooth Moves]]'', Goro Abe shared his idea with fellow SPD 1 employee [[Takumi Hatakeyama]]. Hatakeyama was interested in the pitch as he had fond memories of creating content on ''[[Mario Paint]]'', despite sharing Abe's inability to focus on completing longer, more involved content.<ref name="Iwata Asks"></ref> Goro Abe also invited [[Intelligent Systems]] employee [[Taku Sugioka]], who too was interested in the idea, but he was unsure of the feasibility of the project.<ref name="Iwata Asks"></ref> | ||
The team decided to base the music and drawing tools on ''Mario Paint''. As there was no template for the game content-creation aspect, the developers felt it was the aspect that was the hardest to implement – according to Abe, half of the game's 2-years development cycle was spent on experimenting to create an approachable editor.<ref name="Iwata Asks"/> It was eventually decided that microgame creation would be split into three components: "objects" (moving sprites), "background" (static graphics) and "sound". To integrate the sound and graphic creation tool in the game editor, the development team created a test model which surprised them with its efficiency when a designer with little programming experience was able to make a game within a few hours.<ref name="Iwata Asks"/> | The team decided to base the music and drawing tools on ''Mario Paint''. As there was no template for the game content-creation aspect, the developers felt it was the aspect that was the hardest to implement – according to Abe, half of the game's 2-years development cycle was spent on experimenting to create an approachable editor.<ref name="Iwata Asks"></ref> It was eventually decided that microgame creation would be split into three components: "objects" (moving sprites), "background" (static graphics) and "sound". To integrate the sound and graphic creation tool in the game editor, the development team created a test model which surprised them with its efficiency when a designer with little programming experience was able to make a game within a few hours.<ref name="Iwata Asks"></ref> | ||
The first version of the editor was far less complex than that of the final version, the approach being to start with a small number of necessary functions and add others if necessary, rather than having an overly complex editor and removing unnecessary functions.<ref name="Iwata Asks"/> To test its capabilities, the development team set to recreate [[Wario]]'s stage in ''[[WarioWare: Touched!]]'' They were able to replicate "almost 100%", with some adjustments made to games that could not be fully recreated.<ref name="Iwata Asks"/> During developments, Abe emphasized to the other staff members that it was unnecessary to create highly complex and technical games, as they would only last a few seconds. | The first version of the editor was far less complex than that of the final version, the approach being to start with a small number of necessary functions and add others if necessary, rather than having an overly complex editor and removing unnecessary functions.<ref name="Iwata Asks"></ref> To test its capabilities, the development team set to recreate [[Wario]]'s stage in ''[[WarioWare: Touched!]]'' They were able to replicate "almost 100%", with some adjustments made to games that could not be fully recreated.<ref name="Iwata Asks"></ref> During developments, Abe emphasized to the other staff members that it was unnecessary to create highly complex and technical games, as they would only last a few seconds. | ||
Taku Sugioka lobbied for the game to be shipped on a {{wp|Flash Memory|NAND}} cartridge due to the format's faster rewrite speed and increased storage capacity, which caused the game to be slightly delayed due to issues debugging the new format.<ref name="Iwata Asks"/> | Taku Sugioka lobbied for the game to be shipped on a {{wp|Flash Memory|NAND}} cartridge due to the format's faster rewrite speed and increased storage capacity, which caused the game to be slightly delayed due to issues debugging the new format.<ref name="Iwata Asks"></ref> | ||
As the development team knew not all consumers would be interested in creating games at first, the ability to edit pre-made microgames was added. The game's 90 microgames were specifically designed to provide a wide variety of templates and assets.<ref name="Iwata Asks"/> | As the development team knew not all consumers would be interested in creating games at first, the ability to edit pre-made microgames was added. The game's 90 microgames were specifically designed to provide a wide variety of templates and assets.<ref name="Iwata Asks"></ref> | ||
==Reception== | ==Reception== | ||
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|- | |- | ||
|[[Nintendo DS]] | |[[Nintendo DS]] | ||
| | |Carig Harris, [https://www.ign.com/articles/2010/03/25/warioware-diy-review IGN] | ||
|9/10 | |9/10 | ||
|"''This is truly Mario Paint for the Nintendo DS generation. Don't get WarioWare D.I.Y. if you're just interested in playing through the next batch of microgames from Nintendo; get it to show off that you have what it takes to do what Nintendo does. I love WarioWare D.I.Y. as a creative outlet: game builders have been around since the '80s but this is the first time I found myself truly engrossed in the process of building a game from scratch because of how simple yet powerful it is. Sure, when all is said and done there's not much to a five to 10-second "tap the screen" mini-game, but the fact that you can get something up and running and working in a short amount of time definitely fuels that sense of satisfaction and instant gratification.''" | |"''This is truly Mario Paint for the Nintendo DS generation. Don't get WarioWare D.I.Y. if you're just interested in playing through the next batch of microgames from Nintendo; get it to show off that you have what it takes to do what Nintendo does. I love WarioWare D.I.Y. as a creative outlet: game builders have been around since the '80s but this is the first time I found myself truly engrossed in the process of building a game from scratch because of how simple yet powerful it is. Sure, when all is said and done there's not much to a five to 10-second "tap the screen" mini-game, but the fact that you can get something up and running and working in a short amount of time definitely fuels that sense of satisfaction and instant gratification.''" | ||
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|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
|colspan=2|Compiler | |colspan=2|Compiler | ||
|colspan=2|{{ | |colspan=2|{{nowrap|Platform / Score}} | ||
|- | |- | ||
|colspan=2|Metacritic | |colspan=2|Metacritic | ||
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==Media== | ==Media== | ||
{{media | {{more media|section=yes|2 or 3 more track samples}} | ||
{{media table | {{media table | ||
|file1=WWDIY Crygor.wav | |file1=WWDIY Crygor.wav | ||
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==References in later games== | ==References in later games== | ||
*''[[WarioWare: Get It Together!]]'': Mona's pith helmet appears in her room during her story's intro. | *''[[WarioWare: Get It Together!]]'': Mona's pith helmet appears in her room during her story's intro. | ||
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|JapR=Meido in Ore | |JapR=Meido in Ore | ||
|JapM=Made in Me<br>The word "''ore''" (俺) is an informal Japanese first-person pronoun and is usually avoided in work titles unless, among other motives, the air of informality is sought. In this case, it represents Wario, as well as the overall theme of ''WarioWare''. | |JapM=Made in Me<br>The word "''ore''" (俺) is an informal Japanese first-person pronoun and is usually avoided in work titles unless, among other motives, the air of informality is sought. In this case, it represents Wario, as well as the overall theme of ''WarioWare''. | ||
|ChiT=本大爺工作室<ref> | |ChiT=本大爺工作室<ref>[https://web.archive.org/web/20190311181255/http://www.nintendo.tw/ds/ds_software.htm Official Nintendo Taiwan website]</ref> | ||
|ChiTR=Běn Dàyé Gōngzuòshì | |ChiTR=Běn Dàyé Gōngzuòshì | ||
|ChiTM=My Studio | |ChiTM=My Studio | ||
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==External links== | ==External links== | ||
*[https://www.nintendo.com/consumer/gameslist/manuals/DS_Wario_Ware_DIY.pdf North American manual] | |||
*[https | *[https://www.nintendo.co.jp/ds/uorj/index.html Official Japanese Website] | ||
*[https://www.nintendo.co.jp/ds/uorj/index.html Official | *[https://web.archive.org/web/20101129202910/http://www.wariowarediy.com/ Official North American Website (Web Archive)] | ||
*[https://web.archive.org/web/20101129202910/http://www.wariowarediy.com/ Official American | *[https://www.nintendo.com/games/detail/IuuBjN_K0sbf8ckx_2qo9IOUTFXWTisl Official North American Gamepage] | ||
*[https | *[https://www.nintendo.co.uk/Games/Nintendo-DS/WarioWare-Do-It-Yourself-273542.html Official European Website] | ||
*[https://www.nintendo. | *[http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=43&prod_id=20320&pageID=4 Official Australian Webpage] | ||
*[ | |||
{{WWDIY}} | {{WWDIY}} |