Editing WarioWare Gold

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|"''Come join me, '''5-Volt''', for an extra-special second stage of the '''Ultra League'''! I'm throwing a barbecue, and everyone's going to bring their favorite food. '''9-Volt''' and '''Fronk''' have been drooling since yesterday! Join the '''Potluck Gang''' for some games too, including some from the '''Nintendo Classics''' and '''Fantasy''' genres.''"
|"''Come join me, '''5-Volt''', for an extra-special second stage of the '''Ultra League'''! I'm throwing a barbecue, and everyone's going to bring their favorite food. '''9-Volt''' and '''Fronk''' have been drooling since yesterday! Join the '''Potluck Gang''' for some games too, including some from the '''Nintendo Classics''' and '''Fantasy''' genres.''"
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|colspan=3|'''It's a Potluck'''<br>5-Volt, 9-Volt, 18-Volt, Dribble, Spitz, Ashley, Red, Orbulon, Mike, and Fronk arrive at the [[Peridot Campgrounds]] for a potluck. 5-Volt declares that the grills are ready for cooking, to 9-Volt's excitement. The group begins to announce what food they each brought, with 5-Volt and 9-Volt having hot dogs, 18-Volt having vegetables, Spitz having chicken, and Dribble having s'mores. However, 9-Volt gets concerned when Orbulon brings radioactive carotene logs and Red brings exploding fresh oysters. Ashley brings what she claims to be [[garlic]], though Red worriedly identifies it as [[mandrake]] root, the cry of which can be lethal. Spitz then screams like a mandrake as a prank, terrifying Red. 9-Volt concludes that a potluck was a bad idea, but he soon cheers up when 5-Volt reveals she also brought games for them to play, to everyone's excitement. After everyone plays card games together, 18-Volt defeats 9-Volt at them, which he attributes to luck. Dribble suggests that they should invite Wario the next time they have a potluck. Ashley acts unhappy about the idea of having a second potluck, although Red claims that she likes the idea. 5-Volt decides they should meet up again tomorrow and takes a photo of everyone, along with the [[Sasquatch Family]].
|colspan=3|'''It's a Potluck'''<br>5-Volt, 9-Volt, 18-Volt, Dribble, Spitz, Ashley, Red, Orbulon, Mike, and Fronk arrive at the [[Peridot Campgrounds]] for a potluck. 5-Volt declares that the grills are ready for cooking, to 9-Volt's excitement. The group begins to announce what food they each brought, with 5-Volt having hot dogs, 18-Volt having vegetables, Spitz having chicken, and Dribble having s'mores. However, 9-Volt gets concerned when Orbulon brings radioactive carotene logs and Red brings exploding fresh oysters. Ashley brings what she claims to be [[garlic]], though Red worriedly identifies it as [[mandrake]] root, the cry of which can be lethal. Spitz then screams like a mandrake as a prank, terrifying Red. 9-Volt concludes that a potluck was a bad idea, but he soon cheers up when 5-Volt reveals she also brought games for them to play, to everyone's excitement. After everyone plays card games together, 18-Volt defeats 9-Volt at them, which he attributes to luck. Dribble suggests that they should invite Wario the next time they have a potluck. Ashley acts unhappy about the idea of having a second potluck, although Red claims that she likes the idea. 5-Volt decides they should meet up again tomorrow and takes a photo of everyone, along with the [[Sasquatch Family]].
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|align="center"|[[File:Wario Deluxe Sprite Gold.png|140px]]
|align="center"|[[File:Wario Deluxe Sprite Gold.png|140px]]
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!In-game description
!In-game description
|-
|-
|[[File:allmixedup_gold.png|120px]]
|[[File:allmixedup_gold.png|120px]]{{anchor|All Mixed Up}}
|{{anchor|All Mixed Up}}{{main|Variety Towers}}
|All the microgames from all stages are mixed. The game has separate modes for the Mash, Twist, Touch, Ultra, and "Ultra: No Guide" control schemes.
In All Mixed Up, all the microgames from all stages are mixed. Boss Games are excluded. The game has separate modes for the Mash, Twist, Touch, Ultra, and "Ultra: No Guide" inputs.
|"''It's one big mash-up of all the microgame genres! Brush up on your skills in the Story first, and then you can knock it out of the park here!''"
|"''It's one big mash-up of all the microgame genres! Brush up on your skills in the Story first, and then you can knock it out of the park here!''"
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|[[File:thrillride_gold.png|120px]]
|[[File:thrillride_gold.png|120px]]{{anchor|Thrill Ride}}
|{{anchor|Thrill Ride}}{{main|Variety Towers}}
|All the microgames are mixed, start at the highest difficulty level, and only one life is available. The game has separate modes for the Mash, Twist, Touch, and Ultra control schemes.
In Thrill Ride, all the microgames are mixed, start at the highest difficulty level, and only one life is available. Boss Games are excluded. The game has separate modes for the Mash, Twist, Touch, and Ultra inputs.  
|"''Fail just once in this mode, and it’s game over for you! We’re not messing around with these games. They're super tough right from the start. How long do you think you can last?''"
|"''Fail just once in this mode, and it’s game over for you! We’re not messing around with these games. They're super tough right from the start. How long do you think you can last?''"
|-
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|[[File:superhard_gold.png|120px]]
|[[File:superhard_gold.png|120px]]{{anchor|Super Hard}}
|{{anchor|Super Hard}}{{main|Variety Towers}}
|All the microgames are mixed at high speed. The game has separate modes for the Mash, Twist, Touch, and Ultra control schemes.
In Super Hard, all the microgames are mixed and start out at high speed. Boss Games are excluded. The game has separate modes for the Mash, Twist, Touch, and Ultra inputs.
|"''Want a whole lot of games coming your way at top speed? You’re in the right place. It only gets faster from here on out. Try to keep up!''"
|"''Want a whole lot of games coming your way at top speed? You’re in the right place. It only gets faster from here on out. Try to keep up!''"
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|[[File:wariowatch_gold.png|120px]]
|[[File:wariowatch_gold.png|120px]]{{anchor|Wario Watch}}
|{{anchor|WarioWatch}}WarioWatch is a mode similar to the microgame sets of its name in ''[[WarioWare: Twisted!]]''. It is hosted by Wario. It can be played with Mash, Twist or Touch inputs, or Ultra inputs for all microgames. No lives can be lost in this mode. Instead, the mode game has an overall timer which ticks down during microgames, and the game ends when the that timer reaches 0. It starts at 20.0 seconds. The timer is displayed on the Top Screen during microgames. The timer in each microgame is extended in length and a microgame that has been won concludes faster than normal. When a microgame is completed successfully, more time is added to the clock. Different microgames add different amounts of time when completed, loosely proportional to their length. This means Boss Games are worth a significant amount of time. The maximum amount of time the timer can have is 30.0 seconds. Unlike other modes, a point is not earned for failed microgames. There is a hard mode called "Close Shave", available for all four inputs, in which the clock starts with 6.0 seconds, and Boss Games do not appear.
|Similar to its version in ''[[WarioWare: Twisted!]]'' No lives can be lost in this mode. Instead, the game ends when the clock reaches 0. When a microgame is completed successfully, one point is scored and more time is added to the clock. Microgames must be completed as fast as possible to get high scores. The game has separate modes for the Mash, Twist, Touch, and Ultra control schemes. Each control scheme also comes with a harder variant called "Close Shave," in which the clock starts with less time (6.0, instead of "Normal"{{'}}s 20.0).
|"''A mode produced by the one and only Wario! Time will keep slipping away, so try to earn it back! How do you do that? Clear the microgames!''"
|"''A mode produced by the one and only Wario! Time will keep slipping away, so try to earn it back! How do you do that? Clear the microgames!''"
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|[[File:sneakygamer_gold.png|120px]]
|[[File:sneakygamer_gold.png|120px]]{{anchor|Sneaky Gamer}}
|{{anchor|Sneaky Gamer}}{{main|Gamer}}
|{{main|Gamer}}
Sneaky Gamer is a reimplementation of the minigame [[Gamer]] from ''[[Game & Wario]]'', but using microgames in ''WarioWare Gold''. The player has to keep watch for [[9-Volt]] while he is playing Mash microgames after bedtime while avoiding being caught by 5-Volt. The Top Screen shows 9-Volt's bedroom, where his mother can appear. By holding {{button|3DS|L}} and {{button|3DS|R}}, 9-Volt pretends to sleep, which pauses the gameplay of the Touch Screen and keeps him safe from 5-Volt. However, pretending to sleep while 5-Volt is not looking at 9-Volt drains the Wakey Gauge at the top of the Top Screen. The game ends when 5-Volt catches 9-Volt playing, if 9-Volt loses all of his lives, or if 9-Volt's Wakey Gauge runs out and makes him fall asleep for real. There are three levels to play, as well as an endless mode. Each level ends on a Boss Game. After completing the Boss Game, the level is scored based on a combination of the lives remaining and the remainder of the Wakey Gauge. Endless mode works on normal ''WarioWare'' scoring, and allows 9-Volt to recover the Wakey Gauge by "sleeping" just before 5-Volt begins watching him. The mode from Gamer with 18-Volt is not present, as playing microgames in a score attack without 5-Volt is conceptually represented by the remainder of ''WarioWare Gold''.
The player has to keep watch for [[9-Volt]] while he is playing Mash microgames after bedtime while avoiding being caught by 5-Volt. When 9-Volt hides, he becomes tired, so he cannot hide for a long time. The game ends when 5-Volt catches 9-Volt playing, if 9-Volt loses all of his lives, or if 9-Volt falls asleep.
|"''Hey, you guys! 9-Volt here! I love to play games right before I go to bed. Too bad my mom doesn’t approve. Could you keep watch for me?''"
|"''Hey, you guys! 9-Volt here! I love to play games right before I go to bed. Too bad my mom doesn’t approve. Could you keep watch for me?''"
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|[[File:wariointerrupts_gold.png|120px]]
|[[File:wariointerrupts_gold.png|120px]]{{anchor|Wario Interrupts}}
|{{anchor|Wario Interrupts}}Wario Interrupts is available after completing the Story mode. It can only be played with Ultra inputs and does not include Boss Games. Wario Interrupts reprises the scenario for [[Wario Deluxe]]'s stage in Story mode. Its music, cutscenes, and Lulu's role in it have been changed. Microgames are played on the lowest difficulty level only. Speed-ups happen gradually every five microgames without warning. Wario Deluxe is shown on the Top Screen, while every microgame occurs on the Touch Screen. At the start of the game and after every three microgames, Wario Deluxe will unleash a distraction to block with or mess with the microgames. A new effect replaces an older effect. After each microgame, the Hero Button in the bottom-right corner of the screen fill up. Once full, [[Lulu]] starts speaking for every microgame. Tapping the Hero Button summons Lulu, who clears the current distraction and prevents Wario Deluxe from starting another until the next three microgame cycle. This drains the Hero Button.
|Wario Interrupts is available after completing the Story mode. Every single microgame using the Mash, Twist, Touch and Blow controls gets mixed in this mode on the lowest difficulty level only. Speed-ups happen gradually every five microgames without warning. [[Wario Deluxe]] is shown on the Top Screen, while every microgame occurs on the Touch Screen. Every three microgames, Wario Deluxe will unleash a distraction to block with or mess with the microgames. After each microgame, a small gauge in the bottom-right corner of the screen will fill up. Once full, tapping the Hero Button will summon [[Lulu]], who will clear the current distraction for the next three games. After that, the meter will have to fill up again. The game ends once the player loses all four lives, which are represented by gold blocks at the top of the Top Screen. Wario Deluxe will distract the player by:
 
#Turning the touch screen upside-down, reversing the up, down, left and right controls on {{button|3ds|pad}} and gyro controls.
Wario Deluxe can distract the player by:
#Turning the touch screen upside-down. In practice, this also reverses how directional controls function compared to the orientation of the screen. This works intuitively for Touch inputs unless direction matters and does not affect Mic inputs at all. It less intuitively affects Mash and Twist inputs.
#Reversing the Touch Screen's colors.
#Reversing the Touch Screen's colors.
#Replacing all sounds in microgames with the [[Baby Face]]'s signature sound effect.
#Replacing all sounds in microgames with the [[Baby Face]]'s signature sound effect.
#Hiding the guide depicting the inputs of each microgame, as in the Story mode's Anything Goes stage.
#Hiding the control schemes used before each microgame, just like in Story mode's Anything Goes stage between the tenth and fifteenth games before the boss stage.
#Blocking the screen with one or three [[Tiny Wario]] heads, which are attached to balloons on the Top Screen. The balloons can be popped by mashing one of {{button|3ds|A}} or a direction on the {{button|3ds|pad}}, causing the head to fall away. The relevant button is displayed on the balloon. This prevents Mash microgames from appearing until the distraction is cleared. Similarly, it prevents Twist microgames that use the {{button|3ds|A}} button from appearing if one of the balloons has that button.
#Blocking the screen with three [[Tiny Wario]] heads attached to balloons, which can be popped by mashing either {{button|3ds|A}} or directions on the {{button|3ds|pad}}, preventing Mash League microgames from appearing until the distraction is cleared. Similarly, it prevents Twist League microgames that use the {{button|3ds|A}} button from appearing if that button is required to pop one of the balloons.
#Farting three times in a row, blocking the screen with noxious gas. It can be blown away by blowing into {{button|ds|mic}}, in turn preventing Mic microgames from appearing until the distraction is cleared.
#Farting three times in a row, blocking the screen with noxious gas, can be blown away by blowing into {{button|ds|mic}}, preventing Mike's microgames from appearing until the distraction is cleared.
#Blocking the screen with two paint blobs, which can be wiped off using {{button|3ds|Stylus}}. This prevents Touch microgames from appearing until the distraction is cleared.
#Blocking the screen with two paint blobs, which can be wiped off using {{button|3ds|Stylus}}, preventing Touch League microgames from appearing until the distraction is cleared.
#Shrinking the Touch Screen.
#Shrinking the Touch Screen.
#Blocking the screen with a glass full of wine, which can be removed by tilting the system to the far left or right. This prevents Twist microgames from appearing until the distraction is cleared.
#Blocking the screen with a glass full of wine, which can be removed by tilting the system to the far left or right, preventing Twist League microgames from appearing until the distraction is cleared.
#Randomly speeding up or slowing down the microgame.
#Randomly speeding up or slowing down the microgame.
|"''Wario Deluxe is back...and this time I'm powered up! If you thought Wario was aggravating, wait till you get a load of me!''"
|"''Wario Deluxe is back...and this time I'm powered up! If you thought Wario was aggravating, wait till you get a load of me!''"
|-
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|[[File:cruisecontrols_gold.png|120px]]
|[[File:cruisecontrols_gold.png|120px]]{{anchor|Cruise Controls}}
|{{anchor|Cruise Controls}}Cruise Controls is a game mode unlocked after playing the Wario Interrupts mode once. It is hosted by Dribble, though Spitz is present. The player controls [[Dribble's taxi]] in a race, and has to complete 15 Mash microgames as fast as possible. Boss Games are not included. The speed of microgames can manually adjusted: tilting the [[Nintendo 3DS]] up makes them go faster while tilting down makes them slower. This is the only point in the game where tilting up and down is needed. The current speed is visually indicated on a Speed Gauge on the right side of the Top Screen. Losing a microgame adds 10 seconds to the timer as a penalty, but the player still has four lives. Lives are represented by Dribble dolls.
|Cruise Controls is a game mode unlocked after playing the Wario Interrupts mode once. The player controls the speed of [[Dribble's taxi]] by tilting the [[Nintendo 3DS]] up and down to adjust the throttle. The faster the taxi's speed, the faster the Mash microgames are played. The player must complete a set of 15 microgames in as little time as possible; losing a microgame adds 10 seconds as a penalty.
|"''Remember your ol' pal Dribble? I'm keeping cool with my new mode that lets you adjust a game's speed by tilting your system. When you reach the finish line, we'll see how you did on time.''"
|"''Remember your ol' pal Dribble? I'm keeping cool with my new mode that lets you adjust a game's speed by tilting your system. When you reach the finish line, we'll see how you did on time.''"
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|[[File:splitscreen_gold.png|120px]]
|[[File:splitscreen_gold.png|120px]]{{anchor|Split Screen}}
|{{anchor|Split Screen}}Split Screen is a mode hosted by [[Kat & Ana]]. This mode can be played using the Mash or Ultra inputs, though game's Ultra inputs have no guide in the same way All Mixed Up's "Ultra: No Guide" input does not have a guide. Microgames take place on both the Top and Touch Screen, though only one micrgame is played at a time. When a microgame concludes on one screen, the next microgame starts with an extremely short transition on the other screen. Kat represents the Top Screen, while Ana represents the Touch Screen. Lives are represented by shuriken. In Ultra, Kat's microgames can never be Touch microgames because the Top Screen cannot be tapped.
|[[Kat & Ana]] take turns playing microgames. Kat's games are played on the top screen of the [[Nintendo 3DS]], while Ana's are played on the bottom. There are no transitions between games, so the player has little time to prepare. This mode can be played using the Mash or Ultra (equivalent to All Mixed Up's "Ultra: No Guide") control schemes. In Ultra, Kat's microgames can never be ones with touch controls, since the top screen does not have touch support.


All microgames with 8-beat timers in the game can be picked, while no 4- or 16-beat microgames or Boss Games can be picked. The microgames are played at their 2nd level difficulty from 17 points onwards, and at their 3rd level difficulty from 34 points onwards. The microgames' speeds increase in sync with the background music as the score increases.
All microgames with 8-beat timers in the game can be picked, while no 4- or 16-beat microgames or boss levels can be picked. The microgames are played at their 2nd level difficulty from 17 points onwards, and at their 3rd level difficulty from 34 points onwards. The microgames' speeds increase in sync with the background music as the score increases.
|"''This is Kat and Ana! There's no time for rest in our mode! When the game on the top screen stops, another one'll start right away on the bottom screen. You're gonna need all your concentration skills here!''"
|"''This is Kat and Ana! There's no time for rest in our mode! When the game on the top screen stops, another one'll start right away on the bottom screen. You're gonna need all your concentration skills here!''"
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|[[File:battletime_gold.png|120px]]
|[[File:battletime_gold.png|120px]]{{anchor|Battle Time}}
|{{anchor|Battle Time}}{{main|Showdown (mode)}}
|Battle Time is a Local Multiplayer mode hosted by [[Young Cricket]] & [[Master Mantis]]. Two players who both have the game battle against each other by playing the same microgame at the same time. The objective is to keep playing microgames until the opponent loses their last life. Lives are lost after losing microgames. The players can choose one to four lives, and the host can also choose which league to play from. If both players lose their last life from the same microgame, the mode will enter sudden death and the next person to lose a microgame will lose the battle. After a winner is declared, the results for each microgame played will be shown.
Battle Time is a Local Multiplayer mode hosted by [[Young Cricket]] & [[Master Mantis]]. Two players who both have the game battle against each other by playing the same microgame at the same time. The objective is to keep playing microgames until the opponent loses their last life. Lives are lost after losing microgames. The players can choose one to four lives, and the host can also choose which inputs the microgames will have between Mash, Twist, Touch, and Ultra. If both players lose their last life from the same microgame, the mode will enter sudden death and the next person to lose a microgame will lose the battle. After a winner is declared, the results for each microgame played will be shown.
|"''Hello, player. I, Young Cricket, have the honor of introducing an exciting new mode. Here, you challenge your friends who also have WarioWare Gold! Face-to-face competition is key to any training regimen, so don't hesitate. Let the battle begin!''"
|"''Hello, player. I, Young Cricket, have the honor of introducing an exciting new mode. Here, you challenge your friends who also have WarioWare Gold! Face-to-face competition is key to any training regimen, so don't hesitate. Let the battle begin!''"
|}
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|style="text-align:center"|'''WarioWatch'''||style="text-align:center"|'''Wario Interrupts'''
|style="text-align:center"|'''Wario Watch'''||style="text-align:center"|'''Wario Interrupts'''
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==Staff==
==Staff==
{{main|List of WarioWare Gold staff}}
{{main|List of WarioWare Gold staff}}
Unlike previous ''WarioWare'' titles which were even collaborations between [[Intelligent Systems]] and [[Nintendo]]'s SPD 1 team, ''WarioWare Gold'' was primarily developed by Intelligent Systems staff (most of which had previously worked on ''[[Paper Mario: Color Splash]]'') outside of the involvement of series lead [[Goro Abe]] (who returns as the chief director) and [[Ko Takeuchi]], who produced the character art, storyboarded and animated the game's cutscenes, and voiced [[Joe]] in the Japanese dub of the game.<ref>{{cite|date=December 21, 2018|url=https://topics.nintendo.co.jp/c/article/f46b270c-f799-11e8-8bfe-0a6d14145cb1.html|title=『メイド イン ワリオ ゴージャス』のキャラクターPVがぞくぞくと公開中。ワリオ社長がみずから宣伝!極秘情報もポロリ?|publisher=Nintendo|language=Japanese}}</ref> Youichi Tada acts as the game's sub-director and Nami Komuro, one of the writers of ''[[fireemblem:Fire Emblem: Awakening|Fire Emblem Awakening]]'' and ''[[fireemblem:Fire Emblem Fates|Fire Emblem Fates]]'', wrote the game's cutscenes.
Unlike previous ''WarioWare'' titles which were even collaborations between [[Intelligent Systems]] and [[Nintendo]]'s SPD 1 team, ''WarioWare Gold'' was primarily developed by Intelligent Systems staff (most of which had previously worked on ''[[Paper Mario: Color Splash]]'') outside of the involvement of series lead [[Goro Abe]] (who returns as the chief director) and [[Ko Takeuchi]], who produced the character art, storyboarded and animated the game's cutscenes, and voiced [[Joe]] in the Japanese dub of the game<ref>https://topics.nintendo.co.jp/c/article/f46b270c-f799-11e8-8bfe-0a6d14145cb1.html</ref>. Youichi Tada acts as the game's sub-director and Nami Komuro, one of the writers of ''[[fireemblem:Fire Emblem: Awakening|Fire Emblem Awakening]]'' and ''[[fireemblem:Fire Emblem Fates|Fire Emblem Fates]]'', wrote the game's cutscenes.


''WarioWare Gold'' notably recasts every character beside Wario, who were previously voiced by members of Nintendo of America's [[Treehouse]] department, with professional anime and video game voice actors. It is also the first game in the series to be fully dubbed in languages other than English.
''WarioWare Gold'' notably recasts every character beside Wario, who were previously voiced by members of Nintendo of America's [[Treehouse]] department, with professional anime and video game voice actors. It is also the first game in the series to be fully dubbed in languages other than English.
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*''[[Super Mario Bros.]]'': The [[Super Mario Bros. (WarioWare: Twisted!)|boss microgame]] from ''WarioWare: Twisted!'' based on this game returns.
*''[[Super Mario Bros.]]'': The [[Super Mario Bros. (WarioWare: Twisted!)|boss microgame]] from ''WarioWare: Twisted!'' based on this game returns.
*''[[Super Mario Kart]]'': Wario Kard's logo resembles the logo from this game. [[Super Mario Kart (microgame)|One of the microgames]] is based on this game.
*''[[Super Mario Kart]]'': Wario Kard's logo resembles the logo from this game. [[Super Mario Kart (microgame)|One of the microgames]] is based on this game.
*''[[WarioWare, Inc.: Mega Microgame$!]]'': 64 microgames return. [[Drifting Away]] and [[Four Seasons]] reappear as unlockable souvenir records. There is an elevator door with a pig face in the Diamond City Stadium which resembles the door from the [[Variety Towers|Variety Tower]].
*''[[Super Mario World: Super Mario Advance 2]]'': The [[Coin]] layout in level 1 of the [[Super Mario World (WarioWare Gold)|Super Mario World microgame]] is similar to the secret area of [[Donut Plains 1]].
*''[[Super Mario World: Super Mario Advance 2]]'': The [[Coin]] layout in level 1 of the [[Super Mario World (WarioWare Gold)|Super Mario World microgame]] is similar to the secret area of [[Donut Plains 1]].
*''[[WarioWare, Inc.: Mega Microgame$!]]'': 64 microgames return. [[Drifting Away]] and [[Four Seasons]] reappear as unlockable souvenir records. There is an elevator door with a pig face in the Diamond City Stadium which resembles the door from the [[Variety Towers|Variety Tower]].
*''[[WarioWare, Inc.: Mega Party Game$!]]'': [[Stealth Turtles]] reappears as an unlockable souvenir record.
*''[[WarioWare, Inc.: Mega Party Game$!]]'': [[Stealth Turtles]] reappears as an unlockable souvenir record.
*''[[WarioWare: Twisted!]]'': 74 microgames return. Wario Watch reappears with different microgames. [[Mona Pizza]] reappears as an unlockable souvenir record.
*''[[WarioWare: Twisted!]]'': 74 microgames return. Wario Watch reappears with different microgames. [[Mona Pizza]] reappears as an unlockable souvenir record.

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