Party games

WarioWare, Inc.: Mega Party Games!

WarioWare, Inc.: Mega Party Games!, known as in Japan, which can be translated as Come Together!! Made in Wario) is a party game for Nintendo GameCube released in Japan on October 17, 2003 in North America on April 5, 2004 and on September 3 that year in Europe.

This title contains all the microgames contained in WarioWare, Inc.: Mega Microgames!, and it also contains 7 competitive multiplayer games, 1 cooperative game, and a selection of single-player features (for example, the ability to play any microgame of the player's choice).

Multiplayer games

Survival Fever

A spotlight lights up one or all of the players, who must then play a microgame. If the player fails the microgame, a third of their audience disappears. If their whole audience goes away, the player drops out of the game. The winner of the game is the last to have any audience sections left. Interestingly enough, the crowd is made up of many Mr. Game & Watches. In three-to-four player games the first two players who drop out have their forms left on the screen, and they can interfere with the other players just like Outta My Way (see below). If all remaining players have only a third of their audiences left, and the spotlight lands on all of them and they all lose, then they get an encore and get to keep their third of an audience, rather than the game being a tie.

Outta My Way

Each player takes one turn of 15 microgames each (the order is decided at random). The other players can interfere by moving their character on the screen. The winner is the player who has cleared the most microgames on their turn. This is the only game in which the character chosen makes a difference; that is, a big character like Dribble will block more of the screen than a small character like Orbulon. However, size difference is to an extent compensated for by the fact that smaller characters leave translucent trails when they walk. Pressing 'A' when you are not playing microgames makes your character jump, and the screen shakes when you land. Pressing 'B' when you are not playing microgames makes your character make a pose for a second or two, and get bigger while doing so. Also, smaller characters move faster than larger characters, and the higher their speed is, the longer their translucent trail becomes.

Card-e Cards

Cards representing microgames on an e-Reader are stacked 2 piles. Each player draws a card from one of the two piles. If one of the players draw a microgame card, it's added to the "Stack". If another one draws an e-Reader card, players play all the "Stacked" microgames, unless there are none, in which the e-Reader card is discarded. If a player plays all of the microgames successfully, he or she gets all the stacked and discarded cards, but if a player fails one, the cards from the stack are all discarded, and so are all the cards the player has previously won. While one player is playing a microgame, the other players can steal each other's cards. The time taken to steal a card is approximately the duration of one microgame. When you try to steal a card, a meter goes up and down. You steal cards faster if you are able to hit 'A' when the meter is at maximum multiple times in a row. This means that if more than two people are playing, and the players are good at card-stealing, whoever is playing the mini-games will probably make a loss even if they win them all. Also, moving past the person standing in front of the e-Reader playing microgames makes the screen shake. At the end of the game, any cards in the stack and the discard pile are put into one pile, and the pile goes to the winner of one last competitive microgame. The winner of the game is the player who has collected the most cards once the two starting piles are empty. An actual e-Reader is not required to play this game.

Balloon Bang

Each player plays a microgame in order. If one player plays successfully, his or her turn is done. If one player fails, he or she must play another microgame. The displayed "balloon", attached to the top of the television playing microgames, slowly inflates throughout the game. While players play, the other players can inflate the balloon faster by mashing the A Button repeatedly. The loser of the game is the player who is playing a microgame when the balloon explodes. A similar version appears in WarioWare: Smooth Moves.

Wobbly Bobbly

All of the players play a mini-game simultaneously and the winner plays a microgame. If the player plays successfully, a large turtle is added at feet of all the other players. If they fail, a small turtle is added at their own. Small turtles are slightly harder to balance on than large turtles. Then every player must balance on top of their stack of turtles for a set time limit. Any player who falls from their turtles during the duration is eliminated from the game. The more turtles you have, the harder it is to balance. If you have two turtles or less, you will not fall as long as you do not touch your control stick. Starting from three turtles, you actually have a chance to fall. If you have a total of seven turtles or more, it becomes virtually impossible to keep your balance. The winner is the last one left in the game. If more than two people are playing, anyone who is eliminated before the end of the game turns into a turtle and can, during the balancing period, wobble another player's turtle stack.

Milky Way Delirium

Each player in turn selects one of 24 meteorites (they're placed on a 5-5 matrix, with the centre empty) and plays microgames. If they succeed, the numerical count on selected meteorite is decreased by one and they play another microgame. If count of the selected meteorite reaches zero, the meteorite breaks and is replaced by the player's coloured symbol. If any opponents' symbols are subsequently "sandwiched" between two of the current player's symbols, they are replaced with the current player's symbols (similar to the board game reversi).

If the player's symbols are placed so that the destruction of a meteorite will allow them to capture the symbols of other players, they must attack said meteorite (often several such moves are available to choose from). Otherwise, they must select a meteorite which is adjacent to a player's symbol.

A survival game insert is played when the remaining meteorites become certain numbers. In the survival game, all of the players play microgames at the same time, and the losers of each microgame are dropped out. The last player standing can replace any one opponent's symbol with their own (and thereby capture other symbols as usual).

When all the meteorites are destroyed, the number of the symbols placed by each player is totaled to determine a temporary winner. The "Temporary winner" plays a microgame "behind" the 5x5 matrix, with only their own symbols eliminated (i.e. the other players' symbols block the view). If they win the microgame, the "Temporary winner" becomes the overall winner of the game. If the player fails, they are declared the overall loser.

Listen to the Doctor!

Each player takes turns playing a total of four microgames. However, a doctor gives bizarre instructions to be followed by the players during each game, ("Lean to one side" for example). The other players then evaluate how well they followed the orders by pressing the A Button repeatedly to applaud. The winner of the game the one with the highest evaluation at the end. This game is notable in that it is the only one in which winning microgames is not necessarily advantageous, as players can choose whether or not to clap, and might backstab the other players, no matter how well their opponent did. However, the point of the game is defeated if they do this.

All For One

This is a cooperative game. One of the players plays a never-ending series of microgames, but (s)he can only view the area which the other players "light up" with spotlights. The other players can move or change the shape of the lit area to help the player playing the microgame. Each time a microgame is failed, a life is lost; once the last is lost, the game ends, and the state of the players' friendship is judged.


WarioWare, Inc.: Mega Party Games! featured all of the microgames from its Game Boy Advance predecessor WarioWare, Inc.: Mega Microgames!. There are 213 microgames. Most games last for 8 beats, though "IQ" games last 16 beats. In almost every Single Player and Multiplayer game, microgames start out relatively slow (about 140 beats per minute), and get faster and faster if players manage to survive them.

Higher speeds generally make the microgames harder (the player must first recognize or figure out which microgame they are playing, and then actually complete the task, not easy to do when play speeds up), but aside from that, each microgame is offered in three difficulty levels: Blue, Yellow, and Red. The Blue version of a microgame is generally easier to complete while the task is more complicated in the Red version. Most games start off giving players the Blue version of microgames and moving up if the players demonstrate enough skill.

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