Since its been a while, Ive had quite the backlog of these. Let me know if there are any that repeat. Its been so long, and some feel rather familiar.\r
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By the way, Im once again open to microgames, records, and comics. Send them to me! Or put them in your warehouse. I prefer more records, by the way. In the two years since I was last ive in this game, Ive only received about 4 minutes worth.\r
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1. HeartBeat from jprogram - The timing for this one is rather loose. After having been used to the music-based timing of Rhythm Heaven Fever, this feels rather off. That, and I think its possible to have the electrocardiogram pulse travel across as a moving object rather than animation frames to make this easier to interpret.\r
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2. Sucky Signal from Upgrade - You have to leave the boy be for a little while. I was a bit confused about what to do at first. Its a good microgame, though I would prefer the signal colors be different.\r
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3. EarthBound from TOONLINK - This microgame feels so refreshing. The concept is exceedingly simple, and so is the execution. After a lot of overly complex microgames, this is a breath of fresh air and captures the spirit of WarioWare the best in this whole set. The music needs work though.\r
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4. Color Words from homestar43 - I feel like Ive played this before.\r
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5. Color Words 2 from homestar43 - Then again, this might have been a concept someone else had already done that I played.\r
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6. Mario Clones from Upgrade - Definitely not bad, and an interesting entry for that Mario Design Challenge way back when. As you can see, I can repeatedly select the Mario after I win.\r
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7. Zelda OoS from TOONLINK - The attack range of this one is very well done. Its fair and intuitive due to Links longer reach and faster sword swipe than Edboys things come at you, now survive games in the last set. Of course, it also helps that Link stops when he attacks.\r
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8. Marbles from Schmidt - This is much easier to do on the DS than on the Wii. I wont fault anyone for this though.\r
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9. SpinDaBottle from jprogram - Im glad the bottle stops and doesnt just slow down. The timing would be way more inconsistent otherwise.\r
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10. Jet-Packer from Mankalor - It took me a bit of time to figure out what I was supposed to do here. At first, I thought it was to keep him from falling when he leaps off. It turns out he does it automatically, and you click anywhere for him to go upwards. In other words, you wait until the gap is over his head. A good example of the illusion of movement in this game too.\r
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11. Guardian from Schmidt - Tickle that foot!\r
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12. D.I.Y. T.V. from Upgrade - What do we need a watch button for? I thought that the game would register it as a win if you linger on the right channel for long enough. If youre changing channels, chances are youre already watching the TV.\r
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13. Vs. Eggman from Mankalor - Here is the obligatory hacked boss-length microgame. The music will grate on your nerves before long, since this will take a while. Personally, I dont like this one much. The arrow controls are hard to do, especially since they move with Sonic. Whenever Eggman changes attacks, theres no signal that anything is different (whereas every Sonic game to date provides one). Together, that means this is pure trial-and-error. While a bit of it is inevitable for WarioWare, the only way to win this is to lose until you figure it out.\r
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14. Crack Shot from Mankalor - You press A when the clay target and the reticule meet up with each other. I was a bit late here, but it is a sound microgame. (The two of them will stay together for a bit of time. This is not one of those unreasonable reion-time games I sometimes see.)\r
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15. B-Day Quest from Mankalor - Mankalor is really into these boss-length games, isnt he? I personally feel they break up the flow of the shuffler. Theyd be better if they ually appeared in fixed intervals and gave a 1-up upon completing them. This is also the most random thing. Since its not really clear at all, you click when the shadow is above the pan to get the gift. Then, click to fire bombs at the Bullet Bills, then the Starman Mario. The last phase, which you dont see here, is that you click rapidly to speed up to outrun Mario. I failed both of these boss-length stages as youre asked to do too much. Complexity Addiction, it seems to be.\r
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16. Patapon from justin - Whats going on here? This looks like a test.\r
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17. Candle Bombs from Mankalor - Click on the candles that are going out, as they are apparently bombs. Shouldnt it be the other way around?\r
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18. Jump Pumped from Mankalor - Since the bird always leaps straight up and makes a straight line for the middle of the next platform, its not always clear on which pla
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By the way, Im once again open to microgames, records, and comics. Send them to me! Or put them in your warehouse. I prefer more records, by the way. In the two years since I was last ive in this game, Ive only received about 4 minutes worth.\r
\r
1. HeartBeat from jprogram - The timing for this one is rather loose. After having been used to the music-based timing of Rhythm Heaven Fever, this feels rather off. That, and I think its possible to have the electrocardiogram pulse travel across as a moving object rather than animation frames to make this easier to interpret.\r
\r
2. Sucky Signal from Upgrade - You have to leave the boy be for a little while. I was a bit confused about what to do at first. Its a good microgame, though I would prefer the signal colors be different.\r
\r
3. EarthBound from TOONLINK - This microgame feels so refreshing. The concept is exceedingly simple, and so is the execution. After a lot of overly complex microgames, this is a breath of fresh air and captures the spirit of WarioWare the best in this whole set. The music needs work though.\r
\r
4. Color Words from homestar43 - I feel like Ive played this before.\r
\r
5. Color Words 2 from homestar43 - Then again, this might have been a concept someone else had already done that I played.\r
\r
6. Mario Clones from Upgrade - Definitely not bad, and an interesting entry for that Mario Design Challenge way back when. As you can see, I can repeatedly select the Mario after I win.\r
\r
7. Zelda OoS from TOONLINK - The attack range of this one is very well done. Its fair and intuitive due to Links longer reach and faster sword swipe than Edboys things come at you, now survive games in the last set. Of course, it also helps that Link stops when he attacks.\r
\r
8. Marbles from Schmidt - This is much easier to do on the DS than on the Wii. I wont fault anyone for this though.\r
\r
9. SpinDaBottle from jprogram - Im glad the bottle stops and doesnt just slow down. The timing would be way more inconsistent otherwise.\r
\r
10. Jet-Packer from Mankalor - It took me a bit of time to figure out what I was supposed to do here. At first, I thought it was to keep him from falling when he leaps off. It turns out he does it automatically, and you click anywhere for him to go upwards. In other words, you wait until the gap is over his head. A good example of the illusion of movement in this game too.\r
\r
11. Guardian from Schmidt - Tickle that foot!\r
\r
12. D.I.Y. T.V. from Upgrade - What do we need a watch button for? I thought that the game would register it as a win if you linger on the right channel for long enough. If youre changing channels, chances are youre already watching the TV.\r
\r
13. Vs. Eggman from Mankalor - Here is the obligatory hacked boss-length microgame. The music will grate on your nerves before long, since this will take a while. Personally, I dont like this one much. The arrow controls are hard to do, especially since they move with Sonic. Whenever Eggman changes attacks, theres no signal that anything is different (whereas every Sonic game to date provides one). Together, that means this is pure trial-and-error. While a bit of it is inevitable for WarioWare, the only way to win this is to lose until you figure it out.\r
\r
14. Crack Shot from Mankalor - You press A when the clay target and the reticule meet up with each other. I was a bit late here, but it is a sound microgame. (The two of them will stay together for a bit of time. This is not one of those unreasonable reion-time games I sometimes see.)\r
\r
15. B-Day Quest from Mankalor - Mankalor is really into these boss-length games, isnt he? I personally feel they break up the flow of the shuffler. Theyd be better if they ually appeared in fixed intervals and gave a 1-up upon completing them. This is also the most random thing. Since its not really clear at all, you click when the shadow is above the pan to get the gift. Then, click to fire bombs at the Bullet Bills, then the Starman Mario. The last phase, which you dont see here, is that you click rapidly to speed up to outrun Mario. I failed both of these boss-length stages as youre asked to do too much. Complexity Addiction, it seems to be.\r
\r
16. Patapon from justin - Whats going on here? This looks like a test.\r
\r
17. Candle Bombs from Mankalor - Click on the candles that are going out, as they are apparently bombs. Shouldnt it be the other way around?\r
\r
18. Jump Pumped from Mankalor - Since the bird always leaps straight up and makes a straight line for the middle of the next platform, its not always clear on which pla
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