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Wario (series)
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===Microgames=== '''Microgames''' are simple [[video game]]s created by the fictional company ''WarioWare, Inc.''. [[Nintendo]]'s line of ''WarioWare'' games each feature these microgames, which are generally less than 5 seconds long. Microgames are even simpler and shorter than the [[minigame]]s found in other games such as the ''[[Mario Party]]'' series. Gameplay in all ''WarioWare'' games is distinct from most other games, as they involve the player or players trying to beat the microgames as soon as possible. Most games present instructions in the form of a [[verb]] and quickly drop the player into the situation where they must perform said verb. All microgames are strung together in a random order within different "stages", each hosted by a different character. First the player is presented with a quick one or two word instruction such as "Eat!" or "Rub!". Then, the microgame will appear and the player will have to complete the game according the instruction. Microgames usually have only one task to complete. For example, in one microgame the player is told to "Enter!" and is presented with a scene from ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''. The player must use the directional buttons to move Link to a cave entrance before the time runs out. In another game, the player is told to "Avoid!" and must drive a car, avoiding oncoming traffic. Microgames come in three main types, classified by the condition required to clear them: * '''"Accomplish" Microgames''', where the player must ''do'' something within a limited amount of time. The Legend of Zelda example above is an Accomplish microgame, since Link must be guided to the cave before the timer runs out. A [[sound bite]], signifying completion of the microgame, will usually be played before the timer runs out if the task is accomplished (and may continue through the return to the score screen). * '''"Survival" Microgames''', where the player must ''prevent'' something from happening until the timer runs out. The traffic example is a Survival microgame, where the car must avoid being hit until the timer runs out. The sound bite will play after the score screen returns. * '''Boss Minigames''', which always occur at a set point in a channel, are usually more challenging, have no time limit (as described below), and give chances back upon successful clearing. They are also required to be passed to pass a channel for the first time. The sound bite will usually play after the task is fulfilled, and then the score screen will return. On repeated plays, if the player has less than four lives, one will be restored. In addition to these main classifications, there are several deviations from the normal microgames: * IQ-Genre microgames, which last twice as long to fit their brain-stretching contents. * Multi-player microgames, found in ''[[WarioWare, Inc.: Mega Party Game$!]]'' and ''[[WarioWare: Smooth Moves]]'', are not beat-based, and are used to determine who goes first in a multiplayer game, or to settle a tie. The "Wobbly Bobbly" multiplayer game features multiplayer microgames most commonly, as one is played at the start of each round. * Certain microgames require a complete lack of input to complete. Examples include a microgame in ''Twisted!'' that instructs "Don't move!" to keep eggs balanced upright, or a Microphone microgame in ''Touched!'' instructing the player to "Shhhhhhhhh!" as several Fronks cross a tight rope. The unit of time for all microgames is [[Beat (music)|beats]]. In ''[[WarioWare, Inc.: Mega Microgame$|Mega Microgame$!]]'' and ''[[WarioWare: Twisted!|Twisted!]]'', a standard microgame is 8 beats, while microgames in the IQ genre (hosted by [[Orbulon]]) last 16 beats, also Fronk's microgames in ''Twisted!'' only last 4 beats. In most games, the [[beats per minute|BPM]] will start out relatively slow and will increase as the player completes microgames. Though Nintendo and game retailers suggest that the microgames last five seconds, at the slowest speed of 140 BPM only the IQ microgames could possibly reach this length.<ref>{{Cite web|url=http://www.amazon.com/dp/B00008KUA3 |title=Wario Ware: Mega Microgames: Video Games |publisher=Amazon.com |date= |accessdate=2010-08-23}}</ref><ref>{{Cite web|url=http://www.nintendo.com/games/detail/2cbad24c-51fe-4d3f-bf7b-b9ca5a6751c5 |title=WarioWare: Touched! at Nintendo :: Games |publisher=Nintendo.com |date=2005-02-14 |accessdate=2010-08-23}}</ref> In ''[[WarioWare: Touched!]]'', the 8-beat standard has been dropped for all microgames, so many last longer than 8 beats. This may be a difficulty curve for those unaccustomed to the Nintendo DS's touch-screen interface. To retain pace, the microgames will automatically end if cleared before a four-beat measure is met. To show the time left to complete a microgame, a small "bomb" appears at the bottom of the screen. The fuse and a countdown timer show the amount of time left to complete the microgame. When time runs out, the bomb explodes and in most cases, the player loses a life. The fuse burns faster when the BPM increases. Some microgames are intrinsically harder than others, and an increased BPM (increased speed) will make any microgame more difficult to complete than the same microgame at a slower BPM. This is usually reflected in the microgames' "clear scores"—the score one must reach while playing a microgame in the practice modes to obtain credit for "clearing" it (''Smooth Moves'' lacks this feature, however, as do the exclusive multiplayer microgames from ''Mega Party Game$!''). Each microgame is also featured in three difficulty levels: Blue, Yellow and Red. Blue presents the given task in an easier way, while Red presents it in a much harder way. Not all modes of all ''WarioWare'' games actually show a color to denote the current level, but most modes start with Blue games, progressing to Yellow upon a "Level Up" (usually achieved after passing a boss microgame), then to Red in similar fashion. Once Red is reached, sequential "Level Up"s will typically be replaced by "Speed Up"s (an increase in BPM). Using the above ''The Legend of Zelda'' microgame as an example, the Blue version of this microgame usually places Link very close to the cave entrance that he must enter. The Yellow version places the entrance further away and places an enemy that blocks Link, and the Red version places the entrance yet further, and has a second enemy that shoots at Link from a lake.
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