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Encyclopedia > Microgame (WarioWare)
A Microgame
A Microgame

Microgames are simple video games 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 minigames found in other games such as Mario Party. Image File history File links screenshot GBA Wario_Ware_Inc, made myself. ... Image File history File links screenshot GBA Wario_Ware_Inc, made myself. ... A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve a defined goal or set of goals. ... WarioWare, Inc. ... Nintendo (Japanese: 任天堂, ニンテンドー Nintendō; NASDAQ: NTDOY, TYO: 7974 ) is a multinational corporation founded on November 6,[citation needed] 1889 in Japan by Fusajiro Yamauchi to produce handmade hanafuda cards, for use in a Japanese playing card game of the same name. ... In Fantastic Dizzy, the player has to complete a sliding puzzle to get an extra life. ... This article or section seems not to be written in the formal tone expected of an encyclopedia entry. ...

Gameplay in all WarioWare games is distinct from most other games, as they involve the player or players trying to beat as many Microgames as possible as each is presented, one by one, at increasing speed.



All Microgames are quite simple. First the player is presented with a quick one- or two-word instruction such as "Avoid!", "Eat!", or "Get Blue!". Then, the microgame will appear and the player will have to complete the game according the instruction.

For example, in one Microgame, the player is told to "Enter!", and is presented with a scene from 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 must drive a car, "Avoid!"ing oncoming traffic. This article is about the first game in the series. ...


Microgames come in three main types, classified by the condition required to clear them, as follows:

  • "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. The sound bite 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 above 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 Microgames, 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 in order 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.

In addition to these main classifications, there are several deviations from the normal microgames: In film and broadcasting, a soundbite is a very short piece of footage taken from a longer speech or an interview in which someone with authority says something which is considered by those who edit the speech or interview to be a most important point. ...

  • IQ-Genre microgames, which last twice as long to fit their brain-stretching contents.
  • Multiplayer microgames, found only in WarioWare, Inc.: Mega Party Game$, 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.
  • Fronk microgames, found only in WarioWare: Twisted!, last a record breaking short 4 beats, and appear randomly during story mode.


The unit of time for all Microgames is beats. In WarioWare, Inc.: Mega Microgame$, a standard Microgame is 8 beats, but Microgames in the IQ genre (hosted by Orbulon) last 16 beats. In most games, the beats per minute (BPM) will start out relatively slow (about 140 BPM) and will increase as the player or players complete Microgames. Similarly, in WarioWare: Twisted!, most microgames are 8 beats but Orbulon's are 16. See also the beat disambiguation page. ... Orbulon, as seen in WarioWare, Inc. ... Beats per minute (bpm) is a unit typically used as either a measure of tempo in music, or a measure of ones heart rate. ...

At the slowest, a standard 8-beat Microgame will last: 8 beats / 140 beats per minute * 60 seconds per minute = 3.4 seconds. This means that, although many sources official and not claim microgames last five seconds long, only IQ games could possibly.

In WarioWare: Touched!, the 8-beat standard and IQ Microgames have been merged into one, so many games last longer than 8 beats. This is perhaps because the interface of the DS is relatively new, and microgames would be too hard otherwise. To its credit, the game cuts off the standard length of a microgame, if cleared, if a measure (multiple of 4 beats) is met.


Some Microgames are intrinsically harder than others, and an increased BPM (i.e increased speed) will make any Microgame more difficult to complete than the same Microgame at a slower BPM.

Each Microgame is also featured in three different versions: Blue, Yellow, and Red. Blue presents the task in an easier way while Red presents it in a much harder way. Not all modes of all Wario Ware games will actually show a colour to denote the current level, but most modes start with Blue games and work up from there. Blue is any of a number of similar colors. ... Yellow is any color of light that stimulates both the red and green cone cells of the retina, but not the blue cone cells. ... Red is any of a number of similar colors at the lowest frequencies of light discernible by the human eye. ...

From the above the Legend of Zelda example: the Blue version of this Microgame usually places Link very close to the cave entrance that he must get to. The Yellow version will place the entrance further away and will place an enemy that will block Link. The Red version will place the entrance yet further, and include a second enemy that shoots at Link from a lake.



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