Microgame: Difference between revisions

no edit summary
mNo edit summary
No edit summary
Line 7: Line 7:
All microgames are strung together in a random order within different "stages," each hosted by a different character. After the player is presented with a quick one or two word instruction (such as "Eat!" or "Rub!"), the microgame appears and the player has to complete the game according to the instruction. The microgames usually have only one task to complete; for instance, the player may be presented with a scene from ''[[zeldawiki:The Legend of Zelda|The Legend of Zelda]]'' and have to move [[Link]] to a cave entrance using the directional buttons before time runs out, or they may have to drive a car, avoiding oncoming traffic. If the player does not successfully complete the microgame, they will lose a life.
All microgames are strung together in a random order within different "stages," each hosted by a different character. After the player is presented with a quick one or two word instruction (such as "Eat!" or "Rub!"), the microgame appears and the player has to complete the game according to the instruction. The microgames usually have only one task to complete; for instance, the player may be presented with a scene from ''[[zeldawiki:The Legend of Zelda|The Legend of Zelda]]'' and have to move [[Link]] to a cave entrance using the directional buttons before time runs out, or they may have to drive a car, avoiding oncoming traffic. If the player does not successfully complete the microgame, they will lose a life.


Microgames come in three main types, classified by the condition required to clear them. Some games require the player to accomplish a task within a limited amount of time. If they do the action presented, a {{wp|sound bite}} plays to signify the game's completion; this is usually heard just before the timer runs out and may continue through the return to the score screen. Other games require the player to instead survive so that something does not happen before the timer runs out, with the sound bite playing after the score screen returns. Finally, there are boss minigames, which always occur at a set point in a channel; these are usually more challenging, have no time limit, and give chances back upon successful clearing. They are also required to be cleared to pass a channel for the first time. After the fulfillment of the task(s) presented, the sound bite plays, the score screen returns, and on repeated plays, if the player has less than four lives, one will be restored.
Microgames come in three main types, classified by the condition required to clear them. Some games require the player to accomplish a task within a limited amount of time. If they do the action presented, a {{wp|sound bite}} plays to signify the game's completion; this is usually heard just before the timer runs out and may continue through the return to the score screen. Other games require the player to instead survive so that something does not happen before the timer runs out, with the sound bite playing after the score screen returns. Finally, there are boss minigames, which always occur at a set point in a channel; these are usually more challenging, have no time limit, and give chances back upon successful clearing. They are also required to be cleared to pass a channel for the first time. After the fulfillment of the task(s) presented, the sound bite plays, the score screen returns, and on repeated plays, if the player has less than four lives, one will be restored. When the Level Up! message is shown, the microgames will raise in difficulty.  


Additionally, the ''WarioWare'' series features several deviations from the normal classifications of microgames. There are IQ-genre games, which last twice as long to fit their brain-stretching contents; multiplayer microgames, which are used to determine who goes first in a multiplayer game or to settle a tie; and several microgames that require a complete lack of input to complete.
Additionally, the ''WarioWare'' series features several deviations from the normal classifications of microgames. There are IQ-genre games, which last twice as long to fit their brain-stretching contents; multiplayer microgames, which are used to determine who goes first in a multiplayer game or to settle a tie; and several microgames that require a complete lack of input to complete.


The unit of time for all microgames is {{wp|Beat (music)|beats}}. In ''[[WarioWare, Inc.: Mega Microgame$!|Mega Microgame$!]]'' and ''[[WarioWare: Twisted!|Twisted!]]'', a standard microgame is 8 beats long (4 seconds, at normal speed), while microgames in the IQ genre, hosted by [[Orbulon]], last 16 beats (8 seconds); the latter length is also used for two games hosted by [[Wario-Man]] in ''Twisted!'' Also in ''Twisted!'', [[Fronk]] microgames are only 4 beats (2 seconds) long and the WarioWatch has a timer for the whole stage rather than each individual microgame. In most games, the {{wp|Beats per minute|BPM}} starts out relatively slow and then increases as the player completes microgames. The average length of a microgame has been suggested by [[Nintendo]] to be five seconds, when in reality it is only four.<ref>[https://www.nintendo.com/games/detail/2cbad24c-51fe-4d3f-bf7b-b9ca5a6751c5 "WarioWare: Touched! at Nintendo :: Games."] Nintendo.com. February 14, 2005.</ref>
The unit of time for all microgames is {{wp|Beat (music)|beats}}. In ''[[WarioWare, Inc.: Mega Microgame$!|Mega Microgame$!]]'' and ''[[WarioWare: Twisted!|Twisted!]]'', a standard microgame is 8 beats long (4 seconds, at normal speed), while microgames in the IQ genre, hosted by [[Orbulon]], last 16 beats (8 seconds); the latter length is also used for two games hosted by [[Wario-Man]] in ''Twisted!'' Also in ''Twisted!'', [[Fronk]] microgames are only 4 beats (2 seconds) long and the WarioWatch has a timer for the whole stage rather than each individual microgame. In most games, the {{wp|Beats per minute|BPM}} starts out relatively slow and then increases as the player completes microgames. The average length of a microgame has been suggested by [[Nintendo]] to be five seconds, when in reality it is only four.<ref>[https://www.nintendo.com/games/detail/2cbad24c-51fe-4d3f-bf7b-b9ca5a6751c5 "WarioWare: Touched! at Nintendo :: Games."] Nintendo.com. February 14, 2005.</ref> As more microgames are played, the game will show a [[Speed Up!]] message which shortens the timer.


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 the microgame ends. 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 (''[[WarioWare: Smooth Moves|Smooth Moves]]'' lacks this feature, however, as do the exclusive multiplayer microgames from ''[[WarioWare, Inc.: Mega Party Game$!|Mega Party Game$!]]'').
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 the microgame ends. 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 (''[[WarioWare: Smooth Moves|Smooth Moves]]'' lacks this feature, however, as do the exclusive multiplayer microgames from ''[[WarioWare, Inc.: Mega Party Game$!|Mega Party Game$!]]'').
Line 18: Line 18:


In ''[[Game & Wario]]'', 22 microgames appear in [[9-Volt]]'s "[[Gamer]]" minigame, two of which ([[Gold Digger]] and [[Sole Man]]) return from ''Mega Microgame$!''
In ''[[Game & Wario]]'', 22 microgames appear in [[9-Volt]]'s "[[Gamer]]" minigame, two of which ([[Gold Digger]] and [[Sole Man]]) return from ''Mega Microgame$!''
''[[WarioWare: Get It Together!]]'', introduces the mechanic of controlling various characters in the ''WarioWare'' series with their own special abilities to beat microgames. Some microgames will also be changed depending on the character.


Outside of the ''WarioWare'' series, microgames are used in the [[WarioWare, Inc. (stage)|WarioWare, Inc. stage]] in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. for Nintendo 3DS]]'', and ''[[Super Smash Bros. Ultimate]]''. If a player wins the microgame, they are rewarded with item effects, including growing ([[Super Mushroom]]s) and becoming invincible ([[Super Star]]s). Also, in ''Mario Party Advance'', the term "microgame" is applied to any small challenge given in that game's quests. As such, the microgames there may vary widely in style, purpose, and simplicity; completing a microgame typically rewards the player with a [[Gaddget]].
Outside of the ''WarioWare'' series, microgames are used in the [[WarioWare, Inc. (stage)|WarioWare, Inc. stage]] in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. for Nintendo 3DS]]'', and ''[[Super Smash Bros. Ultimate]]''. If a player wins the microgame, they are rewarded with item effects, including growing ([[Super Mushroom]]s) and becoming invincible ([[Super Star]]s). Also, in ''Mario Party Advance'', the term "microgame" is applied to any small challenge given in that game's quests. As such, the microgames there may vary widely in style, purpose, and simplicity; completing a microgame typically rewards the player with a [[Gaddget]].
8,640

edits