WarioWare: Twisted! is the third game in the WarioWare series. It was released for the Game Boy Advance in Japan on October 14, 2004 and in North America on May 23, 2005. Unlike other WarioWare games, it uses a tilt sensor for the bulk of its gameplay, which allows for the console to be tilted in order to create input instead of pressing buttons (though buttons are occasionally used). The game revolves around Wario and his coworkers going on self-contained adventures throughout Diamond City, with the microgames being played as the characters attempt to solve whatever problem is occurring to them.
While Wario is playing Avoid-A-Roid on his Game Boy Advance, he loses and, in frustration, tosses the system, heavily damaging it. He is immediately horrified when he sees the damage but decides to ask Dr. Crygor see if he can fix it. At his lab, Dr. Crygor tosses the Game Boy Advance into his new invention, the Gravitator, which creates new handheld systems with no buttons. He explains that the system is controlled through rotation, and Wario starts to play with it. Soon, Mona and 9-Volt enter the lab and start to play with the systems, quickly enjoying it. This gives Wario the idea to market the handheld system, dreaming of making a fortune from it. Each character hosts a set of microgames and comes with an individual story dedicated to them. At the end of each story, the respective character meets with the others at Club Sugar.
The core gameplay of Twisted, like the other installments in the series, revolves around completing small, simple minigames called microgames that increase in speed and difficulty as they are completed. Most only last for about four seconds, with the exceptions being Fronk (whose microgames last around two seconds) and Orbulon (whose microgames last around eight seconds). They also only provide a short instruction, usually only a couple of words or a single word, at the very beginning. The microgames are sorted by the various hosts of the story's stages, which each host having a recognizable distinction between their microgames. Stages are unlocked linearly; after beating one character's stage, which involves completing a certain number of microgames before facing a "boss" microgame, another stage is unlocked, and this continues until every stage is unlocked. The game uses a gyroscopic sensor built into the cartridge that allows the player to physically move the console to control the game. While the buttons are still frequently used, most of the emphasis is placed onto the tilt sensor.
It is one of four games to use such a sensor, alongside Yoshi Topsy-Turvy, Kirby Tilt 'n' Tumble, and Koro Koro Puzzle Happy Panechu!. It is also one of only two Game Boy Advance games to use a Rumble Feature, the other being Drill Dozer.
With 223 microgames, Twisted has the second most microgames out of the entire WarioWare franchise, surpassed only by WarioWare Gold. Each microgame has three levels of difficulty, with their speed increasing after the third level is complete. The microgames are sorted via character, with only their own microgames appearing in each of their stages. The exceptions to this are Fronk, who has nine microgames that can appear at any point, and the various microgame sets, who use a collection of microgames from other characters rather than unique microgames.
Souvenirs are items separate from the microgames that have varying levels of interactivity. The souvenirs are divided into seven categories: Records (various music tracks from the main game and microgames), Instruments (musical devices that can be used to play notes or songs), Figurines (dolls and action figures that can each be uniquely manipulated), Games (short minigames that are often based around other microgames), Doodads (utility gadgets that can be used as actual tools), Toys (amusing items that have limited interactivity in comparison to the Games), and Other (miscellaneous items that do not belong in any other category). There are 139 different souvenirs in the American release of Twisted, though the Japanese release has two exclusive souvenirs: Mushroom and Mochitsuki Set.
All of the main characters (i.e. every character who has a unique set of microgames and a unique stage) have jobs at WarioWare, Inc. and the microgames seen by the player have all been programmed by them.
The vast majority of the game's story takes place in Diamond City. This excludes Orbulon's stage, set in outer space.
Most of the main characters are in possession of an item unique to them. The following list only includes objects that appear during the story and not in the microgames or souvenirs.
As with most localizations, there are many differences between WarioWare: Twisted!'s Japanese and English releases; most of them are minor graphical or text changes, such as the "points" symbol being removed next to high score or "Speed Up" being changed to "Faster", but many notable changes were made to the story, the microgames, and the souvenirs.
Development on Twisted started after it was suggested that a second WarioWare game be made for the Game Boy Advance, even though the previous GBA installment, WarioWare, Inc.: Mega Microgame$!, was still selling units. The project was soon underway, with the team amassing a collection of potential microgames, but they were not able to find something that would make it unique from the rest of the series. Around this time, the team was presented with the Nintendo DS, and they thought that the stylus would be perfect for a WarioWare game, developing it as a launch title even though there was already progress being put into Twisted. Development of this game, which would become WarioWare: Touched!, briefly overlapped with that of Twisted. As the series' core staff was already busy with Twisted, Touched was primarily developed by people new to the series. Following its completion, Twisted's staff was immediately moved to Touched to ensure the game was ready for the Nintendo DS's launch.
When the team was still looking for the game's key element, one of the staff, Kazuyoshi Osawa (who went on to conceptualize and become the chief director of the Rhythm Heaven series), presented an experimental motion sensor he was working on set up to work with microgame-like demos. The rest of the team loved the idea and soon sent it to Satoru Iwata for approval. Iwata spent a long time with a record player (which became the basis for the Record souvenirs), setting the console on a swivel chair, spinning it around, and enjoying as the game's music matched the chair's rotation. Sakamoto knew that he had a success on his hands when Iwata spun around in his chair and called the demo "idiotic". The game was finished in August 2004.
Twisted received generally positive reception from critics. It was praised heavily for using the tilt controls in a unique and fun fashion as well as its charming and quirky visuals, though many wished for increased multiplayer options. 1UP's Jeremy Parish, in his review of Yoshi Topsy-Turvy (which also uses a tilt sensor), commented that Twisted! felt like the tilt sensor was built for it, rather than the other way around. IGN editor-in-chief Craig Harris (who gave the game a 9.5 out of 10 in his review) listed it as number 1 on IGN's "Top 25 Game Boy Advance Games of All-Time".
The game won the grand prize in the 8th Japan Media Arts Festival's entertainment division for its aesthetic appeal and its innovative controls. Director Goro Abe was nominated alongside the game and came to pick up the award at the ceremony
In Japan, WarioWare: Twisted sold around 108,000 copies on its opening week and had lifetime sales of 463,938 according to Famitsu sales data.
In 2005, when the game was released in Australia and America, Nintendo announced the game for release in Europe on June 24, which was later pushed back to December 8. Three years later, in 2008, the Game Boy Advance was discontinued. The page for WarioWare: Twisted! on the Nintendo of Europe website had been removed as well. In the European version of Super Smash Bros. Brawl, when it is mentioned on the Chronicle, the game is marked as "Not Released".
Twisted was developed as a co-production between Intelligent Systems and Nintendo SPD Group No.1. As with most of the series' games, Yoshio Sakamoto acts as a producer alongside Ryoichi Kitanishi, who first joined the series in this entry and continued as a producer for the following two installments, and Goro Abe acts as the chief director, with Osamu Yamauchi and Teruyuki Hirosawa as other directors.
References to other games
References in later games
Names in other languages