List of WarioWare: Smooth Moves microgames


 * For a list of microgames organized by form, see here.

The following is a list of all 204 microgames in WarioWare: Smooth Moves. Each set is told to be developed by a WarioWare employee who can be selected on the Diamond City map. Unlocked microgames are also playable at the Temple of Form. Each microgame uses a certain form, which tells the player how he or she should hold the Wii Remote (referred to as the Form Baton in Smooth Moves) during the game. Most stages introduce new forms. The number of games in a set ranges from 13 to 23. During the "high score" rounds, all microgames speed up in alternating sets of 3 and 2 for 25 microgames after level 3 except for Dribble and Spitz (due to it having no "Faster" bits prior to that point) which speed up every 2 microgames. Prior to that point, the speed reverts to the original speed at the "Boss Stage."

During story mode, the game ends when the player beats the boss. During "high score" runs, the game ends when the player runs out of lives. There is no limit to the number of microgames during a high score run, but the game will display scores only up to 999.

There is also an unlisted microgame known as Bungii!. This appears after BYOM in Kat and Ana's stage and All Wound Up in Young Cricket's stage.

A microgame with an italic font means that it lasts twice as long.

Wario
Wario's set of microgames is the only one available from the start. All games involve Wario in some way. The only used form in Wario's stage is The Remote Control. Before reaching the boss stage, 8 microgames are played. The speed increases on microgame #006. The intermission stage consists of Wario being chased by a boulder. Number of lives are depicted by garlic. If the player wins, the boulder is slowed down by a broken wall. If the player loses, the boulder closes on Wario. When the player loses all of their lives, the boulder runs over Wario before showing "Game Over."

Description
''"BWAHAHAHA!!! Waaaaario here! The other day, I found this crazy stick-thing in those old ruins. I just KNOW it's worth something! All I gotta do now is figure out how it works." (First description)'' ''"WAAAHAHAHA! I'm Wario! This stick-thing is amazing! Just holding it makes my body move! I bet I could make a mint teaching these new moves to everyone in town!" (Second description)''

Mona
Mona's stage is unlocked when Wario's stage has been beaten. It introduces two new forms, The Umbrella and The Handlebar. Before reaching the boss stage, 12 microgames are played. In terms of speed, it is split right down the middle, with the speed increasing on microgame #007. The intermission stage consists of a jumbotron showing the Monettes' cheer routines. Number of lives are depicted by footballs. If the player wins, the the Monettes cheer as they toss their signs away. If the player loses, the Monettes feel disappointed. When the player loses all of their lives, the jumbotron shows a "Game Over."

Description
''"Ciao! I'm Mona! I'm captain of the cheerleading squad, so I know all about form AND batons! Now all I need is an awesome finishing pose!" (First description)'' ''"Hi there! Mona here! Thanks to the Form Baton, I think our routine turned out pretty awesome! I think I'll try using it at my part-time job, too!" (Second description)''

Kat and Ana
Kat and Ana's games become available when the player succeeds in Mona's stage. The three newly introduced forms are The Samurai, The Sketch Artist and The Chauffeur. Before reaching the boss stage, 14 microgames are played. The speed increases at #006, and further increases at #012 (three games before the boss stage). During story mode, microgame #008 will be played at normal speed due to the tutorial for "The Chauffeur." The intermission stage consists of the interior of the Diamond Dojo. Number of lives are depicted by turtles. If the player wins, the turtles move through the open doors. If the player loses, a bowling ball knocks out one of the turtles. The microgame speed is determined by the door's art. When the player encounters the boss, the turtles encounter a door depicting a demon. When the player loses all of their lives, the curtain closes and the word "Game Over" appears.

Description
''"Hiya! It's me, Kat!" "Ana ' s here, too!" "We're practicing our forms, 'cause serious ninjas have to know how to move fast!" (First description)'' ''"Hi! It's Kat! Ana ' s here, too." "We've gotten pretty good at our forms, doncha think?" "Stop hogging the baton! I want a chance, too!" (Second description)''

Young Cricket
Young Cricket's stage is unlocked when the player beats Mona's stage. Three new forms are introduced, namely The Waiter, The Tug-Of-War and The Elephant. Before reaching the boss stage, 14 microgames are played. The speed increases at #007 and further increases at #012. During story mode, microgame #008 will be played at normal speed due to the tutorial for "The Elephant." The intermission stage consists of a cooking barrel. Number of lives are depicted by dumplings. If the player wins, the cooking barrel's layers jump up and down. If the player loses, a customer takes one of the dumplings. If the player regains a life, the cooking barrel opens to let out a dumpling. When the player loses all of their lives, the word "Game Over" appears and the sign normally showing the score is flipped to "Closed" as soon as the "Game Over" text disappears.

Description
''"Good to meet you! People call me Young Cricket. As part of my kung-fu training, Master Mantis and I travel around in search of new stances." (First description)'' ''"Young Cricket here. Looks like there are lots of forms to learn around here. Master Mantis seems to like this place, so I think we'll stick around for a while." (Second description)''

Jimmy T.
Jimmy T.'s stage consists of second-level microgames from Mona, Young Cricket, and Kat and Ana. Before reaching the boss stage, 15 microgames are played. The intermission stage consists of the dance floor of Club Sugar. Number of lives are depicted by cats. If the player wins, the cats dance with another one appearing from the disco ball. If the player loses, a trap door opens up with a cat falling through and the disco cat feels dizzy. When the player loses all of their lives, the word "Game Over" appears.

Description
''"YO! YO! Jimmy T. in the house! I remixed all the moves you've learned so far! Get ready to get down!" (First description)'' ''"Aw, yeah! It's me, Jimmy T. Did you get down with those crazy cats? Let's do that again sometime real soon." (Second description)''

Ashley
The stage of Ashley becomes available for play as soon as the player succeeds in Jimmy T.'s stage. Ashley's games introduce three new forms, which are The Discard, The Thumb Wrestler and The Big Cheese. Before reaching the boss stage, 14 microgames are played. The intermission stage consists of the spell book. Number of lives are depicted by candles. If the player wins, the book jingles and the skull smiles. If the player loses, the skull gets angry and one of the candles get extinguished before disappearing. When the player loses all of their lives, the skull spits out the word "Game Over."

Description
''"I'm Ashley. This is Red. I know all about forms, but who needs forms when you have magic? I'll watch you do them instead." (First description)'' ''"Ashley here. I guess forms are more useful than I thought. Give it a try, !" (Second description)''

Dribble and Spitz
Dribble and Spitz's stage is unlocked when the player beats Jimmy T.'s stage. The forms The Mohawk, The Dumbbell and The Janitor are introduced in the cabbie duo's stage. Before reaching the boss stage, 13 microgames are played. The intermission stage consists of the interior of the taxi driving through a city. Number of lives are depicted by hanging Spitz decorations. If the player wins, the taxi speeds through. If the player loses, the taxi brakes suddenly and one of the decorations fall. When the player encounters a boss, the taxi goes through a tunnel. When the boss is defeated, the taxi exits the tunnel and enters a desert. When the player loses all of their lives, the taxi encounters a highway sign that reads "Game Over." Unique to this stage is when replaying, the microgame difficulty is determined by the current setting with Level 1 being set in the city outskirts during the day, Level 2 being set in the desert during sunset, and Level 3 set at night also in the desert.

Description
''"Dribble here. Good to meet ya." "Yeah, and I'm Spitz." "Our cab will take you anywhere you wanna go! So, where to today?" (First description)'' ''"Hey there. Dribble and Spitz at your service! There are two new hot spots just outside of town. Have you ever visited them?" (Second description)''

Penny
Penny's stage becomes available for play after Jimmy T.'s stage has been beaten. The three newly introduced forms are named The Finger Food, The Boxer and The Mortar and Pestle. Before reaching the boss stage, 14 microgames are played. The intermission stage consists a design screen of the Wario Bike with numerous digital meters. Number of lives are depicted by wrenches. If the player wins, the screen flashes and the meters max out. If the player loses, the screen turns orange as the bike image turns static and the meters completely empty. When the player loses all of their lives, the whole screen turns static and the word "Game Over" appears. In the high score screen, Penny's shocked face is shown on the screen.

Description
''"Hi there. I'm Penny Crygor. You probably know my grandpa 'cause he's a famous inventor. I wanna be just like him, so I spend most of my time in the lab at school!" (First description)'' ''"Penny here again. I sent the pocket bike that I built to Mr. Wario. Do you think he liked it?!" (Second description)''

9-Volt
For playing 9-Volt's games, the player must succeed in the stages of Ashley, Dribble and Penny. All games of 9-Volt are based on Nintendo video games and other products of the company. Games that were only released some years before the WarioWare game, Smooth Moves in this case, are also referenced, which was rare in earlier stages of the two video game fans. The stage involves all forms, with the exception of The Diner, The Dumbbell, The Mortar and Pestle, The Thumb Wrestler and The Samurai. Before reaching the boss stage, 14 microgames are played. The intermission stage consists of a counter run by Shop Manager Iwata. Number of lives are depicted by children watching Iwata. If the player wins, Iwata sings and the children cheer. If the player loses, Iwata feels disappointed and a child leaves. When the player loses all of their lives, the store closes and the door (resembling the one in Closing Time) reads "Game Over."

Description
''"'Sup! 9-Volt here. I'm Nintendo ' s #1 fan! I've got a ton of old games! Stop by and give 'em a whirl!" (First description)'' ''"9-Volt and 18-Volt here! Did you know that multiplayer is the ultimate expression of friendship? It's true!" (Second description)''

Jimmy P.
Jimmy P.'s stage consists of second-level microgames from Ashley, Dribble and Spitz, Penny, and 9-Volt. Before reaching the boss stage, 15 microgames are played. The intermission stage consists the interior of Club Spice and is the same as Jimmy T's except with the number of lives being represented by dogs rather than cats.

Description
''"YO! YO! Jimmy P. in the house! I remixed all the moves you've learned so far! Get ready to get down! What's that? I remind you of someone? I have no idea what you're talking about." (First description)'' ''"Aw, yeah! I'm Jimmy P. Did you dig my stage, you ol' dog? Let's do that again sometime, you and me!" (Second description)''

Tiny Wario
Tiny Wario's stage is unlocked by beating Jimmy P.'s stage. Like Wario's microgames, Tiny Wario's games are all related to Wario. This stage also has some second-level microgames from Wario's stage. All forms are found in this stage, except for The Diner, The Elephant and The Mortar and Pestle. Before reaching the boss stage, 18 microgames are played. The intermission stage consists of a pile of tiny Warios. Number of lives are depicted by strawberries. If the player wins, the tiny Warios form a "W". If the player loses, the tiny Warios fade away. When the player loses all of their lives, the tiny Warios disperse and the word "Game Over" appears.

Description
''"BWAHAHAHA! I'm Wa-- Hey?! What's that over there?! STRAWBERRIES?! My favorite! They're mine! Mine mine MINE!" (First description)'' ''"WAHAHA! WARIO here again! Whazzat?! You think that because I'm small, that makes me weak?! Argh! No mercy for you!!!" (Second description)'' ''"BWAHAHAHA! Even though I'm small, it's only made me stronger! Not to mention cuter! So, from now on, it'll be MR. Tiny Wario to you!" (Third description)''

Orbulon
Orbulon's stage is the last to be unlocked. It becomes available after succeeding in Tiny Wario's stage and only features one form, The Diner. This form comes in three variations and requires the player to use both the Wii Remote and the Nunchuk (known as the Balance Stone in the game). The form is not found in any other microgame set. Before reaching the boss stage, 12 microgames are played. The intermission stage consists of the Temple of Form being launched from the ground. Number of lives are depicted by Wii Remotes. If the player wins, the temple flies up further. If the player loses, a Wii Remote drops and the temple falls. When the player loses all of their lives, the word "Game Over" pops out of the door and the temple falls to the ground.

Description
''"Greetings, earthling. I am Orbulon. My stage requires that you connect the Balance Stone to the Form Baton. I will show you a mysterious form I learned on a remote planet. It's called The Diner!" (First description)'' ''"Greetings! I am Orbulon. Have you learned how to use the Balance Stone? This brings me one stop closer to my goal-- But enough about that!" (Second description)''