List of WarioWare: Get It Together! microgames

Individual microgames in WarioWare: Get It Together! can be played in the Play-o-pedia. The Intro Games consist of 13 microgames, Anything Goes consists of 25, and the rest of the levels consist of 23 each, making up a total of 222 microgames.

Intro Games
Wario's intermission stage takes place in his lab. The number of lives is represented by battery icons. The characters' pads are platforms connecting to the life counter. A walking nose runs towards the screen revealing a microgame. If the player wins, the nose jumps and fireworks appear. If the player loses, the nose falls on its back and smoke fills the lab. When the player encounters a boss, the nose is purple and wears a crown. All microgames involve Wario in some way.

That's Life
Mona's intermission stage takes place in her bedroom. The score indicator is a single-day calendar. The number of lives is represented by hairbrushes. The characters pads are striped placemats. The wardrobe opens up to reveal a microgame. If the player wins, the room becomes clean. If the player loses, the wardrobe bends down and the room darkens. When the player encounters the boss, the wardrobe jumps in circles.

Fantasy
Dribble and Spitz's intermission stage is set in space. The characters' pads are planetary rings similar of Saturn's. The score indicator is displayed in the style of a licence plate. The number of lives is represented by aliens. A planet reveals the next microgame. If the player wins, the planet spins. If the player loses, the planet cracks. When the player encounters the boss, the player encounters a volcanic planet.

High Tech
Dr. Crygor's intermission stage consists of an assembly line. The score indicator is displayed on the overhead screen. The number of lives is represented by cryogenic tubes. A flatterbot reveals the next microgame. If the player wins, the flatterbot celebrate. If the player loses, the flatterbot malfunctions. When the player encounters the boss, the player encounters a cheerleading flatterbot.

Nintendo Classics
9-Volt's intermission stage takes place in a video game dungeon. The number of lives is represented by hearts. The characters' pads are Nintendo Switch Joy-Con. Every time the characters encounter an enemy, a microgame is revealed. If the player wins, the enemy is defeated. If the player loses, the enemy attacks the screen. When the player encounters the boss, a door opens to reveal a treasure room and the dungeon boss.

Nature
Kat and Ana's intermission stage is set in a jungle. The characters' pads are a tree stumps. The number of lives is represented by scrolls. When a player encounters a microgame, a ball-like object jumps into the bushes. If the player wins, an animal is revealed and is purified from Leo's spells. If the player loses, the stage darkens and branches fall. If the boss is defeated, a lion is revealed.

Sports
Jimmy T's intermission stage consists of a dance floor with five dancers holding sporting equipment. The number of lives is represented by whistles. If the player wins, the dancers dance. If the player loses, the dancers hold their heads down in shame.

Food
Ashley's intermission stage consists of a dining room table. The characters' pads are plates. The number of lives is represented by forks. When the player encounters a microgame, a donut appears. If the player wins, the donut gets eaten. If the player loses, some substances splatter on the screen. When the player encounters the boss, a star-shaped donut appears.

Culture
Orbulon's intermission stage consists of the earth with a pink background with numerous cultural icons in the background such as the and a pair of maracas. The characters' pads are vinyl records. The number of lives is represented by Easter Island sculptures. An antenna TV reveals the next microgame. If the player wins, additional cultural icons appear such as the, a jack-o'-lantern, a Christmas tree, and Orbulon's depiction of . If the player loses, the TV bends down and the background turns blue. When the player encounters the boss, the player encounters a flat-screen TV with boom speakers.

Anything Goes
s The intermission depicts the Wario Bug. Uniquely, this is the only intermission stage without character pads so players may move freely. The number of lives is depicted by first-aid kits. IF the player wins, the Wario Bug pounds the floor. If the player loses, Wario Bug taunts the player. Occasionally, the Wario Bug may attack the player between microgames. When the player encounters the boss, the Wario Bug roars. After defeating the boss, the player will have to attack the nose by plugging the unplugged nostril. All microgames involve Wario in some way.