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.

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

For a list of microgames featured in the Wario Cup, see List of Challenges in WarioWare: Get It Together! § Featured microgames.

Intro Games
These microgames are created by Wario and introduce the player to the style of the game. All of them involve Wario in some way. The intermission stage takes place in his lab. The score indicator is made up of blocks. The number of lives is represented by battery icons. The characters' pads are platforms connecting to the life counter. A walking nose runs toward 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.

Locked microgame description: “''You haven’t even played this game yet. Sheesh! Go play my green level, and it’ll show up eventually. Patience is a virtue, blah, blah, blah.''”

That's Life
These microgames are created by Mona and themed around everyday routines. They are unlocked by completing Intro Games for the first time. The intermission stage takes place in her bedroom. The score indicator is a single-day calendar. The number of lives is represented by dust brushes. The characters' pads are striped placemats. The wardrobe behind the player 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.

Locked microgame description: “''Um, looks like this game isn’t ready to step into the spotlight yet. If you play my green level some more, I just know it’ll show itself''”

Fantasy
These microgames are created by Dribble & Spitz and have a fantasy theme such as fairies and magic spells. They are unlocked by completing That's Life for the first time. The 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 license plate. The number of lives is represented by aliens. A planet, which cycles between a Saturn-like planet, a heart-shaped planet with one moon, and a diamond-shaped planet with two diamond-shaped moons, 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.

Locked microgame description: “''Looks like this game hasn’t reared its head yet, pal. It might show up if you play my green level a bit more!''”

High Tech
These microgames are created by Dr. Crygor and themed around usually futuristic technology. They are unlocked by completing That's Life for the first time. The intermission stage takes place in his factory and consists of an assembly line. The characters' pads are observation platforms. 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 celebrates and shoots confetti. If the player loses, the Flatterbot explodes. When the player encounters the boss, the player encounters a cheerleading Flatterbot.

Locked microgame description: “''This game has yet to be discovered. I’m almost certain it will come to light if you continue playing the marvelous green level I invented.''”

Nintendo Classics
These microgames are created by 9-Volt and themed around Nintendo games and toys, including recent titles such as Fire Emblem: Three Houses. They are unlocked by completing That's Life for the first time. The intermission stage takes place in a video game dungeon. The score indicator uses an 8-bit font similar to NES games. 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, which is made of various Nintendo systems (Famicom Controller eyes, a Nintendo 64 Controller crown, a Wii Remote sword, and a Game Boy shield).

Locked microgame description: “''Um, awkward. You haven’t unlocked this game yet. No big. Just play my green level some more, and you’ll get it.''”

Nature
These microgames are created by Kat & Ana and themed around nature such as plants or animals. They are unlocked by completing Remix for the first time. The intermission stage is set in a jungle. The score indicator appears to be made out of wood and has a pair of shurikens. The characters' pads are 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 purified from Leo's spells. If the player loses, the stage darkens and branches fall. If the boss is defeated, Leo in his lion form appears.

Locked microgame description: “Oh, you haven’t come across this game just yet… No problem, just play our green level over and over and over again until it comes up!”

Sports
These microgames are created by Jimmy T and themed around sports. They are unlocked by completing Nature for the first time. The intermission stage consists of a dance floor with five dancers holding sporting equipment. The score indicator is in the style of a neon sign. The characters' pads are platforms with circular lines depicting the mid section of a basketball court or a soccer field. 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. When the player encounters the boss, the dancers perform a dance identical to that of the dancers in Level 3 of the Wario Dance Company microgame from WarioWare: Smooth Moves.

Locked microgame description: “''Whoa, hold up! You haven’t danced to this game’s tune yet. Don’t sweat it. Just play more of my green level, and it’ll turn up, ha ha!''”

Food
These microgames are created by Ashley and themed around food. They are unlocked by completing Nature for the first time. The intermission stage consists of a dining room table. The score indicator is made of cheese. 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, the donut falls to the ground and becomes contaminated. When the player encounters the boss, a blue star-shaped donut appears. When the player loses all of their lives, the donut falls on its back (except for the star-shaped donut).

Locked microgame description: “''This game isn’t ready to come out of the oven yet. Keep playing my green level, and it’ll show up piping hot soon enough.''”

Culture
These microgames are created by Orbulon and themed around real-world landmarks and cultural items. They are unlocked by completing Nature for the first time. The 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 score indicator is a digitized counter. The characters' pads are vinyl records. The number of lives is represented by golden moai. An antenna TV reveals the next microgame. If the player wins, the golden moai laughs and additional cultural icons such as the, a jack-o'-lantern, a Christmas tree, a piñata, a teapot, a lucky cat, a bongo, a guitar, and Orbulon's depiction of  burst out from the back of the TV. 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 LED lights resembling those of Nintendo Switch controllers and boom speakers.

Locked microgame description: “''The time for this game is not now, Earthling. Play my green level lots and lots. Only then will it be time.''”

Anything Goes
These microgames are created by Wario and, just like the Intro Games, have no specific theme besides Wario being involved in them in some way. They are unlocked by completing Remix 2.0 for the first time. The intermission depicts the Wario Bug. The score indicator is made of slime and only appears briefly before each microgame. Uniquely, this is the only intermission stage without character pads, meaning players may move freely within the whole screen. The number of lives is depicted by first-aid kits. If the player wins, the Wario Bug pounds the floor in anger. If the player loses, the Wario Bug taunts the player while the screen glitches up. The difficulty of the microgames is determined by the Wario Bug's color: Level 1 features a purple Wario Bug, Level 2 features a blue Wario Bug, and Level 3 features a green Wario Bug.

Locked microgame description: “''You want to play this game? Yeah, well, you better binge more of the green level, then. Binge now, play this game later. That’s how this works.''”

Interruptions
Occasionally, the Wario Bug may attack the player between microgames, either by crushing the player with its fist or by spitting out two to five noses that must be defeated before they explode. The Wario Bug performs his fist attack after three microgames, spits out bombs after nine, and either attack after 15. When the player encounters the boss, the Wario Bug roars. After defeating the boss, its nose starts to increase in size, and the Wario Bug is sucked into it. At this point, the player has to attack the nose by plugging the unplugged nostril (if done in co-op, both players must plug one nostril each at the same time); failing to do so causes the nose to sneeze, and the player loses a life and must try to plug the nose again with a different crew member. Once this condition is met, the nose explodes, and the Wario Bug is destroyed.

Penny's Mix
Penny's Mix becomes available after clearing Thrill Ride for the first time. Several non-boss microgames from all stages are mixed together with short and long microgames appearing at certain intervals. The intermission stage consists of the cockpit of Penny's helicopter. Penny's Song plays throughout the stage as well as in every microgame rather than their usual songs. The number of lives is represented by wrenches. If the player wins, the helicopter speeds through, the sky turns yellow and the blue, green and yellow flashing stars fly and sparkle. If the player loses, the helicopter malfunctions, the sky darkens, and the music becomes distorted. During the first playthrough, the final microgame encountered is always Great Escape.

Demo microgames
The free demo of WarioWare: Get It Together! was released on the Nintendo Switch eShop on August 19, 2021. It features seven playable characters: Wario, Young Cricket, 18-Volt, Mona, Kat (P1 only), Ana (P2 only), and Orbulon. The intermission is the same as in Wario's Intro Games stage, but the microgames are from every stage, save for Anything Goes. In total, there are 15 microgames in the demo. Below is a list of said microgames, as well as where they can be found in the final game:


 * Sleep Clinic (Intro Games)
 * Bounce Back (Sports)
 * Great Escape (High Tech)
 * Fishy Felines (Fantasy)
 * Pit Stop (Fantasy)
 * Shoo, Fly! (Nature)
 * Treasure Hunt (Intro Games)
 * Wanted (Intro Games)
 * Weird Windmill (Fantasy)
 * Rock Candy (Food)
 * Rock On! (Culture)
 * Shadow Sports (Sports)
 * Break the Bank (That's Life)
 * Splatoon 2 (Nintendo Classics)
 * Laser Labyrinth (High Tech)

it:Lista dei minigiochi di WarioWare: Get It Together!