Reviews from

in the past


This game made me take my Wii from the darkest depths of my closet, and that alone makes it my worst enemy for making me face the horrors of cables, connectors and configuration, and as the savior, for finally giving me an excuse to complete Super Mario Galaxy 2 and Resident Evil 4 in the near future.

After the absolute joy that was Twisted I went into Smooth Moves with a very optimistic view; I had seen some things and read some reviews that looked like it would follow some of the same missteps that Touched! did, but wanted to believe, how could I not trust the Wii iteration of a series of a man that steals and that barely pays his employees?

Well, to my absolute joy, I did have reasons to trust him, because Smooth Moves rocks! Not as hard as the first one or Twisted, but this is fucks, not gonna lie.

The micro-game collection this time around is very interesting: it has higher highs than usual, as it has the lowest lows of the series. They are either absolutely delightful or pretty barren and simple, hardly any in between, tho luckily there are by far more quality ones. However, all of them are similar to the ones in Touched!, in the sense that ALL are either dependent on you shaking the Wii-mote or using the pointer, nothing else. And you may be asking ''wait, if it kind of does the same thing the DS game did, just using a new control scheme that feels reiterative, what makes it good?'' and let me tell ya my dear reader, the answer is very simple... PRESENTATION!.

WarioWare has always been absolute bonkers since its inception, but this time around they just went into full bat-shit insanity mode. Do not be mistaken, a lot of the micro-games are fun on their own, but it's the way everything is shown that just sells it. The Arts, as the game calls them, are nothing more than an excuse to put the Wii Mote in funny ways, but they are a VERY good excuse; this is by far the game in the series that made me laugh the hardest, even when it gets intense: it's dumb in the best way, and invites you to be dumb, to act stupid, to do crazy shit, and the results is giving the minigames much more feedback and depth they would have had otherwise. And the arts aren't the only thing that inject rhythm into the game.

Not only both the visuals and music are crisp as hell once again, the overall game is just more irreverent, more shameless in the best way possible. Whereas past games were just Wario and his friends making games because he found a way to make money... here he founds an ancient artifact and he just takes it... WONDERFUL. The rest of the stories are once again presented in a more episodic format, and they are delightful as always, and once again a bit more crazy than usual. The side content is also pretty neat, as it is the brand-new post-game! Orbulon and Crygor are stages that appear after the final boss, and they are fantastic send offs for the character based stages.

Smooth Moves is, by far, the game in the series that asks the most out of you, but if you are willing to give it, it's one hell of a time, still flawed, nothing that was already present in previous entries and could be considered ''bad'' is gone, but it's still a very nice time, one to which I wasn't scared of being completely submerged in its stupidity. It has Jimmy P. for crying out loud, this game knows damn well what it is.

Oh, and also, one final warning, those who tell you that the Wii had not Star Fox games are not to be trusted. They are both liars and deceivers, and want you to be left unaware of the truth that Wario holds… plus, it’s also better than Star Fox Zero, which is just funny at this point.

On the surface, WarioWare is a simple game about a city full of quirky people and tasking the player with goofy, timed minigames. But that's just what the government would like you to believe. This is an in-depth analysis of the themes of loss, individuality, conformity, addiction, and gnostic religious symbolism in WarioWare: Smooth Moves for the Nintendo Wii.

Deep beneath the wahahas and the groovy cats dancing is a tale of sorrow. A tale of loss and regret. A tale of raw humanity—on display for the world to see and look within themselves and ask, "am I Dribble... or am I Spitz?"

In a controversial move for Nintendo, one of WarioWare's major characters is a young witch named Ashley. Her sole intent is to separate humanity from God and devote her life to the dark lord Lucifer, wreaking chaos upon Diamond City. Her descent into madness highlights the strengths of Nintendo's greatest writers and religious researchers. I am inclined to believe this is a straight translation of a passage from the Kabbalah long lost to time.

Kat + Ana = Katana. Makes you think.

The sheer complexity behind some of the late game stages demands we stop our mindless flailing of the Wiimote and start asking where our Nunchuk adapters are. When did life pass us by? Much like 9-Volt's Game & Watch system, we too are broken.

Possibly the most compelling story is that of the mad scientist. Penny's devotion to truth and the sciences holds a mirror to our own misguided society. She abandons and outright rejects God as she continues down her path of science. Morals cast aside for the sake of what if, just as Frakenstein had. Penny's creations breed nothing but unspeakable evils and destruction. Her first victim—the unknowing Wario himself.

As Wario comes face to face with the demi-urge unleashed by Penny's selfish scientific pursuits, Wario is split into many horrid abominations. The coalition of Mini-Warios as they march headlong into the field of strawberries represents our own journey into the unknown terror we call life. The strawberry represents our innermost desires while the congregation of miniature Warios represents our desire to belong to a group, even at the cost of our own individuality.

So where does this leave us? What can we learn from our experiences during WarioWare: Smooth Moves on the Nintendo Wii? The truth may be difficult for us to hear, but WarioWare is here to tell us anyway. Jesus was black. Ronald Reagan was the devil. And the government is lying to us about 9/11.

Obviously falls short of the much better sequel, WarioWare: Shove It Up Your Own Ass Game, but still a fun game if you go in with the right mentality

I played the first half of this one a while back and felt underwhelmed by it; nothing bad but just felt a bit dull. picked it up again recently and then finished it off tonight in a better environment to enjoy the game imo. having secured a widescreen CRT, the 480p anamorphic widescreen illustrations look much cleaner than on the hdtv I previously tried it on. even tho the has a bit of a Flash quality to it, it pops on a CRT and improves the experience quite a bit. the overall framing/themenig is cute as well, with the different poses being localized from their japanese counterparts expertly, the wiimote and nunchuck being artifacts from a temple, and mahjong tiles being used to represent the microgames in the free select menu. the cutscenes for each stage aren't intrusive either, and overall the game keeps you chugging through microgames as quickly as it possibly can.

the microgames themselves are a bit of a mixed bag... on one hand this may be the wii game that demonstrates the potential gimmicks of the wiimote the best, but on the other hand the games can generally be split up into either "some sort of generic waggle motion" or "fleshed-out idea with extremely imprecise controls". the former category isn't necessarily bad, as many of the games are excellently designed in order to be parsed quickly upon a first try. even if the actual movement is simple or doesn't require a special pose in order to do, the kinetic feeling involved with accomplishing the task is palpable, a bit like a phantom limb. it's when you begin to lose control over the game that it becomes much less fun, and more like a product of undercooked motion controls. thankfully I didn't really encounter this feeling outside of the final main stage, as the stages prior weren't too difficult at all. in fact, I was laughing at each microgame a fair bit during the middle stretch, which definitely hit on the mark for a game of this style. once you beat the game you get a couple extra options: orbulon's minigames involve the nunchuck but this sacrifices some of the simplicity and made the game feel clumsier in my opinion, while crygor is just an exercise mode using a collection of the most egregious waggle microgames from all stages, as if giving myself tennis elbow playing this is a real substitute for hitting the gym.

glad to have finally finished it and I may return to this one to do some multiplayer stuff. it's a solid wii game overall, and honestly the perfect game to download and try out considering how short it is. it's not as novel or in-depth as the original, but it more than does in a pinch.

A Warioware game is only as good as its 9-volt stage. The 9-volt stage here is pretty good.

Do you think the whole point of this game is the fun that comes from how silly you look performing all the moves with a Wii controller? Well, wait till you see how silly you look by your goddamn ass self trying to guess how the same moves work on dolphin with a switch pro controller


world heritage game. we should let aliens experience our culture through wario ware smooth moves and rate them based on how smoothly they move
wario ware is peak but ESPECIALLY this one ok?

I'm like wario big fat boy

like every other warioware game, this is very good and you should definitely play it if you haven't already

literally SO fun and stupid. couldn't stop smiling the entire game. wish my friends lived closer so i could play with them

pretty fun, the games that work with the motion controls end up working really well but the games that dont just kinda really fall flat

i also had a lot of issues with my wiimote during this game lol, probably just me and my set up but im noting it regardless

Some of the best use of the motion controls for the Wii. WarioWare Smooth Moves uses the Wii's gimmick to its best ability and it's very fun and easy to go back to.

I dont know man it's wario ware on the wii, this fucks so hard.

my dad walked in on me playing this game once, stared at me play for a bit, shook his head, then went into his room and started yelling at my step mom about how I was gay... :/

I really liked the doggy style form

A lotta nose picking in this one

Smooth Moves is a solid entry in the WarioWare series, but having only beat Twisted a month ago... I can't help but feel a bit underwhelmed and frustrated. That is not to say that Smooth Moves is a bad game, because when it works, it's still pure euphoria; quickly reacting to what's on screen and performing the necessary motion control inputs in response to the audio and visual stimuli to successfully progress is a proven formula that Twisted had already gotten down pat. However, while I feel Twisted took a seemingly simple control scheme (a gyro sensor in the GBA cartridge that required rotation alongside the use of the A button occasionally), Smooth Moves seems to take the exact opposite approach, in that it throws in so many wrinkles so quickly through its various "forms" that the game almost becomes too chaotic and unrefined for its own good.

How this works is that the game exposes you to various control schemes through preparation of the initial orientation of the controller as methods for setting up how each microgame should be played. So for instance, one particular microgame requires a "Samurai" pose where you "unsheath" your sword/Wiimote from your waist and slash an object as soon as it is exposed, while another microgame may require you to balance the Wiimote in the palm of your hand and tilt it carefully to tilt a ball on screen into a hole, and so on so forth. There are two that problems I have with this. The first is that a large portion of the battle becomes not so much properly executing the motion inputs + A rather than scrambling to properly set up the Wiimote into the correct form/starting position; because initial orientation often decides the direction of the motion inputs from a still motion bar, it is very difficult to recover if your initial orientation does not match that which is necessary to complete the microgame. It's not as problematic on regular speeds, but as the game speeds up, so too does the interval in which you spot the orientation image that loads right before the microgame as well as your preparation time to get into position. So included in the overall package is this frenzy of constantly readjusting the Wiimote (with a "neutral position" essentially irrelevant because you'll be constantly shifting between forms with the Remote form as its own style of microgame and not always appearing between the other forms) and picking your poison between having the Wii strap on and being more restricted in adjusting the Wiimote's position or not having the Wii strap on and potentially throwing/dropping the controller. I take particular issue with this because it shifts a good chunk of the difficulty away from the main gameplay and rather, towards the "downtime" inbetween the gameplay (that is, I would argue that it does not make the game harder, but rather make it harder to play).

The second, and perhaps most obvious drawback with Smooth Moves over Twisted is that at the end of the day, you are still working with emulated motion controls via a motion sensor bar over a physical gyro sensor in Twisted. There were a few notable microgames that I could not get to work or detect any inputs properly no matter how closely I followed the initial forms required or the inputs required, and some of the microgames felt a bit unintuitive in how to immediately approach. This I stem to both the game not always making it obvious what motion inputs are required (for example, it took me a few tries + looking it up online to get in my head that the papers microgame required me to hit the bottom of the Wiimote on my palm instead of performing a rotation motion with the bottom of the Wiimote to spin and centralize the papers together, as silly as that sounds) and that some of microgames just didn't function properly for me (i.e. I could not get the shredding microgame to work no matter how much I emulated the necessary motion by moving my Wiimote in my grip like that of a crankshaft). It's unfortunately most likely an limitation of the system from emulated over direct motion controls as well as pointing back to the design philosophy of expanding the Wiimote's usage via different initial forms, which both complicates the game by having you memorize different types of motion inputs and also not really fleshing out each of the forms' overall usage if there's only six microgames for a good chunk of them.

I don't have too many other thoughts that haven't already been stated by Pangburn. The minigames with the motion controls are fine as extensions of the original concepts presented in the relevant microgames, the postgame "exercise" mode with Crygor is a cute little gimmick but ultimately doesn't add much new functionality other than extending the length of some of the more physical microgames like doing squats and giving you an imaginary calories burnt figure to look at, and the postgame Orbulon microgames with the nunchuk Balance Stone are an interesting wrinkle but ultimately not fleshed out enough; they generally revolve around the motion sensor in the nunchuk and don't try and experiment with the joystick, which is a bit of a missed opportunity in my opinion since movement/directional aiming is one of the easier concepts to grasp in games in my opinion. Also, they don't explain what the A/B/C variations mean in their Form Baton explanation of the "Diner" even though it's actually more simple than it sounds; A means your nunchuk and Wiimote should be pointing up, B means they point towards the screen, and C means they point towards each other. Otherwise, it's classic WarioWare but in Wii form; the presentation's just as poppy and cartoony as before, the story's this absurd series of vignettes detailing how Wario & his lovable and hapless friends stumbled upon the mystical Wiimote and somehow successfully navigate their wacky lives, and the backing soundtrack and excellent sound effects provide excellent feedback for your inputs and responses. Love the overly earnest voiceovers & descriptions of the Form Baton states alongside the sumi-e visuals by the way! It's no Twisted 2.0 but hey, it'll get the job done if you want a nice way to demonstrate Wii motion controls to friends in quickfire action form! If I do end up getting friends to play this with me in multiplayer by the way, I'll make sure to include a follow-up review with my thoughts on that.

PS: In case you're wondering, I do play without the Wii strap. No broken monitors or Wiimotes yet though!

Very short game but very fun besides some issues with a small portion of minigames. Overall I have to say it's an epic collection of minigames for all ages and fun to finish in the leadup to Drake's upcoming album "For All the Dogs" releasing October 6th. I will be thinking about this game quite a fair bit while I listen to his new music.

Cranked out the Dolphin emulator for this one! And honestly, this might be my favorite one! I had some trouble with the motion controls at parts but once you get in the groove of it it feels like WarioWare was MADE for them. This is also the wackiest, and most challenging in the series. Lots of fun!

yep it's warioware

It gets a star purely from the form baton stance descriptors. You don't really have to adhere to most of them, but they're all very good and funny. Also the final boss stage is probably one of the best boss stages in the franchise.

Fun, short, quick, replayable, but kinda unreliable. I think I like the personality this game has a lot more than Move It!, but the controls are a lot more responsive in Move It!. Usually once a stage the controls do not work even though I am doing the correct form and I lose a life, it's not that bad considering you have 4 lives but still, In Move It! I believe that the controls were at fault for me losing a micro game only twice in the entire game. This is a minor annoyance though I would rank this game slightly below Move It!, but it's still an amazing WarioWare!

It is very hard to describe the level of consistency that the WarioWare games are able to deliver. Just like all games that star Wario, they are short, yet perfect. Smooth Moves is able to take the Wiimote and use it in many ways that you would not expect, especially from an early Wii game. The development team clearly knew what the Wiimote was and wasn't capable of, and it is very evident throughout the use of the various "forms" of the game.

I LOVE WARIOWARE SMOOTH MOVES ONLY FOR NINTENDO WII

This game made me Wariopilled

Smooth Moves consegue construir bem em cima do que os jogos originais tinham, mas trazendo algo que até então era bem diferente: múltiplas formas de controlar. Por mais que todos usem o movimento do Wiimote, as diferentes Forms fazem as coisas serem bem diferentes entre si. Pensando que isso foi lançado junto com o próprio Wii no Japão, ter tanta variabilidade assim é bem interessante e é o precedente de jogos como WW Gold ter tantas opções também.

Uma pena que o jogo me frustrou várias vezes em controles que não eram devidamente reconhecidos ou mesmo, com tantas opções, não entender bem como ou o que fazer em alguns microgames. De toda forma, é uma experiência bem diferente e legal, feita com toda a maestria que o ano de 2006 podia proporcionar.

WarioWare game that has Ashley in it = immediate extra star

… I'm crucified, crucified like my savior
Saintlike behavior, a lifetime I prayed
I'm crucified for the holy dimension
Godlike ascension, heavens away
… I've seen the deepest darkness and wrestled with gods
Ride the noble harness, raining cats and dogs
I stand before my maker like Moses on the hill
My Guinness record baker, I abide your will
… The first of reciter, I saw eternal light
Best of vocal fighters, beyond human sight
Where thorns are a teaser, I've played a double jeux
Yherushalaim at Easter
I cry, I pray, mon dieu
I cry, I pray, mon dieu
… I'm crucified, crucified like my savior
Saintlike behavior, a lifetime I prayed
I'm crucified for the holy dimension
Godlike ascension, heavens away
… Prophets I've been reading, stories I've been told
Before I end my breathing, I travel in the soul
Where thorns are a teaser, I've played the double jeux
Yherushalaim at Easter
I cry, I pray, mon dieu
I cry, I pray, mon dieu
I cry, I pray, mon dieu
Adieu, mon dieu
… I'm crucified, crucified like my savior
Saintlike behavior, a lifetime I prayed
I'm crucified for the holy dimension
Godlike ascension, heavens away
… I'm crucified for the holy dimension
Godlike ascension, heavens away
… I'm crucified, crucified like my savior
Saintlike behavior, a lifetime I prayed
I'm crucified for the holy dimension
Godlike ascension, heavens away


probably my least favorite warioware so far surprisingly, it probably has to do with the fact I have to use emulation to play this game and that can get annoying to set that up

Weird, wacky, and a great use of the Wii Remote with engaging microgames with different art-styles.

Virtuosic and joyful use of hardware "gimmicks" to their fullest potential. It's like if an awesome alt-control game was just... On a commercial console everyone owned.

Probably an essential entry in the Wii's library. Unfortunately, it's emblematic of a lot of the Wii's library in some ways, and not just the cream of the first-party crop. Certain microgames just don't give the feedback they need to convey how they actually function. A key example is the Boss microgame for the Tiny Wario set (the "final boss" by most accounts). While it looks like the actions required are conveyed on-screen (a human figure holding a wii remote is shown performing actions you are meant to mirror, and is preceded by three other figures, such that the timing seems unambiguous), it genuinely feels like the game wants you to perform some of the actions a half second EARLIER than the visuals would suggest (doing so allowed me to pass, after many failures)(Edit: after considering this again months later, it might be the case that my current setup suffers from a critical amount of display lag).
Still, don't let that or my score deter you at all. Getting into a groove, playing a set of microgames and doing all the exaggerated motions the way Nintendo's advertising division dreamed you would is actually a lot of fun, even completely alone.