nintendo's R&D1 began experimenting heavily with the form of the platformer with wario land 2 and 3: each games that attempted to remove typical fail states by making the protagonist invincible and able to acquire temporary abilities after touching specific enemies. while bold puzzle-platformers and generally excellent 8-bit titles, they still hewed close to typical loops of gameplay centered around replaying sections of stages until a goal state is achieved, thus nullifying the practical effects of the absence of player health or damage. their first title on the gba seemed to recognize this and shifted its rejection of form to averting the traditional mario-chartered methodology of building challenge and design iteratively over the course of the game by instead abruptly shifting focus and mechanics between levels. while rooted in the idioms of the prior two wario land entries, WL4 was flippant in how it approached challenges based on these predefined player mechanics, and it rejected both the narrative cohesion of WL2 and the rich environmental persistence of WL3 in favor of rapidly defying player expectations with incongruous level concepts and its frog pillar mechanic that required the player to quickly reevaluate the level in reverse once reaching its endpoint. thus began a trilogy of standout GBA titles where R&D1 deconstructed commonly-held design principles of gaming in order to produce shocking, absurd, and creative experiences.

warioware inc. is where that absurdism really comes into its own. at its root much of gaming involves the player applying their intuition based on real-world experiences to in-game conflicts using a built-in toolkit. games that deviate too far from logical or sensible principles may be seen as obtuse, while games that lean heavily on a player's knowledge of genre conventions may be considered "gamey." warioware leverages this intuition application as a reflex-based game of skill: recontextualize your understanding of the goal state and your toolkit, and do it so fast and naturally that it becomes automatic. that single word or phrase projected at the start of each round instantly locks the player into that goal state, and within an instant of seeing their surroundings they should understand how they can achieve that goal and what the interface may be to perform the actions required. shake a dog's paw, pick your nose, shoot down aliens, match the shape, catch the baseball, chop the block, collect the mushroom, count the frogs, jump the hurdle, dodge the arrows. in the collection of these instances and all others present in the game, the vast breadth of human experience is discretized and miniaturized into flashes of memory. this game is tailor-made to fire as many different synapses in rapid succession as possible.

surrounding this genius distillation of the gaming experience itself is this eccentric framing device of games themselves, mass-produced and advertised to you through the screen, or veering into real-life alternative gaming experiences than the one in your hands as you work your way through the game. aptly the game presents its user interface as a mock desktop, featuring the loosely-connected sets of games into neat little folders for you to work through. each character presents their own idiosyncratic narrative to their gaming experience; my favorite of the bunch is dribble and spitz's Taxi Driver homage that translates the endless neon corridors to a sloshy windshield and a fuzzy car radio, with games flying at you through the haze. they drive their passenger (supposedly you) to the sea, where they proceed to turn into a mermaid and dive into the depths, much to the driving duo's delight. other stories range the spectrum from kat and ana's downright traditional journey through the floors of a shiro to mona's frenzied pizza delivery route where she kills pursuing cops by the dozen.

on its own these pieces would be sufficient for something truly interesting, but warioware elevates the experience through a natural high-score mentality and drive to keep the player engaged and toying around with all of the content. many more microgames unlock in the post-game, where you can endlessly play a character's collection until you run out of health. although your first playthrough of each will end at the boss stage, these boss stages serve as cycle-enders in repeat attempts, where new cycles push the difficulty higher for each individual microgame. suddenly the context you understood for a given microgame is purposefully subverted to further test your reflexes and/or patience. as the speed increases and the microgame flow becomes more hectic, what seemed like cut-and-dry microgames become sweat-inducing tests of pushing that intuition-swap ability to the peak of its potential, and in the process rewiring your brain every precious couple of seconds.

I'm able to gush so thoroughly about this debut in particular because I feel no later entry ever managed to top it. beyond this the warioware series became nintendo's playground for testing out their array of control gimmicks, and thus the games themselves became entirely beholden to the constraints of those input methods. while I imagine their goal was to deepen the interactivity with each microgame, the limits of waggling a wiimote or tapping a screen choked that incredible spark of creativity that they exhibited so genuinely here. the gamepad is already universally the understood abstraction of choice of varied gameplay mechanics, and R&D1 tapped into our inherent connection to it as gamers to make something that not only celebrated games as a form, but refined it to a microscopic, perfectly shaped pearl.

Reviewed on Jun 17, 2022


7 Comments


1 year ago

Liked your review! I also love the Dribble microgames, along with the visuals and music (the alien ones in the UFO are a close second). Such a great videogame moment.

After watching a video of it (https://www.youtube.com/watch?v=NEqT1OlxT68) I started to remember it more fondly (or fondlier? not sure). It's like "randomness done right" or something like that, because even if you'd be as good to remember patrons when the microgames increase their speed and difficulty, you don't know what's next, so surprises are always around the corner, and that's a great achievement.

Also, while I understand what you say about the other entries, I don't know if there would be another way for this IP to develop. In a way, WarioWare is the more Nintendo-gimmick-entangled IP.

1 year ago

@Lot0 thank you! "randomness done right" is a great way to put it, since all the microgames have proper, rigid solutions but their order is totally scrambled. also i agree about the follow-ups, i think leaning into new styles of input was one of the only ones to redo this formula without it being a complete retread.

1 year ago

Maybe to further into the concept of "objective" in this IP would be interesting too. What if the objective was to fail? What if there were different states of success and failure and play around those? In different modes even.
Don't know. Ideas.

I'll see if I replay it soon.

10 months ago

Fantastic analysis, it's amazing how a game based around short and fast paced mini-games and be so amazing and unique. It oozes style in a way few other games do, and while I really believe it has its faults, you perfectly defined what makes it so special.

10 months ago

@DeemonAndGames this is still one of my favorite reviews that I've written, thank you for the kind words! it really is something special in nintendo's catalog that highlights some of their most creative devs at the height of a particularly loose and unrestricted era for the company, and the more time I've spent with it, the more I've grown to love it

10 months ago

Really lovely, astute writing! Great stuff.

10 months ago

@donovansan thanks!