WarioWare: Smooth Moves

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WarioWare: Smooth Moves

Developer(s) Intelligent Systems
Publisher(s) Nintendo
Platform(s) Wii
Release date JP December 2, 2006

EUR January 12, 2007
US January 15, 2007
AUS January 25, 2007

Genre(s) Party
Mode(s) Single player, Multiplayer (2-12 alternating; 2 simultaneously)
Rating(s) CERO : A (All ages)
ESRB : E10 (Everyone 10+)
PEGI : 7+
OFLC : G
Media 1 x Wii Optical Disc
Input methods Wii Remote and Nunchuk

WarioWare: Smooth Moves (おどるメイド イン ワリオ Odoru Meido in Wario?, Odoru Made in Wario in Japan, translating to "Dancing Made in Wario") is a video game produced by Nintendo for its Wii video game system. It is the fifth game of the WarioWare series of games.

Like its predecessors, WarioWare: Smooth Moves is a collection of microgames based on simple actions which usually last fewer than five seconds each. The microgames are played in rapid succession, presenting the player with the gameplay screen and a short instruction hinting at the action that must be accomplished. Once the microgame is complete, the next one begins. If a player makes four mistakes over the course of one set of microgames, they usually must start over from the beginning of the set.

Contents

[edit] Gameplay

WarioWare: Smooth Moves requires the player to hold the Wii Remote (called the "Form Baton" within the game's story) in a variety of different ways, which the game calls "forms". Examples of such forms include "The Umbrella" (holding the Wii Remote vertically like one would hold an umbrella handle) or "The Elephant" (holding the bottom end of the Wii Remote against the nose, emulating an elephant's trunk). One special stage also incorporates the Nunchuk controller attachment (called the "Balance Stone" within the game) in the "The Diner" form, held in conjunction with the Wii Remote in 3 different orientations. Each microgame is associated with a specific form and performing an action starting from that form, and the player must frequently switch between forms in order to keep up with the pace of the gameplay. The form that is required for each minigame is shown to the player to allow the player some time to position the Wii Remote correctly, though as with the microgames themselves, this amount of time decreases as the difficulty of the game increases.

The game's presentation is very similar to past games in the series. Each stage is represented by a specific member of the WarioWare cast, and the various individual microgames are divided between them. A stage begins with an introductory story sequence featuring the character and concludes with a boss stage (a longer, more complex microgame), followed by the second part of the story. Once a character's story has been completed once, the stage becomes an endurance stage that lasts as long as the player does not run out of lives. Once all story mode stages have been cleared, an all-encompassing endurance stage is unlocked that presents the entire catalog of microgames. Scoring in the game returns to the traditional WarioWare style of scoring by games played, instead of games cleared as in WarioWare: Twisted!.

The non-simultaneous multiplayer mode uses only one remote which is shared by up to 12 players. Multiplayer is unlocked after completing all of the single-player stages. The game can support 12 profiles that can be chosen when the player enters the single player screen. Each profile can be associated with a Mii avatar, which is used to indicate which player is next up during multiplayer, and is also used as a character within several of the microgames, similar to Wii Sports and Wii Play. A single Wii Remote is used and transferred to a new player after the completion of each game.

[edit] Plot

Wario is snacking in his favorite chair and a Splunk snatches Wario's food away. Wario ends up chasing the Splunk into a temple called "The Temple of Form", where he finds a Wii Remote shaped item called the Form Baton. Then he triggers an ancient security system which causes him to be chased by a boulder. Wario escapes Indiana Jones style, with the boulder chasing him through a hallway.

[edit] Characters

See also: List of Wario characters
  • Wario - Wario stumbles upon the Form Baton at an ancient temple, notes its inspiration for a new set of microgames, and tries to escape with it, Indiana Jones style (he triggers an ancient security system when he picks the Form Baton up, resulting in him being chased by a boulder). All of Wario's games use The Remote Control form.
  • Mona - Mona is leading a cheerleading squad for Diamond City High's football team, though the star player has a crush on her. Mona's games introduce The Handlebar and The Umbrella forms.
  • Kat and Ana - The duo must defend their master from an evil demon that's come to harm him. The Sketch Artist, The Chauffeur, and The Samurai forms are used in Kat and Ana's games.
  • Young Cricket - Young Cricket aims to get some food (likely baozi) for his master and him from a food stall despite the long line of customers in front of them. Young Cricket's games introduce The Tug-of-War, The Waiter, and The Elephant forms.
  • Jimmy T. - Jimmy T. sees a stray kitten during a rainstorm, and leaves his umbrella with the kitten to keep it dry. Suddenly he finds himself being followed by a bunch of kittens, and leads them to a discotheque to dance the night away. A mix of the forms learned to that point is used, particularly from Mona, Kat and Ana, and Young Cricket.
  • Ashley - Ashley is attempting to unlock the secrets of a new magic book. The Thumb Wrestler, The Discard, and The Big Cheese forms are introduced in this stage.
  • Dribble and Spitz - The taxi-driving duo pick up a strange woman who seems to be in a hurry to get somewhere. The games in this stage introduce The Janitor, The Mohawk, and The Dumbbell forms.
  • Penny Crygor- Penny, Dr. Crygor's granddaughter, is trying to invent the next greatest revolution. Her microgames introduce The Finger Food, The Boxer, and The Mortar and Pestle forms.
  • 9-Volt & 18-Volt - 9-Volt shows 18-Volt his Game & Watch but in the scuffle to play it, 18-Volt accidentally breaks it and tries to go to the local gaming store, where the clerk simply has trouble keeping it on the shelves. As it is in all WarioWare games to date, 9-Volt's microgames use any and all types of control and revolve around Nintendo games. This time, however, not all are retro--the inspiration for the games can range from back when Nintendo manufactured playing cards to more current Nintendo games, such as Brain Age, Nintendogs for the Nintendo DS, Animal Crossing, Super Mario Sunshine and The Legend of Zelda: The Wind Waker.
  • Jimmy P. - A duplication of the early Jimmy T. stage, only this time he finds a stray puppy during a sunny day, and after leaving the puppy a bone, he is followed by a bunch of puppies to a different discotheque. This level chiefly includes forms learned from Ashley, Penny Crygor, 9-Volt and 18-Volt, and Dribble and Spitz.
  • Tiny Wario - Instead of Wario transforming into Wario-Man again, he receives a small motorcycle invented by Penny. When he rides it, he begins to shrink and falls inside. Out of the tailpipe bursts dozens upon dozens of Tiny Warios who feast on the strawberries on a nearby strawberry patch. All forms except The Diner and the Elephant are used in Tiny Wario's games, and all involve Wario in some way.
  • Orbulon - Orbulon's ship spins out of control and lands in the same temple that Wario found the Form Baton in, only this time, Orbulon has stumbled across the Balance Stone that works in harmony with the Form Baton. Orbulon's microgames solely use The Diner form, which requires the player to attach a Balance Stone (Nunchuk) to the Form Baton (Wii Remote.) There are three variations of The Diner. In The Diner A, the player begins the game with the Wii Remote and Nunchuk pointing upward, in The Diner B, they are pointed at the screen, and in The Diner C, inward towards one another.
  • Dr. Crygor and Mike - The doctor and karaoke robot both make appearances in Penny's stage, and later get a "Diet Mode" which is always 20 microgames long, no matter how many the player wins or loses. In this stage, the player tries to complete the microgame as quickly as possible in order to burn more "kelories" (word-play on "calories"). Instead of a boss stage, every tenth stage is extra-long, requiring players to keep doing something such as running or stretching until time runs out.

[edit] Multiplayer games

Like WarioWare, Inc.: Mega Party Game$!, Smooth Moves features a multiplayer mode, where several players can take turns playing games in different scenarios. All games are played by sharing one remote. To unlock the multiplayer mode, the player must first play through the single player game.

[edit] Development

WarioWare: Smooth Moves was first revealed in May 2006.[1] The game was first shown in a video form at Nintendo's pre-E3 press conference in 2006, with a playable demo introduced at the E3 conference itself. Nintendo also showed it during its Nintendo Fusion Tour.

Smooth Moves is the first WarioWare game to feature almost completely 3D graphics that are rendered to appear 2D. Although WarioWare: Touched! featured some 3D graphics (such as in parts of character intros and some microgames), Smooth Moves utilizes 3D in nearly all of its microgames.

[edit] Reception

WarioWare: Smooth Moves has received favorable reviews from the gaming community, receiving a score of 83 out of 100 on Metacritic, based on the average scores of 58 press reviews.[2] GameSpot rated the game 9.1 out of 10, their highest rating for a party game, and stated that "it's a terrific use of the Wii's unique control features, it looks amazing...".[3] IGN gives the game a 8.2 out of 10, that while "it's not perfect [nor] best in the series", however it is "an essential piece of the Wii collection."[4] NGamer rates this game at 83%, GamesMaster gave it 85%, and Nintendo Power gave it a 9 out of 10..[1] X-Play gave the game a 4 out of 5, claiming the game was hysterical but too short.

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[edit] Reviews