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WarioWare, Inc.: Mega Microgame$!
|WarioWare, Inc.: Mega Microgame$!|
Also known as: Made in Wario (JP), Wario Ware, Inc.: Minigame Mania (EU)
This game has unused areas.
This game has a notes page
This game has a prototype article
more regional differences
WarioWare, Inc.: Mega Microgame$! is the gripping tale of Wario and his friends forming their own game company. The result is a bizarre collection of very short (and often very strange) minigames called "Microgames", with a few "Wario" takes on other classic games thrown in for good measure.
Amusingly, given that this was their first game both in the series and in canon, they left in a bunch of unused stuff.
- 1 Subpages
- 2 Unused Games
- 3 Unused Levels
- 4 Unused Graphics
- 5 Unused Music & Sounds
- 6 Regional Differences
| Development Text|
m_BGM_BOMB_Demo_AFRO_0 and a ton of other file names.
With a cheating device or a cheat option in an emulator, change address 03000E61 to one of the following game numbers.
Game Number: 2F
A microgame where only two blocks can be broken before time expires. The paddle gets smaller with each level. This was likely meant for 9-Volt's stage, as it is based on the early Nintendo arcade game Block Fever.
Game Number: 5E
A microgame with all three level variations where the stats at the top of the screen never change. This was also likely meant for 9-Volt's stage as it is based on F1 Race, an early Famicom game.
Level 1 is merely a straight course.
Level 2 begins with a straight path, but curves halfway through.
Level 3 starts on a curve, and becomes straight near the end.
Game Number: 66
A microgame with all three level variations. This was also likely meant for 9-Volt's stage, as it appears to be based on Nintendo's late-1970s "Color TV Game 6/15" home console. However, a similar microgame appears in WarioWare: Smooth Moves.
Level 2 has smaller paddles.
Level 3 has a pair of parallel paddles for each side.
Game Number: E5
A game presumably meant to be unlocked with the other VS titles.
First to five points wins. Like the other VS games, L and R move the paddles up and down for their respective sides.
Dodge Balls retains the higher level capabilities present in the demo from Wario World. While in the demo there are only six levels, in the final game there are nine levels altogether, and on the highest level there are ten balls for you to dodge.
The menu graphics contain an unused smaller and darker thumbnail for Jimmy T and a white cell phone folder.
This is loaded into the VRAM of the Introduction grid in place of the microgames it does not have due to being smaller than other grids. Most likely used as a placeholder.
Wario's Games (Introduction)
This graphic was most likely meant to be used in the boombox's screen (seeing as it is loaded into VRAM when "Speed Up" and "Boss Stage" messages appear on there) at the moment you lose your last VU and the stage finishes, showing a top score screen. However, Wario's messed up face lingers in the screen when that happens, rendering this graphic unused.
Crazy Cars still has the early version of Wario jumping, as well as a 1UP.
Saving Face contains a closed fist version of the upper hand.
Diamond Dig has graphics for a border with much rounder corners than the used border.
Repellion contains an indicator to tell you which ship is yours.
Wario Wear has graphics for...a naked Wario. You're welcome.
Jimmy T.'s Games
Baseline Bash has an exclamatory "AU" speech bubble.
Mountain Mountin' has graphics for standing still and proper walking graphics.
High Hoops has the words "Clear Line", plus an arrow and a line.
Snowboard Slalom has a graphic for an unused pose.
Dribble & Spitz's Games
Those graphics suffer the same fate as the Introduction's boombox game over graphic--but instead, they are matched out by the current point (or mile) counter.
Classic Clash has unused normal palettes for Mario and Bowser.
Bubble Trouble has graphics for a spinning ring.
Space Escape has a large orb with a casing and 13(!) different projectiles.
UFO Assist has an indicator to tell you which ship is yours, much like in Repellion.
The boss game Galaxy 2003 has graphics for a fourth powerup and a thick white bar. There's also a rainbow-ish band off the right side of the play field.
Gold Digger has graphics for an actual gold nugget.
Fries With That? has a graphic of a girl's head.
Tilt-n-Tumble has a graphic for a smaller ball.
Balloon Fight has graphics for the blue balloons, including the popped graphics and the string.
Duck Hunt has the onscreen information from the original NES game, but this is just a graphic that does not change.
Donkey Kong contains the entire layout of 25m from the original game!
Super Mario Bros. has graphics for a pipe.
Racing 112 has a full set of numbers, but 7, 8, and 9 are never used.
Helmet has the word "Home" written offscreen, next to the house.
Dr. Crygor's Games
Among the graphics for Veg Out is a sprite of a corn cob, which doesn't appear in the microgame.
Kat & Ana's Games
Flower Shower has two other flower colors, plus graphics of the girl not holding the watering can.
Leafy Greens has a pink poop that comes in multiple shades.
Veggie Might has the word "Work" and some kind of gem.
Hoppin' Mad and The Frog Flap both have the same tiles.
Wario's Games (Anything Goes)
Wario Bros. has graphics for the POW Block, death sprites for both Wario and Mario, and a full number set (0 and 8 are used normally by the microgame). Wario's death sprite would later be used in the WarioWare: Touched! microgame "Where's Wario".
Float Your Boat has graphics for music notes because Wario is supposed to be whistling when he lands properly.
Vermin has a full set of numbers. These are the unused numbers.
Wario Facial has Wario's gloves and belt placed below the bottom of the screen.
Block Fever has a full set of numbers. Only 0, 2, and 4 are used.
F1 Race has graphics for the word "Nintendo" with a white background.
Pong also has a full set of numbers. Only 1, 4, and 5 are used.
Pyoro has a small devil among its sprites.
Unused Music & Sounds
|x_TEST||A dummy sound played if the sound being referenced does not exist.|
|m_x_BGM_BOMB_4bar||These two are test tracks for the different length microgames. 4 bars is the length of Orbulon's microgames, while 8 bars is twice as long. While there is test music for 2 bars, it is used for a couple of microgames.|
|m_BGM_01||Music track of unknown purpose.|
|m_BGM_Title_01||The title music played at normal speed. The title screen does not last long enough to reach the loop, so part of this track cannot be heard normally.|
|m_BGM_BOMB_Demo_AFRO_NEXT2A||Alternate versions of Jimmy answering his phone.|
|m_BGM_DraBuru_02_IN||Tune for retrying from between the first and second bosses of Dribble.|
|m_BGM_DraBuru_03_IN||Tune for retrying from between the second and third bosses of Dribble.|
|m_BGM_DraBuru_04_IN||Tune for retrying from between the third and fourth bosses of Dribble.|
|m_BGM_DraBuru_02_END||Music for losing between the first and second bosses of Dribble.|
|m_BGM_DraBuru_02_BOSS_IN||Tune intended to be used before the second boss of Dribble.|
|m_BGM_DraBuru_03_END||Music for losing between the second and third bosses of Dribble.|
|m_BGM_DraBuru_03_BOSS_IN||Tune intended to be used before the third boss of Dribble.|
|m_BGM_DraBuru_03_SpeedUp||Tune intended for speed up between the second and third bosses of Dribble.|
|m_BGM_DraBuru_04_Intro||Tune intended to be used after the third rest of Dribble.|
|m_BGM_DraBuru_04_END||Music for losing between the third and fourth bosses of Dribble.|
|m_BGM_DraBuru_04_BOSS_IN||Tune intended to be used before the fourth boss of Dribble.|
|m_BGM_DraBuru_04_SpeedUp||Tune intended for speed up between the third and fourth bosses of Dribble.|
|m_BGM_Loo_Game_1_7||The final two parts of the background music for Dr. Crygor. These are never reached because the background music restarts after every speed up and boss.|
|s_Demo_Title_BUMP||Sound of unknown purpose.|
|s_BOMB_BOSS_Goma_FALL_0||Sounds for the missing boss LP. GOMA ( Dummy )|
|s_BOMB_JUMP_12||Assorted microgame sound effects.|
|s_BOMB_Mario2_Step_ON_1||Sounds for a second Super Mario Bros. microgame.|
|s_Drum_BD_1||Sounds for some kind of drum set.|
|m_BGM_BOMB_06||Music for a 2-bar microgame.|
|m_BGM_BOMB_16||Music for a 2-bar microgame that has to do with a train.|
|m_BGM_BOMB_22||Music for a 2-bar microgame.|
|m_BGM_BOMB_25||Music for a 2-bar microgame. It's the first few notes of the main Super Mario Bros. theme, using both male and female voices.|
|m_BGM_BOMB_32_Wario_01|| These three tracks are for a 2-bar Wario Land microgame. The main melody comes from the first game (and indeed, the first track closely resembles it), while the third iteration uses musical elements from the fourth game. The second iteration has some techno-ish sounds added.
A Wario Land microgame did not appear until WarioWare: Smooth Moves, which was based on Super Mario Land 3. Another appeared in WarioWare: D.I.Y. Showcase, based on Wario Land 4.
|m_BGM_BOMB_45||Music for a 4-bar microgame.|
|m_BGM_BOMB_47||Music for a 4-bar microgame.|
|m_BGM_BOMB_86||Music for a 2-bar microgame.|
|m_BGM_BOMB_Finish_2||An alternate version of the tune for finishing Introduction. Sounds similar to the game over music for the bonus Easy, Thrilling, Hard, and Total Boss stages, but ends differently.|
|m_BGM_BOMB_Demo_2||Music track of unknown purpose. The only thing named similarly is m_BGM_BOMB_Demo_11, the speed up tune for Introduction.|
|m_BGM_VS_RoboControl_10||Music for a VS minigame.|
|s_VS_PON_Power_1||Sounds intended for the unused VS minigame Ping-Pong.|
|s_VS_Push_HIT_01||Sound intended for the VS minigame Dong Dong.|
|s_v_WARIO_WIN_YOKI||Wario saying "Yahoo!", more drawn-out than heard in-game.|
|s_v_App_Morning_1||Jimmy saying "Good morning."|
|s_v_App_Hello_1||Jimmy saying "Hello?"|
|s_v_App_Night_1||Jimmy saying "Good night."|
In Snowboard Slalom, the finish line in the international versions says "Goal" while the finish line in the European version is a checkered line. The checkered line pattern would later be used in all versions of Mega Party Game$.
In Lift & Shout, the graphic in the international versions that appears when you manage to lift the barbell reads "Great" while in the European version it depicts an arm which by its looks means traditionally strongness/strength. Strangely, the internationals' graphic still remains in the European ROM.
The background of the Nail Call boss game was changed from red to black.
R.O.B.'s red colors were changed to gray, as they were when it was originally brought overseas, and the Famicom was appropriately changed to a front-loading NES. The color changes also affected the Robot Block logo, as it shares a palette with R.O.B.
Kat and Ana
While the goal of Fruit Fall remains the same (catch a falling fruit in your basket), the "not fruit" graphic was changed from a poo to a diamond.
During his introduction cutscene when Orbulon sends a distress call, in the Japanese version the text reads "S.O.S". The international versions added a dot at the end of the word so the text was changed to "S.O.S.".
|The Wario series|
|SNES||Mario & Wario • Wario's Woods|
|Game Boy (Color)||Wario Land: Super Mario Land 3 • Wario Land II • Wario Land 3|
Wario Blast: Featuring Bomberman!
|Game Boy Advance||Wario Land 4|
|Nintendo DS||Wario: Master of Disguise|
|Wii||Wario Land: Shake It!|
|Game Boy Advance||WarioWare, Inc.: Mega Microgame$! (Prototype) • WarioWare: Twisted!|
|GameCube||WarioWare, Inc.: Mega Party Game$!|
|Nintendo DS||WarioWare: Touched! (Prototype) • WarioWare: D.I.Y.|
|Wii||WarioWare: Smooth Moves|
|Wii U||Game & Wario|