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WarioWare D.I.Y. - (04/26) Weekly / Big Name Games

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Uploaded by on Apr 29, 2010

Whoops! Forgot to put this on earlier this week. These are the two weekly games and the Big Name Game of this week. Nothing to write home about, really. I DID like the alarm clock one, though! (Tricky on your first go 'round!)

I also sped things up a little, no need to sit through 50 of the same ol' thing, eh?

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  • Ah, difficulty levels, I see now.

    Yeah, that was one of the first things I noticed, too. It feels... pretty weird not having 'em. Instead, what they do sometimes is program random difficulty levels into any given microgame that could appear at ANY point. In a way, that keeps it a bit more fresh, but it's still a huge deviation.

  • @WhiteKhakis

    I know. I meant how in the older installments, when you beat the boss a second playthrough, it "levels up" and the microgames get harder before they get faster. That's what this game is missing, as all it does is speed up after you beat a boss. It naturally speeds up after the 3rd time beating the boss anyway. Regardless, it's a good game (though I can't afford it right now). I've seen all the stages, and they're all charming, especially Jimmy's and 9-Volt's.

  • They do have levels of sorts, split between the Wii's showcase, and the Ds you've got almost an entire Wario Ware's worth of character specific games. Anyway, yeah, playing a microgame all on its own doesn't really do it any favors, most times. They're meant to be part of a compilation and jump out at you all of a sudden, y'know?

  • @ShadowWolfTJC

    I guess the idea is to play them all together. Thinking about it, even some Nintendo made Micro games were very simple. So I guess it's the fact that we see the same game over and over makes it look dull. Personally, I'm disappointed by the lack of multiple levels, which was in every other Wario Ware.

    You are right though, these big name games could be more creative really or have more variety.

  • Sigh. Another big name game that's as simple as that "World of Goo" one. I expect more randomness or difficulty from these big name games, though luckily, that is satisfied most of the time.

    As for the weekly games, I like both of them, though I do worry that it's easy to mess up on the alarm clock one given how narrow each of those lines are.

  • The clock game is really good, if more variation was allowed in the editing of microgames, then it would have been interesting working with the minute section as well.

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