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==Development==
==Development==
[[File:Goro Abe.jpg|left|thumb|[[Goro Abe]], a key figure in ''WarioWare'' game development]]
[[File:Goro Abe.jpg|left|thumb|[[Goro Abe]], a key figure in ''WarioWare'' game development]]
The [[Nintendo 64DD]] title ''[[Mario Artist: Polygon Studio]]'' featured a side mode called "Sound Bomber" which challenged the player to survive a rapid succession of very short minigames that increased in speed and difficulty as the player progressed. According to [[Goro Abe]] of Nintendo R&D1's ''WarioWare All-Star Team'', the first ''WarioWare'' came about when the team decided to make a full game around the concept.<ref>{{cite|quote=In ''Polygon Studio'' you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for ''WarioWare'' came from.|author=Abe, Goro|url=games.kikizo.com/features/ncl_nintendo_wwiv_apr06_p3.asp|title=Nintendo R&D1 Interview|date=April 7, 2006|publisher=Kikizo|language=en|accessdate=June 29, 2024}}</ref>
The [[Nintendo 64DD]] title ''[[Mario Artist: Polygon Studio]]'' featured a side mode called "Sound Bomber" which challenged the player to survive a rapid succession of very short minigames that increased in speed and difficulty as the player progressed. According to [[Goro Abe]] of Nintendo R&D1's ''WarioWare All-Star Team'', the first ''WarioWare'' came about when the team decided to make a full game around the concept.<ref> "''In ''Polygon Studio'' you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for ''WarioWare'' came from.''", Goro Abe, [http://archive.videogamesdaily.com/features/ncl_nintendo_wwiv_apr06_p3.asp Kikizo: Nintendo R&D1 Interview] April 7, 2006. Video Games Daily.</ref>


"Sound Bomber" was created by [[Koichi Kawamoto]] as his first assignment at Nintendo,<ref>{{cite|author=Brian|date=March 5, 2017|url=nintendoeverything.com/1-2-switch-producer-says-the-game-wasnt-planned-to-be-part-of-warioware-why-it-isnt-pre-installed|title=1-2-Switch producer says the game wasn’t planned to be part of WarioWare, why it isn’t pre-installed|publisher=Nintendo Everything|language=en|accessdate=August 10, 2017}}</ref> though Kawamoto himself was uninvolved in the ''WarioWare'' games proper beyond "Concept" and "Prototype" credits for his work on ''Polygon Studio''. Teammate [[Yoshio Sakamoto]] continued, "To add on that, we got the idea of using Wario and the other characters because we couldn't think of anyone else who would be best for the role. Wario is always doing stupid things and is really idiotic, so we thought him and the rest of the characters would be best for the game."
"Sound Bomber" was created by [[Koichi Kawamoto]] as his first assignment at Nintendo,<ref>Brian (March 5, 2017). "[http://nintendoeverything.com/1-2-switch-producer-says-the-game-wasnt-planned-to-be-part-of-warioware-why-it-isnt-pre-installed/ 1-2-Switch producer says the game wasn’t planned to be part of WarioWare, why it isn’t pre-installed]", ''Nintendo Everything''. Retrieved August 10, 2017</ref> though Kawamoto himself was uninvolved in the ''WarioWare'' games proper beyond "Concept" and "Prototype" credits for his work on ''Polygon Studio''. Teammate [[Yoshio Sakamoto]] continued, "To add on that, we got the idea of using Wario and the other characters because we couldn't think of anyone else who would be best for the role. Wario is always doing stupid things and is really idiotic, so we thought him and the rest of the characters would be best for the game."


The original ''WarioWare'' was developed by a team of newer Nintendo staff members, some of whom had previously worked on ''[[Wario Land 4]]''. Both games shared the same director: R&D1 veteran [[Hirofumi Matsuoka]], who would leave Nintendo following the game's completion. Abe, who programmed and designed the original game, directed all later entries except for ''Snapped!''. Sakamoto, a longtime member and manager on the R&D1 team, was involved in the development of all games in the series but the first installment and ''WarioWare Gold'', and took on the role of producer starting with ''Twisted!'' Artist [[Ko Takeuchi]] designed Wario's biker outfit and created the original characters that appear in the series.<ref name="gpara_interview">{{cite|language=ja|date=November 21, 2005|deadlink=y|archive=web.archive.org/web/20070122140200/http://www.gpara.com/contents/creator/bn_206.htm|title=クリエイターズ・ファイル:「優しいキモチが何よりも大切」任天堂、竹内高さん|publisher=Gpara|accessdate=June 29, 2024}}</ref> Other major figures in the development of the series include [[Intelligent Systems]] employees [[Taku Sugioka]] and [[Naoko Mori]], who acted as sub-directors and designers for most of the games.  
The original ''WarioWare'' was developed by a team of newer Nintendo staff members, some of whom had previously worked on ''[[Wario Land 4]]''. Both games shared the same director: R&D1 veteran [[Hirofumi Matsuoka]], who would leave Nintendo following the game's completion. Abe, who programmed and designed the original game, directed all later entries except for ''Snapped!''. Sakamoto, a longtime member and manager on the R&D1 team, was involved in the development of all games in the series but the first installment and ''WarioWare Gold'', and took on the role of producer starting with ''Twisted!'' Artist [[Ko Takeuchi]] designed Wario's biker outfit and created the original characters that appear in the series.<ref name="gpara_interview">(November 21, 2005). [http://www.gpara.com/contents/creator/bn_206.htm クリエイターズ・ファイル:「優しいキモチが何よりも大切」任天堂、竹内高さん]. ''Gpara''. ([https://web.archive.org/web/20070122140200/http://www.gpara.com/contents/creator/bn_206.htm Archived] January 22, 2007, 14:02:00 UTC via Wayback Machine.)</ref> Other major figures in the development of the series include [[Intelligent Systems]] employees [[Taku Sugioka]] and [[Naoko Mori]], who acted as sub-directors and designers for most of the games.  


Since the first ''WarioWare'' game launched on [[Game Boy Advance]], every Nintendo system from the {{wp|Sixth generation of video game consoles|sixth generation}} onwards has had at least one entry of the series released for it, with each installment often making heavy use of the technological innovations of the system.
Since the first ''WarioWare'' game launched on [[Game Boy Advance]], every Nintendo system from the {{wp|Sixth generation of video game consoles|sixth generation}} onwards has had at least one entry of the series released for it, with each installment often making heavy use of the technological innovations of the system.
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|<center>[[File:Wwt.jpg|145px]]<span style="font-size:8pt"><br>{{release|Japan|October 14, 2004}} [[Game Boy Advance]] </span></center>
|<center>[[File:Wwt.jpg|145px]]<span style="font-size:8pt"><br>{{release|Japan|October 14, 2004}} [[Game Boy Advance]] </span></center>
|'''''WarioWare: Twisted!''''' has its microgames take advantage of the Game Boy Advance's rotation sensor and rumble feature. Its plot centers around Wario and one of his friends inventing a GBA-like handheld system that only reacts when tilted around. It was the first game in the series to organize microgames around the control scheme rather than around specific aesthetic styles. This game was going to be released in Europe, but the release was canceled because the gyro sensor was erroneously believed to contain mercury.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20161118055548/http://www.nec-tokin.com/english/product/piezodevice2/ceramicgyro.html|title=Product > Speciality Products > Piezoelectric Devices2 > Piezoelectric Devices >ceramic gyro|publisher=NEC/TOKIN|accessdate=June 29, 2024}}</ref>
|'''''WarioWare: Twisted!''''' has its microgames take advantage of the Game Boy Advance's rotation sensor and rumble feature. Its plot centers around Wario and one of his friends inventing a GBA-like handheld system that only reacts when tilted around. It was the first game in the series to organize microgames around the control scheme rather than around specific aesthetic styles. This game was going to be released in Europe, but the release was canceled because the gyro sensor was erroneously believed to contain mercury.<ref>[http://www.gamespot.com/gba/puzzle/mawarumadeinwario/similar.html?mode=versions ''WarioWare: Twisted!'' review at GameSpot]</ref>{{dead link}}


This installment introduced [[18-Volt]] and [[5-Volt]], who would go on to make further appearances throughout the series.
This installment introduced [[18-Volt]] and [[5-Volt]], who would go on to make further appearances throughout the series.
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|<center>[[File:Box NA - Game & Wario.png|145px]]<span style="font-size:8pt"><br>{{release|Japan|March 28, 2013}} [[Wii U]]</span></center>
|<center>[[File:Box NA - Game & Wario.png|145px]]<span style="font-size:8pt"><br>{{release|Japan|March 28, 2013}} [[Wii U]]</span></center>
|'''''Game & Wario''''', described as a "successor" to the ''WarioWare'' series,<ref>{{cite|deadlink=y|archive=web.archive.org/web/20141130180822/http://www.computerandvideogames.com/351817/wii-u-game-wario-announced|title=E3 2012: Game & Wario Announced|author=Griffin, Ben|date=June 5, 2012|publisher={{wp|Computer and Video Games}}|accessdate=June 29, 2024|language=en}}</ref> features various games utilizing the [[Wii U#Wii U GamePad|Wii U GamePad]], including its touch screen, motion controls, and camera. Instead of the typical microgames, this particular entry features a set of sixteen more elaborate minigames (12 single-player titles and 4 multiplayer ones), as well as a capsule machine called the "[[Cluck-A-Pop]]" which can be used to unlock additional content. ''Game & Wario'' also introduces a new artistic direction, under which most characters are slightly redesigned.
|'''''Game & Wario''''', described as a "successor" to the ''WarioWare'' series,<ref>[https://web.archive.org/web/20141130180822/http://www.computerandvideogames.com/351817/wii-u-game-wario-announced/ "E3 2012: Game & Wario Announced"]. ''{{wp|Computer and Video Games}}''. June 6, 2012. Archived from [http://www.computerandvideogames.com/351817/wii-u-game-wario-announced/ the original] on November 30, 2014.</ref> features various games utilizing the [[Wii U#Wii U GamePad|Wii U GamePad]], including its touch screen, motion controls, and camera. Instead of the typical microgames, this particular entry features a set of sixteen more elaborate minigames (12 single-player titles and 4 multiplayer ones), as well as a capsule machine called the "[[Cluck-A-Pop]]" which can be used to unlock additional content. ''Game & Wario'' also introduces a new artistic direction, under which most characters are slightly redesigned.
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!colspan="2"style="font-size:125%;text-align:left"|''[[WarioWare Gold]]''
!colspan="2"style="font-size:125%;text-align:left"|''[[WarioWare Gold]]''
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|<center>[[File:Megapartygames.jpg|145px]]<span style="font-size:8pt"><br>{{release|Japan|October 17, 2003}} [[Nintendo GameCube]] </span></center>
|<center>[[File:Megapartygames.jpg|145px]]<span style="font-size:8pt"><br>{{release|Japan|October 17, 2003}} [[Nintendo GameCube]] </span></center>
|'''''WarioWare, Inc.: Mega Party Game$!''''' is a [[Reissue|port]] of ''WarioWare, Inc.: Mega Microgame$!'', released for the [[Nintendo GameCube]]. It features the earlier game's microgames, but with a heavier focus on multiplayer. Despite being a reissue, it is officially considered a separate entry in the series.<ref>{{cite|url=www.nintendo.com/jp/character/wario/en/history/index.html|language=en|title=Company History|publisher=WarioWare, Inc. Official Site|accesdate=June 29, 2024}}</ref><ref>{{cite|url=iwataasks.nintendo.com/interviews/wii/warioware_smooth_moves/0/0|title=Iwata Asks: ''WarioWare Smooth Moves''|publisher=Nintendo of America|language=en-us|accessdate=June 29, 2024}}</ref><ref>{{cite|url=iwataasks.nintendo.com/interviews/ds/diy/0/0|title=Iwata Asks: ''WarioWare: D.I.Y.''|publisher=Nintendo of America|language=en-us|accessdate=June 29, 2024}}</ref><ref>{{cite|url=iwataasks.nintendo.com/interviews/ds/dsi/4/0|title=Volume 5: ''WarioWare: Snapped!'' - Iwata Asks|publisher=Nintendo of America|language=en-us|accessdate=June 29, 2024}}</ref>
|'''''WarioWare, Inc.: Mega Party Game$!''''' is a [[Reissue|port]] of ''WarioWare, Inc.: Mega Microgame$!'', released for the [[Nintendo GameCube]]. It features the earlier game's microgames, but with a heavier focus on multiplayer. Despite being a reissue, it is officially considered a separate entry in the series.<ref>[https://www.nintendo.com/jp/character/wario/en/history/index.html]</ref><ref>[https://iwataasks.nintendo.com/interviews/wii/warioware_smooth_moves/0/0/]</ref><ref>[https://iwataasks.nintendo.com/interviews/ds/diy/0/0/]</ref><ref>[https://iwataasks.nintendo.com/interviews/ds/dsi/4/0/]</ref>
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|ChiSR=Wǎlì'ōu Zhìzào
|ChiSR=Wǎlì'ōu Zhìzào
|ChiSM=Made in Wario
|ChiSM=Made in Wario
|ChiT=瓦利歐製造<ref>{{cite|language=zh-hant|date=June 16, 2021|url=www.nintendo.com.hk/topics/article/a_210616_01.html|title=E3發表的Nintendo Switch遊戲軟體最新資訊公開! 多款支援中文作品預定發售!|publisher=Nintendo HK|accessdate=June 16, 2021}}</ref>
|ChiT=瓦利歐製造<ref>(June 16, 2021). [https://www.nintendo.com.hk/topics/article/a_210616_01.html E3發表的Nintendo Switch遊戲軟體最新資訊公開! 多款支援中文作品預定發售!] ''Nintendo HK''. Retrieved June 16, 2021.</ref>
|ChiTR=Wǎlì'ōu Zhìzào
|ChiTR=Wǎlì'ōu Zhìzào
|ChiTM=Made in Wario
|ChiTM=Made in Wario

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