WarioWare, Inc.: Mega Microgames!

Over 210 "microgames," each short enough to finish in seconds, fired at you faster and faster until your four lives ran out. That was WarioWare on the Game Boy Advance in 2003, and the Japanese box printed the pitch bigger than the logo: "More! Shorter! Faster!"

The idea came from Mario Artist: Polygon Studio, a 64DD program whose "Sound Bomber" mode strung together rapid micro-challenges; Hirofumi Matsuoka directed both. A group of developers at Nintendo R&D1 started building the game in secret, without telling their manager, and recycled music, sound effects and Wario's voice clips from Wario Land 4. Wario got the job because nobody else fit; as Yoshio Sakamoto put it, he "is always doing stupid things and is really idiotic."

Microgame ideas went on post-it notes stuck to the director's table, and people from elsewhere in the department started sticking up their own. Anything too obscene or "too Japanese" was cut so anyone could understand it, and because individual programmers coded individual microgames, each one looks different from the last. The finished game held more than 210 of them across nine stages hosted by Wario and his friends, with themes like sports, nature and old Nintendo games, among them 9-Volt's stage with a Legend of Zelda microgame in it. Fail and you lose one of four lives; survive and the game speeds up until a longer boss stage breaks the run. Bonus games hid in the margins, including Pyoro and Paper Plane. Shigeru Miyamoto took the marketing seriously, approving the slogan Saita Saitan Saisoku, "More! Shorter! Faster!," which dominated the Japanese box; the Western box showed the cast instead.

It shipped in Japan in March 2003 as Made in Wario and in North America that May. GameSpot gave it an Editor's Choice award and a nomination for the most innovative game of 2003, with Jeff Gerstmann's 9.1 praising something you could play in short bursts and keep coming back to; IGN's Craig Harris gave it a 9.0. It won the Edge Award at the 2004 Edinburgh International Games Festival, and Edge later placed it 40th among the 100 best games to play today, calling almost every microgame "a masterclass in how to instantly captivate."

A GameCube remake, Mega Party Games!, turned the same microgames into a two-to-four-player party, and the formula has carried every WarioWare since except Game & Wario. Pyoro and Paper Plane grew into the DSiWare games Bird & Beans and Paper Airplane Chase, and the original came back through the 3DS Ambassador Program in 2011, the Wii U Virtual Console in 2014 and Nintendo Classics in 2023.

Similar items

Video thumbnail — Nintendo Game Boy Advance Commercial (2001) (windowboxed)
Video Games 2001–2008

Game Boy Advance

Nintendo's 32-bit handheld released June 2001, with a landscape shape and full backward compatibility with the entire Game Boy and Game Boy Color library. The screen was notoriously hard to see until the GBA SP (2003) added a front-lit clamshell. Around 80 million sold across the GBA, SP, and Micro variants.

Video thumbnail — Original Nintendo DS Commercial (2004)
Video Games 2004–2009

Nintendo DS

The clamshell handheld that split gaming in two — literally. Nintendo's dual-screen DS added a touch-sensitive bottom screen and stylus, backward compatibility with Game Boy Advance cartridges, and era-defining hits like Nintendogs, Brain Age, and Mario Kart DS that proved touch controls weren't a gimmick.

Video thumbnail — Mario Party Commercial (1999)
Video Games 1998–present

Mario Party

Four players, a board, dice blocks, a minigame at the end of every turn, and a Chance Time space that could swing the whole game on one spin. Mario Party hit the Nintendo 64 in February 1999, spun its analog sticks until kids got blisters, and grew into a series that has sold over 84 million copies and, as the joke goes, ended a few friendships along the way.

Video thumbnail — Super Smash Bros. Melee USA Commercial
Video Games 2001–2005

Super Smash Bros. Melee

Nintendo's 2001 GameCube fighting game where Mario, Link, Pikachu, Kirby, and dozens of other Nintendo characters beat each other senseless on themed stages and knocked foes off the screen. A launch-window blockbuster and the best-selling GameCube title, it became the foundation of a massive competitive and esports community that kept the game alive for decades.