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Made in Wario (or Wario Ware for Western players) was a surprise hit on the GBA
earlier this year. A combination of absurdity, plain weirdness, a dig at Microsoft
entries in the console market and random simplistic, but addictive minigames gave
the GBA another pointer that it isn't just a SNES porting machine. Now only a
few months onwards, there is a Gamecube version. Is it a cash-in on the brand
name or can it stand proudly on its own two feet?
The first thing to note is that anyone who has yet to experience the sheer
lunacy that is Made in Wario gets double value from the package, and with it
being released at a budget price, makes it even greater value for money. The
entire single player mode from the original GBA version is present and correct
as a play option, and despite stripping away all the cut scenes and story mode,
still makes it an essential purchase in its own right. All of the minigames
are unlocked from the beginning to play separately or to brush up the skills
if things have gotten rusty in the intervening months. There are a few other
play options in this section, such as one life standing, or how quickly a number
of games can be completed against the clock, but for the most part the main
meat of the game lies in the new multiplayer modes.
None of the actual minigames could be described as deep or involving, being
just controlled by the pad and the A button, but the multiplayer setup adds
a degree of complexity to proceedings. Players will soon discover their favourites
and each has its own strategy and tactics necessary for victory. The first and
most basic of the games is the dance-a-thon, where each player either gets to
compete individually or with the others at the same time. Failure to complete
a minigame results in a player losing some of their fan base. As the speed increases,
everything gets more and more frantic and the last player with any fans left
is the winner.
During this, a major new aspect of Wario Ware becomes visible: spoiling tactics.
Whilst it is to be expected that interaction between "friends" will
result in some major distraction strategy off-screen, all part and parcel of
multiplayer malarkey, there is also occasionally the ability to spoil things
on-screen. When a character is eliminated, their on-screen persona (chosen from
one of the Wario Ware gang) is left under that player's control to walk about
the screen and block the view of what might be going on. By implementing this
feature, Nintendo have created a legitimate excuse for swearing at your friends.
Whilst the societies of Japan and the West may be complete dichotomies, there
is an underlying similarity that would bring both together to enjoy Made in
Wario. Japanese families would potentially play in a civilised, fun and sporting
circumstance to see who could play the best. Over here however the game would
be perfect post-pub fodder, the minigames requiring little drunken skill to
play properly and the banter naturally humorous and spontaneous. In theory at
least. Either way, the underlying aspect of the game is clear. Anyone can play
Made in Wario and anyone can become good at it. It is this appeal and ease of
use that endears the game to many people and should guarantee that it attracts
a new group of fans along the way. There is a degree of luck involved and sometimes
that is the difference between success and failure. But it never jars, it never
annoys, and there is always the next game along to gain revenge over the rest
of the players.
Whilst some multiplayer modes are better than others, they are all worthy of
much replay value over time. Other modes include a bizarre e-Reader gaming challenge
card set; multiplayer Othello in space; a game of "chicken" involving
blowing up a balloon; and turtle balancing. The latter is especially weird and
potentially the star player in the pack. Everyone taking part plays a multiplayer
game and the winner goes on to to play a normal Made in Wario minigame. If they
succeed, the other players get a normal turtle added to their stack. If they
fail, then a mini turtle is added to their stack. The stacks are then turned
over and each player must stay atop their turtles and not fall off within the
time limit. And so it goes on until there is only one player left. Bizarre,
addictive and thoroughly fun in all, it is a definition of how well the new
Gamecube version has built on the success of the GBA original.
Sadly one of the most publicised multiplayer modes is also the one most non-Japanese
players will not be able to participate in. Mona's Doctor game requires each
player to perform a certain action during each minigame, but without the ability
to read Japanese, the point of the mode is lost. Aside from this and a couple
of mini games being text based question and answer challenges, there is no real
impediment to an importer playing this game.
Graphics and sound are nothing flashy or stunning, being very much equivalent
to its GBA counterpart. In other words, they do their function whilst being
colourful and basic. Indeed the voice samples almost sound as if they are the
same ones used in the original game. Whilst in some ways adding to the charm
of the title overall, it isn't this reason why people should buy a new version
of Made in Wario. It is because for all the spirit, hookability and daftness
of the single player original, there is still nothing like taking this overall
experience, encapsulating it into a multiplayer environment and let the general
public reign merry hell within it.
Online gaming has its advantages, but Made in Wario perfectly demonstrates
the one aspect that it cannot duplicate just yet: social interaction. It is
one of the most perfect social gaming experiences that anyone can and probably
could play. There is no significance to how good you are, or how much the game
has been played in the past - these are mere irrelevances. There will be arguments,
laughter, cunning, backstabbing and pure jammy skill along the way, but all
it means is that someone at the end will win the round. It does not matter,
the button will be pressed, another round will begin and the fun is once again
flowing in full. That is probably what Nintendo's aim was when they designed
this new version, and that is what they have succeeded in doing. |