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Made In Wario - review
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.

Feedback via Forum or Email us ntsc-uk score 8/10
System: Nintendo GameCube
Genre: Party
Developer: Nintendo
Publisher: Nintendo
Players: 1-16
Version: Japan
Writer: Mat Allen
Pros:
- Multiplayer is even better than the original
- Incredible value for new players to the game
- Imaginitive, original and most importantly fun
Cons:
- Old hands will need friends to get value
- Will be too weird for some to understand
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