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WarioWare, Inc.: Mega Microgame$!

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Unused (Micro)games#

To do:
Make a list of all the microgames that can be accessed in this method.

With a cheating device or a cheat option in an emulator, change address 03000E61 to one of the following game numbers.

All of the unused games were translated to Chinese in the iQue version (including Ping-Pong VS' title screen), suggesting that whoever was responsible for localization didn't know what was actually used or unused.

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Block Fever#

Game Number: 2F
Internal name: BLOCK
A microgame where only two blocks can be broken before time expires. The paddle gets smaller with each level.

This was likely meant for 9-Volt's stage, as it is based on the early Nintendo arcade game Block Fever. The music that plays here is m_BGM_BOMB_02, the same as Repellion, I Spy, and Picture Perfect.

F1 Race#

Game Number: 5E
Internal name: F1 RACE
A microgame with all three level variations present. This was also likely meant for 9-Volt's stage as it is based on F1 Race, an early Famicom game. The stats at the top of the screen never change. The music that plays here is m_BGM_BOMB_11, the same as Fruit Shoot, Classic Clash I, Classic Clash II, Classic Clash III, Munch a Bunch, and Coconut Catapult.

Level 1 is merely a straight course, with three other cars.

Level 2 begins with a straight path, but curves halfway through and with four other cars instead.

Level 3 starts on a curve, but it becomes straight near the end and with five other cars.

Color TV-Game 6#

Game Number: 66
Internal name: TV GAME 6
A microgame with all three level variations. This was also likely meant for 9-Volt's stage, as it is based on Nintendo's late-1970s "Color TV Game 6" home console. The music that plays here is m_BGM_BOMB_75, the same as Stack-Up.

A similar microgame would later appear in WarioWare: Smooth Moves.

Level 2 has smaller paddles.

Level 3 has a pair of parallel paddles for each side.

VS Ping-Pong#

Game Number: E5
Internal name: LP. PONG FOR TWO
A game presumably meant to be unlocked with the other VS titles. A similar concept was later used in WarioWare: Touched! as a souvenir, but with a different name (Pong-Ping) and design. The music that plays here is m_BGM_VS_PON2_10, which ended up being used for the VS Dong Dong minigame.

First to get five points wins. Like the other VS games, L and R move the paddles up and down for their respective sides.

(Source: TheMonkeyBob)

Removed (Micro)games#

In addition to the unused microgames that still have coding remaining, there are some microgames that do not have any coding left; instead, they all point to the microgame coding for Crazy Cars, which is microgame ID 00:

ID

Internal Name

Notes

7

KILL VIRUSES

This would have played the track m_BGM_BOMB_09, the same as Mashin' Martians, Hare Scare, Go Fer the Tater, and Veggie Might.

34

FROG JUMP ( DUMMY )

Comes after the used minigame with ID 33 Hoppin' Mad which it would have most likely been related to, as that microgame has the internal name FROG SWIM. This would have played the track m_BGM_BOMB_20, the same as Guy Scraper, Lift & Shout, Super Fly, Manic Mechanic, and Laser Outlaw.

53

SUPER MARIO? BASEMENT

Would have been a variant of Super Wario Bros., as that minigame has the internal name SUPER MARIO?. "Basement" implies that it may have been an underground variant. It is assigned the unused track m_BGM_BOMB_25.

d8

LP. STREET FIGHT

The LP. prefix is used for the boss minigames and unlockable minigames such as Dr. Wario. Its positioning between the Ultra Machine and Punch Out boss minigames hints that it would have been a boss minigame too, and the name appears to indicate that it would have been a fighting game in the vein of Street Fighter. Usually, the field for the music track is blank for boss/unlockable minigames (and handled in the game's function code instead), but this entry points to the track m_x_BGM_BOMB_2bar, the same as City Surfer, Boom Box, Leafy Greens, and Raaaarrrrggghh.

de

LP. GOMA ( Dummy )

The LP. prefix is used for the boss minigames and unlockable minigames such as Dr. Wario. Its positioning between the Dungeon Dilemma and The Frog Flap boss minigames hints that it would have been a boss minigame too. Like the other boss/unlockable minigames, there is no music pointer in this entry, however there are two unused associated sounds with GOMA in their filenames: s_BOMB_BOSS_Goma_FALL_0 and s_BOMB_BOSS_Goma_FALL_9.

de

LP. ROBO CONTROL

An unused VS minigame. Its music entry is blank like the other VS minigames, but it most likely would have played the unused music track m_BGM_VS_RoboControl_10.

ef

LP. FUNCTION TEST

The LP. prefix is used for the boss minigames and unlockable minigames such as Dr. Wario. Usually the field for the music track is blank for boss/unlockable minigames (and handled in the game's function code instead), but these entries point to the track m_x_BGM_BOMB_2bar, the same as City Surfer, Boom Box, Leafy Greens, and Raaaarrrrggghh.

f0

LP. 3D TEST

Unused Microgame Variants#

The following Orbulon microgames have unused variants with different music and that are 2 bars long, instead of the usual 4 bars:

ID

Internal Name

Final ID

Final Name

Microgame Name

Notes

1a

LET'S DANCING

ca

L. DANCE

Getcha Groove On

This microgame cannot be completed because the inputs for this game are usually taken after 2 bars have passed. The music that would have been played here is m_BGM_BOMB_02, the same as Repellion, I Spy, and Picture Perfect.

1e

CUP NOODLE

bf

L. CUP NOODLE

Noodle Cup

The music that would have been played here is m_BGM_BOMB_08, the same as Dodge Balls, The Maze That Pays, Pro Curling, Ring My Bell, Alien Ambush, Zero to Hero, and Mouse Trap.

22

EXCEPTION

c0

L. EXCEPTION

Odd Man Out

The music that would have been played here is m_BGM_BOMB_02, the same as Repellion, I Spy, and Picture Perfect.

3d

PRAISE or ABUSE

d4

L. PRAISE or ABUSE

Praise or Haze II

41

ENTER COMMAND

d5

L. ENTER COMMAND

Code Buster

The music that would have been played here is m_BGM_BOMB_05, the same as UFO Assist and Space Escape.

Unused Dodge Balls Levels#

Dodge Balls retains the higher level capabilities present in the demo from Wario World, including the unused Level 7, Level 8, and Level 9. Munch a Bunch and Repellion, on the other hand, have their coding changed and cannot support Levels 4-7 and Levels 4-10 respectively.

Leftover Minigame Debug Functionality#

There are three minigames that have leftover byte fields that, when set to a non-zero value, will ignore the collision check if the R button is held. They cannot be seen in normal gameplay as those fields are always initialized with the value 0.

Paper Plane#

An example of the debugging function active with the R button held
When the byte is set to a non-zero value and R is held, the paper plane will be able to pass through any obstacles. This functionality does not have a leftover equivalent in the microgame version of Paper Plane or in the DSi version of this minigame.

To restore this debug function, change the bytes 80 18 04 70 to 01 22 02 70 at the following ROM locations:

Japanese

American

European

Chinese

e2178

e2748

e2e50

e32b8

Jump Forever#

An example of the debugging function active with the R button held
When the byte is set to a non-zero value and R is held, Wario will be completely unaffected by the rope. When R is held, Wario cannot walk past the characters holding the rope, however they are able to walk past him - when this happens, Wario's position is reset when he moves again. A side effect of holding R is that the "wind" sound effect that usually plays when the rope is at its peak will not play, as it is in the same function as the collision which gets skipped over when R is pressed. Jumpin' Rope, the microgame version of this minigame, does not have an equivalent leftover.

To restore this debug function, change the bytes C2 30 04 70 to 01 22 42 70 at the following ROM locations:

Japanese

American

European

Chinese

d9f6c

da52c

dac04

db06c

Skating Board#

An example of the debugging function active with the R button held
When the byte is set to a non-zero value and R is held, 9-Volt will be able to go past the obstacles and birds. There is no leftover equivalent to this functionality in City Surfer, the microgame version of this minigame.

To restore this debug function, change the bytes 80 18 04 70 to 01 22 02 70 at the following ROM locations:

Japanese

American

European

Chinese

e6516

e6ae6

e724a

e76b2

Unused Language Selection Menu#

North American

European

The North American version has the language selection menu, which is partially implemented but is completely unused, as that version can only be played in English. The initialization function for this screen remains; however, the main function has been removed (possibly commented out). As a result, all 5 languages remain greyed out, cannot be selected, are animated simultaneously (instead of just the selected option), and the game is soft-locked as no inputs are read at all when this mode is triggered. Another difference is that the cedilla (ç) in the word "Français" is positioned differently, where it is higher.
The Chinese version also has this menu; however, unlike the North American version, the screen is completely blank as the game does not load any visible tiles for the letters. The game, however, still renders OAM sprites for the letters. On the other hand, this language selection screen has not yet been implemented for the Japanese version.

By replacing the byte 05 with 07 at the following ROM locations, the language selection screen can be loaded instead of the intro animation:

North American

Chinese

db42

e062

Unused Audio#

To do:

  • Replace m_BGM_Title_01 and m_BGM_BOMB_Demo_2's audio files, as they do not play at the correct microgame speed.
    • Also, a comparison between the unused "m_BGM_BOMB_Demo_2" and used "m_BGM_BOMB_Demo_11" files of the main menu theme wouldn't be too out of place.
  • Check if s_v_WARIO_WIN_YOKI is used at all in the game.

Filename

Music

Notes

x_TEST

A dummy sound which plays if the sound being referenced does not exist.

m_x_BGM_BOMB_4bar

Two test tracks for the different length microgames. 4 bars is the length of Orbulon's microgames, while 8 bars is twice as long. While there is test music for 2 bars, it is used for a couple of microgames.

m_x_BGM_BOMB_8bar

m_BGM_01

Music track of unknown purpose. This track was replaced with a MIDI file with no note data in the European and Chinese versions with the first MIDI track name's set to "EUROPE_NoMidi".

m_BGM_Title_01

The title music played at microgame speed. The title screen does not last long enough to reach the loop, so part of this track cannot be heard normally. The rest of this track would be heard in the credits medley used in Mega Party Game$.

m_BGM_BOMB_Demo_AFRO_NEXT2A

Alternate versions of Jimmy answering his phone.

m_BGM_BOMB_Demo_AFRO_NEXT2B

m_BGM_BOMB_Demo_AFRO_NEXT2C

m_BGM_DraBuru_02_IN

Tune for retrying from between the first and second bosses of Dribble.

m_BGM_DraBuru_03_IN

Tune for retrying from between the second and third bosses of Dribble.

m_BGM_DraBuru_04_IN

Tune for retrying from between the third and fourth bosses of Dribble.

m_BGM_DraBuru_02_END

Music for losing between the first and second bosses of Dribble.

m_BGM_DraBuru_02_BOSS_IN

Tune intended to be used before the second boss of Dribble and can be heard by making the stage go fast enough (via TAS).

m_BGM_DraBuru_03_END

Music for losing between the second and third bosses of Dribble.

m_BGM_DraBuru_03_BOSS_IN

Tune intended to be used before the third boss of Dribble and can be heard by making the stage go fast enough (via TAS).

m_BGM_DraBuru_03_SpeedUp

Tune intended for speed up between the second and third bosses of Dribble.

m_BGM_DraBuru_04_Intro

Tune intended to be used after the third rest of Dribble.

m_BGM_DraBuru_04_END

Music intended for losing between the third and fourth bosses of Dribble.

m_BGM_DraBuru_04_BOSS_IN

Tune intended to be used before the fourth boss of Dribble and can be heard by making the stage go fast enough (via TAS).

m_BGM_DraBuru_04_SpeedUp

Tune intended for speed up between the third and fourth bosses of Dribble.

m_BGM_Loo_Game_1_7

The final two parts of the background music for Dr. Crygor. These are never reached because the background music restarts after every speed up and boss, the latter of which begins before m_BGM_Loo_1_6 can finish.

m_BGM_Loo_Game_1_8

s_Demo_Title_BUMP

Sound of unknown purpose.

s_BOMB_BOSS_Goma_FALL_0

Sounds for the missing boss "LP. GOMA ( Dummy )". Both sound similar to s_BOMB_BOSS_Nail_FALL_0, which is the jingle that plays in the beginning of Mona's boss microgame Nail Call.

s_BOMB_BOSS_Goma_FALL_9

s_BOMB_JUMP_12

Assorted microgame sound effects.

s_BOMB_Bound_07

s_BOMB_Count_01

s_BOMB_CURSOR_01

s_BOMB_CAR_03

s_BOMB_BUMP_03

s_BOMB_Beat_Tel_03

s_BOMB_Mario2_Step_ON_1

Sounds for a second Super Mario Bros. microgame.

s_BOMB_Mario2_Step_ON_2

s_BOMB_Mario2_Step_ON_3

s_BOMB_Mario_Step_ON_END2

s_Drum_BD_1

Sounds for some kind of drum set.

s_Drum_SD_1

s_Drum_SD_Rim_Close

s_Drum_SD_Rim_Open

s_Drum_SD_Roll

s_Drum_Tom_1

s_Drum_Sym_Crash

s_Drum_Sym_Sprash

m_BGM_BOMB_06

Music for a 2-bar microgame.

m_BGM_BOMB_16

Music for a 2-bar microgame that has to do with a train.

m_BGM_BOMB_22

Possibly intended to be an alternative track for Gold Digger.

m_BGM_BOMB_25

Music that is assigned to the removed "SUPER MARIO? BASEMENT" microgame. It's the first few notes of the main Super Mario Bros. theme, using both male and female voices. m_BGM_BOMB_23, the used music for Super Wario Bros., has those same notes of the main Mario theme but with a barking sample instead.

m_BGM_BOMB_32_Wario_01

Three tracks for a 2-bar Wario Land microgame. The main melody comes from the first game, and the first track sounds very similar to the music of that game. The third track uses musical elements from the fourth game, while the second track uses some techno-ish sounds that don't really fit with much of anything else in this game.

Wario Land microgames would eventually appear in WarioWare: Smooth Moves, WarioWare: D.I.Y. Showcase, and WarioWare Gold based on Wario Land: Super Mario Land 3, Wario Land 4, and Wario Land 3 respectively.

m_BGM_BOMB_33_Wario_02

m_BGM_BOMB_34_Wario_03

m_BGM_BOMB_45

Duplicates of the microgame music for Tip the Scale.

m_BGM_BOMB_47

m_BGM_BOMB_86

Possibly an alternative track for Right in the Eye.

m_BGM_BOMB_Demo_2

Music track of unknown purpose. The only thing named similarly is m_BGM_BOMB_Demo_11, the speed up tune for Introduction, although this has more to do with the main menu theme than it does that.

m_BGM_VS_RoboControl_10

Music intended to be used for the unused LP. ROBO CONTRO minigame. Uses voice samples from Four Seasons.

s_VS_PON_Power_1

Sounds intended for the unused VS minigame Ping-Pong.

s_VS_PON_Power_2

s_VS_Push_HIT_01

Sound intended for the VS minigame Dong Dong.

s_v_WARIO_WIN_YOKI

Wario saying "Yahoo!", more drawn-out than heard in-game. Like all of his other voice sequences, this is recycled from Wario Land 4.

s_v_App_Morning_1

Jimmy saying "Good morning."

s_v_App_Hello_1

Jimmy saying "Hello?", as heard in Level 3 of Cymbalism.

s_v_App_Night_1

Jimmy saying "Good night." Later used in WarioWare: Twisted! for Staying Asheep.