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WarioWare: Get It Together!

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Unused Graphics#

These unused pictures are found in Archive/Graphics.nx.bea, and they are most likely reflection textures, based on the size and what they depict. The first was taken in some kind of room in a house or building, and the second and third ones might have been taken at the top of some mountain cliffs. The last one seems to be an out-of-focus gradient based on the second picture. All three of these pictures also go unused in the next game as well.

WarioWareGetItTogether_unuse1.png WarioWareGetItTogether_unuse2.png WarioWareGetItTogether_unuse3.png WarioWareGetItTogether_unuse4.png

Unused Jingles#

Some stages don't use every jingle that was composed for them, leaving a lot of jingles unused.

All Mixed Up#

BGM_T_AllMix_SpeedUp Although the All Mixed Up towers do speed up, this jingle goes unused.

BGM_T_AllMix_Boss.wav The towers do not contain boss stages.

Showdown#

BGM_T_BigPyoro_LevelUp The Showdown does not have levels for its microgames, it instead speeds up.

Play-o-Pedia#

These jingles are particularly strange. The Play-o-Pedia allows you to practice on a single microgame, which makes most of these jingles pointless.

BGM_T_Collection_Boss You can play boss stages in the Play-o-Pedia, but they use the normal mid-game jingles like every other microgame.

BGM_T_Collection_Clear Each microgame has a clear score, but the game keeps going once you hit it.

BGM_T_Collection_LevelUp The microgame you play levels up after every round, so having this play every time would be janky.

BGM_T_Collection_SpeedUp The microgame you play speeds up after every 3 rounds, so having this play every time would also be janky.

Regional Differences#

HOME Menu Icon#

International

Japanese

Simplified Chinese

Traditional Chinese

Korean

The logo on the game's HOME menu icon is different to reflect the region. This also even applies to the Demo Version.

International

Japanese

Simplified Chinese

Traditional Chinese

Korean

Ditto for the demo's HOME Menu icons.

(Source: JacintaB20 and DogToon64)

Title Screen#

International

Japanese

Simplified Chinese

Traditional Chinese

Korean

As with previous entries in the series, the title screen's logo is different for each system language.

International

Japanese

Simplified Chinese

Traditional Chinese

Korean

Ditto for the demo's title screens.

(Source: Luna and DogToon64)

Penny's Song#

Japanese

English

The song that plays in the Penny's Mix story stage has Japanese, and English versions for each region.

Staff Credits Game#

To do:
Does "region" mean system region or language or both?

Due to the length of the Staff Credits game being different between regions, some character themes in the BGM were either shortened or extended depending on the region to match the length of the credits. The Japanese version lasts around 7 minutes (07:10), the US version lasts close to 8 minutes (07:58), the European version has full-length character themes, lasting 9 minutes (09:10), and the one present in the Chinese and Korean versions lasts around 8 minutes (08:06).

To do:
Check games that have a legalinfo.xml with a date, plus have a game-specific build date in another file, to work out if the legalinfo.xml date is really a game build date, or just the legalinfo.xml creation date

The game's legalinfo.xml file shows that the game was compiled on or around October 27, 2020, at 1:21 a.m. (Japan Standard Time).

<?xml version="1.0" encoding="UTF-8"?>
<SoftwareLegalInformation>
  <OutputDateTime>2020-10-27T01:01:21.365Z</OutputDateTime>
  <CopyrightNotations>
    <TechnologyName>NintendoWare_Bezel_Engine</TechnologyName>
    <TechnologyName>NintendoSDK_libcurl</TechnologyName>
    <TechnologyName>NintendoSDK_movie</TechnologyName>
    <TechnologyName>NEX</TechnologyName>
  </CopyrightNotations>
  <DeclarationRequiredNotations>
    <TechnologyName>QREncoder</TechnologyName>
    <TechnologyName>Unity</TechnologyName>
    <TechnologyName>Havok</TechnologyName>
    <TechnologyName>UnrealEngine</TechnologyName>
    <TechnologyName>NintendoWare_Bezel_Engine</TechnologyName>
    <TechnologyName>NintendoWare_Bezel_Engine</TechnologyName>
    <TechnologyName>NintendoSDK_libcurl</TechnologyName>
    <TechnologyName>NintendoSDK_movie</TechnologyName>
    <TechnologyName>NEX</TechnologyName>
    <TechnologyName>NEX</TechnologyName>
    <TechnologyName>nlib_LZ4</TechnologyName>
    <TechnologyName>nlib_bsdiff</TechnologyName>
    <TechnologyName>glew</TechnologyName>
    <TechnologyName>Capstone</TechnologyName>
    <TechnologyName>Breakpad</TechnologyName>
    <TechnologyName>NintendoSDK_dear_imgui</TechnologyName>
    <TechnologyName>NintendoSDK_Vulkan</TechnologyName>
    <TechnologyName>Wslay</TechnologyName>
    <TechnologyName>SkiaGraphicsLibrary</TechnologyName>
    <TechnologyName>H2O</TechnologyName>
    <TechnologyName>lz4 1.9.1</TechnologyName>
    <TechnologyName>SPIRV-Headers</TechnologyName>
  </DeclarationRequiredNotations>
  <ProductRegions>
    <Usa>true</Usa>
    <Japan>true</Japan>
    <Europe>true</Europe>
    <Asia>true</Asia>
    <China>false</China>
  </ProductRegions>
  <FormatVersion>2.0.0</FormatVersion>
  <ApplicationId>0x0100563010e0c000</ApplicationId>
  <DataHash>8beb119a4cfa70c38a53e919deb4f7fd</DataHash>
</SoftwareLegalInformation>

(Source: DogToon64)

Demo Differences#

Title Screen#

Demo

Final

There are a few differences between the title screen from the demo and final game. The demo's title screen has a few buttons for starting the game (Start), connecting two Nintendo Switches for local multiplayer (Local Wireless), and a button that takes the player to the game's eShop page (Nintendo eShop); meanwhile, the final game's title screen only tells the player to press the A button to start the game. The demo's title screen has the "Demo" indicator while the final title screen doesn't. The game's logo was also scaled and aligned differently in both versions.

(Source: DogToon64 (final title screen image uploaded by Luna))

Intro Games#

Demo

Final

The sprites for the demo version of Intro Games' text are missing the 1-Up! and Boss Stage text. This is because the demo doesn't have any boss microgames, nor can the player earn 1-ups (the player can only earn 1-ups from beating a boss microgame, and since boss microgames are absent from the demo, the player can't earn 1-ups).

(Source: DogToon64)

The legalinfo.xml file in the demo shows that the game was compiled on or around July 15, 2021, at 5:19 a.m. (Japan Standard Time), almost nine months after the date listed in the final game, and almost a month before the demo was released.

<?xml version="1.0" encoding="UTF-8"?>
<SoftwareLegalInformation>
  <OutputDateTime>2021-07-15T05:19:58.747Z</OutputDateTime>
  <CopyrightNotations>
    <TechnologyName>NintendoWare_Bezel_Engine</TechnologyName>
    <TechnologyName>NintendoSDK_libcurl</TechnologyName>
    <TechnologyName>NintendoSDK_movie</TechnologyName>
    <TechnologyName>NEX</TechnologyName>
  </CopyrightNotations>
  <DeclarationRequiredNotations>
    <TechnologyName>QREncoder</TechnologyName>
    <TechnologyName>Unity</TechnologyName>
    <TechnologyName>Havok</TechnologyName>
    <TechnologyName>UnrealEngine</TechnologyName>
    <TechnologyName>NintendoWare_Bezel_Engine</TechnologyName>
    <TechnologyName>NintendoWare_Bezel_Engine</TechnologyName>
    <TechnologyName>CRIWARE</TechnologyName>
    <TechnologyName>NintendoSDK_libcurl</TechnologyName>
    <TechnologyName>NintendoSDK_movie</TechnologyName>
    <TechnologyName>NEX</TechnologyName>
    <TechnologyName>NEX</TechnologyName>
    <TechnologyName>nlib_LZ4</TechnologyName>
    <TechnologyName>nlib_bsdiff</TechnologyName>
    <TechnologyName>glew</TechnologyName>
    <TechnologyName>Capstone</TechnologyName>
    <TechnologyName>Breakpad</TechnologyName>
    <TechnologyName>NintendoSDK_dear_imgui</TechnologyName>
    <TechnologyName>NintendoSDK_Vulkan</TechnologyName>
    <TechnologyName>Wslay</TechnologyName>
    <TechnologyName>SkiaGraphicsLibrary</TechnologyName>
    <TechnologyName>H2O</TechnologyName>
    <TechnologyName>lz4 1.9.1</TechnologyName>
    <TechnologyName>SPIRV-Headers</TechnologyName>
    <TechnologyName>gRPC</TechnologyName>
    <TechnologyName>OpenSSL</TechnologyName>
    <TechnologyName>WebRTC</TechnologyName>
    <TechnologyName>NintendoSDK_Vulkan_Vulkan-ExtensionLayer</TechnologyName>
  </DeclarationRequiredNotations>
  <ProductRegions>
    <Usa>true</Usa>
    <Japan>true</Japan>
    <Europe>true</Europe>
    <Asia>true</Asia>
    <China>false</China>
  </ProductRegions>
  <FormatVersion>2.0.0</FormatVersion>
  <ApplicationId>0x0100ee9015b5e000</ApplicationId>
  <DataHash>58c75bc7c73a97ee30652ff2b297061e</DataHash>
</SoftwareLegalInformation>

(Source: DogToon64)

Oddities#

Opening Movie Creation Date#

The opening movie uses an .mp4 file, unlike the other prerendered movies which use .webm files. The file's metadata suggests that it was created on or around November 6, 2020, while the demo and final game were both released in 2021.

Dr. Crygor#

By removing the tube around Dr. Crygor's model, it can be seen that it features... interesting unseen extra details.

(Source: Topher Putnam and Opra Zebb)

Internal Project Name#

The game is internally referred to as Wowee, given by a mention in compilation locations and the name of the message project file.