WarioWare: Get It Together! is a Nintendo Switch microgame party game where Wario and the crew jump inside the games instead of only appearing around them. The twist is simple but important: you are not just solving tiny objectives quickly. You are solving them with a character who moves, attacks, floats, shoots, or steers in a specific way.
That makes this entry less about memorizing every gag and more about building a reliable crew. Clear Story Mode first, learn what each character can and cannot do, then use practice modes and challenges to tighten reactions.
Essential Tips
1. Clear Story Mode Before You Grind Anything Else
Story Mode is the clean introduction to characters, themes, and harder modes.
The campaign moves through themed microgame sets and gradually exposes you to the roster. Play it as your training route. By the time harder remixes and post-story challenges appear, you will have seen the basic control grammar: quick prompts, short timers, character swaps, and stage themes.
2. Learn the Character, Not Just the Prompt
The same microgame can feel easy or awkward depending on who is active.
A prompt such as attack, dodge, grab, spin, or reach may have a different solution with a flying character, a stationary shooter, or a character with strange movement. When you fail, ask whether you misunderstood the goal or whether your character needed a different angle.
3. Build a Comfort Crew
A small trusted lineup is better than constantly experimenting under pressure.
Once the game lets you choose crew members, keep several reliable picks for score attempts. You still need to understand the whole roster, but your first serious runs should lean on characters whose movement you can control without thinking.
4. Use Play-o-pedia as Real Practice
Repeating a microgame removes the panic from the first read.
Play-o-pedia lets you revisit individual microgames. Use it after Story Mode to drill prompts that keep stealing lives, especially games where your favorite character has an unusual solution.
5. Treat Theme Sets as Pattern Libraries
Each set teaches a style of reading.
Intro Games, That’s Life, Fantasy, High Tech, Nintendo Classics, Nature, Sports, Food, Culture, and Anything Goes all lean on different visual jokes and objectives. You do not need to memorize all 222 microgames immediately, but you should start recognizing what each set tends to ask.
6. Save Hard Challenges for After Roster Familiarity
Super Hard and Thrill Ride punish shaky fundamentals.
Post-story challenge levels are there for players who already know the cast. Do not judge your skill from those modes too early. If a challenge overwhelms you, go back to Story Mode stages and Play-o-pedia until character movement feels automatic.
7. Keep Two-Player Runs Simple
Co-op adds bodies, timing, and screen chaos.
When playing together, split responsibilities naturally. One player can chase the main object while the other clears hazards, nudges moving parts, or covers the opposite side of the screen. Avoid both players rushing the same tiny target unless the microgame clearly asks for it.
8. Do Missions After You Understand the Rules
Missions reward specific play, not random clears.
Missions are better as cleanup goals than first-run instructions. Finish the main route, learn the roster, then review mission requirements and build attempts around them.
Story Mode Route
Story Mode should be your first priority because it introduces the game’s themed sets in a sensible order. The broad route moves from Wario’s Intro Games into character-hosted sets such as That’s Life, Fantasy, High Tech, Nintendo Classics, Nature, Food, Sports, and Culture, with remix stages and Anything Goes tying the lessons together.
Use this rhythm:
| Phase | What to Focus On |
|---|---|
| First clear | Understand prompts, survive, and unlock more of the roster |
| Remix stages | Notice which earlier games you still read too slowly |
| Anything Goes | Practice reacting when the set is less predictable |
| Post-story | Try All Mixed Up, Super Hard, Thrill Ride, Penny’s Mix, and Showdown when ready |
| Cleanup | Use Play-o-pedia, Missions, Wario Cup, Crew, and Variety Pack as separate goals |
Do not rush past the story just because the microgames are short. A five-second failure often teaches more than a long level in another game, but only if you stop and identify what went wrong.
Character Selection
The biggest beginner trap is assuming every character is only a costume. They are the heart of the game. Wario, Young Cricket, 18-Volt, Mona, Dribble, Spitz, Dr. Crygor, 9-Volt, Mike, Kat, Ana, Jimmy T, Ashley, Orbulon, 5-Volt, Red, Master Mantis, Lulu, Penny, and Pyoro all change how you approach the same objective.
Think of the roster in practical groups:
| Character Habit | Beginner Question |
|---|---|
| Free movement | Can you reach the target quickly without overshooting? |
| Projectile action | Can you solve from range instead of touching the object? |
| Stationary or limited movement | Can you aim calmly before the timer panics you? |
| Automatic movement | Can you plan around momentum instead of fighting it? |
| Odd controls | Is this character better for practice than for your first score run? |
For early clears, pick characters whose controls make sense immediately. For later improvement, deliberately practice the awkward ones. A character who feels terrible in one microgame may be excellent in another where their attack angle or movement path happens to match the objective.
Microgame Practice
WarioWare microgames are built around fast comprehension. The command appears, the scene changes, and you get a few seconds to act. Good players are not guessing faster; they are recognizing patterns sooner.
Use a three-pass practice habit:
- Read the verb first - Words like dodge, catch, attack, escape, line up, or protect tell you what success means.
- Find the object second - Identify the thing that must move, break, survive, or be avoided.
- Choose the character action third - Decide whether to touch, shoot, hover, push, pull, or wait.
Play-o-pedia is the best place to slow that process down. Revisit failed games and try them with different characters. If a microgame lasts longer than normal or feels absent from your story memory, treat it as a separate practice target instead of assuming your story clear covered it.
Multiplayer and Challenge Modes
Two-player microgames can be easier because two characters cover more space, but they can also create confusion. Talk before starting a serious run: who handles left and right, who follows the main target, and who stays out of the way when precision matters.
Variety Pack is better for party play than for learning the basics. Wario Cup is better for score pressure once you already know the game. Missions are best as focused cleanup. Crew, Break Room, and Emporium systems are worth checking between runs, but they should not distract from the core loop of reading prompts and improving character control.
When moving into tougher post-story levels, accept that speed and life restrictions change the feel of the game. Super Hard asks for faster reactions, Thrill Ride raises the risk, Penny’s Mix narrows the character rules, and Showdown tests character-specific rounds. Treat each as a separate mode with its own practice needs.
Common Mistakes to Avoid
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Do not skip Story Mode - It is the cleanest way to learn the roster and unlock the structure around the game.
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Do not blame every failure on the microgame - Sometimes the correct solution changes because your active character moves differently.
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Do not rotate your crew constantly during early clears - Too much experimentation makes it harder to build reliable reactions.
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Do not ignore Play-o-pedia - Repeating problem games is faster than hoping they appear again in a full run.
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Do not treat co-op as two solo players - Two characters chasing the same object can block, bump, or distract each other.
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Do not start with the hardest post-story levels - Learn normal timing before pushing speed, one-life, or character-restricted challenges.
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Do not chase Missions blindly - Read the requirement, build a run around it, and stop treating it like a normal clear.
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Do not assume a character is useless after one bad matchup - The roster is matchup-based, and awkward tools can become strong in the right microgame.
Summary
| Category | Top Tip |
|---|---|
| Story Mode | Clear it first to learn characters, themes, and unlock structure |
| Characters | Build a comfort crew before chasing scores or Missions |
| Microgames | Read the verb, find the object, then choose the character action |
| Practice | Use Play-o-pedia for repeated failures and unfamiliar matchups |
| Multiplayer | Split screen responsibilities instead of crowding one target |
| Challenges | Save Super Hard, Thrill Ride, Penny’s Mix, and Showdown for after roster practice |
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4 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for WarioWare: Get It Together!.
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