Summary
After the change-up thatWarioWare: Get It Togetheroffered for fans,WarioWare: Move Itgoes back to classic microgame fun with a heavy emphasis on motion controls. While those who aren’t a fan of moving their body to play video games may seem discouraged at first,WarioWare: Move Itkeeps what it asks of players short and to the point as they take many “Forms” to play the microgames in question across 11 stages. Just like the series is known for, the stages feature four lives, sped-up segments, and even bosses for players to defeat. These range from actual bosses to having to focus on quick-thinking strategies for puzzles and more.
WarioWareis a series that is known best for thinking out of the box and offering plenty of variety in its experiences. As a result, no two microgames, or even boss stages, are the same across the many different games in the franchise, and in the particular title in question.WarioWare: Move Itis no exception to this, even ifthe Second-Chance Stancesmight make the game feel easy at times. Out of all the boss stages, some are fun and bring interesting ideas to the table while others may need a bit more work.
WarioWare: Move It Bosses and Their Tiers
S-Tier
Both of these boss stages offer differing challenges, but alongside wacky and familiar visuals, players will have more fun figuring out how the stage works than they will be getting frustrated. Muscle Road may trick players between its two stages, but they’re straightforward and only ask that the player pay attention. 9-Volt’sSuper Mario 64 DSslides, though, are a great callback to an annoying but fun part of the classic Nintendo 64 game. Players who have experienced the game will likely be familiar, but having to control it with their arms might make it something challenging all over again.
A-Tier
These boss battles have flaws, but for different reasons, while still being incredibly rewarding to play. Jimmy T’s Griddlebot works on basic observation and timing, even if it may be slower than mostotherWarioWarebosses in the past. However, having to flip the Joy-cons over to physically play the game may get tedious and mess up fans. Rocket Punch, however, is a simple shooter with the ZL and ZR trigger buttons, but it lacks strategy as button mashing to win is entirely possible.
B-Tier
While Wario’s Octoblocker is fairly simple, other boss battles offer more to the table than it does. Though, Octoblocker does serve the exact purpose it needs to. Uniform Distribution and Cut of the Profit, however, have small flaws that may lead to player irritation in the form of throwing unexpected curveballs and needing things to be exactly pixel-perfect. While the boss battles don’t have the same time restrictions thatWarioWare’s microgamesdo, that doesn’t mean having to start all over thanks to being a frame or even a pixel off isn’t any less frustrating.
C-Tier
Out of all the boss battles inWarioWare: Move It, these are the ones that may impress but may lead to player frustration one after the other. Mona’s Candle Bear and Ashley and Red’s Flight of Icarus in particular are shining examples of how Move It’s motion controls still need a bit of fine-tuning, as while the point of the challenge is clear, players can easily lose while doing exactly what the game asks. While it’s great to seeWario Dance Company return fromWarioWare: Smooth Moves, some inputs just won’t register, which will quickly end players' joy when the music suddenly stops mid-dance.
WarioWare: Move Itis out now for Nintendo Switch.
MORE:WarioWare: Move It Proves That Motion Controls Are Still Stuck Between a Rock and a Hard Place