Editing WarioWare: Smooth Moves

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|"''Dribble here. Good to meet ya." "Yeah, and I'm Spitz." "Our cab will take you anywhere you wanna go! So, where to today?''"
|"''Dribble here. Good to meet ya." "Yeah, and I'm Spitz." "Our cab will take you anywhere you wanna go! So, where to today?''"
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|colspan=3|'''Dribble & Spitz's Story:'''<br>As Dribble & Spitz wash their taxi, a young woman walks up to them and asks if she can get a ride. When they're all in the car, she says that she wants to go to [[Tomorrow Hill]]. Dribble revs up the car and takes it on the road while Spitz turns on the radio. Once they've arrived at their destination, the woman leaves the taxi and starts to walk towards the edge of the hill. Dribble & Spitz are soon stupefied when an enormous UFO flies in front of the hill and the woman transforms into an alien. As she's beamed back onto the ship, she waves goodbye to her drivers before the ship flies away. As the spaceship leaves, Spitz realizes that the woman did not pay her fare.
|colspan=3|'''Dribble & Spitz's Story:'''<br>As Dribble & Spitz wash their taxi, a young woman walks up to them and asks if she can get a ride. When they're all in the car, she says that she wants to go to [[Tomorrow Hill]]. Dribble revs up the car and takes it on the road while Spitz turns on the radio. Once they've arrived at their destination, the woman leaves the taxi and starts to walk towards the edge of the hill. Dribble & Spitz are soon stupefied when an enormous UFO flies in front of the hill and the woman transforms into an alien. As she's beamed back onto the ship, she waves goodbye to her drivers before the ship flies away. As the spaceship leaves, Spitz realizes that the woman didn't pay her fare.
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|align="center"|[[File:WWSM Penny - The Invent-Off.png|170px]]
|align="center"|[[File:WWSM Penny - The Invent-Off.png|170px]]
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|[[File:SmoothMovesStarNose.png|170px]]
|[[File:SmoothMovesStarNose.png|170px]]
|'''[[Star Nose]]'''
|'''[[Star Nose]]'''
|Two players pilot a nose-shaped spaceship using a connecting Wii Remote and Nunchuk. They gain speed by eating food scattered along the way. Whoever eats three food first or does not crash wins, at which point they place themselves on the nose of a couple.
|Two players pilot a nose-shaped spaceship using a connecting Wii Remote and Nunchuk. They gain speed by eating food scattered along the way. Whoever eats three food first or doesn't crash wins, at which point they place themselves on the nose of a couple.
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|[[File:SmoothMovesDarts.png|170px]]
|[[File:SmoothMovesDarts.png|170px]]
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The idea for a ''WarioWare'' game on the Wii came shortly after ''WarioWare: Smooth Moves''<nowiki>'</nowiki>s director, [[Goro Abe]], and producer, [[Yoshio Sakamoto]], first saw the Wii's controller.<ref name="Iwata Asks">[http://iwataasks.nintendo.com/interviews/#/wii/warioware_smooth_moves/0/0 Iwata Asks with Abe and Sakamoto]</ref><ref name="PGC">[http://www.nintendoworldreport.com/interview/11588 Interview between Planet Gamecube and Goro Abe]</ref> The game's development started with around twenty people, with others coming and going, but the number remained relatively consistent.<ref name="IGN">[http://wii.ign.com/articles/710/710610p1.html IGN: ''WarioWare: Smooth Moves'' Interview]</ref> From the start, multiplayer was a big aspect in the development of the game, and the idea was that one person would play the game while the others around them enjoyed the comical positions.<ref name="PGC"></ref><ref name="IGN"></ref> While teams working on other projects were worrying about how to fully utilize the Wii controller, Abe and Sakamoto had great optimism for the system, saying that "If you’ve got one of these Remotes, you can pretty much do anything".<ref name="Iwata Asks"></ref>
The idea for a ''WarioWare'' game on the Wii came shortly after ''WarioWare: Smooth Moves''<nowiki>'</nowiki>s director, [[Goro Abe]], and producer, [[Yoshio Sakamoto]], first saw the Wii's controller.<ref name="Iwata Asks">[http://iwataasks.nintendo.com/interviews/#/wii/warioware_smooth_moves/0/0 Iwata Asks with Abe and Sakamoto]</ref><ref name="PGC">[http://www.nintendoworldreport.com/interview/11588 Interview between Planet Gamecube and Goro Abe]</ref> The game's development started with around twenty people, with others coming and going, but the number remained relatively consistent.<ref name="IGN">[http://wii.ign.com/articles/710/710610p1.html IGN: ''WarioWare: Smooth Moves'' Interview]</ref> From the start, multiplayer was a big aspect in the development of the game, and the idea was that one person would play the game while the others around them enjoyed the comical positions.<ref name="PGC"></ref><ref name="IGN"></ref> While teams working on other projects were worrying about how to fully utilize the Wii controller, Abe and Sakamoto had great optimism for the system, saying that "If you’ve got one of these Remotes, you can pretty much do anything".<ref name="Iwata Asks"></ref>


The various positions came into play when the development team realized that restricting the Wii controller's to one way limited the amount of entertainment, which led to the discussion of which positions would and would not work.<ref name="PGC"></ref> Microgames were decided mostly by the developers writing down ideas, sending them to Abe, and having him pick out the ones he liked, after which they began to design the ones that were picked.<ref name="PGC"></ref> The developers and designers were often asked to create a unique design for the microgames, giving the desired effect of having a wacky environment.<ref name="PGC"></ref> Feedback about the previous ''WarioWare'' games and suggestions for improving them were looked into but were disregarded if they did not fit with their idea.<ref name="PGC"></ref>
The various positions came into play when the development team realized that restricting the Wii controller's to one way limited the amount of entertainment, which led to the discussion of which positions would and wouldn't work.<ref name="PGC"></ref> Microgames were decided mostly by the developers writing down ideas, sending them to Abe, and having him pick out the ones he liked, after which they began to design the ones that were picked.<ref name="PGC"></ref> The developers and designers were often asked to create a unique design for the microgames, giving the desired effect of having a wacky environment.<ref name="PGC"></ref> Feedback about the previous ''WarioWare'' games and suggestions for improving them were looked into but were disregarded if they did not fit with their idea.<ref name="PGC"></ref>


==Reception==
==Reception==

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