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WarioWare: Touched!

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Title Screen

WarioWare: Touched!

Also known as: Sawaru Made in Wario (JP), Manjyeora Made in Wario (KR), Momo Waliou Zhizao (CH)
Developers: Nintendo SPD Group No. 1, Intelligent Systems
Publisher: Nintendo
Platforms: Nintendo DS, DSiWare (download version for 3DS)
Released in JP: December 2, 2004
Released in US: February 14, 2005
Released in EU: February 24, 2005
Released in AU: March 11, 2005
Released in KR: June 14, 2007
Released in CN: July 23, 2005


DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

In WarioWare: Touched!, Wario's microgame madness evolves from pressing buttons to tapping and swiping on the Touch Screen. And likely ruining the Touch Screen. Also notable for being the last WarioWare game to have Wario reusing his voices from Wario Land 4.

The game was later re-released as a DSiWare download for 3DS systems as part of the My Nintendo rewards program.

Hmmm...
To do:

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Wwtouched touch doll195.png
Version Differences
A large number of differences exist between regions and revisions.

Debug Menu

94000130 FFFB0000
02009??? E59F00A0
D2000000 00000000
A4000130 FFFB0000
02009??? EA000019
D2000000 00000000

Where "???" is:

USA Europe Japan China
3CC 458 384 42C
WarioWareTouched debug.png

After activating this Action Replay code, hold Select at the Nintendo logo to access the debug menu. Up and Down scroll through the options, while Left and Right cycle through them. Hold any of the directional buttons to skip through them rapidly. Pressing Start will exit the debug menu.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Time and Clear need to be researched.

Petit

Selects which microgame to start. Pressing L will start the microgame. Exiting via the pause menu will redirect back to the debug menu. A full list is available.

Tempo

Increases and decreases microgame speed, measured in BPM. Goes from 60-360.

Level

Selects how the microgame should play out. 1-2-3 will go by standard Practice rules, whereas 1, 2, and 3 keep the microgame locked at that level.

Var

Selects which "Travel-to-world" and Hawt House sequence to play (granted either WORLD_MAP or LIVE_HOUSE are selected). Goes from NOT CHANGE - 127, and only loops forward. A full list is also available.

Cursor

Displays a cursor (WWTouched Cursor.png) that moves to where you touch the touch screen. HIDE keeps it off, PRESS appears when the screen is being touched, and ALWAYS keeps it on at all times. A similar cursor was used in the E3 2004 versions.

Lang

Sets the language for all the text in-game. Available languages are American English, French, German, Italian, Spanish, British English, and Japanese (doesn't affect audio).

Demo

Picks which stage setting the microgame will be played in. A full list is also available.

Rule

When set to "COMPLETE RULE", allows for infinite time for all non-boss microgames.

Time

Currently unknown as to what this does.

Beat

If Rule is set to "5 SECOND RULE", this sets how shortened the microgame will be; For example, 2 = The microgame will only last 1 second. It is unable to extend the length of a microgame.

Life

Sets how many lives the player starts with. Setting it to "ENDLESS" grants unlimited lives. Hardcore Mix is the only stage exempt from this option, as it will always start the player with one losable life.

Clear

Unknown functionality.

Screenshot

Makes the microgame caption text + time bomb invisible.

Hand

Adjusts microgames for right/left-handed players.

To Title

Pressing L while this is highlighted exits the debug menu, back to the Nintendo splash screen.

All Flag On (Push X)

Unlocks everything.

Backup Clear (Push X)

Erases all save data.

Unused Graphics

WarioWareTouched placeholder character.png
A placeholder character.

WarioWareTouched placeholder toys.png
Some placeholder toys. The Japanese says, fittingly enough, "Dummy".

WarioWareTouched horse meter.png
A speed meter, intended for the microgame Rump Roast.

Unused Microgames

Hmmm...
To do:

Test Boss

Wwtouched bosstest183.png

TEST_BOSS (No. 183) is a microgame used for testing bosses. It's just Quite Puzzled with a different caption.

Elevator Break

Wwtouched break elevator.png

BREAK_ELEVATOR (No. 240) is an unused break scene for the elevators. Strangely, French and German have different English caption text ("Chill!" for English, "Relax!" for French, "Chill out!" for German), whilst Italian and Spanish translate to "Chill". In Japanese, there is text that translates to "Taking a rest! BREAK!". The text is absent in Chinese version.

Unused Music

Hmmm...
To do:
  • Add Music that lasts 4-bars but only are exclusive to 2-bar microgames (such as Feeling Saucy, Air Male, and Super Mario Bros. Grab Coins) leaving their halves unused.

Unused Microgame 1

Unused Microgame 2

Unused Microgame 3

Unused Microgame 4

This unused track is notably the second half of the music used in the microgames Engine Trouble and Stroke of Genius. A rendition of this track would later be used in WarioWare Gold, for the former.

Unused Microgame 5

Unused Microgame 6

Unused Microgame 7

Unused Microgame 8

Unused Microgame 9

Dummy File

In the root of the archive, there is a dummy file with no data.

Build Dates

Hmmm...
To do:
Add the missing dates, or prove that they do not exist in certain versions
Version "SDK" text "NNS" text "BUILD" text
Japan
2004/10/25
2004/10/12
2004/10/30(Sat) 06:33:06
USA (Demo) ? ?
2004/12/01(Wed) 21:23:50
Japan (Rev 1)
Japan (Rev 2)
2004/12/09
2004/10/12
2004/12/11(Sat) 19:59:17
USA
USA (Wii U Virtual Console)
2004/12/15
2004/10/12
2004/12/16(Thu) 13:49:14
Europe (Demo) ? ?
2004/12/17(Fri) 20:38:54
Europe
Europe (Wii U Virtual Console)
2004/12/15
2004/10/12
2005/01/17(Mon) 22:47:44
China (Debug)
2005/06/01
2004/10/12
2005/07/06(Wed) 15:52:28
China
2005/09/06
2004/10/12
?

These appear on the debug menu, and the "BUILD" build date can be found in the ARM9 binary. The Chinese, Korean, DSiWare, and Japanese Wii U Virtual Console versions do not have "BUILD" build dates.

(Source: Original TCRF research)