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Odoru Made in Wario [Model RVL-RODJ-JPN]

Nintendo Wii disc published 18 years ago by Nintendo Co., Ltd.

Not listed in MAME yet

Odoru Made in Wario © 2006 Nintendo Co., Ltd.

Goodies for Odoru Made in Wario [Model RVL-RODJ-JPN]
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TECHNICAL

GAME ID: RVL-RODJ-JPN

TRIVIA

Released on December 2, 2006 in Japan.

Nintendo first revealed Odoru Made in Wario for the Wii at the 2006 E3 convention. The game was co-developed by Intelligent Systems and the Software Planning Development department of Nintendo. Development on the game began in late 2005 with a team of 20 people, directed by Goro Abe and produced by Yoshio Sakamoto. Abe first came up with the idea for the game when the Wii Remote was revealed to him. Since the developers believed that holding the controller in only one way limited the game's entertainment value, they decided to introduce new positions and motions to the game for the Remote to be held. The software used to register the Remote's movements was written from scratch because of the unique movements required for the game. Similar to previous games in the WarioWare series, the game's subtitle, "Smooth Moves", was used to represent the basic movement that players perform in the game. The developers wanted players to move as if they were dancing when playing the game, so they decided that Smooth Moves was the best phrase to use to describe the game's actions. Because of its party genre, the developers made the game's multiplayer mode its "best point".

There are about 200 minigames included in Odoru Made in Wario, an amount similar to previous WarioWare titles. Abe determined which minigames were included after each team member wrote down an idea on a piece of paper and sent it to him. The minigames were inspired by "very original, everyday life issues". To offer a different visual style for each minigame, developers were asked to make their own design for the minigame that they were working on. During development, one of the game's basic concepts was to "make a different taste for every single game". The only rule that Abe imposed on the minigame designs was for the developers to make it instantly obvious as to what is happening in the minigames. The Wii Remote's speaker is used in the game to "add a greater sense of feel". For example, in one microgame, the player must bounce a tennis ball on a racquet. When the ball touches the racquet, the Wii Remote's speaker emits a bouncing sound and a rumble to "add a very strong reality to the game". The game mostly forgoes the Wii nunchuk attachment and functions strictly with the Wii Remote. Its visual presentation is similar to WarioWare, Inc.: Mega Party Games! for the GameCube, and it does not run in widescreen mode.

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