Editing Microgame

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The unit of time for all microgames is {{wp|Beat (music)|beats}}. A standard microgame is 8 beats long (4 seconds, at normal speed), while microgames in the IQ genre, hosted by [[Orbulon]], last 16 beats (8 seconds); the latter length is also used for the occasional microgame here-and-there in later games. [[Fronk]] microgames are only 4 beats (2 seconds) long and the WarioWatch has a timer for the whole stage rather than each individual microgame. In most games, the {{wp|Beats per minute|BPM}} starts out relatively slow and then increases as the player completes microgames. The average length of a microgame has been suggested by [[Nintendo]] to be five seconds, when in reality it is only four.<ref>[https://www.nintendo.com/games/detail/2cbad24c-51fe-4d3f-bf7b-b9ca5a6751c5 "WarioWare: Touched! at Nintendo :: Games."] Nintendo.com. February 14, 2005.</ref> As more microgames are played, the game will show a "[[Speed Up!]]" message which signifies the increase in the microgames' speed.
The unit of time for all microgames is {{wp|Beat (music)|beats}}. A standard microgame is 8 beats long (4 seconds, at normal speed), while microgames in the IQ genre, hosted by [[Orbulon]], last 16 beats (8 seconds); the latter length is also used for the occasional microgame here-and-there in later games. [[Fronk]] microgames are only 4 beats (2 seconds) long and the WarioWatch has a timer for the whole stage rather than each individual microgame. In most games, the {{wp|Beats per minute|BPM}} starts out relatively slow and then increases as the player completes microgames. The average length of a microgame has been suggested by [[Nintendo]] to be five seconds, when in reality it is only four.<ref>[https://www.nintendo.com/games/detail/2cbad24c-51fe-4d3f-bf7b-b9ca5a6751c5 "WarioWare: Touched! at Nintendo :: Games."] Nintendo.com. February 14, 2005.</ref> As more microgames are played, the game will show a "[[Speed Up!]]" message which signifies the increase in the microgames' speed.


To show the time left to complete a microgame, a small "[[Bomb (WarioWare series)|bomb]]" appears at the bottom of the screen. The fuse and a countdown timer show the amount of time left to complete the microgame. When time runs out, the bomb explodes and the microgame ends. The fuse burns faster when the BPM increases. Some microgames are intrinsically harder than others, and an increased BPM (increased speed) will make any microgame more difficult to complete than the same microgame at a slower BPM. This is usually reflected in the microgames' "passing scores"—the score one must reach while playing a microgame in the practice modes to obtain credit for "clearing" it (''[[WarioWare: Smooth Moves|Smooth Moves]]'', ''[[WarioWare: D.I.Y.|D.I.Y.]]'', ''[[Game & Wario]]'' and ''[[WarioWare: Move It!|Move It!]]'' lack this feature, however, as do the exclusive multiplayer microgames from ''[[WarioWare, Inc.: Mega Party Game$!|Mega Party Game$!]]'').
To show the time left to complete a microgame, a small "[[Bomb (WarioWare series)|bomb]]" appears at the bottom of the screen. The fuse and a countdown timer show the amount of time left to complete the microgame. When time runs out, the bomb explodes and the microgame ends. The fuse burns faster when the BPM increases. Some microgames are intrinsically harder than others, and an increased BPM (increased speed) will make any microgame more difficult to complete than the same microgame at a slower BPM. This is usually reflected in the microgames' "passing scores"—the score one must reach while playing a microgame in the practice modes to obtain credit for "clearing" it (''[[WarioWare: Smooth Moves|Smooth Moves]]'', ''[[WarioWare: D.I.Y.|D.I.Y.]]'' and ''[[Game & Wario]]'' lack this feature, however, as do the exclusive multiplayer microgames from ''[[WarioWare, Inc.: Mega Party Game$!|Mega Party Game$!]]'').


Except in ''D.I.Y.'', each microgame is featured in three difficulty levels. Level 1 games present the given task in an easier way, while Level 3 games present it in a much harder way. Not all modes of all ''WarioWare'' games actually show a color to denote the current level, but most modes start with Level 1 games, progressing to Level 2 upon a "Level Up" (usually achieved after passing a boss microgame), then to Level 3 in similar fashion. Once Level 3 is reached, sequential "Level Up"s will typically be replaced by "Speed Up"s (an increase in BPM).
Except in ''D.I.Y.'', each microgame is featured in three difficulty levels. Level 1 games present the given task in an easier way, while Level 3 games present it in a much harder way. Not all modes of all ''WarioWare'' games actually show a color to denote the current level, but most modes start with Level 1 games, progressing to Level 2 upon a "Level Up" (usually achieved after passing a boss microgame), then to Level 3 in similar fashion. Once Level 3 is reached, sequential "Level Up"s will typically be replaced by "Speed Up"s (an increase in BPM).

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