WarioWare: Get It Together! Playable Character Ideas
Outta the blue, here's a list of character control concepts for Get It Together! I started this shortly after finishing the game (back in 2021) and finally finished it in anticipation of Move It!
Let's get to it:
Before we begin, bear in mind that I didn't think these up to correspond to any specific character, so the examples star placeholder "characters".
# 1.0: Stop & Go
A zero-gravity, automatically moving character (similar to Mona) who is only capable of moving in straight lines. Character will ricochet off of solid objects upon collision. Pressing an Action Button will cause the character to stop in place and emit a shock-wave (similar to 5-Volt). While stopped, you may use the Control Stick to determine a direction and press an Action Button again to begin movement in that direction. If an Action Button is pressed to restart movement with no directional input, the character will simply resume in the direction they were traveling when they stopped.
# 1.1:
Alternatively, the character has a leading hitbox, allowing them to damage objects in front of them as they move (similar to Dr. Crygor). An Action Button will simply cause the character to stop (with no shock-wave).
# 2.0: Off the Walls
A character largely unaffected by gravity with a linear reticle (like 18-Volt's) who cannot be moved outside of actions. The Control Stick is used aim the reticle, and an Action Button will cause the character to leap along that path with a leading hitbox. The character will cling to any solid object they collide with (including the sides of the screen). Upon collision with a non-solid object, the character will ricochet and fall downward. If the surface the character is adhered to becomes "un-solid" (for whatever reason), the character will fall. Character does not use rings.
# 2.1:
Alternatively, the character is largely affected by gravity. This will cause the trajectory of their leaps to arc accordingly.
# 2.2:
Alternatively, the character uses a projectile to move (similar to 18-Volt). An Action Button will fire the projectile, and the character will zip to it if it collides with a solid surface. Otherwise, the projectile will dissipate. As such, the projectile has the hitbox; the character is not capable of inflicting damage directly. Although not likely, if the character is unable to reach their projectile (such as the projectile is eliminated by a hazard or the object it stuck to ceased to exist before it was reached) the character will simply fall from their traveling trajectory. Still does not use rings.
# 3.0: To the Point
Similar to 2.0. A zero-gravity character with a free-moving reticle (like 5-Volt's). The Control Stick moves the reticle around the screen, and an Action Button causes the character to quickly travel towards the reticle's location in a straight line with a leading hitbox. Unlike 5-Volt's, the reticle does not disappear or reposition, and the Action can be performed even if the reticle is positioned where the character cannot reach. If the character collides with a solid object before reaching the reticle, they will ricochet slightly and come to a stop. The Action cannot be performed if the character is already in motion, but the reticle may be moved. The Action cannot be performed if reticle is positioned at the character's location.
# 3.1:
Alternatively, the character is affected by gravity. They will begin to fall upon reaching the reticle or colliding with a solid object.
# 3.2:
Alternatively, the character does not move as quickly and pressing an Action Button causes a marker to be placed at the position of the reticle. Multiple markers can be placed, even while the character is in motion, and they will travel to each marker sequentially. If the character collides with a solid object or is otherwise unable to reach a marker, they will come to a stop and all placed markers will cease to be.
# 4.0: Paradigm Shift
Inspired by Master Mantis. A character very much affected by gravity who can be moved perpendicular to the current gravity with the Control Stick. Pressing an Action Button will cause the gravity to shift clockwise 90 degrees, causing the character to fall in that direction. Even while falling, the character may be moved and the Action may be performed. They have a leading hitbox "beneath" them as they fall, meaning they must land on objects to inflict damage. The character is lightly affected by the inertia of their movement in mid-air. High attack power. (Doesn't necessarily need to be a character who stands!)
# 4.1:
Alternatively, the character cannot be directly moved by the Control Stick. Instead, the Control Stick is used to determine which of the other three cardinal directions the gravity will shift to upon pressing an Action Button. The character does not retain any inertia from their movement; the gravity shifts cause the character to change directions at stark 90 or 180 degree angles.
# 5.0: Pull the Trigger
A character with a small, free-moving reticle who is affected by gravity and cannot move. The Control Stick is used to move the reticle around the screen, and the Action Buttons cause the character to fire at the reticle's location. Instead of the character casting a projectile towards the reticle, a hitbox briefly appears at the reticle's position as a small area-of-effect attack. This allows the character to strike anywhere on screen, even if there is solid matter between the character and their target. As such, the character must rely on rings to move. However, the character cannot grab a ring that is outside of their "field of vision"; if there is solid matter between the character and the ring, it cannot be grabbed. While hanging from a ring, the character may continue firing. The only way to get the character to release a ring is to fire on their position or that of the ring they are holding onto. Low attack power.
# 5.1:
Alternatively, the character is not affected by gravity and their attack's area of effect is used to push them around the screen. Therefore, they do not use rings.
# 6.0: The Runaround
A character "affected" by gravity who cannot jump. The character may be moved perpendicular to the surface they are standing on with the Control Stick, and Action Buttons cause the character to attack "upwards". If the character is moved into a solid object (such as a wall), they will adhere to it and be able to move along it as if it were the ground. The character is even capable of walking upside-down on the top of the screen. Similarly, upon approaching an edge, the character will begin moving along the side of an object instead of falling off of it. Their attack will be cast in whatever direction is "up" for the character's current orientation. The character's action allows them to use rings to reach centered areas of the screen. Upon attaching to a ring, the character will become affected by downward gravity, and will fall when the ring is released. Some microgames will not spawn rings for this character. Low attack power. (Needs something to differentiate it from 9-Volt. Maybe can only attack when on a wall or ceiling?)
# 7.0: Chiritorie
A character who moves like this awful thing, lol. Zero-gravity, moves in straight lines as long as an Action Button is held, ricochets upon collision, leading hitbox.
Upon some reflection, maybe this could work. An arrow rotates clockwise around the character, and an Action Button causes the character to move straight in that direction for as long as the button is held. Character ricochets off of solid objects while moving. Character comes to a full stop when button is released. Features a leading hitbox and/or a leading suction area-of-effect (that would work like Orbulon's tractor beam). Once in motion, the Control Stick may be used to shift the suction's area of effect, slightly altering the trajectory of the character's otherwise linear movement.
# 8.0: Empower
A zero-gravity character who can move freely. Holding an Action Button causes the character to steadily "power-up", creating an area-of-effect hitbox that slowly envelops them. The area will grow up to twice the character's size. While charging/powered-up, the character becomes faster but more difficult to control; they will become less responsive to directional input, become heavily affected by the inertia of their movement, bounce off of most objects upon collision, and will be unable to remain still. These impediments will worsen as the area of effect grows, capping when the area reaches its maximum size. Upon releasing the Action Button, the character will steadily "power-down" and eventually return to their standard movement. The Action may be performed at virtually any time, even when the character is powering-down.
# 8.1:
Alternatively, Action Buttons cause the character to emit a shock-wave. Holding a button causes the character to charge. A longer charge will result in a larger shock-wave upon releasing the button, to a set point. The character moves slower while charging/holding a charge and while emitting a shock-wave.
# 9.0: Backlash
Inspired by Penny. A zero-gravity character who cannot move outside of actions. The Control Stick is used to determine a direction, and an Action Button causes the character to cast a single projectile in that direction. The recoil of the projectile propels the character in the opposite direction. The character will retain inertia from their movement for some time, and will ricochet off of objects upon collision. Firing multiple projectiles in quick succession in the same general direction will compound the character's movement speed (as inertia).
# 9.1:
Alternatively, the character is affected by gravity (like Penny or Dr. Crygor). Elevating the character would require firing projectiles downward.
These are LONG overdue, but were lots of fun to do, lol. I don't recall anyone else doing something like this, so if anyone has, I'd love to see it!
Get It Together! was a bit of an odd title, but I had an absolute blast playing it and playing AS the WarioWare crew was a dream come true. I wouldn't mind seeing that idea again someday.


















