Super MakerMatic 21

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Super MakerMatic 21
The Super MakerMatic 21

TheSuper MakerMatic 21 is a machine that can create games, as well as records and comics. It appears inWarioWare: D.I.Y.

After having a nightmare where creatures emerge from his TV,Dr. Crygor gets the idea to create the MakerMatic.Wario asks him to fix his TV, but upon seeing the machines, he asks to trade. Dr. Crygor explains that they are not TVs and tells him how they work. Wario then decides that money can be made out of them by making games. Afterwards, Wario hires the player to make and sell games to make him money.

The machine contains tools that can be used to draw graphics, make music and assign AI (Action Instructions) with ease.Penny hosts the tutorial for using the Super MakerMatic. It has three different options: Game MakerMatic, Record MakerMatic and Comic MakerMatic.

Shared features[edit]

Graphics editing[edit]

Background editing in WarioWare: D.I.Y.

The graphics editor is found in the Game MakerMatic and the Comic MakerMatic modes. While mostly identical between all versions, the Comic version removes color-related options due to the black-and-white limitation and features different Picture Stamps. Some animation-aid tools are also only available in the art editing mode of the Game MakerMatic.

Palette: The palette in the Game mode is comprised of seven 14-item pages: one page of solid colors, two pages of simple colored patterns and stripes, one page of black-and-white patterns, one page of concrete elements (such as brick walls, audience members and water) and two pages for custom-made patterns. In the Comic mode, it is comprised of two 14-item pages: one page for textures and one page for custom-made patterns.

Palette/Stamp/Character Orientation: The palette, picture stamp or character stamp may be rotated or flipped. This tool is represented by theDude in Undies for the Palette mode and his alternative caveman and leotard-clad forms for the Stamp and Character modes respectively.

Zoom In/Zoom Out: The canvas may be zoomed in to two, four, eight or 16 times the normal size.

Grid Guide: A grid dividing the canvas into 8×8 pixel squares may be displayed.

Time Traveler: Allows undoing and redoing the last action.

Shapes: Allows the drawing of the following shapes: Thin Line, Medium Line, Thick Line, Rectangle (Thin Border), Rectangle (Thick Border), Solid Rectangle, Ellipse (Thin Border), Ellipse (Thick Border), Solid Ellipse.

Picture Stamp: Includes selections of pre-made art. As they differ between each mode, see the listing of available stamps on the appropriate sections forGame MakerMatic Picture Stamps andComic MakerMatic Picture Stamps.

Character Stamp: Includes text characters in five Font Styles, each one with three different sizes. The styles are the following:

  • Fun: "A lively and comicalfont style." (This is the previously recurrentWarioWare font)
  • Elegant: "A classy and refinedfont style."
  • Bold: "A strong, bulkyfont style." (This is the real-life DFPゴシック体 font)
  • Calligraphy: "Afont written by a calligraphy master." (This is the real lifeDFP行楷書 font)
  • Ghostly: "A mysterious and scaryfont style." (This is the real life DF康印体 font)
  • 8-bit: "A pixelizedfont style." (This is the text style commonly seen inFamily Computer andNintendo Entertainment System games)
  • Fun

    Fun

  • Elegant

    Elegant

  • Bold

    Bold

  • Calligraphy

    Calligraphy

  • Ghostly

    Ghostly

  • 8-Bit

    8-Bit

Frame Tool: Allows selecting a rectangular section of the canvas and moving or copying it.

Eraser: Includes eraser versions of the three Pen, the Spray and the Paintbrush (Fill) tools, as well as five erasing effects:

  • Total Erase: "You wiped everything clean!"
  • Rocket Erase: "Go, go rocket! Erasing from the ground up!"
  • Swirl Erase: "Whoa, whoa--I'm swirling away, aaaaaahhh!"
  • Fade-Out Erase: "Fading...fast...Erased...into tiny particles..."
  • Warp Erase: "I can see through time! AND I'm erasing!
  • Total Erase

    Total Erase

  • Rocket Erase

    Rocket Erase

  • Swirl Erase

    Swirl Erase

  • Fade-Out Erase

    Fade-Out Erase

  • Warp Erase

    Warp Erase

All non-instant erasing effects can be halted at any point, allowing the player to use them for visual effects instead. This is demonstrated by Penny during the Comic MakerMatic tutorial.

Music editing[edit]

The music editor is found in the Game and Record MakerMatic modes.

The player edits one phrase at a time, which corresponds to the length of a normal microgame. A phrase is divided into two pages: a front page and a back page, each one being four four-beat measures long. It is also comprised of five Tracks corresponding to different voices, the first four suited for melodies, and the last one being used for rhythm, with its own sets of percussion instrument options. The instrument and volume settings are available for each Track independently and affect all notes of that phrase.

Track Bar: Used for Track selection.
Instrument Type: Allows the selection of the instrument used in the current Track.
Volume: Allows the selection of the volume used in the current Track from a set of four different intensities plus a mute option.
Balance: Allows the selection of the balance used in the current track from the following set of options: Way Left, Slightly Left, Centered, Slightly Right and Way Right.
Page Forward/Page Back: Allows changing between both pages for editing.
Time Traveler: Allows undoing and redoing the last action.
Stop: Stops phrase playback.
Play: Play phrase.
Playback: Allows changing between Solo playback (only the current Track plays) and All playback (all Tracks play).
Note Marker: Allows placing note markers on the sheet, indicating notes.
Note Eraser: Allows removing note markers from the sheet.
Frame Tool: Allows selecting a set of notes and moving or copying it.
Hum Mode: The player may record sound using the system's microphone, which is then converted into notes.

Instruments[edit]

Track instruments[edit]

The available instruments for Tracks are:

Instrument Group I demonstration tunes

Instrument Group I: "Common instruments like pianos and flutes."

  • Piano icon from WarioWare: D.I.Y.Piano: "An instrument anyone should be familiar with."
  • Organ icon from WarioWare: D.I.Y.Organ: "An instrument often found in churches."
  • Harpsichord icon from WarioWare: D.I.Y.Harpsichord: "An instrument often used in classical music."
  • Melodica icon from WarioWare: D.I.Y.Melodica: "A keyboard that is blown to produce sound."
  • Flute icon from WarioWare: D.I.Y.Flute: "A member of the woodwind-instrument family."
  • Trumpet icon from WarioWare: D.I.Y.Trumpet: "A brass instrument played with three valves."
  • Saxophone icon from WarioWare: D.I.Y.Saxophone: "A woodwind instrument known for jazzy tones."
  • Wooden Flute icon from WarioWare: D.I.Y.Wood Flute: "A woodwind instrument with harmonic tones."
Instrument Group II demonstration tunes

Instrument Group II: "Guitars and other instruments like that."

  • Acoustic guitar icon from WarioWare: D.I.Y.Acoustic Guitar: "A guitar suitable for classic or folk tunes."
  • Electric Guitar icon from WarioWare: D.I.Y.Electric Guitar: "A powered guitar for extended rocking."
  • Banjo icon from WarioWare: D.I.Y.Banjo: "A stringed instrument with "twangy" tones."
  • Bass icon from WarioWare: D.I.Y.Bass: "A stringed instrument used for low notes."
  • Violin icon from WarioWare: D.I.Y.Violin: "A stringed instrument played using a bow."
  • Marimba icon from WarioWare: D.I.Y.Marimba: "Instrument played by hitting keys with mallets."
  • Vibraphone icon from WarioWare: D.I.Y.Vibraphone: "Like the marimba but with a metallic sound."
  • Timpani icon from WarioWare: D.I.Y.Timpani: "Big drums that produce a range of sound."
SF demonstration tunes

SF: "Futuristic and mysterious sounds."

  • Star Drop icon from WarioWare: D.I.Y.Star Drop: "A spacy, ringy-dingy sort of sound."
  • UFO icon from WarioWare: D.I.Y.UFO: "Ever heard a UFO light up? Sounds like this."
  • Alien icon from WarioWare: D.I.Y.Alien: "Sounds just like an alien talking."
  • Robot icon from WarioWare: D.I.Y.Robot: "The electronic voice of a fat robot."
  • Rocket icon from WarioWare: D.I.Y.Rocket: "All systems GO! My rocket sounds like this."
  • Moon icon from WarioWare: D.I.Y.Moon: "The moon's a comedian; he sounds like this."
  • Green Dude icon from WarioWare: D.I.Y.Green Dude: "Stretchy, rubbery green dude. What?"
  • Phone Dial icon from WarioWare: D.I.Y.Phone Dial: "If you're calling from a touch-tone phone..."
Creatures demonstration tunes

Creatures: "Animal sounds."

  • Cat icon from WarioWare: D.I.Y.Cat: "Meow, meow? Yep, that's a cat."
  • Dog icon from WarioWare: D.I.Y.Dog: "Woof, woof. A dog! I'd know it anywhere!"
  • Pig icon from WarioWare: D.I.Y.Pig: "Sorta nasty pig oink."
  • Insects icon from WarioWare: D.I.Y.Insects: "A few different insect sounds."
  • Frog icon from WarioWare: D.I.Y.Frog: "We ALMOST got it to sound just like a frog."
  • Yoshi icon from WarioWare: D.I.Y.Yoshi: "Yoshi does indeed make sounds like this."
  • Birds icon from WarioWare: D.I.Y.Birds: "Some bird sounds. Er...um, 'calls'?"
  • Monkeys icon from WarioWare: D.I.Y.Monkeys: "Several very monkeylike animal noises."
Voice demonstration tunes

Voice: "Human voices."

  • Do-Re-Mi Voice icon from WarioWare: D.I.Y.Do-Re-Mi Voice: "Do, re, mi... What a cutey!"
  • Wah Dude icon from WarioWare: D.I.Y.Wah Dude: "This dude likes to sing low 'wah' sounds."
  • Opera Man icon from WarioWare: D.I.Y.Opera Man: "An opera singer with a thick beard."
  • Soul Girl icon from WarioWare: D.I.Y.Soul Girl: "Man, does she have some PIPES!"
  • Baby icon from WarioWare: D.I.Y.Baby: "It's totally a baby. I swear. Seriously."
  • Laughing Men icon from WarioWare: D.I.Y.Laughing Men: "Are you ticklish?"
  • Kung-Fu Men icon from WarioWare: D.I.Y.Kung-Fu Men: "Tough guys, the whole lot of 'em."
  • Humming icon from WarioWare: D.I.Y.Humming: "This guy's having a great day, every day."
8-Bit demonstration tunes

8-Bit: "8-bit-era game sounds."

  • Ding-Ding icon from WarioWare: D.I.Y.Ding-Ding: "A straightforward sound, good for melodies."
  • Pong-Pong icon from WarioWare: D.I.Y.Pong-Pong: "A nice little sound with a nice little echo."
  • Fah-Fah icon from WarioWare: D.I.Y.Fah-Fah: "An organ? A whistle? No one knows."
  • Bong-Bong icon from WarioWare: D.I.Y.Bong-Bong: "A low, slightly electrified sound."
  • Bing-Bing icon from WarioWare: D.I.Y.Bing-Bing: "Sort of human. Sort of electronic. Bing!"
  • Ting-Ting icon from WarioWare: D.I.Y.Ting-Ting: "A high, airy sound. Brrrr, chilly."
  • Bling-Bling icon from WarioWare: D.I.Y.Bling-Bling: "Star pixies falling from space sound like this."
  • Boon-Boon icon from WarioWare: D.I.Y.Boon-Boon: "Boon-boon? Yes, boon-boon. Why?"
Footnotes[edit]
  • In the Japanese version, theRobot icon from WarioWare: D.I.Y. Robot,Rocket icon from WarioWare: D.I.Y. Rocket andMoon icon from WarioWare: D.I.Y. Moon instruments are instead known asちゃいろきモノ icon from the Japanese version of WarioWare: D.I.Y. ちゃいろきモノChairokimono ("brown thing"),おしりっぽいもの icon from the Japanese version of WarioWare: D.I.Y. おしりっぽいものOshirippoimono ("buttock-like guy") andパンツっぽいもの icon from the Japanese version of WarioWare: D.I.Y. パンツっぽいものPantsuppoimono ("underpants-like guy") respectively.
  • In the Japanese version, the Banjo, Marimba and Vibraphone are instead called shamisen, xylophone and glockenspiel, respectively, but their sounds and icons are identical to the international version.
  • In the Japanese version, the icon forKung-Fu Men icon from WarioWare: D.I.Y. Kung-Fu Men isさけぶ男たち icon from the Japanese version of WarioWare: D.I.Y..
Rhythm sets[edit]

The available rhythm sets are: Normal Drums, Electric Drums, Samba Drums, Asian Drums, Kitchen Drums, Toy Drums, Beat-Box Drums and 8-Bit Drums.

(Note: Icons are arranged left to right, bottom to top.)

Normal Drums: "Common-use percussion instruments."

Normal Drums sounds

Normal Drums in WarioWare: D.I.Y.

Electric Drums: "Powered drums for extended rocking."

Samba Drums: "Drums that will make you want to dance."

Asian Drums: "Drums that offer wild, exotic sounds."

Kitchen Drums: "A set of drums made up of pots and stuff."

Toy Drums: "Drums? No, toys played as drums."

Beat-Box Drums: "Percussive sounds made by people."

8-Bit Drums: "Drum sounds from 8-bit games."

Modes[edit]

Game MakerMatic[edit]

Game MakerMatic title screen in WarioWare: D.I.Y.
Make your own Microgame.
An example of game creation

Allowing the creation ofmicrogames (referred to simply as "games"), this is the most prominent feature of the Super MakerMatic 21. Games are made by creating objects (described by the game as the game's "actors"), writing the behaviour for these objects through Action Instructions or AI, and also creating the background and music. After completed, the game may be shipped off to sell, and the player may play any of their microgames in theD.I.Y. Shop.

Graphics[edit]

All premade textures for game creation in WarioWare: D.I.Y.
All premade palette elements in the Game MakerMatic.

This section contains a Background subsection, where the player may draw or import the background from an existing microgame found in the D.I.Y Shop. Imported backgrounds can be edited normally.

In the Objects subsection, all 15 available object slots are listed. Objects have from one to four "arts" (animations), and each art is comprised from one to four "cels" (frames). The player has 256 available points to be distributed among any number of objects. Each object deducts points from the player's total in a per cel basis. The available cel sizes are 16×16, 32×32, 48×48, or 64×64 pixels, costing one, four, nine, or 16 points respectively, and each object has a fixed cel size, picked when this object is created.

The player may also import objects from games from the D.I.Y. Shop.

When creating an object, the player must choose:

  1. a name for the object up to nine characters long. If not inserted, the game generates a name in the patternOBJECTⓃ, where is the underscored digit character that would form the first available name in this pattern starting fromOBJECT① up toOBJECT⑮.
  2. the size of the object. Once set, the size cannot be changed.
  3. a name for the first art up to nine characters long. If not inserted, the game generates the default nameARTⒶ. Following arts created without name input will have their names default to the same format,ARTⓐ, where is,, or, depending on the first available option.

Apart from the smaller canvas, drawing art for cels works almost exactly like drawing backgrounds, but some exclusive functions for aiding animation and cel handling are available as well.

Back One Cell/Forward One Cell: Aids navigation between cels.
Add Cel: Adds a cel to the art if fewer than four cels exist.
Delete Cel: Remove the current cel.
Import: Imports a cel from another art in the same object.
Art Animation: Plays or stops playing the current art, visible on the top screen.
Animation Speed: Allows selecting the animation speed.
Background Display: Displays the background on the top screen and overlays the current art on it and allows moving it around.
Trace Display: An onion skin effect, faintly displaying the previous cel on the canvas.

In the art selection screen, the player may edit an art's name, edit, delete it or import art from another object.

Picture stamps[edit]

Game MakerMatic stamps are divided as follows:

  • Landscape: "For applyinglandscape elements."
  • Body Parts: "For applying eyes, mouths, etc."
  • 8-Bit: "For applying8-bit pixel art."
  • D.I.Y.: "For applying your custom-madestamps."

Music[edit]

The music making tool in the Game MakerMatic works as elaborated above, but also includes the Maestro option, which generates a phrase. The creator may request a tune fitting a certain "mood" ("relaxed", "normal" or "frenzied") and "style" ("fun", "sad", "factory", "spicy", "spooky" or "8-bit"), or pick a random setting using the "auto" option.

Importing a phrase from another game or record is possible as well.

Assembly[edit]

Here, the Action Instructions (AI), which are the script components of the game, are created for objects. Each one of the objects created in the Graphics section may be assigned up to five regular AI, being required to be assigned a starting condition (the Start) beforehand.

Switch icon from WarioWare: D.I.Y.

Once an object's starting condition is created, it is marked with an "AI" icon on its thumbnail, and it is assigned a switch, which is a simpleboolean variable associated with it. The switch can be turned on or off by an action defined in an AI, and its state can be used as a trigger by any other object and required for setting win conditions, making it one of the most fundamental components of the game's scripting system.

Start[edit]

The Start (also referred to as starting condition) defines the initial state of the object and follows the following steps—left to right here—for the object's art, and then for its location:

Art
StepsResulting art statement
Set to which art?Animation style and speed?[a][b]Set art to[selected art] and[selected animation style].
Location
StepsResulting location statement
Location
"Theobject starts at a specifiedpoint or randomly within a specifiedarea."
Point
"Theobject starts at a preciselocation on thestage."
Where?Locate at[selected location].
Area
"Theobject starts at a randomly selectedlocation within a selected rectangulararea. The starting point changes with each play."
Anywhere
"Theobject will be placed randomly within thearea without regard for overlapping with otherobjects."
What area?Locate within[selected area].
Try not to overlap
"Theobject will be placed randomly within thearea without overlapping otherobjects, if possible."
What area?Locate within[selected area].
Attach to object
"Theobject starts attached to anotherobject. Unavailable if there are no otherobjects withAI assigned."
Attach to which object?Where?Attach to[selected object].
AI[edit]

The regular AI (numbered ① through ⑤) are comprised of a Trigger and Actions, that is, the events checked for actions to occur, and the resulting actions themselves, respectively.

Triggers[edit]

Up to six members can be added to the Trigger of an AI, and these membersmust all be activated for the trigger to occur. If instead the player wishes to have independent sets of events trigger the same action or actions, separate AI must be used instead.

The available Trigger options are:

Primary trigger typeOption treeResult trigger
Tap
"Triggered whenthis object istapped or thestage istapped."
This object
"Triggered bythis object beingtapped."
When[this object] istapped
Anywhere on stage
"Triggered when any part of thestage istapped."
When the stage istapped
Time
"Triggered when a certaintime is reached."
Exactly
"Triggered when a particulartime is reached."
When?Whentime [selected time] is hit
Randomly
"Triggered when a randomtime within a selected range is reached."
Randomly between what points?When atime from[selected starting time] to[selected final time] is hit
Contact
"Triggered whenthis object touches or overlaps anotherobject orarea."
Touch
"Triggered whenthis object touches a selectedobject orarea."
Another object
"Triggered whenthis object touches a specificother object."
Which object?When[this object]touches[selected object]
Location
"Triggered whenthis object touches a selectedarea."
Which area?When[this object]touches[selected area]
Overlap
"Triggered whenthis object overlaps a selectedobject orarea."
Another object
"Triggered whenthis object overlaps a specificother object."
Which object?While[this object]overlaps[selected object]
Location
"Triggered whenthis object overlaps a selectedarea."
Which area?While[this object]overlaps[selected area]
Switch
"Triggered by theswitch ofthis object oranother object."
Trigger on which switch?Switch turns ON
"Triggered when theswitch changes fromOFF toON."
When[selected object]switch turnsON
Switch is ON
"Triggered while theswitch isON."
While[selected object]switch isON
Switch turns OFF
"Triggered when theswitch changes fromON toOFF."
When[selected object]switch turnsOFF
Switch is OFF
"Triggered while theswitch isOFF."
While[selected object]switch isOFF
Art
"Triggered by the state or type ofart forthis object."
Specific art
"Triggered when the specifiedart is being displayed."
While using which art?Whileart is set to[selected art]
When art finishes playing
"Triggered when the currentart finishes playing."
Whenart finishes playing
Win/Loss
"Triggered by thegame beingwon orlost."
Win
"Triggered when thegame iswon."
When game iswon
Loss
"Triggered when thegame islost."
When game islost
Has been won
"Triggered when thegame has beenwon."
While game has beenwon
Has been lost
"Triggered when thegame has beenlost."
While game has beenlost
Not yet won
"Triggered when thegame has not yet beenwon."
While game is not yetwon
Not yet lost
"Triggered when thegame has not yet beenlost."
While game is not yetlost
Actions[edit]

The available Actions are:

Primary action typeOption treeResult action
Travel
"This object starts or stopstraveling or changes its mode oftravel."
Go straight
"This object travels in a straight line."
Current location
"travels from its currentlocation."
Specific direction
"Travels straight in a specifieddirection."
Which direction?[c]Speed?[d]Go[selected direction].
Random direction[c]
"Travels straight in a randomly selecteddirection."
Speed?[d]Go some direction.
Specific location
"Travels straight toward a selectedlocation onstage."
Move to where?Speed?[d]Go to[selected location].
Another location
"Jumps to anotherlocation beforetraveling."
Point
"Goes straight from a preciselocation on thestage."
Start from what point?Specific direction
"Travels straight in a specifieddirection."
Which direction?[c]Speed?[d]Go[selected direction] from[selected location].
Random direction[c]
"Travels straight in a randomly selecteddirection."
Speed?[d]Go some direction from[selected location].
Specific location
"Travels straight toward a selectedlocation onstage."
Move to where?Speed?[d]Go from[selected starting location] to[selected target location].
Another object
"Goes straight from near anotherobject."
From which object?Start from where?Specific direction
"Travels straight in a specifieddirection."
Which direction?[c]Speed?[d]Go[selected direction] from[selected object].
Random direction[c]
"Travels straight in a randomly selecteddirection."
Speed?[d]Go some direction from[selected object].
Specific location
"Travels straight toward a selectedlocation onstage."
Move to where?Speed?[d]Go from[selected object] to[selected location].
Stop
"This object comes to a stop if inmotion or remains stopped if motionless."
Stop traveling.
Jump to
"This object warps instantly to anotherlocation."
Location
"Jumps to alocation anywhere on thestage."
Point
"Jumps to a preciselocation on thestage."
Move to where?Jump to[selected location].
Area
"Jumps to a randomlocation within the selectedarea."
Anywhere
"Jumps without regard for overlapping otherobjects in the selectedarea."
Which area?Jump to somewhere in[selected area].
Try not to overlap
"Jumps to thearea without overlapping otherobjects, if possible."
Which area?Jump to somewhere in[selected area].
Another object
"Jumps near anotherobject, then stays attached to thatobject."
Which object?Jump to where?Jump to[selected object].
Swap
"This object swapslocations with anotherobject."
Swap positions with which object?Swap places with[selected object].
Roam
"This object roams within a specifiedarea."
Wiggle
"Wiggles at random within a selectedarea."
Anywhere
"Roams without regard for overlapping otherobjects in the selectedarea."
Roam within what area?Speed?Roam within[selected area].
Try not to overlap
"Roams within thearea without overlapping otherobjects, if possible."
Roam within what area?Speed?Roam within[selected area].
Insect
"Buzzes around like an insect within a selectedarea."
Anywhere
"Roams without regard for overlapping otherobjects in the selectedarea."
Roam within what area?Speed?Roam within[selected area].
Try not to overlap
"Roams within thearea without overlapping otherobjects, if possible."
Roam within what area?Speed?Roam within[selected area].
Reflect
"Careens around a selectedarea, reflecting off the boundaries."
Anywhere
"Roams without regard for overlapping otherobjects in the selectedarea."
Roam within what area?Speed?Roam within[selected area].
Try not to overlap
"Roams within thearea without overlapping otherobjects, if possible."
Roam within what area?Speed?Roam within[selected area].
Bounce
"Bounces up and down within a selectedarea."
Anywhere
"Roams without regard for overlapping otherobjects in the selectedarea."
Roam within what area?Speed?Roam within[selected area].
Try not to overlap
"Roams within thearea without overlapping otherobjects, if possible."
Roam within what area?Speed?Roam within[selected area].
Target
"This object targets and approaches anotherobject."
Target which object?Target where on the object?Speed?[d]Target[selected object].
Switch
"Theswitch forthis object turnsOFF orON.Switches start in theOFF position."
Turn switch ON
"Turnsthis object'sswitchON. If alreadyON, it remainsON.
Turn[this object]switchON.
Turn switch OFF
"Turnsthis object'sswitchOFF. If alreadyOFF, it remainsOFF."
Turn[this object]switchOFF.
Lose
"Thegame ends in aloss. This has no effect if thegame has already beenwon."
End game in aloss.
Art
"This object's turnsart stops playing or changes to differentart."
Change
"Changes theart forthis object to a newart. Select the sameart to start displaying itagain."
Set to which art?Animation style and speed?[a][b]Changeart to[selected art].
Stop playing
"Stops animating the art forthis object. This has no effect if theart is not currently animating."
Stop playingart.
Sound Effect
"Asound effect plays. There are 64 different sounds available."
Action
"Loud, actiony sounds, including explosions, breaking glass, and guns."
Explosion
"The sound of something blowing up."
PlayEXPLOSION sound effect.
Glass
"The sound of glass breaking."
PlayGLASS sound effect.
Gong
"The sound of a gong being struck...with a hammer."
PlayGONG sound effect.
Spring
"The sound of a spring (like in a jack-in-the-box) being sprung."
PlaySPRING sound effect.
Pistol
"The sound of a pistol gunshot."
PlayPISTOL sound effect.
Slice
"The sound of something being sliced with a sword."
PlaySLICE sound effect.
Camera
"The sound of a camera shutter."
PlayCAMERA sound effect.
Splash
"The sound of something falling into water."
PlaySPLASH sound effect.
Computer
"Boopy-beepy sounds--everything from bing-bong to boop-boop."
Correct
"An electronic sound indicating a correct answer."
PlayCORRECT sound effect.
Incorrect
"An electronic sound indicating an incorrect answer."
PlayINCORRECT sound effect.
Switch
"An electronic sound that might be used when activating a switch, etc."
Playswitch sound effect.
Input
"A short electronic sound useful for character or button inputs."
PlayINPUT sound effect.
Falling
"An electronic sound useful for falling objects."
PlayFALLING sound effect.
Wiggle
"An electronic sound useful for something wiggly and/or jiggly."
PlayWIGGLE sound effect.
Rising
"An electronic sound useful for objects that rise slowly."
PlayRISING sound effect.
Victory
"A satisfying electronic sound indicating some sort of success."
PlayVICTORY sound effect.
Sports
"Sounds heard at sporting events, like a bat hitting a ball or a soccer kick."
Batting
"The sound of a bat hitting a ball."
PlayBATTING sound effect.
Swing
"The sound of swinging and missing."
PlaySWING sound effect.
Impact
"The sound of impact, such as when a ball hits a baseball glove."
PlayIMPACT sound effect.
Kick
"The sound of kicking a soccer ball."
PlayKICK sound effect.
Racquet
"The sound of a racquet hitting a ball or badminton birdie."
PlayRACQUET sound effect.
Bowling
"The sound of a bowling ball knocking down the pins."
PlayBOWLING sound effect.
Sunk Putt
"The sound of a golf ball going into the hole."
PlaySUNK PUTT sound effect.
Whistle
"The sound of a referee's whistle."
PlayWHISTLE sound effect.
General
"Sounds made by everyday objects like clanging pans, bells and corks."
Frying pan
"The sound of a frying pan hitting...something."
PlayFRYING PAN sound effect.
Bell
"A bell sound, which could also be the sound of two glasses toasting."
PlayBELL sound effect.
Knife Chop
"The sound of a knife chopping through something on a wooden cutting board."
PlayKNIFE CHOP sound effect.
Cell Phone
"A cell-phone ringtone."
PlayCELL PHONE sound effect.
Shaver
"The sound of an electric shaver in action."
PlaySHAVER sound effect.
Old Phone
"A dull ringing sound like from an old-style telephone."
PlayOLD PHONE sound effect.
Popped Cork
"The sound of a cork being popped."
PlayPOPPED CORK sound effect.
Water
"The sound of water running or being poured out of a bucket."
PlayWATER sound effect.
Body
"Body-related sounds, like sneezing or clapping hands."
Sneeze
"A sneezing sound."
PlaySNEEZE sound effect.
Snap
"The sound of a finger snap."
PlaySNAP sound effect.
Munching
"The sound of something being eaten."
PlayMUNCHING sound effect.
Gulp
"The sound of taking a big gulp of your drink."
PlayGULP sound effect.
Punch
"The sound of punching something."
PlayPUNCH sound effect.
Foot Stamp
"The sound of a foot stomping on a hard surface."
PlayFOOT STAMP sound effect.
Gasp
"A quick gasping sound."
PlayGASP sound effect.
Applause
"The sound of hands clapping."
PlayAPPLAUSE sound effect.
Creature
"Sounds from various animals, like cats, dogs, and birds."
Cat
"A cat's meow."
PlayCAT sound effect.
Big Dog
"A big dog's bark."
PlayBIG DOG sound effect.
Pig
"A pig's oink."
PlayPIG sound effect.
Small Dog
"A small dog's bark."
PlaySMALL DOG sound effect.
Wolf
"A wolf's howl."
PlayWOLF sound effect.
Crow
"A crow's caw."
PlayCROW sound effect.
Tiger
"A tiger's roar."
PlayTIGER sound effect.
Wing Flap
"A wing-flap sound."
PlayWING FLAP sound effect.
Voice
"Vocal sounds like laughing, screaming, or...baby hiccupping."
Baby
"A giggly baby-hiccup sound."
PlayBABY sound effect.
Giggle
"A giggly laughing sound."
PlayGIGGLE sound effect.
Scream
"An authentic screaming sound."
PlaySCREAM sound effect.
Bummed
"A sound indicating minor disappointment."
PlayBUMMED sound effect.
Kung Fu
"An enthusiastic 'kung-fu' vocal burst."
PlayKUNG FU sound effect.
Let's Fight
"A manly call to arms."
PlayLET'S FIGHT sound effect.
Cheering
"The sound of a cheering crowd."
PlayCHEERING sound effect.
Booing
"The sound of a booing crowd."
PlayBOOING sound effect.
8-Bit
"Sounds from classic Nintendo games, likeMario jumping and powering up."
Mario Jump
"The sound of Mario jumping. (Super Mario Bros.)"
PlayMARIO JUMP sound effect.
Coin
"The sound of Mario getting a coin. (Super Mario Bros.)"
PlayCOIN sound effect.
Power Up
"The sound of getting a mushroom. (Super Mario Bros.)"
PlayPOWER UP sound effect.
Power Down
"The sound of becoming smaller. (Super Mario Bros.)"
PlayPOWER DOWN sound effect.
Shell Kick
"The sound of Mario kicking a shell. (Super Mario Bros.)"
PlaySHELL KICK sound effect.
Cannon
"The sound of aBullet Bill being fired. (Super Mario Bros.)"
PlayCANNON sound effect.
Struck
"The sound of Mario being hit by an enemy. (Mario Bros.)"
PlaySTRUCK sound effect.
Barrel Hop
"The sound of Mario jumping over a barrel. (Donkey Kong)"
PlayBARREL HOP sound effect.
Stage Effect
"Astage effect plays. Stage effects play out over the entirestage."
Flash
"Thestage flashes white for an instant."
ActivateFLASH effect.
Shake
"Thestage shakes violently for a short time."
ActivateSHAKE effect.
Confetti
"Thestage is showered with confetti."
ActivateCONFETTI effect.
Freeze
"Thestage freezes solid, preventing any more player input until thegame ends."
ActivateFREEZE effect.
Footnotes[edit]
  1. ^abThe available animation styles are: Hold, Play once and Loop.
  2. ^abThe available animation speeds are:
    NameTurtleRabbitPersonCarPlane
    Duration of animation cel (frames)60301584
  3. ^abcdefThe available traveling directions are:
    NameNorthN-eastEastS-eastSouthS-westWestN-west
    Icon
  4. ^abcdefghijThe available traveling speeds are:
    NameSlowestSlowNormalFastFastest
    Speed (pixels/frame; in a cardinal direction)1/21/13/23/16/1
Win Conditions[edit]

A game can have up to six win conditions, which are labeled Condition① through Condition⑥, and a single win condition can have up to six items, each one being is a simple state check on an object's switch. If all items of a win condition are fulfilled concurrently, the game is won. A win condition is created (or a new item is added to an existing condition) through the following process:

StepsResulting win condition item
Monitor which switch?Switch is ON
"Adds thisswitch beingON as awin condition."
When[selected object]switch isON
Switch is OFF
"Adds thisswitch beingOFF as awin condition."
When[selected object]switch isOFF

Settings[edit]

The player must title the microgame, and the title may contain up to 12 characters. Pressing the Auto button generates a random name. There are 100 random names total:[1]

  • Lost Child
  • Ghost Hunter
  • Tofu Tonight
  • Wake-n-Quake
  • Free Time
  • Stair Bear
  • Fright Fest
  • Easy Life
  • Buy! Sell!
  • Cliff Drop
  • Outta Cash
  • That One Day
  • Money Love
  • Jelly Fishes
  • Oh, Samurai!
  • Hole Stretch
  • Swift Thumbs
  • Net Surfer
  • Blogger Boy
  • Noodle War
  • Million Sold
  • Mr. Super
  • Fruit King
  • Uh, OK, Dude
  • Pocket Spy
  • Eat ANYTHING
  • Teh Internet
  • Multimedia
  • Magic Carpet
  • Turning 30
  • Silver Medal
  • Hedge Trim
  • Entry Denied
  • Meat Country
  • Air Command
  • Comeback Win
  • Bike Race
  • Chiropractor
  • Pet Bottler
  • One-Trick Ed
  • Chemical Vat
  • Swirly Pool
  • Corn Smash
  • The Charmer
  • Glasses Guy
  • Out of Shape
  • No, yes, NO!
  • Want Candy?
  • Soap&Salmon
  • Loan Shark
  • Garbage Man
  • Bucket Relay
  • I'm...Sad?
  • Back Breaker
  • Monster Math
  • Cops & Candy
  • Cow-lesterol
  • Mario Rugby
  • Pancake Lake
  • Dice Lady
  • Magic Couch
  • It's ART!
  • Cow's Eye
  • Bullet Buggy
  • Dream Chair
  • Chomp Fest
  • Third Act!
  • Mystery Tomb
  • Summer's End
  • Signed Ball
  • Seconds
  • Top Toilet
  • Duck Strike
  • My Pen
  • Type of Love
  • Make it Big
  • To the Rim
  • Fortune
  • Congrats!
  • Confession
  • Autumn Wind
  • 3-Step Quiz
  • Snow Sports
  • Springdom
  • Sweet Game
  • One Off
  • Flying Can
  • Memory Check
  • Puzzle Nuts
  • Doodle Pad
  • Best RPG
  • Aaand...NOW!
  • Dull Gum
  • Two Red Ants
  • Seat Swap
  • Papa's Tales
  • Family Van
  • Jumbo Combo
  • Sleepless
  • Marathon Day

The player can also adjust the microgame time-limit from two options: Normal, the default length, or Long, which is double the length of Normal.

Finish[edit]

Example of game cartridge and its detailed view
MiniatureDetail
Game miniature in WarioWare: D.I.Y.Game details in WarioWare: D.I.Y.

For the last step before shipping the game and making it available on the D.I.Y. Shop, the player can choose the cartridge shape and color, select the color and style of the logo on it, decide whether or not to allow downloaders to edit the game themselves, and write the description using up to 36 characters. Unlike records and comics, the logo picked is not seen on the zoomed boxart in the D.I.Y. Shop, only on its icon.

CartridgeShape optionsColor options
Game cartridge shapes in WarioWare: D.I.Y.
LogoLogo optionsColor options
Game logos in WarioWare: D.I.Y.

Record MakerMatic[edit]

Record MakerMatic title screen in WarioWare: D.I.Y.
The Record Mode of the Super MakerMatic 21.
The Record MakerMatic.

In this mode, the player can create a piece of music consisting of up to 24 phrases.

Music[edit]

The section where the song is created. The method of music editing works asexplained above. The only exclusive functionality in this mode is the import button, which can be used to import the notes of the equivalent Track in another phrase into the current one.

Outside the phrase editing screen, the following functionalities exist:

Phrases: The player may select a phrase for editing, rearrange phrases and place the Goal Flag, which indicates the end of the song.
Time Traveler: Allows undoing and redoing the last action.
Track Settings: Works as a shortcut for the settings found when editing a phrase, comprised of instrument type, volume and balance options for each track.
Stop: Stop song playback.
Play/Pause: Play or pause song.
Shuffle Beat: Toggle shuffle beat mode.
Song Tempo: Set the song tempo by sliding the slider. The available values range from 60 BPM and 240 BPM in increments of 10.

Settings[edit]

In this section, the player may change the song title, which again can be up to 12 characters long and can be auto generated using the Auto button.

Finish[edit]

Example of record and its detailed view
MiniatureDetail
Record miniature in WarioWare: D.I.Y.Record details in WarioWare: D.I.Y.

For the last step before shipping the game for the D.I.Y. Shop, the player can choose the label shape and color followed by the logo and its color as well, allow or disallow editing for downloads and set the description using up to 36 characters.

LabelShape optionsColor options
Record label shapes in WarioWare: D.I.Y.
LogoLogo optionsColor options
Record logos in WarioWare: D.I.Y.

Comic MakerMatic[edit]

Comic MakerMatic title screen in WarioWare: D.I.Y.
The Comic Mode of the Super MakerMatic 21.
The Comic MakerMatic.

The Comic MakerMatic allows the player to make four-panel black-and-white comics.

Drawing[edit]

In this section, each panel can be selected for editing. Drawing works asexplained above, with coloring limited to black and white and different Picture Stamps.

Picture Stamps[edit]

  • Word Balloons: "For applying comic-styleword balloons."
  • Comic Effects: "For applying comic effects."
  • Landscape: "For applyinglandscape elements."
  • Wario: "For applying Wario and his friends."
  • D.I.Y.: "For applying your custom-madestamps."

Settings[edit]

As it is the case for records, in this section, the player may change the comic title, with the same 12 character maximum length and Auto button for auto title generation.

Finish[edit]

Example of comic book and its detailed view
MiniatureDetail
Comic miniature in WarioWare: D.I.Y.Comic detail in WarioWare: D.I.Y.

The player may pick the book color, the logo on the cover and its color as well, allow or disallow editing for downloads and set the description using up to 36 characters.

BookColor options
LogoLogo optionsColor options
Comic logos in WarioWare: D.I.Y.

Names in other languages[edit]

LanguageNameMeaningNotes
Japaneseスーパーツクリエイター 21[?]
Sūpā Tsukurieitā 21
Super Tsukreator 21 (pun on the Japanese verbtsukuru (作る, "to make") and the English word "creator")
FrenchSuper CréaMatique 21[?]"Créa" comes from "création" (creation). "Matique" is the equivalent of "matic"
Spanish(European)Súper Inventamatic 21[?]"Inventa" comes from "Inventar" (to invent)

Notes[edit]

  • On the startup screen of the MakerMatic, the 1 of the 21 "blinks".
  • The background of the startup screen is the same as the background of theDS. Also, the buttons are styled like the buttons on the DS startup screen. This makes sense, considering that the MakerMatic is made to resemble a DS.
  • If the microgame's name is "Mario Paint", the design creation music will be changed to theMario Paint default background music.
  • While designing a record for shipping, the text for the two steps are switched around, with the label design screen reading "Select the color and style of the logo.", and the logo design screen reading "Select the shape and color of the label." This error is present in all the localized versions of the game bar the French version.

References[edit]

WarioWare: D.I.Y.
Main charactersWarioDr. CrygorPennyMonaJimmy T.AshleyRedOrbulon9-Volt
Minor charactersAbbyYoung CricketMaster MantisBaby FaceMii
MicrogamesStrangeSportsFoodIQNintendoJob CenterD.I.Y. 101
LocationsD.I.Y. ShopD.I.Y. StudioWarioWare, Inc. (Job CenterAssembly Dojo) •Distribution CenterOptions Garage
OtherSuper MakerMatic 21D.I.Y. ForumRecord (list) •ComicsMedalsBombRemix
Music"Body Rock"
Further informationContestsGalleryIwata AsksJibun de Tsukuru Made in Ore PackageShitsumon CornerStaff