Temple of Form

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
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## **Stage Info**

The Temple of Form can be found southwest of Diamond City and is where an ancient artifact known as the Form Baton can be found. The Temple of Form is first discovered by Wario while he chased a group of Splunks who had stolen his food and attempted to hide in the Temple of Form. When Wario found the Form Baton he swiped it for his own personal gain and triggered a boulder trap that chased him out of the temple. The Form Baton was eventually recovered by the Splunks and returned to the Temple of Form… just in time for Orbulon to crash land into the temple with the Balance Stone.

## **Stage Layout**

This stage is fought right in front of the Temple of Form where the fighters can battle it out on the Temple of Form’s roof or on two additional floating platforms that are off to the side. If the screen shakes that's a sign to the player that things are about to change. After a few moments of shaking, the Temple of Form will suddenly fly up out of the ground and start to fly through the air taking the fighters with it. When this occurs this stage will transition into a medium-sized mid-air stage and lose the two additional platforms. During this phase the Temple of Form will fly around Diamond City allowing the fighters to take a look at the area. After a time, the Temple of Form will return to its home and settle back down to the ground as the stage resumes its initial layout.

## **Stage Hazards**

### **Microgames:**

Roughly 30 seconds after a match begins the stage will transition to a new layout featuring one of several microgames. A prompt will appear on the screen which the players can try to follow in order to win the microgame. When the microgame is over the winners and losers will be marked with either red Os or blue Xs respectively with the winners gaining some kind of boon. This could come in the form of the winners becoming Giant, Invincible, Metal, gaining a boost to one of their stats, or recovering some of their health. The losers? They get nothing! When the microgame ends the fight will transition back to the normal platform layout.

While the microgames will usually only appear every 30 seconds, on rare occasions you could get them back to back. When this happens the stage won’t transition back to its normal layout and will instead just have a flat grounded plane to fight on until the next microgame loads in.

The microgames can also come in three different difficulties. These will either decrease the amount of time the players have to complete their task or just make it more difficult to do so. The microgame that is selected, and its difficulty, are randomly selected. The possible Microgames are as follows:

* **A Moment of Reflection** - A laser beam will shine down on a tilted pane of glass as the command “Avoid!” appears. When the microgame begins the laser will bounce off of the pane of glass and into an appropriate reflected direction. If a fighter makes contact with this laser they will take a small amount of electric damage and be knocked away. On level 2, there will be a second pane of glass which the laser will continue to bounce off of, and on level 3 the first pane of glass will move slightly during the microgame making it much harder to avoid the laser. Fighters that touch the laser at any point will lose this microgame.
* **All Shook Up** - 1-3 bottles will appear in the background as the command “Open!” appears. Fighters must attack the tops of the bottles to cause the bottle caps to pop off of the bottles. Only the fighters that successfully open a bottle will be able to win this microgame and all bottles on the screen must be open in order for anyone to win.
* **Bear Handed** - A bear dressed in circus attire will appear in the background as the command “Juggle!” appears. A circus baton will fall down from the top of the screen and must be attacked to keep it up in the air. If the baton hits a fighter without them attacking it, that fighter will lose this microgame. Additionally, if the baton hits the floor of the stage then all fighters will lose this microgame. The baton must be continually attacked to keep it up in the air. On level 2, there will be two batons that must be kept up in the air, and on level 3 there will be a slippery fish instead of the two batons which moves faster and more erratically than the batons.
* **Burning Sensation** - A magnifying glass will point down towards the ground as the command, “Avoid!” appears. The magnifying glass will focus unseen sunlight downwards into a laser of light which burns any fighter for minimal damage on contact with more damage for every second they are in the light. On harder difficulties the magnifying glass will be higher up in the air making the field of dangerous light wider and also more difficult for fighters to jump over the magnifying glass to safety. Fighters that touch the light at any point will lose this microgame.
* **Carving Artist** - A block of some material will appear in the background as the command “Carve!” appears. Fighters must attack the block in order to reveal the sculpture behind it. On level 1, fighters must attack a block of wood three times to reveal a wooden bunny. On level 2, fighters must attack a block of ice five times to reveal an ice bird. On level 3, fighters must attack a block of stone seven times to reveal a robot. If the sculpture is fully revealed, then the fighter that dealt the most damage to the block will win this microgame. However if the sculpture is not fully revealed then all fighters will lose this microgame.
* **Dance Party** - Jimmy T. will be dancing in a club as the command “Taunt!” appears. Fighters must taunt at least one time before the microgame ends. If Jimmy T. and Mona are on the stage, then fighters must taunt at least two times. If Jimmy T., Mona, and Orbulon are on the stage, then fighters must taunt at least three times. Any fighters who don’t taunt enough will lose this microgame.
* **Five More Minutes** - An alarm clock will appear in the background as the command “Snooze!” appears. After a couple seconds, the alarm clock will ring an annoying alarm and must be attacked in order to stop. The Alarm clock has 5% damage and the fighter that deals the final hit will win this microgame. On level 2, the Alarm clock will move around in the background, and on level 3, the Alarm clock will ring a second time a few moments after it stops ringing the first time. Only the final hit on the second ring will count for winning in level 3.
* **In the Cards** - 3-5 cards will appear in the background as the command “Find!” appears. The cards will all flip around to reveal that one of them has a Smash emblem on it while the others are blank. The cards will flip around again and begin to shuffle around in the background. When the cards are done moving they can be attacked. Any fighter that hits a blank card will lose this microgame and be unable to hit any other cards. If a fighter hits the correct card and reveals the Smash emblem they will win this microgame.
* **Spring Training** - A toy of Wario’s head on top of a spring will appear in the background as the command “Avoid!” appears. 1-3 meteors will fly in from the foreground on either the left or right sides of the screen. A visual indicator of the Wario Spring will have Wario’s head lean in the opposite direction of the incoming meteor(s) and will adjust if the next meteor is coming from the opposite side. Fighters that are hit by a meteor will lose this microgame and take a small amount of fire damage and knockback. Fighters must avoid all of the meteors in order to win this microgame.
* **Universal Marionette** - A black and white marionette will appear in the background as the command “Protect!” appears. 2-6 Watermelons will fly in from the left and right sides of the screen and aim for the Marionette. Fighters must either attack the watermelons to destroy them or let the watermelons hit their bodies (in which they’ll take a small amount of damage) to prevent any of the watermelons from hitting the marionette. If any watermelons hit the marionette then all fighters will lose this microgame. If the marionette is successfully defended, then all fighters that attacked a watermelon (not just let a watermelon hit them) will win this microgame.

## **Soundtrack**

* **WarioWare: Smooth Moves**
	+ Level Select
	+ Rush Hour
	+ Temple of Form
	+ Title
	+ Wii Dancing
	+ Yellow Murmur
* **WarioWare Gold**
	+ Main Menu
	+ Title Screen
	+ Wario Dance Company
	+ Wario Kard (Battle)