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DR. WARIO IN-DEPTH FAQ
Version: 1.32
Last Updated: October 20th, 2003
Author: Paul Byrne/consummate gamer
E-mail: consummate_gamer@yahoo.com
AIM: consummate gamer

WARIOWARE INC: MEGA MICROGAME$
Platform: GameBoy Advance
Publisher: Nintendo
Genre: Action Compilation
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This FAQ is for the North American version of Dr. Wario on WarioWare Inc: Mega
MicroGame$.



                              [Version History]



Version 1.00--initial public release (June 30th, 2003)

Version 1.02--corrected the color ratio error, added a few more differences to
section 4.C, and included WarioCompany as a host for this FAQ (July 1st, 2003)

Version 1.10--corrected some grammatical errors, elaborated on the viruses
under the Magnifying Glass and the TOP/SCORE clipboard, added a paragraph to
help make the diagrams less confusing, added a list of all the characters from
Wario Land 3 that are in Dr. Mario 64, added a list of all the special scenes
for certain virus level and speed combinations, added a few more differences in
section 4.C, and gave credit to a few more people (July 5th, 2003)

Version 1.20--corrected some grammatical errors, separated each section with a
few additional blank lines, added some terminology from Dr. Mario instruction
booklets to section 2.B, corrected example 8 in section 3, reorganized section
4.A, added a "statistics" sub-section to section 4.C, and added two more
differences to the last sub-section in section 4.C (July 12th, 2003)

Version 1.30--corrected some grammatical errors/altered a few minor things,
added a terminology section, expanded upon survival strategies in section 3,
added the arcade Dr. Mario to section 4.A, and corrected and elaborated on a
few more differences in section 4.C, and included Neoseeker as a host for this
FAQ (August 30th, 2003)

Version 1.32--changed a few minor things here and there, corrected an error in
example 1 of section 3, added another example to the statistics sub-section in
section 4.C, and included GameNotOver as a host for htis FAQ (October 20th,
2003)

I don't plan on updating this for awhile.



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TABLE OF CONTENTS
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1. Introduction
   A. Unlocking "Dr. Wario"
   B. Dr. Mario's Story
   C. Preface
   D. FAQ Terminology
2. Rudiments
   A. Controls
   B. Menus/Screens
   C. Game-Play Mechanics
3. Strategies
4. Miscellaneous Information
   A. Dr. Mario's History
   B. Score Algorithm
   C. Interesting Stuff
5. Credits
6. Copyright Information
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You should be able to find almost any piece of information you want about this
game. Hopefully, the Table of Contents and the next paragraph will direct you
to the appropriate section, if thereís some specific information you seek.

Section 4 is where a lot of loose ends are tied together and probably requires
a little further explanation. Section 4.A covers the history of Dr. Mario
(including release dates for each game) and points out the general pros and
cons for every Dr. Mario game. Section 4.B shows how the score is calculated.
Section 4.C contains some interesting tidbits of information about Dr. Wario.
The first part describes each special scene that occurs when certain virus
level and speed combinations are completed. The second part lists some
statistical information (e.g., the most amount of viruses you can clear in one
turn, how many viruses you would have cleared by the time you reach level 99,
how many points you could have accumulated by the time you reach level 99). The
third part points out every difference between the NES Dr. Mario and Dr. Wario.



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1.) INTRODUCTION
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1.A.) UNLOCKING "DR. WARIO"
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When starting from scratch with completely cleared game data, Dr. Wario can be
unlocked fairly quickly. Just make sure that you've already beaten the
Introduction level and the first Jimmy level (Jimmy is wearing a blue wig and
his games have a sports theme). Once you've beaten the first Jimmy level, you
can play it again, but you'll continue playing after you clear the fifteenth
game (the boss stage). To unlock Dr. Wario, clear at least twenty games on the
first Jimmy level without getting a Game Over. Technically, you only have to
clear seventeen games, as you can lose three of them and still progress (if you
clear the boss stage, you'll earn a 1-up, and you'll only have to clear sixteen
games). Once the requirements have been met, Dr. Wario will be accessible, and
it will appear to the immediate right of the Introduction level. The High Score
will start off at 10000.



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1.B.) DR. MARIO'S STORY
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After becoming a very popular hero in many video games (and many more that were
yet to come), Mario took on a different role as the protagonist in one of the
best puzzle games ever. Instead of fighting Koopas as a plumber in the Mushroom
Kingdom, he was fighting viruses as a doctor in the microcosm of a pill jar.
Using his megavitamins, Dr. Mario battles the legendary blue, yellow, and red
viruses. Here's the story behind the Dr. Mario series, taken directly out of
the NES/GameBoy instruction booklet:

MY NAME IS DR. MARIO

Hi everybody! I'm Dr. Mario. How's it going? Over the last few years, I've been
involved in some pretty wild adventures. Now, believe it or not, I work in the
virus research lab at the Mushroom Kingdom Hospital. Today, I'm about to begin
my research as usual.

"Dr. Mario, something terrible has happened!"
"What's wrong, nurse Toadstool?"
"One of the experiments has gone out of control. The viruses are spreading
quickly!"
"Oh No! We've got to do something! I have just developed a new vitamin that
should be able to take care of it. I sure hope this stuff works!"



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1.C.) PREFACE
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"Dr. Mario" is a truly great and innovative puzzle game that was originally
released for both the NES and GameBoy simultaneously on December 1st, 1990.
Like many a great game, Dr. Mario's concept is very simple, but the freedom to
expand upon it gives the opportunity to turn the game in a more complex and
sophisticated direction. It features some catchy music and addictive game play.
The game became a healthy obsession for me and probably for many others.
Dr. Mario constantly challenged me to refine my skills, as I found increasingly
better methods for completing levels and creating huge chain reactions.
Performing these awe-inspiring combos is almost a form of art, as the game's
random arrangement of the viruses allows for an incredible level in creativity.
This game may get old after awhile, but when you begin to see all the different
possibilities, you'll be able to appreciate the amount of strategy that can go
into playing this game.

Staying true to Wario's underhanded nature, "Dr. Wario" is a bootleg version of
Dr. Mario (NES). Dr. Wario is just one of the many ripped-off games that can be
played on "WarioWare Inc: Mega MicroGame$", which, incidentally, hosts a
microgame version of the authentic Dr. Mario (NES). WarioWare, itself, is a
farce on the electronic gaming industry.



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1.D.) FAQ TERMINOLOGY
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Some of the ideas discussed within this FAQ are rather difficult to convey
without actually using a visualization of some sort (even then, it's still
limited to ASCII art). I've tried to be as descriptive as possible with some of
the more ambiguous concepts, but, just in case, I've also included this section
to define any confusing terminology:

Turn--any events that occur between the time a pill enters the pill jar and the
time that the next pill enters the pill jar

Line--several consecutive units of space, running horizontally or vertically,
that have just been destroyed and were all the same color

"Anchored" pill segment--the pill segment that doesn't appear to rotate (this
is the left pill segment when the pill is in it's horizontal position, and the
bottom pill segment when the pill is in it's vertical position)

Displaced pill segments--the pill segments that are left in midair after a line
has been cleared

Combo--two or more lines cleared in the same turn

Sequences--multiple parts of a combo that are linked together after all
displaced pill segments have come to rest

Wedging--moving a same-color pill horizontally through a one-space-wide gap, so
that it can then be directly rotated into another gap that connects two
accordingly colored viruses (see example 8 in section 3)

Piling--randomly placing pills in a somewhat controlled manner (this technique
is usually used when there is only one virus left, and you're trying to receive
a specific pill, or when you need to bridge the gap between the bottom of the
pill jar and an inaccessible virus near the top of the pill jar)

Stacking--a much more controlled version of piling used to setup a large
assortment of pills that will clear many viruses once the combo is initialized

Squares--two adjacent pairs of same-color viruses that form the shape of a
square



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2.) RUDIMENTS
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2.A.) CONTROLS
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The controls for Dr. Wario are simple to learn, and only a few of them are even
used. The buttons have multiple functions, so I've numbered them based on where
they are used: (1) During game play and (2) while in menus. The controls
operate as follows:

Control Pad--(1) moves pills in their respective directions (pressing up will
have no effect though) and (2) highlights different options in menus

Start--(1) pauses/unpauses game and (2) this also pauses/unpauses the menu,
oddly enough

Select--unused

A Button--(1) rotates pill clockwise and (2) brings you to the next
menu/screen

B Button--(1) rotates pill counterclockwise and (2) cancels out of
menus/screens

L Button--unused

R Button--unused



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2.B.) MENUS/SCREENS
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Just for the heck of it, I created a flow chart of the menus/screens in
Dr. Wario:

Games menu - Title Screen - Menu Screen - Game Screen
                  \              |             /
                   ------------------------------ Pause Menu - Games menu



                                 [Games menu]



The Games menu contains any stages, bonus games, or 2-Player games that have
been unlocked in WarioWare. More importantly, it contains the Dr. Wario bonus
game, which is located to the immediate right of the Introduction level.
Highlight it using the Control Pad, and press the A Button to confirm the
selection. This will take you to the Title Screen. Also, you can view your High
Score from here whenever Dr. Wario is highlighted (any extraneous zeros will
have been removed from your score).



                                 [Pause Menu]



The Pause Menu can be accessed within Dr. Wario at any time by pressing Start.
This is the same pause menu used for the rest of WarioWare, and, aside from
just pausing the game, it allows you to immediately return to the Games menu.
The only options are "CONTINUE" and "EXIT". Press the A Button or Start to
confirm your selection and press the B Button to cancel out of the Pause Menu.



                                [Title Screen]



The Title Screen introduces you to the game with Dr. Wario tapping his foot and
a blue virus dancing to the Dr. Mario theme. From here, you can either go back
to the Games menu by pressing the B Button, or go to the Menu Screen by
pressing the A Button. You can also view your top score ("TOP"), which is
located above the start option. 



                                 [Menu Screen]



The Menu Screen gives you control of the overall difficulty and allows you to
customize the virus quantity and the pill speed to your specifications. After
using the Control Pad to configure both settings, press the A Button to go to
the Game Screen. This is how each setting operates:

[VIRUS LEVEL]
The virus level reflects how many viruses begin in the pill jar at the start of
each round. Raising the virus level will increase the amount of viruses in the
pill jar and the area that they can occupy, while lowering the virus level will
decrease the amount of viruses in the pill jar and the area that they can
occupy. The virus level can be set anywhere from 00 to 20. Under default
conditions, the virus level is set on 00. This is how each virus level
operates:

Remember--the pill jar is eight columns wide by thirteen rows tall.

Level 00--3 viruses within the bottom six rows
Level 01--5 viruses within the bottom six rows
Level 02--7 viruses within the bottom six rows
Level 03--9 viruses within the bottom six rows
Level 04--11 viruses within the bottom six rows
Level 05--14 viruses within the bottom seven rows
Level 06--17 viruses within the bottom seven rows
Level 07--20 viruses within the bottom seven rows
Level 08--23 viruses within the bottom seven rows
Level 09--26 viruses within the bottom seven rows
Level 10--29 viruses within the bottom eight rows
Level 11--32 viruses within the bottom eight rows
Level 12--35 viruses within the bottom eight rows
Level 13--38 viruses within the bottom eight rows
Level 14--41 viruses within the bottom eight rows
Level 15--45 viruses within the bottom nine rows
Level 16--49 viruses within the bottom nine rows
Level 17--53 viruses within the bottom nine rows
Level 18--57 viruses within the bottom nine rows
Level 19--62 viruses within the bottom ten rows
Levels 20 through 99--68 viruses within the bottom ten rows

[SPEED]
The speed reflects how fast the pills will drop. It can be set on low, "MED"
(medium), or "HI" (high) with low being the slowest speed, high being the
fastest speed, and medium being an intermediate speed. Additionally, setting
the speed on low or medium will cause the purple-checkered background to appear
on the Game Screen, while setting the speed to high will cause the
grey-checkered background to appear on the Game Screen. The speed also acts as
a multiplier for your score when clearing viruses. Under default conditions,
the speed is set on low.



                                 [Game Screen]



This is where the actual game occurs. See section 2.C to see how Dr. Wario is
played. The Game Screen is usually made up of five in-game displays, but at the
end of each game, an additional display will appear over the pill jar (either
the Clear display or the Game Over display). These displays have a variety of
functions that provide supplementary details for game play. The displays
operate as follows:

[Pill jar]
The pill jar is located in the center of the screen, and is where all the game
play takes place. Again, check section 2.C to see exactly how it works. In
various Dr. Mario instruction booklets, this is also referred to as the "bottle
with viruses inside" or the "Game Field".

[TOP/SCORE clipboard]
This display is located in the top-left corner of the screen, and it shows two
things at once on a clipboard (to go along with the game's theme). "TOP" is the
highest score received while playing Dr. Wario, and you can also view it either
on the Title Screen or the Games menu. On the Title Screen, it will appear
above the start option, and whenever you have Dr. Wario highlighted on the
Games menu, it will appear as "High Score" (and the extraneous zeros will have
been removed). "TOP" is only updated (and saved onto the game) after you lose;
it will not update at the end of each round, and it does not update, if you
quit in any way. "TOP" starts off at 00010000 on new data, and can range from
00000000 to 99999999. "SCORE" is the current accumulation of points youíve
received from clearing viruses, and it will carry over into the next round.
Note--your score does not increase through the elimination of pill segments.
"SCORE" ranges from 00000000 to 99999999, but, unlike "TOP", you can see
"SCORE" being updated. "SCORE" can never be greater than "TOP". "SCORE" will be
reset to 0000000, if you lose.

[Magnifying Glass]
This display is located in the bottom-left corner of the screen. The Magnifying
Glass shows a blue virus, a yellow virus, and a red virus, slowly rotating
counterclockwise. These viruses show the status of their color group. When
viruses are cleared in the pill jar, the viruses that correspond in color under
the Magnifying Glass will fall to the ground and agonize for a few seconds
(while this is going on, rotation will come to a halt). If every virus of a
specific color is cleared, the corresponding virus(es) under the Magnifying
Glass will be eradicated. Conversely, if you lose a game, the viruses under the
Magnifying Glass will laugh at you. An interesting thing about this display is
that if you're on the Title Screen or Menu Screen directly after playing a game
of Dr. Wario, the viruses under the Magnifying Glass continue to rotate, as if
a game is in progress (once you've completely canceled out of Dr. Wario, the
viruses are restored to their default positions under the Magnifying Glass).

[Dr. Wario sprite/next pill]
This display is located in the top-right corner of the screen. The pills are
generated randomly, but this display shows you what the next pill will look
like, so you can use foresight and plan on where youíll put it. If you lose,
Wario shrugs in panic, which is similar to how Mario/Luigi would fall off the
screen in a shrugging position whenever they died in "Super Mario Brothers" on
the NES. In various Dr. Mario instruction booklets, this is also referred to as
the "next capsule".

[LEVEL/VIRUS/SPEED clipboard]
This display appears in the bottom-right corner of the screen and shows three
things at once on a clipboard (to go along with the game's theme). "LEVEL"
indicates how many viruses you start with at the beginning of each game and
what rows of the pill jar they can occupy. "LEVEL" can range from 00 to 99, but
it will be reset to 20 on the Menu Screen, if you clear any level after 20 and
lose. "VIRUS" enumerates how many viruses are left, and it can range from 0 to
68. "VIRUS" will be reset to the appropriate number if you lose. "SPEED" shows
what speed you chose on the Menu Screen. The speed determines how fast your
pills will fall. Check the paragraph above titled "Menu Screen" for more
details on "LEVEL", "VIRUS", or "SPEED".

[Clear display]
This display appears over the pill jar when you've eliminated every virus in
the pill jar. It prompts you to "PUSH A" (the A Button), so you can move on to
the next round.

[Game Over display]
This display appears over the pill jar when you've blocked the entrance to the
pill jar. It prompts you to "PUSH A" (the A Button), so you can start over from
the Menu Screen.



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2.C.) GAME-PLAY MECHANICS
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This section and others contain diagrams that may be difficult to follow, so
I'll explain the meanings behind each symbol here. Uppercase letters represent
viruses and lowercase letters represent pill segments. Each b/B is a blue pill
segment/virus, each y/Y is a yellow pill segment/virus, and each r/R is a red
pill segment/virus. Arrows (->) point to a progressive phase of an example, and
the phases in an example should be viewed in the same order that words are read
in English (left to right, from top to bottom). Asterisks (*) indicate where a
pill segment or a virus was just destroyed. Pipes (|) or dashes (-) indicate
that two pill segments are connected. Because of this I have left a space and a
line in between each adjacent virus or pill segment. Essentially, I've just
added a placeholder in between every space for these pipes/dashes. Continuous
pipes or dashes show the boundaries of the pill jar.

B--blue virus
b--blue pill segment
R--red virus
r--red pill segment
Y--yellow virus
y--yellow pill segment
Arrows (->)--follow them to the next step in an example
Asterisks (*)--shows elimination of a virus or pill segment
Pipes (|)--shows that two pill segments are bonded together vertically
Dashes (-)--shows that two pill segments are bonded together horizontally
Continuous pipes/dashes--pill jar's boundary

To save space, examples made up of different phases will not show any pill
movement, unless the pill is navigated through a narrow opening. In the phases
where a pill suddenly appears resting on something, the pill is assumed to have
fallen directly into that place after entering the pill jar. Again, to save
space, some examples will already begin with pills/pill segments setup in the
first phase. If the larger diagrams are too confusing, try going through the
phases in the reverse order, and focus on the lines that were just cleared
then the pills/pill segments that cleared the lines.

Note--this section gives a very in-depth description of how the pill jar works,
and it goes into a lot of detail. If you're just looking for a brief
explanation of how to play Dr. Wario/Dr. Mario, here it is: Use the pills to
line up the colors and clear the viruses. If you want to know how score is
calculated, check section 4.B.



                                [The pill jar]



The pill jar is important because it represents your workspace, and you'll
constantly be fighting for control of it. The pill jar is 8 spaces wide by 13
spaces tall: 

1.) ----  ----
    |        |-13
    |        |-12
    |        |-11
    |        |-10
    |        |-9
    |        |-8
    |        |-7
    |        |-6
    |        |-5
    |        |-4
    |        |-3
    |        |-2
    |        |-1
    ----------
     ||||||||
     12345678



                        [The entrance to the pill jar]



The entrance to the pill jar is made up of two adjacent spaces (the two middle
spaces in the top row of the pill jar--see example 1 above). These two spaces
are where each pill enters the pill jar. Make sure to keep this two-space-wide
area free of pill segments at the end of each turn. Otherwise, the game will
end on the next turn, when the next pill can't enter the pill jar.
Additionally, if a pill segment does block the entrance to the pill jar, the
next pill will overlap the previous pill in an effort to try and occupy the
same space. The new pill will replace anything within the two entrance spaces,
but it will NEVER cause any lines to be cleared.



                                 [The viruses]



At the beginning of each game, a predetermined amount of viruses will appear
inside of the pill jar. Each virus only occupies one of the 104 spaces within
the pill jar, and each virus will remain fixated to the space where it
appeared:

2.) ----  ----    v = a random virus
    |        |
    |        |
    |        |
    |        |
    |        |
    |   v    |
    |v     v |
    |  vvvvv |
    |vv v  v |
    | vvv   v|
    |v v  vv |
    | v v  vv|
    |vvv v  v|
    ----------

Viruses are assigned to specific rows based on the virus level (see the "Menu
Screen" paragraph in section 2.B for details). Simultaneously, the virus level
also determines how many viruses can appear in the pill jar (again, see the
"Menu Screen" paragraph in section 2.B for details). The appropriate quantity
of viruses is randomly arranged within the appropriate rows.

Viruses come in three different colors: Red, yellow, and blue. While the game
is arranging the viruses at the beginning of each level, it will not try to
maintain an even color ratio (1:1:1), although it does ensure that EVERY level
has at least one of each virus color. This is why level 00 starts off with
three viruses, but the next four rounds only add two viruses to each level.

Viruses only follows one more rule; there cannot be more than two consecutive
same-color viruses in a row or column:

3.)   Y R Y Y

    Y R R Y R R

        Y

Other than that, viruses can appear in any arrangement within the allotted
rows.



                                  [The pills]



Unlike viruses, pills do not begin in the pill jar; they gradually fall into
it. Pills are made up of two segments, and both of these segments occupy
adjacent spaces in the pill jar (each pill is just two adjacent pill segments,
but two adjacent pill segments arenít always a pill):

4.) ----  ----    v = a random virus
    |   pp   |
    |        |    p = a random pill segment
    |        |
    |        |
    |        |
    |   v    |
    |v     v |
    |  vvvvv |
    |vv v  v |
    | vvv   v|
    |v v  vv |
    | v v  vv|
    |vvv v  v|
    ----------

Pills also come in three different colors: Blue, red, and yellow. Since the
pills occupy two adjacent spaces, they can be two different colors and usually
are. This leaves the possibility of six different pill combinations: All-blue,
blue-red, blue-yellow, all-yellow, yellow-red, and all-red.
 
On every turn, Dr. Wario will throw a pill into the pill jar. You can check the
Dr. Wario sprite/next pill display in the top-right corner of the screen to see
what pill Dr. Wario will throw on your next turn. When a pill enters the pill
jar, it will be in its horizontal position, like example 4 above, and it will
fall towards the bottom of the pill jar. You will be given control of the pill
from the time it enters the pill jar to the time it comes to rest on a virus or
a pill segment or the bottom of the pill jar. When all pill segments come to
rest, Dr. Wario will throw the next pill.

While a pill is falling, pressing left, right, or down on the Control Pad will
move the pill one space in the chosen direction. Also, holding down any of
these directions will continuously move the pill in the chosen direction.
Pressing the A Button will rotate it in a clockwise fashion, and pressing the
B Button will rotate it in a counter-clockwise fashion. However, holding the A
or B button will not rotate the pill continuously. When pills rotate, one
segment will be tentatively anchored in the space it occupies (due to the fact
that it is still falling), while the other segment will toggle between the
space above the first pill segment and the space to the right of the first pill
segment:

5.) |y      |       |b      |
    ||      |       ||      |
    |b      |b-y    |y      |y-b
    |    -> |    -> |    -> |
    |       |       |       |
    |       |       |       |
    |R R    |R R    |R R    |R R
    ----    ----    ----    ----

This is a clockwise example.

This might lead you to ask what would happen if a pill in its vertical position
is moved next to the right-hand side of the pill jar and rotated twice in the
same direction. Well, it would actually move the "anchored" pill segment one
space to the left without even using the Control Pad:

6.) b  |      b|       |    r  |
    |  |      ||       |    |  |
    r  |      r|    b-r|    b  |
       | ->    | ->    | ->    |
       |       |       |       |
       |       |       |       |
    Y Y|    Y Y|    Y Y|    Y Y|
    ----    ----    ----    ----

This is a counter-clockwise example.

You may also be wondering what would happen if a pill in its horizontal
position is moved directly underneath the top of the pill jar and rotated twice
in the same direction. This will have a slightly different result because the
top of the pill jar acts as a cutoff point; it allows the top half of a pill to
pass through it, but if the pill comes to rest with the upper pill segment on
the other side of the boundary, the upper pill segment will be truncated:

7.)                                          y
    -------   -----    -------   -----    ---+---   -----    -------   -----
    |      y-b         |  y-b             |  b               |  b-y
    |               -> |               -> |               -> |
    |  b               |  b               |  b               |  b



8.)                                          y
    -------   -----    -------   -----    ---+---   -----    -------   -----
    |      b-y         |  b-y             |  b               |  b
    |               -> |               -> |               -> |
    |  b               |  b               |  b               |  B



                              [Clearing viruses]



The general objective in Dr. Wario/Dr. Mario is to destroy all the viruses in
the pill jar. This goal is reached by aligning pills next to viruses that
coordinate in color. When a straight line of four or more spaces is occupied by
same-color pill segments/viruses, each pill segment/virus in that line is
eliminated. Note- this only works vertically and horizontally, not diagonally.

9.) b    10.) b    11.) b    12.) B b b b

    b         b         b    13.) B B b b

    b         B         b    14.) b b b b

    B         B         b



                                   [Combos]



The two segments of a pill always enter the jar in a connected state, and they
only break apart when one of them has been destroyed:

15.) y-r    * r    16.)   y y y      y y y
                          | | | ->
     y-b    * b         R r r r    * * * *
         ->
     y-r    * r  
    
     Y      *

The interesting and pivotal twist to this game is that the viruses are fixated
in their positions, while the pills must obey the laws of gravity. This gives
you the opportunity to perform combos with any pill segments that are no longer
resting on anything when a line is eliminated, (pill segments that have been
displaced as a result of a combo will always fall at medium speed, but you will
always be given points based on the speed setting you chose on the Level Select
Menu):

17.)                         r-y      * y

b        b        b r-y    b r-y    b * y    b   y    b   *
|        |        |        |        |        |        |
b     -> b r-y -> b r-y -> b r-y -> b * y -> b   y -> b   *

B R      B R      B R      B R      B *      B   y    B   *

    Y        Y        Y        Y        Y        Y        *

Combos can combine onto each other, creating incredible chain reactions, which
are comprised of different sequences.

18.) b y        b y        b y
     | |        | |        | |
     b y        b y        b y

     b-b        b-b r      b-b *      b y        b y
                    |                 | |        | |
     y-b        y-b r      y-b *      b y        b y        b
                                                            |
       b-r        b-r        b *      b-b        b *        b

         R   ->     R   ->     *   -> y-b     -> y *     -> b       ->

         Y Y        Y Y        Y Y      b Y Y      * Y Y    y y Y Y
                                                              |
     y-b        y-b        y-b        y-b        y *        y y

     Y Y        Y Y        Y Y        Y Y        Y Y        Y Y

     Y Y        Y Y        Y Y        Y Y        Y Y        Y Y

     B          B          B          B          B          B
     -------    -------    -------    -------    -------    -------



     b
     |
     b

     b

     * * * *
             ->         ->
     * *        b          *
                |
     * *        b          *

     * *        b          *

     B          B          *
     -------    -------    -------

When displaced pill segments are falling, you can hold the down arrow on the
Control Pad to make each sequence drop faster. Each sequence takes place after
everything has come to rest, THEN the next lines are cleared, and THEN the next
sequence begins. Make sure you plan ahead for this because an earlier sequence
can accidentally affect a later sequence in the wrong way:

19.) b          b          b
     |          |          |
     b          b          b

     b          b          b
     |          |          |
     y          y   r      y   *      b          b
                    |                 |          |
     y-y        y-y r      y-y *      b          b

       y-r        y-r        y *      b          b          b
             ->         ->         -> |       -> |       -> |
         R          R          *      y          y          b

         Y Y        Y Y        Y Y    y-y Y Y    * * * *    b
                                                            |
                                        y          *        y

     Y Y        Y Y        Y Y        Y Y        Y *        Y

     Y Y        Y Y        Y Y        Y Y        Y *        Y

     B          B          B          B          B          B
     -------    -------    -------    -------    -------    -------

Notice the difference between examples 18 and 19?

However, arranging an impressive display of combos takes some practice and
experience. You'll need to know exactly which pill you're looking for and
exactly where to stack it. More importantly, you'll need to know how to deal
with the unwanted pills. Even getting the pills from point A to point B can be
difficult at times.



                                  [Winning]



As you make your way towards clearing every virus, some noticeable changes will
occur under the Magnifying Glass; after clearing every virus of a specific
color in the pill jar, the corresponding virus under the Magnifying Glass will
be eradicated. The instant you've cleared the last virus, the round will end,
and the Clear display will appear (if any pill segments are left displaced, the
round will still end before they can fall). You will, then, begin a new round
on the next virus level. If you clear levels 5, 10, 15, or 20 on medium or high
speed, you will view a special scene before starting the next level (check
section 4.C). As long as you clear each round, the game will continue,
indefinitely. Once, you've cleared level 99, you'll continually play it over
again, until you quit or lose.



                                   [Losing]



If, at the end of your turn, the pills are stacked up so high that they block
either half of the two-space-wide entrance to the pill jar, you will lose. At
this time, the viruses under the Magnifying Glass will begin laughing, and the
Game Over display will appear.

Keeping the entrance to the pill jar clear of pills may sound easy enough to
do, but it eventually becomes a difficulty one way or another. Some levels will
begin with only a few spaces between the viruses and the entrance to the pill
jar. Another thing to consider is that your pills will gradually drop faster as
you drop more of them. Specifically, every tenth pill you drop will cause a
slight increase in the speed at which they fall. Once you've finished the
round, the speed of the pills will be set back to whatever you chose on the
Menu Screen. You can see how the game ensures that things will snowball out of
control sooner or later.

If the need arises, you can bring up the Pause Menu at any time by pressing
Start. While the game is paused, everything on the Game Screen will disappear
except for the text on the Pause Menu, so you can't cheat. When the game is
unpaused, everything will reappear exactly as it was before pausing the game.



*******************************************************************************
*******************************************************************************
3.) STRATEGIES
*******************************************************************************
*******************************************************************************



Please read the first few paragraphs of section 2.C, so that you can better
understand the diagrams in this section.

Generally, strategies fall into two categories: Accumulating score and
survival. Strategies for survival should always be used by default. If you're
planning on getting a high score, you'll want to use strategies that increase
the amount of viruses you clear on each turn because they exponentially
increase your score.



                                  [Survival]



Keeping the entrance to the pill jar free of pill segments doesnít ever really
get that difficult unless you're running out of room, or the speed at which the
pills drop has increased to a ridiculously fast level. You should exercise
caution on any virus levels past 14 because you'll have five or less rows
between the viruses and the top of the pill jar. As your work space becomes
limited to a bare minimum of three rows, your margin for error decreases
drastically. For these higher virus levels, your number one priority should be
to clear the viruses immediately below the entrance to the pill jar. A single
mistake in that area could very easily cause you to lose the game. The longer
those viruses exist, the longer they will be in the way and impede your
progress. Sometimes, though, you really canít avoid placing pill segments where
they arenít directly compatible with viruses. 

The viruses in the upper corners of the pill jar, however, are not as
critically important. They can easily be cleared afterwards and do not block
your access to many viruses. More importantly, making a mistake in the upper
corners of the pill jar will not directly contribute to blocking the entrance
of the pill jar. Although these viruses are not as vital as the topmost-center
viruses, they should also be eliminated soon after clearing out a sizable
workspace.

If access to any of these upper areas should become blocked, I suggest clearing
the pill segments/viruses horizontally soon after the problem occurs:

1.)    -------       -------       -------       -------       -------
             |             |             |             |             |
             |             |             |             |             |
          r-b|          r-b|          r-b|          r-b|          r-b|
             |             |             |             |             |
        r-b  |      b r-b  |        r-b  |    y   r-b  |    y   r-b  |
             | ->   |      | ->          | -> |        | ->          |
          B  |      b   B  |      b-b B  |    b b-b B  |    * * * *  |
             |             |             |             |             |
    Y B R R Y|    Y B R R Y|    Y B R R Y|    Y B R R Y|    Y B R R Y|



2.) -------   --    -------   --    -------   --    -------   --
    |               |               |               |
    |               |               |               |
    |        r-y    |        r-y    |        r-y    |        r-y
    |               |               |               |
    |        y-r    |        y-r    |      b y-r    |      b y-r
    |            -> |            -> |      |     -> |      |     ->
    |        Y R    |    y   Y R    |    y y Y R    |b-y y y Y R
    |               |    |          |    |          |    |
    |B R   B Y R    |B R r B Y R    |B R r B Y R    |B R r B Y R
    |               |               |               |
    |Y R R B        |Y R R B        |Y R R B        |Y R R B



    -------   --
    |
    |
    |        r-y
    |
    |      b y-r
    |
    |b * * * * R
    |
    |B R r B Y R
    |
    |Y R R B

This allows you to take care of the problem right then and there instead of
waiting until all the other viruses are cleared except for one long column. It
will almost be as though you were never interrupted by the problem at all.
Also, youíll already have existing pill segments/viruses you can use as a
platform to place pills on. By waiting until later, however, youíll eventually
have to pile some pills in order to reach the blocked area. If you do decide to
wait until later to clear up the blocked area, you should first clear the
viruses at the bottom of the column, then you should make your way up from
virus to virus. If you haven't left a mess on the bottom of the pill jar,
youíll easily be able to clear the first few viruses horizontally. Once youíve
opened up enough room, you can begin placing the pills underneath the viruses
and clear them directly from the bottom up. You might even just want to clear
every virus horizontally. Either way, while piling these pills, be careful not
to accidentally clear any part of the pile that you'll be using as a platform.
Hopefully, youíll see how much easier it would have been, if you had just fixed
the problem when it was first created.

One thing that I've come to discover about the Dr. Mario games is that the only
real difficulty is deciding where to put unwanted pieces. It won't take long
before you're given a pill that you have no idea what to do with. A lot of the
time, though, seemingly incompatible pills have multiple places where they ARE
compatible with viruses whether directly or indirectly (see the example 3 for
indirect compatibility). Even if there is absolutely no good place to put a
specific pill, put it as far away from the entrance to the pill jar as possible
without disturbing anything you already have set up (and hope it never happens
at the beginning of level 19 or higher virus levels). If an incompatible pill
is comprised of two colors, try to put it somewhere where at least one of the
segments will coordinate in color with another pill segment or virus. As you
get more of those specific pills, you can pile them up in an orderly fashion,
until a line is cleared. A similar strategy should be used if both segments of
the pill are incompatible. Another thing you can do with an incompatible pill
is place it above compatible pill segments/viruses with the intention of
horizontally clearing the incompatible rows in between:

3.)        |          r|          r|          r|          r|           |
           |          ||          ||          ||          ||           |
           |          r|      b   r|    y b   r|    y b   r|          r|
           | ->        | ->   |    | -> | |    | ->        | ->       ||
        Y Y|        Y Y|      y Y Y|    y y Y Y|    * * * *|    y b   r|
           |           |           |           |           |           |
    Y B   R|    Y B   R|    Y B   R|    Y B   R|    Y B   R|    Y B   R|



                             [Accumulating score]



First off, your score will NEVER be saved, if you quit or power off the game.
Whenever, you need to end the game and save your top score, make sure that you
lose via blocking the entrance to the pill jar. This is the only way the data
will be saved.

Score is accumulated only through clearing viruses; clearing pill segments will
NOT add to your score. The fastest way to accumulate score is through combos.
As you clear more viruses in a combo, your score increases exponentially. A cap
is placed on the exponential increase of your score, if more than seven viruses
are cleared in a combo. However, it is more profitable to clear over seven
viruses in a combo, than it would be to clear up to seven viruses, and, then,
start on a new combo (see section 4.B for details). The idea is to clear as
many viruses as you possibly can in one turn; if you can safely add another
virus onto a combo, do so. Also, the speed setting acts as a multiplier for
your score, so you should always set it on as high a speed as you can keep up
with. Of course, increasing the speed will make producing a large combo even
more difficult than it already is. If the speed is too much for you, then
practice on a lower setting (if possible), until you feel that you're ready.

While you, now, might want to incorporate a lot of viruses into a large combo,
the opportunity may not always provide itself because of a cramped workspace.
Usually, you'll need to clear out about five rows of workspace for what I
would consider to be a large combo (10 or more viruses). Usually you can find a
pair of same-color viruses next to each other in a row or column. These pairs
of same-color viruses provide the best arrangements for creating large combos
because they cut down on the amount of pill segments needed to clear a virus,
and they double the amount of viruses that normally would've been cleared:

Note--the examples in this section have many variations to them regarding virus
color and arrangement, so don't bother looking for these specific examples.
Also, these examples are just small portions of the entire pill jar and usually
require a little work to locate amongst all the other viruses.

4.)          y      *
             |
    B      B y    B *
        ->     ->
      Y      Y      *

      Y      Y      *

Also, each method for clearing a virus has both a vertical and a horizontal
counterpart. Here is the horizontal counterpart for example 4:

5.)     B Y            B Y            B Y            B Y

            Y Y -> y-y     Y Y ->     y-y Y Y ->     * * * *

          R              R              R              R

If the same-color viruses are in the same column or row, but there is a gap
between them, it requires one or two pill segments to fill in the gap. This is
basically the same strategy as 4 and 5, except the pill is wedged between the
viruses:

6.)   R     R      R r-r R      * * * *
              ->           ->
    Y R   Y      Y R   Y      Y R   Y
    ---------    ---------    ---------

In example 6, there are two viruses that the pill is placed between, but
sometimes there may be a pair of same-color viruses, like in examples 4 and 5,
on one or both ends of the gap. This is a variant of example 6's vertical
counterpart:

7.)   R      R      R      *

      R    b R      R      *
        -> |   ->     ->
           r      b-r    b *

      R      R      R      *

I like to call this next tactic "wedging". It's a variant of example 7 and can
be a bit tricky, but with some simple timing, it'll work wonders. A single
virus is blocking your access to the two-space-wide gap between two same-color
viruses. This creates a one-space-wide opening into the lower half of the gap.
While moving the accordingly colored pill horizontally into that gap, you can
rotate it, (in either direction) and wedge it between the same-color viruses
before it comes to rest. If the obstructing virus were blocking the lower half
of the gap, this strategy would not work. This situation is a little hard to
come by and requires a specific pill, but, when it occurs, you'll be glad that
you know it's possible to take out viruses in this manner:

8.) |R        |R        |R        |R        |R        |*
    |         |         |         |         |         |
    |  B      |  B r    |  B      |  B      |r B      |* B
    |      -> |    | -> |      -> |      -> ||     -> |
    |         |    r    |    r-r  |r-r      |r        |*
    |         |         |         |         |         |
    |R        |R        |R        |R        |R        |*

This will NOT work, if you're approaching the same-color viruses from the left
(see example 5 in section 2.C). Though, in "Tetris & Dr. Mario" and
"Dr. Mario 64", you can wedge pills when approaching the viruses from the left.

However, if two same-color viruses are not in the same column or row, you can
intersect two lines to incorporate the two viruses in a combo. The only problem
is that you may accidentally clear only one of them:

9.)                                      b          b
                                         |
          B    b-b   B    b-b   B    b-b b B    * * * *

        B   -> y-r B   -> y-r B   -> y-r B   -> y-r b

    Y R        Y R        Y R        Y R        Y R


    -------    -------    -------    -------    -------

This is how to clear both of them:

10.)       B            B            B            B      b-b   B

         B            B            B        y-r B        y-r B
               ->           ->           ->           ->           ->
     Y R          Y R     b    Y R b        Y R b        Y R b
                          |        |            |            |
                          b        b            b            b
     ---------    ---------    ---------    ---------    ---------



         r            r
         |
     b-b b B      * * * *

     y-r B     -> y-r *

     Y R b        Y R *
         |
         b            *
     ---------    ---------

As, shown in example 10, the best way to clear two intersecting lines is to
place the last pill segment where the two lines intersect. This task is
facilitated by forming a T out of them. If you've got just the right amount of
spaces between the two same-color viruses, you can also form an L out of the
two intersecting lines:

11.)                                  y          y
                                      |
           B          B      b-b B    b b-b B    * * * *

       R Y   -> b R Y   -> b R Y   -> b R Y   -> * R Y
                |          |          |
                b          b          b          *

     B          B          B          B          *

Sometimes, if you're lucky (and there is a great deal of luck involved in
playing this game due to its random nature), you'll come by a very specific
cross-shaped array of viruses that are all the same color. This cross-shaped
group of viruses is a mixture of examples 6 and 7, coming to a total of as
little as four viruses or as many as eight. The eight-virus version can produce
one of the most lucrative combos possible with just two pills (four pill
segments, one of which isn't even used to clear the lines):

12.)     Y              Y              Y              Y              Y

         Y              Y              Y              Y              Y y
                                                                       |
     Y Y     Y Y    Y Y   y Y Y    Y Y     Y Y    Y Y     Y Y    Y Y   y Y Y
                 ->       |     ->             ->             ->             ->
                          r            y-r            y-r            y-r

         Y              Y              Y              Y              Y

         Y              Y              Y              Y              Y
     -----------    -----------    -----------    -----------    -----------



         Y                *

         Y                *

     Y Y y-y Y Y      * * * * * *
                ->
         y-r              * r

         Y                *

         Y                *
     -----------      -----------

If the viruses appear like this, you won't be able to incorporate the two lines
into a combo without a lot of preparation that wouldn't really be worth it
anyway.

13.)     Y                Y                Y                Y

         Y                Y                Y                Y

                            y
                  ->        |      ->               ->
     Y Y     Y Y      Y Y   y Y Y      Y Y y-y Y Y      * * * * * *

         Y                Y                Y                Y

         Y                Y                Y                Y
     -----------      -----------      -----------      -----------

Usually, though, the best you'll be able to find is a T-shaped arrangement of
same-color viruses:

14.)   R          R          R          R          R          *

                    r-b      r-b      r r-b        r-b        * b
                                      |
         R R ->     R R ->     R R -> r   R R -> r-r R R -> * * * *

       R B        R B        R B        R B        R B        * B

       R          R          R          R          R          *

On virus levels higher than 10, you can usually find pairs of same-color
viruses, like in examples 4 and 5, in adjacent rows or columns or even the same
row or column. These pairs of same-color viruses provide great arrangements for
creating combos:

15.)         R              R              R              R              R

     Y B         -> Y B   r     -> Y B r r     -> Y B r r     -> Y B         ->
                          |            | |
     R R     B B    R R   b B B    R R b b B B    R R * * * *    R R r r
     -----------    -----------    -----------    -----------    -----------



             R

     Y B

     * * * *
     -----------



16.) |           |y-y        |y-y r      |y-y r r    |y-y r r    |
     |           |           |    |      |    | |    |           |
     |B B        |B B        |B B b      |B B b b    |* * * *    |    r r
     |        -> |        -> |        -> |        -> |        -> |        ->
     |    Y Y    |    Y Y    |    Y Y    |    Y Y    |    Y Y    |y-y Y Y
     |           |           |           |           |           |
     |R R        |R R        |R R        |R R        |R R        |R R
     --------    --------    --------    --------    --------    --------



     |    r r    |           |
     |           |           |
     |* * * * -> |        -> |
     |           |           |
     |R R        |R R r r    |* * * *
     --------    --------    --------

Pairs of same-color viruses will even appear in the form of "squares", so that
each virus within the square is the same color, or each row or column of the
square is the same color. Nonetheless, either arrangement only requires two
pills to clear the viruses.

17.)    |       |    r-y|    * *|
        |       |       |       |
        |    r-y|    r-y|    * *|
        | ->    | ->    | ->    |
     R Y|    R Y|    R Y|    * *|
        |       |       |       |
     R Y|    R Y|    R Y|    * *|



18.) R R        R R   r    R R r r    * * * *
                      |        | |
     R R        R R   r    R R r r    * * * *
             ->         ->         ->
         r-y        r-y        r-y        * y

         R          R          R          *

Based off of the last two arrangements, examples 19 and 20 help lead to a
myriad of large combos (you'll see the connection soon). An identical square of
viruses is aligned with the first square, so that two pills can fit between the
identical squares and clear every virus. However, it'll take some time and luck
to get both squares to align. Though, you can always settle for imperfection:

19.) R Y|    r-y R Y|        R Y|        R Y|    r-y R Y|        R Y|
        |           |           |           |           |           |
     R Y|        R Y|        R Y|        R Y|        R Y|        R Y|
        |           |           |           |           |           |
        |           |           |           |           |    r-y    |
        | ->        | ->        | ->        | ->        | ->        | ->
        |           |    r-y    |        r-y|        r-y|        r-y|
        |           |           |           |           |           |
     R Y|        R Y|        R Y|        R Y|        R Y|        R Y|
        |           |           |           |           |           |
     Y Y|        Y Y|        Y Y|        Y Y|        Y Y|        Y Y|



     R Y|        * *|
        |           |
     R Y|        * *|
        |           |
     r-y|        * *|
        | ->        |
     r-y|        * *|
        |           |
     R Y|        * *|
        |           |
     Y Y|        Y *|



20.) R R     R R    R R   r R R    R R r r R R    * * * * * *
                          |            | |
     R R     R R    R R   r R R    R R r r R R    * * * * * *
                 ->             ->             ->
         r-y            r-y            r-y            * y

         R              R              R              *

The next method involves setting up pills to combo successively lower layers of
viruses. "Stacking" is the term I use to describe this method, and, when
employed correctly, it can easily clear over eight viruses in a combo. The idea
behind stacking is to set up a combo, but, before you initiate it, place just
enough pill segments on top of your setup to clear the next virus. You can
expand upon your setup even further until you run out of room or viruses,
although you should be cautious not to cut off your access to the initial line
that you intend on clearing. If you look back to examples 15 and 16, you might
get a small preview of what's to come. The process of stacking becomes
increasingly time-consuming and necessitates a greater deal of foresight, as
the scope of your ambition broadens. You'll constantly be waiting on just the
right pill, you'll probably run out of room (which is why I originally
instructed you to clear out some workspace), and you'll probably come close to
blocking the entrance to the pill jar. When stacking, reserve a few columns for
the pills that you can't use. Don't just randomly pile the unwanted pills; make
sure that you're working on eliminating them, so that they don't pile up too
high and jeopardize everything. Here are two examples of stacking:

21.)       r-y          r-y          r-y

         r r-y        r r-y        r r-y          r-y          r-y
         |            |            |
         r r y        r r y        r r y        r r-y        r r-y
           | |          | |          | |        |            |
     y   r b r    y y r b r    y y r b r        r r y        r r y
     |   |        | | |        |   |              | |
     y   b b-r    y r b b-r    y * b b-r        r b r        r * *
                                                |
     y-r b-b   -> y-r b-b   -> y * b-b   ->     b b-r ->     * * * ->

       r-b   r      r-b   r      * b   r        b-b r        * * *

       R   B R      R   B R      *   B R    y   b B R    *   * * *
                                            |
         B R          B R          B R      y   B R      *   * R

         Y Y          Y Y          Y Y      y y Y Y      * * * *

     Y B R   Y    Y B R   Y    Y B R   Y    Y B R   Y    * B R   Y



           r-y           * y

           r-y           * y

         r r           * *               y            *
         |     ->            ->            ->
         r R           * *               y            *

         r   y         *   y             y            *

       B R   Y       B *   Y       B     Y      B     *



22.)  -------     -------     -------     -------     -------     -------
         b b|        b b|        b b|           |           |           |
         | ||        | ||        | ||           |           |           |
         r b|        r b|        r b|        b b|        b b|           |
            |           |           |        | ||        | ||           |
         r-b|        r-b|        r-b|        r b|        r b|           |
            |           |           |           |           |           |
     b   r-y|    b   r-y|    b   r-y|        r-b|        r-b|           |
     |      |    |      |    |      |           |           |           |
     b     y|    b     y|    b     y|    b   r-y|    b   r-y|           |
           ||          ||          ||    |      |    |      |           |
     b     r|    b r   r|    b r   r|    b     y|    b     y|        b b|
     |      |    | |    |    |      |          ||           |        | ||
     y   y-r| -> y y y-r| -> y * y-r| -> b     r| -> b     *| ->     r b| ->
            |           |           |    |      |           |           |
     y-y y  |    y-y y  |    y * y  |    y   y-r|    *   * *|        r-b|
            |           |           |           |           |           |
       y-y R|      y-y R|      * y R|    y   y R|    *   * *|    b   r-y|
            |           |           |           |           |    |      |
     y Y   R|    y Y   R|      *   R|    y r y R|    * r * *|    b r   y|
            |           |           |           |           |           |
     Y R Y Y|    Y R Y Y|    Y R Y Y|    Y R Y Y|    * R * Y|    b R   Y|
            |           |           |           |           |           |
     B R Y Y|    B R Y Y|    B R Y Y|    B R Y Y|    B R * Y|    B R   Y|
            |           |           |           |           |           |
       Y R B|      Y R B|      Y R B|      Y R B|      Y R B|      Y R B|
     --------    --------    --------    --------    --------    --------



         b b|           |           |           |           |
         | ||           |           |           |           |
         r b|           |           |           |           |
            |           |           |           |           |
         r-b|           |           |           |           |
            |           |           |           |           |
     *   r *|        b b|        b b|           |           |
            | ->     | || ->       || ->        | ->        |
     * r   *|      r r b|      r * b|      r   b|      r   *|
            |           |           |          ||           |
     * R   *|      R r-b|      R * b|      R   b|      R   *|
            |           |           |           |           |
     * R   *|      R r  |      R *  |      R   b|      R   *|
            |           |           |           |           |
       Y R B|      Y R B|      Y * B|      Y b B|      Y b *|
     --------    --------    --------    --------    --------

This is where the previous examples finally come together. To increase the
amount of pills you can stack and, ultimately, the amount of viruses you clear
in a combo, you should clear the first virus(es) horizontally. Additionally,
for each sequence that clears a pair of same-color viruses, you will
simultaneously increase the amount of pills you can stack and the amount of
viruses cleared in the combo. As mentioned before, it takes a bit of luck to
come across a bunch adjacent same-color virus pairs, but at least now you have
a more specific idea of what you're looking for:

23.) |  r-b        |  r-b        |  r-b        |             |
     |             |             |             |             |
     |y r-b        |y r-b        |y r-b        |             |
     ||            ||            ||            |             |
     |y b-b        |y b-b        |y b-b        |             |
     |             |             |             |             |
     |b y-y        |b y-y        |b y-y        |y            |y
     ||            ||            ||            ||            ||
     |b y-y        |b y-y        |b y-y        |y            |y
     |             |             |             |             |
     |r R R        |r R R r      |* * * *      |b r-b        |* r-b
     ||         -> ||     |   -> |          -> ||         -> |          ->
     |r R R        |r R R r      |* * * *      |b r-b        |* r-b
     |             |             |             |             |
     |B     B B    |B     B B    |B     B B    |B b-b B B    |* * * * *
     |             |             |             |             |
     |B     Y Y    |B     Y Y    |B     Y Y    |B y-y Y Y    |* * * * *
     |             |             |             |             |
     |      Y Y    |      Y Y    |      Y Y    |  y-y Y Y    |  * * * *
     |             |             |             |             |
     |Y R B        |Y R B        |Y R B        |Y R B        |Y R B
     |             |             |             |             |
     |Y R B        |Y R B        |Y R B        |Y R B        |Y R B
     ----------    ----------    ----------    ----------    ----------



     |y r-b        |* * *
     ||            |
     |y r-b        |* * *
     |          -> |
     |Y R B        |* * *
     |             |
     |Y R B        |* * *
     ----------    ----------



24.) b-r     y-b    b-r     y-b    b-r     y-b

     b-r     y-b    b-r     y-b    b-r     y-b

     r-y   r r y    r-y   r r y    r-y   r r y    b-r     y-b    b-r     y-b
           | | |          | | |          | | |
     r-y   r r y    r-y   r r y    r-y   r r y    b-r     y-b    b-r     y-b

     B B   b B B    B B b b B B    * * * * * *    r-y   r r y    * *   * * *
           |     ->     | |     ->             ->       | | | ->             ->
     B B   b B B    B B b b B B    * * * * * *    r-y   r r y    * *   * * *

     R Y b-r R Y    R Y b-r R Y    R Y * r R Y    R Y   r R Y    * *   * * *

     R Y B R R Y    R Y B R R Y    R Y * R R Y    R Y   R R Y    * *   * * *

     B R   Y Y B    B R   Y Y B    B R   Y Y B    B R   Y Y B    B R   Y Y B

     B R R   Y B    B R R   Y B    B R R   Y B    B R R   Y B    B R R   Y B
     -----------    -----------    -----------    -----------    -----------



     b-r     y-b    * *     * *

     b-r     y-b    * *     * *
                 ->
     B R   Y Y B    * *   Y * *

     B R R   Y B    * * R   * *
     -----------    -----------



                                  [Pointers]



Here are a few isolated tips that should improve your overall skill:

Don't forget that you can eliminate lines horizontally (or from the bottom up).
Clearing lines horizontally usually takes a little practice, and, even when
you're experienced at it, it usually leaves a small mess. A lot of great combos
are overlooked because people tend to only clear viruses vertically. When
people first start playing Dr. Wario/Dr. Mario, they almost always rely on
clearing lines vertically. The fact that the pills FALL towards the viruses
contributes to a vertical-oriented thinking style. Two other factors may be
that the pill jar is about 1.5 times as tall as it is wide, and you'll usually
only have access to the top layers of the viruses.

One of the biggest problems that I had, when I first started playing Dr. Mario,
was remembering which button rotated the pill clockwise and which button
rotated the pill counterclockwise. To solve this problem, rely on one button
for rotation, only using the other button when you've rotated a pill one
too many times (or you could think of the other button as an "undo" button).
Once you get used to that direction, switch things around and rely on the other
direction. This should give you a sort of feel to pill rotation, so that you
won't have to think about what to do; you'll KNOW what to do.

Another problem I had with pill rotation was remembering which units the pill
would occupy when rotating it into its horizontal position. Just try to
remember that, when rotating a pill from its vertical position to its
horizontal position, one segment of the pill always rotates into the column to
the immediate right.

Sometimes, you'll see a setup for a great combo, but it's buried under a jungle
of viruses. Keep that setup in mind as you clear a path towards it, so that you
don't accidentally eliminate any of the viruses prematurely.

Keep an eye out for same-color viruses that only have a one-space-wide gap
between them; they are a gold mine for gaining points, and they are great for
quickly and efficiently clearing viruses.

In this tip, I'm basically repeating the "Accumulating score" sub-section
above, except I've reworded and abridged it, since I know a lot of you don't
want to read the above sub-section. When scoring ("not like that you sicko!"
--Colour Thief), go for as many viruses as you can in one turn. Each additional
virus in a combo gives you more points than the last (until you clear more than
seven of them). "Stacking" is the term I use to describe how one can
systematically clear over ten viruses in a single turn. The concept involves
piling pills exactly where they need to go in order to clear successively lower
layers of viruses below the point at which the combo is initialized. Of course,
this requires thorough experience (especially, if the stack is going to
interchangeably clear vertical and horizontal lines). To start a "stack", place
the proper pills on top of either a virus or a pill segment (this virus or pill
segment will later act as the catalyst, so make sure you don't cut off your
access to it). Make sure that accordingly colored pills align with the viruses
that they will fall upon. Build upon this until you run out of room, then
initiate the combo.

The advice in this section should help you greatly, but don't expect to get
better at Dr. Wario/Dr. Mario overnight. It takes time to familiarize yourself
with these scenarios and the flow of game play in general. The one thing that
always helps is practice.



*******************************************************************************
*******************************************************************************
4.) MISCELLANEOUS INFORMATION
*******************************************************************************
*******************************************************************************



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
4.A.) DR. MARIO'S HISTORY
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------



Although Mario's roots go further back to the days of Donkey Kong, for now, I'm
only going to cover Dr. Mario. "Dr. Mario" came out about a year after
"Tetris", another prominent puzzle game and probably the most widely known too.
I can remember both games sparking a craze that carried on for years. In 1994,
Dr. Mario and Tetris came together on the same game ("Tetris & Dr. Mario"), and
after that, everyone kind of forgot about Dr. Mario. It wasn't until recently
that Dr. Mario was redone ("Dr. Mario 64"), but it was, unfortunately, released
at such a late period in the Nintendo 64's history that it received little
attention, as Nintendo began shifting its focus to the GameCube. Releasing such
an excellent game on a moribund system has probably caused Dr. Mario (the
puzzle game, not the actual character) to fade into obscurity, though Dr. Mario
(the character) has already made quite an impressionable appearance in "Super
Smash Brothers: Melee". Two recent GameBoy Advance versions of Dr. Mario have
already somewhat revitalized the series. Hopefully, with the future release of
a GameCube version of Dr. Mario ("Nintendo Puzzle Collection"), the game's
sensationalism will be restored.

The following titles and release dates are North American unless otherwise
specified.



                             [DR. MARIO (GameBoy)]



Dr. Mario was released for the GameBoy and Nintendo Entertainment System (NES)
simultaneously on December 1st, 1990. The GameBoy version hosts the original
one-player ("Classic" mode) and two-player modes and the two original
background music tracks ("Fever" and "Chill"). The most noticeable difference
between this Dr. Mario and others is that this one is in black and white (blue
viruses are grey, yellow viruses are white, and red viruses are black). Next,
on the higher virus levels, viruses can appear in the second and third row from
the top of the pill jar, yet, in every other Dr. Mario game, the top three rows
are always devoid of any viruses. Interestingly enough, this Dr. Mario only has
fifteen rows in the pill jar, while the standard seems to be sixteen rows
(Dr. Wario is the only other exception).

[Pros]
--one of the most difficult Dr. Mario games, so it's good for practice
--it's portable

[Cons]
--a very difficult Dr. Mario game, so it can get rather aggravating at times
--lack of color makes it even more difficult to match the pills with the
  viruses
--two-player mode requires two GameBoys, two copies of Dr. Mario, and a Game
  Link cable
--under normal circumstances, it requires batteries (unless you're using an AC
  Adapter or an illegal ROM)
--visually less appealing than all other Dr. Mario games

[Japanese title/release date]
Dr. Mario/July 27th, 1990



                               [DR. MARIO (NES)]



Dr. Mario was released for the GameBoy and Nintendo Entertainment System (NES)
simultaneously on December 1st, 1990. The NES version hosts the original
one-player ("Classic" mode) and two-player modes and the two original
background music tracks ("Fever" and "Chill"). This Dr. Mario seems to have set
the standard for the later Dr. Mario games.

[Pros]
--one of the easiest Dr. Mario games

[Cons]
--visually less appealing than later Dr. Mario games

[Japanese title/release date]
Dr. Mario/July 27th, 1990



                              [ARCADE DR. MARIO]



The arcade version of Dr. Mario was released in 1990 and is an altered version
of the NES Dr. Mario. Aside from being an arcade machine, the only other
notable difference is the lack of a low speed setting and a general increase in
the speed at which the pills drop (it takes less pills for the speed to
increase, and the increase is greater than usual).

[Pros]
--probably the most difficult Dr. Mario game, so it's great for practice

[Cons]
--most difficult Dr. Mario game, so it can get very aggravating at times
--can be difficult to find
--costs money, if you're not using an emulator, or the machine isn't set to
  free play



                             [TETRIS & DR. MARIO]



Tetris & Dr. Mario was released in 1994 for the Super Nintendo Entertainment
System (SNES). Aside from featuring both Dr. Mario and Tetris on the same game,
it also contains a two-player game ("Mixed Match"), where you alternate playing
between Dr. Mario and Tetris. Additionally, both games provide a two-player
mode, a vs. computer mode, and redone background music tracks.

[Pros]
--Tetris
--more two-player options than the original
--slightly more difficult than Dr. Mario (NES), and it includes three
  difficulties of computer opponents, so it's rather good for practice
--redone music tracks
--better sound and graphics than the original

[Cons]
--slightly more difficult than Dr. Mario (NES), so it can get aggravating at
  times


                                [WARIO LAND 3]



"Wario Land 3" was released on May 31st, 2000 for the GameBoy Color. Fifteen
characters from Wario Land 3 were put into Dr. Mario 64. These characters
include Wario, Spearhead, Webber, Silky, Appleby, Jellybob, Octo, Helio, Lump,
Hammer-Bot, Mad Scienstein, Rudy, Vampire Wario, Paragoom, and Spear-Bot.

[Japanese title/release date]
Wario Land 3/March 21st, 2000

[European title/release date]
Wario Land 3/April 14th, 2000



                                [DR. MARIO 64]



Dr. Mario 64 was released on April 10th, 2001 for the Nintendo 64. The most
massive Dr. Mario game to date, it contains a plethora of game-play modes,
including the original one-player and two-player mode and the later vs.
computer mode. Even more amazing, it supports three four-player modes, three
two-player modes, and saves your high scores and vs. records for each
applicable game-play mode. This Dr. Mario also includes three new background
music tracks (in addition to newer versions of the two original background
music tracks), and its cast, except for Dr. Mario/Metal Dr. Mario, is taken
directly out of Wario Land 3.

[Pros]
--twelve different game-play modes provide an unusual amount of variety for a
  Dr. Mario game
--the most amount of multiplayer options in any Dr. Mario game
--four-player mode
--a wider variety of computer opponents than those in Tetris & Dr. Mario
--the computer opponents with the higher skill levels provide probably the best
  multiplayer practice you'll find
--redone (again) music tracks and three completely new music tracks
--best sound and graphics of any Dr. Mario game
--saves your records

[Cons]
--toughest computer players in any Dr. Mario game, so playing against some
  computers opponents can get aggravating at times



                         [SUPER SMASH BROTHERS: MELEE]



Super Smash Brothers: Melee was released on December 4th, 2001 for the
GameCube. This mega-hit features many Nintendo characters, including Dr. Mario
who attacks opponents with his "super sheet" and his megavitamins. This game
also has an arranged version of Fever.

[Japanese title/release date]
Dairantou Smash Brothers DX/November 21st, 2001

[European title/release date]
Super Smash Brothers: Melee/May 24th, 2002



                        [NINTENDO GAMECUBE PREVIEW DISC]



This demo disc was released on May 20th, 2003 for the GameCube, and it allows
you to download an altered version of the NES Dr. Mario onto the GameBoy
Advance. This demo disc also contains a WarioWare Inc: Mega MicroGame$
download. The full version of WarioWare includes a Dr. Mario microgame and a
Dr. Wario bonus game, but the download includes neither Dr. Mario game. The
Dr. Mario download is pretty much the same exact thing as the NES version,
except the download has no two-player mode. Also, the length of the screen has
been shortened and everything appears squashed. Dr. Mario will only remain on
your GameBoy Advance until it's powered off.

[Pros]
--it's portable

[Cons]
--you need to download it every time you want to play it
--aside from the Nintendo GameCube Preview Disc, a GameCube, a GameCube
  AC Adapter, and a GameCube controller, it requires a GameBoy Advance and a
  GameBoy Advance Cable
--no two-player mode
--is slightly more difficult than the NES version due to the squashed
  appearance of the game
--requires batteries (unless you're using an AC Adapter)
--visually less appealing than other Dr. Mario games



                        [WARIOWARE INC: MEGA MICROGAME$]



"WarioWare Inc: Mega MicroGame$" was released on May 21st, 2003 for the GameBoy
Advance. It hosts a Dr. Mario (NES) microgame and a Dr. Wario bonus game which
is yet another altered version of the NES Dr. Mario. The microgame is nothing
more than positioning an all-one-color pill where it will clear two viruses
that are the same color (you don't even have to rotate the pill, and you can't
anyway). Dr. Wario, on the other hand, is a parodied version of the NES
Dr. Mario. The main differences are that there is no two-player mode, Chill is
the only background music track, the pill jar is only thirteen rows tall
(instead of sixteen), and that same-color viruses follow different arrangement
rules. For a full list of differences see section 4.C.

[Pros]
--it's portable
--it's the easiest Dr. Mario game due to different arrangement rules for
  same-color viruses
--saves your high score

[Cons]
--no two-player mode
--you can only listen to Chill
--requires batteries (unless you're using an AC Adapter or an illegal ROM)
--visually less appealing than other Dr. Mario games

[Japanese title/release date]
Made in Wario/March 21st, 2003

[European title/release date]
Wario Ware Inc: Minigame Mania/May 23rd, 2003




                         [NINTENDO PUZZLE COMPILATION]



Nintendo Puzzle Compilation is planned for future release on the GameCube, and
will feature Panel de Pon (Tetris Attack/Pokemon Puzzle League), Yoshi's
Cookie, and a direct port of Dr. Mario 64.

[Japanese title/release date]
Nintendo Puzzle Collection/February 7th, 2003



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
4.B.) SCORE ALGORITHM
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------



Scoring in Dr. Wario is a simple process; you get a base amount of points (100
on low, 200 on medium, and 300 on high) for clearing the first virus, and for
clearing subsequent viruses in the same turn, you get double the previous
amount. Once, you've cleared more than seven viruses, the points you receive
for clearing each virus stop doubling, but you'll continue to receive the
previous amount of points for each additional virus cleared. Also, the speed
that you have the pills set on acts as a multiplier for your score. Medium
gives you twice the amount of points that low gives you, and high gives you
three times the amount of points that low gives you.

A piecewise function is required to make a formula out of this. The variable
for speed is A, and the variable for the amount of viruses cleared is B. If the
speed is set on low, A = 1, if the speed is set on medium, A = 2, and if the
speed is set on high, A = 3. Don't forget the order of operations (parentheses,
exponents, multiplication/division, then addition/subtraction), and that the
caret (^) means "to the power of."

If B is less than or equal to 7: 100A(2^B-1).

If B is greater than or equal to 7: 6300A+6400A(B-6).



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
4.C.) INTERESTING STUFF
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------



                               [Special scenes]



Whenever you clear virus levels 05, 10, 15, or 20 on medium or high speed,
you'll view a scene of the yellow, red, and blue virus standing atop a tree
with an afternoon sky and some clouds in the background. Then, 
"CONGRATULATIONS!" and your virus level and speed are displayed. Afterwards,
something ridiculous will fly across the screen for each combination of virus
level and speed:

[SPEED MED]
VIRUS LEVEL 05--a book
VIRUS LEVEL 10--a chicken
VIRUS LEVEL 15--an upside-down can of spray paint
VIRUS LEVEL 20--a dinosaur in an eggshell

[SPEED HI]
VIRUS LEVEL 05--a turtle
VIRUS LEVEL 10--a pig
VIRUS LEVEL 15--a witch
VIRUS LEVEL 20--the afternoon sky eventually turns into a cloudless night sky,
                then flashes of light usher in a UFO which beams the viruses
                aboard and leaves, and then stars slowly fall down the screen

Pressing the A Button will skip any of these scenes except for the UFO one; you
must wait until the stars appear before you can skip this scene.



                                 [Statistics]



Please read the first few paragraphs of section 2.C, so that you can better
understand the diagrams in this sub-section. Also, keep in mind that most of
these scenarios, which depict the best possible conditions, are VERY unlikely
to ever occur.

The most viruses that you can possibly clear with a single pill segment is
four:

1.) B B   B B -> B B b B B -> * * * * *
    ---------    ---------    ---------

The most viruses that you can possibly clear with a single pill is ten:

2.) Y Y   Y Y    Y Y y Y Y    * * * * *
                     |
    Y Y   Y Y    Y Y y Y Y    * * * * *
              ->           ->
        Y            Y            *

        Y            Y            *

The most viruses that you can possibly clear using two pills but without the
assistance of a combo is also ten:

3.)     R              R              R              R              R

        R              R              R              R r            R
                                                       |
    R R     R R    R R   r R R    R R     R R    R R   r R R    R R r-r R R
                ->       |     ->             ->             ->             ->
                         r            r-r            r-r            r-r

        R R            R R            R R            R R            R R

        R R            R R            R R            R R            R R



        *

        *

    * * * * * *

        * *

        * *

        * *


4.)     B B            B B            B B            B B            B B

        B B            B B            B B            B B            B B

            B B            B B            B B    b-b     B B        b-b B B
                ->             ->             ->             ->             ->
                   b-b                b-b            b-b            b-b

        B B            B B            B B            B B            B B

        B B            B B            B B            B B            B B



        * *

        * *

        * * * *

        * *

        * *

        * *

The pill jar is made up of 104 units, and viruses can occupy up to 68 of those
units, leaving as little as 36 units of workspace left. 24 of those units are
already taken up through the three rows below the entrance to the pill jar.
This leaves at least twelve empty units within the area that the viruses can
occupy.

While you will most likely never be lucky enough to come across this
arrangement and a favorable pill order, the most viruses that you can possibly
clear in one turn is 54 (though, you'd be lucky to clear more than fifteen):

5.) -------   -------    -------   -------    -------   -------
    |r-y b     r y-b|    |r-y b     r y-b|    |r-y b     r y-b|
    |    |     |    |    |    |     |    |    |    |     |    |
    |  b b     r r  |    |  b b     r r  |    |  b b     r r  |
    |  |         |  |    |  |         |  |    |  |         |  |
    |  b r     b r  |    |  b r     b r  |    |  b r     b r  |
    |    |     |    |    |    |     |    |    |    |     |    |
    |r r r     b b b|    |r r r     b b b|    |r r r     b b b|
    |               |    |               |    |               |
    |R Y Y   y Y Y B|    |R Y Y y y Y Y B|    |R * * * * * * B|
    |        |      |    |      | |      |    |               |
    |R Y Y   y Y Y B|    |R Y Y y y Y Y B|    |R * * * * * * B|
    |               |    |               |    |               |
    |B B   B R   R R| -> |B B   B R   R R| -> |B B   B R   R R| ->
    |               |    |               |    |               |
    |B B   B R   R R|    |B B   B R   R R|    |B B   B R   R R|
    |               |    |               |    |               |
    |R R   R B   B B|    |R R   R B   B B|    |R R   R B   B B|
    |               |    |               |    |               |
    |R R   R B   B B|    |R R   R B   B B|    |R R   R B   B B|
    |               |    |               |    |               |
    |B   B B R R   R|    |B   B B R R   R|    |B   B B R R   R|
    |               |    |               |    |               |
    |B   B B R R   R|    |B   B B R R   R|    |B   B B R R   R|
    |               |    |               |    |               |
    |R   R R B B   B|    |R   R R B B   B|    |R   R R B B   B|
    -----------------    -----------------    -----------------



    |r-y         y-b|    |* y         y *|    |               |
    |               |    |               |    |               |
    |r b         r b|    |* b         r *|    |               |
    |  |         |  |    |  |         |  |    |               |
    |R b         r B|    |* b         r *|    |               |
    |               |    |               |    |               |
    |R r         b B|    |* r         b *|    |               |
    |               |    |               |    |               |
    |B B b B R r R R|    |* * * * * * * *|    |               |
    |    |     |    |    |               |    |               |
    |B B b B R r R R| -> |* * * * * * * *| -> |               | ->
    |               |    |               |    |               |
    |R R r R B b B B|    |* * * * * * * *|    |               |
    |    |     |    |    |               |    |               |
    |R R r R B b B B|    |* * * * * * * *|    |  y         y  |
    |               |    |               |    |               |
    |B   B B R R   R|    |B   B B R R   R|    |B b B B R R r R|
    |               |    |               |    |  |         |  |
    |B   B B R R   R|    |B   B B R R   R|    |B b B B R R r R|
    |               |    |               |    |               |
    |R   R R B B   B|    |R   R R B B   B|    |R r R R B B b B|
    -----------------    -----------------    -----------------



    |  y         y  |
    |               |
    |* * * * * * * *|
    |               |
    |* * * * * * * *|
    |               |
    |* * * * * * * *|
    -----------------

...which would give you 313500 points on low speed, 627000 points on medium
speed, and 940500 points on high speed. The most amount of points you can
accumulate on any level (virus level 20 or higher) is 371000 points on low
speed, 742000 on medium speed, and 1113000 points on high speed:

6.) -------   -------    -------   -------    -------   -------
    |  r b     r b  |    |  r b     r b  |    |  r b     r b  |
    |  | |     | |  |    |  | |     | |  |    |  | |     | |  |
    |  r b     r b  |    |  r b     r b  |    |  r b     r b  |
    |               |    |               |    |               |
    |  y-y     y-y  |    |  y-y y-y y-y  |    |  * * * * * *  |
    |               |    |               |    |               |
    |R   R R B B   B|    |R   R R B B   B|    |R   R R B B   B|
    |               |    |               |    |               |
    |R   R R B B   B|    |R   R R B B   B|    |R   R R B B   B|
    |               |    |               |    |               |
    |B B   B R   R R|    |B B   B R   R R|    |B B   B R   R R|
    |               |    |               |    |               |
    |B B   B R   R R| -> |B B   B R   R R| -> |B B   B R   R R| ->
    |               |    |               |    |               |
    |Y   Y Y B B   B|    |Y   Y Y B B   B|    |Y   Y Y B B   B|
    |               |    |               |    |               |
    |Y   Y Y B B   B|    |Y   Y Y B B   B|    |Y   Y Y B B   B|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    -----------------    -----------------    -----------------



    |    b     r    |    |    b     r    |    |               |
    |    |     |    |    |    |     |    |    |               |
    |    b     r    |    |    b     r    |    |               |
    |               |    |               |    |               |
    |R r R R B B b B|    |* * * * * * * *|    |               |
    |  |         |  |    |               |    |               |
    |R r R R B B b B|    |* * * * * * * *|    |               |
    |               |    |               |    |               |
    |B B   B R   R R|    |B B   B R   R R|    |B B b B R r R R|
    |               |    |               |    |    |     |    |
    |B B   B R   R R|    |B B   B R   R R|    |B B b B R r R R|
    |               | -> |               | -> |               | ->
    |Y   Y Y B B   B|    |Y   Y Y B B   B|    |Y   Y Y B B   B|
    |               |    |               |    |               |
    |Y   Y Y B B   B|    |Y   Y Y B B   B|    |Y   Y Y B B   B|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    -----------------    -----------------    -----------------



    |* * * * * * * *|
    |               |
    |* * * * * * * *|
    |               |
    |Y   Y Y B B   B|
    |               |
    |Y   Y Y B B   B|
    |               |
    |R Y R R Y Y B Y|
    |               |
    |R Y R R Y Y B Y|
    |               |
    |Y R Y Y B B Y B|
    |               |
    |Y R Y Y B B Y B|
    -----------------



7.) -------   -------    -------   -------    -------   -------
    |  y         b  |    |  y         b  |    |  y         b  |
    |  |         |  |    |  |         |  |    |  |         |  |
    |  y         b  |    |  y         b  |    |  y         b  |
    |               |    |               |    |               |
    |  y         b  |    |  y         b  |    |  y         b  |
    |  |         |  |    |  |         |  |    |  |         |  |
    |  r         y  |    |  r         y  |    |  r         y  |
    |               |    |               |    |               |
    |  r         y  |    |  r         y  |    |  r         y  |
    |  |         |  |    |  |         |  |    |  |         |  |
    |  y         b  |    |  y         b  |    |  y         b  |
    |               |    |               |    |               |
    |  y-r     r-b  | -> |  y-r r-r r-b  | -> |  y * * * * b  | ->
    |               |    |               |    |               |
    |Y   Y Y B B   B|    |Y   Y Y B B   B|    |Y   Y Y B B   B|
    |               |    |               |    |               |
    |Y   Y Y B B   B|    |Y   Y Y B B   B|    |Y   Y Y B B   B|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|    |R Y R R Y Y B Y|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    -----------------    -----------------    -----------------



    |  y         b  |    |  y         b  |    |               |
    |  |         |  |    |  |         |  |    |               |
    |  y         b  |    |  y         b  |    |               |
    |               |    |               |    |               |
    |  y         b  |    |  y         b  |    |               |
    |  |         |  |    |  |         |  |    |               |
    |  r         y  |    |  r         y  |    |               |
    |               |    |               |    |               |
    |  r         y  |    |  r         y  |    |  y         b  |
    |  |         |  |    |               |    |  |         |  |
    |Y y Y Y B B b B| -> |* * * * * * * *| -> |  y         b  | ->
    |               |    |               |    |               |
    |Y y Y Y B B b B|    |* * * * * * * *|    |  y         b  |
    |               |    |               |    |  |         |  |
    |R Y R R Y Y B Y|    |R * R R Y Y * Y|    |R r R R Y Y y Y|
    |               |    |               |    |               |
    |R Y R R Y Y B Y|    |R * R R Y Y * Y|    |R r R R Y Y y Y|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    |               |    |               |    |               |
    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|    |Y R Y Y B B Y B|
    -----------------    -----------------    -----------------



    |  y         b  |    |               |    |               |
    |  |         |  |    |               |    |               |
    |  y         b  |    |               |    |               |
    |               |    |               |    |               |
    |  y         b  |    |               |    |               |
    |               |    |               |    |               |
    |* * * * * * * *| -> |               | -> |               |
    |               |    |               |    |               |
    |* * * * * * * *|    |  y         b  |    |  y         b  |
    |               |    |  |         |  |    |               |
    |Y * Y Y B B * B|    |Y y Y Y B B b B|    |* * * * * * * *|
    |               |    |               |    |               |
    |Y * Y Y B B * B|    |Y y Y Y B B b B|    |* * * * * * * *|
    -----------------    -----------------    -----------------

Due to the cap on the exponential increase of your score (see section 4.B for
details) and the fact that you can't clear more than 54 viruses in one turn,
you could hypothetically clear one chunk of viruses with one, large combo and
then clear whatever's left with one more combo and suffer little or no point
loss at all (on any virus level past 17). In other words, since you'll have to
perform two combos to get the most amount of points possible (on any virus
level past 17), you could clear one half of the viruses with one combo and
clear the other half of the viruses with another combo, and you wouldn't miss
out on many points, if any at all. Of course, clearing such an astronomically
large amount of viruses in a combo is unlikely in the first place.

If you play from level 0 to 20, you'll have cleared 576 viruses by the time you
reach level 20. If you play from level 20 to 99, you'll have cleared 5440
viruses by the time you complete level 99 (the first time). If you play all the
way from level 0 to level 99, you'll have cleared 6016 viruses by the time you
complete level 99 (the first time).

All things considered, if you played through every level on low speed (0-99,
and you've only completed level 99 once), you could have anywhere from
00601600 to 32690600 points (01203200 to 65381200 points on medium speed and
01804800 to 98071800 points on high speed).



                       [Dr. Mario-Dr. Wario differences]



Dr. Wario is almost identical to Dr. Mario (NES). The few major differences and
the more subtle nuances either give the game a bootleg effect or personalize it
for Wario. Here are all the differences in Dr. Wario that set it apart from
Dr. Mario:

[In general]
--all music and sound effects sound slightly different

[Pause Menu]
--there wasn't a menu when you paused the game in the NES Dr. Mario, and it
  certainly wasn't accessible from the Title Screen or the Menu Screen

[Title Screen]
--a purple-checkered background appears instead of a green-checkered background
--Wario is in the doctor's garb instead of Mario
--"1 PLAYER GAME" option has been replaced by "START" (there is also the
  A Button icon and a diamond marking this option)
--"2 PLAYER GAME" option has been replaced by "EXIT" (there is also the
  B Button icon and a diamond marking this option)
--the dancing blue virus is animated completely different (though it still
  dances the same way)
--"Dr. WARIO" is written where "Dr. MARIO" would've appeared (the M was just
  flipped)
--the heart-shaped cursor has been removed, and menu items are selected via the
  A or B button
--"TOP" appears above the "START" option (nothing appears in this area in the
  NES version)
--your score can go to the ten millions place instead of the millions place
--"Copyright 1990 Nintendo" has been removed
--the demo has been removed

[Menu Screen]
--the "MUSIC TYPE" setting has been removed, causing Chill to be your only
  selection 
--purple-checkered background instead of a red- and yellow-checkered background
--"GAME SETTING" appears where "1 PLAYER GAME"/"2 PLAYER GAME" would appear

[Game Screen]
--on the low speed setting, a purple-checkered background appears instead of a
  green-checkered background
--Dr. Wario appears with your next pill instead of Dr. Mario, and he appears to
  be animated better than Dr. Mario is.
--the larger virus sprites (the one used on the Title Screen and the ones under
  the Magnifying Glass) have all been redone (even the dying animation for the
  blue and red virus is slightly different)
--"Dr. WARIO" is written where "Dr. MARIO" would've appeared (the M was just
  flipped)
--while displaced pill segments are falling, you can press down on the Control
  Pad and make them fall faster (you can't do this in the NES Dr. Mario)
--the pill jar is thirteen rows tall instead of sixteen rows tall which
  invariably leads to a difference in the amount of viruses on each virus level
  as well
--Dr. Wario saves your highest score ("TOP") after being powered off
--same-color viruses can appear with a one-space-wide gap between them (you
  can't do this in the NES Dr. Mario)
--a 1:1:1 color ratio is not maintained among the viruses
--when the game is paused, a menu appears and blocks everything out instead of
  just blocking everything out except for "PAUSE"
--the music doesn't speed up at all (when three or less viruses are left in the
  NES Dr. Mario, the music speeds up)
--the sound effect that signifies the slight increase in pill speed has been
  removed
--the follow-up sound effect for clearing a virus has been removed (it's sounds
  like bugs crawling around)
--your score can go to the ten millions place instead of the millions place
--the exponential increase of your score reaches its maximum after clearing
  seven viruses instead of six
--the UFO scene cannot be skipped (it can be skipped in the NES version)
--some sound effects are added to the UFO scene in Dr. Wario
--the viruses under the Magnifying Glass rotate in the right direction but the
  reverse order (blue-yellow-red instead of red-yellow-blue)
--if you lose, any cleared viruses under the Magnifying Glass will not reappear
  (they did reappear in the NES version)
--while you're on the Title Screen or Menu Screen, the viruses under the
  Magnifying Glass continue to rotate (once you've completely canceled out of
  Dr. Wario, the viruses are restored to their default positions under the
  Magnifying Glass)
--instead of reading "START", the Clear and Game Over display prompt reads
  "PUSH A"
--when you clear a level in Dr. Wario, the wrong victory music is played (in
  the NES Dr. Mario, different victory music is played based on whether you
  chose Fever or Chill)
--in Dr. Mario, you can clear both a vertical line and a horizontal line on
  your last turn, but only lines that run the same way as those containing the
  last virus(es) will actually be cleared (in Dr. Wario this doesn't happen)

Here's something to consider. Every Dr. Mario game thus far has traditionally
featured both Fever and Chill as background music options. However, Dr. Wario
only plays Chill, which seems to have been the less popular choice between the
two, since Super Smash Brothers: Melee has an arranged version of Fever but not
Chill. Apparently, Fever, with its cheerful tune, is more likely to be
associated with Mario, so it's likely that Chill, which sounds a bit sinister,
is naturally the opposite of Fever. This would make Chill perfect for Wario and
explains why the rotation order under the Magnifying Glass is reversed (much
like how the M in Mario is turned upside down to form Wario). However, Chill's
victory music has been replaced with Fever's victory music. This is probably
just because they did away with separate victory music in Dr. Mario 64 (which
contains two additional background music tracks) and made Fever's victory music
the only victory music.

On a side note, combos in Dr. Mario are a slightly more complicated issue than
combos in Dr. Wario. The reason for this is because all of the other Dr. Mario
games have a two-player mode, where you can send junk pieces to an opponent
every time a combo is performed, while Dr. Wario has no two-player mode and
doesn't make any real use out of combos. You might be thinking, "What about
when you use combos to rack up points?" Well technically, the number of viruses
you clear on each turn is what gives you so many points, not combos; combos
only help link sequences together, which is what allows you to clear so many
viruses. Additionally, acknowledging the presence of combos is so unimportant
in the one-player version of Dr. Mario (NES) that the sound effect for combos
has been removed (which means that there is no sound effect for combos in
Dr. Wario either).



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5.) CREDITS
*******************************************************************************
*******************************************************************************



The following sources contributed to this FAQ and deserve due credit:

[Colour Thief (GameFAQs screen name)]
Colour Thief informed me that WarioWare would include a Dr. Mario microgame and
a Dr. Wario bonus game. Additionally, Colour Thief corrected a bunch of
mistakes I made in my original scoring algorithm for Dr. Mario 64 which is
almost identical to the scoring algorithm for Dr. Wario. Colour Thief also
brought the arcade version of Dr. Mario to my attention.

[Morgasaurus (GameFAQs screen name)]
Morgasaurus provided me with a quick reference to the NES Dr. Mario.

[Shdwrlm3/Tyma (GameFAQs screen names)]
I used their Wario Ware Inc: Mega Microgames FAQ to figure out how Dr. Wario is
unlocked. I also learned of Dr. Mario 64's ties to Wario Land 3 through their
FAQ. Shdwrlm3 also critiqued my FAQ which led to the addition of a paragraph
that facilitates your understanding of the diagrams.

[Denton Adkinson]
Denton provided me with a quick reference to the NES Dr. Mario, and he also let
me borrow the AC Adapter for his NES, so I could finally get my own NES
working.

[Rob McElmurray and Charlie Roland]
These two rekindled my interest in Dr. Mario last summer. Rob also provided me
with a quick reference to the NES Dr. Mario.

[Harold Tessmann III]
Harold brought an error in example 1 of section 3 to my attention.

[GameFAQs]
I acquired most of the game info/release dates from GameFAQs.

[Various Nintendo sources (Dr. Mario instruction booklets, "Mario Mania"
Nintendo Player's Guide, and Nintendo's official Web site)]
I acquired the other release dates and the story behind the Dr. Mario series
from Nintendo.

[Everyone from the Dr. Mario 64 board (you know who you are)]
They kept Dr. Mario alive (even though the board is always dead) and kept me
playing the Dr. Mario games.

Special thanks to CJayC for GameFAQs and Nintendo for both Wario Ware Inc: Mega
Microgames and Dr. Mario



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6.) COPYRIGHT INFORMATION
*******************************************************************************
*******************************************************************************



The following sites have permission to host this FAQ:

GameFAQs (www.gamefaqs.com),
WarioCompany (www.wariocompany.com),
Neoseeker (www.neoseeker.com), and
GameNotOver (www.gamenotover.com).

This FAQ is copyright 2003 Paul Byrne. This guide is only for private,
non-profit use and may not be distributed in any way without advance written
approval. Use of this guide as a part of any public display or on any Web site
other than those listed above is strictly prohibited, and a violation of
copyright. To avoid any problems, please contact me; there's a good chance I'll
grant you permission to use my guide, IF you do not plan on altering it,
distributing it, or hosting it in a disagreeable manner.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.



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