The W-W-M.W.V Team's Adventures
The W-W-M.W.V Team's Adventures is a series of text-based stories starring Wario-Ware-Man, his siblings Warrio and VARIO, Maya the Bee, and the main characters from the 1990 Calimero series, who investigate places and solve crimes going on in town. Though sometimes there will be other things going on not related to crimes or investigations.
This series takes place sometime after the Wario bros and Maya the Bee series, and as such takes place in Calimero's hometown instead of Dumb-Isle.
Maya the Bee, who was living with Wario-Ware-Man and his siblings by series 3 of Wb&MtB, is now living in her own house not too far away from the apartment complex they and the Green Team live in. Despite this change she still pays the Wario bros a visit every now and then.
Unlike earlier series of mine like The Wario Show and Wario bros & Maya The Bee, this series consists of only two parts, each of them having ten stories, making for a total of 20 stories.
Compared to The Wario Show and Wario bros & Maya the Bee, this series had far more ideas thrown around, including the plot for an nearly finished story being completely thrown out.
Series 1
The first part of the The W-W-M.W.V Team's Adventures series. While intended at first to be more like the 1992 Calimero anime, it kind of ended up going its own path instead.
Story #1. The pink things from outer space.
While looking at the telescope at evening Valeriano sees something soaring through the starry skies. Believing this strange object to be from outer space, he soon assembles his other teammates(and Wario-Ware-Man and his siblings) to go and look for this thing from space. However, it's not going to be a picnic in the park though, and after getting themselves trapped in some strange temple they find out that a pair of Dumb-Crows have also been trapped there while searching for something very unique. However, VARIO's quick to reveal that these fellows are more than just temple explorers, even if he's completely oblivious at their attempts to capture him.
Calimero and Priscilla are going out on a date at the town's caféteria. VARIO meanwhile has been taking a job as a kitchen boy in order to make some money to pay the bills in his home. While he tries to get the hang of cooking, Suzana secretedly shows up, uninvited, only to cause mischief for VARIO. Meanwhile Calimero and Priscilla grow tired of waiting for the dinner, the former more so. Will VARIO ever be able to cook up something the couple can enjoy?
It's the big go-kart race of the year, and Calimero and friends are taking part in it. All is going well for the boys until they suddenly disappear. Not seeing them anywhere on the racing track, the girls(including Maya) keep on speeding ahead. What they're not aware of is the boys have been shrunk down to specks, avoiding the cars of the normal-sized girls. Wario-Ware-Man meanwhile, suspects that somebody among the girls on the track might have been trying to shrink them all in order to cheat the race. But who exactly could it be?
Priscilla is fantasizing once again about her friendship with Calimero, and how it one day could extend to something much bigger, like a nice big wedding, romance, and so on. Knowing she's too young to even get herself married with her best friend, she can at least stage up a wedding play with herself and Calimero, and everyone of her friends are invited, including Wario-Ware-Man and siblings. To make it all extra special she makes herself grow very big on the day their "wedding" takes place.
However, it all takes a turn for the worse when Calimero has a hard time coming up with a proper answer, and not knowing what to say he responds "no" by mistake when asked. Priscilla's feelings are hurt by his response and she runs away sobbing. Feeling downcast Calimero blames it all on himself for what has happened. Can Calimero's friends make him get his act together and convince Priscilla he didn't mean to hurt her feelings, or is it gonna be all over between the two chicks in a flash??
Story #5. The disappearance of the gracious girl!
While being out in the park skating(with Wario-Ware-Man and siblings driving around on their bikes.) Valeriano sees a young girl passing by. But while he has his gaze fixed at her he ends up falling on the ground hurting his leg, while VARIO is even more unfortunate after crashing into the fountain and hurting himself all over. With both being at the same room in the hospital, they obviously have to share the space. As if this wasn't enough, the nurse who treats Valeriano is arguably more harsh on VARIO compared to Valeriano.
When night falls, VARIO is up watching the TV. He then comes across a report of someone having recently disappeared without any trace; the very same girl Valeriano saw at the park! The next morning Calimero and friends decide to go check out in the opposite building for clues. VARIO and Valeriano have to stay in their room though in the meantime. How did the girl disappear, and where is she now? Can Calimero and friends find the girl in time before the kidnapper gets away with her?
Story #6. The Demon Girl's Revenge!
What starts as a calm morning for Wario-Ware-Man and his sibling brothers ends up becoming yet another unplanned adventure inside their TV. Together with Calimero and friends, Maya the Bee sets out to go into their TV to take them back to the real world. When they finally get into the TV show they find items left behind by Wario-Ware-Man and his brothers, indicating they must have been kidnapped. Can Maya and her friends rescue them before it's too late?
Story #7. The Night at the Café Bar!
A night date between Calimero and Priscilla are planned to take place, and just them alone, at a much more fancy café bar. However, what they don't count on, and don't know, is Wario-Ware-Man and siblings, and Maya have also planned on going out there. After noticing them also going to the place, Priscilla asks VARIO to seat themselves far, far away from them to prevent her and Calimero's night from being ruined.
Tasked with this order, VARIO convinces the others to NOT sit at the table with a pot of flowers on it next to Calimero and Priscilla's table. Unfortunately for VARIO and the others, Wario-Ware-Man's poor picking of tables results in their own night being turned upside down.
Story #8. The Tourney against The Uncles!
For once, Wario-Ware-Man and his two brothers are out on an adventure of their own, namely a game of golf. When they arrive at the golf course in the forest they see a strange guy with gorilla-like arms and a snazzy hairstyle. The fellow reveal himself as Uncle-John, one of a certain red, greedy seagull's few arch-rivals. They're even more surprised to see that his caddy is none other than Foreman Spike, who has decided to return to play golf after years of being away doing other things. Needing a opposing team to play against, Uncle-John and Spike challenge them to a game of golf.
Wario-Ware-Man accepts the challenge on the spot, because playing golf is what he and his brothers came for. While Uncle-John and Spike look like a professional team, it seems that something's amiss when it comes to The Warios team's performance, what with their ball always landing behind The Uncles.
Story #9. The singing chick girl.
While skateboarding in the outskirts of the town Valeriano suddenly hears a singing voice. After following the voice he encounters a young, cute chick girl who is tending the flowers in her vast garden. After chatting for a bit and suggesting the girl come over to be there on his birthday, Valeriano heads back home. Will the new girl turn up at his birthday, and how will Valeriano's birthday turn out like.
Story #10. Revisiting Dumb-Isle.
Wario-Ware-Man and his siblings decide it's time to return to their old home island to have a look around and see what has changed since they left. To their disappointment not much else of its past incarnation remains intact anymore. They look around anyway, and after having done that they decide to head inside the old Wario & Co Media building to try and salvage anything they can find. It's going to be a race against the clock though, because the buildings are set to be demolished.
Series 2
The second part of the The W-W-M.W.V Team's Adventures series. Continuing off from what was established with the first series, Wario-Ware-Man and co solve crimes and goes on investigations. However, there will also be the occasional story of somewhat more serious level.
Story #1. The Mystery of the Vanishing Mansion.
After hearing about something strange going on in the far outskirts of Calimero's home town, Emma decides to seek the help of Calimero and friends. They all agree to help her uncover the mystery of the mansion that keeps reappearing and disappearing. However, it seems that Mr. Critichelli is also set on uncovering the reason for the mansion's strange behavior, mainly to report it on the news before Calimero and friends can do.
Story #2. The Band Performance
Emma and her band is performing at the Musical Theatre in town. The public in question is Wario-Ware-Man, Warrio, VARIO and Maya the Bee, Calimero and his friends, and bunch of Dumb-Crows and Woodsters. Unknown to them, Suzana, the big thief who looks pretty much like Priscilla apart from the ribbon band color, is also showing up, and is up to her usual no-good antics. It is up to VARIO to make sure Suzana doesn't succeed in destroying the performance. This task will be easier said than done, because Suzana will try everything to put him off edge.
Story #3. The Missing Twin Sister
After a little accident involving Warrio and VARIO, they along with Wario-Ware-Man end up arriving in the suburbs of London where people they've never known or seen before live. There they encounter Kitty and Mimmy White who invites them to stay in the White family's house. It is all on Wario-Ware-Man to make sure his siblings behave themselves at the dinner table, not the least Warrio who often end up falling into old habits, while VARIO is simply struggling knowing whether or not he's showing proper etiquetté.
The next morning Calimero and friends arrive along with Maya the Bee, and introduces themselves to the White family. After they're done chatting they notice that Mimmy and VARIO have suddenly gone missing. Thinking this is the perfect time to do some investigation, Valeriano proposes to Kitty that they help find her sister and VARIO, and together they set out to track them down. Little do they know that a pair of evil Wario-Nose aliens wants to kidnap them for some reason. Can Calimero and friends rescue Mimmy and VARIO in time before it's too late?
During one of her daily routine shopping trips, Priscilla is distracted by a museum where she finds a strange device inside. After reporting it to the green team after getting back home they decide to go check it out, with Wario-Ware-Man, his siblings, and Maya coming along. Once they arrive in the museum they're all in wonder over the thing. Things starts taking a different turn once VARIO accidentally bumps into the machine caused by Piero unwittingly bumping into him, activating a switch inside the machine, causing it and our friends to disappear. When they reappear again they discover they're in an much earlier point in history. To make matters worse the machine has broken and needs to be fixed. It doesn't stop them from exploring their new surroundings though.
Story #5. VARIO; The passable fatso.
After getting hit by a thunderbolt on a rainy day, VARIO discovers he can now pass through walls and objects. He uses his newfound power to pass through all sorts of things. As he does this though VARIO eventually gets bored of his condition as time keeps going, the turning point being when things just keeps passing through him, and he wishes to be able to interract with stuff again.
With the help of Wario-Ware-Man's old knack for inventing things, Calimero and friends manage to cure VARIO, but in the same moment also getting the town's most renowned master thief Suzana stuck to his backside. How will Calimero and co solve this new problem? Can they get them unstuck again before a planned surgery to try and remove them from each other which could have very disasterous consequences?
Story #6. Brotherly Separation
When waking up one morning Wario-Ware-Man finds out that his two siblings Warrio and VARIO are nowhere in their flat. After reading a letter left by them he finds that they've left to go on their own little adventures. Wario-Ware-Man starts to sink into a state of depression as a result. With the help of Calimero and his friends Wario-Ware-Man soon snaps out of it and realizes that his life must go on even without his younger brothers. Even so, life without them just isn't the same for Wario-Ware-Man, especially when following along the Green Team on their investigations. So is the case when looking for a way to reveal something; it is often Warrio or VARIO who unknowingly untangles things, and without the two things become extraordinarily difficult.
Story #7. The return of The Uncles!
Wario-Ware-Man and friends are taking part in the tennis tournament. While they are practicing swinging with their rackets Wario-Ware-Man and his siblings sees a familiar sight; Uncle-John and Foreman Spike is back, and they are also taking part in the tennis tournament. Now with Calimero and his friends at their side, can Wario-Ware-Man and siblings beat their rivals a second time, or will the ball land on their side of the court?
Story #8. The Chicks' Night Date.
Priscilla is thinking of having a night date with Calimero again. After telling her boyfriend about it, Calimero agrees to go out with her at night. On the very night the date is supposed to take place, Priscilla is left waiting at the Café again. Calimero meanwhile is having trouble finding the right flowers in the flower shop, so he has to run out to the open fields outside town where flowers tend to grow. Can Calimero find the flowers needed and get to his date in time?
Story #9. To my dear, Beige-colored friend...
Cindella is sitting at her home in a distant place, suddenly thinking of her old friend Warrio who used to try and impress her. She decides to sit down and try writing a letter to him. No matter what she thinks of to say in the letter, she always ends up not writing anything sensible. Cindella decides to go out on a little stroll to clear her head a little bit, and to find some inspiration for writing her letter. Can Cindella write her letter and send it to Warrio?
Story #10. Memories from the Attic
While rooting in their attic, Wario-Ware-Man comes across a number of old items which makes him reminisce over past events he and his siblings have been through over the years... and probably some very bad memories too. What kinds of things will Wario-Ware-Man come to remember as he looks through all the boxes in their attic?
