It is finished.
This week's challenge, Pyoro Double Play, is a fitting final challenge - the final boss with the Wario Cup's unique Double Play rules, all while requiring you to do the whole thing in under a minute to get the gold trophy. Clearing this challenge means any player since launch can now say they've done every single Wario Cup - and truly dedicated players can have an official 100% clear if they've gone for every single high score challenge the game has to offer.
If the Wario Cup's main goal was to keep players coming back for a year, then I'd say it succeeded for me. Every week I found myself booting up Get It Together to see which new challenge it had for me, long after when I would have normally stopped playing. I wouldn't say the system was perfect. Some of the challenges felt a little too RNG heavy based on character choice, and the prezzie system, while cute if you just aim to get to level 30 with each character, becomes a slog if you want to grind each character to max. I long gave up on that goal, along with the goal of getting all A-Ranks, and just stuck to the much more achievable trophy system, which helped alleviate some of the pain.
As for the game as a whole, Get it Together took a novel approach to the formula and it mostly succeeds. The multiple play styles challenge you in different ways, keeping the different microgames fresh across several plays. More casual players can stick to the simpler characters while those who want a tougher challenge can choose the tougher ones, especially when that can lead to clearing the game's many missions or getting higher points in the Wario Cup. The Wario Cup also did a great job of getting you to use all the characters in the roster. Of course, this means that the characters can often vary in both utility and fun for each microgame, which is a give and take when it comes to high score runs, but you can at least set the challenge with curating a team in most modes. It's not as pick up and play friendly, but it can provide a satisfying play experience to master your preferred characters - even for her weird controls, I loved Penny, for example.
The game's big weakness comes in its lack of bonus content compared to the previous titles in the series. You have the usual high score challenges for microgames, and you got some multiplayer challenges, but not much in the way of unlockable minigames. The two sources are longevity are the Wario Cup for solo players (already discussed that) and the multiplayer modes, which are fun but loses some of the party friendliness due to all the different playable characters. I can see a dedicated group of friends who all played the game having a lot of fun, but it might be overwhelming to others, even with the chance between microgames to mess with the controls.
Overall, I enjoyed Get it Together as a solid WarioWare entry - the first truly new game in the classic structure since Smooth Moves, and it's a structure that still works wonders. I recommend any fans of the previous games or any high score fans to pick this one up if you haven't already. If you have a dedicated friend or family member to play through the campaign with or to do the missions with, even better, with the caveat that Wario Cup is single player.
It was fun posting here every week, my first real contribution to an ST on Fami, but after every Wario Cup and 50+ hours of playtime, I think my time with Get it Together is finally coming to an end. For now, I'm comfortable getting my last cup rewards and putting this one back on my shelf.