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Team! Unite Up!
"The alien invasion of earth will be met by a group of fearless warriors, that number just 100 souls. One hundred wonderful defenders of our world. Their faces are forever masked. Their tombs are forever unknown. They are..."

The Wonderful 101 (formerly known as Project P-100) is a 2013 Stylish Action game published by Nintendo and developed by PlatinumGames exclusively for the Wii U. It stars a team of one hundred superheroes (plus you, the player) from the global defense force CENTINEL, named the Wonderful 1-Double-Oh, or the Wonderful 100 fighting an Alien Invasion.

When the alien armada known as the GEATHJERK attack Earth, the Wonderful 100 must travel across the globe, protecting a number of generators that power a shield surrounding Earth. However, one thing gets in their way — their own inability to cooperate. The leader of this group is Wonder-Red (aka Will Wedgewood) attempting to lead the ragtag group to victory. As the pressures of leadership begin to weigh down on him and his teammates barely listen, Red must demonstrate the resolve to protect Earth — even when the conflict between Earth and the GEATHJERK gets hotter and hotter, and hints of something more to the GEATHJERK's reasoning for attacking Earth begin to surface.

The Wonderful 101 is an extremely campy pastiche of tokusatsu shows with PlatinumGames's standard Nintendo Hard gameplay. The player controls the whole team at once, using the Wii U GamePad to combine them into various weapons and utilities with Unite Morphs, transforming into different weapons such as fists, swords and more.

On February 3rd, 2020, a Kickstarter was launched to allow PlatinumGames to self-publish an Updated Re-release of the game; the crowdfunding campaign was an overwhelming success, and The Wonderful 101: Remastered would release on Nintendo Switch, PS4, and Windows PC (Steam) in May 2020. A DLC was later released for the Remastered edition that allowed players to play as Prince Vorkken. A side-scrolling DLC mode called The Wonderful One: After School Hero Part 1 was released on May 19, 2023 with Part 2 released on May 26, 2023. In it, Luka takes the role of the protagonist. Said DLC was then released as a standalone game on June 21, 2023.


UNITE TROPE!

    Main Game 
  • Abnormal Ammo: The Unite Gun power, as well as the missile launchers on the Wonderful 101's ship, each use heroes as ammunition.
  • Achievement System: The Bottle Caps, of which there are 101, naturally. You get secret characters by gathering sets of bottle caps.
  • Alien Invasion: As said right in the introduction, the main objective of the game is to stop aliens who want to destroy the Earth.
  • Aliens Speaking English: Parodied in Operation 006-B, when Vorkken carves the words "I WAIT ON TOP, FROM PRINCE VORKKEN" onto a cliff face by firing at it with his ship. Immorta translates it as "I wait at the summit. Signed, Prince Vorkken," and comments that it's written in Rhulloian.
  • All There in the Manual: GEATHJERK Files and Wonderful Files have quite a bit of information on almost everything you encounter.
  • All the Worlds Are a Stage: The game has Operation 008: Blossom City: State of Emergency. The stage is made up of pieces from past levels (primarily the Blossom City levels, for obvious reasons) and consists of almost nothing except back-to-back fights of past enemies, most of which are the kinds of enemies that require specific use of certain Unite Morphs.
  • Already Done for You: Heyourgah is killed before you have a chance to fight him, or even see what he looks like. You do get a brief glimpse during the trek to the area where you see all the officers crowding around a defeated Vorkken.
  • Ambiguous Ending: Will the Wonderful 100 eventually turn corrupt and give way to the Greater Galactic Coalition? Or did Luka joining them create a new timeline and erase the "Hundred Demons" out of existence?
  • Anti-Frustration Features: If you're stuck at a location long enough, P-Star will create a hologram of whatever Morph is relevant to progressing. Or shine a light on a structure if Unite Build is needed.
    • There is no way to fail a QTE while playing on Very Easy.
    • The Remastered version takes a few pains to make playing the early game easier. The game is much clearer on certain mechanics like the importance of the Speed Charge and Multi-Unite upgrades, and makes it extremely clear that Unite Spring and Unite Guts are necessary to buy by both explicitly telling the player to buy them and dropping their price down to a measly 10p.
  • Arc Number: 100 and 101, obviously. There are 100 Wonderful Ones (101 if we count the player) spread across 100 cities around the world and become 101 proper once Luka joins. Similarly, Jergingha refers to the Wonderful Ones' descendants who will invade the GEATHJERK homeworld as "the 100 demons".
  • Ash Face: Failing to draw a sword in time during a QTE where Blue is about to be fried by a laser will have this happen to him.
  • Aside Glance: Done by the final boss in reaction to an attack that involves creating an image of the Platinum Games logo.
  • Astral Finale: And boy, does it take full advantage of the premise.
  • Attack of the 50-Foot Whatever: Nearly all the bosses, elite mooks and minibosses are at least tens of meters tall (most Major boss fights being in the hundreds of meters tall). The Final Boss, Jergingha, has a form in which he turns his own body, a gigantic space fortress, into a 220 KILOMETER sized mech.
  • Avoid the Dreaded G Rating: A penis innuendo, many boob/butt/crotch close-ups, and (bleeped) swearing were put in the game in order to keep it from being rated Everyone 10+, since no Platinum game has ever had a rating less than a Teen.
  • Awesome, but Impractical: The Wonderful Forever and Platinum Forever attacks unlocked by beating the game once can do big damage to several enemies but completely deplete the Unite Gauge and require 100 members to pull off.
  • Back for the Dead:
    • Vijounne is the only officer to fight and not die at the end of her introductory Operation. She returns only to finally be killed halfway through Operation 006.
    • Technically this is also the case for Laambo. Chronologically Nelson, as the original Wonder-Red, was the first to combat him. This battle is also the reason why Laambo has a cybernetic leg when seen in Operation 001.
  • Badass Army:
    • The Wonderful 100 are a badass army, and if their numbers aren't at full, they can recruit bystanders who are immediately skilled enough to participate.
    • The Gyzoch assists Vorkken in creating their own Unite Morphs and were hand-picked to be the best army in the galaxy.
  • Bad Future: The GEATHJERK hail from one, as Earth's military force and The Wonderful 100 have become so mighty that they turned rogue and corrupted, and began eradicating every other planet in the universe 1,500 years on from the current time. The Geathjerk's entire invasion of Earth is an attempt to change their doomed future.
  • Bait-and-Switch Boss: Vorkken defeats, and buries, the GEATHJERK commander who was supposed to be trying to destroy the final Reactor before you even get to him. Instead, you fight Vorkken simply because he wants to fight you.
  • Beam-O-War: The Platinum-Robo gets into one of these with Jergingha at the climax of Operation 009-C. The Wonderful Ones even get in on the button mashy action with the player!
  • Beat Panel: Characters do the "..." reactions constantly. The game even has a Beat Panel with all the main characters going "...".
  • Behemoth Battle: The game has battles between Humongous Mecha and even bigger Humongous Mecha.
  • Big Damn Heroes: This happens a lot, mostly whenever a new member is introduced. Those introductions frequently follow a minor Hopeless Boss Fight, in which a new enemy is introduced which is impossible to hurt without the new member's powers.
  • Big Ball of Violence: At the end of Operation 004-A, the entire team gets into a fight inside one after Wonder-Blue ran off on his own to try to kill Vijounne.
  • Bilingual Bonus: Many, many, many examples. Practically all of the GEATHJERK's names are in some way goofily romanized pronunciations of Japanese words. Like 'Ohrowchee', a giant multi-headed dragon ('Orochi'), or the name Jergingha addresses Earth by, 'Planet CHI-Q' (C-H-I-Q), pronounced as an actual word, reads as 'chikyuu', the Japanese word for, you guessed it, Earth.
  • Body-Count Competition: Between Wonder-Green and Wonder-Black for Pink's heart. She isn't really happy about being a prize in a stupid contest between two kids.
  • Book Ends: Both the prologue and epilogue involve saving Blossom Elementary from a destroyed bus. The difference being that you start as Wonder-Red in the prologue, and you start as Luka/Wonder-Goggles in the epilogue.
  • Boss-Only Level: Every level at the end of each operation is mainly dedicated to fighting said operation's boss, though some of them have a few more things besides the boss battle. Not only that, but they have no checkpoints unlike the other stages, meaning that if you're going for a good rank you'll have to start all over again if you die (which is very common).
  • Boss Subtitles: Like Ōkami and Bayonetta before it, each new enemy that appears gets an introduction screen and a subtitle.
  • Bottomless Pits: Several dot the levels from Operation 002 onward. Falling in one is not automatically lethal, but instead takes away some of the player's health.
  • Bragging Rights Reward: There are a number of unlockables that would theoretically be useful if they were available before beating the game's hardest challenges:
    • The Infinite Energy Custom Block, which keeps the Unite Gauge from ever running out, only becomes available after beating the Operation 101 special mission.
    • The Secret Character Wonder-Bayonetta has a unique Unite Gun and innate Hero Time, but can only be unlocked by obtaining every Bottlecap. After that, there's nothing left to do but try to get Pure Platinum on everything.
    • A seventh Custom Block slot is unlocked by maxing out the level of all the characters, including the unlockables.
  • Bragging Theme Tune: The Won-Stoppable Wonderful 100. And The Won-Stoppable Wonderful 101.
  • Breaking the Fourth Wall:
    • The title, actually. Explained at the end of this trailer.
    • In the prologue, the characters struggle to stay still during the freeze-frames.
    • Failing certain QTEs will have an example of this. In one of them, Pink gets angry and then takes out her anger on the camera.
    • After the second fight with Vorkken, he remarks that he has more fight in him, and then replenishes his own health bar! Wonder-Blue then asks how he did that.
    • Heyourgah's file references how he was killed offscreen before the heroes, and the player, ever got a chance to see him twice.
  • Brick Joke: Wonder-Blue has a flower in his initial transformation sequence that he bumbles hilariously. This flower then proceeds to completely disappear for the entire rest of the game right up until his final attack on the final boss as part of a quick-time event.
  • Bring It: Platinum Robo taunting Giga-Goojin right before the fight.
  • Brutal Bonus Level: Operation 101, which is essentially a very long Kahkoo-Regah.
  • Button Mashing: Parodied in the final QTE where you see The Wonderful Ones themselves button mashing their controls for the giant laser. Justified in that they need to Protect Earth!
  • By the Power of Grayskull!: "Wonder-eyes, <insert name here>!"
  • Calling Your Attacks: Played straight for the most part, but parodied in the final part of the last boss fight:
    Wonder-Red: "Final Ultimate Legendary Earth Power Super Max Justice Future Miracle Dream Beautiful Galaxy Big Bang Little Bang Sunrise Starlight Infinite Fabulous Totally Final Wonderful Arrow... Fire!"
  • Catchphrase: Wonder-Blue seems to say "Feel the sting of my Valiantium Blade!" quite often. Invoked for humor out of the dorky Wonder-Yellow, who claims his country doesn't have catchphrases, embarrassing himself.
  • Central Theme: Vengeance vs justice, and how the former corrupts. Blue was obsessed with revenge for his brother to the point of endangering the team, Luka sought vengeance for his mother to the point of letting the Earth be destroyed, Vorkken had wanted to form the Guyzoch for the purpose of one day taking his revenge on GEATHJERK before that power went to his head and he became just as cruel, and finally GEATHJERK themselves who wanted to wipe out humanity out of revenge against the Greater Galactic Coalition for invading their world in the future by becoming the same kind of invaders. Conversely, Wonder-Red defies this and is firmly rooted in justice. Though he lands the killing blow on Laambo, Red prioritized the team and stopping his plans before all else. Even then, he blamed himself far more than Laambo for his father's death. All but GEATHJERK soon learn how vengeance was destroying them and put an end to it.
  • Cerebus Syndrome: The last three operations are, overall, darker and more serious in-tone than the ones before it.
  • Clark Kenting: Wonder-Red, as an Homage to Superman.
  • Clothing Damage:
    • All members of the team lose their CENTINEL-suits when out of health or temporarily knocked out, leaving them flying through the air in their underwear before the Game Over screen if out of life or just lying down, dazed.
    • The final battle with Prince Vokken inflict this on The Wonderful 100 and other major characters to match the darker turn of the story, with damage to their masks and sparks of energy flickering and escaping their damaged suits. The damage gets heavier by the final operation.
  • Color Character: The most prominently featured heroes all use the "Wonder (color)" naming convention.
  • Color-Coded for Your Convenience: Aside from the obvious main heroes themselves, many elements in the game are color-coded in one way or another.
    • Most enemies have some light blue part of them that changes color depending on its health, going to green, then orange, then a deep red. This can determine the life of the smaller mooks, and the larger ones when their hit boxes aren't visible. Boss health bars are more complicated.
    • The super reactor statues. The first one is green, the second is gray, the third blue, the fourth red, and the fifth white. This also matches up with the environments they rest in. (City, sky, underwater, by lava, and in the ice, respectively.)
    • The Wonder Liner changes color to show what morph the drawn shape will produce. It uses distinct shades of red, green, and pink for Unite Drill, Launcher/Cannon, and Bowgun respectively.
    • Enemies that can drop weapons will be surrounded by colored circles when they spawn, indicating which Unite Morph you need to defeat them with to get them to drop the weapon.
  • Combining Mecha: Unite Ultra Platinum, where Platinum Robo and the hijacked Gah-Goojins morph a bigger version of Platinum Robo.
  • Compensating for Something: Vijounne accuses Blue of doing this with his sword, word for word.
  • The Computer Is a Cheating Bastard: Unite Guts can only deflect most blunt-force attacks, and will not work against sharp attacks, flames, electricity, and lasers. However, Prince Vorkken's Unify Guts can deflect all of your attacks, even Unite Sword and Claw; the game tries to justify this by implying that Vorkken's Morphs are stronger than the Wonderful 100's and use different technology.
  • Conservation of Ninjutsu: Of a sort. During the short sections where you control Wonder Red alone, Diedough-Goos go down much easier than when you have your team.
  • Cool Plane: The heroes have a jet with their logo on the controls, that can use heroes as missiles.
  • Cool Ship:
    • The Virgin Victory, ship of the Wonderful 100.
    • Meizerr, Prince Vorkken's ship.
    • Dakkar, Immorta's ship.
  • Creator Cameo: Hideki Kamiya appears as a secret unlockable character, Wonder-Director. Even better, his taunt is his infamous Twitter reply "Ask your mom".
  • Cutscene Power to the Max:
    • In Operation 004-B, Immorta is shown destroying three robot enemies with only a few shots of her crossbow. When you get her on the team, her crossbow is nowhere near that powerful, let alone when it's not in a Unite Morph.
    • Unite Gun is depicted as being far more powerful on its introduction than it is in-game.
  • Cycle of Revenge: Implicitly an ontological one; the GEATHJERK Armada invades Earth, which inspired the development of the Wonderful 100 to defend it, who go on into the future to become the 100 Demons and form the GGC, which invaded planets whose survivors allied to become the GEATHJERK and head off its formation through time travel.
  • Dangerous Forbidden Technique: The Unlimited Form on the SENTINEL suits, activated by pressing the central chestpiece, grants the wearer an enormous power boost by absorbing surounding elementary particles, but can cause them to explode with the force of several terratons if overused, supposedly.
  • The Day the Music Lied: Twice in the battle against Jergingha. You've depleted the boss's health bar and Tables Turn starts playing as you prepare for the finishing QTE. Jergingha hurls a fist at you, and Red counters it with a Wonder-Punch… only for Jergingha to effortlessly shatter it, knocking everybody out of their CENTINEL-Suits and stopping the music dead. Then, a few minutes later, Red heroically recovers and throws a second Wonder-Punch as The Won-Stoppable Wonderful 101 starts playing… and then Jergingha catches the fist, causing the music to stop again.
  • Death by Origin Story: Arthur Wedgewood, father to Will Wedgewood AKA Wonder-Red, at the hands of Laambo. Commander Nelson explains the details to Blue in Operation-006B. He comes back as an angel/ghost if unlocked as a secret character, if not canonically.
  • Death Is a Slap on the Wrist: You can continue infinitely from the very moment you died, aside from certain Unexpected Gameplay Change levels. The only bad part is lowering your score.
  • Ditto Fighter: The Tumeek enemies, who fight back by copying the Wonderful 100's Unite Powers. This also extends a bit to Vorkken, who also fights using his own brand of Unite Powers.
  • Divided We Fall: From a gameplay standpoint, when Wonderful-Ones on your team are knocked out, your attacks and abilities in general become weaker, to the point where you're practically helpless if you have less than ten heroes on their feet. It's best to revive fallen Wonderful-Ones as quickly as possible for this reason.
  • Doomed Hometown: Late-game, Blossom City, where Red hails from, is invaded by the GEATHJERK, with all the skyscrapers being lifted up via tractor beam and ripped asunder. It gets rebuilt, thankfully.
  • Double-Meaning Title: The title of the game generally refers to the Wonderful 100 and the player controlling them. It can also refer to the Meaningful Rename they do after Luka joins the group officially as Wonder-Goggles.
  • Duel Boss:
    • In the fight against Vijounne in Operation 004-A, only Wonder-Blue is playable against her.
    • And later on, Wonder-Red vs Wonder-Blue.
  • Easter Egg: Quite a few:
    • Pressing ZR whilst a Wonderful One is speaking during certain cutscenes will remove their mask so you can see their eyes.
    • You can pause the game with +, but pausing with both + and - results in Commander Nelson talking to you briefly. He has a different comment for every stage.
    • Most QTEs have an unique fail animation (some of them recycle the generic "scene shown from Virgin Victory's monitor, Nelson spits out tea/Alice stares at you while snowflakes blow past her" animation). There's even a QTE that has to be failed 10 times before anything happens. Specifically, Wonder-Pink talks to Sylvia from Viewtiful Joe about Joe standing her up to see the "last installment in a Red Hot Trilogy".
  • 11th-Hour Superpower: Wonderful Forever AKA The Final Ultimate Legendary Earth Power Super Max Justice Future Miracle Dream Beautiful Galaxy Big Bang Little Bang Sunrise Starlight Infinite Fabulous Totally Final Wonderful Arrow.
  • Exposition Fairy: P-Star, a little robot that flies around, gives you holographic hints, and gives out useless information about dangers ahead. At one point, Blue even mocks P-Star's tips by saying, "P-ping! Useless information! Bzzt!"
  • Expy:
    • Several of the characters look like Expies of characters from Platinum's previous game Viewtiful Joe, formerly working with Capcom as Clover Studio.
    • Wonder-Pink seems to take a few visual cues from Bayonetta, even mimicking one of her poses. She also shares many similarities to Juliet Starling as well.
    • One boss looks almost exactly like Mecha King Ghidorah.
    • The Wonderful 101 tries (and succeeds) to homage, play off of, or straight up play, beat for beat, all of the classic tropes of Super Sentai shows.
    • One of the Wonderful Ones, Wonder-Cheerleader, looks almost exactly like Sylvia of Viewtiful Joe. Down to the guns concealed as pom-poms. The name of her weapon, Desperado, is also the name of a gun upgrade Sylvia could get in Viewtiful Joe 2. They even share the same voice actor. Kamiya himself stated she is Sylvia.
    • The term Guyzoch, the GEATHJERK's motives, and Jergingha's "galactic peace" rant are all very evident of Zambot 3.
    • The transformation sequence, complete with exposition, is pretty much a beat for beat recreation of the same scenario from Space Sheriff Gavan.
    • Luka ends up having very similar character traits to Shinji Ikari, reaching its apex in the final chapters where he ends up piloting a Humongous Mecha that's the living embodiment of his mother.
  • Extremely Short Timespan: The entire game takes place over a period of roughly two days. That includes nine operations with their own boss fights and fending off the invasion in those parts of the world, the Virgin Victory flying to several different countries over the world to protect the Super Reactors, going inside Vorkenn's body, and going into deep space to fight Jergingha.
  • Fake Longevity: A few of the bottlecaps stick out as taking longer than necessary to complete. The one for finding all Kahkoo-Regah counts them across all of the difficulties they appear in, meaning that at the very least you have to beat the game three times (though on the 101% Hard playthrough you can skip the boss stages and 009-A) in order to unlock Immorta. Even though they are found in the same locations in all three difficulty levels, and the "Finders Keepers" achievements for finding all of them in a given operation only counts one difficulty. Similarly, "Operation Annihilation" involves beating all secret missions on all five difficulty levels and clearing Operation 101, so that makes for a long time before being able to see Vorkken despite being the first-listed unlockable character.
  • "Fantastic Voyage" Plot: Operation 007 is about your team getting shrunken to microscopic size and saving Prince Vorkken from nanoviruses in his body.
  • Faster-Than-Light Travel:
    • The Virgin Victory is capable of traveling at 150 times light speed.
    • Immorta's ship, the Dakkar, can supposedly top that at 300 times light speed.
  • Fat and Skinny: Wonder-Green and Wonder-Blue constantly keep bantering through the entire game. Blue tackling Green is the only "subtitle scene" in the entire game with two characters aside from the massive Beat Panels with everybody.
  • Fight Bell Hijinks: A bell can be heard at the beginning of the boss battle against the Wallgah-Goojin. Since the entire battle is a giant Punch-Out!! send-up, it's very appropriate.
  • Fighting the Lancer: During Operation 004, when Wonder-Red keeps trying to get Wonder-Blue to tell him why he keeps running off by himself whenever Vijounne appears, it escalates to Blue fighting Red one-on-one.
  • Foreshadowing:
    • Right before fighting Officer Third Class Walltha, Luka will taunt him, saying that he has something for his leader. Could have been interpreted as a fist to the face or the like, until it is revealed what that "something" is.
    • When first encountering Laambo's brother, he scoffs at Red calling him the invader, amused by some sort of perceived irony. During the final boss battle, Jerginga gladly fills in the gaps for everyone.
    • Laambo seems to recognize Wonder Red just before being killed. Turns out he was referring to the captain, who you later learn was the previous Wonder Red before Will who managed to take on Laambo alone.
  • Fun with Acronyms: GEATHJERK is short for Guild of Evil Aliens Terrorizing Humans with Jiggawatt bombs, Energy beams, Rayguns, and Killer lasers. Or at least, that's what they tell the Wonderful Ones. In reality, it refers to the GEATHJERK Cluster they hail from that the Grand Galactic Coalition destroyed in the future.
  • Gameplay and Story Segregation: Unlimited Form. Storywise, it's supposed to give the Wonderful Ones a massive power boost and involves an Ass Kicking Pose and a metal mask appearing out of nowhere when used, but in gameplay terms, all it does is give you a full-length Unite gauge at the start of a boss battle without having to collect batteries first.
  • Gameplay Grading: In PlatinumGames tradition, of course. You're graded on how quickly you do the mission, how little damage you take, and the combos you do.
  • Gangsta Style: Gun Stinger turns the gun sideways and shoots a lot of bullets in quick succession.
  • Genre Throwback: Seems to be a throwback to PlatinumGames' days as Clover Studio in its general style.
  • Grievous Harm with a Body: All of the offensive Unite powers are basically various ways to hit your opponents with huge collections of heroes.
  • Giant Enemy Crab: The Deah-Kani enemy type, based somewhat on the Japanese Spider Crab. Yes, there's a weak point to strike, by cutting off its legs to bring it to the ground and stun it, and pry open its shell using Unite Claw in order to expose the weak point. It's the only way to do any real damage to it most of the time, even.
  • Goggles Do Nothing: Luka by principle, until he becomes Wonder Goggles by the end of the game, in which case his goggles can fire Frickin' Laser Beams.
  • Guide Dang It!: Quite a few, as the game can be prone to telling you to do something, but not how.
    • One example being certain QTEs which show a cut-in of the Wonderful Ones' face showing what weapon you're meant to use. Most players will try to use the Unite Morph in response and fail, but the prompt actually requires you to stand still to counter an attack. Again, nowhere is this ever explained in the game. This is further complicated in that one of the first times a player will ever see the portrait cut-in is during the first boss fight which is the only time in the whole game where you do need to attack to do the counter, which will pretty much guarantee that a new player will think they need to do the same for all future instances and not knowing what they're doing wrong.
    • The game also never tells you how to aim the tank in 8-A (tilt the gamepad).
    • Figuring out the locations of the secret missions, Kahkoo-Regahs, and Hero Heart Fragments. Some of them are a simple matter of backtracking and the missions can be deduced thanks to the "final results" screen that appears after beating the game for the first time. Others… aren't. The Kahkoo-Regah in Operation 002-B takes note since it involves drawing the Wonder Liner up a seemingly random billboard to make a ladder leading to a platform that couldn't otherwise be seen.
    • Most of the collectables in general due to the fact that the game leaves out the biggest part of hunting them down. Anything that forms any kind of clear pattern can be traced. That 0 on the road? Trace it, that suspicious circular pattern? One in there. The farther it gets, the more ridiculous it gets; eventually, you have to trace what can best be called an upside down W in the middle of ancient ruins full of hieroglyphic architecture.
    • None of these are as absurd, however, as the collectible that immediately precedes the final boss. You have to jump over the boundary that initiates the cutscene that begins the fight, and then jump back. Obscure enough as it is, but you also have to jump just far enough that the area where the collectible spawns isn't in view of the camera, but not so far that you can't make it back without the cutscene triggering. You would never think to do this without a guide.
  • Guns Are Worthless: Initially, Unite Gun is definitely the least useful morph in combat. It's really only good at shooting flying enemies and throwing back bombs and even in that Unite Whip does it better. After gaining its version of Wonderful Stinger, which allows for rapid-fire shots, it becomes a very useful tool for snaring distant enemies with Climb Attacks, though it remains less than useful for doing damage on its own (although it is extremely useful for building and maintaining combos). However, it is immensely more powerful in cutscenes and QTEs, able to destroy large battleships in a few shots.
  • Half the Man He Used to Be:
    • That's how you finish off one of the bosses, Laambo. Astonishingly, he still survives after being sliced in half vertically to talk some smack by holding his two halves together with his hands.
    • Mooks are also shown to be sliced in half if the finishing blow was done with the Sword.
  • Harder Than Hard: The difficulties are Very Easy, Easy, Medium, Hard, and 101% Hard. The Game Pad includes a description of what kind of people the difficulty is meant for as well as Wonder-Red/Will Wedgewood in an accompanying photo.
  • Heel–Face Turn: If you draw a wonder-liner around a defeated Dough Goo or Chew Dough Goo before they explode (if they're killed with something other than Unite Sword), you'll recruit them to your side for the rest of that mission.
  • Henshin Hero: 100 of them, to be exact.
  • Heroes "R" Us: The CENTINELS Planetary Secret Service, which organizes and supports the Wonderful 100.
  • Heroic Wannabe: Luka Alan Smithee, one of Red's students. He hates the GEATHJERK and wants to take them down, but oddly doesn't have much love for the Wonderful Ones either. This is because he holds the Wonderful Ones and CENTINELS responsible for his mother's death, although he doesn't know the whole story…
  • Highly-Visible Ninja: Wonder White.
  • Humongous Mecha: The Gah-Goojin, which can be piloted, as well as the Wallgah-Goojin and Giga-Goojin (upgraded boss forms of the Gah-Goojin), the Platinum Robo, and Jergingha's final form.
  • Husky Russkie: Wonder-Yellow plays this trope to a T.
  • I Call It "Vera": Wonder-Green named his gun "Christine Daaé."
  • If I Had a Nickel...: Nelson's pause message on Operation 003-B.
    Nelson: If I had a dollar for every time you paused...
  • Improvised Lightning Rod: A puzzle in Operation 003-A requires you to charge Unite Sword with lightning from a thunderstorm then recharge a generator. You can also use Unite Sword to prevent damage from any electric attack (which leaves it charged for extra damage).
  • Informed Flaw: The SENTINEL suits' Unlimited Form supposedly causes them to explode with the force of several terratons if "overused", but this only get mentioned once during the form's introductory narration and then never comes ups again; the time limit, if there is one, isn't even ever stated.
  • Innocent Bystander: Throughout the game, you'll encounter groups of distressed citizens crying for help, as well as policemen and soldiers who are sometimes seen trying to fight back the invasion themselves. Not only can you save them, but in doing so, you empower each of them with "tiny Wonder Masks", turning them into Wonderful Reinforcements who will help you out for the duration of the level.
  • Interface Spoiler:
    • Unite Tombstone and Unite Drill Spring provide hammer and drill combo points, respectively. Each can be unlocked before the weapon in question is unlocked: Operation 003-A for Unite Hammer, and Operation 006-B for Unite Drill.
    • The Bottlecap screen lists the achievement for defeating the fourth GEATHJERK officer much further than you'd expect, after even the one for defeating the third-strongest officer; this serves to hint that Vijounne is going to survive Operation 004 to fight again another day in stark contrast to the previous officers.
    • There is no achievement for defeating the second GEATHJERK officer. Sure enough, Vorkken kills him before the Wonderful 100 has a chance to even see him.
    • In certain missions where Luka has tagged along, you can see your counter of the 100 have changed to 101 to reflect him being in the party, even before the team realizes he's there.
  • It's a Wonderful Failure:
    • The Game Over screen shows the character you were using placed underneath a bright light, with their soul floating above their body and sobbing.
    • Messing up certain Quick Time Events will result in a sometimes hilarious failure reel rather than just immediate death, such as Wonder-Pink randomly accepting a phone call from a friend or Wonder-Red stopping his attack to catch his breath only to be hit by a building. It's almost worth it to fail on purpose just to see what happens.
  • Kid Hero:
    • Wonder-Green is only in middle school.
    • Wonder-Black, while in college, is only 11 years old.
    • Invoked by Luka at the end of the game.
    • Wonder-Baby takes the cake though at 0 years old and still higher-ranked than Luka in the epilogue.
    • You can also occasionally recruit child civilians.
  • Knockback Evasion: Ukemi, one of the custom blocks, gives you ability to negate the damage you just took if you can press the jump button at exactly the moment you touch the ground after being flung.
  • Letting the Air out of the Band: Die, and this is what happens to the background music.
  • Locomotive Level: Prologue on the school train-bus.
  • Magnetic Hero: You can recruit regular civilians to join your crowd. You can even recruit enemy mooks once you've defeated them.
  • Male Gaze: Whenever a major female character is introduced, expect to see many boob and butt close-ups.
  • Minigame Credits: While the credits roll, you replay some previous segments of the game. Make sure to do your best, because the results are factored into your final score for the epilogue level.
  • Money Is Experience Points: In addition to buying various items and accessories, you can use O-parts to learn new skills and Unite Morphs. However, this could be circumvented if you had a Wonderful Card, which would instantly pay for the item no matter how much it cost. Other skills can be learned traditionally by leveling up team members.
  • Money for Nothing: O-Parts are easy to come by given that items have a purchase limit and you can buy the more expensive stuff by crafting a Wonderful Card.
  • Mook–Face Turn: As mentioned above, if an enemy is defeated and hasn't exploded, they can be recruited into the Wonderful 100.
  • Multinational Team: The Wonderful Ones come from all over the world. You've got Blue from the US, Green from France, Pink from Romania, Yellow from Russia, White from Japan, and Black from India.
  • Mundane Utility: Each of the Unite Powers seems to have a secondary function outside of combat. Unite Hand can be used to operate knobs and levers, Unite Sword can be used to open locks, Unite Whip lets you swing across gaps, and so forth.
  • Musical Spoiler: If you take long enough in the Prologue, you'll hear Wonder-Green call out his Unite Morph (as part of the third verse of the game's theme music), even though you don't unlock him until Operation 001-B.
  • My Future Self and Me: Non-canon example. It is possible to unlock Wonder-Red's past self as part of the team, as well as have two Nelsons from different eras (Wonder-Captain and Wonder-Red (Emeritus)).
  • Negated Moment of Awesome: When Blue shows up in a commandeered Gah-Goojin, everyone is in awe... until Blue reveals he found an autopilot button last time he was in one.
  • Never Trust a Trailer: A lot of what is in the trailer is taken out of context, or cut and shuffled so as to completely change the context. Almost all of the spoilers are rendered meaningless as a result.
  • Nintendo Hard: As Silicon Era rightly points out, it's practically a throwback to the NES days.
  • No Endor Holocaust:
    • In Operation 008, Blossom City is torn apart by a gravity device, and has microwave beams deployed above it to destroy Mother Platinum. Then, the few intact buildings combine together to form the Platinum Robo, which flies off into the sunset at the end of the story. Despite all of this, Blossom City doesn't appear to have suffered many casualties, and the whole place is rebuilt just as it was only a few months later.
    • Also, post-game, Jergingha's destruction causes the massive GEATHJERK fleet to self-destruct. Yet the debris doesn't seem to pose any danger to the planet, despite it visibly falling to Earth like shooting stars. Keep in mind the fleet was so huge, the light glinting off of its individual ships resembled a starry sky. (In Real Life, a lot of meteorites falling to the Earth at once would end up cooking everything on the planet.)
  • No-Gear Level: Some sections of the game take away your party or only allow you to use a very limited number of team members, decreasing the power of Unite Morphs.
  • Not Quite Flight: One of the Unite powers has the heroes merge into hang-gliders to glide over to various platforms.
  • Oh, Crap!: Jergingha gets one during the final QTE, when the Wonderful Arrow overtakes his own beam and is about to obliterate him.
  • One-Hit-Point Wonder: Wonder-Director.
  • Only One Female Mold: Male Wonderful Ones get a variety of body types: average, fat, skinny, short, buff, etc. Females, not so much.
  • Papa Bear: Wonder-Red to his student Luka.
  • Player and Protagonist Integration: Of the "You Are You" kind, though this is only used to justify the game's title up until Luka becomes the actual 101st member.
  • Poor Communication Kills: The darkest parts of the plot near the end could've all been avoided if the CENTINELS had told Luka the truth about what happened to his mother instead of claiming she died in an accident.
  • Posthumous Villain Victory: At the end of Operation 008, Gimme is killed after being knocked into his own heat lasers. Unfortunately, they don't shut off after Gimme dies, and thus Gimme's objective of destroying Mother Platinum comes to pass.
  • Press X to Not Die: This game has QTE events that allow the characters to survive attacks.
  • Pummel Duel:
    • The fourth and final fight between The Wonderful Ones and Vorkken ends in this.
    • The fight between Red and Blue also culminates with this.
  • Put Them All Out of My Misery: Luka decides that the entire planet deserves to be destroyed for the loss of his mother. Despite him merely blaming CENTINELS and the 1 Double Oh's.
  • Rank Inflation: Above Gold medals as a reward for clearing a mission, one can also get Platinum and Pure Platinum medals.
  • Red Armband of Leadership: The designated leader in your crowd has a sash attached to their right arm.
  • Red Is Heroic: Wonder-Red is the lead hero.
  • Red Oni, Blue Oni: Reversed, Wonder-Red is cool-headed and cautious, while Wonder-Blue is brash and aggressive.
  • Revenge:
    • The primary motivation for many of the game's characters, especially Wonder-Blue, Luka, and even the GEATHJERK themselves.
    • Subverted in the case of Red; while his father was killed by Laambo, he more-so blames himself for not trying to do more to save him. He also prioritises taking out the anti-air cannon over chasing Laambo for revenge.
  • Rocket-Powered Weapon:
    • Yellow's hammer has jet thrusters on the back that activate when the hammer is swung.
    • At bigger sizes, Red's unite hand will have rockets on it that fire off when using certain attacks.
  • Rookie Red Ranger: Very close to literal, as Wonder-Red is the leader yet the least experienced, having only completed training a year ago. Justified by the fact that he's put in as leader because the invasion starts in his district (Blossom City). He does get a lot of respect from other teammates, though, once they find out how well he did in his entrance tests.
  • RPG Elements: You can rank up team members by fighting enemies, allowing you to learn new moves, increase your health, or gain new slots for Custom Blocks.
  • Running Gag: Too many to list, but there are a few notable ones that show up with some consistency.
    • Red remembering everyone's full names, including all their titles, and even remembering Immorta's patrol sector number after hearing it once. Later morphs into Red giving new attacks increasingly long and convoluted names.
    • Blue is apparently rather bad with technology and is forbidden from touching controls. Subverted when he's the one to figure out the team can hijack the enemy giant robots in the space level.
    • Green has a different food each stage. Also frequently takes pot-shots at Blue which causes Blue to jump on top of him to get him to shut up.
    • Pink's anger management issues and obsession with Prince Vorkken, which he completely ignores.
    • Vorkken never manages to get Earth or Wonder-Red's names right except for the very end, in which he finally gets Wonder-Red's name right. However, he never gets Earth right.
    • At the end of every non-boss level, a Wonderful Mart will appear. Later in the game, this dips into some absurd locations, such as a "Nano Mart" inside Vorkken, a Mart dropping down while the team is in space, and another one dropping in the center of the enemy territory.
  • Save the Villain: Pink saves Vorkken in 006-C and Operation 007 is devoted to saving him from the nano-bioweapon Gimme activated in his body.
  • Scarf of Asskicking:
    • Wonder-Red has a sash attached to his sleeve. It appropriately flaps on the wind in dramatic moments. The scarf appears on whichever hero is currently the leader.
    • The secret character, Wonder-Scarf, obviously has one.
  • Screw Destiny: Wonder-Red's Badass Boast to Jergingha, "Our quest for justice will last far longer than today!", could be seen as both a declaration at surviving their battle, and as a rejection of the Bad Future of being Drunk with Power that Jergingha says is in store for the people of Earth. With the Greater Galactic Imperium being described as "One Hundred Demons," and the team changing to the Wonderful 101 at the end, it's implied that a new timeline was created somewhere along the lines.
  • Screw This, I'm Outta Here: Fail to initiate the final QTE of the game, and Vorkken, Immorta, and the Virgin Victory high-tail it out of there before the Chi-Q Marble Buster hits Earth. Made even more hilarious when the Meizzer and the Dakkar ships do a Jaw Drop before running away.
  • Secret Character: Several. Some of them are characters that are temporarily playable during the story mode, such as Cmdr. Nelson as Wonder-Red (Emeritus), Immorta, Chewgi, Vorkken, and Wonder-Goggles. Others are characters that appear during the story mode, but are not normally playable, such as Alice MacGregor (as Wonder-Scarf), Professor Shirogane (as Wonder-Gramps), Arthur Wedgewood (as Wonder-Daddy), and Young Will (as Wonder-Future, who is pretty much a Joke Character due to only being able to use a small Unite Hand). Others are Poseman, a Viewtiful Joe Expy, Wonder-Director, who is a One-Hit-Point Wonder Creator Cameo of Hideki Kamiya, and Bayonetta, Rodin, and Jeanne. In Remastered, all of them can be accessed earlier thanks to free codes given out by Platinum Games, with Vorkken also being immediately unlocked if you buy his eponymous DLC.
  • Sentai: Natch.
  • Serial Escalation: It starts off with an unpowered Wonder-Red rescuing children from a long school bus, then the game ups its action considerably as it goes on.
  • "Shaggy Dog" Story: Two major plot elements are rendered pointless.
    • First, you've spent most of the game protecting the Super Reactors from GEATHJERK attack to keep Earth's protective shield operational. All five attacks are turned back by the Wonderful 101… only for Luka to shut down all the reactors at once with his pendant, disabling the shield and letting the full GEATHJERK invasion fleet through.
    • Second, Platinum Robo uses the Shirogane Comet to destroy the entire GEATHJERK armada. The invasion seems to be over… and then the Geath-Wahksay appears and re-creates the armada you just destroyed with minimal effort. And the Shirogane Comet has just powered down and left for another ten years…
  • Shout-Out: Has its own page.
  • Sigil Spam: You'll see Platinum Games's logo quite a few times throughout the game, as well as "Platinum" being an indicator of top quality, such as with the Platinum and Pure Platinum medals.
  • Snowy Screen of Death: if you die, fall, or fail a QTE, the screen fills with static and then it turns off like an old TV set.
  • Space Is an Ocean: The Virgin Victory has sails, despite being a spaceship.
  • Spin Attack: Each Morph has its own Wonderful Cyclone attack, all of which are essential Spin Attacks.
  • Stalker with a Crush: Pink to Vorkken. Vorkken acknowledges her presence… once. From then on, it's obvious that the reason why he pretends she doesn't exist is because she's creepy when enamored.
  • Stealth Sequel: Word of God states that one of the Wonderful Ones, Wonder Cheerleader, is Sexy Sylvia.
  • Squashed Flat: Several enemies can flatten The Wonderful 100 if they don't block the attack with Unite Guts.
  • Stripperiffic:
    • Many of the female members of the Wonderful 100 wear dresses that barely cover them that well, Wonder-Pink included. This is likely done on purpose to parody a trend of skimply-dressed superheroines in various other media.
    • All five super reactor statues have expossed midriffs, cloth opened to expose a lot of leg, and bare feet for some reason.
  • Super-Empowering: The heroes have the ability to temporarily recruit civilians, policemen, and other Muggles into their ranks, who immediately don Domino Masks and join the fight, perfectly able to use the Unite powers. You can even do this to enemy Mooks when they're on the brink of death. In Operation 005, you have to do this to an immobile statue, which comes to life as a result of this, to complete the mission, and during the on-foot sections in Platinum Robo of Operation 009, knocking out the Mooks that come out to attack you lets the Wonderful Ones jump in the cockpits and pilot them to increase your ranks (past 100, even).
  • Superheroes Wear Capes: Along with the extra mask parts, a cape is added in Unlimited Form. This even goes for the characters, such as Wonder-Prince, who already wear capes.
  • Superhero Sobriquets: Each of the 100 Wonderful Ones has them. Of the main characters, Red is "The Crimson Fist", Blue is "The Supersonic Blade", Green is "Le Sniper Supérieur", Pink is "The Queen of Rage", Yellow is "The Hammering Russkie", White is "The Claws of Calamity", and Black is "The 8-Bit Enchanter".
  • Symbol Drawing Interface: for switching weapons on the fly.
  • Take Me to Your Leader:
    • One of the alien commanders shouts "I have no time to waste on pathetic underlings! You will produce your leader!"
    • This trope is also used in a rare heroic example, as Luka shouts it to various GEATHJERK officers during the game. However, at the end of Operation 006, it turns out to be less than heroic. Luka wants to be taken to the GEATHJERK leader so that he can join them.
  • Taunt Button: Pressing left stick near the enemy. If pulled off right, it gives an attack bonus and a chance to replenish Unite Gauge with Unite Camp instantly.
  • Tea Is Classy:
    • Prince Vorkken, as befits to an alien evil aristocrat, shares a fondness for tea.
    • On the hero side, the head of the CENTINELS, Lawrence Nelson is often seen drinking tea during briefings. Screw up in certain QTEs and he'll do a Spit Take from it.
  • "The Reason You Suck" Speech: Red delivers one to Vorkken after their last fight:
    Red: You think power will bring happiness to those you loved. That's what you're doing, isn't it? Powering up, so you can take revenge. And you don't care who else has to suffer so you can have it! But who would that revenge serve? Your heart is a black hole now, feeding on hate, just like the GEATHJERK… no, you're worse than the invaders. You've trampled the good that you should have been fighting for, thrown away the pride, the honor of your home, all for nothing!
  • Tennis Boss: Parodied. The anti-air turret which is fought in the middle of Blossom Stadium is taken out by reflecting its missiles with a large baseball bat.
  • Theme Music Power-Up: The main theme often sets in when you're about to finish a boss battle. Before that, Tables Turn usually starts playing when the Wonderful 100 start getting the upper hand in the fight.
  • This Is Gonna Suck: Two QTE fails trigger this response, one from Red and one from White.
  • Time Stands Still:
    • Wonder-Black's Unite Morph has this as an effect, by tossing time bombs to slow down time. However, it only works in a certain blast radius, but is handy for stopping spinning platforms, for instance.
    • Time is also partially slowed down when drawing a unite morph.
  • Toilet Humor: The Wonderful Toilet's explanation. Bonus for it being marked with W.C. — the initials for the British term for the bathroom, water closet.
  • Too Kinky to Torture: It doesn't matter if he is the enemy. It doesn't matter how many times she is attacked by him. Wonder-Pink will only beg "More Vorkkie!"
  • Trailers Always Spoil: Downplayed; while the trailer does spoil some things, Word of God says it doesn't even show off a tenth of what happens in the game and the plot of an actual game is actually very different from what its trailer shows.
  • Transformation Is a Free Action: Lampshaded. Transformation takes 3 nanoseconds, despite the posing and various fooling around (looking at you, Wonder-Blue).
  • Transformation Trinket: The team seem to utilize silver pendants (shaped like a W) in order to transform into their Henshin Hero selves.
  • Try to Fit That on a Business Card:
    • Heir to the throne of the roaming Rhullo, leader of the space pirate band known across the universe as the Guyzoch, Prince Vorkken.
    • Heir to the throne of the roaming Rhullo, leader of the space pirate band known across the universe as the Guyzoch, Prince Vorkken's first mate, Chewgi. And company.
    • Immorta, Galactic Federation Police, Special Weapons, Tactics and Investigations Team. Sector S451219.
  • Tutorial Failure: A common complaint, given how many people don't even realize there is a right stick control option, even though the tutorial explaining the Wonder Liner flat out tells them that they could.
  • Unexpected Gameplay Change: The Game. You want a longer version? There's multiple shooter levels with varying mechanics (steering the ship from the deck, steering it from the inside by stepping on buttons on the gamepad screen, a more straightforward Bullet Hell level), sudden Duel Boss fights with changed basic mechanics, a segment involving a spaceship with a giant drill escaping from a wave of lava through a maze of blocks, multiple levels that are essentially Punch-Out!! fights, and a segment mimicking Space Harrier.
  • The Unreveal: Outside of a vague silhouette in a flashback, you will never see Heyourgah. His file and appearance in the credits only show the grave Vorkken dug and made for him.
  • Updated Re-release: A remastered version with remixed tracks and new DLC was later released on the Switch, PlayStation 4, and Steam.
  • Use Your Head: Probably as a shout-out to Kamiya's previous game, one of the QTEs has Platinum Robo headbutting the final boss.
  • Vague Hit Points: Health is generally represented by health bars with indeterminate amounts of HP for both the player and enemies, with the exception of weaker foes, whose health can only be determined by the color of their helmets.
  • Victoria's Secret Compartment: Platinum Robo puts the Wonderful team into a control cabin that is located in her chest.
  • Weapon-Based Characterization: The Wonderful Ones each have a Unite Morph specialty:
    • Power Fist: The Unite Fist power. The heroes merge into a huge red hand, wielded in the form of a fist by Wonder-Red, who can use it to jab and uppercut aliens and robots, as well as to operate huge switches.
    • BFS: The Unite Sword power. The heroes merge into an enormous blue blade, wielded by Wonder-Blue, who can use it to strike many invaders at once, as well as for pole-vaulting. Can absorb electricity, reflect lasers, and operate diamond-shaped keyholes.
    • BFG: The Unite Gun power. The heroes merge into the shape of an enormous green gun, wielded by Wonder-Green, which uses heroes as ammunition. Also capable of picking up even more abnormal ammunition and then firing them, such as enemies, spiky ball bombs, and so on. Also happens to be terribly unique in that, unlike other Unite Morphs, it initially only has two levels of strength that operate very differently, one being a pistol that can fire relatively quickly but not very strongly, and the other being a rocket launcher that has great power but low firing speed and uses many teammates. Further levels are unlocked by gathering and leveling up team members, and they too operate very differently — to the point of having unique Unite Morph shapes to jump straight to them.
    • The Unite Hammer power. The heroes merge into a powerful giant yellow hammer, wielded by Wonder-Yellow. Can be used to block overhead projectiles and sink deeper into the water when held, and can smash through the defences of extremely well-protected enemies on top of breaking bits of terrain to reveal secrets.
    • Throw Down the Bomblet: The Unite Bomb power. The heroes merge into a giant bomb that explodes the moment it strikes the ground or an enemy, and creates a time-distortion field that slows all enemies that make contact with it, and with enough heroes powering it up, extends the time-slowing effect beyond the bomb's explosion, slowing and weakening enemies further. Wielded by Wonder-Black.
    • Wolverine Claws: The Unite Claw power, used by Wonder-White, transforms the heroes into a dual set of claws. Can climb walls, has a quick, infinite attack combo, and is capable of freezing enemies in place or prying certain doors or enemy defences open.
    • This Is a Drill: The Unite Drill power. Wielded by Nelson 20 years ago when he was Wonder-Red.
    • Automatic Crossbow: The Unite Bowgun power, combining heroes into a crossbow and firing bolts shaped like hearts that can charm enemies. Wielded by Immorta.
    • Battle Boomerang: The Unify Boomerang power, which is a massive, purple, bladed boomerang that can score multiple hits on enemies. Wielded by Prince Vorkken. Usable by the player in Operation 009.
    • Energy Weapon: The Unite Goggles power. Wielded by Luka when he becomes Wonder-Goggles in the epilogue.
    • The Giant: The Unite Big power. A hidden unlockable unite morph. Creates a giant simulacrum of the current leader.
  • Weaponized Exhaust: Unite Rocket is just a tool to reach higher places. But its exhaust CAN be used as a weapon.
  • Wham Episode:
    • In Operation 006-C, Luka betrays the Wonderful 100, Vorkken is revealed to be Immorta's brother, and Vorkken also gets attacked by a nano-bioweapon from the first-class GEATHJERK officer.
    • Operation 009-C. Previously just appearing to be a regular evil alien invasion, the GEATHJERK turn out to be sent from the future to prevent the Earth from becoming the Greater Galactic Coalition. The GGC themselves are ruthless invaders who attacked their home cluster and threatened galactic peace, and they were descended from the Wonderful 100.
  • What Happened to the Mouse?: All through Operation 008, you receive cryptic comments about the Virgin Victory suffering various damages and internal function failures from a possible mole, making things seem ever more dire. Then in 008-C, when things are at their worst, the Virgin Victory shows up with absolutely nothing visible wrong with it and flies and function just fine, and the supposed sabotage is never mentioned again.
  • Whoosh in Front of the Camera: This shot is used for the beam fired by the Shirogane Comet at the end of Operation 009-A.
  • Winged Soul Flies Off at Death: If you die, you'll see a "Continue?" choice with the current leader's body lying on the ground and their sobbing soul flying above them.
  • World of Technicolor Hair: While several characters do have normal hair, there are also plenty with stranger colors such as Wonder Blue (Silver with a blue streak, as well as a blue beard), Wonder Green (Neon Green), Wonder Pink (Neon Pink), and Alice (Icy Blue).
  • Wrestler in All of Us: Platinum Robo pulls off one hell of an Izuna Drop near the climax of Operation 008's boss.
  • Year X: The year is simply written as "2***" in the introductory cards. Technically their enlistment dates, but it's still impossible to get an estimate of the game's current year.
  • You Can't Thwart Stage One: Despite the Wonderful 100's best efforts in protecting the Super Reactors, the Geathjerk eventually manage to break through Margarita to get to the Earth.

    The Wonderful One: After School Hero 
  • Interquel: The game takes place between the defeat of Jergingha and Luka officially joining the Wonderful 101 as Wonder-Goggles.
  • Minigame Credits: The credits are their own level, with the player having the opportunity to destroy each credit with their lasers (and a running total in the corner of the screen).
  • Series Continuity Error: In the main game, Luka's full name was established as Luka Alan Smithee; in this game, it's Luka Redgrave throughout, including in the credits.
  • Win to Exit: Partway through the game, Luka is locked into the training program, with P-Star being unable to pull him out. The only way he can leave is to reach the escape portal at the end of the current set of levels.

"I knew we forgot someone: You."

 
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Wonderful 101: Operation 004

Wonder Pink and Wonder Blue get into a fight, then the rest of the Wonderful Ones join in.

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