Author Topic: 1-vs-3 Minigames  (Read 922 times)

Offline morteriser

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1-vs-3 Minigames
« on: February 05, 2013 »
1-vs-3 Mini-games

1-vs-3 mini-games occur when three people are of one color, and one is of the other (being 3 blues, 1 red or 3 reds, 1 blue). This pits a single player against a team of three. If the single player wins, then the player will gain 10 coins plus any additional coins that may have been gathered. If the team of three wins, they will each get 10 coins with any additional coins gathered (sometimes applied individually).

1.Panel Pitfall^

(Base image).

How to Play:
- Solo - Your objective is to choose a number and hope that number doesn't get chosen. If you manage to not have someone choose the same number as you for two rounds, you will win. During the second round, you can't choose 9.
- Team - Your objective is to each choose a number and hope it is what the solo player chosen. You will each get to choose a different number. You have two rounds to do so. During the second round, no one can choose 9.

Tips:
- Solo - Very luck based on your behalf. It is possible to manipulate your opponent's strategy though.
- Team - Also luck based. If you team up, you can manipulate your opponent's strategy as well.

2.Clogged Pipes^

(Image idealizes game field).

How to play:
- Solo - Your objective is to avoid getting caught by all the other players. Each room has three pipes to choose from; "left", "right" and "middle". You must avoid them for 10 turns. At the end of the 6th turn, if you aren't caught, you will win. Each choice counts as a turn, and you must go down a pipe.
- Team - Your objective is to have all your players end up in the same room as the Solo player. Each room has three pipes to choose from; "left", "right" and "middle". You have 10 turns in order to achieve this objective. Each choice counts as a turn, and you each must go down a pipe.

Tips:
- Solo - Look at what your opponents are doing. It is a good idea to memorize the pipe patterns quickly. But remember, there is still the chance of luck messing you up.
- Team - Be sure to cooperate with your teammates to memorize pipe patterns and decide on going to the same room. There is still a chance you can easily miss the Solo player due to luck.

3.Super Stars

(Image idealizes game field).

How to Play:
- Solo - It is your job to give me a set of moves to do. Your options are "up", "down", "left", "right", "jump", "dance", "shake", and "turn". Each turn you will give me a total of 9 moves to do. There are a total of 2 turns. You win if your opponents all fail to do the correct moves.
- Team - It is your job to do the moves that are related to the ones done by the solo player. Each turn I will state what you must state in order to do the moves. This means you don't say the same thing as the Solo player. Each player will have to do individual moves. I will state which order the players will do their moves. You win if at least one of your members is left standing at the end of 2 turns. Each player has 30 seconds to post their move.

Tips:
- Solo - Try for something complex that will likely cause your opponents to mess up. I will send you what the moves would represent for the Team side, so you can choose what is the most disorienting.
- Team - Be sure to not get disoriented by the translation from the Solo player's moves to yours. Make sure you do the order correctly. I recommend cooperating with your teammates in order to not have your move order get screwed up.

4.Thweadmill

(Base image).

How to Play:
- Solo - Your job is to choose to switch the direction the treadmill goes each turn. You state either "right" or "left" each turn for it to go in that direction. You win if all your opponents get eliminated before 16 turns.
- Team - Each of you will be placed on a treadmill. The treadmill is 6 blocks wide, your movements will occupy a single block, as those the Thwomp's movements. Each turn you will have the choice to move "right", "left", or "stay". If you move in the same direction as the treadmill, you will move two blocks. If you move against the treadmill, you won't move at all. If you stay, you will move one block with the treadmill. The Thwomps will indicate when they are about to fall. It is your job to not make contact with any Thwomps or go too far left or right. You win if you have at least one member standing at the end of 16 turns.

Tips:
- Solo - You have a pretty good manipulation of the fields here. A good strategy is to try and get them all cornered as they can't go in the opposite direction of the treadmill. However, the Thwomp's movements may not be to your favor, so it is best to try and trip them up with a change in the treadmill that will cause them to move into a Thwomp.
- Team - You are pretty limited in what you can do. It is best to stay spread out so that you all won't get eliminated in one fell swoop. Make sure to not go too far with the treadmill, as you can't go back.

5.Shifting Maze

(Base image).

(Example of game image).

How to Play:
- Solo - Your objective is to maker sure no one reaches the goal (red sphere) in 30 turns. Every 2 turns you have the option to choose "red" or "blue". Red will cause red walls to close down and become an obstacle. Blue will cause the blue walls to close down and become an obstacle. When you say one color, the opposite will have the wall open up.
- Team - Your objective is to have all members reach the goal before the end of 30 turns. Each turn counts as a movement of either "up", "down", "left", or "right". I will update when the Solo player changes the wall formation.

Tips:
- Solo - Wait until a player goes near a red or blue wall to close in on them. It will likely cause them to take the long way around. A good strategy is to alternate when they are trying to take the long way in hopes of tricking them to taking the shortcut again, only to have it close in on them once more. You really need to pay attention to where your opponents are going. Good timing may very well cause you to successfully cause a player to be unable to move.
- Team - Make sure you don't fall for the Solo player's traps. Always try to find a way that won't easily get yourself stuck by the red/blue walls. Be careful that you don't allow yourself to get easily trapped and be unable to move. That would be an automatic win for the Solo player.

6.Dangerous Descent^

(Base image).

How to Play:
- Solo - It is your job to dictate how many times you can roll the dice for all players. You must roll dice on the first turn. Your objective is to try and gain as much coins as you can. A normal dice roll is from 1-6. If you go beyond a total of 13, you will lose any coins you gained. You can choose to opt out for a 1-3 dice block for one turn only. Coins that you pass will give you a Coin, Coin Bags that you pass will give you 5 coins. The game will end when you decide to no longer roll dice.
- Team - You are at the mercy of the Solo player. Individuals who go beyond 13 will lose any coins that individual collected. The total you get is based on what all the players have gotten. Each individual can choose to opt out for a 1-3 dice block rather then the usual 1-6 dice block for only one turn each individual. Coins that you pass will give you a Coin, Coin Bags that you pass will give you 5 coins.

Tips:
- Solo - You have the best control over the output of the game. It is up to luck as to how you should utilize your ability. You can very easily force all of your opponents to fall while still remaining on the rope.
- Team - The only control you have is when to use your 1-3 dice block. This is best when used so that the Solo player can't manipulate you into getting a small amount of coins.

7.Pipe Cannons

(Image idealizes game field).

How to Play:
- Solo - You will be placed in the center of the cloud on top. You must avoid the shots by the other players by choosing to move "left", "right", or "stay" each turn. The cloud is 9 spaces wide. You win if you survive in 10 turns.
- Team - Each of you will occupy a cannon. The topmost cannon goes three spaces at a time, the middle goes two, and the bottom goes one. You will begin by moving right then left when you collide into a wall.  You will state when you want to "shoot" or "not shoot". Your objective is to align your cannon with the player when you shoot, giving you a win if you do so before 10 turns have passed. Your shot will occur after your movement. If you shoot with another cannon in front of you, you and that cannon won't be able to shoot the next turn.

Tips:
- Solo - Be sure to memorize the pattern of the cannons. Always try to be out of their range and avoid getting cornered by the bottom cannon. Your movement has priority over their shots, so don't move into their shots.
- Team - Be sure to memorize your patterns in order to come up with a good way to corner the opponent. The bottom will always have to be alert of the top two cannons, while the middle only has to concern the top. The top cannon can always shoot whenever it wants, unless it gets hit by one of the two bottom cannons. A good strategy is to make sure you scare the opponent into a spot where you will surround them with shots, making them unable to escape.

8.Hot Roots

(Base image).

(Example game image).

How to Play:
- Solo - Your objective is to burn up your rivals by planting Fire Flowers in the dirt. You can place Sprouts by stating the position from 1-9, left to right. You can only place two Sprouts per turn. These Sprouts will become Fire Flowers the next turn and burn up any character in the same column as it. The Fire Flower will then disappear. You can't place Sprouts where there are already Fire Flowers. You win if you can eliminate all the other players before 10 turns are over.
- Team - Your objective is to avoid getting hit by a Fire Flower's fireball. You will do this by stating "right" or "left" each turn in order to move in that direction one block on a 9 block wide platform. You must move or the Donut Lifts will fall underneath you. The other players will not interfere with your movement. Your team wins if you have at least one member surviving at the end of 10 turns.

Tips:
- Solo - Use the requirement to move to your advantage. Try and trap the players with Fire Flowers by placing forcing the players to move in one direction and end up getting stuck between two Fire Flowers the next turn, forcing them to get burned.
- Team - Make sure to not get all bunched together and get taken out in one fell swoop. Be sure to see what the Solo player is doing and try not to get yourself trapped. Movement has priority over the Fire Flower's Fireball, so if you move into a Fire Flower, you will get burned, but if you are already underneath a Fire Flower and move out of the way, you will not get burned.

9.Grave Diggers

(Base image).

(Example of game image).

How to Play:
- Solo - You will choose a spot to hide in, and two spots to hide Bones in. To choose a spot, you must choose a number, being from 1-7 (Row 1), 8-14 (Row 2), 15-21 (Row 3), 22-28 (Row 4), 29-35 (Row 6). Each turn, you have the ability to move one square, by stating "left", "right", "up", "down" or rather "stay". Bones do the same thing to the Team players as you do, although they will not move. You must not get caught within 10 turns.
- Team - You will chose a spot to search each turn, being from 1-7 (Row 1), 8-14 (Row 2), 15-21 (Row 3), 22-28 (Row 4), 29-35 (Row 6). You will get a variety of Emoticons based on the search. "..." means you aren't getting anything, "?" means you are within a one square radius of a Bone or the Solo Player (works diagonally), and "!" means you are right on a Bone or Solo Player. You can also choose to "dig" but can only do so by stating "above", "below", "left", "right" or "on" according to the spot you last searched. You win if you can dig on the spot the Solo Player is on before 10 turns are up.

Tips:
- Solo - Try to place the Bones in a strategic place. Attempt to make it waste the other player's time as much as possible. You may even try to go near one so they get attracted to the Bone instead of you, but the reverse may be true. Moving when spotted makes it obvious that you are the Solo Player, but people may dig up the spot in case you do in fact decide to look like a Bone.
- Team - You and your teammates better cooperate to make sure the Solo Player won't get away. Even when you have found the Solo Player you and your teammates must find a way to surround the Solo Player so that you can guarantee to dig him up. Be careful wasting too much time around Bones and the like.

10.Pipe 'em Down*^

(Base image).
Example

How to Play
- Solo - You will be given the image after the Team has done their part. Your job is to choose a pipe to put the chest into, and hope that it will reach a spot that wasn't chosen by the other individuals. You will get any coins you receive on the way there. You will be timed on your decision, and have only 1 minute to do so.
- Team - You are given the image initially. It is your job to have each person choose a bottom spot to occupy. You win if the chest lands on one of your players. Any coins gotten on the way will be given to that individual, and not the group.

Tips:
- Solo - You only have one shot, so be sure to pay attention to how the pipe alternates from your spot. Try to keep with the pace of the animation.
- Team - You don't have much control of this, but you still have a strategy to utilize. Best to take the pipe which contains the most coins in it. Coins are mainly there to distract the Solo player. There may be times where a large line of Coins will appear and really grab their attention. Be sure that it is the pipe that you occupy so you can grab those bonus coins for yourself.

11.Roulette*^

(Base image).
Example

How to Play:
- Solo - You will be given the link after the Team has done their part. Your job is to select the number that would apply to the color that each member of the team has chosen. You must state all 3 numbers correctly in order to succeed. You must do this in under 1 minute. The wheel's colors will gray out during the animation, until being a complete mono-color, to which the number selection will then pop up.
- Team - Each of you will choose which color ("red", "blue", "green", "yellow", "orange", "light blue", "purple", "gray") to occupy on the wheel. You will win if the Solo player fails to choose correctly and if the player doesn't choose before the timer is up.

Tips:
- Solo - Try and keep track of all the colors according to a single color. Your time is short, so you must pay good attention to how the Roulette works.
- Team - Try not to choose colors so close together or it will make the Solo's players job much easier. Certain colors may be more difficult for others to notice, try and use this to your advantage.

^ - are Short mini-games.
* - are Animated mini-games.

Offline morteriser

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Re: 1-vs-3 Minigames
« Reply #1 on: February 05, 2013 »
The purpose of this thread is to keep storage of any completed 1-vs-3 mini-games. You may provide critique for the currently complete mini-games so as to make them better (I would appreciate the criticism, as my mini-games often have flaws that I don't notice until I try to execute them). Many of these mini-games can be subject to change (especially anything using the RPG mechanics, need to overhaul that once more). Some mini-game descriptions may change now that I have included mini-game character sprites which can be used for clarity.

So please tell me what you think about any of the mini-games!

(This post may also be used for more space in case there is a character limit for a post).