Author Topic: 2-vs-2 Minigames  (Read 961 times)

Offline morteriser

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2-vs-2 Minigames
« on: February 05, 2013 »
2-vs-2 Mini-games

2-vs-2 mini-games will only occur if two people are of one color, and the rest are of the other (two are blue, other two are red). This puts each player in a team against another team. If a team wins, both players in that team will reap the rewards, which is 10 coins per, plus any extra coins gathered.

1.Pair 'em Up

(Base image).

How to Play: Each team will have both members decide on what to choose, being "Hammer", "Mushroom", "Star", "Flower", or "Coin". When both members sent me the action and they are the same, then that action will succeed. Once both teams have sent an action, the turn will commence. There are a total of 10 turns. The winner is the one who gets the most points.

The choices will do the following:
- Mushroom - Your team gains 1 point.
- Hammer - Other team loses 2 points.
- Star - Prevents you from losing any points for 2 turns.
- Flower - Other team loses 3 points if they choose Hammer, negating the points lost by Hammer.
- Coin - Your team gains 1 Coin.

Tips: You should always converse with your teammate for what choice you will make. Strategy can vary depending on what your opponent does. Remember, you can very well get 10 Coins without trying to win, but if both teams end up with the same points, they won't get the coins for winning the mini-game. For this reason, you will have to time when you want to get a point, but remember, what your opponent does can very well cause this match to become a lot more frantic than you would expect. Remember, it is possible to get negative points.

2.Lost in Translation^

(Base image).

How to Play:
- Partner 1 - Your objective is to translate the message that I send you. When you do so, you give me your translation to send to Partner 2 of your team. Your message will consist of various symbols that you have to translate into numbers. I will tell you which symbol applies to each number. You win if your partner finishes before the other team's.
- Partner 2 - Your objective is to translate your partner's message. When you do so, you must send me the message, and if it is correct, your team will win only if you did so before the other team. Your message will consist of numbers that you have to translate into letters. I will tell you which number applies to each letter.

Tips: Note the image shown, it will show the limitations on all the translated symbols. Keep this in mind, as it may be helpful. Just make sure to translate it correctly. The messages aren't supposed to make sense, they will be completely random.

3.Fine Tune

(Base image).

(Example of game image).

How to Play: Both teams will be given their own game board of the same form. Each player of each team will occupy either the right or left fields. The objective of the game is to be the first to place a full line of Note Blocks all the way through, as many times as possible. This is indicated by the white Note Blocks in the center. Each turn you will be given a Note Block in a shape that you must rotate and place in your field. To do so, you will state "rotate" and/or "left" or "right" in order to move that block. You will state "drop" to finish your action.

The following Note Blocks have the following actions:
- Red Note Blocks - When you rotate these, they will go in a clockwise rotation. They have 4 unique patterns. You can only move them once left and once right in any form.
- Blue Note Blocks - You can't rotate these, they either appear in a vertical or horizontal orientation. You can move the vertical one left and right twice if furthest from that direction. The horizontal one can only move once left and once right however.
- White Note Blocks - This only appear in the center, and are where you must align the other Note Blocks all the way through. Once you have done so, all the note blocks in that line will become White Note Blocks. You will win if all the White Note Blocks are full lines.

Your team wins once all the White Note Blocks are a full line.

Tips: Try to find the quickest way to put the Note Blocks at the line. Be sure to not mess up and make it impossible for you to finish a line, otherwise you will automatically lose unless the other team does so too. If you are close to the top, it is possible to lose if you are unable to place a block that won't go above the limit.

4.Pipe Drain^

(Example of game image).

How to Play: Every player must choose a pipe to enter, being 1-5 from left to right. You and your teammate must try to get the most coins possible by the path dictated by the pipe you take. Whenever the pipe reaches a block, it will go into the horizontal pipe connecting into it. Every Coin you pass will give your team 1 Coin, every Coin Bag you pass will give your team 5 Coins. The end of the pipes will have people land on the platforms and get the coins placed there. The choices are determined by who says it the quickest.

Tips: You don't really have much time to converse with your partner. Just try and aim for the path with provides you the most coins. I recommend coming up with a back-up in case you aren't fast enough.

5.Coaster Catastrophe

(Base image).

(Example of game image).

How to Play: You can your partner must reach the finish as quickly as you can! In order to do so, each of you must avoid colliding into the Bowser boards, otherwise you will lose a turn in the same spot. Each turn is indicated by the vertical railing, meaning a total of 28 turns. During each turn you must state either "up" or "down". You can only do either function once each turn. Each of you starts in the middle, and your movement will occur before counting obstacle movement.

Tips: Coins are scattered around the field for one reason only: to make you mess up. Be carefully not to fall for the lure of the Coin unless you are absolutely sure you aren't going to get hit by a Bowser Board the next turn. Same goes for Coin Bags, which would give you 5 extra coins. Remember, parts of one rail will be parts of the other rail as well, so you may get another chance at some of the extra coins. However, the amount of times you get hit according to your opponents will determine whether your team wins or not.

6.Pseudoku^

(Base image).

(Example of game image).

How to Play: One player will occupy the top two boxes, the other will occupy the bottom two boxes. Your job is to assign the correct number to each letter according to which side you are one (A-H is top, I-P is bottom). You have the option of numbers 1-4 for each square. The same number can't be in the same row, column, or box. It is your job to come up with the solution to the puzzle as quickly as you can in order to win. You are only allowed to do your part in it, your partner must do theirs as well but they can get your help. They still must send me their results.

Tips: This is a small version of the game Sudoku. It is pretty standard and many strategies come to beating it quickly. However, I will not tell you what those strategies are, those you must come up with by yourself. One thing that will be common is the need to look at the other player's side of the field and put mental notes on what those numbers would be.

7.Goomba Gathering^

(Example of game image).

(Example of secondary image).

How to Play:
- Partner 1 - You must count how many Goombas are on the image. You must post quickly the number of Goombas that are on the image. If you and your partner post the fastest time with the correct answer, your team will win.
- Partner 2 - You must look at the image underneath the Goombas, and state which image matches that one according to the options shown in the secondary image. You choose either "left", "middle", or "right" to confirm your choice. You must post quickly. If you and your partner post the fastest time with the correct answer, your team will win.

Tips:
- Partner 1 - The Fake Goombas do not count towards the total Goombas. The Goombas are likely to hide behind Fake Goombas and other Goombas as well.
- Partner 2 - You must look carefully at each image to see what differences are present. You mainly have to look for the spot where that difference occurs, and you will ensure which image is the correct one to choose.

8.Handcar Hooligans

(Image idealizes game field).

How to Play:
- Partner 1 - When everyone is set, you will start with the first post. You will begin with the number 1 and then count every odd number after (3, 5, 7, 9). You must post after your partner posts the number in between. The team who posts "10" the fastest wins.
- Partner 2 - When everyone is set, you will start posting right after your partner. You will begin with the number 2 and then count every even number after (4, 6, 8, 10). You must post after your partners posts the number in between. The team who posts "10" the fastest wins.

Tips:
- Partner 1 - Be sure to know what number you are going to post next. Always pay attention to when your partner posts.
- Partner 2 - Be sure to know what number you are going to post next. Always pay attention to when your partner posts. The final number is the most significant, so you may want to concern that the most.

9.Bump in the Night

(Example of set-up).

(Example of game image).

How to Play:
- Partner 1 - You must help your partner navigate through the maze. Every other turn, you will be able to choose a space to lighten up. You indicate the space according to its vertical position (A-I, top to bottom) with its horizontal position (1-9, left to right), meaning A1-I9, topleft to bottomright. You win when your partner finishes in less turns than your opponent.
- Partner 2 - You must navigate the maze in complete darkness. Each turn, you have a variety of options at your disposal. You will always start at the topleft corner.

The following are actions you can do:
- Move:
 - Left - Moves you left one space if you can. Takes one turn.
 - Right - Moves you right one space if you can. Takes one turn.
- Jump:
 - Left - Move two spaces left if you can. Ignores the space in between. Takes two turns.
 - Right - Move two spaces right if you can. Ignores the space in between. Takes two turns.
- Climb:
 - Ascend - Go up one level when you are Latched onto Rope. Takes one turn.
 - Descend - Go down on level when you Latched onto Rope. Takes one turn. You will remove Latch status if the rope ends at the level you use it.
- Interact - Activate the event of an object on the same space as you (if there is one).

The following actions are forced:
- Fall - If you go over a platform that isn't the same level as the platform you were on previously, you will drop to a lower level and take one turn (no matter how long the fall).
- Latch - If you Move/Jump/Tread into Rope, you will be attached to the Rope on the same platform level.
- Revive - You have 3 chances. When you fail, you will respawn at the start, thus losing one of your chances. Takes one turn.
- Fail - Lose all three chances.
- Tread - If you are on a Treadmill, you will move with its direction. You can't Move, but you can Jump.
- Super Jump - If you land on a Spring or Interact with a Spring, you will go up 3 levels. This will take one turn, not counting the Fall.
- Escape - When you Interact with the Door. Counts total amount of turns to determine a winner.

These are what the entities do:
- Platform - This is a standard platform. You can Move, Jump, and Interact while on top of it.
- Crumbling Platform - You can Move, Jump, and Interact while on top of it. Once you have stood on top of it and went to another location, it will go away and leave a gap open to Fall in.
- Left Conveyor - You are forced to Tread (leftwards) on this platform. You can Jump to ignore the effects of Tread. You can't Interact.
- Right Conveyor - You are forced to Tread (rightwards) on this platform. You can Jump to ignore the effects of Tread. You can't Interact.
- Rope - You are forced to Latch onto this if you Move/Jump/Tread towards this entity. You can then Descend or Ascend accordingly. You can still Move while on the Rope, and doing so will put you to the space at the same level you were at. You can't Jump however.
- Slope - Causes you to Fall if this is underneath you. This will however push you a space towards the direction it is sloping towards. You can Interact with this to have the same effects if you are in the same space as it, but didn't come from above.
- Spikes - If this is underneath you, you will lose one of your chances and be forced to Revive. If you have no chances left, you will Fail. If you Jump and are going to land on the same space as the Spikes (on the same level) then it will force a Revive. Anything else, and the Spikes won't cause you to lose a chance. However, if you Interact with Spikes, you will end up having to Revive.
- Spring - If this is underneath you, you will be forced to do a Super Jump. If you Jump and are going to land on the same space as the Spring (on the same level) then it will force you to Super Jump. Anything else, and the Spring won't cause you to Super Jump. If you Interact with a Spring, you will Super Jump.
- Door - You must Interact with this in order to Escape. Once you Escape, your game will be over, and the number of turns you took will be tallied. The team which took the least amount of turns wins.
- Lantern - This doesn't do anything other than emit a light that is equal to that of Partner 1 in the space it occupies.

Tips:
- Partner 1 - Your teammate is going to heavily rely on where you shine your light. Think strategically with your partner as to which spots are most necessary. Sometimes long drops can leave you unaware of you partner's position. Be sure to note all the spot that you have already lighten (if not partially) so you won't be redundant in your action.
- Partner 2 - You have a lot to do. Be careful, there are plenty of traps and tricks that may end up causing you to blindly get yourself trapped. It is possible to get trapped and force yourself to Revive by Interacting with Spikes. Be sure to cooperate with your partner onto which parts seem most necessary to be lit. Be sure to memorize all the conditions and entities so you can get an idea of what is going on where you are at.

10.Color my Path

(Example of game image).

How to Play:
- Partner 1 - You operate the buttons. Each turn you must choose a color, being "red", "green", or "blue" that your partner would be allowed to walk on for that turn.
- Partner 2 - You are on the field. First you must decide where to begin, being one of the 4 corners (1 is leftmost on top, 2 is rightmost on top, 3 is leftmost on bottom, 4 is rightmost on bottom). The space you are on is a gray space, and the spaces you can walk on is determined by what color button your partner chooses. You move by stating "up", "down", "left" or "right". For each space, you get 1 point. You can't go to a space you have already passed, nor to a space of a different color. Gold spaces don't follow the color rule, and can be walked into in any situation. Passing a gold space gives you 5 points. First to 20 points wins. At the end of each turn, all space will change color (except for the gold space if it has not been passed).

Tips:
- Player 1 - Be sure to understand the situation your partner is in, because your path decisions are very important in trying to win the game.
- Player 2 - Be sure to choose the most optimal path. Try to find a way to the gold space, and be sure to cooperate with your partner on the manners of doing so. Remember, each turn counts, so try to gain as much points as possible otherwise you may just end up behind your opponents.

11.Watch Hour*^

(Base image).
Example

How to Play:
- Partner 1 - Keep your eye on the golden arrow. Note at what point it stops, then tell me what the time would be according to Hours. For example, in the example link, the answer would be 1. You and your partner must finish before your opponents in order to win.
- Partner 2 - Keep your eye on the silver arrow. Note at what point it stops, then tell me what the time would be according to Minutes. For example, in the example link, the answer would be 17. You and your partner must finish before your opponents in order to win.

Tips:
- Partner 1 - If the arrow stops between two hash marks, it will be the lower number.
- Partner 2 - If the arrow stops between two hash marks, it will end in either 3 or 7.

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

Offline morteriser

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Re: 2-vs-2 Minigames
« Reply #1 on: February 05, 2013 »
The purpose of this thread is to keep storage of any completed 2-vs-2 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).