PDA

View Full Version : Post your minigame ideas here!



idontknow
07-10-2004, 05:19 PM
If anyone has minigame ideas for zquest (not so much puzzles or anything like that for a whole level, but more so the minigames you'd find in buildings that you play for prizes or fun)

My ideas are:

I. Whack-A-Mole
Rules:
1. You must bring your own hammer.
2. Pay 25 rupees to play, first time you play you always get a HC Piece just for trying it out After that, just play for fun.
3. Hit as many moles that pop up with the hammer as you can w/in the time limit.

Difficulty: *
Prize: HC Piece. Always a first time winner

II. Target Test
Rules:
1. Pay 30 rupees to play
2. Bring your own bow & arrows
3. Shoot arrows past a cache of darknuts so that you hit all 6 targets in a specified order before time runs out and then snag the prize

Difficulty: **
Prize: 50 Rupees for each successful time

III. Reflection Fraction
Rules:
1. Pay 40 rupees to play
2. Bring your own magic wand & plenty of magic
3. Stand in a single spot and time your magic launching so that your magic hits a prism in front of you that reflects it in the right direction.
4. This prism can cycle to other prisms that reflect the magic the wrong way or even back towards link, doing damage to himself!
5. Cast magic that successfully hits 3 different targets before the time runs out to win.

Difficulty: ***
Prize: Magic Container first successful time

IV. Dark Dungeon Dash
1. Pay 20 rupees to play
2. Enter at your own risk
3. You have 30 seconds to dash towards an exit in a pitch black screen, avoiding wallls & obstacles.
4. Every so often (like every 8 seconds or something), thunder & lightening ocurrs, breifly lighting up the screen so you can see. Take advantage of this to remember the right path to take.

Difficulty: ***
Prize: Blue Potion, Bombs, 50 Rupees, Large Magic Jar ("Random" each successful win)

V. Zora Blitz
1. Pay 30 rupees to play
2. Must know how to swim
3. Find the underwater warp to dive in while avoiding the abundance of zoras within 15 seconds (per screen) to advance. Must successfully find 5 targets.

Difficulty: **
Prize: HC Piece (1 successful time only)

VI. Fireball Fury
1. Pay 20 rupees to play
2. Successfully stay alive for 60 seconds, avoiding traps, damage combos & especially fireballs.

Difficulty: ****
Prize: Blue Potion (Every successful time)

VII. Mirror Mayhem
1. Pay 50 rupees to play
2. There are 12 identical mirrors; 1 of them will be a "magic" target at a time, the others, will be magic prisms that reflect magic back at link.
3. Successfully shoot the target 4 times to win before time runs out (or you run out of health)

Difficulty: ****
Prize: 100 rupees each successful time.

Dark881288
07-11-2004, 08:59 AM
Those are very good mini-games... How about this one?

Treasure Chest look-out(or come up with a better name)
Price: 20 Rupees
Theres two(or more) chests. One contains a key to advance and another contain a warp to the exit. There`s a cheat in it...

Difficulty:*** or sometimes it depends on your luck

idontknow
07-11-2004, 11:46 AM
That'd be good, but how would the key items keep reappearing in treasure chests each time you play & have the doors keep relocking as well? I suppose you could use a trigger combo to open the door rather than keys...

Dark881288
07-11-2004, 05:23 PM
No, we can put two spots with #6 layers, both covered, with one layer with a key in the bottom and another one with a tile warp that goes into the exit. We put a locked door as an advance and a 1-way shutter as an end.

*b*
07-11-2004, 06:17 PM
I've got a couple

(A) - Shooting Gallery
Rules:
1 - Link is limited to 20 arrows, and is given the long bow, even if he dosen't own a bow
2 - Rupees appear at the back of the room, and Link must hit them. Sometimes a Cuckoo pops up, which fails you if you hit it
Cost - Can't remember, same as in OoT
Difficulty - ***
Prize(s) -
Perfect Score (16) (first time) - HC Piece, (after first) - Cost returned 2X
Almost Perfect (14 or 15) - Cost Returned
Close (12 or 13) - Free try
Miss (0 - 11 or Cuckoo) - Nothing

(B) - Target Test
Rules:
1 - Standing in the middle of a room with four coridoors leading to the center, Link must kill all the enemies before they reach him, and can't move. all weapons that don't stun or hurt Link (hookshot, bombs, boomerangs, and candles). Magic is disabled as well
2 - 3 hits to Link and he's finished
3 - Timed (not limited), with a max of 255 possible enemies
4 - Default High Score is set to 20 enemies in 2 minutes (or whatever seems reasonable)
Cost - 10 rupees
Difficulty - * to ***** depending on how long Link lasts
Prize(s) -
New High Score - Rupees based on how many enemies Link killed
Tie high score - 1 free game
(if 255 enemies have been killed, High Scores are then based on time it took to kill 255 enemies)
New High Score - 200 Rupees
Tie High Score - 1 free game
(Tie is counted to the nearest 9 seconds. If one time is 10:41, and the next time is 10:32 or 10:48, then either new time is considered a tie with the previous time)

Dark881288
07-11-2004, 06:35 PM
(A) - Shooting Gallery
Rules:
1 - Link is limited to 20 arrows, and is given the long bow, even if he dosen't own a bow
2 - Rupees appear at the back of the room, and Link must hit them. Sometimes a Cuckoo pops up, which fails you if you hit it
Cost - Can't remember, same as in OoT
Difficulty - ***
Prize(s) -
Perfect Score (16) (first time) - HC Piece, (after first) - Cost returned 2X
Almost Perfect (14 or 15) - Cost Returned
Close (12 or 13) - Free try
Miss (0 - 11 or Cuckoo) - Nothing
Wouldent be better if Link was shooting at moving targets?

*b*
07-11-2004, 06:45 PM
maybe, but Link has to move around to line up and hit them, so that poses a challenge. it's kinda like the OoT shooting range, you know? where the rupees are only up for a short time, and you have to aim just right to hit them

Dark881288
07-11-2004, 06:48 PM
We can just put Link in one spot, then the targets would be moving left or right while Link shoots them with arrows.

idontknow
07-11-2004, 06:52 PM
*B* those are great ideas, but definately not for Zquest! I meant for this discussion to be based solely on feasible ideas for zquest/zelda classic.

The ones i made, such as Reflection fraction you can make fairly easily using magic mirror combos.

Fireball fury, you just make the room filled with fireball-shooting statues & add some other enemies (like fire wizzrobes perhaps) and then set the timed-tic warp to the winning screen so all ya have to do is last that long.

If you could tell me how you could possibly make your games, i'd love it! (and i honestly don't mean to offend you, its just it doesn't seem possible to make those kinda minigames as it is)

*b*
07-11-2004, 07:06 PM
the shooting gallery could be done with timed and secret pit warps. when the arrow hits the rupee, Link gets put on another screen. though, I don't know how the prizes would work...

Zelda_Warrior
07-12-2004, 05:20 PM
Heres one:

Arrow Madness(Or better)

Difficulty = ***

Link goes into a house and pays 30 rupies and goes into another room which has a warp. Link then stands in the middle of that room that has some kind of unwalkable or barrier combo link cant get past. Then have a door thats a passage on the south wall and one statue on each side of the barrier or wall or whatever except for the side with the door. Have Link have to shoot one to go on to the next room, which has more statues, and so on. If you shot the wrong one, you have to try to undo it and shoot the correct one until you can exit. If you dont do the room in time though, youll get warped back automaticlly and have to start over again.

The rules are:
You must do every room within the time limit or be warped back.
It costs 30 rupies.
The prize is an HC piece the first time than its for fun.
You have to already have a bow and arrow.

Freedom
07-12-2004, 10:50 PM
the shooting gallery could be done with timed and secret pit warps. when the arrow hits the rupee, Link gets put on another screen. though, I don't know how the prizes would work...


The arrow game isn't that difficult but takes a while to set up, it takes 9 screens to do it one way and 4 to do it another, the 9 screen one tics down per screen and the 4 screen one uses the time as a whole.

If you want a player to get more then one prize you could always use a dungeon boss flag as the last target and set the flags and warps to in a way that if the player enters again he is actually going to an identical game but one with another prize
This method would allow you to give as many prizes as you want.

In the 9 room game each target hit places pitwarps under links feet sending him to the next room and if he misses the target and time runs out, he is sidewarped to the loser screen, in the 4 room game layered flags are used and all targets are actually shot in just the one room, the other rooms being used to set up the conditions and give link the prize.