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Oh, one game who's minigames I actually quite liked was Bully. I thought they could've been better but I liked their contextuality and reliance on simulated motion.
I hated trying to match flags to all the states in the US though. Probably easy enough if you're from America, but not the sort of detail most non-American's bother to revise. I had to get a cheat guide for that one. By cheat guide, I mean I googled a map and had my wife yell out the answers to me.
Picking locks in Bully was much more fun as well.
Szechuanosaurus on
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
I didn't find it particularly difficult, and I actually enjoyed playing it, but a lot of people have big problems with the jumprope minigame that you play as Vivi near the very beginning of FF IX.
You have to do 1000+ jumps to get a missable item, and it's right at the beginning, so a lot of OCD/completionist types pulled their hair out over this one.
I hated all of X's minigames, especially that motherfucking butterfly one. 7's weren't bad at all, even that marching one is kind of fun to fail.
"Sir, the ratings are incredibly low!"
"Send that soldier a bomb or something!"
"Received 2 Grenades"
Spider-Man 3's bomb missions take the cake. I like QTE's a lot, but even these were way too overdone for me. And some just seemed near impossible to do.
In the end, I guess I'd probably rather that neither of them were there - I didn't sign up for this shit. Why does unlocking something require incredibly fiddly micromanaging while casting a spell, notching and firing an arrow or modifying futuristic firearms can all be done with the touch of a button?
They were probably copying Thief, where the unlocking is rather fun, and adds an element to the game, since guards can catch you in the act.
Yeah, I can't remember how it worked in Thief, which probably meant it worked well. In that it didn't disrupt my enjoyment of the game and wasn't frustrating and crap.
Apparently in Ayn Randland, the interior mechanisms of alarm systems and vending machines alike are just a series of tubes. Stupid, repetitive, pointless tubes that presented no significant challenge whatsoever, as long as you could spam-click the first half-dozen spaces quickly enough to avoid any dead ends. I'm sure it's possible to make an interesting hacking minigame, but this sure as fuck wasn't it.
Apparently in Ayn Randland, the interior mechanisms of alarm systems and vending machines alike are just a series of tubes. Stupid, repetitive, pointless tubes that presented no significant challenge whatsoever, as long as you could spam-click the first half-dozen spaces quickly enough to avoid any dead ends. I'm sure it's possible to make an interesting hacking minigame, but this sure as fuck wasn't it.
In the end, I guess I'd probably rather that neither of them were there - I didn't sign up for this shit. Why does unlocking something require incredibly fiddly micromanaging while casting a spell, notching and firing an arrow or modifying futuristic firearms can all be done with the touch of a button?
They were probably copying Thief, where the unlocking is rather fun, and adds an element to the game, since guards can catch you in the act.
Yeah, I can't remember how it worked in Thief, which probably meant it worked well. In that it didn't disrupt my enjoyment of the game and wasn't frustrating and crap.
Thief had locks with increasing numbers of rings. To unlock a ring, you had to feel around the perimeter to find the "sweet spot" at 12, 3, 6, or 9 o' clock. It was pretty painless and sort of felt like you were actually picking a lock.
Apparently in Ayn Randland, the interior mechanisms of alarm systems and vending machines alike are just a series of tubes. Stupid, repetitive, pointless tubes that presented no significant challenge whatsoever, as long as you could spam-click the first half-dozen spaces quickly enough to avoid any dead ends. I'm sure it's possible to make an interesting hacking minigame, but this sure as fuck wasn't it.
What game is this?
It's Bioshock. They got tedious over the course of a game, but I liked the initial idea. You just had to do it way too often.
I didn't find it particularly difficult, and I actually enjoyed playing it, but a lot of people have big problems with the jumprope minigame that you play as Vivi near the very beginning of FF IX.
You have to do 1000+ jumps to get a missable item, and it's right at the beginning, so a lot of OCD/completionist types pulled their hair out over this one.
Thief had locks with increasing numbers of rings. To unlock a ring, you had to feel around the perimeter to find the "sweet spot" at 12, 3, 6, or 9 o' clock. It was pretty painless and sort of felt like you were actually picking a lock.
Oh yeah, that was good. I got really good at it as well, which makes the game all the more fun.
Apparently in Ayn Randland, the interior mechanisms of alarm systems and vending machines alike are just a series of tubes. Stupid, repetitive, pointless tubes that presented no significant challenge whatsoever, as long as you could spam-click the first half-dozen spaces quickly enough to avoid any dead ends. I'm sure it's possible to make an interesting hacking minigame, but this sure as fuck wasn't it.
What game is this?
Bioshock.
edit: oh good lord i'm slow.
Any minigame where you're unlocking something or whatever where there's a button that can automatically do it for you. Why waste the time making a stupid little minigame when you can just save the energy?
I actually really enjoy Super Chicken (is that what it was called?) and the Burger one from SQ 4. I can't remember any others right now.
I feel like SQ5 probably had a lot of minigames but I don't remember anything too much of a stand-alone game aside from the floor mop bit.
Any game in Feel the Magic on the hardest difficulty. Especially the unicycle over the ocean. You know what Sega, my hand is not transparent. I can't see where the track is going and I'm not even allowed to really move my hand because the track itself is about as wide as a string of dental floss. Oh and let's not forget the sharks jumping out at me. Yeah, I never did beat that mini-game on hard.
That Mario Party 8 game where you're cutting ropes attached to the catapult. As if the game needed more of an opportunity to award victory randomly.
Sadly, that's the only one that comes to mind right now. And I only thought of that one because I played MP a couple weeks ago with some friends.
I liked blitzball too...although that was only after deciding I needed Wakka's ultimate weapon. It became fun when I had a team that didn't suck horribly.
In other news, Tales of Symphonia's Red Light/Green Light. No, fuck you.
Yeah, but be fair. That one was totally optional and you could complete the entire game without ever knowing it had ever been there.
Unlike Mass Effect's obsession with Simon Says.
Anyway, my pick would be the Sith fighter mini-game in Knights of the Old Republic. It's not that bad, but it's random, annoying and doesn't award experience points. And it's made all the worse by the fact that the Ebon Hawk's single turret is so very slow. I just want to travel from planet A to planet B quickly. Is that too much to ask?
Speaking of Simon Says... The Ogr'la Attunement daily in World of Warcraft on a PVP server. You play Simon Says, while almost completely immobilized (you can only move at about 20% of full movement speed), in one of the most heavily trafficked areas for both players and mob respawns (at least pre-2.4).
Ugh.
Also, every Bioware minigame ever. They really need to stop. The turret in KOTOR, the rail-shooting in JE, and the Mako/unlocking in Mass Effect are all the worst parts of their respective games. Please stop Bioware! Or just hire the Geometry Wars developers to do it for you!
The worst that come to my mind are any in Croc: Legend of the Gobbos and it's sequel. Jumping back and forth between those stupid buttons using awful controls. It makes me want to punch a crocodile.
Apparently everyone in this thread has repressed the traumatic and painful analog stick rotating mini-games of Mario Party. Sadly, those nightmares still haunt me.
Bioshock's hacking was fun at first, but it got boring, then it got impossibly hard unless you unlocked several hacking tonics. Even then, the playfield could be broken such that the pathway was impossible to solve. Having the game punish you by killing you or setting off alarms made it annoying when there was no way to solve a particular hack. They commited one of the primal offences in game design by trying to make a game hard by making it possible for some puzzles to have no solution.
On the other hand, when I picked up New Super Mario Brothers on the DS, I had to fight family members for a turn to play the mini-games. I think I played the main game once for about 10 minutes and then played mini-games for the next 2 weeks trying to beat the high scores.
I played the demo for Bullwinkle on XBLA. What a disappointment. It's nothing but mini-games branded with the old cartoons. On the surface it LOOKS fun, until you play the mini-games themselves which last less than 5 seconds each and are just terrible. It's simply a matter of interpreting the vague directions and getting a single attempt at the proper button mashing. It's supposed to be a party game, but my experience was that it took longer to pass the controller to your friend than it did to play any one game.
Anyone who has played WW Twisted! and almost killed themselves over that minigame knows what I'm talking about.
Also the Goron dancing minigame in Oracle of Ages. Same principle, same excruciating execution that makes you want to throw your Game Boy out of the window.
Stupid Goron dancing. For me, GB games get played in public, with the sound off. In order to even *start* on that game, I had to play it at home, in an environment with no distractions. It still took me about a month of off-and-on playing.
evilmrhenry on
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited April 2008
FFVII: Crisis Core. The stealth mission.
Kingdom Hearts II: the Atlantica section. Turning the sound off isn't an option.
I spent more time playing Triple Triad than I did the rest of VIII; too bad no FF since has had a mini game half as fun.
Jack Frost's trivia sections in the DDS games was a nice change of pace.
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I hated trying to match flags to all the states in the US though. Probably easy enough if you're from America, but not the sort of detail most non-American's bother to revise. I had to get a cheat guide for that one. By cheat guide, I mean I googled a map and had my wife yell out the answers to me.
Picking locks in Bully was much more fun as well.
"Sir, the ratings are incredibly low!"
"Send that soldier a bomb or something!"
"Received 2 Grenades"
Spider-Man 3's bomb missions take the cake. I like QTE's a lot, but even these were way too overdone for me. And some just seemed near impossible to do.
Yeah, I can't remember how it worked in Thief, which probably meant it worked well. In that it didn't disrupt my enjoyment of the game and wasn't frustrating and crap.
Apparently in Ayn Randland, the interior mechanisms of alarm systems and vending machines alike are just a series of tubes. Stupid, repetitive, pointless tubes that presented no significant challenge whatsoever, as long as you could spam-click the first half-dozen spaces quickly enough to avoid any dead ends. I'm sure it's possible to make an interesting hacking minigame, but this sure as fuck wasn't it.
And the Gummi Ship in the first Kingdom Hearts.
What game is this?
Thief had locks with increasing numbers of rings. To unlock a ring, you had to feel around the perimeter to find the "sweet spot" at 12, 3, 6, or 9 o' clock. It was pretty painless and sort of felt like you were actually picking a lock.
In other news, Tales of Symphonia's Red Light/Green Light. No, fuck you.
It's Bioshock. They got tedious over the course of a game, but I liked the initial idea. You just had to do it way too often.
It happens in two different places. You can go back and do it again after disc 3, which is what the video shows.
Oh yeah, that was good. I got really good at it as well, which makes the game all the more fun.
Seriously there is no worse minigame in this entire world
Bioshock.
edit: oh good lord i'm slow.
Any minigame where you're unlocking something or whatever where there's a button that can automatically do it for you. Why waste the time making a stupid little minigame when you can just save the energy?
People have said that before but I'm sure it's not true. I'm convinced there were more songs and different button combinations.
I actually really enjoy Super Chicken (is that what it was called?) and the Burger one from SQ 4. I can't remember any others right now.
I feel like SQ5 probably had a lot of minigames but I don't remember anything too much of a stand-alone game aside from the floor mop bit.
Sadly, that's the only one that comes to mind right now. And I only thought of that one because I played MP a couple weeks ago with some friends.
I liked blitzball too...although that was only after deciding I needed Wakka's ultimate weapon. It became fun when I had a team that didn't suck horribly.
Unlike Mass Effect's obsession with Simon Says.
Anyway, my pick would be the Sith fighter mini-game in Knights of the Old Republic. It's not that bad, but it's random, annoying and doesn't award experience points. And it's made all the worse by the fact that the Ebon Hawk's single turret is so very slow. I just want to travel from planet A to planet B quickly. Is that too much to ask?
Smashing up a car with E Honda in Street Fighter.
BREAK THE TARGETS!
Oh wow. Is it sad that when I read that I heard the announcer's voice saying it?
The real answer is the set of Floyd's minigames in Jet Force Gemini. Specifically getting Platinum Medals. Nearly impossible.
Of course, I only say this because I don't consider myself particularly sad. At least, not because of this.
Ugh.
Also, every Bioware minigame ever. They really need to stop. The turret in KOTOR, the rail-shooting in JE, and the Mako/unlocking in Mass Effect are all the worst parts of their respective games. Please stop Bioware! Or just hire the Geometry Wars developers to do it for you!
You think that's bad? I can hear the circus version of the Brawl theme in my head right now. I hate that version.
You win sir, you win.
Not really. What's sad is hearing the announcer's voice saying it at random points during the day with no provocation whatsoever (while at work).
I AM CAPTAIN BASCH!
Also, I hate the CPR minigame in FFVII. It's completely pointless, it wastes your time, and you can't win or lose!
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KHII has some okay mini-games, save for the singing one.
Also, did anyone else like Pazzac in KotoR? That was pretty fun.
On the other hand, when I picked up New Super Mario Brothers on the DS, I had to fight family members for a turn to play the mini-games. I think I played the main game once for about 10 minutes and then played mini-games for the next 2 weeks trying to beat the high scores.
I played the demo for Bullwinkle on XBLA. What a disappointment. It's nothing but mini-games branded with the old cartoons. On the surface it LOOKS fun, until you play the mini-games themselves which last less than 5 seconds each and are just terrible. It's simply a matter of interpreting the vague directions and getting a single attempt at the proper button mashing. It's supposed to be a party game, but my experience was that it took longer to pass the controller to your friend than it did to play any one game.
Stupid Goron dancing. For me, GB games get played in public, with the sound off. In order to even *start* on that game, I had to play it at home, in an environment with no distractions. It still took me about a month of off-and-on playing.
Kingdom Hearts II: the Atlantica section. Turning the sound off isn't an option.
I spent more time playing Triple Triad than I did the rest of VIII; too bad no FF since has had a mini game half as fun.
Jack Frost's trivia sections in the DDS games was a nice change of pace.
I just got to that part. I'm dreading it.