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Old 01-09-2009, 07:16 AM   #1 (permalink)
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Default Wario-ware style microgames

Had this thought last night and did a search and saw this had been requested a while ago but I was thinking this would be really nice to have and had some ideas as to how the implementation could work.

NAME OF PROPOSED GAME
Minigame Madness was proposed before by SoFresh

Description of gameplay
Similar to WarioWare, the game is made up of a bunch of 3-second microgames. At the start of each game a single word is displayed to the user telling them what to do. An example from WarioWare:

The finger would move back and forth automatically and the player would have to time their hitting of the Play button to line the finger and a nostril up.

Description of button mapping
The individual button mapping would be up to each developer, although the KISS (Keep it simple, stupid) should be used. Remember they only have 3 seconds to figure out what they need to do and do it.

Tips/suggestions for developers accepting this request
What I'd love to see is someone create the initial platform in such a way that the rest of the zuneBoard community could extend a "microgame" class that has a couple virtual functions for update/draw and state enum of {playing,won,lost}.

The platform takes care of all the details such as score, speed, etc and just creates a new instance of each microgame as needed. During each of its own Update() it would check:
is the timeElapsed for that microgame less than 3 seconds
is the microGame.gamestate still playing
if so it will call Draw() and Update() within the microgame at an interval based on the speed it keeps track of.
Otherwise it would subtract a life if the time was up or the state was lost, or move on if the state was won.

By creating a simple platform this would allow many people to create these microgames and then the original author can include them in the game. This would be a community project. There are a lot of people on these forums that are just learning C#/.NET. This would be a great way for them to "get their feet wet" by creating just a microgame or two instead of a full fledged game would be a great way to learn.

The graphics in the original WarioWare for the GBA were *all* over the place and there was some really bizarre stuff, but that is what kept it fresh.

Perhaps every month or two we could bundle up all the submitted microgames and release an updated Minigame Madness.

Props and +rep to SoFresh who posted the idea back in October, I'm just late to the party.





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Old 01-09-2009, 07:51 AM   #2 (permalink)
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great idea hopefully someone's picks up on this and +rep for an amazing explanation and using the template!
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Old 01-09-2009, 03:57 PM   #3 (permalink)
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I was totally behind this before and still am. Good job explaining
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Old 02-24-2009, 05:03 PM   #4 (permalink)
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I have a feeling someone is going to post here soon.
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Old 02-24-2009, 05:10 PM   #5 (permalink)
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I don't.....

BTW

THIS THREAD HAS OFFICIALLY BEEN NINJA SLAPPED!!!!!!!!!!!!!

oops caps... anyway someone throw mini game concepts and sprites at me now!!!!

kk thx bai
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Old 02-24-2009, 05:20 PM   #6 (permalink)
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Ideas (not games, though) here: http://www.zuneboards.com/forums/gam...e-madness.html

Too bad Flash Gordon never posted with his 20 ideas...
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Old 02-24-2009, 05:40 PM   #7 (permalink)
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So true..... Engine done BTW, just need games
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Old 02-24-2009, 05:47 PM   #8 (permalink)
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Wow. Be right back.

Examples of microgames include scratching Wario's back, cutting a rope so a cage falls on a duck, and catching fish in a net.
For example, there is a microgame where the player must zap a spaceship; in another, Wario must collect coins in a Pac-Man-like maze.

And... one more huge copy-paste

Quote:
Originally Posted by Wikipedia
Microgames are simple video games created by the fictional company WarioWare, Inc.. Nintendo's line of WarioWare games each feature these microgames, which are generally less than 5 seconds long. Microgames are even simpler and shorter than the minigames found in other games such as the Mario Party series.

Gameplay in all WarioWare games is distinct from most other games, as they involve the player or players trying to beat the microgames as soon as possible. Most games present instructions in the form of a verb and quickly drop the player into the situation where they must perform said verb.

All microgames are strung together in a random order within different "stages", each hosted by a different character. First the player is presented with a quick one or two word instruction such as "Eat!" or "Get Blue!". Then, the microgame will appear and the player will have to complete the game according the instruction.

Microgames usually have only one task to complete. For example, in one microgame the player is told to "Enter!" and is presented with a scene from The Legend of Zelda. The player must use the directional buttons to move Link to a cave entrance before the time runs out. In another game, the player is told to "Avoid!" and must drive a car, avoiding oncoming traffic.

Microgames come in three main types, classified by the condition required to clear them:

"Accomplish" Microgames, where the player must do something within a limited amount of time. The Legend of Zelda example above is an Accomplish microgame, since Link must be guided to the cave before the timer runs out. A sound bite, signifying completion of the microgame, will usually be played before the timer runs out if the task is accomplished (and may continue through the return to the score screen).
"Survival" Microgames, where the player must prevent something from happening until the timer runs out. The traffic example is a Survival microgame, where the car must avoid being hit until the timer runs out. The sound bite will play after the score screen returns.
"Boss" Microgames, which always occur at a set point in a channel, are usually more challenging, have no time limit (as described below), and give chances back upon successful clearing. They are also required to be passed to pass a channel for the first time. The sound bite will usually play after the task is fulfilled, and then the score screen will return.
In addition to these main classifications, there are several deviations from the normal microgames:

IQ-Genre microgames, which last twice as long to fit their brain-stretching contents.
Multiplayer microgames, found in WarioWare, Inc.: Mega Party Game$! and WarioWare: Smooth Moves, are not beat-based, and are used to determine who goes first in a multiplayer game, or to settle a tie. The "Wobbly Bobbly" multiplayer game features multiplayer microgames most commonly, as one is played at the start of each round.
Certain microgames require a complete lack of input to complete. Examples include a microgame in Twisted! that instructs "Don't move!" to keep eggs balanced upright, or a Microphone microgame in Touched! instructing the player to "Shhhhhhhhh!" as several Fronks cross a tight rope.
The unit of time for all microgames is beats. In Mega Microgame$! and Twisted!, a standard microgame is 8 beats, while microgames in the IQ genre (hosted by Orbulon) last 16 beats, also Fronk's microgames in Twisted! only last 4 beats. In most games, the BPM will start out relatively slow and will increase as the player completes microgames. Though Nintendo and game retailers suggest that the microgames last five seconds, at the slowest speed of 140 BPM only the IQ microgames could possibly reach this length.[1][2]

In WarioWare: Touched!, the 8-beat standard has been dropped for all microgames, so many last longer than 8 beats. This may be a difficulty curve for those unaccustomed to the Nintendo DS's touch-screen interface. To retain pace, the microgames will automatically end if cleared before a four-beat measure is met.

To show the time left to complete a microgame, a small "bomb" appears at the bottom of the screen. The fuse and a countdown timer show the amount of time left to complete the microgame. When time runs out, the bomb explodes and in most cases, the player loses a life. The fuse burns faster when the BPM increases.

Some microgames are intrinsically harder than others, and an increased BPM (increased speed) will make any microgame more difficult to complete than the same microgame at a slower BPM. This is usually reflected in the microgames' "clear scores"—the score one must reach while playing a microgame in the practice modes to obtain credit for "clearing" it (Smooth Moves lacks this feature, however, as do the exclusive multiplayer microgames from Mega Party Game$!).

Each microgame is also featured in three difficulty levels: Blue, Yellow and Red. Blue presents the given task in an easier way, while Red presents it in a much harder way. Not all modes of all WarioWare games actually show a color to denote the current level, but most modes start with Blue games, progressing to Yellow upon a "Level Up" (usually achieved after passing a boss microgame), then to Red in similar fashion. Once Red is reached, sequential "Level Up"s will typically be replaced by "Speed Up"s (an increase in BPM).

Using the above The Legend of Zelda microgame as an example, the Blue version of this microgame usually places Link very close to the cave entrance that he must enter. The Yellow version places the entrance further away and places an enemy that blocks Link, and the Red version places the entrance yet further, and has a second enemy that shoots at Link from a lake.
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Old 02-24-2009, 06:11 PM   #9 (permalink)
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yay namakemono! i just read your thread. As an update, the thread of the manic minigames is done, so we can contribute to this project!





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Old 02-24-2009, 06:12 PM   #10 (permalink)
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I now re-lock this.

See the thread, post ideas here
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