Mario Party: Island Tour M.G.E.I.

M.G.E.I. stands for MiniGame Event Ideas. I understand staff is busy with PMU 8 and this is the least of their worries but no one has suggested it so why not eh? Plus, this would add fresh ideas to the PMU world and they could be the next popular events.

view all pictures here

the 1st image is from this event.

  • you adjust your power level to try to get the most points. if you go over or under, you get no points. round 2, the points are doubled

the 2nd is from here

  • your goal is to be the last one on the carpet. the carpet eaters move above eating part of the carpet. more are added as time goes on. the ate parts regen behind the eater’s trail

the 3rd is from here

  • escort your 10 goombas to the finish while trying to keep as many as possible. your out if you have zero goombas

the 4th is from here

  • be the quickest to match the picture on top with the choice on the bottom. bottom choices are shuffled each time the event is played (not each round)

the 5th is from here

  • gutair hero setup. hit the notes on the target pic in the top screen for a bonus point while hitting it on the blue box gives only 1

the 6th is from here

  • once everyone picks a flower, everyone waters it. those who get a “bad flower” are out. those who get a good flower move on to next round. the choices picked are removed. the event goes on should the next round get all good flowers

the 7th is from no video for Truckin and Cluckin

  • grab a chicken and hold on to it as long as you can for 5 points each second. new chickens spawn. golden chickens appear towards the end and give golden eggs that are doubled but dont last as long

the 8th is from here

  • each player starts out with same amount. goal is to have the most spaces claimed, or “colored”. others can color over your spots

the 9th is from no video for Pachinko Wizard

  • one spiny shell is dropped after everyone has claimed a spot. game of chance as the shell bounces around. the circles on the black long bars (top left pic), moves back and fourth. if hit, your out and the selection slots decrease by one. if shell should miss but land in your box, it rolls to you

the 10th is from here

  • your goal is to fill up the container as close to 100 as possible. the containers filling view is hidden as the meter gets closer. you then hope to get as close to the goal of 100 as possible. scoring is based on how close you are to the goal. those who goal over are towards last

the 11th is from here

  • chance game. pick a shell and hope for the most. choices revealed after everyone selected. additonal shells added each round

the 12th is from here

  • watch the video instead

the 13th is from no video for Bom-omb Aplomb

  • bombs drop from the sky and land in different players bins. you have to quickly clear them out or your out. last one standing wins

the 14th is from no video for Match Faker

  • like the 5th except the selection choices are turned over like a memory match game where you have to memorize the locations and then make best guess. wrong selected choices are faded out. previous round choices remain face up so they cant be used again

the 15th is from no video for Sky’d and Seek

  • flying goombas and flying koopas head into the cloud. you are to memorize how many actually are in the cloud. some of them fly out of the cloud to the left. at the end you are to try and get the number right for that group

the 16th is from here, Grid Is Good. I have no picture

the no video for minigame name does not count the “all minigames videos” as those have everything and not just the specific game in general that the suggestion is about

Now the question is… How do you incorporate the minigames into PMU? I don’t know about you, but I certainly don’t think that the physics engine is good enough for riding minecarts or leading a bunch of Pokémon like that. Maybe a few ideas as to how they could be incorporated with the physics of the game?

If not, then here’s my suggestions:

Event One: Stretch Run
For this one, I could suggest that, instead of power levels, you choose a Pokémon that will thrust you forward. Also, you won’t be able to see the finish line, so you don’t know what to expect with points.

Event Two: Tragic Carpet Ride
Instead of some headless monsters eating the carpet, you could stand on a carpet and, if you’re standing on the color that’s chosen, you’re thrown off.

Event Three: Goomba to Manuver
There’s no Goomba here. Instead, how about you escort 10 Pokémon as quickly as possible? You pick up a Pokémon at the starting line, then you try to find the Pokémon to escort to.

Event Four: Find It First
For this event, I would suggest that a certain Pokémon is called out, then you have to find the Pokémon (NPC) that’s on the move.

Event Five: Xylophone Home
This might be difficult to incorporate since it’s a music-based game. Instead, maybe the player could go onto a certain tile to guess the music that is playing. Even then, I’m a bit iffy about that because of sound lag (which may be fixed at PMU8’s release).

Event Six: Garden of Eatin’
It’s basically a game of luck here. Instead of watering flowers, you have to choose from a hidden trap… Or hidden stairs to go to the next one. The hidden traps would be Pitfalls.

Event Seven: Truckin and Cluckin
Instead of holding a chicken, you instead stand on a tile that gives points. Once the tile disappears, another reappears. Or staff can stand on a tile and use a move that gives points before teleporting to another tile.

Event Eight: Who’s Hue?
The hue is alive! This could use the CTF mechanics and have you steal a space that will claim it as yours. Collect as many spaces as possible before staff times you out.

Event Nine: Pachinko Wizard
It’s just a replica of Event Six, except a little more cramped. :/

Event Ten: Can’t Fuel Me!
This one’s a bit difficult since it’s a precise click of a button. But how about if staff runs across some field of some sort and we threw a snowball-type item at the running staff member and see who gets the most hits.

Event Eleven: Helter Shelter
For this one, we pick up something that’s like Poké and see how many points we get when scattered around the room. We can only pick up one.

Event Twelve: Meteor Melee
For this one, collect the most berries in a room. Be careful not to pick up any look-alikes that will dock points. You cannot drop any berries.

Event Thirteen: Bom-omb Aplomb
This is Snowball. Already a game. But the randomly scattering items might be a nice touch.

Event Fourteen: Match Faker
Given a description, you must talk to the correct NPC the staff explains. Oh, did I mention they become invisible?

Event Fifteen: Sky’d and Seek
For this event, there could be Pokémon walking from the left and right into a fringed area before asking about what Pokémon are underneath. Afterwards, the fringe is taken off and we see what Pokémon are there.

Event Sixteen: Grid is Good
This video game is quite puzzling… Literally. To implement it into the game… Is beyond me. >.> Place yourself on a tile and have some points revealed once you’ve chosen? I don’t know…

When I read your improvements, I was intriqued. I removed them from this quoting post as I would just be saying “Read this post again”.

I will try to improve the ideas based upon what I read

[ul]*Stretch Run
-well said. I cannot top this
*Tragic Carpet Ride
-Everyone starts on the carpet that is the same color from tileset 2, or was it 3? as players move about randomly selected tiles will start to change colors. that tile will be removed for about 5 seconds and then the tile spawns back
*Goomba to Manuver
-you have a certain number of escorts following you. you have to protect them as long as you can while trying to defeat your enemies escorts
*Xylophone Home
-either your idea or this could be scraped. i really have no idea unless there is a dungeon with the song and each step you take in a linear path plays the song
*Garden of Eatin
-players have to choose from a row of similar looking apples, aka “Apple”. after selection, 5 seconds pass. if your apple turns into a golden apple, you move on. if your apple turns into grimy food, your out
*Truckin and Cluckin
-the map is a small map. mystery eggs spawn. you have to collect as many as you can. if a player hits you with “F” (no moves), you lose 3 eggs. player with most eggs wins. [some players may need 3 pages of inventory; inv must be empty]
*Who’s Hue
-the map is 20 x 20. each player moves around the map trying to color each tile to their assigned color. aka Luli is Red or something like that. lost tiles can be reclaimed by players within the time limit
*Pachinko Wizard
-players stand on a row of similar looking tiles. after 5 seconds, a random tile will change into a pitfall and the player is out. players who are out are flashing and cannot be in any other rounds that match. rounds repeat until 1 player remains. if a tile changes to pitfall and no players are there, the round is a do over
*Cant Fuel Me
-the players spawn in a small area. they each have a set amount of time like 10 seconds to accumlate as many steps as possible. however, after 2 seconds, you cannot see what the number is. then all players will run through a dungeon like maze (linear paths) while the accumlated steps get used out (basically go from 100 to zero). whoever gets to the highest floor and has gone the farthest wins
*Helter Shelter
-players spawn and the room is dark. different “poke” (money) spawns in the room. the darkness is lifted and you pick one. you are immobilized until everyone has selected (afk’s booted as to not hold up the game). the amount of poke is displayed as your status (like if you picked up 10 poke, your status will be /status 10. status is removed at start of next round)
*Meteor Melee
-oran berries spawn throughout the map. if you pickup “oran”, your good and will be used for points. if you get “oren”, you lose a couple “orans”
*Bom-omb Aplomb
-players throw geo pebbles to each other. the player has to pick them up and rethrow them. the bomb timer could be 15 seconds and the player could have 10 seconds to throw them (just a formality). if the pebbles have been sitting there, they change to gravelrock indicating it is about to explode. your tile turns into a lava tile once out. staff will have to respawn the map and move remaining players close (players will first have to remove all rocks from inv. [this is to ensure that the remaining players wont have to clear a gap and will give players a fighting chance]
*Match Faker
-the map is 40 x 40. with darkness that surrounds you to no less then 3 tiles in any given direction. all the npcs are hidden around the map in the darkness and they all look the same (aka they are all horseas). an npc name is called out like fennkin and you have to find fennkin. the npc will say their name
*Sky’d and Seek
-various groups of pokemon, say no more then 5 total groups (charmander, totodile, shinx, [stage 1 starters; 1 from each gen]) will move left into a small fringed box (say 3 x 1). at the end, each poke will step out and be counted for
*Grid Is Good
-different shapes taking up small amounts of tiles could spawn. you have to walk over and select one of them since they shapes are acting as items. you then proceed to the grid full of inactive traps. stat healers are 1 points, stairs are 2, mission points are 3. you then drop the item into place and wait for others to finish. if 2 players overlap into the same tile, they get no points
[/ul]