RPG Maker MINIGAME v1.0 RPG Maker FAQ PlayStation Email: jerbils@yahoo.com January 1, 2002 Table of contents: 1. Intro 2. Minigame Basics 3. Switch Compression 4. Particular Minigames 5. Contributor Guides 6. Thanks 7. Copyright 1. Intro Minigames, I think, can make any RPG, no matter how good or bad, a fantastic experience. It is a sign of extra effort put out by the programmer. If you are playing a good minigame in a homebrewn RPG, you know you are playing something worth your time, which at times is a rarity in the RPG Maker community. It’s safe to say that the whole minigame craze was created by Alzar (real name David Erwin), who’s landmark game Remote Control, spotlighted as being the winner of EGM’s RPG Maker contest introduced us to what a quality amateur RPG can be. The most revolutionary feature about this game was the arcade, with fully functional games. It was my (not to mention others) inspiration to make minigames. Well, with nothing else interesting to say, let the minigames begin! 2. Minigame basics I won’t lie to you, if you are still an RPG Maker novice, you probably won’t know a lot about what I’m saying. This is for experts, or really, really smart people. So if you got this game yesterday, you’re gonna be lost . ^_^ Almost all minigames are comprised of three scenario tools: 2/3 Way Choice, Take Over, and Switches. So, if you intend on making minigames in any kind of efficient manner, you should master these elements. Obviously, you’re going to have be very good with every aspect of the scenario editor. This doesn’t mean that every minigame uses only these, they only set the basic foundation. You will, of course, need to use other tools, such as Display Message, and possibly things like Inventory, Change Screen and others. A term I tend to use is trigger events, or the event that starts the minigame or event. Not really important, but it will help you understand the guides better. Also, you will notice that I usually use parenthesis when I deal with switches. The reason for this is that you don’t necessarily need to use the switch specified in the parenthesis, it’s just there so you can keep up with what I’m saying. 3. Switch Compression Switch Compression is still theoretical, and I haven’t used it. It’s an advanced technique, so beginners, don’t worry about it. The basic concept of Switch Compression is that you only get 6 conditions per page, and many times, that is not enough. For example, if you want switches 001, 002, 003, 004, 005, 006, and 007 to be the conditions necessary to open a door, for instance, you are faced with the problem that there are not enough conditions available on the page. To remedy this, make one page with conditions switches 001, 002, and 003. For event contents, turn on switch 008. Make a second page with conditions switches 004, 005, 006, and 007. For event contents, turn on switch 009. Finally, make a third page with conditions switches 008 and 009, and open the door. You can vary the techniques with other conditions such as items and whatnot. This can be very crucial to making a good minigame. 4. Particular Minigames A. Monkey Raising/racing B. Fishing Game C. Metal Gear Solid D. Slot machine E. Frogger F. Battle Arena G. Dice H. Dating Sim I. Hide and Seek J. Fortune Teller K. Deserted Town L. Watch Out! M. Tag N. Rock, Paper, Scissors O. Gun Savior I have written some tutorial guides on particular minigames before this FAQ was begun. I wrote them in a fashion that it doesn’t walk you through each and every minute little step, but rather somewhat vague, so that you learn while you read. Also, feel free to elaborate any way you want, this is just a basic outline. A. Monkey Raising/racing With this method, you can only have up to 6 factors that can affect the monkey's behavior and racing ability. You can have more if you use switch compression. For this demonstration, so to speak, we will use these six items that enhance the monkey: Banana Super Banana Mega Banana Tang Banana juice Cherry Coke First, you need a monkey raising system. First, you need to get an item called a monkey, and have that item signify as a switch to get into, say, the monkey club, where you race your monkey. In that club, or elsewhere, you can obtain the items listed above. There will need to be an event where you bring your monkey and "feed" it the items (by the way, they should be one time items). When the item is "fed" to the monkey, it should offset a switch. Let's say: Banana (Switch 001) Super Banana (002) Mega Banana (003) Tang (004) Banana juice (005) Cherry Coke (006) Remember, this is just what I would do. I'm just giving a little guidance. Now, you can , make an event in which you ask someone at the monkey club how your monkey feels towards you. You would need to make several pages for this event. For all of these pages, you would need 6 conditions on each page. These conditions would be switches (001-006), either turned on or off. Obviously, the more switches that are on, the more your monkey will like you. Heck, you even set it up so that when you enter a certain area, the monkey will express it's uh, love to you. He can even give you items if he really likes you. Also, you can use switch compression to be able to use more food items on the monkey. A lot of the racing goes hand in hand with raising the monkey (kinda like in pokemon, the happier the pokemon is, the better it battles. Sorry, but that's the most relevant analogy). If it's been fed more items, or, more switches (explained above) are turned on, it has a better chance of winning the race. By this I mean you can adjust the probability your monkey goes into a winning race. And by THAT I mean that you set up the races beforehand. For each outcome of a race, you have to make a whole new race. That number can go upwards of 50. A pain, I know, but it's really worth it in the end. The best way to go about making the course is to make one track and duplicate as many times as there are race outcomes. You can mush it all into one race arena dungeon to save system data space, but I don't recommend it. At this point, you can take two roads: the lazy road, and the ambitious road (no, not in the game; theoretically). The lazy way is to make them all move at the same time, meaning you can't tell who is winning or losing. Or you could make them all move separately (the ambitious way), which makes a far better experience for whoever is playing your game. Personally, I choose the harder path (which will easily add several more hours to the making of the game). It's up to you. To make them all move at the same time, just put all of the race data into one monkey (moving, the probabilities, text messages, etc.) and simply duplicate the event. All the monkeys have to be the same color if you choose that method. If you want to go the harder path, the monkeys can be different colors ,and the player can actually interact and manipulate the outcome of the race, such as roadblocks, interfering monkeys and the like. B. Fishing Game To start, you'll need a fishing hole/pond/cesspool dungeon, which shouldn't be too hard. Next, make an event that when activated, asks you if you want to fish. If you answer yes, you may want to shift the screen so it is more centered over the pond to give that nice fishing feel. At this point, it's just going to be a ton 3-choice probability things. Since I don't feel like writing a book, I'll just do the basics. For this stuff you'll want to be organized, so have a take over to a new page. Since this is a text game, you don't have make anything move or animate, or any thing like that. Next, Have a three way choice asking the player if he would like to cast to the left side, the middle or the right side. Now, to keep things simple, we're just going to work with one choice, say, the middle. You can tweak and adjust the ratios for the other choices. Next is a random three way choice (you're going to use a lot of those) with the choices to hook a fish, give a nothing's happening message, or an almost had it message. Know now that if you were to make a flow chart of all this, it would probably be the size of Kentucky by the end. With the second two choices, give a two way choice to try again or give up. If you choose give, up then just end the event and remember to go to default screen). If try again, then use a take over to the current page, as silly as it sounds. For the first choice, hook a fish, take over to another page. In that page, have the two way random: Reel it in, or sway the stick (or something like that). Next, have each of those have a take over to their own page (you're going to have a lot of pages) and each will have a two way random: Broke the line (and end the event), and got it (Add the corresponding fish size item to the inventory [if you got a big fish, add a big fish item. If you caught a small fish, then add a small fish item to the inventory. If you haven't made those items yet, do it now.])and end the event. Now, just use everything I wrote above to fill in the empty pages, and always remember to go back to the default screen. C. Metal Gear Solid I have already done two levels of this, so I know what I'm talking about. First, make a maze-like dungeon (it looks really metal gearish with the concrete-looking walls and black background). Be sure to put a few divided areas, to stretch it a bit. Essentially, there are two components: Staying out of the guards sight, and using grenades to distract them. First, I will explain how to stay out of the guards' "sight." First create an event where you want the guard to stand, with some sort of guard graphic (duh). Next, create a couple of graphicless events where the guard’s line of sight is. Whenever the player steps on the event (set it to touch activation), have a take over to a page in which the guard graphic come towards the player, and ends the minigame (or start over, whatever you want). Overall, that's not too hard. Next, there are the parts of the minigame where you need to throw a grenade to distract the guard, and when the guard has temporarily left his post, run through the area. To do this, set up another guard event exactly as you did above. This time, however, what you want to do before the player steps into their line of sight, make an event (touch activation) that gives the player the option to throw a grenade. Obviously, if the player selects no, then just end that event. But, were just gonna work with yes. make an event in the location in which you want the grenade to detonate. When the player selects yes, have a take over (you'll have to use a lot of these) to the page with an explosion at the location of the detonation event. Next, have a take over to the guard event with a move to point to the detonation event. Make sure to have the guard on touch activation to look at the player, end the game, and so on. When the player safely exits the area where the guard was standing, have a graphicless event that causes a take over that makes the guard event go back to his original position, and everything is reset. This is really just a bare bones basic guide, and is probably not giving you all the help you want. Also, it's leaving some stuff out, but this a learning thing, and I want you to figure out a bit out for yourself. Actually, I'm just being lazy. If you want to know how to do absolutely EVERYTHING, download my CastleMania: Chapter Two demo from my site (www.rpgmclub.cjb.net), and just see what makes it tick, so to speak (there is no password). *End blatant plug* D. Slot machine Like most minigames, this one involves heavy amounts of random three way choices and take overs. To start, what you want to do is make a slot machine graphic. Since you really shouldn't do that, I highly recommend you just use the casino dungeon sample. Next, make an event on the slot machine in the dungeon. Give the player the yes/no option to play. If no, end the event. Obviously, yes is the answer where the game begins, so we'll work with that. If you want to keep it simple, just use three possible items you can, uh, land on. Let's say: Cherry (common) Lemon (uncommon) Soccer ball (rare) Now, this event is going to have a ton of outcomes, so there's going to be lots of pages. First, make the three way choice to land on land on cherry, lemon, or soccer ball. They should have equal percentages, but since you can't give %33 to all the choices, one will have to take %34. Give this to the cherry. Make sure to let the player know what's happening with messages (i.e. "You got a cherry!" or "You got a soccer ball!"). Next, have each have a take over to their own new page. Essentially, just repeat the above steps twice more, only give smaller percentages to more valuable choices. After that, if the player got three in a row, either give them an item or money. If the player got an outcome of three rarer(is that a word?) items, give them more money, or a better prize item. To make this more complex, just use the same basic method as above. Only this time, let's say you want five items: Cherry Lemon Soccer Ball Bar Jackpot To do this, make the event just like above. Only for the third choice, just have another random three way (ewwww) right below, you don't even have to start a new page. Then, just use the same method as before, only this time it will have more pages (a lot more). E. Frogger This isn't too hard. Be aware, however, this isn't going to a carbon copy, as that would be impossible with RPG Maker. First, make a custom dungeon that essentially a wide open space. Next, make a bunch of metal or machine like event graphics. For those events, set to touch activation, set movement to left and right, and slow or fast, whichever you prefer. For the event contents, just put the message: "You got hit!" or something like that, and end the game. Just make a bunch of those. For the goal area, just make a row of events that say something like "Great! Now try the next level!" And make a new level, and put a move location to that area. Like I said, simple. F. Battle Arena Providing you have the necessary monsters already made, this isn't too difficult. If you haven't already made the monsters, do that first. You should have a decent balance, but you can do whatever you want. Anyway, set up some sort of event (not a real event, I mean like an overall scenario thing. Damn terminology) where it's like a battle area where you can sign up and whatnot. Make a real event with the option to enter the arena or not. I believe you know what to do with "no." With yes, have a move location to an arena-y area. Just have a bunch of battles after each other. To do this, have an intro event to a battle. Just make sure to set the battles up with a two-way choice with win/loss. If you lose, send the player back to the first place. If the player wins, have them just continue to another battle made with the same method. Just do this again and again, at it'll easily add hours and hours of gameplay time to your game. Chances are, you'll want messages before and maybe after each battle. To spice things up, you can throw in some randomness (just randomize the battles the player heads into after the one he is already in). To make things really interesting, you can throw in prize items. When the player reaches the end, give them a really good prize. Them, send them back to the first battle. When they reach the end again, give a fantastic prize. You can do this as many times as you want. Hell, to really stretch it, you can even make separate leagues. You can really boost the replay value of your game with a really good battle arena system. G. Dice This is really just a dumbed down version of the slot machine. First, make an activating event that asks if you want to play. For yes, give a three way random for rolling a 1, 2, or take over to another page. On that taken-over-to page, give another three way random for 3, 4, or another take over, and repeat this step for numbers 5 and 6. For all six of the numbers, give a message for "You got (insert number here)!", or something like that. After those messages, give each number a take over to their own page, and repeat all above steps again for each number. Yeah, it's tedious, but what are ya gonna do? I would just leave it at that, but you can add more dice if you want (just repeat again). At the end of the last roll, tell the player what they got, and do whatever you want with the results. H. Dating Sim This is one of those things that you need to use examples for. Essentially, it's comprised of a ton of 3/2 way choices, take overs and switches. If you want to make a good sim, you're going to need to make a ton of cutscenes, which you will have to figure out on your own (if you can make one good cutscene, you can make ‘em all). Basically, during a cutscene, have the, uh, partner ask the player a question (and what a player s/he is!) with a two or three way choice. Although the game is much more fun to play if the player is confronted with 3 ways as opposed to 2 ways, you need to make a cutscene for each and every choice, so you need to be ready for that. During key questions (or every question, it depends on you), have the "right" or "wrong" replies turn on a switch. For example, if the date asks what you think of her, you could have the choices 1. You look very nice. (good) 2. Damn, you fine! Let's take a trip on the love train! (even though that wouldn't fit)(bad) 3. You look like a baboon. (really bad) Each reply would trigger a switch: 1. Switch 001 2. Switch 002 3. Switch 003. Basically, these just add up until the end of the date. At the end, there should be a single event with a lot of pages. On each page, in the conditions, there should be all the possible switch combinations. Depending on how the date turned out, let the player know somehow, and give them a prize or something, if you want. What happens at the end is really up to you. I. Hide and Seek Like many minigames, pretty simple. You can do this on any scale (across the game or across one map). Although the bigger it is, the more memorable it is. Either way, it’s not rocket science. A good trigger event for this is say, a character. Have them say, “Tag! You’re it!” then turn on a switch (001) Then place events where you want the next person to tag. You can keep it simple by just placing an event that appears with switch (001) on. Have that trigger switch (002). Do that same thing for another event in another area. Do that again and again. The more fun way to do this is to add some probability to the mix. In the first event, after turning on switch (001), have a random three way choice to turn on switches (002), (003), or (004). Now, have three events place wherever, and each turned on by either (002), (003), or (004). Have them similar to the first event, only with new switches. Make sure they all end up with the same event (that can be kind of tricky), and then give a reward of some sort. J. Fortune Teller This is pretty basic (I say that about a lot of things, don’t I?). Really, really basic. Simply have a trigger event with fortune tellerish graphic. Give the player a choice to participate (yes or no choice) and if the reply is yes, take over to a new page. On that page have a random three way choice. The first two should be fortunes, while the third is a take over to a new page. Do the basic same thing, then again and again. On the final page, have all three choices fortunes. Like I said, simple. K. Deserted Town This isn’t really a minigame as much as an extra fun thing to put in your game. Basically, you come upon a town that’s completely desolate. Then, one by one, you meet the members of the town and have them go back to the town. For instance, you could have an event where a villager is out in the middle of nowhere, and he says something like “I would go back to my home town if I could find my axe.” Switch on switch (001). Then, hide an item named “Axe” somewhere. When the player obtains the axe and returns to the villager, have him say “Thanks! Now I can return to my village!” And make the event walk of screen or something and turn on switch (002). On a new page, have no data or event graphic with a condition of switch (002). And, at the town dungeon, have an event that has no data on the first page. On the second page, have a condition of switch (002), and the same graphic as the villager you got the axe for. You can do this for dozens of villagers, it’s pretty fun. Also, you don’t even need item getting missions, you can have a whole variety of things! L. Watch Out! This is a game I made up for a game I am working on. Basically, it’s the main player making his way around a maze, while dodging little asteroids that are “after” him. First, make a maze-y dungeon, I tend to make mine primarily horizontal and a bit linear, but you can make any kind of maze you want. You can have a variety of different kinds of asteroids (in terms of event contents, that is, I think it’s best if they look identical), such as ones that move randomly, ones that are actually moving towards you, and even ones that become activated once you trip a secret switch. So now, I will impart the knowledge that I’m sure you want very much >=D. Enough of my rambling. First, it’s best if all the asteroids look the same. You know, that rock graphic. To make asteroids that roam around randomly, make an event with the rock graphic with a movement of random. To make it come towards you, have it set to towards. Also, have the following settings for event contents for all of the asteroids (note: these are just bare bones basic, you can add whatever): A message that says something like “Oh no! You got hit!” and then a sound effect (that one that goes “womp, womp, woooh…” is good), a move location back to wherever you want the player to go when he fails, and always have touch activation. If you want to make things interesting, as I said above, you can make it so that when trip a secret switch, an asteroid come at you. First, set up an event with the meteorite graphic with no movement, and for the second page, have the normal event contents and a movement of towards. For the conditions, have switch (001). Now, place an event where you want the “switch.” Have no graphic (actually, you can use a graphic if you wish, but I don’t), and touch activation. For contents, have switch (001) turned on. On the second page, have condition of switch (001). Now, when you trip the switch, the asteroid will come after you. For the simpler asteroids, you can replicate them easily with copy and paste (do NOT use Duplicate) them wherever you want them. For the two event asteroids, you will have to duplicate them each time, with new switches for each. For the goal, have a visible graphic of some sort, and them you kind of have to figure out what you want to do from there. One thing to remember about the watch out, always turn off the switches that were used for the two-event asteroids. M. Tag By name, you’d think it’s the same as hide and seek, but it’s a different game. This takes place in a single room. Make sure to have small walls scattered about the room (make sure that it doesn’t separate into new rooms). Also, make an item called “Tag Point.” Have the player start in the middle. Give the player 19 Tag Points. Surround the player with 20 robots, about 2 or three steps away from the player. For each event, have the movement set to “away” and quick. For event contents, have: Remove item Tag Point, and change event graphic to none, and unable to execute. On the second page, have condition of no Tag points. For event contents, have a message congratulating the player, and a move location to wherever. Instead of doing the whole event 20 times, remember to use COPY and PASTE, not duplicate. Note: Remember to give and take away Tag points upon exiting and entering the game. You don’t want your player walking around with mysterious items =p N. Rock, Paper, Scissors Rock, paper, scissors has appeared in many forms throughout RPG history (the fighting game in FF7 rings a bell). It is very simple, but can be extended. Have a trigger event (something that asks if you want to participate, you should know how to do that) lead to the game. Give the player a choice of either rock, paper, or scissors. For every choice, have a random 2 way for either a win, or a lose. You can make life simple and stop there, or go all-out and make a tournament kind of thing. The latter choice is not hard as it is long. If you want say, a three match game, after each win, you will need a whole new rock, paper, scissors game. Of course, you will need a new game for every rock, paper, or scissors choice, and that will get frustrating quickly. Also, it’s a great idea to give the player a prize for each big win. O. Gun Savior Another original (actually, I‘m not sure about that) creation by me, Gun Savior, is first person shooter. Actually, it’s not a real FPS, as that simply isn’t possible with RPG Maker. First, you must go into Anime Maker (aaaah!) and make a simple target sprite. Import that into your game. Now, create a dungeon that has nothing you can’t walk on. Next, make an item that can’t be dropped called GS Point, and another ungraspable item called HP. Now, go into scenario editor and put an intro event in for that dungeon. In that intro event, change the main character’s graphic to the target sprite, and everybody else’s graphic to none. Now for a bit of math: For every target that you want destroyed, add that many GS Points MINUS ONE to the player’s inventory. Also add 3 HP items. Now, make an event with a graphic of some sort (I’ll use a robot) set to check with the following contents: Some explosion effect, change graphic to none, remove item GS Point, and finally Unable to execute. On the second page (also set to check), have the condition of no GS Points, and the contents: Explosion effect, change graphic to none, and some message to congratulate the player, and then a move location to wherever you want to the player to go when he wins. Now, make copies (do not use duplicate) and paste the number equal to the number GS Points you gave the player plus one to wherever you want. Now, make a whole new event with a graphic that is different than the graphic you used for the target. Have it set to close up and touch. For the contents for the first page, have an explosion effect, remove item HP, and a message telling the player they lost an HP. On the second page, have conditions of no HP, and also set to close up and touch. On the contents, remove an equal amount of GS Points that you gave the player originally, an explosion effect, and a message telling the player he lost, and finally a move location to wherever you want the player to go when he loses. The amount of those events (also use copy and paste) doesn’t need to be as specific as the robot events. 5. Contributor Guides A. Stones Minigame By: RockeytheHercules B. Nameless Monkey Game By: Mellow Yellow C. Monkey Hide & Go Seek By: Spanky 4 D. The Sneaking Around Mini-game By: Rob Man 3 E. Pin the Tail On the Donkey By: PsyKoCracker F. Alternate First Person Shooter Minigame By: PsyKoCracker I am not the only one who has made minigame guides, thankfully. There are numerous people who have made minigame guides. Contributor guides generally go very in-depth and explain things step by step. So, if you’re completely clueless, this is a good place to start. A. Stones Minigame Written by RockytheHercules (Note: Was not created by RockytheHercules) First, have a character graphic. Then in front of him/her make a graphic of stones. In the stones graphic have something like this (this example uses 6 stones, but I usually use like 20, meaning 20+1 switches): Page 1: Check Message: Wanna Play? 2-way-choice: Yes/No Message: Bring money next time. 2nd Choice Message: Too bad. It's fun. Page 2: Check Page conditions: -20 Gold Yes 2-way-choice: Yes/No Message: Let's go! Switch on 006 Switch on 001 2nd Choice Message: Too bad. It's fun. Page 3: Check Page conditions: -Switch 006 on -Switch 001 on Message: My turn. I'm taking 2. Switch off 006 Switch off 001 Switch on 004 Page 4: Check Page conditions: -Switch 005 on -Switch 001 on Message: My turn. I'm taking 1. Switch off 005 Switch off 001 Switch on 004 Page 5: Check Page conditions: -Switch 004 on -Switch 001 on Message: My turn. I'm taking 1. Switch off 004 Switch off 001 Switch on 003 Page 6: Check Page conditions: -Switch 003 on -Switch 001 on Message: My turn. I'm taking 3. Switch off 003 Switch off 001 Message: I win Page 7: Check Page conditions: -Switch 002 on -Switch 001 on Message: My turn. I'm taking 2. Switch off 002 Switch off 001 Message: I win Page 8: Check Page conditions: -Switch 001 on -Switch 001 on Message: My turn. I'm taking it. Switch off 001 Switch off 001 Message: I win Page 9: Check Page conditions: -Switch 006 on -Switch 001 off Message: Your turn. 3-way-choice: Take 1, Take 2, Take 3 Message: You took 1 Switch off 006 Switch on 005 Switch on 001 2nd Choice Switch off 006 Switch on 004 Switch on 001 3rd Choice Switch off 006 Switch on 003 Switch on 001 and so on and so on... I don't feel like making it completely. I hope this helps a bit. B. Nameless Monkey Game By: Mellow Yellow Here one that's pretty fun, make a square dungeon with slots at the top with a prize in each slot also have a graphic of each prize, sword, gold ect.... Inside each square dungeon put blocks every 2 spaces both up and across so there's a 2 gap space above, below and on each side of your blocks, have the blocks offset each other, now create a monkey graphic set one to move left and right another for up and down and yet another for random movement, now enter a message for each GAME OVER PLAY AGAIN, move location back game room dungeon. Now just copy the monkey events and place in strategic locations, you can be touched by the monkeys, but can't touch them or else game over, make it to the top pick which prize you want or need and go for it ____________________ -- l l --- l # # # # l --------- l # # # # # AND SO ON, I made it earlier and it's actually pretty fun. good luck to ya! C. Monkey Hide & Go Seek By: Spanky 4 Dungeon Just make a starting room that connects to three maze rooms, each room is just a maze that you make with the floor in them black. Events Put an event in each room, the Events go as follows... Monkey 1 Page 1 Event content: Switch 01 on Touch Graphic: (none) Move Type: (none) Page 2 Event content: Message Event: You found me | Switch 04 on Touch Graphic: The Monkey Move Type: Random Page Conditions: Switch on 01 Page 3 Event contents: You found all the Monkeys! | Move Location... Touch Graphic: The Monkey Move Type: Random Page Conditions: Switch on 04 Switch on 05 Switch on 06 Monkey 2 Page 1 Event content: Switch 02 on Touch Graphic: (none) Move Type: (none) Page 2 Event content: Message Event: You found me | Switch 05 on Touch Graphic: The Monkey Move Type: Random Page Conditions: Switch on 02 Page 3 Event contents: You found all the Monkeys! | Move Location... Touch Graphic: The Monkey Move Type: Random Page Conditions: Switch on 04 Switch on 05 Switch on 06 Monkey 3 Page 1 Event content: Switch 03 on Touch Graphic: (none) Move Type: (none) Page 2 Event content: Message Event: You found me | Switch 06 on Touch Graphic: The Monkey Move Type: Random Page Conditions: Switch on 03 Page 3 Event contents: You found all the Monkeys! | Move Location... Touch Graphic: The Monkey Move Type: Random Page Conditions: Switch on 04 Switch on 05 Switch on 06 An exit button. (if someone gets bored of the game they can leave) Event contents: Message: Are you sure you want to leave? 2 Way choice: Yes/No Move Location... Choice 2 Message: Ok keep looking Check Graphic: (any switch) Move Type (none) That's it , the games really not that hard depending on how hard your maze is. D. The Sneaking Around Mini-game By: Rob Man 3 This is real basic. I had a bunch of walls in random places. (Actually, I did this in a forest, with trees instead of walls, but I'll just use walls as the example) and I positioned a bunch of guards all around the place, facing them in different directions. I put an event on the guard that said something then transported them back to the beginning of the minigame. Then, in front of the guard I made events that took over to the guard. All from the guard to the nearest wall. That way if you walk into his vision you loose the mini game. Really easy actually, not the most complicated of any of my mini games... Just figured Id share it :) E. Pin the Tail On the Donkey By: PsyKoCracker First, go to dungeon edit, and in your dungeon go down to "white block" make one of these on a wall. Next go to event edit on that white square, and make a donkey on it (it's a horse, but it makes a fine donkey) Have a guy next to it. Page 1 Event: Sorry not enough money. Page 2 condition: have money: 5 Event: Want to play pin the tail on the donkey? 2 way choice: Yes (5$) No under yes, turn switch #xxx on, and add 3 items (no named works well) next have a message: "I'll Blindfold you!" Next have a 33/33/34% 3 way choice. (or if you want to be precise you can have 50/50,50/50,50/50 with one of the 50s taking over the beginning of the 50/50's for all your chances to be exactly the same.) Each moves you to the same dungeon, but each to a different spot, each of which are exactly 3 steps away from the donkey. Intro event Condition: Switch #xxx on. Change screen color: completely black Party Display: disappear. Take over an invisible event which says "Find that donkey, you only have 3 steps!" Now for each space that can possibly be reached in three steps, add an event with the condition of Switch xxx on. These events should look like this. Page 1 Condition: switch on #xxx have item #3 (blank) Event: Remove Item #3, add item #2 Page 2 Condition: Switch on xxx Have item #2 Event: remove item #2, Add item #1 Page 3 Condition: Switch on xxx Have item #1 Event: Message: "Alright! Lets see where you ended up!" Move party: Character direction up. Change screen: default color: slow. Now, simply have the last page on the event in front of the donkey, do this, then say "Congratulations, you pinned the tail on the donkey! and the rest can just be dupe events that say "sorry, you lose." And that's about all. remember, after, you have to remove item #1 and turn off switch #xxx before you move location back to where it started. Also, if you want to do this in a premade dungeon (since you can't edit the dungeon, you can't have the white spot AND the donkey start at the same spot, just simply have an intro event that moves the donkey on the paper and makes him face right/left every time you enter the casino. It shouldn't take long enough to be really noticeable. F. Alternate First Person Shooter Minigame By: PsyKoCracker The first person shooter is simple, but requires you to draw some crossbars in Anime Maker. This isn't very hard even for me (the worst anime maker user EVER) Next just move to a dungeon which will be assigned as your sniping range. Next put duplicate events of object 39: color 3 on each unwalkable tile (to get the feeling that you actually are looking through the sniper rifle (honestly, what kind of sniper rifle can't shot buildings or trees =) For each person you want to be able to snipe, make an event next to them (any side) on the PERSON event, have it on touch, move party: to point: wherever that person is, ext have it move party: character direction: whichever direction the event which I told you to place next to the person. I'll simplify it now that it isn't nighttime (I can't think straight at nighttime) Here’s a Diagram of events- -Q--- -A--- -X--- ----- - = Nothing. (object 39 color 3 if the person is on an unwalkable tile.) X = X is the person you want to shoot. A = The event that you placed next to the person (I placed it on Top) Q = an event placed beside event A (In the direction you are facing) Event X Page 1 Touch Conditions: none Event: -Move party to point (wherever event X is.) -Character direction (toward event A. In my diagram, this would be UP) Page 2 Do Not Start Conditions: none Event: -The death seen of your choice, I tend to use flashing, turning. -switch on #001 Page 3 Do not start No Graphic Conditions: switch on #001 Event: -none Event A Page 1 Check: From bottom No graphic Conditions: none Event: -Sound effect of gun (I like 21) -Message "Urgh" -Take over event #1 page 2 Page 2 Do not start conditions: switch on #001 Events: -none Event Q Page 1 Check Conditions: None No graphic Event: -Exit Event Event Q make it so you can't go onto the person, then off onto event A, then press X and shoot him from there. Instead, it takes over the event farther away which would be Q. The first person shooter bullet system First make 3 items. one will be called Bullets, the other will have no name. in the dungeon where you do the sniping, have an intro event Intro Event Event -Add inventory: bullet. (however many you want to give the player MINUS ONE) and the blank item. (however many people you have to shoot MINUS ONE) On event A make 3 more pages, but keep the one which was formerly page 3 the very last one. Event A page 1 Conditions: None Event: -(same as above + below) -remove 1 bullet, and remove 1 blank. What is now page 3 Conditions: Don't have item: Bullet. Event: -Message: "Out of bullets, you lose!" What is now page 4 Conditions: Don't have item: Blank. Event: -Message: you sniped 'em all! you win! It is very important that the events on page 4 are behind the events on page 3, otherwise, even if you sniped them all, if that was your last bullet, you wouldn't win. 6. Thanks First and foremost, I would like to thank myself, jerbils for getting off my lazy ass and finally working on this damn thing. It wasn’t pretty. Thank you to all the little guinea pigs (Mcky, linkinfella, rpgamer1389, FlamingElementalX2, ShinjiSan777, Spik, Czechs Mex, Starcraft4ever, Moogle Man, Akuma222, ff8ribbon, legendary gamer, BlackWarOnmimon, FSC3D, RPGMaster2001, MokoWebworks, simoxeh, NikisNight, guardian tritoch, Bennetkidd, Ness and Link, DaMan, fdlink, DBurks2818, MasterArchmage, Hassamu, loveladies3216, RockytheHercules, ravenkilla, squinky45, Smurvis, DiabloDragon224, True Realm, AltNemo, SeiferAlmasy, Guywhos2obsesst, Doc Casey, Mellow Yellow, DemitriMoff, sailorcattious, AznHoyBoy41688, Combat Medic, Rob Man 3, darkcrypt87, Evilernie01, d12king12, Vega Crescent, FatLizard, Blaze2002, Draygone, battletoads, PS2 4 Life, master gohan, ShadowBlaze, PsyKoCracker, altoecko, ThunderElemental50, solidsteve7, Karma Fairy, writer77)who posted and what not at my Minigame Master Topic, making it my most popular topic ever! A very big thank you to my minigame contributors, RockeytheHercules, Mellow Yellow, Spanky 4, Rob Man 3, and PsyKoCracker. Thanks to you guys, this is a much better FAQ. Thanks to Nova for proofreading this monstrosity Agetec The friendly folks at GameFAQs I’d like also to thank those who beared with me to see the end of this stupid guide 7. Copyright This Frequently Asked Question/Minigame guide originally posted at GameFAQs.com, is copyright to the author, me. Anyone is free to post, read, copy to their website, etc., as long as I get a decent share of royalties, if any. Copyright 2002 by Jeremy Kahn