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1[[quoteright:348:https://static.tvtropes.org/pmwiki/pub/images/streetpassmiiplaza_4944.jpg]]
2[[caption-width-right:348:The plaza itself.]]
3
4-> ''I'm JustForFun/TropeTan from Tropeville. Nice to meet you! \
5This is what I've been playing recently: '''TV Tropes''' \
6I like video games!''
7
8''[=StreetPass=] UsefulNotes/{{Mii}} Plaza'' is a program that came preloaded on the UsefulNotes/Nintendo3DS since 2011, and serves to demonstrate the system's [=StreetPass=] function. When a player passes by another 3DS owner (who uses the program), that user's Mii will be collected in the main plaza along with some information about them. Miis can also be gathered in the plaza through some other methods, including invitations in certain games and by transferring special golden-pants Miis obtained online.
9
10The program also contains several game modes, and is occasionally updated to add more. One of the original games is ''Puzzle Swap'', in which your goal is to collect pieces of pictures from 3DS owners you pass by. The other is ''Find Mii'' (''[=StreetPass=] Quest'' in British English), a light RPG where your personal Mii has been captured and others' Miis must be recruited through [=StreetPass=] to rescue them. A later update to the Mii Plaza that added new functions also featured additional ''Puzzle Swap'' puzzles (and the ability to add more puzzles without a full update) and a new kind of puzzle piece that can only be received through [=StreetPassing=], along with a ''Find Mii'' sequel.
11
12An update in June 2013 added four more games for purchase, including
13* ''Mii Force'' / ''[=StreetPass Squad=]'' (developed by Creator/GoodFeel): a space shooting game in which collected Miis improve your ship's durability and firepower.
14* ''Flower Town'' / ''[=StreetPass Garden=]'' (developed by Creator/{{Grezzo}}): a gardening game in which [=StreetPass=] hits help your plants grow.
15* ''Warrior's Way'' / ''[=StreetPass Battle=]'' (developed by Creator/SpikeChunsoft): a war game in which your army grows based on the plaza populations of people you [=StreetPass=].
16* ''Monster Manor'' / ''[=StreetPass Mansion=]'' (developed by Prope): a dungeon-exploration game which lets you build the map as you collect [=StreetPasses=].
17
18Another update was released in April 2015, which adds a Premium VIP area for purchase and two more paid games:
19* ''Ultimate Angler'' / ''[=StreetPass Fishing=]'' (developed by Prope): a fishing game where [=StreetPasses=] provide bait.
20* ''Battleground Z'' / ''[=StreetPass Zombies=]'' (developed by Good-Feel): an action game where weapons come from [=StreetPassed=] people.
21
22Another update was released in September 2016, which increases [=StreetPass=] hits to 100 by a "queue" feature (Premium only), adds [=SwiftPlay=] Plaza for quicker gameplay in the Plaza and five more paid games (Players were allowed to choose between the first two and get one for free.):
23* ''Slot Car Rivals'' / ''[=StreetPass Slot Racer=]'' (developed by Good-Feel): a slot racing game which you race your slot car against other slot cars from [=StreetPassed=] people.
24* ''Market Crashers'' / ''[=StreetPass Trader=]'' (developed by Good-Feel): a stock-trading game where Miis will give you advice on when to buy or sell.
25* ''Feed Mii'' / ''[=StreetPass Chef=]'' (developed by Prope): set in the world of ''Find Mii'', you collect ingredients from Passed Miis and use them to cook food they request.
26* ''Ninja Launcher'' / ''[=StreetPass Ninja=]'' (developed by Prope): an launcher game of sorts where you fight demons by being shot out of a cannon; [=StreetPasses=] provide equipment that you have to set up so you can grab them mid-flight.
27* ''Mii Trek'' / ''[=StreetPass Explorers=]'' (developed by Creator/{{Arzest}}): an exploration game where the pedometer steps of [=StreetPasses=] determine how far you can explore.
28
29''Find Mii'' was featured as a stage in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', which later returned in ''VideoGame/SuperSmashBrosUltimate''.
30
31----
32!!Tropes used in ''[=StreetPass=] Mii Plaza'':
33[[foldercontrol]]
34
35[[folder:Mii Plaza as a whole]]
36* AchievementSystem: Present in multiple areas. The plaza itself has an accomplishments system with goals like getting a certain number of streetpasses for you to work towards, and the downloadable games and birthday collection have a list of goals which award you with plaza tickets for completing them.
37* AndYourRewardIsClothes: You earn Plaza tickets for doing specific tasks, which are exchangeable for a variety of hats, entire outfits, and even speech bubbles. You also earn hats directly from the ''Find Mii'' games, plus specific hats and speech bubbles for accomplishments regarding the downloadable games (the Pixel Mario hat just for downloading the 2013 update, plus each game gives one hat and bubble at purchase and one hat and bubble for completing it).
38* AntiFrustrationFeatures:
39** Don't have Miis for the games? No problem! You can hire generic dog or cat characters (depending on which one you stated to prefer in your Mii info) or get ''Puzzle Swap'' pieces for a few Play Coins each. However, in ''Puzzle Swap'', you can get blue pieces with Play Coins, but pink pieces cannot be obtained via Play Coins; you ''must'' [=StreetPass=] other players for pink pieces.
40** Special Miis obtained via [=SpotPass=] are fully equipped and will make life easier for every game where possible: They have every single panel in ''Puzzle Swap'' including the pink pieces, are at Level 5 in ''Find Mii'' and ''Monster Manor'', come with a small second weapon in ''Mii Force'', always carry a Rare Breed in ''Flower Town'', will provide 10,000 soldiers in ''Warrior's Way'' without a fight, always announce a Mystery fish sighting in ''Ultimate Angler'', have more powerful versions of the regular weapons in ''Battleground Z'', give especially large boosts in ''Slot Car Rivals'', and have '''30,000 steps''' in ''Mii Trek''.
41** Introduced in September 2016 was the ability to queue Miis after you've already accumulated ten (if you have the premium upgrade); you no longer need to use up your current Miis in order to empty out the ones next in line, instead being able to put them in storage for later use (up to 100).
42* AntiPoopSocking: You can only earn 10 Play Coins per day; you earn 1 Play Coin per 100 steps counted, so you'll hit the limit at 1,000 steps. Furthermore, you can only have up to 300 Play Coins at any one time.
43* BunniesForCuteness: Appear when a brown character uses magic in ''Find Mii'', and one called "Salesbunny" sells the extra games. The Salesbunny can also sell you potions in ''Find Mii II''. The 2015 update also adds "Helper Hare" to the ''Find Mii'' games.
44* {{Cap}}: If you can [=StreetPass=] one person more than 999 times, they will still say that you have met 999 times. Without the 2013 update, it instead goes up to 99.
45* ColorCodedForYourConvenience: A Mii's shirt color affects the powers they provide in ''Find Mii'' and ''Mii Force'', and ''Monster Manor'' notes a weapon's elemental affinity by color. (Colors also play a gameplay role in ''Flower Town''[='s=] flowers, ''Monster Manor''[='s=] map pieces, and ''Ultimate Angler''[='s=] bait, but don't represent unique traits.) Also, in ''Feed Mii'', which raw ingredient a Mii brings you corresponds to the Mii's shirt color.
46* CharacterCustomization: There's quite a bit of it. Miis by default have customized faces, names, birthdays, and clothing colors, and ''Mii Plaza'' adds onto that a hat, greeting, favorite hobby, dream, and preference of dogs or cats. The updates then expand it further with a choice of expressions during greetings in 2013 and custom speech bubbles in 2015.
47* ConsoleCameo: Several hats take the form of past and present Nintendo consoles and portables, as do three of the speech bubbles (Famicom Cartridge, 3DS Game Card, and Wii U Game Pad).
48* DamnYouMuscleMemory: After playing around in ''[=StreetPass=] Mii Plaza'' you might find yourself pressing and holding R in an attempt to speed up other games.
49* FakeLongevity:
50** Especially apparent in ''Mii Force'', ''Warrior's Way'', and ''Battleground Z''; as all of those only let you attempt ''one'' level each for every batch of [=StreetPasses=] you collect (you get three attempts at the level in ''Mii Force'' and ''Battleground Z'', but you're still limited to just the one level). The Arcade mode in ''Mii Force'' lets you play through the levels until you run out of Miis, thankfully. The same applies to ''Ultimate Angler'', as you only get to go to one fishing spot per session and lose all your unused bait if you leave.
51** Many of the Plaza Tickets come across as this, especially "Earn all of the titles" in ''Mii Force''. There are 120 of them, and you can only earn one each time you finish a stage. Expect to do some major grinding on Platinum Beach again and again long after you've obtained all of the other Plaza Tickets for that game. Other major contenders are the ones for battling 300 other players in ''Warrior's Way'' (downright impossible for late-comers and for people in low-population areas), completing all 50 Puzzle Boxes in ''Monster Manor'', and landing all 160 species of fish (twelve of which, the Mystery Species, only appear under certain conditions and are impossible to reel in at the first attempt even with the game's most powerful rod with full upgrades and a full set of ten anglers) in ''Ultimate Angler''. Some of ''Battleground Z'''s Rare Zombies can come off this way too, due to how rare some of the hobbies are, such as Cleaning or Fashion.
52** ''Flower Town'' is not completely innocent of this either: While it contains no Plaza Tickets whatsoever that encourage repetitive work, the Rare Breeds are exactly what their name implies. Getting them is a LuckBasedMission where your odds are pretty low, to where some of the most devoted players ''still'' don't have all 21 of them. In a similar vein is getting gold medals at every fishing spot in ''Ultimate Angler'', which requires landing A+ specimens of ''every'' fish in the game (including the twelve Mystery Species).
53* FinalBoss: Present in every game except ''Puzzle Swap'', ''Flower Town'', and ''Ultimate Angler''. Beating them will unlock either their hat or a hat version of them.
54** ''Find Mii'': [[spoiler:Ultimate Ghost]]
55** ''Find Mii II'': [[spoiler:Dark Lord/Emperor]]
56** ''Mii Force'': Gold Bone
57** ''Warrior's Way'': The Emperor
58** ''Monster Manor'': [[spoiler:The rematch with Arzodius]]
59** ''Battleground Z'': [[spoiler:Dr. Psymad/Prof. Scimad]]
60** ''Slot Car Rivals'': Iceman
61** ''Market Crashers'': Billy O'Naire
62* FloatingLimbs: The Miis here have floating ball hands and no legs.
63* HeroicMime: Your Mii doesn't talk in any of the downloadable games except ''Squad'' and ''Battle''.
64* IdiosyncraticEpisodeNaming: In British English, all of the games except for ''Puzzle Swap'' are titled ''"[=StreetPass=] [X]"''.
65* LuckBasedMission: Results in any and all games depend on what kind of people you [=StreetPass=] with (or depending on where you live, whether you can find anyone to [=StreetPass=] with at all). There are ways around this, but they all make you cough up Play Coins in exchange, and you're probably still at the mercy of whatever Miis the game decides to give you.
66** Nintendo's slowly been making it easier to rack up [=StreetPasses=], however, such as getting the last 6 people to visit a Nintendo Zone in your plaza when you visit said Nintendo Zone. There are ways to turn most wireless routers into a Nintendo Zone of your own that can mimic any other already-existing Nintendo Zone (presumably one in a heavily-populated location or a collective one used only in this manner) and thus essentially get an infinite amount of hits, but you might consider this to be cheating and it requires non-trivial amount of effort to accomplish that has a risk of ruining your router. However, simply setting a router's SSID to "attwifi" during a "National [=StreetPass=] Weekend" event will net faraway [=StreetPasses=] without the need for modification.
67** The [=StreetPass=] Birthdays are probably the worst. It's basically ExactlyWhatItSaysOnTheTin, as you fill in a calendar with the birthdays of other Miis you meet. There are plaza tickets awarded for completely filling in each month, reaching certain totals, and even one for getting February 29th. However, you can cheat a bit if you have an extra [=3DS=] lying around...
68** Market Crashers is a big example of this; either you earn more money to reach your goal, or you'll end up losing it.
69* MissingSecret: Even if you buy all the available games in the 2013 update, you're going to have one empty square next to the ''Find Mii I & II'' option. Subverted since it's reserved for "go back to the Plaza gate", used when you receive a [=StreetPass=] while already in the Plaza. Fully averted as of the 2015 update: The "go back to the Plaza gate" square is now permanently there, but still only selectable if you have [=StreetPasses=] on standby.
70* {{Munchkin}}: Many players will change their Mii color to simply provide the most benefits throughout the games as opposed to their genuine favorite color. Unlike typical Munchkins, [[Administrivia/TropesAreTools these guys are people who you want to encounter]], seeing as how they can help you get past difficult levels with ease. The same will likely go for hobbies for ''Battleground Z''.
71* NoFairCheating: The games will deter you from SaveScumming in their own ways. For example, in ''Find Mii'', if you close the game while you're in the middle of a session, all the unused Miis will be discarded and you'll have to wait for a new batch of [=StreetPasses=] to continue. In ''Warrior's Way'', if you close the game in the middle of a session, the game will admonish you the next time you start it up. Do it again, and it'll start removing soldiers from your army. There's a way around this though: the game will only punish you if you quit twice in a row in the middle of a battle, so starting up the game and quitting right away before trying again will remove the penalty.
72* NonStandardCharacterDesign: The friendly [=NPCs=] have more detailed faces and hairstyles that can't be fully replicated in the Mii Maker.
73* OldSaveBonus:
74** You can set it up so that Miis join your plaza from other sources, such as race opponents in ''VideoGame/MarioKart7''. They don't give you any benefit in most games, but they do count towards the accomplishments for collecting a certain number of Miis, and they can add to the armies of you and people you encounter in ''Warrior's Way''.
75** Miis from prior passes can also be repurchased with Play Coins to be used again in ''Find Mii'', ''Find Mii II'', and ''Mii Force''. They cost more than getting a Mii at random, but they're helpful if they're a high level or have a shirt color needed to pass a specific obstacle.
76** If you own one of the 2013 DLC games, you'll get a small discount when buying the 2015 game bundle.
77** Miis whose last-played game is either ''VideoGame/SuperMario3DLand'' or ''VideoGame/MarioKart7'' will allow you to catch a Blooper or a Cheep Cheep in ''Ultimate Angler'' for that session.
78* PlayEveryDay: The ticket exchange center changes its stock daily, encouraging you to check in to see what it has.
79* ProductPlacement: As of the 2013 update, if you get three or more Miis at once who all played the same game last, you'll be asked if you want to see more information about that game in the [=eShop=].
80* RenaissanceMan:
81** Your Mii is a monarch, a space fighter pilot, a gardener, a warrior, a detective, a fisherman, an ImprobableWeaponUser, a slot car racer, a stock trader, a chef, a ninja, and an archaeologist.
82** Likewise, the Miis that you encounter share the same occupations, as well being swordsmen, mages, and stock market analysts.
83* ScoringPoints: ''Mii Force'', ''Ultimate Angler'', and ''Battleground Z'' all record your best score per level (or in ''Ultimate Angler'''s case, the biggest size fish you've caught of each breed); and they keep high score lists of you and anyone you [=StreetPassed=]. The same goes for ''Slot Car Rivals'' and the 5 fastest times; and ''Ninja Launcher'' and your personal winning streaks and points accumulated before failing.
84* SocializationBonus: Most games have this, of course. You ''can'' get through them using Play Coins, but getting [=StreetPasses=] from others gets you more benefits and allows you to get through the games much more quickly. Details for each specific game are below.
85* SpeechBubbles: While the greetings always used these, the 2015 update added the ability to customize them with something other than a plain white bubble. For instance, the ''Find Mii'' bubble is a fantasy-style map.
86* TakeYourTime: Your Mii is locked in a cage? Space pirates are ravaging the galaxy? You haven't watered your flowers in days? You've got an army at your borders? You're trapped in a giant haunted mansion without food or water? Zombies are overrunning your hometown? The neighborhood fat cat tycoon is getting richer by the day? Your nation's heroes are starving? Demons are razing villages left and right? No problem! You can put off playing any of the games for any amount of time without anything happening.
87* TechDemoGame: For [=StreetPass=].
88* TemporaryOnlineContent: UsefulNotes/{{Mii}}s deleted from the plaza can't be returned, unless you [=StreetPass=] that person again. Also, invited Miis moved to the Mii Maker will be deleted as well, and also can't be brought back. But the most important thing to remember is that the special Miis given out by Nintendo, while they act like normal [=StreetPassed=] Miis in that they give you a Puzzle Swap piece and can be used in ''Find Mii'', act like invited Miis (that is, are deleted from the Plaza) if you try to copy them to the Mii Maker. Unlike invited Miis, [[GuideDangIt there is no warning for this]]. And if you return the Mii from Mii Maker to the plaza, it will just count as an invited Mii and can no longer be rehired in the ''Find Mii'' games. So if you get one of those rare Miis, ''leave it in the plaza''. ''VideoGame/TomodachiLife'' makes this very very difficult to resist. Though one could always just copy the rare Mii from memory. Or google QR codes.\
89\
90And even this won't help if you streetpass others a lot - if you meet over 1000-something Miis, the game will [[{{Cap}} automatically start deleting old Miis in your plaza]] (presumably to save space) whenever you streetpass anyone new, starting with the oldest ones. This also goes for Special Miis and any other Miis you'd like to keep on to for whatever reason. Luckily, as of early 2015, the VIP Room from Streetpass Premium lets you save any Mii to keep them forever.
91* VariableMix: As more Miis enter the plaza, the main theme gains more instrumentation.
92[[/folder]]
93
94----
95
96[[folder:''Puzzle Swap'']]
97* AntiFrustrationFeatures:
98** If a [=StreetPassed=] Mii doesn't have any new pieces that you don't, the game will spare you from searching their collection and just tell you. As for buying pieces with Play Coins, you may get duplicates but only for panels that are unfinished (not counting pink pieces).
99** The September 2016 update adds a "Bonus Chance" feature. If you're lagging behind on pieces, the Bonus Chance notification will appear when you look at a Mii's Panels. If you choose a puzzle piece, you will receive a ton of pieces from the same Panel ''at once.''
100* ColorCodedForYourConvenience: Blue pieces are available by paying Play Coins, while pink ones must be received from [=StreetPasses=].
101* EasterEgg:
102** In the ''VideoGame/AnimalCrossingNewLeaf'' puzzle, K.K. is hidden off the left side, Saharah is off the bottom-left, Resetti is off the bottom-right, Pete is off the top-left, and Porter and Rover are off the right side, riding the train.
103** Turning the camera on the ''VideoGame/KirbyTripleDeluxe'' puzzle reveals multiple hidden Keychains:
104*** Meta Knight (the ''Super Star Ultra'' one) before the Bronto Burt on the bridge.
105*** Bandana Waddle Dee below the genuine article.
106*** Inhaling Kirby from ''Adventure'' on the upper portion of the rotating tree.
107*** King Dedede mid-jump from ''Adventure'' behind the falling wall.
108*** Magolor below the pushing hand bridge section.
109*** The Creator/HALLaboratory block/"Golden Egg Statue" on the bottom right corner, just past the Miracle Fruit.
110** The ''Kirby Fighters Deluxe''/''Dedede's Drum Dash Deluxe'' puzzle has a few too.
111*** In the ''Drum Dash'' section, there's a cutout of a Waddle Dee on a stick waving back and forth below the final trampoline, as well as a Kirby keychain (from ''Adventure'') on the rope holding the cloud above the final trampoline.
112*** Meanwhile, turning the camera to the right in the ''Fighters'' section reveal King Dedede watching the four Kirbys fight (and subsequently watching all four Kirbys splat against the screen).
113** The ''VideoGame/KirbyPlanetRobobot'' puzzle has Susie start flying off-camera on the bottom-right after a few seconds. Hidden off of the top-left corner is a planet with Bandana Waddle Dee, waving.
114* MassOhCrap: The ''VideoGame/MarioAndLuigiDreamTeam'' puzzle ends with a crowd of characters, good and evil, noticing a [[http://www.mariowiki.com/Sneeze_Wind Sneeze Wind]] Luiginary Work in the background and having "!" bubbles pop up, right before the Work sneezes and blows them all away.
115* ProductPlacement: Puzzle panels feature Nintendo characters and are used to promote recent games. This can even extend beyond Nintendo products: one of the Japan-exclusive panels is a [[UsefulNotes/McDonalds Big Mac]], most likely to promote them as one of the main locations for a [=StreetPass=] relay.
116* ScoobyDoobyDoors: The ''VideoGame/LuigisMansionDarkMoon'' panel features Luigi, a [[http://www.mariowiki.com/Greenie Greenie]], and [[https://www.mariowiki.com/Polterpup_(character) E. Gadd's Polterpup]] running through a series of them.
117* SocializationBonus: Being able to choose what puzzle pieces you want that the other person already has, as opposed to being subject to the whims of probability and being given the same piece multiple times when buying them with Play Coins. Pink pieces are also only available when trading with other people and can't be gotten randomly with Play Coins.
118* TrapDoor: In the ''Luigi's Mansion: Dark Moon'' puzzle, Luigi falls into one, before re-entering from the front door.
119[[/folder]]
120
121[[folder:''Find Mii'' / ''[=StreetPass=] Quest'']]
122* AchievementMockery: There's an accomplishment for missing with sword attacks three times in a row. You're congratulated for this.
123* AntiFrustrationFeature:
124** The option to rehire specific old allies in ''Find Mii II''. The color-specific shields are bad enough, but some rooms are impassible without at least two miis of the same color. Fortunately, if you have two appropriately colored miis in your plaza and six play coins, no problem.
125** Helper Hare and the improved map as part of the April 2015 update. The former warns you of upcoming barricades such as flaming rooms or dark rooms, and for two Play Coins, you can tell him to send someone to clear it for you. However, this only works when you've been to that room before. The latter allows you to check what rooms have chests by pressing X during the cutscene of your Miis walking across the screen backed by the map.
126* AscendedGlitch: You could use rehired old heroes in ''Find Mii I'' by rehiring them in ''II'', then leaving and starting ''I'' instead. After the DLC update, the rehire option was just added to the ''Find Mii I'' menu so you could do it directly.
127* BigBad: The [[spoiler:Ultimate Ghost]] in the first game, and the [[spoiler:Dark Lord/Emperor]] in the second.
128* {{Cap}}: Level 7. This also influences the magic from Dark Green Miis.
129* ColorCodedCharacters: The Miis will have a certain {{Elemental Power|s}} [[ColorCodedElements depending on their shirt color.]]
130** Black Miis [[CastingAShadow darken rooms]], which also nullifies enemies' armour ratings.
131** Yellow Miis [[SandBlaster create sandstorms]], which absorbs poisonous clouds when used by a team.
132** Light-blue Miis [[AnIcePerson freeze enemies]].
133** Light green Miis [[ForcedSleep put enemies to sleep]].
134** White Miis [[LightEmUp illuminate dark rooms]], and also deal damage to reaper enemies .
135** Blue Miis [[MakingASplash cast water spells]].
136** Red Miis [[PlayingWithFire cast fire spells]].
137** Purple Miis [[PoisonousPerson poison enemies]].
138** Brown Miis [[SummonMagic summon a random-colored hero]] to fight in their place.
139** Pink Miis make all Miis' attacks turn into {{Critical Hit}}s, [[DiscardAndDraw at the cost of reduced accuracy.]]
140** Green Miis [[StatusBuff increase the next hero's level]].
141** Orange Miis give all following Miis extra attacks against the enemy.
142* ColorCodedForYourConvenience: The color of the enemy's shield will tell you exactly what shirt color of hero (or heroes, in the case of the shadowlight shield) would shatter it.
143* CombinationAttack: An addition in the sequel. They generally do more damage than the characters would separately (equalling that of the combined levels of the two Miis plus one) and generally don't miss. If they also have the same colored shirt, they get an additional hit and they will be able to use an enhanced version of their spell. A combination of one black and one white shirt will also grant an additional hit. The only drawback is team attacks can't get critical hits.
144* ContractualBossImmunity: Any player who has been using potions or magic to defeat the enemy will be in shock when they find out that [[spoiler:Ultimate Ghost reborn]] can debuff the player's buff magic, and [[spoiler:Dark Lord/Emperor]] is immune to sleep, freezing or poisoning.
145* DamageSpongeBoss: All of the final bosses: since you rarely have many high-leveled Miis available, they'll usually take a large number of Miis to take down. Ultimate Ghost has 150 HP, [[spoiler:Dark Lord has 200 HP, and Dark Emperor has 250 HP]]. These are the only enemies whose HP gets into the triple digits. In ''Find Mii II'', they also start every round by using "level-down gas" to weaken your heroes, which drags the fight out even more.[[note]]The gas lowers every Mii's level by 1, except Miis already at level 1. You can buy a potion to disperse the gas, but the boss will immediately cast it again.[[/note]]
146* DiscOneFinalBoss: [[spoiler:Armored Fiend in the first game and the Ultimate Ghost in the sequel.]]
147* DistressedDamsel / DistressedDude: Your UsefulNotes/{{Mii}}. In the sequel, his/her son and daughter get this treatment as well.
148* EvilSmellsBad: The Ultimate Ghost is described as being fetid by your Mii.
149* ExcusePlot: Your Mii (and his/her children in the sequel) has been kidnapped by monsters. Go recruit warriors using [=StreetPass=] and rescue them.
150* ExtendedGameplay: The Secret Quest has more areas, new enemies and a different FinalBoss.
151* FinalBoss: The easiest way to know who's the Final Boss in this game is to see if it is holding your Mii. [[spoiler:Not with a cage either, but physically grabbing your Mii.]]
152* FragileSpeedster: Green Slimes only have 3 HP, but make up for it by being so evasive that 50% of physical attacks will miss it. That said, it has incredible magic defense, being immune to all types of magic except for Light Blue and Light Green.
153* GenericDoomsdayVillain: In ''Find Mii II'', your Mii remarks on this regarding [[spoiler:the Dark Lord/Emperor]].
154* GiantSpaceFleaFromNowhere: Ultimate Ghost in the 1st game and [[spoiler:the Dark Lord/Emperor]] in the 2nd game.
155* IDontLikeTheSoundOfThatPlace: Plenty of examples in ''II''. Hm, a fork in the road. Let's take... Mount Malice? Nevermind, how about the... Forest of Sorrow. Huh. Well, at least there's a third way that leads to... Diabolical Altar.
156* MoonLogicPuzzle: How do you get rid of overwhelming poison in a room? [[spoiler:By dispelling it with a sandstorm, of course!]]
157* MutuallyExclusivePowerups: Pink and Orange magic overwrite each other.
158* NewGamePlus: You have to complete the game more than once to get all the hats.
159* NotCompletelyUseless: It is normally inadvisable to use a pink Mii's "daring" spell due to turning all subsequent hits into {{Critical Hit}}s but also reducing their accuracy. However, if you're up against an armored enemy and you know that most or everyone behind the pink Mii is a level 1 Mii, it may be your only hope for doing damage. "Actual damage or miss" sounds a lot better than "near-guaranteed to hit and do 0 damage".
160* OneHitPointWonder: A single enemy attack will [[NonLethalKO cause a Mii to flee]]. A Mii will also leave if he/she casts a spell or uses a potion (in ''Find Mii II''). Quite annoyingly, mummies attack before your Miis do, possibly scaring off Miis before they can do anything (thankfully this preemptive attack has low accuracy for weaker mummies, though they often appear in pairs, and Rampaging Mummies appear alone but are guaranteed to scare off a Mii).
161* PaletteSwap: Some of the enemies you can fight in the 2nd game are this trope; [[spoiler:the Dark Emperor]], who you can fight in the Secret Quest is a dark green, [[RedEyesTakeWarning red-eyed]] version of [[spoiler:the Dark Lord]].
162* PowerfulButInaccurate: Pink Miis' magic fills all subsequent Miis in the current line with "daring"; that is, every hit that connects will be a CriticalHit, '''but''' the likelihood of missing attacks increases significantly. Probably useful if you have nothing but level 1 Miis up against a high-defense enemy, but impractical otherwise.
163* RoyalsWhoActuallyDoSomething: Just before the monsters broke in and kidnapped them, the Prince was going to help the peasants work the fields, while the Princess was going to tutor local children. Unfortunately this only applies to the ExcusePlot, as during the actual game the most they can do from inside those cages is shout hints at the player.
164* SmashMook: Golems and larger Ghosts give this impression.
165* SocializationBonus: Being able to level any [=StreetPassed=] character up to 7 if you meet them multiple times, when the wanderers you can hire with Play Coins can only be level 1 or 2.
166* StatusBuff: Dark Green Miis' spells double the next hero's level, Orange Miis give others an extra attack, and Pink Miis guarantee the remaining Miis do only critical hits for the rest of the battle but greatly reduce their accuracy.
167* StatusEffects: Light Green Miis and Light Blue Miis put enemies to sleep or freeze them respectively. [[spoiler:The Dark Lord/Emperor]] is immune to these.
168* StrongFamilyResemblance: In the second game, the prince and princess look identical to your Mii aside from their hair. This gets lampshaded. It's especially amusing to see the princess if your Mii has facial hair. You can choose to make the resemblance even stronger if you earn and then wear the Prince or Princess wig.
169* ThisLooksLikeAJobForAquaman:
170** Miis with black or white shirts are extremely useful in dim or brightly lit rooms, against certain enemies weak to their magic (only about 3 enemies each), and against enemies armed with Shadowlight Shields, but their magic is completely useless, or even hindering, in all other situations. The latter two were introduced in Find Mii II, as well as brightly lit rooms, making magic from heroes in white specialized for one dark room and heroes in black completely useless in Find Mii I.
171** Pink-shirt Miis' magic is generally to be avoided due to guaranteeing {{Critical Hit}}s on attacks that connect but also dramatically reducing accuracy. However, if you have a line full of Level 1 Miis, especially in Find Mii I where there's no combo attacks available, they can at least get all of your non-red, non-blue Miis to deal damage to high-defense targets, unlike dark green shirts whose magic lasts only for the next Mii in line.
172* UnintentionallyUnwinnable: If you use Pink magic against a [[FragileSpeedster Green Slime]], every single physical attack you make will miss. Since Green Slimes can only be harmed by physical attacks, [[FailureIsTheOnlyOption failure will be your only option]] unless you know that Orange magic can overpower Pink magic.
173* UselessUsefulSpell:
174** Thankfully averted when it comes to status spells. Since every Mii is a OneHitPointWonder and casting a spell tires them out instantly, poison, freeze and sleep work on everything 100% of the time, with the latter 2 giving you at least 1 extra attack for whoever attacks the sleeping/frozen enemy. The stronger the Mii magic, the longer it's likely to last.
175** Played straight with Green Miis in a party of level 7s; if the other players' levels are at maximum, Green magic has no effect whatever.
176** Brown Miis summon a Wandering Hero. Heroes summoned this way can be one level stronger than the Brown Mii... but are just as likely to be a level ''lower'', and even more likely to just be the same level. So it's typically useless except for shooting the moon against colored shields or if the Brown Mii is level 1 anyway.
177* YinYangBomb: Can be said for a Combination Attack from Black and White Miis, which is the only way to break Shadowlight shields.
178[[/folder]]
179
180[[folder:''Mii Force'' / ''[=StreetPass=] Squad'']]
181* AdorableEvilMinions: The standard {{mooks}} of the Gold Bone Gang look the least threatening.
182* CharacterSelectForcing: Some levels are specifically designed to have a particular color take advantage of them.
183** Level 2-1 contains many stone blocks that take a while to be destroyed unless hit with the Brown Miis' spike shield, which destroys them instantly. The boss of the level, Skully, is vulnerable to the spike shield as well, with his modified ship's block-summoning ability being near-useless against it.
184** Level 2-3 favors Black Miis, being filled with enemies that are [[IncrediblyDurableEnemies very durable]] unless [[FeedItABomb fed a bomb]], which deals heavy damage to them.
185** Levels 3-1, 4-1, and 4-3 require the use of Light Green Miis if the player wants all the gems; since their Ensnaring Plasma ability has magnetic properties and can pierce through solid ground at Level 3, they are the only Miis that can get the gems stuck in the ground, and are the best choice to destroy the twin submarines in 4-3 simultaneously due to how far apart they are from each other.
186** Planet Aquatis, being entirely underwater, gives Blue Miis an advantage and puts Red Miis at a disadvantage, giving the former's [[HomingProjectile Hunting Sharks]] a boost in speed and tracking ability while reducing the range and power of the latter's [[PlayingWithFire Blazing Flame]] ability.
187* ColorCodedForYourConvenience: The favorite colors of the Miis and mercenaries you hire reflect the weapons you get when docking with their Mii pods.
188** '''Red''': [[PlayingWithFire Blazing Flame]]
189** '''Orange''': [[OneHitPolykill Piercing Laser]]
190** '''Yellow''': [[ShockAndAwe Lightning Launcher]]
191** '''Light Green''': [[PowerUpMagnet Ensnaring Plasma]]
192** '''Green''': [[HyperDestructiveBouncingBall Bouncing Ball]]
193** '''Blue''': [[HomingProjectile Hunting Shark]]
194** '''Light Blue''': [[AnIcePerson Rippling Wave]]
195** '''Pink''': [[WallCrawl Sticky Shot]]
196** '''Purple''': [[ChargedAttack Annihilating Charge]]
197** '''Brown''': [[SpikeShooter Harpoon Gun]]
198** '''White''': [[DeadlyDisc Cosmic Cutter]]
199** '''Black''': [[CartoonBomb Bomb Blaster]]
200* ComicallyMissingThePoint: The Gold Bone Gang lure you to the planet Amyuzia under the pretense of winning a prize. It instead turns out to be an ambush, which you have to fight off. At the end of the level, the chief asks you what the prize was, unaware there was no prize.
201* ContinuingIsPainful: In Arcade Mode, continue pain varies between Normal and Hard difficulty. In normal, you can restart the stage if you have any pods left over that haven't been destroyed, but your score is reset. In hard mode, you start ''[[OneHitPointWonder all over]]'' (with a different squad member from your current batch, rather than having to get more [=StreetPasses=] for a new set like you would if you just quit).
202* DemBones: The Gold Bone Gang.
203* EveryoneCallsHimBarkeep: The chief of the Mii Force is never given a name in the game, unlike Mr. Mendel or Coraline. His trophy in ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros for 3DS]]'' just calls him "Mii Force Captain."
204* FeedItABomb: Three enemies in Level 2-3 take heavy damage if you shoot the Bomb Blaster into their gullet. These are the stone dragons, the small plants, and [[spoiler:Queen Jasmine, the big plant]].
205* FerrisWheelDateMoment: Referenced in Level 3-3, the Ferris Wheel-themed level of the amusement park planet.
206* GiantHandsOfDoom: The [[spoiler:[[FinalBoss Goldie VII]]]] has them. Fortunately, they're destroyable.
207* InvincibilityPowerUp: Grab a turbo/carnival gem and all the Mii pods you've collected so far will temporarily form a ring around you, making you invincible and letting you fire all of them simultaneously: if you have less than 8 pods when you collect one, any missing cardinal directions will be filled in by a generic AttackDrone much like the one golden Miis give you.
208* LettingTheAirOutOfTheBand: Happens during the GameOver sequence. Gold Bone would taunt the Mii Force for failing to do the mission, and as the Game Over text appears, the backing music ominously slows down.
209* MatryoshkaObject: The Battling Blowfish is a giant robot that contains two smaller and deadlier versions of it inside, in a matryoshka fashion.
210* NonindicativeName: Only the leader of the Gold Bone Gang is actually gold.
211* NoDamageRun:
212** One of the three goals on each level (besides just completing it) is to finish the level without being hit.
213** The Hard difficulty on the unlockable Arcade Mode limits you to one squad member, essentially making it a NoDamageRun of the entire game.
214* PainfulPointyPufferfish: The Battling Blowfish boss is modeled after a globefish and can ram into the player with all it's retractable prongs out to deal damage.
215* PinballScoring: In the second sense--all scoring is done in multiples of 10 during play, and then you receive 1 point for each squadmate you keep by the end.[[note]]Technically, it's 201, but the purpose of that one point there serves this purpose.[[/note]] Thus, the ones digit in the score indicates how many people you've held onto, with a 0 indicating finishing with all 10.
216* QuirkyBard: Dark Green Miis, ''again''. Few areas require a bouncing projectile, and the ones that do can also be bypassed by Light Green Miis.
217* SingleBiomePlanet: The planets the Mii Force chase the Gold Bone Gang through veer towards this. Some of them have classical biomes (Leisura is a beach planet and Aquatis an water planet), but the others are more... ''peculiar'': Roohin is covered with ruins and Amyuzia is a ''carnival planet''.
218* SocializationBonus: Averted; passing other players gives no benefit over hiring Miis with Play Coins. However, Passed Miis will contribute to your [[ScoringPoints high score list]].
219* TheSomethingForce
220* SpacePirates: The Gold Bone Gang.
221* TheStarscream: After the final battle against him, [[spoiler:Skully]] will suggest you and him team up to overthrow Gold Bone and take over the gang. You automatically refuse, however.
222[[/folder]]
223
224[[folder:''Flower Town'' / ''[=StreetPass=] Garden'']]
225* GlowingFlora: Several legendary flowers the Miis can groom emit glistening lights, namely the Jack-O'Luna, the Neonara, the Goldenglow, the Feisty Fireworks, and the Sparklestar. After all they are legendary, so it makes them all the more beautiful. All of them are based on light sources: a Jack-O'Lantern, neons, a lantern, fireworks and a starry sky respectively.
226* GottaCatchEmAll: There are 80 plant breeds that can be cultivated, with the majority of them being available in several different colors.
227* HappyDance: Your character does this in the Progress Report screen whenever you grow a new breed for the first time.
228* LuckBasedMission: You'll never know what kind of seed you'll get from crossbreeding your flower with others' until it happens, and even then there are up to three flowers it can become with different percentages of probability. However, observant players can narrow down the possibilities of this second part:
229** The shape of the seed correlates directly to the flower that will grow; if one of the parent plants has a different seed shape then you can rule that possibility out.
230** Watch your flower as the seed is being formed; the lights that surround it will be the the same color as the flower that will come from the seed. The color wheel only indicates what colors the seeds will inherit.
231* MoneyForNothing: You start off with having very little money to having too much money to ever possibly spend.
232* NamedAfterSomebodyFamous: Mr. Mendel is named after Gregor Mendel, a monk known for gardening.
233* NoAntagonist: Unlike most of the other games introduced by Salesbunny, there are no bad guys, or fighting, for that matter.
234* ObliviousToLove: [[spoiler:Ms. Blossom.]] After completing Buddy's job, The Dude's Wish (he wants to give a short, Gloria family plant, preferably one romantic), with a perfect rating, [[spoiler:Ms. Blossom mentions that he gave the plant to her later, but can't seem to figure out why he did.]]
235* PunnyName: Poppy, who runs the seed shop, as spelled out by the shop name "Poppy's Seeds".
236* ScrapbookStory: By paying attention to requests that come in, you can see some storylines emerge. Following just one person's requests in order will give you the basics, but the game leaves it up to the player to connect the dots between different people - for instance, one requester is a doctor, another is a food critic, and a third is a chef; but by reading between the lines you realize [[spoiler:one of the doctor's patients being treated for overeating is actually the critic, and the critic also visited the chef's restaurant.]]
237* SeriousBusiness: Watering plants. Unlike most examples, it's a lot friendlier, as no one is actually competing for anything; they just like helping out other gardeners.
238* ShoutOut: The Evening Puff (called the Evening Tuft in British English), a plant that can only be grown with blue blossoms, is described as looking as "prickly as a [[Franchise/SonicTheHedgehog hedgehog]]".
239* SocializationBonus: People you've [=StreetPassed=] with multiple times have a better chance of producing a seed that might be able to grow into a rare plant. (Though they'll still have this quality even if rehired with Play Coins.) Anyone passed will also have the ability to help grow a plant in their favorite color - if a plant can grow in the color of that person's Mii, it'll come up that color; otherwise, it will come up in a possible color closest to said color.
240* ToBeAMaster: Your goal is to be named a Master Gardener by growing 20 different types of flowers.
241[[/folder]]
242
243[[folder:''Warrior's Way'' / ''[=StreetPass=] Battle'']]
244* AntiFrustrationFeatures: Spying. Otherwise the game would be more of a LuckBasedMission every single fight.
245* BloodKnight: The advisor/butler Wentworth. He's the one who constantly encourages your Mii to conquer the world right from the get-go.
246* {{Cap}}: 9,999,999 soldiers.
247* ColorCodedForYourConvenience: The only game to avert this completely, as a Mii's color means nothing.
248* CriticalHit: If you have 1 win and 1 loss and at least half as many troops remaining as your enemy, you have a chance of performing a Critical Strike that's guaranteed to defeat the last enemy group.
249* DefeatMeansFriendship: Many of the warlords you defeat are surprisingly OK with you taking over, and trust you to run their country well. A portion of troops from defeated armies will also eagerly join you.
250* DevelopersForesight: If you [=StreetPass=] someone who has nobody in their Plaza, and thus their troop includes only themselves, their dialogue will be different when joining you.
251* EveryoneCallsHimBarkeep: The Emperor's name, [[PunnyName Fynalle]], is only mentioned before deciding to fight him. He is referred to elsewhere in-game and in the soundtrack as the Emperor. His ''Smash Bros'' trophy is also titled The Emperor, but does make mention of his actual name.
252* ExclusiveEnemyEquipment:
253** Some generals have exclusive types of units. [[TheEnemyWeaponsAreBetter Naturally they are better than normal units]]. Ninjas always have the advantage and [[TheBerserker Berserkers]] will take out 2/3 of units of their type and 4/5 of enemies they are superior to.
254** Only the AI warlords can have, for example, two Cavalry units at a time. You and other players are limited to having one of each type of troops.
255* FinalBoss: The Emperor.
256* FrontlineGeneral: No matter which type of unit is picked to go into battle, you or your opponent will be right there at the head of it.
257* LevelScaling: When you first prepare to invade, the size of the opposing army will be proportional to your army's size. This is especially annoying with the final fight--his army will be at least ''eight times'' the size of your army!
258* LuckBasedMission:
259** Somewhat on the subject of mercenaries. You are alerted that mercenaries will usually have more units than advertised but on occasion you will be alerted that many more units than expected are coming in which case you could be getting about ten times your expected amount.
260** The final battle is entirely luck-based, courtesy of being unable to spy on the enemy and the battle itself is 5 rounds of straight Rock-Paper-Scissors.
261* PunnyName: Almost every single enemy general/warlord (mostly homonyms of words meaning "angry", such as Fyurios, Krankey, or Raejin), climaxing with Emperor Fynalle.
262* RandomEvent: Sometimes, battlefield conditions would be unfavorable to a certain unit type, giving that type a guaranteed matchup disadvantage for that battle.
263* ShaggyDogStory: Once you beat the game, should you choose to continue, you lose control of all the territories you conquered. HereWeGoAgain.
264* SocializationBonus: Zigzagged; the number of soldiers you get from [=StreetPasses=] may or may not be more than the amounts you can hire with Play Coins; it all depends on who you pass. There's also the catch that if the [=StreetPass=] is from someone else with ''Warrior's Way'', you have to win against them in order to claim soldiers from them (though if you just greet them, they might give you some soldiers randomly, but far less than what you could win).
265* TacticalRockPaperScissors: Cavalry beat Archers beat Infantry beat Cavalry. It's made even more noticeable in that they even have the hand symbols for rock, paper, and scissors.
266* TakeOverTheWorld: Your eventual goal.
267* ThisIsTheFinalBattle: When you go to conquer the final country, the usual "To battle!" text is replaced with "Final Battle!".
268* UnexpectedGameplayChange: A mild example. Rather than organize three groups to duke out against the Emperor's forces you use one giant group and select which type of unit the armor should switch to in order to cut down the Emperor's army and hopefully end with more units than him after five rounds.
269* VillainousBreakdown: The Emperor is furious when you beat him and swears revenge.
270* YoungConqueror: You begin the game living in a small castle as leader of a tiny band and finish it as the world ruler of a million-strong army.
271[[/folder]]
272
273[[folder:''Monster Manor'' / ''[=StreetPass=] Mansion'']]
274* BigBad: [[spoiler:Arzodius, the demon king]], who is responsible for kidnapping everyone inside of the haunted manor, and who rules over the ghosts inside.
275* BigBoosHaunt: The game's setting is a haunted mansion filled with ghosts and other undead nasties.
276* {{Cap}}: [[UsefulNotes/PowersOfTwoMinusOne 255]] HP
277* ChargedAttack: All of the weapons have them, with two of the variables for each weapon being charge speed (which can be improved by badges) and maximum potential charge. All charged attacks, regardless of level or type, can potentially negate enemy attacks if timed correctly.
278* ChestMonster: Treasurelings are a literal example.
279* ColorCodedForYourConvenience: There are 5 weapon types (white, red, yellow, blue, and green). Monsters have similar types, and you do more damage if you hit one with the same weapon color of its type (i.e. using a white blaster on a white enemy.) [[spoiler: There's also Arzodius' unique black icon, which shows that he's not weak to any of the elements]].
280** '''White''': [[LightEmUp Light]]
281** '''Red''': [[PlayingWithFire Fire]]
282** '''Yellow''': [[ShockAndAwe Thunder]]
283** '''Green''': [[BlowYouAway Wind]]
284** '''Blue''': [[AnIcePerson Ice]]
285* CombinationAttack: Should you find someone with a weapon you can have them help you in combat if you meet up with them after laying their piece.
286* CriticalAnnoyance: At low health, though you will only get the beeping in battles.
287* DealWithTheDevil: [[spoiler:The researcher wanted Arzodius to save his sick daughter; Arzodius asked for a gateway between worlds in exchange, resulting in...]]
288* DemBones: Skeleterrors, Skeleterriers, Beelzebosses, and Spectral Knights.
289* DemonicPossession: [[spoiler:Arzodius to the researcher who once owned the manor.]]
290* DiscOneFinalDungeon: [[spoiler:The twenty-fifth to thirtieth floors, which have different music and overall seem to be the finale of the game. Once you've beaten the DiscOneFinalBoss[=/=]ClimaxBoss, you are treated to a LeftHanging ending and the credits roll. Continue, however, and it's revealed that [[YourPrincessIsInAnotherCastle the manor actually has fifty floors and your escape from the manor was all an illusion by Arzodius]].]]
291* FightingFromTheInside: [[spoiler:Iris quotes the trope by name in the TrueFinalBoss battle, noting that it's a possibility that the researcher is still there somewhere. It probably explains the distressed phone call which led you and Iris to the manor in the first place.]]
292* GoldenEnding: [[spoiler:If you slog through all fifty floors and beat the TrueFinalBoss; CueTheSun, and you escape the manor for real. [[SceneryPorn And the place is surprisingly neat and beautiful when it's daytime.]] Also, you get clues as to the identity of the researcher and his daughter...]]
293* ItemCrafting: A simple version, where weapons can be powered up by using up other weapons.
294* MeaningfulName: Iris in the 3 main languages: her US name is Iris Archwell, which is a pun on "I research well", her UK name is Ella Mentree, which is a pun on [[Literature/SherlockHolmes "elementary"]] and her Japanese name is Sheila Bell, which is a pun on the Japanese verb for "shiraberu" or "investigate".
295* MsExposition: Iris tells you everything you need to know about the haunted manor and its backstory.
296* NewGamePlus: Once you beat the game, you can restart with your last equipped weapon, a Master Badge +2 to increase experience gains, and your current HP total.
297* NoCureForEvil: Averted; Beelzebosses can heal themselves, and Vampire Bats, Vampires and Harmlequins can drain your HP to restore theirs.
298* OverlyLongTongue: Smiling Spectres, Snarling Spectres, and Treasurelings have very long tongues.
299* PaletteSwap: You can find different-colored versions of some enemies on the higher floors. Naturally, they're stronger than the normal variants.
300* PreExistingEncounters: Represented by the red dots on the grid, triggered by placing a block over them. As you reach the higher floors, invisible versions start appearing.
301* RandomEncounters: Some encounters are pre-determined by spots on the map, but sometimes when you open a door and enter a new room or corridor for the first time, an enemy will be waiting behind the door to ambush you.
302* RealMenWearPink: The palette-swapped Smiling Spectres, Poochergeists, and Snarling Spectres are pink.
303* RecklessSidekick: Iris goes off exploring the haunted manor by herself. And when you come in to investigate (and get trapped in the manor as well), she insists on going off exploring herself (after explaining the basics to you in the tutorial, of course).
304* RedAndBlackAndEvilAllOver: [[spoiler: Arzodius is this when you first fight him]].
305* SeeksAnothersResurrection: [[spoiler:The paranormal researcher who Arzodius [[DemonicPossession used as a host]] made a DealWithTheDevil to resurrect his DelicateAndSickly daughter, all but stated to be Iris]].
306* SocializationBonus: [=StreetPassed=] Miis offer a more varied selection of rooms depending on how many times you've passed them (1-5, as opposed to a static 3 from hired investigators) as well as the possibility to appear in one of the newly-created rooms after you take their piece: regular Miis will give you a small number of gems and possibly a puzzle box; other ''Monster Manor'' owners will let you choose either teaming up for stat boosts or items (a random item and any puzzle box out of the ones they've solved so far).
307* VampiricDraining: Vampire Bats, Vampires, and Harmlequins can drain your HP to restore theirs.
308* WhamLine: After the FinalBoss, [[spoiler:Iris reads the last page of the journal she found, which is a message addressed to ''her''. Iris also comments on how the voice behind the phone call that brought her and your Mii here sounded familiar.]]
309[[/folder]]
310
311[[folder:''Ultimate Angler'' / ''[=StreetPass=] Fishing'']]
312* AndIMustScream: [[spoiler: The alien found in Enigma Cave was stranded there for ten whole years with no way of getting out. Fortunately, you save him, and the entire world as well (his kind was planning on [[KillAllHumans destroying the human race]] after seeing [[HumansAreBastards just how horrible humankind can be]], but he cancels the plan as thanks for helping him.)]]
313%%* TheCatfish: The Legendary Monsters and the Mystery Species.
314* ColorCodedForYourConvenience: A Mii's color determines what kind of bait you get from them.
315* DamageSpongeBoss: The Mystery Species have a ton of stamina, making it rather easy to run out of time. If the angler who mentions them to you says they nearly caught it, then its health may already be partially depleted. But if they say that they "heard a rumor" about it, then it'll have full stamina, and you ''will not'' catch them in less than two tries, even if you have a fully upgraded three-star rod and 10 anglers backing you up.
316* DiscOneFinalBoss: You thought Kronosaurus was the final Legendary Monster you needed to catch? [[spoiler: Turns out there's three more of them. There's also a UFO in Enigma Cave that's been creating strange sound waves...]]
317* FishingForSole: Yep, the classic old boot shows up, along with a few other "junk" catches.
318* FishingMinigame: The entire game is based on the act of fishing.
319* FlyingSaucer: [[spoiler: You find one in Enigma Cave. Turns out that it was the object that was causing all those sound waves.]]
320* {{Foreshadowing}}: The shape of the islands indicate what Legendary Monster lives in them. For instance, Mermaid Island, the island that contains Nessie, is shaped like a plesiosaur.
321* GiantSquid: You can catch North Pacific giant octopi in this game, and [[spoiler: one of the Mystery Species is a giant squid]].
322* GlassCannon: The Demon Rod has high Gauge Span, Pulling Power, and Resistance, making it great at reeling in catches, but has poor Durability, which increases the risk of overloading the gauge meter and breaking the line by accident.
323* GottaCatchEmAll: 160 fish to collect.
324* HumansAreFlawed: [[spoiler: The alien you rescue from Enigma Cave believed that humans were all [[HumansAreBastards wicked creatures, having witnessed nothing but war and destruction]] until he came to the Streetpass Islands. After witnessing just how nice the people on the islands are, he decides that humans aren't all bad and that the good ones outnumber the bad ones, and gets his fellow aliens to call off the eradication of the human race they were planning.]]
325* HumanoidAlien: [[spoiler: The alien you save in Enigma Cave.]]
326* InfinityPlusOneSword: The UFO Rod is [[MasterOfAll perfect in every stat]], but can only be gotten after [[spoiler: rescuing the alien from Enigma Cave]], and takes a lot of money and rods to fully upgrade.
327* ItemCrafting:
328** You can combine bait types together to attract bigger and more specific types of fish.
329** You can also combine two different fishing rods together to make a third type. The resulting rod gains increased bonus abilities, and its stats can be upgraded further by one point in any category.
330* JackOfAllStats: The Angel Rod has balanced stats.
331* KrakenAndLeviathan: [[spoiler: Two of the three Legendary Monsters you can catch after completing the first five islands are the Kraken and the Leviathan.]]
332* LettingTheAirOutOfTheBand: The background music quickly slows to a halt if you fail to hook a fish.
333* LighthousePoint: The main menu shows that the main island has a lighthouse. It is more noticeable at night.
334* MagikarpPower: The UFO Rod. Despite being a three-star rod, it starts off with the bare minimum in each ranking, and upgrading it to even have its maximum number of upgrades can be extremely expensive, not to mention consume a massive number of rods. Even then, bringing it to its maximum level requires well north of 1 million credits.[[note]]$1,015,000 to upgrade all of the stats, plus the roughly $200,000+ for mixing rods to get it to +25, even if it's done in the most efficient way possible.[[/note]] That said, there's a reason it's also the [[InfinityPlusOneSword Infinity+1 Rod]] - it's the only rod that can be maxed out in every category simultaneously.
335* MasterOfAll: The UFO can be maxed out in every category simultaneously. [[MagikarpPower It starts off with the bare minimum in each category and requires a large sum of money and rods to reach the maximum number of upgrades in exchange for this]].
336* MeaningfulName: Coraline, combining "coral" and "line" (as in a fishing line).
337** [[https://en.wikipedia.org/wiki/Coralline_alga Coralline algae]] are a type of marine red algae, and Coraline's dad is a marine biologist.
338* MetalSlime: The Mystery Species can't be caught unless you [=StreetPass=] other people, and are the most difficult things to catch in the game. However, they are also some of the most profitable, granting you large amounts of money and points if you catch them. Some of them, such as the [[spoiler: [[Franchise/SuperMarioBros Blooper]]]], are worth more than the [[spoiler: [[TrueFinalBoss UFO.]]]]
339* MusicalNod: Two of the Mystery Species are [[spoiler:a Cheep Cheep and a Blooper]]. If you succeed in reeling one in, [[spoiler:the Underwater theme from ''VideoGame/SuperMarioBros1'']] plays instead of the usual "super big catch" theme.
340* NegatedMomentOfAwesome: [[spoiler: Turns out all of the Legendary Monsters aren't real; they were just the alien's experiments. Coraline even lampshades this.]]
341* NoAntagonist: Unless you consider the fish as your [[AnimalNemesis animal nemeses]], that is.
342* NoCartoonFish: In contrast to the animals in other Mii games, all the fish are portrayed realistically (with two exceptions that are {{Shout Out}}s to another game series).
343* NoobCave: Prelude Island is the first island you go to, and it's by far the easiest one to clear.
344* NotActuallyCosmeticAward: There's a bonus above and beyond plaza tickets for clearing the islands requiring the special or premium tickets. If you clear all three special islands, you no longer have to get a permit or a ticket to visit them. Similarly, once you catch [[spoiler: the UFO]], you no longer need tickets to access any of the islands.
345* ThePowerOfFriendship: More so than the other games; if you hook something big, everyone you've [=StreetPassed=] that session will grab on to you and help you reel it in.
346* SaveTheWorldClimax: You accidentally save the world by fishing out the final thing, a [[spoiler:UFO containing an alien, stranded on the ocean floor, who was about to wipe out humanity until you rescue him.]]
347* ShoutOut: The two most valuable Mystery Species (as well as the two most difficult to reel in) are [[spoiler:Cheep Cheep and Blooper, the two most frequently recurring underwater enemies in the ''Franchise/SuperMarioBros'' series]].
348* SnowySleighBells: The Atlantis Deep-Sea Cruise is a polar fishing spot, and its [[https://www.youtube.com/watch?v=fIUDZGjN3Y8&list=PL997rjsj8no0SyrB0c55UmYpm-C8uWtpH&index=58 music]] features discrete jingle bells in the background.
349* SocializationBonus: [=StreetPassing=] is a necessity to unlock the twelve Mystery Species; other [=3DS=] owners will unlock a mystery fish (for that session only) if either they have recently tried to land one (whether successfully or not), the number of times you have [=StreetPassed=] them is a multiple of 10, or they have certain games (such as ''VideoGame/SuperMario3DLand'' and ''VideoGame/MarioKart7'') as their most recently played. Other ''Ultimate Angler'' players will also populate the game's leaderboards.
350* SongsInTheKeyOfPanic: The music speeds up when the fish you're reeling in starts escaping. Ends with LettingTheAirOutOfTheBand if you either don't reel in the fish in time, or you miss the first strike.
351* StockNessMonster: Nessie is one of the Legendary Monsters you can catch.
352* UndergroundMonkey: Some of the Mystery Species are [[GoldMakesEverythingShiny golden]] versions of certain fish, such as [[spoiler: the golden swordfish and the golden tuna.]]
353* UnnamedParent: Coraline's Dad.
354* TheVeryDefinitelyFinalDungeon: Mysteria Island. It can only be completed after catching all the Legendary Monsters, and it isn't easy to go there since you can only get Premium Tickets by spending 50 Play Coins or by tagging foreign or Special Miis.
355* WarmUpBoss: Leedsichthys. It's the first Legendary Monster you meet, and as a result, has the least amount of stamina out of all of them. That said, capturing it can be a challenge due to the time meter and the fact your options for rods aren't very good at this point.
356* WellIntentionedExtremist: [[spoiler: The aliens were planning on [[KillAllHumans destroying the human race]] because they were tired of [[HumansAreBastards all the war and destruction people caused]]. They change their mind after you save one of their kind who was trapped in Enigma Cave.]]
357* WintryAuroralSky: The Oceanora Deep-Sea Cruise lies in frosty waters filled with various iceberg, near the coasts of the Oceanora Island (which features various biomes including a ''tropical beach''). This fishing spot takes place during nighttime and auroras shimmer in the dark skies, completing the polar atmosphere
358* {{Zonk}}: The five "Miss" items, which give you only the barest of rewards for catching (presumably for cleaning up the nearby waters). They're guaranteed to appear if nothing in the local waters likes the bait used, but they can potentially show up even if every fish nearby likes your current bait.
359[[/folder]]
360
361[[folder:''Battleground Z'' / ''[=StreetPass=] Zombies'']]
362* AbnormalAmmo: The Piggy Bank granted by the Earning Money hobby is fueled by coins shot out of the piggy's nose. However, its special, Piggy's Revenge, is [[DeathFromAbove something else entirely.]]
363* {{Acrofatic}}: Belinda Munch, Munchers and Mushy Moshers can leap around with ease despite their weight.
364* ActionBomb: Dynamikes and Dynamutts (and their mega varieties) carry explosives. Sometimes they are already lit when they spawn, while sometimes attacking them causes the explosives to ignite, after which the player has a limited time window in which to finish them off (or get out of range) before the explosives detonate.
365* AdvancingWallOfDoom: At the Hydroelectric Dam, an invincible wall of zombies will slowly advance on you from the bottom of the screen. If you or any unclaimed keys make contact with them, they will instantly destroy any weapon you currently wield or the keys respectively.
366* ArtAttacker: The giant Paintbrush and palette granted by the Drawing hobby. Your Mii fights with it by literally thwacking the undead life out of zombies, and for its special attack, Artistic License, your Mii paints a hole in the ground which, as a result of [[TooDumbToLive zombies reportedly being too knuckleheaded to tell the difference,]] behaves like an [[ArtInitiatesLife actual]] BottomlessPit.
367* AsteroidsMonster: Gloopers. Attack them once with a Slash-type attack, they split in two. Attack the two halves once, they also split in two. The mini-Gloopers give 300 points each upon death, which actually makes it ''more'' beneficial to split Gloopers as opposed to offing them directly if you're score attacking, especially since the Wii Remote takes care of the mini-Gloopers very quickly.
368* AttentionDeficitOohShiny: If Belinda Munch sees a donut, she'll stop whatever she's doing to eat it. This is the only proper opening you can use to attack her directly.
369* BackgroundMusicOverride: Anytime you pick up an [[InvincibilityPowerUp M Potion]], the standard creepy music is replaced in favor of the M Potion's hyperactive theme tune.
370* BadassTeacher: The Pencil's special attack, Cram Lesson, turns you into this. When used, it traps nearby zombies, then displays a short cutscene of your Mii teaching the dazed zombies simple math. Eventually, your Mii gets angry at the zombies, and calls a BoltOfDivineRetribution to kill everyone in the classroom.
371* BeatThemAtTheirOwnGame: [[spoiler:Dr. Psymad uses an [[InvincibilityPowerUp M Potion]] against you during the first part of the battle with him.]]
372* {{BFS}}: The tutorial weapon and the weapon granted by the Playing Video Games hobby, a Wiimote. It turns into a sword when swung, and it's as big as you are. You can even do [[Franchise/TheLegendOfZelda Link's spin attack]], the Heroic Spin, and your Mii charges it the same way Link does.
373* BonusLevel: The Showdown stages, which pit you against a never-ending horde of zombies and tasks you with defeating as many as possible before time runs out. Each area has one, and they are unlocked once the local boss is cleared and the player possesses enough Medals.
374* BoringButPractical: The Wii Remote may possibly be one of the least zany weapons in the game. However, there's no questioning its effectiveness, as it's useful in practically any combat situation due to its quick attack speed and respectable power. And given that so many people have video games chosen as their hobby, you'll more than likely always have one at the ready.
375* BreakableWeapons: Your health bar actually gauges your weapon's integrity. If it runs out of HP, your weapon breaks, and you'll have to switch to a different one. Break all your weapons, and you'll fail the stage. Naturally, the more Miis you [=StreetPass=] at once, the more weapons you'll get, and the lower your odds of failing.
376* BullfightBoss: Slimebackers, the Mega Slimebacker, and the Star Quartersmack. Each of them will charge at you after spending a few seconds revving up, and will be dazed for a few seconds if they miss, leaving you an opening to attack.
377* ButtonMashing: The whole game, but the Sheep Pillow's charged attack, Furious Flock, is fueled by this. When activated, you Mii puts the pillow on the ground and falls asleep on it. A bubble representing your Mii dreaming appears, and by repeatedly hitting the A button, you can summon a ZergRush of dream sheep that exit your Mii's dreams into the real world and stampede over enemy zombies. The faster you mash A, the more sheep you can summon.
378* ColorCodedForYourConvenience: Mostly averted, as the weapons you receive are based on a Mii's ''hobby'', not their shirt color. However, each weapon does take the color of its Mii, and the game tracks which colors you've gotten for each weapon, so if you're going for OneHundredPercentCompletion, it becomes important.
379* ConsoleCameo: The weapon for the "playing video games" hobby is a Wii Remote. The Wii Remote also appears on a web page as the Tablet's combo finisher.
380* CriticalHit: There's a low chance to deal massive damage to a zombie with a single strike. However, for every 10 Hits you increase your combo count by, your critical chance increases by 5%, up to a +50% critical hit ratio boost.
381* DanceBattler: The Disco Ball granted by the Dancing hobby turns you into this. You use footwork to attack zombies, and its special attack, Dance-Off, traps any zombies caught in it, then displays a short cutscene of you and the zombies having a dance-off. It ends with the zombies being killed with a BoltOfDivineRetribution for losing the dance-off.
382* DancePartyEnding: [[spoiler:The credits are backed by your Mii, Dr. Scarlet, Dr. Psymad, and a variety of zombies dancing to the background music.]]
383* DeathOfAThousandCuts:
384** The Pencil granted by the Studying hobby is, for all intents and purposes, a polearm. Its attacks consist of rapid jabs and twirls, finished off with a checkmark attack.
385** The Tablet is the king of this, bar none. It's far weaker than most brute damage weapons like the Wii Remote or the Bowling Ball, but all of its attacks are multi-hit, and they hit ''a lot.''
386* DieChairDie: There's some breakable scenery around levels, such as postboxes and trash cans. Breaking them [[RewardingVandalism releases recovery items]] you can pick up to restore the HP of your equipped weapon.
387* DraggedOffToHell: The Suitcase's Special Attack, Dream Vacation, is PutOnABusToHell in the most literal sense possible: when cast, your Mii captures nearby zombies, then the game displays a cutscene of the zombies boarding a tour bus, which promptly drives itself into a void to kill its passengers.
388* DualBoss: Bubba and Cleetus Rotts, the Cornfield bosses, are fought simultaneously.
389* EnergyWeapon: The Superhero Costume's special, Light of Justice, involves your Mii flying into the sky and shooting heat beams from its eyes at the ground around it.
390* EscortMission: Some levels are this, along with giving you a bonus if the {{NPC}} isn't harmed once.
391* EyesDoNotBelongThere: [[spoiler:Super Psymad]] has eyes on his arms.
392* FatBastard: Munchers, Mushy Moshers, and Belinda Munch are all defined by their gluttony. Munchers are never seen without glazed donuts in their mouths, while Belinda Munch can be distracted with boxes of donuts.
393* FightingYourFriend: If another player who owns the game activates the option to turn into a zombie, they will turn into one if they die when they are allied with you. You will then have to defeat your zombified teammate.
394* FlunkyBoss:
395** The Star Quartersmack has a group of Slimebackers to assist him.
396** Bubba and Cleetus Rotts can attack you by producing Combustocorns and throwing them at you. They can also summon Rotties to stall you.
397* FryingPanOfDoom: The Cooking hobby gives you one. You can smack some zombies upside the head with it, and its special attack is [[{{Pun}} Pan]]demonium, where your Mii sends a zombie flying with a slap of the pan, then he/she jumps after it and slams it into the ground.
398* GiantMook: Some enemies have larger versions of themselves, such as the Shamblers and the Blockheads.
399* GiantSpaceFleaFromNowhere: [[spoiler:Not Dr. Psymad himself, but rather the alien taking his form]].
400* GlassCannon: [[spoiler:Dr. Psymad can kill you in a single hit while invincible, but goes down in a single hit when his [[InvincibilityPowerUp M Potion]] wears out]].
401* GoodOldFisticuffs: When using the Superhero costume granted by the Helping Others hobby, its standard attack, Caped Karate, is quite simply your Mii punching the lights out of zombies while accompanied by {{Written Sound Effect}}s.
402* GuideDangIt: Finding Rare Zombies. The Z-Wiki is kind enough to tell you hints as to what weapons you need in what stages in order to make Rare Zombies appear. What it ''doesn't'' tell you is that you also need to use the weapon's special attack at a particular time or place in said stage in order to get the Rare Zombie to appear. Some hints are more obvious, like using Surprise Attack on a stack of books in the Supermarket, or using Heroic Spin on a computer in the Laboratory, but anything that involves wave-based progression usually isn't as lucky.
403* HandWave: The weapon for the drawing hobby is a paintbrush and palette, which are not used for drawing. If your first Mii gives you the painting tools, they'll explain that since they love drawing, they thought they'd try out painting as well.
404* HelpfulMook: In some occasions, you may come across the Creepy Courier Zombie, who looks like a postman and is always carrying a useful item. Not only is he non-hostile, you can kill him to get his item, which can range from Plaza Tickets to [[InvincibilityPowerUp M Potions.]]
405* IKnowMaddenKombat: While the Bowling Ball granted by the Sports hobby doesn't appear to be this, its special attack plays this completely straight. The Mii rolls the ball forward, which suddenly grows to an enormous size to bowl over any zombies in its path.
406* ImprobableWeaponUser: This game takes this trope and cranks it up to eleven. The most mundane weapons start from things like a FryingPanOfDoom and a {{BFS}} [[{{UsefulNotes/Wii}} Wii Remote]]. Then there's painted-on holes in the ground, a superhero costume, an army of stampeding sheep, TheInternet, dance battles, and cram school, all of which can be used to kill zombies.
407* TheInternet: Yes, ''[[ImprobableWeaponUser this is a weapon.]]'' The Tablet granted by the Using the Internet hobby allows you to attack zombies by swiping holographic projections of web pages. Its special attack, Special Delivery, allows your Mii to buy something off the net, upon which a giant package falls out of the sky and crushes zombies.
408* InvincibilityPowerUp: The M Potions that you may find the Creepy Courier Zombies carrying. Picking it up gives you a [[EverythingsBetterWithRainbows rainbow]] BattleAura and the ability to run at full speed, as well as being able to OneHitKill zombies [[CollisionDamage on contact]] for [[ScoreMultiplier triple the standard point value.]] If you have teammates, they'll also gain the same effects, but it's less useful in their case because they will still follow behind you instead of picking their own targets.
409* JackOfAllStats: The Art Supplies and the Tote Bag have 3 out of 5 stars in all of their stats.
410* JerkJock: The Star Quartersmack and the Slimebackers are football players. Undead football players who want to kill you, to be exact.
411* KillItWithFire: The Pop-Up Book's special, Surprise Ending, involves using a paper cutout of a dragon that spews fire at enemies. Surviving zombies will catch fire and take continuous damage, making it especially effective against bosses.
412* LightningBruiser: The Wii Remote has quick attack speed coupled with respectable attack power, area of effect,and range, making it a viable option for most situations.
413* LimitBreak: Special Attacks. Every weapon has one, and how many stocks are available depend on the weapon. Weaker ones like Heroic Spin generally get more uses, while stronger ones like Dream Vacation usually get one or two uses. If you run out of stocks, you can no longer use your Special Attack, but you can recover one stock by killing a Rare Zombie.
414* MakingASpectacleOfYourself: Dr. Scarlet has several pairs of glasses that she can wear, and some of them are rather silly-looking.
415* MeaningfulName: Hobby Town/Hobbiville is named as such because ''Hobbies'' are integral to the game's mechanics.
416* MetalSlime: Rare Zombies. They're more durable than normal zombies and use Hobby Weapons like you do, but they drop Special Attack stocks upon death and grant a Medal and a score bonus at the end of the stage.
417* MichaelJacksonsThrillerParody: A weaponized example of this trope, the Disco Ball's ultimate attack, Dance-Off, forces all of the zombies onscreen into a dance sequence with the player character where Michael would be.
418* MirrorBoss: The Rare Zombies count, as they fight you by using the exact same weapons needed to summon them. They can't use charged attacks, however.
419* MonsterCompendium: The game catalogs the various zombies you defeat.
420* MusicalAssassin: The Boom Box granted by the Listening to Music hobby. It fires powerful music notes that damage zombies, and its special summons an amp that blasts explosive music notes that deal massive damage and Stun to zombies near the blast radius.
421* OffWithHisHead: Zombies will occasionally get decapitated when killed instead of exploding into a pile of bones. Any attack is capable of beheading them, even ones you wouldn't expect such as playing music, smacking them with a pillow, or simply punching them. Sometimes, the decapitated body will crawl around for a few seconds (although it can no longer deal damage).
422* OneHitKill:
423** On the off chance that you [[OffWithHisHead behead a zombie]], it will die instantly regardless of how much HP it had remaining. Of course, the zombie needs to have a head to begin with for this to work.
424** M Potions instantly kill any zombie you ram into. [[spoiler:Dr. Psymad knows this and chugs one at the beginning of his boss battle. If he touches you, your weapon breaks instantly.]]
425** [[spoiler:Super Psymad can grab your Mii. If it does, it'll lift you up and grip tightly enough to destroy your weapon in two ticks.]]
426* OneHitPointWonder: [[spoiler:Dr. Psymad during the first phase of the battle with him]].
427* PaletteSwap: You can get different colors of weapons depending on the Mii's shirt color when he/she gives you the weapon.
428* PaperMaster: The Pop-Up Book granted by the Reading hobby puts an interesting spin on this. Your Mii fights with it by opening to different pages in the book, which makes pop-out cutouts appear that hurt zombies. For its special attack, Surprise Ending, your Mii calls upon the powers of a [[KillItWithFire paper cutout fire-breathing dragon.]]
429* PowerUpFood: Voltoad's electric powers will intensify if it eats a battery.
430* PurelyAestheticGlasses: Dr. Scarlet changes glasses every time you go in and out of the Zombinav[=/=]Z-Wiki. If you stay on the entry screen for a few seconds, she will smile and raise her glasses as if making sure the player notices them.
431* RaisingTheSteaks: Zombie dogs are a fairly common enemy, and one of the bosses is a zombie toad.
432* RedEyesTakeWarning: If you attack Belinda Munch before she's finished eating her doughnut, she'll get angry, her eyes will turn red, she'll grow to double size, and her DeathFromAbove attack will cover the entire area.
433* SeriousBusiness: Hobbies are treated seriously enough that everyone always has hobby-related gear on them at all times. [[spoiler:This has relevance with the storyline, with [[BigBad Dr. Psymad]] claiming that zombifying the entire planet would create world peace since zombies don't bicker over hobbies, citing his wife leaving him over fights regarding which hobbies are better as an example as to why they should be quashed]].
434* ShieldBash: The Paintbrush's combo finisher involves thrusting the accompanying Palette forward in this fashion.
435* ShockAndAwe: Killawatts, Voltoad and [[spoiler:Super Psymad]] all have electricity attacks during which hitting them with melee weapons will damage ''you'' (ranged weapons do not have this drawback).
436* ShoutOut:
437** In some regions, the pencil's charged attack is called Educating Rotter, a nod to the Willy Russell play/film ''Theatre/EducatingRita''.
438** [[spoiler:Super Psymad]] has [[VideoGame/ResidentEvil2 eyes on his arms]].
439** The Dancing Zombie is in the graveyard? Sounds [[Music/MichaelJackson Thrilling]]!
440* SocializationBonus: Played straight to a certain point. [=StreetPassed=] Miis don't appear to be any different than hired Miis, and other ''Battleground Z'' players will give the option to team up as a NonPlayerCompanion instead of giving you their weapon. Their level scores will also appear on your high score lists. However, if you hire a lot of Miis, you may notice that the odds are higher that their weapons are "Found", which means that the weapon has only a third of the HP than a normal weapon of the same type.
441* SpikesOfVillainy: Putrid Punks, Mushy Moshers and the Star Quartersmack have these.
442* StarterEquipment: In the case that you meet a Mii [[DevelopersForesight whose user has not yet set a favorite hobby]], the weapon you will receive will always be a Boom Box.
443* StationaryBoss: [[spoiler:Super Psymad]] will always stay in one place.
444* TacticalRockPaperScissors: As far as fighting the zombies goes, anyway. There's three types of damage: Slash, Smash, and Power. Slash works great against squishy things like Rotties, but is resisted by armored enemies and the Spiky Trash Can. Smash works great against anything armored or the Trash Cans, but not so much against squishy things. Power is unaffected by armor or squishy and is resisted by neither, which is why most [[LimitBreak special attacks]] are of this type.
445* TimedMission: Each of the five areas of the game has one level where you need to find a certain number of items or solve a certain number of puzzles in a fixed time frame. Each also has a second, shorter time limit for the bonus medals.
446* TurnsRed: Bosses will begin flashing red when they're low on health.
447* VillainousGlutton: Belinda Munch and the Munchers do not let being undead stop them from eating everything they can get their hands on. In Belinda Munch's case, her appetite can be used against her for distraction purposes.
448* WakeUpCallBoss: The Star Quartersmack will teach you to take the boss battles seriously. How? By way of its [[OneHitKill touchdown attack]].
449* WarmUpBoss: The Mega Slimebacker that appears in the subway station needs more hits to kill than the zombies you face earlier in the level, but can still be killed much more quickly than the five main bosses.
450* WellIntentionedExtremist: [[spoiler:The FinalBoss intends to create world peace... by ''[[ZombieApocalypse zombifying the entire planet.]]'']]
451-->[[spoiler:'''Prof. Scimad/Dr. Psymad:''' Just imagine... a wonderful world where nobody fights with each other because they have different hobbies... Zombies don't have hobbies, aside from going "urgh" and biting people!]]
452* WestminsterChimes: Cram Session/Educating Rotter, the pencil's charged attack, cuts to a classroom scene in which the player is trying to teach simple arithmetic to a group of dazed zombies while the Westminster chimes play in the background (due to their association with school in Japan).
453* WholesomeCrossdresser: A Mii whose hobby is Fashion will provide you with clothes pertaining to that Mii's gender, not your Mii. Your Mii won't care and put it on anyway, regardless of if it's a female Mii in a tuxedo, or especially if it's a male Mii in a poofy frilly ballroom dress.
454* WithOurSwordsScene: Each session will begin with one, with each of the survivors handing you (or at least asking if you want) an item you can use to fight the zombies with.
455* ZergRush: Every so often, a whole pack of zombies appears to wreak havoc on the surrounding area. When this happens, a Creepy Courier with an [[InvincibilityPowerUp M Potion]] tends to show up so you can knock them all down.
456* ZeroEffortBoss: [[spoiler:Dr. Psymad pops an M Potion in the first phase of his boss battle. It's a OneHitKill if he touches you, but he can never catch you as long as you run in circles. Once it wears off, one hit will finish him.]]
457* ZombieApocalypse: Hobbiville is suffering from one.
458[[/folder]]
459
460[[folder:''Slot Car Rivals'' / ''[=StreetPass=] Slot Racer'']]
461* AIBreaker: The AI is not very good at dealing with those ramps with the boost pads, namely the recovery after landing. They spend quite a while with the accelerator relaxed, meaning they slow down a great deal upon landing. This makes courses with lots of such jumps pathetically easy to beat the AI, such as Stop-and-Go Island and Soaring Skyway. Even Iceman has problems with this and is the most reliable way to edge ahead of him.
462* AmazingTechnicolorBattlefield: Zero-G Crash Course.
463* AntiRageQuitting: If you quit a race, your next booster will have ''no upgrades at all''.
464* AstralFinale: [[spoiler: You'll challenge Iceman in Outer Space.]]
465* CharacterCustomization: You can customize the look of your slot car; almost as much as you can your Mii.
466* DeathMountain: Mountain Climber and Mountain Coaster.
467* FinalBoss: Iceman, Nico's brother who challenges you to a race after unlocking the final course and completing its missions.
468* FireWaterJuxtaposition: The Mii assisting you is Nico Fire, and the champion you're supposed to beat is his brother Iceman.
469* FloatingContinent: A group of floating islands make up Soaring Skyway.
470* GravityScrew: In Zero-G Crash Course, gravity always pulls perpendicular to the track regardless of its orientation.
471* GreenHillZone: Simple Circuit and Circuit Simple.
472* HotBlooded: Nico Fire in a nutshell, complete with MeaningfulName and eyes that occasionally turn into fireballs.
473* LandOfFaerie: Fairy-Tale Forest and Falltime Fairy Tale.
474* LevelAte: Full-Course Course and Carbo-load Road. Possibly combined with MacroZone, but equally likely that the miniature racetrack is inside a restaurant.
475* LevelInReverse: Most of the courses are later driven in the other direction, and where needed, with a few modifications to make them possible. Normal versions are most often set in the day, while the the reverse versions are set in the evening, nighttime, or turbulent weather:
476** Simple Circuit is driven backwards as Circuit Simple.
477** Fairy-Tale Forest is driven backwards as Falltime Fairy Tale.
478** Mountain Climber is driven backwards as Mountain Coaster. Notable for being the biggest gap between the regular version and the reverse version, with Mountain Climber in the first set and Mountain Coaster in the final set.
479** Start 'n' Stop Island is driven backwards as Island Sunset.
480** City Corners is driven backwards as City Nightlife.
481** Desert Swirl is driven backwards as Starry Swirl.
482** Full-Course Course is driven backwards as Carbo-load Road.
483** Soaring Skyway is driven backwards as Stormy Skyway.
484** Treetop Twist is driven backwards as Canopy Catastrophe.
485* NoCelebritiesWereHarmed: The names of the brothers running the slot car track are most likely a reference to [[https://en.wikipedia.org/wiki/Nico_Rosberg Nico Rosberg]] and [[https://en.wikipedia.org/wiki/Kimi_Räikkönen Kimi "The Iceman" Räikkönen]], 2 Finnish Formula 1 drivers.
486* PalmtreePanic: Start 'n' Stop Island and Island Sunset.
487* RapidFireTyping: When you recruit rivals with Play Coins, Nico Fire calls them in by sending a message with his computer. Despite Miis having spherical hands with no digits, Nico's message takes only two seconds tops for him to type and send regardless of how many Miis you hire.
488* ShiftingSandLand: Desert Swirl and Starry Swirl.
489* ShoutOut: [[spoiler: The final racetrack, where you race against Iceman, is set [[VideoGame/MarioKart7 in outer space with planets surrounding the track]]]].
490* SkyscraperCity: City Corners and City Nightlife.
491* SocializationBonus: [=StreetPassing=] other players will add their lap times to your leaderboards. Also, if you come in first in a race against another player's customized car, Nico will give you the chance to copy its customizations for yourself.
492* TreeTopTown: Treetop Twist and Canopy Catastrophe.
493* TrippyFinaleSyndrome: [[spoiler:Zero-G Crash Course]] is the last course in the game, and it is by far the most surreal.
494[[/folder]]
495
496[[folder:''Market Crashers'' / ''[=StreetPass=] Trader'']]
497* FogOfWar: Certain companies will have fuzzy question marks on the prediction board making it harder to read the predicted values, the justification being that there ''is'' no prediction as your analysts refuse to be wrong.
498* GoldMakesEverythingShiny: Each company has a golden piece of merchandise that can be obtained.
499* GracefulLoser: In the ending, O'Naire applauds you for becoming the new wealthiest person in the world. [[JustifiedTrope Probably because he's still fabulously rich]], you're just slightly richer.
500* HollywoodDensity: Averted. All transactions are digital, and the Golden Model Castle Set's description points out how it's only one foot tall but weighs over 60 pounds.
501* LuckBasedMission: The whole game is this. While it is possible to earn money, you can also lose it, depending on your performance.
502* LuckManipulationMechanic: Buying items from the companies and having multiple Miis of the same color increases the chances of good events happening. Conversely, selling the items back will make bad outcomes more likely. This isn't affecting the players luck, but the companies'. The player is fully capable of making money off of a company's stock tanking since that's the ideal time to buy shares.
503* MythologyGag: The companies being traded are nods to the first eight Mii Plaza games; for instance, "Piece-by-Piece Deliveries" is based on ''Puzzle Swap'' and "Kingfinder Studios" on ''Find Mii''. The other ones are [[spoiler:Leisura Aerospace]] (''Mii Force''), [[spoiler:Sparkleseed Landscaping]] (''Flower Town''), [[spoiler:Conquest Construction]] (''Warrior's Way''), [[spoiler:Arzodius Research Labs]] (''Monster Manor''), [[spoiler:Poseidon Island Fisheries]] (''Ultimate Angler''), and [[spoiler:Hobbiville Pharma]] (''Battleground Z'').
504* OnlyInItForTheMoney: The only reason why you're in the stock market is to become the wealthiest person in the world.
505* PunnyName: Wallace "Wally" Street, William "Billy" O'Naire and Cher Priess.
506* RecurringElement: Each company's set of products contains at least one figurine of a character from the game the company's based on, and the last product to be released for each company is a golden version of one of its previous products (but never the figurine).
507* StockMarketGame: The entire game mode functions as one of these. The player buys or sells stocks as they randomly rise or fall. By utilizing the [=StreetPass=] functionality, one can obtain Miis to help in predicting whether the value will rise or fall.
508* WealthsInAName: The richest man in the world the playable Mii wants to dethrone is named William "Billy" O'Naire.
509[[/folder]]
510
511[[folder:''Feed Mii'' / ''[=StreetPass=] Chef'']]
512* AntiFrustrationFeatures:
513** When using Play Coins to purchase new ingredients, rather than being completely random from the 12 possible color-coded options like most of the other games, it'll give you an ingredient you don't currently have, which gives you better chances for making new recipes. If you have at least one incomplete recipe, you max out your capacity for ingredients, and you have four or more empty slots, you are very likely to receive every necessary ingredient in the process. Knowing about this mechanic helps you narrow down what sort of ingredients you need to complete the recipe.
514** Should the customers ask for a meal you don't have all the ingredients for (or, for that matter, don't have ''any'' ingredients for), you always have the choice to change it to something simpler (and always to a meal that you have ingredients for). The simpler recipe will never score more than 3 stars, but that's the best you could get from an incomplete recipe anyway.
515* ColorCodedForYourConvenience: Each Mii color corresponds to a specific ingredient.
516** '''Red''': Beef
517** '''Orange''': Egg
518** '''Yellow''': Chicken
519** '''Green''': Tomato
520** '''Light Green''': Salmon
521** '''Light Blue''': Tuna
522** '''Blue''': Onion
523** '''Pink''': Pork
524** '''Purple''': Mushroom
525** '''Brown''': Potato
526** '''Black''': Flour
527** '''White''': Rice
528* AwesomeButImpractical: The Epic Banquet in Feed Mii is the only food that can reach a 7 star rating but requires ''one of each item to make''. The only way to feed it to your customers is to have 5 ingredients in the fridge and [=StreetPass=] at least 10 people and hope you don't get many duplicates. You're barely ever going to need anything over 5 stars with a full team anyway.
529* BigEater: The Miis you feed seem to have no trouble worfing down Jumbo-sized portions of food that are as big as themselves. And apparently they have a good enough circulatory system that they can eat Jumbo egg-based dishes without dying from all the cholesterol.
530* CordonBleughChef: Mixing the wrong ingredients together will create a possibly-edible, but likely not, mess of a meal.
531* FailureIsTheOnlyOption: If you don't have all the ingredients available for whatever the Miis want, you'll always make a Failed Experiment. It doesn't matter if you have the ingredients to make a jumbo artisan entree; if it's not what they want, it will always end up a Failed Experiment.
532* FoodPorn: All the food you can cook is styled realistically as opposed to cartoony, as most Mii material is.
533* GottaCatchEmAll: A major goal is to fill up your recipe book. There are 150 recipes to collect, but you start with 80 of the most basic ones already filled in.
534* HeroOfAnotherStory: Your customers are the warriors going out to save the King in ''Find Mii''. It's your job to make sure they're well-fed, and you'll receive status reports on their progress.
535* LethalChef: Downplayed. If you create a "Failed Experiment," the heroes will be severely weakened by the food, but still able to fight.
536* PowerUpFood: The whole point of the game is to power up adventurers with delicious meals, as the party's level is based on both number of [=StreetPassed=] Miis and the quality of the meal (example: 10 adventurers x 5★ meal = level 50 party).
537* SimultaneousArcs: The game is set in the same universe as ''Find Mii''.
538* TheyWastedAPerfectlyGoodSandwich: Any food you don't use and can't store in the fridge will be thrown out. Fortunately, after closing, you can experiment with leftover food to see if you can create other recipes.
539* ViolationOfCommonSense: As long as you're attempting to make the recipe the adventurers desire, you can complete the order as long as you have only one of the ingredients. Chilled Potato Potage can be made from onions alone, and Egg Tarts can be made just from flour, with no eggs. You might only get a So-So (2-star) meal (to compare, substituting the recipe will give you a generic dish that will only be 3 stars), but better than a Failed Experiment ''and'' the recipe is filed into your list.
540[[/folder]]
541
542[[folder:''Ninja Launcher'' / ''[=StreetPass=] Ninja'']]
543* EpicFail: If you don't get at least some Miis that provide armor and/or helmets, the enemy may defeat you without you scoring so much as a single point of damage, even if you managed to collect lots of weapon scrolls.
544* TheGoomba: The Skeleton Scout, who serves as the tutorial on how to use the cannon.
545* GratuitousNinja: Why shoot ''ninja'' out of cannons? Why not?
546* {{Henohenomoheji}}: If you're not strong enough to defeat an enemy, you pull out a scarecrow with this on its face as you retreat.
547* LaserBlade: With enough weapon upgrades, you may get a "Sword of the Future", which is totally not a [[Franchise/StarWars Lightsaber]] in any way, shape or form, no sir.
548** [[spoiler: The Mechanical Shogun also has two of these.]]
549* LuckBasedMission: Some enemies strike specifically at your body or head, and if you haven't tagged any Miis that give armor or helmets to counter their attacks, you'll be defeated before you can do any damage to them. Likewise, a weapon can prevent some enemies from attacking in the first place.
550* MagicPants: The excuse for having to grab equipment in midair is that everything else gets blown off by the cannon blast, but undergarments remain intact.
551* MST3KMantra: The salesbunny advises you not to think too hard about how [[ItMakesSenseInContext cavemen aren't ninjas]].
552* NewGamePlus: Master difficulty.
553* OhCrap: Your Mii's reaction to learning they'll have to be launched from a cannon in order to attack enemies.
554* {{Tsundere}}: Shinobu shows only her tsun-tsun side at the beginning and then keep emotionally distant for most of the game, but she lets her dere-dere side out later on as she gains more respect for you.
555* {{Yokai}}: Most of the enemies are these, following the ninja theme.
556[[/folder]]
557
558[[folder:''Mii Trek'' / ''[=StreetPass=] Explorers'']]
559* AntiFrustrationFeatures: To prevent irritatingly short walks, tagged Miis get a minimum of 500 steps. In other words, if you tag a Mii with less than 500 steps or has no step count data, it will default to 500 steps.
560* ArtShift: The wildlife photos you collect are actual photos, not Mii versions of animals. The same goes for threatening animals that you encounter and have to tranquilize.
561* CrystalSkull: The first artifact you assemble.
562* DamnYouMuscleMemory: Pressing the A button during an incomplete dialogue box, in most other games (or a confirm button if otherwise), will fill in the remaining text. In ''Mii Trek'', and none of the other ''[=StreetPass=] Mii Plaza'' games, pressing the A button will skip to the next dialogue box, regardless of if it's complete or not. Doing this can accidentally cause you to miss some of the things Beakley or other characters say.
563* EyesDoNotBelongThere: Lampshaded by Beaksley, who is disturbed by the abundance of eyes on one of the idols.
564* GottaCatchEmAll: The main goal is to hunt down artifacts, and you can also collect wildlife photos.
565* NotOfThisEarth: [[spoiler:Turns out Beaksley is an alien who has amnesia about his previous activities on Earth]].
566* PollyWantsAMicrophone: The guide character in this game is a talking toucan.
567* ShoutOut:
568** Beaksley says the reason why you need people to assist you on your journey is because, "{{as you know}}", [[VideoGame/TheLegendOfZeldaI it's dangerous to go alone.]]
569** Based on his vocabulary, Beaksley seems to be a British toucan, similar to Toucan Sam from Froot Loops advertising.
570* ToothyBird: After finding the third piece of the crystal skull, Beaksley says that his great aunt had a pair of crystal dentures just like the ones on the skull. [[ArtisticLicenseOrnithology No explanation why a bird would need dentures.]]
571[[/folder]]
572----
573-> ''Someone's here! Check out the plaza gate when you get a chance.''

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