The opposite of Unexpected Gameplay Change
. The game consists of a series of puzzles, challenges and games with very different requirements for defeating them. Often has a Board Game
When the minigames overrun another type of game, that is Gameplay Roulette
May overlap with Party Game
Quite a few TV Game Shows
are also like this, making this trope older than video games themselves
- Anticipation for NES
- Cart Life
- Pictionary for the NES, due to the original's subjective nature
- Mario Party. Like so many other things that Mario has done, it's also the Trope Codifier.
- Rayman Raving Rabbids
- The Lolo series. Ostensibly just brain teaser games, they tend to vary widely among logic puzzles, problems with inobvious solutions, and even a little arcade action.
- Wii Sports, Wii Play, and Wii Sports Resort. Wii Party also has very heavy elements of this trope, especially Board Game Island.
- WarioWare. Bonus points for most of the games lasting precisely five seconds.
- They're so small mini, actually, that they're considered microgames.
- Amazing Island crosses this with a Mons game, by allowing you to use as your players monsters you've created.
- Cliff Johnson's puzzle games (The Fool's Errand, At The Carnival, 3 in Three) fall into this genre.
- Retro Game Challenge is similar to this, but the games themselves are full length games. So it's more like a....Game Game?
- Bomberman Land
- Barbie Super Model
- Fuzion Frenzy
- There is also this semi-obscure PC game of Jumanji which was a group of themed "levels" selected individually based on the movie, with no end other than dying and typing in your high score (like Donkey Kong without the kill screen). There actually was one level that could be beaten.
- MicroProse was doing this often during the late 80's and early 90's.
- Sid Meier's Pirates!: The main premise is, of course, a real-time naval simulator with RPG Elements that govern your abilities in various areas. Engaging another vessel takes you to a smaller-scale real-time combat map where you duel the enemy ship. Cargo (pirated or otherwise) can be sold in local ports, where you can also engage in Adventure Game-style dialogue at the local tavern. Dancing and swordfighting are both Rhythm Games, land combat is Turn Based Strategy, prison escapes are Stealth Based Missions... The list goes on.
- In Covert Action, the theme is espionage, and you need to play minigames for decrypting messages, placing wiretaps, breaking into terrorist cells, and tailing suspects in your car. Then there's Sword of the Samurai, with three completely different kinds of real-time combat (one-on-one swordfight, group melee inside or outside, and army-on-army battles). Unfortunately, neither game was as successful as Pirates!.
- Sonic Shuffle.
- Puzzle Pirates does this in a massive-multiplayer environment. Some of the puzzles are somewhat similar, with slightly different rules, but some are quite different from the rest (like the Alchemy puzzle and Battle Navigation). New mini-games are introduced periodically for actions that used to be automatic.
- Professor Layton consists of dozens and dozens of individual brainteasers tied together with a mystery story.
- Incredible Crisis for the PS One.
- Action 52.
- Lazy Jones for the C64.
- American Gladiators.
- Dangerous High School Girls in Trouble!!
- Help Wanted
- Bishi Bashi
- Playstation Move Heroes, a far cry from what players expected of a Crossover between Jak and Daxter, Ratchet & Clank, and Sly Cooper.
- The 3 Stooges
- Ken Uston's Puzzle Panic for the Commodore 64
- Ganbare Neo Poke-kun for the Neo Geo Pocket Color features a virtual pet who creates minigames
- The Puzzle & Action series (Tant-R, Ichidant-R, Sand-R)
- Goosebumps HorrorLand
- The flash game series Hoshi Saga.
- SpongeBob SquarePants: Lights, Camera, Pants! (Gamecube, PS2, and Xbox version)
- Point Blank.
- Tenkomori Shooting is a spinoff of Point Blank, as a Vertical Scrolling Shooter rather than a Light Gun Game.
- Given a unique twist in Mario Adventure: World 7, "Desert Dares", where each level is just one screen, with a catch — you either have to make a tricky jump, collect all the coins in time, or survive for a certain amount of time.
- Dangerous High School Girls in Trouble!
- Several mid-1980s games by Tim Huntington combined different arcade games. Each individual minigame would have made an OK standalone game back then.
- In Despatch Rider you drive your bike through a maze-like city. At the destination you either catch parcels thrown out of windows, or throw parcels through addressees' doors.
- In Fire Chief you alternatively drive a car with a flasher through the crowded highway or rescue important objects from a burning building. Also featured a semi-comprehensible cutscene.
- Beat the Clock (1950)
- High Rollers – the 1987 revival, which involved a series of mini-games where prizes were determined by the roll of a die. These games would be played only by provisionally earning the right to play the game (through clearing the column where it was placed with a good roll) and then later winning the game. Typical games assigned numbers to various prizes or outcomes, with prizes awarded depending on the outcome. Examples:
- An "Around the World" game saw five different destinations announced and assigned a number from 1 to 5, and the contestant won that trip by rolling that number; rolling a 6 won all the trips (hence, a "trip around the world") and a cash bonus.
- "Wink's Garage Sale," which contained usually four prizes of $500-2,000, a grand prize of more than $3,000, and a smaller prize of up to $100.
- "Dice Derby," which saw two horses – "Odd" and "Even" – compete in a race, with a particular horse advancing one space depending on the number rolled. Depending on which horse finished first, one awarded a cash prize (usually, $1,000) and the other a grand prize of a trip, a fur coat or a car.
- The Price Is Right (1956, although the more minigame-centric version came in 1972)
- Let's Make A Deal (1963)
- The Cube
- Minute to Win It
- Tokyo Friend Park II
- El gran juego de la oca
- Double Dare (1986) becomes this when a team chooses to take a Physical Challenge instead of answering a question.