Minigame Examples
Free For All (FFA) - minigames where everyone is for themselves. Some of these minigames also qualify as Duel Minigames.
e.g. Gold and Pilfer - the aim is for each player to use Gold Flowers and make their opponents drop coins/bags/chests to pick up, but beware anti coins that will make you drop some of your earnings and stun you.
1 vs Rivals (1vR) - minigames that pit one player against at least two others.
e.g. The Goom, The Pa and the Ugly - the solo player operates a Giant Goomba mech and tries to jump on and trample his/her rivals. The rivals have two options to defeat the solo player; last until the end of the round, or ground pound the mech enough times to break it. To make things harder, Goombas fall into the arena at random and at the solo player's will, and they stun team players if they're hit - though using Goombas as trampolines to go for a ground pound is a good strategy.
2 vs 2 (2v2) - minigames where two teams of two duke it out. Like you'd expect, some of these minigames are adapted to be Duel Minigames. Note that many of these minigames have varying controls between the two players on a team.
e.g. Disasterly Duos - if you remember Destruction Duet, this is going along the same principle... at first. Until you realize that the more you bash the Bowser statue, stuff starts falling into both teams' areas. Like Bob-ombs. And falling spikes. The goal is still to destroy your team's statue first, but you'll also have to watch your health meter (three each) since if you get hit by enough debris/obstacles, you'll be out and cripple your team. Also beware booby trapped areas of your own statue.
Battle - minigames that are essentially FFA but distribute payout based on the pot and rankings.
e.g. Volley Folly - 4-player Dead Man's Volley of LOZ fame, with Koopa Shells at first, then Bob-ombs, then Bullet Bills... You get some leniency in earlier rounds and speeds since Koopa Shells deal little damage. Bullet Bills on the other hand knock you out instantly. Items can spawn on the arena randomly for collection - Mushrooms restore some health, Peppers increase power, and Syrups increase your timing allowance.
GamePad 1 vs Rivals (GP1vR) - like Mic Minigames of old, this mode pits someone with the GamePad against everyone else with Wiimotes. While the GamePad offers some advantages regarding viewpoints and direct interaction, usually their mission is harder, or their actions less decisive.
e.g. Dance Dance Re-boo-lution - the solo player makes a dance routine similar to Move to the Music or Mario Bandstand by swiping the screen or tapping it, and the team players respond with timed movements of their own. Whenever all the team succeeds, the solo player must continue their routing a la The Beat Goes On making their routine longer and longer - however the team only needs to repeat the last stanza added. The solo player has only one chance to miss before they lose, so be careful.
GamePad 2 vs 2 (GP2v2) - needs two GamePads. Essentially the Wiimote players have to achieve a goal with assistance from the GamePad players.
e.g. Screw Drivers - the Wiimote players race against each other as per any racing minigame in the series, but the GamePad players have a mission not dissimilar to Silly Screws but with touch and shoulder button controls added in to make it a bit tougher - optimizing the inner gears of the screwdriver racers is the key to winning the race for your partner.
GamePad 1 vs 1 vs 2 (GP1v1v2) - needs two GamePads. Players with GamePads have to battle on two fronts - against the other GamePad player and the Wiimote team - while the team's main goal is to survive and possibly mess around with the GamePad players' plans. It is possible for the team and one GamePad player to joint win, but never possible for both GamePad players to joint win.
e.g. Minis Mark Again - the GamePad players have to direct their Mini toys to a certain area and then use said Minis to attack the opposition as well as the team. The team starts with 3 health each but any stray collision with a Mini costs them health. A GamePad player loses if 5 or their Minis gets attacked in any form, from either the team's attacks or the opposing GamePad player.
Control - a special mini game type only found in Mirror World, where one player controls the intensity of the action in game while the other players fight for victory. A fifth person may control the GamePad in this mode and let four Wiimote players get involved.
e.g. A Cut Above - sorta like one of the Wii Sports Resort swordplay games or Clean Cut. The GamePad player determines how the objects presented should be cut, and for how long they can last before disappearing. Then the Wiimote players must use their pointer to trace the cut line like in Crazy Cutters, while avoiding cutting things like Bob-ombs the GP player may send at them.
Bowser - a typical Bowser styled mini game where failure equals pain.
e.g. One Few Over The Koopa's Nest - players control paragliders hurtling toward a fortress guarded by shell cannons. Avoid the shots and try to land safely on the rooftop, but beware fire breath and spiny shells that WILL take you down.
Rosalina - much like Donkey Kong mini games of old. May award Ministars instead of coins.
e.g. Rosalina's Nice World - a slippy slidy arena filled with coins/mini stars but also lots of pitfalls. Collect anything you can and knock your rivals down to stop them from doing the same!