Top 10 Most Frustrating Mini-Games in Video Games

Categories: Gaming

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Let me define a mini-game for you at the outset. It's when some sort of mechanic or goal in a video game is introduced as a new challenge for a short time which may or may not be instrumental to continuing the progression of the game and has little to do with the majority of the way the game is normally played. You're running around mowing down murder mutants in a first person shooter, then suddenly you have to win a dance contest by mashing buttons to a rhythm. That sort of thing.

There's nothing wrong with mini-games. If Square Enix offered an updated version of the Mount Condor levels from Final Fantasy VII for iOS I probably wouldn't play anything else. That said, sometimes games drop the ball on these little diversions. And sometimes they don't so much drop is as inspire a player to go after the ball with a filet knife until it's a pile of rubbery shreds still warm from the rage of the frustrated.

These are those ball murderers.

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10. Breath of Fire III (The Black Ship Boost Counter): In order to get the Black Ship's guidance system working you have to activate the boost counter. This involves having Momo stay at the bridge, you walking through a maze to where the boost counter is and checking the number on it. When you leave the room to go back to the bridge a beeping starts, and you have to keep track of it by counting up from the last number you read, as you go through the maze, and talk to Momo exactly when the count reaches 100. The only way I have ever been able to do this properly is by having another person come in to help me keep track of the beeps while I navigated the maze.

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9. Doctor Who: Eternity Clock (Perception Filters): Really this applies to any puzzle in a game that involves rotating different portions of a picture to create a whole, but the ones on the hard setting on Eternity Clock really take the cake. You have to align the picture by rotating concentric circles, but each circle also affects other circles. You basically have to solve these things with a pen and paper. If I wanted to do that I'd play Dungeons and Dragons.


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6 comments
Joey.C
Joey.C

I woulda put the early IX minigames pretty high. I swear that jump rope didn't have a rhythm and I didn't know anybody in school that could get all 100 nobles impressed, those elitist douches. 

X wasn't too bad, but I agree that several significant sigils were immensely difficult to obtain unless you read some guides and did some homework. The Thunder Plains in particular had a certain spot that lightning was more predictable and only took about 20 minutes, but it was best attempted only after you got the No Encounter ability and a good source of caffeine in you.

jrayderr
jrayderr

I didn't remember the Blockheads because I had them blocked from my memory.

FattyFatBastard
FattyFatBastard topcommenter

The Yoshi one was about timing it to the music, but it had to be exactly right.  If you go back and play it trying to hit the button when you expect to hear the beat, you will pass it.  Don't even pay attention to the screen.  Just hit the buttons like they were an instrument.

redneck3
redneck3

What? No mention for the harp-playing in Zelda: Skyward Sword?

J.A.Justice
J.A.Justice

That card battle game from Final Fantasy took me four or five attempts to figure out and just 4 or 5 more to figure out I hated it.  I still played it like 600 times.

JefWithOneF
JefWithOneF topcommenter

@J.A.Justice In IX it's because no matter what happens the attack power of a card is still randomly generated. Plus, at the time they teach you to play you likely have about 10 crap cards, including a rare Genji or Cactuar, so you get your ass handed to you. Ugh, the only reason I didn't include it was because I couldn't let X off the hook and didn't want to go into FF overload.

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