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Minigames

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Minigames are non-competitive, unique levels featured in events, that use a fundamentally different gameplay than the rest of the event's missions. They are separate from “events mechanics” which superficially alter normal gameplay during the event.

Luffberry Chess is not considered a minigame as it is a separate and permanent game mode.

Girls' Frontline[edit]

Minigames were introduced in Isomer three years after the game launched. They can be either mandatory levels that must be beaten to continue the event, or optional levels. Minigames are distinct from so-called "puzzle maps", which rely on normal gameplay mechanics but only accept a small number of solutions (similar to chess problems), and “ranking maps”, which rely on normal gameplay mechanics and uses a scoring system to create a leaderboard of players and provide rewards for high scorers.

Early minigames needed to overcome the limitations of the game engine, such as entering a combat sequence from a simple tactical screen before the minigame could start. A common description for minigame controls among the player base is “clunky”.

Main events[edit]

Isomer[edit]

The level called “Above the Hubbub III” features Task Force DEFY using motorbikes to rush after M16A1 and Beak. It is a reaction game where the player must respond to different threats from the enemy on the right side of the screen and deplete its health bar by using the correct abilities, while keeping the health bars of friendly units above zero. AR AN-94Thumb button.pngAN-94 's ability will dodge missiles hitting the ground, AR ST AR-15Thumb button.pngST AR-15 's ability will shoot down directly incoming missiles, AR AK-12Thumb button.pngAK-12 's ability will block incoming lasers, and AR M4A1Thumb button.pngM4A1 's ability will deal extra damage the enemy.

“Above the Hubbub IV” is a side-scroller where M4A1 alone must navigate along three lanes to avoid obstacles and close the distance to the enemy before it reaches the end of the level. The first skill makes her go up one lane, the second makes her go down one lane, the third enables her to jump over all-lanes obstacles, and the fourth one temporarily increases her speed. Each collision with an obstacle will enable the enemy to increase the gap.

Shattered Connexion[edit]

The level called “All-Devouring Sea of Flowers” in Chapter 5 is a horizontal versus-shoot'em'up where AR M4A1Thumb button.pngM4A1  must deplete the health bar of Isomer Black, who is moving along the right edge of the screen, while avoiding to have her own health bar depleted by enemy attacks. M4A1 can move in two dimensions on the right and center parts of the screen and fires continually in a straight line, while Isomer Black will use attacks of varying trajectories (reminiscent of Touhou Project bullet patterns) and summon other enemies. M4A1 can also use three abilities: a burst of five homing shots, a temporary shield, and a damage boost.

Most of the difficulty comes from judging distances and positions with the isometric camera. It can be played in either Normal or Hard difficulty.

Dual Randomness[edit]

The optional level called “Rooftop Dash” is a 2D platform game where Angelia must jump from platform to platform. The level does not autoscroll, but the distance of the jump depends on how long the jump button is held, which makes judging the jump distance difficult. The width of the platforms also vary, with the difficulty level increasing depending on whether the player chose Normal, Hard or Nightmare mode.

It is often considered by fans to be the hardest minigame in the game.

Mirror Stage[edit]

The optional level “One-Sided Recollection” in Chapter 2 is a wave-clearing game where the player must clear eight enemy waves of increasingly dangerous composition by choosing among four power-ups between each wave. The basic player unit causes a constant stream of damage and can use a shield and an extra attack. Power-ups have a variety of effects such as granting extra combat stats, extra shields, or summoning support units. Once the boss of the last wave is cleared, the player can choose to "Calculate" and settle the mission, or enable Infinity mode and continue facing more waves until their health bar is depleted. "Calculate" is also available at any time from the pause menu, meaning that the level can be cleared without completing any wave.

On the Global server, players could receive up to 3000 gems by playing up to the 22nd wave in the fastest time possible.[1]

Poincaré Recurrence[edit]

The level “Endgame Chaos centi” is arguably a minigame since it relies on displacement nodes to build a tower defense game. Enemies can spawn from several locations each turn and will automatically travel over successive displacement nodes in a single turn (like on a conveyor belt) towards the position of Kryuger and Helian. Deployment points can be used to deploy members of AR Team at certain spots along the “conveyor belt” to whittle down enemy forces and make the fights easier. The level is completed after surviving six waves capped by a boss fight against an Ares.

The post-credits level “Alaya-Vijnana” is a horizontal side-scroller where the player can only reveal the full screen and see the obstacles to avoid by using a power limited to seven uses.

Fixed Point[edit]

The post-story optional missions “Simulation I” through “Simulation IV” are tactical combat minigames. Player units are moved on a grid and can take cover at designated points to reduce incoming damage when they enter enemy range. Player abilities can be used to provide fire support, and each player unit comes with its own abilities.

Eclipses & Saros[edit]

The level "Third Contact" is a very simple button-mashing minigame where the player must mash the ability button fast enough to "expand the Lunar Domain" of RF SCAR-HThumb button.pngSCAR-H  and win a reverse tug-of-war against AR SCAR-LThumb button.pngSCAR-L  by pushing the center line all the way to the right side of the screen.

Other events[edit]

Glory Day[edit]

In multiple levels through the event, an optional Fail boss could be found and had to be attacked with HG ClearThumb button.pngClear  to be defeated. Upon defeat, a four-buttons rythm minigame would play, with note bars dropping from the top of the screen towards the button to pressed.

The songs played during these minigames were :

  • Forte Escape - Ask to Wind
  • DJ Mocha - Fallen Angel
  • NieN - Virgin Force-NB Ranger
  • BEXTER - Syriana
  • ESTi - Oblivion

Valhalla[edit]

As the event progressed and new characters entered the bar, the player had to successfully go through their story scene to continue the overall story. Unlike in the original game VA-11 Hall-A, each scene could only be cleared if the player mixed the correct drink requested by the character, with no deviation allowed.

Dream Theatre[edit]

This event offered two kinds of minigames: targets shooting with RF RicoThumb button.pngRico , with targets moving vertically on the right side of the screen, and timed puzzles where the player had to assemble the weapons of SMG HenriettaThumb button.pngHenrietta , SG TrielaThumb button.pngTriela , MG ClaesThumb button.pngClaes , AR AngelicaThumb button.pngAngelica  or RF RicoThumb button.pngRico  in the shortest time possible.

Bounty Feast[edit]

In a series of optional levels, the player could enter a tactical shooting game against a static target. Controlling the character on a two-dimensional plane, the player could take cover and fire from safety, with the enemy using area-of-damage abilities to force the player to regularly change cover.

My Devil's Frontline[edit]

The optional level “The One Who Knocks” was a restaurant game where different kinds of dishes must be prepared in time as customers order them.

The Glistening Bloom[edit]

The entire event was a simulation game with five stats to increase over 13 rounds. Three stats were increased with minigames :

  • Intonation was increased in “Karaoke Box” (keep the cursor within the box to score points).
  • Rhythm was increased in “Dance Studio“ (press the buttons in the correct order in the allotted time).
  • Vigor was increased in “Convenience Store“ (carry the bricks from the bottom to the top of the screen without becoming roadkill).

Lycan Sanctuary[edit]

The level “Hunter's Patrol” is an action game where the female Commander must crush watermelons rolling across the stage to score points.

The levels “Target or Trap” and “Pond of Demons” can also be argued to be minigames as they both use displacement nodes to circumvent normal gameplay: the former is shaped like a Pachinko machine to randomize which enemy will be fought, while the latter is a tower defense game.

Project Neural Cloud[edit]

Minigames in Neural Cloud are bonus modes separate from the main event missions.

Aberrance's Chain[edit]

This event's minigame was “Flappy Eucharist”, a Flappy Bird clone where the player makes Eucharist navigate obstacles on an endless level to escape from the Reverse Tower of Babel. The scores of all players were compounded on a ladder with three rewards including event currencies, upgrade materials and furnitures.

Heartfelt House of Cocoa[edit]

This event's minigame was “Chocombination”, a 2048 clone where the player moves all tiles at once in one of four directions, merging colliding tiles of the same tier into one tile of the next tier to increase their score and make room for more tiles and combination opportunities. Daily challenges would reward players with event currencies for attaining a certain score threshold.

Inverted Mordent Resonance[edit]

This event's minigame was “Marvelous Mash-Up”, a physics-based Suika Game clone where players would endlessly stack balls in a limited area, scoring points for having two balls of the same size fuse together into a ball of the next size. Daily challenges would reward players with event currencies for attaining a certain score threshold.

Snowy Encounters[edit]

This event reran the three previous minigames.

Critical Cascade[edit]

This event's minigame was “Doll Rescue”, a clone of the classic Snake where a cubic Professor would collect and form a conga line of cubic Dolls.

Perilous Advancement[edit]

This event's minigame was “Eucharist Crash”, a derivative of Angry Birds where Eucharist had to be launched the highest distance possible using a series of slingshots and tornadoes while avoiding walls. The scores of all players were compounded on a ladder with three rewards including event currencies, upgrade materials and furnitures.

Entropic Dichotomy[edit]

This event's minigame was “Entropic Survivor”, a Vampire Survivor clone. Taking control of Eos, Erika, Clukay, Chanzhi or Antonina, the player must clear 19 screens by moving the character on the battlefield with the on-screen joystick to avoid enemies spawning in and survive for a certain amount of time (or by beating the Ptolemaea boss in the last screen). A critical difference with traditional Survivor-likes is that the playing field is limited and contains no obstacles. The character will attack automatically and its Ultimate skill can be activated like in normal combat. Fallen enemies drop extra HP and Cache Coins, which are spent in the shop after clearing a screen. New functions and protocols are also earned after clearing a screen. Increasing the difficulty by selecting Protocol Levels at the start of the game will increase the final score. This minigame has a story-relevant introduction scene.

Call of Duty Mobile[edit]

During the Girls' Frontline collab event with Call of Duty Mobile, a Vampire Survivor-like with Girls' Frontline chibis could be played.

References[edit]