Dead to Rights/Mini Games

In the game there are times when the gameplay shifts to a specific trial, where normal gameplay would not be possible, in which the player must complete a given task. Each task starts with instructions, and when the player is ready they can choose to begin the game.

The Mini Games are listed as they are encountered in game (prison games available at the same time).

Lockpick
At times doors that Jack tries to open are locked; it is at that time when this minigame is triggered. The inside of a rounded lock (no pins) is shown, supposedly with some sort of mechanism inside it (probably a mechanized lock pick). When play begins, the first tumbler begins to spin. When the player presses the designated button, they can stop it. The goal is to stop the tumbler in a certain area, designated by a metal block surrounding a portion of the lock; this section is called the "hot zone." When a tumbler is successfully placed in the correct location, control moves to the next tumbler. Tumblers vary in speed, and when a tumbler is unsuccessfully placed control moves to the tumbler prior to the current one being controlled. If a player fails when controlling the first tumbler, the tumbler is immedietly reset to the starting position, control is takin away for a brief second, and then players can try again. This minigame is timed, so players are forced to not too many mistakes.

Hildy Dancing
This is a one time event minigame, although playable after completion of the game. Hildy must distract the bouncers in the strip club to enable Slate to get around the room unnoticed. As Hildy dances, an image of a button will slide across the screen, passing through a box known as the "hot zone" in the center of the screen. Players must press the corresponding button while the image is within the hot zone. A gauge is shown below the box, representing the "bouncers' distraction level;" if it depletes then a bouncer will notice Jack and the game will end. Hildy dances the same no matter the success rate, but when incorrectly timed she responds saying "no."

Bomb Disarm
In various levels Jack must disarm bombs, when this happens the bomb disarm minigame is initialized. This minigame is played like a maze; players control the detonator pin of the bomb and the glass casing surrounding the bomb (which is a tube), enabling them to move the pin through a designated "course" while timed. The course is a path that if the pin moves off of, the bomb will explode and end the game (players can try again). If the pin touches the edge of the path, it turns red, warning the player. Along the course sometimes a pair of "electrodes" are stationed. When passed, the timer for the bomb is extended. The object of the game is to make it to the end of the path where, no explanation is given why, the bomb is diffused. In the GameCube version, the bomb disarm minigame available after beating the game gives the player 40 seconds to complete the course.

Drowning
In this point of the game Jack is suspended above water while the player rapidly taps the buttons in order for him to survive. After successfully doing it 3 times Jack's dog Shadow comes and saves him.