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Special Stage

#1 User is offline Mobiethian 

Posted 19 November 2008 - 07:03 PM

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Let's come up with a unique special stage for the game.

#2 User is offline Sonic Boom 

Posted 20 November 2008 - 01:47 AM

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Gonna bring this idea back to the light for those who may not have seen this in the 'Concepts' thread...

Quote

Okay, I was a bit reluctant to post this at first, but now that the project has been moved, I've now decided to give this idea a go...

On the older board, STHX made a post about how he analyzed the Special Stages and their mechanics of the previous Megadrive games and learned that in the Special Stages, the environment was pseudo-3D, the character automatically moved forward, and had the ability to move left and right along with the ability to jump (Sonic 1 being the exception). Now before I read his post, I too had studied the mechanics of the special stages and learned the same thing. Given the information in front of me, I came up with my idea of what could be the Special Stage for this project.

Now if you remember his post, he came up with the idea of a race...this is where our ideas differ. My concept involves collecting a specific amount of objects (rings/blue spheres, etc.) within a limit of time.

Now here are some images to help you get a better of idea of what I'm invisioning...

Posted Image

Now before you go off and start accusing me of stealing Sonic XG's idea of the special stage, read further.

The idea of using a path was inspired from a mix between Sonic 3D Blast's and Knuckles Chaotix's special stages. But my idea isn't just to have a straight, endless path...what I'm proposing expands upon that. For example, try to imagine some of the level layouts in some the Megadrive games only from another perspective.

The Special Stage would contain segments of loop-de-loops, corkscrews, ramps, you name it.
Posted ImagePosted ImagePosted Image

Along with the traditional gimmicks, I've been thinking about adding some that are either rarely used or even some new ones (spliting paths, platforms, funnels, tunnels, inverse corkscrews and loop-de-loops, etc.)
Posted ImagePosted ImagePosted Image
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The more emeralds you collect, the more difficult the Special Stages get. To make things a bit trickier, I think adding some things such as a curvy path and segments of paths that seem to disappear would do it. In the case of disappearing paths, some rings could be placed so that they would serve as a guide so the player would know which way to move.

Posted ImagePosted Image

And to utilize transparent paths, perhaps in places where it seems like you can only go in one direction will include hidden paths where you can collect more rings like in the following image...

Posted Image

Other ideas I've come up with to make things more difficult include obstacles blocking some paths and trap doors
like so...

Posted ImagePosted Image

Here is my idea of what the midpoint could look like...
Posted Image

For later special stages, my idea includes a fork on the road where the player must quickly decide whether to go left or right...
Posted Image

And finally, the Goal. Once the player reaches the goal, perhaps the Chaos Emerald could appear from the top or something...
Posted Image

Objects and gizmos such as speed boosters, spikes and bombs are a given and should be included.

Now all this is simply what I've come up with and I really hope you guys like this idea. Of course, if there are any changes you would like to make to what I've come up with, I'm open to that.

Now as a reminder, this concept utilized automated acceleration, the ability to move left and right, and the ability to jump.

So what do you think?


#3 User is offline Mobiethian 

Posted 20 November 2008 - 10:57 AM

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I love that special stage idea! I'm so glad that you brought that over, even though I should have did it for you. :)

#4 User is offline Ollie 

Posted 20 November 2008 - 11:03 AM

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Nice Choatix/Sonic 2 mix there. I was thinking a lot more basic than that, similar to the Special stages on Sonic 2 but will loops, corkscrews and other cliches :)

#5 User is offline Spanner 

Posted 20 November 2008 - 11:26 AM

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I like Sonic Boom's concept for the Special Stage. A bit off topic, will the Special Stage be entered through a Giant Ring or something else?

#6 User is offline Hybrid Project Alpha 

Posted 20 November 2008 - 11:51 AM

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I still like my old idea of making the special stage like an actual zone with a boss, much shorter and more gimmicky than the main zones of course.

#7 User is offline Matwek 

Posted 20 November 2008 - 12:31 PM

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That sort of gives the impression that robotnik got to the emeralds first and sonic has to beat a boss to get them back.
It could work although I still think we would need a sonic style special stage before coming up against the boss, like sonic 2's special stage, part one get enough rings, part 2 get enough rings, part 3 get the emerald back from the boss

#8 User is offline Spanner 

Posted 20 November 2008 - 12:34 PM

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Maybe you could do it Triple Trouble style, having to fight Fang/Nack to get the emerald.

#9 User is offline DimensionWarped 

Posted 20 November 2008 - 04:12 PM

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View PostSOTI, on Nov 20 2008, 11:26 AM, said:

I like Sonic Boom's concept for the Special Stage. A bit off topic, will the Special Stage be entered through a Giant Ring or something else?


I'm just going to take a quick note here that every special stage entry method for the three Genesis Sonic games was different... so in keeping with the project's stated objective, I think it would be almost necessary to come up with a new form of entry.

That isn't to say not to use the big giant ring, but I do believe a change of pace is in order for that...

Continuing with the patterns, of the three Genesis titles, only the first placed them at the end of levels. The rest make them accessible at various points throughout all or at least the majority of other stages. I think it's safe to say that they probably would have stuck with that pattern since it allowed the player to collect the emeralds at his own pace.

In terms of mechanics, there aren't a whole lot of remaining options. Tying them onto checkpoints was less than an obvious choice as it was. Spreading them in hidden locations via giant rings in S3 was a lot more obvious of a choice to make I think...

Other possible in-level methods I can think of revolve around gimmicks ala Sonic Advance/Sonic Rush or Sonic CD's time travel activation. Then there is the destruction of some kind of object/recurring enemy... which isn't much different in practice from the giant rings.

If the crew doesn't want to stick with in-level entry though, plenty of other options exist... There is always the annoying hub-world entry with it's own set of entry rules, then you can always just throw a ring at the end of the level if you want to follow off Sonic CD and Chaotix instead of the Genesis titles.

Being picked up by the plane with some always-available-at-50-rings action is a novel idea, but I can't help but find it tacky for some reason. No offense intended of course, it just doesn't seem to fit is all.
This post has been edited by DimensionWarped: 20 November 2008 - 04:12 PM

#10 User is offline Tweaker 

Posted 20 November 2008 - 04:34 PM

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Hm... how about a Golden Motobug that you could find hidden in each level? Once defeated, it would spawn a Sky Sanctuary-esque teleporter instead of a flicky. This teleporter would take you to the special stage.

You could have a different badnik you have to destroy based on the level's theme, as long as it references an older series badnik and fits the level's style. It reminds me of those golden enemies you'd destroy in Sonic Adventure 2, which give you metric fucktons of bonus points once you destroy them.

Thoughts?

#11 User is offline Baby Ghost 

Posted 20 November 2008 - 04:36 PM

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Moving this thing over from the Concepts thread.
QUOTE (Baby Ghost @ Nov 13 2008, 09:50 PM) [post="245282"]Posted Image

In writing:

1. Sonic gets 50 rings while going through the stage. Once he does, if he jumps in the air and presses the jump button again, he'll do a flip and jump off the side of the stage to land on the Tornado, flown by Tails (if playing as Tails or Knuckles, Sonic flies the Tornado.)
2. The Tornado rises into the air to Part One of the Special Stage (if the special stages had names, they'd consist of the first word in the name of the corresponding stage plus "sky", so "Canadian Sky" and "Tropical Sky".) which works similarly to the special stage in Sonic Advance 3. If he fails here, an engine on the Tornado bursts and Sonic jumps off the falling plane back into the stage.
3. If Sonic gets enough rings on Part 1, the Tornado lowers out of the sky and Sonic jumps off, and begins to run along the land. This is part two, which works similarly to a combination of the Sonic Advance 2 special stage (without turning around) and the Sonic the Hedgehog 2 special stage (without the tube walls, but with strange hills and turns). Sonic will have to dodge things like enemies and holes.
4. (not in the picture) If Sonic gets enough rings on Part 2, he gets to the edge of a cliff where he finds the emerald and the stage ends. If he fails to get enough rings, he fails to stop in time and falls off the cliff, back into the normal stage.

Is it any good, cause if it is, you can use it.[/quote]
I think that maybe if this isn't good enough, it could be combined with Sonic Boom's concept. He flies in the air like I said, and then he lands on a track like Sonic Boom's concept. Also, someone else said that he should jump on the Tornado if he has 50 rings at the end of the level, so for that, Sonic could:

Go by the post, it spins and stops, and Sonic does his "finger wag" animation from Sonic 3. Then, he starts walking, then running, and the camera follows him as the Tornado comes near, comes down, and while still moving, Sonic jumps on it and it flies off, the camera no longer following. It then fades out, then into the Special Stage.

#12 User is offline Hybrid Project Alpha 

Posted 20 November 2008 - 05:41 PM

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that sounds like it would take forever and get really irritating to sit though every time

#13 User is offline Afti 

Posted 20 November 2008 - 08:14 PM

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Posted Image

It's a bad mockup of a Special Stage. This is a psuedo-Mode 7 rail shooter.

The basic idea is that you are on a little UFO-thingy with a gun turret, chasing Metal Sonic, who is holding the Emerald. Being hit will make you lose time. If your time runs to zero, you exit the Special Stage. However, if you shoot enemies down in succession, you can get combos, which give you time bonuses. In order to claim the Emerald, you must shoot down Metal Sonic, who flies across the screen at all times, before time runs out. This is harder than it sounds- Metal Sonic will actively dodge your attacks, is fast, and can take quite a few blows before going down. He can also use homing missiles.

#14 User is offline muteKi 

Posted 20 November 2008 - 10:21 PM

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View PostTweaker, on Nov 20 2008, 04:34 PM, said:

Hm... how about a Golden Motobug that you could find hidden in each level? Once defeated, it would spawn a Sky Sanctuary-esque teleporter instead of a flicky. This teleporter would take you to the special stage.

You could have a different badnik you have to destroy based on the level's theme, as long as it references an older series badnik and fits the level's style. It reminds me of those golden enemies you'd destroy in Sonic Adventure 2, which give you metric fucktons of bonus points once you destroy them.

Thoughts?


I like this. Of course there should be some sort of challenge in finding and killing the robot, maybe less than being hid there should be a difficult platforming challenge leading to it as a reward, except maybe for the first couple.

Also it should not use the system of games like Sonic Heroes, Blast, Rush, etc. where the game ties emerald collection only to certain levels at a time. That's something I really liked about Sonic 3K -- that it was easy to retry special stages after beating the game once.

#15 User is offline DimensionWarped 

Posted 20 November 2008 - 11:50 PM

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So is that to say special stages would be specific to the zones they are accessed from? Or that they would all basically be the same animal and function the same as a goal ring that you have to kill? If its just one per level and if the exact stage is tied to the zone, I have to say it's decisively similar to Sonic Advance 1.
This post has been edited by DimensionWarped: 20 November 2008 - 11:51 PM

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