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Bonus Stage

#16 User is offline Phoenix 

Posted 25 November 2008 - 07:16 PM

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Rave's idea for the original Plinko stage is good, but I really like the dartboard idea. But what would happen after the final round if you succeed? And how would you get to this bonus stage?

#17 User is offline Matwek 

Posted 25 November 2008 - 08:08 PM

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View PostDimensionWarped, on Nov 21 2008, 02:52 AM, said:

So your Plinko concept is a one-shot, one-prize ordeal. I take it he also just starts in the middle of the top of the screen too? Or perhaps a randomly picked location?


How about having it as a circle with sonic in the middle, the whole thing spins and you have to drop your way into the slot you want whilst avoiding bumbers. This slot then becomes a Goal symbol and you drop from the middle again.
Sort of the opposite of the fruit machine bonus stage and more like a roulette wheel.

#18 User is offline muteKi 

Posted 25 November 2008 - 10:28 PM

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You know those segments in Unleashed where Sonic has to quickstep in order to dodge a miniboss and all?

I think it would translate fairly well into a bonus stage.
http://www.youtube.c...h?v=rzVhvQGqgmc

Partly through on each track there would be a series of power-ups that you can come across. Like the falling stage idea* that I had you can only really go in one direction so it's easy to set an end point to the stage. The mine cars should be replaced with teleporters back to the main level, and the ghosts replaced with fan-holding robots which make you lose control (not rings), something else Unleashed had, incidentally. Coins obviously replaced with rings.

*The falling stage idea is pretty simple. Again, it's basically a combination of the Sonic Labyrinth Act 4 and the 4th Sonic 1 SMS bonus stage -- you're mostly in free fall and need to grab the formations of rings as they come at you, and occasionally can get power ups (which also temporarily slow your decent) -- actually this is kinda like a 2D version of the Chaotix special stage, except there's a definite bottom to the stage.

#19 User is offline Rokkan 

Posted 26 November 2008 - 07:59 AM

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View PostPhoenix, on Nov 25 2008, 09:16 PM, said:

Rave's idea for the original Plinko stage is good, but I really like the dartboard idea. But what would happen after the final round if you succeed? And how would you get to this bonus stage?


Are you asking me or the guy with the dartboard idea? :)
Well, I think we could have 3 different Bonus Stages, like in Sonic 3 & Knuckles, they would all be accessible by hitting a checkpoint with 20 rings; it was a great idea at Sonic 3 & Knuckles, why would we change? ;)

#20 User is offline Phoenix 

Posted 26 November 2008 - 04:21 PM

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The dartboard guy. I think the goals being added every time (like Matwek said) is a good solution to that problem on yours, rave.

#21 User is offline SoNick 

Posted 26 November 2008 - 07:33 PM

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Why does the originator of the idea have to be the only one who can answer the question?
If someone has something to say about the idea that they think can improve it, then why shouldn't they answer?
If they don't have anything constructive to say then it's simple - don't post anything at all!

As for the dartboard idea: I see what you pointed out as a flaw with the idea that may be hard to work around; perhaps we can just keep improving the speed with each successive round?
I honestly don't know.

#22 User is offline Baby Ghost 

Posted 28 November 2008 - 12:38 PM

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When did Rave become the owner of the Plinko idea? I was the one that posted it, he just quoted it to comment on it.

Now, about that idea. Sonic doesn't just fall randomly, the player has control over his momentum just the same as in Sonic 3's carnival zone, bouncing on things. He either falls in from a random spot at the top or lands in a rotating cannon that the player launches manually. Rave suggested that some of the areas not have goal spheres and let you fall into further Plinko boards, so that is how it will be, as well as each next board having less goals than the last.

#23 User is offline Rokkan 

Posted 28 November 2008 - 03:45 PM

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View PostBaby Ghost, on Nov 28 2008, 02:38 PM, said:

When did Rave become the owner of the Plinko idea? I was the one that posted it, he just quoted it to comment on it.

Now, about that idea. Sonic doesn't just fall randomly, the player has control over his momentum just the same as in Sonic 3's carnival zone, bouncing on things. He either falls in from a random spot at the top or lands in a rotating cannon that the player launches manually. Rave suggested that some of the areas not have goal spheres and let you fall into further Plinko boards, so that is how it will be, as well as each next board having less goals than the last.


lol sorry, I never meant to take away your merit

#24 User is offline Phoenix 

Posted 28 November 2008 - 11:11 PM

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View PostRave, on Nov 28 2008, 02:45 PM, said:

View PostBaby Ghost, on Nov 28 2008, 02:38 PM, said:

When did Rave become the owner of the Plinko idea? I was the one that posted it, he just quoted it to comment on it.

Now, about that idea. Sonic doesn't just fall randomly, the player has control over his momentum just the same as in Sonic 3's carnival zone, bouncing on things. He either falls in from a random spot at the top or lands in a rotating cannon that the player launches manually. Rave suggested that some of the areas not have goal spheres and let you fall into further Plinko boards, so that is how it will be, as well as each next board having less goals than the last.


lol sorry, I never meant to take away your merit


Sorry, Ghost, my fault there. But wouldn't each Plinko board have more goals than the last? And for the dartboard idea, could the end be like Bullet Station, where you blow up one of Eggman's bases after being shot off for the last time, or would that be too much? I guess it does sound a little too "Fan-gamey", but it's an idea.

#25 User is offline Matwek 

Posted 15 December 2008 - 04:05 PM

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How about a ski jump based bonus stage (except without the snow or skis).
You start off running down a hill and you have to hit boost pads to speed yourself up and hitting obsitcals slows you down, then depending on how fast you hit the ramp is how high you shoot into the air. Then sonic falls with his arms out streched to slow himself down and you have to move left and right avoiding more obsitcals but also collecting rings, power ups and extra lives, obviously the higer you get at the start the better the items and the longer you have to collect them.
This post has been edited by Matwek: 16 December 2008 - 08:48 PM

#26 User is offline Phoenix 

Posted 16 December 2008 - 08:10 PM

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View PostMatwek, on Dec 15 2008, 03:05 PM, said:

How about a ski jump based bonus stage (except without the snow or skis).
You start off running down a hill and you have to hit boost pads to speed yourself up and hitting obsitcals slows you down, then depending on how fast you hit the ramp is how high you shoot into the air. Then sonic falls with is arms out streched to slow himself down and you have to move left and right avoiding more obsitcals but also collecting rings, power ups and extra lives, obviously the higer you get at the start the better the items and the longer you have to collect them.


Like the classic skydiving games?

#27 User is offline Blue Emerald 

Posted 17 December 2008 - 06:11 PM

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This concept brings to my mind the skydiving level from Amazing Island (I think it was called Sky Shooter, but that's not important).

I suppose we could use the Sonic 2 Special Stage as a base for this; we'd just remove the halfpipe and give Sonic a hill or mountain slope to run on. Then we could give Sonic a free-falling animation for the second half of the bonus stage. I can picture it: we could use the ring animations and the bomb animations from S2 Special Stage, and then create animations for the power-ups. Then again, animating active shields would be an interesting ordeal in making this stage, not to mention changing the motion paths for the rings and bombs.

But overall, I kinda like this idea.
This post has been edited by Blue Emerald: 17 December 2008 - 06:12 PM

#28 User is offline Matwek 

Posted 17 December 2008 - 06:40 PM

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Now I come to think of it the only way it could really work is if you made it 3D as you suggest, although im no sure if thats such a good idea as the bonus stages were always 2D with the special stages 3D (I imagin they did that to create some kind of seperation between the two).
Did give me an idea for a special stage though, you start of falling with the emerald falling someway below you. You have to fall after it avoiding things in order to catch up with it, if you get too far behind the emerald drops out of view and the Bi plane comes past and catches you and takes you back to the level. Could make for some interesting background designs as each level can have its own birds eye view depending on when you enter the special stage.

#29 User is offline muteKi 

Posted 17 December 2008 - 06:58 PM

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I would not be opposed to doing something like the skiboard level of Shinobi III if that's what you guys are suggesting.

http://www.youtube.c...h?v=zXRLksumb-s [The first part of this video is what I'm talking about.]


And of course making this into a griding bonus stage may as well be done in conjunction just because it would keep things fresh:

http://www.youtube.c...h?v=rzVhvQGqgmc

#30 User is offline Blue Cheese 

Posted 20 December 2008 - 11:06 PM

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Putting this here, where it belongs...

This is a horrible illustration I know, but how about mini golf? The courses would be more complex and such but as far as interactivity in a Bonus Stage it seems perfect. Top down view, lots of bouncers, different terrains and inclines. Could be fun.

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