Bonus Stage
#16
Posted 25 November 2008 - 07:16 PM
#17
Posted 25 November 2008 - 08:08 PM
DimensionWarped, on Nov 21 2008, 02:52 AM, said:
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
Posted 25 November 2008 - 10:28 PM
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
Posted 26 November 2008 - 07:59 AM
Phoenix, on Nov 25 2008, 09:16 PM, said:
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
Posted 26 November 2008 - 04:21 PM
#21
Posted 26 November 2008 - 07:33 PM
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
Posted 28 November 2008 - 12:38 PM
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
Posted 28 November 2008 - 03:45 PM
Baby Ghost, on Nov 28 2008, 02:38 PM, said:
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
Posted 28 November 2008 - 11:11 PM
Rave, on Nov 28 2008, 02:45 PM, said:
Baby Ghost, on Nov 28 2008, 02:38 PM, said:
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
Posted 15 December 2008 - 04:05 PM
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.
#26
Posted 16 December 2008 - 08:10 PM
Matwek, on Dec 15 2008, 03:05 PM, said:
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
Posted 17 December 2008 - 06:11 PM
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.
#28
Posted 17 December 2008 - 06:40 PM
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
Posted 17 December 2008 - 06:58 PM
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
Posted 20 December 2008 - 11:06 PM
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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