<!--quoteo(post=243749:date=Nov 10 2008, 07:39 PM:name=DimensionWarped)--><div class='quotetop'>QUOTE (DimensionWarped @ Nov 10 2008, 07:39 PM)
The hell is Down Sonic? Sonic with down syndrome? I have to profess, there doesn't appear to be a great deal of player activity in that bonus stage.
That's more like something you'd see in Yoshi's Island in terms of bonus stages. I'd rather see something with some more length.
Keep in mind, this was just an idea that was submitted back in August. I would like to keep the spinning wheel concept for a bonus stage.
Just a quick opinion here: Weren't the Sonic special stages always supposed to (Initially, as of the MegaDrive era) appear technically impossible to the untrained eye, featuring rotating blocks, 3D tubes and an entire checquered PLANETOID to move around on? Needless to say, if it doesn't make jaws drop in some way, it's not good enough IMO.
That thing could just be used like the slot machines in CNZ of S2...it doesn't have to be a bonus zone or anything.
Yes. Absolutely. The slots are a cliché that I'm tired of, at least. The wheel of fortune would be a nice alternative, if implemented seamlessly. Therefore 'Down Sonic' could just mean a temporary decrease in all stats, speed-acceleration-jump height. And, a goofy-ass sprite. =P
That's absolutely not a bonus stage, but an object for the circus zone. And Down Syndrome Sonic was just a joke. Come on
I have done a quick concept mockup of what one of the bonus stages should be: Edit: You would start at the far left of the screen and have the option to jump inside the spinner for a chance at rings, lives or lose everything. You're given 3 spins at the start of the stage. Once a spin is completed, you exit the spinner and you may either jump back in for another try, or run to the right of the screen to exit the stage. If you land on the "goal" space, you're automatically thrown out of the bonus level. If you land on Robotnik, you lose all of your rings.
That's very cool! It's not as interactive as most traditional Sonic bonus stages, but it has an interesting payout nonetheless. I'm thinking it might be cool to incorporate panels for different gameplay items you could get as well. Shields, for example, I think should be obtainable via this bonus stage (unless you feel it would be appropriate in a whole different one...).
I just have a question: should I move all the concept art I posted in the other forum here, or is everything going to be moved over by someone else?
Good question. I posted a new topic in the other forum about the concept art. I decided to leave it up to the artwork's creator to move their work to the new forum. This way there's no confusion over who wants what moved.
All right: Girder Gadget Zone: Jade Jungle Zone: Jade Jungle Zone Foreground Concept: (Perhaps it can be expanded on.)
Looks good! Also, due to the requests for Amy, I spawned the idea of having a hammer jump (easily): allow for the button press event to react like a spring collision event (a spring from the ground under her so her momentum will be carried horizontally, but springs up vertically.) I would love to see this implemented in games (especially 2D because it's hard as crap to play as Amy in Sonic Advance) and I'm sure the community would like to have a pleasurable gaming experience with Amy for once.
I don't like to see things like that. "No Amy!" should be more like "Why Amy?" and it's counterargument "Why not Amy?" -- for one, I like the idea that characters play differently, something that could have been expanded since S&K, but sadly has not in the 2D games -- and is actually one of the strengths of the two Sonic Adventure games. Of course, Sonic Advance 1 and 3 did a neat thing of making Amy useless. Why was this neat? I actually had to engage my freaking BRAIN sometimes instead of SPIN ATTACK DURRHURRHURR all the time. Of course, this was negated in SAdv3 when I found out how awesome Amy + Sonic (Partner) is; it's my team combo of choice for all-out speed. Think, don't knee-jerk. Not here.