Bonus Stage: Difference between revisions
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* Is entered after the end of a regular level, or at points within a regular level. |
* Is entered after the end of a regular level, or at points within a regular level. |
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* Usually hidden, or requires a certain level of performance or number of pickups, but in some games they always appear at set points. |
* Usually hidden, or requires a certain level of performance or number of pickups, but in some games they always appear at set points. |
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* Contains opportunities to get large amounts of points, [[ |
* Contains opportunities to get large amounts of points, [[1-Up|One Ups]], continues, [[Power-Up|Power Ups]], and even [[Chaos Emeralds]]. |
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* Typically, it is a [[Mini Game]], or differs significantly in some other way from normal gameplay. |
* Typically, it is a [[Mini Game]], or differs significantly in some other way from normal gameplay. |
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* If it's possible to die at all, it will only kick you out of the bonus stage without taking a life. |
* If it's possible to die at all, it will only kick you out of the bonus stage without taking a life. |
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This is also not to be confused with [[Bonus Stage (web animation)|the web animation of the same name]], or [[Bonus Round]], which is for game shows and tends to function similarly. See also [[Secret Level]]. |
This is also not to be confused with [[Bonus Stage (web animation)|the web animation of the same name]], or [[Bonus Round]], which is for game shows and tends to function similarly. See also [[Secret Level]]. |
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{{examples}} |
{{examples}} |
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* In the original ''[[Super Mario Bros. (video game)|Super Mario Bros]]'', going down certain pipes or climbing up hidden vines would take you to hidden areas filled with coins. Later games in the series kept these in-level bonus areas but added entirely separate levels, sometimes hidden, sometimes not, in which you could get loads of points, lives, or items. |
* In the original ''[[Super Mario Bros. (video game)|Super Mario Bros]]'', going down certain pipes or climbing up hidden vines would take you to hidden areas filled with coins. Later games in the series kept these in-level bonus areas but added entirely separate levels, sometimes hidden, sometimes not, in which you could get loads of points, lives, or items. |
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** ''[[Super Mario Bros 3]]'' was probably the one with the largest number of different kinds of bonus area/level. Underground coin rooms, beanstalk coin rooms, the slot-machine [[Mini Game]], the Memory Mini Game, the ''treasure ship''... |
** ''[[Super Mario Bros 3]]'' was probably the one with the largest number of different kinds of bonus area/level. Underground coin rooms, beanstalk coin rooms, the slot-machine [[Mini Game]], the Memory Mini Game, the ''treasure ship''... |
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** ''[[Super Mario World (video game)|Super Mario World]]'' had, in addition to coin rooms, a [[Mini Game]] where Mario must hit various cycling blocks and try to get 3 shapes in a row to win [[ |
** ''[[Super Mario World (video game)|Super Mario World]]'' had, in addition to coin rooms, a [[Mini Game]] where Mario must hit various cycling blocks and try to get 3 shapes in a row to win [[1-Up|1-Ups]]. It was accessed by accumulating 100 stars via breaking the tape at the end of the level. |
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** In ''[[Super Mario Land]]'' on the [[Game Boy]], in addition to coin rooms, taking the harder-to-reach exit to a stage would lead to a bonus game where, depending on your timing, you could get lives or a power-up. |
** In ''[[Super Mario Land]]'' on the [[Game Boy]], in addition to coin rooms, taking the harder-to-reach exit to a stage would lead to a bonus game where, depending on your timing, you could get lives or a power-up. |
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*** A few of the coin rooms have [[Spikes of Doom]], allowing you to ''die in a coin room''. |
*** A few of the coin rooms have [[Spikes of Doom]], allowing you to ''die in a coin room''. |
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** ''[[Super Mario Galaxy 2]]'' had scattered Warp Pipes that lead to various rooms with free stuff available. Some contained dice which could give coins, Star Bits, or [[ |
** ''[[Super Mario Galaxy 2]]'' had scattered Warp Pipes that lead to various rooms with free stuff available. Some contained dice which could give coins, Star Bits, or [[1-Up|OneUps]]. Others contained many coins that, if collected soon enough, gave a 1Up. |
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* In ''[[Ristar]]'', each level contains a secret entrance to a bonus stage where you must complete a task within a time limit to get a special item; collecting enough of these would unlock passwords that you could enter to modify various aspects of gameplay. |
* In ''[[Ristar]]'', each level contains a secret entrance to a bonus stage where you must complete a task within a time limit to get a special item; collecting enough of these would unlock passwords that you could enter to modify various aspects of gameplay. |
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* In the first 16-bit ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'' game, collecting enough rings during a level would unlock a bonus stage (Special Stages) at the end of the level where you could try to win a Chaos Emerald. In later 16-bit era games, these areas would become accessible during the levels rather than after them, and would later be accompanied by additional types of bonus stage (called oddly enough, Bonus Stages) that didn't contain Chaos Emeralds but did contain power-ups and the like, but these were still treated as separate stages rather than as parts of the stage you came from; your score would be tallied at the end of them just like at the end of any other stage. |
* In the first 16-bit ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'' game, collecting enough rings during a level would unlock a bonus stage (Special Stages) at the end of the level where you could try to win a Chaos Emerald. In later 16-bit era games, these areas would become accessible during the levels rather than after them, and would later be accompanied by additional types of bonus stage (called oddly enough, Bonus Stages) that didn't contain Chaos Emeralds but did contain power-ups and the like, but these were still treated as separate stages rather than as parts of the stage you came from; your score would be tallied at the end of them just like at the end of any other stage. |
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* ''[[Jazz Jackrabbit]]'' had a variation where, after each world, you would get a bonus round, where Jazz would run around (in [[Third-Person Shooter]] mode, minus the shooter part, rather than [[Side Scroller]] mode) in a semi-3D maze collecting gems. If you met the target within the time limit, you got a 1-up. |
* ''[[Jazz Jackrabbit]]'' had a variation where, after each world, you would get a bonus round, where Jazz would run around (in [[Third-Person Shooter]] mode, minus the shooter part, rather than [[Side Scroller]] mode) in a semi-3D maze collecting gems. If you met the target within the time limit, you got a 1-up. |
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* The credit rolls of the ''[[Tetris the Grand Master]]'' series have you continue playing. Some modes have you simply continue playing as the credits roll, with no effect on your score or grade. Some others, like ''TGM2'''s and ''TGM3'''s Master mode, have the "disappearing roll," in which pieces vanish 5 seconds after locking down; in ''TGM3'' clearing lines during this part will add a small fraction of a whole grade. Then there's the infamous "invisible roll" in which pieces vanish upon locking; in ''TGM2'', this is required to earn the Grand Master rank (failing will net you an M grade instead), and in ''TGM3'', this nets even more grades per line clear, and clearing enough lines ''and'' surviving are just part of the [http://www.tetrisconcept.com/wiki/index.php/Tetris_The_Grand_Master_3#GrandMaster_Requirements requirements] for ''TGM3'''s Grand Master rank.<ref>And believe me, those two requirements alone are hard enough. How hard? Well, out of the millions who've played ''Tetris'', only '''''3''''' of them have this rank.</ref> Finally, ''TGM3'''s Shirase credit roll has you playing with fully-visible double-sized pieces, but has no effect on your grade. |
* The credit rolls of the ''[[Tetris the Grand Master]]'' series have you continue playing. Some modes have you simply continue playing as the credits roll, with no effect on your score or grade. Some others, like ''TGM2'''s and ''TGM3'''s Master mode, have the "disappearing roll," in which pieces vanish 5 seconds after locking down; in ''TGM3'' clearing lines during this part will add a small fraction of a whole grade. Then there's the infamous "invisible roll" in which pieces vanish upon locking; in ''TGM2'', this is required to earn the Grand Master rank (failing will net you an M grade instead), and in ''TGM3'', this nets even more grades per line clear, and clearing enough lines ''and'' surviving are just part of the [http://www.tetrisconcept.com/wiki/index.php/Tetris_The_Grand_Master_3#GrandMaster_Requirements requirements] for ''TGM3'''s Grand Master rank.<ref>And believe me, those two requirements alone are hard enough. How hard? Well, out of the millions who've played ''Tetris'', only '''''3''''' of them have this rank.</ref> Finally, ''TGM3'''s Shirase credit roll has you playing with fully-visible double-sized pieces, but has no effect on your grade. |
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* ''[[Bubble Bobble]]'' '''''Part''''' 2 for the NES: In each bonus game after each [[Boss Battle]], Bub must play volleyball or one-on-one basketball (both [[Luck-Based Mission|Luck-Based]] and [[Timed Mission|Timed]], and there's [[They Changed It, Now It Sucks|a really weird twist to the "basketball" game in there]]) or get more of a certain item than [[That One Boss|his opponent]]. These games are very [[Nintendo Hard]] too, and [[Unwinnable|the player will lose more than he/she would win]]. Bonuses range from various point bonuses to a huge item and/or five extra [[ |
* ''[[Bubble Bobble]]'' '''''Part''''' 2 for the NES: In each bonus game after each [[Boss Battle]], Bub must play volleyball or one-on-one basketball (both [[Luck-Based Mission|Luck-Based]] and [[Timed Mission|Timed]], and there's [[They Changed It, Now It Sucks|a really weird twist to the "basketball" game in there]]) or get more of a certain item than [[That One Boss|his opponent]]. These games are very [[Nintendo Hard]] too, and [[Unwinnable|the player will lose more than he/she would win]]. Bonuses range from various point bonuses to a huge item and/or five extra [[1-Up|One Ups]]. |
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** Getting more of a certain item than the opponent does, however: that's a [[Shout-Out]] to the original game which has a bonus game - In the first Bubble Bobble, the player(s) race to get the most of a type of item on the screen in a time limit. |
** Getting more of a certain item than the opponent does, however: that's a [[Shout-Out]] to the original game which has a bonus game - In the first Bubble Bobble, the player(s) race to get the most of a type of item on the screen in a time limit. |
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* A [[The Golden Age of Video Games|classic example]] is the Challenge Stages of ''[[Galaga]]''. |
* A [[The Golden Age of Video Games|classic example]] is the Challenge Stages of ''[[Galaga]]''. |
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* The US manual for ''[[Death Smiles]]'' [[Schmuck Bait|advertises the Ice Palace in MBL as this]]. Under normal conditions, it is exceptionally easy to rack up points and max out your lifebar (scores of over '''''[[Pinball Scoring|11 billion]]''''' from the stage by itself are not unheard of, making it the single high-scoring stage). Unfortunately, if you happen to be [[No Damage Run|doing too]] [[Harder Than Hard|good]], the background will be red instead of blue, and you'll have to contend with it at Rank 999, where accumulating points is much more difficult. |
* The US manual for ''[[Death Smiles]]'' [[Schmuck Bait|advertises the Ice Palace in MBL as this]]. Under normal conditions, it is exceptionally easy to rack up points and max out your lifebar (scores of over '''''[[Pinball Scoring|11 billion]]''''' from the stage by itself are not unheard of, making it the single high-scoring stage). Unfortunately, if you happen to be [[No Damage Run|doing too]] [[Harder Than Hard|good]], the background will be red instead of blue, and you'll have to contend with it at Rank 999, where accumulating points is much more difficult. |
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* Every world in ''[[Purple]]'' has one bonus stage which can be unlocked by finding a hidden switch. These stages contain lots of 1-ups. |
* Every world in ''[[Purple]]'' has one bonus stage which can be unlocked by finding a hidden switch. These stages contain lots of 1-ups. |
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* ''[[Batman Doom]]'', unusually for a vanilla ''[[Doom]]'' mod, has one of these. During your first boss fight with the Scarecrow, mayor Kroll is tied to a ticking bomb in the vicinity. If the bomb explodes, the level ends and you go to the next one (map16) like normal. But if you manage to actually defeat Scarecrow before the explosion, you go to map31. It's a big, empty (and thus somewhat creepy) city map where you're trying to collect a bunch of random bonuses before you can access the exit and continue onto map16. This is also where you can access the [[Secret Level]]. |
* ''[[Batman Doom]]'', unusually for a vanilla ''[[Doom]]'' mod, has one of these. During your first boss fight with the Scarecrow, mayor Kroll is tied to a ticking bomb in the vicinity. If the bomb explodes, the level ends and you go to the next one (map16) like normal. But if you manage to actually defeat Scarecrow before the explosion, you go to map31. It's a big, empty (and thus somewhat creepy) city map where you're trying to collect a bunch of random bonuses before you can access the exit and continue onto map16. This is also where you can access the [[Secret Level]]. |
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* ''[[Bug!]]!'' has two kinds. The first plays like the regular game itself (except you had to collect gold objects for extra lives). You could die in those, if that happened you'd exit the bonus level. The other is a [[Pass Through the Rings]] bonus, with an extra continue should you make it to the end. |
* ''[[Bug!]]!'' has two kinds. The first plays like the regular game itself (except you had to collect gold objects for extra lives). You could die in those, if that happened you'd exit the bonus level. The other is a [[Pass Through the Rings]] bonus, with an extra continue should you make it to the end. |
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* ''[[Donkey Kong Country Returns]]'' had hidden rooms that contained many bananas, banana coins, and balloons. Collecting everything would reveal a Puzzle Piece necessary for [[One Hundred Percent Completion]]. Falling off would not result in death. |
* ''[[Donkey Kong Country Returns]]'' had hidden rooms that contained many bananas, banana coins, and balloons. Collecting everything would reveal a Puzzle Piece necessary for [[One Hundred Percent Completion]]. Falling off would not result in death. |