View Full Version : Types of bonuses?
gilzu
03-14-2003, 08:08 AM
I'm currently doing some research about the type of bonuses
in action/arcade game.
so far I've come to the following types:
1. Point bonuses - simply add points.
2. Collective bonuses - after collecting x / x per level you get some
points/ life.
3. protect/kill bonuses - either kill you or give you some sort of sheild.
4. speed bonuses - speed/slow you down or your enemies.
5. orientation bonuses - tilts the screen in an annoying way
(anyone knows airXonix?), reverse the key movement.
6. weapon bonuses - self explanatory.
7. time bonuses - self explanatory.
8. game related bonuses - 1Up, Level jump, bonus level transfer.
can anyone add to these categories?
Dan MacDonald
03-14-2003, 08:55 AM
How about the old wolfenstine style "Secret bonus" based on how many of the secrets you found in the level?
What about enemy effect bonuses a la power pills in Pacman? Those are kind of like #3, except they affect the enemy, not you. Another example would be the crosses in Castlevania, or the white POWs in 1942, that destroy all the enemies on the screen.
Zoggles
03-14-2003, 09:55 AM
Not sure if they would fall into another category, (eg points or something) but another is Modifier bonuses which might for instance allow you to get double points for killing every enemy or whatever (maybe just for a limited time, maybe they are cumulative)
-Z-
gilzu
03-14-2003, 10:05 AM
@Dan&soja:
ill have to put them both on the collective category (although its
finding secret spots or killing all people). think of it as bonus
tasks (find x somethings and do smthin with it).
good ideas so far, but i'm still missing something(s).
elund
03-14-2003, 10:36 AM
I like it when bonuses stack to create different effects. The modifier bonus is one way of doing it; if you get a X2 bonus and a X3 bonus, as long as this doesn't imbalance the game you could multiply them for X6, a nonlinear increase in reward. A good example of stacking bonuses is in Arkanoid. There was a bonus for splitting your ball into three balls (multiball), and another bonus for making your balls able to plow through bricks without rebounding (powerball). The cumulative effect when you got it going was very fun and rewarding.
@gilzu:
Enemy effect powerups don't have anything to do with collective powerups, IMO, but it's all in how you look at it, I guess.
In fact, there are all kinds of cetegories one could come up with...
And if you know you're still missing something(s), then what are they? =D
gilzu
03-14-2003, 11:48 AM
i dont really know what i'm missing.
i'm trying to find enough interesting bonuses for a game i'm programming
lakibuk
03-14-2003, 07:18 PM
5. orientation bonuses - tilts the screen in an annoying way
(anyone knows airXonix?), reverse the key movement.
Am i the only one who hates this kind of boni? Especially reverting the keys. Just annoying.
And i dont like a bonus (malus would be the better word) that has negative effects.
Zoggles
03-14-2003, 07:33 PM
Quite a few games have negative bonuses eg breakout style games (including Mike's nicely executed ZBall) where there is an magnetic *bonus* (heh cant think of the more appropriate word - Im still up and its 6am) which negatively charges the bat - thus repelling the ball.
Gauntlet2 had some poisoned food and drink pickups as well as another example. I think they can add to a game so long as they are only used in moderation. It keeps the player alert as to which items he's picking up.
-Z-
LordKronos
03-15-2003, 02:23 AM
I personally don't have a problem with bad food, or shrink the paddle, or any punishments like that, but I ABSOLUTELY HATE the "lets screw up all the controls on you" or the "lets spin the board so you see everything backwards" punishments. At that point, I don't feel punished for having pick up the item. I feel punished for even having tried the game. I play very few games beyond that point (and if someone ever put that in a full version but not the demo, I would be furious).
Anyway, to get a little more specific on the shield (can also be armor), you can have a general sheild or ones that protect you only from a certain type of weapon. Also, instead of just protecting you, you can also make it just reduce the damage.
You can have extra-continue bonuses. That is kind of like getting multiple 1-up bonus, but it can have different impact in that when you continue in some games you start the level over. Also in multiplayer games, continues are usually shared between players. In that way, a really good player could kind of "support" his friend who keeps dying.
Other ideas are to unlock other features in the game (make a new ship, level, or weapon available).
In terms of getting bonuses, you can have specific enemies drop them, or you can give them out for completing a task: taking out a whole squad, killing X enemies with one shot or in Y seconds, for killing every enemy in the level, or for completing the level without dying.
gilzu
03-15-2003, 02:31 AM
@LordKronos: i remember these kind of bonuses from X-wing and Tie-fighter.
also, i didn't know people hate the orientation bonuses SO much...
i always thought they make the game more interesting and fun,
like max payne dream levels...
Dan MacDonald
03-15-2003, 06:24 AM
Ahh those deram levles were pure evil.... :)