Modes (SPP)

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Check out a variety of mode's to play in, wheter you like 'em or not, you'd have to admit it's still pretty fun.

Contents

[edit] Acrobat Mode

In Acrobat Mode, moving the ball in certain ways and hitting certain targets will trigger recognition of the game of certain acrobatic techniques, awarding you points. After 30 seconds in Acrobat Mode, the game reverts to Normal Play Mode and displays a rating based on how many techniques you were able to perform. A partial list (contibutions would be appreciated!) Ball Saver is activated for the first 15-20 seconds of Acrobat Mode.

[edit] Dualize Mode

When in Normal Play Mode, shooting the ball through the Ideya Palace three times will activate Dualize Mode. (Dualize Mode lasts for 180 seconds, after which time the board will revert to Normal Play Mode) In Dualize Mode, the Ball Lock Hole is closed over, inhibiting ball locks, and enabling Extra Ball Ramp shots. 10 Extra Ball Ramp shots will give the player an extra ball. Also, when the board is in Dualize Mode, shooting the ball into the Ideya Capture Hole will give the player one of 5 Ideyas. The player starts with one (red--the Ideyas can be seen as lights near the region in between the two lower flippers) and must collect all five Ideyas (ergo, 4 more) in each Zone (More properly "Mare," as that is what the levels in the real NiGHTS Into Dreams game are called, but for consistency the stages of the NiGHTS Table will be referred to as Zones.) before advancing to that board's boss. Once all five Ideyas for a Zone are collected, a single shot through the Ideya Palace will send the player into that Zone's Nightmaren (boss) stage.

[edit] Mini-Game Mode

Mini Game Mode is activated by spelling the letters of AIM by shooting the AIM (Enemy) Hole three times. In Mini-Game Mode, an objective is displayed, which the player has 60 seconds to accomplish. If the player succeeds, a point bonus will be awarded and the board will revert to Normal Play Mode. If the time runs out, the board still reverts to Normal Play Mode without rewarding the player. Ball Saver is on for the first 20-30 seconds of Mini-Game Mode.

[edit] Nightmaren Mode

In Nightmaren Mode (which also lasts 180 seconds), the board will change appearance, and the ball will be once again upon the plunger (and a Shoot Bonus will be given, too). The Nightmaren itself will be perched on the island in the middle of the DRMY Loop. It is the objective of the Nightmaren Mode to destroy the Nightmaren by raising its damage to 100%. Damage can be rendered to the Nightmaren in three ways: bopping it on the nose (shooting the Boss Hole), which gives it 12.5% damage; forming a Paraloop around it (shooting the DRMY Loop in the correct direction), which gives 25% damage; and smacking it in the back (shooting the Big Loop from the left side), which gives 37.5% damage. (It should be noted that the game retains but doesn't display the decimal quantities. In other words, if you shoot the Boss Hole once, the game will say that you have 12% damage to the boss, though when you shoot it again it will say that the boss has 25% damage. Though you don't see the 0.5%, it's still there.) When the boss' damage hits 100% damage or greater, Clear Bonus Mode begins. A bonus score counts down from approximately 1,600,000 points. Shooting the ball through a ramp or loop will award the current score on the countdown, while the countdown continues. When the countdown reaches zero, the board will advance to the next Zone. Ball Saver is activated for the first 100 seconds of both Dualize and Nightmaren Modes.


Major portions of this page were written by: Chad Chad
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