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Sonic and the Dreamstalk: Additional details (NOT OFFICIAL)

Posted

Hey, guys. Remember that "Sonic and the Dreamstalk" idea I posted on Sunday? Well, I shared the story and stuff there a few days later, so here's some more details:

 

-I intend to have it be two episodes and release Episode II a few months later.

 

-The zones of Episode I:

 

-Floral Fields: this level retains its look from "Kirby: Triple Deluxe", but with minor changes; for example, there are plant rails that characters can grind on, as well as the wind. There are also giant water canisters, activated by rotating levers, that can make giant flowers grow. Sonic and friends rescue the first of the People of the Sky, who explains the whole situation; they also collect their first Sun Stone.

>Act 1 Boss: Metal Sonic

>Act 2 Boss: Egg Hive, piloted by Sophia and Fang

 

-Lustrous Workshop: a temperate forest with thick trees that can be used to make things wooden robots, giant hammers used as springboards, and even wooden saws that can be used to create makeshift bridges.

>Act 1 Boss: Great Raven

>Act 2 Boss: Egg Kyodai, piloted by Eggman

>Alternate Act 2 Boss (requires Espio): Egg Woodpecker, piloted by Fang

 

-Orion Casino: a stargazing observatory fronting as a casino building, solely for the purpose of monitoring the Death Egg. In Act 1, there are things like slot machines that spawn either enemies or shields-with a 50% chance of both-and roulettes that function as moving wheels. In Act 2, more of the observatory is shown; constellations form into things like platforms or obstacles.

>Act 1 Boss: Bean the Dynamite

>Act 2 Boss: Doll Tsunami

 

-Water Palace: returning from Sonic Rush, with several changes; the Bubble Shield is available in some locations, there are beach balls across the bodies of water, and anchors are scattered about and can be used to pull a character out of the water.

>Act 1 Boss: Egg Turtle, piloted by Eggman

>Act 2 Boss: Egg Seashell, piloted by Sophia

 

-Egglantine Glacier: a mountain base that harvests Twistanium out of the captured People of the Sky. In Act 1, characters have to climb a snowy mountain surrounded by enemies. To get up higher, they can used flower-shaped handle copters that reach up to 20 ft. high. In Act 2, the entire base is explored; it is a power plant (get it?) extracting Twistanium from the fairies in small pods, which can be destroyed by jumping on them. When they're freed, the fairies will grow small beanstalks for characters to jump on and climb.

>Act 1 Boss: Tricky Walrus

>Act 2 Boss: Bark the Polar Bear

 

-Royal Death Egg: a refined version of the normal Death Egg. It retains its initial gimmicks in Act 1, but in Act 2, it has things like animatronic dragons, giant gavels, and flower thorns.

>Act 1 Boss: Marble Zone boss, Casino Night Zone boss (both piloted by Sophia) and Rose Eye

>Act 2 Boss: Death Ball mk. II, and Egg Wasp (final boss)

 

That is all, for now.

Edited by lollygagger19

Featured Replies

This is pretty detailed and layered out stuff! You surely have a lot planned ahead for this concept of yours! It's pretty intriguing! :)

  • Author

Alright, I'm back. Now to add more details:

 

-The gameplay: There are 9 characters to choose from; Sonic, Tails, Knuckles, Amy, Espio, Charmy, Vector, Mighty, and Ray.

 

>Sonic, Tails and Knuckles retain their abilities from Sonic 1, 2, CD, 3 & Knuckles, respectively.

 

>Amy has her abilities from the Sonic Advance games.

 

>Espio has the ability to creat shirkers by pressing the look-up button and pressing the Spindash button repeatedly, which can cut down great vines.

 

>Charmy has the ability to jump up to seven times, each one being able to be charged by holding down the jump button.

 

>Vector retains his belly bounce from Sonic Heroes, with the addition of a shockwave that can stun enemies around him, as well as break through steel bridges to find alternate paths. He can also breathe underwater without needing air bubbles, which will be very useful in Water Palace.

 

>Mighty is able to climb up walls with his Spindash, and Spindash through spiky environments with ease.

 

>Ray can glide faster than Tails can, and jump at a great height after charging the jump button, lightly falling afterwards.

 

Characters are selected in a team of two, similar to Sonic Advance 3. Each team has their own special move, which I will share relatively soon. Some combinations are required to access Special Checkpoints and go into Special Stages, which'll be discussed in the next two paragraphs.

 

Like Sonic Mania, each zone has 2 Acts in them, each one ending with a boss. At the end of Act 1, the player can jump under the goal post to get certain shields; at the end of Act 2, the player can jump into Dark Flowers, which hold the People of the Sky, to open them; upon opening, the captured fairy will be freed, and the character jumping out will be holding a Sun Stone, which show the player's progression in both story and gameplay.

 

Now, then...whenever there is a Special Checkpoint in any zone, which are hidden around and harder to find than regular Checkpoints, the player can enter Sonic Rush-style Special Stages, should they have 50 rings in hand. The player is expect to either collect a certain amount of rings or defeat a certain amount of enemies before reaching the end of the stage. Should they succeed, they will receive a Chaos Emerald.

 

That's not so bad, right? I'm going to be sharing Episode II levels tomorrow, so STAY TUNED!

Edited by lollygagger19

Hmm, so it seems that you're giving each character a unique playstyle, so that the player ends up experimenting with different styles for different zones and whatnot! Pretty cool!

  • Author

Alright, sorry I'm late. I was busy with schoolwork and stuff. Anyways...

 

-The zones of Episode II:

 

-Prehistoric Carnival: an excavation site pretending to be a dinosaur-themed carnival. The player can used fossils of dinosaur heads as trampolines, grind on jungle rails, and spin around using a fast-passed Ferris wheel made out of bones.

>Act 1 Boss: Sneaky Diplodocus

>Act 2 Boss: Jaqués le Ripiére, a motorcyclist velociraptor obsessed with fire; he is one of the more recent members of the Trouble Brigade.

 

-Evil Cathedrals, Inc.: an office building built over a ruined cathedral. In Act 1, there are giant copy machines that constantly produce enemies, coffee machines in which the coffee acts as lava (which can be bypassed by the Fire Shield), and tubes with the openings of pencil sharpeners. In Act 2, the offices are destroyed and the cathedral's true appearance is revealed. There's things like bells-which sometimes grant a type of shield-on the ceiling, glass-plate windows that can be broken to enter the background, and gargoyle balloons.

>Act 1 Boss: Office Knight

>Alternate Act 1 Boss (requires Tails): Coffee Spinner

>Act 2 Boss: Egg Gargoyle, piloted by Eggman

 

-Tiki TV: a tropical-themed television station aiming to capture the angered tiki god, Ti Kobra, on camera. The traversable stage settings include a zip line, a fire walk that requires the Fire Shield to get across, palm tree slingshots, and limbo stands that come apart when landed on.

>Act 1 Boss: Egg Camera, piloted by Sophia

>Act 2 Boss: Ti Kobra, controlled by Eggman

>Alternate Act 2 Boss (requires Fire Shield): Magma Dolphin, controlled by Fink the Rat, another more recent member of the Trouble Brigade.

After clearing Act 2, the People of the Sky lift up Sonic and friends, who all pursue Eggman and Sophia.

 

-Altitude Limit: a flying airship showcasing several Eggman-made recreational blimps. Sgt. Doberman, the second strongest member of the Trouble Brigade (losing only to Bark), knocks into the flower blimp, Metal Sonic by his side, and sends the team falling down to a platform down below.

In the level it self, there blimps to go across, the laser below is removed, and the paragliding sections are now 2D.

>Act 1 Boss: Sgt. Doberman

>Act 2 Boss: Metal Sonic

 

-Lava Reef Base: the roboticized path to the Master Emerald's Hidden Palace. In Act 1, there are lava dispensers, lava skis, and cooling tubes. In Act 2, the zone becomes more like Metallic Madness from Sonic CD. Instead shrink rays, however, there are growth rays, which allow characters to break through otherwise indestructible. There are also jet packs and zero-gravity platforms spread throughout.

>Act 1 Bosses: Fink's Palmtree Panic boss, Doberman's Mushroom Hill boss, and Jaqués' Ice Cap boss

>Act 2 Bosses: Sophia's Metallic Madness boss, and Fire Eye

>Act 3 Boss: Egg Tarot; normal final boss.

 

-Sacred Rose: the true final boss is hidden here. To access this, all 7 Chaos Emeralds must be collected.

 

I'll post more details about the bosses here sometime later.

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