Post by slam on Jan 4, 2010 16:27:02 GMT -5
I don't post here much, but I like to think about how I'd design the Sasuke course from top to bottom. Now that total victory has been achieved I'm going to take a stab at you could redesign every stage. First, let's go over how the course has evolved over the years:
1.0 (Sasukes 1-4): Lots of mechanical things. Conveyor belts, rotating bars, sliding panels on the Spider Walk, etc. Obstacles mostly challenged one thing at a time (strength, speed, jumping, balance, climbing).
2.0 (Sasukes 5-17): Phased out mechanical obstacles. Obstacles started to require coordination between elements. (Jump on a trampoline and then grab a net, for example.) Stage 3 became a torturous test of upper body stamina.
3.0 (Sasukes 18-24): Many more obstacles now require timing, technique, and coordination as well as athleticism. Examples are the Halfpipe Attack, the Jumping Spider, and Flying Chute. Stage 2 changes from the stage of the Spider Walk to the stage of the Salmon Ladder. Stage 3 Cliffhanger becomes tougher, but the final obstacle becomes easier with the Pipe Slider changing to the Gliding Ring.
So that brings us to 4.0 (Sasuke 25-?). Obviously, every obstacle needs to be different somehow, and new skills have to be added to up the difficulty. From the past big changes, we see that we can have old obstacles in new places (Spider Walk) and we see that we can have modified versions of old obstacles as well (Jumping Spider). One thing that could increase difficulty is to have no pause between obstacles in places.
Stage 1
Jumping Bars (shorter than 3rd stage, maybe two "hops". It'd be fun to see the chumps wipe out on this imported obstacle for the first time.)
Halfpipe Attack (Get them running early.)
Log Grip (Need one grasping obstacle. Maybe change the log into a smooth slab that swivels?)
Prism Tilt (Or Time Waster du jour. Butterfly Wall, Pole Maze, etc.)
Jump Hang
Narrow Leap (New obstacle. Competitors have to jump off a ledge and through a narrow vertical opening in a wall to grab the rope that hangs beyond it. If they're too square, they'll hit the wall, lose momentum and fall.)
Twisted Wall (Warped Wall that's twisted so that if they miss the first time they'll fall into the water. Similar to the Crooked Wall, but you'd have to catch the ledge.)
Flying Chute (Exit would be via hanging ropes ahead of catch rope)
Rumbling Dice (Imagine this with time pressure?)
Stage 2
Super Jump (Same as current)
Chain Slider (Same as current)
Jumping Spider (w/ Backward section. The spiderwalk section is like a J shape turned sideways, so competitors will have to walk forward, then straight up, then backwards a short bit to reach a hanging rope exit.)
Rope Traverse (Make them swing from hanging ropes in one direction, then make them turn 90°)
Highwire (A short tightrope) or Unstable Bridge
Ricochet Run (Similar to the sextuple steps, but these are angled clear glass panels 20 feet in the air.) straight into the Metal Spin.
Wall lift or other feat of strength. (Curtain Cling?)
Stage 3
Rings Crossing (Competitors must cross a beam with 9 pegs welded into it. They must use heavy rubber rings attached to one another with a cord to hook onto the pegs. They can't touch the pegs, only the rings)
Body Prop straight into a Shin Cliffhanger
Nonstop Pipe section:
Pipe Slider
Salmon Ladder
Pipe Hopper (Like the Pipe Slider, but with gaps you must cross)
Bridge of Destiny
Spider Flip
Trapeze Launch onto a narrow pedestal. Must retain balance to win. This could be very dramatic with a lot of near misses.
Stage 4
Devil's Steps, ascending for about four flights into a two rope climb. Competitors must use both ropes, one per each hand.
That's one idea of how it could be done. Anyone else have others?
1.0 (Sasukes 1-4): Lots of mechanical things. Conveyor belts, rotating bars, sliding panels on the Spider Walk, etc. Obstacles mostly challenged one thing at a time (strength, speed, jumping, balance, climbing).
2.0 (Sasukes 5-17): Phased out mechanical obstacles. Obstacles started to require coordination between elements. (Jump on a trampoline and then grab a net, for example.) Stage 3 became a torturous test of upper body stamina.
3.0 (Sasukes 18-24): Many more obstacles now require timing, technique, and coordination as well as athleticism. Examples are the Halfpipe Attack, the Jumping Spider, and Flying Chute. Stage 2 changes from the stage of the Spider Walk to the stage of the Salmon Ladder. Stage 3 Cliffhanger becomes tougher, but the final obstacle becomes easier with the Pipe Slider changing to the Gliding Ring.
So that brings us to 4.0 (Sasuke 25-?). Obviously, every obstacle needs to be different somehow, and new skills have to be added to up the difficulty. From the past big changes, we see that we can have old obstacles in new places (Spider Walk) and we see that we can have modified versions of old obstacles as well (Jumping Spider). One thing that could increase difficulty is to have no pause between obstacles in places.
Stage 1
Jumping Bars (shorter than 3rd stage, maybe two "hops". It'd be fun to see the chumps wipe out on this imported obstacle for the first time.)
Halfpipe Attack (Get them running early.)
Log Grip (Need one grasping obstacle. Maybe change the log into a smooth slab that swivels?)
Prism Tilt (Or Time Waster du jour. Butterfly Wall, Pole Maze, etc.)
Jump Hang
Narrow Leap (New obstacle. Competitors have to jump off a ledge and through a narrow vertical opening in a wall to grab the rope that hangs beyond it. If they're too square, they'll hit the wall, lose momentum and fall.)
Twisted Wall (Warped Wall that's twisted so that if they miss the first time they'll fall into the water. Similar to the Crooked Wall, but you'd have to catch the ledge.)
Flying Chute (Exit would be via hanging ropes ahead of catch rope)
Rumbling Dice (Imagine this with time pressure?)
Stage 2
Super Jump (Same as current)
Chain Slider (Same as current)
Jumping Spider (w/ Backward section. The spiderwalk section is like a J shape turned sideways, so competitors will have to walk forward, then straight up, then backwards a short bit to reach a hanging rope exit.)
Rope Traverse (Make them swing from hanging ropes in one direction, then make them turn 90°)
Highwire (A short tightrope) or Unstable Bridge
Ricochet Run (Similar to the sextuple steps, but these are angled clear glass panels 20 feet in the air.) straight into the Metal Spin.
Wall lift or other feat of strength. (Curtain Cling?)
Stage 3
Rings Crossing (Competitors must cross a beam with 9 pegs welded into it. They must use heavy rubber rings attached to one another with a cord to hook onto the pegs. They can't touch the pegs, only the rings)
Body Prop straight into a Shin Cliffhanger
Nonstop Pipe section:
Pipe Slider
Salmon Ladder
Pipe Hopper (Like the Pipe Slider, but with gaps you must cross)
Bridge of Destiny
Spider Flip
Trapeze Launch onto a narrow pedestal. Must retain balance to win. This could be very dramatic with a lot of near misses.
Stage 4
Devil's Steps, ascending for about four flights into a two rope climb. Competitors must use both ropes, one per each hand.
That's one idea of how it could be done. Anyone else have others?