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* ''VideoGame/LadyBug'' for the UsefulNotes/ColecoVision had the Vegetable Harvest Screen as a reward for [[SpellingBonus spelling S-P-E-C-I-A-L]], while the arcade original simply gave the player a free game credit.

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* ''VideoGame/LadyBug'' for the UsefulNotes/ColecoVision Platform/ColecoVision had the Vegetable Harvest Screen as a reward for [[SpellingBonus spelling S-P-E-C-I-A-L]], while the arcade original simply gave the player a free game credit.



** In ''VideoGame/SuperMarioLand'' on the UsefulNotes/GameBoy, 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. One room, notably, exaggerates this trope by having all of the space in the room except for the floor and exit pipe filled completely with coins. It was impossible to collect all coins unless you used a thrown Super Ball (which, unlike other Mario games' fireballs, can collect coins, bounce at a 45-degree angle upon hitting a surface, and are unaffected by gravity). A few of the coin rooms have SpikesOfDoom, allowing you to ''die in a coin room''.

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** In ''VideoGame/SuperMarioLand'' on the UsefulNotes/GameBoy, Platform/GameBoy, 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. One room, notably, exaggerates this trope by having all of the space in the room except for the floor and exit pipe filled completely with coins. It was impossible to collect all coins unless you used a thrown Super Ball (which, unlike other Mario games' fireballs, can collect coins, bounce at a 45-degree angle upon hitting a surface, and are unaffected by gravity). A few of the coin rooms have SpikesOfDoom, allowing you to ''die in a coin room''.



** In the 8-bit (UsefulNotes/SegaMasterSystem and UsefulNotes/GameGear) game, the Chaos Emeralds were hidden in the levels but collecting enough rings gave you access to a Bonus Stage full of rings, extra lives and one continue per stage.

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** In the 8-bit (UsefulNotes/SegaMasterSystem (Platform/SegaMasterSystem and UsefulNotes/GameGear) Platform/GameGear) game, the Chaos Emeralds were hidden in the levels but collecting enough rings gave you access to a Bonus Stage full of rings, extra lives and one continue per stage.



* ''VideoGame/TheSmurfs1994'': Collecting enough stars in all but the UsefulNotes/GameBoyAdvance version will take you into a bonus level.
* ''Manga/{{Gon}}'' for the UsefulNotes/SuperFamicom has three timed bonus minigames: "Gon Eats Apples," "Gon Makes a Sculpture," and "Gon Steps on a Crocodile."

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* ''VideoGame/TheSmurfs1994'': Collecting enough stars in all but the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance version will take you into a bonus level.
* ''Manga/{{Gon}}'' for the UsefulNotes/SuperFamicom Platform/SuperFamicom has three timed bonus minigames: "Gon Eats Apples," "Gon Makes a Sculpture," and "Gon Steps on a Crocodile."
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* ''VideoGame/{{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 without losing any lives. The other is a PassThroughTheRings bonus, with an extra continue should you make it to the end.

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* ''VideoGame/{{Bug}}'' ''VideoGame/{{Bug|1995}}'' 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 without losing any lives. The other is a PassThroughTheRings bonus, with an extra continue should you make it to the end.
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** ''VideoGame/SonicSuperstars'' has three different types of these stages:
*** The Special Stages are accessed from Giant Rings, where the player must grapple to blue spheres and swing around to chase after the Chaos Emeralds. Blue Giant Rings also warp into this bonus, but the reward is changed to medals.
*** The Bonus Stages are the ''VideoGame/{{Cameltry}}''-esque rotating mazes from ''Sonic 1'' and they're accessed from checkpoints. There are 12 rounds in total, each with multiple layers, and they're only worth medals. With that said, collecting all the rings in one of the stages unlocks [[VideoGame/NightsIntoDreams NiGHTS]] costume parts to buy.
*** Warps found around levels will send the player into a brief skydiving pocket dimension to collect rings before spawning the player somewhere else in the level.
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** ''[[VideoGame/SonicRushSeries Sonic Rush]]'' did the same thing, but only for Sonic's story - Blaze got a Sol Emerald automatically after every boss fight. The Chaos Emeralds AND the Sol Emeralds were both necessary to access the final stage in this case. Its sequel has Sonic racing against Johnny for the Chaos Emeralds, while Blaze gets Sol Emeralds on certain missions.

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** ''[[VideoGame/SonicRushSeries Sonic Rush]]'' ''VideoGame/SonicRush'' did the same thing, but only for Sonic's story - Blaze got a Sol Emerald automatically after every boss fight. The Chaos Emeralds AND the Sol Emeralds were both necessary to access the final stage in this case. [[VideoGame/SonicRushAdventure Its sequel sequel]] has Sonic racing against Johnny for the Chaos Emeralds, while Blaze gets Sol Emeralds on certain missions.
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Hurting Hero is a disambiguation


* ''VideoGame/ShovelKnight'' has probably the saddest example of a bonus level in video game history, as it serves to highlight [[HurtingHero just how troubled]] Shovel Knight is by the loss of his beloved Shield Knight. Every three levels, you enter a DreamSequence where Shield Knight is falling from the sky and Shovel Knight fights through a horde of monsters while trying to catch her, and the dream always ends ''just'' before he does. While killing the monsters allows you to earn a lot of treasure, the game convinces you that catching Shield Knight is your biggest priority, even though there's no actual reward for it.

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* ''VideoGame/ShovelKnight'' has probably the saddest example of a bonus level in video game history, as it serves to highlight [[HurtingHero just how troubled]] troubled Shovel Knight is by the loss of his beloved Shield Knight. Every three levels, you enter a DreamSequence where Shield Knight is falling from the sky and Shovel Knight fights through a horde of monsters while trying to catch her, and the dream always ends ''just'' before he does. While killing the monsters allows you to earn a lot of treasure, the game convinces you that catching Shield Knight is your biggest priority, even though there's no actual reward for it.
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* The ''VideoGame/SonicTheHedgehog'' franchise has many of these, which are often required for obtaining ChaosEmeralds, and may also grant other rewards:

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* The ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' franchise has many of these, which are often required for obtaining ChaosEmeralds, and may also grant other rewards:
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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.

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* If it's possible to die at all, it will usually only kick you out of the bonus stage without taking a life.
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* ''Super VideoGame/PacMan'' had a bonus stage every few screens where Pac-Man in his super state must eat all the objects on the screen before time runs out.

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* ''Super VideoGame/PacMan'' had In ''VideoGame/SuperPacMan'' certain rounds are a bonus stage every few screens game where Pac-Man starts in his super state must Super form and has to eat all everything in the objects on maze as quickly as possible with no ghosts to stop him. Bonus points act as a timer that gradually go down, so the screen before time runs out.faster the player clears the stage, the more bonus points they get.
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* Contains opportunities to get large amounts of points, {{One Up}}s, continues, {{Power Up}}s(often rare/powerful ones), and even BonusStageCollectables.

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* Contains opportunities to get large amounts of points, {{One Up}}s, continues, {{Power Up}}s(often Up}}s (often rare/powerful ones), and even BonusStageCollectables.
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* ''VideoGame/GarfieldsNightmare'': Each level has a bonus door which, if entered, leads to a bonus area where Garfield can get extra lives. There's also a standard secret area in each level that has a life at the end.

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* Contains opportunities to get large amounts of points, {{One Up}}s, continues, {{Power Up}}s, and even BonusStageCollectables.

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* Contains opportunities to get large amounts of points, {{One Up}}s, continues, {{Power Up}}s, Up}}s(often rare/powerful ones), and even BonusStageCollectables.



** ''VideoGame/SuperMarioBros1'': Going down certain pipes or climbing up hidden vines will take you to hidden areas filled with coins. Later games in the series keep these in-level bonus areas but also add entirely separate levels, sometimes hidden and sometimes not, in which you can get loads of points, lives, or items.
** ''VideoGame/SuperMarioBros3'' has an even larger number of different kinds of bonus area/level. Underground coin rooms, beanstalk coin rooms, the slot-machine MiniGame, the Memory Mini Game, the ''treasure ship'', etc.

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** ''VideoGame/SuperMarioBros1'': Going down certain pipes or climbing up hidden vines will take you to hidden areas filled with coins.coins and the occasional power-up. They often also let you skip a bit of the stage when you came out. Later games in the series keep these in-level bonus areas but also add entirely separate levels, sometimes hidden and sometimes not, in which you can get loads of points, lives, or items.
** ''VideoGame/SuperMarioBros3'' has an even larger number of different kinds of bonus area/level. Underground coin rooms, beanstalk Hidden Note-block coin rooms, the slot-machine MiniGame, the Memory Mini Game, the ''treasure ship'', etc.
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[[folder:Sports Game]]
* ''VideoGame/TropicalAngel'': There are bonus stages where you have to either jump off ramps or slalom between flags.
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[[folder: Platform Game ]]

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[[folder: Party Game]]
* ''VideoGame/MarioParty9'': Instead of boss minigames, DK's Jungle Ruins features two bonus minigames called Diddy's Banana Blast and DK's Banana Bonus. Both minigames place players in a series of Barrel Cannons they launch themselves out of, with the goal of collecting as many Bananas as possible. All Bananas collected during these minigames will be carried over to the players' scores on the board.
[[/folder]]

[[folder: Platform Game ]]Game]]



** In the original ''VideoGame/SuperMarioBros'', going down certain pipes or climbing up hidden vines will take you to hidden areas filled with coins. Later games in the series keep these in-level bonus areas but also add entirely separate levels, sometimes hidden and sometimes not, in which you can get loads of points, lives, or items.

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** In the original ''VideoGame/SuperMarioBros'', going ''VideoGame/SuperMarioBros1'': Going down certain pipes or climbing up hidden vines will take you to hidden areas filled with coins. Later games in the series keep these in-level bonus areas but also add entirely separate levels, sometimes hidden and sometimes not, in which you can get loads of points, lives, or items.
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* ''VideoGame/{{Zapper}}'''s bonus stages are unlocked by collecting all 100 orbs in each level. Completing each level's bonus stage while collecting all 100 coins unlocks a different type of headgear for your shield to appear as. The bonus stages consist entirely of {{Temporary Platform}}s to make collecting the coins more difficult and while there are no enemies, falling once means you need to collect all the orbs in the level a second time to try again.
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* ''VideoGame/JitsuSquad'' have levels after most boss battles and before the following stage, set in a sushi restaurant. Where gigantic rolls of sushi will repeatedly drop from the ceiling, where you can slice up as many sushi rolls as you can before a given time limit and gain bonus points for the number of rolls you managed to cut up.

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** In the original ''VideoGame/SuperMarioBros'', 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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** In the original ''VideoGame/SuperMarioBros'', going down certain pipes or climbing up hidden vines would will take you to hidden areas filled with coins. Later games in the series kept keep these in-level bonus areas but added also add entirely separate levels, sometimes hidden, hidden and sometimes not, in which you could can get loads of points, lives, or items.



** ''VideoGame/DonkeyKongCountry1'' and its sequels have loads of secret areas filled with goodies, some of which behave more like part of a normal level and some of which behave more like levels in their own right.
** ''VideoGame/DonkeyKongCountryReturns'' has hidden rooms that contain many bananas, banana coins, and balloons. Collecting everything reveals a Puzzle Piece necessary for OneHundredPercentCompletion. Falling off does not result in death.

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** ''VideoGame/DonkeyKongCountry1'' and its sequels have loads of secret areas filled with goodies, some of which behave more like part of a normal level and some of which behave more like levels in their own right.
right. But unlike in the sequels, where you'd usually get a special coin as reward, here you're simply gathering traditional collectibles like bananas, lives, KONG letters and Animal Buddy icons.
** ''VideoGame/DonkeyKong64'' calls the Bonus Barrel minigames "bonus stages", though functionally they ''are'' just minigames. Completing one yields a Golden Banana as reward.
** ''VideoGame/DonkeyKongCountryReturns'' has hidden rooms that contain many bananas, banana coins, and balloons. Collecting everything reveals a Puzzle Piece necessary for OneHundredPercentCompletion. Falling off or running out of time does not result in death.death, but will prevent the player from a retry unless they lose a life elsewhere or replay the level to begin with. These bonus areas return in ''VideoGame/DonkeyKongCountryTropicalFreeze''.
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** In ''VideoGame/StreetFighterI'', winning every two fights gives you a bonus stage where you either press the attack buttons at the right time to break a stack of bricks and cinder blocks, or break all of the wooden boards in the room.
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* In ''Videogame/{{Oasis}}'', bonus stage where most of the map consists of large oasis. There is also a single town. Once the glyph and the city is discovered, victory is guaranteed.

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* In ''Videogame/{{Oasis}}'', ''Videogame/Oasis2005'', bonus stage where most of the map consists of large oasis. There is also a single town. Once the glyph and the city is discovered, victory is guaranteed.
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** ''Sonic 3'' was unique for having Special Stages dedicated to the Chaos Emeralds, as well as three less elaborate Bonus Stages for the express purpose of farming rings, lives, and shields -- a gashapon, a hybrid of pachinko and pinball, and a slot machine located in a perpetually-rotating area based on the Sonic 1 special stages. The Special Stages, meanwhile, were 3D mazes where you must "Get Blue Spheres", which are replaced with either rings[[note]]if one goes around the edges of a rectangular formation of spheres, which causes the player to automatically obtain all of them and replace them with rings[[/note]] or red spheres after being obtained; red spheres eject the player from the stage if touched, whereas rings increase the player's score and can grant a continue if all possible rings are obtained.

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** ''Sonic 3'' 3 & Knuckles'' was unique for having Special Stages dedicated to the Chaos Emeralds, as well as three less elaborate Bonus Stages for the express purpose of farming rings, lives, and shields -- a gashapon, a hybrid of pachinko and pinball, and a slot machine located in a perpetually-rotating area based on the Sonic 1 special stages. The Special Stages, meanwhile, were 3D mazes where you must "Get Blue Spheres", which are replaced with either rings[[note]]if one goes around the edges of a rectangular formation of spheres, which causes the player to automatically obtain all of them and replace them with rings[[/note]] or red spheres after being obtained; red spheres eject the player from the stage if touched, whereas rings increase the player's score and can grant a continue if all possible 50 rings are obtained.collected, and 50,000 points (a guaranteed extra life) if all collectable rings are grabbed.
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* ''VideoGame/MonsterHunterPC'' have certain levels containing Treasure Room keys, which the hunter can collect. If they finish a level with a key in their possession, before moving to the next stage the hunter can enter a room filled with gems, rubies, [[OneUp extra lives]]… but also various monsters, and NO weapons to boot. They'll need to collect as much loot as they can in thirty seconds, and if they succeed, the "Level Complete" music plays as all monsters onscreen dies. If the hunter is unfortunate enough to be killed in a treasure room, they ''won't'' lose a life, but the game will mock them "[[ALoserIsYou Loser]]" before going to the next stage.
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* In ''VideoGame/FinalFantasyXIV'', uncovering hidden treasure using a treasure map has a possibility of creating a portal that leads to a bonus dungeon where a party of players can potentially earn rewards of massive money payouts and rare, valuable items. The interior of the dungeon can take one of two forms: a procession of battle rooms, after which players must chose a door to progress through, their choice either leading deeper into the dungeon or prematurely ejecting them back to the overworld; or a roulette-style arena where battles and their respective rewards are decided at random, as well as whether the player will be ejected from the dungeon.

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** ''VideoGame/SonicTheHedgehogChaos'' featured Special Stages for Sonic only, that could be accessed by collecting 100 rings in a single act. The form of the Special Stages are platforming challenges that vary widely from one to the next.
** In ''VideoGame/SonicTheHedgehogTripleTrouble'', Special Stages were accessed by breaking open an item monitor displaying a Chaos Emerald while carrying at least 50 rings, and jumping through the halo of stars it created. There are two types of Stages: time-limited platforming challenges, and pseudo-3D flights on Sonic and Tails' CoolPlane where the objective is to collect a set amount of rings. Completing either challenge leads to a boss fight with Fang the Sniper, and defeating Fang rewards the player with an Emerald.



** ''VideoGame/SonicMania'' has a new Special Stage inspired by ''CD'' and ''Chaotix'', in the form of a fully-3D chase after a UFO holding a Chaos Emerald, with players tasked with collecting blue spheres to increase their speed and Rings to increase their time limit. The "Blue Spheres" Special Stages from ''VideoGame/Sonic3AndKnuckles'' also return as Bonus Stages for collecting Medals to unlock new content; getting all the spheres but not all the rings gives the player a silver medal, and getting all the spheres ''and'' rings grants a gold medal.

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** ''VideoGame/SonicMania'' has a new Special Stage inspired by ''CD'' and ''Chaotix'', in the form of a fully-3D chase after a UFO holding a Chaos Emerald, with players tasked with collecting blue spheres to increase their speed and Rings to increase their time limit. The "Blue Spheres" Special Stages from ''VideoGame/Sonic3AndKnuckles'' also return as Bonus Stages for collecting Medals to unlock new content; getting all the spheres but not all the rings gives the player a silver medal, and getting all the spheres ''and'' rings grants a gold medal. ''Sonic Mania Encore'' adds a fully-3D pinball bonus round in Encore Mode (and Mania Mode, after collecting all gold medals) where players can collect rings and powerups.

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Example Indentation done wrong. There was also some redundancy in the last example


** In the first ''VideoGame/CrashBandicoot1996'', Bonus Stages are reached by collecting three tokens of a certain character: Tawna, Brio and Cortex. Tawna's Bonus Stages are mildly challenging but certainly do-able, while the Brio and Cortex Bonus Rounds are very tough, but always reward you with extra lives (Brio) or a Key to unlock a new level (Cortex). Belying the name a bit is that they are all challenging to a certain degree (and there are no invisible walls to prevent you from pushing Crash into/out of the screen and falling to your death), which is frustrating because Bonus Rounds are one of the only methods of getting to a Save Screen (getting a Gem is the other, which is even more difficult). Oh and if you died, you had to restart the level and get the tokens again.
*** In the ''[[VideoGame/CrashBandicootNSaneTrilogy N-Sane Trilogy]]'', you could try the Bonus Rounds as many times as you liked, but to keep the original difficulty you now had to also break all the boxes in Tawna's Bonus Rounds to get the Box Gem similar to ''Crash 2'' and '3''. Unfortunately, several Bonus Rounds were never designed for the player to get them all, particularly The Lost City's.
** Starting with ''VideoGame/CrashBandicoot2CortexStrikesBack'', Bonus Stages were changed to platforms that whisk Crash away to breather sections, with no challenging obstacles and plenty of Wumpa Fruit and extra lives to help the player after they've been dying so much in the regular level. Joining them are the Skull Routes, which are incredibly difficult but reward the player with either a Gem or [[LastLousyPoint the last boxes they need to get the Box Gem]] (and dying here ''will'' make you lose a life!).
** ''VideoGame/CrashBandicoot4ItsAboutTime'' takes a different approach by making the Bonus Rounds play like Skull Routes: rather than being a breather from the action, the puzzles and difficulty are intentionally much more difficult than the regular levels. This would be fine [[NintendoHard if the regular levels weren't already much harder than before]].

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** In the first ''VideoGame/CrashBandicoot1996'', ''VideoGame/CrashBandicoot1996'': Bonus Stages are reached by collecting three tokens of a certain character: Tawna, Brio and Cortex. Tawna's Bonus Stages are mildly challenging but certainly do-able, while the Brio and Cortex Bonus Rounds are very tough, but always reward you with extra lives (Brio) or a Key to unlock a new level (Cortex). Belying the name a bit is that they are all challenging to a certain degree (and there are no invisible walls to prevent you from pushing Crash into/out of the screen and falling to your death), which is frustrating because Bonus Rounds are one of the only methods of getting to a Save Screen (getting a Gem is the other, which is even more difficult). Oh and And if you died, die, you had have to restart the level and get the tokens again.
***
again. In the ''[[VideoGame/CrashBandicootNSaneTrilogy N-Sane Trilogy]]'', you could can try the Bonus Rounds as many times as you liked, like, but to keep the original difficulty you now had have to also break all the boxes in Tawna's Bonus Rounds to get the Box Gem similar to ''Crash 2'' and '3''. Unfortunately, several Several Bonus Rounds were never designed for the player to get them all, particularly The Lost City's.
** ''VideoGame/CrashBandicoot2CortexStrikesBack'': Starting with ''VideoGame/CrashBandicoot2CortexStrikesBack'', this game, Bonus Stages were changed to platforms that whisk Crash away to breather sections, with no challenging obstacles and plenty of Wumpa Fruit and extra lives to help the player after they've been dying so much in the regular level. Joining them are the Skull Routes, which are incredibly difficult but reward the player with either a Gem or [[LastLousyPoint the last boxes they need to get the Box Gem]] (and dying here ''will'' make you lose a life!).
** ''VideoGame/CrashBandicoot4ItsAboutTime'' takes a different approach by making the Bonus Rounds play like Skull Routes: rather than being a breather from the action, the puzzles and difficulty are intentionally much more difficult than the regular levels. This would be fine [[NintendoHard if the regular levels weren't already much harder than before]].
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And here's a little [[LongSongShortScene bonus tune]]\\

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And here's a little [[LongSongShortScene bonus tune]]\\tune\\

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* ''VideoGame/CrashBandicoot1996'' has bonus stages that are gotten to by collecting three tokens, which can lead to more traditional Bonus Rounds, or ''extra'' challenging sections to earn a rare reward. The normal Bonus Rounds weren't entirely focused on being a breather however and it was all too easy to die in them, belying the name a bit. The later ''VideoGame/CrashBandicoot'' games have one in each level (the page image is from the [[VideoGame/CrashBandicoot3Warped third game]]), where you just have to step on a pad to get to. Here they are genuine breathers: the platforming is much less challenging than the main level and there are lives and Wumpa Fruit a-plenty. Some levels have a second pad that only appears if you get that far without dying, or have the corresponding colored Gem in your hands, which leads to a more-dangerous-than-normal-play Skull Route.
* ''VideoGame/JazzJackrabbit'' had a variation where, after each world, you would get a bonus round, where Jazz would run around (in ThirdPersonShooter mode, minus the shooter part, rather than SideScroller 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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* ''VideoGame/CrashBandicoot1996'' has bonus stages that are gotten to by collecting three tokens, which can lead to more traditional Bonus Rounds, or ''extra'' challenging sections to earn a rare reward. The normal Bonus Rounds weren't entirely focused on being a breather however and it was all too easy to die in them, belying the name a bit. The later ''VideoGame/CrashBandicoot'' games have has features several types over the years, but the one in each level (the page image common rule is from that, as Bonus Rounds, the [[VideoGame/CrashBandicoot3Warped third game]]), where you just have to step on a pad to get to. Here player doesn't lose any lives when they die in them.
** In the first ''VideoGame/CrashBandicoot1996'', Bonus Stages
are genuine breathers: the platforming is much less reached by collecting three tokens of a certain character: Tawna, Brio and Cortex. Tawna's Bonus Stages are mildly challenging than but certainly do-able, while the main Brio and Cortex Bonus Rounds are very tough, but always reward you with extra lives (Brio) or a Key to unlock a new level (Cortex). Belying the name a bit is that they are all challenging to a certain degree (and there are no invisible walls to prevent you from pushing Crash into/out of the screen and falling to your death), which is frustrating because Bonus Rounds are one of the only methods of getting to a Save Screen (getting a Gem is the other, which is even more difficult). Oh and if you died, you had to restart the level and there are lives get the tokens again.
*** In the ''[[VideoGame/CrashBandicootNSaneTrilogy N-Sane Trilogy]]'', you could try the Bonus Rounds as many times as you liked, but to keep the original difficulty you now had to also break all the boxes in Tawna's Bonus Rounds to get the Box Gem similar to ''Crash 2''
and '3''. Unfortunately, several Bonus Rounds were never designed for the player to get them all, particularly The Lost City's.
** Starting with ''VideoGame/CrashBandicoot2CortexStrikesBack'', Bonus Stages were changed to platforms that whisk Crash away to breather sections, with no challenging obstacles and plenty of
Wumpa Fruit a-plenty. Some and extra lives to help the player after they've been dying so much in the regular level. Joining them are the Skull Routes, which are incredibly difficult but reward the player with either a Gem or [[LastLousyPoint the last boxes they need to get the Box Gem]] (and dying here ''will'' make you lose a life!).
** ''VideoGame/CrashBandicoot4ItsAboutTime'' takes a different approach by making the Bonus Rounds play like Skull Routes: rather than being a breather from the action, the puzzles and difficulty are intentionally much more difficult than the regular levels. This would be fine [[NintendoHard if the regular
levels have a second pad that only appears if you get that far without dying, or have the corresponding colored Gem in your hands, which leads to a more-dangerous-than-normal-play Skull Route.
weren't already much harder than before]].
* ''VideoGame/JazzJackrabbit'' had a variation where, after each world, you would get a bonus round, where Jazz would run around (in ThirdPersonShooter mode, minus the shooter part, rather than SideScroller SideView 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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* ''VideoGame/CrashBandicoot1996'' has bonus stages that are gotten to by collecting three of certain items. The later ''VideoGame/CrashBandicoot'' games have one on each level (the page image is from the [[VideoGame/CrashBandicoot3Warped third game]]), which you just have to step on a pad to get to. Some levels have a second pad that only appears if you get that far without dying, or have the corresponding colored Gem in your hands, which leads to a more-dangerous-than-normal-play Death Stage.

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* ''VideoGame/CrashBandicoot1996'' has bonus stages that are gotten to by collecting three of certain items. tokens, which can lead to more traditional Bonus Rounds, or ''extra'' challenging sections to earn a rare reward. The normal Bonus Rounds weren't entirely focused on being a breather however and it was all too easy to die in them, belying the name a bit. The later ''VideoGame/CrashBandicoot'' games have one on in each level (the page image is from the [[VideoGame/CrashBandicoot3Warped third game]]), which where you just have to step on a pad to get to. Here they are genuine breathers: the platforming is much less challenging than the main level and there are lives and Wumpa Fruit a-plenty. Some levels have a second pad that only appears if you get that far without dying, or have the corresponding colored Gem in your hands, which leads to a more-dangerous-than-normal-play Death Stage.Skull Route.
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* In ''VideoGame/{{Armillo}}'', each main level is a planet, and after completing it, Armillo is taken to a moon that serves as its Bonus Stage. Moons have many [[GottaCatchThemAll orbs]] for the player to collect within a time limit, which is determined by how many critters Armillo rescued in the stage.
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* ''VideoGame/ShovelKnight'' has probably the saddest example of a bonus level in video game history, as it serves to highlight [[HurtingHero just how troubled]] Shovel Knight is by the loss of his beloved Shield Knight. Every three levels, you enter a DreamSequence where Shield Knight is falling from the sky and Shovel Knight fights through a horde of monsters while trying to catch her, and the dream always ends ''just'' before he does. The monsters in the dream drop much more treasure than they do during normal gameplay.

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* ''VideoGame/ShovelKnight'' has probably the saddest example of a bonus level in video game history, as it serves to highlight [[HurtingHero just how troubled]] Shovel Knight is by the loss of his beloved Shield Knight. Every three levels, you enter a DreamSequence where Shield Knight is falling from the sky and Shovel Knight fights through a horde of monsters while trying to catch her, and the dream always ends ''just'' before he does. The While killing the monsters in allows you to earn a lot of treasure, the dream drop much more treasure than they do during normal gameplay.game convinces you that catching Shield Knight is your biggest priority, even though there's no actual reward for it.
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* ''VideoGame/ShovelKnight'' has probably the saddest example of a bonus level in video game history, as it serves to highlight [[HurtingHero just how troubled]] Shovel Knight is by the loss of his beloved Shield Knight. Every three levels, you enter a DreamSequence where Shield Knight is falling from the sky and Shovel Knight fights through a horde of monsters while trying to catch her, and the dream always ends ''just'' before he does. The monsters in the dream drop much more treasure than they do during normal gameplay.
* If you're lucky enough to find a secret level in ''VideoGame/BattleblockTheater'', you will be rewarded with some easy gems, no hazards, and [[https://www.youtube.com/watch?v=zwZISypgA9M silly background music]].
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* ''VideoGame/{{Aleste}}':

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* ''VideoGame/{{Aleste}}':''VideoGame/{{Aleste}}'':

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