I glanced through the subjects concerning bonuses without reading them too much.
So I let there my ideas, I copy ideas from other topics ...
From the most useful for the 1st player (rank) to the last :
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Sliding bananas: Duration 1 lap (even if someone zip on it). Small speed up in aleatory direction from left to right
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Shield: (seem like a rainbow coloured bubble with alpha and moving UV) Protect from one hit (or any bad event)
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To yourself too: If player be hit, enemy who have hit be shouted too
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You smell bad !: An toxic smoke area around player is displayed, enemies in this area be braked down
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Bored: Enemies placed before player can't
(stop
) take bonus and nitro
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This is mine
: Player steal bonus from player ranked before, then he choose the most interesting
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Mirror: left and right controls are inverted
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Chemical solution: Nitro capacity is fulled and burn, additive component increase nitro
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Teleportation Rank and position with enemy ranked before exchanged (constraint must be created to avoid the player which stay behind specially to get this bonus rule can be never gived to the last player )
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Take my hand Player is drived by the AI, Nitro is fulled
All these suggestion can be moderate by the duration of the effect
Personal opinion about bonus, about is your choice it seem exist a rule in every action course game, Inescapable bonus are :
direct shoot
guided shoot
something like mines (rear shoot)
shield
boost
It's kind like high kick, low kick, high punch and low punch in a fighting game
or gun, shootgun, sniping riffle, grenade,knife, medikit in a FPS
Players need marks