Showing posts with label mario kart 8. Show all posts
Showing posts with label mario kart 8. Show all posts

Wednesday, August 2, 2017

Nintendo's Latest amiibo Offering With Metroid: Samus Returns Is Downright Scummy

Nintendo's amiibo line has been a tremendous success for the company, bar the extremely overproduced Animal Crossing series that languished with great stock on store shelves before being severely reduced in price to clear stock. The original appeal of amiibo figures was not just to be able to collect cool Nintendo characters--many of which would never receive a figure of any type any other way--but it was also to add value in games with extra bonuses and features.

However, Nintendo's latest use of amiibo with next month's Metroid: Samus Returns on the Nintendo 3DS seems to be taking the concept of locking content behind amiibo and doing so in a really scummy way to a good portion of fans. Has Nintendo gone too far with amiibo? And if so, is it worth boycotting Metroid: Samus Returns because of it?

Amiibo debuted as a toy line as Nintendo's answer to other popular toys-to-life series like Activision's successful Skylanders and Disney's own Disney Infinity. However, while the toys from Activision and Disney's games were tied to one series of software, Nintendo's amiibo could be used for multiple games. While the usage of amiibo hasn't as of yet been as deep as Skylanders or Disney Infinity, it has done small benefits for games like the first amiibo inclusion with Super Smash Bros. for Wii U and Nintendo 3DS, where custom character data could be saved to individual amiibo. Really, though, the fascination there was being able to collect various Smash Bros. fighters in figure form more than anything else.

But then Nintendo moved on to cosmetic additions and small little bonuses. For instance, in Mario Kart 8 and later Mario Kart 8 Deluxe, specific amiibo could be used to unlock Mii costumes based off the character figures used. An issue that some had with this, and understandably so, was that while the costumes might be appealing to them, perhaps they didn't want to spend a $13 figure just for them, especially if they didn't care about collecting amiibo or displaying them at all. This was only further compounded by more games utilizing amiibo to unlock characters, bonuses, and other content. Why couldn't these additions just be DLC for people to purchase on the eShop, some wondered.


While small bonuses that don't contribute much to games that utilize amiibo or aren't as desirable weren't too much to think of, things got especially heated with the release of The Legend of Zelda: Breath of the Wild for Nintendo Switch and Wii U. Scarcity of popular and most wanted amiibo was already an issue, and this concept was further compounded with the bonuses unlocked by The Legend of Zelda-related amiibo. New tunics for Link from past Zelda series adventures, rare weapons, and such were locked behind amiibo, and not just any amiibo, extremely rare, costly, and hard-to-find amiibo.

Things have reached a boiling point for many with the news of the two Metroid: Samus Returns amiibo being required to unlock the most challenging difficulty in that game as well as content like playing as Samus Aran in the Fusion Suit. For old fogies like me (speaking in relation to how long I've been playing games and not so much how real world wisdom I have--which would be none), I remember when things like new modes and costumes were unlockables and rewards. Instead, now they're gated behind amiibo that will most likely be hard to find on store shelves. Man, I feel like busting out Archie and Edith Bunker's "Those Were the Days" right now, but with some modernization.

And that's the big problem here--Nintendo isn't just doing DLC its own way, it's doing DLC in a despicable way. One should not have to buy a $10+ toy just to unlock modes and other desirable content. It's fine for collectors, but what about those who just want the content? The figures are a poor justification for something that should already be included in the game. Heck, Star Fox Zero, as maligned as that game often is, did the amiibo right. Yes, you could use a Fox or Falco amiibo to immediately unlock a cool reward, but you could also play the game normally and unlock it that way. The latter would take longer, but you could still do it. Instead, Nintendo has moved away from that logical and defensible take on amiibo and doubled down on their shady practice. It's highly disconcerting and very disappointing.

Now, I'm harsh here on Nintendo's use of amiibo, but does that mean that one should boycott Metroid: Samus Returns and any future game that uses amiibo in an unflattering way? I don't think so. If the game appeals to you, and it seems like it's going to be a truly stellar title, then I think one should still buy it. Heck, buy it used if you're so willing to do so, but showing support for the Metroid series after so many years of absence from the franchise would be a good thing if you love the franchise. If you don't love the use of amiibo, don't support that--as in don't support the amiibo. Don't buy them; don't think about buying them. Metroid: Samus Returns will still be an enjoyable game without the bonus content included. Yes, it's really crappy that Nintendo went this direction with amiibo in Samus Aran's glorious return to gaming, but I don't believe denying yourself the ability to play the game and support a franchise you love is sending the right message to Nintendo quite like what avoiding buying the amiibo would instead.

Friday, April 28, 2017

Top Ten Mario Kart 8 Deluxe Tracks

Mario Kart 8 Deluxe releases today on Nintendo Switch. Packed with all of the tracks from Mario Kart 8 on Wii U in both base and DLC form, there are 48 tracks total. Which are the best of the best? Well, that's purely subjective, but the mind behind SuperPhillip Central has come up with a list of the top ten Mario Kart 8 Deluxe tracks. These are the most fun to race on, most enjoyable, best themed, most interesting aesthetically or locale-wise, and just plain all-around awesome.

After seeing my picks, which Mario Kart 8 Deluxe tracks do you find the best and most pleasant to race on?

10) Mario Kart Stadium


We begin with the opening track of Mario Kart 8, Mario Kart Stadium, an aptly named track if I do say so myself. Set under a nighttime spectacle of fireworks and cheers, Mario Kart Stadium happens to be an enjoyable and exciting race, something that many first tracks of the Mario Kart series may not register as being. With long curves to enjoy drifting and boosting opportunities, moments where smartly conceived Mushroom boosts can cut seconds off a given racer's time or add to their lead, most Mario Kart 8 players' first taste of the anti-gravity sections the game proudly advertises, and a gliding section at its finale, Mario Kart Stadium is perfect for a beginner while still being entertaining for veterans.

9) Thwomp Ruins


Mario Kart Stadium signals the start of the Mushroom Cup in Mario Kart 8 Deluxe. Thwomp Ruins is the cup's finale. It takes place in an ancient ruins where on the second lap, the central courtyard opens up its ramp, allowing racers to use its ramp to glide past obstacles like the central body of water and several Thwomps. Yes, as the name suggests, Thwomps make a home here for themselves in these bright and sunny ruins filled with copious vegetation. The ancient carvings on walls and in the tunnels are pleasant and add to the environment. Thwomps aren't the only hazards in these ruins. In the first tunnel, stone gears roll on down in the center of the track, plowing over any racer foolish enough to get in their way. Two gliding opportunities and one final shortcut that offers a great risk vs. reward proposition (a narrow ramp surrounded by a bottomless pit that bypasses the last turn of the ruins) also make for a really fulfilling race to win.

8) N64 Yoshi Valley


A relic from Mario Kart 64, Yoshi Valley is the final track of the Leaf Cup in Mario Kart 8. Like its original version, this Mario Kart 8 iteration of Yoshi Valley features a network of myriad routes through its sprawling canyon, some faster to take than others, but they all lead to the same end point. This end point leads to a series of winding turns all culminating in a circular platform where a giant green and white Yoshi egg slowly rolls along, ready to run over any unsuspecting racer. The faster routes through the network of pathways tend to feature the most dangerous terrain, such as a lack of railways to keep players from speeding off into the valley below. It makes for an exciting race that offers a lot more choice than any other race in Mario Kart series history.

7) Shy Guy Falls


The final race of the Flower Cup, Shy Guy Falls is home to a diamond mine built directly into the face of the mountain. The race takes part high above the ground, where falling can happen when you least expect it (such as an opponent using a Lightning Bolt while you're making a leap over a pit). The eponymous falls have you racing not just up a waterfall, trying to make a perfect racing line that allows you to cross every boost raining down from the falls, but also down a waterfall soon after as well. This latter waterfall leads to the track's sole gliding section, where racers can opt to glide down onto the main track or take a brief shortcut through a hanging cavern. Another shortcut is mere yards away, having racers use a Mushroom to boost between two small stone pillars to bypass one of the track's final turns.

6) Wild Woods


Wild Woods was a part of the second downloadable content pack of races in the original Mario Kart 8. It takes place high up in the canopy of a heavily forested area where a Shy Guy metropolis of hanging houses make their home. Like Shy Guy Falls, racers do a lot of vertical maneuvers, going 100% vertically up the face of walls and the like. Notable pieces of this delightful track include a gliding section over an open chasm where Shy Guys travel across ziplines, a race through the rapids that lead down to a lake filled with boost-plastered lily pads, and two opportunities to take alternate paths. Wild Woods is a ridiculously fun race with a great sense of environmental ambiance to it.

5) Mute City


If Nintendo won't make a new F-Zero entry, at least this taste of the series with two F-Zero-inspired tracks in Mario Kart 8 and Mario Kart 8 Deluxe will somewhat do... for now. The first of these tracks (Big Blue being the other) takes place in F-Zero's most famous metropolis, Mute City. As you can imagine with the insane designs of the 3D F-Zero racetracks, Mute City is full of crazy curves that are almost entirely in anti-gravity areas. Racers will go upside-down, right-side-up, to the side, underneath, and every which way in this track, while jetting around on the multitude of boost pads that are sprinkled along the track. The finale sees a shortcut opportunity for those with a Mushroom, or they can just take the final jump and meander through the snake-like route leading to the finish line. Mute City's Mario Kart 8 version is a blast to play and is modeled just like a track from F-Zero.

4) Cloudtop Cruise


As the name suggests, Cloudtop Cruise takes players on an adventure through the clouds, from the cloudy pathways at the start of the race to one of Bowser's many airships. The airship that racers spend a brief time on leads to a cannon that launches them into the heart of a lightning storm, where racers can opt to zoom along multiple boosts. This requires timing and precision, as many of the boosts in this darkened and stormy portion of track get hit by intermittent bouts of lightning. Once this anti-gravity section has been overcome by racers, they get launched to the home stretch, where they can opt to take the long but safe way to the finish, or try a courageous shortcut by jumping across the leaves of a beanstalk. Cloudtop Cruise is a wild and rowdy sky high adventure that makes for an exciting and electric start to Mario Kart 8's Special Cup.

3) Bowser's Castle


Let's continue with Mario Kart 8's Special Cup. Traditionally, the Bowser's Castle tracks in the Mario Kart series feature a wide array of dastardly, menacing obstacles and hazards to avoid, whether Thwomps, blazing fire bars as seen in the original Super Mario Bros., and other dangers. The Mario Kart 8 version of Bowser's Castle features an impressive gauntlet of hazards, from giant three-arm fire bars, swinging spiked balls, rolling boulders, lasers at the entrance, and even a monstrous statue of Bowser that slams its fist from one part of the track to the other. The anti-gravity portions of Bowser's Castle are awesome, and the amount of trick opportunities make for a really thrilling and heated (both figuratively and literally) race.

2) Mount Wario


Mount Wario is an aberration compared to every other track on this top ten list. Instead of featuring three leaps, Mount Wario features three segments, all leading to one thrilling adventure down the slopes and face of the titular snowy mountain. Right away, racers drive off the starting gate, the innards of a chopper to land smack dab on the summit of Mount Wario. Then, it's all downhill from there. Literally. An icy section showcasing nice drifting opportunities lead into a cavern filled with rushing water and gliding opportunities. That then leads to the Wario Dam, where racers speed along the side of as water and intermittent boosts rain down. A snowy forested section of trees and logs follow, and then a skiing-inspired third segment faces racers with slalom-style gates, mounds, and tricking opportunities. A riotous race and journey down the snowy mountain, Mount Wario is a fantastic finale to Mario Kart 8's Star Cup and a fantastic race in general.

1) Toad Harbor


This is purely a personal number one choice, as I absolutely love city-based tracks. One of my favorites is Mario Kart DS' Delfino Square, and now Toad Harbor takes the top spot of my favorite Mario Kart 8 Deluxe tracks. This bright and sunny summer metropolis starts out with a marina housing sailboats and an immediate boost ramp that sends racers flying over one of the sailboats docked in the harbor. What follows is a trip through an open-air marketplace that racers can zoom through on street level or above via awnings. This leads to two paths to take, the right one being a slight shortcut. Then comes a section where San Francisco-inspired streetcars travel onto the track. Racers can completely ignore these by traveling along the leftmost wall, though is slower than taking the inside turn. Next, a downhill section of track occurs, where racers can trick off ramps or take to the edges to speed along boost pads. This leads to a final couple of turns before the finish line. Toad Harbor might not have a gliding section or many opportunities to show off Mario Kart 8's anti-gravity central mechanic, but it does offer circuit-based racing that is phenomenal and in a visually pleasing city-based environment.

Tuesday, February 21, 2017

The Worst Things About SuperPhillip Central's Favorite Games II

The easiest thing to do when reviewing bad games is ripping them to shreds, taking all of their faults and going through each, one by one, eviscerating them. However, it's much harder to look at games that you have a great love for, perhaps irrationally so due to them being an important part of one's childhood, and picking out the things that just don't work so well in them. That's what this series of articles from SuperPhillip Central is all about: figuring out what didn't work-- no matter how small-- in the games that I love so much.

If you'd like to see five of my favorites from the first installment of this article series, click this link.

Final Fantasy VII (PS1)


We begin with a game that has the gaming world excited for its upcoming remake, though with Square Enix's history, we might be sitting here five years from now still waiting for it (okay, okay, maybe that's a bit of an exaggeration). Of course, I'm talking about Final Fantasy VII, one of the most popular entries in the storied Final Fantasy series and many players' first foray into the franchise.

The game has a lot of variety to it, an excellent story, and one of the best casts of characters in the entire series. Everything from the memorable locales, then-impressive visuals in both gameplay and CG cinematic form, the stellar Nobuo Uematsu-composed soundtrack, and rewarding Materia system makes for a wonderful and lengthy RPG that seldom outwears its welcome.

Certainly, it was an arduous proposition to come up with something truly bad about Final Fantasy VII, but then I remembered something that stops me from regularly replaying the game. After the intense and excellent introduction of VII inside Midgar, many players found themselves bewildered by the fact that Midgar was just the tip of Final Fantasy VII's iceberg. They were thrust into a world map that meant that Midgar was but a small part of a much grander and ambitious game.


However, soon after arriving on the world map, the part of Final Fantasy VII that brings me pause upon starting up a new play-through so easily rears its head into the picture. I'm talking about the approximately 40-minute flashback sequence that occurs upon arriving in Kalm. There are good things about this moment in the game, such as showing off Sephiroth's amazing power in battle by killing a giant dragon with one attack while the soldiers joining him can hardly put a dent into its HP, as well as establishing character relationships and some back story (as well as making a later revelation in the game have a much larger impact).


However, upon repeated play-throughs, it's a section of the game I wish I could skip sometimes. Even then, that's big praise that a quick fraction of a gigantic game is the thing that bothers me the most about Final Fantasy VII.

Final Fantasy Tactics (PS1, PSP, iOS, Android)


While Final Fantasy VII's Kalm flashback sequence can stop me from doing a run of the game, Final Fantasy Tactics has something that can stop beginning players from successfully continuing their first run of the game.

Final Fantasy Tactics' various missions generally take place isolated from one another. However, occasionally within the game, there are missions occur one after the other without the option to return to the world map. That isn't a problem so far. The problem here is that you're given the option to save in between these missions. What's wrong with that? You can find protagonist Ramza's party too underleveled or not strong enough to tackle a mission in these successive battles. With no option to return to the world map upon losing (you get a game over instead), you can find yourself stuck with no possible means to progress in the campaign.


The first set of battles that this can become a problem is Riovannes Castle, a setting housing three successive fights. The second, against a transformed Wiegraf, is quite possibly one of the toughest encounters in the game, much more a massive jump in difficulty early in the game. Without proper knowledge of this, beginning players can find themselves having to start a new save data from the very beginning of the game if they weren't aware to make a second save ahead of time. I know my early struggle with this problem caused me to drop Final Fantasy Tactics for months. Thankfully, I went back to it and found myself thinking Tactics is one of the greater games in the franchise, mainline, spin-off, or whatever.

Metroid Prime (GCN)


Retro Studios and Nintendo seemingly did the impossible-- not only take the then-previously all 2D Metroid franchise into 3D with fantastically epic results, but it was done with a team that was inexperienced at best. Really, Metroid Prime is one of my favorite games of all time, but it's not without an issue that many players might find frustrating.


This particular segment of Metroid Prime occurs late in the game. Samus Aran is tasked to venturing to the Impact Crater of Tallon IV after exploring all other areas within the game. There she finds a series of nine pillars that require you as the player to venture (see: backtrack) through the areas of Tallon IV to find the Chozo Artifact designated to each pillar. You get a clue for each artifact's location from each pillar.


Personally, I found this little end game scavenger hunt enjoyable, but just imagine other players' perspectives, thinking they were at the end of the game, ready to take on the final bosses, only to be stopped by this late game collect-a-thon. Many found themselves turning to places like GameFAQs and the like to rush through this section of the game to finally get the chance to take down Meta-Ridley for good (at least in the original Metroid Prime "for good") and then go on to face Metroid Prime itself.

The funny (perhaps I should have put that in quotes) part about this late game scavenger hunt is that it would be used in the Metroid Prime games succeeding this one. I found them fun, but then again, I found the Triforce Quest of The Legend of Zelda: The Wind Waker somewhat tolerable, so I have my own issues!

Mario Kart 8 (Wii U)


Mario Kart 8 is the latest in the long-running and most successful arcade kart racing series on the market. With every iteration, Nintendo delivers fun and fast racing that is accessible to all skill levels while possessing enough depth to remain engaging for gaming veterans.

This is a rather humorous inclusion to this list of my favorite games with problems because the problem I am going to talk about is getting fixed with the Nintendo Switch's Mario Kart 8 Deluxe, coming out at the end of April. That problem is one many players of the Wii U original know all too well-- the omission of Bowser Jr. Okay, no, while that was an issue I had with the Wii U original, the real problem is the Battle Mode.


What made previous entries of Mario Kart so engaging with their Battle Modes were dedicated arenas to pursue, hunt down, and attack opponents on. In Mario Kart 8's Wii U incarnation, the Battle Mode consisted of tracks from the Grand Prix mode of the game with no real alterations that could be traveled on in both forwards and backwards fashion (i.e. no major glider sections that could only be traveled one-way). While the varied geography of the battlefields weren't inherently awful, the size of them meant opponents took much longer to find one another and confrontations weren't as thrilling as they would otherwise be in an arena setting.


Thankfully, a big part of the appeal of Mario Kart 8 Deluxe on the Switch is the return of the classic arena-style Battle Mode. Sure, for many who owned the Wii U original, it might not be worth a second purchase. However, at the same token, most gamers and consumers didn't own a Wii U, so the package will be an entirely new game to them regardless.

[Poochy &] Yoshi's Woolly World (3DS, Wii U)


I recently reviewed the Nintendo 3DS port of the Wii U's tremendously creative and charming Yoshi's Woolly World. To me, both versions of the game are modern classics that rival even the original Yoshi's Island on the Super Nintendo. One of the major things I like over the SNES classic is that getting 100% in a level doesn't need to be performed by doing every task in one run (getting all five flowers, collecting all 20 red coins, or badges in Woolly World's case, or having full health by the end of a level), making for a much less stressful experience.


However. Yoshi's Woolly World isn't without its faults. Let me focus on the main one that can drive many completionists crazy. A good deal of collectibles within the game are found in hidden cloud bubbles. I'm talking literally hidden in that they're invisible to the eye until Yoshi brushes up against them. This means that in many levels and in order to find everything, you need to obsessively jump in any suspicious space to have the bubbles appear.


Inside the bubbles are usually things that are required to fully complete a level, such as a flower, a collection of colorful beads where one or two of them are badges you need to nab, or a yarn spool. While there are items you can spend beads on to reveal their locations, it feels disappointing that the collectibles almost require you to do that for so many levels. It's like the developers knew how much they overdid hiding secrets in the game and gave themselves a way out. Nonetheless, even with this problem, I find Yoshi's Woolly World on Wii U and its Nintendo 3DS port amazing platformers worthy of any fans of the genre's time and money.

Monday, October 31, 2016

Happy Halloween: Spooky Levels in Non-Horror Video Games

Happy Halloween to all readers regular and passersby here at SuperPhillip Central! May your day be full of terror-ific fun! Man, I'm using puns as bad as the Cryptkeeper here! Nonetheless, it wouldn't be Halloween on SuperPhillip Central without some special article, and what better way to bring this haunted holiday than with a collection of some of my favorite spooky levels from video games. However, it'd be way too easy to mention those twisted locales from horror games, so we're going to take a look at some scary sights from non-horror video games. This list is hardly all of my favorites, so for some others, I guess we'll just have to wait until next Halloween!

Ghost Houses - Super Mario World


Super Mario World introduced a lot of new concepts to the world of Mario. From Yoshi to secret exits in levels to a new level type: ghost houses. The various ghost houses in Super Mario World are usually the most fiendish levels in the game. The enemies are usually impossible to keep down or even defeat for that matter, and if the enemies don't do you in, the multitude of fake doors leading to areas you've already been will play with your mind. The exits to these ghost houses are usually found through some type of puzzle, not quite like the normal levels where you can just run from one end of the level to the other. Some ghost houses are even home to the behemoth Big Boo, which makes for a rather exciting boss fight against someone other than Bowser or his Koopalings.

Twisted Mansion - Mario Kart 8 (Wii U)


I was mulling over which spooky race in Mario Kart I would have represent the series on this list. It was between this pick and Luigi's Mansion from Mario Kart DS and again in Mario Kart 7 as a retro race. However, Luigi's Mansion will be represented next, albeit in a different game series. Regardless, Twisted Mansion takes place under cloudy skies in a mysterious mansion where the track starts by driving through the entrance. After a split consisting of two parallel undulating pathways, a left U-turn curve is made. A shortcut that cuts off this curve is available to those with a Mushroom, jetting them through a tunnel full of bookshelves. Either way, you end up going underwater in a submerged basement filled with ultimately harmless but gruesome all the same fish made of nothing but bone. After escaping this damp dungeon, you glide over an outdoor fountain, ride up some steps on a slight curve and head towards the finish line, attempting to avoid a trio of statues that wish to pound you into pudding. Twisted Mansion has the look of a scary course, and it's just an overall fun haunt to race around on.

Luigi's Mansion - Luigi's Mansion (GCN)


Not only is Luigi's Mansion the star of the game of the same name (besides Luigi, of course), but it's also its own character really as well. The entire game takes place in and around the grounds of the mansion. The mansion only allows Luigi to explore a small amount of rooms at first, investigating them with his trusty Poltergust. Through gaining keys from solving simple to complex puzzles and taking on bosses, Luigi gains access to larger parts of the mansion. The environments of Luigi's Mansion are teeming with personality and ambiance, providing the character of the mansion that I talked about earlier. While the game is hardly scary at all, this ambiance gives the entire mansion an endearingly haunted charm.

Mad Monster Mansion - Banjo-Kazooie (N64, XBLA)


From one mansion to another, a late level in Banjo-Kazooie, which just so happens to remain my favorite 3D collect-a-thon-style platformer around, Mad Monster Mansion is a sprawling but dense level set under a midnight sky. Full of skeleton enemies, ghosts, and tricky bats, Mad Monster Mansion also contains lots of unique landmarks. The mansion itself rests in the center of the level, as the main point of interest. Banjo and Kazooie can even explore many of its rooms through smashing through windows. To the mansion's west is a shrub maze where ghoulish ghosts make their home, while to the north of that is an old cathedral where a ghostly hand tickles the ivories of a massive church organ. It's a haunted level full of tricks and treats, Mad Monster Mansion is a favorite spooky level of mine.

Haukke Manor - Final Fantasy XIV: A Realm Reborn (Multi)


There's nothing like a good story and background on a spooky setting to send chills down one's spine. The story behind Haukke Manor is one of a vain woman who desired to keep her beauty no matter what. It started with simple creams and tinctures, but when that wasn't enough, the woman started using the blood of her servants. Eventually she signed away her soul for eternal beauty, and her damned spirit still roams the halls of Haukke Manor. The manor itself is dripping with creepy atmosphere, and the battle encounters players find themselves participating in whether intentionally or not takes them fighting a myriad of macabre foes, including the vain woman of legend herself.

Pumpkin Hill - Sonic Adventure 2 (Multi)


The first level that players assume control of Knuckles during the Hero side of Sonic Adventure 2's dual-story setup, Pumpkin Hill is littered with the titular produce whether it's small pumpkins or massive-sized pumpkin structures strewn about in the horizon. Alongside the pumpkins are other spooky sights, such as villainous ghost enemies, gravestones, and skeletons. The goal of Knuckles' levels is to find three emerald shards hidden in different locations. Each time you play, the locations are switched up. But Knuckles ain't gonna let it get to him, as he's just gonna creep. Why let me say it, when you can hear it and see a jaunty little dance simultaneously?

Hang Castle - Sonic Heroes (PS2, GCN, XBX)


A less notorious pick from the Sonic the Hedgehog series than Sonic Adventure 2's Pumpkin Hill, due to a massive lack of memes and Knuckles raps, Hang Castle is a level in the second half of Sonic Heroes. It features Gothic-style architecture, crazy loops, and a foreboding sky. However, that isn't the main draw of this level. You see, Hang Castle has a rather clever mechanic to it. At different points in the level, Hang Castle becomes inverted, so the sky is now below Sonic and friends' feet and platforms that couldn't be accessed before can now be walked on. It's a wonderfully ingenious idea for a Sonic level, pending you can stomach Sonic Heroes long enough to reach it.

Shade Man's Stage - Mega Man 7 (SNES)


Let's go retro for this final example of a spooky level from a non-horror genre video game with Shade Man's stage from Mega Man 7, an often underrated entry in the series. Shade Man's stage feels very much like it escaped from Capcom's own Ghost 'n Goblins series, which is pretty coincidental that you can actually input a code before entering the level to hear the famous Ghost 'n Goblins theme instead of the stage's normal song. Regardless, you get robotic zombies rising from the ground and out of standing coffins, bats that awaken and fly downward in the Blue Bomber's path, and dangerous obstacles like platforms that smash downward, not inflicting instant death, but lots of pain instead. The midboss, a robotic pumpkin, holds the secret to two different alternate paths in the level, depending on where you inflict the final shot on it. From exploring the outside cemetery to entering the manic mansion, Shade Man's stage is highly memorable, probably the most memorable stage in Mega Man 7's decidedly impressive collection of levels.