Sonic's newest 3D adventure, Sonic Forces, releases officially today (despite many stores breaking the game's street date). Judging on impressions, however, I think it's a better opportunity to look back on -- let's say -- brighter entries in the Sonic the Hedgehog series with this special edition of SuperPhillip Central's Favorite VGMs.
We blaze onto the scene with both Adventure games, just in the opposite order, beginning with Sonic Adventure 2 and then Sonic Adventure. Then, we go retro with Sonic the Hedgehog 3 and Sonic 3D Blast, both Sega Genesis titles. Finally, a more interesting and polished 3D Sonic than apparently Sonic Forces is, Sonic Generations is where our final VGM volume of this edition comes from.
Finally, check out the VGM Database for every past VGM volume posted on this weekly series of articles. Now, let's get on to the music!
v1506. Sonic Adventure 2 (Multi) - Escape from the City
We're rolling around at the speed of sound with this first song on this Sonic spearheaded edition of SuperPhillip Central's Favorite VGMs, diving in to listen to the vocal theme that greeted players in the very first stage of Sonic Adventure 2, City Escape. It's a level so nice that when the 20th anniversary game for the Sonic the Hedgehog series, Sonic Generations, included it within its nine chosen zones.
v1507. Sonic Adventure (Multi) - Windy Hill... for Windy Valley
This chippy and uptempo tune plays in the first section of the Windy Valley stage in Sonic Adventure. It takes places high above the scenery in a mountainous valley with a blowing wind. Once Sonic gets through enough of the level, a giant tornado scoops them up and sends them blasting into the second half of Windy Valley. While the second half of the level features a more peppy theme (a remix of a tune from Sonic 3D Blast), I can't help but prefer the chillness of Windy Hill as heard in Windy Valley.
v1508. Sonic the Hedgehog 3 (GEN) - Hydrocity Zone, Act 2
Sonic the Hedgehog 3's Hydrocity Zone is a popular one from that game, and fans had been waiting for years for Sonic Team to revisit it. It was disappointing to not see this aquatic zone in Sonic Generations, but this year, Hydrocity returned in all its bubbly, strong current glory in Sonic Mania. Who could foresee that folks behind 2D fan games of Sonic the Hedgehog would outdo this year's effort by Sonic Team in Sonic Forces? Okay, well, probably a lot of people, sadly.
v1509. Sonic 3D Blast (GEN) - Bonus Stage
I prefer the Sega Saturn and PC versions of the Sonic 3D Blast soundtrack over the Genesis one, as not only is the sound richer on Saturn and PC, but the melodies are different as well. However, I do like a good deal of the songs on the Genesis soundtrack as well. As I've already shared the bonus stage theme for the Saturn/PC version of Sonic 3D Blast, here is the theme for the Genesis game. Certainly not as jazzy and uptempo as the Saturn/PC build, but this version offers something unique and special as well.
v1510. Sonic Generations (Multi) - Collection Room (Door into Summer)
Door into Summer is a song that plays in one of the earliest zones in the 32X-exclusive Knuckles Chaotix. While the original version uses all synth, this remade version takes my favorite song from Chaotix and makes it even more pleasing to my ears with a sensational violin providing the main melody. Sonic Generations ties with Sonic Colors as my favorite all-time 3D Sonic games, so if 3D Sonic had to fall in quality (again), at least it did so before those two games came out.
Showing posts with label sonic the hedgehog 3. Show all posts
Showing posts with label sonic the hedgehog 3. Show all posts
Tuesday, November 7, 2017
Sunday, December 25, 2016
Just in Time For Christmas: The Great Winter Wonderlands in Gaming
Merry Christmas to everyone who passes by SuperPhillip Central, both frequenters and rare passersby! SuperPhillip Central wishes you and yours the very best, and if you don't celebrate Christmas, then a happy holiday season to you!
SPC gives you the gift of a new article for this Christmas night: a look at some of my favorite winter-themed levels in gaming. By no means is this an exhaustive list, so after you've checked out my picks, name some of your favorite winter wonderlands in your favorite games. If you're so bold, also tell the community why you chose that level or levels!
Freezeezy Peak - Banjo-Kazooie (N64, XBLA)
When I think of Christmas and winter in gaming, this level in Banjo-Kazooie is usually the first that comes to mine. Freezeezy Peak is all winter all the time, featuring a wide array of landmarks fitting for the season. Such sights include the massive, and I do mean massive, snowman structure in the middle of the level, where Banjo can climb the length of its scarf, get a Jiggy from its cob pipe, and even reach the top of its hat where a Jinjo stands. Then, there is the Christmas tree where you can save a bunch of lights from being gobbled up, a cave housing a bear-loathing walrus, frozen ponds, angry snowmen that love chucking snowballs at inattentive bears and birds, and an igloo housing a family of four polar bears. Top it all off with this sensational theme, and you have a cold yet cozy world worth exploring.
Snowball Park - Super Mario 3D World (Wii U)
There are so many terrific levels and worlds in the Super Mario series to choose from. I was leaning towards Cool, Cool Mountain and Snowman's Land from Super Mario 64, but then I remembered this recent example of a wonderful winter wonderland. While it might not have the same openness of the Super Mario 64 levels I mentioned, Super Mario 3D World's Snowball Park is a great reminder of the season with Mario and crew able to pick up and toss snowballs at enemies and slide around on the ice. Then, you have the second half of the level where our heroes can leap into giant ice skates, zipping across the ice as they maneuver their way to the level's end. Snowball Park is a modern Mario level that just screams winter.
Sherbet Land - Mario Kart 8 (Wii U) / Mario Kart: Double Dash!! (GCN)
Debuting as an original track in Mario Kart: Double Dash!! for the GameCube and then appearing as a retro track in Mario Kart 8 on the Wii U, Sherbet Land is a fun, snow-filled course that sees Shy Guys skating along the ice, enjoying themselves (but you won't if you crash into them!), a cavern of icicles, a frozen-over lake full of Freezies that can make any racer become frozen solid upon bumping into them, and festive flags hanging all around. In Mario Kart 8's version of the track there are two sections where you can dive underwater, taking an aquatic route through the course. Speaking of Mario Kart 8...
Animal Crossing (Winter) - Mario Kart 8 (Wii U)
Nothing in a game gives me as warm a feeling as walking around my town in winter in Animal Crossing, no matter the version of the game. Mario Kart 8's second DLC pack brings that same exact warmness in a race with the winter version of the Animal Crossing track, a track that comes in four varieties, each a different season. Everything in Mario Kart 8's winter theme of Animal Crossing is covered in a generous dusting of snow, illuminated under the starry night sky. Houses have their lights on both indoor and out, providing a soothing glow, while many of the trees have beautiful Christmas lights on them. There is no better track in the Mario Kart series that exudes the feeling of Christmas and winter as well as this version of the Animal Crossing track in Mario Kart 8.
Ice Cap Zone - Sonic the Hedgehog 3 (GEN)
When a level starts out with your character zooming down a mountain on a snowboard with an avalanche hot on his trail, you know you're in for something way past cool. In fact, the Ice Cap Zone is way past cold! (I'll see myself out later.) A two-act zone that features both outdoor sections and indoor cavernous sections, the fifth zone in Sonic the Hedgehog 3, the Ice Cap Zone is a one-two punch of awesomeness. From the rocking soundtrack to the breaking through chunks of ice and walls of snow, there is no better zone in my opinion from the Sonic the Hedgehog Genesis trilogy that is as fantastic as Ice Cap. Of course, as a kid I could never reach it because of that stupid barrel in the preceding zone, but now that I'm able to, I appreciate the Ice Cap Zone even more!
Icicle Inn - Final Fantasy VII (PS1)
Located north of the nearby Great Glacier, Icicle Inn is a winter resort town that gives off a warm (there's that word again) and inviting feel. The light that pours out of the windows of the various cabins in the town shine brightly and magnificently, and the sun in the sky glistens on the snowy ground. It's a town so lovely and welcoming that you really want to stay there for as long as you can. Of course, that isn't possible as there is a world to save and a villain to defeat in Sephiroth. Still, you can enjoy a trip down the slopes with an enjoyable snowboarding mini-game, one that became so popular that Square Enix turned it into a mobile game. Nonetheless, between snowboarding sown the slopes and admiring the pure and genuine beauty of Icicle Inn, I'll always choose the latter.
Winter Crash - Call of Duty 4: Modern Warfare (Multi)
If you're tired of running and gunning through sand, then maybe you'll appreciate this wintry and Christmas-y take on the OG Crash map in Call of Duty 4: Modern Warfare. Instead of sand and an afternoon sky, you get snow and nighttime air. Buildings once derelict and dull are now covered with Christmas lights and decorations, fitting for the season. Those aren't the only major changes to the map, as standing tall and proud next to a downed chopper is a 20-foot Christmas tree with all the trimmings, including a whole slew of Christmas presents at its base for all the good little soldier boys and girls involved in combat.
Shadow Moses - Metal Gear Solid (PS1)
We go from one game with guns to another, although this one has more tact and strategy involved, unless you're not one to go all stealthily. Metal Gear Solid's Shadow Moses is the locale that the entire game takes place in. While most of the game takes place indoors, some of the more memorable moments occur outside with modest visibility and sizable snowfall. From the ambient sounds of Solid Snake's feet crunching the snow below him to the arctic winds enveloping the area, Shadow Moses's outdoor areas ooze with wintry atmosphere. Shadow Moses was such a pivotal place in the Metal Gear Solid series that it would return in Guns of the Patriots with even more fanfare but even less visibility!
Phendrana Drifts - Metroid Prime (GCN)
My first time stepping into Phendrana Drifts, like a lot of players, led to a breathtaking moment of seeing a wide open expanse filled with falling snow, icy and intricate architecture, and a Metroid-style winter wonderland before my very eyes. Between the first open room complete with Chozo ruins on both ends of the map, the underwater expanses, the icicle-covered caverns, and open canyons, Phendrana Drifts is one of the more beloved areas in the Metroid Prime trilogy. Few areas in gaming exhibit as much wonder as Phendrana does. You can feel the cold and chill of the area just by the stunning ambiance and environmental cues. Retro Studios did a phenomenal job with creating Phendrana Drifts, and it still remains one of the most prolific places in Metroid series history.
Snow Barrel Blast - Donkey Kong Country (SNES)
The first level of Gorilla Glacier in Donkey Kong Country gives you a rough feeling of what to expect in the world. With a breathtaking scenery and environment of snow-covered pine trees, you can easily find yourself losing focus and falling into a pit or smacking right into a foe. As you progress through the level, what was once a slight flurry of snowfall turns into a generous gift of snow from the sky. It makes the final section of the level where DK and Diddy must time with perfect precision their being shot out of a series of rotating barrel cannons all the more difficult to complete. But, once you do, the feeling of relief and accomplishment is one you won't forget for quite a while, much like the entire level of wondrous winter spectacle.
Frosty Village - Diddy Kong Racing (N64)
I have fond memories as a middle school student where one Christmas one of my presents was the gift of Diddy Kong Racing, a kart racer that remains my favorite to this day. One of the reasons for this was memories of racing through the wintry and snowy Frosty Village track. From the start of the race, a body of water surrounds the track on each side before leading into an archway that starts a downward slope towards the titular village. A quick right turn leads into an icy tunnel that opens up into a large and expansive section of track surrounded by shining streetlamps and massive trees. Following that is the home stretch, a right turn that if you have a hovercraft, you can pass through a waterfall on the inside, a fun shortcut to take given you've got the vehicle. Besides the well done track design, the environment is full of winter touches that really puts me in a happy and joyous mood no matter what season I race on Frosty Village-- though winter is preferred!
Chilly Castle - Sonic & All-Stars Racing Transformed (Multi)
From one kart racer to another, Chilly Castle from Sonic & All-Stars Racing Transformed represents Billy Hatcher & the Giant Egg, a GameCube-exclusive game from the creator of Sonic the Hedgehog, Yuji Naka. The race starts off with a series of turns and a branched path through a cozy winter village. The village roads soon converge as racers ride under a gate leading into a section surrounded by castle walls. After a handful of increasingly tighter turns, the race enters a frozen tunnel where racers' rides transform into aquatic cruisers and boats. After this watery ride is finished, the tunnel launches the racers back to the starting line. The immense amount of detail in Chilly Castle, welcoming starting village, and feeling of winter all present a superb track worthy of the season.
SPC gives you the gift of a new article for this Christmas night: a look at some of my favorite winter-themed levels in gaming. By no means is this an exhaustive list, so after you've checked out my picks, name some of your favorite winter wonderlands in your favorite games. If you're so bold, also tell the community why you chose that level or levels!
Freezeezy Peak - Banjo-Kazooie (N64, XBLA)
When I think of Christmas and winter in gaming, this level in Banjo-Kazooie is usually the first that comes to mine. Freezeezy Peak is all winter all the time, featuring a wide array of landmarks fitting for the season. Such sights include the massive, and I do mean massive, snowman structure in the middle of the level, where Banjo can climb the length of its scarf, get a Jiggy from its cob pipe, and even reach the top of its hat where a Jinjo stands. Then, there is the Christmas tree where you can save a bunch of lights from being gobbled up, a cave housing a bear-loathing walrus, frozen ponds, angry snowmen that love chucking snowballs at inattentive bears and birds, and an igloo housing a family of four polar bears. Top it all off with this sensational theme, and you have a cold yet cozy world worth exploring.
Snowball Park - Super Mario 3D World (Wii U)
There are so many terrific levels and worlds in the Super Mario series to choose from. I was leaning towards Cool, Cool Mountain and Snowman's Land from Super Mario 64, but then I remembered this recent example of a wonderful winter wonderland. While it might not have the same openness of the Super Mario 64 levels I mentioned, Super Mario 3D World's Snowball Park is a great reminder of the season with Mario and crew able to pick up and toss snowballs at enemies and slide around on the ice. Then, you have the second half of the level where our heroes can leap into giant ice skates, zipping across the ice as they maneuver their way to the level's end. Snowball Park is a modern Mario level that just screams winter.
Sherbet Land - Mario Kart 8 (Wii U) / Mario Kart: Double Dash!! (GCN)
Debuting as an original track in Mario Kart: Double Dash!! for the GameCube and then appearing as a retro track in Mario Kart 8 on the Wii U, Sherbet Land is a fun, snow-filled course that sees Shy Guys skating along the ice, enjoying themselves (but you won't if you crash into them!), a cavern of icicles, a frozen-over lake full of Freezies that can make any racer become frozen solid upon bumping into them, and festive flags hanging all around. In Mario Kart 8's version of the track there are two sections where you can dive underwater, taking an aquatic route through the course. Speaking of Mario Kart 8...
Animal Crossing (Winter) - Mario Kart 8 (Wii U)
Nothing in a game gives me as warm a feeling as walking around my town in winter in Animal Crossing, no matter the version of the game. Mario Kart 8's second DLC pack brings that same exact warmness in a race with the winter version of the Animal Crossing track, a track that comes in four varieties, each a different season. Everything in Mario Kart 8's winter theme of Animal Crossing is covered in a generous dusting of snow, illuminated under the starry night sky. Houses have their lights on both indoor and out, providing a soothing glow, while many of the trees have beautiful Christmas lights on them. There is no better track in the Mario Kart series that exudes the feeling of Christmas and winter as well as this version of the Animal Crossing track in Mario Kart 8.
Ice Cap Zone - Sonic the Hedgehog 3 (GEN)
When a level starts out with your character zooming down a mountain on a snowboard with an avalanche hot on his trail, you know you're in for something way past cool. In fact, the Ice Cap Zone is way past cold! (I'll see myself out later.) A two-act zone that features both outdoor sections and indoor cavernous sections, the fifth zone in Sonic the Hedgehog 3, the Ice Cap Zone is a one-two punch of awesomeness. From the rocking soundtrack to the breaking through chunks of ice and walls of snow, there is no better zone in my opinion from the Sonic the Hedgehog Genesis trilogy that is as fantastic as Ice Cap. Of course, as a kid I could never reach it because of that stupid barrel in the preceding zone, but now that I'm able to, I appreciate the Ice Cap Zone even more!
Icicle Inn - Final Fantasy VII (PS1)
Located north of the nearby Great Glacier, Icicle Inn is a winter resort town that gives off a warm (there's that word again) and inviting feel. The light that pours out of the windows of the various cabins in the town shine brightly and magnificently, and the sun in the sky glistens on the snowy ground. It's a town so lovely and welcoming that you really want to stay there for as long as you can. Of course, that isn't possible as there is a world to save and a villain to defeat in Sephiroth. Still, you can enjoy a trip down the slopes with an enjoyable snowboarding mini-game, one that became so popular that Square Enix turned it into a mobile game. Nonetheless, between snowboarding sown the slopes and admiring the pure and genuine beauty of Icicle Inn, I'll always choose the latter.
Winter Crash - Call of Duty 4: Modern Warfare (Multi)
If you're tired of running and gunning through sand, then maybe you'll appreciate this wintry and Christmas-y take on the OG Crash map in Call of Duty 4: Modern Warfare. Instead of sand and an afternoon sky, you get snow and nighttime air. Buildings once derelict and dull are now covered with Christmas lights and decorations, fitting for the season. Those aren't the only major changes to the map, as standing tall and proud next to a downed chopper is a 20-foot Christmas tree with all the trimmings, including a whole slew of Christmas presents at its base for all the good little soldier boys and girls involved in combat.
Shadow Moses - Metal Gear Solid (PS1)
We go from one game with guns to another, although this one has more tact and strategy involved, unless you're not one to go all stealthily. Metal Gear Solid's Shadow Moses is the locale that the entire game takes place in. While most of the game takes place indoors, some of the more memorable moments occur outside with modest visibility and sizable snowfall. From the ambient sounds of Solid Snake's feet crunching the snow below him to the arctic winds enveloping the area, Shadow Moses's outdoor areas ooze with wintry atmosphere. Shadow Moses was such a pivotal place in the Metal Gear Solid series that it would return in Guns of the Patriots with even more fanfare but even less visibility!
Phendrana Drifts - Metroid Prime (GCN)
My first time stepping into Phendrana Drifts, like a lot of players, led to a breathtaking moment of seeing a wide open expanse filled with falling snow, icy and intricate architecture, and a Metroid-style winter wonderland before my very eyes. Between the first open room complete with Chozo ruins on both ends of the map, the underwater expanses, the icicle-covered caverns, and open canyons, Phendrana Drifts is one of the more beloved areas in the Metroid Prime trilogy. Few areas in gaming exhibit as much wonder as Phendrana does. You can feel the cold and chill of the area just by the stunning ambiance and environmental cues. Retro Studios did a phenomenal job with creating Phendrana Drifts, and it still remains one of the most prolific places in Metroid series history.
Snow Barrel Blast - Donkey Kong Country (SNES)
The first level of Gorilla Glacier in Donkey Kong Country gives you a rough feeling of what to expect in the world. With a breathtaking scenery and environment of snow-covered pine trees, you can easily find yourself losing focus and falling into a pit or smacking right into a foe. As you progress through the level, what was once a slight flurry of snowfall turns into a generous gift of snow from the sky. It makes the final section of the level where DK and Diddy must time with perfect precision their being shot out of a series of rotating barrel cannons all the more difficult to complete. But, once you do, the feeling of relief and accomplishment is one you won't forget for quite a while, much like the entire level of wondrous winter spectacle.
Frosty Village - Diddy Kong Racing (N64)
I have fond memories as a middle school student where one Christmas one of my presents was the gift of Diddy Kong Racing, a kart racer that remains my favorite to this day. One of the reasons for this was memories of racing through the wintry and snowy Frosty Village track. From the start of the race, a body of water surrounds the track on each side before leading into an archway that starts a downward slope towards the titular village. A quick right turn leads into an icy tunnel that opens up into a large and expansive section of track surrounded by shining streetlamps and massive trees. Following that is the home stretch, a right turn that if you have a hovercraft, you can pass through a waterfall on the inside, a fun shortcut to take given you've got the vehicle. Besides the well done track design, the environment is full of winter touches that really puts me in a happy and joyous mood no matter what season I race on Frosty Village-- though winter is preferred!
Chilly Castle - Sonic & All-Stars Racing Transformed (Multi)
From one kart racer to another, Chilly Castle from Sonic & All-Stars Racing Transformed represents Billy Hatcher & the Giant Egg, a GameCube-exclusive game from the creator of Sonic the Hedgehog, Yuji Naka. The race starts off with a series of turns and a branched path through a cozy winter village. The village roads soon converge as racers ride under a gate leading into a section surrounded by castle walls. After a handful of increasingly tighter turns, the race enters a frozen tunnel where racers' rides transform into aquatic cruisers and boats. After this watery ride is finished, the tunnel launches the racers back to the starting line. The immense amount of detail in Chilly Castle, welcoming starting village, and feeling of winter all present a superb track worthy of the season.
Wednesday, March 16, 2016
Best Boss Battles in Gaming History - Part Fifteen
WARNING: POSSIBLE SPOILERS FOR THE FOLLOWING GAMES:
Fifteen installments? It seems like only yesterday I was waxing poetic on my favorite boss battles. Now it's this long-running series of popular articles on SuperPhillip Central. Well, no point reminiscing, as we have five more awesome boss battles to cover with part fifteen of the Best Boss Battles in Gaming History. This time we're delving totally into final boss encounters! These are memorable, fun, clever, and sometimes completely fresh takes on the boss formula. After you've looked at the five entries this time around, I'd love to hear which boss battles you've enjoyed most!
Since there are possible spoilers to be found, the rest of this article will be posted after the break! Before that, check out all past parts of Best Boss Battles in Gaming History with these links!
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
Part Twelve
Part Thirteen
Part Fourteen
- Splatoon (Wii U)
- Transformers: Devastation (Multi)
- The Legend of Zelda: A Link Between Worlds (3DS)
- Donkey Kong 64 (N64)
- Sonic the Hedgehog 3 (GEN)
Fifteen installments? It seems like only yesterday I was waxing poetic on my favorite boss battles. Now it's this long-running series of popular articles on SuperPhillip Central. Well, no point reminiscing, as we have five more awesome boss battles to cover with part fifteen of the Best Boss Battles in Gaming History. This time we're delving totally into final boss encounters! These are memorable, fun, clever, and sometimes completely fresh takes on the boss formula. After you've looked at the five entries this time around, I'd love to hear which boss battles you've enjoyed most!
Since there are possible spoilers to be found, the rest of this article will be posted after the break! Before that, check out all past parts of Best Boss Battles in Gaming History with these links!
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
Part Twelve
Part Thirteen
Part Fourteen
Friday, December 25, 2015
SuperPhillip Central's Favorite VGMs - Merry Christmas 2015 Edition
Let SuperPhillip Central be the 131st site to wish you and yours a Merry Christmas! While the site may be late wishing you a happy holidays, at least we have a gift for you unlike those other sites! It's the gift of song with this special edition of SuperPhillip Central's Favorite VGMs. Yep, it's a double dose of this recurring weekly segment, specially packaged for Christmas!
All of the songs featured have some winter and Christmas charm to them. We start with Sonic the Hedgehog 3 and its Ice Cap Zone Act 1 theme. We then go trekking through a winter wonderland with Mario in Super Mario 64. The Blue Bomber feels Blizzard Man's icy wrath with a song from Mega Man 6. What concludes this special holiday edition of SuperPhillip Central's Favorite VGMs are songs from Sonic 3D Blast and Donkey Kong Country 3: Dixie Kong's Double Trouble.
Once your stomach is full from Christmas dinner, why not rest up by your computer and listen to past VGM volumes and games featured with the SPC VGM Database?
v1036. Sonic the Hedgehog 3 (GEN) - Ice Cap Zone Act 1
We seem to have an influx of Sonic the Hedgehog, with Sonic and the Black Knight being the last VGM volume of our last edition of the old VGMs. That's okay, as if I had to listen to music from any gaming series, the Sonic the Hedgehog franchise's music would be near the top of my list. With this 1036th VGM volume we delve into the treacherous terrain of the Ice Cap Zone, a popular zone within Sonic the Hedgehog 3. Merry Christmas, Sonic!
v1037. Super Mario 64 (N64) - Cool Cool Mountain
Borrowing the Slider theme melody from the same game, Super Mario 64's Cool Cool Mountain plays in two levels within the game. The first is this titular one, while the second is in the final third of the game, played during Snowman's Land. There are few games that do winter well while leaving players with great memories. Super Mario 64 is one of them.
v1038. Mega Man 6 (NES) - Blizzard Man Stage (Complete Works)
Blizzard Man was one of the eight Robot Masters that Mega Man had to take down in the final NES Mega Man release, Mega Man 6. Mega Man 6 offered some nice innovations to the old Blue Bomber formula, such as multiple path levels, something that some later Mega Man games would possess. The entire package was given the Blue Bomber charm with a super catchy and likable soundtrack, something that the series is definitely well known for. Well, WAS well known for.
v1039. Sonic 3D Blast (SAT, PC) - Diamond Dust Zone Act 1
Sonic 3D Blast had two soundtracks written for the game. The first was the Sega Genesis / Mega Drive version, while the other, and the one I vastly prefer, was the Sega Saturn and PC version. From the sleigh bells, tubular bells, brass, and pizzicato strings, Sonic 3D Blast's Diamond Dust Zone Act 1 is indeed like hearing a Christmas jingle as you explore the level's winter wonderland.
v1040. Donkey Kong Country 3: Dixie Kong's Double Trouble (SNES) - Jangle Bells
Wrapping up this edition of SuperPhillip Central's Favorite VGMs like a Christmas present is a bonus game melody from Donkey Kong Country 3: Dixie Kong's Double Trouble, the final of the original DKC trilogy for the Super Nintendo. Using a cheat code, in bonus games, all of the collectible doodads would be replaced with golden Christmas ornaments while this song would replace the original bonus game theme. Pretty cool cheat!
All of the songs featured have some winter and Christmas charm to them. We start with Sonic the Hedgehog 3 and its Ice Cap Zone Act 1 theme. We then go trekking through a winter wonderland with Mario in Super Mario 64. The Blue Bomber feels Blizzard Man's icy wrath with a song from Mega Man 6. What concludes this special holiday edition of SuperPhillip Central's Favorite VGMs are songs from Sonic 3D Blast and Donkey Kong Country 3: Dixie Kong's Double Trouble.
Once your stomach is full from Christmas dinner, why not rest up by your computer and listen to past VGM volumes and games featured with the SPC VGM Database?
v1036. Sonic the Hedgehog 3 (GEN) - Ice Cap Zone Act 1
We seem to have an influx of Sonic the Hedgehog, with Sonic and the Black Knight being the last VGM volume of our last edition of the old VGMs. That's okay, as if I had to listen to music from any gaming series, the Sonic the Hedgehog franchise's music would be near the top of my list. With this 1036th VGM volume we delve into the treacherous terrain of the Ice Cap Zone, a popular zone within Sonic the Hedgehog 3. Merry Christmas, Sonic!
v1037. Super Mario 64 (N64) - Cool Cool Mountain
Borrowing the Slider theme melody from the same game, Super Mario 64's Cool Cool Mountain plays in two levels within the game. The first is this titular one, while the second is in the final third of the game, played during Snowman's Land. There are few games that do winter well while leaving players with great memories. Super Mario 64 is one of them.
v1038. Mega Man 6 (NES) - Blizzard Man Stage (Complete Works)
Blizzard Man was one of the eight Robot Masters that Mega Man had to take down in the final NES Mega Man release, Mega Man 6. Mega Man 6 offered some nice innovations to the old Blue Bomber formula, such as multiple path levels, something that some later Mega Man games would possess. The entire package was given the Blue Bomber charm with a super catchy and likable soundtrack, something that the series is definitely well known for. Well, WAS well known for.
v1039. Sonic 3D Blast (SAT, PC) - Diamond Dust Zone Act 1
Sonic 3D Blast had two soundtracks written for the game. The first was the Sega Genesis / Mega Drive version, while the other, and the one I vastly prefer, was the Sega Saturn and PC version. From the sleigh bells, tubular bells, brass, and pizzicato strings, Sonic 3D Blast's Diamond Dust Zone Act 1 is indeed like hearing a Christmas jingle as you explore the level's winter wonderland.
v1040. Donkey Kong Country 3: Dixie Kong's Double Trouble (SNES) - Jangle Bells
Wrapping up this edition of SuperPhillip Central's Favorite VGMs like a Christmas present is a bonus game melody from Donkey Kong Country 3: Dixie Kong's Double Trouble, the final of the original DKC trilogy for the Super Nintendo. Using a cheat code, in bonus games, all of the collectible doodads would be replaced with golden Christmas ornaments while this song would replace the original bonus game theme. Pretty cool cheat!
Tuesday, April 28, 2015
How Was I Supposed to Know THAT!? ~ Obtuse Things in Games - Volume One
Time for an all-new series of articles for SuperPhillip Central! Here, I'll be talking about those moments in games, whether they be puzzles or parts, where the solution to progressing isn't very clear. In fact, it might just be incredibly obtuse, resulting in you rushing towards a walkthrough or guide. Hopefully you'll find this series as enjoyable as SuperPhillip Central's others (and hopefully you actually like THOSE!).
The Red Barrel of Doom - Sonic the Hedgehog 3 (GEN)
This first "How Was I Supposed to Know THAT!?" moment in games has been mentioned before, and for good reason! It is such an error and example of obtuseness in game design that the creator even apologized for it. It's the otherwise fantastic Sonic the Hedgehog 3's infamous red barrel of doom! Dun-dun-dun!
The barrel in question is located in Carnival Night Zone Act 2. There are myriad barrels throughout the first and second acts, but none of them are required like this one is. Therefore, the player never has to interact with them, nor do they have to solve how to get past them.
The premise here is that a barrel that bobs up and down when weight from Sonic and Tails land on top of it must somehow move down enough a shaft for Sonic to sneak through a gap to continue the level. Considering that mindlessly jumping up and down on the barrel shows some kind of progress doesn't help things. In fact, it's totally misleading.
What you actually have to do is alternate between the up and down directions on the d-pad in time with the bobs of the barrel. This makes it so the barrel adequately moves enough for Sonic and Tails to move past this otherwise impossible to pass obstacle. Many fruitless efforts were had trying to cheese my older brother's and my way past the obstacle. The zones after Carnival Night seemed like impossible dreams that would never come true. The only thing that ever did come true before learning the truth about the red barrel of doom was the time always running out on us while playing this formerly cursed level.
Canary Mary's Second Stand - Banjo-Tooie (N64, XBLA)
Canary Mary is a human-like character dressed up as a canary, gifted with the power of flight. She requires Banjo and Kazooie to race her twice within Banjo-Tooie in order to get two separate Jiggies from her. (Jiggies being the equivalent of Super Mario 64's Power Stars, for the uninitiated.)
The first race in Glitter Gulch Mine is by no means that difficult. All that is required in this race is to mash a button repeatedly to speed across a rickety rail system through the tunnels of the mine. Beating Canary Mary to the finish line results in her surrendering her Jiggy to the bear and bird pair.
However, it's the second race, a flying spectacle in Cloud Cuckooland, that took most players, including yours truly, through the wringer. It seems to follow the same format as the first race-- rapidly mash on a button to coast to the finish, thus beating Mary. Nonetheless, this line of thinking is folly.
What isn't said about this second and final race is that Canary Mary has rubber band AI. This means that the faster you mash the button to speed up, the faster Canary Mary will fly, eventually making it so it's not possible to beat her without having a heart attack after mashing on the button like a madman. No, the goal here is to not actually rapidly press any button, just do so gingerly. This will make the race all the more feasible to complete.
That Final Freaking Percentage Point - Donkey Kong Country 2: Diddy's Kong Quest (SNES)
Many of you who read a lot of articles and reviews on SuperPhillip Central probably are deep into gaming. You most likely want to get the most out of your gaming purchases, and that means doing as much in a game you enjoy that you possibly can. For Donkey Kong Country 2: Diddy's Kong Quest (which for the longest time I mistakenly [and stupidly?] read the subtitle as Diddy Kong's Quest), the mighty goal here was to collect all of the bonus coins, DK Coins, beat the Lost World, and get the ultimate percentage amount possible for the game, in this case, 102%.
However, many players, including myself, fought with plenty of effort to find every hidden bonus barrel, complete every bonus challenge, find every secret DK Coin, and battle and defeat Kaptain K. Rool not once but twice and only end up with 101% to show for it. Where is the other percentage point?
It turned out that players needed to visit all four of the Kong buildings in the game at least once. This meant going to pay Cranky, Wrinkly, Funky, and Swanky a visit to get that final point. It's something that for the most part, most players wouldn't think about or even have a reason to visit half of those locations. It took me a long time to figure that stipulation for 102% out myself, and that was only because I caved and bought the Nintendo Power players guide!
Kneel Before Zod-- Er.... This Innocuous Wall! - Castlevania II: Simon's Quest (NES)
What a horrible night to have to put up with incredibly cryptic crap. Now, to be fair, I only used the word "crap" for alliteration purposes, but then again, Castlevania II: Simon's Quest isn't the best game in the series. In fact, I'd call it one of the worst. Featuring cheap deaths aplenty, an annoying day and night cycle that interrupts the player with ten seconds of slow, scrolling text every time the sun rises or sets, and some astonishingly obtuse progression, Simon's Quest has more than its fair share of issues.
I could really pick a lot of instances within Simon's Quest to focus on and complain about, but the part of the game I'd like to pick apart, albeit briefly as I was never one to like getting angry, is an instance where your character reaches a curious dead end in an outdoor area. There is no hint that there is anything to this wall, even though you're supposed to go through it. Also, merely walking up to the wall and physically walking through it is impossible.
No, what needs to be done is something totally non-intuitive. First, you need to have the red crystal highlighted. Next, you have to crouch down and thus kneel in front of the wall. You are required to do this for more than five seconds before a small tornado appears and whisks you away to the next area.
Imagine this game not having any hints about this, and you as a young player or however old you might have been when Simon's Quest originally released trying to explore every area of the game to make some form of progress. By the time you've exhausted every potential possibility, you wind up with no progress made whatsoever. Simon's Quest was essentially impossible to beat without the help of magazines like Nintendo Power and tip hotlines. It's an example of a game that is unfortunately filled with ambiguous and enigmatic design, having Simon's Quest make Lords of Shadow 2 look like the greatest Castlevania game in comparison.
The Trials and Tribulations of Reaching The Cave of Trials - Star Ocean: The Second Story (PS1)
The Cave of Trials in Star Ocean: The Second Story (also available on the PSP with the subtitle of "Second Evolution") is a secret, end-game dungeon that houses some of the most powerful weapons and abilities in the game for Claude and Rena's party. Unfortunately, it also houses some of the most challenging creatures, monsters, enemies, and bosses in the game, also making it so the real final boss of the game is significantly more difficult to beat by a fine measure.
With such goodies lying about in treasure chests inside, just waiting to be opened, a player enjoying the second Star Ocean would most likely want to enter and explore the dungeon. The process upon doing so is something that I don't know how anyone would do without a guide.
It revolves around reaching the final save point within the last dungeon of the game (the one just outside the final boss' chambers) and leaving the tower to head back to a specific town within a game. It's not just that, but it's a specific and unassuming NPC in a crowd of countless others in the back of a coliseum that must be spoken to. Talking with him with transport the party back into the past where the first planet of The Second Story, where most of the game took place. It's here where the party's power of flight, not previously available to the player, allows Claude and Rena to reach a desert island where the dungeon is located.
How the player would know they needed to return to a game's town and a specific NPC after reaching the last save point in Star Ocean: The Second Story is something that weighs on my mind like a sumo wrestler would. Many RPGs, specifically JRPGs, feature some off-the-wall and unimaginable ways to get end-game and post-game content, and Star Ocean's second game has one of the greatest.
The Red Barrel of Doom - Sonic the Hedgehog 3 (GEN)
This first "How Was I Supposed to Know THAT!?" moment in games has been mentioned before, and for good reason! It is such an error and example of obtuseness in game design that the creator even apologized for it. It's the otherwise fantastic Sonic the Hedgehog 3's infamous red barrel of doom! Dun-dun-dun!
The barrel in question is located in Carnival Night Zone Act 2. There are myriad barrels throughout the first and second acts, but none of them are required like this one is. Therefore, the player never has to interact with them, nor do they have to solve how to get past them.
The premise here is that a barrel that bobs up and down when weight from Sonic and Tails land on top of it must somehow move down enough a shaft for Sonic to sneak through a gap to continue the level. Considering that mindlessly jumping up and down on the barrel shows some kind of progress doesn't help things. In fact, it's totally misleading.
What you actually have to do is alternate between the up and down directions on the d-pad in time with the bobs of the barrel. This makes it so the barrel adequately moves enough for Sonic and Tails to move past this otherwise impossible to pass obstacle. Many fruitless efforts were had trying to cheese my older brother's and my way past the obstacle. The zones after Carnival Night seemed like impossible dreams that would never come true. The only thing that ever did come true before learning the truth about the red barrel of doom was the time always running out on us while playing this formerly cursed level.
Canary Mary's Second Stand - Banjo-Tooie (N64, XBLA)
Canary Mary is a human-like character dressed up as a canary, gifted with the power of flight. She requires Banjo and Kazooie to race her twice within Banjo-Tooie in order to get two separate Jiggies from her. (Jiggies being the equivalent of Super Mario 64's Power Stars, for the uninitiated.)
The first race in Glitter Gulch Mine is by no means that difficult. All that is required in this race is to mash a button repeatedly to speed across a rickety rail system through the tunnels of the mine. Beating Canary Mary to the finish line results in her surrendering her Jiggy to the bear and bird pair.
However, it's the second race, a flying spectacle in Cloud Cuckooland, that took most players, including yours truly, through the wringer. It seems to follow the same format as the first race-- rapidly mash on a button to coast to the finish, thus beating Mary. Nonetheless, this line of thinking is folly.
What isn't said about this second and final race is that Canary Mary has rubber band AI. This means that the faster you mash the button to speed up, the faster Canary Mary will fly, eventually making it so it's not possible to beat her without having a heart attack after mashing on the button like a madman. No, the goal here is to not actually rapidly press any button, just do so gingerly. This will make the race all the more feasible to complete.
That Final Freaking Percentage Point - Donkey Kong Country 2: Diddy's Kong Quest (SNES)
Many of you who read a lot of articles and reviews on SuperPhillip Central probably are deep into gaming. You most likely want to get the most out of your gaming purchases, and that means doing as much in a game you enjoy that you possibly can. For Donkey Kong Country 2: Diddy's Kong Quest (which for the longest time I mistakenly [and stupidly?] read the subtitle as Diddy Kong's Quest), the mighty goal here was to collect all of the bonus coins, DK Coins, beat the Lost World, and get the ultimate percentage amount possible for the game, in this case, 102%.
However, many players, including myself, fought with plenty of effort to find every hidden bonus barrel, complete every bonus challenge, find every secret DK Coin, and battle and defeat Kaptain K. Rool not once but twice and only end up with 101% to show for it. Where is the other percentage point?
It turned out that players needed to visit all four of the Kong buildings in the game at least once. This meant going to pay Cranky, Wrinkly, Funky, and Swanky a visit to get that final point. It's something that for the most part, most players wouldn't think about or even have a reason to visit half of those locations. It took me a long time to figure that stipulation for 102% out myself, and that was only because I caved and bought the Nintendo Power players guide!
Kneel Before Zod-- Er.... This Innocuous Wall! - Castlevania II: Simon's Quest (NES)
What a horrible night to have to put up with incredibly cryptic crap. Now, to be fair, I only used the word "crap" for alliteration purposes, but then again, Castlevania II: Simon's Quest isn't the best game in the series. In fact, I'd call it one of the worst. Featuring cheap deaths aplenty, an annoying day and night cycle that interrupts the player with ten seconds of slow, scrolling text every time the sun rises or sets, and some astonishingly obtuse progression, Simon's Quest has more than its fair share of issues.
I could really pick a lot of instances within Simon's Quest to focus on and complain about, but the part of the game I'd like to pick apart, albeit briefly as I was never one to like getting angry, is an instance where your character reaches a curious dead end in an outdoor area. There is no hint that there is anything to this wall, even though you're supposed to go through it. Also, merely walking up to the wall and physically walking through it is impossible.
No, what needs to be done is something totally non-intuitive. First, you need to have the red crystal highlighted. Next, you have to crouch down and thus kneel in front of the wall. You are required to do this for more than five seconds before a small tornado appears and whisks you away to the next area.
Imagine this game not having any hints about this, and you as a young player or however old you might have been when Simon's Quest originally released trying to explore every area of the game to make some form of progress. By the time you've exhausted every potential possibility, you wind up with no progress made whatsoever. Simon's Quest was essentially impossible to beat without the help of magazines like Nintendo Power and tip hotlines. It's an example of a game that is unfortunately filled with ambiguous and enigmatic design, having Simon's Quest make Lords of Shadow 2 look like the greatest Castlevania game in comparison.
The Trials and Tribulations of Reaching The Cave of Trials - Star Ocean: The Second Story (PS1)
The Cave of Trials in Star Ocean: The Second Story (also available on the PSP with the subtitle of "Second Evolution") is a secret, end-game dungeon that houses some of the most powerful weapons and abilities in the game for Claude and Rena's party. Unfortunately, it also houses some of the most challenging creatures, monsters, enemies, and bosses in the game, also making it so the real final boss of the game is significantly more difficult to beat by a fine measure.
With such goodies lying about in treasure chests inside, just waiting to be opened, a player enjoying the second Star Ocean would most likely want to enter and explore the dungeon. The process upon doing so is something that I don't know how anyone would do without a guide.
It revolves around reaching the final save point within the last dungeon of the game (the one just outside the final boss' chambers) and leaving the tower to head back to a specific town within a game. It's not just that, but it's a specific and unassuming NPC in a crowd of countless others in the back of a coliseum that must be spoken to. Talking with him with transport the party back into the past where the first planet of The Second Story, where most of the game took place. It's here where the party's power of flight, not previously available to the player, allows Claude and Rena to reach a desert island where the dungeon is located.
How the player would know they needed to return to a game's town and a specific NPC after reaching the last save point in Star Ocean: The Second Story is something that weighs on my mind like a sumo wrestler would. Many RPGs, specifically JRPGs, feature some off-the-wall and unimaginable ways to get end-game and post-game content, and Star Ocean's second game has one of the greatest.
Wednesday, March 11, 2015
Bad Levels in Gaming History - Volume Seven
- Unreal Tournament (Multi)
- The Legend of Zelda: Ocarina of Time (N64)
- Sonic the Hedgehog 3 (GEN)
- Mega Man X6 (PS1)
- Whomp 'Em (NES)
Besides technical problems like screen tearing, poor performance, clunky controls, and a host of other issues, another problem that games can suffer from is bad level design. It usually isn't even the level design of an entire game, perhaps just a level itself. As you'll see with this edition of Bad Levels in Gaming History, even some of the better games out there can suffer from one or two annoying, tedious, or just not-fun levels.
With the alpha of Unreal Tournament's newest incarnation available for PC players to fool around with, it seems like a smart chance to talk about the first UT game. Assault in Unreal Tournament is a fantastic mode which has one team serving as the attacking team and one team serving as the defensive team. The attacking team has to complete a series of objectives, usually to encroach on the defensive team's turf or destroy something important. Meanwhile, the defensive team obviously enough has to prevent the attacking team from accomplishing their goal(s). Both teams get a chance to serve on both sides, and the team that completes the attacking part of the mission the fastest is the one that is determined as the winner.
Nearly all of the maps of Assault in Unreal Tournament are well designed for this type of setup. All but one, in my opinion, and that's the Ocean Floor map. Even if you're just playing against the AI, you can easily get wrecked regardless of what side you're on.
The attacking team starts in a base overlooking the underwater complex which houses a series of four terminals that must be destroyed. You have to leap into the ocean, swim through the depths, and reach one of two entrances into the complex where auto-turrets and most assuredly your enemy awaits. Die, and you have to spawn all the way back at your base, being forced to slowly swim back towards and into the underwater compound.
On defense, the offense from the other team can be instant. Facing the AI, you can quickly find yourself with all of the terminals destroyed before you get a chance to blink. Okay, that's an exaggeration, but that's what it feels like. Ocean Floor is one of the only maps in Unreal Tournament that feels heavily lopsided in favor of the attacking team over the defensive team. It's what makes it a disliked map of mine that otherwise has a cool setting and architecture.
Water Temple - The Legend of Zelda: Ocarina of Time (N64)
Now, now. Weapons down, ladies and gentlemen. The Legend of Zelda: Ocarina of Time is without a doubt my favorite video game of all time. It is just a ticket to masterful game design... well, except one place in the game, and that's a dungeon that even the director of the game has apologized for.
Yes, I'm referring to the Water Temple, a dungeon within Ocarina of Time that suffers from two annoyances that pop up multiple times throughout Link's journey through its depths.
The first is the need to raise and lower the water level of the dungeon on various occasions to make the floating platforms rest where they need to. A bigger pain in the rump was the need to constantly switch between having the Iron Boots equipped and having them unequipped to Link. This process was further made aggravating by having to enter the pause menu to equip and unequip respectively. When you're being forced to equip the Iron Boots so much to sink down into the watery depths, the time wasted adds up.
Both of the Water Temple's main problems were rectified in what I consider the definitive version of Ocarina of Time, the Nintendo 3DS remake. Not only are the paths to the places where the water can be raised and lowered displayed with color-coded lines leading to them, but now the Iron Boots are like any other item that can be put on and taken off with a tap or touch of a button. Now, that's progress! It makes what was an otherwise overlooked part of Ocarina of Time's Water Temple design no longer an issue.
Carnival Night Zone Act 2 - Sonic the Hedgehog 3 (GEN)
While Sonic the Hedgehog 3 is one of my favorite entries in the Blue Blur's long line of video games, there is one particular sour spot that gets my girdle bunched up. THIS:
It's an ugly note in an otherwise near perfect gem of a Genesis game. Carnival Night Zone as a whole has a multitude of red and white barrels throughout it. However, the only one that is absolutely necessary to pass is near the end of Act 2. Nowhere in either act does the game display how to pass them. What occurs, then, is that players will try an assortment of tactics to pass by this dreaded stopping point for many a-player. The most popular is to jump up and down on the red and white barrel. Seeing a tactile response in the barrel beginning to bounce up and down, it only makes sense to continue this strategy.
However, one who continues this practice will cruelly never get that their incessant jumping on the barrel is for naught. It's simply not the right way to get passed this obnoxious obstacle. Instead, what you're supposed to do, as part of one of the most counter-intuitive gameplay mechanics I've witnessed, is hold up on the d-pad and then hold down, alternating between the two.
Few ever solved this unassuming puzzle on their own. Instead, they called a Sega hotline for game tips. I'm quite certain the developers of Sonic the Hedgehog 3 intentionally made the solution to the red barrel of doom so obscure and obtuse just to get extra money from suckers like me who called their $1.00 a minute hotline! Okay, maybe not, but it was indeed a place in the game that was needlessly vague in helping the player learn how to pass the obstacle on their own. A simple design decision like throwing a sign in the background would have made this preventable problem go away. Then again, as they say, hindsight is 20/20...
Gate's Laboratory - Mega Man X6 (PS1)
Instant death. That's what the final stages of Mega Man X6 award its players with after eight long stages that were just as awkwardly crafted and sometimes designed in such a way that are just offensive flat out.
Gate's Laboratory is a series of three stages that fill players with nothing in the way of fair difficulty, instead going for total cheapness. It's as if the developers and designers of Mega Man X6 had to be coaxed into creating the game kicking and screaming, and their ultimate revenge for this dishonor was making Mega Man X6 hellishly difficult in a myriad of unfair ways.
Spikes lining the walls, requiring pixel perfect jumps to avoid them? Got 'em. Enemies just placed at random locations and in great numbers? Got 'em. Blind jumps that only a psychic would know about? Got 'em. Finally, multiple challenging bosses that don't give you any sense of accomplishment in beating them? Yep, you guessed it. Got 'em.
It says something about Gate's Laboratory 2 when it's actually quite possible to be unable to progress in the level if you're the wrong character in the wrong armor. There is a jump that many call a leap of faith that is impossible to make if you're playing as X and you're not equipped with the correct armor. That alone speaks the loudest about Mega Man X6's problematic level design, and Gate's Laboratory stages are a crash course in bad design.
Final Level - Whomp 'Em (NES)
NES games are known for being something called "Nintendo Hard", and up until the final level in the Mega Man-inspired Whomp 'Em, the difficulty of the game is rather fair. When you reach the final level that our Native American hero has to deal with, you'll be asking for a dreamcatcher to catch this nightmare of a level so you won't have to ever contend with it ever again.
Let's start where we should-- the beginning. You're in the sky with several clouds serving as the platforms of the first part of the level. Some of these are storm clouds and will unleash on our hero a shock to his system. That's not all, however, as there are columns that must be maneuvered around, too. Oh, and don't forget the enemies that can come out of nowhere and pass through these otherwise solid objects.
After a vertical section of scaling small and short cloud platforms, the second floor of this final level is made up of columns of ice, more clouds, and more enemies that can quickly come out of nowhere to damage you. To add to the player's misery, falling down at this section of the level means you have to start from the first floor, going through that hot mess all over again.
By the time you reach the third floor of Whomp 'Em's final level, the game throws in an entirely new gimmick with no time for preparation given to the player. You have to immediately learn how to propel yourself with the protagonist's primary weapon, a staff, through an area with no gravity. This is all the while defeating or completely avoiding enemies. Very hard to do when you haven't mastered a totally brand-new game mechanic that is thrust onto you.
Then, there's the final boss, which is weak only to one weapon which takes off a bar of health each and every time you use it. If you don't decide to use the boss's weakness against him, prepare for an incredibly difficult battle, as the boss will use near impossible attacks to dodge.
No matter how you slice it, Whomp 'Em's final level is a blight and a horrid note to end on for an otherwise competent and capable Mega Man clone. It is marred by poor design, unfair challenges, and a mechanic that comes out of nowhere for the player to be forced to somehow master.
Wednesday, February 11, 2015
Best Levels in Gaming History - Volume Thirteen
It's time for a new volume in Best Levels in Gaming History! What's special about this volume, the thirteenth one, is that it has a special theme this go around. Since us North Americans are in the middle of a brutal winter full of snow, sleet, ice, and frigid temperatures, I figured it would be a great opportunity to talk about some of my favorite winter-themed levels. From Donkey Kong Country: Tropical Freeze to Metroid Prime, Sonic the Hedgehog 3 to Jak and Daxter: The Precursor Legacy, this volume of lovable levels is sure to warm your heart despite the cold temps!
If you missed a past volume of Best Levels in Gaming History, check out the following links:
Volume One
Volume Two
Volume Three
Volume Four
Volume Five
Volume Six
Volume Seven
Volume Eight
Volume Nine
Volume Ten
Volume Eleven
Volume Twelve
And with that out of the way, let's get to the levels!
Cliffside Slide - Donkey Kong Country: Tropical Freeze (Wii U)
We begin this "winterized for your protection" edition of the Best Levels in Gaming History with a level from one of my favorite 2D platformers of all time, Donkey Kong Country: Tropical Freeze for the Wii U. The Kongs fought, rolled, slammed, and ran their way through five islands to finally reach their home. Unfortunately, Donkey Kong Island suffered the worst of Lord Frederick's arctic army. The whole island is frozen solid and has been turned into a winter wasteland. Bad for the Kongs, but good for players, as these levels are some of the best in the game.
There are eight main levels in this sixth and final island in Tropical Freeze, and each represents one world from the game's predecessor, Donkey Kong Country Returns on Wii and Nintendo 3DS. There are plenty of tantalizing picks for excellent levels in Tropical Freeze, but the one I'm choosing for this winter wonderland edition is 6-6 Cliffside Slide.
The level uses a signature silhouette look, having all characters, enemies, items, and the platforms all stand on have silhouettes contrasting against a silvery white background. The platforms in this level slide down the cliff side as part of a massive avalanche. It's up to the Kongs to use perfect precision to leap up the ascending, moving, sometimes undulating platforms in the severe snowstorm to survive.
Cliffside Slide is an absolutely astonishing level to play, pumping the player's adrenaline to fantastic heights as they perform death-defying leaps, blast out of barrels, and time their movements to survive this arctic obstacle course.
Phendrana Drifts - Metroid Prime (GCN)
We move from one Retro Studios-developed game to another with Metroid Prime. After trudging along in the intense heat of Magmoor Caverns, Samus Aran finds herself in a true winter wonderland, Phendrana Drifts. With the absolutely chill music, cool color pallet, frigid waters, and grand architecture, the Phendrana Drifts are a beautiful place to travel through and unbelievably fun to play in.
The Drifts are home to three main parts. One is home to since abandoned Chozo village and temples, as well an abundance of flooded areas. Opposite to this is a research facility operated by the Space Pirates, home to imprisoned Metroids due to their vulnerability to the cold temperatures of the area. Finally, at the edge of Phendrana are a series of mostly underwater chambers and caverns where the Gravity Suit greatly comes into play.
Phendrana Drifts is definitely a nice change of pace from being inside the molten innards of the Magmoor Caverns and its intensely red aesthetic. It's a breath of fresh air entering the wide open expanses of the Phendrana Shorelines, housing two village entrances on either side of the area and venturing deep into the aquatic blue whilst exploring Phendrana's Edge. It's my favorite area from one of my favorite games of all time in a game that has plenty of excellently crafted areas.
Ice Cap Zone - Sonic the Hedgehog 3 (GEN)
Without question what I consider the coolest (or is it coldest?) zone within the excellent Sonic the Hedgehog 3, the Ice Cap Zone features a variety of gameplay mechanics and obstacles. It all begins with a blistering ride down a snow-capped peak via a snowboard, speeding past trees and gathering rings.
The two acts contain platforming and speedy action between outside sections filled with loops and indoor caverns with switches frozen inside ice cubes, pillars that strike down from the ceiling with the goal of crushing an unassuming hedgehog, slippery slopes, platforms that move upward based on Sonic's momentum, and enemies like robotic penguins and spheres surrounded by spiked orbs. Act 2 possesses two halves to it. There is the upper outdoor path, which like most Sonic games, requires a great deal of skill to remain on it, and there is the lower indoor cavernous portion, which introduces aquatic elements into the fold.
It's a zone that has a lot of variety to it in regards to obstacles, hazards, and visual aesthetics. It doesn't hurt that the zone also features some of my favorite music within the game, as heard here for Act 1 and here for Act 2.
The Ice Cap Zone was particularly special to me because back in the days before available Internet, my brother and I, like many players of Sonic the Hedgehog 3, got stuck near the end of Carnival Night Zone Act 2. This was because of the infamous red-and-white barrel of doom, which we never learned how to correctly get past until many, many years later. Having Tails continually jump on the barrel with the right timing to allow Sonic to sneak through a gap to continue the level wasn't the correct way to get past the barrel, nor did it work with any kind of regularity, but through doing so, reaching the Ice Cap Zone was an awesome reward. Since it happened so rarely for us as children, it just made the zone following Carnival Night to be that much more special to us.
Snowy Mountain - Jak and Daxter: The Precursor Legacy (PS2)
Located high above the Volcanic Crater, Jak and Daxter need to take a gondola up to the Snowy Mountain, a location in Jak and Daxter: The Precursor Legacy that is home to an amalgamation of challenges, enemies, and obstacles.
Trekking through the Snowy Mountain is quite a feat, as there is a canyon full of chasms that require precision platforming to overcome, icy bridges that don't offer much in the way of traction for Jak's feet, and many difficult platforming perils to persevere over to get all ten Power Cells hidden around the mountainous area.
The Lurkers loafing about the Snowy Mountain area as well as the ones in battering ram operations to retrieve Precursor technology frozen inside large glaciers make for an uninviting place. A cavern that is accessed through carefully maneuvering over a series of slippery platforms finds itself infested with small Lurker forces while a fortress full of the Lurker horde sits on the opposite side of a grand canyon.
Snowy Mountain pits players in a battle against the elements, the Lurkers, and the problematic platforming for those not ready for the challenge. It's an area that features a wide array of platforming challenges and unique locations, making it one of my favorite areas within Jak and Daxter: The Precursor Legacy.
Frosty Village - Diddy Kong Racing (N64)
Wrapping this wintry volume of Best Levels in Gaming History up, Diddy Kong Racing's ultimate track in Snowflake Mountain is Frosty Village. Despite its name, most of the track take places in the outskirts of the titular village.
Racers start by taking a wide right curve and passing through a stone archway with three openings on it. Down a lengthy slope leads to a triplet of houses, the actual village part of the race. A quick curve leads into a twisted tunnel full of swift turns eventually making way for a large outdoor area of track. Here, one can stay on the wide road, or they can opt to go off-road into the snow and drive over a trio of boost pads (zippers) for a nice shortcut.
This expansive area with colossal-sized pillars set on the sides of the road leads to a part of track with water on the right side. If one is driving a hovercraft or piloting a plane, they can pass through the waterfall to access a clever shortcut. Otherwise, it's the outside path that must be taken, following the road where it makes its right turn and leads back to the starting line for the next lap.
Frosty Village has one of the most arduous Silver Coin Challenges in Diddy Kong Racing. These challenges require the player to collect eight silver coins sprinkled in oftentimes tricky locations and come in first place to successfully complete them. This meant my younger self spent a lot of time on this snowy circuit. Yet after all my accumulated laps and times with Frosty Village, I still enjoy racing on the track, loving every twist, every turn, every shortcut, and enjoying the ambiance all at once. Racing this track during Christmastime is a memory that I will always cherish.
If you missed a past volume of Best Levels in Gaming History, check out the following links:
Volume One
Volume Two
Volume Three
Volume Four
Volume Five
Volume Six
Volume Seven
Volume Eight
Volume Nine
Volume Ten
Volume Eleven
Volume Twelve
And with that out of the way, let's get to the levels!
Cliffside Slide - Donkey Kong Country: Tropical Freeze (Wii U)
We begin this "winterized for your protection" edition of the Best Levels in Gaming History with a level from one of my favorite 2D platformers of all time, Donkey Kong Country: Tropical Freeze for the Wii U. The Kongs fought, rolled, slammed, and ran their way through five islands to finally reach their home. Unfortunately, Donkey Kong Island suffered the worst of Lord Frederick's arctic army. The whole island is frozen solid and has been turned into a winter wasteland. Bad for the Kongs, but good for players, as these levels are some of the best in the game.
There are eight main levels in this sixth and final island in Tropical Freeze, and each represents one world from the game's predecessor, Donkey Kong Country Returns on Wii and Nintendo 3DS. There are plenty of tantalizing picks for excellent levels in Tropical Freeze, but the one I'm choosing for this winter wonderland edition is 6-6 Cliffside Slide.
The level uses a signature silhouette look, having all characters, enemies, items, and the platforms all stand on have silhouettes contrasting against a silvery white background. The platforms in this level slide down the cliff side as part of a massive avalanche. It's up to the Kongs to use perfect precision to leap up the ascending, moving, sometimes undulating platforms in the severe snowstorm to survive.
Cliffside Slide is an absolutely astonishing level to play, pumping the player's adrenaline to fantastic heights as they perform death-defying leaps, blast out of barrels, and time their movements to survive this arctic obstacle course.
Phendrana Drifts - Metroid Prime (GCN)
We move from one Retro Studios-developed game to another with Metroid Prime. After trudging along in the intense heat of Magmoor Caverns, Samus Aran finds herself in a true winter wonderland, Phendrana Drifts. With the absolutely chill music, cool color pallet, frigid waters, and grand architecture, the Phendrana Drifts are a beautiful place to travel through and unbelievably fun to play in.
The Drifts are home to three main parts. One is home to since abandoned Chozo village and temples, as well an abundance of flooded areas. Opposite to this is a research facility operated by the Space Pirates, home to imprisoned Metroids due to their vulnerability to the cold temperatures of the area. Finally, at the edge of Phendrana are a series of mostly underwater chambers and caverns where the Gravity Suit greatly comes into play.
Phendrana Drifts is definitely a nice change of pace from being inside the molten innards of the Magmoor Caverns and its intensely red aesthetic. It's a breath of fresh air entering the wide open expanses of the Phendrana Shorelines, housing two village entrances on either side of the area and venturing deep into the aquatic blue whilst exploring Phendrana's Edge. It's my favorite area from one of my favorite games of all time in a game that has plenty of excellently crafted areas.
Ice Cap Zone - Sonic the Hedgehog 3 (GEN)
Without question what I consider the coolest (or is it coldest?) zone within the excellent Sonic the Hedgehog 3, the Ice Cap Zone features a variety of gameplay mechanics and obstacles. It all begins with a blistering ride down a snow-capped peak via a snowboard, speeding past trees and gathering rings.
The two acts contain platforming and speedy action between outside sections filled with loops and indoor caverns with switches frozen inside ice cubes, pillars that strike down from the ceiling with the goal of crushing an unassuming hedgehog, slippery slopes, platforms that move upward based on Sonic's momentum, and enemies like robotic penguins and spheres surrounded by spiked orbs. Act 2 possesses two halves to it. There is the upper outdoor path, which like most Sonic games, requires a great deal of skill to remain on it, and there is the lower indoor cavernous portion, which introduces aquatic elements into the fold.
It's a zone that has a lot of variety to it in regards to obstacles, hazards, and visual aesthetics. It doesn't hurt that the zone also features some of my favorite music within the game, as heard here for Act 1 and here for Act 2.
The Ice Cap Zone was particularly special to me because back in the days before available Internet, my brother and I, like many players of Sonic the Hedgehog 3, got stuck near the end of Carnival Night Zone Act 2. This was because of the infamous red-and-white barrel of doom, which we never learned how to correctly get past until many, many years later. Having Tails continually jump on the barrel with the right timing to allow Sonic to sneak through a gap to continue the level wasn't the correct way to get past the barrel, nor did it work with any kind of regularity, but through doing so, reaching the Ice Cap Zone was an awesome reward. Since it happened so rarely for us as children, it just made the zone following Carnival Night to be that much more special to us.
Snowy Mountain - Jak and Daxter: The Precursor Legacy (PS2)
Located high above the Volcanic Crater, Jak and Daxter need to take a gondola up to the Snowy Mountain, a location in Jak and Daxter: The Precursor Legacy that is home to an amalgamation of challenges, enemies, and obstacles.
Trekking through the Snowy Mountain is quite a feat, as there is a canyon full of chasms that require precision platforming to overcome, icy bridges that don't offer much in the way of traction for Jak's feet, and many difficult platforming perils to persevere over to get all ten Power Cells hidden around the mountainous area.
The Lurkers loafing about the Snowy Mountain area as well as the ones in battering ram operations to retrieve Precursor technology frozen inside large glaciers make for an uninviting place. A cavern that is accessed through carefully maneuvering over a series of slippery platforms finds itself infested with small Lurker forces while a fortress full of the Lurker horde sits on the opposite side of a grand canyon.
Snowy Mountain pits players in a battle against the elements, the Lurkers, and the problematic platforming for those not ready for the challenge. It's an area that features a wide array of platforming challenges and unique locations, making it one of my favorite areas within Jak and Daxter: The Precursor Legacy.
Frosty Village - Diddy Kong Racing (N64)
Wrapping this wintry volume of Best Levels in Gaming History up, Diddy Kong Racing's ultimate track in Snowflake Mountain is Frosty Village. Despite its name, most of the track take places in the outskirts of the titular village.
Racers start by taking a wide right curve and passing through a stone archway with three openings on it. Down a lengthy slope leads to a triplet of houses, the actual village part of the race. A quick curve leads into a twisted tunnel full of swift turns eventually making way for a large outdoor area of track. Here, one can stay on the wide road, or they can opt to go off-road into the snow and drive over a trio of boost pads (zippers) for a nice shortcut.
This expansive area with colossal-sized pillars set on the sides of the road leads to a part of track with water on the right side. If one is driving a hovercraft or piloting a plane, they can pass through the waterfall to access a clever shortcut. Otherwise, it's the outside path that must be taken, following the road where it makes its right turn and leads back to the starting line for the next lap.
Frosty Village has one of the most arduous Silver Coin Challenges in Diddy Kong Racing. These challenges require the player to collect eight silver coins sprinkled in oftentimes tricky locations and come in first place to successfully complete them. This meant my younger self spent a lot of time on this snowy circuit. Yet after all my accumulated laps and times with Frosty Village, I still enjoy racing on the track, loving every twist, every turn, every shortcut, and enjoying the ambiance all at once. Racing this track during Christmastime is a memory that I will always cherish.
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