Showing posts with label wild woods. Show all posts
Showing posts with label wild woods. Show all posts

Thursday, November 26, 2015

Best Levels in Gaming History - Volume Fifteen

Happy Thanksgiving from SuperPhillip Central! If you recall last Thanksgiving, SuperPhillip Central did talk about levels, but they were turkeys of levels instead of good ones. This year, we're going to delve into some of the best levels in gaming history with this long-running series, so long-running that we've hit volume fifteen! The levels featured this volume are greatly designed, memorable, and feature some awesome mechanics to them. If you missed a previous volume and want to get caught up, 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
Volume Thirteen
Volume Fourteen

Gaur Plains - Xenoblade Chronicles (Wii, 3DS)


With Xenoblade Chronicles X for the Wii U releasing in just over a week in North America, it makes sense to talk about a grand area within its predecessor. In Xenoblade Chronicles for the Wii and later ported to the New Nintendo 3DS, early on in the game you arrive at a special locale. Before reaching Gaur Plains, Shulk and friends head through smaller contained areas like Tephra Cave and Colony 9. These smaller locations make the player's arrival at Gaur Plains all the more special. It is here at this location on the lower Bionis leg that Xenoblade Chronicles opens up immensely, offering the largest expanse in the game for players to journey and adventure in.


Gaur Plains connects a large variety of areas together, such as the Refugee Camp, where an important progression to the Xenoblade Chronicles story takes place, Volff Lair, Rho Oasis, and Viliera Hill. A gigantic enemy marches through the main field of Gaur Plains, easily able to wipe out Shulk's party if they engage with the omnipotent monstrosity. Still, if you're interested in exploring a massive and marvelous place, Gaur Plains from Xenoblade Chronicles is a terrific spot.

Wild Woods - Mario Kart 8 (Wii U)


My favorite of the all-new tracks seen in the downloadable content packs of Mario Kart 8, Wild Woods is a magnificent race through the treetops and a series of treehouses that the Shy Guy characters in this track call their home.

Right away Mario Kart 8's anti-gravity central gimmick comes into play, having the racers line up vertically on a piece of track that stretches towards the sky. After the initial turn, racers choose from one of two short rail-less paths that converge on a curved wooden bridge where avoiding the gaps in the track and the barrels is recommended.


This leads to a brief flight section, where Shy Guys ride down lines in the background and distance, making way for a ride down a water chute with plenty of twists, turns, and opportunities to perform tricks off small jumps. The water leads down to a pond where large lily pads housing boosts float along the top of the water. Finally, an S curve heads to the finish line so the race can be enjoyed for two more laps.


Wild Woods is a marvelous track that contains some amazing beauty, a great location and scenery to boot, and impressive curves that require mighty skill to complete. It is SuperPhillip Central's favorite DLC track in Mario Kart 8 for these reasons.

Chapter 14: Lightning Battle - Kid Icarus: Uprising (3DS)


Chapter 14 of Kid Icarus: Uprising is so action-packed, that the action begins immediately, even before Pit can exit Palutena's gateway! Uprising is host to two different types of gameplay in each mission, usually beginning with an on-rails flight portion. This is no different with Lightning Battle, the fourteenth of twenty-five mission in Kid Icarus; Uprising


A massive battle between Hades, the leader of the Underworld forces and Viridi, the leader of the forces of nature, have enemies flying from all over the place. Thanatos from an earlier chapter returns as head of the Underworld forces in battle while Phosphora heads Viridi's minions. Meanwhile, Pit is thrown into the middle of things, soaring through the tumultuous winds of the chapter's flying section. It's all while this amazing, rocking theme plays.


After this section of level is successfully completed, Pit heads into the on-foot portion of the chapter, the Thunder Cloud Temple, a temple with electrified walls in certain places, elevators, secret passages, and ends with an enlightening (literally) battle with Phosphora. It's a tricky place to survive, but one that makes the player proud to complete after surviving the temple's various trials. Both the flying and on-foot sections of Chapter 14 make for one of SuperPhillip Central's favorite chapters in Kid Icarus: Uprising.

Blackout Basement - Donkey Kong Country (SNES)


One of the final levels in Donkey Kong Country, Blackout Basement is a great level not just for its central gimmick, a level where the lights intermittently turn on and off, but because of its progression as a level in general. What I mean by this is that the level is a brilliant example of having a simple level concept and introducing more complexity and challenge to it to make for an interesting and memorable level.


Without much knowledge of the level's design ahead of time, players starting off in this level will take it slow and steady, being unaware of what dangers in the form of enemies and bottomless pits lay ahead. There are a plethora of challenges to worry about in Blackout Basement that would otherwise be easy to pass if the lights didn't go off and on at a consistent pace. There are small platforms hovering above gaps, there are swinging ropes that allow Donkey Kong and Diddy Kong to travel across giant bottomless pits, and there are enemies like Kritters, Klaptraps, Klomps, and barrel-throwing monkeys that will trip up any Kong foolhardy enough to not look before they leap.

Witchyworld - Banjo-Tooie (N64, XBLA)


A most unwelcome to Witchyworld, the third level within Banjo-Tooie, the sequel to SuperPhillip Central's favorite 3D platformer of all time, the original Banjo-Kazooie. Unlike your Disney World or your Six Flags, Witchyworld is a rundown theme park that houses a cavalcade of hazards, and that's just the food served in the vendors! Alongside the food is the dangerous rides that will for sure take a few years off a bear or bird's life.

Grunty's hostile theme park contains four sections in the main compass directions of the park, Area 51, the Wild West Zone, the Space Zone, and the Haunted Zone. Each area encompasses a different theme and series of of attractions. The rides in each section are mostly broken down and out of service, requiring the player to change into Mumbo Jumbo to recharge them.

The main attraction in the center of Witchyworld is the Big Top. Here is where the boss of the level dwells, a giant inflatable dinosaur named Mr. Patch, who was featured in an edition of Best Boss Battles in Gaming History.


All in all, Banjo Tooie's Witchyworld sports plenty of variety to it through the various sections of the theme park, making it one of SuperPhillip Central's favorite levels in the game.

Wednesday, May 6, 2015

Rank Up! - Mario Kart 8 DLC Tracks

The second of Mario Kart 8's DLC Packs released a few weeks ago, and now in addition to the 32 tracks already on the game disc, Mario Kart 8 owners also have 16 new and remixed tracks they can purchase. After some intensive research (i.e. having a lot of fun racing on these sumbitches), I have come up with a new Rank Up! where I rank the new tracks from least favorite to favorite! Nonetheless, it's quite important to note that none of these tracks are bad at all. In fact, I like them all, which made putting this in any kind of order a challenge! However, I persevered and have come up with an order that I feel satisfaction with. Let's get to the list of sixteen!

And if you can't get enough kart racing fun, check out my top ten list from yesterday regarding the best kart racing games!

16) Wario's Gold Mine


Wario's Gold Mine returns from Mario Kart Wii, and in that game it was one of my least favorite courses. I mean, lots of rail-less portions of track and eleven other racers to contend with, bouncing you off, is not too much fun. However, with the Mario Kart 8 version, the track is a lot more fun, and thankfully the moving mine carts no longer damage the player who runs into them. Instead, you get a boost from them since they are in an anti-gravity section of the track. The tunnel where the mine carts travel is still an awesome shortcut to take and still requires some skill to achieve. All this makes for a much better ride through the gold mine of everyone's garlic-chomping antihero.

15) Ice Ice Outpost


Similar to Electrodrome in the base game of Mario Kart 8, Ice Ice Outpost features a duo of paths that can be taken. The only difference here is that there are multiple points where the track splits up into two paths. While the shortcuts are fun and require skill to nail, they aren't really worth it in the risk versus reward category. Still, there's a lot of entertainment to be had racing through open mouthed ice caverns, icebergs, freight ships and huts housing Toads to recommend Ice Ice Outpost as a track.

14) Excitebike Arena


xcitebike Arena is a unique track, though not in its shape, as it's a mere oval design .Instead, it's a unique track due to it randomizing the location of its hills, ramps, jumps, and mud pits each time it is raced on. This means that you're in for a different race each and every time, which can be a good thing or a bad thing depending on who you are. For me, the track having two huge straightaways makes Excitebike Arena less "exciting" to me, but overall it is still an enjoyable track to race on, particularly in multiplayer skirmishes.

13) Neo Bowser City


In Mario Kart 7, Neo Bowser City wasn't too fascinating of a track, but in this remixed version in Mario Kart 8, it is a very cool race. Seeing the rainfall splash onto the pavement of Neo Bowser City's roads and twisted curves is fantastic, and pulling off some of the more difficult curves on the track successfully makes one feel like a boss, specifically Bowser if we're saying "boss" in Super Mario terms. The final gliding section allows racers to still decide between soaring over the finish line or taking a daredevil trip over the abyss, using an air tunnel to get extra distance before landing back on the track. Though it's important to note that this isn't as easy as it was in Mario Kart 7.

12) Dragon Driftway


I love Dragon Driftway for its Asian setting alone, and the fact that you're racing on a giant stone Gobblegut for essentially the entirety of the race! As a dragon road, you might expect plenty of twists and turns and devilish curves. You'd expect correct, as Dragon Driftway is a very challenging track, especially in 200 cc. That said, the race seems less fitting for the super fast 200 cc and not particularly designed for it. However, if you manage to use the brake intelligently, you might just find yourself earning first place.

11) Baby Park


This is the third Mario Kart game where Baby Park makes an appearance. It originally debuted in Mario Kart: Double Dash!! for the GameCube, where it was a war zone of items, particularly shells, bouncing to and from, causing utter chaos and destruction. It reappeared in Mario Kart DS, but it was severely neutered. However, its next return, this time in Mario Kart 8, offers plenty of craziness thanks to twelve racers all competing on its very short seven lap oval. The fact that the music quickens faster and faster with each passing lap makes the race even zanier!

10) Yoshi Circuit


Yoshi Circuit is one of the only tracks in Mario Kart 8 without any anti-gravity section to speak of. However, the race is still an enjoyable one due to all of the curves both short and long the track features. This is especially prevalent on the spine section of Yoshi (after all, the track is an outline of everyone's favorite dinosaur Yoshi's profile). The lone shortcut (outside of Mushrooming across patches of grass) has racers speeding through a waterfall, across a small expanse of water, under Yoshi's arm. It is a blast to nail that shortcut, and it is a blast to just race on this track.

9) Super Bell Subway


Mario Kart 8 heads underground with its Super Bell Subway track. This track is an elongated figure-eight of sorts, where racers speed through the terminal before heading through the subway system, packed with zooming subways to contend with in addition to other racers. There are plenty of opportunities to use a Mushroom to blaze over the gravel portions of track that would otherwise slow a racer down, as well as places to ride in the rafters over and on top of the subways that patrol the tunnels. It's a very difficult track for me in 200 cc, but with more practice I'll find that I love Super Bell Subway even more than I already do thanks to its design and one particular Easter egg (the World 1-2 graffiti inside one of the subway tunnels).

8) Cheese Land


The developers of Mario Kart went absolutely crazy with the pair of Game Boy Advance tracks for the second DLC pack. While Mario Circuit's GBA version in the base game was flat, save for the anti-gravity U-turn section, the DLC Game Boy Advance remakes are full of undulations and environmental changes to make them feel like completely new races. Cheese Land removes the Mousers that patrolled the Game Boy Advance version of the race and adds two Chain Chomps instead. Also added is a tunnel through a big block of cheese, two shortcuts where racers can use Mushrooms to access, skipping over the final set of turns of the track, and plenty of sights and sounds to behold.

7) Ribbon Road


The second of the remixed and remastered Game Boy Advance tracks is Ribbon Road, taking place in a playroom that resembles something from Toy Story. The track is essentially split up into three portions, marked by their colors-- green, blue, and pink. Whether you're racing along an undulating rail-less ribbon that has plenty of curves to it, dodging Mechakoopas, or soaring past Bowser Toy Car jack-in-the-boxes, Ribbon Road features a lot of new obstacles and hazards to make note of. Both of these Game Boy Advance remade tracks are excellent, but I give the edge to Ribbon Road just for the nostalgia it gives me.

6) Rainbow Road (SNES)


Making its third appearance in the Mario Kart series, Rainbow Road is a much wider track than in previous appearances, but don't let that fool you. There are still myriad turns to worry about that skillful racers must overcome without being bumped off the track, one without any rails whatsoever. Then there are the electric Thwomps that slam into the track from midair, creating temporary undulations into it that can be tricked off of for added boosts of speed. Rainbow Road's sole shortcut comes just before the final turn to the finish line, requiring a Mushroom to leap across a chasm in the middle of a quick split path housing Thwomps on both paths. That is, unless you're playing in the 200 cc, where you can just speed over the ramp and make it to the other side with no problem whatsoever.

5) Big Blue


"You got boost power!" The only Mario Kart 8 DLC track that features three sections, much like Mount Wario (my favorite of the races in the base game), Big Blue is notably based on the setting of races in the F-Zero series. Therefore, as F-Zero fans can expect, it features anti-gravity all of the time, with insane curves, plenty of places to fall off from, and rushing water that pours down slides which racers jet across. Like Mount Wario, Big Blue feels like one big, epic, racing adventure, but this time it has a science-fiction feel to it. Just the way I like it. If Nintendo won't deliver unto us a new F-Zero, this and the next track on my list will have to do... for now.

4) Mute City


Big Blue is a part of the second set of DLC tracks for Mario Kart 8. Mute City is part of the first set. It takes place in the sky, like any F-Zero track would, but like Big Blue, it is a wholly original design. The environment is the sole aspect that is Mute City-ish, with futuristic buildings, billboards, and a pinkish purple sky. The road twists like a corkscrew, curves like a snake, and features a huge drop near the race's conclusion, where a smartly used Mushroom can reveal a shortcut just before the drop. Mute City doesn't fully satiate my desire for a new F-Zero, but at least Nintendo realizes and admits the franchise exists.

3) Animal Crossing


Animal Crossing is a very special track in that it actually has four forms, randomly selected each time you play. The only differences are aesthetic, changing in seasonal appearance. What it lacks in anti-gravity, Animal Crossing more than makes up for in nailing the atmosphere and small town feeling of being in an Animal Crossing town. Whether you speed through a grove of trees, encounter Mr. Resetti in the middle of the race, fly over the town's fountain, jet past the beach, or run into a rock (they even drop coins like the real game), Animal Crossing is a track that is enjoyable to race on. Then again, if you've followed me for any extended time, you know how much I love village/city circuit tracks.

2) Hyrule Circuit


The third and final crossover race in Mario Kart 8's DLC tracks, The Legend of Zelda's Hyrule Circuit has racers racing through Hyrule Field before taking a long right turn to a ramp, which takes them over Hyrule Castle's moat. From there, a left turn leads into the castle itself, where hitting three switches will reveal a shortcut instead of requiring the player to drive around the centerpiece of the castle. Racing out of the castle, race participants speed through a short town section before swerving through a valley full of Keese and Deku Babas. Finally, a quick ramp leads to the finish line, successfully taking racers through a quick tour of Hyrule, a race that makes me smile from beginning to end.

1) Wild Woods


This track, Wild Woods, takes racers through a treetop village and the forest canopy along giant tree branches serving as the track, alongside wooden platforms. Shy Guys seem to make their home here, most notably in the portion of track where players glide over a large chasm as Shy Guys swing overhead. Wild Woods is such a sight to behold, and I absolutely love the ambiance it presents players. The design is top-notch, too, offering tricky turns, an opportunity for a shortcut at the homestretch, and a fun water chute that leads to a pond with lily pads sporting boost strips on them. It's such an original track in both design and composition, making it my favorite of the sixteen new tracks that are a part of the Mario Kart 8 DLC.