Minuki 8 years, 5 months ago As far as I know some exclamation marks are okay when appropriate. BloodyTwin 8 years, 5 months ago I thought exclamation points were ok lol. NoX 8 years, 5 months ago Don't forget the exclamation marks Only comma's and question marks are allowed. Anything else? Did this at like 3 am and still a bit off so I probably missed a bit. BloodyTwin 8 years, 5 months ago I completely ruined this lyric.
It looked better without all the "fixing" I did to comply with the rules, there should be an option to have the "original" lyric under or in a form similar to that of the "pirate" lyrics option. Comment on this lyric. Register Change username? City Escape. Rollin' around at the speed of sound Despite being critically reviled, Sonic the Hedgehog has some pretty awesome levels itself Wave Ocean with its peaceful music and the homage to the whale chase from Sonic Adventure, which takes it one step further with the whale HURLING you with its tail.
Crisis City with its gorgeous post-apocalyptic Scenery Porn and the final section where you outrun a tornado that hurls everything including the kitchen sink at you.
Crisis City returns with a better gameplay engine and new level design in Sonic Generations. Sonic's version of Kingdom Valley, featuring lush vegetation in the first section, breathtaking castle ruins everywhere else, the ability to ride on the talons of an eagle and impressive for the time water effects in it's mach speed section. It's no wonder why Sega showed this level off more than any other during Sonic 06's development and featured it on the cover art and title screen of the final game!
Aquatic Base, a refreshing change of pace in that it's a final level that's actually fairly easy compared to some others, so it manages to provide JUST the right amount of challenge without being too hard or too easy, plus it has the best music in the game. The Very Hard DLC for the manages to tone down the cheapness and offer truly difficult stages in interesting permutations Doing the first part of Sonic's Wave Ocean backwards for starters.
Most Daytime levels in Sonic Unleashed. Want an example? You have two three. Even better - you know your game has achieved the zenith of fun when there are three strong, separate choices for the 'best level of the game,' and not only are they all truly fantastic by their own merits, they stand out as fantastic among a bunch of other great levels.
While the three presented below are often argued to be the best levels in Sonic, period, it should be made clear other levels like Jungle Joyride and Savannah Citadel would be considered the best levels in the game if they were put in any other Sonic game.
Spagonia - Rooftop Run, Act 1: Running along a rampart with three laser-toting robots keeping pace, just keep hammering down the Ring Boost and fling other bipedal robots at them. Dodging spiked wine kegs, catapulting up and running around Spagonia's giant clock, only to grind back down again at speed. There's also Rooftop Run Day, also known as the ultimate test of muscle memory!
Holoska - Cool Edge, Act 1: Where a good few minutes of the course are devoted to being in a bobsled and mowing down enemies and hopping to blow up the airbound badniks. Just when you see a lake, a damn whale surfaces so you can slide along its back. Wanna dismount the bobsled?
Crash it into a ledge and it'll explodedespite being composed of carbon fiber and metal. Chun-Nan - Dragon Road, Act 1: Where everything great about this game comes together in one neat little package. Great music, quick reflexes, a beautiful background, and a whole bunch of fast-paced fun along the way. You know you're in something awesome the moment you fly into the head of a dragon-statue, only to grind all the way down its back.
Eggmanland is made of equal quantities Awesome Level and Scrappy Level. Both versions. No exceptions. Sonic Advance 2 had awesome levels, Especially Sky Canyon Zone which was the first time the physics defying mid-air boosts had to be used. All the levels become this if you go fast enough.
Sonic Rush Adventure's levels are similar, but with much more level specific gimmicks and quirky themes. Riding dolphins in Pirates Island as giant anchors try to crush you?
The minecarts and stunning visuals of Coral Cave? Being shot out of a cannon and then chased by another pirate ship in Haunted Ship? Or the steampunk Machine Labyrinth? And then you have Blizzard Peaks with the snowboarding as is standard in ice levels but done really well, and Sky Babylon with you rushing up 60 degree hills as the platforms crumble very quickly behind you, before you spiral up another road. Chaos Angel in Advance 3. The last level in the game, and while it's not a factory or a base, it's very dramatic with Ominous Latin Chanting music, extremely tough platforming, and takes place on high up ruins in the clouds, where weird skies and broken up planet fragments can be seen in the background.
The music alone makes it a worthy reward for finally getting past the Carnival Night Zone. Hydrocity, also from Sonic 3. It's an underwater ruins level, so if you've played the previous games, you're expecting a hard, long slog, right?
You'd be wrong. It's a blitzingly fast wild water ride with Sonic blazing across the surface of the water, bouncing everywhere with the bubble shield, rolling down hills at ludicrous speed, getting caught in currents that fling you miles into the air, and AMAZING music.
Seeing the Death Egg stuck in the ceiling of the massive cavern and watching as the entire lava-filled cave suddenly turns to crystal is breathtaking, and the songs for both acts go along with it perfectly. Launch Base is pretty bright considering it's the last level in the Sonic 3 portion of the game, but it builds up to the construction site where the Death Egg is being repaired.
Act 2 also features a gorgeous lake setting and bright skies, where one minute you're high in the upper areas of the site, and the next, you're underwater on winding slopes deep in the complex. Sweet Mountain in Sonic Colors. Rockets filled with jelly beans come crashing down on you, drilling through cake and in one act, you can see the entire area as you're grinding.
If not Sweet Mountain, then the awesome beauty and platforming of Planet Wisp, or even Aquarium Park's underwater vastness, where you can drill to your heart's content, and better still, the music gets muffled underwater, making it surprisingly engaging. Starlight Carnival. Exactly What It Says on the Tin. Take all the bright lights, games and roller coaster tracks of a Vegas carnival, and add the expansive limitlessness, glitter and gravity screw of a Space Zone level, and add some more sparkle.
It's a fun level that's even gorgeous to look at. Even Asteroid Coaster, the same thing but with Yellow and Purple instead of neon, can barely contain the vibrancy. Remember how we were just talking about the "running down the side of a building" mechanic? Well, Terminal Velocity takes it Up to Eleven. Sonic gets a CMoA for himself by getting Tails into the elevator and sending him to safety while he confronts Eggman.
Sonic then proceeds to open up a can of whoop-butt on Eggman, freeing the Wisps he's using for a power supply in the process. On the mech, destroying it. The final level features Sonic trying to outrun a black hole made of hyper go-on energy and getting rescued by the Wisps and reunited with Tails. Sonic Generations is built around this concept. SEGA took one of what fans consider the best levels from each game in the series and remade them for one fanservice laden package. In order: Green Hill Zone perfectly captures the spirit of the original.
Chemical Plant Zone, notable for making a fast level even faster. The plant also collapses in Act 2. Among the modern Sonic stages many would agree that Sky Sanctuary is the best due to the fact that it mixes the 2D and 3D sections better than any other zone.
Speed Highway, now with more impressive set pieces. It's also visually spectacular and gets surprisingly open ended. City Escape greatly extends the board segment at the beginning and makes the truck chase even more badass. Seaside Hill is the most open ended level in the entire game, especially as Modern Sonic. Rooftop Run Act 2 combines high speed, dizzying heights, and one of the best tunes from any Sonic game.
Planet Wisp, while widely considered to be the worst level in the game, actually has sections where you're running and jumping around the alien planet you were in for 3 seconds in Colours. Sonic Mania has a mixture of both new and returning levels that really stand out. The first act on each returning levels is basically a faithful remake of each level without making it feel like the same with the second act looking different while still making it feel like it is part of the stage.
Examples include: Green Hill Zone is perhaps the most faithful remake of each of the levels but with a modern take of the classic Sonic speed, it feels like a whole new experience.
Chemical Plant Zone Act 1 lets you pick between the high speed of Sonic 2 Act 1 or the challenge of Act 2 while Act 2 lets you bounce on some chemicals while Eggman challenge you to Puyo Puyo at the end of the Act.
Studiopolis Zone is a great intro to the new stages with the flashy gimmicks combined with speed in Act 1 and platforming in Act 2 makes it something to remember combined with its awesome music. Plus, you get to ride at full speed around the outside of the airship! Press Garden Zone has perhaps one of the beautiful looking zones throughout the entire game, particularly Act 2.
Knuckles' version of Mirage Saloon is very tailored suited to his abilities, making it a fun level to travel around. Act 2 allows all three characters to experience the same easiness while fighting a fun battle against the Heavy Magician disguised as Bark, Bean, and Nack. Most fans agree that Metallic Madness Zone is one of the very few stages where everything exceeds from the original level as well as being a level with the right amount of difficulty without making it feel cheap.
Titanic Monarch Zone is one of the toughest levels ever in a Sonic game which is welcoming for those who love a challenge. The stage feels like this is a final showdown against Eggman while making it look like the Phantom Ruby is giving him a god complex.
And the setting is epic - nothing says Final Level like a massive cybernetic space castle. The climactic music reflects this finalness perfectly. Space Invaders. Let's play! Good luck. Spyro the Dragon. In addition to just being plain old gorgeousit's soothing and fun to just fly around and find all the nooks and crannies hiding goodies. Jumping and climbing your way to the top of the big waterfall and looking out over the valley just makes you feel good inside.
The original Spyro the Dragon has Tree Tops; it's That One Level to many people but once you figure out how to complete it, it becomes extremely fun to play through. Spyro 3 has Fireworks Factory. Brilliant level-design, great musicepic side-quests though Agent 9's section is one of the most annoying parts of the game and ninjas. Fireworks Factory is especially memorable because of Greta. Badass Adorable doesn't eben begin to cover her. She looks like a cute kid right until she faces the hordes of ninjas More or less the entire Magic Crafters' World from the first Spyro game.
The levels start to become truly challenging without being too obnoxious, the music and scenery is all beautiful, and awesome game mechanics like supercharging and fairy kisses make their first appearances. Probably the game's "sweet spot" in terms of difficulty and reward. This is the last listed regular level in the second game for good reason; not only are the enemies amazing, it contains the first miniboss in the series and a combo powerup with Superflame and Superflight.
You then use it to fire down two waves of sheep saucers. Splinter Cell. Sam returns to his former workplace, blows up the garage, takes out the new Splinter Cells and scares a receptionist. The final level of Double Agent.
All throughout the game, you've had to work with terrorists, earning their trust and placing yourself further from your old comrades, resulting in some very dirty work. Depending upon your choices, you may even have had to kill Lambert.
Now, you get to take out these bastards once and for all. It's awesome. Star Craft series. Capture the Battlecruisers. At the end, destroy General Duke's fleet of battlecruisers with your new armada. You essentially do a pseudo- DotA mission with a perma-stealthed Knight in Sour Armor who busts open a planet made specifically to hold political prisoners. Raynor's remark that no one has busted out of New Folsom in the 50 years of its life and they "broke it in an afternoon" is especially something worth crowning.
Your team is charged with retrieving a Xel'naga Artifact from a massive temple complex. To cut through the temple doors, you are given a massive, building-mounted Frickin' Laser Beam — " the power of a sun at your fingertips ". When the Tal'darim protoss attack your base, you are given direct control over this beam with explicit instructions to burn the attackers down as quickly as possible.
The boring way to complete the mission: dig in with traditional troops and fire-support from the BFG, while it cuts through the door.
The interesting way: build up a balanced force and wipe those smug Tal'darim bastards off the face of the map. The awesome way: using a cheap spotter If you've unlocked Orbital Command technology, scans are wonderful for thissystematically incinerate their bases with your own personal Death Ray. Also, this is the mission that unlocks Siege Tanks.
Raynor's Raiders intend to hit up Korhal to force the local media to broadcast some dirt on the Emperor. Their ace in the hole? The Odin, a building-sized siege walker that the Dominion think is on their side. After giving them a Barrage-shaped wakeup call, the Odin gets to stomp through their bases for several minutes before they respond; then it retreats home so you can do it again with backup.
The Very Definitely Final Missionso it had better be. You have an entire army, and a superweapon in the form of the completed Xel'naga Artifactversus three of the most enormous zerg bases imaginable, enormous beasties, Nydus Worms or flyers galore, and Kerrigan herself. Your mission? Hold the Line! It is kicked off by Kerrigan proving that she's still a Magnificent Bitch and creatively using a captured prisoner to destroy an escaping protoss ship, and from then it's Alienexcept that you play as the Alien picking off the ship crew one by one.
The mission where the zerg army you've been using takes the training wheels off and returns to its Bug War roots. An all-out assault on the Dominion's heavily-defended base of operations on Char, beginning with a truly massive Zerg Rush composed of hundreds of zerglings and banelings pitted against the Dominion's heavy armor and nukes aplenty. One of the few missions, especially in the early part of the game, where the true scope and fury of the Swarm is yours to unleash.
Having reinfested herself to create her Primal Zerg formKerrigan decides to test herself against Zerus 's wildlife to get a better understanding of the forces that shaped the Primal Zerg and, in the process, redefines One Woman Army as she almost singlehandedly slaughters four of the oldest, meanest, most vicious pack leaders Zerus has to offer. The final mission, pitting a fully unlocked zerg tech tree with all the delicious campaign-only fixing against Mengsk's elite guard.
In "All In", you had to Hold the Higher Level (The Crow Remix) against this very same unstoppable force; now it's your turn to take the offensive and tear the Dominion apart. But don't think they'll take it easy on you; with the huge armies, fleets of elite battlecruisers, and the Odin arrayed against you, it'll take some effort to take Mengsk down. The very first mission has you leading the reclamation of Aiur. You're given a deathball of Protoss and left to run rampant, purging the Zerg all over the map.
Need we say more? You get the entire Protoss arsenal, complete with campaign upgrades and calldowns, to wield against Amon's army of Evil Knockoffs of units from all three races and stomp them into the dirt. All set to glorious ham from the Protoss leaders. All the forces you've gathered across the campaign stand with you, led by their respective heroes, and as the battle progresses they will add more powerful units to their arsenals, with the Tal'darim eventually unleashing a Mothership.
At the same time, you're gradually losing the powers of your Cool Starshipmaking your hold-out even more tense with each one lost. Amon hammers you with everything he has and it's up to you to match it with all the weapons the Firstborn have. Gotta love that feel of Andross deploying every ship he has left, trying to keep you away.
Crazier still is Venom I on Expert Mode. Area 6 gives a whole new meaning to 'target rich enviroment'. TASers have been able to eke out, say, hits on Expert in Venom 1. Area 6? Over And you can even take out the frigates.
All while you hear the panicked reactions of an enemy squadron as they try and fail to wipe out Star Fox—they get so desperate that they resort to deploying a planet-destroying weapon just to kill you. But neither of these tops the epic feel of Macbeth - getting the opportunity to take out bits of the train throughout the entire level, and then seeing it careen to its death is just fantastic.
It also takes the Landmaster, which is slow and out of place in the game proper, and makes it a lot of fun. The train crash in Macbeth is THE reason the rumble pack was invented. So awesome. Hit the brakes! I can't stop it!!! Cue Chain Reaction Destruction. The massive dog fight on Katina. Also; whether you win or lose, you're still treated to an Earth-Shattering Kaboom. Bolse was pretty awesome, also, although going there means missing out on Area 6 and the better version of Venom. For starters, everything starts out with impenetrable shields, and you have to blast away the shield generators.
Then the bogeys start streaming out. Then, the core appears, and right around the same time unless you beat them on Fortuna earlier in the gamethe Star Wolf team appears.
Then once you start shooting at the core, it starts shooting back. Dealing with all of those lasers flying around from the busted panels of the core and from the Star Wolf teamit's quite exhilirating. Finally, once you bust all of the panels of the core, the entire planet-sized satellite blows up. There are a lot of large explosions in this game—the Saucerer on Katina, the Katina base if you don't take down the Saucerer, the weapons factory on Macbeth, the bosses of Solar and Area 6, Great Fox getting smacked with a Copperhead missile in Sector Z—but none of them are quite as big as the entire Bolse satellite.
Almost makes missing the better ending worthwhile. Zoness was pretty fun, and the "destroy the searchlights" aspect is interesting. It takes place on the smaller sun of the Lylat system. Your health is very slightly going down but that doesn't matter as there are plenty of health rings. There are also huge lava waves that you break up with your bombs, and you can even create some. You're in a submarine through the ocean and it keeps getting darker. What makes this level great?
To quote Slippy: "Keep firing! We got lots of torpedoes! Yes, they are infinite. You end up blazing a path of destruction through the ocean as you just rapidly fire your lasers and torpedoes and doing barrel rolls, and watch the legions of ocean dwellers sink before your might.
You can get to all three in one playthrough, but getting from X to Z requires using the warp gates, skipping the proper conclusion to X. If you take the lower route at the split, you even face a red one that moves at Higher Level (The Crow Remix) triple speed and also takes more hits to kill than a normal enemy. The fact that the "special mission" is a simple matter of racking up kills is also pretty cool. Then it ends with a rather unique boss—easily the smallest save for the Star Wolf team, but quick and erratically moving.
Until it tries to recharge its energy from atop its ship, sacrificing its mobility. Note, though, that if you don't take advantage of this, it does regain health when it does this, something no other boss can do. Sector X finds the team investigating what seems to be one of Andross's bases already wrecked, without any Cornerian forces having done anything to it.
There's a huge formation of enemy units, a minefield, and after another path split, there are warp gates, allowing for a brief Out of This Dimension-style head trip. If you choose to see the level out to the end, though, you find out what wrecked the base—a rogue AI named Spyborg, which brings about another memorable boss fight.
When you get it to roughly half HP, it'll suddenly jump to zero, seemingly defeated, then the boss music will go funny and it'll come back to life and shake its finger as if to taunt you. This is your cue to shoot the hell out of itbut unlike every other boss on the easy path thus far including the first half of this fightthere's no immediately obvious target; it just kind of blends in.
If you don't, Slippy will offer to help and will get swatted away and crash-land on Titania, necessitating a rescue. Sector Z is just a pure All-Range Mode dogfight, until six missiles suddenly drop in from nowhere and start heading for Great Fox, which isn't maneuverable enough to avoid them.
Also, because Great Fox is on the field, if you fly towards the docking bay you can actually heal yourself and fix your wings if they're broken. The second course Venom 2 in the original Star Foxblasting your way through a space highway right into Andross' back door. Also in the original, the alternate final level, Out of this Dimensionis absolutely amazing. It's a fantastic Mind Screw with one of the most interesting Final Bosses in history at the end. Dragon Rock in Star Fox Adventures.
From the beautifully sinister atmosphere, to the shooting segments, to the boss fight with Drakor, etc. Star Trek: Klingon Academy.
Play skirmish and take your pick: fighting in the debris ring of a planet? Inside the atmostphere of a gas giant? The corona of a star? Hell yes! Most awesome is the fight set at the edge of a Black Hole accretion disk, turned up to eleven when you decide to create a battle somewhat closer to the event horizon of that same black hole. Possibly the scariest as well, once your engines are dead you will fall faster and faster into the black hole Star Trek Online.
Cutting The Cord is this for a lot of people, a big urban battle against Hakeev and the Tal Shiar with the Romulan Resistance at your back. You end killing Hakeev, destroying a giant Iconian Gateway and then face off against Sela and her Scimitar. Boldly They Rode is this as well. It was the first mission an EVA component which sadly now makes the first half a Scrappy Level and then went on to have you take down the Jem Hadar on Deep space Nine alone, then take on their fleet in orbit with the U.
Defiant and the brand new U. Enterprise-F as your back up. New Romulusa beauty expanse of nature and a newly built city and it has adorable creatures like the Epohh and the Nanov. The new Solanae Dyson Sphere qualifies as well, great art direction and dinosaurs with freaking laser beams. Star Wars. There was also the mode where you could just have an awesome all-out battle between heroes.
Han Solo and Obi-Wan vs. Darth Vader and Emperor Palpatine? Star Wars : Shadows of the Empire for the Nintendo 64 was the first Star Wars game to feature a fully 3D playable version of the Battle of Hoth, both in a snowspeeder and on foot.
According to the Gametrailers Star Wars Retrospectivemany gamers never played past the first level, simply replaying the Hoth battle over and over again. This is probably the reason there have been Hoth levels in every Star Wars game since that could fit one in, and the inspiration for the Rogue Squadron games. The Asteroid Field mission was pretty fun, too. And so was Gall, where you got to play with a jetpack Though it was added in at the last minute and rather unconnected to the main story, the Battle of Endor in X-Wing Alliance is quite exhilarating.
Up until you look across the cockpit of the Millennium Frikkin' Falcon and see your robot buddy in the copilot seat And Higher Level (The Crow Remix) version of Endor isn't too shabby, either Mmm, fighting two Star Destroyers. The final level, Strike at the Coredeserves a mention. Trying to get a gold medal in this level on Ace Mode, while piloting the Millennium Falcon Let's not forget the opening stage which set the tone for the entire game: the most perfect rendition of the Battle of Yavin complete with high-speed trench run ever seen outside of A New Hope itself!
Rebel Strike was largely a dud, but the true final mission, Assault on the Executoris amazing. And even better, you can destroy Home One tahnks to a Good Bad Bug and get 17 minutes of Tie-fighter killing, star destroying goodness.
You're sent out there in an unshielded TIE Interceptor and have to survive until reinforcements come to pick you up Hard, but awesome. The rest of the game almost seems like a bit of a let-down in comparison.
Korriban in Knights of the Old Republicespecially on a light side runthrough as you play every Sith on the planet like a fiddle. For all the flack Taris gets for being a marathon levelthere are still several memorable sequences like the the fighting arena minigame, the undercity, the cave area beneath the undercity, the sewers, the Black Vulkar base, the Sith base, and Davvvik's estate. For that matter, the Battle of the Star Forge.
Except you have to kill Darth Malak first and either kill or redeem Bastila first. Along the way though? You fight elite mooksseveral minibosseswhole armies of Dark Side Acolytes, Adepts, and Sith Masters, whole armies of the best 'normal' troops, a mecha army, and at times all at once.
If you go Dark Sided, you conquer the entire galaxy at the end only to lose it in the sequelif you go Light Side which can be better than Dark Sideyou redeem Bastila, defeat the Sith, and become the Prodigal Knight of the Republic. Either ending is satisfying, and it is really fun to bring Malak down. What is it with Bioware and awesome final levels? Also the return to Onderon; the whole damn thing, from the Tomb to the palace Throne Room. LEGO Star Wars II : The last two Empire levels the showdown with Darth Vader, and the escape from Bespinand the last three Jedi levels all three story-lines in the climax; breaking into the shield generator, the fight against Palpatineand, of course, the battle over Endor and inside the Death Star.
The more intuitive missions in Jedi Academy qualify with the exception of Blenjeel. But the best is probably Meet Contact - Zonju V where you go through most of the level on Swoop speeder bikes.
Mercenaries start chasing you? Do what Luke did in Return of the Jedicut off their front stabilizers with your saber and watch as they spiral to a fiery death against a wall.
Korriban if you're Light Sided. What is what makes this level so awesome and different from the others? In the rest of the game, is you versus the world except a couple missions with Kyle Katarn but here?
Whenever you enter a room, you'll see a few of your fellow Jedi Knights already fighting the Sith. And those who survive the battle will follow you and help you mow down any enemy you come across. Yeah, you pretty much lead a Jedi army. Have fun dropping mooks to their death!
Chandrila in general, particularly for those who replayed the demo to experiment with the different styles of sabers. A tomb crawling with Cultists and Reborn where your Rank 3 core Force powers shine and the saber mechanics make for one visceral fight after another. Vjun parts one and two with Kyle Katarn himself at your side. He is practically indestructible and you can just watch him cut-down everything the game throws at you and him, even the otherwise hardy Hazard Troopers.
With no losses. The final battle of the Forces of Corruption campaign. If you've been conquering planets to raise your unit cap in the galactic view, you can stock up a massive fleet and take on five, fully upgraded Imperial space stations with your Rebel allies while Imperial ships are constantly pouring in.
Capture a massive ship equipped with a superlaser that can destroy capital ships in one hit, just for it to break down when the Empire send in their Super Stardestroyer Dark gloomy cliffs, a tiny floating bridge, a massive underground complex, and forcing the player to infiltrate the prison via elevator shafts and air ducts without Higher Level (The Crow Remix) hint from the briefing makes it the most memorable part of the game.
Depending on your difficulty setting, you get ten minutes, two and a half minutes or a hundred seconds to get to your ship. Gravity's all over the place, things fly up into the air, ceilings become walls, nobody on board including you have any idea where they're supposed to go To a lesser extent, Level 6 "Into the Dark Palace", more precisely outside the palace.
It's a very large area filled with stormtrooper posts and AT-STs walking around. All this without a second of extra loading. You can definitely tell why it was featured so prominently in the promotional screens of the game at the time of its release. While most of the dungeons were criticized for being a little too much like World of Warcraft dungeons, the Esseles and Black Talon were considered one of the best for the fact that these ones had a lot of plot happening and showed just how different it was, and it gave it a really unique touch when you had bosses walk up to you and introduce themselves, or enemies who later became bosses of later flashpoints.
The Gree Event. Takes place on the ice planet of Illum, and all the snow sets off the colorful Scenery Porn of the Gray Secant exploration ship beautifully. Inside the ship is a wonderland of Tron Lines and delicate geometric art, an inventive boss battle at the end of the daily, and an Operations Boss that cheerfully addresses the party before the start of the fight as it's merely studying your combat methods For Science! Streets of Rage.
The amusement park level in Streets of Rage 2 with the arcade, pirates attraction, alien house and overall Awesome Music. Streets of Rage 3 has Bottomless Pits that are lethal to enemies, but not you. Cue throwing in enemies with multiple lifebars to instantly kill them. The original Streets of Rage has an awesome upward elevator ride in Stage 7. It's a nice breather between Stage 6 and Stage 8complete with Yuzo Koshiro's stylin' beats and a lot of freedom in how to handle the waves of mooks.
Do you simply challenge them all fairly? Take the chance to shoulder-throw mooks off of a goddamn elevator? Leap onto the guard rail and then use the leverage to drop a flying kick through four guys at once? Or do you take advantage of a glitch that lets you German-suplex the mooks through the floor in the corner of the elevator?
It becomes a bit of a Scrappy Level if you're playing co-op with a clumsy jerk that keeps throwing you off the elevator on "accident"but the same could be said of Stage 4's rampant bottomless pits. Super Mario Series. World in the original Super Mario Bros. This level? Flying over much of it using strong winds and green trampolines. Super Mario Bros. It's all about riding an Albatoss to travel through the starry sky to reach the end.
Just be careful about incoming Albatosses and a lone Panser spitting fire in a peak, and you'll be fine. Part Higher Level (The Crow Remix) the reason for Super Mario Bros. Worldand one of the coolest powerups in the series, Goomba's Shoe.
Although Mario can only move by hopping rather than running, he can kill every enemy in the level by jumping on them - even Spinies and Piranha Plants - and doesn't take damage from walking on Munchers. The only downside is that Mario has to give up Goomba's Shoe at the end of the level, and cannot get it in any other level. Then there's that level in World 6 with the hundreds of coins frozen in ice blocks.
You defrost them with your fireballs. There are also Munchers frozen in some of the ice blocks. Normally a bad thing, but there are a cluster of Munchers over top of a pipe, and recall that hitting a P-Switch turns Munchers temporarily into coins. When you eliminate the Munchers and enter the pipe, there's a Hammer Brother suit inside, and that Hammer Brother suit is one thousand times more satisfying to wear than any other in the game.
The quicksand stage in World 2. An angry sun that you can kill with a shell! Take that, Sun! The Coin Ships which replace the Hammer Brothers if you finish a level in Worlds 1, 3, 5, or 6 with a particular coin tally note a multiple of 11score note the 10s digit must be the same as that for your coins, or differ by 5and time left on the clock note an even number of "seconds" remaining if your coin and score 10s digits match, an odd number if not.
No enemies except for a token Mini-Boss against two Boomerang Brothers at the endjust lots and lots of coins. It's like winning the lottery every time it appears. The easiest level to test it on isbecause there's convenient bricks and coins and a pipe to reset them right at the end of the level in case you screw up. Super Mario World has plenty of awesome levels: Vanilla Dome 3, where you ride a skull coaster on lava while dodging a googly-eyed lava monster who is named "Blaarg".
The secret exit to the Valley Ghost House, where you literally have to build a staircase out of coins and a P-Switch. Takes some practice to get it right, but the idea is one of the coolest for a secret exit in the game. This is one of those things thats so fun about the WoW franchise. Theres a lot that can be done with the lore. I like how in vanilla there were a lot of things going on. The story changed throughout the game. This was lost after the first expansion.
Admittedly, I think that expansions need to be focused narratives. I see what you mean bout having focused expansions, but I think they can be a lot less rigid than that. Part of the MMO experience, a large part, is the world.
Some of those things even need to be of equal importance while being completely unrelated. I think Blizzard has said in the past that some work for the expansions were already underway when vanilla was released. ANd with their glacial development cycles, all they know how to do is laser focus on singular stories.
An insightful and well laid out post, I did love the Mongrel Horde concept due to my affection for the mob species and this was well thought out!
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