(Spoilers) What is your favorite level in a platforming game?
Axel last edited by
I'm playing through Rayman Legends for the first time on Switch and it's loaded with cool ideas, the most famous one being the music levels where you constantly run forward and have to time your actions with the music. They're exhilarating to go through. I'll try to remember more!
michemagius last edited by
@Axel Wow that level is so awesome! It's amazing that they were able to sync the gameplay to the music.
Hanabi last edited by
@isosceles I'm all about Sonic. Honestly it's a hard call between the Unleashed and Generations version of Rooftop Run but they're both my favorite 3D platformer levels in general. I'd even go so far to say it's top 5 levels/areas period.
Greymarch last edited by Greymarch
This seemed so much more dramatic when I did it years ago than watching it now, but it's still a goodie.
isosceles last edited by
@DeweyDTruman Hell yeah I'm gonna be booting Unleashed up this week to check it out. Watching a video of that level makes it look sooo satisfying to blast through.
Oscillator last edited by
DIPSET last edited by
I started gaming as a kid in the later 90s, so yeah, my platforming experience is limited. But you guys have proven that I really need to take the genre more seriously. It just wasn't my attraction growing up. Just Mario 64, Sunshine, Banjo, Crash 3, Spyro 1-3, Ratchet & Clank, Rayman 2. That's about it...
My pick here isn't based on gameplay. It is just amazing vibes. The music, cute characters, fun secret hockey mini-game, the chanting guy is an adorable little chant I'll say in my head time to time.
Spyro 2 - Colossus
michemagius last edited by
I have now successfully beat A Hat In Time, and can speak to the quality of the rest of the game's levels. I honestly want to feature all of them since they are all so unique and well designed.
A Quick Note About The Videos Attached: I chose these videos because they were the only ones that focused on specific levels rather than entire chapters. The issue with these videos is that they are a little misleading about how the game actually plays. First, the game runs much smoother than this video would have you think, even on my pathetically under powered laptop. I think the low frame rate on the video must have something to do with the capture. Furthermore, the person playing is a little impatient. The game is fast paced at times, but also requires to stop and think about how they will traverse a level by throwing in lots of different platforming challenges. The issue with always trying to rush is that the player was constantly messing up jumps and other maneuvers. The game isn't actually that hard, it's challenging and makes you think. You might have to attempt a jump multiple times, but it isn't unfair. I'm not saying that they were a bad player, but they would have gotten things done faster if they hadn't rushed. So I hope that explains the low frame rate and the amount of falls.
Toilet of Doom: Not a platforming level really, just a boss fight. But, what I will say is that all the game's boss fights are very well designed. They were all challenging enough that they kept me engaged and made me have to attempt them multiple times, but also not so long that they got boring. Plus the phases of each boss are very different from each other and swap rapidly, keeping things interesting.
Train Rush: I've loved this level since the Beta. It was the only level from the chapter back when it was still chapter 3 and not chapter 2, and was still called A Trainwreck of Science instead of Battle of the Birds. I've played this level so many times and it really never gets old. It's so hectic that even if you've practiced the level 10 times, if you react a half of a second late your whole run is thrown off. The fact that this is one of the levels that gives you a score also helps the replayability. In chapter 2 you find yourself switching between 2 very different courses of levels. Which course you score higher on determines what the final act of the chapter is. I wanted to get a particular ending, but had ended up doing much better on the course I didn't want to win. I found myself 8 points short of what I needed to get the ending I wanted (with overall scores around 1100), so I needed to up my game somewhere. I was having trouble upping my score on the first level of the course, so I switched to Train Rush, the second level. It took me about 15 tries but I was eventually able to shave off about 5 seconds on my time and get the points I needed.
The Big Parade: I just really like the gimmick of this level. Your being followed by a parade band and they hurt you if you touch them, meaning that you have to be constantly moving and never backtrack. The level is more about how long you can keep that up than about actual platforming, but it was interesting and fun.
(The 3 Levels I Just Mentioned)
The Wind Mill: This "level" is an area in the chapter Alpine Skyline. Alpine Skyline unlike the other chapters, is not broken down in to acts but is rather just an extremely large sandbox. You basically get to go around and do whatever you like. The sandbox has 4 "levels" in the sense that they are individually designed areas with challenging platforming, they remind me of a powered up Okami dungeon (Twilight Bell in particular). The "levels" must all be completed to unlock the second (or fourth) act, but you can tackle them in any order and do them all continuously without being booted back to the hub between "levels". I chose The Wind Mill, not because it's my favorite area in Alpine Skyline, but because it's the only one with video of it. It was the first area I tackled and it was were I had a shift in perception of Alpine Skyline. I initially didn't like the chapter, I think having a sandbox is fine, but I prefer distinct levels. The Windmill showed me the excellent game design displayed in the chapter, even though it isn't the most well designed of all the areas (once more, that would be The Twilight Bell). I just had a really good time, and it seriously gave me Okami feelings, which is a good thing.
ACardAttack last edited by
Really tough to answer
Music wise it's Green Hill Zone from Sonic 1
Gameplay and level design wise from a 2d game I loved the airships in SMB3, still tough to pick any out because there are a lot of fun ones. Sonic 2 and 3 have some great and memorable stages like Hydro City and Casino Night
The platforming in Gunstar heroes is fast and frantic and more shooter, but there is a lot of jumping around, so it kind of doesn't count.
3d, the special stages in the Mario galaxy games and Sunshine, just pure platforming fun and often a good challenge.
I've enjoyed the rocket level/parts in DKCR, they are tough, but usually short enough to where if I fail, I don't feel like I was set back too much
Galaxy40k last edited by
I'm seeing some love for A Hat in Time here, and I just want to toss my hat in the circle too. I've completed the game, and I think Mafia Town (World 1) is one of the best-designed stages in any 3D platformer I've ever played.
The boatload of charm of whimsy aside, the world manages to excel in movement. Fluid movement is key to any good platformer, and one of the big advantages of 3D over 2D platformers in this regard are the multiple decisions on how to platform. In order to cross a gap, you can do a long jump-slide, you can climb the roofs and hop over, you can jump off some balloons, you can go high, you can go low, you can use umbrellas to gain height then over, etc. Every time you go from point A to point B in that level is a new experience, where the level is your toybox, and your moveset is your toolkit. Mafia Town even manages to top many of the Mario 64 and Sunshine worlds in this regard.
Its the type of thing where, when watching a video, you won't "get" it, but when you play the game and your brain is making all of these micro-decisions on how to move every second, you'll see how huge the impact of this small-scale freedom can be