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#76 Dec 30, 2013 9:39 PM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
29. Gnorc Cove
(Game 1 Rank: 14/29)
(Gnasty's World Rank: 1/4)
If anyone from Insomniac Games should happen upon this ranking at any point in time for any reason, then I just want to say that you and all others involved in the creation of this game did your jobs very well, because I am already at the point where it is legitimately hard to cut any of these levels. There are three levels eliminated in this post, and they're all so good that I switched back and forth three times on which one was going to be out first -- originally I thought it'd be Cloud Spires, which would mean Sunrise Spring was the first world eliminated.. but then I decided I liked it too much, so I did a whole write-up for Zephyr.. but then I decided I liked that too much, so I finally settled on Gnorc Cove, and even it is a level that has always been one of my favorites. I'm having that much trouble picking one level over another, and we're only at #29!! So kudos to everyone who worked on this series for making such a good trilogy. *bleep* you, Insomniac, for being so good at this that I don't want to eliminate any of these levels.
Anyways, on to Gnorc Cove. Probably the single biggest reason why Gnorc Cove ranks this high is its music. I compliment a lot of the game's music, and especially as we get into the higher stages of this ranking I'll be praising a lot of the tracks as being among the stronger ones in the game, but this one is one that I can confidently say is among the best out of all of them, even more than most of the others I'm going to praise. The whole thing is just so happy. It's such an upbeat, sunny track that I have always loved it. As a kid, Gnorc Cove was one of my favorite levels almost solely because I liked to go there and listen to the awesome music. The second that I put it on, it puts me into a good mood, and it single-handedly makes the whole level so much more fun than it otherwise would be.
Of course, just having one of the best musical tracks in the game isn't enough on its own to bring a level into the top 29 of all Spyro levels; the gameplay in itself is also really, really fun. Enemies who roll barrels at you are a Spyro staple (later appearing in Zephyr and Seashell Shore), and they first appear hear. I also love the rows of wrench Gnorcs that are sitting on barrels that set off a chain reaction, where the second you kill one of them it kills all of them. <3 And the huge Gnorcs who blow up and reveal lovely boxer shorts are also pretty entertaining. The enemies here are great. I also really like the ending of this level, where you have to make some pretty long glides across gaps in the structure deep under the water. <3 So many parts of this level are really fun, and it feels like a treat to get to play it at the end of the game. I especially love it because it comes right after the Gnexus, an ominous level almost frightening in its simplicity, and right before Twilight Harbor, one of the hardest levels in the game with maybe the most intense and challenging enemies. And you also have Gnasty at the end, the big final boss in a dark level with a pretty heavy musical theme. So having a level in the midst of all that that doesn't take itself seriously, a level at the end of the game that's just bright and fun, is something I really appreciate and it's enough to warrant a top 30 placement. The reason why it doesn't go higher is the same as Twilight Harbor -- while I do appreciate the diversity added by these industrial levels and how they deviate from the other, more mystical worlds of the game, on a purely subjective level I just don't really like the artificial, constructed, metal look as much as I like a totally magical level like the one I am right about to discuss. I still get why they put it in, though, and Gnorc Cove is still one of the funnest levels in the entire trilogy. Just thinking about the noises all the enemies make when you kill them or the sound of the TNT crate after you flame it is enough to give me more happiness and nostalgia than most other levels in the series can give me. <3
This means that Gnasty's World is the first one to be eliminated, but as it's the shortest world in the game with only two typical levels, it hardly counts. I'm actually happier with that because all the worlds are great, and no ordinary, full-length world deserves the title of the first one to be completely eliminated from the ranking.
But wait! There's more Gnorc Cove!
28. Cloud Spires
(Game 3 Rank: 8/24)
(Sunrise Spring Rank: 1/6)
RIP Sunrise Spring, the first full-length world to be out of the ranking. 11 worlds remain...
I originally had Cloud Spires ranked a little bit lower than this -- right in the midst of the Homeworld slaughter -- but I decided that it deserved to be bumped up well into the top thirty. As with Gnorc Cove, the first thing I have to praise here is the musical track. Stewart Copeland is awesome, man. The music for Cloud Spires is another one of those tracks that manages to stand out even compared to the rest of the soundtrack, and like Gnorc Cove, I have to point it out as one of the absolute strongest and one of my favorite scores out of the entire trilogy. It essentially fills the same role: It's a really happy, upbeat track that takes an already highly fun level and makes it even better. It's so fast and so catchy -- and then you have the wailing organs kicking in, and organs should be a part of Spyro music whenever possible. In fact I'm gonna go as far as saying that this music is my second-favorite piece of music in the whole Spyro series. I might take that back later but I'm sticking to it now. (I know for sure which score is my absolute #1 favorite -- but we'll get to that much much later on!)
Of course, the music is only part of the equation; luckily for Cloud Spires, it also does well at.. everything else, really. First of all, I love clouds and rain. Cloudy, rainy weather is my favorite in the world, so I love the backdrop of this level. I also think cloud levels in video games have a tendency to look really fun and memorable, and that is definitely the case here; as the only cloud-themed level in the trilogy, it has a really unique look that I adore. Cloud levels also feel fun and magical, as opposed to a realistic level like Stone Hill or an industrial one like Twilight Harbor, and I think it is apparent by now that the more magical, surreal levels are my favorite ones in the series (hence why Dream Weavers is still staying strong with only one elimination.)
Another thing I have to say about Cloud Spires is that it is adorable. The little NPCs here -- I don't even know what to call them -- are probably my favorites in any of the levels. They're just so freaking cute. I mean, when the one at the beginning tells you "The Sorceress shut off our cloud generator, and now I'll never see a rainbow again... " That is so sweet and cute I cannot even stand it. Seriously, I love these little guys. And of course they all have corny cloud names like Cirrus and Cumulus. <3 Almost definitely the best NPCs in the series. And the side missions are also really cute -- planting "sun seeds in order to grow a new sun? Ringing bells so that a cloud will wake up and start raining? All of this sounds like adorable stuff that you'd tell a four-year-old about where weather comes from, and I love it. <3
Besides being charming, all of these missions are pretty fun, and it makes the level feel like one of the longer ones, especially for one that comes so early in the game. It has multiple different Areas you have to go into to get eggs, it has hidden passages around the exterior of the level you have to travel to get eggs (and I love things like that; feels kinda Spyro 1-esque).. it ha a lot of content for such an early level and that is great. Cloud Spires is such a great level. It's cute, it's fun, it's long, it has a great design, and it has a fun musical theme. I have zero complaints. <3
But wait! There's more Cloud Spires!
27. Zephyr
(Game 2 Rank: 7/21)
(Autumn Plains Rank: 2/9)
With this elimination, Autumn Plains - the world with the most levels in the series - is now down to just one level. Congrats, Fracture Hills, on winning Autumn Plains!
Zephyr has had a pretty crazy ride in this ranking. Before replaying it, I thought it was a boring level that was destined for bottom five. After my initial replay, I had it in the 'meh' tier near Bamboo Terrace, etc., but since then I've constantly thought 'nah, it's not time to eliminate Zephyr yet' and bumped it up more and more to the point where it has now claimed a deserved spot as my 27th favorite level, making it as high as the top third of all Spyro 2 levels. It has been bumped up countless times but at long last I gotta eliminate it.
The gameplay in Zephyr is awesome, and that's the reason why it makes it as high as it does. It's definitely one of the longest levels in the series, and I'm pretty sure it's the one with the most enemies (at least out of the second game, where they're counted for you as Spirit Particles.) Those enemies are some of the best and most unique in the game. They're some of the only enemies that actually interact with one another against you, as the birds overhead drop the bombs that the birds on the ground use. The only similar thing I can think of is the large enemies from Metalhead who chuck the smaller ones at you. And the birds that fly in the sky are some of the harder ones in the game to kill just because they're so far out of the way; this is the only level where I don't always feed my compulsion to kill every single enemy as I go. Enemies that throw barrels are a staple in each game (first appearing in Gnorc Cove, and later in Seashell Shore) and those show up here as well. Technically it's not an enemy, but I love the blue caterpillars that split up into a bunch of pieces when you kill them. Actually kinda gruesome, at least by Spyro standards, and those are one of my favorite species of fodder in the series. (Maybe I could also do a quick mini-ranking of the fodder creatures...)
What I also love about this level's gameplay is how much more there is to do than simply get to the end and receive the Talisman. That's a relatively long journey in itself in this level, but it's not even a majority of the level. After doing that, if you still want 100%, you have to run around all of the background area, bringing cowleks back to Bo Peep (which utilizes superflame in a unique way) and completing the puzzle of growing all the giant plants with the Professor's seeds. Both of these orb challenges have always been memorable favorites of mine, and I feel like they're two of the longest ones in the game. There is just so much content to this level's gameplay that makes the most of what is one of the hugest and most sprawling landscapes any level has, and that is the biggest reason why it ranks as high as it does. The missions are fun and take place over such a wide expanse of land that Zephyr really feels like a whole world in itself.
And the last thing I have to point out is that I love the characters in this level. The male Bo Peep with a golden tooth <3 Juliet with a random cracking, obnoxious male voice <3 Definitely among the best NPCs Spyro has had. Zephyr is a great level all around with a lot of content and definitely deserves to place as high in this ranking as it does; its only real downfall is that the whole green and brown look isn't too unique or aesthetically appealing, but it more than makes up for that with so much gameplay that is so fun that it is one of the most solidly entertaining levels in the series. And even despite my distaste for this general color scheme, so many parts of the level are huge that I still enjoy the visuals. There are towering buildings and cliffs that are really overwhelming and beautiful to look at, so it definitely succeeds visually in some senses in addition to being really, really fun.
But wait! There's more Zephyr!
Twenty-six levels remain..
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#77 Dec 31, 2013 2:39 AM
- 36IStillLikeSpyro36
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
nice!
for the record, there are also enemies with barrels in Robotica Farms.
and enemies that interact: there are always the pigs in Metropolis.
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#78 Jan 01, 2014 12:11 AM
- Flapjacks
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
Awww, Zephyr's gone? It's probably the only level I can say is my favorite of one of the games; for the other two games, I can't really pick.
Edit: For Spyro 3, although I haven't played it in a VERY long time (I have a physical copy and finally got an actually working Playstation, so I'll probably replay it soon,) I'd probably have to say Icy Peak. I remember it sticking out a lot from some other levels. I haven't played Spyro 3 in such a long time, but I remember almost everything about Icy Peak vividly, and that I had a lot of fun playing it. I'm not even really sure why. Since I don't have Zephyr to root for anymore, I'll be rooting for Icy Peak.
I'm not sorry if I offended you.
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#79 Jan 02, 2014 2:50 AM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
First update of 2014!!
Sorry to disappoint, p_d_s..
26. Aquaria Towers
(Game 2 Rank: 6/21)
(Summer Forest Rank: 3/7)
When I said that the Beast Makers Homeworld was one of only two levels that I was basically too scared to even enter as a little kid (the other being Dark Passage), I completely forgot about a third one: Aquaria Towers. For some reason, I've always kind of had an underwater phobia. The thought of drowning really, really horrifies me, so by extension, the thought of being underneath some large body of water also freaks me out. So naturally, when I'm a kid, a level that is completely underwater is going to scare me a little bit.. but even worse than the simple fact that it's underwater was the *bleep*ing metal sharks. The metal sharks in Aquaria Towers scared me worse than anything else in the game, hands down. I mean, they're giant, indestructible enemies that instantly come at you and kill you if you get too close -- that's scary enough in itself from a gameplay standpoint even without the fact that they're gigantic sharks. I was always scared that they were going to leave their little circles and chase me down and kill me forever. And then you have the really tense musical track that made everything feel so much more nervewracking.. this level was basically designed specifically to scare the pants off a ~5-year-old KYHO, and it was perhaps my least favorite level in the series at that time as a result.
Now, of course, I have done a total 180. I'm generally a big fan of water levels now (though they can occasionally get me a little on edge), so the fact that this level is, once you have completed it, the only level in the Spyro trilogy to be completely* underwater makes it one that I really, really enjoy -- and also a highly unique one, as no other level is based entirely around underwater swimming. That it is a wholly underwater level makes Aquaria Towers so unique that I essentially have to give it a high placement. The reason why they don't have any other levels that are entirely underwater is presumably because when you can swim, you can go wherever you want whenever you want (making it so that with the help of glitches, you can skip about 85% of Breeze Harbor, access the Bentley section of Bamboo Terrace the first time you visit, fight Crush with 0 Talismans.. etc, etc.) which prevents the level from really having any semblance of a path to travel through. Aquaria Towers works around this in a really neat way, forcing you to take out the enemies that guard the buttons and then push them in order to fill up the level with more and more water as you go. You actively change the layout of this level on your own as you're playing through it and it's kinda cool. (And if you push the buttons out of order with the help of the double-jump glitch, then some absolutely ridiculous crap can happen.)
Something else I really like about Aquaria Towers is its music; it's fairly intense by Spyro standards and one of the tracks I enjoy listening to even while I'm not in the level, which makes me look forward to it on a playthrough. I also enjoy the orb challenges in this level -- the manta ray challenge is pretty fun and one of the more comically absurd parts of the series ("Don't dent it!"), and I like going back throughout the level and being able to enter the actual towers that are just scenery the first time you see them. Aquaria Towers is in general a really fun, really unique, and very memorable level that I have done a total 180 on since the time when I was a kid and too scared to even enter it unless I absolutely had to. I love it and all its seahorses, manta rays, shock stick guys, and giant metal sharks. <3 Easily one of the more compelling and memorable levels in the series.
*the small platform with Moneybags on it doesn't count, ok
But wait! There's more Aquaria Towers!
The second game is now down to just five levels! Congratulations to Summer Forest, Hurricos, Fracture Hills, Mystic Marsh, and Winter Tundra on being the top five best levels from that game.
25. High Caves
(Game 1 Rank: 13/21)
(Magic Crafters Rank: 3/5)
(It took until the top 25 for Magic Crafters to finally lose one of its main levels -- the ones besides the boss and the homeworld -- leaving Dream Weavers as the only world remaining with all levels outside of its homeworld/boss intact!)
Basically, supercharge is always a good idea. A majority of the Magic Crafters world employs supercharge, and High Caves probably does it the best of them all. The main part of High Caves that gives it its status as a top 25 Spyro level is the portion at the end with the huge supercharge ramp that you have to use to reach the various caves and the egg thief. Flying off of that and then getting saved by the fairies over and over never gets old. It's one of my favorite areas in any Spyro game, and for it alone I have to give this level a high placement; it's very fitting that this level's portal is found on top of the first supercharge ramp in the game. I think it's a nice, subtle touch how the music for this level, the first one to really incorporate supercharge in a challenging way, is a slowed-down version of the theme for Tree Tops, the much more fast-paced, impossible level that also uses supercharge. Supercharging across the chasm in High Caves seems difficult, but really its just practice for much more challenging supercharge adventures later on, and the music represents this.
Of course, the supercharge isn't the only thing I enjoy about High Caves. The gigantic metal bugs (which look like they should be a Pokemon -- I can see it now, a legitimately usable Pokemon with no evolutions, Steel/Bug, lurking in the deepest corners of Victory Road..) are among the more memorable Spyro enemies and right up there with the metal sharks in terms of ones that induced heart attacks in me as a kid. The druids are also a central part of this level, closing walls to trap you with the metal bugs and moving huge pillars back and forth to make glides more challenging. This level has some indoor areas that look very typical of Magic Crafters, with colorful tiling, stars on the walls, etc. The giant blue wizards that appear in all three main Magic Crafters levels also make an appearance here, fighting with the tornado wizards that I believe are unique to this level. High Caves is a very strong level with a lot of solid elements and a very entertaining supercharge section, and the fact that it is the lowest-ranked level of the Magic Crafters 3 just shows how fun that world is. It definitely earns its spot as one of the twenty-five best levels in the Spyro series.
But wait! There's more High Caves!
And speaking of Magic Crafters levels...
24. Alpine Ridge
(Game 1 Rank: 12/21)
(Magic Crafters Rank: 2/5)
Alpine Ridge is definitely a level that I underestimated in the past and have since come to appreciate after looking at all of the levels for this ranking. Part of why it never appealed too much to me before is the fact that it really doesn't feel like a Magic Crafters level. Compared to the other levels that have much more color and snow, Alpine Ridge's rough, craggy design doesn't stand out; compared to the more structured feel of the other levels that include long areas of land to supercharge along, Alpine Ridge feels much less polished and incomplete. I have now realized, however, that these characteristics are exactly what make Alpine Ridge the awesome level that it is. <3
No, it doesn't have the most engaging appearance of any Spyro level, but it more than makes up for that in a very clever design that makes it fun to play. Having no supercharge or flashy colors and wizards or other traits to make it immediately jump out, Alpine Ridge has to simply fall back on having a strong layout, and it does so very successfully. Much like Beast Makers before it, this level feels huge and sprawling. It's full of long glides across chasms and high cliffs that make it cover a much larger area than it really has to, which is a good thing. The whole portion of the level after the small tunnel -- where you find the Return Home portal and the giant waterfall -- feels so big and so open. You could probably fit an entire Dark Hollow in that ending area alone. Just in terms of scale, Alpine Ridge is a huge, towering level that expands over a huge amount of space. The level being comprised of all these glides across little islands makes it feel incredibly treacherous; all it takes is one smack from one of the gigantic orange beasts or the wizards with rods to send you flying off the edge into oblivion, particularly in the opening area of the level. (This feeling is captured perfectly by the chaotic, fast musical track that plays in the level.)
There are also a lot of individual parts of this level that I like: I'm a big fan of the huge, towering waterfall and open lake serve no real purpose other than scenery to make the level feel even more larger-than-life. The three small islands that all have exploding chests to flame are memorable, and were very, very tricky when I was younger. The best part, though, is the huge track that runs along the outside of the level that you run along to get the egg from the thief. It's fun in itself, and having this large area that's hardly accessible and feels like it's apart from the rest of the level makes it feel even more massive and like it really is a large mountain range. And of course I really like the enemies here: I already mentioned the orange beasts, and the green druids are always a stellar addition to any level; one of them here turns a staircase into a ramp repeatedly, which the creators liked so much that they brought it back two games later in Charmed Ridge. Other druids raise and lower cliffs, close off tunnels, or create and remove stepping stones to reach a specific island. Alpine Ridge does a wonderful job in creating an environment that isn't the most immediately engaging from its appearance but still managing to suck you in through a really strong and challenging design that creates its own expansive world. Despite not really feeling like a part of the Magic Crafters world (I feel like it and Ice Cavern, from a sheer aesthetics standpoint, would be much more at home in the opposite worlds), it still ranks as my second-favorite level from that world overall. And just like that, Magic Crafters -- one of the last worlds to lose a level in this ranking -- now joins Winter Tundra, Autumn Plains, and Peace Keepers as one of the worlds with just a single level remaining.
But wait! There's more Alpine Ridge!
Three more levels before we reach our top twenty... as it stands right now, those three include two from the first game, and one from the third.
The levels remaining in this ranking:
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#80 Jan 02, 2014 5:13 AM
- Stormy
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
I always get Alpine Ridge and High Caves mixed up because they look so similar to me. Good levels, though.
Your comment about the metal sharks in Aquaria Towers totally just reminded me of a part I left out in the thread about levels I used to be scared of, haha. Even when I had the powerup, I was still scared of swimming in there.
Definitely going to have to find a video of that double jump thing in Aquaria Towers.
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#81 Jan 02, 2014 11:11 PM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
There is a pretty big gap between 23 and the the ones above it so I'll just post it on its own for now.
23. Crystal Islands
(Game 3 Rank: 7/24)
(Midnight Mountain Rank: 1/6)
Crystal Islands takes the #1 spot for Midnight Mountain levels, and it's not hard to see why -- it's one of the prettiest levels in the games. It actually looks really similar to Night Flight, but as a full level rather than just a flight/speedway. I generally really like the levels that feel more fantastic, and due to its strong concept and great execution thereof, Crystal Islands is certainly one of these, with its floating islands in a sea of nothing, giant gems protruding from them. The crystals in the background make it feel like the level itself is only part of a string of crystal islands that extends outward infinitely. The whole thing is very aesthetically pleasing, and the enemies -- themselves made of crystal -- tie into it very well. I also really enjoy the music (not the simple Seashell Shore repeat that's in most copies of the game, but the actual individual track composed just for Crystal Islands.) This level's unique atmosphere in particular is why it places so high -- the really open, free setting of it and its pretty crystals everywhere.
Besides its very pretty atmosphere, Crystal Islands also has fun gameplay. In particular, I love how at the end you get to superfly around the entire level and go on top of the different islands in order to get all the treasure. I love flying around levels after playing through them ordinarily; that's probably why I love swimming-in-air glitches as much as I do. (And, hey, this level has one of those, too!) The Bentley challenge and the slide in order to get the egg are also pretty memorable and fun. I have no complaints here -- it's a very solid level with a really appealing atmosphere and fun gameplay. There just happen to be 22 levels I like even more.
Also, the turtles make a hilariously *bleep*ing ridiculous sound when you kill them. So.. there's that, too.
But wait! There's more Crystal Islands!
Like I said, big gap between this one and the next two -- both of which come from Game 1.
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#82 Jan 03, 2014 7:59 AM
- 36IStillLikeSpyro36
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
somehow, the visuals of Alpine Ridge are what make me like it so much. everything you said, but also just the atmosphere of it, even if it's not particularly photogenic, has always been really pretty to me.
and i *have* always wondered why they put Ice Cavern in Peace Keepers.
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#83 Jan 03, 2014 11:10 PM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
22. Toasty
(Game 1 Rank: 11/21)
(Artisans Rank: 2/5)
When I was first planning out this ranking, I thought Toasty was absolutely destined for a top ten placement, and here it is at #22. That just speaks to the quality of this series -- that something I considered a guaranteed top 10-er was outranked by twice as many levels as I thought after I gave them all another play. I recognize that Toasty may seem like a bit of a random pick to include as one of the best levels in the Spyro trilogy, but I stand by it. And I do mean it when I say the best levels; although there are still as many as 22 levels left remaining in the ranking, these ones that are left in the ranking now are all the ones that really, really jump out to me as being the strongest out of them all. Once we reach around the top seven, then we get to the elite levels -- the best of the best -- but right now, even with so many remaining, we're definitely already talking about the best ones there are.
So how does Toasty fit into this? It's one of the few really early levels still in this, and now that I think about it, it's probably the shortest. I used to think Dark Hollow was, but Toasty probably takes that title. Even though Toasty has less content than probably any other level in this ranking, the reason why it outranks 52 of them is because all the content it does have is freaking awesome. I mentioned back in Gnorc Gnexus how I love the duality of the music track that's used in the two levels. In Gnorc Gnexus, you only really hear the quieter (but still pretty grand and ominous) opening part; here, though, you hear the whole thing. As you enter the level, you hear the dark opening, and as you progress through it for a greater period of time than you'd ever spend in Gnorc Gnexus, you hear the music build and build.. leading up to the huge hit just under a minute and a half in, after which it becomes one of the biggest scores that any level has. It is beautiful and I look forward to it every single time I enter this level; almost invariably, I wind up hearing that part when I'm walking back into the castle from the ledge with the little dogs. That huge music hit is awesome and makes the first boss level feel so much bigger and larger than life than it actually is, which is a huge contributing factor to why it ranks as high as it does.
Beyond that, I really, really enjoy the aesthetics of this level. Toasty's entire island is surrounded by a sea of lava that goes on forever into a bright orange backdrop. The middle portion of the level takes place in a towering castle with a stained glass window; this is my favorite part of Toasty visually and one of my favorite pieces of scenery in the entire trilogy in general. I don't know why, but the huge castle with the really pretty window really sticks out to me and always has. The end result of all of this -- the epic musical score, the bright orange background and all of the lava, the huge castle -- is a level that feels so much bigger than it actually is. This is especially true compared to the levels that come before it; there are no intimidating seas of lava in Town Square or Artisans. Toasty manages to feel like a huge, epic level that would come so late in the game despite being as small and short as all of the levels around it, which speaks to just how well the level was designed and earns it such a high placement; it is painful to cut it before the top twenty. If there were a level with this same look and music that also had the length of one of the later levels, then it would have been destined for at least a top ~5 placement that I don't think anyone could really question; as it stands, it's still a great level despite its length and one that I thought would make it even higher. Of course, the boss himself is also entertaining and probably the most memorable of the first five.. but that's not even why the level ranks as high as it does; it's just a great design.
But wait! There's more Toasty!
With this cut, we're down to just ten Game 1 levels (Dark Hollow, Ice Cavern, Wizard Peak, Misty Bog, Tree Tops, Metalhead, and the entire Dream Weavers world sans Jacques), Dark Hollow wins the title of the best level from the inaugural Artisans world, and Metalhead ranks as the best boss from the first game!
..but Metalhead shouldn't get too ready to celebrate, because:
21. Metalhead
(Game 1 Rank: 10/21)
(Beast Makers Rank: 3/5)
As shown by its status as one of the last worlds with three or more levels remaining (the only other levels that match this are Evening Lake and Dream Weaver), the Beast Makers world, despite being one of the less popular in the series for its generally dark and sometimes repetitive scenery, is easily one of my favorites. Other than the 'meh' Terrace Village (which in retrospect could have ranked a couple spots higher, but whatever; it's Terrace Village), every level in the swamp world really shines as an example of how great the designers of these games are, and Metalhead is no exception. It has a really strong musical track that's immediately fast-paced and engaging, and -- like the Toasty one, but on a smaller scale -- builds and gets larger and grander as it goes on. Metalhead himself is easily the most legit of the boss "fights" in the game: Toasty and Shemp you just flame a couple times, Blowhard is never near you for more than five seconds, and Jacques/Gnasty just run away, but with Metalhead, you actually have a specific way you're supposed to hurt him while he assaults you with an array of different attacks. It actually feels like an ordinary boss fight out of some other series or even a later Spyro one, so I have to give the level props there. In particular, I mentioned earlier how I like it when the enemies interact; here, we see a lot of that, as one of Metalhead's attacks is to throw the weird brown enemies at you (Google tells me that the big ones are "Strongarms" and the small ones are "Banana Boys"), and the Strongarms themselves also throw Banana Boys at you throughout the level. It's a pretty unique kind of attack and reminiscent of an obscure enemy from the other Insomniac series I adore, Ratchet and Clank; I believe it's the third game of that series that was supposed to feature larger enemies who initially threw crates at you, and then resorted to throwing smaller enemies when they ran out of crates. (The enemies were cut apparently because they used too many resources, and can only be found in a bonus level whose purpose is to showcase things that got cut from the game for whatever reason.) I think it's just a neat way for the enemies to interact and it's cool to see that they had it in mind in another series as well.
The biggest reason, though, why Metalhead ranks as high as it does, beyond just the great music and enemies, is that it has a lot of hidden areas. That's one of my favorite things that a level can offer: Some kind of area that's a part of the level but that's so out of the way you don't originally notice it. Metalhead has multiple of these, and it made it a real challenge to get 100% at first because it's so hard to find everything. Near the end of the level, there's a huge, gross waterfall of slime, and it's so big that it obscures a hidden alcove behind it full of treasure. It's pretty hard to notice that alcove unless you know it's there; it itself is invisible because of the slime, and the staircase you have to go on to reach it blends seamlessly into the wall behind it, so that if you don't notice it on the corner of the screen when you first walk in, you likely never will. Once you find the alcove, though, one of the things in it is a locked treasure chest, which leaves you asking where the hell did I miss a key? The level has a number of treacherous gaps that open up into rivers of slime down below, blocked off by decorative grates just for design.. and if you look carefully, one of those grates has a hole in it that you can go through in order to find a huge hidden area featuring gems, a bonus life, the key, and a whirlwind to fly around and get various tantalizing gems on top of buildings. That extra area is hidden so well that I can't imagine someone finding it without specifically looking for it. It took me quite a while to find at first -- not long enough that this level is up there with Tree Topses and Dry Canyons that it took me forever to beat as a kid, but definitely long enough that I remember it as one of the trickiest challenges of the game. It's definitely one of the best-hidden areas in the series. There's also one minor thing hidden in the level as well; at the end, there's a whirlwind that takes you up on top of a ledge, and if you go out the window and walk around the entire perimeter of the building you're in, there's about 15 gems inside of hard-to-spot treasure chests. Even now, I still often forget to to that and end up looking behind the grate or waterfall to try and find the last 15 gems I somehow missed. Metalhead has a lot of tricky, hidden areas that you can only find if you really look hard at the scenery around you, and I appreciate those unique challenges enough that it falls just outside of my top 20 Spyro levels and ranks above all the other boss levels from the first game.
But wait! There's more Metalhead!
And one more cut just for the sake of bringing us into the top 20...
20. Lost Fleet
(Game 3 Rank: 6/24)
(Evening Lake Rank: 4/6)
In general, I loathe the fact that some of the individually composed music tracks for the Game 3 tracks were left out of most versions (missing out on the awesome Honey Speedway and Evening Lake music?? Sunrise Spring Home playing during the final boss?????), but Lost Fleet is the one case where I really think it worked out for the best. Its original track was virtually identical to that of Sheila's Alp -- a tune fitting for a sleepier level like that, but not at all appropriate for the craziness of Lost Fleet -- but in most versions of the game, what it gets instead is the Super Bonus Round music. I actually think that this track is much more fitting, partially because it sounds a little crazier and more disjointed which is awesome for a level whose NPC has "Crazy" in the name and babbles incoherently about ghosts, and also because I see this level as pretty similar to Super Bonus Round: Super Bonus Round consists almost entirely of various minigames, and Lost Fleet has some of the best minigames of any other level.
Easily, Lost Fleet's greatest strength is in its gameplay, including a variety of fun egg challenges. The skateboard area is incredibly addictive. After you win the actual race and just go for time, it's really fun to just skate around the track; if you use turbo and jump near the walls, you can basically climb up them to the point where at some parts you reach the top of the central mountain and fall through it, and when I reached this level on my replay, I spent a huge amount of time doing that just because it's fun. I love swimming under the acid; it's something completely unlike any other level, and it's so tense to start running out of invincibility when you're not able to get out of the acid; while going through the submarine area before doing this ranking, I reached the underwater (underacid?) powerup at literally the very last instant before my invincibility ran out, and it's so intense when that happens. The same is true for swimming underneath the rivers of acid in the level, when it might not always be opportune to surface even if you're running out of your powerup; those rivers are a total maze and I never have any idea where I am relative to the rest of the level when I'm in them, which is saying something when I can map out most of the levels in the series from memory with no effort. It really is a maze that's still tricky to this day, and without the ability to press the shoulder buttons so Sparx can guide you, I'd never have gotten through it. I have to appreciate something that still challenges me that much. Riding around in the submarine itself is also pretty legit. The enemies here are also unique; other than the Gnorc thieves in Artisans and any bosses, I think the Rhynocs are the only ones in the series that you have to hit multiple times before you can kill them? And I find it kind of annoying to hit the birds with the cannons, but still, it's something other levels don't really have. It's basically like Zephyr, except this time I can't just skip all of them because I need the treasure.
I think this level, with all its extra areas and egg challenges taken into consideration, is probably the longest one in the series? I can't really think of a longer one. It has so much unique gameplay that's all so fun that I had to put it up this high. I don't find it too interesting visually -- the giant pirate ships are pretty cool, though -- but it's so fun to play with so much content that I had to give it a top 20 placement regardless. I expected it to rank much lower, but it definitely exceeded my expectations. Great addition to Evening Lake.
But wait! There's more Lost Fleet!
Now things are getting real -- just nineteen levels remain:
The next two out are a homeworld and a level from its same world.
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#84 Jan 04, 2014 6:28 PM
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
somehow, the visuals of Alpine Ridge are what make me like it so much. everything you said, but also just the atmosphere of it, even if it's not particularly photogenic, has always been really pretty to me.
I agree very much with this. Next to the home world, this is the Magic Crafters level that I find most visually enjoyable.
I'm guessing Hurricos or Icy Peak is the next one!
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#85 Jan 04, 2014 9:20 PM
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
I decided to bump my original #17 level down to #19, so here it is:
19. Evening Lake Home
(Game 3 Rank: 5/24)
(Evening Lake Rank: 3/6)
Although the Evening Lake homeworld is pretty short and small, it's still a very warm, welcoming, and charming level to such an extent that I think it's one of the most enjoyable levels in the series. It's one of my favorites because it just has a really pleasant, relaxing atmosphere. The music track (which of course didn't make it into most versions of the game, because clearly we wanted to hear the Sunrise Spring theme again -- grrrrrr) is the shortest one in the series at a mere minute and a half, but still one of the stronger ones. It's a really peaceful track that fits with the level, and I like it enough that despite the short length, I actively look forward to getting to this level so that I can hear it. It sets a really nice, easygoing tone for the level that contributes to its status as one of the many relaxing homeworlds in the second and third games.
The physical design of this level is also really strong; it consists almost entirely of a giant lake, which is unique and pulled off really well. The lake is incredibly deep and full of different rocks, cliffs, and architecture, so I love to just swim around in it; if you look under the screenshots for this level, there are a few of different parts of the underwater area while Spyro is swimming around. Underneath the water you have cool stuff like a sunken ship and a living, swimming whale! The whale actually scared me really badly as a kid -- I didn't know he would eat me so it freaked me out when I first swam up to him and suddenly ended up inside a ribcage, and it gave me some Aquaria Towers flashbacks. He inexplicably freaked me out so badly that I hated swimming underwater here or really in any level because I was scared that the whale would somehow show up. I don't know why the whale of all things freaked me out -- actually kinda hilarious in retrospect -- but he did. Now, though, I have made peace with him and quite like the gentle giant. <3 The level also has (as is typical for homeworlds in games 2 and 3) a giant castle, and this one is one of my favorites; it's the only one shaped like what I really think of as a traditional castle, and its hues fit with the rest of the level.
Really, I don't have as much of an explanation for why Evening Lake places so high as I do most of the other levels I'll discuss; I just find it to be a very peaceful level and I love swimming around in it. The music is probably the biggest reason why, but for whatever reason the whole thing feels calming. Definitely one of the ones I most look forward to when I play the third game.
But wait! There's more Evening Lake Home!
And now, here are the two levels I gave the hint for:
18. Winter Tundra
(Game 2 Rank: 5/21)
(Winter Tundra Rank: 2/5)
Two of the three Spyro 2 homeworlds make it into the top eighteen of this ranking, and the other one also did quite well -- I think it's pretty evident that I have always loved the second game's homeworlds more than those of any other game. Summer Forest now ranks as the highest homeworld from the second game, and time will tell whether it or Dream Weavers takes the title of the trilogy's best homeworld!
I'll feel like I'm repeating myself writing about Winter Tundra in the same post that I wrote about Evening Lake, because they both succeed for a lot of the same reasons -- they're both homeworlds that I ultimately like because they put me in a good mood. With Winter Tundra, as with Evening Lake, a huge part of this is through its music; easily the strongest peace of any of the three Game 2 homeworlds, it's a really mellow, relaxing track with some pretty chimes. It sounds like something that you'd play while doing yoga or meditation of some kind and it sets the tone of Winter Tundra as a really serene level. It's another one of those few musical tracks, like Gnorc Cove and Cloud Spires, that go above even the caliber of most of the great tracks the games have (like Blowhard and Metalhead) and become one of my absolute top-tier favorites. It could be my second favorite piece of music in the series, actually. The level itself also looks really peaceful and relaxing with the sunset in the background, the blue cliffs, the multicolored tunnel you have to swim through, the dark castle, the snowy mountains.. it's one of the prettiest and most relaxing levels in the series. It really feels like it's the final homeworld of the game; for some reason the relaxing mood of the level fits very well with opening up the final portals that require big orb counts, paying for the last Speedway adventure, and getting ready for the final boss. It has a sense of finality and it would likely have been even higher had it been the last homeworld in the series.
Again, I don't have a lot to say for this level despite its incredibly high placement; you just kind of have to play it, and every time I play it, it makes me feel really happy, calm, and nostalgic. The level and its music could honestly put me to sleep, which I mean as a compliment because that's just how calming they are. I don't know that any write-up really can do this level justice because it's all about the way it feels. A huge amount of that is owed to the beautiful musical track (which could be why it doesn't rank any higher and why I don't have a ton to say on the level), but the visuals themselves are also really pretty. It's a very peaceful level that I'm happy to put as one of the best Spyro levels, but it doesn't go any further.
But wait! There's more Winter Tundra!
17. Mystic Marsh
(Game 2 Rank: 4/21)
(Winter Tundra Rank: 1/5)
I have said this about a lot of levels so far, but I think this will be the last time I say it, and it's more true here than anywhere else: Mystic Marsh by far exceeded my expectations when I replayed it. There are a lot of levels that I've said I thought would rank low but ended up doing much better after I replayed them (Alpine Ridge, Scorch, Zephyr come to mind) but I don't think any of them went up as much as Mystic Marsh. The top sixteen I knew would do as well as they did; I've always liked all of them. But Mystic Marsh is another level that I expected to rank really low down, and it ended up rising, this time all the way up to the 17th best level in the Spyro trilogy. (And the highest from its world, which is also an accomplishment as before I'd have ranked it below all of them except the Farms.)
Mystic Marsh can best be described as a very, very, very strange level. The enemies consist of ducks (or platypi? I don't even know) that quack and turn into invincible pufferfish, purple monkeys with stripes, snails that jump up and turn into charging elephants, and small rhinoceros/snail hybrids covered in metal that I sat here for 30 seconds trying to think of a description for. The orb missions include turning on a magical waterfall that does... something, it's not really specified what; chasing down foxes who stole spark plugs from some random short guy with a giant mustache who greets you as a friend; and the Professor's Pencil challenge, in which you have to carry various items around in your mouth, spitting them into various unassuming pieces of scenery and inexplicably receiving other items in return until, suddenly, you get a glowing pencil that the Professor uses to find out how old the universe is. These items include a coin, a full egg, and a *bleep*ing live duckling. I mean... I don't have anything to say here, lol. This level speaks for itself. I have commented in how comically ridiculous some parts of the game are -- an ice cavern inside of a volcano, an underwater area of robot sharks in the middle of the desert, a manta ray with guns attached (I wonder if it says anything that all three of the things I just typed involve Hunter...) -- but this level in its entirety outdoes any of them. At no point in time does this level even pretend to make an ounce of sense and I love it for being such a shamelessly ridiculous *bleep*. <333
Despite making absolutely zero sense whatsoever for any duration of time, this level.. actually feels like it makes sense? I mean, unless you sit down and think "This snail just turned into a rhinoceros. Lovely." the level actually flows together very well. Everything ridiculous seems like it makes sense in passing under the logic of "It's a marsh, so there's animals; it's mystic, so they're magic animals", so even though this level is completely ridiculous, it still isn't awkward or disjointed. Its enemies make no sense individually, but together it all works out. <3 I love the levels that are not afraid to be ridiculous, and this level defines that. Although its design looks pretty simple, like Sunrise Spring Home, the level is at its core just as surreal and nonsensical as, say, the fantasy landscapes of Dream Weavers, and for this I have to appreciate it.
This is kind of something strange to compliment a level on, but it's a strange level so I'm okay with that -- Mystic Marsh definitely has my favorite sounds of any level in the series. I've talked a lot about how I love the visuals of certain levels that are really appealing to the eye, but Mystic Marsh is the one time where I'll talk about the acoustics of a level that's really appealing to the ear (which totally balances out the fact that I don't find it too interesting visually.) The music, though nice, isn't one of the standout tracks on its own, but in conjunction with the rest of the level it works perfectly; it sounds kind of surreal and strange but also pretty bright and happy, which is obviously exactly how this level should sound. Alongside that, you have enemies that make a lot of memorable sounds; I just listened to the Mystic Marsh track on its own, and it honestly feels weird to hear it without the accompaniment of the sounds of the monkeys dropping out of trees, laughing, and throwing things at you, the 'ding!' of the spark plugs being collected, the duck-pufferfish transforming, the bizarre and almost human sounds of the rhino-snails, and the noises that all the animals of the Marsh make when you defeat them. There are so many animals here -- with 36, I believe this level has the most enemies in the entire series? it has even more than Zephyr's 29 -- that make so many incredibly distinctive sounds that I would love to visit Mystic Marsh and lay in it and listen to them all. <3 Birds also chirp in the background of this level, which makes it one of the few levels that includes ambient sounds besides just the music and the enemies.
The gameplay here is also really strong. I love the layout of Mystic Marsh; it isn't a level like Blowhard or Aquaria Towers where it's very clear how you progress in what way, but rather it has a pretty open layout that you can essentially go through in whatever order you want. You can run around it with complete freedom once you've activated the power-up. It makes the level feel really believable and welcoming as opposed to feeling blatantly like a video game level you're progressing through in a certain order -- not that there's anything wrong with that (I mean, look at how linear some of the levels are that are still in this), but the alternative is nice sometimes too. It's also layered, as you have to run around the buildings above your head in addition to traveling on the ground below, and you chase the foxes through water passages that take you underneath the sea surrounding the marsh. What all of this also adds up to is a level that is much longer than it feels like it is, or than I generally remember it being; like I said, it probably has the most enemies of any level, and certainly has the most of the second game where they're counted for you. Mystic Marsh is a great, fun, memorable, unique, long, ridiculous level and deserves to place the highest from Winter Tundra. <3
But wait! There's more Mystic Marsh!
The second game is now down to just three levels -- Summer Forest, Hurricos, and Fracture Hills. Two from Summer Forest, and one from Autumn Plains. Only SIXTEEN levels remain, and they are all awesome. No hints for the next cut because although I have a rough idea of how these top 16 levels will place, I want to get a solid list all the way from 16 to 1 before I post any more, and because it's so late in the ranking that soon I'll stop giving hints entirely.
Since I still need to work out final, definite placements, feel free to argue in support of any of your favorite levels that are still in this!
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#86 Jan 05, 2014 12:38 AM
- Flapjacks
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
woo icy peak
I really agree on Toasty. It's a really small level, but you're going to be in it long enough to hear the awesome music get to it's high point, and I think the music is really the best part of the level. I watched a video of the beta build of Spyro 1, and it had Ice Cavern's music instead, and although I wasn't playing it, the level felt that much less great. However, other than that the level is really small, there's not that much else to complain about. Even though it's so small, it still feels and looks as nice as any other level should, and the music furthers that a lot. I think the music actually compliments the level's small size, as I think the big musical score would sound a bit awkward in any other level (besides Gnorc Gnexus)where you might be caught killing a fodder as the music gets to it's highest point. And the visuals compliment the music as well, with their slightly dark and evil tone, what with the wolves and the island being surrounded by lava, and such.
and yaya go icy peak
I'm not sorry if I offended you.
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#87 Jan 05, 2014 3:02 AM
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
I know this belongs in the topic I made about fears in video games, but I jsut had to post it here...
You reminded me of how I used to be afraid to enter Toasty because of the music... yeah... xD
Now, I think the music is amazing.
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#88 Jan 05, 2014 5:55 AM
- 36IStillLikeSpyro36
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
I think the music actually compliments the level's small size, as I think the big musical score would sound a bit awkward in any other level (besides Gnorc Gnexus)where you might be caught killing a fodder as the music gets to it's highest point.
... the boss levels don't have fodder. after about 16 years of playing Spyro games, i just realized that when i read your post.
i vote for Summer Forest. i don't really care which level goes where at this point, as long as Fracture Hills doesn't get #1. :V
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#89 Jan 05, 2014 6:10 AM
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
i vote for Summer Forest. i don't really care which level goes where at this point, as long as Fracture Hills doesn't get #1. :V
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Flapjacks that is a lovely post and I agree with every word of it. <3
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#90 Jan 10, 2014 2:37 AM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
Yo, sorry for the delay. Although I still need to play through some of the levels still in this to get a clear, definite order for the top 15, I've known for sure which level is #16 so I don't really know why it took me so long to get around to posting this. Oh well. From this point on, I'll probably post levels one at a time. And I'll include multiple pictures at the start outside of the spoiler tag, because why not? These levels are great enough that they should be viewed in multiple ways, and with only one level per post that leaves me enough room to.
16. Charmed Ridge
(Game 3 Rank: 4/24)
(Evening Lake Rank: 2/6)
For quite some time when I was a kid, Charmed Ridge was my favorite level. Town Square was my original favorite, and then Charmed Ridge was -- I wonder if it's a coincidence that both of my major childhood favorites have the same backdrop of purple mountains on an orange sky? Although I now rank it beneath 15 other levels, I think I appreciate it with much more depth than I did as a kid. I have played through YotD twice recently: I picked up a used copy in.. the summer of 2012, maybe? and played through the game for the first time in probably 7-8 years. I remembered Charmed Ridge as one of my favorite levels, and when I played it, I was actually really disappointed and kind of dull. Then I broke out the game last summer to play through for this ranking, and... it blew me away. I have no idea how I thought it was dull. Charmed Ridge is one of the most entertaining, creative, levels across the whole trilogy.
The general theme of Charmed Ridge is a unique one within the series: It's a fairytale level. The challenges all either feel like something out of a fairy tale (nice fairies and princesses fighting evil cat wizards) or are based on one (the side challenge based off Jack and the Beanstalk.) The scenery, too, is very reminiscent of a fairy tale: heavily wooded areas, old-fashioned castles with tops that twist in bizarre ways, clusters of rocks, mystical pools of water, Rhynocs that seem to be modeled after knights.. if you try to think of the prototypical fairy tale landscape, you'll probably end up with something close to what Charmed Ridge looks like, or at least featuring many of the same elements. I love the basic concept here of a fairy tale, storybook-based level and there is really nothing else quite like that in the rest of the series.
The result of basing a level on a fairy tale, of course, is that you end up with a lot of surreal and fantastical elements -- which is exactly what I love in this game. It's a shamelessly unrealistic, magical level with cats that enlarge and shrink Rhynocs before your eyes, warp the scenery around you, and throw balls of energy at you, and seeds that bounce around and instantly grow or wither away. If you think about it, with all of these fantasy elements, Charmed Ridge is actually a lot like the Dream Weavers world -- probably the highest praise I can give it, as with all four main Dream Weavers levels in the top fifteen, I think it's pretty apparent that the Dream Weavers world is by far my favorite of them all. Dream Weavers has a homeworld full of enemies that change size, giant, curvy castles, and green grass, and all of these things are also found in Charmed Ridge, so it's nice to be reminded of my favorite world in the series -- but while Dream Weavers has a very bright, sunny environment, Charmed Ridge feels a litle more relaxed and subdued, so although it's reminiscent of the earlier world, it's certainly not a blatant copy in any way. (It actually shares a few elements with past levels, if you think about it -- stairs that turn into a slope [Alpine Ridge], growing and shrinking enemies [Dream Weavers], warping scenery [Magic Crafters], and planting seeds to climb towering landscapes [Zephyr.])
The gameplay of this level is, of course, really fun; like I've said while discussing various Magic Crafters levels, it's always a treat to fight enemies who warp the level around you, as the cat witches here are prone to do. The egg challenges are both really fun: the Sgt. Byrd one is surprisingly challenging, and the beanstalk one was really hard when I was younger and is memorable now. It's a pretty long level, which isn't necessary for a good level (after all, Dark Hollow is the shortest level in the game and makes it to the top fifteen), but having more content is usually a good thing and many of the levels still in this are among the longer ones in the games. The enemies are pretty solid -- the Rhynocs who grow and shrink, as I've mentioned, add to the fantasy feel, and the cat witches are some of the best all-around enemies in the entire trilogy (and were my favorite enemies when I was a kid): I love how they warp the scenery and the other enemies, they have a neat design, and they make a *bleep*ing hilariously obnoxious, horrendous sound when you kill them. This level also has superflame in it, and I have to say that it's really fun to run around using it to snipe the cat witches that ordinarily make it hell to traverse certain parts of the landscape, trying to kill all of them before the timer runs out. From a gameplay standpoint, that might be my favorite part of the level.
To whatever extent any level in the Spyro game has a plot, Charmed Ridge also has one of the better ones: when the prince and princess run off together at the end, it's a pretty entertaining subversion of the typical 'damsel in distress' theme in fairy tales, and we realize that the cat witches are probably attacking Charmed Ridge because they think the fairies stole their prince, and it is kinda neat when you have some explanation for the enemies rather than "they're just sort of there." And of course during the Sgt. Byrd mission, we learn that he's a total player who hooks up with the natives where he's stationed and violates his protocol in doing so.. what a player. Charmed Ridge succeeds in just about every single way that a level can succeed; it has a very strong theme that's played well, it's entertaining, it has fun enemies and gameplay, and the whole thing has a surreal, magical feeling to it that, as this ranking generally displays, I tend to really like. It's an outstanding level and a very strong addition to the set of worlds Spyro visits in the trilogy.
(Also, I forgot to mention this until just now and don't want to go back and work it in anywhere, but I love the music -- one of the absolute, favorite standouts of the series. It's so fast and happy and upbeat. It's engaging right away and fits very well with the fun, magical environment that it was composed for. It just feels like it should be played in a magical world and it's just a fun composition in itself.)
But wait! There's more Charmed Ridge!
With this cut, we're down to just fifteen levels. Those fifteen are:
Enchanted Towers, Icy Peak, and Fireworks Factory now rank as the three best levels from YotD, and in the least surprising result ever, Fireworks Factory is the highest-ranked Evening Lake level!
I will do my best to get through a replay of all the necessary levels this weekend so I can have a clear ranking of the top fifteen and then update regularly. We're getting close to the end!
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#91 Jan 13, 2014 2:58 AM
- Flapjacks
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
Well, *bleep*. Looks like all of your photos are gone, KYHO.
I'm not sorry if I offended you.
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#92 Jan 16, 2014 12:21 AM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
Eek, it seems you are right!
It seems the situation is that my monthly bandwidth allowance on Photobucket has been all used up. On the day of the month that I registered my account (the 28th), I believe the bandwidth resets to zero again for the next month. I could also pay three bucks per month to get unlimited bandwith, but.. lol no I'm not doing that. So for the rest of the posts I'll just use a different image hosting site for all of the screenshots, and starting on the 28th -- less than two weeks away -- all of the screenshots I used in #16-74 will show up again. I doubt this will get as many views once it is no longer going, so chances are that issue won't occur again.
I have replayed the levels remaining from the first two games and have a ranking set in stone for those twelve levels; I still need to replay the three YotD levels (Fireworks Factory, Enchanted Towers, and Icy Peak) to know how exactly they fit in, but I'll post one update before I do that because I know which level is going to be #15 and it's not any of those three. I'm gonna go out and eat now but my goal is to post at least #15 tonight after I get back.
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#93 Jan 17, 2014 11:32 PM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
15. Hurricos
(Game 2 Rank: 3/21)
(Summer Forest Rank: 2/7)
Hurricos has long been one of my favorite levels in the Spyro trilogy and one of the absolute high points of the second game, so it being cut as low as #15 is unexpected and tragic.. but not too tragic, as that still puts it within the top 20% of all levels in the series, which is no mean feat. One of its biggest strengths is its musical track; a slow theme, it fits very well for the dark, rainy look of this level and in itself is a very relaxing and pretty instrumental piece that I can put on repeat for a really long time without getting sick of. I believe that it's my third most played piece of music from the trilogy and it is certainly among my favorites. It sets the tone very well.
The characters of Hurricos make it a very entertaining level; the enemies are pretty memorable and another instance of enemies in the Spyro series that interact with one another. I never made this connection myself, but I once saw a video online point out that the enemies here consist of a larger orange guy wielding a wrench and a smaller robotic companion.. and in Insomniac's other series that I adore almost as much, Ratchet and Clank, you play as a larger orange guy wielding a wrench who has a small robotic companion. Mind blown. The NPCs in this level are among my favorites in any level, up there with the Weather Imps of Cloud Spires and the ducks in Frozen Altars; they're cute and they have the exact same voice as early SpongeBob SquarePants, which of course blew my mind as a kid -- the guy who does that voice does a ton of voice acting, but here it is just flat-out identical. The plot of these little blue doglike animals having their electricity stolen by the cleverly named Gear Grinders (I love stupid puns!) is pretty adorable as well. All of the characters here stand out pretty well and are much more memorable than, say, a bunch of interchangeable humanoids with turbans in Shady Oasis.
The gameplay here is also great -- I am obviously a huge fan of supercharge and this level utilizes it in a way that I found really difficult as a kid, having to make such a sharp turn in order to break down the fan blocking your way. The Gear Grinder Thief challenge was incredibly annoying as a kid because of how hard it was, but now I love it; chasing after a thief who's about to disappear is by Spyro standards relatively intense, and I do love the little sound effect the generators make when you spit the electric stone into them. Navigating the factory itself is really fun, jumping on various pieces of machinery that slide in and out or gliding across fans, and I think it could have been interesting to see a whole factory-themed level consisting entirely of traversing obstacles like that. I also really like the way this level is laid out; it involves gliding over on top of areas you've already been to, which is something I definitely enjoy, and it makes a level feel longer in terms of gameplay than it should from its actual physical size. I like the sprawling layout of Hurricos and I think it's one of the longer levels to come so early on in the game.
The biggest reason why Hurricos ranks so high, though, is the general atmosphere it has. I really love rain and thunderstorms and whatnot in real life, so when you have an entire level full of rain, I'm probably going to like it. That's enhanced a lot by the music that feels perfect for a rainy day. The best part of this level, of course, is the giant rainbow it has off in the distance that's only visible from some angles; it's a really pretty addition to an otherwise dreary-looking level, and as a kid I was never sure whether I'd just imagined it being there. I think this level is greater than the sum of its parts; the industrial scenery doesn't usually appeal to me, as shown by Gnasty Gnorc's low placement, and the rest of the level looks kind of generic.. but for some reason, having this green, foresty area that's also the home to a giant electric factory works really well. I love the dichotomy much more than I'd like either a rainy, green level or a factory level, so although it's a bizarre mix, it works very well. Hurricos delivers just about everything I could ask for in a level, from its music to its characters to its challenges, and the floating, rainy island is easily one of my favorite levels the series has put out; there are just fourteen even bigger favorites.
But wait! There's more Hurricos!
The next level to be eliminated comes from the second world in its game.
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#94 Jan 18, 2014 12:23 AM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
Starting this post immediately after my last one to balance out the fact that the last elimination came about a day later than I said it would or wanted it to.
14. Ice Cavern
(Game 1 Rank: 9/29)
(Peace Keepers Rank: 1/5)
I love that first screenshot. I wanted to get one of that little portion of the inner caves of Ice Cavern, but I stood there for too long before doing so, so Spyro started his idle animation of looking to the sides without me noticing.. and then when I pasted the screencap into MS Paint, it looked like he was turning his face and squinting his eyes because he was being pushed back by some big gust of icy wind or something. <3 To briefly illustrate the extent of the Game 1 success in this ranking, it took this long -- until #14 -- for a full Game 1 world to be eliminated. I mean, Gnasty's World was out already, but it's a shorter world of which 50% is either a lame boss fight or a small circle, so it hardly counts. Peace Keepers is the first of the major five worlds from the first game to be eliminated, and even after this cut, there are more Game 1 levels in this ranking than there are Game 2 and 3 levels combined. <3 Not that that's anything against Game 2 or 3 -- I just mean that the original collection of levels is that good that about a third of them made it into the top fourteen.
Anyways, Ice Cavern. It clearly stands out from the other Peace Keepers worlds that are all basically identical canyons -- I honestly think it and Alpine Ridge were conceived as being in the opposite world originally, but then they decided to swap them and make Alpine Ridge a bit more mountainous because they thought it could use druids and whatnot better than Ice Cavern could. This automatically makes it a level I enjoy and look forward to more than I otherwise would; not that the other Peace Keepers levels are bad, but they are pretty similar-looking, so entering into this one level that looks different from everything else in the first game while in the midst of an otherwise interchangeable world has always been a huge treat.
It's a level that I've always enjoyed, but not one that I've ever counted among my absolute favorites (Hurricos was in my top three once, Charmed Ridge used to be my favorite, etc) so I never really expected it to rank as high as #14.. but now that it has, it makes sense. I love the look of this level; like I said, it's really different from the rest of the game, especially its surrounding world. Some of the Magic Crafters levels have snow, especially Wizard Peak and Magic Crafters, but there aren't any other full-on ice levels like you see here. This fits really well with the chilling music that the level has, which is one of the more subdued tracks in the first game but still a strong one.
The physical layout of this level is also really strong; it consists, essentially, of a circular path around a big chasm in the middle, and you go around that circle entering and exiting various caverns as you go. I think it's a neat setup that you don't really see anywhere else, and I love how the top of the cavern opens up into a starry sky.. it makes the whole level feel like a part of something more vast and expansive than the level itself is. In order to get 100% in the level, you have to backtrack a little bit -- there's a key on top of a lone island in the middle of the chasm that you can only access by gliding from the overhanging structure that contains the chest requiring the key in the first place. So basically, if you want to unlock the chest, you have to glide out to that key, then run around backwards to the chest where you just were in order to open it. The whole thing used to bug me and it has the makings of something annoying and tedious, but now I think it's actually a more interesting way to set up the level and makes it more non-linear, which I can appreciate. I also love the hidden cavern accessible at the end; if you jump along the little segments of wall near the Return Home portal, you can access a quasi-hidden passage that contains the level's last gems and final dragons. It's a whole extra part of the level and it's not particularly easy to access -- I had a really hard time making the required jumps to enter the passage as a kid -- so it feels almost like a hidden bonus area. Of course, probably the most memorable aspect of the Ice Cavern layout is the three lives hiding up on a perch visible only from the very end of the level; as a kid, I figured they were just impossible to get and put there to tantalize you. It was only years later that I found out from the Internet that you have to glide along the wall at the very beginning of the level in order to get them; I'd never have figured that out. Had there been some gems up there instead of lives, this level could have ranked even higher by a couple more spots.
The last thing I have to point out is how much I like the enemies here; the first game has a lot of levels that tend to show up in multiple levels (the shepherds of Stone Hill later appear in Toasty, Cliff Town's vultures and... red paddle women [I don't know how else to describe them] also appear in Dry Canyon and Doctor Shemp, respectively) but this is one of the few levels in the first game in which every single enemy is totally unique to the level itself. While some of the other levels that share this trait don't fully feel like they do -- for instance, I had to consciously think about it before realizing that Artisans and Town Square both have unique enemies, because as Gnorcs, they feel rather generic and could realistically be in almost any other level -- all of the Ice Cavern enemies are very unique to Ice Cavern. The two smaller ones run around on skis and chuck snowball at you, something that obviously isn't going to happen in any other level, and the larger enemies are unique: You have to charge them a few times in order to push them off of the cliff, something that isn't seen in many other levels and isn't seen anywhere else in the first game. The rationale given to you by one of the dragons (who was, for some reason, my favorite dragon when I was a kid) is that the armor they wear on their shoes makes their feet slippery on the ice, so the unique style of gameplay actually is given a concrete reason that fits with the general theme of the level. This level is also one of the relative few in the first game that has totally unique fodder; the only other Game 1 level to have this distinction is Cliff Town (frogs and chickens only appear in Dark Hollow and Town Square, respectively, but would later appear in the second and third game), and they're one of my favorite fodder creatures in the series: They actually fit with the level, since of course you'd find bats in a cavern, and as opposed to other fodder animals that are very easy to kill, the bats swoop down only briefly before hanging up in the walls again, so they can be pretty difficult to catch. They also make noise, which many fodder animals don't do, adding to the ambience of the cavern. And since this paragraph is generally about the gameplay of the level, I will point out that I also appreciate having to charge the posts to knock down gems -- it's definitely possible to fall off and die in the process of doing so, and it's just one more unique thing Ice Cavern has that other levels do not. Overall, I am a big fan of the first game's most frigid level; it is unique enough to immediately stand out when you enter it, and through a chilling landscape and unique layout featuring tons of tricky glides and hidden caverns, all filled with some of the most engaging enemies of the series, it solidifies its spot as one of the best levels from the trilogy, outranking all of the other Peace Keepers levels by over thirty places. Oh, and it has some really pretty castles, too.
But wait! There's more Ice Cavern!
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#95 Jan 18, 2014 6:54 AM
- 36IStillLikeSpyro36
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
dude, there was a long time where i didn't even know Ice Cavern was there. i was so surprised when i saw that when i was a kid. also, red paddle women
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#96 Jan 18, 2014 6:16 PM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
I'm quite eager to finish this up, so here's another to bring us into the top twelve!
13. Misty Bog
(Game 1 Rank: 8/29)
(Beast Makers Rank: 2/5)
I will freely admit that Misty Bog isn't as aesthetically interesting as just about any of the other levels that rank this high, but holy hell, it more than makes up for that with how fun it is. I honestly think that Misty Bog might be the most consistently challenging level of the series; levels like Tree Tops and Haunted Towers are incredibly hard to figure out (and, accordingly, do very well in this ranking) but once you've figured out the trick once, it's not much of a challenge to replicate. Misty Bog, on the other hand, isn't hard to navigate; its difficulty comes from its absolutely horrendous enemies who are some of the best in the series. A few years ago I made it my goal to play through every level of the first game, getting 100% completion, without getting hurt once, and Misty Bog was by far the level that gave me the most trouble. The "attack frogs" who whip you with their tongues the instant you get close enough to even kill them, the trees that charge at you without warning, the Gnorcs who slash you with their knives when you approach them, and the boars who charge through hordes of other enemies just to get to you.. yeesh. It's slightly more intimidating than the Artisans Gnorcs who cower in fear when you get within 100 feet of them. The enemies are also really entertaining in addition to their difficulty; it startles the hell out of you the first time a boar unexpectedly charges through all the other enemies just to attack you, but once you've played the level enough times to know where and when that's going to happen, it's pretty fun to use the boars as a weapon -- probably my favorite instance in the series of enemies interacting with one another. The attack frogs are memorable, and I'm a huge sucker for the trees that eat Spyro.
Really, the enemies are what define the level; two different dragons comment on them. One of them apparently has PTSD about the "Attack Frogs" who ruined his swamp, and another screams at you to "stamp them out and squish them and stomp them".. basically what anyone would want to do after playing through this level and losing countless lives to the *bleep*ing Attack Frogs. One of the hardest parts of any Spyro game comes in Misty Bog: Inside of one tree, there's about 9-10 enemies standing in a grid. Half of them are Attack Frogs, and half of them are Gnorcs. The reason why it's so difficult is that if you try to flame a Gnorc, the metal makes it so nothing happens, and it you try to charge an Attack Frog, then it whips you with its tongue.. so you have these two types of enemies all standing near each other who have to be killed with different attacks. It's really claustrophobic and difficult to do; again, if you really want to get the Misty Bog experience, try to play through it without getting hurt by an enemy a single time. That's a challenge.
I also really enjoy Misty Bog's music; it's one of the tracks that best fits with the level itself. It's an up-tempo remix of the end credits theme (or is the credits theme a slowed-down version of the Misty Bog music? hmm..) and one of the fastest tracks in the series. It was always one of my favorite pieces of music from the Spyro series as a kid, and having such a fast track is perfect for a level full of adrenaline that is full of enemies who are nearly impossible to escape from. Misty Bog might be just another swamp, but it is one of the hardest levels in the entire series -- probably the hardest when you're specifically trying to avoid enemies -- and that alone is definitely enough to make it my 13th favorite level in the trilogy. I've always had a ton of fun in this ridiculously challenging level and I always will. It never, ever gets old.
Only twelve levels remain, and after this cut, Tree Tops takes the title of the best Beast Makers level! The top twelve are:
#12 is - gasp! - a Dream Weavers level.
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#97 Jan 21, 2014 10:05 PM
- KeepYourHornsOn
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
I guess we can't change font sizes now? That sux.
[size=29]12. Dream Weavers Homeworld[/size]
(Game 1 Rank: 7/29)
(Dream Weavers Rank: 4/5)
It's been a long, long time since we've taken a look at the Dream Weavers world.. the only other Dream Weavers level that has been eliminated is Jacques, all the way back at #47. 33% of the top twelve consists of Dream Weavers levels, including every one of them outside of the boss. It is pretty much obvious here that the Dream Weavers world is far and away my single favorite world in the Spyro series -- nothing else even comes close -- and honestly that shouldn't come as much of a surprise. I have said throughout this ranking that I love the fantastical levels that aren't afraid to go way over-the-top in abandoning all sense and logic, and seeing as how the theme of Dream Weavers is that it is a magical landscape of, as the name would imply, dreams, it fits that bill to a T. I mean, I've ranked some levels high simply for reminding me of Dream Weavers. I constantly praise the surreal, and Dream Weavers is as surreal as it gets.
Just looking at those screenshots up above, I think it is pretty obvious that someone who enjoys the kinds of levels I enjoy would put the homeworld of Dream Weavers in their top twelve -- it has giant castles with walls that curve as they go up and random towers jutting out for no apparent reason, it has glowing pools of bright water that light up everything around them, it has rainbow skies with a bright sun, it has tons of bizarrely pointed islands, it has green sparkles that send you flying in different directions.. the whole thing looks so magical. I especially love it in contrast to Beast Makers; although I also love the Beast Makers world (it, alongside Midday Gardens and Dream Weavers, was one of the three last worlds to have multiple levels remaining in this ranking), it's generally dark and dreary to look at. So exiting that world full of swamps and mud and suddenly finding yourself in this glowing, bright world where nothing even pretends to make sense for a second.. it is such an awesome contrast. The immediate jump from dark, boggy Beast Makers into bright, happy Dream Weavers is enough in itself to rank this level incredibly high; there is nothing like jumping out of that balloon for the first time. When you first enter Dream Weavers, the entire game lets loose, abandons all restraints, and officially transcends into the realm of fantasy.
The enemies here are just as dreamlike; Spyro is no longer doing battle with generic Gnorcs and boards or shepherds, but rather faces off against comical fools and jesters who flail their arms around and inexplicably shrink and grow before his eyes. The growing and shrinking Dream Weavers enemies are among the most memorable in the series and certainly do as much as the aesthetic elements to add to this level's surreal feeling. They all really look like something you might find in a messed-up dream, and of course they make some really entertaining sounds when they're killed. This includes the clock fools, whose prancing and "Woo!" screams are simply fun and exuberant, like this level and world are.
All of this, of course, is set over one of the best musical tracks in the entire series; again, there are some I simply praise as being strong, and there are some that are even better that I will praise as being among the best.. and the Dream Weavers music falls into that latter category. The reason why I emphasize the music so much in certain levels is that while he was composing these tracks, Stewart Copeland played through every single level to completion one at a time, and composed the track right after he did so. This meant that every single score was uniquely, specifically fitted to one level and was essentially meant to embody in sound what it was that the level made him feel while they play it. (This is why I hate how so many versions of YotD deprive the player of such awesome tracks as Evening Lake, Honey Speedway, and Crystal Islands... but I digress.) So essentially, when you listen to any given track from the Spyro trilogy, you are listening to the collection of sounds that is meant to embody the level itself -- these tracks are how the levels are supposed to feel, what mood is supposed to be set, and what we are supposed to think of every single time we think of the level.
And very, very few tracks do that as well as Dream Weavers. Ever since I was a kid, it has been one of my absolute favorite pieces of music in the Spyro series; this homeworld was one of my favorite levels solely because of how much I enjoyed the music. It starts off with a light, catchy piano introduction to contrast with the Beast Makers level you just entered and make it apparent that this level is much sunnier, brighter, and all-around happier.. but then about 45 seconds in, there's suddenly a huge hit and the whole thing gets so big and spectacular and grand. I love that so much for this world; Dream Weavers, as the last full-length world of the first game, is easily the longest and likely the most challenging, and it is so fitting that a world so big would have such a huge track. It simultaneously sounds incredibly happy and triumphant -- like the music itself is congratulating you on making it this far into the game. I mean, the best way I can illustrate this is.. listen to that track I linked, especially the huge parts starting at 45 seconds, and think of how they make you feel and how they make you remember this level. And then imagine that it had the music from Sunrise Spring Home or Sheila's Alp instead. Would it be the same level? Hell no. And that is exactly what I am trying to say here. There are a number of musical tracks in this series that go above and beyond being simple background music and single-handedly change my perception of a level, but..man, the Dream Weavers music is one of the best. It is such a perfect piece and definitely one of my favorites out of them all. Once it gets big and loud, it just makes me so happy every single time. <3
I also love the gameplay of this level; the other homeworlds, particularly Artisans and Peace Keepers, are pretty much enclosed. They're landscapes with clearly defined perimeters of where you can and cannot go, and in many cases (though Artisans isn't really an example of this) it's pretty clear what order you're supposed to do the various levels in. In Dream Weavers, that is not the case at all; there are no borders, no perimeters, no linearity, and no sense of closedness. The entire level consists of floating islands with no real pattern or structure. That fits perfectly for a dream level, since dreams tend to be kinda jumpy and disjointed like this strain of islands, and also makes it much more believable and fun. Without those clear perimeters I feel less aware that I'm playing a video game, and it's also just fun to have that level of openness without being confined. There's no sense of where you're supposed to go in what order, which gives you a lot more freedom when you're playing. The growing and shrinking enemies, besides just fitting the ~*~dreamy~*~ atmosphere of the world, are also unlike anything you see in any other game; one of my best memories from Spyro as a kid is finally taking control of the cannon that fires the beams to grow/shrink enemies and using it on like every enemy 100 times just because I could, in addition to using it on the two giant metal fools to gain access to Icy Flight. <3
The Dream Weavers homeworld is in general an absolutely fantastic level in every sense of that word, and it serves as a great introduction to the best world in the series.. but its three levels just happen to pull off the same scheme a little bit better. I still have absolutely zero complaints about this level and, as denoted by the change in color on the first page, it is also an introduction to the final class of Spyro levels: the twelve that are left in this ranking (including Dream Weavers) are absolutely perfect and far above all of the others. These twelve final levels are the absolute best of the best within the series, and Dream Weavers is among them and ranks above over 60 other levels in the series for that reason. <3 Now I'm gonna just listen to its music on repeat a bunch of times.
But wait! There's more Dream Weavers Homeworld!
I like the original Spyro trilogy.
I am currently ranking the 74 main levels from it.. which you probably already know if you're reading this, since my ranking thread is basically the only place I'm posting.
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#98 Jan 21, 2014 10:14 PM
- Swaffy
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
Nice. I kind of sped past Dream Weavers because I'm not much into the whole magic thing. Yeah, that sounds kind of hypocritical. I found myself thinking many times, "Stupid wizard, I'm gonna get you! If not now, then later!"
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#99 Feb 01, 2014 10:40 PM
- Flapjacks
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- From: California, United States
- Registered: Jan 20, 2013
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- Birthday: 5 October
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
CONTINUE! I MUST KNOW THE FATE OF ICY PEAK.
I'm not sorry if I offended you.
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#100 Feb 15, 2014 2:05 PM
- BlueSpirit94
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- From: Autumn Plains
- Registered: Nov 08, 2007
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Re: KYHO Ranks The Original Trilogy's 74 Levels! DUN.
This list is great! Please keep it coming! I am very curious to see your top 10! This has definitely given me quite the shot of nostalgia. The past few years have been so busy for me, between moving and going to college, that I haven't been able to play the original Spyro series in quite some time. Reading this list has definitely made me want to drop everything for a few days and go on a crazy Spyro binge. I kind of actually want to make my own list now. It is interesting seeing that one of my favorite levels Idol Springs, placed dead last on your list. I'm not really sure why I like it, but I think it has a lot to do with nostalgia. I remember playing it a lot as a child. Anyway, I digress...keep the list coming please! These have been an absolute joy to read!
Thanks to Stormy for the banner
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