The Wilds (Part II): Difference between revisions

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(Though a Subspace Bomb detonates, the player can still play the stage, which is only partially engulfed. None of the playable characters are affected.)
(entered for no reason. if this is after the great maze and stuff is completed, remove it.)
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|caption      = [[Image:Smash_Bros._Icon.gif]]
|caption      = [[Image:Smash_Bros._Icon.gif]]
|universe    = ''[[Super Smash Bros. (universe)|Super Smash Bros.]]''
|universe    = [[Super Smash Bros. (universe)|Super Smash Bros.]]
|games        = ''[[Super Smash Bros. Brawl|SSBB]]''
|games        = ''[[SSBB]]''
|hometo      =  
|hometo      =  
|availability = Subspace Emissary only
|availability = Subspace Emissary only

Revision as of 17:16, November 11, 2010

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The Wilds
Universe Super Smash Bros.
Appears in SSBB
Availability Subspace Emissary only

The Wilds (Part II) is a stage in the Subspace Emissary. The Wilds can be described as a large desert with several canyons and rock formations. The stage has Mario, Pit, Yoshi, Link, and Kirby chasing the Ancient Minister. Though a Subspace Bomb detonates, the player can still play the stage, which is only partially engulfed. None of the playable characters are affected.

In the pre-level cutscene, the Ancient Minister is seen gazing at the pocket of Subspace caused by Galleom's self-destruction. The Minister averts his gaze, sorrowful at the sacrifices of his fellow R.O.B.s needed to detonate the Subspace Bombs. Pit then shoots an arrow at the Minister, who dodges and flees. Mario, Pit, Link, Yoshi, and Kirby give chase.

After the level, the Ancient Minister drops a Subspace Bomb on the path, and several R.O.B.s stand guard as the countdown begins. Mario and Pit try to detach the two R.O.B.s detonating the bomb, but are quickly pulled away by two of the guard R.O.B.s. The Ancient Minister hesitantly flies away, and the heroes barely escape the explosion (Mario rides Yoshi while Pit, Link, and Kirby ride a Warp Star) as the R.O.B.s are sucked into the pocket of Subspace and apparently destroyed.

Level structure

Much like the first The Wilds level, much of the level involves traversing stretches of desert and climbing rocky cliffs by use of moving platforms. Also, early in the level, the player must traverse a cave in a cliff side, which, oddly enough, has elevators that appear to be used for construction well installed.

A common theme in both The Wilds is wind, which pushes anything standing still and resisting movement upwind. Windy areas often contain spike-covered walls facing the wind so as to push the player into the spikes. Wind becomes more prominent later in each level.

Music

  • In this level, only Step: The Plain plays.