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Digimon

WESTERN CUP


The Western Cup takes place out in the wild and woolly West of File Island. The tracks here run through the Gear Savannah, Toy Town and other venues.

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  Track 1 - Desert Oasis (needs to be ported to the wiki!)
Essentially an introductory track, Desert Oasis is full of long bends, good straightaways and easy turns. Step Into The Light: The sand in this level comes in different shades. As a general rule, the lighter the sand is, the faster you can move on it (it may not sound logical, but it happens on this track). Do Not Feed The Sand: The dark sand, in and of itself, is not dangerous. However, the swirling sandpits will suck you in and spit you out again if you drive over them. Engines And Water Don't Mix: The water in this level is hazardous. While the shallow light blue water is relatively safe to drive on, the deep dark water will cause you to go splash in a very big way. SHORTCUT 1: After the fourth corner, boost over to the island in the middle of the water to save yourself a bit of time. SHORTCUT 2: There is a colossal shortcut on this track for those willing to take it. After the fourth corner, the track begins to bend around the the left again. Don't follow it if you want to take the shortcut. Instead, pull very slightly to face the right, boost, and jump over the water. Aim for the Digivolution Zone across the water. You may have to endure 'Wrong Way' signals, but it's worth it!
  
  Track 2 - Toy Town (needs to be ported to the wiki!)
Toy Town is an urban track with wide roads, good straightaways and mainly easy turns. There is nothing to fall into on this course, and the only speed hazards are the grassy areas on the sides of the track. Numemon! Everybody's favourite completely useless piles of slime, the Numemons, appear in several locations on the course of Toy Town. If you hit one, it can go flying straight into your screen, obscuring your view as it slides off. It can also go flying to the side, where it can hit a rival's screen. Speed Up! Toy Town introduces speed boosters, arrow pads on the track which send your Digimon flying forward and conveniently realign it with the track. However, if you hit a speed booster directly before a turn, you may go flying onto the grass, which isn't good. Choose A Track... Just before the final stretch of the course is a junction. The right path leads you to a Digivolution Zone, the left leads you to a series of speed boosters. If your Digimon has low turning capability, it may be wise to take the right road or jump over the final speed booster. However, other Digimon can choose either road, so if you need some Digivolution Energy, feel free to get it, but otherwise try to take the left road safely.
  
  Track 3 - Desert Cliffs (needs to be ported to the wiki!)
Desert Cliffs is more difficult than Desert Oasis for a number of reasons. Ponchomon patrols this track, pushing boulders all over the place, and the sands can really slow you down. Oh, and there's also a narrow bridge to cross. Stay In The Centre: Right at the start of the course is a narrow bridge. The best way to avoid falling off, logically, is to stay to the centre. However, if something or someone is coming at you from behind, you can try to dodge out of the way. If you are racing someone side-by-side, feel free to try and send them flying if your Digimon is big enough! Boulder Run: Soon following the bridge, you will come to a series of turns with Ponchomon patrolling the area. Ponchomon will roll a boulder across the road, so be careful to avoid it.
  
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