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Hey everyone!

In his most recent video, on Edith Finch's cannery level, Super Bunnyhop started the show with his "canon of super neat & super influential levels".

They were:

1-1 (Super Mario Bros), Chemical Plant Zone (Sonic 2), Rainbow Road (Mario Kart, unspecified), E1M8 (Doom), Mario 64 Hub, Unatco (Deus Ex), City Escape (Sonic Adventure 2), DE_Dust2 (Counter Strike), The Silent Cartographer (Halo), Omaha Beach (Medal of Honor: Allied Assault), The Milkman Conspiracy (Psychonauts), Village Square (Resident Evil 4), City 17 Train Station (Half Life 2), All Ghillied Up (Call of Duty 4), Fort Frolic (Bioshock), 1-1 (Braid), Revisiting Shadow Moses (Metal Gear Solid 4), The Last Enemy That Shall Be Destroyed (Red Dead Redemption), Sen's Fortress (Dark Souls), Upper Cathedral Ward (Bloodborne), and Snowdin (Undertale). 

Phew! It's a great list and it totally makes me want to do my own, based on my own tastes and preferences. And also to make a running a list of levels I might want to make videos about!

Before I start, some caveats: This list is incomplete and based on thinking for about an hour. I can't include entire game settings, so no Vice Cities or Zebeses. I'll try and stick to one game per franchise.

Okay, here we go.

1-1 (Super Mario Bros)

You've got to start with this. With one of its earliest games, Nintendo was teaching players organically through level design - setting them up for the adventure ahead. 

Fort Frolic (Bioshock)

I did a whole video on this one - the way it twists Bioshock's traditional gameplay to make you forge a strange relationship with the creepy Sander Cohen is a triumph of gameplay, level, and narrative design. 

Locomotion (Uncharted 2)

It really is the ultimate Uncharted level, mixing combat and platforming and cinematic set pieces all into one hugely impressive stage. The transition from city to jungle to mountain is so seamless it boggles the mind. 

Prague (Deus Ex: Mankind Divided)

I'll deservedly get some shit for picking a modern Deus Ex level over something like Unatco or Hong Kong - but I just loved spending time in Mankind Divided's hub city, taking mini missions, following clues, finding stories. It showed the promise of an immersive sim without combat. 

St Francis Folly (Tomb Raider)

After spending the entire first chapter of Tomb Raider climbing up, the second level tasks you with climbing down - down a dark and foggy chamber, that will put your acrobatic skills to the test. 

Village Square (Resident Evil 4)

If you had any doubt about how great Resident Evil 4's combat is, you won't be in doubt for long. The game opens with a frantic siege on a tiny village as you dart through windows, over rooftops, and around the outskirts, taking down mad Spanish zombies. 

Effect and Cause (Titanfall 2) / A Crack in the Slab (Dishonored 2)

These stages will forever be linked together. Two games had levels about flitting between the past and present, just weeks apart. Titanfall does it with speed and fury, Dishonored does it with tactics and evasion.  

School II (Tony Hawks Pro Skater 2)

Very hard to pick a favourite Tony Hawks level, but School II might just elbow out the others. It's fun to skate, it's nostalgic, and dreaming about pulling off a 900 outside your school is a thrill. I also love Hangar, and THPS4's Alcatraz.

Water Temple (The Legend of Zelda: Ocarina of Time)

I'm still not sure about my very favourite Zelda dungeon. It might even be Sandship from Skyward Sword, as much as that pains me. But Water Temple is going on for now - as painful as it can be, it's also an enormously clever and gratifying spatial reasoning puzzle. 

Sapienza (Hitman)

Some might have picked a Blood Money mission for this list, but for me, Sapienza beats out Curtains Down and any other Hitman stage. The mix of town, mansion, and church; the winding pathways through the level; and the trillions of ways to meet your goals makes it a joy to play (and replay). 

Spencer Mansion (Resident Evil Remake)

On the verge of cheating here - but there are enough other parts to Resident Evil to stop Spencer Mansion being a setting rather than a level. This intricately designed house will burn itself into your brain as you learn the best routes to dodge past zombies. 

Overgrown (Call of Duty 4)

Dustbowl (Team Fortress 2) and The Longest Yard (Quake 3) are other favourite multiplayer maps, but this COD layout is probably my favourite of the bunch. It's winding and intricate and has places for snipers to hide out - and ways for others to sneak up on their camping asses. 

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Okay, there we have it. 

Many of the levels above, and other famous stages, are easy to pick because they are one really great level in a game full of good levels. But in games that are saturated with great levels (Mario, Donkey Kong, Mega Man, Meat Boy, Braid) it's hard for any one level to really stand out!

So some other levels that I seriously considered and may still add: We Don't Go to Ravenholm (Half Life 2), Tick Tock Clock (Super Mario 64), various bits of Portal 1 and 2, various Mario galaxies, and various Shovel Knight stages.

I also wanted to pick some levels, but decided I like them more for nostalgic reasons than anything. That includes Hollywood Holocaust (Duke Nukem 3D), Tornado Trouble (No One Lives Forever 2), and various first levels that I played over and over again, like E1M1 in Doom, and Green Hill Zone in Sonic 1. 

Anyway. A good start for the list! Leave your own favourites in the comments.

Files

Comments

Liam Harvey

Greattttt list! I'll have to have a think. It's made difficult, as you said at the end there, when you have to weigh up actual good design and your very real, very POWERFUL feelings of nostalgia. Francis Folly was a great pick in that regard—it's simultaneously a huge, very exciting space full of everything I loved about the Core Design games AND the first level where I properly connected with Tomb Raider. It's the moment where, as a kid who just owned a PlayStation, 3D platforming and exploration was seared into my brain as Cool Things I Want To See More Of.

mcwizardry

I think your list combined with the list by Super Bunnyhop covers most of the important levels in gaming. Some more that could be considered in the future: Pauper's Drop in Bioshock 2, Hengsha in Deus Ex: Human Revolution, E1M1 in Doom 2, Argent Tower in Doom (2016), The Royal Physician in Dishonored, Evil Within: Ch. 6 Losing Grip On Ourselves, Tower in Half-Life 2.

Anonymous

I'm thinking now about the very first spaceship you visit at the beggining of metroid prime... or that level in splatoon with invisible walls that you have to paint to see... It's an really interesting subjet indeed, that two levels are only two that came to me very quick when I start thinking, but gimme more time and I'm sure I can put a few more (But your list and superbunnyhop list are already really relevant indeed)

Michel Sabbagh

Solid picks you have there, and good thing you brought SuperBunnyHop up. I was similarly inspired to provide my personal list of levels that made a huge impression on me. Here's some of them in no particular order (also, one game per franchise since variety's the spice of life): -Route Kanal (Half-Life 2). The seamless mix of puzzle-solving, exploration and gunplay, combined with the series' trademark atmosphere and peerless pacing, results in one of the more impressive early segments I've seen in a video game. Trekking through the depths of City 17 never felt so immersive and moody. -Constantine's Mansion (Thief: The Dark Project). A lot of games subvert players' expectations of the mechanics and virtual world in one way or another, but this maze-like level from the original Thief steals the show for revealing character through the environment and toying with Garrett's idea of how to rob well-guarded establishments. Perfectly sets the tone for what's to come. -The Khallos Express (TimeSplitters: Future Perfect). Narrow levels generally run the risk of being too spatially restrictive to be enjoyable, but this train sequence from the TimeSplitters series manages to impress by properly compartmentalizing its individual scenarios and sprinkling some tension into them with a helicopter chase and missile countdown. Has more character and charm that Uncharted 2's equivalent. -Bishop (F.E.A.R.). I could've gone with any of the intervals comprising this unmitigated classic, but this one takes the cake for hosting some great combat spaces for experimentation and complementing those with some moments of silence that make room for exploration and a few scares. -Cordon (S.T.A.L.K.E.R.). As far as opening areas go, the Zone's antechamber ranks among the best. From its balanced mix of wide open spaces and critical landmarks to its vertical layout that enhances the grim atmosphere, Cordon serves as a great example of a starting place that tests the player's mettle from the get-go. -City Museum (Condemned 2). Making short work of deranged lowlives with medieval weaponry and taking on an iron-clad juggernaut with nothing but your wits, speed and a crossbow? Sign me up! Besides those silly but cathartic descriptors, the scenery and combat scenarios help make this level from this underrated horror title a must-play for any discerning fan of isolated terror. -The Cauldron (Darksiders II). Like F.E.A.R., I could've gone with any dungeon from this overlooked gem. The first one you have to clear on your quest to save War remains noteworthy for its fiery aesthetics and swell implementation of combat and puzzle bits that teach the player the basics they'll have to master throughout their lengthy journey. -Vault 101 (Fallout 3). The first few hours of an RPG can be a real deal-breaker if the progression doesn't feel rewarding or believable enough. Thankfully, the first area you explore in Fallout 3 manages to avoid that issue by tying the introduction of mechanics to your avatar's childhood and providing a glimpse at Vault life. Let's not forget the moment you finally emerge from the cavernous depths of your upbringing... -Sundercliff Watch (The Elder Scrolls IV: Oblivion). It's one thing to build an epic landscape the player can happily wander around, it's another to craft a mammoth-sized, multilayered dungeon that can house an entire village. Venturing into this add-on fort ruin and taking on the hostile denizens populating it makes the trek into Varsa Baalim even more tantalizing. -Contact (Crysis). In a shooter that's all about freedom of choice in open-ended but linear levels, presenting that kind of selling point is key to hooking the player from the outset. The first level in Crysis is a wonderful medley of mystery and gameplay possibilities that shows how one can turn the environment into a focused, veritable sandbox. Let me know what you think of my picks!

Anonymous

This inspired me to do my own list for Patreon but I'll boil down the choices here: Panamanian Bank (Chaos Theory), World 3-3 (SMB3), Grassland Groove (DKTF), Angel City (Titanfall 1/2), Elysia (Metroid Prime 3). It's kinda weird thinking that some of them are there more for the thematic element than the actual level mechanics.

mcwizardry

I like your picks of Route Kanal (HL2) and Contact (Crysis), they are great showcases for their respective games and the entire FPS genre.

Anonymous

First one that came to mind was Jedi Knight 2: Jedi Outcast - Nar Shaddaah. The tense combat in the streets (snipers) with ships hovering around and some platforming required hooked me at the time (+ the coolness of Kyle Katarn)

Anonymous

I really enjoyed cathedral of the deep in Dark Souls 3. It was my first Souls game so the tension and fear was heightened by the fantastic vertical, inter-weaving and intricate level design. Every time I'd complete a section and end up back at the bonfire I'd loathe to have to do it all over again to open the next section, something that truly captures the Souls experience for me

Anonymous

I'm really curious why Tick-Tock Clock jumped out for SM64 specifically; it's high praise to get singled out like that! Any chance of a one-to-two sentences on your thinking?

Anonymous

I love omega from mass effect two

GameMakersToolkit

It's just a really nice level, mixed with a very clever idea. It has been years since I played it though, so I'd have to check it out again!

Anonymous

I love 'Alice Wade' in F.E.A.R., since it so varied.

Anonymous

Click Clock Wood from Banjo-Kazooie is a sensational level. I love how each season has a unique feel and certain areas are unlocked or cut off depending on the time of year. It's strikes me that it has similarities the Zelda dungeons you love in terms of situational awareness - you have to plant a seed in Spring to access an area in Summer, or certain characters are only available when they aren't hibernating. And the music - oh god the music - It's just so perfect; the general theme is consistent but each season brings in elements to match the time of year - Spring has bees singing, winter has sleigh bells etc. I could ruminate on this for ages :D

Anonymous

Great list, you pretty much nailed it between the two of you. I would probably add just a couple more... The Medical Center (Batman: Arkham Asylum), A great predator sequence and saving the three doctors leads to three different fight sequences. Then, of course, this leads to the first Scarecrow sequence. Kaldwin Bridge (Dishonored), a sprawling series of areas that all lead to kidnapping Sokolov. Great views, cleaver navigation, and small stories spread throughout. Black Site (Metal Gear Solid 5: Ground Zeroes)... basically the whole level... kinda cheating, but whatever. Rasvet (Metal Gear Solid 3: Snake Eater), the starting area where you rescue Sokolov, then come back later and fight Ocelot. Full of nooks and crannies, fun sandbox elements.

Anonymous

Kaldwins Bridge in Dishonored is by far one of my favorite levels, nice picks!

Vesselin Jilov

I really liked two levels from the game Project Eden (environmental exploration and puzzle game, in the spirit of the Boss Keys series you made). The levels were called Construction Site (level 3) and The Zoo (level 8) In these two levels the team you control (4 people with different skills) gets split. In Construction Site, a bridge is destroyed and the two men and the two women get stranded on different sides of the bridge. In The Zoo, one of the team members (the hacker lady) gets captured and the team should find a way to reunite again. The separated team members often see each other and almost reach each other, and you constantly feel "If only Andre was here, he would be able to fix this... if Minoko was here, she'd be able to hack this..." but this is either impossible or can be achieved much later. The Zoo also does something fun in terms of puzzles and combat using mirrors and reflections which just became possible when the game came out (in 2001). It's a British game, done by the same team that did TR1 and TR2. The game has a lot of flaws, and doesn't have a strong start, but the levels are neat - large, intricate, interconnected, and make you (justifiably) feel smart.

Michael Fury

Loads of great suggestions from everyone! I love Kaldwin's Bridge, Click Clock Wood, Route Kanal. For myself, I would perhaps go for Lumberjack Hedgemaze Mayhem from Zombies on the SNES, which was the ultimate distillation of fear to young me (although SO many levels from that game are exceptional). After a few easy intro levels, the game tosses you this curveball: your best tactic is to runveryfast. I'd have to throw a nod to Doom as well. There's a level from the first episode where the exit can be seen but not accessed easily, and the player has to go into a small maze with a very low ceiling to get to it. Pinkies were everywhere; it was crazy stressful! That level was just very well paced. I'll have to try and think of some more. It's tricky to distinguish between levels which are genuinely very good and ones which I just played a ton of or have a sentimental attachment to :/