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Level (video games)

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In video games , a level (also referred to as a map , mission , stage , course , or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high.

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48-452: In games with linear progression, levels are areas of a larger world, such as Green Hill Zone . Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course . Players must judge the distance between platforms or ledges and safely jump between them to reach

96-425: A loading screen while the game loaded level information from storage. With more advanced computing hardware with faster input/output data transfer rates, such as optical drives, hard disk drives (HDDs), solid-state drives (SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assets – models, textures, and audio – into

144-435: A video game . An individual involved with the development of game levels is a level designer or mapper. In some cases, the developer of a video game includes built-in level editing tools; for example, a track editor for a racing game. Other times they may release an official level editor for the game as a separate application. Sometimes players of the game develop fan-made level editors. Developing level editors will allow

192-489: A Green Hill Zone-like aesthetic in levels of other games. Green Hill Zone is the first level of Sonic the Hedgehog . Located on South Island, it is a lush, grassy stage with unique features like droopy palm trees and crumbling cliffs. In addition, as with later levels in the game, Green Hill Zone has environmental features and obstacles like ramps, vertical loops , tunnels, spring-boards, spikes, and checkpoints . It

240-412: A different environment. Level designers sometimes make hidden rooms and areas that usually require more effort for the player to reach or to notice. These usually give some additional rewards, such as ammo or powerups. They serve to induce players to explore. Sometimes, they serve as easter eggs , containing messages such as the level designers' names or pictures, or political or humorous messages. One of

288-399: A different level each time, until he finally confronts Kong. 1983's Lode Runner was one of the first titles to ship with a level editor. Its designer, Doug Smith , reputedly paid neighborhood children to design levels for the game. The same year, the multiplayer dungeon crawl Dandy was released, and it also shipped with a level editor which was documented in the manual. ZZT (1991)

336-501: A game than simply adding new levels, a software development kit (SDK) is sometimes needed. In the early years of video gaming, some games came with a utility called a "construction set". This was similar in many ways to a level editor. Some games used them to make extra levels, whereas others (like the Shoot-'Em-Up Construction Kit ) used them as a means to develop a game rather than be a game in itself. Maps' design can significantly impact

384-406: A level. Sometimes, professional 3D editing software , such as 3D Studio Max , Blender , AutoCAD , Lightwave , Maya , Softimage XSI or Grome is used, usually customized with a special plugin developed for the specific game. A level editor (also known as a map , campaign or scenario editor ) is a game development tool used to design levels, maps, campaigns and virtual worlds for

432-493: A place "in the center of your retro-gaming shrine". Kevin Wong of Complex stated that the game's and level's popularity were such that "even if you didn't have a Genesis, this was the level you played at the department store while your parents went shopping." Craig Snyder at MakeUseOf named the level as one of the five best levels in video games, calling it "a great way to prepare for what’s to come". The level's background music

480-453: A pre-rendered map of the level (or entire game world) for the player. Level design is necessary for two primary purposes: providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an immersive experience, and sometimes, especially in story-based games, to advance the storyline. Levels are generally constructed with flow control in mind; that is, directing

528-715: A small town in Montana named Green Hills. A Lego Ideas set based on the level was released on January 1, 2022. It received mixed reception from Alice Clarke of Kotaku , who called it "not the most thrilling build", remarking that its price was high, but that Sonic fans would love it. Green Hill Zone has been recognized by critics as a classic, well-known video game level. It has been described as "classic" by Samit Sarkar of Polygon and by Jim Sterling and Chris Carter of Destructoid . Comparably, Joe Skrebels of Official Nintendo Magazine called it "nostalgic", while Christopher Grant from Joystiq considered it to have

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576-538: A specific spot where they do not have to move to gain experience , because monsters are constantly spawned but can be easily and immediately killed. In multiplayer maps, a player may be able to reach areas of the map designed to be inaccessible; for example, reaching an advantageous rooftop position and camping other players. A player might be able to fall out-of-bounds of a map where other players cannot reach them. Invisible walls are cited to be level design bugs, and might be "left-over geometry" from an earlier version of

624-448: A starting base, but will have resource distribution and terrain features designed to draw players out of their base and engage each other. Teamplay maps can provide noticeable advantages to one team over another, when designed poorly. Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with

672-454: A total high data throughput can eliminate the need for any loading tunnels in a seamless world game. A level designer is a game designer who makes environments and scenarios using a level editor and other tools. Level designers will usually work on a level from pre-production to completion – working with both incomplete and complete versions of the game. Video game programmers usually produce level editors and design tools for

720-500: Is a later game with user-accessible mapping and scripting. A game genre that required significant amounts of time to design areas were text-based games, such as MUDs . Often, promoted users were assigned to make new paths, new rooms, new equipment, and new actions, often using the game interface itself. 3D first-person shooters Doom (1993) and Doom II (1994) were two of the first games to attract focused game modding activity, and many WAD level files were made for them. One of

768-474: Is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools. In the early days of video games (1970s–2000s), a single programmer would develop the maps and layouts for a game, and a discipline or profession dedicated solely to level design did not exist. Early games often featured a level system of ascending difficulty as opposed to progression of storyline. An example of

816-414: Is normally populated by woodland creatures, but antagonist Doctor Eggman imprisons them inside robots known as Badniks prior to the events of the game, so the player must destroy them to free the animals. Green Hill Zone consists of three acts, and the end of Act 3 features a boss battle with Robotnik. After beating Robotnik, Sonic moves on to the second level, the lava-themed Marble Zone . Sonic

864-458: Is the first level of the platform game Sonic the Hedgehog , which released for the Sega Genesis in 1991. The level is grassy and lush, with environmental features such as palm trees, vertical loops and cliffs, and is the home of numerous forest animals. Like the game's other levels, Green Hill Zone comprises three acts; in the third, Sonic fights antagonist Doctor Eggman before moving to

912-455: The 2001 game Sonic Adventure 2 ; the player unlocks it after collecting all 180 of the emblems found by completing the game's many objectives. The 2011 game Sonic Generations , a title that revisits past entries in the Sonic series , features both 2D ("Classic") and 3D ("Modern") versions of Green Hill Zone, as well as of numerous other Sonic levels. A reinterpretation of the level appears in

960-502: The 2017 title Sonic Mania . Green Hill Zone reappears in Sonic Forces , having partially turned to desert due to resource depletion by Eggman's industries. Digital recreations of Green Hill Zone appear in the 2022 game Sonic Frontiers as part of the game's Cyber Space levels. In addition, Green Hill Zone appears as a stage in the 2.5D fighting game Sonic Battle , in the tennis video game Sega Superstars Tennis , in

1008-471: The Hedgehog was created by the newly formed Sonic Team , a 15-member Sega subsidiary formed to create a character that could compete with Nintendo 's Mario . The game's level design was handled by Hirokazu Yasuhara , and the musical theme was composed by Masato Nakamura from the Japanese band Dreams Come True . In designing Green Hill Zone, Yasuhara was inspired by the U.S. state of California , while

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1056-763: The Hedgehog 2 , Mushroom Hill Zone from Sonic & Knuckles , and Seaside Hill Zone from Sonic Heroes all fit the same general mold as Green Hill Zone, claiming that "gamers have played Green Hill Zone dozens of times." However, he opined that the Sonic Generations version of the original Green Hill Zone "trounces them all" in both its 2D and 3D incarnations. Justin Baker of Nintendo World Report and Skrebels both analogized Windy Hill Zone from Sonic Lost World to Green Hill Zone, while Carter thought similarly of The Legend of Zelda downloadable content levels. The decision to include Green Hill Zone in other games in

1104-511: The computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels". With newer consoles, such as the PlayStation 5 and Xbox Series X and Series S , special SSD arrays alongside software libraries that have

1152-428: The computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for open world games to give the perception of a fully-interconnected space. There are often tricks used to give

1200-437: The designers to use. This eliminates the need for designers to access or modify game code . As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for level consistency and clear layout before required artwork is produced by game artists. Many level designers have skills as both a visual artist and game designer , although in recent years

1248-482: The first games with a 3D engine to feature hidden features was Wolfenstein 3D , where certain walls could be pushed to reveal hidden passages. Sometimes, a whole level may be designed as a secret level. A bonus stage (also known as a bonus level or bonus round) is a special level within a video game designed to reward the player or players, and typically allows the player to collect extra points or power-ups . Bonus stage either have no enemies or hazards, or replace

1296-490: The former approach is the arcade shoot 'em up game Space Invaders (1978), where each level looks the same, repeating endlessly until the player loses all their lives . An example of the latter approach is the arcade platform game Donkey Kong (1981), which uses multiple distinct levels to progress a storyline; as Mario (originally called Jumpman) tries to rescue Pauline from Donkey Kong , each level ends with Kong fleeing with Pauline and then Mario having to complete

1344-415: The game because of their limited replay value. A minigame (also spelled mini-game or mini game, sometimes called a subgame or microgame) is a short video game often contained within another video game, and sometimes in application software or on a display of any form of hardware. A minigame contains different gameplay elements than the main game, may be optional, and is often smaller or more simplistic than

1392-405: The game creator to use the same load- and rendering routines as the game itself, and may make it easier and more pleasant to create levels. Developers of FOSS -games may argue that a game is not complete until other users easily can add new levels. One of the first 3D games which became popular partially due to level editors and fan-made maps, other game addons, and other works related to the game,

1440-428: The game in which it is contained. Minigames are sometimes also offered separately for free to promote the main game. Some minigames can also be bonus stages or secret levels. They are distinguishable from levels in that a level is an environment bound to a set of mechanics and rules that all defines all other normal levels in a game, whereas a minigame can use different rules and playstyles but may not necessarily be set in

1488-487: The game is usually designed to get players to explore the mechanics of the game, notably in World 1-1 of Super Mario Bros. Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be produced by a different person or team. The level design process may be iterated several times before achieving the desired outcome. Level designers and concept artists may also be required to provide

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1536-488: The game's 3D version of Green Hill Zone completed in less than one minute and fifty seconds; winners were eligible for Sonic merchandise. During the 30th anniversary of Sonic , Nakamura and Dreams Come True released "Tsugi no Se~no! De - On The Green Hill - DCT version", a single of the Green Hill Zone theme which introduced lyrics to the theme for the first time was released on July 7, 2021. A music video followed just

1584-450: The game's color scheme in general was influenced by the work of pop artist Eizin Suzuki. The game's programmer, Yuji Naka , stated that it took him almost a year to create Green Hill Zone and that it was created and destroyed multiple times before arriving at the final version. While the original game was a 2D side-scroller , Green Hill Zone was remade in full 3D as a secret level in

1632-593: The gameplay. For example, the gameplay may be shifted towards a platformer (by careful placement of platforms) or a puzzle game (by extensive use of buttons, keys, and doors). Some FPS maps may be designed to prevent sniping by not including any long hallways, while other maps may allow for a mix of sniping and closer combat. Gimmick maps are sometimes developed to explore selected features of gameplay, such as sniping or fist fighting. While they are briefly useful to level designers and interesting to experienced players, they are usually not included in final list of levels of

1680-502: The level or an object's improperly aligned "collision box". In some cases, specific mapping tools can be designed to automatically detect problems such as falling "outside" a level, and reaching "stuck" areas. Careful level designers run these tools as the last step before releasing a new version of a level. In most cases, the best way to improve a map is by playtesting it with experienced players, and allowing them to try to exploit any problems. Green Hill Zone Green Hill Zone

1728-415: The next area. These puzzles can slow the momentum down for players of fast action games ; the first Half-Life 's penultimate chapter, "Interloper", featured multiple moving platforms high in the air with enemies firing at the player from all sides. Level design or environment design , is a discipline of game development involving the making of video game levels—locales, stages or missions. This

1776-533: The normal penalties for being struck by enemies or hazards with simply being thrown out of the bonus stage. Many bonus stages need to be activated or discovered in some manner, or certain conditions must be satisfied to access them. Otherwise, they appear after the player has completed a certain number of regular stages. There are many map bugs that level designers try to avoid, but sometimes go unnoticed for some time. A player might get stuck in map geometry with no way to escape or to die. A player might be able to find

1824-416: The placing of game specific entities (actors), usually with the aid of a level editor. A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different game genres that exist as of the 2020s. General steps include: The first level of

1872-418: The player towards the correct path. Similarly, clearly marked choke-points can be introduced. Another method is strategic placement of obstacles and aesthetic environment props that direct the player's attention to "clear" paths instead. This is often used in closed, "stuffed" environments. Levels may be designed to force the players to explore the map and advance. Most Real-Time Strategy maps give each player

1920-469: The player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means. Often the level layouts feature power-ups and items positioned so that collecting them inevitably makes the player move in the correct direction. This is one of the basic player direction techniques and is most often seen in platformers. Lighting and illumination, as well as distinctly-coloured objects, are often used to unambiguously guide

1968-446: The reasons was a clear separation between the level files and game engine itself. Half-Life , Quake 3 , and many other games have notable mapping tools and communities focusing on user-generated content . Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modeling, and

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2016-505: The responsibility for visual-, structural- and gameplay-related tasks has been increasingly divided among several specialists. A wide variety of tools may be used by someone designing and making a level. Although it is faster to design models and textures with general-purpose multimedia development tools, games usually require the data to be in a unique format suited for that game's engine . For this, specific compilers and converters of models, textures, and audio data may be required to lay out

2064-519: The second level, Marble Zone. It was constructed by level designer Hirokazu Yasuhara with its musical theme by Masato Nakamura . Green Hill Zone is considered to be a classic video game level, akin to the first stage of Super Mario Bros. , World 1-1 . The level and its music have also received positive opinions from critics. It has appeared in other games in the series , such as Sonic Adventure 2 , Sonic Generations , Sonic Mania , Sonic Forces , and Sonic Frontiers . Critics have noted

2112-461: The series, such as Sonic Forces , has been a source of debate among some fans, who believe that Sega has overused the stage since its debut. The version of Green Hill Zone featured in Sonic Mania became one of that game's most "hotly contested" speedrun courses due to its added complexity in comparison to the original. The fastest route through the level was noted as constantly shifting between

2160-565: The sports video game Mario & Sonic at the Sochi 2014 Olympic Winter Games , in the mobile title Sonic Dash , in the crossover adventure game Lego Dimensions , and in the crossover fighting games Dengeki Bunko: Fighting Climax and the Super Smash Bros. series. In the 2020 live-action film adaptation Sonic the Hedgehog , Green Hill Zone is depicted as Sonic's original home. The film series also features Sonic and friends living in

2208-463: The top, middle, or bottom segments as speedrunners further optimized the path. Trihex , a notable speedrunner, called the level "a monster" due to its difficulty, including timed platforms. To mark Sonic's fifteenth anniversary in 2006, Sega released a papercraft version of Green Hill Zone as a PDF on its website. In 2011, not long after the release of Sonic Generations , Sega held a contest inviting gamers to upload YouTube video playthroughs of

2256-507: Was Doom . The development of various third-party editors led to the formation of an online community trading fan-made maps. A level editor is often limited to designing levels for only a certain game engine . Developing a level editor takes a lot of time; it is more time- and cost-efficient to release multiple games using the same engine instead of developing a new engine and level editor for each game. As level editors generally allow for limited game-development work, to make larger changes to

2304-601: Was particularly noted as memorable. Andy Kelly from Computer and Video Games called the Green Hill theme a "monumental slice of Sega nostalgia", and GamesRadar writer Justin Towell also referred to it as classic. Game Informer ' s Tim Turi found the level's music "catchy", and Wong ranked it as the thirteenth greatest piece of gaming music from the 16-bit era . Later Sonic games often included callbacks to Green Hill Zone. Turi noted that Emerald Hill Zone from Sonic

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