BT writes: Here on Awesome Area Analysis, I usually break down very deep level design to describe why it works as well as it does. More often than not, this is because a greater amount of depth leads to better-designed levels to explore. However, this isn’t always the case. A level doesn’t always need to offer unique gameplay experiences, complicated mechanics, or deeper meanings to stand out amongst its peers. Sometimes, you just need a level like Dreamland from The Simpsons arcade game. Sometimes, all you need to make an area memorable is a fine tuning of the base aspects of the game to near-perfection.