Videogame designers have found a great deal of inspiration in elemental dichotomies. Wood versus stone, wind versus lightning, ice versus fire — these natural conflicts are excellent bases for compelling environments and rich atmospheres. What better than tangible extremes like hot and cold to convey a sense of place to a player? To celebrate the imminent arrival of summer, 61 Frames Per Second is going hot with our first top-ten list, looking at the greatest fire levels in gaming history. If you're sweating, don't worry — we'll get to ice soon enough. — John Constantine
Super Ghouls 'n Ghosts — Crucible of Flame
Nobody would subject themselves to the brutally difficult Ghosts 'n Goblins series if the games didn't feature Capcom's usual immaculate production values. Dying a hundred times in Super Ghouls 'n Ghosts' third stage, the Crucible of Flame (and you will) is made marginally more bearable by the brooding music (forever seared in my brain after a misspent youth) and the characteristically idiosyncratic twist on the usual "fire level" theme: instead of a generic inferno, the Crucible of Flame finds you in some kind of metallurgical hell. The stage has a lot of character; as fire levels go, it's more of an oozing, molten nightmare than a pyrotechnic fun fair. (In fact, some would say there's nothing fun about it.) A word of warning: it only gets worse from here. — Peter Smith
Dracula X: Rondo of Blood — Dinner of Flames
The games in the original Castlevania trilogy all open with scenes of civilization. In the original, Simon Belmont approaches Dracula's titular castle via a gate on a road. The second finds Simon in the town of Jova, and Simon's ancestor Trevor passes through Wallachia Town and a cathedral at the opening of the third. All of these places feel oppressed by evil but, even when full of monsters, they've got a lurking malevolence. They're not overtly violent. The opening stage of Dracula X: Rondo of Blood, Dinner of Flames, is a different story entirely. Veros — a town neighboring Jova in Castlevania 2, for a nice garnish of continuity — is literally burning to the ground around Richter Belmont while the metal chords of "Divine Bloodlines" play in the background. The flames don't directly affect your passage here. They do, however, make the stage completely fucking sweet. — JC
F- Zero — Fire Field
When F-Zero first came out, its sense of speed was awesome, and nowhere more than in its ultimate track, Fire Field. If you made it through the fourteen previous tracks, you might — just might — have the skill to make it through this godless collection of hairpin turns, speed traps and exploding mines. The soundtrack matched the intensity of the track layout, with one of the game's most memorable hard-rock grooves. Some would argue that the "fieryness" of Fire Field is purely incidental, with no direct relevance to gameplay. But as a thought experiment, imagine Fire Field as a frozen wonderland, or a barren ocean. Not quite the same. No, there's a distinctly combustive quality to this level, as any King League veteran would be quick to tell you. — PS
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