A run-down of some of the most memorable levels and action in all of video games, with accompanying stories from the creators and players themselves!

The rest of the 10 Most Unforgettable Games Of All Time will be released every day this week on The Onion’s website, .

SUPER PIERCE: The Only World Of Emotional Where No One Got Hurt, And Every Lie Was First Revealed With A Simple “Okay.”

This classic Nintendo arcade game was designed by Valve's Matt Sydell, who died in 2006. When Sydell passed away, all of his friends and co-workers wrote a short piece about their memories of his work and how great the game was. One friend said that one of the things Sydell cared most about was an unfair win system—one that could skew the results in your favor because the amount of time and energy you spent out on the floor level playing the game without finishing it would show on your score. Another friend said that it was Sydell’s overall interest in cheating that attracted them to him, because they both recognized that it was entirely possible to dominate without breaking the game by going through every meter, score, and time step with more time and effort than anyone else—and Sydell would keep that knowledge to himself. “Matty” as Sydell was known, also lamented the fact that for so many years, nobody did the kind of research into the game that could detect its hidden circuits; and he would have liked to have done a better job than that with his own, which is why he eventually got bored and left Valve for the last time.

ROMA: The Only Level Where You Could Use The Maestro To Make Things Your Way

This Mario Bros. arcade game was never supposed to have a lot of narrative significance. Most players didn’t notice the twist at the end of its first level. Instead, the main thrust of the game focused on how to make things that you wanted to make happen faster, cheaper, and easier, because with a little hacking and untangling, you could accomplish anything you set your mind to. To make things faster and easier, Luigi uses his Luigi-hearing power to hear secrets of the game and give vital instructions to Link, which the master locks away in a safety jar under Luigi’s bed until the two find their way to the Maestro to finalize things. But in the game’s final level, when you're trying to finish the Maestro and move on to the second and third levels, one of the only things the Maestro can tell you is that you have reached the end of the second level you’re trying to beat. If you ignore the warning and go off to the Maestro sooner, you’ll have to fight the clock to reach the third level, too, with a lot more time and energy required to do so.

ALBUM: Where The Doors Open, And Every One Of You Is Jack. A Charmin Mill/The Rubber Man, Why Didn’t I Get Any Fans?

The most memorable levels of the first-person shooter Gunpoint were said to be the area where each key was unlocked by a switch in each location, but it was actually a complicated bit of code, designed by one of Gunpoint’s designers, Daryl Weed. That part wasn’t stitched together by hundreds of people working overtime, though. That part was left as is because Weed said that the plan was to make Gunpoint as an online-only experience, which means no one could ever actually see all the customization tools you had at your disposal. Weed said that developers made a lot of noise about the difficulty of these puzzles and their goofy appearance, saying that players had to keep asking themselves “Why didn’t I get all these action figures yet?” on all sorts of days. “Those levels were a lot of fun to work on,” Weed told me, “and will be even more fun when played for years and years.”