"The rules here are pretty simple. Are you making a Teenage Mutant Ninja Turtles
game? Your first level may be set in a sewer. Are you making any other game whatsoever?
Then the moment you start working on a sewer level is the time to put down your keyboard and back away slowly from the games industry. These levels have precisely one purpose Ė to make every other kind feel better in comparison."
"Were sewer levels ever compelling? From the beginning of gaming history, all they ever were was a way to needlessly pad out the game with mazes, insane jumping puzzles, bullshit death traps, switch flipping and giant rat stomping. It's just about the fastest way I can think of to kill my enthusiasm for any game [aside from main characters talking to their pet rats
"Can you tell me something? Why does every Zelda game have to have a water temple and why do they always have to suck so much?!
Ocarina of Time's water temple? I'd rather drown. Twilight Princess's water temple? I'd rather drown! And OH GOD
the Great Bay Temple from Majora's Mask! (voice quivering) I'd rather drown...
"Uuuuuuugh... I donít want to go down into the sewers... I donít even want to write about going down in the sewers..."
Quasimodo: Is this the Court of Miracles?
"This isn't the kind of place where I'd choose to spend my holidays!" quips the game, quippily, as you descend into yet another fine product of Sewer Level Inc. Yes, Sewer Level Inc: "Padding Your Stupid Games Since 1986."