Have you ever seen a better themed level from its time? Despite being created in 1.7, Prohibited Prison wasn't rated until sometime in 2.1, and even got a feature. It reflects well on its quality and how it holds up with ever increasing creating standards, since generally levels in older updates get a mere star rate years later when they should/would be featured then.
Starting out, you're quick to find out the level doesn't lie about its name. With how pathetically small the cells are, it must be a nightmare for the imprisoned cubes. At least they have privacy! I like the details sprinkled into the intro; the barbed wires, the sewer pipes at 6%, and is that two adolescent cubes in jail at 8%? The brick walls and dull colors make for a depressing yet realistic atmosphere, and I wished it continued longer to further set the scene.
A cool detail is when the player first encounters the guards, the cube speeds up like a chase scene just started and is actively fleeing. It pretty much confirms the player isn't a visitor, but a prisoner. It is rather eerie though on second glance, how every cube in their cells has an empty look as they look out from bars. It very likely is just because the creator didn't feel it was important and so copy-pasted the [._.] everywhere, but man I like this so much. Their souls drained from the look of their eyes, what have they endured? They really don't bat an eye to a fellow prisoner making an escape? 'Prohibited' takes on a more serious meaning now.
Best part hands down is 64%, where the player enters through a building full of guards, and I'm reminded of this one scene from The Life Aquatic with Steve Zissou where the titular character elaborates on the different rooms and details in his ship (if you're interested, it's called 'Let me tell you about my boat'). The set is constructed like a dollhouse to allow the camera to pan to rooms on different levels, and that's what this part of this level does. You can see all the details of what's happening simultaneously, and that's indescribably so cool to me. Another fantastic detail is when the player hits a pad, the background flashes red. It syncs well with the song of course, but it also signifies a guard is alerted when that happens. Especially in this particular section where the song goes "quieter" and the player slows down, it sets a very suspenseful feeling of trying not to get caught, only to then get caught. Oh well.
Later on, there is a ship part where the guards are also on ships too? This part kinda ruins the realistic nature the level had going, but it's quite silly and hilarious so I'll let it slide. The prison at this point is probably issuing the highest alert for the escape, because at the end, there are four guards waiting for you and they've really got you surrounded. To beat them? Go up through a vent/passageway and off to freedom you go. Absolute cinema, there is no better way to end this than with a juke of a lifetime.
If it wasn't already made clear by this essay of a review, what makes this level especially great for its time is its small details scattered literally everywhere. I already mentioned most of them, but my favourite are the prisoners with attached ball and chains, it's creative and clear what it's meant to be. In an era where many levels are abstractly built without much consideration for theming, it's a wonder to see a Back on Mountain or Crazy Bolt pop up every once in a while. Play this level if you haven't, it's quite easy for a demon!
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sorry about this gang