It took me a long time to respond to this poll, mainly because I could pick any of these zones. (I kept putting it off and forgetting about it.) There's a great variety of different types of puzzles, and all of them are aesthetically beautiful. BTW, I voted for 6 because I didn't notice you only wanted 5 until after I voted. Also, it said "Thank you for participating. Poll has ended." So I'm not sure if my vote counted.Without further ado, here are my choices:Zone 9 - Midlands EncampmentI often find myself coming back to this one for the light challenge of having two different types of low-level enemies. It can be very challenging with some machines, but very easy with others. It's not a two second zone (usually, depending on the machine), but it's also not long enough to feel like much of a commitment. It's a fun, middle-of-the-road zone you can just relax and enjoy.Zone 16 - The Duke's PleaI had to pick this one because of the castle. Tearing through it is a lot of fun, and I would like to see a variety of castles or other destructible buildings in future zones. Perhaps the new island can have houses and windmills that are small like the houses and windmills in the first two islands, but destroy like the Duke's Plea castle.Zone 30 - Argus' GroundsThe art style is gorgeous everywhere in this game, but this zone is perhaps the most beautiful. The sound effects evoke the feeling of being immersed in an impossibly lush fairy tale forest, and the music contributes to the vibrant fantasy ambiance. Then there's the heroic symbolism of pulling a huge sword from a stone (or ground, as the case may be), and the sword glowing and the crystals appearing once you achieve this herculean feat. And aside from the eye and ear candy, the problem-solving aspect is fun as well.Zone 36 - The Awakening BellsI wanted to pick another non-destructive puzzle zone, because they really give the game character. There are a lot of great ones I could have picked, but I decided to go with The Awakening Bells. This one challenged me more than the others, and I also wanted to show appreciation for the new island.Zone 14 - Marksman's PassZone 19 - The Duke's PrototypesI also picked Zones 14 and 19 because I like to use them to test the maneuvering of my ground machines. (For my slower machines, especially the unarmed ones, sometimes I use Zone 3, The Old Howl Battlefield. But I didn't want to vote for too many of the same type of zone, so I limited it to the ones that I think are more fun.) I enjoy the bomb yak enemies/obstacles in Zone 19 the most, so if I had to limit this to 5 zones, I guess I'd take out Zone 14.However, like I mentioned in a bug report, the yaks in Zone 19 now blow up when they reach an insignia. So even if you successfully weave through the yaks, they'll often blow up near you when they follow you to the an insignia, which makes the drifting challenge (linked below) nearly impossible. That takes out a lot of the fun, IMO.Drifting challenge:Anyway, I hope my feedback helps!