History Main / AllTheWorldsAreAStage

21st Jan '17 3:21:20 AM Morgenthaler
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* The final level of ''HenryHatsworthInThePuzzlingAdventure'' combines the Memory Lane and World Terminus types. (You have to go through a short segment based on a previous level, which always ends in a arena gauntlet)

to:

* The final level of ''HenryHatsworthInThePuzzlingAdventure'' ''VideoGame/HenryHatsworthInThePuzzlingAdventure'' combines the Memory Lane and World Terminus types. (You have to go through a short segment based on a previous level, which always ends in a arena gauntlet)
8th Jan '17 10:18:30 AM DiabulusPyrus
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* In ''VideoGame/LifeIsStrange'', [[spoiler: during Max's NightmareSequence near the end, a lot of places are "revisited" while trying to escape from it. They include Jefferson's classroom, the girls' dormitory hall, the school, the swimming pool lockers, the junkyard, Chloe's house, the Dark Room, the Two Whales Diner and a lot of Max and Chloe's moments that happened during the game.]]
3rd Jan '17 6:12:01 PM ironcommando
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* ''VideoGame/FactoryIdle'': Each "next stage" of resource sold gets more lucrative, although it initially seems random. You start out selling Iron and Steel, then suddenly jump to selling Plastics and Electronics which require almost entirely different resources. Then it's back to using Steel, with explosives to produce Guns. After that, it's a mix of Steel, Electronics and Aluminium to make Engines. This all sounds quite random until the final stages, where you produce [[TankGoodness Tanks]] that require Steel, Electronics, Guns, and Engines to make, bringing ''all'' the production line resources together in one "finale".
3rd Jan '17 10:57:55 AM KamenRiderOokalf
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* ''VideoGame/SilentHill'' has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.

to:

* ''VideoGame/SilentHill'' ''VideoGame/SilentHill1'' has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.
1st Jan '17 1:17:07 PM Odacon_Spy
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* ''SilentHill1'' has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.

to:

* ''SilentHill1'' ''VideoGame/SilentHill'' has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.Store.
* ''VideoGame/LayersOfFear'' has an interesting version. After collecting the last... [[HumanResources "item"]] the artist needs to complete his painting, you are suddenly warped into a room with a checker board. You then have search through the now wrecked and warped versions of the six rooms in the house where the artist found each of the six {{MacGuffin}}s (kitchen, master bedroom, basement, baby's room, study and bathroom) to collect the checker board's missing pieces and finish the game.
7th Dec '16 2:30:10 AM Morgenthaler
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The trope name is a play on "All the world's a stage", the famous [[Creator/WilliamShakespeare Shakespeare]] quote from ''AsYouLikeIt''.

to:

The trope name is a play on "All the world's a stage", the famous [[Creator/WilliamShakespeare Shakespeare]] quote from ''AsYouLikeIt''.
''Theatre/AsYouLikeIt''.
15th Nov '16 6:29:14 AM Marilla
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[[folder:Action Games]]

to:

\n[[folder:Action [[folder:Action-Adventure Games]]



* A variation: the lower-left corner of the OverworldNotToScale in ''VideoGame/ZeldaIITheAdventureOfLink'' is based loosely off of the first game's Hyrule.



* The first game of ''VideoGame/DeathJr'' has its final level as the Memory Lane typege
[[/folder]]

[[folder:Action-Adventure Games]]
* A variation: the lower-left corner of the OverworldNotToScale in ''VideoGame/ZeldaIITheAdventureOfLink'' is based loosely off of the first game's Hyrule.

to:

* The first game of ''VideoGame/DeathJr'' has its final level as the Memory Lane typege
[[/folder]]

[[folder:Action-Adventure Games]]
* A variation: the lower-left corner of the OverworldNotToScale in ''VideoGame/ZeldaIITheAdventureOfLink'' is based loosely off of the first game's Hyrule.
type.



[[folder: Game Mods]]
* The GameMod ''Death Wish for VideoGame/{{Blood}}'' contains a SecretLevel called "Nightmare", which is made up mostly of fragments of previous levels, all stitched together and floating in a black void and illuminated by a sickly red light.
* The ''VideoGame/{{Doom}}'' GameMod ''Scythe 2'''s final level, "Haunting Dreams". The map involves visiting (via teleporters) five areas, each taken from a previous level, but with stronger monsters.
* The final world of ''VideoGame/MarioAdventure'' has seven levels themed around the previous seven worlds before the final battle.
[[/folder]]



[[folder: First Person Shooter]]
* The final area, [[spoiler: Phaaze]], in ''VideoGame/MetroidPrime3Corruption'' has you using every single Hypermode ability in order to progress to the final boss since the Phazon based obstacles you encountered in the previous worlds show up here. Nearly every single Phazon based enemy that you encountered previously also shows up, though some new ones are also thrown into the mix.
[[/folder]]



* In ''VideoGame/TheAngryVideoGameNerdAdventures'', [[TheVeryDefinitelyFinalDungeon "Laughin' Jokin' Numbnuts"]] reprises many obstacle setpieces from the previous stages, such as the circling fireballs, Lost Souls and flame jets from "Thy Farts Consumed"; the jetpackers, phallic missiles, rotating lasers, switch platforms, disappearing blocks, and Silver Surfboard from "Future Fuckballs 2010"; the witches, ghost blocks and snake platform from "Boo! Haunted House"; the death block gauntlet from "Assholevania"; the gummy bounce lifts from "Happy Fun Candy Time"; the breakable spring blocks from "Beat it and Eat It"; the crumbling platforms and fire sharks from "Dungeons and Dickholes", etc. The sequel does likewise with "Virtual Insanity".



* ''VideoGame/{{Bonk}}'s Revenge'' has a Ganon's Tower-style final stage, with a hub linking to four "tunnels" based on the first four stages, each ending with a respective boss rematch.



* Both the original ''VideoGame/{{Croc}}'' and ''Croc 2'' have this with their final stages. Many of the level portions in the Crystal Island levels of Croc 1 are similar to earlier portions of the game, while Croc 2 quite literally uses the same level structure, only with radically different (and more difficult) placements of objects. In both games, the levels also have a much higher amount of enemies in them and other dangerous obstacles ([[EverythingTryingToKillYou even in the hub levels!]]).
* The last world of ''VideoGame/DonkeyKongCountryTropicalFreeze'' is a review of every world in ''VideoGame/DonkeyKongCountryReturns'', which each stage being based around the most iconic challenges found in that particular area in the prequel.



* The first fortress level in ''Super Mega Man 3'' is a series of segments based on each Robot Master's stage in the game[[note]]In order: Razor Man, Diamond Man, Arach Man, Glacier Man, Camo Man, Aero Man, Thorn Man, and Blaze Man[[/note]], each followed by a battle against a [[MascotMook Metool]] mimicing a Robot Master from one of the previous ''Super Mega Man'' games (with the first four from first game[[note]]Stab Man, Quake Man, Venom Man, and Laser Man[[/note]], and the last four from the second[[note]]Spirit Man, Psych Man, Sludge Man, and Ember Man[[/note]]).



* The final level of VideoGame/YoshisWoollyWorld, The Wonderful World of Wool, has mini-segments based on every world in the game.



[[folder:Puzzle]]
* ''VideoGame/{{Antichamber}}'':
** The first of the three final rooms, "The Chase", uses the Final Exam Stage variation of this trope. After spending most of the game solving puzzles with your matter gun and blocks, this room brings back most of the elements from the earlier puzzles, including jump pads, bounce pads, transporter windows, eye walls, riot balls and [[SceneryAsYouGo vanishing platforms]] (most of these mechanisms seldom appear after you've acquired the blue gun). It even brings back the red and blue staircases from the "Many Paths to Nowhere" room (one of the very first rooms).
** The "Failing Forward" room mentioned in the EmptyRoomPsych entry does this too, using all of the mentioned mechanisms (except for using laser beams and doors instead of bounce pads), which contributes even more to the anticlimax feeling at the end of the room.
* In ''VideoGame/PlantsVsZombies2ItsAboutTime'', the final world, [[spoiler: [[WhereItAllBegan Modern Day]]]], contains almost every single zombie and level gimmick from the previous worlds in the game.
[[/folder]]



* Hel's Castle from ''{{VideoGame/Boktai}}'' has four towers that resemble the four dungeons you had to go through and each end with a powered-up version of the boss character. The puzzles are so notably NintendoHard that one of them has a "loser switch" you can press to solve it for you.
--> '''Plaque that appears if you use the Loser Switch:''' [[TakeThatAudience Here forever engraved is the name of the LOSER Django.]]
* [[BonusDungeon The Dimension's Hasp]] in ''VideoGame/BravelyDefault'' is an illusory realm conjured by [[spoiler: Sage Yulyana]]. The level consists of replicas of areas of past dungeons, making this a case of '''Memory Lane''' (and a slight '''Ganon's Tower'''): The floors are, in order: Vestament Cave, the Anchem Ruins, the Wind Temple, Mount Fragmentum, the Witherwood, the Garderns, Starkfort, The Underflow, Central Command and the Everlast Tower.



* ''VideoGame/DiabloIII'''s endgame is the Nephalem Rifts, a series of linear dungeons made from previous maps and hosting every enemy you could possibly fight.
** Even Whimsyshire.



* ''VideoGame/NamcoXCapcom'''s final stage consists of worlds that the characters have visited all joined and mashed together thanks to the BigBad.
* ''VideoGame/RuneFactory4'' has the Forest of Beginnings. which the protagonist travels to twice. The first time it is a nigh-lieral Ganon's Tower (though only of the areas s/he traveled to previous, not the ones after, save Leon Karnek). The 2nd time it becomes a Megadungeon called the Rune Prana and much be accessed from Leon Karnek. Rune Prana is more Final Exam type with a different take on the World Terminus type (the area replicas are bigger than the one area per stage for examples).
* ''VideoGame/SandsOfDestruction'' features a memory lane type, naturally called the Depths of Memories. You have to revisit each location in the reverse order that you visited them in the course of your adventure.



* In Chapter 1 of ''VideoGame/LastLegacy'', [[spoiler: the credits level]] is made up of pieces of the other levels.



* ''VideoGame/TheWitness'':
** The town serves as one of these, requiring knowledge of all the mechanics introduced over the rest of the island to gain access to its beacon. Of course, unless the player is going for HundredPercentCompletion they can skip the town entirely as only seven beacons must be lit.
** The inside of the mountain also qualifies, with a healthy bit of InterfaceScrew thrown in for good measure.



!!Unsorted examples



* The final world of ''VideoGame/MarioAdventure'' has seven levels themed around the previous seven worlds before the final battle.
* Hel's Castle from ''{{VideoGame/Boktai}}'' has four towers that resemble the four dungeons you had to go through and each end with a powered-up version of the boss character. The puzzles are so notably NintendoHard that one of them has a "loser switch" you can press to solve it for you.
--> '''Plaque that appears if you use the Loser Switch:''' [[TakeThatAudience Here forever engraved is the name of the LOSER Django.]]
* Both the original ''VideoGame/{{Croc}}'' and ''Croc 2'' have this with their final stages. Many of the level portions in the Crystal Island levels of Croc 1 are similar to earlier portions of the game, while Croc 2 quite literally uses the same level structure, only with radically different (and more difficult) placements of objects. In both games, the levels also have a much higher amount of enemies in them and other dangerous obstacles ([[EverythingTryingToKillYou even in the hub levels!]]).
* The GameMod ''Death Wish for VideoGame/{{Blood}}'' contains a SecretLevel called "Nightmare", which is made up mostly of fragments of previous levels, all stitched together and floating in a black void and illuminated by a sickly red light.
* The ''VideoGame/{{Doom}}'' GameMod ''Scythe 2'''s final level, "Haunting Dreams". The map involves visiting (via teleporters) five areas, each taken from a previous level, but with stronger monsters.
* In Chapter 1 of ''VideoGame/LastLegacy'', [[spoiler: the credits level]] is made up of pieces of the other levels.
* [[BonusDungeon The Dimension's Hasp]] in ''VideoGame/BravelyDefault'' is an illusory realm conjured by [[spoiler: Sage Yulyana]]. The level consists of replicas of areas of past dungeons, making this a case of '''Memory Lane''' (and a slight '''Ganon's Tower'''): The floors are, in order: Vestament Cave, the Anchem Ruins, the Wind Temple, Mount Fragmentum, the Witherwood, the Garderns, Starkfort, The Underflow, Central Command and the Everlast Tower.
* ''VideoGame/RuneFactory4'' has the Forest of Beginnings. which the protagonist travels to twice. The first time it is a nigh-lieral Ganon's Tower (though only of the areas s/he traveled to previous, not the ones after, save Leon Karnek). The 2nd time it becomes a Megadungeon called the Rune Prana and much be accessed from Leon Karnek. Rune Prana is more Final Exam type with a different take on the World Terminus type (the area replicas are bigger than the one area per stage for examples).
* The last world of ''VideoGame/DonkeyKongCountryTropicalFreeze'' is a review of every world in ''VideoGame/DonkeyKongCountryReturns'', which each stage being based around the most iconic challenges found in that particular area in the prequel.
* ''VideoGame/{{Antichamber}}'':
** The first of the three final rooms, "The Chase", uses the Final Exam Stage variation of this trope. After spending most of the game solving puzzles with your matter gun and blocks, this room brings back most of the elements from the earlier puzzles, including jump pads, bounce pads, transporter windows, eye walls, riot balls and [[SceneryAsYouGo vanishing platforms]] (most of these mechanisms seldom appear after you've acquired the blue gun). It even brings back the red and blue staircases from the "Many Paths to Nowhere" room (one of the very first rooms).
** The "Failing Forward" room mentioned in the EmptyRoomPsych entry does this too, using all of the mentioned mechanisms (except for using laser beams and doors instead of bounce pads), which contributes even more to the anticlimax feeling at the end of the room.
* The first fortress level in ''Super Mega Man 3'' is a series of segments based on each Robot Master's stage in the game[[note]]In order: Razor Man, Diamond Man, Arach Man, Glacier Man, Camo Man, Aero Man, Thorn Man, and Blaze Man[[/note]], each followed by a battle against a [[MascotMook Metool]] mimicing a Robot Master from one of the previous ''Super Mega Man'' games (with the first four from first game[[note]]Stab Man, Quake Man, Venom Man, and Laser Man[[/note]], and the last four from the second[[note]]Spirit Man, Psych Man, Sludge Man, and Ember Man[[/note]]).
* ''VideoGame/SandsOfDestruction'' features a memory lane type, naturally called the Depths of Memories. You have to revisit each location in the reverse order that you visited them in the course of your adventure.
* ''VideoGame/DiabloIII'''s endgame is the Nephalem Rifts, a series of linear dungeons made from previous maps and hosting every enemy you could possibly fight.
** Even Whimsyshire.

to:

!!Unsorted examples



* The final world of ''VideoGame/MarioAdventure'' has seven levels themed around the previous seven worlds before the final battle.
* Hel's Castle from ''{{VideoGame/Boktai}}'' has four towers that resemble the four dungeons you had to go through and each end with a powered-up version of the boss character. The puzzles are so notably NintendoHard that one of them has a "loser switch" you can press to solve it for you.
--> '''Plaque that appears if you use the Loser Switch:''' [[TakeThatAudience Here forever engraved is the name of the LOSER Django.]]
* Both the original ''VideoGame/{{Croc}}'' and ''Croc 2'' have this with their final stages. Many of the level portions in the Crystal Island levels of Croc 1 are similar to earlier portions of the game, while Croc 2 quite literally uses the same level structure, only with radically different (and more difficult) placements of objects. In both games, the levels also have a much higher amount of enemies in them and other dangerous obstacles ([[EverythingTryingToKillYou even in the hub levels!]]).
* The GameMod ''Death Wish for VideoGame/{{Blood}}'' contains a SecretLevel called "Nightmare", which is made up mostly of fragments of previous levels, all stitched together and floating in a black void and illuminated by a sickly red light.
* The ''VideoGame/{{Doom}}'' GameMod ''Scythe 2'''s final level, "Haunting Dreams". The map involves visiting (via teleporters) five areas, each taken from a previous level, but with stronger monsters.
* In Chapter 1 of ''VideoGame/LastLegacy'', [[spoiler: the credits level]] is made up of pieces of the other levels.
* [[BonusDungeon The Dimension's Hasp]] in ''VideoGame/BravelyDefault'' is an illusory realm conjured by [[spoiler: Sage Yulyana]]. The level consists of replicas of areas of past dungeons, making this a case of '''Memory Lane''' (and a slight '''Ganon's Tower'''): The floors are, in order: Vestament Cave, the Anchem Ruins, the Wind Temple, Mount Fragmentum, the Witherwood, the Garderns, Starkfort, The Underflow, Central Command and the Everlast Tower.
* ''VideoGame/RuneFactory4'' has the Forest of Beginnings. which the protagonist travels to twice. The first time it is a nigh-lieral Ganon's Tower (though only of the areas s/he traveled to previous, not the ones after, save Leon Karnek). The 2nd time it becomes a Megadungeon called the Rune Prana and much be accessed from Leon Karnek. Rune Prana is more Final Exam type with a different take on the World Terminus type (the area replicas are bigger than the one area per stage for examples).
* The last world of ''VideoGame/DonkeyKongCountryTropicalFreeze'' is a review of every world in ''VideoGame/DonkeyKongCountryReturns'', which each stage being based around the most iconic challenges found in that particular area in the prequel.
* ''VideoGame/{{Antichamber}}'':
** The first of the three final rooms, "The Chase", uses the Final Exam Stage variation of this trope. After spending most of the
[[AC: Non-video game solving puzzles with your matter gun and blocks, this room brings back most of the elements from the earlier puzzles, including jump pads, bounce pads, transporter windows, eye walls, riot balls and [[SceneryAsYouGo vanishing platforms]] (most of these mechanisms seldom appear after you've acquired the blue gun). It even brings back the red and blue staircases from the "Many Paths to Nowhere" room (one of the very first rooms).
** The "Failing Forward" room mentioned in the EmptyRoomPsych entry does this too, using all of the mentioned mechanisms (except for using laser beams and doors instead of bounce pads), which contributes even more to the anticlimax feeling at the end of the room.
* The first fortress level in ''Super Mega Man 3'' is a series of segments based on each Robot Master's stage in the game[[note]]In order: Razor Man, Diamond Man, Arach Man, Glacier Man, Camo Man, Aero Man, Thorn Man, and Blaze Man[[/note]], each followed by a battle against a [[MascotMook Metool]] mimicing a Robot Master from one of the previous ''Super Mega Man'' games (with the first four from first game[[note]]Stab Man, Quake Man, Venom Man, and Laser Man[[/note]], and the last four from the second[[note]]Spirit Man, Psych Man, Sludge Man, and Ember Man[[/note]]).
* ''VideoGame/SandsOfDestruction'' features a memory lane type, naturally called the Depths of Memories. You have to revisit each location in the reverse order that you visited them in the course of your adventure.
* ''VideoGame/DiabloIII'''s endgame is the Nephalem Rifts, a series of linear dungeons made from previous maps and hosting every enemy you could possibly fight.
** Even Whimsyshire.
examples]]
!!Animated Series



* ''VideoGame/NamcoXCapcom'''s final stage consists of worlds that the characters have visited all joined and mashed together thanks to the BigBad.
* The final level of VideoGame/YoshisWoollyWorld, The Wonderful World of Wool, has mini-segments based on every world in the game.
* In ''VideoGame/PlantsVsZombies2ItsAboutTime'', the final world, [[spoiler: [[WhereItAllBegan Modern Day]]]], contains almost every single zombie and level gimmick from the previous worlds in the game.
* ''VideoGame/TheWitness'':
** The town serves as one of these, requiring knowledge of all the mechanics introduced over the rest of the island to gain access to its beacon. Of course, unless the player is going for HundredPercentCompletion they can skip the town entirely as only seven beacons must be lit.
** The inside of the mountain also qualifies, with a healthy bit of InterfaceScrew thrown in for good measure.
* In ''VideoGame/TheAngryVideoGameNerdAdventures'', [[TheVeryDefinitelyFinalDungeon "Laughin' Jokin' Numbnuts"]] reprises many obstacle setpieces from the previous stages, such as the circling fireballs, Lost Souls and flame jets from "Thy Farts Consumed"; the jetpackers, phallic missiles, rotating lasers, switch platforms, disappearing blocks, and Silver Surfboard from "Future Fuckballs 2010"; the witches, ghost blocks and snake platform from "Boo! Haunted House"; the death block gauntlet from "Assholevania"; the gummy bounce lifts from "Happy Fun Candy Time"; the breakable spring blocks from "Beat it and Eat It"; the crumbling platforms and fire sharks from "Dungeons and Dickholes", etc. The sequel does likewise with "Virtual Insanity".
* ''VideoGame/{{Bonk}}'s Revenge'' has a Ganon's Tower-style final stage, with a hub linking to four "tunnels" based on the first four stages, each ending with a respective boss rematch.
* The final area, [[spoiler: Phaaze]], in ''VideoGame/MetroidPrime3Corruption'' has you using every single Hypermode ability in order to progress to the final boss since the Phazon based obstacles you encountered in the previous worlds show up here. Nearly every single Phazon based enemy that you encountered previously also shows up, though some new ones are also thrown into the mix.
13th Nov '16 4:37:56 PM Exusia
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Added DiffLines:

* The first and sixth ''VideoGame/MegaManBattleNetwork'' games have Final Exam style final dungeons, with the same gimmicks but more challenging. In the sixth game, it's justified because it takes place at the Cyber City expo, and each section of the Expo represents both the dungeon and the town each one is found in.
13th Nov '16 1:22:04 PM Skargoth
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* ''VideoGame/TheLegendOfZeldaTriForceHeroes'' has the downloadable BonusDungeon the Den of Trials

to:

* ''VideoGame/TheLegendOfZeldaTriForceHeroes'' has the downloadable BonusDungeon the Den of TrialsTrials.
* ''VideoGame/LuigisMansionDarkMoon's'' final dungeon has rooms with themes corresponding to the four previous areas.



* In ''VideoGame/{{Journey}}'', ''two'' levels near the end do this, Final Exam Stage-style (sans the death course). One is a vertical ascent with each 'floor' making you use the different kinds of cloth creatures you met in each previous level, in the same order. The relevant part of the journey is depicted as a wall glyph on each floor. [[spoiler:The entire series of glyphs is then displayed in narrative order as a flashback of your journey during the cutscene.]] The very final level does this again (adding a section for the previous example itself) and also imitates the environment of each level in succession, but subtly enough that it's more of a Muscle Memory Lane.
* ''VideoGame/{{Phantasmagoria 2}}'' provides an unusual AdventureGame example. The BattleInTheCenterOfTheMind at the end of the game brings back locations and characters from earlier in the game, some slightly twisted, and the rest outright nightmarish.



* The Zero Escape series has used this.
** ''VisualNovel/NineHoursNinePersonsNineDoors'', has Zero's Workshop as the last puzzle room (but not the last puzzle) in the true ending. It is believed by the characters to be where Zero tested their puzzles and machinery before building them into the other rooms, and contains variants of puzzles the player has seen previously. [[spoiler:The final puzzle also foreshadows the fact that the final "9" door actually needs a digital root of 8 to pass through--and exactly which players will be passing through it.]]
** The final puzzle room of ''VisualNovel/VirtuesLastReward'', Q, also consists of a series of puzzles the player has seen previously. Additionally, the last puzzle of the level concerns the Ambidex Game, a central theme of the game.



* The final boss of ''VideoGame/SonicGenerations'' does a variation of the Zant Stage Rush. The debris floating around the arena is from the previous stages and the era they're from changes each time you hit the boss. (i.e. Classic Era at the beginning, Dreamcast Era after the first hit, and Modern Era after the second hit.)



[[folder:Racing Games]]
* The GBA version of ''VideoGame/CrashNitroKart'' (but, interestingly enough, ''not'' the console version) has a Zant Stage Rush in the final race against Velo in which you teleport between four different track sections, each based on one of the four main worlds in the game.
[[/folder]]



* The final level of ''HenryHatsworthInThePuzzlingAdventure'' combines the Memory Lane and World Terminus types. (You have to go through a short segment based on a previous level, which always ends in a arena gauntlet)



* The final level of ''HenryHatsworthInThePuzzlingAdventure'' combines the Memory Lane and World Terminus types. (You have to go through a short segment based on a previous level, which always ends in a arena gauntlet)
* ''VideoGame/{{Phantasmagoria 2}}'' provides an unusual AdventureGame example. The BattleInTheCenterOfTheMind at the end of the game brings back locations and characters from earlier in the game, some slightly twisted, and the rest outright nightmarish.
* In ''VideoGame/{{Journey}}'', ''two'' levels near the end do this, Final Exam Stage-style (sans the death course). One is a vertical ascent with each 'floor' making you use the different kinds of cloth creatures you met in each previous level, in the same order. The relevant part of the journey is depicted as a wall glyph on each floor. [[spoiler:The entire series of glyphs is then displayed in narrative order as a flashback of your journey during the cutscene.]] The very final level does this again (adding a section for the previous example itself) and also imitates the environment of each level in succession, but subtly enough that it's more of a Muscle Memory Lane.
* The final boss of ''VideoGame/SonicGenerations'' does a variation of the Zant Stage Rush. The debris floating around the arena is from the previous stages and the era they're from changes each time you hit the boss. (i.e. Classic Era at the beginning, Dreamcast Era after the first hit, and Modern Era after the second hit.)
* The Zero Escape series has used this.
** ''VisualNovel/NineHoursNinePersonsNineDoors'', has Zero's Workshop as the last puzzle room (but not the last puzzle) in the true ending. It is believed by the characters to be where Zero tested their puzzles and machinery before building them into the other rooms, and contains variants of puzzles the player has seen previously. [[spoiler:The final puzzle also foreshadows the fact that the final "9" door actually needs a digital root of 8 to pass through--and exactly which players will be passing through it.]]
** The final puzzle room of ''VisualNovel/VirtuesLastReward'', Q, also consists of a series of puzzles the player has seen previously. Additionally, the last puzzle of the level concerns the Ambidex Game, a central theme of the game.
* ''VideoGame/LuigisMansionDarkMoon's'' final dungeon has rooms with themes corresponding to the four previous areas.
* The GBA version of ''VideoGame/CrashNitroKart'' (but, interestingly enough, ''not'' the console version) has a Zant Stage Rush in the final race against Velo in which you teleport between four different track sections, each based on one of the four main worlds in the game.

to:

* The final level of ''HenryHatsworthInThePuzzlingAdventure'' combines the Memory Lane and World Terminus types. (You have to go through a short segment based on a previous level, which always ends in a arena gauntlet)
* ''VideoGame/{{Phantasmagoria 2}}'' provides an unusual AdventureGame example. The BattleInTheCenterOfTheMind at the end of the game brings back locations and characters from earlier in the game, some slightly twisted, and the rest outright nightmarish.
* In ''VideoGame/{{Journey}}'', ''two'' levels near the end do this, Final Exam Stage-style (sans the death course). One is a vertical ascent with each 'floor' making you use the different kinds of cloth creatures you met in each previous level, in the same order. The relevant part of the journey is depicted as a wall glyph on each floor. [[spoiler:The entire series of glyphs is then displayed in narrative order as a flashback of your journey during the cutscene.]] The very final level does this again (adding a section for the previous example itself) and also imitates the environment of each level in succession, but subtly enough that it's more of a Muscle Memory Lane.
* The final boss of ''VideoGame/SonicGenerations'' does a variation of the Zant Stage Rush. The debris floating around the arena is from the previous stages and the era they're from changes each time you hit the boss. (i.e. Classic Era at the beginning, Dreamcast Era after the first hit, and Modern Era after the second hit.)
* The Zero Escape series has used this.
** ''VisualNovel/NineHoursNinePersonsNineDoors'', has Zero's Workshop as the last puzzle room (but not the last puzzle) in the true ending. It is believed by the characters to be where Zero tested their puzzles and machinery before building them into the other rooms, and contains variants of puzzles the player has seen previously. [[spoiler:The final puzzle also foreshadows the fact that the final "9" door actually needs a digital root of 8 to pass through--and exactly which players will be passing through it.]]
** The final puzzle room of ''VisualNovel/VirtuesLastReward'', Q, also consists of a series of puzzles the player has seen previously. Additionally, the last puzzle of the level concerns the Ambidex Game, a central theme of the game.
* ''VideoGame/LuigisMansionDarkMoon's'' final dungeon has rooms with themes corresponding to the four previous areas.
* The GBA version of ''VideoGame/CrashNitroKart'' (but, interestingly enough, ''not'' the console version) has a Zant Stage Rush in the final race against Velo in which you teleport between four different track sections, each based on one of the four main worlds in the game.

13th Nov '16 5:42:48 AM Skargoth
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* In ''VideoGame/{{Bastion}}'', while going through Jawson's Bog, the Kid finds himself traversing a rather dark variant of Memory Lane.



* The first game of ''VideoGame/DeathJr'' has its final level as the Memory Lane typege



* The sequel to the NES game ''VideoGame/StarTropics'' is one of the rare "Remember me levels" in that the last stage of the game has you return to the first stage of the first game. There's even an undead version of the first boss of the first game.



* ''VideoGame/AnSMWCProduction'' has this in Bowser's Castle -- specifically, the part where you first enter [[spoiler:the Void]]. You can go through any room of your choice. Each is thematically based on the eight main worlds of the game, but there are new gimmicks present (for example, spin jumps in the Mountain room switches on/off the red and blue blocks). Ganon's Tower type.

to:

* ''VideoGame/AnSMWCProduction'' has this in Bowser's Castle -- specifically, In ''VideoGame/{{Athena}}'', the part where you first enter [[spoiler:the Void]]. You can go through any room final world is made up mostly of your choice. Each is thematically based on the eight main worlds bits and pieces of the game, but there are new gimmicks present (for example, spin jumps in previous levels strung together, including [[BossRush the Mountain room switches on/off the red and blue blocks). Ganon's Tower type.bosses]].



* A lot of ''VideoGame/MegaManClassic'' games have the ViewtifulJoe-style BossRush.
* Interestingly, ''VideoGame/MegaMan5'' is the only game that had the sense to [[http://www.youtube.com/watch?v=QAIrNJsites actually reuse the original rooms you fought the bosses in]], complete with the BossCorridor door behind Mega Man.
* ''VideoGame/MegaMan10'''s Wily stages consist mostly of elements and enemies from the Robot Master stages, all mashed together. These stages frequently combine something from one stage with something from another to make a more difficult combination.
* This also applies to the VideoGame/MegaManX games, most notably X5. Zero Space, the final area of the game, consists of Remember Me and Memory Lane levels, including Quick Man's stage elements from VideoGame/MegaMan2, a boss fight with the Shadow Devil, a new version of the Yellow Devil fought in the first VideoGame/MegaMan1, and a retooled version of Sigma's first fortress stage from X1, with a boss fight against Rangda Bangda from the second fortress stage at the end.
* The first ''VideoGame/MegaManBattleNetwork'' has a multi-part final stage where each part is a smaller copy of the main Net areas you've been to previously, with each containing the same level gimmicks as its corresponding levels, only generally harder (i.e. melting fires with ice blocks in the [=FireMan=] copy, opening doors with numeric passcodes in [=NumberMan=]'s area, etc.). Final Exam Stage.
** The final area in the sixth game does the same thing, having you go through a short segment based on each of previous boss areas in the game.
* In ''VideoGame/Rockman4MinusInfinity'', Wily Stage 3 is a Ganon's Tower type, as it's [[TheMaze a maze]] that uses graphics from every previous level, fitting the whole BossRush theme.



* The final platforming level of ''VideoGame/Stinkoman20X6'' takes everything from the rest of the game and throws it in a blender. Everything is a mishmash of stuff that has been seen before, such as the ground being made of the ground sprites from all the previous levels all next to each other, both kinds of ladders, and music which mashes it all together. Add in some wonky behavior (it is supposed to be a glitch level) and a boss made of platforms, spikes, and monsters, and you have the recipe for an epic finale... Execpt there's a side scrolling spaceship stage afterwards and the game isn't going to be completed.
* ''VideoGame/AnSMWCProduction'' has this in Bowser's Castle -- specifically, the part where you first enter [[spoiler:the Void]]. You can go through any room of your choice. Each is thematically based on the eight main worlds of the game, but there are new gimmicks present (for example, spin jumps in the Mountain room switches on/off the red and blue blocks). Ganon's Tower type.



[[folder:Real-Time Tactics]]
* In the later stages of ''VideoGame/FreedomForce'', TimeMaster produces opponents and backdrops from earlier in the game to harass our heroes.
[[/folder]]



* The [[OneWingedAngel final form]] of Lavos in ''VideoGame/ChronoTrigger'' randomly switches between time periods, the [[AmazingTechnicolorBattlefield psychedelic background]] taking on the image of an area in that time period while Lavos uses attacks particular to enemies found in that era.



* The first ''VideoGame/KingdomHearts'' is the source of the World Terminus type. The final dungeon includes a series of platforms with portals to other worlds - the one for Halloween Town takes you back inside Oogie's Manor, an area you can't actually get to in the "real" town at that point. It also includes the Hundred Acre Wood, but that's the one area without any enemies.

to:

* ''VideoGame/FinalFantasyV'' has the path to the depth of the Void, which is said to consume the world and so contains many locations that, if they aren't the actual previous locations that have been absorbed, are similar to previous locations.
* ''VideoGame/FinalFantasyVI'' features this in Kefka's Tower. The tower itself is mostly a collection of ruins, but there are elements of the destroyed Imperial capitol of Vector and the Magitek Factory, and some rooms are exactly like they were when the player first visited them.
* ''VideoGame/FinalFantasyVIII'' features this in the battle with the sorceresses during the Time Compression. As you defeat the sorceresses, the battle background changes, going through various locations you've visited during the game.
* ''VideoGame/DissidiaFinalFantasy'', the prequel ''Dissidia 012'' pits the player against a barrage of enemy types from the ten previous Chapters in the Epilogue of Light to All. Furthermore, enemies in each individual Chapter tended to use the same accessories over and over between each other, in the Epilogue many of those accessory builds return in one or two gateways each. And of course there's all ten villains come back to fight again.
* ''VideoGame/FinalFantasyMysticQuest'' has Doom Castle, where each of the four floors the player visits are thematic recreations of the final dungeons of the four regions, complete with powered-up versions of their bosses.
* The first ''VideoGame/KingdomHearts'' is the source of the World Terminus type. The final dungeon includes a series of platforms with portals to other worlds - the one for Halloween Town takes you back inside Oogie's Manor, an area you can't actually get to in the "real" town at that point. It also includes the Hundred Acre Wood, but that's the one area without any enemies. enemies.
* [[spoiler:The fight against Xion]] in ''VideoGame/KingdomHearts358DaysOver2'' is one of the Zant Stage Rush variety.



* In ''VideoGame/ShinMegamiTenseiStrangeJourney'', the penultimate sector, Grus, is made up of sections modeled after the first four sectors: Antila, Bootes, Carina and Delphinus, changing from area to area with no apparent pattern to it. This is explained as being the sector's Mother, Maya, drawing from the worst memories of the Investigation Team - which given what's happened to them is their memories of the Schwartzwald up to this point.



* The aptly named [[BonusDungeon Labyrinth of Memories]] in ''VideoGame/TalesOfVesperia'' is comprised of sections of various locations throughout the game including towns, and everything is colored in sepia tones to give it an antiquated look. Powered up versions of the story bosses can be found roaming around, though they aren't necessarily fought in the same place they were originally.



[[folder:Survival Horror]]
* ''SilentHill1'' has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.
[[/folder]]

[[folder:Third-Person Shooter]]
* ''VideoGame/KidIcarusUprising'' features a Ganon's Tower type in "Chapter 9: Medusa's Final Battle". [[spoiler: It's part of what makes its status as a DiscOneFinalDungeon so convincing.]]
[[/folder]]

[[folder:Other Games]]
* ''VideoGame/TastyPlanet: Back for Seconds'' has multiple Final Exam Stages with an added twist ending in each.
[[/folder]]



* The first game of ''VideoGame/DeathJr'' has its final level as the Memory Lane typege
* The sequel to the NES game ''VideoGame/StarTropics'' is one of the rare "Remember me levels" in that the last stage of the game has you return to the first stage of the first game. There's even an undead version of the first boss of the first game.
* ''VideoGame/FinalFantasyV'' has the path to the depth of the Void, which is said to consume the world and so contains many locations that, if they aren't the actual previous locations that have been absorbed, are similar to previous locations.
* ''VideoGame/FinalFantasyVI'' features this in Kefka's Tower. The tower itself is mostly a collection of ruins, but there are elements of the destroyed Imperial capitol of Vector and the Magitek Factory, and some rooms are exactly like they were when the player first visited them.
* ''VideoGame/FinalFantasyVIII'' features this in the battle with the sorceresses during the Time Compression. As you defeat the sorceresses, the battle background changes, going through various locations you've visited during the game.
* ''VideoGame/DissidiaFinalFantasy'', the prequel ''Dissidia 012'' pits the player against a barrage of enemy types from the ten previous Chapters in the Epilogue of Light to All. Furthermore, enemies in each individual Chapter tended to use the same accessories over and over between each other, in the Epilogue many of those accessory builds return in one or two gateways each. And of course there's all ten villains come back to fight again.
* ''VideoGame/FinalFantasyMysticQuest'' has Doom Castle, where each of the four floors the player visits are thematic recreations of the final dungeons of the four regions, complete with powered-up versions of their bosses.
* A lot of ''VideoGame/MegaManClassic'' games have the ViewtifulJoe-style BossRush.
* Interestingly, ''VideoGame/MegaMan5'' is the only game that had the sense to [[http://www.youtube.com/watch?v=QAIrNJsites actually reuse the original rooms you fought the bosses in]], complete with the BossCorridor door behind Mega Man.
* ''VideoGame/MegaMan10'''s Wily stages consist mostly of elements and enemies from the Robot Master stages, all mashed together. These stages frequently combine something from one stage with something from another to make a more difficult combination.
* This also applies to the VideoGame/MegaManX games, most notably X5. Zero Space, the final area of the game, consists of Remember Me and Memory Lane levels, including Quick Man's stage elements from VideoGame/MegaMan2, a boss fight with the Shadow Devil, a new version of the Yellow Devil fought in the first VideoGame/MegaMan1, and a retooled version of Sigma's first fortress stage from X1, with a boss fight against Rangda Bangda from the second fortress stage at the end.
* The first ''VideoGame/MegaManBattleNetwork'' has a multi-part final stage where each part is a smaller copy of the main Net areas you've been to previously, with each containing the same level gimmicks as its corresponding levels, only generally harder (i.e. melting fires with ice blocks in the [=FireMan=] copy, opening doors with numeric passcodes in [=NumberMan=]'s area, etc.). Final Exam Stage.
** The final area in the sixth game does the same thing, having you go through a short segment based on each of previous boss areas in the game.
* [[spoiler:The fight against Xion]] in ''VideoGame/KingdomHearts358DaysOver2'' is one of the Zant Stage Rush variety.
* ''SilentHill1'' has Nowhere, which is mostly comprised of corridors reminiscent of the Alchemilla Hospital connecting rooms from other parts of the game, such as Midwich Elementary School's classrooms and the Green Lion Antique Store.
* The [[OneWingedAngel final form]] of Lavos in ''VideoGame/ChronoTrigger'' randomly switches between time periods, the [[AmazingTechnicolorBattlefield psychedelic background]] taking on the image of an area in that time period while Lavos uses attacks particular to enemies found in that era.
* In the later stages of ''VideoGame/FreedomForce'', TimeMaster produces opponents and backdrops from earlier in the game to harass our heroes.
* The final platforming level of ''VideoGame/Stinkoman20X6'' takes everything from the rest of the game and throws it in a blender. Everything is a mishmash of stuff that has been seen before, such as the ground being made of the ground sprites from all the previous levels all next to each other, both kinds of ladders, and music which mashes it all together. Add in some wonky behavior (it is supposed to be a glitch level) and a boss made of platforms, spikes, and monsters, and you have the recipe for an epic finale... Execpt there's a side scrolling spaceship stage afterwards and the game isn't going to be completed.
* In ''VideoGame/ShinMegamiTenseiStrangeJourney'', the penultimate sector, Grus, is made up of sections modeled after the first four sectors: Antila, Bootes, Carina and Delphinus, changing from area to area with no apparent pattern to it. This is explained as being the sector's Mother, Maya, drawing from the worst memories of the Investigation Team - which given what's happened to them is their memories of the Schwartzwald up to this point.
* In ''VideoGame/{{Athena}}'', the final world is made up mostly of bits and pieces of the previous levels strung together, including [[BossRush the bosses]].
* ''VideoGame/TastyPlanet: Back for Seconds'' has multiple Final Exam Stages with an added twist ending in each.
* The aptly named [[BonusDungeon Labyrinth of Memories]] in ''VideoGame/TalesOfVesperia'' is comprised of sections of various locations throughout the game including towns, and everything is colored in sepia tones to give it an antiquated look. Powered up versions of the story bosses can be found roaming around, though they aren't necessarily fought in the same place they were originally.
* In ''VideoGame/Rockman4MinusInfinity'', Wily Stage 3 is a Ganon's Tower type, as it's [[TheMaze a maze]] that uses graphics from every previous level, fitting the whole BossRush theme.
* In ''VideoGame/{{Bastion}}'', while going through Jawson's Bog, the Kid finds himself traversing a rather dark variant of Memory Lane.
* ''VideoGame/KidIcarusUprising'' features a Ganon's Tower type in "Chapter 9: Medusa's Final Battle". [[spoiler: It's part of what makes its status as a DiscOneFinalDungeon so convincing.]]
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