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Splitting it so that they're the right genre.


* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioSunshine'': The "Shell Secret" obstacle course in Noki Bay (Episode 6) utilizes sections of almost every secret area that a player would realistically have visited prior, albeit not in order. For example, the beginning features a flipping wooden platform like one that a player would have seen in Bianco Hills' "Episode 6: The Secret of the Dirty Lake". Later on, closer to the end, there are flipping rectangular blocks like those that would be seen in Ricco Harbor's "Episode 4: The Secret of Ricco Tower". The mixture of familiar setpieces in this course is justified, because the remaining secret area ("Secret of the Underside Village" in Pianta Village) is also the last, and uses a gimmick that is frequent in the normal level episodes (Chucksters's throws) but is never seen in obstacle courses until then.
** ''VideoGame/SuperMarioGalaxy'': The final level is Bowser's Galaxy Reactor, and consists of a large path to Bowser's whereabouts filled with obstacles and planets based on past levels: A crumbled castle passageway like those of Bowser's previous boss levels, a lava planet based on Melty Molten Galaxy and the fiery side of Freezeflame Galaxy, an ice planet based on the snowy side of Freezeflame Galaxy. a desert planet based on Dusty Dune Galaxy, a path that builds itself as you traverse it like in the first star mission of Space Junk Galaxy, and a hollow cylindrical lava area that mixes assorted elements like Bullet Bills and sinking platforms. Even the final battle against Bowser takes place on different planets, continuing the trend and crossing over with MultiStageBattle.
** ''VideoGame/SuperMarioOdyssey'': [[spoiler:The Darker Side of the Moon]] has parts with gameplay from every kingdom, although not in order. To this end, several music themes are brought back as well.



** ''VideoGame/SuperMarioSunshine'': The "Shell Secret" obstacle course in Noki Bay (Episode 6) utilizes sections of almost every secret area that a player would realistically have visited prior, albeit not in order. For example, the beginning features a flipping wooden platform like one that a player would have seen in Bianco Hills' "Episode 6: The Secret of the Dirty Lake". Later on, closer to the end, there are flipping rectangular blocks like those that would be seen in Ricco Harbor's "Episode 4: The Secret of Ricco Tower". The mixture of familiar setpieces in this course is justified, because the remaining secret area ("Secret of the Underside Village" in Pianta Village) is also the last, and uses a gimmick that is frequent in the normal level episodes (Chucksters's throws) but is never seen in obstacle courses until then.
** ''VideoGame/SuperMarioGalaxy'': The final level is Bowser's Galaxy Reactor, and consists of a large path to Bowser's whereabouts filled with obstacles and planets based on past levels: A crumbled castle passageway like those of Bowser's previous boss levels, a lava planet based on Melty Molten Galaxy and the fiery side of Freezeflame Galaxy, an ice planet based on the snowy side of Freezeflame Galaxy. a desert planet based on Dusty Dune Galaxy, a path that builds itself as you traverse it like in the first star mission of Space Junk Galaxy, and a hollow cylindrical lava area that mixes assorted elements like Bullet Bills and sinking platforms. Even the final battle against Bowser takes place on different planets, continuing the trend and crossing over with MultiStageBattle.
** ''VideoGame/SuperMarioOdyssey'': [[spoiler:The Darker Side of the Moon]] has parts with gameplay from every kingdom, although not in order. To this end, several music themes are brought back as well.
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** ''VideoGame/SuperMarioBrosWonder'': During the final level inside Bowser's floating castle, [[spoiler:the effects of the Wonder Flower are magnified by Bowser's influence, to the point that nearly all effects seen in the previous levels of the game are showcased here while Mario and his friends make their way to Bowser]].
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Better this way, I believe


* ''[[VideoGame/SpongeBobSquigglePants [=SpongeBob SquigglePants=]]]'': The last two levels are Remix, which uses every nanogame from every previous level plus six new ones, and Hyper Remix, which is identical to Remix but starts at twice the speed.

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* ''[[VideoGame/SpongeBobSquigglePants [=SpongeBob SquigglePants=]]]'': ''VideoGame/SpongeBobSquigglePants'': The last two levels are Remix, which uses every nanogame from every previous level plus six new ones, and Hyper Remix, which is identical to Remix but starts at twice the speed.
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* ''[[VideoGame/SpongeBobSquigglePants [=SpongeBob SquigglePants=]'': The last two levels are Remix, which uses every nanogame from every previous level plus six new ones, and Hyper Remix, which is identical to Remix but starts at twice the speed.

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* ''[[VideoGame/SpongeBobSquigglePants [=SpongeBob SquigglePants=]'': SquigglePants=]]]'': The last two levels are Remix, which uses every nanogame from every previous level plus six new ones, and Hyper Remix, which is identical to Remix but starts at twice the speed.
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Added example(s)

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* ''[[VideoGame/SpongeBobSquigglePants [=SpongeBob SquigglePants=]'': The last two levels are Remix, which uses every nanogame from every previous level plus six new ones, and Hyper Remix, which is identical to Remix but starts at twice the speed.
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Spelling/grammar fix(es)


[[quoteright:350:[[VideoGame/MarioKartDoubleDas https://static.tvtropes.org/pmwiki/pub/images/mario_kart_double_dash_all_cup_tour.png]]]]

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[[quoteright:350:[[VideoGame/MarioKartDoubleDas [[quoteright:350:[[VideoGame/MarioKartDoubleDash https://static.tvtropes.org/pmwiki/pub/images/mario_kart_double_dash_all_cup_tour.png]]]]
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[[quoteright:350:[[VideoGame/MarioKartDoubleDas https://static.tvtropes.org/pmwiki/pub/images/mario_kart_double_dash_all_cup_tour.png]]]]
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[[quoteright:350:[[MarioKartDoubleDash https://static.tvtropes.org/pmwiki/pub/images/double_dash_all_cups.png]]]]
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[[quoteright:350:[[MarioKartDoubleDash https://static.tvtropes.org/pmwiki/pub/images/double_dash_all_cups.png]]]]
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** The Hall of Darkness, which serves as the postgame's BonusDungeon, mixes gimmicks seen in several previous dungeons. The first floor is a large, intrincate maze that uses the WrapAround corridors of Misty Ravine (also seen briefly in Forgotten Capital); the second floor used brand-new setpieces (green damage tiles and a dark invisible maze that can only be mapped efficiently by studying the rooms with the aforementioned damage tiles); and the final floor mixes the previous elements with the miasma hall from Miasma Forest (a MiniDungeon), the ice walls and a mechanism to melt them like in Underground lake (another mini-dungeon), and a complex puzzle to weaken the TrueFinalBoss (analogous to the puzzle to weaken the boss of Golden Lair). The entire dungeon also employs a darker, gorier palette of Echoing Library.

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** The Hall of Darkness, which serves as the postgame's BonusDungeon, mixes gimmicks seen in several previous dungeons. The first floor is a large, intrincate maze that uses the WrapAround corridors of Misty Ravine (also seen briefly in Forgotten Capital); the second floor used brand-new setpieces (green damage tiles and a dark invisible maze that can only be mapped efficiently by studying the rooms with the aforementioned damage tiles); and the final floor mixes the previous elements with the miasma hall from Miasma Forest (a MiniDungeon), the ice walls and a mechanism to melt them like in Underground lake (another mini-dungeon), and a complex puzzle {{metapuzzle}} to weaken the TrueFinalBoss (analogous to the puzzle to weaken the boss of Golden Lair). The entire dungeon also employs a darker, gorier palette of Echoing Library.
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None


* ''VideoGame/AmericanMcgeesGrimm'': The final part of Snow White's story, where Grimm goes and collects everybody from every story he's turned grim.

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* ''VideoGame/AmericanMcgeesGrimm'': ''VideoGame/AmericanMcGeesGrimm'': The final part of Snow White's story, where Grimm goes and collects everybody from every story he's turned grim.



[[folder:Shoot-Em-Up]]

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[[folder:Shoot-Em-Up]][[folder:Shoot 'em Up]]

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No longer true, as updates changed the final level


* ''VideoGame/FightsInTightSpaces'': In the final mission, all the organizations you've defeated previously team up, so encounters can consist of any enemies previously encountered and at any location previously visited.
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None

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* ''VideoGame/GreyArea2023'': "Refractions", the final section of the game's normal route, consists of an obstacle course combining elements from all of the game's worlds.
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* ''VideoGame/PrisonCity'': Second CDP headquarters level features the elements from the previous stages. It still adds a few new ones.
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*The final district of ''VideoGame/CriminalCaseMysteriesOfThePast'', Capitol Peak, has most of its cases, crime scenes, and cutscenes happen in previously visited locations all over Concordia's districts, such as Lady Highmore's manor in Elysium Fields, the Crystal Palace in Century Mile, the sewers of Crimson Banks, and the courthouse in Ivory Hill.
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** ''VideoGame/TheLegendOfZeldaOracleGames'': The penultimate dungeon in ''Oracle of Ages'', Ancient Tomb, is not only the largest in the game, but also features a robust combination of assets and gimmicks from several previous dungeons: Lava and the setup that temporarily solidifies it like in Skull Dungeon, underwater chambers like in Jabu-Jabu's Belly (and two of them feature directional RoaringRapids like those seen in the past-era version of Mermaid's Cave), a MinecartMadness section like those of Wing Dungeon and the aforementioned Skull Dungeon, and the [[TogglingSetpiecePuzzle color-coded toggleable barrier puzzles]] from Crown Dungeon. Its flagship item is also an upgraded replacement for the Power Bracelet from Spirit's Grave, so once again there's a focus on Link lifting obstructing objects along the way. It even features slippery ice tiles like those of Sword and Shield Maze, despite that dungeon belonging to ''Oracle of Seasons''.

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[[AC:Film]]

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[[AC:Film]][[AC:Film -- Animated]]


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[[AC:Film -- Live Action]]
* ''Film/AvengersEndgame'': The main plot revolves around the surviving Avengers performing a TimeTravel to revisit familiar events and locations from all three Phases of the Infinity Saga in order to gather the Infinity Stones and use them to revive all vanished inhabitants of their universe.
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None


* ''VideoGame/WarioWare'': Any game without a Final-Exam Boss will usually have this as the final stage, mixing up themes from all of the previous microgame sets.

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* ''VideoGame/WarioWare'': Any game without a Final-Exam Boss FinalExamBoss will usually have this as the final stage, mixing up themes from all of the previous microgame sets.
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I know it doesn't have a page yet, but still

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[[folder:Simulation Game]]
* In ''VideoGame/RootsOfPacha'', the glyptodons' final cave challenge requires you to use all your totem powers to clear it. You have to turn into Owl to fly around and [[LightAndMirrorsPuzzle rotate the pillars to reflect two beams of light into Pacha's eyes]]; transform into Monkey to hop on platforms and raise marked ones by playing instruments; and call upon Bear's power to smash rocks and find the hints to the cave painting riddle.
[[/folder]]
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* ''Literature/BofuriIDontWantToGetHurtSoIllMaxOutMyDefense'': The 10th Layer of New World Online, which is setting up to be [[spoiler:the final layer that Kaede and Risa will be able to explore before their play time in the VRMMORPG becomes limited due to their senior year in middle school]], features elements from the nine previous Layers in the game.
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* ''VideoGame/SpongeBobsBoatingBash'': The final exams of the D.R.I.V.E. course consists of one stage dedicated to each of the five main components of D.R.I.V.E.
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None


* ''VideoGame/Phantasmagoria2'': 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.

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* ''VideoGame/Phantasmagoria2'': ''VideoGame/PhantasmagoriaAPuzzleOfFlesh'': 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.
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** ''VideoGame/KingdomHeartsI'': 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. Sora, Donald, and Goofy also change form while in the portals for Halloween Town and Atlantica.

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** ''VideoGame/KingdomHeartsI'': The final dungeon includes a series of platforms with portals to other worlds — the one for Halloween Town even 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; it instead houses the save point before the gang's fight with [[spoiler:Chernabog]]. Sora, Donald, and Goofy also change form while in the portals for Halloween Town and Atlantica.
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* ''VideoGame/PizzaTower'' has "The Crumbling Tower of Pizza": one final EscapeSequence that uses almost every mechanic and level gimmick in the game, even sending you back through the hub areas of the game. Along the way, you pick up all the characters you've met along the way, including the bosses, as the titular Pizza Tower crumbles to the ground.
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None


** In ''Repentance'', [[spoiler:collecting Dad's Note]] causes Isaac to ascend through all the previous floors from the current run, going beyond Basement I and ending at [[spoiler:Home]][[note]]Alternating between ''Rebirth's'' and ''Antibirth's'' floors depending on the paths taken[[/note]]. The Ascent floors are filled with extremely powerful [[EliteMook Tainted enemies]] that harken back to iconic monsters from their respective floors.

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** In ''Repentance'', [[spoiler:collecting Dad's Note]] causes Isaac to ascend through all the previous floors from the current run, going beyond Basement I and ending at [[spoiler:Home]][[note]]Alternating between ''Rebirth's'' and ''Antibirth's'' floors depending on the paths taken[[/note]]. The Ascent floors are filled with extremely powerful [[EliteMook Tainted Tainted]] [[BossInMookClothing enemies]] that harken back to iconic monsters from their respective floors.
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None


** In ''Repentance'', [[spoiler:collecting Dad's Note]] causes Isaac to ascend through all the previous floors from the current run, going beyond Basement I and ending at [[spoiler:Home]]. The Ascent floors are filled with extremely powerful [[EliteMook Tainted enemies]] that harken back to iconic monsters from their respective floors.

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** In ''Repentance'', [[spoiler:collecting Dad's Note]] causes Isaac to ascend through all the previous floors from the current run, going beyond Basement I and ending at [[spoiler:Home]].[[spoiler:Home]][[note]]Alternating between ''Rebirth's'' and ''Antibirth's'' floors depending on the paths taken[[/note]]. The Ascent floors are filled with extremely powerful [[EliteMook Tainted enemies]] that harken back to iconic monsters from their respective floors.
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A couple fixes


* Within the final level, there may be an area comprising sections based on the contents of the previous levels. The sections can appear either back-to-back in a linear order, or by way of access from a neutral hub room (with each door leading to a specific section). Bonus points if the level sections are direct extractions ([[RemixedLevel with possible changes]]). This method often has players using the item/ability they got in a level a lot during that level section, but it can also focus on battles against enemies (thus serving more as arenas for guntlets), including rematches against bosses (BossRush).

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* Within the final level, there may be an area comprising sections based on the contents of the previous levels. The sections can appear either back-to-back in a linear order, or by way of access from a neutral hub room (with each door leading to a specific section). Bonus points if the level sections are direct extractions ([[RemixedLevel with possible changes]]). This method often has players using the item/ability they got in a level a lot during that level section, but it can also focus on battles against enemies (thus serving more as arenas for guntlets), gauntlets), including rematches against bosses (BossRush).



* ''VideoGame/LuigisMansionDarkMoon'': The final dungeon is Treacherous Mansion, a musem which has rooms with themes corresponding to the four previous areas, plus some themes not seen up to that point.

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* ''VideoGame/LuigisMansionDarkMoon'': The final dungeon is Treacherous Mansion, a musem museum which has rooms with themes corresponding to the four previous areas, plus some themes not seen up to that point.
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Crosswicking

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* ''Webcomic/DICETheCubeThatChangesEverything'': The arena for X's final game is an amalgamation of the previous significant areas in the series.
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None

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* In the final level of ''VideoGame/HeavenlyBodies'', you travel through each of the satellites you fixed up in earlier levels. You start out in the ruins of the second level, go through the rest in order, and finish off in the first level.
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* WebAnimation/Alg8cosathlonCamp has two episodes invoking this trope. Both episodes 17 and 20 have nods to previous events and challenges.

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* WebAnimation/Alg8cosathlonCamp WebAnimation/AlgicosathlonCamp has two episodes invoking this trope. Both episodes 17 and 20 have nods to previous events and challenges.

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