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Added Roller Coaster Tycoon examples. (Also would have added Super Mario 3D World, but that game has so many such levels that I wasn\'t sure how to list them....)

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* ''VideoGame/RollerCoasterTycoon'' had more and more [[GimmickLevel Gimmick Levels]] in each of its successive expansion packs. Setting aside parks that are merely based around a certain scenic theme or ride selection (such as Aqua Park and Karts & Coasters in the original level pack, which have [[ExactlyWhatItSaysOnTheTin exactly the types of rides their names would lead you to expect]]), we have:
** Crumbly Woods (original level pack, scenario 16), where all of the rides are old and unreliable.
** Ivory Towers (scenario 19), a pack that is a complete mess and requires fixing up.
** Rainbow Valley (scenario 20), which, [[ThatOneLevel notoriously]], forbids any changes to the landscape or scenery.
** Gentle Glen (Corkscrew Follies, scenario 9), where all guests prefer lower-intensity rides (less than 4).
** Sprightly Park (scenario 12), sort of a ramped-up version of Crumbly Woods; the rides are ''very'' old, and in addition, you cannot build any modern-style rides.
** Thunderstorm Park (scenario 17), with extra-rainy weather.
** Harmonic Hills (scenario 18), an even worse version of Rainbow Valley: no landscape changes, scenery removal, ''or building above tree height''. Also an infamous ThatOneLevel.
** Adrenaline Heights (scenario 21), sort of the opposite of Gentle Glen, where all guests prefer higher-intensity rides (more than 9).
** Rotting Heights (scenario 23), where the park is overgrown and falling to pieces and must be restored.
** Fiasco Forest (scenario 24), where the rides are designed badly (some to the point of lethality), and you have to fix up the park...in only 1 year and with a loan of only ¤8000.
** Pickle Park (scenario 25), which forbids all advertising campaigns.
** Coaster Crazy (scenario 28), where your goal is instead to build 10 different types of roller coaster of at least a given excitement rating but with no time limit.
** Loopy Landscapes has several new objective types that could qualify as gimmicks, one of which is to finish building 5 partially-built roller coasters in the park and design them to have at least a given excitement rating. This one shows up in 4 scenarios. Within this objective, one of the parks that has it (Tiny Towers, scenario 22) is, as the name would suggest, very small.
** It also brings back the "build 10 roller coasters" objective from Coaster Crazy, which shows up in 5 scenarios (2 of which have the added difficulty of the coasters needing to be a minimum length). One of them also, [[ThatOneLevel annoyingly]], has the park shaped like a long, thin strip of land.
** Then 4 more scenarios give you infinite money and time but require a certain number of guests in the park without letting the park rating drop too low for too long.
** And 4 more require you to make a certain monthly income from ride tickets.
** Outside of the new objectives, there is Woodworm Park (scenario 14), which, like Sprightly Park, does not give you any modern-style rides.
** And, finally, Micro Park (scenario 30), the last scenario, which is the smallest park in the game after Urban Park from Corkscrew Follies (which could be expanded; Micro Park cannot). Another notorious ThatOneLevel.
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* In every ''VideoGame/{{Halo}}'' incarnation, there was a "warthog level". Not necessarily needing to actually have a warthog, some missions (such as the trendsetting last mission in HaloCombatEvolved) have long driving sequences where the main obstacles are the terrain, not the enemy.

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* In every ''VideoGame/{{Halo}}'' ''Franchise/{{Halo}}'' incarnation, there was a "warthog level". Not necessarily needing to actually have a warthog, some missions (such as the trendsetting last mission in HaloCombatEvolved) ''VideoGame/HaloCombatEvolved'') have long driving sequences where the main obstacles are the terrain, not the enemy.
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** The entirety of ''Super Mario LD'', which (until the author vanished off the internet) was basically a long string of gimmick levels and bosses, including the somewhat infamous {{Gradius}} inspired stage shown [[http://www.youtube.com/watch?v=DIi1kwKgS0U here]].

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** The entirety of ''Super Mario LD'', which (until the author vanished off the internet) was basically a long string of gimmick levels and bosses, including the somewhat infamous {{Gradius}} VideoGame/{{Gradius}} inspired stage shown [[http://www.youtube.com/watch?v=DIi1kwKgS0U here]].
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* In ''VideoGame/YuGiOhCapsuleMonsterColiseum'', Shadi's first level has your Symbol separated from your main forces, while Yami Marik's second level takes place on a volcano that erupts after four turns. Anyone standing on the lava gets a ''huge'' boost in attack, but takes 10 to 30 damage depending on if it's raining.

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** ''Notedrop'' outright averts this by normalizing all charts to scroll at a set tempo; the scroll speed is influenced purely by how much you increase the speed multiplier.

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** ''Notedrop'' outright averts this by normalizing all charts to scroll at a set tempo; the scroll speed is influenced purely by how much you increase the speed multiplier. multiplier.
* ''VideoGame/{{Shinobi}} III'' has horseback and jet ski riding levels.
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jump the shark is In Universe Examples Only


* ''Franchise/CrashBandicoot'' (and too many 3d platformers to name) have levels where the player has to run away from a rolling object of death and [[CameraScrew towards the camera]]. Worst. Idea. Ever. The series also had the character riding atop ever-running animals, and vehicle levels. Incidentally, many people consider that when the games moved to Playstation 2 and the amount of Gimmick Levels overrode that of normal levels, the series JumpedTheShark.

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* ''Franchise/CrashBandicoot'' (and too many 3d platformers to name) have levels where the player has to run away from a rolling object of death and [[CameraScrew towards the camera]]. Worst. Idea. Ever. The series also had the character riding atop ever-running animals, and vehicle levels. Incidentally, many people consider that when the games moved to Playstation 2 and the amount of Gimmick Levels overrode that of normal levels, the series JumpedTheShark.
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* Quite a few examples across the FinalFantasy series:

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* Quite a few examples across the FinalFantasy ''Franchise/FinalFantasy'' series:



** ''Super Mario :p:p:p'', which had a weird puzzle game like level and a ''FinalFantasy'' inspired Iggy Koopa battle.

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** ''Super Mario :p:p:p'', which had a weird puzzle game like level and a ''FinalFantasy'' ''Franchise/FinalFantasy'' inspired Iggy Koopa battle.
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** ''VideoGame/FinalFantasyVI'' had a'plenty:

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** ''VideoGame/FinalFantasyVI'' had a'plenty:plenty:

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* {{Rhythm Game}}s with falling notes[[note]]or notes that scroll sideways or upwards, which are the same in concept, just in a different direction[[/note]] have some charts in which the scroll BPM changes. Sometimes it's justified, as the song actually does change tempo, but other times, the song isn't actually changing speed at all and the BPM changes are just there to screw with the player. Some examples:

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* {{Rhythm Game}}s with falling notes[[note]]or scrolling notes that scroll sideways or upwards, which are the same in concept, just in a different direction[[/note]] have some charts in which the scroll BPM changes. Sometimes it's justified, as the song actually does change tempo, but other times, the song isn't actually changing speed at all and the BPM changes are just there to screw with the player. Some examples:


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** ''Notedrop'' outright averts this by normalizing all charts to scroll at a set tempo; the scroll speed is influenced purely by how much you increase the speed multiplier.
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* {{Rhythm Game}}s with falling notes[[note]]or notes that scroll sideways or upwards, which are the same in concept, just in a different direction[[/note]] have some charts in which the BPM changes. Sometimes it's justified, as the song actually does change tempo, but other times, the song isn't actually changing speed at all and the BPM changes are just there to screw with the player. Some examples:

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* {{Rhythm Game}}s with falling notes[[note]]or notes that scroll sideways or upwards, which are the same in concept, just in a different direction[[/note]] have some charts in which the scroll BPM changes. Sometimes it's justified, as the song actually does change tempo, but other times, the song isn't actually changing speed at all and the BPM changes are just there to screw with the player. Some examples:
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** "KIMONO♥PRINCESS" from ''DDR'' has a half-BPM section and a few pauses during that section, but of note are its ''VideoGame/PopnMusic'' charts. On difficulties up to and including Hyper, the chart retains the half-BPM section but that section stays at a constant speed. The EX chart throws in two parts where the chart momentarily drops to 11 BPM to simulate the ''DDR'' charts' pauses.

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* {{Rhythm Game}}s with falling notes[[note]]or notes that scroll sideways or upwards, which are the same in concept, just in a different direction[[/note]] have some charts in which the BPM changes. Sometimes it's justified, as the song actually does change tempo, but other times, the song isn't actually changing speed at all and the BPM changes are just there to screw with the player. Some examples:
** "SOFT LANDING ON THE BODY" from ''VideoGame/{{beatmania}} IIDX'' alternates between 80, 159, and 318 BPM. The jumps are notorious because the song itself never actually changes BPM, making this a case of FakeDifficulty. This song led to the coining of the term ''soflan'', which is used to refer to sudden BPM changes in music games.
** "CHAOS" in ''VideoGame/{{DanceDanceRevolution}}'' is notorious for having over 40 pauses within the chart, which can trip over many players.
** Once again in ''DDR'', "Elemental Creation" alternates between 106, 212, and 424 BPM; its true BPM is 212. In all other Franchise/{{BEMANI}} games that it appears in, the song simply scrolls at a constant 212 BPM, making its ''DDR'' charts stand out.
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* ''VideoGame/{{Gruntz}}'' has various, but a special mention goes to the one in the ''High Rollerz'' world where you race against a rolling ball (in order to activate switches so that it continues rolling) for the whole level; a deliberate aversion of TakeYourTime.
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* ''WarCraft III: The Frozen Throne'' has a bonus level inspired by the custom-made "Tower Defense" maps. Instead of building a base as normal, you had to line up special towers only available in that mission along a maze to shoot down attackers. 2 regular levels also took inspiration from custom maps to mix things up. And then there was the Orc campaign, which was an RPG. A rather simple one since it still used the same interface, but still pretty good.

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* ''WarCraft III: ''VideoGame/WarCraftIII: The Frozen Throne'' has a bonus level inspired by the custom-made "Tower Defense" maps. Instead of building a base as normal, you had to line up special towers only available in that mission along a maze to shoot down attackers. 2 regular levels also took inspiration from custom maps to mix things up. And then there was the Orc campaign, which was an RPG. A rather simple one since it still used the same interface, but still pretty good.



* While most WorldOfWarcraft bosses have somewhat unique combination of abilities very few manage to get to the level of "gimmicky". The list for Wrath of The Lich King:

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* While most WorldOfWarcraft ''VideoGame/WorldOfWarcraft'' bosses have somewhat unique combination of abilities very few manage to get to the level of "gimmicky". The list for Wrath of The Lich King:
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* ''VideoGame/MetalGearSolid'' is fairly consistent stealth gameplay with some quirks, but the ''VR Missions''/''Special Missions''/''Integral'' expansion pushes the engine to its limits so the player can do things possible by coding but virtually impossible to actually perform in the game - especially the Variety Mode, Puzzle Mode and NG Selection. One stage requires the player to blow up surveillance cameras by attaching C-4 to guards and detonating it when they pass under the cameras. Another requires the player to solve a [[StockPuzzle Lights Out puzzle]] involving throwing grenades at distant columns to make them grow or shrink. Another stage has a single (robot) guard in it whose vision cone is super large, requiring the player to slip past by putting the box on, inching forward when he turns his back, and repeating. There's another where you have to punch guards into each other so they all fall over like a string of dominoes. There are also multiple murder mystery missions, a mission where you are the Ninja, a mission involving shooting down a UFO (although the gameplay itself is quite conventional) and one involving goading two kaiju into fighting each other to save Meryl.
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* Pretty much the point of the classic platformer ''JumpMan'' and ''JumpManJunior'' - every single level would have a unique gimmick for you to deal with, from floating platforms to invisible floors to moving bombs to an alien invasion.

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* Pretty much the point of the classic platformer ''JumpMan'' ''VideoGame/{{Jumpman}}'' and ''JumpManJunior'' ''Jumpman Junior'' - every single level would have a unique gimmick for you to deal with, from floating platforms to invisible floors to moving bombs to an alien invasion.
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** There are a few from other expansions.
*** To defeat Lord Rhyolith in the Firelands, you must attack his feet to make him turn so that he goes over the volcanoes (which results in him getting a DamageIncreasingDebuff), and he does not reach the lava at the edge (which results in him spewing magma and wiping the raid). Do that for long enough, and you get a standard burn phase, though.
*** To win in the Spine of Deathwing encounter, you must force the Hideous Amalgamations to eat up the residues left by Corrupted Bloods, and after they absorb enough blood, kill them near the plates to expose the Burning Tendons, which you must then destroy.
*** Garalon from Heart of Fear has a completely different approach to tanking. He will follow a person with pheromones (who must pass it to someone else every so often to minimize raid damage), and both tanks must stand in the frontal cone attack he does to prevent him from getting a damage increasing buff. Everyone else must destroy the boss's legs and stay out of the purple circle underneath the boss, to avoid him using Crush on everyone.
*** Dark Animus from Throne of Thunder is quite complex. At the start of the fight, the small golems fill with Anima, and every time you kill one, its anima transfers to a nearby golem. Your goal is to consolidate the anima into one or two of the Massive Anima Golems before activating the Dark Animus, then destroy the Dark Animus before it absorbs all the Anima and uses a raid-wiping ability.
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* ''{{Rayman}}''

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* ''{{Rayman}}''''VideoGame/{{Rayman}}''
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* ''{{Gauntlet}} II'' sometimes had stages where the walls were invisible.

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* ''{{Gauntlet}} ''{{VideoGame/Gauntlet}} II'' sometimes had stages where the walls were invisible.
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* The final case of the first ''PhoenixWright'' game is a bonus stage of sorts; it wasn't included in the original GameBoyAdvance version. When AceAttorney was planned to be re-released for the NintendoDS, the fifth case was added and it had many new features. For example, players can now dust for prints and closely examine evidence.

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* The final case of the first ''PhoenixWright'' ''VisualNovel/PhoenixWrightAceAttorney'' game is a bonus stage of sorts; it wasn't included in the original GameBoyAdvance version. When AceAttorney ''VisualNovel/AceAttorney'' was planned to be re-released for the NintendoDS, the fifth case was added and it had many new features. For example, which allowed players can now to dust for prints and closely examine evidence.
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* Many ''VideoGame/SuperMarioWorld'' [[GameMod ROM hacks]]. A short list includes:
** The entirety of ''BrutalMario'', which is literally nothing but [[GimmickLevel Gimmick Levels]].
** The entirety of ''Super Mario LD'', which (until the author vanished off the internet) was basically a long string of gimmick levels and bosses, including the somewhat infamous {{Gradius}} inspired stage shown [[http://www.youtube.com/watch?v=DIi1kwKgS0U here]].
** The ''VIP'' series. All five (six?) of them.
** The ''Kouhai'' series (three PlatformHell gimmick hacks played by raocow).
** The ''Ore World'' series (basically a poor man's Brutal Mario).
** ''Super Mario :p:p:p'', which had a weird puzzle game like level and a ''FinalFantasy'' inspired Iggy Koopa battle.
** The entirety of ''The Mario'', which had level gimmicks like laser shooting Mecha Koopas and giant Thwomps.
** The entirety of ''SMW YEAHH''.
** Many levels in the ''Touhou'' inspired ''Scarlet Devil Mario'' series.
** ''S Mario''. Gimmick in this case means stuff like random wind that pushes you around, power ups that immediately kill you or... the one and only case of 'go left or spin jump and die on the spot while sliding around on ice and dodging homing missiles'. You can see the latter [[http://www.youtube.com/watch?v=VBOiCxtlbPI here]] as raocow nearly breaks down playing it.
** Just about all levels in the Brutal Mario inspired ''Mario End Game'' hack.
** Or to be honest, about 40% of all hacks on SMW Central and about 80% of all hacks on Japanese ROM hacking sites are nothing but these. Whether that be shoot em up levels, bullet hell inspired levels, Blackout Basement style levels or ones with such things as 'go right or spin jump and die on the spot' is dependent on the game in question.
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* The level "We Don't Go To Ravenholm..." from ''{{Half-Life}} 2''. Designed primarily to show off your shiny new [[WreakingHavok Gravity Gun]] (though it's also a pretty good SurvivalHorror-style level). There's even an achievement for beating it using nothing but the Gravity Gun.

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* The level "We Don't Go To Ravenholm..." from ''{{Half-Life}} 2''.''VideoGame/HalfLife2''. Designed primarily to show off your shiny new [[WreakingHavok Gravity Gun]] (though it's also a pretty good SurvivalHorror-style level). There's even an achievement for beating it using nothing but the Gravity Gun.
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** Malygos - at the end of encounter all the raid gets on red dragons and you have to use dragons' skills to finish him off. For some reason[[hottip:*: UnexpectedGamePlayChange from a 2.5d game to a 3d flight one requiring precision positioning using new skills with no chance to practice.]] a lot of people suck at that and the fight ends up as a ScrappyLevel.

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** Malygos - at the end of encounter all the raid gets on red dragons and you have to use dragons' skills to finish him off. For some reason[[hottip:*: UnexpectedGamePlayChange reason[[note]]UnexpectedGamePlayChange from a 2.5d game to a 3d flight one requiring precision positioning using new skills with no chance to practice.]] [[/note]] a lot of people suck at that and the fight ends up as a ScrappyLevel.
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Linking to the article within the article.


# The "Technique level". This forces you to master a little-used or barely challenged ability to get through the stage. Some examples would be utilizing {{Wall Jump}}s to scale a tall cliff, or using a sonar sensor to find your way through a pitch-black maze. This is different (at least, it should be in most cases) from a CardboardObstacle, as you actually have to be good at said ability, not just able to use it. This form of GimmickLevel doesn't require a change in coding or visuals, just a change in the layout and placement of objects.
# Some aspect of normal gameplay is twisted or altered, such as super-bouncy platforms, [[GravityScrew reverse-gravity levels]] (in games where this would be more complex than just turning the screen upside down), or your weapon being replaced with a whip. If taken too far, the GimmickLevel may end up being an UnexpectedGameplayChange.

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# The "Technique level". This forces you to master a little-used or barely challenged ability to get through the stage. Some examples would be utilizing {{Wall Jump}}s to scale a tall cliff, or using a sonar sensor to find your way through a pitch-black maze. This is different (at least, it should be in most cases) from a CardboardObstacle, as you actually have to be good at said ability, not just able to use it. This form of GimmickLevel Gimmick Level doesn't require a change in coding or visuals, just a change in the layout and placement of objects.
# Some aspect of normal gameplay is twisted or altered, such as super-bouncy platforms, [[GravityScrew reverse-gravity levels]] (in games where this would be more complex than just turning the screen upside down), or your weapon being replaced with a whip. If taken too far, the GimmickLevel Gimmick Level may end up being an UnexpectedGameplayChange.
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* Pretty much the point of the classic platformer ''JumpMan'' and ''JumpManJunior'' - every single level would have a unique gimmick for you to deal with, from floating platforms to invisible floors to moving bombs to an alien invasion. At least one remake CompletelyMissedThePoint by turning all the gimmicks into stock objects so they could be reused.

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* Pretty much the point of the classic platformer ''JumpMan'' and ''JumpManJunior'' - every single level would have a unique gimmick for you to deal with, from floating platforms to invisible floors to moving bombs to an alien invasion. At least one remake CompletelyMissedThePoint by turning all the gimmicks into stock objects so they could be reused.

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** The inverted floating castle in ''VideoGame/FinalFantasyIX'', where the only weapons that do any real damage are the ones each character starts out with.



* The inverted floating castle in ''VideoGame/FinalFantasyIX'', where the only weapons that do any real damage are the ones each character starts out with.
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* ''VideoGame/{{Albion}}'' can be described as a typical early 1990s JRPG made in Germany. Only the visuals keep switching between usual 3rd person sprite JRPG and 1st person pseudo-3D à la VideoGame/Wolfenstein3D or TheElderScrollsArena. Oh, and there are several sets of sprites for different areas. It's as if several unrelated games were being written in parallel and then were stitched together with a surprisingly strong plot. At least the game mechanics stay consistent through the game.

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* ''VideoGame/{{Albion}}'' can be described as a typical early 1990s JRPG made in Germany. Only the visuals keep switching between usual 3rd person sprite JRPG and 1st person pseudo-3D à la VideoGame/Wolfenstein3D ''VideoGame/Wolfenstein3D'' or TheElderScrollsArena.''VideoGame/TheElderScrollsArena''. Oh, and there are several sets of sprites for different areas. It's as if several unrelated games were being written in parallel and then were stitched together with a surprisingly strong plot. At least the game mechanics stay consistent through the game.
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None


* ''VideoGame/{{Albion}}'' can be described as a typical early 1990s JRPG made in Germany. Only the visuals keep switching between usual 3rd person sprite JRPG and 1st person pseudo-3D à la Wolfenstein3D or TheElderScrollsArena. Oh, and there are several sets of sprites for different areas. It's as if several unrelated games were being written in parallel and then were stitched together with a surprisingly strong plot. At least the game mechanics stay consistent through the game.

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* ''VideoGame/{{Albion}}'' can be described as a typical early 1990s JRPG made in Germany. Only the visuals keep switching between usual 3rd person sprite JRPG and 1st person pseudo-3D à la Wolfenstein3D VideoGame/Wolfenstein3D or TheElderScrollsArena. Oh, and there are several sets of sprites for different areas. It's as if several unrelated games were being written in parallel and then were stitched together with a surprisingly strong plot. At least the game mechanics stay consistent through the game.
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* In KingdomHearts Re:Coded, every pre-boss level plays as a different video game genre. For instance, in the [[Disney/{{Hercules}} Mount Olympus level]], fights are turn-based RPG-style.

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* In KingdomHearts Re:Coded, every pre-boss level plays as a different video game genre. For instance, in the [[Disney/{{Hercules}} Mount Olympus level]], Coliseum]], fights are turn-based RPG-style.
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halo is curly


* In every ''VideoGame/Halo'' incarnation, there was a "warthog level". Not necessarily needing to actually have a warthog, some missions (such as the trendsetting last mission in HaloCombatEvolved) have long driving sequences where the main obstacles are the terrain, not the enemy.

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* In every ''VideoGame/Halo'' ''VideoGame/{{Halo}}'' incarnation, there was a "warthog level". Not necessarily needing to actually have a warthog, some missions (such as the trendsetting last mission in HaloCombatEvolved) have long driving sequences where the main obstacles are the terrain, not the enemy.

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