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NASCAR


** NASCAR
*** Food City Dirt Race (c. 2021)
*** LA Colisseum (c. 2022)
*** Chicago Street Race (c. 2023)

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** NASCAR
NASCAR is a late but agressive participant, adding gimmick races in three years
*** In 2021, Harkening back to its roots, NASCAR had the Bristol track covered for one of its two races to become the Food City Dirt Race (c. 2021)
Race
*** In 2022, the pre-season Clash became the "Clash at the Colisseum" inside the LA Colisseum (c. 2022)
Coliseum used for Olympics, American Football, and Soccer. The track was so small, that a heats-and-final format had to be used to reduce the number of cars on the track at any one time. (NASCAR's last race in a non-racing specific stadium was 1956 in Soldier Field)
*** In 2023, NASCAR will attempt a Chicago Street Race (c. 2023)on Independence Day weekend. Although other racing series have conducted on-street circuits, this is the first for NASCAR or Chicago. Cars are being required to use mufflers in response to complaints from residents, and an art museum and aquarium close to the course.
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Framing of Sports Section - Details to follow to avoid expiring lockout timer

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[[folder:Real Life - Sports]]
* North American professional sports leagues and university sports programs in the 21st Century have begun scheduling contests in atypical venues as publicity stunts, often requiring a change in rules or tactics.
**Major League Baseball
***Field of Dreams
***International Series
**National Football League
***International Series
**National Basketball Association
***Indian Wells
***Disney Bubble
**National Hockey League
***Outdoor Series
***Outdoor Series in Tahoe
***All Star Weekend Las Vegas
**NASCAR
***Food City Dirt Race (c. 2021)
***LA Colisseum (c. 2022)
***Chicago Street Race (c. 2023)
**NCAA Football
***Baseball Stadia
***Battle at Bristol NASCAR Track
**NCAA Basketball
***Football Domes for Final Four
***Air Craft Carrier
**
**
**


[[/folder]]
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* ''VideoGame/EarthwormJim'' loved these sorts of stages.

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* ''VideoGame/EarthwormJim'' loved these sorts of stages.''VideoGame/EarthwormJim'':



* Apogee's ''VideoGame/MonsterBash'' has the second-last level of Part 3. You can fly on a broom and shoot lightning bolts in that level, in addition to the normal gameplay mechanics.

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* Apogee's ''VideoGame/MonsterBash'' has the second-last level of Part 3. You can fly on a broom and shoot lightning bolts in that level, in addition to the normal gameplay mechanics.

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The crossover tracks are Embedded Precursor, not this. To compensate, I'm crosswicking proper examples. =)


* GravityScrew
* BlackoutBasement
* MinecartMadness
* AutoScrolling

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* GravityScrew
GravityScrew (when a level employs gravity shifts to alter the exploration and/or the control scheme)
* BlackoutBasement
BlackoutBasement (a level with drastically reduced visibility)
* MinecartMadness
MinecartMadness (a level where the player has to ride a minecart through rails)
* AutoScrolling
AutoScrolling (a level that forces the player to move forward, upward or downward both to get up with the camera's scrolling)
* BossOnlyLevel (a level that eschews standard gameplay activities in favor of a boss battle)



** Yoshi Valley from ''VideoGame/MarioKart64'' is split off into multiple different routes, and due to the Nintendo 64's limitations, keeps the placement of the racers hidden until the very end of the race.
** [[AmusementPark Baby Park]] and Wario Colosseum from ''VideoGame/MarioKartDoubleDash'' avert the usual "three laps per course" convention by having a different amount of laps each; Baby Park is seven laps due to it being a small oval, while Wario Colosseum is only two laps long on account of it being so long.

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** ''VideoGame/MarioKart64'':
*** "Toad Turnpike" features live traffic that racers must avoid, along with said traffic having several different configurations that are randomly chosen each time you load up the track.
***
Yoshi Valley from ''VideoGame/MarioKart64'' is split off into multiple different routes, and due to the Nintendo 64's limitations, keeps the placement of the racers hidden until the very end of the race.
** ''VideoGame/MarioKartDoubleDash'': [[AmusementPark Baby Park]] and Wario Colosseum from ''VideoGame/MarioKartDoubleDash'' avert the usual "three laps per course" convention by having a different amount of laps each; Baby Park is seven laps due to it being a small oval, while Wario Colosseum is only two laps long on account of it being so long.



** [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and Rainbow Road from ''VideoGame/MarioKart7'' are all divided into three sections of one large course. Same applies to Mount Wario, N64 Rainbow Road, and [[VideoGame/FZero Big Blue]] in ''VideoGame/MarioKart8''.
** [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and [[VideoGame/DonkeyKongCountry DK Jungle]] from ''Mario Kart 7'', and [[VideoGame/{{Excitebike}} Excitebike Arena]], [[Franchise/TheLegendOfZelda Hyrule Circuit]], [[VideoGame/AnimalCrossing Animal Crossing]], [[VideoGame/FZero Mute City, and Big Blue]] from ''Mario Kart 8'' are all based off of other Creator/{{Nintendo}} franchises.

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** ''VideoGame/MarioKart7'': [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and Rainbow Road from ''VideoGame/MarioKart7'' are all divided into three sections of one large course. Same applies to course.
** ''VideoGame/MarioKart8'' has numerous examples, both by virtue of bringing back tracks that were already unique in some way, and by revamping the gameplay of the ''Tour'' tracks remade for the Booster Course Pass in the UpdatedRerelease ''Deluxe'':
***
Mount Wario, N64 [=N64=] Rainbow Road, and [[VideoGame/FZero Big Blue]] are raced across in ''VideoGame/MarioKart8''.
** [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and [[VideoGame/DonkeyKongCountry DK Jungle]] from
one lap or A-to-B session, similar to certain ''Mario Kart 7'', and [[VideoGame/{{Excitebike}} Excitebike Arena]], [[Franchise/TheLegendOfZelda Hyrule Circuit]], [[VideoGame/AnimalCrossing Animal Crossing]], [[VideoGame/FZero Mute City, 7'' tracks (including its Rainbow Road, which was also added to ''Deluxe'' as DLC).
*** ''The F-Zero'' tracks (Mute City
and Big Blue]] Blue) are completely done in anti-gravity. There are no coins on the track; instead, you have to obtain coins by driving over recharge strips, though you can still obtain coins from ''Mario Kart 8'' are all based off item boxes and by knocking them out of other Creator/{{Nintendo}} franchises.racers. ''Deluxe'' not only retains these tracks, but also also adds Sky-High Sundae as part of the DLC, which is also played entirely with anti-gravity.
*** GCN Baby Park retains the gimmick of having 7 laps (like in ''Double Dash!!'', and unlike in ''DS'' and ''Tour'' where it only has 5), due to the course being so short, and, like the F-Zero tracks being entirely within anti-gravity.
*** Several city-related tracks from ''VideoGame/MarioKartTour'' have been brought back as part of the Booster Course Pass of ''Deluxe'' in an interesting way: rather than just bringing a single variant of the cities to ''Deluxe'', all variants have been combined into a single track, allowing players to race through different paths per lap. In turn, whereas most of these tracks simply have the racers go through different sections per lap, others go even further and exploit the concept in unique ways, like Paris Promenade being played entirely backwards during the third lap, Singapore Speedway being actually raced in two laps (since the second employs a section-based approach like the A-to-B or single-lap courses, thus having the second half of that layout as the "third" lap), or Berlin Byways using the ''first'' variant of its original ''Tour'' version (instead of the third or even second like most other city tracks) for the final lap.
*** [=N64=] Kalimari Desert in ''Deluxe'' combines both it and Kalimari Desert 2 from Tour into one, with the first lap being the original route and the second and third laps being both sections of Kalimari Desert 2.
*** DS Peach Gardens, brought back for Wave 3 of the Booster Course Pass, is reconfigured to be raced in similar fashion to Paris Promenade. You drive the first two laps running clockwise around the course, then on lap three are redirected down an alternate path and do a lap around the course in reverse.
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* ''VideoGame/MarioParty2'':
** Horror Land is unique among the other boards in the game (and those of the rest of the series excluding the sixth game) for having a day-and-night system, which will affect what things can be done in the board during the current turn (for example, the hidden Big Boo will only lend his stealing services when it's night). The transition between day and night occurs once every two turns, though certain board events can make it happen immediately. This board returns in ''VideoGame/MarioPartySuperstars'', retaining this gimmick.
** Bowser Land has some unique mechanics that make it stand out: It's the only board whose Event Spaces can trigger two different actions (the other boards in the game trigger only one), the Bank has a different owner (Koopa Kid) who gives money to anyone who passes by but will charge the debt to whoever lands exactly on the Bank space (the opposite happens in all the other boards, where the Bank's owner is a friendly Koopa). But most importantly, every five turns a Bowser-related event will happen, namely the Bowser Parade (which has mooks marching across the board and making character flee and lgradually lose coins if they're on the parade's way); this idea isn't seen again the series until the seventh game, which adds a bigger variety of possible Bowser events for the same period of turns.

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* ''VideoGame/DoomII'' features the level ''Barrels o' Fun''. As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of exploding barrels.

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* ''VideoGame/DoomII'' ''Franchise/{{Doom}}'':
** ''VideoGame/DoomII'': The game
features the level ''Barrels "Barrels o' Fun''. Fun". As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of exploding barrels.barrels.
** ''VideoGame/Doom64'': The 23rd level, "Unholy Temple", starts and progresses like a conventional level. However, once the player finds all three colored keys (red, blue, yellow) and reaches a special room showing a column with three distinctly-colored locks, a unique mechanic kicks in: In certain parts of the level, there are closed doors whose locks show all three standard colors, but trying to open them won't work even after all keys are gathered. Instead, each door of this kind has its lock showing the colors in a specific order (read from left to right), indicating the order in which the player has to trigger the colored locks in the column of the special room so that door can be opened. In turn, opening the doors grants access to switches that remove, one each, the bars that obstruct the exit. Thus, the player has to backtrack through the level to take note of the color sequences in the doors' locks, open said doors from the special room, and press the switches that open the path to the exit. This is the only level in the game where this mechanic is employed,
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Oops. A fellow troper spotted this mistake, so I'm fixing it


* ''VideoGame/MarioPartyIslandTour'': Most boards share the central idea of reaching the goal line first, with a few variations in each case to keep the idea fresh. However, Star-Crossed Skyway stands out because reaching the end won't be enough: the objective for each player is to gather more MiniñStars than the rest (much like in the boards of ''VideoGame/MarioParty9''). Another exception is Bowser's Peculiar Peak, where the objective is to be the ''last'' player to reach the goal line, since the ones reaching first will be punished by Bowser (this also requires ''losing'' the minigames to the fullest extent possible).

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* ''VideoGame/MarioPartyIslandTour'': Most boards share the central idea of reaching the goal line first, with a few variations in each case to keep the idea fresh. However, Star-Crossed Skyway stands out because reaching the end won't be enough: the objective for each player is to gather more MiniñStars Mini-Stars than the rest (much like in the boards of ''VideoGame/MarioParty9''). Another exception is Bowser's Peculiar Peak, where the objective is to be the ''last'' player to reach the goal line, since the ones reaching first will be punished by Bowser (this also requires ''losing'' the minigames to the fullest extent possible).
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Bonus Boss was renamed by TRS


** [[spoiler:7-B (Rock Barrage), the game's BonusBoss. No puzzles, just a small army of moles firing deadly rocks, which you'll need split-second timing to get past.]]

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** [[spoiler:7-B (Rock Barrage), the game's BonusBoss.{{Superboss}}. No puzzles, just a small army of moles firing deadly rocks, which you'll need split-second timing to get past.]]
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None

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* ''VideoGame/MarioPartyIslandTour'': Most boards share the central idea of reaching the goal line first, with a few variations in each case to keep the idea fresh. However, Star-Crossed Skyway stands out because reaching the end won't be enough: the objective for each player is to gather more MiniñStars than the rest (much like in the boards of ''VideoGame/MarioParty9''). Another exception is Bowser's Peculiar Peak, where the objective is to be the ''last'' player to reach the goal line, since the ones reaching first will be punished by Bowser (this also requires ''losing'' the minigames to the fullest extent possible).
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A couple fixes


* ''VideoGame/{{Doom}} 2'' features the level ''Barrels o' Fun''. As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of exploding barrels.

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* ''VideoGame/{{Doom}} 2'' ''VideoGame/DoomII'' features the level ''Barrels o' Fun''. As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of exploding barrels.



** ''VideoGame/MarioPartyDS'': This is done much less prominently than in the post-''5'' installments, but some boards still shake up the Star obtainment formula: Toadette's Music Room has sentient musical notes that sell the Stars for a different price each, and when one is bought the next is for sale by a different note in a different spot in the board (the order goes from the music that puts the lowest price to the one who puts the highest, eventually reseting); DK's Stone Statue has the Star always placed in the upper left corner, and a player can buy more than one if they have enough money to do so (like in Faire Square from ''Mario Party 6''); and Kamek's Library has three winged green pots which hide each a different content, only of them guarding the Star (like in Neon Heights from ''Mario Party 7''). The other two boards (Wiggler's Garden and Bowser's Pinball Machine) opt to use the classic idea of "find the Star and pay 20 Coins to get it".

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** * ''VideoGame/MarioPartyDS'': This is done much less prominently than in the post-''5'' installments, but some boards still shake up the Star obtainment formula: Toadette's Music Room has sentient musical notes that sell the Stars for a different price each, and when one is bought the next is for sale by a different note in a different spot in the board (the order goes from the music that puts the lowest price to the one who puts the highest, eventually reseting); DK's Stone Statue has the Star always placed in the upper left corner, and a player can buy more than one if they have enough money to do so (like in Faire Square from ''Mario Party 6''); and Kamek's Library has three winged green pots which hide each a different content, only of them guarding the Star (like in Neon Heights from ''Mario Party 7''). The other two boards (Wiggler's Garden and Bowser's Pinball Machine) opt to use the classic idea of "find the Star and pay 20 Coins to get it".
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Crosswicking

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** ''VideoGame/MarioPartyDS'': This is done much less prominently than in the post-''5'' installments, but some boards still shake up the Star obtainment formula: Toadette's Music Room has sentient musical notes that sell the Stars for a different price each, and when one is bought the next is for sale by a different note in a different spot in the board (the order goes from the music that puts the lowest price to the one who puts the highest, eventually reseting); DK's Stone Statue has the Star always placed in the upper left corner, and a player can buy more than one if they have enough money to do so (like in Faire Square from ''Mario Party 6''); and Kamek's Library has three winged green pots which hide each a different content, only of them guarding the Star (like in Neon Heights from ''Mario Party 7''). The other two boards (Wiggler's Garden and Bowser's Pinball Machine) opt to use the classic idea of "find the Star and pay 20 Coins to get it".
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cross-wick

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* ''VideoGame/PatricksParabox'': Generally, a world will have at least one stage that contains an InterfaceScrew. [[spoiler:In the post-game, a few "Appendix" worlds whose gimmicks change the game mechanics outright are also unlocked]].

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*** Stacking blocks with Magnisis to climb around.

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*** Stacking blocks with Magnisis Magnesis to climb around.


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*** Facing a MiniBoss Guardian Scout in a wide-open battlefield.


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* ''VideoGame/MarioParty8'': The game features boards with unique obtainment methods for Stars. The only board that uses the classic format seen in the older games is DK's Treetop Jungle:
** Goomba's Booty Boardwalk and Shy Guy's Perplex Express share the concept of having a linear path to the Star, whose location is always the same. Whereas in the former the Star is granted by a Goomba pirate and for free (the Coins are usually invested on the dolphins who place a player closer to the goal), in the latter it's sold by the Shy Guy who is driving the train for 20 Coins. The other main difference is that Kamek sometimes shuffles the arrangement of the wagons in the latter board.
** King Boo's Haunting Hideaway is a randomly-generated mansion whose rooms and passageways are arranged in a specific order every time a character gets to King Boo to purchase a Star. It's also possible to get a Star from DK, but it's reliant on a difficult strategy (landing on a DK space and finding the gorilla before someone gets King Boo's Star or someone lands on a Bowser space).
** Koopa's Tycoon Town employs a more advanced version of the gimmick seen in the seventh game's Windmillville. There are several hotels across the city, and investing Coins in them will make the player its owner. The number of Stars that metaphorically indicate the hotel's tier is also literally added to the player's Star count; the more Coins a player invests in a hotel, the higher its tier will be and thus the more Stars it'll be granted to the player, though another character can invest more money on that hotel to steal ownership.
** In Bowser's Warped Orbit, each player begins with five Stars (or more if there's a handicap feature enabled), and the objective is to steal other characters' Stars by using Bowser or Bullet Candies that allow a player to rob anyone passed by.
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crosswicking

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* ''VideoGame/MiniMotorways''' Challenge Mode offers various modifiers to normal gameplay, ranging from busier or denser building placements, having more or less of particular resources, or additional obstacles like being unable to remove trees. Each city has its own set of challenges, in addition to rotating daily and weekly challenges [[RandomlyGeneratedLevels where the modifiers are randomized.]]
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Typo fix


** Castaway Bay uses a mildly updated version of a gimmick seen in Mario's Rainbow Castle from the original ''VieoGame/MarioParty1''. Sailing the waters surrounded by the board's islands are two boats: One piloted by Donkey Kong and the other by Bowser. If the player reaches the end of the last island when DK is around, he'll sell a Star for 20 Coins; if it's Bowser who is nearby, he'll give them a Ztar which reduces the number of Stars by one.

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** Castaway Bay uses a mildly updated version of a gimmick seen in Mario's Rainbow Castle from the original ''VieoGame/MarioParty1''.''VideoGame/MarioParty1''. Sailing the waters surrounded by the board's islands are two boats: One piloted by Donkey Kong and the other by Bowser. If the player reaches the end of the last island when DK is around, he'll sell a Star for 20 Coins; if it's Bowser who is nearby, he'll give them a Ztar which reduces the number of Stars by one.
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* ''VideoGame/NoMoreHeroesIII'': Parodied. The Rank 3 boss attempts this for his fight against Travis by changing the rules of the game: Instead of a real-time, fast paced HackAndSlash fight, it is now a turn-based RPG where each action spends a turn for the current character. While it's theoretically possible to face the boss under these rules, his large amount of HP would drag the battle for ''very'' long. So Travis, being the GenreSavvy otaku he is, disables this nonsense by [[spoiler:attacking the RPG menus and interface instead of the boss himself, since he wouldn't be under the RPG rules if they were deleted from the screen]]. Once he succeeds, the battle between the two switches back to the game's default genre.
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Crosswicking

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* ''VideoGame/MarioParty6'' is the first game in the ''VideoGame/MarioParty'' series to feature boards with unique methods to obtain Stars. The first two boards (Towering Treetop and E. Gadd's Garage) retain the classic concept of getting to the Star to buy it and having the next one placed randomly in another part, but the next ones toy with it:
** Faire Square has the Stars always available in the central plaza, and it's possible to buy more than one (up to five) if the player has enough money to do so. However, while the price for each Star remains the same during day (30 coins), during night their price is chosen randomly with a dice (this is because Brighton sells the Stars during day and puts the same price, while Twila sells them during night and uses the dice to change the price).
** Snowflake Lake gives each player five Stars from the start, and there are no spots within to buy more. Instead, each player can use Chain Chomps to ride them across the board and steal a Star from any approached rival by stomping onto them.
** Castaway Bay uses a mildly updated version of a gimmick seen in Mario's Rainbow Castle from the original ''VieoGame/MarioParty1''. Sailing the waters surrounded by the board's islands are two boats: One piloted by Donkey Kong and the other by Bowser. If the player reaches the end of the last island when DK is around, he'll sell a Star for 20 Coins; if it's Bowser who is nearby, he'll give them a Ztar which reduces the number of Stars by one.
** Clockwork Castle has Donkey Kong move across the board like the other players do during day, as has Bowser replace him during night. If the gorilla reaches a player (or is reached by them), he can sell them a Star for 20 Coins; but if it's the case of the Koopa King whom a players comes across, he'll give them a Ztar.
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See? I told ya I'd return to do this. =3


** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'': The game's level proportion is roughly half-and-half (half gimmick levels, half traditional levels).

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** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'': The game's level proportion is roughly half-and-half (half gimmick levels, half traditional levels). One such example of the former is Rickety Race, where Diddy and Dixie are racing against nine Klanks in a MinecartMadness railtrack; it's not necessary to get past or defeat them, but each of them yields a prize, and the first one in particular holds the level's DK Coin, so catching that Klank is the only way the two Kong lovers can gather the desired special item.

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In the near future, I'll add more context to the DKC 2 example


** The [[VideoGame/DonkeyKongCountry1 first one]] has some gimmick levels, but they are mostly in the minority. The [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] is roughly half-and-half (half gimmick levels, half traditional levels), and by the time the [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble third]] came out, the traditional levels were in the minority. Some of DKC3's more memorable examples include a mostly swimming level where your left/right controls are reversed while in the water, a level with significantly decreased gravity, a level where through the entire thing an offscreen enemy is shooting at you, a difficult level where lightning is constantly trying to strike you, and a level where a hungry fish is constantly following you and have to feed normal fish enemies to him to keep him from attacking. Even the "normal" platform levels in DKC3 usually feature some sort of one-off gimmicky enemy seen nowhere else in the game.

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** The [[VideoGame/DonkeyKongCountry1 first one]] has some gimmick ''VideoGame/DonkeyKongCountry1'': There are levels with unique setpieces or concepts, though they're in the minority when compared to later games in the series. Standouts include the MinecartMadness levels, but they are mostly in a level where you have to constantly fuel up a moving platform, or even a level with [[TogglingSetpiecePuzzle Stop & Go Barrels that toggle the minority. effects of its features]].
** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'':
The [[VideoGame/DonkeyKongCountry2DiddysKongQuest second]] game's level proportion is roughly half-and-half (half gimmick levels, half traditional levels), and by levels).
** ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': By
the time the [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble third]] this game came out, the traditional levels were began being in the minority. Some of DKC3's more memorable examples include a mostly swimming level where your left/right controls are reversed while in the water, a level with significantly decreased gravity, a level where through the entire thing an offscreen enemy is shooting at you, a difficult level where lightning is constantly trying to strike you, and a level where a hungry fish is constantly following you and have to feed normal fish enemies to him to keep him from attacking. Even the "normal" platform levels in DKC3 usually feature some sort of one-off gimmicky enemy seen nowhere else in the game.



** ''VideoGame/SuperMarioBros2'': World 6-2 is based on a bird-mounting ride (the otherwise aggressive Albatosses are simply flying in migration form, and have no Bob-Ombs to attack anyone with), instead of the usual platforming.

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** ''VideoGame/SuperMarioBros2'': World 6-2 is based on a bird-mounting ride (the otherwise aggressive Albatosses are simply flying in migration form, and have no Bob-Ombs Bob-ombs to attack anyone with), instead of the usual platforming.
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Crosswicking

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[[folder:Party Games]]
* ''VideoGame/MarioParty7'': Grand Canal is the only board that involves the players chasing down a Star as is traditional. The other boards all have a different gimmick:
** Pagoda Peak is a linear board with the Star Space at the very end. Each player who reaches the top can buy a Star, but the price goes up 10 coins every time someone buys it. It starts at 10 coins and goes up to a maximum of 40 before returning to 10, but the stage has several gongs that the player can ring to change the price to any of the four values - if they can land on the ? Space to trigger one.
** Pyramid Park has each player begin the game with 5 stars, and the board has no Star spaces. In order to get Stars, you have to pay Chain Chomps, who will let you ride them and steal Stars from any other players you pass.
** Windmillville features several windmills, each worth 1, 2, or 3 stars, that the players can invest in. The player who's put the most coins into a windmill owns it and is considered to have its Stars.
** Neon Peak features three treasure boxes guarded by Koopa Kids on the board instead of Star spaces, and you can pay 10 coins upon passing one to open it. One will contain the Star, one has coins, and the last one drops a Bob-omb on you, launching you back to the starting area of the board. You have no way of knowing which one contains what until you buy one, so it comes down to luck.
** Bowser's Enchanted Inferno, at first, looks like it brings back the traditional method of reaching the Star to buy it and then looking for the next one elsewhere, and for the most part that's true. However, there's a catch: Every five turns, wherever the current Star is will sink into the lava, taking not only the Star itself with it but also burning all players present there and sending them back to the board's start with their coin budget halved; the Star is then relocated in another region. This also means Bowser Time is entirely dedicated to this gimmick, so Bowser won't do anything else in this board.
[[/folder]]
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There's a page for this game now


** Hunting Jhen Mohran and Dah'ren Mohran in ''VideoGame/MonsterHunter3Tri'' and ''Monster Hunter 4'' respectively, and their corresponding rereleases, is much different than hunting most large monsters. In almost every other case, the monster would spawn somewhere on a sprawling map and you chase them down. The Mohrans are instead fought in two phases on a single part of the map: the first is a BattleshipRaid style, where you attack the leviathans with ballistas and cannons while [[HoldTheLine preventing them from destroying the ship you ride]], and occasionally leaping on top of them to deal damage or gather materials from their back. While most enemies have a roulette of attacks, the Mohrans' attacks are largely scripted in the first part. The second phase is an AdvancingBossOfDoom where you're on solid ground and have to stall until time runs out or you manage to kill it, occasionally using the ship's defenses to prevent damage to the ship. Even the other Elder Dragons in the series whose battles involve TowerDefense-based sequences (like Lao Shan Lung in the first generation of games and Ceadeus from the same third generation as Jhen Mohran), as well as the crustacean Shen Gaoren in the second, are fought with closer gameplay to the usual formula.

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** Hunting Jhen Mohran and Dah'ren Mohran in ''VideoGame/MonsterHunter3Tri'' and ''Monster Hunter 4'' ''VideoGame/MonsterHunter4'' respectively, and their corresponding rereleases, is much different than hunting most large monsters. In almost every other case, the monster would spawn somewhere on a sprawling map and you chase them down. The Mohrans are instead fought in two phases on a single part of the map: the first is a BattleshipRaid style, where you attack the leviathans with ballistas and cannons while [[HoldTheLine preventing them from destroying the ship you ride]], and occasionally leaping on top of them to deal damage or gather materials from their back. While most enemies have a roulette of attacks, the Mohrans' attacks are largely scripted in the first part. The second phase is an AdvancingBossOfDoom where you're on solid ground and have to stall until time runs out or you manage to kill it, occasionally using the ship's defenses to prevent damage to the ship. Even the other Elder Dragons in the series whose battles involve TowerDefense-based sequences (like Lao Shan Lung in the first generation of games and Ceadeus from the same third generation as Jhen Mohran), as well as the crustacean Shen Gaoren in the second, are fought with closer gameplay to the usual formula.
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[[folder:Racing Games]]
* ''VideoGame/MarioKart'':
** Yoshi Valley from ''VideoGame/MarioKart64'' is split off into multiple different routes, and due to the Nintendo 64's limitations, keeps the placement of the racers hidden until the very end of the race.
** [[AmusementPark Baby Park]] and Wario Colosseum from ''VideoGame/MarioKartDoubleDash'' avert the usual "three laps per course" convention by having a different amount of laps each; Baby Park is seven laps due to it being a small oval, while Wario Colosseum is only two laps long on account of it being so long.
** Some courses in the ''Mario Kart'' series utilize cannons, such as [[AMountainOfTropes DK Mountain]], [[PinballZone Waluigi Pinball]], [[VideoGame/SuperMarioBros3 Airship Fortress]], [[ObstacleSkiCourse DK Summit]], [[ForestOfPerpetualAutumn Maple Treeway]], and several [[AstralFinale Rainbow Road]] courses.
** [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and Rainbow Road from ''VideoGame/MarioKart7'' are all divided into three sections of one large course. Same applies to Mount Wario, N64 Rainbow Road, and [[VideoGame/FZero Big Blue]] in ''VideoGame/MarioKart8''.
** [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and [[VideoGame/DonkeyKongCountry DK Jungle]] from ''Mario Kart 7'', and [[VideoGame/{{Excitebike}} Excitebike Arena]], [[Franchise/TheLegendOfZelda Hyrule Circuit]], [[VideoGame/AnimalCrossing Animal Crossing]], [[VideoGame/FZero Mute City, and Big Blue]] from ''Mario Kart 8'' are all based off of other Creator/{{Nintendo}} franchises.
[[/folder]]
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* ''VideoGame/MazeBurrow'':
** 7-5 (Factory). Unlike most levels, where your echidna can directly move the boxes, 7-5 has you pushing around linked boxes to indirectly push down switches.
** [[spoiler:7-B (Rock Barrage), the game's BonusBoss. No puzzles, just a small army of moles firing deadly rocks, which you'll need split-second timing to get past.]]


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[[folder:Tower Defense]]
* ''VideoGame/BloonsTowerDefense'':
** ''[=BTD5=]'' has several Special Missions, which change up the rules of the game. These range from simple edits (There Can Be Only One restricts you to one of each tower type), to more complex gimmicks (Wizard Lord gives you a free 4/4 Monkey Apprentice, but he consumes the most expensive tower on the map every other round, and you lose if he can't sacrifice anything), to entire custom rounds (MOAB Madness gives you $50,000 to defeat a single rush of 50 [[BossInMookClothing MOABs]]).
** ''[=BTD6=]'' has the Advanced map [[EternalEngine Geared]]. While most maps have your towers remain in the same place, on Geared, they change their position every round due to the giant gear they're placed on rotating.
[[/folder]]

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** Hunting Jhen Mohran and Dah'ren Mohran in ''3'', ''4'', and their rereleases is much different than hunting most large monsters. In almost every other case, the monster would spawn somewhere on a sprawling map and you chase them down. The Mohrans are instead fought in two phases on a single part of the map: the first is a BattleshipRaid style, where you attack the leviathans with ballistas and cannons while [[HoldTheLine preventing them from destroying the ship you ride]], and occasionally leaping on top of them to deal damage or gather materials from their back. While most enemies have a roulette of attacks, the Mohrans' attacks are largely scripted in the first part. The second phase is an AdvancingBossOfDoom where you're on solid ground and have to stall until time runs out or you manage to kill it, occasionally using the ship's defenses to prevent damage to the ship. Even the other Elder Dragons in the series whose battles involve TowerDefense-based sequences (like Lao Shan Lung in the first generation of games, Shen Gaoren in the second and Ceadeus from the same third generation as Jhen Mohran) are fought with closer gameplay to the usual formula.

to:

** Hunting Jhen Mohran and Dah'ren Mohran in ''3'', ''4'', ''VideoGame/MonsterHunter3Tri'' and ''Monster Hunter 4'' respectively, and their rereleases corresponding rereleases, is much different than hunting most large monsters. In almost every other case, the monster would spawn somewhere on a sprawling map and you chase them down. The Mohrans are instead fought in two phases on a single part of the map: the first is a BattleshipRaid style, where you attack the leviathans with ballistas and cannons while [[HoldTheLine preventing them from destroying the ship you ride]], and occasionally leaping on top of them to deal damage or gather materials from their back. While most enemies have a roulette of attacks, the Mohrans' attacks are largely scripted in the first part. The second phase is an AdvancingBossOfDoom where you're on solid ground and have to stall until time runs out or you manage to kill it, occasionally using the ship's defenses to prevent damage to the ship. Even the other Elder Dragons in the series whose battles involve TowerDefense-based sequences (like Lao Shan Lung in the first generation of games, Shen Gaoren in the second games and Ceadeus from the same third generation as Jhen Mohran) Mohran), as well as the crustacean Shen Gaoren in the second, are fought with closer gameplay to the usual formula.



** ''VideoGame/SuperMarioGalaxy'' has several Gimmick Levels, the most recognizable ones being those involving the Wiimote's motion-sensing abilities to control different actions, like balancing Mario on top of a rolling ball, riding a manta ray around a course, or using a fan to blow a bubble around an electrified maze [[DoomyDoomsOfDoom of doom]]. This makes the game better because you hardly ever do the same thing twice (though those types of levels do appear at least twice each: One where you can practice with them, and then the harder variations that appear later). The sequel, ''VideoGame/SuperMarioGalaxy2'', adds flying on a bird.

to:

** ''VideoGame/SuperMarioGalaxy'' has several Gimmick Levels, the most recognizable ones being those involving the Wiimote's motion-sensing abilities to control different actions, like balancing Mario on top of a rolling ball, riding a manta ray around a course, or using a fan to blow a bubble around an electrified maze [[DoomyDoomsOfDoom of doom]]. This makes the game better because you hardly ever do the same thing twice (though those types of levels do appear at least twice each: One where you can practice with them, and then the harder variations that appear later). The sequel, ''VideoGame/SuperMarioGalaxy2'', later).
** ''VideoGame/SuperMarioGalaxy2'': In addition to bringing back the rolling ball idea first seen in the previous game, ''Galaxy 2'' also
adds flying on a bird.bird (Fluzzard); its levels revolve around performing a test aerial race in the first mission, and then an official race against one or more rivals in the second. Passing through certain rings will allow Mario or Luigi to grab a Comet Medal near the goal.
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** Eventide Island. Upon landing on the shore, the voice of the resident Sheikah monk informs you that in order to access the shrine, you must activate the three keys while deprived of all the weapons, armor, and other items you have collected up to that point (though you keep the Sheikah Slate and its runes). This means you must forage and steal items from enemies just like the Great Plateau at the beginning of the game. This is especially tricky when getting the key from the resident [[EliteMook Hynox]]. Once you activate the keys, you get all your stuff back. Notably there's a way to RulesLawyer your way around the restriction by leaving gear on the raft before coming to shore, as it will still be there after losing your stuff for you to pick up (you ''technically'' picked it up after the challenge began). Just make sure to drop it back on the raft before finishing the challenge, as part of the rules also mean you [[ExactWords lose everything you found during the challenge]] when it is completed.

to:

** Eventide Island. Upon landing on the shore, the voice of the resident Sheikah monk informs you that in order to access the shrine, you must activate the three keys while deprived of all the weapons, armor, and other items you have collected up to that point (though you keep the Sheikah Slate and its runes). This means you must forage and steal items from enemies just like the Great Plateau at the beginning of the game. This is especially tricky when getting the key from the resident [[EliteMook Hynox]].[[MiniBoss Hinox]]. Once you activate the keys, you get all your stuff back. Notably there's a way to RulesLawyer your way around the restriction by leaving gear on the raft before coming to shore, as it will still be there after losing your stuff for you to pick up (you ''technically'' picked it up after the challenge began). Just make sure to drop it back on the raft before finishing the challenge, as part of the rules also mean you [[ExactWords lose everything you found during the challenge]] when it is completed.
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*** The Cultists'/Fanatics' Tower, where you can only use magic. Did we mention many enemies have auto-reflect? DemonicSpiders ahoy!

to:

*** The Cultists'/Fanatics' Tower, where you can only use magic. Did we mention And many enemies have auto-reflect? DemonicSpiders ahoy!auto-reflect.
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** There were a couple of "miniature dungeons" in ''VideoGame/FinalFantasyIII'' which the characters could only enter with the "mini" [[StatusEffects status effect]], which aside from making them small reduced their attack and defense stats to 1. Thus, it became a lot more beneficial to make everybody a mage.
** ''VideoGame/FinalFantasyV'' has an underwater level. You have 20 minutes to finish it.

to:

** There were are a couple of "miniature dungeons" in ''VideoGame/FinalFantasyIII'' which the characters could can only enter with the "mini" [[StatusEffects status effect]], {{status effect|s}}, which aside from making them small reduced reduces their attack and defense stats to 1. Thus, it became becomes a lot more beneficial to make everybody a mage.
** ''VideoGame/FinalFantasyV'' has an underwater level. You have the sunken Walse Tower. The dungeon is completely underwater, and Bartz can only hold his breath for 20 minutes to finish it.minutes. Fortunately, you can pick up a refill partway through.



*** Fanatic's tower, where you can only use magic. Did we mention many enemies have auto-reflect? DemonicSpiders ahoy!

to:

*** Fanatic's tower, The Cultists'/Fanatics' Tower, where you can only use magic. Did we mention many enemies have auto-reflect? DemonicSpiders ahoy!
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** There were a couple of "miniature dungeons" in ''VideoGame/FinalFantasyIII'' which the characters could only enter with the "mini" [[StandardStatusEffects status effect]], which aside from making them small reduced their attack and defense stats to 1. Thus, it became a lot more beneficial to make everybody a mage.

to:

** There were a couple of "miniature dungeons" in ''VideoGame/FinalFantasyIII'' which the characters could only enter with the "mini" [[StandardStatusEffects [[StatusEffects status effect]], which aside from making them small reduced their attack and defense stats to 1. Thus, it became a lot more beneficial to make everybody a mage.

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Example Indentation. Also did some reorganization


* Eventide Island in ''VideoGame/TheLegendOfZeldaBreathOfTheWild''. Upon landing on the shore, the voice of the resident Sheikah monk informs you that in order to access the shrine, you must activate the three keys while deprived of all the weapons, armor, and other items you have collected up to that point (though you keep the Sheikah Slate and its runes). This means you must forage and steal items from enemies just like the Great Plateau at the beginning of the game. This is especially tricky when getting the key from the resident [[EliteMook Hynox]]. Once you activate the keys, you get all your stuff back. Notably there's a way to RulesLawyer your way around the restriction by leaving gear on the raft before coming to shore, as it will still be there after losing your stuff for you to pick up (you ''technically'' picked it up after the challenge began). Just make sure to drop it back on the raft before finishing the challenge, as part of the rules also mean you [[ExactWords lose everything you found during the challenge]] when it is completed.
** This game also features 120 shrines, a majority of which could be considered technique levels. For example...
*** Levels requiring you to roll a ball through a maze with motion controls
*** Levels centered around updrafts
*** Puzzle levels forcing you to find the solution, which are all unique
*** Solving riddles to find the shrines
*** Stacking blocks with Magnisis to climb around
*** Abusing Stasis to throw items into a target

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
**
Eventide Island in ''VideoGame/TheLegendOfZeldaBreathOfTheWild''.Island. Upon landing on the shore, the voice of the resident Sheikah monk informs you that in order to access the shrine, you must activate the three keys while deprived of all the weapons, armor, and other items you have collected up to that point (though you keep the Sheikah Slate and its runes). This means you must forage and steal items from enemies just like the Great Plateau at the beginning of the game. This is especially tricky when getting the key from the resident [[EliteMook Hynox]]. Once you activate the keys, you get all your stuff back. Notably there's a way to RulesLawyer your way around the restriction by leaving gear on the raft before coming to shore, as it will still be there after losing your stuff for you to pick up (you ''technically'' picked it up after the challenge began). Just make sure to drop it back on the raft before finishing the challenge, as part of the rules also mean you [[ExactWords lose everything you found during the challenge]] when it is completed.
** This game also features 120 shrines, a majority of which could be considered technique levels. rely on specialized techniques or concepts. For example...
example:
*** Levels requiring you to roll a ball through a maze with motion controls
controls.
*** Levels centered around updrafts
updrafts.
*** Puzzle levels forcing you to find the solution, which are all unique
unique.
*** Solving riddles to find the shrines
shrines.
*** Stacking blocks with Magnisis to climb around
around.
*** Abusing Stasis to throw items into a targettarget.



* Hunting Jhen Mohran and Dah'ren Mohran in ''VideoGame/MonsterHunter 3'', ''4'', and their rereleases is much different than hunting most large monsters. In about every other case, the monster would spawn somewhere on a sprawling map and you chase them down. The Mohrans are instead fought in two phases on a single part of the map: the first is a BattleshipRaid style, where you attack the leviathans with ballistas and cannons while [[HoldTheLine preventing them from destroying the ship you ride]], and occasionally leaping on top of them to deal damage or gather materials from their back. While most enemies have a roulette of attacks, the Mohrans' attacks are largely scripted in the first part. The second is an AdvancingBossOfDoom where you're on solid ground and have to stall until time runs out or you manage to kill it, occasionally using the ship's defenses to prevent damage to the ship.

to:

* ''VideoGame/MonsterHunter'':
**
Hunting Jhen Mohran and Dah'ren Mohran in ''VideoGame/MonsterHunter 3'', ''3'', ''4'', and their rereleases is much different than hunting most large monsters. In about almost every other case, the monster would spawn somewhere on a sprawling map and you chase them down. The Mohrans are instead fought in two phases on a single part of the map: the first is a BattleshipRaid style, where you attack the leviathans with ballistas and cannons while [[HoldTheLine preventing them from destroying the ship you ride]], and occasionally leaping on top of them to deal damage or gather materials from their back. While most enemies have a roulette of attacks, the Mohrans' attacks are largely scripted in the first part. The second phase is an AdvancingBossOfDoom where you're on solid ground and have to stall until time runs out or you manage to kill it, occasionally using the ship's defenses to prevent damage to the ship.ship. Even the other Elder Dragons in the series whose battles involve TowerDefense-based sequences (like Lao Shan Lung in the first generation of games, Shen Gaoren in the second and Ceadeus from the same third generation as Jhen Mohran) are fought with closer gameplay to the usual formula.
** ''VideoGame/MonsterHunterRise'': The Rampage quests operate in a different way from standard hunting quests. The objective is to use the weaponry used in Kamura to protect the village from incoming threats in order to defeat the monsters that approach your vicinity and prevent them from breaking the gate that leads to the village. All of these monsters are guided by a powerful monster (usually an Apex monster), which has to be dealt with in the last part of the quest as well to succeed.



* ''VideoGame/NoMoreHeroes'' has the motorbike sequences in the last two standard stages (the ones respectively leading to the Rank 2 and Rank 1 fights). Travis has to defeat his enemies by running over them instead of slashing them with his beam katana. The Rank 1 scene also has an area where you have to exit from [[TheLostWoods an illusory forest]], killing more enemies in the process.
* The Rank 23 stage in ''VideoGame/NoMoreHeroes2DesperateStruggle'' is a StealthBasedMission, though being spotted doesn't make you fail the level - you simply have to deal with enemies much earlier than planned.

to:

* ''VideoGame/NoMoreHeroes'' has ''VideoGame/NoMoreHeroes'': The game features the motorbike sequences in the last two standard stages (the ones respectively leading to the Rank 2 and Rank 1 fights). Travis has to defeat his enemies by running over them instead of slashing them with his beam katana. The Rank 1 scene also has an area where you have to exit from [[TheLostWoods an illusory forest]], killing more enemies in the process.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'': The Rank 23 stage in ''VideoGame/NoMoreHeroes2DesperateStruggle'' is a StealthBasedMission, though being spotted doesn't make you fail the level - you simply have to deal with enemies much earlier than planned.



* Every ''VideoGame/MetroidPrimeTrilogy'' game has had at least one "Freaking Huge Spiderball Maze" that the player must navigate.

to:

* ''VideoGame/MetroidPrimeTrilogy'': Every ''VideoGame/MetroidPrimeTrilogy'' game except ''Hunters'' (where the powerup in question is absent) has had at least one "Freaking Huge Spiderball Maze" that the player must navigate.navigate. One such maze makes up for the boss battle against Power Bomb Guardian in ''VideoGame/MetroidPrime2Echoes''.



** World 6-2 of ''VideoGame/SuperMarioBros2'' is based on a bird-mounting ride (the otherwise aggressive Albatosses are simply flying in migration form, and have no Bob-Ombs to attack anyone with), instead of the usual platforming.
** World 5-3 of ''VideoGame/SuperMarioBros3''. There are a few more levels with the shoe that didn't make it into the final game, but [[DummiedOut can be accessed]] through hacking. There are also levels that rely on solving some sort of puzzle (such as taking a Koopa Shell at the top of World 6-5 to break the blocks that obstruct the exit, or looking for a Tanooki Suit to fly to the boss area of World 7's first Fortress).
** ''VideoGame/SuperMarioLand'' has two levels that take the form of side-scrolling shoot-'em-ups: one underwater in a submarine, and the final level which takes place with Mario in a plane.

to:

** ''VideoGame/SuperMarioBros2'': World 6-2 of ''VideoGame/SuperMarioBros2'' is based on a bird-mounting ride (the otherwise aggressive Albatosses are simply flying in migration form, and have no Bob-Ombs to attack anyone with), instead of the usual platforming.
** ''VideoGame/SuperMarioBros3'': World 5-3 of ''VideoGame/SuperMarioBros3''. There is unique for featuring the Goomba Shoe, which is the only powerup that cannot be carried over upon completing the level where it appears; there are a few more levels with the shoe that didn't make it into the final game, but [[DummiedOut can be accessed]] through hacking. There are also levels that rely on solving some sort of puzzle instead of featuring a platform-based design (such as taking a Koopa Shell at the top of World 6-5 to break the blocks that obstruct the exit, or looking for a Tanooki Suit to fly to the boss area of World 7's first Fortress).
** ''VideoGame/SuperMarioLand'' has ''VideoGame/SuperMarioLand'': There are two levels that take the form of side-scrolling shoot-'em-ups: one which is set underwater in and has Mario driving a submarine, submarine (Marine Pop), and the final level which takes place with Mario in a plane.plane (Sky Pop).
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** ''VideoGame/SonicLostWorld'' has at least one strange gimmick level per world, which is possibly a response to the GameplayRoulette-based approach of other 3D Sonic games. There are Mine Cart Madness-esque levels where you have to dodge obstacles whilst continuously grinding rails, levels where you have to guide giant fruit towards blenders, a stage where Sonic becomes an awkwardly-controlling snowball that you have to carefully maneuver through the stage and a stealth-based level where you have to avoid being seen by a spotlight, among many others. Fans and critics debate on whether the gimmicks add gameplay variety, or if they make the whole game feel unfocused.

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