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*** The [[Platform/Nintendo3DS 3DS]] port of the game has the world flipped in the Master Quest mode, which also makes Link become right handed.

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*** The [[Platform/Nintendo3DS 3DS]] port remake of the game has the world flipped in the Master Quest mode, which also makes Link become right handed.
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* In ''VideoGame/MissionImpossibleKonami'' for N64, the second half (action) of the Embassy mission is a reverse of the first half (stealth), and the final mission [[BookEnds revisits the submarine base from the first mission]] with a reversed path.

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* In ''VideoGame/MissionImpossibleKonami'' ''VideoGame/MissionImpossible1990'' for N64, the NES, the second half (action) of the Embassy mission is a reverse of the first half (stealth), and the final mission [[BookEnds revisits the submarine base from the first mission]] with a reversed path.
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** [[spoiler:In ''Repentance'', collecting Dad's Note at the end of Mausoleum/Gehenna II when reached from a secret path lets Isaac reverse his progression through the game, which works roughly the same as it did in "Backasswards". Every room state remains the same aside from some now containing special BossInMookClothing enemies, letting you grab some things you may have missed. Reaching the pillar of light in Basement/Cellar/Burning Basement I brings Isaac [[WhereItAllBegan back to Home]].]]

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** [[spoiler:In ''Repentance'', collecting Dad's Note at the end of Mausoleum/Gehenna II when reached from a secret path lets Isaac reverse his progression through the game, which works roughly the same as it did in "Backasswards". Every room state remains the same aside from some now containing special BossInMookClothing enemies, letting you grab some things you may have missed. Reaching the pillar of light in Basement/Cellar/Burning Basement I brings Isaac [[WhereItAllBegan back to Home]].Home]], where he must fight a sequence of {{True Final Boss}}es: Dogma, the four Ultra Horsemen, and finally, The Beast.]]

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[[folder:Racing Games]]
* Racing games tend to have reverse versions of circuits, as driving the circuit in one direction quite often has different challenges to it than driving it in the opposite one.
** ''VideoGame/NeedForSpeedII'' had a setting which, if checked, meant you drove every track backwards.
** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in Toad's Turnpike from ''VideoGame/MarioKart64''. The traffic, which you raced alongside with, is now in reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature special versions of the tracks where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Some missions in ''VideoGame/MarioKartDS'' also have the player drive in the opposite direction.
** ''VideoGame/ReVolt'' featured a particularly jarring version of this trope, having not only levels that were back to front, but also mirrored levels (swapped left-to-right). As well as reverse mirrored levels. The ''VideoGame/SanFranciscoRush'' games also had these settings.
** ''VideoGame/KartRider'' has Reverse tracks, where certain courses are played backwards. However, since courses tend to have [[PointOfNoReturn points of no return]], there are added ramps and obstacles. A fixture of every Reverse track is a set of poles just before the finish line that you can crash into if you're not careful.
* ''VideoGame/LEGORacers'' the fourth, fifth, and sixth circuits are the same as the first, second, third, but with the race tracks mirrored, the tracks raced in reverse order, and with the boss racer replaced with a tougher one.
* The first Green Plant course in ''VideoGame/FZeroGX'' is shaped like a Mobius strip, meaning you traverse each section both rightside-up and upside-down.
* The final unlocked difficulty in ''VideoGame/WaveRace 64'' has you racing each track in reverse.
* ''VideoGame/TestDrive 4'', ''5'', and ''6'' all have reversed versions of their point-to-point courses. ''6'' has reversed versions of its circuit courses as well.
* ''VideoGame/JetMoto 3'' has reverse courses that also have their [[SdrawkcabName names reversed]].
* Every course except the final one in ''VideoGame/StreetPassMiiPlaza'''s ''Slot Car Rivals'' game reappears in which the racers go in the opposite direction, though with modifications in some of them so it's possible to finish them. Whereas the normal versions are set in the day, the reverse versions of these courses are set in the evening, nighttime, or in turbulent weather.
* ''VideoGame/WanganMidnight Maximum Tune 5'' has Extreme VS Mode, in which in addition to the {{Interface Screw}}s that conceal advantage meters, remaining distance counters, etc., all of the roads are raced on backwards (except on the non-divided Hakone course), meaning that you're driving such that the opposite direction of the route is on your left rather than the right[[note]]Japan is a "drive on the left side of the road" country[[/note]], racing on the "Inward" side of C1 in the "Outward" direction, etc. This may not seem like much of a hassle at first, but some routes have unique hazard in one direction only, and the Osaka and Nagoya courses become very different beasts as outside of Extreme VS Mode, there's no counterclockwise variant of either route.
* ''VideoGame/SanFranciscoRush''[='=]s console versions allow you to reverse or mirror each course, or even [[BreadEggsBreadedEggs apply both effects]]. In addition, the Circuit mode not only has you race on the vanilla variants of each course, but also each course's reversed, mirrored, and reversed-mirrored versions.
* ''VideoGame/DaytonaUSA'' series:
** In the original game the player can turn around, then complete laps and even full races by driving in the reverse direction (all the other racers will still be driving forwards, which means avoiding them as they drive towards you will be necessary). There is a "REVERSE" warning that flashes in the middle of the screen, but after several seconds it moves into the corner.
** In ''2001'' each track can be played normally, reversed, mirrored, or mirrored and reversed.
** The three new tracks in ''Daytona Championship USA'' are reskinned mirrored versions of the originals.
* ''VideoGame/ShrekSmashNCrashRacing'': There is a mode that can mirror the tracks.
[[/folder]]


Added DiffLines:

[[folder:Racing Games]]
* Racing games tend to have reverse versions of circuits, as driving the circuit in one direction quite often has different challenges to it than driving it in the opposite one.
** Some tracks in the ''[[VideoGame/{{Forza}} Forza Motorsport]]'' games have reverse versions of certain routes, having you race through the track backwards.
** ''VideoGame/KartRider'' has Reverse tracks, where certain courses are played backwards. However, since courses tend to have [[PointOfNoReturn points of no return]], there are added ramps and obstacles. A fixture of every Reverse track is a set of poles just before the finish line that you can crash into if you're not careful.
** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in Toad's Turnpike from ''VideoGame/MarioKart64''. The traffic, which you raced alongside with, is now in reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature special versions of the tracks where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Some missions in ''VideoGame/MarioKartDS'' also have the player drive in the opposite direction.
** ''VideoGame/NeedForSpeedII'' had a setting which, if checked, meant you drove every track backwards.
** ''VideoGame/ReVolt'' featured a particularly jarring version of this trope, having not only levels that were back to front, but also mirrored levels (swapped left-to-right). As well as reverse mirrored levels. The ''VideoGame/SanFranciscoRush'' games also had these settings.
* ''VideoGame/DaytonaUSA'' series:
** In the original game the player can turn around, then complete laps and even full races by driving in the reverse direction (all the other racers will still be driving forwards, which means avoiding them as they drive towards you will be necessary). There is a "REVERSE" warning that flashes in the middle of the screen, but after several seconds it moves into the corner.
** In ''2001'' each track can be played normally, reversed, mirrored, or mirrored and reversed.
** The three new tracks in ''Daytona Championship USA'' are reskinned mirrored versions of the originals.
* The first Green Plant course in ''VideoGame/FZeroGX'' is shaped like a Mobius strip, meaning you traverse each section both rightside-up and upside-down.
* ''VideoGame/JetMoto 3'' has reverse courses that also have their [[SdrawkcabName names reversed]].
* ''VideoGame/LEGORacers'' the fourth, fifth, and sixth circuits are the same as the first, second, third, but with the race tracks mirrored, the tracks raced in reverse order, and with the boss racer replaced with a tougher one.
* ''VideoGame/SanFranciscoRush''[='=]s console versions allow you to reverse or mirror each course, or even [[BreadEggsBreadedEggs apply both effects]]. In addition, the Circuit mode not only has you race on the vanilla variants of each course, but also each course's reversed, mirrored, and reversed-mirrored versions.
* ''VideoGame/ShrekSmashNCrashRacing'': There is a mode that can mirror the tracks.
* Every course except the final one in ''VideoGame/StreetPassMiiPlaza'''s ''Slot Car Rivals'' game reappears in which the racers go in the opposite direction, though with modifications in some of them so it's possible to finish them. Whereas the normal versions are set in the day, the reverse versions of these courses are set in the evening, nighttime, or in turbulent weather.
* ''VideoGame/TestDrive 4'', ''5'', and ''6'' all have reversed versions of their point-to-point courses. ''6'' has reversed versions of its circuit courses as well.
* ''VideoGame/WanganMidnight Maximum Tune 5'' has Extreme VS Mode, in which in addition to the {{Interface Screw}}s that conceal advantage meters, remaining distance counters, etc., all of the roads are raced on backwards (except on the non-divided Hakone course), meaning that you're driving such that the opposite direction of the route is on your left rather than the right[[note]]Japan is a "drive on the left side of the road" country[[/note]], racing on the "Inward" side of C1 in the "Outward" direction, etc. This may not seem like much of a hassle at first, but some routes have unique hazard in one direction only, and the Osaka and Nagoya courses become very different beasts as outside of Extreme VS Mode, there's no counterclockwise variant of either route.
* The final unlocked difficulty in ''VideoGame/WaveRace 64'' has you racing each track in reverse.
[[/folder]]
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*** The [[UsefulNotes/Nintendo3DS 3DS]] port of the game has the world flipped in the Master Quest mode, which also makes Link become right handed.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are flipped relative to each other. The game was originally developed for the [[UsefulNotes/NintendoGameCube GameCube]] before Nintendo decided to also release it for the UsefulNotes/{{Wii}} and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the UsefulNotes/WiiU uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]].

to:

*** The [[UsefulNotes/Nintendo3DS [[Platform/Nintendo3DS 3DS]] port of the game has the world flipped in the Master Quest mode, which also makes Link become right handed.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are flipped relative to each other. The game was originally developed for the [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube GameCube]] before Nintendo decided to also release it for the UsefulNotes/{{Wii}} Platform/{{Wii}} and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the UsefulNotes/WiiU Platform/WiiU uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]].
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** The ''Marathon 2'' level "Sorry Don't Make it So" reuses the geometry of the ''M1'' level "Pfhor Your Eyes Only", with the player starting at the opposite end of the map and several new rooms added. In turn, "Hang Brain" from ''Infinity'' is a reversed and remixed version of "Begging For Mercy Makes Me Angry" from ''M2''.

to:

** The ''Marathon 2'' level "Sorry Don't Make it So" reuses the geometry of the ''M1'' level "Pfhor Your Eyes Only", with the player starting at the opposite end of the map and several new rooms added. In turn, "Hang Brain" from ''Infinity'' is a reversed and remixed version of "Begging For Mercy Makes Me Angry" from ''M2''. Also in ''Infinity'', "Bagged Again" returns you to the ending area of "Son of Grendel", with the arrival of the S'pht'Kr initiating TheWarSequence.
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* The first Green Plant course in ''VideoGame/FZero GX'' is shaped like a Mobius strip, meaning you traverse each section both rightside-up and upside-down.

to:

* The first Green Plant course in ''VideoGame/FZero GX'' ''VideoGame/FZeroGX'' is shaped like a Mobius strip, meaning you traverse each section both rightside-up and upside-down.

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