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* ''VideoGame/{{Forza}}'' and ''VideoGame/GranTurismo'' themselves have, due to the sheer volume of cars available in the games, reused car models across entries; many models from the original 2005 ''Forza Motorsport'' are still used (with added interiors and other tweaks) to this day, while ''Gran Turismo 5'' and ''6'' explicitly classified newly made models for the Platform/PlayStation3 games as "premium" cars while car models taken directly from ''Gran Turismo 3: A-Spec'' and ''Gran Turismo 4'', which were obviously lacking in detail compared to the new ones, were referred to as "standard" cars.
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** The PSP ''Complete Collection'' ports of ''IV'' and ''The After Years'' reuse sprites from the PSP ports of ''I'' and ''II'', including map sprites for [=NPCs=] and some tile maps. Many enemy sprites are also reused, but this is one again more of a MythologyGag; many enemies in the original Super NES version of ''IV'' were visually based on enemies from the NES titles already, just obviously in much better graphics, so it makes sense to reuse sprites since they're supposed to look the same anyway.

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** The PSP ''Complete Collection'' ports of ''IV'' and ''The After Years'' reuse sprites from the PSP ports of ''I'' and ''II'', including map sprites for [=NPCs=] and some tile maps. Many enemy sprites are also reused, but this is one once again more of a MythologyGag; many enemies in the original Super NES version of ''IV'' were visually based on enemies from the NES titles already, just obviously in much better graphics, so it makes sense to reuse sprites since they're supposed to look the same anyway.
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** ''VideoGame/FinalFantasyV'' reuses some sprites for NPCs and spell animations from ''VideoGame/FinalFantasyIV''. ''VideoGame/FinalFantasyVI'' largely averts this due to having a totally different and new art style, but does reuse some spell and weapon animations from the two, and the Sylph from ''IV'' and the Wind Drake from ''V'' are updated to fit the animations of ''VI'' to serve as sprites for Espers.

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** ''VideoGame/FinalFantasyV'' reuses some sprites for NPCs [=NPCs=] and spell animations from ''VideoGame/FinalFantasyIV''. ''VideoGame/FinalFantasyVI'' largely averts this due to having a totally different and new art style, but does reuse some spell and weapon animations from the two, and the Sylph from ''IV'' and the Wind Drake from ''V'' are updated to fit the animations of ''VI'' to serve as sprites for Espers.



** The PSP ''Complete Collection'' ports of ''IV'' and ''The After Years'' reuse sprites from the PSP ports of ''I'' and ''II'', including map sprites for NPCs and some tile maps. Many enemy sprites are also reused, but this is one again more of a MythologyGag; many enemies in the original Super NES version of ''IV'' were visually based on enemies from the NES titles already, just obviously in much better graphics, so it makes sense to reuse sprites since they're supposed to look the same anyway.

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** The PSP ''Complete Collection'' ports of ''IV'' and ''The After Years'' reuse sprites from the PSP ports of ''I'' and ''II'', including map sprites for NPCs [=NPCs=] and some tile maps. Many enemy sprites are also reused, but this is one again more of a MythologyGag; many enemies in the original Super NES version of ''IV'' were visually based on enemies from the NES titles already, just obviously in much better graphics, so it makes sense to reuse sprites since they're supposed to look the same anyway.
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* For the Wii and [=PS2=] versions of ''[[VideoGame/NeedForSpeed Need for Speed: Undercover]]'', Exient Entertainment recycled the Rockport map from ''Most Wanted'' and rearranged it to vaguely resemble the street layout from the main seventh-generation versions.
* ''VideoGame/SuperSmashBrosUltimate'':
** [[VideoGame/Persona5 Joker's]] Final Smash "All-Out Attack" is captured footage from his game, with one variant featuring the founding members of the Phantom Thieves, and the second one featuring the latter members.
** Deliberately invoked with the ''VideoGame/{{Minecraft}}'' content to keep with its out-of-place nature, which entirely consists of full model and texture rips from the source games for graphics and Steve's Final Smash "House of Boom" features edited gameplay footage of a castle stuffed with hostile Mobs and TNT blowing up.

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* This is basically the gist with cheaply-produced mobile "games"[[note]]By "games" we meant apps scavenged from kanged code and artwork, and published more as a way to earn [=AdMob=] revenue than to make something playable.[[/note]] on app stores, whose assets were bought from the Unity or Unreal marketplace and used as is.
* A similarly controversial practice is with assets ripped from popular video games, mostly from the likes of ''VideoGame/{{Forza}}'', ''VideoGame/GranTurismo'' or some other franchise by modders who would want to put cars and/or characters into ''VideoGame/GrandTheftAuto'' and the like without having to go through all the trouble of making them from scratch. Some mod hosting sites such as Nexus Mods strictly forbid this, while others such as Gamebanana are more lenient for as long as the ripped assets are made by companies who were given permission or who are at least turning a blind eye to such asset rips.
* At least some of the assets from ''VideoGame/TheBureauXCOMDeclassified'' were recycled from ''VideoGame/MafiaII'', notably the car props used such as the Smith Custom 200 police vehicle.
* Speaking of ''Mafia'', the ''[[VideoGame/MafiaTheCityOfLostHeaven Definitive Edition]]'' remake has a number of textures, models and animations lifted from ''VideoGame/MafiaIII'', perhaps befitting its status as a "reskin" of the previous game. This is understandable though, as the game was produced as a side project with a limited budget as opposed to a full-priced AAA title.

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grouping Final Fantasy examples, adding new ones


* ''VideoGame/FinalFantasyX2'' takes place about a year after ''VideoGame/FinalFantasyX'' ended. While the maps are largely the same, the new ability to climb allows access to previously inaccessible areas, while the inablity to swim closes off others. Other locations close off or open up due to the lack of influence from the Fayth, or scarcity of chocobos, or just were discovered by increased travel, while areas that were off the path before are unneeded and unvisted.



* ''VideoGame/FinalFantasyTacticsA2'' reuses most of the player party sprites from ''VideoGame/FinalFantasyTacticsAdvance'', which is justified since both games take place in Ivalice and have the same races and battle classes (''Advance'' was in a fictional Ivalice while ''A2'' uses the real deal).



* ''Franchise/FinalFantasy'' games are largely unconnected aside from the occasional direct sequel, but between games assets have been recycled.
** The three NES titles all reused assets for characters, map tiles, and spell effects. This is most obvious when looking at the sprites of ''VideoGame/FinalFantasy'' and ''VideoGame/FinalFantasyIII'', which both use the Job System, and ''III'' is clearly using the same sprites as ''Final Fantasy'' with some minor edits to update them to look better. In ''II'' meanwhile, Firion uses an edited Warrior sprite from ''Final Fantasy'', Leon is a PaletteSwap of the same sprite, Guy is a Thief, and Josef and Gordon are heavily edited Red Mages. Gordon in turn serves as the basis for ''III's'' Scholar and Ricard is the basis for the Dragoon, though that's more a MythologyGag since he ''was'' a Dragoon in ''II'' before ''III'' made it a playable job.
** ''VideoGame/FinalFantasyV'' reuses some sprites for NPCs and spell animations from ''VideoGame/FinalFantasyIV''. ''VideoGame/FinalFantasyVI'' largely averts this due to having a totally different and new art style, but does reuse some spell and weapon animations from the two, and the Sylph from ''IV'' and the Wind Drake from ''V'' are updated to fit the animations of ''VI'' to serve as sprites for Espers.
** ''VideoGame/FinalFantasyIVTheAfterYears'' mostly averts this, as it uses an updated sprite system over ''IV'' that is a middle ground between it and ''VI''. However, it does reuse sprites from ''IV'' wholesale as a MythologyGag for flashbacks and visions, as it makes sense (sort of) that the characters would look like they did in the original game in those circumstances. The game also reused sprites from the Gameboy Advance ports of ''I'', ''II'', ''IV'', ''V'', and ''VI'', particularly for enemies specifically from those games that appear in this one as bosses. This then became recursive when ''IV'' got an i-mode update for mobile that reuses assets from ''The After Years''.
** The PSP ''Complete Collection'' ports of ''IV'' and ''The After Years'' reuse sprites from the PSP ports of ''I'' and ''II'', including map sprites for NPCs and some tile maps. Many enemy sprites are also reused, but this is one again more of a MythologyGag; many enemies in the original Super NES version of ''IV'' were visually based on enemies from the NES titles already, just obviously in much better graphics, so it makes sense to reuse sprites since they're supposed to look the same anyway.
** The ''Pixel Remaster'' ports of the first six games all share assets to some extent, including sprites, tilemaps, animations, and sound effects. Once again this is downplayed with ''VI'' due to its different art style, though one may still notice some sounds in the other five games were taken from (or at least based on) previous ports of ''VI''.
** ''VideoGame/FinalFantasyX2'' takes place about a year after ''VideoGame/FinalFantasyX'' ended. While the maps are largely the same, the new ability to climb allows access to previously inaccessible areas, while the inablity to swim closes off others. Other locations close off or open up due to the lack of influence from the Fayth, or scarcity of chocobos, or just were discovered by increased travel, while areas that were off the path before are unneeded and unvisted.
** ''VideoGame/FinalFantasyTacticsA2'' reuses most of the player party sprites from ''VideoGame/FinalFantasyTacticsAdvance'', which is justified since both games take place in Ivalice and have the same races and battle classes (''Advance'' was in a fictional Ivalice while ''A2'' uses the real deal).
** ''VideoGame/FinalFantasyXIV'' recycles a lot of monster models from ''VideoGame/FinalFantasyXI'' (both being [=MMORPGs=]) with the textures and shading given a small upgrade. The two games are not related to each other. It would go on to reuse models, with some editing, from other titles, including ''VideoGame/FinalFantasyXIII'''s mechs for the [[{{Main/Precursors}} ancient Alagan]] areas.



* ''VideoGame/FinalFantasyXIV'' recycles a lot of monster models from ''VideoGame/FinalFantasyXI'' (both being [=MMORPGs=]) with the textures and shading given a small upgrade. The two games are not related to each other.
** A lot of robotic enemies from ''VideoGame/FinalFantasyXIII'' are used in the game in the [[{{Main/Precursors}} ancient Alagan]] areas.
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* ''Mach Storm'', an arcade game by Bandai Namco, recycles the engine, graphics, scenes, and gameplay from ''VideoGame/AceCombatAssaultHorizon'' only [[NoPlotNoProblem without real plot]].

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* ''Mach Storm'', an arcade shooting game by Bandai Namco, Namco featuring circular cockpit-like "dome screen", recycles the engine, graphics, scenes, and gameplay from ''VideoGame/AceCombatAssaultHorizon'' only [[NoPlotNoProblem without real plot]].
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* As ''VideoGame/FZero99'' is essentially a recreation of the SNES ''VideoGame/FZero'' game, it recycles a good chunk of its assets, such as sprites and tilesets. However, the UI is completely refurbished to look like a modern title, and there is the addition of many new variations for the playable vehicles that weren't in the original.

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* As ''VideoGame/FZero99'' is essentially a recreation of the SNES ''VideoGame/FZero'' ''VideoGame/FZero1990'' game, it recycles a good chunk of its assets, such as sprites and tilesets. However, the UI is completely refurbished to look like a modern title, and there is the addition of many new variations for the playable vehicles that weren't in the original.
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* This is a staple of the games in the ''VideoGame/{{Yakuza}}'' series, almost all of which take place at least partly in the same neighborhood in Tokyo. Character models are often reused across games as well. Even when the series switched to a new engine, they continued the trend; an early version of the model of the main character of ''VideoGame/{{Judgment}}'' was found in the files for ''VideoGame/Yakuza2'', and when Yokohama became the new central city for ''VideoGame/YakuzaLikeADragon'', it also became the main playground for ''VideoGame/LostJudgment''.

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* This is a staple of the games in the ''VideoGame/{{Yakuza}}'' ''VideoGame/LikeADragon'' series, almost all of which take place at least partly in the same neighborhood in Tokyo. neighborhood, Kamurocho. Character models are often reused across games as well. well, most evident during the [=PS3=] era with ''VideoGame/Yakuza3'', ''[[VideoGame/Yakuza4 4]]'', ''[[VideoGame/Yakuza5 5]]'', [[VideoGame/Yakuza0 the prequel]], and [[VideoGame/YakuzaKiwami remake of the first game]]. Even when the series switched to a new engine, they continued the trend; an early version of trend, with ''VideoGame/Yakuza6'' recreating the model city of the main character of Kamurocho for Dragon Engine based games like ''VideoGame/{{Judgment}}'' and ''VideoGame/YakuzaKiwami2'' (which also saw the Sotenbori district being recreated, which was found re-used in the files for ''VideoGame/Yakuza2'', and seventh game). Even when Yokohama became the new central city for ''VideoGame/YakuzaLikeADragon'', it also became the main playground for ''VideoGame/LostJudgment''.''VideoGame/LostJudgment'', and Kamurocho was still featured in both titles.
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** This is particularly noteworthy with the console release of ''[[VideoGame/WrestlingMpire Wrestling Empire]]'' and ''Old School'', with the latter's downtown area basically being a copy-paste of the former's open-world, with many of the identical locales within it being completely identical.

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** This is particularly noteworthy with the console release of ''[[VideoGame/WrestlingMpire Wrestling Empire]]'' Empire (2021)]]'' and ''Old School'', with the latter's downtown area basically being a copy-paste of the former's open-world, with many of the identical locales within it being completely identical.
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** This is particularly noteworthy with the console release of ''[[VideoGame/WrestlingMpire Wrestling Empire]]'' and ''Old School'', with the latter's downtown area basically being a copy-paste of the former's open-world, with many of the identical locales within it being completely identical.
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* As ''VideoGame/FZero99'' is essentially a recreation of the SNES ''VideoGame/FZero'' game, it recycles a good chunk of its assets, such as sprites and tilesets. However, the UI is completely refurbished to look like a modern title, and there is the addition of many new variations for the playable vehicles that weren't in the original.
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* Throughout the ''VideoGame/{{Atelier}}'' series, graphics are often reused. The most notable example would be [[CuteSlimeMook Punis]], who have kept the same model since 2009's ''VideoGame/AtelierRoronaTheAlchemistOfArland''. Other examples are item illustrations, which are often recycled between games (sometimes in different ways: a graphic for man-made metallic string in ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook'' is used for bug silk in its sequels, ''VideoGame/AtelierFirisTheAlchemistAndTheMysteriousJourney'' and ''VideoGame/AtelierLydieAndSuelleTheAlchemistsAndTheMysteriousPaintings'').
* ''Rampant'' in ''[[VideoGame/{{Blaster Master}} Blaster Master]]: Enemy Below'' on Game Boy Color, in respect to the NES game, though it was a completely new title. The reused graphics even include some for items that were ''never used'' in that version.

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* Throughout the ''VideoGame/{{Atelier}}'' series, ''VideoGame/AtelierSeries'', graphics are often reused. The most notable example would be [[CuteSlimeMook Punis]], who have kept the same model since 2009's ''VideoGame/AtelierRoronaTheAlchemistOfArland''. Other examples are item illustrations, which are often recycled between games (sometimes in different ways: a graphic for man-made metallic string in ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook'' is used for bug silk in its sequels, ''VideoGame/AtelierFirisTheAlchemistAndTheMysteriousJourney'' and ''VideoGame/AtelierLydieAndSuelleTheAlchemistsAndTheMysteriousPaintings'').
* ''Rampant'' in ''[[VideoGame/{{Blaster Master}} Blaster Master]]: ''VideoGame/BlasterMaster: Enemy Below'' on Game Boy Color, in respect to the NES game, though it was a completely new title. The reused graphics even include some for items that were ''never used'' in that version.
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** ''VideoGame/TheSpongeBobMovieGame'' reuses a lot of music, textures and character models from ''[[VideoGame/SpongeBobSquarePantsBattleForBikiniBottom Battle for Bikini Bottom]]'', and [=SpongeBob=] and Patrick's movesets are mostly cribbed from ''BFBB'' as well. [=SpongeBob=] in particular has ditched the bubble-based attacks for more physical moves as part of the film and game's overarching plot of [=SpongeBob=] wanting to be treated like a man, such as his Bubble Spin (where he spins with a bubble wand out) being replaced with the Karate Spin (where he spins with his karate gloves on), or the Bubble Bash (where he dons a bubble Viking helmet and leaps upward) becoming just the Bash (which has him put on a karate glove, or [[Recap/SpongeBobSquarePantsS2E10NoFreeRidesImYourBiggestFanatic a spiked metal gauntlet]] when upgraded, and uppercutting).

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** ''VideoGame/TheSpongeBobMovieGame'' ''[[VideoGame/TheSpongeBobMovieGame The [=SpongeBob=] Movie Game]]'' reuses a lot of music, textures and character models from ''[[VideoGame/SpongeBobSquarePantsBattleForBikiniBottom Battle for Bikini Bottom]]'', and [=SpongeBob=] and Patrick's movesets are mostly cribbed from ''BFBB'' as well. [=SpongeBob=] in particular has ditched the bubble-based attacks for more physical moves as part of the film and game's overarching plot of [=SpongeBob=] wanting to be treated like a man, such as his Bubble Spin (where he spins with a bubble wand out) being replaced with the Karate Spin (where he spins with his karate gloves on), or the Bubble Bash (where he dons a bubble Viking helmet and leaps upward) becoming just the Bash (which has him put on a karate glove, or [[Recap/SpongeBobSquarePantsS2E10NoFreeRidesImYourBiggestFanatic a spiked metal gauntlet]] when upgraded, and uppercutting).
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* ''VideoGame/RecettearAnItemShopsTale'' shares graphics such as items and monsters, with VideoGame/{{Chantelise}}, set in the same world.

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* ''VideoGame/RecettearAnItemShopsTale'' shares graphics such as items and monsters, with VideoGame/{{Chantelise}}, ''VideoGame/{{Chantelise}}'', set in the same world.
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* Averted with ''VideoGame/{{Starcraft}}'': while in development, the game used [[http://www.codeofhonor.com/blog/wp-content/uploads/2012/09/Starcraft-orcs-in-space.png much the same graphics and interface]] as ''VideoGame/WarcraftII'', but the developers started again from scratch when they saw a tech demo of a much higher-quality RTS called ''Dominion Storm Over Gift 3'', leading to the ''Starcraft'' we all know and love.[[MotivationalLie They later learned that the demo wasn't a game at all, but a premade video the booth guys were pretending to play.]] Not only that, ''Starcraft'' released to rave reviews months earlier than Dominion Storm itself.

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* Averted with ''VideoGame/{{Starcraft}}'': while in development, the game used [[http://www.codeofhonor.com/blog/wp-content/uploads/2012/09/Starcraft-orcs-in-space.png much the same graphics and interface]] as ''VideoGame/WarcraftII'', but the developers started again from scratch when they saw a tech demo of a much higher-quality RTS called ''Dominion Storm Over Gift 3'', leading to the ''Starcraft'' we all know and love. [[MotivationalLie They later learned that the demo wasn't a game at all, but a premade video the booth guys were pretending to play.]] Not only that, ''Starcraft'' released to rave reviews months earlier than Dominion Storm itself.
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** ''VideoGame/TheLegendOfZeldaMajorasMask'' reuses much of the assets from ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. This was due to the developers wanting to avoid the lengthy development cycle of ''Ocarina of Time'', as well as the DevelopmentHell that ''Ura Zelda'' went through. ''Majora's Mask'' was built off of ''Ocarina of Time''[='s=] game engine to ensure that it would be developed within a year. The similarities are explained as the game taking place in the AlternateUniverse of Terminia, with characters that look the same as characters in ''Ocarina of Time'' but with different names and backstories. Kafei, an NPC for a big side quest, has the same body and animations as Link himself and his face is also similar to Link's.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'' reuses much of the assets from ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. This was due to the developers wanting to avoid the lengthy development cycle of ''Ocarina of Time'', as well as the DevelopmentHell that ''Ura Zelda'' went through. ''Majora's Mask'' was built off of ''Ocarina of Time''[='s=] game engine to ensure that it would be developed within a year. The similarities are explained as the game taking place in the AlternateUniverse of Terminia, Termina, with characters that look the same as characters in ''Ocarina of Time'' but with different names and backstories. Kafei, an NPC for a big side quest, has the same body and animations as Link himself and his face is also similar to Link's.



* Averted with ''VideoGame/{{Starcraft}}'': while in development, the game used [[http://www.codeofhonor.com/blog/wp-content/uploads/2012/09/Starcraft-orcs-in-space.png much the same graphics and interface]] as ''VideoGame/WarcraftII'', but the developers started again from scratch when they saw a tech demo of a much higher-quality RTS called ''Dominion Storm Over Gift 3'', leading to the ''Starcraft'' we all know and love. [[MotivationalLie They later learned that the demo wasn't a game at all, but a premade video the booth guys were pretending to play.]] Not only that, ''Starcraft'' released to rave reviews months earlier than Dominion Storm itself.

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* Averted with ''VideoGame/{{Starcraft}}'': while in development, the game used [[http://www.codeofhonor.com/blog/wp-content/uploads/2012/09/Starcraft-orcs-in-space.png much the same graphics and interface]] as ''VideoGame/WarcraftII'', but the developers started again from scratch when they saw a tech demo of a much higher-quality RTS called ''Dominion Storm Over Gift 3'', leading to the ''Starcraft'' we all know and love. [[MotivationalLie They later learned that the demo wasn't a game at all, but a premade video the booth guys were pretending to play.]] Not only that, ''Starcraft'' released to rave reviews months earlier than Dominion Storm itself.
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* ''VideoGame/MegaManXDive'' reuses models, textures, and music liberally from ''VideoGame/MegaManMaverickHunterX''.
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** ''VideoGame/MonsterHunterGenerations'', being a MegamixGame, features locales and monsters from many of the previous games. Any monsters here that had a model in ''tri-'' through ''4 Ultimate'' keep their existing models, and maps from previous games are kept as-is, but maps from the first- through third-generation games come with some slight modifications to add ledges to perform jumping attacks from (and thus be able to utilize the mounting mecahnic).

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** ''VideoGame/MonsterHunterGenerations'', being a MegamixGame, features locales and monsters from many of the previous games. Any monsters here that had a model in ''tri-'' through ''4 Ultimate'' keep their existing models, and maps from previous games are kept as-is, but maps while monsters that haven't been seen since first- or second-generation games get new models. Maps from the first- through third-generation games come with some slight modifications to add ledges to perform jumping attacks from (and thus be able to utilize the mounting mecahnic).mecahnic), with the only notable change being the Fortress map, which was modified significantly for this game.

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** ''VideoGame/MonsterHunterGenerations'', being a MegamixGame, features locales and monsters from many of the previous games. Any monsters here that had a model in ''tri-'' through ''4 Ultimate'' keep their existing models, and maps from previous games are kept as-is, but maps from the first- through third-generation games come with some slight modifications to add ledges to perform jumping attacks from (and thus be able to utilize the mounting mecahnic).



** Zig-Zagged again starting with ''VideoGame/MonsterHunterRise'', as monsters gain new models when they first appear post-''World'', but keep their new models afterwards.

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** Zig-Zagged again starting with ''VideoGame/MonsterHunterRise'', as monsters gain new models when they first appear post-''World'', but keep their new models afterwards. Also averted with the maps that debuted in previous games, as they are [[RemixedLevel redesigned from the ground up to take advantage of the game's use of seamless large maps]].
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** Generation V is an unusual case of sprites from a past generation being recycled, but the animations themselves completely replaced; A ton of front-facing sprites of most returning Pokemon from the Generation IV games have been carried over to ''VideoGame/PokemonBlackAndWhite'', this time having been rigged and tweened to match the general animation style of the Generation V games. For example, here's a [[https://archives.bulbagarden.net/media/upload/a/a5/Spr_4p_025_m.png male Pikachu sprite]] in ''VideoGame/PokemonPlatinum'', and [[https://archives.bulbagarden.net/media/upload/b/b2/Spr_5b_025_m.png the exact same sprite]], but with Generation V tweening and the stance from the original version omitted.
** The front sprites of Unown in Generation III were recycled in the following two generations, having completely different animations in those generations, while its backsprites were only ever recycled once in generation IV.
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Susie is in the first game for one level.


* ''Rugrats: Studio Tour'' reuses assets from ''VideoGame/RugratsSearchForReptar'', with Susie and Dil being the only character models not from the original game.

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* ''Rugrats: Studio Tour'' reuses assets from ''VideoGame/RugratsSearchForReptar'', with Susie and Dil being the only character models model not from the original game.
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* ''Rugrats: Studio Tour'' reuses assets from ''VideoGame/RugratsSearchForReptar'', with Susie and Dil being the only character models not from the original game.

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* The new expansions of ''VideoGame/TitanQuest'' recyle lots of the original content:
** Ragnarök: The beginning of the game take place in Greece so it reuse the monsters and setting from the original game. Some monsters are reskinned of older monsters.
** Atlantis. A portion of the game take place in Greece with the same assets.
** Eternal Embers: Reuse the setting and monsters from China and Egypt from the original game. The Egyptian's portion of the game started as a [[GameMod fan mod]] before becoming official content.
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* The Pie in the Sky 3D engine was an FPS creation tool popular with amateur modders in the mid-to-late 1990's and was infamous for numerous fanmade games that all used the same stock, came-with-the-software assets regardless of the game's intended theme, leading to weird situations like taking on zombie cowboys in a wild-west ghost town with fantastically advanced weapons like a mechanically self-loading double barrel shotgun and adhesive-launching glue cannon. To be clear, it was quite possible to create new weapons, level textures and enemies with custom graphics, but many users didn't care to expend that much effort.

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* The [[https://archive.org/details/lukecool_gmail_GCS Pie in the Sky 3D engine engine]] was an FPS creation tool popular with amateur modders in the mid-to-late 1990's and was infamous for numerous fanmade games that all used the same stock, came-with-the-software assets regardless of the game's intended theme, leading to weird situations like taking on zombie cowboys in a wild-west ghost town with fantastically advanced weapons like a mechanically self-loading double barrel shotgun and adhesive-launching glue cannon. To be clear, it was quite possible to create new weapons, level textures and enemies with custom graphics, but many users didn't care to expend that much effort.
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** This was the entire purpose of ''Mortal Kombat Trilogy'', which was basically a console-specific revision of ''VideoGame/MortalKombat3'' brought back characters and stages from the original ''VideoGame/MortalKombat1'' and ''VideoGame/MortalKombatII'' in order to have the entire character roster up to that point in one last [=2D=] game. While Johnny Cage's sprites were created using a new actor, due to a royalty dispute with his original portrayer (Daniel Pesina), Rayden's and Baraka's were recycled wholesale from ''Mortal Kombat II'' with only the running animations being newly-recorded using stand-ins. This isn't so much of an issue with Baraka, since the actor wore a mask, but with Rayden his face is obscured when he runs to hide the fact that he's not Carlos Pesina.

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** This was the entire purpose of ''Mortal Kombat Trilogy'', which was basically a console-specific revision of ''VideoGame/MortalKombat3'' brought back characters and stages from the original ''VideoGame/MortalKombat1'' ''VideoGame/MortalKombat1992'' and ''VideoGame/MortalKombatII'' in order to have the entire character roster up to that point in one last [=2D=] game. While Johnny Cage's sprites were created using a new actor, due to a royalty dispute with his original portrayer (Daniel Pesina), Rayden's and Baraka's were recycled wholesale from ''Mortal Kombat II'' with only the running animations being newly-recorded using stand-ins. This isn't so much of an issue with Baraka, since the actor wore a mask, but with Rayden his face is obscured when he runs to hide the fact that he's not Carlos Pesina.

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** From what's been seen so far of ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'', the returning monsters from ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' use the same models with a few extra doodads like bigger horns or different armor.

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** From what's been seen so far of ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'', ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' runs on the returning monsters from same engines as ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and thus reuses quite a few assets:
*** Returning humanoid monsters
use the same models with a few extra doodads like bigger horns or different armor. armor, while minor enemies like Keese and Chuchus don't even get that. The smoky purple monster explosions have been reused as well.
*** Link and Zelda have the exact same model with new outfits and haircuts. Many of Link's voiceclips are reused from the previous game.
*** The returning item graphics are the same.
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* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':
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* ''VideoGame/BatenKaitosOrigins'' reuses most assets, such as models, 2D art, and pre-rendered backgrounds, from ''VideoGame/BatenKaitosEternalWingsAndTheLostOcean''. Some of the maps are altered a bit to include new plot-important locations, with the implication that they were redesigned or demolished in twenty years that separate two games. Despite that, ''Origins'' is ''not'' a MissionPackSequel, as its gameplay has little in common with ''Eternal Wings''.
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The sprite used in the image is specifically used in the ending cutscene, which has exclusive high-quality sprites; most sprites are the same res as CS. There are also slight differences for each, it's perhaps most noticeable with Shy Guy and Snifit.


* This is prevalent through the ''Paper Mario'' series. ''VideoGame/SuperPaperMario'' reused many of its character sprites from ''VideoGame/PaperMarioTheThousandYearDoor'', at twice the resolution and with some minor updates (like Peach's dress). ''VideoGame/PaperMarioStickerStar'' updated many of the character sprites to be closer to their current appearances, but still reused previous ones when possible, most noticeably with the main ''Super Paper Mario'' cast. ''VideoGame/PaperMarioTheOrigamiKing'' recycles many sprites from ''VideoGame/PaperMarioColorSplash'', albeit in much higher resolution. A comparison of Mario's sprite between all games in the series can be seen [[https://twitter.com/MarioBrothBlog/status/1287082384001847299 here]].

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* This is prevalent through the ''Paper Mario'' series. ''VideoGame/SuperPaperMario'' reused many of its character sprites from ''VideoGame/PaperMarioTheThousandYearDoor'', at twice the resolution and with some minor updates (like Peach's dress). ''VideoGame/PaperMarioStickerStar'' updated many of the character sprites to be closer to their current appearances, but still reused previous ones when possible, most noticeably with the main ''Super Paper Mario'' cast. ''VideoGame/PaperMarioTheOrigamiKing'' recycles many has very slightly modified versions of sprites from ''VideoGame/PaperMarioColorSplash'', albeit in much higher resolution.''VideoGame/PaperMarioColorSplash''. A comparison of Mario's sprite between all games in the series can be seen [[https://twitter.com/MarioBrothBlog/status/1287082384001847299 here]].

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