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Even the example itself isn't sure if it's really fits this trope.


* It's somewhat difficult to judge whether ''VideoGame/NoMoreHeroes2DesperateStruggle'' plays the trope straight or inverts it. It has more bosses and levels than the first, but the lack of a HubLevel reduces the amount of extra content, all of which is now accessed through a menu that is extended as the game progresses. The ability to access directly to the bosses' whereabouts for free (in the first game, a fee had to be paid first in each case) contributes to the faster pace, making the analysis of this trope's presence even more difficult to make.
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* The ''VideoGame/MarioAndLuigi'' franchise also has this. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.

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* The ''VideoGame/MarioAndLuigi'' franchise also has this.series. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.
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* The ''VideoGame/MarioAndLuigi'' franchise also has this. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.
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* The two campaigns for each race in the original ''Videogame/{{Starcraft}}'' and its expansion ''Brood War'' had ten missions each, witht he exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
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* ''VideoGame/ArcTheLadII'' is over five times longer than the first game.
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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of ''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' (Japanese) or a still massive 36 (NTSC/PAL) levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.

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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of ''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' (Japanese) or a still massive 36 (NTSC/PAL) levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear. In fact, despite having the most levels by far, Japanese ''Electrosphere'' doesn't even have more maps than a normal ''AC'' game per route.
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Danganronpa wick cleanup


** ''VideoGame/SuperMarioMaker2'' has 120 levels in Story Mode, whereas the original's 10 Mario challenge only has 56[[note]]68 in the Coursebot, as neither the 8 sample levels unlockable via making and editing levels nore the 4 NWC courses are available in the 10 Mario Challenge[[/note]] (though the 3DS version rose the amount to 88[[note]]100 in the Coursebot, as World 19 is exclusive to that part of the game[[/note]]).

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** ''VideoGame/SuperMarioMaker2'' has 120 levels in Story Mode, whereas the original's 10 Mario challenge only has 56[[note]]68 in the Coursebot, as neither the 8 sample levels unlockable via making and editing levels nore nor the 4 NWC courses are available in the 10 Mario Challenge[[/note]] (though the 3DS version rose the amount to 88[[note]]100 in the Coursebot, as World 19 is exclusive to that part of the game[[/note]]).



* ''Franchise/DanganRonpa'' has this as a tendency among the main games, with each game being considerably bigger and longer than the ones prior. This reaches the new peak in the fourth main installment ''VisualNovel/NewDanganronpaV3'', in which the first trial ''alone'' can last up to three hours, not counting the rest of the chapter.

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* ''Franchise/DanganRonpa'' ''Franchise/{{Danganronpa}}'' has this as a tendency among the main games, with each game being considerably bigger and longer than the ones prior. This reaches the new its peak in the fourth main installment ''VisualNovel/NewDanganronpaV3'', ''VisualNovel/DanganronpaV3KillingHarmony'', in which the first trial ''alone'' alone can last up to three hours, not counting the rest of the chapter.
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[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild https://static.tvtropes.org/pmwiki/pub/images/1g3di_m1jw4qz662ry8bd_g.jpg]]]]
[[caption-width-right:350: Reminder: the overworld of the original ''[[VideoGame/TheLegendOfZeldaI Legend of Zelda]]'' consisted of only one hundred and twenty-eight screens.]]

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https://static.tvtropes.org/pmwiki/pub/images/1g3di_m1jw4qz662ry8bd_g.jpg]]]]
[[caption-width-right:350: Reminder: the overworld of the original ''[[VideoGame/TheLegendOfZeldaI Legend of Zelda]]'' consisted of only one hundred and twenty-eight screens.]]
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* Despite having one level less than ''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]]. ''Nuts and Bolts'' is even larger, though that's to be expected considering that it's a vehicle-focused game.

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* Despite having one level less than ''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]]. ''Nuts and Bolts'' is even larger, though that's larger as, despite having only five regular worlds, there a '''ton''' of content in them as well as in the HubLevel (there's now a total of 131 Jiggies instead to collect, for example); it's also be expected considering that it's a vehicle-focused game.
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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of ''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.

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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of ''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' (Japanese) or a still massive 36 (NTSC/PAL) levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.



* Despite having one level less than ''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]].

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* Despite having one level less than ''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]]. ''Nuts and Bolts'' is even larger, though that's to be expected considering that it's a vehicle-focused game.
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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.

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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of''VideoGame/AceCombatJointAssault'' of ''VideoGame/AceCombatJointAssault'' (26 levels), ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''VideoGame/AceCombat2'' (30), ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.



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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of''Ace Combat X 2'' (26 levels), ''Ace Combat X'' (29), ''Ace Combat 2'' (30), ''Ace Combat 5'' (32), and finally, ''Ace Combat 3'' with a whopping ''52'' levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.

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* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of''Ace Combat X 2'' of''VideoGame/AceCombatJointAssault'' (26 levels), ''Ace Combat X'' ''VideoGame/AceCombatXSkiesOfDeception'' (29), ''Ace Combat 2'' ''VideoGame/AceCombat2'' (30), ''Ace Combat 5'' ''VideoGame/AceCombat5TheUnsungWar'' (32), and finally, ''Ace Combat 3'' ''VideoGame/AceCombat3Electrosphere'' with a whopping ''52'' levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.

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* Early ''VideoGame/NeedForSpeed'' games mostly focused on arcade-like gameplay and the fantasy of racing super cars. But with subsequent entries like ''VideoGame/NeedForSpeedMostWanted'' and most recently (at the time of this writing) ''VideoGame/NeedForSpeedHeat'', this trope comes into play, subversions not withstanding.
** This trope is played straight with Underground and its direct sequel Underground 2; the former introduced the concept of street racing and tuner car culture into the city, but the latter expanded them with more gameplay options such as free-roaming and extensive customization beyond the bodykits and performance parts.

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* ''VideoGame/NeedForSpeed'':
**
Early ''VideoGame/NeedForSpeed'' games mostly focused on arcade-like gameplay and the fantasy of racing super cars. But with subsequent entries like ''VideoGame/NeedForSpeedMostWanted'' and most recently (at the time of this writing) ''VideoGame/NeedForSpeedHeat'', this trope comes into play, subversions not withstanding.
play.
** This trope is played straight with Underground and its direct sequel Underground 2; the former The first ''Underground'' introduced the concept of street racing and tuner car culture into the city, but the latter sequel ''Underground 2'' expanded them with more gameplay options such as free-roaming and extensive customization beyond the bodykits and performance parts.
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Added a new entry into 'Racing Games'. May need further editing.

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*Early ''VideoGame/NeedForSpeed'' games mostly focused on arcade-like gameplay and the fantasy of racing super cars. But with subsequent entries like ''VideoGame/NeedForSpeedMostWanted'' and most recently (at the time of this writing) ''VideoGame/NeedForSpeedHeat'', this trope comes into play, subversions not withstanding.
**This trope is played straight with Underground and its direct sequel Underground 2; the former introduced the concept of street racing and tuner car culture into the city, but the latter expanded them with more gameplay options such as free-roaming and extensive customization beyond the bodykits and performance parts.
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** ''VideoGame/SuperMarioMaker2'' has 120 levels in Story Mode, whereas the original's 10 Mario challenge only has 56 (though the 3DS version rose the amount to 100).

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** ''VideoGame/SuperMarioMaker2'' has 120 levels in Story Mode, whereas the original's 10 Mario challenge only has 56 56[[note]]68 in the Coursebot, as neither the 8 sample levels unlockable via making and editing levels nore the 4 NWC courses are available in the 10 Mario Challenge[[/note]] (though the 3DS version rose the amount to 100).88[[note]]100 in the Coursebot, as World 19 is exclusive to that part of the game[[/note]]).
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Oops


** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a longer main quest than the first two games, which is reflected in the presence of ''two'' overworlds, between which Link can explore up to 12 dungeons, tied with ''VideoGame/TheLegendOfZeldaALinkToBetweenWorlds'' for having the highest number of any ''Zelda'' game. It also features more sidequests (which, to be fair, were barely present at all in the previous titles), as well as more overworld activity.

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** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a longer main quest than the first two games, which is reflected in the presence of ''two'' overworlds, between which Link can explore up to 12 dungeons, tied with ''VideoGame/TheLegendOfZeldaALinkToBetweenWorlds'' ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' for having the highest number of any ''Zelda'' game. It also features more sidequests (which, to be fair, were barely present at all in the previous titles), as well as more overworld activity.

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* Entries in the ''VideoGame/PunchOut'' series have become progressively longer over the decades.
** The three arcade games, ''Punch-Out!!'', ''Super Punch-Out!!'', and the spin-off ''VideoGame/ArmWrestling'' had only 5-6 opponents apiece.
** The NES game, however, featured a whopping 13 opponents fought in three circuits, with a 14th challenger serving as the final boss; depending on the version, it's either Mike Tyson or Mr. Dream. There's also a fourth circuit, accessible only by code, with the rather uninspired name "Another World Circuit." It doesn't contain any unique fights, but the fight order is different from the original World Circut, and losing to any opponent ''once'' triggers a GameOver.
** In the SNES sequel, there are 16 challengers across four circuits -- the most unique fighters of any ''VideoGame/PunchOut'' game.
** The 2009 Wii version has only 13 regular opponents, but each is fought a second time in completely remixed (and much harder) fights in the newer Title Defense mode. Additionally, a secret 14th challenger can be found in the [[ArrangeMode Last Stand Mode]], making for a grand total of ''seven'' circuits in story mode. Then, of course, there's Exhibition mode, which allows players to challenge any previously defeated fighter individually.



* Entries in the ''VideoGame/PunchOut'' series have become progressively longer over the decades.
** The three arcade games, ''Punch-Out!!'', ''Super Punch-Out!!'', and the spin-off ''VideoGame/ArmWrestling'' had only 5-6 opponents apiece.
** The NES game, however, feature a whopping 10 opponents (plus 3 rematches, for a total of 13 fights) faced in three circuits, with a 14th challenger added for the Western versions serving as the final boss; depending on the version, it's either Mike Tyson or Mr. Dream. There's also a fourth circuit, accessible only by code, with the rather uninspired name "Another World Circuit." It doesn't contain any unique fights, but the fight order is different from the original World Circut, and losing to any opponent ''once'' triggers a GameOver.
** In the SNES sequel, there are 16 challengers across four circuits -- the most unique fighters of any ''VideoGame/PunchOut'' game.
** The 2009 Wii version has only 13 regular opponents, but each is fought a second time in completely remixed (and much harder) fights in the newer Title Defense mode. Additionally, a secret 14th challenger can be found in the [[ArrangeMode Last Stand Mode]], making for a grand total of ''seven'' circuits in story mode. Then, of course, there's Exhibition mode, which allows players to fight any previously defeated fighter individually to complete special challenges and unlock extra content. Finally, there's a super-secret mode within Exhibition for further challenge (though it requires players to endure through Last Stand long enough before three defeats to be unlocked, and it's subject to being potentially a PermanentlyMissableContent).



** Furthermore, the single-player "Adventure" modes of the games have likewise grown. ''Melee'' has a 12-stage Adventure mode that can be played with each character. ''Brawl'' has "The Subspace Emissary," a ''huge'', sprawling single-player mode that involves all of the playable characters and features different kinds of gameplay. Finally, ''Ultimate'' has "World of Light," an utterly ''massive'' ''Smash''/board game hybrid that can take hours to complete, but it allows you to unlock characters and Spirits along the way.

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** Furthermore, the single-player "Adventure" modes of the games have likewise grown. ''Melee'' has a 12-stage Adventure mode that can be played with each character. ''Brawl'' has "The Subspace Emissary," a ''huge'', sprawling single-player mode with 31 stages that involves all of the playable characters and features different kinds of gameplay. Finally, ''Ultimate'' has "World of Light," an utterly ''massive'' ''Smash''/board game hybrid that can take hours to complete, but it allows you to unlock characters and Spirits along the way.






* ''VideoGame/SuperMarioBros3'' is longer than the first two games ''combined'', having a total of 90 levels. Not even the subsequent ''VideoGame/SuperMarioWorld'' has more levels (it appears to have "96", but only because there is more than one goal line in several of the 73 levels).

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* ''Franchise/SuperMarioBros'':
**
''VideoGame/SuperMarioBros3'' is longer than the first two games ''combined'', having repesents a total of massive length upgrade compared to its three predecessors (''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBrosTheLostLevels'' and ''VideoGame/SuperMarioBros2''), featuring 90 levels. Not even None of the subsequent ''VideoGame/SuperMarioWorld'' other games in the platform series has more that many (the closest is ''VideoGame/NewSuperMarioBrosU'' with 82).
** ''VideoGame/SuperMarioMaker2'' has 120
levels (it appears to have "96", but in Story Mode, whereas the original's 10 Mario challenge only because there is more than one goal line in several of has 56 (though the 73 levels). 3DS version rose the amount to 100).


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* The first five mainline ''VideoGame/EtrianOdyssey'' games have each six strata, while the ''Untold'' remakes of the first two games add one more for a total of seven. ''Nexus''? ''Fourteen'', as it not only has its own strata but also brings back many familiar ones.

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Fixing some issues, and rewrote the Mario Kart example because it was too cramped (and the nattery part under it didn't help). I have more examples in mind, by the way


* At least two ''Franchise/TheLegendOfZelda'' games were designed with this trope in mind:
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a longer main quest than the first two games, which is reflected in the presence of ''two'' overworlds, between which Link can explore up to 12 dungeons, the highest number of any ''Zelda'' game. It also features more sidequests (which, to be fair, were barely present at all in the previous titles), as well as more overworld activity.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has the same amount of dungeons as ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (nine), but the main quest is overall longer due to the exploration of the Twilight segments, the horse track battles, bigger landscapes, and other factors.

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* At least two Some ''Franchise/TheLegendOfZelda'' games were designed with this trope in mind:
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a longer main quest than the first two games, which is reflected in the presence of ''two'' overworlds, between which Link can explore up to 12 dungeons, tied with ''VideoGame/TheLegendOfZeldaALinkToBetweenWorlds'' for having the highest number of any ''Zelda'' game. It also features more sidequests (which, to be fair, were barely present at all in the previous titles), as well as more overworld activity.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has the same amount of dungeons as ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (nine), but the main quest is overall longer due to the exploration of the Twilight segments, the horse track battles, bigger landscapes, the dungeons themselves being longer and more maze-like, and other factors.factors. In fact, prior to the game's release, Nintendo had advertised it by highlighting the longer campaign as one of the two major selling points, along with the DarkerAndEdgier story.



* The first four ''VideoGame/MarioKart'' games have 4-5 Cups to compete in. From ''VideoGame/MarioKartDS'' onwards, this cranked to 8.
** The ''Mario Kart'' series might have started this before that; the third game, ''[[VideoGame/MarioKartSuperCircuit Super Circuit]]'' included all the tracks from the original and had 40 tracks across 10 cups (compared to 20 across four in ''[[VideoGame/SuperMarioKart Super]]'', and 16 across four in ''[[VideoGame/MarioKart64 64]]''), which is the record four games later. Emphasis on 'might', however, because the tracks are usually shorter on the GBA than on the N64, and it lacks the mirror mode.

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* The first four ''VideoGame/MarioKart'' games ''VideoGame/MarioKartSuperCircuit'' has ten racing cups (five based on new tracks, and five featuring rearranged tracks from ''Super Mario Kart''), whereas ''Super'' itself, ''64'' and the later ''Double Dash!!'' have 4-5 Cups to compete in. From only 5, 4 and 5 respectively. ''VideoGame/MarioKartDS'' onwards, brought back the idea of NostalgiaLevel cups, this cranked to 8.
** The ''Mario Kart'' series might have started this before that; the third game, ''[[VideoGame/MarioKartSuperCircuit Super Circuit]]'' included all the
time including retro tracks from all of its predecessors, ramping the original and had 40 tracks across 10 cups (compared amount to 20 across four in ''[[VideoGame/SuperMarioKart Super]]'', and 16 across four in ''[[VideoGame/MarioKart64 64]]''), which is eight cups. This has been a steady amount for the record four following games later. Emphasis on 'might', however, because the tracks are usually shorter until ''VideoGame/MarioKart8'' (first by way of DownloadableContent and then with its ''Deluxe'' port on the GBA than on the N64, and it lacks the mirror mode. UsefulNotes/NintendoSwitch) provided another major bump for a total of '''twelve''' cups plus a fifth difficulty level (200cc).



* ''VideoGame/FinalFantasyXII'' is notoriously longer than previous games in the series, having longer dungeons, and a ton more side-quests.

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* ''Franchise/FinalFantasy'':
**
''VideoGame/FinalFantasyXII'' is notoriously longer than previous games in the series, having longer dungeons, and a ton more side-quests.



* ''VideoGame/PokemonGoldAndSilver'' was slightly more than twice the length of ''VideoGame/PokemonRedAndBlue'', since it featured the entire region that ''Red'' and ''Blue'' was set in, as well as a brand new one for ''Gold'' and ''Silver''. Although later games tend to be longer than ''Red'' and ''Blue'', they're likely less extensive than ''Gold'' and ''Silver''.

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* ''VideoGame/PokemonGoldAndSilver'' was (and by extension ''Crystal'') is slightly more than twice the length of ''VideoGame/PokemonRedAndBlue'', since it featured features the entire region that ''Red'' and ''Blue'' was set in, as well as a brand new one for ''Gold'' and ''Silver''. Although later games tend to be longer than ''Red'' and ''Blue'', they're likely less extensive than ''Gold'' and ''Silver''.
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When video games first started coming into their own, how long the game took to finish wasn't much of a concern. In fact, most early games didn't have in-game narratives, or even a defined "end" to the game. Since high scores were the only real "reward" for playing, games tended to loop over and over until players got tired of playing, ran out of lives, or [[VideoGame/PacMan scored so high]] [[KillScreen the game crashed]].

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When video games first started coming into their own, how long the game took to finish wasn't much of a concern. In fact, most early games didn't have in-game narratives, or even a defined "end" to the game. Since [[ScoringPoints high scores scores]] were the only real "reward" for playing, games tended to [[EndlessGame loop over and over until players got tired of playing, playing]], ran out of lives, [[VideoGameLives lives]], or [[VideoGame/PacMan scored so high]] [[KillScreen the game crashed]].



* Developers and players alike tend to feel that a sequel should be longer, more content-rich, and more ambitious than the prior entry of the series -- otherwise, what's the point of a sequel if it's just going to feel like an ExpansionPack of the previous game?

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* Developers and players alike tend to feel that a sequel should be longer, more content-rich, and more ambitious than the prior entry of the series -- otherwise, what's the point of a sequel if it's just going to feel like an ExpansionPack of [[MissionPackSequel the previous game?
game]]?
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[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWildhttps://static.tvtropes.org/pmwiki/pub/images/1g3di_m1jw4qz662ry8bd_g.jpg]]]]

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[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWildhttps://static.[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild https://static.tvtropes.org/pmwiki/pub/images/1g3di_m1jw4qz662ry8bd_g.jpg]]]] jpg]]]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/1g3di_m1jw4qz662ry8bd_g.jpg]]
[[caption-width-right:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild Reminder: the Overworld of the original ''Legend of Zelda'' consisted of only one hundred and twenty-eight screens.]]]]

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Reminder: the Overworld overworld of the original ''Legend ''[[VideoGame/TheLegendOfZeldaI Legend of Zelda'' Zelda]]'' consisted of only one hundred and twenty-eight screens.]]]]
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** ''Ultimate'' is also noteworthy in that, while the base game has 69 characters, only a paltry ''eight'' are available upon first play. While a handful of characters are available immediately as paid DLC, the other 61 can only be unlocked through play, which isn't a speedy process. While this delighted some fans, others were chagrined that their favorite characters required quite a bit of [[ItemGrind grinding]] to unlock, even in the best-case scenario.

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** ''Ultimate'' is also noteworthy in that, while the base game has 69 characters, only a paltry ''eight'' are available upon first play. While a handful of characters are available immediately as paid DLC, the other 61 can only be unlocked through play, which isn't a speedy process. While this delighted some fans, others were chagrined that their favorite characters required quite a bit of [[ItemGrind grinding]] grinding to unlock, even in the best-case scenario.
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** ''Ultimate'' is also noteworthy in that, while the base game has 69 characters, only a paltry ''eight'' are available upon first play. While a handful of characters are available immediately as paid DLC, the other 61 can only be unlocked through play, which isn't a speedy process. While this delighted some fans, others were chagrined that their favorite characters required quite a bit of [[ItemGrinding grinding]] to unlock, even in the best-case scenario.

to:

** ''Ultimate'' is also noteworthy in that, while the base game has 69 characters, only a paltry ''eight'' are available upon first play. While a handful of characters are available immediately as paid DLC, the other 61 can only be unlocked through play, which isn't a speedy process. While this delighted some fans, others were chagrined that their favorite characters required quite a bit of [[ItemGrinding [[ItemGrind grinding]] to unlock, even in the best-case scenario.
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** ''VideoGame/SuperSmashBrosUltimate'': 82[[note]]Counting all three of Pokémon Trainer's Pokémon as separate characters[[/note]] ''and counting'' as of November 2019 (76 in the base game, 5 as DLC)

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** ''VideoGame/SuperSmashBrosUltimate'': 82[[note]]Counting Echo Fighters and all three of Pokémon Trainer's Pokémon as separate characters[[/note]] ''and counting'' as of November 2019 (76 in the base game, 5 as DLC)
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** ''VideoGame/SuperSmashBrosUltimate'': 74 ''and counting'' as of November 2019 (69 in the base game, 5 as DLC)

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** ''VideoGame/SuperSmashBrosUltimate'': 74 82[[note]]Counting all three of Pokémon Trainer's Pokémon as separate characters[[/note]] ''and counting'' as of November 2019 (69 (76 in the base game, 5 as DLC)
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Someone never played Zelda 1. For shame!


[[caption-width-right:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild Reminder: the Overworld of the original ''Legend of Zelda'' consisted of only sixteen screens.]]]]

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[[caption-width-right:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild Reminder: the Overworld of the original ''Legend of Zelda'' consisted of only sixteen one hundred and twenty-eight screens.]]]]
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** ''Super Smash Bros'': 12
** ''Super Smash Bros. Melee'': 26
** ''Super Smash Bros. Brawl'': 39
** ''Super Smash Brothers IV'': 58
** ''Super Smash Bros. Ultimate'': 74 ''and counting'' as of November 2019

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** ''Super Smash Bros'': ''VideoGame/SuperSmashBros64'': 12
** ''Super Smash Bros. Melee'': ''VideoGame/SuperSmashBrosMelee'': 26
** ''Super Smash Bros. Brawl'': ''VideoGame/SuperSmashBrosBrawl'': 39
** ''Super Smash Brothers IV'': 58
''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'': 58 (51 in the base game, 7 as DLC)
** ''Super Smash Bros. Ultimate'': ''VideoGame/SuperSmashBrosUltimate'': 74 ''and counting'' as of November 20192019 (69 in the base game, 5 as DLC)
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[[caption-width-right:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild A reminder that the original ''The Legend of Zelda'''s overworked consisted of only ''sixteen screens.'']]]]

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[[caption-width-right:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild A reminder that Reminder: the Overworld of the original ''The Legend ''Legend of Zelda'''s overworked Zelda'' consisted of only ''sixteen sixteen screens.'']]]]
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[[caption-width-right:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild A reminder that the original ''The Legend of Zelda'''s overworked consisted of only ''sixteen screens.'']]]]
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Created from YKTTW

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When video games first started coming into their own, how long the game took to finish wasn't much of a concern. In fact, most early games didn't have in-game narratives, or even a defined "end" to the game. Since high scores were the only real "reward" for playing, games tended to loop over and over until players got tired of playing, ran out of lives, or [[VideoGame/PacMan scored so high]] [[KillScreen the game crashed]].

As video games began their journey from the arcade to the home, games with actual narratives and defined endings started to pop up. However, due to hardware limitations, many of these games were extremely short by today's standards: many could be completed in less than two hours, were it not for the [[NintendoHard high level of difficulty]] and/or [[FakeDifficulty unfair play mechanics]] common to games of that era.

Free of the limitations of the past, however, video game length is a major concern in game development today. Many publishers crow about how their game has "hundreds of hours of gameplay," and it's common practice to make sequels even larger and more involved than the original game. When this happens, you get a '''Prolonged Sequel'''.

Prolonging sequels is done for a number of reasons, such as:
* It's a good marketing hook: If you liked the first game, wouldn't you ''love'' a game that gives you even more of what you liked?
* The creative team had an excess of ideas. Sometimes developers have so many new ideas that they want to add to the game, they have to make the game longer just to give you the opportunity to fully experience them.
* Developers and players alike tend to feel that a sequel should be longer, more content-rich, and more ambitious than the prior entry of the series -- otherwise, what's the point of a sequel if it's just going to feel like an ExpansionPack of the previous game?

While a longer game is typically considered a positive by most people (if only for the perception that they're getting their money's worth), not all Prolonged Sequels come by their newfound length through an abundance of new content. Rather than come up with innovative ways to keep players engaged, it's become common for certain genres (most notably [[MobilePhoneGame mobile phone games]], [[MassivelyMultiplayerOnlineRolePlayingGame MMORPGs]], [[WideOpenSandbox Sandbox Games]], and "Games as Service" titles) to load up their games with [[LevelGrinding excessive]] and [[MoneyGrinding endless]] [[StatGrinding grinding]], [[TwentyBearAsses busywork]], FakeDifficulty (with or without {{Microtransactions}}), [[LootBox lootboxes and/or gambling mechanics]], and [[FakeLongevity other ways of artificially increasing completion time without actually providing new content or interesting objectives]].

Sister Trope of SequelEscalation. Can result in an EvenBetterSequel, or at least a SurprisinglyImprovedSequel. Depending on the original game, may or may not involve a SequelDifficultySpike or a SequelDifficultyDrop.

----
!Examples:

[[foldercontrol]]

[[folder:Arcade/Action Games]]
* The ''VideoGame/AceCombat'' series did this so often, it should be called [[ZigZaggingTrope "Sequel Longevity Sinusoid"]]. Most games in the series have between 15 and 20 levels, with the exceptions of''Ace Combat X 2'' (26 levels), ''Ace Combat X'' (29), ''Ace Combat 2'' (30), ''Ace Combat 5'' (32), and finally, ''Ace Combat 3'' with a whopping ''52'' levels, the most of any series title so far. Note, however, that these "prolonged" sequels feature some degree of non-linearity, while the games of default length are mostly linear.
* Entries in the ''VideoGame/PunchOut'' series have become progressively longer over the decades.
** The three arcade games, ''Punch-Out!!'', ''Super Punch-Out!!'', and the spin-off ''VideoGame/ArmWrestling'' had only 5-6 opponents apiece.
** The NES game, however, featured a whopping 13 opponents fought in three circuits, with a 14th challenger serving as the final boss; depending on the version, it's either Mike Tyson or Mr. Dream. There's also a fourth circuit, accessible only by code, with the rather uninspired name "Another World Circuit." It doesn't contain any unique fights, but the fight order is different from the original World Circut, and losing to any opponent ''once'' triggers a GameOver.
** In the SNES sequel, there are 16 challengers across four circuits -- the most unique fighters of any ''VideoGame/PunchOut'' game.
** The 2009 Wii version has only 13 regular opponents, but each is fought a second time in completely remixed (and much harder) fights in the newer Title Defense mode. Additionally, a secret 14th challenger can be found in the [[ArrangeMode Last Stand Mode]], making for a grand total of ''seven'' circuits in story mode. Then, of course, there's Exhibition mode, which allows players to challenge any previously defeated fighter individually.

[[/folder]]

[[folder:Action-Adventure Games]]
* The ''Franchise/AssassinsCreed'' games. Especially the second one compared to the first. It added {{Sidequest}}s, dungeons, equipment, factions and had a longer story. The world was also bigger.
* ''VideoGame/GrandTheftAuto'' has increased in size with each game:
** ''VideoGame/GrandTheftAutoIII'' had three islands, various mission threads in addition to the main story, and collectible packages.
** ''[[VideoGame/GrandTheftAutoViceCity GTA: Vice City]]'' was a little bigger geographically, with some added video/audio capability and more nuanced gameplay.
** ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' made the sandbox factor HUGE and increased the length even more, and topped off what the game engine could handle.
** ''VideoGame/GrandTheftAutoIV'' brought in a new engine, a much larger Liberty City, and a darker, more realistic storyline (insofar as one man surviving multiple gunfights against multiple opponents all by himself is at all realistic).
* At least two ''Franchise/TheLegendOfZelda'' games were designed with this trope in mind:
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a longer main quest than the first two games, which is reflected in the presence of ''two'' overworlds, between which Link can explore up to 12 dungeons, the highest number of any ''Zelda'' game. It also features more sidequests (which, to be fair, were barely present at all in the previous titles), as well as more overworld activity.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has the same amount of dungeons as ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (nine), but the main quest is overall longer due to the exploration of the Twilight segments, the horse track battles, bigger landscapes, and other factors.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is larger than all the other previous ''Zelda'' titles ''combined''. While it only has five dungeons, the world is enormous to the point that the [[NoobCave starting area]] is as large as the ''Twilight Princess'' map, and there are tons of sidequests, over a hundred mini-dungeons and an endless list of collectibles. The following [=DLCs=] added even more content.
* ''VideoGame/{{MDK}}'': You play as Kurt, a janitor wearing an untested Coil Suit, in a game spanning 5 levels. The sequel to this game has you playing as Kurt, Dr. Fluke Hawkins and Max/Bones, and this one spans at least 10 levels (not counting the fact that the game lets you choose which of the three to play, allowing you to finish the final level in a different and get a different ending)!
* It's somewhat difficult to judge whether ''VideoGame/NoMoreHeroes2DesperateStruggle'' plays the trope straight or inverts it. It has more bosses and levels than the first, but the lack of a HubLevel reduces the amount of extra content, all of which is now accessed through a menu that is extended as the game progresses. The ability to access directly to the bosses' whereabouts for free (in the first game, a fee had to be paid first in each case) contributes to the faster pace, making the analysis of this trope's presence even more difficult to make.
* ''VideoGame/Portal2'' is about three times the length of ''VideoGame/{{Portal}}'', largely because it features a lot more game mechanics (gels, faith plates, excursion funnels, hard light bridges) than the original, as well as a lot more character interactions, and therefore features a lot more levels to give them room to breathe.
[[/folder]]


[[folder:Fighting Games]]
* The ''VideoGame/SuperSmashBros'' games started from humble beginnings, but the series' character roster has expanded wildly with each new entry:
** ''Super Smash Bros'': 12
** ''Super Smash Bros. Melee'': 26
** ''Super Smash Bros. Brawl'': 39
** ''Super Smash Brothers IV'': 58
** ''Super Smash Bros. Ultimate'': 74 ''and counting'' as of November 2019
** Furthermore, the single-player "Adventure" modes of the games have likewise grown. ''Melee'' has a 12-stage Adventure mode that can be played with each character. ''Brawl'' has "The Subspace Emissary," a ''huge'', sprawling single-player mode that involves all of the playable characters and features different kinds of gameplay. Finally, ''Ultimate'' has "World of Light," an utterly ''massive'' ''Smash''/board game hybrid that can take hours to complete, but it allows you to unlock characters and Spirits along the way.
** ''Ultimate'' is also noteworthy in that, while the base game has 69 characters, only a paltry ''eight'' are available upon first play. While a handful of characters are available immediately as paid DLC, the other 61 can only be unlocked through play, which isn't a speedy process. While this delighted some fans, others were chagrined that their favorite characters required quite a bit of [[ItemGrinding grinding]] to unlock, even in the best-case scenario.
[[/folder]]


[[folder:Platform Games]]
* Despite having one level less than ''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]].
* ''VideoGame/CastlevaniaIISimonsQuest'' introduces a much larger world than the previous game, ''VideoGame/{{Castlevania}}''. There are different paths, and different objectives, which contrasts with the previous game's "defeat a boss, then move on".
* The ''Franchise/SonicTheHedgehog'' franchise has a few examples:
** ''VideoGame/SonicTheHedgehog2'' is longer than its predecessor, having eight full zones compared to the original's six. ''VideoGame/Sonic3AndKnuckles'' takes this UpToEleven, with 11 main zones, all of which are MUCH bigger in size and scope than the previous games.
** As ''VideoGame/SonicMania'' is meant to be a true sequel to the Genesis-era ''Sonic'' games, it features twelve worlds, eight of which were from previous games in the series, and four of which were new at the time. The ''Plus'' expansion pack takes this one step further by adding an extra level in Encore Mode, [[VideoGame/Sonic3AndKnuckles Angel]] [[PalmtreePanic Island Zone]], where Sonic rescues Mighty and Ray.
* ''VideoGame/SuperMarioBros3'' is longer than the first two games ''combined'', having a total of 90 levels. Not even the subsequent ''VideoGame/SuperMarioWorld'' has more levels (it appears to have "96", but only because there is more than one goal line in several of the 73 levels).
[[/folder]]

[[folder:Racing Games]]
* The first four ''VideoGame/MarioKart'' games have 4-5 Cups to compete in. From ''VideoGame/MarioKartDS'' onwards, this cranked to 8.
**The ''Mario Kart'' series might have started this before that; the third game, ''[[VideoGame/MarioKartSuperCircuit Super Circuit]]'' included all the tracks from the original and had 40 tracks across 10 cups (compared to 20 across four in ''[[VideoGame/SuperMarioKart Super]]'', and 16 across four in ''[[VideoGame/MarioKart64 64]]''), which is the record four games later. Emphasis on 'might', however, because the tracks are usually shorter on the GBA than on the N64, and it lacks the mirror mode.
[[/folder]]

[[folder:Real-Time Strategy Games]]
* The original ''VideoGame/{{Pikmin}}'' had players collect 30 ship parts on a 30-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''Pikmin 2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
[[/folder]]

[[folder:Role-Playing Games]]
* ''VideoGame/EndlessFrontier'': The first game lasts about under 40 hours. The second lasts around 60, and it has sidequests, unlike the first game.
* ''VideoGame/FinalFantasyXII'' is notoriously longer than previous games in the series, having longer dungeons, and a ton more side-quests.
** Of the ''Franchise/FinalFantasy'' games for the SNES[=/=]Super Famicom, ''VideoGame/FinalFantasyIV'' had roughly 12 hours of gameplay, and ''VideoGame/FinalFantasyV'' and ''VideoGame/FinalFantasyVI'' were significantly longer.
* ''VideoGame/Persona2'': In both the original versions and the PSP remakes, the second part of the [[OneGameForThePriceOfTwo duology]] ''Eternal Punishment'' is much longer than its predecessor, ''Innocent Sin''. ''Eternal Punishment'' has two alternative storylines halfway through the game (meaning that you must play both in different playthroughs to get the full picture), three extra optional dungeons, a BonusDungeon that is only available in NewGamePlus, and in the PSP remake, a huge segment that runs parallel to the normal game. The whole thing means that you can pour over 100 hours into ''Eternal Punishment'', while ''Innocent Sin'' takes around 50 to finish.
* ''VideoGame/PokemonGoldAndSilver'' was slightly more than twice the length of ''VideoGame/PokemonRedAndBlue'', since it featured the entire region that ''Red'' and ''Blue'' was set in, as well as a brand new one for ''Gold'' and ''Silver''. Although later games tend to be longer than ''Red'' and ''Blue'', they're likely less extensive than ''Gold'' and ''Silver''.
[[/folder]]

[[folder:Visual Novels]]
* ''Franchise/DanganRonpa'' has this as a tendency among the main games, with each game being considerably bigger and longer than the ones prior. This reaches the new peak in the fourth main installment ''VisualNovel/NewDanganronpaV3'', in which the first trial ''alone'' can last up to three hours, not counting the rest of the chapter.
[[/folder]]

[[folder:Wide-Open Sandbox Games]]
* ''VideoGame/LegoIsland'' was basically a very simple WideOpenSandbox game, set on a very small island, hosting 5 missions for each of 5 characters. ''LEGO Island 2'' reduced the number of playable characters to one, and increased the linearity, but the payoff was that the game could be much larger and more structured, featuring several different islands that could be visited and explored to varying extents.
[[/folder]]

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