History Main / RemixedLevel

21st Jul '17 7:23:04 AM KBABZ
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* The entire premise of ''VideoGame/PrinceOfPersiaWarriorWithin" is switching between the Island of Time in the ruined present and the primetime past. While each version has roughly the same layout, the passage of time results in many changes due to the ruination of the architecture; rubble blocks your way, or walls fall down to open new paths.


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* The Dante's World endgame of ''{{VideoGame/Croc}}'' ''2'' does this with a grab-bag of previous levels remixed to be the hardest levels in the game. Even their hub worlds are [[NothingIsScarier completely devoid of NPCs and the shop is boarded up]].
12th Jun '17 5:01:56 AM PresidentStalkeyes
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* In ''Destruction Derby RAW'''s Wrecking Racing mode, some of the tracks appear twice, but with the course layout altered. In some cases, old routes are blocked off and new ones opened up, while in others, the entire course is opened the second time around (if you pay attention, [[{{Foreshadowing}} you can usually tell if a course will be revisited later on]] [[InterfaceSpoiler by spotting blocked-off roads or tunnels]]). As one might expect, the 'revisited' versions of these tracks tend to be longer, more complicated and much more dangerous to drive around. A good example is the very first track of the game, Dragonfly, which is revisited about halfway through. The first time around, it's a fairly simple figure-of-eight course with a jump at the beginning. The second time, the ''other'' half of the course is opened, turning the centre of the track into a chaotic four-way crossover and requiring you to cross the finish line ''twice'' in each lap.

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* In ''Destruction Derby RAW'''s Wrecking Racing mode, some of the tracks appear twice, but with the course layout altered. In some cases, old routes are blocked off and new ones opened up, while in others, the entire course is opened the second time around (if you pay attention, [[{{Foreshadowing}} you can usually tell if a course will be revisited later on]] [[InterfaceSpoiler by spotting blocked-off roads or tunnels]]). As one might expect, the 'revisited' versions of these tracks tend to be longer, more complicated and much more dangerous to drive around. A good example is the very first track of the game, Dragonfly, which is revisited about halfway through. The first time around, it's a fairly simple figure-of-eight course with a jump at the beginning. The second time, the ''other'' half of the course is opened, turning the centre of the track into a chaotic four-way crossover and requiring you to cross the finish line ''twice'' in each lap.
crossover.
31st May '17 2:19:33 PM RandomNumberReactor
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*''VideoGame/Jak3Wastelander'' reuses some parts of Haven City from [[VideoGame/JakIIRenegade previous installment]]. The Port section of the city is basically the same. Industrial section and south slums are more or less same, [[spoiler: some damages done by war aside]]. Northern slums on the other hand were replaced by New Haven City. Stadium [[spoiler: was damaged by falling palace and overrun by Metal Heads/Dark Makers as were its surroundings, but they are still somewhat identifiable once you get there.]]
26th May '17 3:35:51 PM PresidentStalkeyes
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** In ''VideoGame/{{Portal 2}}'', this is subverted, with you having to solve one puzzle twice in a row before you can continue.



** In ''VideoGame/{{Portal 2}}'', this is subverted, with you having to solve one puzzle twice in a row before you can continue.




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* In ''Destruction Derby RAW'''s Wrecking Racing mode, some of the tracks appear twice, but with the course layout altered. In some cases, old routes are blocked off and new ones opened up, while in others, the entire course is opened the second time around (if you pay attention, [[{{Foreshadowing}} you can usually tell if a course will be revisited later on]] [[InterfaceSpoiler by spotting blocked-off roads or tunnels]]). As one might expect, the 'revisited' versions of these tracks tend to be longer, more complicated and much more dangerous to drive around. A good example is the very first track of the game, Dragonfly, which is revisited about halfway through. The first time around, it's a fairly simple figure-of-eight course with a jump at the beginning. The second time, the ''other'' half of the course is opened, turning the centre of the track into a chaotic four-way crossover and requiring you to cross the finish line ''twice'' in each lap.
17th May '17 10:16:05 AM atomicmetagross
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* Karate Man and Built to Scale from ''VideoGame/RhythmHeaven'' have appeared in most every game (Built to Scale only not receiving a new installment in Megamix), each with new mechanics based on the game's controls. Special mention goes to Karate Man's Father in Megamix, which incorporates all 3 previous editions.




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* Any time a minigame gets a second level in ''VideoGame/RhythmHeaven'', usually with a changed rhythm or a new machanic.
9th Apr '17 9:32:16 AM nombretomado
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* In ''RogueSquadron II: Rogue Leader'''s Imperial Academy Heist mission, you revisit the same planet where you destroyed the Imperial Construction Yards in the first ''Rogue Squadron'', this time to steal the Shuttle Tydirium.

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* In ''RogueSquadron ''VideoGame/RogueSquadron II: Rogue Leader'''s Imperial Academy Heist mission, you revisit the same planet where you destroyed the Imperial Construction Yards in the first ''Rogue Squadron'', this time to steal the Shuttle Tydirium.
8th Apr '17 7:32:52 PM wolftickets1969
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** The arcade version of ''VideoGame/SuperMarioBros1'' replaces the easy versions of the NES stages with the hard remixed versions, and slightly altered versions of stages from ''VideoGame/SuperMarioBrosTheLostLevels'' are added to replace the original's HardModeFiller.

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** The arcade version of ''VideoGame/SuperMarioBros1'' replaces the easy versions of the NES stages with the hard remixed versions, and slightly altered versions of stages from ''VideoGame/SuperMarioBrosTheLostLevels'' are added to replace take the place of the original's HardModeFiller.
8th Apr '17 7:31:43 PM wolftickets1969
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** The arcade version of ''VideoGame/SuperMarioBros1'' replaces the easy versions of the NES stages with the hard remixed versions, and slightly altered versions of stages from ''VideoGame/SuperMarioBrosTheLostLevels'' are added to replace the original's HardModeFiller.
28th Feb '17 2:35:23 AM darksoul4242
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* ''VideoGame/QuestForGloryIITrialByFire'' has this, with Raseir mirroring Shapeir's structure, to the point data-wise, Raseir is a palette swap with a few extra blockades to prevent the Hero from going to some places. It is perfectly well-made in the sense it is just enough familiar, yet unfamiliar to be a very jarring for the player when they notice the gap between the bustling and warm Shapeir and the cold, repressed and dilapidated Raseir.

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* ''VideoGame/QuestForGloryIITrialByFire'' ''VideoGame/QuestForGloryII'' has this, with Raseir mirroring Shapeir's structure, to the point data-wise, Raseir is a palette swap with a few extra blockades to prevent the Hero from going to some places. It is perfectly well-made in the sense it is just enough familiar, yet unfamiliar to be a very jarring for the player when they notice the gap between the bustling and warm Shapeir and the cold, repressed and dilapidated Raseir.
28th Feb '17 2:35:02 AM darksoul4242
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* ''VideoGame/QuestForGloryIITrialByFire'' has this, with Raseir mirroring Shapeir's structure, to the point data-wise, Raseir is a palette swap with a few extra blockades to prevent the Hero from going to some places. It is perfectly well-made in the sense it is just enough familiar, yet unfamiliar to be a very jarring for the player when they notice the gap between the bustling and warm Shapeir and the cold, repressed and dilapidated Raseir.
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