History Main / RemixedLevel

29th Oct '17 6:39:23 PM wolftickets1969
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* In ''VideoGame/SuperMetroid'' you can see the old Tourian as well as the starting location of the original ''VideoGame/{{Metroid|1}}''. ''VideoGame/MetroidZeroMission'', being a remake of the original games obviously has similar rooms, but it also has some re-done sections from ''Super Metroid'' (or rather pre-done, as the game takes place chronologically before ''Super Metroid''). Of particular note is a series of rooms that occupy the same location as the Wrecked Ship in ''Super Metroid'', and have textures completely unlike the other nearby rooms. It would seem to be that they are indeed a section of the Wrecked Ship, buried under the Chozo ruins. The destruction of the Pirate Mothership in the end of the game probably revealed the buried ship.

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* In ''VideoGame/SuperMetroid'' you can see the old Tourian as well as the starting location of the original ''VideoGame/{{Metroid|1}}''. Parts of the new Brinstar also reuse design elements of Kraid's hideout. ''VideoGame/MetroidZeroMission'', being a remake of the original games obviously has similar rooms, but it also has some re-done sections from ''Super Metroid'' (or rather pre-done, as the game takes place chronologically before ''Super Metroid''). Of particular note is a series of rooms that occupy the same location as the Wrecked Ship in ''Super Metroid'', and have textures completely unlike the other nearby rooms. It would seem to be that they are indeed a section of the Wrecked Ship, buried under the Chozo ruins. The destruction of the Pirate Mothership in the end of the game probably revealed the buried ship.
10th Oct '17 10:06:06 AM Sabrewing
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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 entire premise of ''VideoGame/PrinceOfPersiaWarriorWithin" ''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.paths.
* Zigzagged throughout ''VideoGame/EternalDarkness'', which follows four central locations over the course of two millennia.
** The Roivas Mansion, first seen in 1760, has some of its rooms repurposed over the centuries of the family dwelling within, and one room in particular is accessed through a secret panel in a fireplace which is apparently deactivated later, with a more elaborate BookcasePassage taking its place in later chapters (including Alex's own).
** Oublié Cathedral begins life in 814 as a rather simple chapel, albeit one with a wide array of catacombs beneath. In later chapters, the cathedral has been built around it, and what is now the "old tower" is just a very small part of the experience, visibly falling into disuse.
** The temple mound in Cambodia could possibly be the same structure for Ellia as it is for Dr. Lindsey, as Ellia is thrown down a trap door which makes her skip a vast majority of what Edwin experiences, but apparently a door was carved out in the interim years that doesn't exist for Ellia.
** The Persian "Forbidden City" plays it the straightest. Pious, Karim, Roberto, and Michael all travel through it, and various passageways are blocked by debris for later characters, with new ones being constructed and rooms being redecorated with new panels or objects.
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.
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