Follow TV Tropes

Following

Context Main / RemixedLevel

Go To

1%%%
2%%
3%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
4%%
5%%%
6
7%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1527490227068993500
8%% Please do not replace or remove without starting a new thread.
9%%
10[[quoteright:349:[[VideoGame/{{Portal}} https://static.tvtropes.org/pmwiki/pub/images/portal1_2remixed_level.jpg]] ]]
11[[caption-width-right:349:"Sorry about the mess. I've really let the place go since you killed me. [[SarcasmMode By the way, thanks for that]]."]]
12%%
13%% Caption selected per above IP thread. Please do not replace or remove without discussion here:
14%% https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900
15%%
16
17->''"See, after beating the eight Robot Masters in ''VideoGame/MegaMan3'', the player is forced to replay four of their stages. The stages exist this time in a ruined form - platforms have been blasted out of existence, it’s pitch black where it used to be day, and in every case the place has largely gone to the dogs, which is to say, become a lot harder."''
18-->-- '''[[http://nintendoprojectresumed.blogspot.com/2014/05/the-execution-of-all-things-mega-man-3.html El Sandifer]]'''
19
20A level in a game has been visited by the character before, [[RecurringLocation either in that game or in another]], and has now been radically re-done. Several of these changes are common:
21
22* The enemy population changes in terms of either numbers or type. May go as far as changing the GreenHillZone into [[RemilitarizedZone an all out battlefield]].
23* The stage is warped. Passages formerly open may be blocked off, or vice versa.
24* Graphical changes, in combination with at least one of the above, often connected to the plot. e.g.:
25** The environment has decayed and become dirty.
26** If the stage was a spaceship, it might have crashed.
27** The stage has suddenly gotten a lot [[SlippySlideyIceWorld colder]].
28* The level may suddenly have a [[TimedMission time limit]],[[note]]Or if there's already a time limit, a much stricter one[[/note]] forcing the player to make quick decisions to progress.
29
30This is different from simply revisiting a level that hasn't really changed, that's either a RecurringLocation or a NostalgiaLevel. Also not to be confused with DarkWorld or MirrorWorld, which are versions of the level in an AlternateDimension; this is the same level you've been in before, but it's been changed in some generally minor way.
31
32Compare {{Backtracking}}, HardModeFiller, ArrangeMode, and AllTheWorldsAreAStage. If the Remixed Level in question is the final area of the game, the first visit qualifies as a FinalDungeonPreview. If the changes strain credibility, it's due to ChaosArchitecture.
33
34If the level geometry is unaltered, but the path the player takes is, or if the level geometry is altered simply by flipping/rotating it, then it is a LevelInReverse.
35
36----
37!!Examples Remixed from Previous Installments:
38[[foldercontrol]]
39
40[[folder:Action Adventure]]
41* In ''VideoGame/CastlevaniaRondoOfBlood'', the first level is the town of Veros from ''VideoGame/CastlevaniaIISimonsQuest'', set on fire, and the second level is a remake of the Entrance Hall from the original ''VideoGame/{{Castlevania|I}}'', which was also remade in ''VideoGame/SuperCastlevaniaIV''. Then there's Dracula's castle itself. ''VideoGame/CastlevaniaSymphonyOfTheNight'' explains that it takes a different appearance every time it materializes. Actually, most of (if not every) 2D ''Castlevania'' games feature the entrance corridor with respawning zombies, Mermen-filled basement section and the Castle Keep with the long stairway. Those sections always have extremely similar geometry and features.
42* ''Franchise/TheLegendOfZelda'':
43** Various locations, most often Hyrule Castle. These, however, tend to be vastly redesigned from game to game. Of particular note is the hollowed-out ruin in which you find the Master Sword in ''VideoGame/TheLegendOfZeldaTwilightPrincess'' which you discover is actually the ruins of the Temple of Time from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' (and in a retroactive version of this trope, the ruins look only a few hundred years away from becoming the Sacred Grove where the Master Sword rests in ''VideoGame/TheLegendOfZeldaALinkToThePast'').
44** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' Master Quest is exactly identical to the original version, with the exception of changed dungeons. While the dungeon's geography remains identical, the puzzles in each room are changed, as well as the location of the dungeon's various key items (Dungeon Map, Compass, and New Item). More often than not, the changes presented by the remixed environments mean that the rooms must be visited in a different order. In addition, the Golden Skulltulas are also changed, many in the Child sections of the game requiring different items (all requiring the Song of Time to fully complete, while the Dodongo Cavern no longer needs the Scarecrow's Song). Various SequenceBreaking tricks are no longer viable in this environment, due to the game's different (and often more thorough) demands.
45** In ''VideoGame/HyruleWarriors'':
46*** The ''Master Quest Adventure Map'' is almost entirely comprised of identical missions from the original ''Adventure Map'', just with extra "Master Quest rules" added on top of them.
47*** The final map in the regular campaign is also this trope and a spoiler: [[spoiler: It's Ganon's Tower but he's taken over Hyrule Castle, the landscape is on fire and giant swords adorn the horizon. Some of the keeps have different exits and entrances too]].
48*** ''VideoGame/HyruleWarriorsAgeOfCalamity'' has three examples of reused levels in its story mode, each slightly different from each other. [[spoiler:The ruined Akkala Citadel is an almost identical map aside from the scenery damage. Hyrule Castle Town contains a large portion of the earlier Hyrule Field, except opening up more of the north and cutting off part of the south. And Hyrule Castle is the same location as before, but rearranged due to the destruction and large pools of malice.]] And that's on top of how nearly every area in the game retains the geography of the same place from ''VideoGame/TheLegendOfZeldaBreathOfTheWild''.
49** Due to a combination of a TimeSkip and damage from the Upheaval, large portions of Hyrule of ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' are vastly different from the Hyrule of its predecessor ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]''. Towns have either sprung up or expanded, environments have changed greatly, enemies have overrun certain areas, paths you would have took to certain areas no longer exist and/or have been rerouted.
50* ''VideoGame/LaMulana2'' features parts of the La-Mulana ruins from the first game, but even more ruined than before. Initially, only parts of the Gate of Guidance, the Mausoleum of the Giants, and a very small part of the Gate of Illusion are available. Later, the first floor of the Endless Corridor is made available and while overgrown with plantlife, is intact. [[spoiler:The BrutalBonusLevel from the first game serves as the VeryDefinitelyFinalDungeon of this one, but with most of the traps destroyed]].
51* ''VideoGame/{{Okamiden}}'' has most of West and East Nippon from the first game, ''VideoGame/{{Okami}}'', revisited, only omitting Kamui. To compensate the omission, there's a new area to explore, Yakushi Village.
52* The final chapter of ''VideoGame/StarTropics 2'' takes you [[WhereItAllBegan back to the first stage]] of the original ''VideoGame/StarTropics''. At the end you fight the [[NonHumanUndead reanimated skeleton]] of the first game's giant C-Serpent. Turns out, that's the MidBoss, as afterwards you continue deeper into the caves than previously possible. Also, the infamous fake bonus room (with instant death from SuperDrowningSkills) from the first game is turned into a real bonus room instead, albeit a treacherous one lined to 99% with SpikesOfDoom.
53* 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.
54* ''Time Bandit'' has the timegate locations provided in sets of 4, each one being a horizontal or vertical flip of the previous location. However, some of these locations in a given set has a subtle change, whether it's moving a key, or having a location open. Across a set of 4 for a timegate, there is a major change in the level that makes a significant difference.
55[[/folder]]
56
57[[folder:First Person Shooter]]
58* ''VideoGame/CallOfDuty'':
59** The Carentan map was popular enough to appear in [[VideoGame/CallOfDuty1 the first game]], its expansion, and [[VideoGame/CallOfDuty2 its sequel]]. For a ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' map pack, a level called Chinatown was introduced, which had a nigh-identical layout, just different textures and decorations - for example, a video store instead of a wine cellar.
60** Brecourt was likewise popular in the original games, and was as such given a Chernobyl-style makeover for ''VideoGame/CallOfDutyModernWarfare2'' as "Wasteland".
61** Shipment from ''Call of Duty 4'' became popular very quickly for its very small layout allowing for lightning-quick matches, and so in addition to reappearing as-is in [[VideoGame/CallOfDutyModernWarfare2019 the 2019 reboot]] and [[VideoGame/CallOfDutyModernWarfareII its sequel]], variants with a different aesthetic have appeared in ''[[VideoGame/CallOfDutyGhosts Ghosts]]'' ("Showtime" with the ''Nemesis'' map pack), ''Black Ops Declassified'' ("Container"), ''[[VideoGame/CallOfDutyWWII WWII]]'' ("Shipment 1944"[[labelnote:*]]eventually replaced by the 2019 version of the original map[[/labelnote]]), and ''[[VideoGame/CallOfDutyVanguard Vanguard]]''.
62** ''Modern Warfare 2''[='=]s Spec Ops mode is primarily made out of repurposed maps from its own singleplayer campaign, but two are taken from ''Call of Duty 4'', "Overwatch" ("Death from Above" with a second player in place of the ground team) and "Hidden" (the first half of "All Ghillied Up" backwards).
63** Many of the {{Battle Royale|Game}} maps starting from ''[[VideoGame/CallOfDutyBlackOps4 Black Ops IIII]]'' have several areas designed after previous maps from the series; standouts include Blackout from ''[=BO4=]'' (areas include Nuketown Island, based on a mix of Nuketown and its Zombies version from ''BOII''; Array, including the diner from [=TranZit=] nearby; Fracking Tower, based on Radiation from ''BOI''; and several Zombies maps like Verruckt from ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' and the lighthouse from Call of the Dead, including the ability to spawn the Mystery Box by clearing the zombies in an area) and Al Mazrah from ''Modern Warfare II'' (Taraq Village is based on Neuville from the first game, and has a version of Rust nearby; Al Malik Airport's layout is based on Terminal from the original ''[=MW2=]''; and Sattiq Cave Complex is a recreation of Afghan, complete with the crashed plane being added in an update).
64* The final confrontation in ''VideoGame/DeusExInvisibleWar'' takes place at the same island as the first mission of first ''Deus Ex''.
65* ''Franchise/{{Halo}}'':
66** ''VideoGame/{{Halo 3}}'':
67*** "Cortana" is set in the [[WombLevel Flood biomass-covered]] ruins of High Charity from ''VideoGame/{{Halo 2}}''.
68*** The final mission, at the replacement Halo's control center, is a throwback to "Assault on the Control Room" from ''VideoGame/HaloCombatEvolved'', a level which also got a Remixed Level in ''Combat Evolved'' itself in the form of "Two Betrayals".
69** The Sinoviet Tower in "New Alexandria" from ''VideoGame/HaloReach'', and by extension the "Reflection" multiplayer map, is a remake of "Ivory Tower" from ''Halo 2''.
70*** In fact, it's utilized heavy in the design of multiplayer levels in most Halo games - levels are usually either sections of campaign levels modified to fit multiplayer play, or remakes of popular levels from previous entries in the series. Popular levels like Battle Creek, Blood Gulch, Lockout, Zanzibar, and Sanctuary have been remade so many times that they usually show up in more games in the series, than games they don't show up in. For example, every map listed above has been remade at least twice. ''Halo Reach'' specifically had a [[DownloadableContent DLC]] pack dedicated to maps from ''Halo CE'' remade for the new game.
71* In the ''VideoGame/{{Marathon}}'' series, "Sorry Don't Make It So" from ''2'' is a remix of "Pfhor Your Eyes Only" from "1', and "Begging for Mercy" from ''2'' was remixed into "Hang Brain" for ''Infinity''. The ''Infinity'' Vidmaster's Challenge levels are tougher versions of "Try Again" from ''1'', "If I Had a Rocket Launcher" from ''2'', and "You Think You're Big Time" from ''Infinity'' itself.
72* ''VideoGame/MedalOfHonor'':
73** Fort Schmerzen from the first game is heavily reinforced by the time of ''Allied Assault''. The theme music also receives [[SugarWiki/AwesomeMusic an awesome]] [[https://www.youtube.com/watch?v=Ajg-TrRreWo rearrangement]]. Earlier, in Mission 4, you revisit locations from the first game's G3 Officer and Railgun Greta missions.
74** The secret campaign "Panzerknacker Unleashed!" in ''MOH: Underground'' is composed of levels made from multiplayer maps from the first game.
75* ''VideoGame/PerfectDark'' brought back a number of multiplayer maps from its [[SpiritualSuccessor Spiritual Predecessor]] ''VideoGame/GoldenEye1997''. The Temple map was the most changed, filled with sand drifts in some areas, while the lighting was toned down to an eerie twilight.
76* ''VideoGame/RainbowSix: Vegas 2'' reuses several maps from previous games, with some rooms of the original maps closed off, and a few new rooms added.
77* [=DM-Deck17=] in ''VideoGame/UnrealTournament2004'' is a remake of the popular [=DM-Deck16][=] from the previous game with a justification as to why it is now a lava pit rather than a slime pit: [=Deck16=], now connected to [=Deck17=], was closed for renovation. Indeed, you can see a bit of [=Deck16=] in blackout near the hallway with the Flak Cannon.
78* Pops up frequently in all [[Creator/ValveCorporation Valve]] Source Engine games, as the most popular maps from one version of the game are usually remade, either officially or by fans, to fit the new game's artstyle or gameplay changes. Counter Strike's de_dust and Team Fortress's 2Fort are probably the best examples, as each were visually graphically overhauled with each game's respective modern sequels.
79[[/folder]]
80
81[[folder:Platformer]]
82* ''VideoGame/{{B3313}}'': There are three versions of Bob-omb Battlefield from ''VideoGame/SuperMario64'' that, when put together, tell a story of it starting out lush and full of life before [[spoiler:being torn apart by [[WarIsHell a war]] between Bob-ombs and Goombas.]]
83* ''VideoGame/BanjoTooie'' has dilapidated versions of Spiral Mountain and Gruntilda's Lair, which were wrecked by the witches' minions.
84* ''VideoGame/JakAndDaxter'':
85** ''VideoGame/JakIIRenegade'': [[spoiler:The Dead Town level is revealed to be this on the second visit: it used to be Sandover Village, with Samos' hut being the only remnant.]]
86** ''VideoGame/Jak3Wastelander'' reuses large portions of Haven City from the previous installment, albeit with some truncations to make room on the disc for the new Wasteland area. Every sector is altered due to the damage incurred by the war and the Palace collapsing on top of the city, with the most significant being the Stadium and business districts as the Palace fell directly on top of them, and the Markets, which were converted into a Metal Head nest. The only aversion is New Haven, which completely replaces the northern Slums.
87* Sector 8 of ''VideoGame/{{Jumper}} Two'' takes place in Lab-03 from original ''Jumper'', with rooms reconnected to keep only [[ThatOneLevel those levels]], [[BenevolentArchitecture slightly redesigned for the sake of Ogmo's new physics engine]].
88* ''Franchise/MegaMan'':
89** ''VideoGame/MegaManX7'' brings back the Central Highway stage from [[VideoGame/MegaManX1 the first game]] in [[VideoGame3DLeap full 3D]], this time traversed by Zero. The newly playable Axl does cross paths with Zero here as well, but only for the game's first BossBattle; his portion of the intro stage instead has him escaping the headquarters of [[DefectorFromDecadence his former group]], [[VigilanteMan Red Alert]].
90** One of the main areas in ''VideoGame/MegaManZero4'' is Area Zero, which is revealed to be where the space colony Eurasia from ''VideoGame/MegaManX5'' crashed over a century ago.
91** ''VideoGame/MegaManZX'':
92*** ''ZX'' has Area D, which is a highway bridge level designed to recall the intro stage of ''VideoGame/MegaManX1'', in both layout and enemies present.
93*** ''Advent'' has the Floating Ruins, Highway, Scrapyard, and Control Center, all of which are heavily implied to be Area A, Area D/O, Area F, and Slither HQ from ''ZX'' now altered (Floating Ruins is Area A suffering from gravitational distortions lifting land into the sky, while Control Center is the ''ruined'' Slither HQ).
94* ''Franchise/RatchetAndClank'''s Veldin has been remixed twice. It re-appears in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' where the start of the original level is the end of the revisit, albeit with the bridge and Ratchet's old garage destroyed. The second time it appears is in ''VideoGame/RatchetAndClank2016'', which brings back many levels from the original game and both remakes them authentically while also providing new content. For example, the Gold Bolt route on Gaspar has been replaced with a Jetpack lava field to mine brains for bolts, while Veldin's second half is replaced with the Galactic Ranger training course.
95* Puresabe remixes a few Robot Master levels from ''VideoGame/MegaMan7'' in ''VideoGame/Rockman7EP'' to keep it fresh.
96** Spring Man's level uses Freeze Man's tileset, but changes it so it is now a Japanese hot spring in springtime.
97** Freeze Man's level uses Cloud Man's tileset, but changes it so a blizzard happens during the second half. This level is an homage to Frost Man's level in ''VideoGame/MegaMan8''.
98** Cloud Man's level uses Spring Man's tileset, but changes it into a ''Franchise/{{Kirby}}'' homage.
99* ''Franchise/SonicTheHedgehog'':
100** [[VideoGame/SonicTheHedgehog1 Green Hill Zone]] [[NostalgiaLevel appearing in later installments]] or having [[GreenHillZone some sort of analogous throwback]] (ex. [[VideoGame/SonicTheHedgehog2 Emerald Hill Zone]], [[VideoGame/Sonic3AndKnuckles Mushroom Hill Zone]], [[VideoGame/SonicAdvanceTrilogy Neo Green Hill Zone]], [[VideoGame/SonicHeroes Seaside Hill]], [[VideoGame/SonicAdvanceTrilogy Sunset Hill Zone]], [[VideoGame/SonicRivals Forest Falls Zone]], [[VideoGame/SonicTheHedgehog4 Splash Hill Zone]], [[VideoGame/SonicLostWorld Windy Hill]], etc.) is a common occurrence in the series, but ''VideoGame/SonicTheHedgehogChaos'' features a '''Mecha''' Green Hill, which is [[EternalEngine exactly what it sounds like]] courtesy of Eggman. Much later, ''VideoGame/SonicForces'' would see Green Hill [[HailfirePeaks reimagined]] as [[ShiftingSandLand a barren, desolate desert]] thanks to the Eggman Empire's rule over most of the planet.
101** Zig-zagged with [[FloatingContinent Angel Island Zone]]. In its first appearance in ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', the level functions more akin to Green Hill Zone, as the setting is a jungle on the island's coast with very straightforward platforming. The Angel Island Zone from ''VideoGame/{{Sonic Advance|Trilogy}}'' instead [[LevelInTheClouds takes cues]] from Sky Sanctuary in ''Sonic & Knuckles'' (as ''VideoGame/SonicAdventure'' depicted Angel Island in the sky above Mystic Ruins; [[ContinuityNod the land below as seen in the stage's background shows the same jungle area as Mystic Ruins]]) and then is presumably remixed into ''Sonic Advance 3''[='s=] Chaos Angel when Eggman breaks the world apart via Chaos Control. The world map seen on the Stage Select screen for ''Sonic Advance 2'' suggests Sky Canyon is on Angel Island as well (a flying landmass is seen when selecting either Act), with the stage itself having elements of [[VideoGame/SonicAdventure Windy Valley]].
102** [[VideoGame/Sonic3AndKnuckles IceCap Zone]] -- also set on Angel Island -- returned in ''VideoGame/SonicAdventure'' as an Action Stage, with Sonic's brief snowboarding stint expanded into him (or Tails) [[OutrunTheFireball outracing an avalanche]] [[IndyEscape and speeding down the slopes to the Goal Ring]].
103** ''VideoGame/ShadowTheHedgehog'', being a direct continuation of Shadow's arc in ''VideoGame/SonicAdventure2'' and ''VideoGame/SonicHeroes'', features several locales from both games, though some are only implied (such as Cryptic Castle appearing to be Hang Castle from ''Heroes''). Notably, players get to see what happened to Prison Island after Eggman blew it sky-high (it's deserted and overgrown with plant life), while several levels -- including two {{flashback}} sequences -- are set aboard the Space Colony ARK. In fact, the Space Gadget level is confirmed by Sonic to be where he and Shadow fought at the end of the Hero and Dark paths in ''[=SA2=]'', while The ARK is near identical to Final Rush (Sonic's final stage in ''[=SA2=]''), [[MusicalNod right down to the music]].
104** While both ''VideoGame/SonicRivals'' games use a lot of the same VideoGameSettings, the second installment's Sunset Forest Zone is Forest Falls Zone from the first, only in the evening as opposed to daytime.
105** The entirety of ''VideoGame/SonicGenerations'' is this: Every area Sonic visits is taken from a previous major release in the series. Naturally, to keep things interesting, the layout is entirely different, and every stage has some feature escalated from the original. For instance, the HD version of Green Hill Zone has a gigantic Chopper enemy that chases Sonic in a cave destroying the landscape behind him, and the 3DS version of Green Hill Zone features a collapsing totem pole that Sonic barely escapes running at top speed.
106** ''VideoGame/SonicMania'''s first Acts of returning levels are remixes of their original levels featuring their most recognizable moments. The second Acts, however, have wholly original layouts and brand new level mechanics.
107** In addition to the aforementioned Green Hill, ''VideoGame/SonicForces'' also includes a redesigned [[VideoGame/SonicTheHedgehog2 Chemical Plant]] traversed by Classic Sonic, this time an entirely enclosed industrial center located in the arctic north (though not a SlippySlideyIceWorld). While its layout is very different compared to the original, Chemical Plant does feature many of the same gimmicks, such as the moving yellow blocks and an underwater section involving rising pink chemical liquid. Similarly, two of Sonic's stages, Egg Gate and Network Terminal, are heavily reimagined versions of [[VideoGame/SonicTheHedgehog2 Death Egg Zone and Chemical Plant Zone]] respectively.
108* ''VideoGame/{{Strider}}'':
109** The [[AirborneAircraftCarrier Balrog]] and [[SpaceStation Third Moon]] stages from [[VideoGame/StriderArcade the first arcade game]] were remixed, some even incorporated as parts of other stages, in ''Strider 2''.
110** [[CityOfAdventure Kazakh City]] in ''VideoGame/Strider2014'' appears to be a recreation of areas and situations from all previous games. You get to [[spoiler:once again storm the Flying Battleship Balrog]] late in the game as well.
111* ''Franchise/SuperMarioBros'':
112** ''VideoGame/SuperMarioBros1'': The arcade version replaces the easy versions of the NES stages with the hard remixed versions, while the slots occupied by the hard versions are replaced by new, unique levels (these were later adapted into ''VideoGame/SuperMarioBrosTheLostLevels'').
113** ''VideoGame/NewSuperMarioBros1'' has a multiplayer-only level that appears to be a direct remake of ''VideoGame/SuperMarioBros1''' 1-1... until suddenly, platforms and coins quickly rotate into view as you approach them.
114** ''VideoGame/SuperMarioMaker'': Some of the sample courses originate from ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', and feature different twists that use the custom tools from this game.
115* In the ''VideoGame/{{Tomba}}'' series, the areas cursed by the evil pigs feature various environmental hazards and dangers making it very difficult to make it through safely. After you beat the evil pigs, the areas look completely different and will usually be easier to travel through.
116* The prologue of ''VideoGame/WonderBoyIIITheDragonsTrap[=/=]Dragon's Curse'' is a shorter reprise of TheVeryDefinitelyFinalDungeon of ''VideoGame/WonderBoyInMonsterLand''.
117[[/folder]]
118
119[[folder:Role-Playing Game]]
120* The ''VideoGame/{{Avernum}}'' games take this to a comparative extreme: the great majority of 2, and almost everywhere in 4, take place in the same caves as 1. However, the frequent cavequakes, and the unstable political situation, change both the geographical features and the inhabitants of each region.
121* ''VideoGame/DarkSouls3'':
122** The main game has you revisit [[spoiler:Anor Londo]] from the [[VideoGame/DarkSouls1 first game]], now part of the city of Irithyll, and in a state of disrepair and ruin. Gone is the golden sunlight, replaced by permanent darkness (because the god responsible for the sunlight has been [[KillTheGod devoured by a god-devouring evil lord]]). The winged demons and sentinels are gone, and [[spoiler:[[TearJerker the Giant Blacksmith is dead]]]]. The [[DemonicSpiders rooftop archers]], however, are alive and well (and have been joined by a few buddies), as are several of the other Silver Knights.
123** The ''Ringed City'' DLC has you visit a destroyed version of ''[[VideoGame/DarkSouls2 Dark Souls 2's]]'' Earthen Peak, and then have a boss fight in the ruins of ''[[VideoGame/DarkSouls1 Dark Souls 1's]]'' Firelink Shrine. This follows an example of revisiting an area from the same game, as it starts off in Lothric Castle, except it's, you guessed it, ruined.
124* ''VideoGame/DragonQuestII'' includes a very condensed version of Alefgard from the first game on its map, and the interiors of Gwaelin's Cave and Charlock Castle are re-made in larger scale to follow suit with other places in the game.
125* ''VideoGame/EtrianOdyssey'': Despite being a [[VideoGameRemake remake]], ''VideoGame/EtrianOdysseyI Untold'' drastically changes around the layout of most of the Labyrinth's floors, so veterans of the original can't coast through on memory. This was later repeated for the Labyrinth's floors seen in ''[[VideoGame/EtrianOdysseyIIHeroesOfLagaard Etrian Odyssey 2 Untold]]'' and the [[NostalgiaLevel returning labyrinths]] of ''VideoGame/EtrianOdysseyNexus'' (though Lush Woodlands in the latter largely retains the original version's layout for the first two floors and keeps the radical changes for the third, likely to catch veteran players off-guard).
126* ''VideoGame/Fallout2'' revisits several locations from ''VideoGame/Fallout1'', including Vault 13 and the Mariposa ruins.
127* ''Franchise/FinalFantasy'':
128** Two dungeons late in ''VideoGame/FinalFantasyIX'' are based on Mount Gulg from ''VideoGame/FinalFantasyI'' and Pandaemonium from ''VideoGame/FinalFantasyII'', even featuring remixes of their background music.
129** ''VideoGame/FinalFantasyX2'' reused a lot of areas from ''VideoGame/FinalFantasyX'' but with new bits accessible.
130* In ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', you revisit two locations from the first game: Dantooine, which is still recovering from the Sith attack that killed or drove off the Jedi, and Korriban, which is deserted.
131* '''VideoGame/MonsterHunter'':
132** 'VideoGame/MonsterHunterPortable3rd'': Two locales from ''VideoGame/MonsterHunter3Tri'' appear in this game, but adjusted to remove underwater exploration and combat:
133*** The Flooded Forest alters underwater areas to only have knee-deep water at most, due to the removal of underwater mechanics. This dried-up variation would later serve as the basis for the map's incarnation in ''VideoGame/MonsterHunterRise''.
134*** To a smaller extent, the Deserted Island. Area 11 is underwater-only and 12 is only connected to the rest of the map by 11, so those two areas were removed for this game; as such, the northern shortcut from area 8 now goes to area 10 instead of 11. Area 10's submerged area is no longer accessible. This version of the map would be reused for ''VideoGame/MonsterHunterGenerations'', rather than the ''tri-'' / ''3 Ultimate'' incarnation.
135** ''VideoGame/MonsterHunterGenerations'':
136*** A subtle version -- locales from pre-''VideoGame/MonsterHunter4'' games now have some bumps and cracks in the terrain to facilitate the game's JumpPhysics and allow players without jumps in their movesets (i.e. most loadouts without Aerial Style or Insect Glaive) to perform jumping attacks (and therefore mount monsters).
137*** In the expansion ''Generations Ultimate'', the Fortress map from the first two generations of games and where Lao-Shan Lung is fought has been brought back with major modifications: The Ioprey who would harass Hunters trying to load up the cannons with ammo have been removed, the number of non-camp areas has been reduced from six smaller areas to two larger areas, and there is now a Demolisher (first introduced in ''4 Ultimate'') in Area 1.
138* ''VideoGame/PhantasyStarIV'' does this in an interesting way: Certain sets of hallways in the lower levels of the Air Castle are based on those of the first-person areas that led to Lassic when you were there in [[VideoGame/PhantasyStarI the first game.]] The difference here is, they're in 2D top-view!
139* ''VideoGame/PokemonGoldAndSilver'' and ''Crystal'' allowed you to revisit the region of Kanto from the preceding generation after you beat the Elite Four. Some of the changes[[note]]The Fuchsia City gym leader is now Koga's daughter, as he had become a member of the Elite Four, while Cinnabar Island is barely habitable due to a volcanic eruption,[[/note]] were due to a TimeSkip versus [[VideoGame/PokemonRedAndBlue the first games]]. Other changes[[note]]The removal of Viridian Forest, [[BonusDungeon Cerulean Cave]] and the Safari Zone,[[/note]] were due to technical limitations. ''[[VideoGameRemake Heart Gold/Soul Silver]]'' reverted most of the latter[[note]]The chief exception being the Safari Zone, which was repurposed into Pal Park... yet a new Safari Zone was added in Johto[[/note]].
140* In ''VideoGame/SuperLesbianAnimalRPG'' [[spoiler:Greenridge]] becomes corrupted into [[spoiler:Glitchridge by the influence of one of Javis' Reality Scrambler machines,]] becoming both a Remixed Level and a DungeonTown.
141* You revisit the planet of Miltia several times across the three ''VideoGame/{{Xenosaga}}'' titles, and each time is different, both within the same episode and across episodes.
142[[/folder]]
143
144[[folder:Stealth]]
145* ''VideoGame/AssassinsCreedBrotherhood'' remixes the city of Monterrigoni from the second game by having it be the BreatherLevel Desmond can run around in between sessions in the Animus. While most of the old buildings are gone, the Villa Auditore is still there and still bears some of the scars from the Borgia attack that kicks off the main plot.
146* Levels from ''VideoGame/HitmanCodename47'' reappear in ''VideoGame/HitmanContracts''.
147* Shadow Moses, where the whole of ''VideoGame/MetalGearSolid'' takes place, reappears in [[spoiler:''VideoGame/MetalGearSolid4GunsOfThePatriots'' as a derelict, barely inhabited ruin which takes much less time to explore]].
148* The Pharcom Expo Center in ''VideoGame/SyphonFilter'' is revisited in part 2 where it is now swarming with agents (and MP's whom you can't kill), the passages are now blocked and Gabe has to get around using air vents.
149* In ''VideoGame/ThiefIITheMetalAge'', Garrett revisits the Lost City from the first game, which has been significantly altered by a Mechanist expedition to acquire LostTechnology.
150[[/folder]]
151
152[[folder:Other]]
153* The last GLA mission (the Baikonur Cosmodrome) in ''VideoGame/CommandAndConquerGenerals'' reappears as the first USA mission in ''Zero Hour''.
154* Mission 10 of the original Allied campaign in ''VideoGame/CommandAndConquerRedAlert2'' in the battle of Germany's Black Forest is the same as the second Soviet mission in the ''Yuri's Revenge'' expansion. As in it's ''literally'' the same battle -- the Soviets, having canonically lost the original battle, steal the time machine the Allies were going to use to prevent Yuri from activating his plan to psychic-dominate the world by going back in time to do it themselves. The original battle had the Allies defend Einstein's lab from three Soviet bases located to the north, northeast, and east; the Soviet version in the expansion has you set up those bases and tasked to destroy the lab.
155* ''VideoGame/{{Gradius}} [=ReBirth=]''[='=]s first stage is a clone of the original ''VideoGame/{{Gradius}}''[='=]s first stage, with a few differences: the floating island near the end of the stage no longer has laser turrets, and at the beginning of the stage are two objects that control the stage's climate; leave them alone to continue playing the stage as normal, destroy the upper object to freeze the stage (which stops the end-of-stage volcanoes and causes you to face "helicopter" enemies instead), or destroy the lower object to [[DynamicDifficulty causes all volcanoes in the stage to go active and erupt rocks]].
156* ''VideoGame/GuildWars2'' features areas from the first game's ''Prophecies'' and ''Eye of the North'' campaigns. In the 250 years between games some of the landscape has changed so drastically it can only be recognized due to settlement and zone names.
157* ''VideoGame/HoshiSaga Dokuringo'' is made mostly of Remixed Levels from the previous four games (''Ringo'', ''Ringoame'', ''Ringoen'', ''Ringohime''), except the puzzles' difficulty is set extremely high. It is said the change is due to complaints that the previous games were too easy.
158* Played with in ''VideoGame/HyruleWarriorsAgeOfCalamity''. At first glance, this trope is downplayed. While the maps look like they are lifted straight from ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there are buildings and ascended terrain that create natural borders for ''Musou''-style map design that aren't found 100 years later. This is justified due to the destruction of the Great Calamity. Disregarding the new additions to the map, a closer comparison between the two games shows that this game has a degree of differing map geometry including landmarks being moved closer to one another to facilitate the fast-paced gameplay of ''Musou'' and pathways being widened to accommodated large armies fighting. [[https://youtu.be/Uu73QSp0Alc See the comparison here]].
159* ''Franchise/KingdomHearts'':
160** A few of the worlds in ''VideoGame/KingdomHeartsI'' are revisited in ''VideoGame/KingdomHeartsII'', but with redesigned or repositioned locales, such as [[WesternAnimation/TheNightmareBeforeChristmas Halloween Town]] (which now includes Christmas Town) and [[WesternAnimation/{{Aladdin}} Agrabah]]. Hollow Bastion is also in both games, but the first game focuses on the castle, while the second game features the surrounding town.
161** ''VideoGame/KingdomHeartsChainOfMemories'' is mostly comprised of levels based on Sora's memories of the worlds visited in ''VideoGame/KingdomHeartsI''. This is downplayed somewhat in the original version for the Game Boy Advance due to it having simpler graphics, but the remakes directly mash up objects from those worlds to create the rooms and battlefields your cards generate. A few of the old boss rooms such as Jafar's are also modified to better fit the game's mechanics. The worlds' plots are also simplified and thematically refocused around memories.
162** ''VideoGame/KingdomHearts3DDreamDropDistance'' revisits Traverse Town and the World that Never Was. The first case adds a few new districts and a weird underground complex, with the old areas reproduced pretty faithfully. The latter is an even more twisted mess than before.
163** ''VideoGame/KingdomHeartsMelodyOfMemory'' has similar design sensibilities to the ''Chain of Memories'' remake, creating its worlds by cobbling setpieces from previous games into cohesive looping tracks for the RhythmGame levels to run through. It's justified in that this is Kairi's MentalWorld and the different locations are created from memories.
164* ''Franchise/TheKingOfFighters'':
165** The ''Black Noah'', [[StarterVillain Rugal's]] AirborneAircraftCarrier, tends to reappear alongside [[SNKBoss the man himself]] in {{Dream Match Game}}s. In ''[[VideoGame/TheKingOfFighters98 '98]]'', it's submerged at the bottom of the sea as [[ContinuityNod a nod]] to its destruction in ''[[VideoGame/TheKingOfFighters94 '94]]''. In ''[[VideoGame/TheKingOfFighters2002 2002]]'', it's shown to have crash-landed on an unknown island, with the battle against Omega Rugal taking place among its wreckage as opposed to inside its command room. In ''[[UpdatedRerelease 2002: Unlimited Match]]'', the ''Black Noah'' appears to be fully functional once more and has actually taken to the skies.
166** A 3D version of Mizuki's stage from ''[[VideoGame/SamuraiShodown Samurai Shodown II]]'' is hidden away in ''KOF: Maximum Impact 2''/''[[MarketBasedTitle The King of Fighters 2006]]''.
167** The console version of ''[[VideoGame/TheKingOfFightersXIII XIII]]'' has Adelheid's stage, ''[[CoolAirship Sky Noah]]'', from ''[[VideoGame/TheKingOfFighters2003 2003]]''. This time, however, he's hanging in the background with his sis [[ElegantClassicalMusician still on that piano]]. [[spoiler:And his thought-to-be-dead dad Rugal occasionally appears on the monitor feed, presumably keeping tabs on his children.]]
168* ''Franchise/MassEffect'':
169** ''VideoGame/MassEffect1'''s climax takes place in the [[spoiler:Citadel's burning tower and Presidium after the station has been attacked by Sovereign. The VI you can speak to earlier in the game malfunctions heavily as it tells you what exactly has happened to the station.]]
170** You also visit the Citadel in ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', but both times give you different areas to explore, which are both very different from the first game.
171** ''VideoGame/MassEffect2'' starts off on the Normandy from ''VideoGame/MassEffect1'' [[spoiler: as it's getting destroyed]]. One DLC also allows you to re-visit it [[spoiler:at its crash site]].
172** ''VideoGame/MassEffect3'' also has some of this with the initial multiplayer stages. Not only do you visit each of them during the singleplayer in missions that do not resemble the multiplayer at all, some of them were changed in their multiplayer version and a later DLC added ''Hazard'' versions for each of these, where new elements are added to the map, such as an acidic rain that drains the shields of players and enemies in the open or a sand storm that reduces visibility. A few of the later maps are also more or less directly based on other locations in the singleplayer, such as London and Palaven.
173* ''Franchise/MortalKombat'': Many classic stages have been revamped in later games. Also counts as NostalgiaLevel.
174* ''VideoGame/NoMoreHeroes'':
175** Two of the assassin stages take place in the baseball stadium of Santa Destroy. However, whereas the earlier stage is mainly set within the corridors of the stadium and places the boss in the field, the later one does it the other way around.
176** Two of the assassin stages require Travis to cross Santa Destroy's interstate road. But in the first one, Travis is boarding a terminal's bus to have a comfy travel... until the mooks start attacking him while the bus drives, anyway; the second time, [[spoiler:Travis has to retrieve his stolen motorbike in the avenue whose road forks into the interstate route, and upon doing so he proceeds to drive across it on his own while dispatching all the mooks that appear along the way, eventually reaching a different destination; this turns out to be the final level]].
177* ''VideoGame/NoMoreHeroes2DesperateStruggle'' features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with [[spoiler:a rebuilt Destroyman as the boss]]; the stage itself plays very differently thanks to Shinobu's ability to jump. There's also Destroy University, which serves as the setting for both the Rank 49-to-25 stage and the optional rank defense stage; whereas the former takes Travis into the interior of the University to reach the American football stadium to meet Charlie and his cheerleaders, the latter has him detour to the front yard to meet Kimmy Howell.
178* ''VideoGame/Pikmin2'': The places that Olimar and Louie visit are the same places Olimar went to in the first game, with different names and different climates. The exception is Valley of Repose, which doesn't resemble any past level at all.
179* ''VideoGame/Portal2'' revisits Aperture Science a long time after the original ''Portal'', and the first couple of rooms are the dilapidated, vegetation-covered remnants of the first few test chambers. There's also visiting [=GLaDOS=]'s lair again. [[spoiler:Three times.]]
180* ''VideoGame/RhythmHeaven'': Karate Man and Built to Scale 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 three previous editions.
181* In ''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.
182* ''VideoGame/RType FINAL'': The second stages changes depending on which of two growths you shot the last time you fought the boss, with five different settings based on heat and humidity: From a dry desert to a swamp to a half-flooded forest to a sea to a frozen sea.
183* ''Franchise/SilentHill'': You revisit Brookhaven Hospital and Lakeside Amusement Park in ''VideoGame/SilentHill3'', and Alchemilla Hospital and Toluca Prison in ''VideoGame/SilentHillHomecoming''.
184* While the ''VideoGame/SoulSeries'' will often bring back stages from older games, sometimes they go beyond mere graphical overhauls.
185** Astaroth has two different stages that tend to appear alongside him, Kunpaetku Shrine from ''Soulcalibur'' and Palgaea Shrine from ''Soulcalibur II''. Notably, the ruins of Kunpaetku Shrine (destroyed by Astaroth himself after [[TurnedAgainstTheirMasters turning against his creator]]) are Astaroth's home stage in ''III'', whereas a newly constructed temple to the snake god Palgaea pops up in ''[[VideoGame/SoulcaliburV V]]'' to coincide with the Fygul Cestemus cult's revival and mass production of Astaroth golems.
186** The Labyrinth stage from ''II'' reappears as the Grand Labyrinth in ''III'', ''IV'', and ''[[VideoGame/SoulcaliburVI VI]]'', each time with different lighting and ambience. ''VI''[='s=] version, Grand Labyrinth - Sealed Corridor, marks the biggest departure from the original, being an infinitely scrolling stage in near complete darkness.
187** Lotus Garden, Xianghua's stage in ''Soulcalibur III'', is an early morning variation of her original stage from the first ''Calibur'' (Emperor's Garden), evidenced by the similar scenery and both locations being described as the Ming Emperor's summer home.
188** The Lakeside Coliseum stage from ''SCII'' also returned in ''III'', this time set at evening as opposed to the original's daytime.
189** In addition to the above, ''Soulcalibur IV'' modified three other returning stages from ''III'': Ostrheinsburg Castle - Twilight (Ostrheinsburg Castle - Battlement), Jyurakudai Villa - Virgin Snow (Jyurakudai Villa), and Egyptian Temple - Sacred Flame (Egyptian Temple). Each is set at different times of day and/or under different weather conditions compared to the originals while featuring rearrangements of the music found in ''III''.
190** As a PSP port of ''IV'', ''Soulcalibur: Broken Destiny'' consists almost entirely of altered stages from the console versions, with the majority of differences being time of day or changes to the terrain/background.
191** The two Tower of Glory stages in ''VideoGame/SoulcaliburV'', Spiral of Good and Evil (Edge Master) and Most Holy Dichotomy (Algol), are very reminiscent of two stages from ''IV'': Tower of Remembrance - Spiral of Time and Tower of Remembrance - Degradation (which was also Algol's stage). The biggest difference is that the Spiral of Time in ''IV'' is completely enclosed, whereas the stained glass windows in Spiral of Good and Evil can be broken, leading to a RingOut. The ''New Legend of Project Soul'' artbook even labels [[https://static.wikia.nocookie.net/soulcalibur/images/a/a3/Soul_Calibur_New_Legends_Of_Project_Soul_144.JPG the concept art for Most Holy Dichotomy]] as "Tower of Remembrance (Top Floor)", though this may be a typo.
192** Astral Chaos - Tide of the Damned, the stage of [[FinalBoss Inferno]] in ''Soulcalibur VI'', is pretty much cobbled together from a majority of [[https://soulcalibur.fandom.com/wiki/Astral_Chaos the previous Astral Chaos stages]] in the series, most prominently Valencia Port - Chaos from ''Soul Edge'', Chaos from the original ''Calibur'', Chaos - Spiritual Realm from ''SCIII'', and Astral Chaos from ''SCV''. The stage has the debris floating throughout the surrounding area like the former, while keeping the general layout and space-like setting of the (Astral) Chaos stages from ''Calibur'' onward as well as the Soul Edge-esque "eye" in the background that first appeared in ''III''.
193* ''Franchise/StreetFighter'':
194** Sagat's Buddha statue level (Ayutthaya Ruins), dating all the way back to ''VideoGame/StreetFighterII''. The location was retired after ''[[VideoGame/StreetFighterAlpha Alpha 3]]'' (Sagat's last appearance in the main series prior to ''[[VideoGame/StreetFighterIV IV]]'', which largely lacked character-specific stages), but ''VideoGame/StreetFighterV'' brought it back to coincide with Sagat's return as a DLC character.
195** Ken's stages in ''VideoGame/StreetFighterAlpha 2'' and ''VideoGame/StreetFighterIII: Second Impact'' (his personal yacht docked in the San Francisco Bay) hearken back to and may be updated versions of his stage from ''VideoGame/StreetFighterII'', particularly the latter (the former takes place on the boat during an extravagant birthday party held for Ken's main squeeze and future bride Eliza, complete with a cavalcade of cameos from other Capcom characters).
196** ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'' replaces the Secret Laboratory stage from vanilla ''SFIV'' with Crumbling Laboratory, which depicts the S.I.N. laboratory where [[FinalBoss Seth]] is waiting as having suffered from some significant post-battle destruction.
197* The ''VideoGame/SuperSmashBros'' series converts levels from other games ([[Franchise/{{Metroid}} Zebes]], [[VideoGame/FZero Mute City]], etc) into fighting arenas, keeping a lot of the environmental obstacles from the original games. Mushroomy Kingdom consists of World 1-1 and World 1-2 from ''VideoGame/SuperMarioBros1'' in a decayed state, and is more of a NostalgiaLevel.
198* World 1-1 in ''VideoGame/SuperPaperMario'' begins looking identical to World 1-1 in ''VideoGame/SuperMarioBros1'', until Mario comes across a doorway surrounded by brick platforms and someone's house just beyond that. World 3-1 has a truncated version of ''Super Mario Bros.'''s World 1-2, with the ability to flip into 3D dramatically changing the way Mario proceeds through it. World 3-2 contains a swimming portion that begins much like World 2-3 in ''Super Mario Bros.''
199* ''Franchise/{{Tekken}}'':
200** The majority of stages in ''[[DreamMatchGame Tekken Tag Tournament]]'' are stages from ''Tekken 3'' with minor tweaks, such as changes in weather. A few, like Law-B and Heihachi, do at least provide a change in scenery compared to the ''T3'' originals. In fact, the only truly new stages are the School stage(s) and [[FinalBoss Unknown's]] stage.
201** ''VideoGame/Tekken5: Dark Resurrection'' features modified versions of stages from the original version, complete with musical rearrangements.
202** ''Tekken Tag Tournament 2'' likewise tweaks a few stages, BGM included, from previous games. This includes the Arena from ''[[VideoGame/Tekken4 T4]]'', Moonlight Wilderness from ''[[VideoGame/Tekken5 T5]]'' (this time set in the castle ruins seen all the way in the distance of the original), Snow Palace from ''T5:DR'' (itself a remix of the Cathedral stage from ''T5''), and Sakura Schoolyard (the above School stage from ''Tag'').
203** ''Tekken Revolution'' is entirely comprised of ''Tag 2'' stages, only with new music and minor changes to the locales much like the aforementioned ''Tag'' and ''Dark Resurrection''.
204* ''VideoGame/{{Warcraft}}'':
205** The Tomb of Sargeras. In this case, the surrounding terrain seems to change every time you come across it, from ''Warcraft II'' to ''Warcraft III''. This may be explained by the fact that it is a chaotic area, with remnants of strong magic, but it is still a bit strange.
206** In ''Warcraft III'', "The Fall of Dalaran" shows the wizard city being stormed by the undead. It reappears as "The Ruins of Dalaran in ''The Frozen Throne''. It has indeed become a ruin that is infested with Undead and Naga.
207** Several other sites in the original trilogy are recreated in ''VideoGame/WorldOfWarcraft'' with varying levels of precision. Possibly the most accurate recreation is the Battle for Mount Hyjal raid. Other sites are largely recognizable only by their names or significant landmarks.
208* ''VideoGame/{{Ys}}'': Both classic versions of ''[[VideoGame/YsIVMaskOfTheSun IV]]'' have Adol return to Esteria, the location of [[VideoGame/YsIAncientYsVanishedOmen the first game]], for a portion of the story, and ''[[VideoGame/YsIVTheDawnOfYs Dawn of Ys]]'' also remixes the Shrine and Darm Tower.
209[[/folder]]
210
211----
212
213!!Examples Remixed from the Same Installment:
214
215[[foldercontrol]]
216
217[[folder:Action Adventure]]
218* ''VideoGame/ArmyMen Sarge's Heroes''. Fort Plastro is visited a second time in "Showdown", but by then it's nighttime.
219* ''Franchise/{{Castlevania}}'':
220** ''VideoGame/CastlevaniaSymphonyOfTheNight'' does this for the inverted castle.
221** ''VideoGame/CastlevaniaAriaOfSorrow'' does this for [[spoiler:Chaos's realm]].
222* In ''VideoGame/CaveStory'', late in the game you are directed to return to the Egg Corridor, which was the second zone you were able to enter. You find that it has been ravaged by a massive explosion, and most of the eggs have hatched.
223* ''VideoGame/DeadlyCreatures'' takes place in the same area of desert for the whole game, with the player alternating between a scorpion and spider. The radically different playing styles between the two result in the player tackling the same object twice in wildly different ways.
224* Zig-zagged throughout ''VideoGame/EternalDarkness'', which follows four central locations over the course of two millennia.
225** 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).
226** 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.
227** 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.
228** 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.
229* ''VideoGame/HenryHatsworthInThePuzzlingAdventure'': In the final level, you have to go through a short segment based on a previous level, which always ends in a arena gauntlet.
230* ''VideoGame/{{Hitman}} 2'' has the second level of the game (''St. Petersburg Stakeout'') pulled out again as the penultimate level (''St. Petersburg Revisited''). Things start out the same: go to the same apartment building and take out the target in the very same Pushkin Building with the same snipe rifle. There's no military this time around but a savvy player could notice something isn't right when you're not allowed to take any weapons into the mission. This intuition is right: the level is [[spoiler:a trap specifically set up for 47 with the target being replaced by a paper mache, the sniper rifle being loaded with blanks and a counter-sniper standing by]]. [[spoiler:Killing the sniper results in a cutscene where [[BigBad Sergei]] notifies 47 that he has Vittorio]]. The last level (''Redemption at Gontranno'') is also the remix of the interlude level (''The Gontranno Sanctuary'') but this time it's night and the place is chock-full of enemies while 47 starts a RoaringRampageOfRevenge. Just as the events of the game kicked off with 47 entering the confession booth, [[spoiler:Sergei is holed up in the very same booth with Vittorio]].
231* In ''VideoGame/HollowKnight'', either obtaining Monarch Wings or defeating one of the Dreamers results in the Forgotten Crossroads becoming completely overrun with the Infection, permanently blocking off a few convenient routes and replacing many of the local enemies with stronger variants.
232* The True Shrine of the Mother in ''VideoGame/LaMulana'', where giant organic tentacles radiating from the boss room have blocked off many pathways, destroying some structures like moving platforms and spikes. While not nearly as drastic, the player is forced to flood two areas ([[spoiler:The Temple of the Sun and The Tower of the Goddess]]) in order to proceed in the game.
233* ''VideoGame/TheLegendOfZeldaSkywardSword'':
234** The game has Silent Realms, where Link is forced to collect 15 tears scattered around the level, which has new obstacles, such as fences blocking off pathways.
235** Faron Woods is revisited many times over the course of the game, and areas such as the woods proper, Sealed Grounds, and Skyview Temple all go through different changes over the course of the game. Eldin Volcano is briefly remixed as well when [[spoiler: the Bokoblins imprison Link and the Volcano erupts]].
236* ''Franchise/{{Metroid}}'':
237** In ''VideoGame/MetroidPrime'', the first tutorial level takes place on a frigate over Tallon IV, which goes into unplanned reentry by the time you're through. You later revisit its flooded, monster-infested wreckage.
238** In ''VideoGame/MetroidFusion'', the BSL you're on gradually changes as you unlock sectors, and X parasites infest them, causing monsters to gradually run the place into ruins, breaking down walls, doors, cooling systems...
239** You can go back through the ruins of Tourian after the bomb goes off in ''VideoGame/MetroidZeroMission''.
240** In ''VideoGame/MetroidPrime3Corruption'', the first area you visit is the G.F.S. Olympus. You later have to explore the G.F.S. Valhalla, which is of the same make and model as the Olympus but is a shattered wreck after it was attacked by the SpacePirates.
241* 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.
242* ''Franchise/ResidentEvil'':
243** Upon returning to the mansion in ''VideoGame/ResidentEvil1'', you find out very quickly that zombies have been replaced by much faster Hunters.
244** The Police Station from ''VideoGame/ResidentEvil2'' is revisited in ''VideoGame/ResidentEvil3Nemesis''[[note]]technically it's the other way around because ''[=RE3=]'' is [[ItMakesSenseInContext two-thirds prequel]], but whatever[[/note]], albeit with most areas inaccessable due to boarded-up doors. The InUniverse reason is by the time Leon and Claire roll up to the party the barricades have been torn down by monsters.
245** The second act of ''VideoGame/ResidentEvilCodeVeronica'' is pretty much a remix of the first act, with you playing (mostly) as Chris. On Rockfort Island, many paths are blocked off due to the SelfDestructMechanism, forcing you to take [[SpaceFillingPath longer routes]] around the base. The Antarctic Base is filled with frozen water, which allows you to reach previously inaccessible rooms.
246** ''VideoGame/ResidentEvil0'' and ''VideoGame/ResidentEvilOutbreak'' have you visit Umbrella's ElaborateUndergroundBase from ''VideoGame/ResidentEvil2'', and the latter features several previously inaccessible floors of the facility.
247* Averted (possibly averted intentionally for a bit of comic relief) in ''VideoGame/ShadowOfTheColossus''. [[spoiler:The route to the final Colossus seems to lead to a rematch with the first one. However, upon reaching the first Colossus it becomes clear that it's still down, and the route to the last one requires a bit of navigation.]]
248* In the seventh-gen version of ''VideoGame/SplinterCell: Double Agent'', we have the [[WesternTerrorists JBA]] Headquarters. It's visited four times in total, in which TheProtagonist, a [[DoubleAgent Double]] [[ExactlyWhatItSaysOnTheTin Agent]] tasked with infiltrating the JBA, must snoop around, complete their objectives and [[OneHundredPercentCompletion gather intel]] without being noticed. Naturally, this prohibits the use of force, lethal and [[TapOnTheHead otherwise]], making them somewhat more challenging than most missions. On each subsequent visit, new sections of the complex are opened, with tougher security and high-tech locks that can only be bypassed with the use of new gadgets. However, on the final visit, it is possible to blow your cover [[spoiler:by saving your superior from execution]], turning everyone in the building hostile and enabling force. Even if you don't, you can use force on them anyway, which is justified by the fact that [[spoiler:you need to stop the BigBad from obliterating New York City with a FantasticNuke]].
249* ''VideoGame/ThiefTheDarkProject''. The second time the Hammerite Cathedral is visited, it is crawling with Pagans and their monsters.
250* ''Franchise/TombRaider'':
251** The last level of ''VideoGame/TombRaiderII'' takes place at the training level, aka Lara's home, only with people shooting at you.
252** In ''VideoGame/TombRaiderChronicles'', one level is set on a submarine that Lara has to sneak around. After a quick underwater level, the next level is the same level in the submarine again except the submarine is now damaged and sinking and different areas are open and closed.
253* ''VideoGame/WolfensteinIITheNewColossus'' has optional assassination missions accessible from the main characters' base of operations, the Eva's Hammer [[{{CoolBoat}} submarine]]. These missions are unlocked as the player beats corresponding levels in the main story. They feature slightly modified versions of each story level's map. New passageways may open to new areas, while others may be closed off. Main story objectives are replaced with one or more assassination targets. Because the player may have gained access to more weapons, upgrades and abilities while replaying these areas, the enemies are also remixed from the original iterations of each level.
254[[/folder]]
255
256[[folder:First Person Shooter]]
257* ''VideoGame/CallOfDuty'':
258** In the original ''VideoGame/CallOfDuty1'', the "Ste. Mere-Eglise" and "Pegasus Bridge" missions are both followed by daytime versions, respectively: "Ste. Mere-Eglise-Day" and "Pegasus Bridge-Day".
259** In the ''United Offensive'' expansion pack, "Crossroads" reuses part of "Bois Jacques".
260** In ''VideoGame/CallOfDuty4ModernWarfare'', "Heat" is a remix of "Safehouse", set during the day with more enemies and vehicles, and a [[ThatOneLevel scrappy]] [[TimedMission timed rush]] back down the hill at the end.
261** ''VideoGame/CallOfDutyModernWarfare2'' has a whole game mode made out of these in Spec Ops. Almost every level is set in part of a map from the singleplayer campaign (including two from ''Call of Duty 4''), with the original plot of the campaign level replaced with something more suited for one- or two-player instant action.
262** ''VideoGame/CallOfDutyBlackOps'' has two examples: The first one, a level that remixes itself by being shown from two different [=POVs=], starts off with one character sneaking into the enemy base using stealth, and the other character rolling in with a convoy of {{Awesome Personnel Carrier}}s. The second example is related to TheReveal: [[spoiler: The FramingStory takes place in the same level as the one where you visit the Pentagon.]]
263** ''VideoGame/CallOfDutyBlackOpsII'' is also a fan of doing this. In particular, all five Strike Force levels are remixed from other maps in the game (the Afghanistan flashback level for "I.E.D.", various multiplayer maps for the other four). The [[ComplacentGamingSyndrome infamously-famous]] ''Black Ops'' level "Nuketown" was likewise remixed in ''Black Ops II'' for both multiplayer (Nuketown 2025) and [[VideoGame/NaziZombies Zombies mode]] (Nuketown Zombies).
264* ''VideoGame/CallOfJuarez'' manages to pull this off ''without'' significantly changing the level. When you first play through a level as Billy, you must mostly use stealth, so enemies are few and far in-between. When Ray reaches the same level, the number of enemies increases exponentially and he must blast his way through them.
265* ''VideoGame/DeusEx'' has you visit UNATCO Headquarters after each completed mission, where you get to know people who you are working with. [[spoiler: The last time, however, you are an enemy who is about to break out.]]
266* ''Franchise/{{Doom}}'':
267** ''VideoGame/{{Doom}}'' seems to take you back to the first level of Episode 3 for its secret level, and it plays out much the same...that is, until you enter the exit teleport and [[spoiler:the walls come down revealing an arena reminiscent of Episode 2's boss level -- complete with a pissed off Cyberdemon! And that's only the beginning...]]
268** ''VideoGame/Doom3'':
269*** You return to Mars City after Hell invades.
270*** After returning from Hell, you have to go back through the Delta Labs. This time, you revisit the first, third and fourth sectors.
271** ''VideoGame/Doom2016'' has you revisit "Argent Facility" after returning from Hell, the only difference is that it's destroyed.
272* ''VideoGame/TheForceUnleashed'' featured several levels where you returned to previously visited planets after their Imperial makeover, taking a different route through the stages each time and, in the case of Kashyyyk, playing as a completely different character.
273* ''VideoGame/GoldenEye1997'' for the Nintendo 64 has several:
274** Surface: The first time you visit, it is day; the second time, it is night, the original exit has been blocked off, the enemies are different and the cameras have been moved.
275** Bunker (which comes directly after Surface both times): The first time you visit, it is under construction; the second time it is complete.
276** Some of the passages accessible in single player are closed off in the Multiplayer versions of Facility, Bunker, Archives, Water Caverns, and Egyptian.
277* ''VideoGame/HalfLife'':
278** The first chapter, "Anomalous Materials", in ''VideoGame/HalfLife1''. First, you walk through it when it's still a pristine environment. After the accident, it turns into a deathtrap and monster-filled ruin.
279** "Point Insertion" in ''VideoGame/HalfLife2''. You start out here in the very first chapter. Fast-forward through most of the game to "Anticitizen One", and [[spoiler:a rebellion has started in the city. Most of the architecture has been blown to pieces, and there's a lot more Combine around.]]
280* ''Franchise/{{Halo}}'' is known for this. Creator/{{Bungie}} in particular liked this trope when they still owned the series. Why? Because they love their fans a lot and try and do all sorts of cool things with their games, and sorta kinda forget to make the campaign until they don't have enough time to. How do you squeeze more hours out of less work? Make them run it twice with superficial changes. For example:
281** The last three levels of ''VideoGame/HaloCombatEvolved'' are remixes of the fifth, third, and first levels respectively, but with Flood and Sentinels added in.
282** In ''VideoGame/{{Halo 2}}'', the last part of "Oracle" has you revisit the first part of the gas mine. The power is out(due to you cutting the cable), and there are Flood present.
283** ''VideoGame/{{Halo 3}}'':
284*** "Floodgate" is a remix of "The Storm", but with [[RuleOfThree Flood]].
285*** The multiplayer map "Rat's Nest" is a remixed version of "Crow's Nest", and "Guardian" is based on the DummiedOut "Guardian Forest" level.
286** ''VideoGame/Halo3ODST'': Kizingo Boulevard and Tayari Plaza, being Flashback missions set in the same area, reuse the design from Mombasa Streets.
287** ''VideoGame/HaloReach'':
288*** "The Package" is a remix of "ONI: Sword Base".
289*** Like the other games, ''Reach'' remixes several of its campaign levels as multiplayer arenas, such as Sword Base and the power plant from "Nightfall".
290** ''VideoGame/Halo4'''s Spartan Ops mode is particularly guilty of this, especially since many of the missions are remixed multiplayer maps.
291* ''VideoGame/Left4Dead2'''s Hard Rain campaign takes place in a small town. It's sunny at first, but as the survivors travel to the only gas station around so they can pick up some fuel for their boat, it starts raining and eventually becomes a full-blown thunderstorm as they are returning back to the boat through the same, but now flooded levels.
292* ''VideoGame/{{Marathon}} Infinity'' has several variations of "Aye Mak Sicur", its final stage; three of these are "bad endings", and one is a multiplayer level. AMS was itself a remix of the third-party multiplayer map "Pfhactory". In ''2'', "No Disintegrations" is a multiplayer version of "Nuke and Pave". Also common in [[GameMod third-party scenarios]], for example, ''Fell'' does this with at least four of its levels.
293* ''VideoGame/PerfectDark'':
294** The game has ''three'' missions inside the main portion of the [=DataDyne=] building, and a subversion in that the Carrington Institute (where Joanna does her training) ''becomes'' a level later in the game when she has to defend it from being attacked by the Skedar.
295** The bonus levels "Mr. Blonde's Revenge", "Maian SOS" and "War!" are just "dataDyne: Defection", "Area 51: Rescue" and "Skedar Ruins" in a different order and with new enemies.
296** ''Perfect Dark Zero'''s ForcedTutorial is a virtual reality training mission set on the Trinity research platform. Later, you visit this location for real. Also, the second part of Laboratory Rescue is remixed in the first part of River Extraction.
297* ''VideoGame/RainbowSix'':
298** ''Rogue Spear'' has two {{stealth based mission}}s whose maps are later reused for action missions.
299** ''Raven Shield'''s second act remixes four of the levels from the first act: Falcon Hour > Talon Steel, Pearl Castle > Briar Gate, Crimson Hook > Broken Stone, and Stone Cannon > Steel Rose.
300* Pops up surprisingly frequently in ''VideoGame/TeamFortress2'', both officially and courtesy of the community.
301** Maps like Well, Gorge, Badlands, and Granary have multiple different versions based on the gamemode they can be played in. For King of the Hill maps specifically, it is fairly common to see them remade to fit the Arena gamemode(or was, before the mode was abandoned), as very little is changed between the two modes for gameplay purposes -- at most, spawn areas in King of the Hill are condensed in Arena, as respawning isn't possible.
302** This has extended into specially remade versions of popular maps, which are specifically dseigned by the community for competitive play, or to improve upon the core gameplay and solve balance issues that plagued the original maps. Since they're made by various community members, the changes vary in scale, from just being simple movement of spawn areas or adjustment to map timers, to entirely flipping the map and changing almost all of its design, both in terms of gameplay and visuals, creating an almost completely new map in the process.
303** Surprisingly, some of the game's most famous or infamous maps, such as Dustbowl, 2Fort, and Hydro, ''don't ''have any officially added remixes for different game modes. Of course, fan-made remixes exist for almost any map and game mode under the sun, including unnoficial game modes. 2Fort specifically only has an alien invasion-themed reskin that was community-created, and added seven years after the game's release.
304* The last level of ''VideoGame/TimeShift'', "Consequences", is just like the first level, "Arrival", with plenty of changes that show the Occupants are winning. Commander Cooke is broadcasting on screens instead of Krone, Occupants are seen escorting Krone prisoners(it was the other way around in "Arrival"), a Helo gets taken down by a rocket launcher from Occupants(in the first mission, the Occupants didn't have a rocket launcher), and you finally take down the Sentinel and kill Krone. Bonus points because you actually traveled back in time to change these events.
305* ''VideoGame/{{Vietcong}}'' has the Nui Pek camp. The second game's US campaign is especially guilty of this.
306[[/folder]]
307
308[[folder:Party Game]]
309* ''VideoGame/SuperMarioParty'': Each of the Mario Party boards gets a remixed layout, as well as a different name, when played in Partner Party. This is done to adapt the co-op gameplay, where both players in each team move at the same time in each turn and do so through a grid-based playable area:
310** Whomp's Domino Ruins becomes Domino Ruins Treasure Hunt, and there's only one chest in the north instead of three, but players can only claim the Star within if they land on the nearby space after collecting the Key found elsewhere on the board.
311** King Bob-omb's Powderkeg Mine becomes Gold Rush Mine. The central area's countdown is increased from 5 to 10, but the Event Spaces that make the counter go down are now hidden, and players that accidentally land on them spin a roulette to make the counter go down any number from 0 to 5. Additionally, the gold deposits on the western portion of the board now contain Stars, but players must grab one of the Pickaxes on the board before they can dig for them, and the mine carts no longer transport players around the board, instead featuring Bob-ombs who will ride through the tunnels to look for items if the player pay them coins.
312** Megafruit Paradise becomes Watermelon Walkabout, and most islands gain additional middle platforms to reach the higher areas more easily. This version of Watermelon Island has a free star for players to claim, but it cannot be reached unless a player lands on one of the event spaces after collecting the Silver Pick over on Pineapple Island first.
313** Kamek's Tantalizing Tower becomes Tantalizing Tower Toys, and the southern half adds a zigzagged path layout to its center. Toadette returns to moving around the board every time a Star is bought, unlike the Mario Party version of the board, where she stays at the top for the entire game. Additionally, the capsule machine now dispenses prizes for players instead of changing the Star price, but in order to claim one of these prizes, one player must buy an item from the shop first, which will also come with a Capsule Ticket.
314[[/folder]]
315
316[[folder:Platformer]]
317* ''VideoGame/{{B3313}}'': The Peaceful Sewer Maze has an underwater path into a maze that leads to a strange structure with a warp. This will take the player to the Scary version, where the two areas are disconnected. The maze now leads to a Shadow Mario which [[spoiler:turns hostile and burns the player if approached from the front]]. Getting to Shadow Mario from the side and performing a triple jump from his platform will give the player enough distance to [[spoiler:survive the burning floor once he attacks]]. Then they can explore a grim black-and-red version of the level with no water.
318* In ''VideoGame/{{Bonk}}'s Revenge'', the Fireball Field and Orange Waterfall are [[LethalLavaLand fiery]] versions of Flower Field and Waterfall, respectively, and Round 6-1 is a nighttime version of Round 4-1.
319* The fifth stage in ''VideoGame/CannonDancer'' allows Kirin to choose one from three previous areas to battle the stage boss.
320* ''VideoGame/CrashBandicoot'':
321** The series usually avoids this, but did it once in ''[[VideoGame/CrashBandicootTheWrathOfCortex The Wrath of Cortex]]''. "The Gauntlet" and "Knight Time" are identical levels except for two differences: the second one is dark and you play as Coco.
322** The fourth world of ''VideoGame/CrashTwinsanity'' is [[spoiler:a cross between the first two worlds]].
323* 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]].
324* Whereas ''VideoGame/{{Ducktales}} completely'' reuses Transylvania for its final stage, referring to it as Dracula Duck Manor, the Pirate Ship in ''Ducktales 2'' is Bermuda with a change of music and route, this time with the way down at the start closed off and the barrels blocking the rope at the far right removed, leading directly to the final boss.
325* In ''VideoGame/DukeNukemZeroHour'', New York and Duke's base are remixed in the Post-Apocalypse era.
326* Near the end of ''VideoGame/EpicMickey'', Mickey finds himself in the Mad Doctor's Lab, the very first area the player gets to control Mickey. The difference here is that Thinner, highly toxic to Mickey, has flooded the lab and Mickey can now use his magic paintbrush. In addition, the doorway where Mickey had left the lab before has been blocked off, forcing Mickey to take another way out.
327* Ninfestation, the second trip to the Piraty Princess Ship in ''[[VideoGame/FancyPantsAdventures The Fancy Pants Adventure: World 3]]'', gets overrun by ninjas. Its then-current captain points out how Fancy Pants Man needs to defeat the ninjas, as pirates hate (or fear, in the captain's case) them.
328* ''VideoGame/GarfieldsFunFest'': Some of the platforming levels are repeated, often because Garfield and Odie return to them in a later time. In fact, this is the case with the final two levels, which take place in the studio hosting the Fun Fest just like the third and fourth levels respectively.
329* ''Franchise/{{Kirby}}'':
330** The first stage in ''VideoGame/Kirby64TheCrystalShards'''s final level, Ripple Star, is nearly identical to Pop Star's first stage, right down to the music.
331** One of the subgames in ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]'' is named ''Revenge of the King''(a remake of ''VideoGame/KirbysDreamLand'''s Extra Game). The first three levels are -- you guessed it -- remixed versions of the stages from ''Spring Breeze''[[note]] a remake of ''Kirby's Dream Land'' [[/note]], an early subgame. [[note]]Purple Plants, Illusion Islands and Crash Clouds respectively.[[/note]]
332* ''VideoGame/Klonoa2LunateasVeil'' has four over the course of the story. The titular character returns to Volk City, La-Lakoosha, Sea of Tears, and Ishras Ark as Volkan Inferno, Noxious La-Lakoosha, Dark Sea of Tears, and The Ark Revisited, respectively. The Ark Revisited has something of a reversal of the classic level change; Ishras Ark when Klonoa first visits is run-down and nearly inoperable, but it's in pristine condition and running smoothly when he comes back.
333* In the ''VideoGame/KnyttStories'' level "The Machine", after you [[spoiler:turn off the Machine, all the enemies disappear and the barren landscape bursts back into bloom and color]].
334* ''Franchise/MegaMan'':
335** After you beat the eight Robot Masters in ''VideoGame/MegaMan3'', you have to revisit four of the levels to fight (a) Doc Robot.
336** Some stages in ''VideoGame/MegaManX1'' change based on which other stages you've completed. Defeating Chill Penguin causes the lava in Flame Mammoth's stage to freeze, allowing you to bypass some enemies and grab a previously inaccessible Heart Tank. Defeating Storm Eagle causes his airship to crash into the start of Spark Mandrill's stage, shutting off the electricity. And defeating Launch Octopus causes Sting Chameleon's stage to flood, allowing access to another Heart Tank and also changing how certain enemies move around. However, depending on what order you play the stages in, you might not even see the unaltered versions of these stages.
337** At the end of ''VideoGame/MegaManX2'', Sigma hides out in [[spoiler:Magna Centipede's stage]]. Other than the hidden items being missing and the level cutting off early for bosses, it's exactly the same stage. It also plays the first stage's music instead of its normal theme.
338** In ''VideoGame/MegaManZero'', after beating the first batch of bosses and clearing the missions, a digger tank will be sent after the Maverick base. Zero beams in to stop it. It's the first non-tutorial level where you faced off against Aztec Falcon, except it's in reverse and you're chasing the [[BossOnlyLevel tank, trying to take it down]] before it reaches homebase.
339** In ''VideoGame/MegaManZero2'', after you defeat the first four bosses, there's an intermission level where the rebels attack Neo Arcadia and [[spoiler:are pretty much massacred horribly]]. At the end of that stage, after a trio of rather weak mini-bosses, you learn that a bomber is heading straight for the rebel base. In the next stage you deal with it, but one of the next level choices is the crashed remains of the bomber and the caves it crashed into.
340* ''Franchise/RatchetAndClank'':
341** The final level of ''VideoGame/RatchetAndClank2002'' is [[spoiler:Ratchet's homeworld, which was also the first level. The sky is darker, there are many new enemies and the stage is much longer.]]
342** Also done in ''VideoGame/RatchetAndClankUpYourArsenal'', with the [[spoiler: Starship ''Phoenix'' when it's attacked by enemies.]] To some extent, the [[spoiler:''Leviathan'']] also counts -- [[spoiler:[[BigBad Dr. Nefarious]] crashes the vessel into Zeldrin after Ratchet confronts him, and Ratchet explores the wreckage when he visits the planet itself.]]
343** In ''VideoGame/RatchetAndClankFullFrontalAssault'', the fourth level is [[spoiler:the Hidden City of Balkai, Snow Storm]]. Instead of rebooting the Planetary Defense Center, your job is to [[spoiler:destroy all of the weather beacons, construct a bomb, escort it to the Planetary Defense Center, and blow it up]].
344* The ''Mega Man'' ROM hack ''VideoGame/RockmanNoConstancy'' does this with its final Wily Stage, which is a remix of the first segment of Flash Man's stage. The level was a frozen forest before, but everything's all thawed out now, so several of the platforms have shifted in height or location or have been removed entirely, and the mysteriously blocked off boss door at the end of the normal segment has now been uncovered. The stage's normal music has also been replaced with [[TitleThemeDrop the game's main theme]] as well.
345* ''Franchise/SonicTheHedgehog'':
346** In ''VideoGame/SonicTheHedgehog1'', Scrap Brain Act 3 is basically just another act of the earlier Labyrinth Zone [[PaletteSwap with different colors]]. As such, many consider the aptly named "Final Zone" (which is just the final boss battle) to be the actual Scrap Brain Act 3.
347** This is the very schtick of ''VideoGame/SonicTheHedgehogCD''. Each stage in the game has four versions of itself representing the past, the present, and two possible futures. There are various minor changes in the layout, as well as how various gimmicks function. The most notable change is the water level in Tidal Tempest, which rises from past to present to future.
348** ''VideoGame/SonicAdventure2'' has many levels which use the same geometry as other levels the character's counterpart goes through, just with different decorations and doodads. Knuckles' first stage Wild Canyon and Rouge's first stage Dry Lagoon are almost identical in layout except for some scenery changes, a basin of water in Dry Lagoon, and a different method of transitioning between the two halves of each level. The multiplayer versions of those levels are also subtly different--Wild Canyon is set at dawn or twilight, while Dry Lagoon is set at night.
349** Sky Troops of ''VideoGame/ShadowTheHedgehog'' is the same stage as Glyphic Canyon (which, on the neutral path, is only the level before last) except it turns out to be [[spoiler:an ancient sky ship]]. The buildings are exactly the same, albeit rearranged so they form a straight line with floating platforms connecting them, instead of the walkways and... [[DoNotTouchTheFunnelCloud rather strange]] transportation of the first form. Several gimmicks are also repeated. In the same game, [[TheVeryDefinitelyFinalDungeon the last stage]] is [[spoiler:a mash-up of Black Comet and Final Haunt -- Shadow probably passed through one or the other minutes before]].
350* ''VideoGame/SpongeBobSquarePantsSuperSponge'': Jelly Fields (Industrial Version). The first level Jelly Fields, a GreenHillZone, is revisited in the final set of levels where the fields are now all covered in oil and the level is a lot more difficult than the first time.
351* ''Franchise/SuperMarioBros'':
352** In ''VideoGame/SuperMarioBros1'', several levels reappear with increased difficulty:
353*** 1-3 reappears as 5-3 with Bullet Bills coming from offscreen and smaller platforms.
354*** 1-4 resurfaces as 6-4 with more fire bars and the first hammer-throwing Bowser.
355*** 2-2 is played again as 7-2 with more enemies.
356*** 2-3 is replayed as 7-3 with Koopas.
357*** 2-4 repeats as 5-4 with more fire bars (including the game's only long one and fast one).
358** In ''VideoGame/SuperMarioBrosTheLostLevels'', World C is a remix of World 7.
359** ''VideoGame/SuperMarioGalaxy'''s Gold Leaf Galaxy appears to be a vertically mirrored Honeyhive Galaxy set in the autumn. However, the former is a late-game galaxy while the latter is an early-game galaxy for a reason, as the Gold Leaf Galaxy requires Mario to traverse dangerous areas that are unnecessary or inaccessible in Honeyhive. In addition, the two galaxies have entirely different planets that surround them, and the Queen Bee is present only in Honeyhive.
360** In ''VideoGame/WarioLand: Super Mario Land 3'':
361*** After defeating the boss of Rice Beach, returning to some of that area's levels reveals that they have become flooded with water, and all the quicksand is gone.
362*** Mount Teapot has a level located at the peak, but once you hit a switch in a later level a levitating landmass slams down to change the topology of that mountaintop level, turning it into the boss level.
363*** After you drain the lake in Parsley Woods, the first level in that zone (which takes place ''in'' said lake) is dramatically different from before, for obvious reasons.
364*** In general, there are many levels which change dramatically after hitting switches or finishing certain levels. There is a lot of backtracking involved if you want to find all collectibles in this game.
365** With a few rare exceptions, all levels from the eight Special Worlds in ''VideoGame/SuperMario3DLand'' are remixes of previous main-game levels with different stage mechanics like obstacles, platforms, and even the timer changed to make the levels much harder. This is also true for [[BonusLevel Worlds Mushroom and Flower]] in ''VideoGame/SuperMario3DWorld''.
366** All of the sub-areas on the Dark Side of the Moon in ''VideoGame/SuperMarioOdyssey'' are repeats of sub-areas from previous levels, but with a twist to provide added challenge. Usually the twist is that you don't have Cappy, and will therefore have to figure out an alternate method of obtaining the same Power Moons as before that doesn't require capturing any enemies, but there are a few exceptions. For example, one sub-area is a race across a series of timed platforms originally designed for the moped, except now you have to do it on foot (''and'' you don't have Cappy).
367%% Examples?* Happens often in ''VideoGame/SuperMonkeyBall'', so much that it deserves its own page.
368%% How?* The entire point of the Flash game ''This is the Only Level'' and its sequels.
369* Most of the levels in the second half of ''VideoGame/TransformersConvoyNoNazo'', except for the GuideDangIt [[TheMaze maze level]], are rehashes of levels from the first half.
370* ''VideoGame/YookaLayleeAndTheImpossibleLair'' has this as a core game mechanic. Each of the game's 20 levels has two versions--a basic one, and a "Transformed" one you'll need to solve a puzzle on the overworld to unlock. The transformations range from mild (a conveyor belt level has the conveyors moving in the opposite direction, a previously aboveground level gets flooded with water) to radical shifts that are more or less completely different levels.
371[[/folder]]
372
373[[folder:Racing Game]]
374* ''[[VideoGame/ChocoboRacing Chocobo GP]]'', instead of having ''Mario Kart''-style unique tracks, takes nine locations and offers a few flavors of tracks within them, using headers like "Hyperspeed" or "Short" to describe the theme of the track. There isn't any consistency on how many tracks each location can offer; a few only have one track variation while others have up to four.
375* ''VideoGame/MarioKartTour'': The aptly-named Remix Courses are racetracks that take the respective tilesets, music and overall themes of ''VideoGame/SuperMarioKart'' courses (the majority of which are also present in ''Tour'' itself as [[NostalgiaLevel retro courses]]), but then revamp their layouts and add extra assets or obstacles to make them more interesting (as an exception, the remix of the Bowser Castle course theme uses the music of the ''VideoGame/MarioKartSuperCircuit'' castle courses instead of that from the SNES castle courses proper). A total of ten Remix Courses were released.
376[[/folder]]
377
378[[folder:Role-Playing Game]]
379* TheVeryDefinitelyFinalDungeon in ''Dengeki Gakuen RPG: Cross of Venus'' has this, for you must enter eight mirrors leading to one of the previous worlds and complete them to open the door to the final boss. Thankfully, they are much shorter. The catch? They are now corrupted as a good deal of the scenery, walls and floors are missing, revealing that they have been literally [[AC:RecycledINSPACE]] ([[Literature/IriyaNoSoraUFONoNatsu Iriya]] and [[Literature/BludgeoningAngelDokurochan Dokuro]] had it best as their worlds were left completely intact except for now being floating cosmic continents. On the other extreme, [[Literature/HarukaNogizakasSecret Haruka Nogizaka's]] world has been reduced to a single measly path with some pretty trees floating in a void of stars and almost nothing else. How the hell do you go from a BigFancyHouse to ''that''?).
380* ''Franchise/DragonAge'':
381** ''VideoGame/DragonAgeOrigins'' has several examples: the Return to Ostagar DLC lets you revisit an area from the early game after it's been overrun by monsters, the Circle Tower area will be familiar to a mage PC (only with a lot more abominations, demons, and wrecked bookshelves), and [[spoiler: the VeryDefinitelyFinalDungeon is the capital city of Denerim after being invaded by darkspawn and the Archdemon]].
382** ''VideoGame/DragonAgeII'' does it both right and wrong. Since [[DashedPlotLine the acts are set three years apart]], every area you re-visit is justifiably different in each act (including large outdoors levels). On the other hand, it recycles the same level over and over again (with minor modifications, such as different enemies and extra walls blocking different passages) for almost every dungeon, which is just [[CutAndPasteEnvironments lazy design]].
383* ''VideoGame/EarthBound1994'' has Onett [[spoiler:overrun by darkness and Giygas' forces]] in the late game.
384* ''Franchise/FinalFantasy'':
385** The third chapter of ''VideoGame/FinalFantasyV'' has a game world which is [[spoiler:a hybrid of the first two]].
386** ''VideoGame/FinalFantasyXII'' has the Giza Plains, which have both a dry-season version and a rainy-season version.
387** ''VideoGame/FinalFantasyXIII2'' involves a lot of TimeTravel, and you often visit the same areas in different times, or in different time lines. The biggest differences are between Academia 400AF (dark, rainy, monster-infested) and Academia 4XXAF (day, sunny, peaceful).
388* ''VideoGame/TheHalloweenHack'': Many of the ''VideoGame/{{EarthBound|1994}}'' maps are reused in different contexts. For instance, the Twoson Sewers map is an edit of the Fourside Sewers map.
389* You visit Onderon twice in ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''. The first time, you're here to contact one of the missing Jedi Masters, but have to quickly leave as chaos starts breaking out. The second time, it's devolved into civil war, with rubble from the fight blocking off other areas, and you have to bring an end to the conflict before the Master Kavar can finally answer your questions.
390* Park Area in ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'' must be cleared in various scenarios. Each of them presents some annoying gimmick, such as inverted controls and stealth sequences. Mess up and you get sent to the beginning of the area.
391* ''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.
392* In ''VideoGame/MarioAndLuigiPaperJam'', every area becomes this thanks to the paper terrain creating new paths and areas for the trio to explore [[RecurringLocation when revisiting them]]. The best example is [[spoiler:the game's TheVeryDefinitelyFinalDungeon, Neo Bowser Castle, whose layout is identical to [[DiscOneFinalDungeon Bowser's Castle]] from earlier but with the lava pits replaced with patches of sky and new puzzles and enemies being incorporated.]]
393* Due to it's nature as a MergedReality, the world of Aionios of ''VideoGame/XenobladeChronicles3'' is one of these to the world of ''[[VideoGame/XenobladeChronicles1 1]]'' and ''[[VideoGame/XenobladeChronicles2 2]]'', mainly because many of the set pieces have fused together or have been partially destroyed by Annihliation Events.
394[[/folder]]
395
396[[folder:Stealth]]
397* In ''VideoGame/MetalGearSolid3SnakeEater'', all of the regions visited during the opening Virtuous Mission are revisited a week later in Operation Snake Eater, just at night up until you reach the final area, where Snake goes to sleep. You also visit the Graniny Gorki South area twice, once coming into the eponymous lab at night, then coming back through the next morning where you take on The Fear.
398* Stages in the ''VideoGame/{{Tenchu}}'' franchise tend to look and play different depending on the character chosen, as they start from different points and have different set of enemies to deal with.
399* The Hammerite Cathedral from ''VideoGame/ThiefTheDarkProject'' is infiltrated twice. In "Strange Bedfellows" the player steal the Eye but the cathedral has become more fortified.
400[[/folder]]
401
402[[folder:Other]]
403* ''VideoGame/AceCombatXSkiesOfDeception'' has quite a few of these depending on the path choices you take. The mission types can be quite different. For example, 9A is a sort of-StealthBasedMission where you need to weave between InstantDeathRadius radar coverage circles, while 9B is a [[ThatOneLevel particularly annoying]] EscortMission. Plus, TheLawOfConservationOfDetail can add twists to a level; for example in 14A, one of your allies notes the presence of [[spoiler: a cave large enough to fly a plane in]]. Guess what you need to do in 14B?
404* The fourth chapter of ''VideoGame/AngryBirds'', "The Big Setup", is made up of levels from the first three chapters as they are being rebuilt by pig construction crews.
405* ''VideoGame/BlackAndWhite'':
406** Land 4 of the first game is the same island as Land 1, now suffering from several {{Curse}}s inflicted by the BigBad in retribution for having [[AGodIsYou worshiped you]] before. It also hides a [[DismantledMacGuffin Creed fragment]] in the remains of the Creature Guide you met before.
407** In the second game, the final level of ''Battle of the Gods'' is WhereItAllBegan -- the site of your former capital city that is [[BackFromTheBrink destroyed]] at the beginning of the game, complete with the dormant remains of the [[TerrainSculpting volcanoes that finished it off]]. In your absence, it's been claimed by the enemy god.
408* ''VideoGame/ChampionsOnline'' does this repeatedly. On first exposure to many zones, you enter a "Crisis" level, where [[ExactlyWhatItSaysOnTheTin some significant crisis must be overcome]]; once the crisis level has been completed, you can then enter and leave that zone as normal. The Crisis zones are usually different in some noticeable way than their regular counterparts, but the most significantly different is the Vibora Bay [[spoiler: Apocalypse]] zone. [[spoiler:At the end of that zone, there's pretty much no way to stop the end of the world, so you go back in time before the whole mess started hoping to prevent it.]]
409* ''VideoGame/CivilWarGenerals II'' includes alternate versions of historical battles from the UsefulNotes/AmericanCivilWar. Some of these are intended to be more balanced for multiplayer, while others seek to explore [[AlternateHistory alternate deployments]] that didn't actually happen for one reason or another.
410* ''VideoGame/CommandAndConquer'':
411** The last GLA mission in ''VideoGame/CommandAndConquerGenerals: Zero Hour'' becomes the first China mission.
412** The first Soviet mission and last Allied mission in ''VideoGame/CommandAndConquerRedAlert3'' take place in Leningrad in virtually the same canal system. The difference is, of course, that one is the TutorialMission and you're [[HoldTheLine defending]]; the other is a TimedMission and TheVeryDefinitelyFinalDungeon.
413* ''VideoGame/DarkSouls'' has the Undead Asylum, which is the tutorial level. When you return, the level contains many more undead, and two [[MiniBoss Black Knights]], one of which is directly outside your starting location. There is also a [[RecurringBoss revamped]] and much more powerful version of the tutorial boss with some new attacks, underneath a collapsing floor in the room where you fought the Asylum Demon.
414* 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.
415* ''VideoGame/DisasterDayOfCrisis'' features a set of levels going through a ruined city, a subway and then a different part of the city. Later on you retrace your route through the levels but in reverse order an they have changed in some way. (For example, the Subway is on fire when you visit for the second time and you have to do a minigame to get through it.)
416* ''VideoGame/EmpireEarth'': The final mission of the Russian Campaign, "[[LampshadeHanging A bad case of Déjà-Vu]]", is a slight PerspectiveFlip of [[BookEnds its first one]], where you must help a charismatic ultranationalist firebrand, Grigor Stoyanovich, regroup with his loyal militia of supporters in Volgograd, expand his influence throughout southern Russia and capture the federal city of Voronezh. From there, Grigor goes on to overthrow the Russian government and declare himself the Tsar of "Novaya Russia", creating a BadFuture where [[RussiaTakesOverTheWorld Russia conquers and most of the world]], so at the end of the campaign a pair of {{Time Travel}}lers travel back to this moment to [[SetRightWhatOnceWentWrong stop Grigor's rise to power]], and must help the Internal Troops that Grigor steamrolled over in the first mission to ''defend'' Voronezh from Grigor's uprising. However to complicate matters, Grigor's [[AIIsACrapshoot evil robotic successor]] learns of the plan and follows them into the past to [[ConquerorFromTheFuture jumpstart Novaya Russia's conquest]] by [[GivingRadioToTheRomans supplying Grigor's militia with "Nano Age" arms and technology]], and the rebels in this scenario are now armed with [[TechnologicallyAdvancedFoe laser weapons and equipment from several levels up the]] TechTree.
417* The "Hard" mode dungeons in ''VideoGame/FinalFantasyXIV'' has you revisiting dungeons you cleared previously, except the dungeons themselves have changed by blocking off old routes to open up new ones, changing enemies, or in some cases, starting at the dungeon's end point and working your way backwards.
418%% Should this entry be moved to the RPG folder instead?
419* ''VideoGame/GatlingGears'': Chapter 3's setting is same as the prologue chapter, except it has changed a lot- thunderstorm generators cause the area to be covered in dark thunderclouds, and the opponents you face are much tougher than before. [[spoiler: Also, you're now working for the Freemen instead of TheEmpire]].
420* ''VideoGame/GrooveCoaster'' has "Renewal" songs, which are preexisting songs in the game with new charts and visual environments. Notably, Renewal charts [[TemporaryOnlineContent permanently replace the old charts]].
421* Two ''VideoGame/GuildWars'' examples:
422** In ''Prophecies'', the first few missions take place in the ruins of the tutorial area.
423** In ''Nightfall'', after Varesh completes her work in Vabbi, the Garden of Sebhorin takes on the landscape and enemy groups of the Realm of Torment, becoming the Nightfallen Garden. After you finish the game, it returns to its normal state. Also, the first explorable area within the Realm of Torment is a Torment version of an area in Kourna.
424* ''VideoGame/HeavyWeapon'' has the first 9 levels, which you have to revisit after a YourPrincessIsInAnotherCastle scene. The difference is that you have to face off much stronger enemies the second time round.
425* The video game for ''Horrid Henry'' generally takes place in a small set of levels, the major difference being where enemies and objects are located.
426* ''Franchise/TheKingOfFighters'':
427** A general rule of thumb for the series is that if the final match of the KOF tournament takes place inside of a stadium (sometimes against [[MiniBoss the tournament sponsor]], sometimes not), the venue will get destroyed or otherwise be altered by the presence of the FinalBoss, giving you some idea of [[SNKBoss what you're in for]]. Examples include [[SinisterMinister Goenitz]] ([[BlowYouAway of the Wildly-Blowing Wind]]) in ''[[VideoGame/TheKingOfFighters96 '96]]'', [[TimeMaster Saiki]] in ''[[VideoGame/TheKingOfFightersXIII XIII]]'', and [[GiantSpaceFleaFromNowhere Verse]] in ''[[VideoGame/TheKingOfFightersXIV XIV]]''.
428** ''VideoGame/TheKingOfFighters97'':
429*** A downplayed example with the fights against Orochi Iori or Orochi Leona, which feature red-tinted versions of pre-existing stages meant to be symbolic of their current predicament: [[WithGreatPowerComesGreatInsanity the Riot of the Blood]]. This is furthered by ''[[VideoGame/TheKingOfFighters98 '98]]: [[UpdatedRerelease Ultimate Match]]'' naming these stages in the stage select as "Bousou" ("Delusion").
430*** The battle against the Orochi Team takes place on an altar[[labelnote:*]]designated as "Different Dimension" in the ''[='98=]: Ultimate Match'' stage select[[/labelnote]] with various elemental spectacles taking place in the background -- first [[TechnicolorFire purple flames]] light up the altar, then a lightning storm rages in the distance, and finally there's lava and magma everywhere. In ''[='97=]'' proper, the Orochi Team's order is fixed so that each member corresponds to the stage layout ([[PlayingWithFire Orochi Chris]] > [[ShockAndAwe Orochi Shermie]] > [[DishingOutDirt Orochi Yashiro]]), with the altar only changing when the next member steps up to fight (giving the implication it's a show of their respective ElementalPowers), but the scenery merely changes by round in ''[='98=]: UM'' (where the CPU tends to switch up the Orochi Team's order at random). Then, {{Orochi}} gets revived for the last battle -- taking place at the very same altar -- and things start to get a bit... [[AmazingTechnicolorBattlefield psychedelic]].
431* In ''VideoGame/MadRatDead'', "Some Kind of Hope" has the same layout as the preceding level, "Cottage House", just with additional hazards and a faster song. However, this is a JustifiedTrope: [[spoiler:"Cottage House" is a leisurely stroll through through the city, while "Some Kind of Hope" involves Mad Rat and Heart racing against the clock to save a little girl from being hit by a truck]].
432* In ''VideoGame/MediEvil'', Return to the Graveyard is an expanded version of The Graveyard, since you now possess the key to get through the locked gate. Strangely, it has its own area on the world map.
433* The entirety of the InteractiveFiction game ''VideoGame/AMindForeverVoyaging''. You play as an AI in a simulation of Rockvil, South Dakota, exploring it in successive 10-year intervals to chart the progress of a proposed economic stimulus bill.
434* ''VideoGame/NeedForSpeed'':
435** The Run's Challenge Series. Basically, once you completed one of the Stages of the title event, you unlocked a set of races in the same tracks, but with different objectives.
436** The game's production was so rushed the developer had to recycle some tracks in the main storyline but disguise it the best they could, for example mirroring some turns and making sure to make the backgrounds and other visuals as different as possible so that the players wouldn't mind.
437* Levels 7 and 9 in ''VideoGame/{{PN 03}}'' are set in the same areas as Levels 3 and 6, respectively, with darker corridors and tougher enemies, and the doors that were previously locked have since been unlocked. The latter also has a rematch with Orchidee who now has [[OneWingedAngel a second form]], and an EscapeSequence after a SelfDestructMechanism activates.
438* ''VideoGame/{{Portal}}'':
439** In ''VideoGame/Portal1'', during the last level, as you wander through the inner workings of the Enrichment Center you eventually come across one of the earlier chambers which you get to beat again in a completely different manner.
440** In ''VideoGame/Portal2'', this is subverted, with you having to solve one puzzle twice in a row before you can continue.
441* The eponymous ''VideoGame/RadiationIsland'' actually consists of an archipelago of three islands that are exact copies of each other geographically but contain varying levels of resources and dangers. Safe houses, Tesla towers, and dig sites are given different locations for each island.
442* In ''VideoGame/RCHelicopter'', the Empty Land level where the player picks up empty cans off of a yard gets remixed for the final level in the game. This time, the player shoots [[spoiler:miniature [=UFOs=]]] with a water gun.
443* The DS port of ''VideoGame/ResidentEvil1'' has a Rebirth Mode, which remixes the entire game. The locations are still the same, but several elements have changed. Items are shuffled around, some puzzles are replaced with new ones that need to be solved differently, enemy locations and types are changed, and some areas will have you fight two enemy types at once instead of just one type.
444* Any time a minigame gets a second level in ''VideoGame/RhythmHeaven'', usually with a changed rhythm or a new machanic.
445** The various Remix minigames can also count, as they take cues from previous games and jumbles them together with a unique music track and new graphics (with the final remixes of each game containing snippits of the original versions of every minigame and respective song), but Remix 7 from the DS installment stands out among them in the context of this trope; its music track is actually an extended version of one of the songs used in Big Rock Finish from earlier in the game.
446* Similarly to other FightingGame examples, stages for certain characters (usually {{secret|Character}} ones) in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of another character's stage. For example:
447** Valencia Port is the HomeStage for Cervantes, the wielder of the titular cursed sword in ''Soul Edge''. For the final battle, the evil sword reanimates his corpse and fights you in the dread pirate's stead. Enter Valencia Port - Chaos, a warped, {{eldritch|Location}}y void where the uprooted buildings found at the Spanish port town are now floating around in the background.
448** Edge Master's stage in ''Soulcalibur'', Proving Grounds - Twilight, is an evening version of Kilik's Proving Grounds. Additionally, Xianghua has an autumn variant of her stage (Emperor's Garden) and Mitsurugi has a winter variant of his (Takamatsu Castle).
449** While not tied to a hidden character, the Money Pit, Labyrinth, and Egyptian Crypt stages in ''Soulcalibur II'' have multiple variations (some exclusive to Weapon Master Mode), featuring changes to the size/shape of the arena and, in the case of the latter, terrain with adverse effects (quicksand that lowers movement speed, ice that causes fighters to slide around and slip off the edge of the stage, etc.).
450** In ''Soulcalibur III'', the Lost Cathedral (the home stage of Siegfried and Nightmare) serves as the setting of the final leg of each character's story in Tales of Souls. Upon meeting the requirements for the default FinalBoss, the location changes into a far more hellish landscape, fittingly named Lost Cathedral - Ruin.
451** Each character's story in ''Soulcalibur IV'' will take them to one of two stages depending on their final opponent: Tower of Remembrance - Encounter (Siegfried/Nightmare) and Tower of Remembrance - Degradation (Algol, who also serves as the FinalBoss in Arcade and Tower of Lost Souls). The latter shares the same structure as the former, only it's yet another EldritchLocation instead of high up in the sky, complete with two giant formations in the background representing Soul Calibur and Soul Edge. As a trade-off, the Soul Edge eye in the middle of the platform in the "Encounter" version is missing from the "Degradation" variant.
452** Quite frequent in ''VideoGame/SoulcaliburV'', with several stages being shared by multiple characters.
453*** Free Imperial City Center (Patroklos/Dampierre) is a pristine, lavish-looking city plaza within the territory of the Holy Roman Empire. Pyrrha's stage, Free Imperial City: Old Quarter, is some distance away in the same city, with this section currently ablaze due to the malfested hunts.
454*** Ancient Citadel: Under Siege (Siegfried) is set upon a drawbridge leading into the fort used by Siegfried's band of mercenaries, Schwarzwind, as the mercs are besieged by malfested sent by Graf Dumas, the new Azure Knight. Ancient Citadel: Peacetime (Z.W.E.I.) lacks any background conflict and takes place at dusk/evening.
455*** Conqueror's Coliseum (Xiba) is an enclosed arena in a remote region of the Mughal Empire, suspended by chains via four giant stone staues, with cloaked onlookers spectating the fights. Conqueror's Coliseum: Underground Fight (Mitsurugi) is the same arena, but now lowered to an underground lake, with the battle taking place under the cover of night.
456*** Unknown Forest (Viola) is a tranquil forest near the Ancient Citadel at dusk. Unknown Forest: Dark Night (Raphael) is ExactlyWhatItSaysOnTheTin, almost completely devoid of wildlife save for a single owl.
457*** Denevér Castle: Assault (Nightmare) depicts the reverse of Ancient Citadel: Under Siege, with Schwarzwind's forces attacking Graf Dumas' stronghold and facing the nightmarish monsters under his command. When taken over by [[spoiler:Pyrrha Omega]], the area takes on elements of [[spoiler:[[EldritchLocation Astral Chaos]]]] (particularly [[spoiler:a tear in the darkened sky resembling the "eye" found in the regular Astral Chaos stage]]), thereby becoming the eerily lifeless Denevér Castle: [[spoiler:Eye of Chaos]].
458** Later updates for ''VideoGame/SoulcaliburVI'' introduced Master Swordman's Cave: Wicked Depths, a walled-off, nighttime variation of Master Swordman's Cave: Azure Horizon (itself the aforementioned Proving Grounds stage from both ''Calibur'' and ''III'').
459* The first level in ''VideoGame/StarFoxCommand''. Every time you enter the area, the enemy population increases.
460* ''Franchise/StreetFighter'':
461** Originally, Akuma had no stage of his own in ''[[VideoGame/StreetFighterII Super Street Fighter II Turbo]]'', [[BaitAndSwitchBoss as he would usurp Bison's place as the Final Boss and challenge you in Thailand]]. For ''Super Street Fighter II Turbo Revival'' for the UsefulNotes/GameBoyAdvance, ([[VideoGame/StreetFighterAlpha Shin]]) Akuma was given a variant of Ryu's stage (Suzaku Castle), set at sunset as opposed to evening/midnight.
462** The first ''VideoGame/StreetFighterAlpha'' was notable in that every character shared a stage.
463*** [[UsefulNotes/{{Japan}} Osaka]] (Ryu = early morning, Guy = afternoon)
464*** UsefulNotes/NewOrleans[[labelnote:*]]officially listed as "East USA" in-game[[/labelnote]] (Ken = late afternoon, Charlie = after midnight)
465*** Great Wall of UsefulNotes/{{China}} (Chun-Li = night, Akuma = day)
466*** [[UsefulNotes/{{Rome}} Colosseum]] (Birdie = morning, Rose = afternoon)
467*** [[UsefulNotes/{{Thailand}} Buddha statue]] (Adon = high noon, Sagat = night, Dan = dusk)
468*** Train yard[[labelnote:*]]officially listed as "West USA" in-game[[/labelnote]] (M. Bison = day, Sodom = night)
469** Though ''Street Fighter Alpha 3'' gave most characters their own individual stages, a handful of characters shared, with the only differences being the time of day or background effects. For example, Bison's stage (Secret Point 48106) is reused for the [[MiniBoss sub-bosses]] Balrog, Juli, and Juni, with their version featuring fuchsia skies and a thunderstorm as opposed to the dreary gray skyline and skull-shaped storm cloud of Bison's. The console versions rectified some of this, such as bringing back Balrog's [[NostalgiaLevel classic]] UsefulNotes/LasVegas stage from ''SFII'' and letting Karin fight on her family's yacht as opposed to a nighttime variant of Sakura's stage (Flower Shopping District), [[ZigZaggingTrope but also made it so that]] Evil Ryu and Shin Akuma's home stages were recolored variants of Akuma's (Oni Fang Cave).
470** ''VideoGame/StreetFighterIII: 3rd Strike'' mostly adhered to unique locales associated with a single character, with a few pairs of characters (Alex/Ken, Yun/Yang, Sean/Oro, and Necro/Twelve) sharing stages. Like ''Alpha 1'', the stages take place at different times, but unlike ''Alpha 1'', characters don't have individual themes despite every character having their own by the time of ''2nd Impact''. [[note]]For example, Ken's stage using "Jazzy NYC", which was Alex's {{Leitmotif}} throughout the entire trilogy. Yun and Yang are sole the exception, as they share a single version of "Crowded Street" a la ''New Generation'' as opposed to the character-exclusive rearrangements found in ''2nd Impact''.[[/note]] Additionally, Shin Akuma, were he not DummiedOut, was going to have a recolored version of his regular form's stage.
471* ''VideoGame/{{Stronghold}}'' requires you to siege the castle of The Pig as a means to escape. When it's time to finish the pig, it takes place in the same location, with you having a larger army, and the pig having a full garrison (and traps) to protect his holding.
472* ''VideoGame/SuperSmashBrosBrawl'' also features a remix of this type. The Subspace Emissary mode concludes with The Great Maze, a {{Metroidvania}}-style labyrinth made up of parts of all the previous levels which had been blown up with Subspace bombs. On top of that, the Halberd segment isn't ripped from the previous Halberd stage, but rather, it's based off the elevator portion from the original ''Revenge of Meta Knight'' game in ''VideoGame/KirbySuperStar''.
473* The original, interactive movie-style ''VideoGame/{{SWAT}}'' featured only three non-training levels, but each had two major versions:
474** Suburban home: One version had the player armed with an [=MP5=] and clearing the backyard. The other had the player armed with a shotgun and entering the house itself. The suspect could be encountered in one of two locations -- or not at all -- in the backyard, or hiding in the shower inside, with further variations depending on whether or not she was armed.
475** Warehouse: These missions would begin the same way, then diverge after the first room was cleared. One had the team stealthily clear the ground floor of the warehouse, then be forced into a standoff when the suspect came up from the basement. The second version had the team switch to dynamic entry early on and encounter the suspect in the basement.
476** Industrial complex: These missions differed widely. One version had the player as a sniper, reporting what he saw through the exterior windows and ultimately taking a shot. The other cast the player as the element leader, with four different options for entering and clearing the building[[note]]stealth or dynamic entry through one of two entrances[[/note]] though in practice only a stealth entry through the office entrance would end successfully.
477* Done in an ExactlyWhatItSaysOnTheTin manner with Final Stage and Final Stage 2 in ''VideoGame/Tekken5''. The former, where [[FinalBoss Jinpachi]] is fought, is a wasteland set under dark, ominous skies, complete with dust devils whipping up and boulders being flung around by the fierce winds. The latter, serving as the location for a few characters' [[MiniBoss Stage 8]] battles (and what the location looks like when Jinpachi isn't around to go OneWingedAngel), is the same arena but without the heavy atmosphere (plus a [[OrchestralBombing completely]] [[OminousLatinChanting different]] theme), "merely" featuring cloudy skies.
478* The ''Anime/TransformersArmada''-based [=PS2=] ''VideoGame/{{Transformers|2004}}'' game features this; one level has you fighting your way through a starship. [[spoiler:It then crashes, and you have to go all the way back through the same level, but vertically.]]
479* ''VideoGame/{{Unpacking}}'': Two of the eight levels revisit an old location. Firstly the 2012 level is a remixed version of the first one from 1997, but with mostly new furniture and the addition of a bathroom. Secondly, the 2015 level revisits the previous level (2013) The game keeps track of your progress this time so most of the stuff from 2013 is still there exactly where you placed it, the challenge is to add even more stuff.
480* In ''VideoGame/WorldInConflict'', the multiplayer maps do_Riverbed and tw_Wasteland are actually one and the same location, only before and after a nuclear blast, respectively. You'd barely guess, though, unless you played the campaign, thanks to vastly different gameplay styles and palettes of the two maps.
481* ''VideoGame/WorldOfWarcraft'': The Cataclysm did this in a large way to the whole of Azeroth, but near the end of the previous expansion, phasing had started to change individual zones this way. Show up the first time and one area is filled with hostile monsters. Do a few quests, and they're now friendly, and the usual town services such as mailboxes and flight paths are available. People who are not at your point in the questlines will not see you, and vice versa.
482[[/folder]]

Top