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Remixed Level
"See, after beating the eight Robot Masters in Mega Man 3, 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."
Phil Sandifer

A level in a game has been visited by the character before, either in that game or in another, and has now been radically re-done. Several of these changes are common:

  • The enemy population changes in terms of either numbers or type. May go as far as changing the Green Hill Zone into an all out battlefield.
  • The stage is warped. Passages formerly open may be blocked off, or vice versa.
  • Graphical changes, in combination with at least one of the above, often connected to the plot. e.g.:
    • The environment has decayed and become dirty.
    • If the stage was a spaceship, it might have crashed.
    • The stage has suddenly gotten a lot colder.

This is different from simply revisiting a level that hasn't really changed, that's either a Recurring Location or a Nostalgia Level. Also not to be confused with Dark World or Mirror World, which are versions of the level in an Alternate Dimension; this is the same level you've been in before, but it's been changed in some generally minor way.

Compare Backtracking, All The Worlds Are A Stage. If the changes strain credibility, it's due to Chaos Architecture.

If 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 Level In Reverse.


Examples Remixed from Previous Installments:

    open/close all folders 

    Action Adventure 
  • Various locations in The Legend of Zelda, 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 The Legend of Zelda: Twilight Princess which you discover is actually the ruins of the Temple of Time from The Legend of Zelda: Ocarina of Time (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 The Legend of Zelda: A Link to the Past).
  • In Super Metroid you can see the old Tourian as well as the starting location of the original Metroid. Metroid Zero Mission, 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.
  • The final chapter of StarTropics 2 takes you back to the first stage of the original StarTropics. At the end you fight the reanimated skeleton of the first game's giant C-Serpent. Turns out, that's the Mid Boss, as afterwards you continue deeper into the caves than previously possible. Also, the infamous fake bonus room (with instant death from Super Drowning Skills) from the first game is turned into a real bonus room instead, albeit a treacherous one lined to 99% with Spikes Of Doom.
  • In Castlevania: Rondo of Blood, the first level is the town of Veros from Castlevania II Simons Quest, set on fire, and the second level is a remake of the Entrance Hall from the original Castlevania, which was also remade in Super Castlevania IV. Then there's Dracula's castle itself. Castlevania: Symphony of the Night explains that it takes a different appearance every time it materializes.
  • Ōkamiden has most of West and East Nippon from the first game, Ōkami, revisited, only omitting Kamui. To compensate the omission, there's a new area to explore, Yakushi Village.

    First Person Shooter 
  • Perfect Dark brought back a number of multiplayer maps from its Spiritual Predecessor Golden Eye 1997. The Temple map was the most changed, filled with sand drifts in some areas, while the lighting was toned down to an eerie twilight.
  • The final confrontation in Deus Ex: Invisible War takes place at the same island as the first mission of first Deus Ex.
  • DM-Deck17 in Unreal Tournament 2004 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 nearby the hallway Flak Cannon.
  • Halo:
    • Halo 3
      • "Cortana" is set in the Flood biomass-covered ruins of High Charity from Halo 2.
      • The final mission, at the replacement Halo's control center, is a throwback to Assault On The Control Room from the first game.
    • The Sinoviet Tower in New Alexandria from Halo: Reach, and by extension the Reflection multiplayer map, is a remake of the Ivory Tower from Halo 2.
  • Medal of Honor:
    • Fort Schmerzen from the first game is heavily reinforced by the time of Allied Assault. The theme music also recieves an awesome rearrangement. Earlier, in Mission 4, you revisit locations from the first game's G3 Officer and Railgun Greta missions.
    • The secret campaign "Panzerknacker Unleashed!" in MOH: Underground is composed of levels made from multiplayer maps from the first game.
  • In the 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.

    Platformer 
  • Banjo-Tooie has dilapidated versions of Spiral Mountain and Gruntilda's Lair, which were wrecked by the witches' minions.
  • The prologue of Wonder Boy III: The Dragon's Trap / Dragon's Curse is a shorter reprise of The Very Definitely Final Dungeon of Wonder Boy In Monster Land.
  • New Super Mario Bros. Wii has a multiplayer-only level that appears to be a direct remake of Super Mario Bros.' 1-1...until suddenly, platforms and coins quickly rotate into view as you approach them.
  • Sector 8 of Jumper Two takes place in Lab-03 from original Jumper, with rooms reconnected to keep only those levels, slightly redesigned for the sake of Ogmo's new physics engine.
  • In the Tomba!! series, the areas cursed by the evil pigs feature various enviromental 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.
  • The entirety of Sonic Generations 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.
  • Mega Man ZX has Area D, which is a highway bridge level designed to recall the intro stage of Mega Man X, in both layout and enemies present.
  • One of the main areas in Mega Man Zero 4 is Area Zero, which is revealed to be where the space colony Eurasia from Mega Man X5 crashed centuries ago.
  • Mega Man X7 brings back the Central Highway stage from the first game in full 3D, with the only playable characters being Zero and the newly introduced Axl.
  • The Balrog and Third Moon stages in Strider were remixed, even incorporation parts of other stages, in Strider 2.
    • Kazakh City in the next-gen Strider appears to be a recreation of areas and situations from all previous games.

    Role Playing Game 
  • Pokémon Gold and Silver and Crystal allowed you to revisit the region of Kanto from the preceding generation after you beat the Elite Four. Some of the changesnote  were due to a Time Skip versus the first games. Other changesnote  were due to technical limitations. Heart Gold/Soul Silver reverted most of the latternote .
  • Final Fantasy X-2 reused a lot of areas from Final Fantasy X but with new bits accessible.
  • In Knights of the Old Republic II, 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.
  • You revisit the planet of Miltia several times across the three Xenosaga titles, and each time is different, both within the same episode and across episodes.
  • The 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 habitants of each region.
  • Two dungeons late in Final Fantasy IX are based on Mount Gulg from Final Fantasy I and Pandaemonium from Final Fantasy II, even featuring remixes of their background music.
  • Fallout 2 revisits several locations from Fallout 1, including Vault 13 and the Mariposa ruins.

     Stealth 
  • Shadow Moses, where the whole of Metal Gear Solid takes place, reappears in Metal Gear Solid 4 as a derelict, barely inhabited ruin which takes much less time to explore. In Metal Gear Solid 3, several regions visited on the Virtuous Mission are revisited on Operation Snake Eater.
  • Levels from the first Hitman game reappear in Contracts.
  • Assassin's Creed: Brotherhood remixes the city of Monterrigoni from the second game by having it be the Breather Level 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.
  • In Thief II: The Metal Age, Garrett revisits the Lost City from the first game, which has been significantly altered by a Mechanist expedition to acquire Lost Technology.
  • Stages in the 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. More directly, Gohda's castle has appeared several times in the series, with wildly different looks. Other areas such as the Checkpoint and Mei-Oh's lair have also been recreated in bigger graphics in the sequels.
  • The Pharcom Expo Center in Syphon Filter 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.

    Other 
  • The Super Smash Bros. series converts levels from other games (Zebes, 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 Super Mario Bros. in a decayed state, and is more of a Nostalgia Level.
  • World 1-1 in Super Paper Mario begins looking identical to World 1-1 in Super Mario Bros., 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 3-D dramatically changing the way Mario proceeds through it. World 3-3 contains a swimming portion that begins much like World 2-3 in Super Mario Bros.
  • In Pikmin 2, 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.
  • A few of the worlds in Kingdom Hearts are revisited in Kingdom Hearts II, but with redesigned or repositioned locales, such as Halloween Town (which now includes Christmas Town) and Agrabah. Hollow Bastion is also in both games, but the first game focuses on the castle, while the second game features the surrounding town.
    • Kingdom Hearts 3D [Dream Drop Distance] 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.
  • Gradius ReBirth's first stage is a clone of the original 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 causes all volcanoes in the stage to go active and erupt rocks.
  • Similarly, the second stage of R-Type FINAL 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.
  • No More Heroes 2: Desperate Struggle features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with a rebuilt Destroyman as the boss. The stage itself plays very differently thanks to Shinobu's ability to jump.
  • In Rogue Squadron 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.
  • Mass Effect 2 starts off on the Normandy from Mass Effect 1 as it's getting destroyed. One DLC also allows you to re-visit it at its crash site.
  • Mass Effect 1's climax takes place in the 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.
    • You also visit the Citadel in Mass Effect 2 and Mass Effect 3, but both times give you different areas to explore, which are both very different from the first game.
    • Mass Effect 3 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.
  • Silent Hill: You revisit Brookhaven Hospital and Lakeside Amusement Park in Silent Hill 3, and Alchemilla Hospital and Toluca Prison in Silent Hill: Homecoming.
  • Portal 2 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. Three times.
  • The Tomb of Sargeras from Warcraft. In this case, the surrounding terrain seems to change every time you come across it, from Warcraft II up to World of Warcraft. 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.
    • Several other sites in the original trilogy are recreated in World of Warcraft 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.
  • Hoshi Saga 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.
  • Both versions of Ys 4 have Adol return to Esteria, the location of the first game, for a portion of the story, and the PC Engine CD version also remixes the Shrine and Darm Tower.
  • Sagat's Buddha statue level in the Street Fighter games.
    • Ken's stages in Street Fighter Alpha 2 and Street Fighter III: Second Impact (his personal yacht docked in the San Francisco Bay) hearken back to and may be updated versions of his stage from Street Fighter II, 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).
  • Guild Wars 2 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.


Examples Remixed from the Same Installment:

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Many tracks in racing games have multiple arrangements or "ribbons". The early Ridge Racer games are famous for all the tracks sharing the same starting area.

    Action Adventure 
  • Metroid series examples:
    • In Metroid Prime, 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.
    • Also, like Super Metroid above, you can go back through the ruins of Tourian after the bomb goes off in Zero Mission.
    • In Metroid: Fusion, 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...
  • In Cave Story, 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.
  • Averted (possibly averted intentionally for a bit of comic relief) in Shadow of the Colossus. 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.
  • Castlevania: Chronicles of Sorrow does this for Chaos's realm.
  • The True Shrine of the Mother in La-Mulana, 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 (The Temple of the Sun and The Tower of the Goddess) in order to proceed in the game.
  • Deadly Creatures 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.
  • The Legend of Zelda: Skyward Sword 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.
    • 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 the Bokoblins imprison Link.
  • In Tomb Raider Chronicles 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.

    First Person Shooter 
  • Call of Juarez 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.
  • Call of Duty:
    • The Carentan map was popular enough to appear in the first game, its expansion, and its sequel. For a Call of Duty 4: Modern Warfare 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.
    • Modern Warfare 2 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. Multiplayer also does like the Carentan example above - the popular Brecourt map from the first two games was remade for MW2 as the Chernobyl-themed "Wasteland".
    • Call of Duty: Black Ops 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 Carriers. The second example is related to The Reveal: The Framing Story takes place in the same level as the one where you visit the Pentagon.
  • 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 the walls come down revealing a Tower of Babel-esque arena — complete with a pissed off Cyberdemon! And that's only the beginning...
  • Like the Knights of the Old Republic II example above, The Force Unleashed 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.
  • Halo is known for this. Bungie obviously likes this trope. 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 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:
    • The last three levels of Halo: Combat Evolved are remixes of the fifth, third, and first levels, respectively, but with Flood and Sentinels.
    • In Halo 2, High Charity is a remix of Gravemind, but with Flood.
    • Halo 3
      • In Halo 3, Floodgate is a remix of The Storm, but with Flood.
      • The multiplayer map "Rat's Nest" is a remixed version of "Crow's Nest", and "Guardian" is based on the Dummied Out "Guardian Forest" level.
    • Halo: Reach:
      • The Package is a remix of ONI: Sword Base.
      • Like the other games, Reach remixes several of its campaign levels as multiplayer arenas, such as Sword Base and the power plant from Nightfall.
  • The first chapter, "Anomalous Materials", in Half-Life. First you walk through it when it's still a pristine environment. After the accident, it turns into a deathtrap and monster-filled ruin.
    • City 17 in Half-Life 2. You start out here in the very first chapter. Fast-forward through most of the game, and a rebellion has started in the city. Most of the architecture has been blown to pieces, and there's a lot more Combine around.
  • Left 4 Dead 2's Hard Rain campaign takes place in a small town. It seems sunny at first, but as the survivors are travelling 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.
  • Golden Eye 1997 for the Nintendo 64 has several:
    • 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.
    • Bunker (which comes directly after Surface both times): The first time you visit, it is under construction; the second time it is complete.
    • Some of the passages accessible in single player are closed off in the Multiplayer versions of Facility, Bunker, Archives, Water Caverns, and Egyptian.
  • Perfect Dark 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.
    • 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.
    • Perfect Dark Zero's Forced Tutorial 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.
  • 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 third-party scenarios, for example, Fell does this with at least four of its levels.
  • Deus Ex has you visit UNATCO Headquarters after each completed mission, where you get to know people who you are working with. The last time, however, you are an enemy who is about to break out.
  • Rainbow Six: Rogue Spear has two stealth based missions whose maps are later reused for action missions.
    • Likewise, 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.
  • In Modern Warfare, "Heat" is a remix of "Safehouse", set during the day with more enemies and vehicles, and a scrappy timed rush back down the hill at the end.
  • Vietcong has the Nui Pek camp. The second game's US campaign is especially guilty of this.

    Platformer 
  • The final level of Ratchet & Clank is Ratchet's homeworld, which was also the first level. The sky is darker, there are many new enemies and the stage is much longer. Also done in the third game, with the Starship Phoenix when it's attacked by enemies. To some extent, the Leviathan also counts - Dr. Nefarious crashes the vessel into Zeldrin after Ratchet confronts him, and Ratchet explores the wreckage when he visits the planet itself.
  • Sonic the Hedgehog:
    • This is the very schtick of Sonic the Hedgehog CD. 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.
    • Sonic Adventure 2 has many levels which use the same geometry as other levels the character's counterpart goes through, just with different decorations and doodads. Particularly noticeable with one of Rouge and Knuckles' levels: they're supposed to be entirely different locations but have exactly the same layout.
    • 'Sky Troops' of Shadow the Hedgehog is the same stage as 'Glyphic Canyon' (which, on the neutral path, is only the level before last) except it's turned out to be 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...rather strange transportation of the first form. Several gimmicks are also repeated. In the same game, the last stage is a mash-up of 'Black Comet' and 'Final Haunt' - Shadow probably passed through one or the other minutes before.
  • Crash Bandicoot usually avoids this, but did it once in The Wrath Of Cortex. 'The Gauntlet' and 'Knight Time' are pretty much identical levels except for two differences: the second one is dark and you play as Coco.
    • The fourth world of Crash Twinsanity is essentially a cross between the first two worlds.
  • The first stage in Kirby 64: The Crystal Shards's final level, Ripple Star, is nerly identical to Pop Star's first stage, right down to the music.
  • In the first Sonic the Hedgehog game, Scrap Brain Act 3 was basically just another act of the earlier Labyrinth Zone 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.
  • In the original Super Mario Bros., several levels reappear with increased difficulty:
    • 1-3 reappears as 5-3 with Bullet Bills coming from offscreen and smaller platforms.
    • 1-4 resurfaces as 6-4 with more fire bars and the first hammer-throwing Bowser.
    • 2-2 is played again as 7-2 with more enemies.
    • 2-3 is replayed as 7-3 with Koopas.
    • 2-4 repeats as 5-4 with more fire bars (including the game's only long one and fast one).
    • In The Lost Levels, World C is a remix of World 7.
  • Super Mario Galaxy'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.
  • In Wario Land: Super Mario Land 3:
    • 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.
    • 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.
    • 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.
    • 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.
  • In the Knytt Stories level The Machine, after you turn off the Machine, all the enemies disappear and the barren landscape bursts back into bloom and color.
  • After you beat the eight robot masters in Mega Man 3, you have to revisit four of the levels to fight Doc Robot.
  • At the end of Mega Man X2, Sigma hides out in 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.
  • In Mega Man Zero 2, after you defeat the first four bosses, there's an intermission level where the rebels attack Neo Arcadia and are pretty much massacred horribly. At the end of that stage, after a trio of rather weak minibosses, 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.
  • Klonoa 2: Lunatea's Veil 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.
  • Most of the levels in the second half of Transformers Convoy No Nazo, except for the Guide Dang It maze level, are rehashes of levels from the first half.
  • In Duke Nukem: Zero Hour, New York and Duke's base are remixed in the Post-Apocalypse era.
  • Near the end of Epic Mickey, 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.
  • In Bonk's Revenge, the Fireball Field and Orange Waterfall are fiery versions of Flower Field and Waterfall, respectively, and Round 6-1 is a nighttime version of Round 4-1.
  • Ninfestation, the second trip to the Piraty Princess Ship in 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.
  • The 5th stage in Cannon Dancer allows Kirin to choose one from three previous areas to battle the stage boss.
  • The entire point of the Flash game This is the Only Level and its sequels.

    Role Playing Game 
  • The third chapter of Final Fantasy V has a game world which is a hybrid of the first two.
  • The Very Definitely Final Dungeon 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 Recycled INSPACE (Iriya and Dokuro had it best as their worlds were left completely intact except for now being floating cosmic continents. On the other extreme, 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 Big Fancy House to that?).
  • Dragon Age: Origins 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 the Very Definitely Final Dungeon is the capital city of Denerim after being invaded by darkspawn and the Archdemon.
    • Dragon Age II does it both right and wrong. Since the acts are set three years apart, pretty much 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 lazy design.
  • Park Area in the fourth Mega Man Battle Network 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.
  • The Halloween Hack: Many of the Earthbound maps are reused in different contexts. For instance, the Twoson Sewers map is an edit of the Fourside Sewers map.
  • Earthbound itself has Onett overrun by darkness and Giygas' forces in the late game.

    Other 
  • 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.
  • In World in Conflict, 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.
  • Eternal Darkness uses this a lot - you end up returning to the same four or five locations a couple of times, though usually centuries apart. As a result, they have significantly decayed between the visits.
  • In Portal, 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.
    • In Portal 2, this is subverted, with you having to solve one puzzle twice in a row before you can continue.
  • Super Smash Bros. Brawl 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 Kirby Super Star.
  • Two Guild Wars examples:
    • In Prophecies, the first few missions take place in the ruins of the tutorial area.
    • 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.
  • The Transformers Armada-based PS2 Transformers game features this; one level has you fighting your way through a starship. It then crashes, and you have to go all the way back through the same level, but vertically.
  • The first level in Star Fox Command. Every time you enter the area, the enemy population increases.
  • Ace Combat X: Skies of Deception 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-Stealth-Based Mission where you need to weave between Instant Death Radius radar coverage circles, while 9B is a particularly annoying Escort Mission. Plus, The Law of Conservation of Detail can add twists to a level; for example in 14A, one of your allies notes the presence of a cave large enough to fly a plane in. Guess what you need to do in 14B?
  • The entirety of the Interactive Fiction game A Mind Forever Voyaging. 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.
  • The second act of Resident Evil: Code: Veronica 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 Self-Destruct Mechanism, forcing you to take longer routes around the base. The Antarctic Base is filled with frozen water, which allows you to reach previously inaccessible rooms.
  • 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.
  • Champions Online does this repeatedly. On first exposure to many zones, you enter a "Crisis" level, where 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 Apocalypse zone. 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.
  • 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 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. Killing the sniper results in a cutscene where 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 Roaring Rampage of Revenge. Just as the events of the game kicked off with 47 entering the confession booth, Sergei is holed up in the very same booth with Vittorio.
  • Heavy Weapon has the first 9 levels, which you have to revisit after a Your Princess Is in Another Castle scene. The difference is that you have to face off much stronger enemies the second time round.
  • Civil War Generals II includes alternate versions of historical battles from the American Civil War. Some of these are intended to be more balanced for multiplayer, while others seek to explore alternate deployments that didn't actually happen for one reason or another.
  • Levels 7 and 9 in P.N.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 a second form, and an Escape Sequence after a Self-Destruct Mechanism activates.
  • In 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.
  • Disaster: Day of Crisis 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.)
  • Dark Souls has the Undead Asylum, which is the tutorial level. When you return, the level contains many more undead, and two Black Knights, one of which is directly outside your starting location. There is also a 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.
  • The first Street Fighter Alpha was notable in that every character shared a stage.
    • Osaka (Ryu = early morning, Guy = afternoon)
    • New Orleans (Ken = late afternoon, Charlie = after midnight)
    • Great Wall of China (Chun-Li = night, Akuma = day)
    • Colosseum (Birdie = morning, Rose = afternoon)
    • Buddha statue (Adon = high noon, Sagat = night, Dan = dusk)
    • Train yard (M. Bison = day, Sodom = night)
  • Similarly to the above example, stages for secret characters in some of the games in the Soul Series are often different-time variations of other character's stage. For example, Edge Master's stage in Soulcalibur is an evening version of Kilik's.
  • Gatling Gears: 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. Also, you're now working for the Freemen instead of The Empire.
  • The fourth chapter of Angry Birds, "The Big Setup", is made up of levels from the first three chapters as they are being rebuilt by pig construction crews.
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