->''"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, itís 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."''
-->--'''[[http://nintendoprojectresumed.blogspot.com/2014/05/the-execution-of-all-things-mega-man-3.html Phil Sandifer]]'''

A 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:

* 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]].
* 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 [[SlippySlideyIceWorld colder]].

This 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.

Compare {{Backtracking}}, AllTheWorldsAreAStage. If the changes strain credibility, it's due to ChaosArchitecture.

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 LevelInReverse.

!!Examples Remixed from Previous Installments:


[[folder:Action Adventure]]
* Various locations in ''Franchise/TheLegendOfZelda'', 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'').
** ''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.
* 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.
* 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.
* 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.
* ''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.

[[folder:First Person Shooter]]
* ''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.
* The final confrontation in ''VideoGame/DeusExInvisibleWar'' takes place at the same island as the first mission of first ''Deus Ex''.
* 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 nearby the hallway Flak Cannon.
* ''Franchise/{{Halo}}'':
** ''VideoGame/{{Halo 3}}'':
*** "Cortana" is set in the [[WombLevel Flood biomass-covered]] ruins of High Charity from ''VideoGame/{{Halo 2}}''.
*** 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 the first part of "Two Betrayals".
** 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''.
* ''VideoGame/MedalOfHonor'':
** Fort Schmerzen from the first game is heavily reinforced by the time of ''Allied Assault''. The theme music also recieves [[CrowningMusicOfAwesome an awesome]] [[http://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.
** The secret campaign "Panzerknacker Unleashed!" in ''MOH: Underground'' is composed of levels made from multiplayer maps from the first game.
* 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.
* ''VideoGame/RainbowSixVegas 2'' reuses several maps from previous games, with some rooms of the original maps closed off, and a few new rooms added.

* ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' has dilapidated versions of Spiral Mountain and Gruntilda's Lair, which were wrecked by the witches' minions.
* The prologue of ''VideoGame/WonderBoyIIITheDragonsTrap[=/=]Dragon's Curse'' is a shorter reprise of TheVeryDefinitelyFinalDungeon of ''VideoGame/WonderBoyInMonsterLand''.
* ''Franchise/SuperMarioBros'':
** The arcade version of ''VideoGame/SuperMarioBros1'' replaces the easy versions of the NES stages with the hard remixed versions, and slightly altered versions of stages from ''VideoGame/SuperMarioBrosTheLostLevels'' take the place of the original's HardModeFiller.
** ''VideoGame/NewSuperMarioBros1'' has a multiplayer-only level that appears to be a direct remake of ''VideoGame/SuperMarioBros''' 1-1...until suddenly, platforms and coins quickly rotate into view as you approach them.
** Some of the sample courses in ''VideoGame/SuperMarioMaker'' originated from ''VideoGame/SuperMarioBros'', ''SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', and feature different twists that use the custom tools from this game.
* 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]].
* 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.
* 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.
* ''VideoGame/MegaManZX'' has Area D, which is a highway bridge level designed to recall the intro stage of ''VideoGame/MegaManX1'', in both layout and enemies present.
* One of the main areas in ''VideoGame/MegaManZero 4'' is Area Zero, which is revealed to be where the space colony Eurasia from ''VideoGame/MegaManX5'' crashed centuries ago.
* ''VideoGame/MegaManX7'' 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.
* ''VideoGame/{{Strider}}'':
** The [[AirborneAircraftCarrier Balrog]] and [[SpaceStation Third Moon]] stages were remixed, even incorporation parts of other stages, in ''Strider 2''.
** [[CityOfAdventure Kazakh City]] in the 2014 ''Strider'' 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.
* ''VideoGame/Jak3Wastelander'' reuses some parts of Haven City from [[VideoGame/JakIIRenegade previous installment]]. The Port section of the city is basically the same. Industrial section and south slums are more or less same, [[spoiler: some damages done by war aside]]. Northern slums on the other hand were replaced by New Haven City. Stadium [[spoiler: was damaged by falling palace and overrun by Metal Heads/Dark Makers as were its surroundings, but they are still somewhat identifiable once you get there.]]

[[folder:Role Playing Game]]
* ''VideoGame/DarkSouls3'' 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.
* ''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[[/note]].
* ''VideoGame/FinalFantasyX2'' reused a lot of areas from ''VideoGame/FinalFantasyX'' but with new bits accessible.
* 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.
* 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.
* 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 habitants of each region.
* 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.
* ''VideoGame/{{Fallout 2}}'' revisits several locations from ''VideoGame/{{Fallout 1}}'', including Vault 13 and the Mariposa ruins.
* Despite being a [[VideoGameRemake remake]], ''VideoGame/EtrianOdyssey Untold'' drastically changes around the layout of most of the Labyrinth's floors, so veterans of the original can't coast through on memory.

[[folder: Stealth]]
* 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]]. In ''VideoGame/MetalGearSolid3SnakeEater'', [[spoiler:several regions visited on the Virtuous Mission are revisited on Operation Snake Eater.]]
* Levels from ''VideoGame/HitmanCodename47'' reappear in ''VideoGame/HitmanContracts''.
* ''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.
* In ''VideoGame/ThiefIITheMetalAge'', Garrett revisits the Lost City from the first game, which has been significantly altered by a Mechanist expedition to acquire LostTechnology.
* 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. 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 ''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.

* 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.
* World 1-1 in ''VideoGame/SuperPaperMario'' 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 3-2 contains a swimming portion that begins much like World 2-3 in ''Super Mario Bros.''
* In ''VideoGame/{{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.
* ''Franchise/KingdomHearts'':
** 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 [[Disney/{{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.
** ''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.
* ''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]].
* Similarly, the second stage of ''VideoGame/RType 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.
* Two of the assassin stages in ''VideoGame/NoMoreHeroes'' 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.
* ''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.
* 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.
* ''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]].
* ''Franchise/MassEffect'':
** ''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.]]
** 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.
** ''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.
* ''Franchise/SilentHill'': You revisit Brookhaven Hospital and Lakeside Amusement Park in ''SilentHill3'', and Alchemilla Hospital and Toluca Prison in ''SilentHillHomecoming''.
* ''VideoGame/{{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. [[spoiler: Three times.]]
* The Tomb of Sargeras from ''VideoGame/{{Warcraft}}''. In this case, the surrounding terrain seems to change every time you come across it, from ''VideoGame/WarcraftII'' to ''VideoGame/WarcraftIII.'' 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.
* The wizard city of Dalaran has in ''Warcraft III'' is in ruins by the time of ''The Frozen Throne''.
* 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.
* ''VideoGame/HoshiSaga Dokuringo'' is made mostly of Remixed Levels from the previous four games (''Ringo'', ''Ringoame'', ''Ringoen'', ''Ringohime''), except the puzzles' difficulty is [[SequelDifficultySpike set extremely high]]. It is said the change is due to complaints that the previous games were too easy.
* Both versions of ''VideoGame/{{Ys}} 4'' have Adol return to Esteria, the location of the first game, for a portion of the story, and the UsefulNotes/PCEngine CD version also remixes the Shrine and Darm Tower.
* Sagat's Buddha statue level in the ''Franchise/StreetFighter'' games.
** 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).
* ''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.
* The last GLA mission (the Baikonur Cosmodrome) on ''VideoGame/CommandAndConquerGenerals'' reappears as the first USA mission on ''Zero Hour''.
* Many of the stages from ''VideoGame/TekkenTagTournament'' are the stages from ''VideoGame/{{Tekken}} 3'' with minor tweaks, such as changes in weather.
* Many classic stages from ''Franchise/MortalKombat'' have been revamped in later games. Also counts as NostalgiaLevel.
* Karate Man and Built to Scale from ''VideoGame/RhythmHeaven'' have appeared in most every game (Built to Scale only not receiving a new installment in Megamix), each with new mechanics based on the game's controls. Special mention goes to Karate Man's Father in Megamix, which incorporates all 3 previous editions.


!!Examples Remixed from the Same Installment:


[[folder:Action Adventure]]
* ''Franchise/{{Metroid}}'' series examples:
** 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.
** You can go back through the ruins of Tourian after the bomb goes off in ''VideoGame/ZeroMission''.
** 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...
* 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.
* 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]].
* ''VideoGame/CastlevaniaChroniclesOfSorrow'' does this for [[spoiler:Chaos's realm]].
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' does it for the inverted castle.
* 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.
* ''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.
* ''VideoGame/TheLegendOfZeldaSkywardSword'':
** 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.
** 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]].
* ''Franchise/TombRaider'':
** 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.
** The last level of ''VideoGame/TombRaiderII'' takes place at the training level, aka Lara's home, only with people shooting at you.
* ''VideoGame/ArmyMen Sarge's Heroes''. Fort Plastro is visited a second time in "Showdown", but by then it's nighttime.
* ''Franchise/ResidentEvil'':
** 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.
** ''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.
** The Police Station from ''VideoGame/ResidentEvil2'' is revisited in ''VideoGame/ResidentEvil3Nemesis''[[note]]technically it's the other way around because Nemesis 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.
* ''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]].
* ''VideoGame/ThiefTheDarkProject''. The second time the Hammerite Cathedral is visited, it is crawling with Pagans and their monsters.
* 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]].
* 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.
* Zigzagged throughout ''VideoGame/EternalDarkness'', which follows four central locations over the course of two millennia.
** The Roivas Mansion, first seen in 1760, has some of its rooms repurposed over the centuries of the family dwelling within, and one room in particular is accessed through a secret panel in a fireplace which is apparently deactivated later, with a more elaborate BookcasePassage taking its place in later chapters (including Alex's own).
** Oublié Cathedral begins life in 814 as a rather simple chapel, albeit one with a wide array of catacombs beneath. In later chapters, the cathedral has been built around it, and what is now the "old tower" is just a very small part of the experience, visibly falling into disuse.
** The temple mound in Cambodia could possibly be the same structure for Ellia as it is for Dr. Lindsey, as Ellia is thrown down a trap door which makes her skip a vast majority of what Edwin experiences, but apparently a door was carved out in the interim years that doesn't exist for Ellia.
** The Persian "Forbidden City" plays it the straightest. Pious, Karim, Roberto, and Michael all travel through it, and various passageways are blocked by debris for later characters, with new ones being constructed and rooms being redecorated with new panels or objects.

[[folder:First Person Shooter]]
* ''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.
* ''VideoGame/CallOfDuty'':
** The Carentan map was popular enough to appear in the first game, its expansion, and its sequel. For a ''Call of Duty 4: VideoGame/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.
** Brecourt was likewise popular in the original games, and was as such given a Chernobyl-style makeover for ''Modern Warfare 2'' as "Wasteland".
** ''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.
** ''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.]]
** ''VideoGame/CallOfDutyBlackOps2'' 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).
* ''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...]]
* Like the ''Knights of the Old Republic II'' example above, ''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.
* ''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:
** The last three levels of ''VideoGame/HaloCombatEvolved'' are remixes of the fifth, third, and first levels respectively, but with Flood and Sentinels added in.
** In ''VideoGame/{{Halo 2}}'', "High Charity" is a remix of "Gravemind", but with Flood.
** ''VideoGame/{{Halo 3}}'':
*** "Floodgate" is a remix of "The Storm", but with [[RuleOfThree Flood]].
*** The multiplayer map "Rat's Nest" is a remixed version of "Crow's Nest", and "Guardian" is based on the DummiedOut "Guardian Forest" level.
** ''VideoGame/HaloReach'':
*** "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 ''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.
** City 17 in ''VideoGame/HalfLife2''. You start out here in the very first chapter. Fast-forward through most of the game, 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.]]
* ''VideoGame/Left4Dead2'''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.
* ''VideoGame/GoldenEye1997'' 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.
* ''VideoGame/PerfectDark'' 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.
** ''VideoGame/PerfectDarkZero'''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.
* ''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.
* ''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.]]
* ''VideoGame/RainbowSix'':
** ''Rogue Spear'' has two {{stealth based mission}}s whose maps are later reused for action missions.
** ''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 ''VideoGame/ModernWarfare'', "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.
* ''VideoGame/{{Vietcong}}'' has the Nui Pek camp. The second game's US campaign is especially guilty of this.

* ''Franchise/RatchetAndClank''
** 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.]]
** 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.]]
** 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]].
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicTheHedgehog1'', 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.
** 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.
** ''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. 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 ''VideoGame/ShadowTheHedgehog'' 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 [[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...rather [[DoNotTouchTheFunnelCloud strange]] transportation of the first form. Several gimmicks are also repeated. In the same game, the [[VeryDefinitelyFinalDungeon last stage]] is [[spoiler: a mash-up of 'Black Comet' and 'Final Haunt' - Shadow probably passed through one or the other minutes before.]]
* ''Franchise/CrashBandicoot'':
** The series usually avoids this, but did it once in ''Videogame/TheWrathOfCortex''. 'The Gauntlet' and 'Knight Time' are identical levels except for two differences: the second one is dark and you play as Coco.
** The fourth world of ''Videogame/CrashTwinsanity'' is [[spoiler: a cross between the first two worlds]].
* The first stage in ''VideoGame/Kirby64TheCrystalShards'''s final level, Ripple Star, is nerly identical to Pop Star's first stage, right down to the music.
** 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 3 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]]
* ''Franchise/SuperMarioBros'':
** In ''VideoGame/SuperMarioBros1'', 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 ''VideoGame/SuperMarioBrosTheLostLevels'', World C is a remix of World 7.
** ''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.
** In ''VideoGame/WarioLand: 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.
** 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''.
* 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.]]
* After you beat the eight robot masters in ''VideoGame/MegaMan3'', you have to revisit four of the levels to fight Doc Robot.
* Some stages in ''VideoGame/MegaManX'' 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.
* 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.
* In ''VideoGame/MegaManZero 2'', 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 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.
* ''VideoGame/{{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 ''VideoGame/TransformersConvoyNoNazo'', except for the GuideDangIt [[TheMaze maze level]], are rehashes of levels from the first half.
* In ''VideoGame/DukeNukemZeroHour'', New York and Duke's base are remixed in the Post-Apocalypse era.
* 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.
* In ''[[VideoGame/{{Bonk}} 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.
* 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.
* The 5th stage in ''VideoGame/CannonDancer'' 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.
* 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.
* Happens often in VideoGame/SuperMonkeyBall, so much that it deserves it's own page.
* 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]].

[[folder:Role Playing Game]]
* The third chapter of ''VideoGame/FinalFantasyV'' has a game world which is [[spoiler: a hybrid of the first two.]]
* ''VideoGame/FinalFantasyXIII2'' involves a lot of time travel, 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).
* 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]] ([[LightNovel/IriyaNoSoraUFONoNatsu Iriya]] and [[LightNovel/BludgeoningAngelDokurochan Dokuro]] had it best as their worlds were left completely intact except for now being floating cosmic continents. On the other extreme, [[LightNovel/NogizakaHarukaNoHimitsu 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''?).
* ''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]].
* ''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]].
* Park Area in the fourth ''VideoGame/MegaManBattleNetwork'' 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.
* ''VideoGame/TheHalloweenHack'': Many of the Earthbound maps are reused in different contexts. For instance, the Twoson Sewers map is an edit of the Fourside Sewers map.
* ''Videogame/{{Earthbound}}'' itself has Onett [[spoiler:overrun by darkness and Giygas' forces]] in the late game.
* ''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.

* 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.
* ''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.
* 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.
* ''VideoGame/EternalDarkness'' 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 ''VideoGame/{{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 ''VideoGame/{{Portal 2}}'', this is subverted, with you having to solve one puzzle twice in a row before you can continue.
* 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.
* ''VideoGame/SuperSmashBros 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 ''VideoGame/KirbySuperStar''.
* Two ''VideoGame/GuildWars'' 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 ''Anime/TransformersArmada''-based [=PS2=] ''{{Transformers}}'' 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.]]
* The first level in ''VideoGame/StarFoxCommand''. Every time you enter the area, the enemy population increases.
* ''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?
* 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.
* The [[VideoGame/WorldOfWarcraft 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.
* ''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.]]
* ''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.
* ''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.
* 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.
* 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.
* ''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.)
* ''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.
* The first ''VideoGame/StreetFighterAlpha'' 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 ''VideoGame/SoulSeries'' 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.
* ''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]].
* 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.
* The last GLA mission on ''VideoGame/CommandAndConquerGenerals: Zero Hour'' becomes the first China mission.
* 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.
* 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.
* Any time a minigame gets a second level in ''VideoGame/RhythmHeaven'', usually with a changed rhythm or a new machanic.
* 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.
* ''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]].