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* ''VideoGame/SydneyHunterAndTheCurseOfTheMayan'': The Haab Pyramid [[PlayerCharacter Sydney]] falls into at the start of the game. From it, Sydney can access the various temples in the game, talk to other people, and purchase stuff from merchants.
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** ''WesternAnimation/TheLEGOMovie Video Game'' has four mini-hubs (Brickburg, the Wild West, Cloud Cuckooland, and Octan Tower), each with a good amount of collectibles and characters in each one.

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** ''WesternAnimation/TheLEGOMovie Video Game'' ''VideoGame/TheLEGOMovieVideogame'' has four mini-hubs (Brickburg, (Bricksburg, the Wild Old West, Cloud Cuckooland, Cuckoo Land, and the Octan Tower), each with a good amount of collectibles and characters in each one.
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* Despite being by far the largest area of the game, Dracula's Castle in ''VideoGame/CastlevaniaPortraitOfRuin'' is a hub of sorts, because the meat of the game is in the worlds of the paintings scattered around the castle. ''Totally'' not a ''VideoGame/SuperMario64'' ripoff.

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* Despite being by far the largest area of the game, Dracula's Castle in ''VideoGame/CastlevaniaPortraitOfRuin'' is a hub of sorts, because the meat of the game is in the worlds of the paintings scattered around the castle. ''Totally'' not a ''VideoGame/SuperMario64'' ripoff.
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-->-- '''SelfDemonstrating/GLaDOS''', ''VideoGame/Portal2''

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-->-- '''SelfDemonstrating/GLaDOS''', '''[=GLaDOS=]''', ''VideoGame/Portal2''

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* ''VideoGame/{{Splatoon}}'':
** Inkopolis Plaza serves as the game's main hub, from which one can access all the different modes and stores. It is filled with the Inklings of other players, and drawings from the game's Website/{{Miiverse}} community appear as graffiti on the walls.
** Entering a manhole in the plaza will lead you to Octo Valley, the hub of the game's single-player campaign. It is divided into five areas, all of them filled with hidden kettles that are used as transport to the individual levels.
** By the time of ''VideoGame/Splatoon2'', the hub area has shifted across town to Inkopolis Square. It largely serves the same purpose as Inkopolis Plaza, and contains more than a few {{Suspiciously Similar Substitute}}s for certain shops from the first game. However, it also allows access to multiple new locations like [[MultiMookMelee Grizzco Industries]] and [[DownloadableContent the Deepsea Metro]].

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* ''VideoGame/{{Splatoon}}'':
''Franchise/{{Splatoon}}'':
** Each game has one of the shopping districts in a major city -- Inkopolis Plaza serves as in the first two games, Splatsville in the third -- serve as game's main hub, from which one can access all the different modes and stores. It is filled with the Inklings and Octolings of other players, and drawings from the game's Website/{{Miiverse}} community appear as graffiti on the walls.
** Entering a manhole in the plaza corner of these areas will lead you to Octo Valley, the hub world of the game's single-player campaign. It is divided into five areas, all of them filled campaign, with hidden kettles that are used as transport to the individual levels.
** By the time of ''VideoGame/Splatoon2'', the hub area has shifted across town
entrances to Inkopolis Square. It largely serves the same purpose as Inkopolis Plaza, and contains more than a few {{Suspiciously Similar Substitute}}s for certain shops from the first game. However, it any DLC single-player campaigns also allows access leading to multiple new locations like [[MultiMookMelee Grizzco Industries]] and [[DownloadableContent the Deepsea Metro]].their own hubs.
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i need to stop doing that


just with different entrance and exit points depending on which visit you're on. They even have all of the exit triggers present from the first time through, so for instance it's possible to use noclip at one point to skip straight from the second level of the first chapter to its finale.

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* ''VideoGame/{{Blood}} II: The Chosen'' attempts a rather primitive version of this in its first and third chapters by having three levels each which [[CutAndPasteEnvironments comprise of basically the same map]], blocking off previous exits and opening up new ones as you pass through them subsequent times; it's even possible, at least in the one from the first chapter, to skip from the second level straight to chapter's end by noclipping through a vent which is connected to the path that leads to the exit the last time you come through that level.
just with different entrance and exit points depending on which visit you're on. They even have all of the exit triggers present from the first time through, so for instance it's possible to use noclip at one point to skip straight from the second level of the first chapter to its finale.



* An interesting variant in ''VideoGame/Halo3ODST'': You start the game playing as [[TheFaceless The]] [[FeaturelessProtagonist Rookie]]; during the combat-drop at the start of the game, the Rookie gets separated from the rest of the squad, and the landing knocks him unconscious for six hours. When he wakes up, he wanders the nighttime city streets (the hub) trying to find his squad. When you find a clue as to what happened to them, the game goes into a playable {{flashback}} where you control the squad member related to the clue you just found as the Rookie. When the flashback ends, you return to the Rookie, and go looking for another clue. The city streets don't allow much backtracking after each flashback mission. When the player takes control of the Rookie again, they find the previous area of the city has been locked up and the next is unlocked for them to search, thus allowing them to progress through the hub, exploring new areas after each mission.
* ''VideoGame/{{Hexen}}'' introduced support for hub levels to the ''VideoGame/{{Doom}}'' FPS engine. Their presence both increased the areas players needed to search to find keys and triggers, and by ensuring the player would keep moving between them, allowed the side levels to be more strongly themed than would be the case if they were standalone levels as with the game's predecessor.

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* An interesting variant in ''VideoGame/Halo3ODST'': You start the game playing as [[TheFaceless The]] [[FeaturelessProtagonist Rookie]]; during the combat-drop at the start of the game, the Rookie gets separated from the rest of the squad, and the landing knocks him unconscious for six hours. When he wakes up, he wanders the nighttime city streets (the hub) trying to find his squad. When you find a clue as to what happened to them, e.g. a helmet embedded into a malfunctioning screen or a broken sniper rifle, the game goes into a playable {{flashback}} where you control the squad member related to the clue you just found as the Rookie. When the flashback ends, you return to the Rookie, and go looking for another clue. The city streets don't allow much backtracking after each flashback mission. When the player takes control of the Rookie again, they find the previous area of the city has been locked up and the next is unlocked for them to search, thus allowing them to progress through the hub, exploring new areas after each mission.
* ''VideoGame/{{Hexen}}'' introduced support for hub levels to the ''VideoGame/{{Doom}}'' FPS engine. engine, which some later mods would take advantage of through source ports backporting that into ''Doom''. Their presence both increased the areas players needed to search to find keys and triggers, triggers - it's entirely possible to find a key in one level and only need it in an entirely different level in the same hub - and by ensuring the player would keep moving between them, allowed the side levels to be more strongly themed than would be the case if they were standalone levels as with the game's predecessor.
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** ''LEGO DC Super-Villains'' has a hub with several parts: An amusement park run by the Joker, Gotham City, a swamp where the Legion of Doom’s lair is, Metropolis, Arkham Asylum, and Smallville. Later on, Apokolips is added as a separate hub accessible via a portal.

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** ''LEGO DC Super-Villains'' ''VideoGame/LegoDCSuperVillains'' has a hub with several parts: An amusement park run by the Joker, Gotham City, a swamp where the Legion of Doom’s lair is, Metropolis, Arkham Asylum, and Smallville. Later on, Apokolips is added as a separate hub accessible via a portal.
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[[caption-width-right:304:Each one of these doors leads to a level, and this is just one of the many hub worlds in this game.]]

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[[caption-width-right:304:Each one of these doors leads to a level, stage, and this is just one of the many hub worlds levels in this game.]]



** ''VideoGame/KirbysDreamLand2'' contains one in each world, which also provides the page image above.

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** ''VideoGame/KirbysDreamLand2'' contains one in each world, level, which also provides the page image above.
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* ''VideoGame/NoMoreHeroesIII'' presents an expanded hub world by featuring not only Santa Destroy, but also other playable areas like Call of Battle and Neo Brasil; in all of them, you can access various activities and undertake collection-based sidequests (like hunting scorpions, retrieving Jeane's children and planting magical seeds).

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* The hubs in the VideoGame/{{Lego Adaptation Game}}s are gradually populated with characters as they are unlocked... and you can even pick fights against them for the hell of it.

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* The hubs in the VideoGame/{{Lego ''VideoGame/{{Lego Adaptation Game}}s Game}}s'' are gradually populated with characters as they are unlocked... and you can even pick fights against them for the hell of it.



* ''Rayman Revolution'', the [=PS2=] port of ''VideoGame/Rayman2TheGreatEscape'', had a set of three large hubworlds as an upgrade from the previous versions.

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* ''Rayman Revolution'', Despite being by far the [=PS2=] port largest area of ''VideoGame/Rayman2TheGreatEscape'', had a set of three large hubworlds as an upgrade from the previous versions.game, Dracula's Castle in ''VideoGame/CastlevaniaPortraitOfRuin'' is a hub of sorts, because the meat of the game is in the worlds of the paintings scattered around the castle. ''Totally'' not a ''VideoGame/SuperMario64'' ripoff.



* ''VideoGame/DynastyWarriorsOnline'' has 6 different hubs, one for each faction as well as the peach garden. Since there's not always 5 factions fighting, not all of them are always available, and you're usually not allowed to go to any more than two of them at a time.



* ''Videogame/TazWanted'', a GCN game about Taz the Tazmanian Devil destroying wanted signs and trying to rescure the She-Devil from Yosemite Sam, has 3 hubs. One hub is for the 3 "zoo" levels, with various tutorial books. The second hub is for the 3 town level, and the third is for the 3 Wild West levels. While there is a 10th level, it hasn't a hub.
* Despite being by far the largest area of the game, Dracula's Castle in ''VideoGame/CastlevaniaPortraitOfRuin'' is a hub of sorts, because the meat of the game is in the worlds of the paintings scattered around the castle. ''Totally'' not a ''VideoGame/SuperMario64'' ripoff.



* ''VideoGame/StarFoxAdventures'': Thorntail Hollow serves as the hub of the game world (Sauria), with paths going to many places on the planet's surface, a Warpstone to send you to two other places, and the Arwing to take you to the satellite regions (which were originally part of the planet itself before the BigBad destabilized them).
%%* Mean Street in ''VideoGame/EpicMickey''.
* ''VideoGame/DynastyWarriorsOnline'' has 6 different hubs, one for each faction as well as the peach garden. Since there's not always 5 factions fighting, not all of them are always available, and you're usually not allowed to go to any more than two of them at a time.



* ''Rayman Revolution'', the [=PS2=] port of ''VideoGame/Rayman2TheGreatEscape'', had a set of three large hubworlds as an upgrade from the previous versions.
* ''VideoGame/StarFoxAdventures'': Thorntail Hollow serves as the hub of the game world (Sauria), with paths going to many places on the planet's surface, a Warpstone to send you to two other places, and the Arwing to take you to the satellite regions (which were originally part of the planet itself before the BigBad destabilized them).
%%* Mean Street in ''VideoGame/EpicMickey''.
* ''Videogame/TazWanted'', a GCN game about Taz the Tazmanian Devil destroying wanted signs and trying to rescure the She-Devil from Yosemite Sam, has 3 hubs. One hub is for the 3 "zoo" levels, with various tutorial books. The second hub is for the 3 town level, and the third is for the 3 Wild West levels. While there is a 10th level, it hasn't a hub.



* The main plot of ''VideoGame/{{Bastion}}'' revolves around rebuilding it using city cores that are picked up from various levels in the world map. The levels are not directly connected to the Bastion; rather, the hero flies to the levels from the titular Hub Level.
* The village in Arcanus Cella in ''VideoGame/ClaDun''.
* ''VideoGame/DarkDevotion'' has the Filthblood Shelter, where you respawn after every death. It has doors leading to each of the game’s regions, though they do not open until you’ve found those regions through exploration, and there is a magical gateway which takes you to the last teleportation altar you’ve visited.



* The ''VideoGame/MarvelUltimateAlliance'' games have many of these.
** Exemplifying with the first game: after saving the S.H.I.E.L.D. Helicarrier, the heroes are relocated to Stark Tower, which serves as a hub until the Mandarin's Palace stage. After that, they are relocated to Sanctum Sanctorum, Dr. Strange's home. Then, after beating Mephisto's Realm, everyone heads off to Asgard (which seemingly works more like a hub than the others, since all other levels--except possibly for Niffleheim--ARE in Asgard), and from there to Attilan, when Uatu saves the heroes' bacon from Dr. Doom. After fetching the items necessary to beat him, they go back to Earth, as it is being modified by Doom, and stay at a Doom-themed Stark Tower before heading off to Latveria. In total, five hubs (or four if you count both iterations of Stark Tower as the same).
** SpiritualSuccessor ''VideoGame/XMenLegends'' uses the X-mansion in the first game and various temporary bases in the second.
** ''Marvel Ultimate Alliance 2'' has an interesting twist on the hub levels. Since the game is about the Civil War, at the end of Act I you're forced to choose a side: Pro or Anti-Registration. Whichever side you choose determines the hub you're in for Act II: either Stark Tower, filled with SHIELD agents and Pro-Registration propaganda, or an old HYDRA base, re-purposed by Captain America as a base of operations for the Anti-Registration forces.
* ''VideoGame/{{Folklore}}'' uses the town of Doolin as a hub for getting into the various Netherworld realms and forwarding the plot in the world of the living.
* The sub-games of the ''Franchise/KingdomHearts'' series like to use this trope: Castle Oblivion in ''VideoGame/KingdomHeartsChainOfMemories'' and The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2''.
* The village in Arcanus Cella in ''VideoGame/ClaDun''.



* The town of Redmont in ''VideoGame/{{Ys}} III: Wanderers from Ys'' and its remake ''[[VideoGame/YsTheOathInFelghana The Oath in Felghana]]''.
* Most of the major areas in ''[[VideoGame/WonderBoyIIITheDragonsTrap WonderBoy III: The Dragon's Trap/Curse]]'' are directly connected to the starting town.
* The main plot of ''VideoGame/{{Bastion}}'' revolves around rebuilding it using city cores that are picked up from various levels in the world map. The levels are not directly connected to the Bastion; rather, the hero flies to the levels from the titular Hub Level.



* ''VideoGame/DarkDevotion'' has the Filthblood Shelter, where you respawn after every death. It has doors leading to each of the game’s regions, though they do not open until you’ve found those regions through exploration, and there is a magical gateway which takes you to the last teleportation altar you’ve visited.

to:

* ''VideoGame/DarkDevotion'' has ''VideoGame/{{Folklore}}'' uses the Filthblood Shelter, where you respawn after every death. It has doors leading to each town of Doolin as a hub for getting into the various Netherworld realms and forwarding the plot in the world of the game’s regions, though they do not open until you’ve found those regions through exploration, and there is a magical gateway which takes you to the last teleportation altar you’ve visited. living.



* The sub-games of the ''Franchise/KingdomHearts'' series like to use this trope: Castle Oblivion in ''VideoGame/KingdomHeartsChainOfMemories'' and The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2''.
* The ''VideoGame/MarvelUltimateAlliance'' games have many of these.
** Exemplifying with the first game: after saving the S.H.I.E.L.D. Helicarrier, the heroes are relocated to Stark Tower, which serves as a hub until the Mandarin's Palace stage. After that, they are relocated to Sanctum Sanctorum, Dr. Strange's home. Then, after beating Mephisto's Realm, everyone heads off to Asgard (which seemingly works more like a hub than the others, since all other levels--except possibly for Niffleheim--ARE in Asgard), and from there to Attilan, when Uatu saves the heroes' bacon from Dr. Doom. After fetching the items necessary to beat him, they go back to Earth, as it is being modified by Doom, and stay at a Doom-themed Stark Tower before heading off to Latveria. In total, five hubs (or four if you count both iterations of Stark Tower as the same).
** SpiritualSuccessor ''VideoGame/XMenLegends'' uses the X-mansion in the first game and various temporary bases in the second.
** ''Marvel Ultimate Alliance 2'' has an interesting twist on the hub levels. Since the game is about the Civil War, at the end of Act I you're forced to choose a side: Pro or Anti-Registration. Whichever side you choose determines the hub you're in for Act II: either Stark Tower, filled with SHIELD agents and Pro-Registration propaganda, or an old HYDRA base, re-purposed by Captain America as a base of operations for the Anti-Registration forces.
* Most of the major areas in ''[[VideoGame/WonderBoyIIITheDragonsTrap WonderBoy III: The Dragon's Trap/Curse]]'' are directly connected to the starting town.
* The town of Redmont in ''VideoGame/{{Ys}} III: Wanderers from Ys'' and its remake ''[[VideoGame/YsTheOathInFelghana The Oath in Felghana]]''.



* ''VideoGame/AmidEvil'' has the Gateway of the Ancients where you select the difficulty and episodes, like in Quake, but much more extensive.
* ''VideoGame/TheCatacomb'' had a linear progression from level 1 to level 10 (although level 4 also had an exit to level 14, and level 5 had unreachable fake "exits" to nonexistent levels 50, 70 and 90), but level 10 had exits to four other levels. Only one of these was the way forward (via an invisible secret exit), but the other three gave clues as to how to progress.
* The early ''VideoGame/CatacombApocalypse'' has one level in the middle of the otherwise linear progression of the game giving access to a few others. However, the game doesn't really have the technology to do it properly, so to speak. It works on the same "access a new level through a special door" basis as the more linear levels, meaning that both the hub and each of the other levels will be reset each time you enter one of them. This also means that you can do the same sub-level more than once to get the keys to progress beyond the hub instead of doing each of the different sub-levels once.
* ''VideoGame/CliveBarkersUndying'' had whatever themed enemies populated the next level begin infesting the Covenant estate as a [[NowWhereWasIGoingAgain hint of where to go next]].



* Possibly the most surreal example is in ''VideoGame/{{Quake}}'', where it even functions as a ''menu system'' and can be played as a ''deathmatch map''. This allowed for the hardest difficulty to be hidden ''within'' the hub. (The other three difficulties? They are the hub's ''entrances''.)
* ''Videogame/QuakeII'' has a hub level in almost all parts of the game, one exception is the Big Gun which is a map that stands on it's own.

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* Possibly ''VideoGame/{{Hexen}}'' introduced support for hub levels to the most surreal example is in ''VideoGame/{{Quake}}'', where it even functions as a ''menu system'' ''VideoGame/{{Doom}}'' FPS engine. Their presence both increased the areas players needed to search to find keys and can be played as a ''deathmatch map''. This triggers, and by ensuring the player would keep moving between them, allowed for the hardest difficulty side levels to be hidden ''within'' more strongly themed than would be the hub. (The other three difficulties? They are case if they were standalone levels as with the hub's ''entrances''.)
* ''Videogame/QuakeII'' has a hub level in almost all parts of the game, one exception is the Big Gun which is a map that stands on it's own.
game's predecessor.



* ''VideoGame/CliveBarkersUndying'' had whatever themed enemies populated the next level begin infesting the Covenant estate as a [[NowWhereWasIGoingAgain hint of where to go next]].

to:

* ''VideoGame/CliveBarkersUndying'' had whatever themed enemies populated The ''VideoGame/{{Marathon}}'' [[GameMod total conversion]] ''Erodrome'' is one of the next few mods of this engine to do this; it uses multiple copies of the Erodrome Station level begin infesting with different entry points. Likewise for the Covenant estate as a [[NowWhereWasIGoingAgain hint Repository room in ''Tempus Irae'' and the Rozinante in the fan-made sequel ''Marathon Rubicon''.
* ''VideoGame/NosferatuTheWrathOfMalachi'': From the Courtyard, you can reach almost every area
of where to go next]].the Castle, and most routes will take you back there eventually.
* ''VideoGame/PathwaysIntoDarkness'': The Ground Floor.



* Possibly the most surreal example is in ''VideoGame/{{Quake}}'', where it even functions as a ''menu system'' and can be played as a ''deathmatch map''. This allowed for the hardest difficulty to be hidden ''within'' the hub. (The other three difficulties? They are the hub's ''entrances''.)
* ''Videogame/QuakeII'' has a hub level in almost all parts of the game, one exception is the Big Gun which is a map that stands on it's own.
* ''Videogame/{{Strife}}'', being the last commercial game known to use the Doom engine, also has more refined hub levels with [=NPCs=] to talk to and quests to undertake. There's usually only one way to advance the plot and acquire the story quest, and it's infamous that one early sidequest [[UnwinnableByDesign leads to an inescapable trap]] (that was fixed in the Steam remake).
* ''VideoGame/TekWar'' was one of the first games to feature a Hub, in this case a subway station.



* ''VideoGame/{{Hexen}}'' introduced support for hub levels to the ''VideoGame/{{Doom}}'' FPS engine. Their presence both increased the areas players needed to search to find keys and triggers, and by ensuring the player would keep moving between them, allowed the side levels to be more strongly themed than would be the case if they were standalone levels as with the game's predecessor.
* ''Videogame/{{Strife}}'', being the last commercial game known to use the Doom engine, also has more refined hub levels with [=NPCs=] to talk to and quests to undertake. There's usually only one way to advance the plot and acquire the story quest, and it's infamous that one early sidequest [[UnwinnableByDesign leads to an inescapable trap]] (that was fixed in the Steam remake).
* ''VideoGame/TekWar'' was one of the first games to feature a Hub, in this case a subway station.
* The early ''VideoGame/CatacombApocalypse'' has one level in the middle of the otherwise linear progression of the game giving access to a few others. However, the game doesn't really have the technology to do it properly, so to speak. It works on the same "access a new level through a special door" basis as the more linear levels, meaning that both the hub and each of the other levels will be reset each time you enter one of them. This also means that you can do the same sub-level more than once to get the keys to progress beyond the hub instead of doing each of the different sub-levels once.
* ''VideoGame/TheCatacomb'' had a linear progression from level 1 to level 10 (although level 4 also had an exit to level 14, and level 5 had unreachable fake "exits" to nonexistent levels 50, 70 and 90), but level 10 had exits to four other levels. Only one of these was the way forward (via an invisible secret exit), but the other three gave clues as to how to progress.
* The ''VideoGame/{{Marathon}}'' [[GameMod total conversion]] ''Erodrome'' is one of the few mods of this engine to do this; it uses multiple copies of the Erodrome Station level with different entry points. Likewise for the Repository room in ''Tempus Irae'' and the Rozinante in the fan-made sequel ''Marathon Rubicon''.
* ''VideoGame/PathwaysIntoDarkness'': The Ground Floor.
* ''VideoGame/NosferatuTheWrathOfMalachi'': From the Courtyard, you can reach almost every area of the Castle, and most routes will take you back there eventually.
* ''VideoGame/AmidEvil'' has the Gateway of the Ancients where you select the difficulty and episodes, like in Quake, but much more extensive.



* ''VideoGame/NoMoreHeroes'' takes place in the city of [[ViceCity Santa Destroy]], which may seem like a WideOpenSandbox to the untrained eye, but is in practice more of an extremely elaborate hubworld where the player can take menial part-time jobs and low-paying assassination gigs between tackling the game's boss levels. The sequel ''[[VideoGame/NoMoreHeroes2DesperateStruggle Desperate Struggle]]'' averts this trope, as once Travis exits his apartment room you can select his destination through a menu.



* ''VideoGame/NoMoreHeroes'' takes place in the city of [[ViceCity Santa Destroy]], which may seem like a WideOpenSandbox to the untrained eye, but is in practice more of an extremely elaborate hubworld where the player can take menial part-time jobs and low-paying assassination gigs between tackling the game's boss levels. The sequel ''[[VideoGame/NoMoreHeroes2DesperateStruggle Desperate Struggle]]'' averts this trope, as once Travis exits his apartment room you can select his destination through a menu.



* ''VideoGame/SuperMarioLand2SixGoldenCoins'': Uniquely among the 2D games in the ''Mario'' franchise, the overworld map acts as a hub connecting the main Zones from the center (as each Zone already has its own map). This map also has a few levels on its own (though some require completing a Zone's level via a secret exit to access it), and it's also there where the final level (Wario's Castle, only available once all main bosses are defeated) awaits.

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* ''VideoGame/SuperMarioLand2SixGoldenCoins'': Uniquely among ''VideoGame/MarioAndLuigiDreamTeam'' has Pi'illo Castle and its grounds.
* ''VideoGame/MarioAndLuigiPartnersInTime'' uses Peach's Castle like in ''Super Mario 64'', with warps to
the 2D past, in a (fairly) rare RPG example.
* ''VideoGame/MarioAndLuigiSuperstarSaga'' has Beanbean Castle Town as well as the areas surrounding it.
* ''VideoGame/MarioPlusRabbidsKingdomBattle'': Like in ''Super Mario 64'', Peach's Castle appears as the hub level. Unlike in ''Mario 64'', however, the inside of the castle cannot be visited and the entrances to the various worlds are in the castle's surrounding area.
* The ''VideoGame/PaperMario'' games have [[VideoGame/PaperMario64 Toad Town]], [[VideoGame/PaperMarioTheThousandYearDoor Rogueport/Rogueport Sewers]], [[VideoGame/SuperPaperMario Flipside/Flopside]], [[VideoGame/PaperMarioStickerStar Decalburg]], and [[VideoGame/PaperMarioColorSplash Port Prisma]].
* ''VideoGame/SuperMario3DWorld'': On first glance, the level select area looks just like the simple maps with branching paths from the ''VideoGame/NewSuperMarioBros'' games. But you are able to freely walk around the area like you can in all the pre-''VideoGame/SuperMario3DLand'' 3D
games in the ''Mario'' franchise, the overworld map acts as a hub connecting the main Zones from the center (as each Zone already has its own map). This map also has a few levels on its own (though some require completing a Zone's level via a secret exit to access it), and it's also there where the final level (Wario's Castle, only available once all main bosses are defeated) awaits.series.



* ''VideoGame/SuperMarioSunshine'': Delfino Plaza gives access to all the other levels, most of them via magical M-shaped paintings or red pipes. A grand total of 40 (out of 120) Shine Sprites can be collected here (though 24 of them can only be purchased with the blue coins scattered on all levels in the game).



* ''VideoGame/SuperMario3DWorld'': On first glance, the level select area looks just like the simple maps with branching paths from the ''VideoGame/NewSuperMarioBros'' games. But you are able to freely walk around the area like you can in all the pre-''VideoGame/SuperMario3DLand'' 3D games in the series.
* ''VideoGame/MarioAndLuigiSuperstarSaga'' has Beanbean Castle Town as well as the areas surrounding it.
* ''VideoGame/MarioAndLuigiPartnersInTime'' uses Peach's Castle like in ''Super Mario 64'', with warps to the past, in a (fairly) rare RPG example.
* ''VideoGame/MarioAndLuigiDreamTeam'' has Pi'illo Castle and its grounds.
* The ''VideoGame/PaperMario'' games have [[VideoGame/PaperMario64 Toad Town]], [[VideoGame/PaperMarioTheThousandYearDoor Rogueport/Rogueport Sewers]], [[VideoGame/SuperPaperMario Flipside/Flopside]], [[VideoGame/PaperMarioStickerStar Decalburg]], and [[VideoGame/PaperMarioColorSplash Port Prisma]].
* ''VideoGame/MarioPlusRabbidsKingdomBattle'': Like in ''Super Mario 64'', Peach's Castle appears as the hub level. Unlike in ''Mario 64'', however, the inside of the castle cannot be visited and the entrances to the various worlds are in the castle's surrounding area.

to:

* ''VideoGame/SuperMario3DWorld'': On first glance, ''VideoGame/SuperMarioLand2SixGoldenCoins'': Uniquely among the level select area looks just like the simple maps with branching paths from the ''VideoGame/NewSuperMarioBros'' games. But you are able to freely walk around the area like you can in all the pre-''VideoGame/SuperMario3DLand'' 3D 2D games in the series.
* ''VideoGame/MarioAndLuigiSuperstarSaga''
''Mario'' franchise, the overworld map acts as a hub connecting the main Zones from the center (as each Zone already has Beanbean Castle Town as well as its own map). This map also has a few levels on its own (though some require completing a Zone's level via a secret exit to access it), and it's also there where the areas surrounding it.
final level (Wario's Castle, only available once all main bosses are defeated) awaits.
* ''VideoGame/MarioAndLuigiPartnersInTime'' uses Peach's Castle like in ''Super Mario 64'', ''VideoGame/SuperMarioSunshine'': Delfino Plaza gives access to all the other levels, most of them via magical M-shaped paintings or red pipes. A grand total of 40 (out of 120) Shine Sprites can be collected here (though 24 of them can only be purchased with warps to the past, in a (fairly) rare RPG example.
* ''VideoGame/MarioAndLuigiDreamTeam'' has Pi'illo Castle and its grounds.
* The ''VideoGame/PaperMario'' games have [[VideoGame/PaperMario64 Toad Town]], [[VideoGame/PaperMarioTheThousandYearDoor Rogueport/Rogueport Sewers]], [[VideoGame/SuperPaperMario Flipside/Flopside]], [[VideoGame/PaperMarioStickerStar Decalburg]], and [[VideoGame/PaperMarioColorSplash Port Prisma]].
* ''VideoGame/MarioPlusRabbidsKingdomBattle'': Like in ''Super Mario 64'', Peach's Castle appears as the hub level. Unlike in ''Mario 64'', however, the inside of the castle cannot be visited and the entrances to the various worlds are
blue coins scattered on all levels in the castle's surrounding area.game).



* Isle of Tims in ''VideoGame/BalanWonderworld'' acts as a playable level select where you can also feed the Drops you've collected so far to [[RaisingSim Tims]].
* ''VideoGame/CastleOfIllusion'', a 1990 game from Creator/{{Sega}}. It was the TropeMaker, as it was the first game to feature a hub building (castle), predating the TropeCodifier ''VideoGame/SuperMario64''.
* Creator/EpicGames' first ''VideoGame/JillOfTheJungle'' game uses this between levels. At first things are linear and it seems like a gimmick, but soon the same key-collecting and powerup-collecting mechanics from the levels themselves become necessary to progress ''between'' levels, and reaching the secret level requires some backtracking in the hub. Mercifully, the hub doesn't provide any enemies or ways for you to die. The second game had a purely linear progression while the third game adopted a top-down overworld.
* ''Franchise/{{Kirby}}'':
** ''VideoGame/KirbysAdventure'' may be the first game that used the same engine in the "between levels" segments as in the stages themselves.
** ''VideoGame/KirbysDreamLand2'' contains one in each world, which also provides the page image above.
** ''VideoGame/KirbyAndTheAmazingMirror'' has a MASSIVE hub level that had more and more accessible areas as you hit switches in the levels.
** The hub level from ''Adventure'' returns in ''VideoGame/KirbysReturnToDreamLand'', where it acts like the former minus the minigames and whatnot. The Lor Starcutter is this too, which contains minigames, copy ability rooms and challenge stages.
* ''VideoGame/MailMole'': Peaceful Plaza serves this purpose in the game, being the area where [[PlayerCharacter Molty]] returns to after making deliveries.



* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' is the only game in its series that plays this trope straight. The [[VideoGame/Sly2BandOfThieves second]], [[VideoGame/Sly3HonorAmongThieves third]], and [[VideoGame/SlyCooperThievesInTime fourth]] game actually made the hub location itself the main stage of the missions. There will be some few "mini-areas" in it, but generally a lot of the missions take place in the hub itself.



* Whispering Rocks Camp in ''VideoGame/{{Psychonauts}}'' is a good example, since the actual levels are inside the brains of the residents.
** The Collective Unconscious serves as a mini-Hub of sorts, allowing you to access people's brains even when they are not present in the actual Hub.
* Many ''VideoGame/CrashBandicoot'' and ''Franchise/SpyroTheDragon'' games have a Hub to connect their different levels.
** Most ''Crash'' game hubs from ''Crash 2'' onwards were small rooms with a bunch of doors, but ''VideoGame/CrashTeamRacing'' had a bigger hub akin to ''Diddy Kong Racing''. ''Videogame/CrashTwinsanity'' and ''Tag Team Racing'' have one hub per world.
** The GBA and main console Spyro games prior to the Legend reboot tended to play with this trope. The hub levels tended to be levels in their own right as regards collectables like gems, eggs, orbs, dragons, etc., but had no enemies to threaten you. All of them also had multiple hubs that you usually needed to get to by beating all prior levels then killing the boss on the way.
*** All Homes in ''Spyro the Dragon'' except the Gnorc Gnexus (the hub of Gnasty's World) slowly became levels in their own right with increasingly deadly enemies and challenging platforming, while the Gnorc Gnexus was a circle with level portals attached and had no enemies whatsoever. The Artisans Home straddled the line in that it had enemies, but those enemies couldn't hurt you and only ran away. It's also the only hubbed Spyro game that doesn't require you to beat a boss to go to the next hub.
*** ''Ripto's Rage![=/=]Gateway to Glimmer'' has Summer Forest, Autumn Plains, and Winter Tundra as its hub levels.
*** ''Year of the Dragon'' has Sunrise Spring, Midday Gardens, Evening Lake, and Midnight Mountain as its hub levels.
*** The Super Bonus World in ''Year of the Dragon'', while technically a Midnight Mountain level and not a homeworld of its own, returns to the style of the original ''Spyro the Dragon'' homeworlds in that the world is a level in its own right, but with portals to the various minigames.
*** ''Videogame/SpyroAHerosTail'' played the trope the way Spyro 1 did: all hubs had dangerous enemies along with the usual collectables. Stormy Beach was the last supposed hub of the game and all the levels that come after it are done in a linear sequence.

to:

* Whispering Rocks Camp in ''VideoGame/{{Psychonauts}}'' is a good example, since ''Cauldron'' for the actual levels are inside C64, released in 1985, might just be the brains of Main/UrExample: as the residents.
** The Collective Unconscious serves as a mini-Hub of sorts, allowing
witch, you to access people's brains even when they are not present in the actual Hub.
* Many ''VideoGame/CrashBandicoot'' and ''Franchise/SpyroTheDragon'' games have a Hub to connect their different levels.
** Most ''Crash'' game hubs from ''Crash 2'' onwards were small rooms with a bunch
must traverse an overworld full of doors, but ''VideoGame/CrashTeamRacing'' had a bigger hub akin to ''Diddy Kong Racing''. ''Videogame/CrashTwinsanity'' and ''Tag Team Racing'' have one hub per world.
** The GBA and main console Spyro games prior to the Legend reboot tended to play with this trope. The hub levels tended to be levels in their own right as regards collectables like gems, eggs, orbs, dragons, etc., but had no enemies to threaten you. All of them also had multiple hubs that you usually needed to get to by beating all prior levels then killing the boss on the way.
*** All Homes in ''Spyro the Dragon'' except the Gnorc Gnexus (the hub of Gnasty's World) slowly became levels in their own right with increasingly deadly
enemies and challenging platforming, while keys to find. These keys open the Gnorc Gnexus was a circle with level portals attached and had no enemies whatsoever. The Artisans Home straddled the line in that it had enemies, but those enemies couldn't hurt you and only ran away. It's also the only hubbed Spyro game that doesn't require you to beat a boss to go to the next hub.
*** ''Ripto's Rage![=/=]Gateway to Glimmer'' has Summer Forest, Autumn Plains, and Winter Tundra as its hub levels.
*** ''Year of the Dragon'' has Sunrise Spring, Midday Gardens, Evening Lake, and Midnight Mountain as its hub levels.
*** The Super Bonus World in ''Year of the Dragon'', while technically a Midnight Mountain level and not a homeworld of its own, returns to the style of the original ''Spyro the Dragon'' homeworlds in that the world is a level in its own right, but with portals
doors to the various minigames.
*** ''Videogame/SpyroAHerosTail'' played
levels of the trope game, each containing a treasure needed to complete it. The overworld also connects to your house, which is where you must bring all the way Spyro 1 did: all hubs had dangerous treasures. The levels are standard platformers, while the overworld uses the same engine but also lets you fly on your broom and shoot enemies along with down. Featuring so many different elements despite being such an early game, was probably what helped cement its status as a cult classic, in spite of its [[NintendoHard enormous difficulty]].
* An early example for platformers is ''VideoGame/TheAddamsFamily'' for
the usual collectables. Stormy Beach was SNES. Entering the last supposed hub of mansion leads to the [[ScoobyDoobyDoors Hall of Doors]]. Each one leads to a different series of rooms which in another game would count as a world. Some of these "worlds" even connect one another.
* ''VideoGame/AHatInTime'' features Hat Kid's spaceship. After losing its fuel all rooms are sealed off,
and all collecting said fuel in form of [[PlotCoupon Time Pieces]] gradually powers up more and more rooms, giving access to new chapters.
* Isle of Tims in ''VideoGame/BalanWonderworld'' acts as a playable level select where you can also feed
the levels that come after it are done in a linear sequence.Drops you've collected so far to [[RaisingSim Tims]].



* ''VideoGame/DonkeyKong64'': DK Isles. There are eight main worlds, four of which (Jungle Japes, Angry Aztec, Fungi Forest and Crystal Caves) are accessed within Donkey Kong's island and the other four (Frantic Factory, Gloomy Galleon, Creepy Castle and Hideout Helm) are within the large Kremling ship. Also present are the artificial island where K. Lumsy is held captive (freeing him is required to unlock the FinalBoss) and the natural island where the Banana Fairy queen lives.
* ''VideoGame/ConkersBadFurDay'': The region that encompasses the Windy chapter. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).
* ''Franchise/{{Metroid}}'':
** ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidOtherM'' have hub areas that serve as the literal hub of the space station you're exploring (BSL Research Station in the former, Bottle Ship in the latter).
** ''VideoGame/MetroidPrime2Echoes'': The Luminoth specifically built the Great Temple at the center of their other three dwelling areas on Aether, hence, the hub area (Temple Grounds). Its DarkWorld equivalent is the Sky Temple Grounds, though it averts the trope as the other Dark Aether areas are not directly connected to it.
* The ''VideoGame/MegaManZero'' series has the three incarnations of the LaResistance Base as a hub for missions: one is set in a city deep underground (1st game), the second is more elaborate with a harbor and turrets (2nd and 3rd), while the last is a two-truck trailer, with [[NewEden Area Zero]] just next door.
* All of the 3D ''VideoGame/{{Gex}}'' games have one of these. The second game has just one: The Media Dimension, the third has several that are also proper levels.
* Rainbow Cliffs in ''VideoGame/TyTheTasmanianTiger'' and The Outback in ''Bush Rescue''. Regarding the latter, instead of walking around it normally, you drive around it in a four-by-four.
* ''VideoGame/LodeRunner 2'' had one, aptly titled ''World Hub''. It was rather nice to look at, partially because one of the coolest of the game's seven tilesets (called ''Jump Station'') was dedicated to it exclusively. You couldn't even use it with the in-game LevelEditor unless you hacked your level files.

to:

* ''VideoGame/DonkeyKong64'': DK Isles. There are eight main worlds, ''[[VideoGame/{{Bonk}} Bonk's Revenge]]'''s final stage, the Moon Pyramid, has a central hub leading to its four of which (Jungle Japes, Angry Aztec, Fungi Forest and Crystal Caves) are accessed within Donkey Kong's island and the other four (Frantic Factory, Gloomy Galleon, Creepy Castle and Hideout Helm) are within the large Kremling ship. Also present are the artificial island where K. Lumsy is held captive (freeing him is required to unlock the FinalBoss) and the natural island where the Banana Fairy queen lives.
* ''VideoGame/ConkersBadFurDay'': The region that encompasses the Windy chapter. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).
* ''Franchise/{{Metroid}}'':
** ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidOtherM'' have hub areas that serve as the literal hub of the space station you're exploring (BSL Research Station in the former, Bottle Ship in the latter).
** ''VideoGame/MetroidPrime2Echoes'': The Luminoth specifically built the Great Temple at the center of their other three dwelling areas on Aether, hence, the hub area (Temple Grounds). Its DarkWorld equivalent is the Sky Temple Grounds, though it averts the trope as the other Dark Aether areas are not directly connected to it.
* The ''VideoGame/MegaManZero'' series has the three incarnations of the LaResistance Base as a hub for missions: one is set in a city deep underground (1st game), the second is more elaborate
sublevels, [[BossRush each ending with a harbor and turrets (2nd and 3rd), while boss rematch]]. After completing these, you fight the last is a two-truck trailer, with [[NewEden Area Zero]] just next door.
* All of the 3D ''VideoGame/{{Gex}}'' games have one of these. The second game has just one: The Media Dimension, the third has several that are also proper levels.
* Rainbow Cliffs in ''VideoGame/TyTheTasmanianTiger'' and The Outback in ''Bush Rescue''. Regarding the latter, instead of walking around it normally, you drive around it in a four-by-four.
* ''VideoGame/LodeRunner 2'' had one, aptly titled ''World Hub''. It was rather nice to look at, partially because one of the coolest of the game's seven tilesets (called ''Jump Station'') was dedicated to it exclusively. You couldn't even use it with the in-game LevelEditor unless you hacked your level files.
Round 6 boss followed by King Drool.



* An early example for platformers is ''VideoGame/TheAddamsFamily'' for the SNES. Entering the mansion leads to the [[ScoobyDoobyDoors Hall of Doors]]. Each one leads to a different series of rooms which in another game would count as a world. Some of these "worlds" even connect one another.
* ''VideoGame/JettRocket''[='s=] ship is a tiny version, with switches that lead to the level maps.
* ''VideoGame/{{Spelunky}}'' features the hub in which you unlock shortcuts to deeper levels by paying increasingly exorbitant prices which you will have to pay for within ''at least'' three playthroughs.
* ''VideoGame/JakAndDaxter'':
** ''VideoGame/JakAndDaxterThePrecursorLegacy'': There are ''three'' hub worlds, each providing access to three different areas. Getting enough Power Cells in a world unlocks a fourth area which connects to the next hub world (or, in the case of the third, to the final level), giving the impression of traversing across one massive world instead of between a few disconnected areas. While the hub worlds themselves have no enemies, each one ''does'' have eight Power Cells of its own, though most are of the "bring X Precursor Orbs to Y person" variety.
** ''VideoGame/JakIIRenegade'' has [[ViceCity Haven City]], which has several gates scattered throughout that provide access to outlying areas which act more as levels in the traditional sense. However, unlike the first game's hub worlds, the vast majority of the game's plot occurs in Haven City, and the city itself houses quite a few of the game's missions as well.
** ''VideoGame/{{Daxter}}'': While the game also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.
* The pod in the first ''VideoGame/LittleBigPlanet''. In the third game, Manglewood, the Ziggurat, and Bunkum Lagoon each have one. They're full of prizes and the currency of the game, Collectabells, and have links to the main levels and some sidequests scattered about.
* ''VideoGame/{{Dustforce}}'' originally had a single massive hub level with stages scattered around it, clustered according to theme. This tended to confuse players as to where they should go, and as to the relative difficulty of stages, so early May 2012, coinciding with the release of the Mac version and the level editor, it was overhauled. Now, there's a small central hub containing the multiplayer, tutorial, level editor, and custom maps, as well as doors to the four areas or "themes." Within these, doors are arranged so that easier levels are easier to get to and usually closer to the door back to the main hub.
* Pinewood Heights from ''VideoGame/WithinADeepForest''.
* The ''VideoGame/DarkCastle'' games each featured hubs, with the hubs getting more complex as the series progressed:
** ''Dark Castle'' had the Great Hall, which provided a simple point-and-click choice between the 4 other areas.
** ''Beyond Dark Castle'' had the Ante Chamber, a more traditional hub room where you placed the orbs collected from the main levels in order to unlock the final level.
** ''Return to Dark Castle'' has a hub level connecting the hubs from the first two games as well as a hub for the new levels created for the game.
* ''[[VideoGame/JamesPond Robocod]]'', also known as ''Super James Pond'', is another early example, with Santa's Castle as the north pole linking all the levels together and providing a few bonus items and secret stages to the more intrepid player.
* Uberhub Zone in ''VideoGame/SonicErazor'' is a lot linear than most examples, basically being a straight shot to the ending, with each level accessed by falling down a hole (or, in the case of the two Special Places, giant rings). Progress is limited by doors that only open when their corresponding level is cleared. Finally, two giant rings on either side of the map access the options menu and the ending, respectively.
* In ''VideoGame/{{Flashback}}'', New Washington is laid out like this, in contrast to the other more linear levels.
* The ''Franchise/SonicTheHedgehog'' games have never been keen on implementing hub stages; perhaps the closest they get are the "adventure fields" in the original ''VideoGame/SonicAdventure'', which function like a series of interlinked hub stages characters are free to explore between accessing the regular levels.
* Pac's school in ''VideoGame/PacManAndTheGhostlyAdventures'' houses both the [[OverworldNotToScale overworld]], a screen tracking your collectibles, several characters to talk to, and finally some minigames to play.

to:

* An early example for platformers is ''VideoGame/TheAddamsFamily'' for the SNES. Entering the mansion leads to the [[ScoobyDoobyDoors Hall of Doors]]. Each one leads to ''VideoGame/CastleOfIllusion'', a different series of rooms which in another 1990 game would count as a world. Some of these "worlds" even connect one another.
* ''VideoGame/JettRocket''[='s=] ship is a tiny version, with switches that lead to
from Creator/{{Sega}}. It was the level maps.
* ''VideoGame/{{Spelunky}}'' features the hub in which you unlock shortcuts to deeper levels by paying increasingly exorbitant prices which you will have to pay for within ''at least'' three playthroughs.
* ''VideoGame/JakAndDaxter'':
** ''VideoGame/JakAndDaxterThePrecursorLegacy'': There are ''three'' hub worlds, each providing access to three different areas. Getting enough Power Cells in a world unlocks a fourth area which connects to the next hub world (or, in the case of the third, to the final level), giving the impression of traversing across one massive world instead of between a few disconnected areas. While the hub worlds themselves have no enemies, each one ''does'' have eight Power Cells of its own, though most are of the "bring X Precursor Orbs to Y person" variety.
** ''VideoGame/JakIIRenegade'' has [[ViceCity Haven City]], which has several gates scattered throughout that provide access to outlying areas which act more
TropeMaker, as levels in the traditional sense. However, unlike it was the first game's hub worlds, the vast majority of the game's plot occurs in Haven City, and the city itself houses quite a few of the game's missions as well.
** ''VideoGame/{{Daxter}}'': While the
game also features Haven City as to feature a hub world, in this game it's only a small section of building (castle), predating the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.
* The pod in the first ''VideoGame/LittleBigPlanet''. In the third game, Manglewood, the Ziggurat, and Bunkum Lagoon each have one. They're full of prizes and the currency of the game, Collectabells, and have links to the main levels and some sidequests scattered about.
* ''VideoGame/{{Dustforce}}'' originally had a single massive hub level with stages scattered around it, clustered according to theme. This tended to confuse players as to where they should go, and as to the relative difficulty of stages, so early May 2012, coinciding with the release of the Mac version and the level editor, it was overhauled. Now, there's a small central hub containing the multiplayer, tutorial, level editor, and custom maps, as well as doors to the four areas or "themes." Within these, doors are arranged so that easier levels are easier to get to and usually closer to the door back to the main hub.
* Pinewood Heights from ''VideoGame/WithinADeepForest''.
* The ''VideoGame/DarkCastle'' games each featured hubs, with the hubs getting more complex as the series progressed:
** ''Dark Castle'' had the Great Hall, which provided a simple point-and-click choice between the 4 other areas.
** ''Beyond Dark Castle'' had the Ante Chamber, a more traditional hub room where you placed the orbs collected from the main levels in order to unlock the final level.
** ''Return to Dark Castle'' has a hub level connecting the hubs from the first two games as well as a hub for the new levels created for the game.
* ''[[VideoGame/JamesPond Robocod]]'', also known as ''Super James Pond'', is another early example, with Santa's Castle as the north pole linking all the levels together and providing a few bonus items and secret stages to the more intrepid player.
* Uberhub Zone in ''VideoGame/SonicErazor'' is a lot linear than most examples, basically being a straight shot to the ending, with each level accessed by falling down a hole (or, in the case of the two Special Places, giant rings). Progress is limited by doors that only open when their corresponding level is cleared. Finally, two giant rings on either side of the map access the options menu and the ending, respectively.
* In ''VideoGame/{{Flashback}}'', New Washington is laid out like this, in contrast to the other more linear levels.
* The ''Franchise/SonicTheHedgehog'' games have never been keen on implementing hub stages; perhaps the closest they get are the "adventure fields" in the original ''VideoGame/SonicAdventure'', which function like a series of interlinked hub stages characters are free to explore between accessing the regular levels.
* Pac's school in ''VideoGame/PacManAndTheGhostlyAdventures'' houses both the [[OverworldNotToScale overworld]], a screen tracking your collectibles, several characters to talk to, and finally some minigames to play.
TropeCodifier ''VideoGame/SuperMario64''.



* ''[[VideoGame/{{Bonk}} Bonk's Revenge]]'''s final stage, the Moon Pyramid, has a central hub leading to its four sublevels, [[BossRush each ending with a boss rematch]]. After completing these, you fight the Round 6 boss followed by King Drool.
* The central hub in ''VideoGame/FreezeME'' is called, well, Hubbiton, and in addition to containing the entrances to worlds and sub-challenges, it also provides playground equipment you can practice your platforming on.

to:

* ''[[VideoGame/{{Bonk}} Bonk's Revenge]]'''s ''VideoGame/ConkersBadFurDay'': The region that encompasses the Windy chapter. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).
* Many ''VideoGame/CrashBandicoot'' and ''Franchise/SpyroTheDragon'' games have a Hub to connect their different levels.
** Most ''Crash'' game hubs from ''Crash 2'' onwards were small rooms with a bunch of doors, but ''VideoGame/CrashTeamRacing'' had a bigger hub akin to ''Diddy Kong Racing''. ''Videogame/CrashTwinsanity'' and ''Tag Team Racing'' have one hub per world.
** The GBA and main console Spyro games prior to the Legend reboot tended to play with this trope. The hub levels tended to be levels in their own right as regards collectables like gems, eggs, orbs, dragons, etc., but had no enemies to threaten you. All of them also had multiple hubs that you usually needed to get to by beating all prior levels then killing the boss on the way.
*** All Homes in ''Spyro the Dragon'' except the Gnorc Gnexus (the hub of Gnasty's World) slowly became levels in their own right with increasingly deadly enemies and challenging platforming, while the Gnorc Gnexus was a circle with level portals attached and had no enemies whatsoever. The Artisans Home straddled the line in that it had enemies, but those enemies couldn't hurt you and only ran away. It's also the only hubbed Spyro game that doesn't require you to beat a boss to go to the next hub.
*** ''Ripto's Rage![=/=]Gateway to Glimmer'' has Summer Forest, Autumn Plains, and Winter Tundra as its hub levels.
*** ''Year of the Dragon'' has Sunrise Spring, Midday Gardens, Evening Lake, and Midnight Mountain as its hub levels.
*** The Super Bonus World in ''Year of the Dragon'', while technically a Midnight Mountain level and not a homeworld of its own, returns to the style of the original ''Spyro the Dragon'' homeworlds in that the world is a level in its own right, but with portals to the various minigames.
*** ''Videogame/SpyroAHerosTail'' played the trope the way Spyro 1 did: all hubs had dangerous enemies along with the usual collectables. Stormy Beach was the last supposed hub of the game and all the levels that come after it are done in a linear sequence.
* The ''VideoGame/DarkCastle'' games each featured hubs, with the hubs getting more complex as the series progressed:
** ''Dark Castle'' had the Great Hall, which provided a simple point-and-click choice between the 4 other areas.
** ''Beyond Dark Castle'' had the Ante Chamber, a more traditional hub room where you placed the orbs collected from the main levels in order to unlock the
final stage, the Moon Pyramid, level.
** ''Return to Dark Castle''
has a hub level connecting the hubs from the first two games as well as a hub for the new levels created for the game.
* ''VideoGame/DonkeyKong64'': DK Isles. There are eight main worlds, four of which (Jungle Japes, Angry Aztec, Fungi Forest and Crystal Caves) are accessed within Donkey Kong's island and the other four (Frantic Factory, Gloomy Galleon, Creepy Castle and Hideout Helm) are within the large Kremling ship. Also present are the artificial island where K. Lumsy is held captive (freeing him is required to unlock the FinalBoss) and the natural island where the Banana Fairy queen lives.
* ''VideoGame/{{Dustforce}}'' originally had a single massive hub level with stages scattered around it, clustered according to theme. This tended to confuse players as to where they should go, and as to the relative difficulty of stages, so early May 2012, coinciding with the release of the Mac version and the level editor, it was overhauled. Now, there's a small
central hub leading containing the multiplayer, tutorial, level editor, and custom maps, as well as doors to its the four sublevels, [[BossRush each ending with a boss rematch]]. After completing areas or "themes." Within these, doors are arranged so that easier levels are easier to get to and usually closer to the door back to the main hub.
* Creator/EpicGames' first ''VideoGame/JillOfTheJungle'' game uses this between levels. At first things are linear and it seems like a gimmick, but soon the same key-collecting and powerup-collecting mechanics from the levels themselves become necessary to progress ''between'' levels, and reaching the secret level requires some backtracking in the hub. Mercifully, the hub doesn't provide any enemies or ways for
you fight to die. The second game had a purely linear progression while the Round 6 boss followed by King Drool.
third game adopted a top-down overworld.
* In ''VideoGame/{{Flashback}}'', New Washington is laid out like this, in contrast to the other more linear levels.
* The central hub in ''VideoGame/FreezeME'' is called, well, Hubbiton, and in addition to containing the entrances to worlds and sub-challenges, it also provides playground equipment you can practice your platforming on. * All of the 3D ''VideoGame/{{Gex}}'' games have one of these. The second game has just one: The Media Dimension, the third has several that are also proper levels.
* ''VideoGame/JakAndDaxter'':
** ''VideoGame/JakAndDaxterThePrecursorLegacy'': There are ''three'' hub worlds, each providing access to three different areas. Getting enough Power Cells in a world unlocks a fourth area which connects to the next hub world (or, in the case of the third, to the final level), giving the impression of traversing across one massive world instead of between a few disconnected areas. While the hub worlds themselves have no enemies, each one ''does'' have eight Power Cells of its own, though most are of the "bring X Precursor Orbs to Y person" variety.
** ''VideoGame/JakIIRenegade'' has [[ViceCity Haven City]], which has several gates scattered throughout that provide access to outlying areas which act more as levels in the traditional sense. However, unlike the first game's hub worlds, the vast majority of the game's plot occurs in Haven City, and the city itself houses quite a few of the game's missions as well.
** ''VideoGame/{{Daxter}}'': While the game also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.
* ''[[VideoGame/JamesPond Robocod]]'', also known as ''Super James Pond'', is another early example, with Santa's Castle as the north pole linking all the levels together and providing a few bonus items and secret stages to the more intrepid player.
* ''VideoGame/JettRocket''[='s=] ship is a tiny version, with switches that lead to the level maps.



* ''Cauldron'' for the C64, released in 1985, might just be the Main/UrExample: as the witch, you must traverse an overworld full of enemies and keys to find. These keys open the doors to the various levels of the game, each containing a treasure needed to complete it. The overworld also connects to your house, which is where you must bring all the treasures. The levels are standard platformers, while the overworld uses the same engine but also lets you fly on your broom and shoot enemies down. Featuring so many different elements despite being such an early game, was probably what helped cement its status as a cult classic, in spite of its [[NintendoHard enormous difficulty]].
* ''VideoGame/AHatInTime'' features Hat Kid's spaceship. After losing its fuel all rooms are sealed off, and collecting said fuel in form of [[PlotCoupon Time Pieces]] gradually powers up more and more rooms, giving access to new chapters.
* Tak's village in ''VideoGame/TakAndThePowerOfJuju'' serves as the game's central hub. Not every level can be accessed through this hub, though- some need to be accessed by finding their entrances in other levels.

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* ''Cauldron'' for the C64, released in 1985, might just ''Franchise/{{Kirby}}'':
** ''VideoGame/KirbysAdventure'' may
be the Main/UrExample: as the witch, you must traverse an overworld full of enemies and keys to find. These keys open the doors to the various levels of the game, each containing a treasure needed to complete it. The overworld also connects to your house, which is where you must bring all the treasures. The levels are standard platformers, while the overworld uses first game that used the same engine but in the "between levels" segments as in the stages themselves.
** ''VideoGame/KirbysDreamLand2'' contains one in each world, which
also lets you fly on your broom and shoot enemies down. Featuring so many different elements despite being such an early game, was probably what helped cement its status as provides the page image above.
** ''VideoGame/KirbyAndTheAmazingMirror'' has
a cult classic, in spite of its [[NintendoHard enormous difficulty]].
* ''VideoGame/AHatInTime'' features Hat Kid's spaceship. After losing its fuel all rooms are sealed off, and collecting said fuel in form of [[PlotCoupon Time Pieces]] gradually powers up
MASSIVE hub level that had more and more rooms, giving accessible areas as you hit switches in the levels.
** The hub level from ''Adventure'' returns in ''VideoGame/KirbysReturnToDreamLand'', where it acts like the former minus the minigames and whatnot. The Lor Starcutter is this too, which contains minigames, copy ability rooms and challenge stages.
* The pod in the first ''VideoGame/LittleBigPlanet''. In the third game, Manglewood, the Ziggurat, and Bunkum Lagoon each have one. They're full of prizes and the currency of the game, Collectabells, and have links to the main levels and some sidequests scattered about.
* ''VideoGame/LodeRunner 2'' had one, aptly titled ''World Hub''. It was rather nice to look at, partially because one of the coolest of the game's seven tilesets (called ''Jump Station'') was dedicated to it exclusively. You couldn't even use it with the in-game LevelEditor unless you hacked your level files.
* ''VideoGame/MailMole'': Peaceful Plaza serves this purpose in the game, being the area where [[PlayerCharacter Molty]] returns to after making deliveries.
* The ''VideoGame/MegaManZero'' series has the three incarnations of the LaResistance Base as a hub for missions: one is set in a city deep underground (1st game), the second is more elaborate with a harbor and turrets (2nd and 3rd), while the last is a two-truck trailer, with [[NewEden Area Zero]] just next door.
* ''Franchise/{{Metroid}}'':
** ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidOtherM'' have hub areas that serve as the literal hub of the space station you're exploring (BSL Research Station in the former, Bottle Ship in the latter).
** ''VideoGame/MetroidPrime2Echoes'': The Luminoth specifically built the Great Temple at the center of their other three dwelling areas on Aether, hence, the hub area (Temple Grounds). Its DarkWorld equivalent is the Sky Temple Grounds, though it averts the trope as the other Dark Aether areas are not directly connected to it.
* Pac's school in ''VideoGame/PacManAndTheGhostlyAdventures'' houses both the [[OverworldNotToScale overworld]], a screen tracking your collectibles, several characters to talk to, and finally some minigames to play.
* Whispering Rocks Camp in ''VideoGame/{{Psychonauts}}'' is a good example, since the actual levels are inside the brains of the residents.
** The Collective Unconscious serves as a mini-Hub of sorts, allowing you to
access people's brains even when they are not present in the actual Hub.
* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' is the only game in its series that plays this trope straight. The [[VideoGame/Sly2BandOfThieves second]], [[VideoGame/Sly3HonorAmongThieves third]], and [[VideoGame/SlyCooperThievesInTime fourth]] game actually made the hub location itself the main stage of the missions. There will be some few "mini-areas" in it, but generally a lot of the missions take place in the hub itself.
* Uberhub Zone in ''VideoGame/SonicErazor'' is a lot linear than most examples, basically being a straight shot
to new chapters.
the ending, with each level accessed by falling down a hole (or, in the case of the two Special Places, giant rings). Progress is limited by doors that only open when their corresponding level is cleared. Finally, two giant rings on either side of the map access the options menu and the ending, respectively.
* The ''Franchise/SonicTheHedgehog'' games have never been keen on implementing hub stages; perhaps the closest they get are the "adventure fields" in the original ''VideoGame/SonicAdventure'', which function like a series of interlinked hub stages characters are free to explore between accessing the regular levels.
* ''VideoGame/{{Spelunky}}'' features the hub in which you unlock shortcuts to deeper levels by paying increasingly exorbitant prices which you will have to pay for within ''at least'' three playthroughs.
* Tak's village in ''VideoGame/TakAndThePowerOfJuju'' serves as the game's central hub. Not every level can be accessed through this hub, though- some need to be accessed by finding their entrances in other levels. levels.
* Rainbow Cliffs in ''VideoGame/TyTheTasmanianTiger'' and The Outback in ''Bush Rescue''. Regarding the latter, instead of walking around it normally, you drive around it in a four-by-four.
* Pinewood Heights from ''VideoGame/WithinADeepForest''.



* ''VideoGame/Portal2'''s co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible. This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner. In a rare example, you can literally kill your robot off by jumping into the BottomlessPit below while in the hub, which [=GLaDOS=] proceeds to mock you or even be confused at how you died in an area that wasn't a part of the test. Since your robot always respawns after death with no ill repercussions, this example is most likely PlayedForLaughs.
* ''VideoGame/{{Repton}} 2''. All levels except the last two are accessed via transporters on the first level. In the PC remake, additional scenarios often have more complex structures, but having one or more hub levels is still common.



* ''VideoGame/TheTalosPrinciple'': The "stage" maps have three or four puzzles each. These are connected together by three {{Hub Level}}s, each with a different theme that extends into the puzzle maps. These hubs in turn are linked by ''another'' hub with a fourth theme. You start the game in what is otherwise an ordinary puzzle map.



* ''VideoGame/Portal2'''s co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible. This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner. In a rare example, you can literally kill your robot off by jumping into the BottomlessPit below while in the hub, which [=GLaDOS=] proceeds to mock you or even be confused at how you died in an area that wasn't a part of the test. Since your robot always respawns after death with no ill repercussions, this example is most likely PlayedForLaughs.
* ''VideoGame/{{Repton}} 2''. All levels except the last two are accessed via transporters on the first level. In the PC remake, additional scenarios often have more complex structures, but having one or more hub levels is still common.
* ''VideoGame/TheTalosPrinciple'': The "stage" maps have three or four puzzles each. These are connected together by three {{Hub Level}}s, each with a different theme that extends into the puzzle maps. These hubs in turn are linked by ''another'' hub with a fourth theme. You start the game in what is otherwise an ordinary puzzle map.



* ''VideoGame/TheFinalFantasyLegend'' has The Tower, which fits this trope in spades. Each floor offers a door to another whole world.



* ''VideoGame/DragonQuestMonsters'' employs this trope more often than not:
** The first game had the kingdom of Greattree, which played this trope completely straight with swirling warpgates that would take the player to each level.
** DQM 2 mixed things up with the kingdom of Greatlog, which allowed the player to use keys to warp to each of the main story levels- or they could use special keys to warp to randomized custom maps.
** Joker 1 had Domus Isle, a bustling seaside city with jetskis that would take the player to each level.
* ''VideoGame/TheFinalFantasyLegend'' has The Tower, which fits this trope in spades. Each floor offers a door to another whole world.



* ''VideoGame/MasterOfTheMonsterLair'': The town.



* Belles Fleurs Academy acts as the base of operations in ''VideoGame/OmegaLabyrinthLife'', much like Amberyl Academy in the previous two titles. Here, players can buy and sell supplies, craft items, and make permanent upgrades to their characters between dungeon runs, among other things.



* ''VideoGame/MasterOfTheMonsterLair'': The town.
* Belles Fleurs Academy acts as the base of operations in ''VideoGame/OmegaLabyrinthLife'', much like Amberyl Academy in the previous two titles. Here, players can buy and sell supplies, craft items, and make permanent upgrades to their characters between dungeon runs, among other things.
* ''VideoGame/DragonQuestMonsters'' employs this trope more often than not:
** The first game had the kingdom of Greattree, which played this trope completely straight with swirling warpgates that would take the player to each level.
** DQM 2 mixed things up with the kingdom of Greatlog, which allowed the player to use keys to warp to each of the main story levels- or they could use special keys to warp to randomized custom maps.
** Joker 1 had Domus Isle, a bustling seaside city with jetskis that would take the player to each level.



* ''VideoGame/EverQuest'' originally did not have a Hub Level, and instead let characters wander the entire world on foot to get to the various dungeons and adventure areas. With the release of the ''Shadows of Luclin'' expansion a Hub Level called "The Nexus" was created that had portals to and from 4 of the 5 continents in the world and merchants that would sell to any character (and was located on the moon, essentially a sixth continent for gameplay). With the release of the next expansion, ''Planes of Power'' a new Hub Level called the "Plane of Knowledge" was created: an extraplanar city with trainers for all classes, shops selling almost everything that Player Characters would ever need to buy at a store, and portals to every single city in the game (which seriously cut down on the game's NintendoHard travel element).

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* ''VideoGame/EverQuest'' originally did not have a Hub Level, and instead let characters wander the entire world on foot to get to the various dungeons and adventure areas. With the release of the ''Shadows of Luclin'' expansion a Hub Level called "The Nexus" was created that had portals to and from 4 of the 5 continents ''VideoGame/AdventureQuestWorlds'' has one in the world and merchants that would sell to any character (and was located on the moon, essentially a sixth continent for gameplay). With the release town of the next expansion, ''Planes of Power'' Battleon, where everyone first spawns upon beginning a new Hub Level called the "Plane of Knowledge" was created: an extraplanar city with trainers for all classes, shops selling almost everything that Player Characters would ever need to buy at a store, and portals to every single city in the game (which seriously cut down on session and where the game's NintendoHard travel element).latest content can be accessed.



* While rather small in comparison to some of the other examples, the Null Chamber from ''[[Website/GaiaOnline zOMG]]'' serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.

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* While rather small The city of Stormreach in comparison to some ''VideoGame/DungeonsAndDragonsOnline'' is essentially this, though it was more prevalent in earlier versions of the other examples, the Null Chamber from ''[[Website/GaiaOnline zOMG]]'' serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.game.



* ''VideoGame/EverQuest'' originally did not have a Hub Level, and instead let characters wander the entire world on foot to get to the various dungeons and adventure areas. With the release of the ''Shadows of Luclin'' expansion a Hub Level called "The Nexus" was created that had portals to and from 4 of the 5 continents in the world and merchants that would sell to any character (and was located on the moon, essentially a sixth continent for gameplay). With the release of the next expansion, ''Planes of Power'' a new Hub Level called the "Plane of Knowledge" was created: an extraplanar city with trainers for all classes, shops selling almost everything that Player Characters would ever need to buy at a store, and portals to every single city in the game (which seriously cut down on the game's NintendoHard travel element).
* While rather small in comparison to some of the other examples, the Null Chamber from ''[[Website/GaiaOnline zOMG]]'' serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
* ''VideoGame/PhantasyStar'': Later games in the series feature hubs. For example:
** ''VideoGame/PhantasyStarOnline'': Pioneer 2
** ''VideoGame/PhantasyStarUniverse'' has four hub levels: The GUARDIAN's Colony, Holtes City on the planet Parum, Ohtoku City on Neudaiz, and Dagora City on Moatoob.
** ''VideoGame/PhantasyStarZero'': Dairon City
** ''VideoGame/PhantasyStarOnline2'' has the ARKS Ship, which is divided into a Gate Area where players select quests to undertake, a Shop Area with a variety of stores, and a Casino Area [[MinigameZone with minigames]]. The former two areas have monitors which advertise additions added to the game in patches, media that the game does cross-promotion with, and occasionally shows fan-made videos uploaded to Website/NicoNicoDouga.
* The Republic and Imperial Fleets in ''Videogame/StarWarsTheOldRepublic'' are the Hubs for players instead of the capital planets Coruscant and Dromund Kaas, surprisingly. The fleets contain shops for everything you need in the game, skill trainers for class/crew and also the entrances to dungeon raids (Flashpoints and Operations) via shuttles.



* ''VideoGame/{{Vindictus}}'' has the town of Colhen and the city of Rocheste, from where you travel to instances that make up the majority of the game's action.



* The city of Stormreach in ''VideoGame/DungeonsAndDragonsOnline'' is essentially this, though it was more prevalent in earlier versions of the game.
* ''VideoGame/{{Vindictus}}'' has the town of Colhen and the city of Rocheste, from where you travel to instances that make up the majority of the game's action.
* ''VideoGame/AdventureQuestWorlds'' has one in the town of Battleon, where everyone first spawns upon beginning a game session and where the latest content can be accessed.
* The Republic and Imperial Fleets in ''Videogame/StarWarsTheOldRepublic'' are the Hubs for players instead of the capital planets Coruscant and Dromund Kaas, surprisingly. The fleets contain shops for everything you need in the game, skill trainers for class/crew and also the entrances to dungeon raids (Flashpoints and Operations) via shuttles.
* ''VideoGame/PhantasyStar'': Later games in the series feature hubs. For example:
** ''VideoGame/PhantasyStarOnline'': Pioneer 2
** ''VideoGame/PhantasyStarUniverse'' has four hub levels: The GUARDIAN's Colony, Holtes City on the planet Parum, Ohtoku City on Neudaiz, and Dagora City on Moatoob.
** ''VideoGame/PhantasyStarZero'': Dairon City
** ''VideoGame/PhantasyStarOnline2'' has the ARKS Ship, which is divided into a Gate Area where players select quests to undertake, a Shop Area with a variety of stores, and a Casino Area [[MinigameZone with minigames]]. The former two areas have monitors which advertise additions added to the game in patches, media that the game does cross-promotion with, and occasionally shows fan-made videos uploaded to Website/NicoNicoDouga.



* In ''VideoGame/UltimaUnderworld II'', Britannia acts as something of a hub for the various worlds you must visit.
* Depends on the chapter in ''VideoGame/TheWitcher''. The Prologue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[ViceCity entire city district]] as a Hub, in the third chapter when the [[HubCity range of exploration expands]], the Hub contracts to a single tower. The [[AmazingTechnicolorBattlefield war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[BubblegloopSwamp swamplands.]] The Epilogue is a [[NoSidepathsNoExplorationNoFreedom linear rail]] of No Return.

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* In ''VideoGame/UltimaUnderworld II'', Britannia acts as something of a hub for the various worlds you must visit.
* Depends on the chapter in ''VideoGame/TheWitcher''. The Prologue
''VideoGame/AlphaProtocol'' has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[ViceCity entire safehouses in each city district]] (Moscow, Rome, Taipei) which serve as a Hub, in the third chapter when the [[HubCity range of exploration expands]], the Hub contracts to a single tower. The [[AmazingTechnicolorBattlefield war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[BubblegloopSwamp swamplands.]] The Epilogue is a [[NoSidepathsNoExplorationNoFreedom linear rail]] of No Return.hubs between missions.



* ''VideoGame/AlphaProtocol'' has safehouses in each city (Moscow, Rome, Taipei) which serve as hubs between missions.
* ''VideoGame/NeverwinterNights2'' has the Sunken Flagon inn for the first two-thirds of the game, then Crossroad Keep for the remainder.



* ''VideoGame/NeverwinterNights2'' has the Sunken Flagon inn for the first two-thirds of the game, then Crossroad Keep for the remainder.
* In ''VideoGame/UltimaUnderworld II'', Britannia acts as something of a hub for the various worlds you must visit.



* Depends on the chapter in ''VideoGame/TheWitcher''. The Prologue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[ViceCity entire city district]] as a Hub, in the third chapter when the [[HubCity range of exploration expands]], the Hub contracts to a single tower. The [[AmazingTechnicolorBattlefield war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[BubblegloopSwamp swamplands.]] The Epilogue is a [[NoSidepathsNoExplorationNoFreedom linear rail]] of No Return.



* ''VideoGame/AmnesiaTheDarkDescent'' has multiple hub levels. As you complete the levels within them, weird bloody growths come out of the walls and fountains fill with blood, but you're always safe from monsters.



* ''VideoGame/LakeviewCabinCollection'' uses its hub as a FramingDevice: It's a movie theatre that's holding a late night Horrorfest. Before selecting which episode you want to play, you can fool around with the patrons and employees for a while.



* ''VideoGame/AmnesiaTheDarkDescent'' has multiple hub levels. As you complete the levels within them, weird bloody growths come out of the walls and fountains fill with blood, but you're always safe from monsters.
* ''VideoGame/LakeviewCabinCollection'' uses its hub as a FramingDevice: It's a movie theatre that's holding a late night Horrorfest. Before selecting which episode you want to play, you can fool around with the patrons and employees for a while.



* In ''VideoGame/YumeNikki'', the strange world outside your dream home serves as a HubLevel, called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.

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* In ''VideoGame/YumeNikki'', The cities in ''VideoGame/AssassinsCreedII'' and the strange world outside your dream home serves as a HubLevel, called rest of the Nexus. It featured a weird Aztec silhouette floating in a black background, Ezio Trilogy serve this role, though it's not an entirely straight example. Since ''AC'' revolves less around distinct levels and more around "memories", some of the latter can take place entirely within the hub with bizarre doors, minimal differences, some impose major changes onto the hub (e.g. all of which were unique, floating the in the abyss as your gateways.guards on permanent alarm), while yet others transfer you to entirely separate levels.



* The cities in ''VideoGame/AssassinsCreedII'' and the rest of the Ezio Trilogy serve this role, though it's not an entirely straight example. Since ''AC'' revolves less around distinct levels and more around "memories", some of the latter can take place entirely within the hub with minimal differences, some impose major changes onto the hub (e.g. all guards on permanent alarm), while yet others transfer you to entirely separate levels.

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* The cities in ''VideoGame/AssassinsCreedII'' and In ''VideoGame/YumeNikki'', the rest of strange world outside your dream home serves as a HubLevel, called the Ezio Trilogy serve this role, though it's not an entirely straight example. Since ''AC'' revolves less around distinct levels and more around "memories", some of the latter can take place entirely within the hub Nexus. It featured a weird Aztec silhouette floating in a black background, with minimal differences, some impose major changes onto bizarre doors, all of which were unique, floating the hub (e.g. all guards on permanent alarm), while yet others transfer you to entirely separate levels.in the abyss as your gateways.



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* ''VideoGame/StarFoxAdventures'': Thorntail Hollow serves as the hub of the game world (Sauria), with paths going to many places on the planet's surface, a Warpstone to send you to two other places, and the Arwing to take you to the satellital regions (which were originally part of the planet itself before the BigBad unstabilized them).

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* ''VideoGame/StarFoxAdventures'': Thorntail Hollow serves as the hub of the game world (Sauria), with paths going to many places on the planet's surface, a Warpstone to send you to two other places, and the Arwing to take you to the satellital satellite regions (which were originally part of the planet itself before the BigBad unstabilized destabilized them).
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* The aptly-named Central Area (3, to be specific) is the proverbial middle of the Cyberworld in ''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar'', where most of the other major areas in the game can be reached, including [[spoiler:the underground prison of the [[OlympusMons Cybeasts]], accessed by the massive crater in the center of Central Area.]] The only cyber locations that can't be reached directly from Central Area 3 are the Undernet (in this game located in the Sky Area), and the [[BonusDungeon Graveyard]].
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* In ''VideoGame/TheGuardianLegend'', Area 0 is the Grand Central of Naju, connecting to all the other labyrinth areas.
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* ''VideoGame/ConkersBadFurDay'': The region that encompassed the Windy chapter. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).

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* ''VideoGame/ConkersBadFurDay'': The region that encompassed encompasses the Windy chapter. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).
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** ''VideoGame/PokemonLegendsArceus'' has the village of Jubilife. It is home to the pastures where the player can keep Pokémon that aren't a part of your party, Galaxy Hall which is the headquarters of the Galaxy Team and your hub of operations, a trading post, a Craftworks, a general store, a hairdresser, and a clothier.
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* ''VideoGame/BrokenReality'': Axis Plaza has connections to all the other servers in NATEM, walled off by how many Likes you have collected.
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->''"This is the Computer Intelligence Training and Enrichment Center Human Test Subject Research Center or [=SinTech=]. But why don't we all just agree to call it the hub?"''DIb

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->''"This is the Computer Intelligence Training and Enrichment Center Human Test Subject Research Center or [=SinTech=]. But why don't we all just agree to call it the hub?"''DIbhub?"''

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->''"This is the Computer Intelligence Training and Enrichment Center Human Test Subject Research Center or [=SinTech=]. But why don't we all just agree to call it the hub?"''

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->''"This is the Computer Intelligence Training and Enrichment Center Human Test Subject Research Center or [=SinTech=]. But why don't we all just agree to call it the hub?"''hub?"''DIb



* The original ''VideoGame/{{Diablo}}'' had the town of Tristram, where you were given quests and sold loot. Also, every four or five dungeon levels, a portal directly to that level would open, making backtracking easier. The sequel gave us a hub in each of the four (five with the expansion) Acts: Rogue's Camp, Lut Gholein, Kurast Docks, Pandemonium Fortress, and Harrogath. They served the same purpose as Tristram, though the portal mechanic has been enhanced with Waypoints, which allowed you to go anywhere you already visited.

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* ''VideoGame/{{Diablo}}''
**
The original ''VideoGame/{{Diablo}}'' had the town of Tristram, where you were given quests and sold loot. Also, every four or five dungeon levels, a portal directly to that level would open, making backtracking easier. The sequel easier.
** ''VideoGame/DiabloII''
gave us a hub in each of the four (five with the expansion) Acts: Rogue's Camp, Lut Gholein, Kurast Docks, Pandemonium Fortress, and Harrogath. They served the same purpose as Tristram, though the portal mechanic has been enhanced with Waypoints, which allowed you to go anywhere you already visited.visited.
** ''VideoGame/DiabloIII'' follows the ''Diablo II'' model, with New Tristram being the players' base for Act I, and the Hidden Camp near Caldeum being one for Act II. Bastion's Keep does double duty as the hub for both Acts III and IV, with the latter act having you use waypoints to head to and back from [[spoiler:Heaven]]. Finally, the expansion, ''Reaper of Souls'', has the Survivor's Enclave in Westmarch being used as the hub for Act V.
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The Hub Level may be presented in-story as a PortalCrossroadWorld. If the worlds or levels are accessed through portals within the Hub Level that foreshadow their theme or setting, you get PortalEndpointResemblance.

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The Hub Level may be presented in-story as a PortalCrossroadWorld. If the worlds or levels are accessed through portals within the Hub Level that visually foreshadow their theme or setting, you get PortalEndpointResemblance.
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* The more recent entries in the ''VideoGame/PhantasyStar'' series feature hubs. For example:

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* The more recent entries ''VideoGame/PhantasyStar'': Later games in the ''VideoGame/PhantasyStar'' series feature hubs. For example:
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The Hub Level may be presented in-story as a PortalCrossroadWorld.

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The Hub Level may be presented in-story as a PortalCrossroadWorld.
PortalCrossroadWorld. If the worlds or levels are accessed through portals within the Hub Level that foreshadow their theme or setting, you get PortalEndpointResemblance.

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The way examples were sorted in the Survival Horror category wasn't the most appropiate, so I moved the "general" header (which would normally violate Examples Are Not General) to the description. Also removed a reference to Fake Longevity in said description, because there's no direct correlation between the two tropes and came across as a violation of Tropes Are Tools


This is most frequently used in {{Platformer}}s. {{RPG}}s usually stick to the classic OverworldNotToScale device, or use the GlobalAirship to fill the same function. {{Adventure Game}}s usually connect distinct, separate stages through a full size [[TheOverworld Over World.]] Some games may mix this trope with HubCity.

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This is most frequently used in {{Platformer}}s. {{RPG}}s usually stick to the classic OverworldNotToScale device, or use the GlobalAirship to fill the same function. {{Adventure Game}}s usually connect distinct, separate stages through a full size [[TheOverworld Over World.]] Some A common approach in SurvivalHorror games may mix this trope with HubCity.
is to have the hub level [[HubUnderAttack become less safe every time you return to it]]. Since the hub level is usually a safe area, it can be a good way of invading the player's sense of security.



If you have to spend a lot of time [[TalkToEveryone Talking To Everyone]] in the Hub Level just to unlock the next stage, then you're looking at FakeLongevity.



* A trope in horror games is to have the hub level become less safe every time you return to it. Since the hub level is usually a safe area, it can be a good way of invading the player's sense of security.
** The Roivas Mansion in ''VideoGame/EternalDarkness: Sanity's Requiem'' was one of the first to do this. The game's chapters, true to their literal context, are within a book (the Tome of Eternal Darkness).
** It may have been perfected in ''VideoGame/SilentHill4: The Room'', in which the titular room is the Hub [[spoiler:until the Hub ''itself'' begins attacking you.]]
** ''VideoGame/AmnesiaTheDarkDescent'' has multiple hub levels. As you complete the levels within them, weird bloody growths come out of the walls and fountains fill with blood, but you're always safe from monsters.

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* A trope in horror games is to have the hub level become less safe every time you return to it. Since the hub level is usually a safe area, it can be a good way of invading the player's sense of security.
**
''VideoGame/EternalDarkness'': The Roivas Mansion in ''VideoGame/EternalDarkness: Sanity's Requiem'' was one of the first to do this. takes a unique approach. The game's chapters, true to their literal context, are within a book (the Tome of Eternal Darkness).
** It may have been perfected
Darkness) and describe events that happened to other characters in the past. Thus, the protagonist (Alexandra Roivas) only gets to explore the Mansion proper, even during the final chapter.
*
''VideoGame/SilentHill4: The Room'', in which Room'': In this game, the titular room is the Hub [[spoiler:until the Hub ''itself'' begins attacking you.]]
** * ''VideoGame/AmnesiaTheDarkDescent'' has multiple hub levels. As you complete the levels within them, weird bloody growths come out of the walls and fountains fill with blood, but you're always safe from monsters.
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* Isle of Tims in ''VideoGame/BalanWonderworld'' acts as a playable level select where you can also feed the Drops you've collected so far to [[RaisingSim Tims]].
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* In ''Fanfic/SuperRWBYSisters'', The Smash Mansion counts as this, as it holds portals that leads to all the different universes that are a part of the Super RWBY Sisters Universe.
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** ''VideoGame/DarkSoulsIII'' has [[InNameOnly Firelink Shrine]] again. Unlike in the other two games, the hub is disconnected from the rest of the world. To get anywhere, you'll need to warp through the bonfire.

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** ''VideoGame/DarkSoulsIII'' has [[InNameOnly its own Firelink Shrine]] again.Shrine. Unlike in the other two games, the hub is disconnected from the rest of the world. To get anywhere, you'll need to warp through the bonfire.

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Some reorganization. Also added two examples


* Thorntail Hollow in ''VideoGame/StarFoxAdventures'' serves as the hub of the game world, with paths going to many places on the planet's surface, a Warpstone to send you to two of the other places, and the Arwing to take you to the chunks that are floating around out there (the planet was split into pieces before the game begins).

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* ''VideoGame/StarFoxAdventures'': Thorntail Hollow in ''VideoGame/StarFoxAdventures'' serves as the hub of the game world, world (Sauria), with paths going to many places on the planet's surface, a Warpstone to send you to two of the other places, and the Arwing to take you to the chunks that are floating around out there (the satellital regions (which were originally part of the planet was split into pieces itself before the game begins).BigBad unstabilized them).



** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has Hyrule Field. One big, wide, empty field with a few secrets to find while you're running between the other areas.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' has Termina Field. All four major regions of the game (Woodfall, Snowhead, Great Bay and Ikana Canyon) are accessed through the field, which in turn has Clock Town in its very center. Romani Ranch can be accessed from Termina Field as well. And these destinations aren't linked to each other at all, except for a river passageway from Ikana Canyon to Woodfall.
** The Sky in ''VideoGame/TheLegendOfZeldaSkywardSword'' operates in a similar way to Termina Field. From there, Link can enter not only the three surface provinces of Hyrule (Faron Woods, Eldin Volcano and Lanayru Desert, and by extension all places that relate to them), but also several floating islands as in ''The Wind Waker''. One of those islands, Skyloft, serves as the main core location of the Sky.
** Hytopia Castle Town in ''VideoGame/TheLegendOfZeldaTriForceHeroes'' has Madame Coture's Shop, the [=StreetPass=] Shop, and King Tuft's Castle where levels are actually accessed. It is also the FirstTown because it is where you first wind up.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Hyrule Field. One Field is a big, wide, empty field with a few secrets to find while you're running between the other areas.
areas (including Lon Lon Ranch, which is located in the Field's center).
** ''VideoGame/TheLegendOfZeldaMajorasMask'' has ''VideoGame/TheLegendOfZeldaMajorasMask'': Termina Field. All four major regions of the game (Woodfall, Snowhead, Great Bay and Ikana Canyon) are accessed through the field, which in turn has Clock Town in its very center. Romani Ranch can be accessed from Termina Field as well. And these destinations aren't linked to each other at all, except for a river passageway from Ikana Canyon to Woodfall.
** ''VideoGame/TheLegendOfZeldaSkywardSword'': The Sky in ''VideoGame/TheLegendOfZeldaSkywardSword'' operates in a similar way to Termina Field. From there, Link can enter not only the three surface provinces of Hyrule (Faron Woods, Eldin Volcano and Lanayru Desert, and by extension all places that relate to them), but also several floating islands as (equivalent to the sea islands in ''The Wind Waker''. Waker''). One of those islands, Skyloft, serves as the main core location of the Sky.
Sky, doubling as a HubCity.
** ''VideoGame/TheLegendOfZeldaTriForceHeroes'': Hytopia Castle Town in ''VideoGame/TheLegendOfZeldaTriForceHeroes'' has Madame Coture's Shop, the [=StreetPass=] Shop, and King Tuft's Castle where levels are actually accessed. It is also the FirstTown because it is where you first wind up.



* The HubLevel really came into its own with Princess Peach's Castle and the surrounding grounds in ''VideoGame/SuperMario64'', which is often cited as the TropeCodifier. The castle even has 15 stars of its own, some of which involve navigating through bonus levels.
* Delfino Plaza in ''VideoGame/SuperMarioSunshine''. It gives access to all the other levels, most of them via magical M-shaped paintings or red pipes. A grand total of 40 (out of 120) Shine Sprites can be collected here (though 24 of them can only be purchased with the blue coins scattered on all levels in the game).
* The Comet Observatory in ''VideoGame/SuperMarioGalaxy'' is rather small with relatively little to explore, compared to the previous two examples. 12 stars can be gotten through the miscellaneous galaxies (including both [[TheVeryDefinitelyFinalDungeon Bowser's Galaxy Reactor]] and the secret Grand Finale Galaxy) accessible from here. It also has five [[OneUp 1-Up Mushrooms]], a BottomlessPitRescueService, the room where Rosalina tells her backstory (divided by unlockable chapters), and can be flown around with the Red Star later in the game.
* {{Downplayed|Trope}} with the {{Faceship}} Starship Mario in ''VideoGame/SuperMarioGalaxy2'', since the game returns to the world map format used in most 2-D games since ''VideoGame/SuperMarioBros3''. It's a sandbox where you can practice all your moves and get basic advice on how to play the game--more like the Castle Garden from ''64'' than the castle itself. However, it has a few 1-Ups out in the open like the Comet Observatory, plus a Cloud Flower, Yoshi, an engine room where you can see all the power-ups you've collected in glass cases, and a place you can you can spend Star Bits and coins to roll dice for 1-Ups.
* On first glance, the level select area in ''VideoGame/SuperMario3DWorld'' looks just like the simple maps with branching paths from the ''VideoGame/NewSuperMarioBros'' games. But you are able to freely walk around the area like you can in all the pre-''VideoGame/SuperMario3DLand'' 3D games in the series.

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* The HubLevel really came into ''VideoGame/SuperMarioLand2SixGoldenCoins'': Uniquely among the 2D games in the ''Mario'' franchise, the overworld map acts as a hub connecting the main Zones from the center (as each Zone already has its own with map). This map also has a few levels on its own (though some require completing a Zone's level via a secret exit to access it), and it's also there where the final level (Wario's Castle, only available once all main bosses are defeated) awaits.
* ''VideoGame/SuperMario64'':
Princess Peach's Castle and the surrounding grounds in ''VideoGame/SuperMario64'', grounds, which is often cited as the TropeCodifier. The Not only can you access all 15 main worlds from the castle's interior, but the castle even itself also has 15 stars of its own, some of which involve navigating through bonus levels.
* ''VideoGame/SuperMarioSunshine'': Delfino Plaza in ''VideoGame/SuperMarioSunshine''. It gives access to all the other levels, most of them via magical M-shaped paintings or red pipes. A grand total of 40 (out of 120) Shine Sprites can be collected here (though 24 of them can only be purchased with the blue coins scattered on all levels in the game).
* ''VideoGame/SuperMarioGalaxy'': The Comet Observatory in ''VideoGame/SuperMarioGalaxy'' is rather small with relatively little to explore, compared to but it still houses the previous two examples. astral domes from which the majority of galaxies (including the main 15) can be accessed. 12 stars can be gotten through the miscellaneous galaxies (including accessible from here, including both [[TheVeryDefinitelyFinalDungeon Bowser's Galaxy Reactor]] and the secret Grand Finale Galaxy) accessible from here.Galaxy. It also has five [[OneUp 1-Up Mushrooms]], a BottomlessPitRescueService, the room where Rosalina tells her backstory (divided by unlockable chapters), and can be flown around with the Red Star later in the game.
* ''VideoGame/SuperMarioGalaxy2'': {{Downplayed|Trope}} with the {{Faceship}} Starship Mario in ''VideoGame/SuperMarioGalaxy2'', Mario, since the game returns to the world map format used in most 2-D games since ''VideoGame/SuperMarioBros3''. It's a sandbox where you can practice all your moves and get basic advice on how to play the game--more like the Castle Garden from ''64'' than the castle itself. However, it has a few 1-Ups out in the open like the Comet Observatory, plus a Cloud Flower, Yoshi, an engine room where you can see all the power-ups you've collected in glass cases, and a place you can you can spend Star Bits and coins to roll dice for 1-Ups.
* ''VideoGame/SuperMario3DWorld'': On first glance, the level select area in ''VideoGame/SuperMario3DWorld'' looks just like the simple maps with branching paths from the ''VideoGame/NewSuperMarioBros'' games. But you are able to freely walk around the area like you can in all the pre-''VideoGame/SuperMario3DLand'' 3D games in the series.



* Like in ''Super Mario 64'', Peach's Castle appears as the hub level in ''VideoGame/MarioPlusRabbidsKingdomBattle''. Unlike in ''Mario 64'', however, the inside of the castle cannot be visited and the entrances to the various worlds are in the castle's surrounding area.
* The ''VideoGame/WarioLand'' series has a few Hubs. ''VideoGame/WarioLand4'' has the Golden Pyramid, and ''VideoGame/WarioLandShakeIt/The Shake Dimension'' has his, erm... Garage.
* ''VideoGame/WarioWorld'' has Treasure Square.

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* ''VideoGame/MarioPlusRabbidsKingdomBattle'': Like in ''Super Mario 64'', Peach's Castle appears as the hub level in ''VideoGame/MarioPlusRabbidsKingdomBattle''.level. Unlike in ''Mario 64'', however, the inside of the castle cannot be visited and the entrances to the various worlds are in the castle's surrounding area.
* The ''VideoGame/WarioLand'' series has a few Hubs. ''VideoGame/WarioLand4'' has the Golden Pyramid, and ''VideoGame/WarioLandShakeIt/The Shake Dimension'' has his, erm... Garage.
*
Garage. ''VideoGame/WarioWorld'' has Treasure Square.



** Showdown Town in ''Nuts & Bolts''. Rare claims it is the largest hub level it has ever created. It's only the size of a small city, apparently.

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** ''VideoGame/BanjoKazooieNutsAndBolts'': Showdown Town in ''Nuts & Bolts''.Town. Rare claims it is the largest hub level it has ever created. It's only the size of a small city, apparently.



* DK Isles in ''VideoGame/DonkeyKong64''. There are eight main worlds, four of which (Jungle Japes, Angry Aztec, Fungi Forest and Crystal Caves) are accessed within Donkey Kong's island and the other four (Frantic Factory, Gloomy Galleon, Creepy Castle and Hideout Helm) are within the large Kremling ship.
* The Windy region in ''VideoGame/ConkersBadFurDay''. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).
* ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidOtherM'' have hub areas that are the literal hub of the space station you're exploring. In ''VideoGame/MetroidPrime2Echoes'' the Luminoth specifically built the great temple at the center of their other three dwelling areas on Aether, hence, the hub area.

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* ''VideoGame/DonkeyKong64'': DK Isles in ''VideoGame/DonkeyKong64''. Isles. There are eight main worlds, four of which (Jungle Japes, Angry Aztec, Fungi Forest and Crystal Caves) are accessed within Donkey Kong's island and the other four (Frantic Factory, Gloomy Galleon, Creepy Castle and Hideout Helm) are within the large Kremling ship.
ship. Also present are the artificial island where K. Lumsy is held captive (freeing him is required to unlock the FinalBoss) and the natural island where the Banana Fairy queen lives.
* ''VideoGame/ConkersBadFurDay'': The Windy region in ''VideoGame/ConkersBadFurDay''.that encompassed the Windy chapter. All chapters' areas except that of Uga Buga can be accessed from here (Uga Buga requires entering through Sloprano instead).
* ''Franchise/{{Metroid}}'':
**
''VideoGame/MetroidFusion'' and ''VideoGame/MetroidOtherM'' have hub areas that are serve as the literal hub of the space station you're exploring. In ''VideoGame/MetroidPrime2Echoes'' exploring (BSL Research Station in the former, Bottle Ship in the latter).
** ''VideoGame/MetroidPrime2Echoes'': The
Luminoth specifically built the great temple Great Temple at the center of their other three dwelling areas on Aether, hence, the hub area.area (Temple Grounds). Its DarkWorld equivalent is the Sky Temple Grounds, though it averts the trope as the other Dark Aether areas are not directly connected to it.



** The first game has three hub worlds, each providing access to three different areas. Getting enough Power Cells in a world unlocks a fourth area which connects to the next hub world (or, in the case of the third, to the final level), giving the impression of traversing across one massive world instead of between a few disconnected areas. While the hub worlds themselves have no enemies, each one ''does'' have eight Power Cells of its own, though most are of the "bring X Precursor Orbs to Y person" variety.

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** The first game has three ''VideoGame/JakAndDaxterThePrecursorLegacy'': There are ''three'' hub worlds, each providing access to three different areas. Getting enough Power Cells in a world unlocks a fourth area which connects to the next hub world (or, in the case of the third, to the final level), giving the impression of traversing across one massive world instead of between a few disconnected areas. While the hub worlds themselves have no enemies, each one ''does'' have eight Power Cells of its own, though most are of the "bring X Precursor Orbs to Y person" variety.



** While ''VideoGame/{{Daxter}}'' also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.

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** ''VideoGame/{{Daxter}}'': While ''VideoGame/{{Daxter}}'' the game also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.



* ''VideoGame/JetForceGemini'': Mizar's Palace inverts the trope. Instead of giving access to the other worlds, it must be accessed ''from'' them, namely from a different world for each playable character; it's also required to defeat a boss right before unlocking in each case. Juno reaches it after completing Goldwood, S.S. Anubis and Tawfret; Vela reaches it after completing Sekhmet, Cerulean and Ichor; and Lupus reaches it after completing Spawnship, Rith Essa and Eschebone. When all three characters reach here and enter the pyramidal spaceship where Mizar awaits, Lupus challenges the villain in a boss battle and wins (though it's only a FinalBossPreview). This kickstarts the second half of the game, and enables access to all available planets for each character (once TheGreatRepair is complete, returning to Mizar's Palace one more time will be necessary to unlock the final world).



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* The [[Franchise/SonicTheHedgehog Sonic the Hedgehog]] games have never been keen on implementing hub stages; perhaps the closest they get are the "adventure fields" in the original ''VideoGame/SonicAdventure'', which function like a series of interlinked hub stages characters are free to explore between accessing the regular levels.

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* The [[Franchise/SonicTheHedgehog Sonic the Hedgehog]] ''Franchise/SonicTheHedgehog'' games have never been keen on implementing hub stages; perhaps the closest they get are the "adventure fields" in the original ''VideoGame/SonicAdventure'', which function like a series of interlinked hub stages characters are free to explore between accessing the regular levels.
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* Timber's Island in ''VideoGame/DiddyKongRacing'' is possibly a unique example of a free-roaming explorable hub world with hidden bonuses and levels in a ''racing game''.

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* [[https://donkeykong.fandom.com/wiki/Timber%27s_Island Timber's Island Island]] in ''VideoGame/DiddyKongRacing'' is possibly a unique example of a free-roaming explorable hub world with hidden bonuses and levels in a ''racing game''.

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* Timber's Island in ''VideoGame/DiddyKongRacing''.

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* Timber's Island in ''VideoGame/DiddyKongRacing''.''VideoGame/DiddyKongRacing'' is possibly a unique example of a free-roaming explorable hub world with hidden bonuses and levels in a ''racing game''.

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