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* Datadyne Central: Defection and Datadyne Central: Extraction in ''Perfect Dark''. The former is an infiltration mission, while the latter is an EscortMission with tons more enemies, including a chopper.

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* Datadyne Central: Defection and Datadyne Central: Extraction in ''Perfect Dark''. The former is an infiltration mission, while the latter is an EscortMission with tons more enemies, including a chopper.chopper and Cassandra's AmazonBrigade.
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* Datadyne Central: Defection and Datadyne Central: Extraction in ''Perfect Dark''. The former is an infiltration mission, while the latter is an EscortMission with tons more enemies, including a chopper.
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* In the first level of ''SyphonFilter 1'', you rush to the bottom level of a Metro station in an attempt to disarm a bomb. In the second level, you climb out of said station after the bomb goes off. The trope recurs throughout the series.

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* In the first level of ''SyphonFilter 1'', you rush to the bottom level platform of a Metro station in an attempt to disarm a bomb. In the second level, you climb out of said station after the bomb goes off. The trope recurs throughout the series.

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* In the second-to last level of ''TheWorldIsNotEnough''(N64), you infiltrate a submarine. The final level has you escape the now nose-down and sinking submarine.

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* In the second-to last level of ''TheWorldIsNotEnough''(N64), you infiltrate a submarine. The final level has you escape escaping the now nose-down and sinking submarine.


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* In the first level of ''SyphonFilter 1'', you rush to the bottom level of a Metro station in an attempt to disarm a bomb. In the second level, you climb out of said station after the bomb goes off. The trope recurs throughout the series.
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* In ''{{Doom}} 3'', you have to backtrack to Marine HQ in Mars City after the demons are unleashed, with many doors and stairways blocked off by the damage.
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* In the second-to last level of ''TheWorldIsNotEnough''(N64), you infiltrate a submarine. The final level has you escape the now nose-down and sinking submarine.
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** This trend started in the original ''VideoGame/ModernWarfare'', however it was [[JustifiedTrope justified]] then as in between the levels that shared the geometry, the player character for these levels had not moved, but new enemies had arrived.

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** This trend started in the original ''VideoGame/ModernWarfare'', notably "All Ghillied Up/One Shot, One Kill" and "Safehouse/Heat", however it was [[JustifiedTrope justified]] then as in between the levels that shared the geometry, the player character for these levels had not moved, but new enemies had arrived.
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[[quoteright:350:[[VideoGame/Revolt http://static.tvtropes.org/pmwiki/pub/images/tlov-er_9250.png]]]]

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[[quoteright:350:[[VideoGame/Revolt [[quoteright:350:[[VideoGame/{{Re-Volt}} http://static.tvtropes.org/pmwiki/pub/images/tlov-er_9250.png]]]]
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[[quoteright:350:[[VideoGame/Revolt http://static.tvtropes.org/pmwiki/pub/images/tlov-er_9250.png]]]]
[[caption-width-right:350:!OG TRATS]]

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* ''{{VideoGame/Super Mario 3D Land}}'' has several of the special stages using geometry from the regular stages, played in reverse.

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* ''{{VideoGame/Super Mario 3D Land}}'' has several of the special stages using geometry from the regular stages, played in reverse.reverse.
* ''VideoGame/TransformersConvoyNoNazo'': Stage 6 is Stage 3 going down instead of up, and Stage 10 is Stage 8 going up instead of down.

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[[folder:Misc. Games]]
* ''{{Franchise/BIONICLE}} Heroes'' for the DS has a level which is one of the previous levels, only upside down.

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[[folder:Misc. [[folder:Miscellaneous Games]]
* ''{{Franchise/BIONICLE}} ''Franchise/{{BIONICLE}} Heroes'' for the DS has a level which is one of the previous levels, only upside down.



[[/folder]]

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[[/folder]]* The MagicMirror in the ''VideoGame/{{Glider}} PRO'' room "Looking Glass" leads to an upside-down version called [[SdrawkcabName "ssalG gnikooL"]].
[[/folder]]

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In addition to the flipped geometry small alterations can be made to the level itself, either to accommodate extra features not present in the original level, or to [[JustifiedTrope justify]] the re-use of the level geometry by showing how the level has changed in comparison to the last time it was used, such as damage or new background objects left behind by people/creatures that have occupied the area since you were last there.

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In addition to the flipped geometry [[RemixedLevel small alterations can be made to the level itself, itself]], either to accommodate extra features not present in the original level, or to [[JustifiedTrope justify]] the re-use of the level geometry by showing how the level has changed in comparison to the last time it was used, such as damage or new background objects left behind by people/creatures that have occupied the area since you were last there.
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* '''Flipped levels''', where the level geometry is flipped (Left turns become right turns, up becomes down etc.) or, in some cases, significantly rotated (What were the walls last time are now floors and ceilings etc.)

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* '''Flipped levels''', where the level geometry is flipped (Left turns (Left-to-right, upside-down etc.). This also qualifies if the level axis have been flipped (i.e. floors become right turns, up becomes down etc.) or, in some cases, significantly rotated (What were the walls last time are now floors and ceilings etc.)walls)

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* '''Flipped levels''', where the level geometry is flipped (Left turns become right turns, up becomes down etc.)
* '''Flipped paths''', where the direction the player traverses the level is changed (i.e. the player starts at what was the end of the level, and has to move towards what was the beginning.)

Note that these two methods are not mutually exclusive.

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* '''Flipped levels''', where the level geometry is flipped (Left turns become right turns, up becomes down etc.)
) or, in some cases, significantly rotated (What were the walls last time are now floors and ceilings etc.)
* '''Flipped paths''', where the direction the player traverses the level is changed (i.e. the player starts at what was the end of the level, and has to move towards what was the beginning.)

)

Note that these two methods are not mutually exclusive.
exclusive, and indeed several games have utilised both methods, sometimes simultaneously.



##The dev team needed to keep file sizes down

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##The dev team needed to keep file sizes down
down

In addition to the flipped geometry small alterations can be made to the level itself, either to accommodate extra features not present in the original level, or to [[JustifiedTrope justify]] the re-use of the level geometry by showing how the level has changed in comparison to the last time it was used, such as damage or new background objects left behind by people/creatures that have occupied the area since you were last there.

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* ''VideoGame/DragonAge2'' does this with its dungeon environments, although sometimes you don't get the full expanse of the level, but you can still tell it's the same geometry, as even though you can't get there the minimap still shows the rest of it.
* Two of the DLC packs for ''VideoGame/DragonAgeOrigins'' used the Cadash Thaig area, except one started at the southeast exit and ended near the statue in the northwest, while the other started at the statue and ended at the southeast exit.

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* ''VideoGame/DragonAge2'' does this with its dungeon environments, although sometimes you don't get the full expanse The ''Franchise/DragonAge'' series:
** Two
of the level, but you can still tell it's DLC packs for ''VideoGame/DragonAgeOrigins'' used the same geometry, as even though you can't get there Cadash Thaig area, except one started at the minimap still shows southeast exit and ended near the rest of it.statue in the northwest, while the other started at the statue and ended at the southeast exit.
* Two ** ''VideoGame/DragonAgeII'' does this with its dungeon environments, although sometimes you don't get the full expanse of the DLC packs for ''VideoGame/DragonAgeOrigins'' used level, but you can still tell it's the Cadash Thaig area, except one started at same geometry, as even though you can't get there the southeast exit and ended near minimap still shows the statue in the northwest, while the other started at the statue and ended at the southeast exit.rest of it.

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* ''VideoGame/GrandTheftAutoSanAndreas'' had two levels inside Madd Dogg's mansion, one near the end of the game, and one near the start, with both levels having you go in opposite directions through the mansion itself.

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* ''VideoGame/GrandTheftAutoSanAndreas'' had two levels inside Madd Dogg's mansion, one near the end of the game, and one near the start, with both levels having you go in opposite directions through the mansion itself. (Although this may have been more for the sake of consistency than saving on art assets.)
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* Once the player has beaten all the planets on ''Thrust'', they then get to replay them, except with gravity pulling the ship upward rather than downward.
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Clean up.


* ''{{Franchise/BIONICLE}} Heroes'' for the DS that has a level which is one of the previous levels, only upside down.

to:

* ''{{Franchise/BIONICLE}} Heroes'' for the DS that has a level which is one of the previous levels, only upside down.
Is there an issue? Send a MessageReason:
None


##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except that they are approaching it from a different angle/entrance, or in the case of flipped geometry, a MirrorUniverse situation.)

to:

##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except that they are approaching it from a different angle/entrance, or in the case of flipped geometry, a literal interpretation of a MirrorUniverse situation.)
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r-type iii

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[[folder:Shoot 'em up]]
* A notoriously tricky section of ''[[VideoGame/RType R-Type III]]'' on the SNES requires you to fly through a convoluted set of pipes while dodging magma streams, fight a miniboss, then do it again backwards.
[[/folder]]
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Cleanup


With the cost of development for video games going up, it's understandable that the dev team would want to find a way to cut corners. As such, a lot of game content becomes recycled. It's easier to miss and/or explain with small things, but with something as large as a whole game environment, players might start to cotton on.

to:

With the cost of development for video games going up, it's understandable that the dev team would want to find a way to cut corners. As such, a lot of game content becomes recycled. It's easier to miss and/or explain with small things, but with something as large as a whole game environment, players might start to cotton catch on.



##The level ''really'' has potential for re-used, with much of environments can be played with very differently from different angle and little alteration (for example, the first level has player get in a ship, which start to sink during intermission, so the second level has whole level tilted and partially flooeded, making the once easy-to-access entry way become lethal trap and force the player find other way)
##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except is approaching it from a different angle/entrance, or in the case of flipped geometry, a MirrorUniverse situation.)
##Or the dev team was lazy

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##The level ''really'' has potential for re-used, with re-use, as much of environments the environment can be played with very differently from a different angle and with little alteration (for example, the first level has the player get in a ship, which start starts to sink during intermission, so the second level has a whole level tilted and partially flooeded, flooded, making the once easy-to-access entry way become a lethal trap and force the player find other way)
another way).
##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except is that they are approaching it from a different angle/entrance, or in the case of flipped geometry, a MirrorUniverse situation.)
##Or the ##[[TheyJustDidntCare The dev team was lazylazy]]
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##The level ''really'' has potential for re-used, with much of environments can be played with very differently from different angle and little alteration (for example, the first level has player get in a ship, which start to sink during intermission, so the seond level has whole level tilted and partially flooeded, making the once easy-to-access entry way become lethal trap and force the player find other way)

to:

##The level ''really'' has potential for re-used, with much of environments can be played with very differently from different angle and little alteration (for example, the first level has player get in a ship, which start to sink during intermission, so the seond second level has whole level tilted and partially flooeded, making the once easy-to-access entry way become lethal trap and force the player find other way)
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None


##The level ''really'' has potential for reuse, with much of environments can be played with very differently from different angle and little alteration (for example, the first level has player get in a ship, which start to sink during intermission, so the seond level has whole level tilted and partially flooeded, making the once easy-to-access entry way become lethal trap and force the player find other way)

to:

##The level ''really'' has potential for reuse, re-used, with much of environments can be played with very differently from different angle and little alteration (for example, the first level has player get in a ship, which start to sink during intermission, so the seond level has whole level tilted and partially flooeded, making the once easy-to-access entry way become lethal trap and force the player find other way)

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##The dev team was lazy
##The dev team ran out of time to develop unique geometry for every level
##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except is approaching it from a different angle/entrance, or in the case of flipped geometry, a MirrorUniverse situation.)

to:

##The dev team was lazy
##The dev team ran out of time to develop unique geometry
level ''really'' has potential for every level
reuse, with much of environments can be played with very differently from different angle and little alteration (for example, the first level has player get in a ship, which start to sink during intermission, so the seond level has whole level tilted and partially flooeded, making the once easy-to-access entry way become lethal trap and force the player find other way)
##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except is approaching it from a different angle/entrance, or in the case of flipped geometry, a MirrorUniverse situation.) )
##Or the dev team was lazy
##The dev team ran out of time to develop unique geometry for every level
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* ''{{VideoGame/BIONICLE Heroes}}'' for the DS that has a level which is one of the previous levels, only upside down.

to:

* ''{{VideoGame/BIONICLE Heroes}}'' ''{{Franchise/BIONICLE}} Heroes'' for the DS that has a level which is one of the previous levels, only upside down.
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*** An extremely nasty version of the Mirror race is in Mario Kart 64's Toad's Turnpike. The traffic, which you raced alongside with, are now in reverse!

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[[foldercontrol]]

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Subtrope of RemixedLevel.



Compare {{Backtracking}}, where the level is exactly the same as before, only you're going through it in the opposite direction, and RemixedLevel, where the new level is the same as the old level, but altered in some fashion.

Note that while all LevelInReverse examples can be seen as RemixedLevel examples, the inverse is not true.

to:

Compare {{Backtracking}}, where the level is exactly the same as before, only you're going through it in the opposite direction, and RemixedLevel, where the new level is the same as the old level, but altered in some fashion.

Note that while all LevelInReverse examples can be seen as RemixedLevel examples, the inverse is not true.
direction.



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[[AC:Action Adventure Games]]
* ''VideoGame/DevilMayCry'' 4 had half the game as this, only playing as Dante, instead of newcomer Nero. [[InternetBackdraft The fans were not happy]].

[[AC:Driving Games]]

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[[AC:Action [[folder:Action Adventure Games]]
* ''VideoGame/DevilMayCry'' 4 had half the game as this, only playing as Dante, instead of newcomer Nero. [[InternetBackdraft The fans were not happy]].

[[AC:Driving
happy]].
[[/folder]]

[[folder:Driving
Games]]



* ''{{VideoGame/LEGO Racers}}'' has three levels which are previous levels, inverted left-to-right.

[[AC:First Person Shooter]]

to:

* ''{{VideoGame/LEGO Racers}}'' has three levels which are previous levels, inverted left-to-right.

[[AC:First
left-to-right.
[[/folder]]

[[folder:First
Person Shooter]]




[[AC:Massively Multiplayer Online games]]
* ''{{VideoGame/Toontown Online}}'' has a section called the Goofy Speedway, where you race on one of 18 tracks. 9 of these tracks are reverse versions of the other 9 tracks.

[[AC:Platformers]]

to:

\n[[AC:Massively [[/folder]]

[[folder:Massively
Multiplayer Online games]]
* ''{{VideoGame/Toontown Online}}'' has a section called the Goofy Speedway, where you race on one of 18 tracks. 9 of these tracks are reverse versions of the other 9 tracks.

[[AC:Platformers]]
tracks.
[[/folder]]

[[folder:Platformers]]




[[AC:Role Playing Game]]

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\n[[AC:Role [[/folder]]

[[folder:Role
Playing Game]]




[[AC:Sandbox Games]]

to:

\n[[AC:Sandbox [[/folder]]

[[folder:Sandbox
Games]]




[[AC:Third Person Shooter]]

to:

\n[[AC:Third [[/folder]]

[[folder:Third
Person Shooter]]




[[AC:Misc. Games]]
* ''{{VideoGame/BIONICLE Heroes}}'' for the DS that has a level which is one of the previous levels, only upside down.

to:

\n[[AC:Misc.[[/folder]]

[[folder:Misc.
Games]]
* ''{{VideoGame/BIONICLE Heroes}}'' for the DS that has a level which is one of the previous levels, only upside down.down.
[[/folder]]
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With the cost of development for video games going up, it's understandable that the dev team would want to find a way to cut corners. As such, a lot of game content becomes recycled. It's easier to miss and/or explain with small things, but with something as large as a whole game environment, players might start to cotton on.

Some decide to cut corners elsewhere. Others try to hide the recycled geometry better.

The two major ways that developers try to hide re-used level geometry are:

* '''Flipped levels''', where the level geometry is flipped (Left turns become right turns, up becomes down etc.)
* '''Flipped paths''', where the direction the player traverses the level is changed (i.e. the player starts at what was the end of the level, and has to move towards what was the beginning.)

Note that these two methods are not mutually exclusive.

There are several reasons why the development team might re-use the level geometry in this manner:

##The dev team was lazy
##The dev team ran out of time to develop unique geometry for every level
##The level description requires the use of previous level geometry, with different enemy placements, objectives etc. (for example, the player is going back to an area previously visited, except is approaching it from a different angle/entrance, or in the case of flipped geometry, a MirrorUniverse situation.)
##The level contents (items, enemies etc) are randomly generated, including start and end points
##The dev team needed to keep file sizes down

Compare {{Backtracking}}, where the level is exactly the same as before, only you're going through it in the opposite direction, and RemixedLevel, where the new level is the same as the old level, but altered in some fashion.

Note that while all LevelInReverse examples can be seen as RemixedLevel examples, the inverse is not true.

!!Examples:


[[AC:Action Adventure Games]]
* ''VideoGame/DevilMayCry'' 4 had half the game as this, only playing as Dante, instead of newcomer Nero. [[InternetBackdraft The fans were not happy]].

[[AC:Driving Games]]
* Racing games tend to have reverse versions of circuits, as driving the circuit in one direction quite often has different challenges to it than driving it in the opposite one.
** ''VideoGame/NeedForSpeed'' 2 had a setting which, if checked, meant you drove every track backwards.
** The ''VideoGame/MarioKart'' games have the Mirror Cups, which require the player to race on the reversed versions of tracks to win.
** ''{{VideoGame/Re-Volt}}'' featured a particularly jarring version of this trope, having not only levels that were back to front, but also mirrored levels (swapped left-to-right). As well as reverse mirrored levels.
* ''{{VideoGame/LEGO Racers}}'' has three levels which are previous levels, inverted left-to-right.

[[AC:First Person Shooter]]
* ''VideoGame/ModernWarfare'' 3 does this with its Spec Ops levels, with several of them being areas you play through in the campaign, just played from the 'end' of the level to the 'start'.
** This trend started in the original ''VideoGame/ModernWarfare'', however it was [[JustifiedTrope justified]] then as in between the levels that shared the geometry, the player character for these levels had not moved, but new enemies had arrived.
* ''VideoGame/TheWalkingDeadSurvivalInstinct'' does this with its randomly generated scavenge missions.
* ''VideoGame/HaloCombatEvolved'' had the first half of the game playing through various levels, and the second half playing those same levels backwards, as you were fleeing/fighting the Flood.
** This trend seems to be somewhat popular with the Halo series. ''{{VideoGame/Halo 3}}'' had The Floodgate and The Storm being reverses of each other, and ''VideoGame/HaloReach'' had the levels The Package and ONI: Sword Base sharing similar geometry, but with different start points.
* ''VideoGame/Left4Dead2'' has a campaign called Hard Rain, which has the players reach a gas station half-way through, and then go back along the path they used to get there, except now a monsoon has hit, imparing vision and communication.
* ''{{VideoGame/RAGE}}'' has several instances of having to go back to previous areas in order to retrieve something not gotten the first time, such as the two visits to Dead City. Once for an upgraded defibrilator, the other to get info on TheAuthority.
* ''{{VideoGame/Duke Nukem 3D}}'' has an addon pack called ''Nuclear Winter'', in which the first two levels are the first two levels of the standard game, played backwards and with a christmas theme.
* The level immediately following your acquisition of the dual-portal device in ''{{VideoGame/Portal 2}}'' is the final test chamber of the original ''{{VideoGame/Portal}}'', only in reverse and [[RemixedLevel in disrepair]].

[[AC:Massively Multiplayer Online games]]
* ''{{VideoGame/Toontown Online}}'' has a section called the Goofy Speedway, where you race on one of 18 tracks. 9 of these tracks are reverse versions of the other 9 tracks.

[[AC:Platformers]]
* ''{{VideoGame/Super Mario 3D Land}}'' has several of the special stages using geometry from the regular stages, played in reverse.

[[AC:Role Playing Game]]
* ''VideoGame/DragonAge2'' does this with its dungeon environments, although sometimes you don't get the full expanse of the level, but you can still tell it's the same geometry, as even though you can't get there the minimap still shows the rest of it.
* Two of the DLC packs for ''VideoGame/DragonAgeOrigins'' used the Cadash Thaig area, except one started at the southeast exit and ended near the statue in the northwest, while the other started at the statue and ended at the southeast exit.
* ''{{VideoGame/Castlevania Symphony Of The Night}}'' has two versions of this in one: [[spoiler: The inverted castle is not only played with the same level geometry, only upside-down, but you start the inverted castle from the Dracula fight room, and work your way 'upwards', thus utilising both methods of masking the reused geometry at the same time.]]
* The ''{{VideoGame/Disgaea}}'' titles have Dark World and X-Dimension map variants that may or may not rearrange the placement of the Base Panel and monsters.

[[AC:Sandbox Games]]
* ''VideoGame/GrandTheftAutoSanAndreas'' had two levels inside Madd Dogg's mansion, one near the end of the game, and one near the start, with both levels having you go in opposite directions through the mansion itself.

[[AC:Third Person Shooter]]
* In ''VideoGame/TransformersPreludeToEnergon'' (The video game based on the ''Anime/TransformersArmada'' TV series) has one level where you fight your way through a space ship. The next level is the same ship, only the ship is now nose-down and you start in the bridge, which is where the last one ended, fulfilling both methods implied with this trope.

[[AC:Misc. Games]]
* ''{{VideoGame/BIONICLE Heroes}}'' for the DS that has a level which is one of the previous levels, only upside down.

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