Follow TV Tropes

Following

History Main / LevelInReverse

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/SonicSuperstars'' uses the gimmick for Egg Fortress Zone, in which Act 1 consists of invading the Egg Fortress while it's falling apart, and ends with Eggman using a machine to make time start moving backwards, Act 2 consisting of playing the same level backwards while it rebuilds itself around you.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/CastlevaniaSymphonyOfTheNight'' 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.]]

to:

* ''VideoGame/CastlevaniaSymphonyOfTheNight'' has two versions of this in one. [[spoiler:The inverted castle 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/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in Toad's Turnpike from ''VideoGame/MarioKart64''. The traffic, which you raced alongside with, is now in reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Some missions in ''VideoGame/MarioKartDS'' also have the player drive in the opposite direction.

to:

** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in Toad's Turnpike from ''VideoGame/MarioKart64''. The traffic, which you raced alongside with, is now in reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature special versions of the occasional track tracks where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Some missions in ''VideoGame/MarioKartDS'' also have the player drive in the opposite direction.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Marathon}}:

to:

* ''VideoGame/{{Marathon}}:''VideoGame/{{Marathon}}'':
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheBindingOfIsaac'':
** The challenge "Backasswards" in ''Afterbirth+'' starts Isaac at [[spoiler:Mega Satan]]'s boss room in TheVeryDefinitelyFinalDungeon with powerful items and plenty of heart containers. Once he wins, he must go backwards through the game, starting with the boss of every floor and making it back to the starting room to ascend upwards with a pillar of light, losing a heart container and an item for every floor.
** [[spoiler:In ''Repentance'', collecting Dad's Note at the end of Mausoleum/Gehenna II when reached from a secret path lets Isaac reverse his progression through the game, which works roughly the same as it did in "Backasswards". Every room state remains the same aside from some now containing special BossInMookClothing enemies, letting you grab some things you may have missed. Reaching the pillar of light in Basement/Cellar/Burning Basement I brings Isaac [[WhereItAllBegan back to Home]].]]

Added: 1633

Changed: 2127

Is there an issue? Send a MessageReason:
None


** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', after defeating Ganondorf, you have to go back down Ganon's Tower [[CollapsingLair while it's collapsing]]. The main difference being that the stairwells are blocked by debris, forcing you to go down the outside of the tower instead.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are flipped relative to each other. The game was originally developed for the [[UsefulNotes/NintendoGameCube GameCube]] before Nintendo decided to also release it for the UsefulNotes/{{Wii}} and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the UsefulNotes/WiiU uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]]. The [[UsefulNotes/Nintendo3DS 3DS]] port for ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' has the game's world flipped in the Master Quest mode, which also makes Link become right handed.

to:

** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', after ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
*** After
defeating Ganondorf, you have to go back down Ganon's Tower [[CollapsingLair while it's collapsing]]. The main difference being that the stairwells are blocked by debris, forcing you to go down the outside of the tower instead.
*** The [[UsefulNotes/Nintendo3DS 3DS]] port of the game has the world flipped in the Master Quest mode, which also makes Link become right handed.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are flipped relative to each other. The game was originally developed for the [[UsefulNotes/NintendoGameCube GameCube]] before Nintendo decided to also release it for the UsefulNotes/{{Wii}} and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the UsefulNotes/WiiU uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]]. The [[UsefulNotes/Nintendo3DS 3DS]] port for ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' has the game's world flipped in the Master Quest mode, which also makes Link become right handed.



** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in ''VideoGame/MarioKart64'''s Toad's Turnpike. The traffic, which you raced alongside with, is now in reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.

to:

** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in ''VideoGame/MarioKart64'''s Toad's Turnpike.Turnpike from ''VideoGame/MarioKart64''. The traffic, which you raced alongside with, is now in reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Even before that, some Some missions in ''VideoGame/MarioKartDS'' had also have the player drive in the opposite direction.



* ''VideoGame/{{Marathon}}: Fell'' does this multiple times. "We Corpses All Sing" revisits "A Merging of Shadows" with a different starting point and without the vacuum conditions, "The Face Below The Puddles" begins at the endpoint of "Nox Quondam" and retreads some of that level's geometry, and in "Vessel in the Depths" you start on the large ship from "No Whisper a Man Could Hold" and go through space to a smaller ship mostly identical to the one in the original level. Ditto "Phaidros' Eighth Guest" and "How the Stones were Placed".

to:

* ''VideoGame/{{Marathon}}: Fell'' ''VideoGame/{{Marathon}}:
** ''Fell''
does this multiple times. "We Corpses All Sing" revisits "A Merging of Shadows" with a different starting point and without the vacuum conditions, "The Face Below The Puddles" begins at the endpoint of "Nox Quondam" and retreads some of that level's geometry, and in "Vessel in the Depths" you start on the large ship from "No Whisper a Man Could Hold" and go through space to a smaller ship mostly identical to the one in the original level. Ditto "Phaidros' Eighth Guest" and "How the Stones were Placed".
Is there an issue? Send a MessageReason:
Making it actually mirorred and not just sdrawkcab.


[[caption-width-right:196:!og ,tes ,ydaeR]]

to:

[[caption-width-right:196:!og ,tes ,ydaeR]][[caption-width-right:196:!oϱ ˎɈɘƨ ˎჸbɒɘЯ]]

Added: 116

Changed: 95

Is there an issue? Send a MessageReason:
None


[[caption-width-right:196:!og ,tes ,ydaeR]]




to:

%% Caption selected per above thread. Please don't change or remove without approval from here:
%% https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900
%%

Added: 136

Changed: 307

Is there an issue? Send a MessageReason:
None


[[quoteright:350:[[VideoGame/ReVolt https://static.tvtropes.org/pmwiki/pub/images/tlov-er_9250.png]]]]
[[caption-width-right:350:!ƨɘniϱnɘ É¿υoγ ɈɿɒɈƧ]]

to:

[[quoteright:350:[[VideoGame/ReVolt %%
%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=16839502930.10743800
%% Please don't change or remove without starting a new thread.
%%
[[quoteright:196:[[VideoGame/KickButtowskiMellowbrookMegaRace
https://static.tvtropes.org/pmwiki/pub/images/tlov-er_9250.org/pmwiki/pub/images/frostbitefreeway.png]]]]
[[caption-width-right:350:!ƨɘniϱnɘ É¿υoγ ɈɿɒɈƧ]]
%%

Added: 4767

Changed: 6305

Removed: 1587

Is there an issue? Send a MessageReason:
None


[[folder:Action Adventure Games]]
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' 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.]]
* ''VideoGame/DevilMayCry2'': Lucia's first mission basically makes her retrace Dante's first mission in reverse.
* ''VideoGame/DevilMayCry4'': Most of Dante's playable portions in the main campaign have the same levels Nero went through during its first half, but are played in reverse direction and contain some minor alterations or additional gimmicks.
* Right after going through the ''Salvation'' level, ''VideoGame/TheForceUnleashed II'' has the player go through the level backwards, starting at the boss room. What makes this level different from the one just before is that the ship is now in the middle of a battle, so you have to deal with missiles shattering the hull, stormtroopers boarding the ship, and parts of the ship collapsing outright as you make your way through a level you thought you mastered.
* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', after defeating Ganondorf, you have to go back down Ganon's Tower [[CollapsingLair while it's collapsing]]. The main difference being that the stairwells are blocked by debris, forcing you to go down the outside of the tower instead.
* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are flipped relative to each other. The game was originally developed for the UsefulNotes/GameCube before Nintendo decided to also release it for the Wii and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the Wii U uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]]. The 3DS EnhancedPort of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has the game's world become flipped in the Master Quest mode, which also makes Link become right handed.
* In ''Film/ThePhantomMenace'', Level 5 consists of Obi-Wan escorting Queen Amidala [[spoiler:or rather, her decoy Sabé]] from the Naboo Royal Palace to the Hanger. Level 10 is split between Obi-Wan and Qui-Gon's battle with Darth Maul, and Padmé and her guards fighting their way back to the palace from the hanger, occasionally running into an NPC that Obi-Wan helped.

to:

[[folder:Action Adventure Games]]
[[folder:Action-Adventure Games]]
* ''VideoGame/AzureStrikerGunvolt'': In the final level, once Gunvolt survived [[spoiler:Asimov]]'s shot, he has to chase him by backtracking through the level, ending in the same elevator for the BossRush of the previous level.
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' has two versions of this in one: [[spoiler: The 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.]]
* ''VideoGame/DevilMayCry'':
**
''VideoGame/DevilMayCry2'': Lucia's first mission basically makes her retrace Dante's first mission in reverse.
* ** ''VideoGame/DevilMayCry4'': Most of Dante's playable portions in the main campaign have the same levels Nero went through during its first half, but are played in reverse direction and contain some minor alterations or additional gimmicks.
* Right after going through the ''Salvation'' level, ''VideoGame/TheForceUnleashed II'' has the player go through the level backwards, starting at the boss room. What makes this level different from the one just before is that the ship is now in the middle of a battle, so you have to deal with missiles shattering the hull, stormtroopers boarding the ship, and parts of the ship collapsing outright as you make your way through a level you thought you mastered.
*
''Franchise/TheLegendOfZelda'':
**
In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', after defeating Ganondorf, you have to go back down Ganon's Tower [[CollapsingLair while it's collapsing]]. The main difference being that the stairwells are blocked by debris, forcing you to go down the outside of the tower instead.
* ** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are flipped relative to each other. The game was originally developed for the UsefulNotes/GameCube [[UsefulNotes/NintendoGameCube GameCube]] before Nintendo decided to also release it for the Wii UsefulNotes/{{Wii}} and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the Wii U UsefulNotes/WiiU uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]]. The 3DS EnhancedPort [[UsefulNotes/Nintendo3DS 3DS]] port for ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' Time]]'' has the game's world become flipped in the Master Quest mode, which also makes Link become right handed.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': The interiors of the Shee Vaneer and Shee Venath Shrines are mirror images of one another. Downplayed in that the shrines are very short in length and are more about figuring out their shared puzzles.
* ''Franchise/StarWars'':
**
In ''Film/ThePhantomMenace'', ''VideoGame/ThePhantomMenace'', Level 5 consists of Obi-Wan escorting Queen Amidala [[spoiler:or rather, her decoy Sabé]] from the Naboo Royal Palace to the Hanger. Level 10 is split between Obi-Wan and Qui-Gon's battle with Darth Maul, and Padmé and her guards fighting their way back to the palace from the hanger, occasionally running into an NPC that Obi-Wan helped.helped.
** Right after going through the ''Salvation'' level, ''VideoGame/TheForceUnleashed II'' has the player go through the level backwards, starting at the boss room. What makes this level different from the one just before is that the ship is now in the middle of a battle, so you have to deal with missiles shattering the hull, stormtroopers boarding the ship, and parts of the ship collapsing outright as you make your way through a level you thought you mastered.



** ''VideoGame/NeedForSpeed'' 2 had a setting which, if checked, meant you drove every track backwards.
** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in ''VideoGame/MarioKart64'''s Toad's Turnpike. The traffic, which you raced alongside with, is now in reverse.
** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.

to:

** ''VideoGame/NeedForSpeed'' 2 ''VideoGame/NeedForSpeedII'' had a setting which, if checked, meant you drove every track backwards.
** The ''VideoGame/MarioKart'' games have Mirror Mode, which require the player to race on the exact same track, except flipped horizontally. An extremely nasty version of the Mirror race is in ''VideoGame/MarioKart64'''s Toad's Turnpike. The traffic, which you raced alongside with, is now in reverse.
**
reverse. ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of all three are driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.



* ''VideoGame/CallOfDutyModernWarfare2'' and ''[[VideoGame/CallOfDutyModernWarfare3 3]]'' do this sometimes with their Spec Ops levels, with several of them being areas you play through in the campaign (two in ''[=MW2=]'' are even taken from levels from ''VideoGame/{{Call of Duty 4|ModernWarfare}}''), just played from the 'end' of the level to the 'start'.

to:

* ''VideoGame/CallOfDuty'':
**
''VideoGame/CallOfDutyModernWarfare2'' and ''[[VideoGame/CallOfDutyModernWarfare3 Modern Warfare 3]]'' do this sometimes with their Spec Ops levels, with several of them being areas you play through in the campaign (two in ''[=MW2=]'' are even taken from levels from ''VideoGame/{{Call of Duty 4|ModernWarfare}}''), just played from the 'end' of the level to the 'start'.



** And further back in the original ''VideoGame/CallOfDuty'', there was Ste. Mere-Eglise and Ste. Mere-Eglise-Day. The first was at night and had you clearing the German AA guns from the occupied burning town, hence the alternate name "Burnville". The second, during the day (hence the alternate "Dawnville" name, used for the multiplayer version) with the fires burnt out and some areas blocked off by rubble, consisted of pushing back the German counterattack and taking out their mortar crews.

to:

** And further back in the original ''VideoGame/CallOfDuty'', ''VideoGame/CallOfDuty1'', there was Ste. Mere-Eglise and Ste. Mere-Eglise-Day. The first was at night and had you clearing the German AA guns from the occupied burning town, hence the alternate name "Burnville". The second, during the day (hence the alternate "Dawnville" name, used for the multiplayer version) with the fires burnt out and some areas blocked off by rubble, consisted of pushing back the German counterattack and taking out their mortar crews.



* In ''{{VideoGame/Portal 2}}'', the Dual Portal device is lying in the fire pit from ''{{VideoGame/Portal}}''. After grabbing it, you navigate backwards through Chamber 19's (now-dry) river of GrimyWater.

to:

* In ''{{VideoGame/Portal 2}}'', the Dual Portal device is lying in the fire pit from ''{{VideoGame/Portal}}''.the [[VideoGame/Portal1 first game]]. After grabbing it, you navigate backwards through Chamber 19's (now-dry) river of GrimyWater.



* ''{{Franchise/Doom}}'':

to:

* ''{{Franchise/Doom}}'':''Franchise/{{Doom}}'':



* ''{{VideoGame/Marathon}}: Fell'' does this multiple times. "We Corpses All Sing" revisits "A Merging of Shadows" with a different starting point and without the vacuum conditions, "The Face Below The Puddles" begins at the endpoint of "Nox Quondam" and retreads some of that level's geometry, and in "Vessel in the Depths" you start on the large ship from "No Whisper a Man Could Hold" and go through space to a smaller ship mostly identical to the one in the original level. Ditto "Phaidros' Eighth Guest" and "How the Stones were Placed".

to:

* ''{{VideoGame/Marathon}}: ''VideoGame/{{Marathon}}: Fell'' does this multiple times. "We Corpses All Sing" revisits "A Merging of Shadows" with a different starting point and without the vacuum conditions, "The Face Below The Puddles" begins at the endpoint of "Nox Quondam" and retreads some of that level's geometry, and in "Vessel in the Depths" you start on the large ship from "No Whisper a Man Could Hold" and go through space to a smaller ship mostly identical to the one in the original level. Ditto "Phaidros' Eighth Guest" and "How the Stones were Placed".



* ''{{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.

to:

* ''{{VideoGame/Toontown Online}}'' ''VideoGame/ToontownOnline'' 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.



** ''VideoGame/LuigisMansion'': The [[RegionalBonus European/Australian version]] of the game includes the Hidden Mansion mode that mirrors the entire mansion left to right.
** In ''VideoGame/SuperMarioGalaxy'', the late-game [[TheLostWoods Gold Leaf Galaxy]] is a RemixedLevel of the second stage, Honeyhive Galaxy, flipped vertically and {{Palette Swap}}ped to take place in [[ForestOfPerpetualAutumn autumn]].



** In ''VideoGame/SuperMarioGalaxy'', the late-game [[TheLostWoods Gold Leaf Galaxy]] is a RemixedLevel of the second stage, Honeyhive Galaxy, flipped vertically and {{Palette Swap}}ped to take place in [[ForestOfPerpetualAutumn autumn]].

to:

** In ''VideoGame/SuperMarioGalaxy'', ''VideoGame/YoshisCraftedWorld'', each course has a "Flip Side", which starts you at the late-game [[TheLostWoods Gold Leaf Galaxy]] is a RemixedLevel end and has you traverse backwards, with the perspective turned around to reveal many visual elements of the course that are not visible from the obverse side. The main goal of each course's Flip Side version is to find three Poochy Pups and bring them to the goal within a specified target time.
* ''VideoGame/EdEddNEddyTheMisEdventures'': The
second stage, Honeyhive Galaxy, flipped vertically and {{Palette Swap}}ped portion of the third level; "Must Be Something I Ed" involves the trio going back the same route they took [[StealthBasedMission without getting caught]] by the others until they make it to take place in [[ForestOfPerpetualAutumn autumn]].Eddy's house.
* ''VideoGame/JakAndDaxter'': Collection enough precursor orbs unlocks the option to have the main game mirrored, including optional race tracks.



* ''VideoGame/MeatBoy'': A common theme among Dark World levels is to traverse the Light World counterpart backwards.



* Both types show up in ''VideoGame/NESRemix''.
* Many levels in ''VideoGame/SonicAdventure2'' occur in different areas of the same location, and often reuse parts of layouts that are sometimes in reverse. Examples include Tails' Prison Lane to Eggman's Iron Gate, set on [[CardboardPrison Prison Island]]; and Sonic's [[GravityScrew Crazy Gadget]] to Tails' EternalEngine to Eggman's [[BlackoutBasement Lost Colony]], set on [[SpaceStation the ARK]].
* ''VideoGame/SonicTheHedgehog2006'' uses this in Shadow and Silver's iterations of the same levels Sonic went through. Shadow's Kingdom Valley has a part that is Sonic and Silver's done backwards, while the End of the World level is [[AllTheWorldsAreAStage made up of various different pieces of previous levels]], sometimes played backwards.
** Some of the DLC content involves playing through stages in reverse.

to:

* ''VideoGame/NESRemix'': Both types show up in ''VideoGame/NESRemix''.
flipped levels (a stage's level is mirrored) and flipped paths (start from the goal and go to the start) are present. In one remix, the level is both flipped and you have to take a flipped path.
* ''Franchise/SonicTheHedgehog'':
**
Many levels in ''VideoGame/SonicAdventure2'' occur in different areas of the same location, and often reuse parts of layouts that are sometimes in reverse. Examples include Tails' Prison Lane to Eggman's Iron Gate, set on [[CardboardPrison Prison Island]]; and Sonic's [[GravityScrew Crazy Gadget]] to Tails' EternalEngine to Eggman's [[BlackoutBasement Lost Colony]], set on [[SpaceStation the ARK]].
* ** ''VideoGame/SonicTheHedgehog2006'' uses this in Shadow and Silver's iterations of the same levels Sonic went through. Shadow's Kingdom Valley has a part that is Sonic and Silver's done backwards, while the End of the World level is [[AllTheWorldsAreAStage made up of various different pieces of previous levels]], sometimes played backwards.
**
backwards. Some of the DLC content involves playing through stages in reverse.reverse.
** The OldSaveBonus "''Episode Metal''" in ''VideoGame/SonicTheHedgehog4: Episode II'' that you get by having an ''Episode I'' save takes Metal Sonic on a journey through one act versions of Mad Gear Zone, Lost Labyrinth Zone, Casino Street Zone, and Splash Hill Zone in that order. In other words, the reverse sequence of zones from ''Episode I''. The ending then has him give chase to Sonic and Tails, setting up his role as an antagonist in ''Episode II''.
** ''VideoGame/SonicMania [[UpdatedRerelease Plus]]'' adds Encore Mode and a new set of special stages to go with it. These stages are significantly more challenging and also involve playing through the backgrounds of the original stages in reverse order.



* The OldSaveBonus "''Episode Metal''" in ''VideoGame/SonicTheHedgehog4: Episode II'' that you get by having an ''Episode I'' save takes Metal Sonic on a journey through one act versions of Mad Gear Zone, Lost Labyrinth Zone, Casino Street Zone, and Splash Hill Zone in that order. In other words, the reverse sequence of zones from ''Episode I''. The ending then has him give chase to Sonic and Tails, setting up his role as an antagonist in ''Episode II''.
* ''VideoGame/SonicMania [[UpdatedRerelease Plus]]'' adds Encore Mode and a new set of special stages to go with it. These stages are significantly more challenging and also involve playing through the backgrounds of the original stages in reverse order.



* In ''VideoGame/YoshisCraftedWorld'', each course has a "Flip Side", which starts you at the end and has you traverse backwards, with the perspective turned around to reveal many visual elements of the course that are not visible from the obverse side. The main goal of each course's Flip Side version is to find three Poochy Pups and bring them to the goal within a specified target time.



[[folder:Role Playing Game]]

to:

[[folder:Role Playing [[folder:Role-Playing Game]]



* In [[VideoGame/GuruminAMonstrousAdventure Gurumin]], the levels 4 and 5 of each world are reversed versions of level 2 and 1.

to:

* In [[VideoGame/GuruminAMonstrousAdventure Gurumin]], ''[[VideoGame/GuruminAMonstrousAdventure Gurumin]]'', the levels 4 and 5 of each world are reversed versions of level 2 and 1.



* ''VideoGame/NierReincarnation'': The second half of the first story arc has you going through The Cage backwards from where it ended in Chapter 6.



** The Fortress stage in ''VideoGame/{{Gradius}} IV'' turns sideways halfway through.
** Stage 6 in ''VideoGame/{{Gradius}} V'' has the level geometry tilt in various directions, followed by scrolling backwards. The final stage is a mirrored version of Stage 2, [[JustifiedTrope since you're now playing as your future self from that stage]].

to:

** The Fortress stage in ''VideoGame/{{Gradius}} ''Gradius IV'' turns sideways halfway through.
** Stage 6 in ''VideoGame/{{Gradius}} ''Gradius V'' has the level geometry tilt in various directions, followed by scrolling backwards. The final stage is a mirrored version of Stage 2, [[JustifiedTrope since you're now playing as your future self from that stage]].



[[folder:Third Person Shooter]]

to:

[[folder:Third Person [[folder:Third-Person Shooter]]



* In ''VideoGame/MissionImpossible1997'' for N64, the second half (action) of the Embassy mission is a reverse of the first half (stealth), and the final mission [[BookEnds revisits the submarine base from the first mission]] with a reversed path.

to:

* In ''VideoGame/MissionImpossible1997'' ''VideoGame/MissionImpossibleKonami'' for N64, the second half (action) of the Embassy mission is a reverse of the first half (stealth), and the final mission [[BookEnds revisits the submarine base from the first mission]] with a reversed path.



* A common cheat in the ''Franchise/RatchetAndClank'' franchise is mirrored levels, which causes everything to be flipped across the Y-axis.

to:

* A common cheat in the ''Franchise/RatchetAndClank'' franchise is mirrored levels, which causes everything a Mirror World that flips the entire game perspective to be flipped across the Y-axis.played in reverse.


Added DiffLines:

* ''VideoGame/UntitledGooseGame'': In the final section of the game, The Goose steals a golden bell from the model village and has to bring it back all the way to the beginning of the game. The game's various short-cuts close up and force you on a path that makes you traverse all of the game's levels backwards.

Added: 114

Changed: 100

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Gradius}} 1'''s fourth stage is an upside-down version of the first stage, with many more enemies and bullets.

to:

* ''VideoGame/{{Gradius}} 1'''s ''VideoGame/{{Gradius}}'':
** The first game's
fourth stage is an upside-down version of the first stage, with many more enemies and bullets.
Is there an issue? Send a MessageReason:
None


* ''{{VideoGame/Doom}}'':
** 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.
** The secret level for the original ''Doom'' Episode 3 was, at first glance, a room-for-room repeat of the first level of the episode, but with the original final room expanding into a boss arena when you hit the switch--the rest of the level has you going backwards through it, with all the rooms similarly expanded and with new enemies in them.

to:

* ''{{VideoGame/Doom}}'':
''{{Franchise/Doom}}'':
** 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.
**
''VideoGame/{{Doom}}'': The secret level for the original ''Doom'' Episode 3 was, is, at first glance, a room-for-room repeat of the first level of the episode, but with the original final room expanding into a boss arena when you hit the switch--the rest of the level has you going backwards through it, with all the rooms similarly expanded and with new enemies in them.them.
** In ''VideoGame/Doom3'' 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.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TestDrive 4'', ''5'', and ''6'' all have reversed versions of their point-to-point courses.

to:

* ''VideoGame/TestDrive 4'', ''5'', and ''6'' all have reversed versions of their point-to-point courses. ''6'' has reversed versions of its circuit courses as well.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'' returned as part of the Booster Course Pass, as portions of both are driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.

to:

** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'' ''Tour'', as well as DS Peach Gardens, returned as part of the Booster Course Pass, as portions of both all three are driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/GhostRecon: Future Soldier'''s second mission, you first stealthily clear out an enemy-infested refugee camp, then travel to an airfield to stop a cargo plane from taking off. After the plane goes down, you have to trek back to the camp to retrieve the black box, plus the terrorists have retaken the camp and a [[InterfaceScrew sandstorm hinders your vision]].

to:

* In ''VideoGame/GhostRecon: Future Soldier'''s ''VideoGame/GhostReconFutureSoldier'''s second mission, you first stealthily clear out an enemy-infested refugee camp, then travel to an airfield to stop a cargo plane from taking off. After the plane goes down, you have to trek back to the camp to retrieve the black box, plus the terrorists have retaken the camp and a [[InterfaceScrew sandstorm hinders your vision]].
Is there an issue? Send a MessageReason:
Reverse spelling errors are hard to catch and harder to fix.


[[SelfDemonstratingArticle .ƨɘdiɿɔƨib ɘlÉ”itÉ¿É’ ƨiÊœt ɘqoÉ¿t ɘʜt ƨɘtÉ’É¿tƨnomɘb γlɿɒɘlÉ” bnÉ’ γliƨɒɘ ɘɔnɘtnɘƨ ƨiÊœT]]

to:

[[SelfDemonstratingArticle .ƨɘdiɿɔƨib ƨɘdiɿɔƨɘb ɘlÉ”itÉ¿É’ ƨiÊœt ɘqoÉ¿t ɘʜt ƨɘtÉ’É¿tƨnomɘb γlɿɒɘlÉ” bnÉ’ γliƨɒɘ ɘɔnɘtnɘƨ ƨiÊœT]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are this to each other. The game was originally developed for the UsefulNotes/GameCube before Nintendo decided to also release it for the Wii and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the Wii U uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]]. The 3DS EnhancedPort of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has the game's world become flipped in the Master Quest mode, which also makes Link become right handed.

to:

* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has a variation where different ports of the game are this flipped relative to each other. The game was originally developed for the UsefulNotes/GameCube before Nintendo decided to also release it for the Wii and incorporate motion controls, which they felt was natural for things like swinging Link's sword. The problem was, however, that most people would want to make the motions with their right hand, and that Link was traditionally left handed. They couldn't just flip Link's model, since that would interfere with animations, level design, etc. which they didn't have time to redo, so instead they just flipped the geometry of the entire game to make Link right-handed in the Wii version. The HD UpdatedRerelease for the Wii U uses the original Gamecube orientation for its normal difficulty setting, and the mirrored Wii orientation for [[HarderThanHard Hero Mode]]. The 3DS EnhancedPort of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has the game's world become flipped in the Master Quest mode, which also makes Link become right handed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/KartRider'' has Reverse tracks, where certain courses are played backwards. However, since courses tend to have [[PointOfNoReturn points of no return]], there are added ramps and obstacles. A fixture of every Reverse track is a set of poles just before the finish line that you can crash into if you're not careful.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade from ''Tour'' returned as part of the Booster Course Pass, as the final lap is driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.

to:

** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade and Sydney Sprint from ''Tour'' returned as part of the Booster Course Pass, as the final lap is portions of both are driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.
Is there an issue? Send a MessageReason:
Moved


* ''{{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 The Authority.
* ''{{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.

to:

* ''{{VideoGame/RAGE}}'' ''VideoGame/Rage2011'' 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 The Authority.
* ''{{VideoGame/Duke Nukem 3D}}'' ''VideoGame/DukeNukem3D'' 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.
Is there an issue? Send a MessageReason:
None


* The first driving stage in VideoGame/TheSpongebobMovieGame has [=SpongeBob=] and Patrick escape from Bikini Bottom as Plankton starts taking over. The last stage before the final boss has them return to the Krusty Krab by driving the same course but backwards through what is now "Planktopolis".

to:

* The first driving stage in VideoGame/TheSpongebobMovieGame ''VideoGame/TheSpongebobMovieGame'' has [=SpongeBob=] and Patrick escape from Bikini Bottom as Plankton starts taking over. The last stage before the final boss has them return to the Krusty Krab by driving the same course but backwards through what is now "Planktopolis".

Added: 365

Changed: 7

Is there an issue? Send a MessageReason:
None


#The level ''really'' has potential for re-use, as much of the environment can be played very differently from a different angle and with little alteration (for example, the first level has the player get in a ship, which starts to sink during intermission, so the second level has a whole level tilted and partially flooded, making the once easy-to-access entry way become a lethal trap and force the player find 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 that they are approaching it from a different angle/entrance, or in the case of flipped geometry, a literal interpretation of a MirrorUniverse situation.)
#[[CreatorsApathy The dev team was lazy.]]
#The dev team ran out of time to develop unique geometry for every level.
#The level contents (items, enemies etc) are randomly generated, including start and end points.
#The level is a NostalgiaLevel, and this is used to give a twist to the original design.
#The dev team needed to keep file sizes down.

to:

#The # The level ''really'' has potential for re-use, as much of the environment can be played very differently from a different angle and with little alteration (for example, the first level has the player get in a ship, which starts to sink during intermission, so the second level has a whole level tilted and partially flooded, making the once easy-to-access entry way become a lethal trap and force the player find another way).
#The # 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.)
#[[CreatorsApathy # [[CreatorsApathy The dev team was lazy.]]
#The # The dev team ran out of time to develop unique geometry for every level.
#The # The level contents (items, enemies etc) are randomly generated, including start and end points.
#The # The level is a NostalgiaLevel, and this is used to give a twist to the original design.
#The # The dev team needed to keep file sizes down.


Added DiffLines:

* The ''VideoGame/UnrealTournament'' mod ''VideoGame/OperationNaPali'' has remixed versions of the first three levels from ''VideoGame/UnrealI'': "Rrajigar Mine", "[=NyLeve's=] Falls" and "Vortex Rikers". In all of these levels, [[PlayerCharacter 046]] must start from what would be the ending of these levels and make their way back to what would be the beginning.
Is there an issue? Send a MessageReason:
Again, they're called stages in the Kirby series. Worlds are generally also referred to as levels or areas.


* The fourth, fifth, and sixth levels of Dark Castle, the final level of ''VideoGame/KirbysDreamLand2'', are literally mirrored (and harder) versions of the first, second, and third levels respectively. Part of levels 3 and 6 are maze-like {{Autoscrolling Level}}s, and getting through the latter without getting trapped and crushed between the wall and screen edge requires memorizing the path from the former.

to:

* The fourth, fifth, and sixth levels stages of Dark Castle, the final level of ''VideoGame/KirbysDreamLand2'', are literally mirrored (and harder) versions of the first, second, and third levels stages respectively. Part of levels stages 3 and 6 are maze-like {{Autoscrolling Level}}s, and getting through the latter without getting trapped and crushed between the wall and screen edge requires memorizing the path from the former.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction.

to:

** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction. Also done in ''[[VideoGame/MarioKart8 Mario Kart 8 Deluxe]]'' when Paris Promenade from ''Tour'' returned as part of the Booster Course Pass, as the final lap is driven in reverse. Even before that, some missions in ''VideoGame/MarioKartDS'' had the player drive in the opposite direction.

Added: 241

Changed: 114

Is there an issue? Send a MessageReason:
The Level In Reverse example of DMC4 isn't exactly accurate when it just says "half the game".


* ''VideoGame/DevilMayCry'' 4 had half the game as this, only playing as Dante, instead of newcomer Nero.

to:

* ''VideoGame/DevilMayCry'' 4 had half ''VideoGame/DevilMayCry2'': Lucia's first mission basically makes her retrace Dante's first mission in reverse.
* ''VideoGame/DevilMayCry4'': Most of Dante's playable portions in
the game as this, only playing as Dante, instead of newcomer Nero.main campaign have the same levels Nero went through during its first half, but are played in reverse direction and contain some minor alterations or additional gimmicks.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/ShrekSmashNCrashRacing'': There is a mode that can mirror the tracks.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MarioKartTour'' does not flipped courses but does feature the occasional track where you go in the opposite direction.

to:

** ''VideoGame/MarioKartTour'' does not have flipped courses but does feature the occasional track where you go in the opposite direction.

Added: 462

Removed: 462

Is there an issue? Send a MessageReason:
None


* Right after going through the ''Salvation'' level, ''VideoGame/TheForceUnleashed II'' has the player go through the level backwards, starting at the boss room. What makes this level different from the one just before is that the ship is now in the middle of a battle, so you have to deal with missiles shattering the hull, stormtroopers boarding the ship, and parts of the ship collapsing outright as you make your way through a level you thought you mastered.



* Right after going through the ''Salvation'' level, ''VideoGame/TheForceUnleashed II'' has the player go through the level backwards, starting at the boss room. What makes this level different from the one just before is that the ship is now in the middle of a battle, so you have to deal with missiles shattering the hull, stormtroopers boarding the ship, and parts of the ship collapsing outright as you make your way through a level you thought you mastered.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Right after going through the ''Salvation'' level, ''VideoGame/TheForceUnleashed II'' has the player go through the level backwards, starting at the boss room. What makes this level different from the one just before is that the ship is now in the middle of a battle, so you have to deal with missiles shattering the hull, stormtroopers boarding the ship, and parts of the ship collapsing outright as you make your way through a level you thought you mastered.
Is there an issue? Send a MessageReason:
None


->'''Solid Santa''': Major, I've delivered the presents, mission accomplished..
->'''Major Tim''': Good, now get out of there.
->'''Solid Santa''': Are you kidding me?! Now I have to do it BACKWARDS?
->'''Major Tim''': Yes, I have to artificially extend playtime somehow.

to:

->'''Solid Santa''': Major, I've delivered the presents, mission accomplished..
->'''Major
accomplished.\\
'''Major
Tim''': Good, now get out of there.
->'''Solid
there.\\
'''Solid
Santa''': Are you kidding me?! Now I have to do it BACKWARDS?
->'''Major
BACKWARDS?\\
'''Major
Tim''': Yes, I have to artificially extend playtime somehow.



* ''VideoGame/ModernWarfare 2'' and ''3'' do this sometimes with their Spec Ops levels, with several of them being areas you play through in the campaign (two in ''[=MW2=]'' are even taken from levels from the first Modern Warfare), just played from the 'end' of the level to the 'start'.

to:

* ''VideoGame/ModernWarfare 2'' ''VideoGame/CallOfDutyModernWarfare2'' and ''3'' ''[[VideoGame/CallOfDutyModernWarfare3 3]]'' do this sometimes with their Spec Ops levels, with several of them being areas you play through in the campaign (two in ''[=MW2=]'' are even taken from levels from the first Modern Warfare), ''VideoGame/{{Call of Duty 4|ModernWarfare}}''), just played from the 'end' of the level to the 'start'.



* In ''VideoGame/RainbowSixVegas 2'', after rescuing Cohen and disarming the bomb at the Convention Center, you have to go back through the exhibition hall, which is now filled with terrorists.

to:

* In ''VideoGame/RainbowSixVegas ''VideoGame/RainbowSix: Vegas 2'', after rescuing Cohen and disarming the bomb at the Convention Center, you have to go back through the exhibition hall, which is now filled with terrorists.



* In ''VideoGame/FinalFantasyXIV'', some of the hard mode dungeons start at or near where the final boss was, and works their way down to where earlier bosses were. However, avoiding the use of this trope as a cheap pallette swap, the visuals and appearance of the dungeon have changed to reflect the time that's passed and events that have occurred since you were there the first time, to the point you may not recognize some areas that you saw in the normal version when you enter them again.

to:

* In ''VideoGame/FinalFantasyXIV'', some of the hard mode dungeons start at or near where the final boss was, and works work their way down to where earlier bosses were. However, avoiding the use of this trope as a cheap pallette palette swap, the visuals and appearance of the dungeon have changed to reflect the time that's passed and events that have occurred since you were there the first time, to the point you may not recognize some areas that you saw in the normal version when you enter them again.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LEGORacers'' has three levels which are previous levels, inverted left-to-right.

to:

* ''VideoGame/LEGORacers'' has three levels which the fourth, fifth, and sixth circuits are previous levels, inverted left-to-right.the same as the first, second, third, but with the race tracks mirrored, the tracks raced in reverse order, and with the boss racer replaced with a tougher one.

Top