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* TheVeryDefinitelyFinalDungeon in ''Dengeki Gakuen RPG: Cross of Venus'' has this, for you must enter eight mirrors leading to one of the previous worlds and complete them to open the door to the final boss. Thankfully, they are much shorter. The catch? They are now corrupted as a good deal of the scenery, walls and floors are missing, revealing that they have been literally [[AC:RecycledINSPACE]] ([[LightNovel/IriyaNoSoraUFONoNatsu Iriya]] and [[LightNovel/BludgeoningAngelDokurochan Dokuro]] had it best as their worlds were left completely intact except for now being floating cosmic continents. On the other extreme, [[LightNovel/HarukaNogizakasSecret Haruka Nogizaka's]] world has been reduced to a single measly path with some pretty trees floating in a void of stars and almost nothing else. How the hell do you go from a BigFancyHouse to ''that''?).

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* TheVeryDefinitelyFinalDungeon in ''Dengeki Gakuen RPG: Cross of Venus'' has this, for you must enter eight mirrors leading to one of the previous worlds and complete them to open the door to the final boss. Thankfully, they are much shorter. The catch? They are now corrupted as a good deal of the scenery, walls and floors are missing, revealing that they have been literally [[AC:RecycledINSPACE]] ([[LightNovel/IriyaNoSoraUFONoNatsu ([[Literature/IriyaNoSoraUFONoNatsu Iriya]] and [[LightNovel/BludgeoningAngelDokurochan [[Literature/BludgeoningAngelDokurochan Dokuro]] had it best as their worlds were left completely intact except for now being floating cosmic continents. On the other extreme, [[LightNovel/HarukaNogizakasSecret [[Literature/HarukaNogizakasSecret Haruka Nogizaka's]] world has been reduced to a single measly path with some pretty trees floating in a void of stars and almost nothing else. How the hell do you go from a BigFancyHouse to ''that''?).
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* ''VideoGame/WolfensteinIITheNewColossus'' has optional assassination missions accessible from the main characters' base of operations, the Eva's Hammer [[{{CoolBoat}} submarine]]. These missions are unlocked as the player beats corresponding levels in the main story. They feature slightly modified versions of each story level's map. New passageways may open to new areas, while others may be closed off. Main story objectives are replaced with one or more assassination targets. Because the player may have gained access to more weapons, upgrades and abilities while replaying these areas, the enemies are also remixed from the original iterations of each level.

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Crosswicking


* Whereas ''VideoGame/{{Ducktales}}'' ''completely'' reuses Transylvania for its final stage, referring to it as Dracula Duck Manor, the Pirate Ship in ''Ducktales 2'' is Bermuda with a change of music and route, this time with the way down at the start closed off and the barrels blocking the rope at the far right removed, leading directly to the final boss.

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* Whereas ''VideoGame/{{Ducktales}}'' ''completely'' ''VideoGame/{{Ducktales}} completely'' reuses Transylvania for its final stage, referring to it as Dracula Duck Manor, the Pirate Ship in ''Ducktales 2'' is Bermuda with a change of music and route, this time with the way down at the start closed off and the barrels blocking the rope at the far right removed, leading directly to the final boss.


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* ''VideoGame/GarfieldsFunFest'': Some of the platforming levels are repeated, often because Garfield and Odie return to them in a later time. In fact, this is the case with the final two levels, which take place in the studio hosting the Fun Fest just like the third and fourth levels respectively.
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* In ''VideoGame/SuperLesbianAnimalRPG'' [[spoiler:Greenridge]] becomes corrupted into [[spoiler:Glitchridge by the influence of one of Javis' Reality Scrambler machines,]] becoming both a Remixed Level and a DungeonTown.
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** ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Aria of Sorrow]]'' does this for [[spoiler:Chaos's realm]].

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** ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Aria of Sorrow]]'' ''VideoGame/CastlevaniaAriaOfSorrow'' does this for [[spoiler:Chaos's realm]].

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* ''VideoGame/DarkSouls3'' has you revisit [[spoiler:Anor Londo]] from the [[VideoGame/DarkSouls1 first game]], now part of the city of Irithyll, and in a state of disrepair and ruin. Gone is the golden sunlight, replaced by permanent darkness (because the god responsible for the sunlight has been [[KillTheGod devoured by a god-devouring evil lord]]). The winged demons and sentinels are gone, and [[spoiler:[[TearJerker the Giant Blacksmith is dead]]]]. The [[DemonicSpiders rooftop archers]], however, are alive and well (and have been joined by a few buddies), as are several of the other Silver Knights.

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* ''VideoGame/DarkSouls3'' ''VideoGame/DarkSouls3'':
** The main game
has you revisit [[spoiler:Anor Londo]] from the [[VideoGame/DarkSouls1 first game]], now part of the city of Irithyll, and in a state of disrepair and ruin. Gone is the golden sunlight, replaced by permanent darkness (because the god responsible for the sunlight has been [[KillTheGod devoured by a god-devouring evil lord]]). The winged demons and sentinels are gone, and [[spoiler:[[TearJerker the Giant Blacksmith is dead]]]]. The [[DemonicSpiders rooftop archers]], however, are alive and well (and have been joined by a few buddies), as are several of the other Silver Knights.Knights.
** The ''Ringed City'' DLC has you visit a destroyed version of ''[[VideoGame/DarkSouls2 Dark Souls 2's]]'' Earthen Peak, and then have a boss fight in the ruins of ''[[VideoGame/DarkSouls1 Dark Souls 1's]]'' Firelink Shrine. This follows an example of revisiting an area from the same game, as it starts off in Lothric Castle, except it's, you guessed it, ruined.
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* The level may suddenly have a [[TimedMission time limit]],[[note]]Or if there's already a time limit, a much sticter one[[/note]] forcing the player to make quick decisions to progress.

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* The level may suddenly have a [[TimedMission time limit]],[[note]]Or if there's already a time limit, a much sticter stricter one[[/note]] forcing the player to make quick decisions to progress.
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* ''VideoGame/BlackAndWhite'':
** Land 4 of the first game is the same island as Land 1, now suffering from several {{Curse}}s inflicted by the BigBad in retribution for having [[AGodIsYou worshiped you]] before. It also hides a [[DismantledMacGuffin Creed fragment]] in the remains of the Creature Guide you met before.
** In the second game, the final level of ''Battle of the Gods'' is WhereItAllBegan -- the site of your former capital city that is [[BackFromTheBrink destroyed]] at the beginning of the game, complete with the dormant remains of the [[TerrainSculpting volcanoes that finished it off]]. In your absence, it's been claimed by the enemy god.
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* ''VideoGame/HoshiSaga Dokuringo'' is made mostly of Remixed Levels from the previous four games (''Ringo'', ''Ringoame'', ''Ringoen'', ''Ringohime''), except the puzzles' difficulty is [[SequelDifficultySpike set extremely high]]. It is said the change is due to complaints that the previous games were too easy.

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* ''VideoGame/HoshiSaga Dokuringo'' is made mostly of Remixed Levels from the previous four games (''Ringo'', ''Ringoame'', ''Ringoen'', ''Ringohime''), except the puzzles' difficulty is [[SequelDifficultySpike set extremely high]].high. It is said the change is due to complaints that the previous games were too easy.
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* ''VideoGame/NoMoreHeroes2DesperateStruggle'' features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with [[spoiler:a rebuilt Destroyman as the boss]]. The stage itself plays very differently thanks to Shinobu's ability to jump.

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* ''VideoGame/NoMoreHeroes2DesperateStruggle'' features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with [[spoiler:a rebuilt Destroyman as the boss]]. The boss]]; the stage itself plays very differently thanks to Shinobu's ability to jump.jump. There's also Destroy University, which serves as the setting for both the Rank 49-to-25 stage and the optional rank defense stage; whereas the former takes Travis into the interior of the University to reach the American football stadium to meet Charlie and his cheerleaders, the latter has him detour to the front yard to meet Kimmy Howell.
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* ''VideoGame/{{Klonoa}} 2: Lunatea's Veil'' has four over the course of the story. The titular character returns to Volk City, La-Lakoosha, Sea of Tears, and Ishras Ark as Volkan Inferno, Noxious La-Lakoosha, Dark Sea of Tears, and The Ark Revisited, respectively. The Ark Revisited has something of a reversal of the classic level change; Ishras Ark when Klonoa first visits is run-down and nearly inoperable, but it's in pristine condition and running smoothly when he comes back.

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* ''VideoGame/{{Klonoa}} 2: Lunatea's Veil'' ''VideoGame/Klonoa2LunateasVeil'' has four over the course of the story. The titular character returns to Volk City, La-Lakoosha, Sea of Tears, and Ishras Ark as Volkan Inferno, Noxious La-Lakoosha, Dark Sea of Tears, and The Ark Revisited, respectively. The Ark Revisited has something of a reversal of the classic level change; Ishras Ark when Klonoa first visits is run-down and nearly inoperable, but it's in pristine condition and running smoothly when he comes back.

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** [[VideoGame/SonicTheHedgehog1 Green Hill Zone]] [[NostalgiaLevel appearing in later installments]] or having [[GreenHillZone some sort of analogous throwback]] (ex. [[VideoGame/SonicTheHedgehog2 Emerald Hill Zone]], [[VideoGame/Sonic3AndKnuckles Mushroom Hill Zone]], [[VideoGame/SonicAdvanceTrilogy Neo Green Hill Zone]], [[VideoGame/SonicHeroes Seaside Hill]], [[VideoGame/SonicAdvanceTrilogy Sunset Hill Zone]], [[VideoGame/SonicRivals Forest Falls Zone]],[[VideoGame/SonicTheHedgehog4 Splash Hill Zone]], [[VideoGame/SonicLostWorld Windy Hill]], etc.) is a common occurrence in the series, but ''VideoGame/SonicTheHedgehogChaos'' features a '''Mecha''' Green Hill, which is [[EternalEngine exactly what it sounds like]] courtesy of Eggman. Much later, ''VideoGame/SonicForces'' would see Green Hill [[HailfirePeaks reimagined]] as [[ShiftingSandLand a barren, desolate desert]] thanks to the Eggman Empire's rule over most of the planet.

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** [[VideoGame/SonicTheHedgehog1 Green Hill Zone]] [[NostalgiaLevel appearing in later installments]] or having [[GreenHillZone some sort of analogous throwback]] (ex. [[VideoGame/SonicTheHedgehog2 Emerald Hill Zone]], [[VideoGame/Sonic3AndKnuckles Mushroom Hill Zone]], [[VideoGame/SonicAdvanceTrilogy Neo Green Hill Zone]], [[VideoGame/SonicHeroes Seaside Hill]], [[VideoGame/SonicAdvanceTrilogy Sunset Hill Zone]], [[VideoGame/SonicRivals Forest Falls Zone]],[[VideoGame/SonicTheHedgehog4 Zone]], [[VideoGame/SonicTheHedgehog4 Splash Hill Zone]], [[VideoGame/SonicLostWorld Windy Hill]], etc.) is a common occurrence in the series, but ''VideoGame/SonicTheHedgehogChaos'' features a '''Mecha''' Green Hill, which is [[EternalEngine exactly what it sounds like]] courtesy of Eggman. Much later, ''VideoGame/SonicForces'' would see Green Hill [[HailfirePeaks reimagined]] as [[ShiftingSandLand a barren, desolate desert]] thanks to the Eggman Empire's rule over most of the planet.



** Astaroth has two different stages that tend to appear alongside him, Kunpaetku Shrine from ''Soulcalibur'' and Palgaea Shrine from ''Soulcalibur II''. Notably, the ruins of Kunpaetku Shrine (destroyed by Astaroth himself after [[TurnedAgainstTheirMasters turning against his creator]]) are Astaroth's home stage in ''III'', whereas a newly constructed temple to the snake god Palgaea pops up in ''V'' to coincide with the Fygul Cestemus cult's revival and mass production of Astaroth golems.
** The Labyrinth stage from ''II'' reappears as the Grand Labyrinth in ''III'', ''IV'', and ''VI'', each time with different lighting and ambience. ''VI''[='s=] version, Grand Labyrinth - Sealed Corridor, marks the biggest departure from the original, being an infinitely scrolling stage in near complete darkness.

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** Astaroth has two different stages that tend to appear alongside him, Kunpaetku Shrine from ''Soulcalibur'' and Palgaea Shrine from ''Soulcalibur II''. Notably, the ruins of Kunpaetku Shrine (destroyed by Astaroth himself after [[TurnedAgainstTheirMasters turning against his creator]]) are Astaroth's home stage in ''III'', whereas a newly constructed temple to the snake god Palgaea pops up in ''V'' ''[[VideoGame/SoulcaliburV V]]'' to coincide with the Fygul Cestemus cult's revival and mass production of Astaroth golems.
** The Labyrinth stage from ''II'' reappears as the Grand Labyrinth in ''III'', ''IV'', and ''VI'', ''[[VideoGame/SoulcaliburVI VI]]'', each time with different lighting and ambience. ''VI''[='s=] version, Grand Labyrinth - Sealed Corridor, marks the biggest departure from the original, being an infinitely scrolling stage in near complete darkness.



** A general rule of thumb for the series is that if the final match of the KOF tournament takes place inside of a stadium (sometimes against [[MiniBoss the tournament sponsor]], sometimes not), the venue will get destroyed or otherwise be altered by the presence of the FinalBoss, giving you some idea of [[SNKBoss what you're in for]]. Examples include [[SinisterMinister Goenitz]] ([[BlowYouAway of the Wildly-Blowing Wind]]) in ''[='96=]'', [[TimeMaster Saiki]] in ''XIII'', and [[GiantSpaceFleaFromNowhere Verse]] in ''XIV''.

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** A general rule of thumb for the series is that if the final match of the KOF tournament takes place inside of a stadium (sometimes against [[MiniBoss the tournament sponsor]], sometimes not), the venue will get destroyed or otherwise be altered by the presence of the FinalBoss, giving you some idea of [[SNKBoss what you're in for]]. Examples include [[SinisterMinister Goenitz]] ([[BlowYouAway of the Wildly-Blowing Wind]]) in ''[='96=]'', ''[[VideoGame/TheKingOfFighters96 '96]]'', [[TimeMaster Saiki]] in ''XIII'', ''[[VideoGame/TheKingOfFightersXIII XIII]]'', and [[GiantSpaceFleaFromNowhere Verse]] in ''XIV''.''[[VideoGame/TheKingOfFightersXIV XIV]]''.



*** The battle against the Orochi Team takes place on an altar[[note]]designated as "Different Dimension" in the ''[='98=]: Ultimate Match'' stage select[[/note]] with various elemental spectacles taking place in the background -- first [[TechnicolorFire purple flames]] light up the altar, then a lightning storm rages in the distance, and finally there's lava and magma everywhere. In ''[='97=]'' proper, the Orochi Team's order is fixed so that each member corresponds to the stage layout ([[PlayingWithFire Orochi Chris]] > [[ShockAndAwe Orochi Shermie]] > [[DishingOutDirt Orochi Yashiro]]), with the altar only changing when the next member steps up to fight (giving the implication it's a show of their respective ElementalPowers), but the scenery merely changes by round in ''[='98=]: UM'' (where the CPU tends to switch up the Orochi Team's order at random). Then, {{Orochi}} gets revived for the last battle -- taking place at the very same altar -- and things start to get a bit... [[AmazingTechnicolorBattlefield psychedelic]].

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*** The battle against the Orochi Team takes place on an altar[[note]]designated altar[[labelnote:*]]designated as "Different Dimension" in the ''[='98=]: Ultimate Match'' stage select[[/note]] select[[/labelnote]] with various elemental spectacles taking place in the background -- first [[TechnicolorFire purple flames]] light up the altar, then a lightning storm rages in the distance, and finally there's lava and magma everywhere. In ''[='97=]'' proper, the Orochi Team's order is fixed so that each member corresponds to the stage layout ([[PlayingWithFire Orochi Chris]] > [[ShockAndAwe Orochi Shermie]] > [[DishingOutDirt Orochi Yashiro]]), with the altar only changing when the next member steps up to fight (giving the implication it's a show of their respective ElementalPowers), but the scenery merely changes by round in ''[='98=]: UM'' (where the CPU tends to switch up the Orochi Team's order at random). Then, {{Orochi}} gets revived for the last battle -- taking place at the very same altar -- and things start to get a bit... [[AmazingTechnicolorBattlefield psychedelic]].



*** UsefulNotes/NewOrleans[[note]]officially listed as "East USA" in-game[[/note]] (Ken = late afternoon, Charlie = after midnight)

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*** UsefulNotes/NewOrleans[[note]]officially UsefulNotes/NewOrleans[[labelnote:*]]officially listed as "East USA" in-game[[/note]] in-game[[/labelnote]] (Ken = late afternoon, Charlie = after midnight)



*** Train yard[[note]]officially listed as "West USA" in-game[[/note]] (M. Bison = day, Sodom = night)
** Though ''Street Fighter Alpha 3'' gave most characters their own individual stages, a handful of characters shared, with the only differences being the time of day or background effects. For example, Bison's stage (Secret Point 48106) is reused for the [[MiniBoss sub-bosses]] Balrog, Juli, and Juni, with their version featuring fuchsia skies and a thunderstorm as opposed to the dreary gray skyline and skull-shaped stormcloud of Bison's. The console versions rectified some of this, such as bringing back Balrog's [[NostalgiaLevel classic]] UsefulNotes/LasVegas stage from ''SFII'' and letting Karin fight on her family's yacht as opposed to a nighttime variant of Sakura's stage (Flower Shopping District), [[ZigZaggingTrope but also made it so that]] Evil Ryu and Shin Akuma's home stages were recolored variants of Akuma's (Oni Fang Cave).

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*** Train yard[[note]]officially yard[[labelnote:*]]officially listed as "West USA" in-game[[/note]] in-game[[/labelnote]] (M. Bison = day, Sodom = night)
** Though ''Street Fighter Alpha 3'' gave most characters their own individual stages, a handful of characters shared, with the only differences being the time of day or background effects. For example, Bison's stage (Secret Point 48106) is reused for the [[MiniBoss sub-bosses]] Balrog, Juli, and Juni, with their version featuring fuchsia skies and a thunderstorm as opposed to the dreary gray skyline and skull-shaped stormcloud storm cloud of Bison's. The console versions rectified some of this, such as bringing back Balrog's [[NostalgiaLevel classic]] UsefulNotes/LasVegas stage from ''SFII'' and letting Karin fight on her family's yacht as opposed to a nighttime variant of Sakura's stage (Flower Shopping District), [[ZigZaggingTrope but also made it so that]] Evil Ryu and Shin Akuma's home stages were recolored variants of Akuma's (Oni Fang Cave).
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** ''VideoGame/KingdomHeartsMelodyOfMemory'' has similar design sensibilities to the ''Chain of Memories'' remake, creating its worlds by cobbling setpieces from previous games into cohesive looping tracks for the RhythmGame levels to run through. It's justified in that this is Kairi's MentalWorld and the different locations are created from memories.

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** Two of the assassin stages in the first game take place in the baseball stadium of Santa Destroy. However, whereas the earlier stage is mainly set within the corridors of the stadium and places the boss in the field, the later one does it the other way around.
** ''VideoGame/NoMoreHeroes2DesperateStruggle'' features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with [[spoiler:a rebuilt Destroyman as the boss]]. The stage itself plays very differently thanks to Shinobu's ability to jump.

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** Two of the assassin stages in the first game take place in the baseball stadium of Santa Destroy. However, whereas the earlier stage is mainly set within the corridors of the stadium and places the boss in the field, the later one does it the other way around.
** Two of the assassin stages require Travis to cross Santa Destroy's interstate road. But in the first one, Travis is boarding a terminal's bus to have a comfy travel... until the mooks start attacking him while the bus drives, anyway; the second time, [[spoiler:Travis has to retrieve his stolen motorbike in the avenue whose road forks into the interstate route, and upon doing so he proceeds to drive across it on his own while dispatching all the mooks that appear along the way, eventually reaching a different destination; this turns out to be the final level]].
*
''VideoGame/NoMoreHeroes2DesperateStruggle'' features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with [[spoiler:a rebuilt Destroyman as the boss]]. The stage itself plays very differently thanks to Shinobu's ability to jump.

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** In addition to the aforementioned Green Hill, ''VideoGame/SonicForces'' also includes a redesigned [[VideoGame/SonicTheHedgehog2 Chemical Plant Zone]], this time an entirely enclosed industrial center located in the arctic north (though not a SlippySlideyIceWorld). While its layout is very different compared to the original, Chemical Plant does feature many of the same gimmicks, such as the moving yellow blocks and an underwater section involving rising pink chemical liquid.

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** In addition to the aforementioned Green Hill, ''VideoGame/SonicForces'' also includes a redesigned [[VideoGame/SonicTheHedgehog2 Chemical Plant Zone]], Plant]] traversed by Classic Sonic, this time an entirely enclosed industrial center located in the arctic north (though not a SlippySlideyIceWorld). While its layout is very different compared to the original, Chemical Plant does feature many of the same gimmicks, such as the moving yellow blocks and an underwater section involving rising pink chemical liquid. Similarly, two of Sonic's stages, Egg Gate and Network Terminal, are heavily reimagined versions of [[VideoGame/SonicTheHedgehog2 Death Egg Zone and Chemical Plant Zone]] respectively.
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** [[VideoGame/SonicTheHedgehog1 Green Hill Zone]] [[NostalgiaLevel appearing in later installments]] or having [[GreenHillZone some sort of analogous throwback]] (ex. [[VideoGame/SonicTheHedgehog2 Emerald Hill Zone]], [[VideoGame/Sonic3AndKnuckles Mushroom Hill Zone]], [[VideoGame/SonicAdvanceTrilogy Neo Green Hill Zone]], [[VideoGame/SonicHeroes Seaside Hill]], [[VideoGame/SonicAdvanceTrilogy Sunset Hill Zone]], [[VideoGame/SonicRivals Forest Falls Zone]], [[VideoGame/SonicLostWorld Windy Hill]], etc.) is a common occurrence in the series, but ''VideoGame/SonicTheHedgehogChaos'' features a '''Mecha''' Green Hill, which is [[EternalEngine exactly what it sounds like]] courtesy of Eggman. Much later, ''VideoGame/SonicForces'' would see Green Hill [[HailfirePeaks reimagined]] as [[ShiftingSandLand a barren, desolate desert]] thanks to the Eggman Empire's rule over most of the planet.

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** [[VideoGame/SonicTheHedgehog1 Green Hill Zone]] [[NostalgiaLevel appearing in later installments]] or having [[GreenHillZone some sort of analogous throwback]] (ex. [[VideoGame/SonicTheHedgehog2 Emerald Hill Zone]], [[VideoGame/Sonic3AndKnuckles Mushroom Hill Zone]], [[VideoGame/SonicAdvanceTrilogy Neo Green Hill Zone]], [[VideoGame/SonicHeroes Seaside Hill]], [[VideoGame/SonicAdvanceTrilogy Sunset Hill Zone]], [[VideoGame/SonicRivals Forest Falls Zone]],[[VideoGame/SonicTheHedgehog4 Splash Hill Zone]], [[VideoGame/SonicLostWorld Windy Hill]], etc.) is a common occurrence in the series, but ''VideoGame/SonicTheHedgehogChaos'' features a '''Mecha''' Green Hill, which is [[EternalEngine exactly what it sounds like]] courtesy of Eggman. Much later, ''VideoGame/SonicForces'' would see Green Hill [[HailfirePeaks reimagined]] as [[ShiftingSandLand a barren, desolate desert]] thanks to the Eggman Empire's rule over most of the planet.



** [[VideoGame/Sonic3AndKnuckles IceCap Zone]] returned in ''VideoGame/SonicAdventure'' as an Action Stage, with Sonic's brief snowboarding stint expanded into him (or Tails) [[OutrunTheFireball outracing an avalanche]] [[IndyEscape and speeding down the slopes to the Goal Ring]].

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** [[VideoGame/Sonic3AndKnuckles IceCap Zone]] -- also set on Angel Island -- returned in ''VideoGame/SonicAdventure'' as an Action Stage, with Sonic's brief snowboarding stint expanded into him (or Tails) [[OutrunTheFireball outracing an avalanche]] [[IndyEscape and speeding down the slopes to the Goal Ring]].
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* The level may suddenly have a [[TimedMission time limit]][[note]]Or if there's already a time limit, a much sticter one[[/note]], forcing the player to make quick decisions to progress.

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* The level may suddenly have a [[TimedMission time limit]][[note]]Or limit]],[[note]]Or if there's already a time limit, a much sticter one[[/note]], one[[/note]] forcing the player to make quick decisions to progress.
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** The Tomb of Sargeras from ''VideoGame/{{Warcraft}}''. In this case, the surrounding terrain seems to change every time you come across it, from ''Warcraft II'' to ''Warcraft III''. This may be explained by the fact that it is a chaotic area, with remnants of strong magic, but it is still a bit strange.

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** The Tomb of Sargeras from ''VideoGame/{{Warcraft}}''.Sargeras. In this case, the surrounding terrain seems to change every time you come across it, from ''Warcraft II'' to ''Warcraft III''. This may be explained by the fact that it is a chaotic area, with remnants of strong magic, but it is still a bit strange.



** One of the subgames in ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]'' is named ''Revenge of the King''(a remake of ''VideoGame/KirbysDreamLand'''s Extra Game). The first 3 levels are, you guessed it- remixed versions of the stages from ''Spring Breeze''[[note]] a remake of ''Kirby's Dream Land'' [[/note]], an early subgame. [[note]]Purple Plants, Illusion Islands and Crash Clouds respectively.[[/note]]

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** One of the subgames in ''[[VideoGame/KirbySuperStar Kirby Super Star Ultra]]'' is named ''Revenge of the King''(a remake of ''VideoGame/KirbysDreamLand'''s Extra Game). The first 3 three levels are, are -- you guessed it- it -- remixed versions of the stages from ''Spring Breeze''[[note]] a remake of ''Kirby's Dream Land'' [[/note]], an early subgame. [[note]]Purple Plants, Illusion Islands and Crash Clouds respectively.[[/note]]



* In the ''VideoGame/KnyttStories'' level "The Machine", after you [[spoiler: turn off the Machine, all the enemies disappear and the barren landscape bursts back into bloom and color.]]

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* In the ''VideoGame/KnyttStories'' level "The Machine", after you [[spoiler: turn [[spoiler:turn off the Machine, all the enemies disappear and the barren landscape bursts back into bloom and color.]]color]].



** After you beat the eight Robot Masters in ''VideoGame/MegaMan3'', you have to revisit four of the levels to fight Doc Robot.

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** After you beat the eight Robot Masters in ''VideoGame/MegaMan3'', you have to revisit four of the levels to fight (a) Doc Robot.



** Sky Troops of ''VideoGame/ShadowTheHedgehog'' is the same stage as Glyphic Canyon (which, on the neutral path, is only the level before last) except it turns out to be [[spoiler:an ancient sky ship]]. The buildings are exactly the same, albeit rearranged so they form a straight line with floating platforms connecting them, instead of the walkways and... [[DoNotTouchTheFunnelCloud rather strange]] transportation of the first form. Several gimmicks are also repeated. In the same game, the [[VeryDefinitelyFinalDungeon the last stage]] is [[spoiler:a mash-up of Black Comet and Final Haunt -- Shadow probably passed through one or the other minutes before]].

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** Sky Troops of ''VideoGame/ShadowTheHedgehog'' is the same stage as Glyphic Canyon (which, on the neutral path, is only the level before last) except it turns out to be [[spoiler:an ancient sky ship]]. The buildings are exactly the same, albeit rearranged so they form a straight line with floating platforms connecting them, instead of the walkways and... [[DoNotTouchTheFunnelCloud rather strange]] transportation of the first form. Several gimmicks are also repeated. In the same game, the [[VeryDefinitelyFinalDungeon [[TheVeryDefinitelyFinalDungeon the last stage]] is [[spoiler:a mash-up of Black Comet and Final Haunt -- Shadow probably passed through one or the other minutes before]].



* ''VideoGame/YookaLayleeAndTheImpossibleLair'' has this as a core game mechanic. Each of the game's 20 levels has two versions--a basic one, and a "Transformed" one you'll need to solve a puzzle on the overworld to unlock. The transformations range from mild (a conveyor-belt level has the conveyors moving in the opposite direction, a previously aboveground level gets flooded with water) to radical shifts that are more or less completely different levels.

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* ''VideoGame/YookaLayleeAndTheImpossibleLair'' has this as a core game mechanic. Each of the game's 20 levels has two versions--a basic one, and a "Transformed" one you'll need to solve a puzzle on the overworld to unlock. The transformations range from mild (a conveyor-belt conveyor belt level has the conveyors moving in the opposite direction, a previously aboveground level gets flooded with water) to radical shifts that are more or less completely different levels.



*** Ancient Citadel: Under Siege (Siegfried) is set upon a drawbright leading into the fort used by Siegfried's band of mercenaries, Schwarzwind, as the mercs are besieged by malfested sent by Graf Dumas, the new Azure Knight. Ancient Citadel: Peacetime (Z.W.E.I.) lacks any background conflict and takes place at evening.

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*** Ancient Citadel: Under Siege (Siegfried) is set upon a drawbright drawbridge leading into the fort used by Siegfried's band of mercenaries, Schwarzwind, as the mercs are besieged by malfested sent by Graf Dumas, the new Azure Knight. Ancient Citadel: Peacetime (Z.W.E.I.) lacks any background conflict and takes place at evening.dusk/evening.
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* ''VideoGame/{{B3313}}'': The Peaceful Sewer Maze has an underwater path into a maze that leads to a strange structure with a warp. This will take the player to the Scary version, where the two areas are disconnected. The maze now leads to a Shadow Mario which [[spoiler:turns hostile and burns the player if approached from the front]]. Getting to Shadow Mario from the side and performing a triple jump from his platform will give the player enough distance to [[spoiler:survive the burning floor once he attacks]]. Then they can explore a grim black-and-red version of the level with no water.
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* ''VideoGame/{{B3313}}'': There are three versions of Bob-omb Battlefield from ''VideoGame/SuperMario64'' that, when put together, tell a story of it starting out lush and full of life before [[spoiler:being torn apart by [[WarIsHell a war]] between Bob-ombs and Goombas.]]

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General editing and cleanup. Removing entries that fall closer to Recurring Location.


** Ostrheinsburg Castle is a frequently recurring stage in the series. So far, we've seen the outside of the castle during wartime (''Soul Edge''), a ruined section of the dilapidated castle three years later (''Soulcalibur''), a ruined chapel on the outskirts of the castle grounds (''Soulcalibur II''), a moat/canal underneath the castle (''Soulcalibur III'', ''IV'', and ''Broken Destiny''), the throne room (''Soulcalibur IV''), and an abandoned castle hall possibly once used for banquets (''VideoGame/SoulcaliburVI'').
** Eurydice Shrine (Sophitia) and the Money Pit (Voldo) are two other recurring locales. Sophitia's stages are typically located at or near the altar of the namesake shrine, complete with various statues of the Greek pantheon and either pools of water and/or a view of the cloud-covered summit of the mountain the temple was built upon. Meanwhile, Voldo's stages are more varied; ''II'', for example, showcases the top-most layer of the pit, assailed by fierce winds, while ''III'' reveals a passageway that leads out to sea along a myriad of treasures hoarded by Vercci.
** Likewise, Astaroth has two different stages that tend to appear alongside him, Kunpaetku Shrine from ''Soulcalibur'' and Palgaea Shrine from ''Soulcalibur II''. Notably, the ruins of Kunpaetku Shrine (destroyed by Astaroth himself after [[TurnedAgainstTheirMasters turning against his creator]]) are Astaroth's home stage in ''III'', whereas a newly constructed temple to the snake god Palgaea pops up in ''V'' to coincide with the Fygul Cestemus cult's revival and mass production of Astaroth golems.
** Downplayed with the Valentine Mansion stage in ''Soulcalibur III'', which, due to the series opting for more intricate stages starting with ''Soulcalibur II'', simply shows more of Ivy's family manor compared to the ''Soulcalibur II'', including family portraits and a lower floor.
** The Lakeside Coliseum stage in ''Soulcalibur II'' returned in ''III'', this time set at evening as opposed to the original's daytime.
** The Labyrinth stage from 'II'' reappears as the Grand Labyrinth in ''III'', ''IV'', and ''[[VideoGame/SoulcaliburVI VI]]'', each time with different lightning and ambience. ''VI''[='s=] version, Grand Labyrinth - Sealed Corridor, marks the biggest departure from the original, being an infinitely scrolling stage in near complete darkness.
** ''Soulcalibur IV'' overhauled three other returning stages from ''III'': Ostrheinsburg Castle - Twilight (Ostrheinsburg Castle - Battlement), Jyurakudai Villa - Virgin Snow (Jyurakudai Villa), and Egyptian Temple - Sacred Flame (Egyptian Temple). Each is set at different times of day and/or under different weather conditions compared to the originals while featuring rearrangements of the music found in ''III''.

to:

** Ostrheinsburg Castle is a frequently recurring stage in the series. So far, we've seen the outside of the castle during wartime (''Soul Edge''), a ruined section of the dilapidated castle three years later (''Soulcalibur''), a ruined chapel on the outskirts of the castle grounds (''Soulcalibur II''), a moat/canal underneath the castle (''Soulcalibur III'', ''IV'', and ''Broken Destiny''), the throne room (''Soulcalibur IV''), and an abandoned castle hall possibly once used for banquets (''VideoGame/SoulcaliburVI'').
** Eurydice Shrine (Sophitia) and the Money Pit (Voldo) are two other recurring locales. Sophitia's stages are typically located at or near the altar of the namesake shrine, complete with various statues of the Greek pantheon and either pools of water and/or a view of the cloud-covered summit of the mountain the temple was built upon. Meanwhile, Voldo's stages are more varied; ''II'', for example, showcases the top-most layer of the pit, assailed by fierce winds, while ''III'' reveals a passageway that leads out to sea along a myriad of treasures hoarded by Vercci.
** Likewise,
Astaroth has two different stages that tend to appear alongside him, Kunpaetku Shrine from ''Soulcalibur'' and Palgaea Shrine from ''Soulcalibur II''. Notably, the ruins of Kunpaetku Shrine (destroyed by Astaroth himself after [[TurnedAgainstTheirMasters turning against his creator]]) are Astaroth's home stage in ''III'', whereas a newly constructed temple to the snake god Palgaea pops up in ''V'' to coincide with the Fygul Cestemus cult's revival and mass production of Astaroth golems.
** Downplayed with the Valentine Mansion stage in ''Soulcalibur III'', which, due to the series opting for more intricate stages starting with ''Soulcalibur II'', simply shows more of Ivy's family manor compared to the ''Soulcalibur II'', including family portraits and a lower floor.
** The Lakeside Coliseum stage in ''Soulcalibur II'' returned in ''III'', this time set at evening as opposed to the original's daytime.
** The Labyrinth stage from 'II'' ''II'' reappears as the Grand Labyrinth in ''III'', ''IV'', and ''[[VideoGame/SoulcaliburVI VI]]'', ''VI'', each time with different lightning lighting and ambience. ''VI''[='s=] version, Grand Labyrinth - Sealed Corridor, marks the biggest departure from the original, being an infinitely scrolling stage in near complete darkness.
** Lotus Garden, Xianghua's stage in ''Soulcalibur III'', is an early morning variation of her original stage from the first ''Calibur'' (Emperor's Garden), evidenced by the similar scenery and both locations being described as the Ming Emperor's summer home.
** The Lakeside Coliseum stage from ''SCII'' also returned in ''III'', this time set at evening as opposed to the original's daytime.
** In addition to the above,
''Soulcalibur IV'' overhauled modified three other returning stages from ''III'': Ostrheinsburg Castle - Twilight (Ostrheinsburg Castle - Battlement), Jyurakudai Villa - Virgin Snow (Jyurakudai Villa), and Egyptian Temple - Sacred Flame (Egyptian Temple). Each is set at different times of day and/or under different weather conditions compared to the originals while featuring rearrangements of the music found in ''III''.



** The two Tower of Glory stages in ''VideoGame/SoulcaliburV'', Spiral of Good and Evil (Edge Master) and Most Holy Dichotomy (Algol), are very reminiscent of two stages from ''IV'': Tower of Remembrance - Spiral of Time and Tower of Remembrance - Degradation (which was also Algol's stage). The biggest difference is that the Spiral of Time in ''IV'' is completely enclosed, whereas the stained glass windows in Spiral of Good and Evil can be broken, leading to a RingOut. The ''New Legend of Project Soul'' artbook even labels [[https://static.wikia.nocookie.net/soulcalibur/images/a/a3/Soul_Calibur_New_Legends_Of_Project_Soul_144.JPG the stage's concept art]] as "Tower of Remembrance (Top Floor)", though this may be a typo.
** Astral Chaos - Tide of the Damned, the stage of [[FinalBoss Inferno]] in ''Soulcalibur VI'', is pretty much cobbled together from a majority of [[https://soulcalibur.fandom.com/wiki/Astral_Chaos the previous Astral Chaos stages]] in the series, most prominently Valencia Port - Chaos from ''Soul Edge'', Chaos from the original ''Calibur'', Chaos - Spiritual Realm from ''Soulcalibur III'', and Astral Chaos from ''VideoGame/SoulcaliburV''. The stage has the debris floating throughout the surrounding area like the former, while keeping the general layout and space-like setting of the (Astral) Chaos stages from ''Calibur'' onward as well as the Soul Edge-esque "eye" in the background that first appeared in ''III''.

to:

** The two Tower of Glory stages in ''VideoGame/SoulcaliburV'', Spiral of Good and Evil (Edge Master) and Most Holy Dichotomy (Algol), are very reminiscent of two stages from ''IV'': Tower of Remembrance - Spiral of Time and Tower of Remembrance - Degradation (which was also Algol's stage). The biggest difference is that the Spiral of Time in ''IV'' is completely enclosed, whereas the stained glass windows in Spiral of Good and Evil can be broken, leading to a RingOut. The ''New Legend of Project Soul'' artbook even labels [[https://static.wikia.nocookie.net/soulcalibur/images/a/a3/Soul_Calibur_New_Legends_Of_Project_Soul_144.JPG the stage's concept art]] art for Most Holy Dichotomy]] as "Tower of Remembrance (Top Floor)", though this may be a typo.
** Astral Chaos - Tide of the Damned, the stage of [[FinalBoss Inferno]] in ''Soulcalibur VI'', is pretty much cobbled together from a majority of [[https://soulcalibur.fandom.com/wiki/Astral_Chaos the previous Astral Chaos stages]] in the series, most prominently Valencia Port - Chaos from ''Soul Edge'', Chaos from the original ''Calibur'', Chaos - Spiritual Realm from ''Soulcalibur III'', ''SCIII'', and Astral Chaos from ''VideoGame/SoulcaliburV''.''SCV''. The stage has the debris floating throughout the surrounding area like the former, while keeping the general layout and space-like setting of the (Astral) Chaos stages from ''Calibur'' onward as well as the Soul Edge-esque "eye" in the background that first appeared in ''III''.



** Valencia Port is the home stage for Cervantes, the wielder of the titular cursed sword in ''Soul Edge''. For the final battle, the evil sword reanimates his corpse and fights you in the dread pirate's stead. Enter Valencia Port - Chaos, a warped, {{eldritch|Location}}y void where the uprooted buildings found at the Spanish port town are now floating around in the background.
** Edge Master's stage in ''Soulcalibur'' is an evening version of Kilik's (Proving Grounds).
** While not tied to a hidden character, the Money Pit, Labyrinth, and Egyptian Crypt stages have multiple variations (some exclusive to Weapon Master Mode), featuring changes to the size/shape of the arena and, in the case of the latter, terrain with adverse effects (quicksand that lowers movement speed, ice that causes fighters to slide around and slip off the edge of the stage, etc.).

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** Valencia Port is the home stage HomeStage for Cervantes, the wielder of the titular cursed sword in ''Soul Edge''. For the final battle, the evil sword reanimates his corpse and fights you in the dread pirate's stead. Enter Valencia Port - Chaos, a warped, {{eldritch|Location}}y void where the uprooted buildings found at the Spanish port town are now floating around in the background.
** Edge Master's stage in ''Soulcalibur'' ''Soulcalibur'', Proving Grounds - Twilight, is an evening version of Kilik's (Proving Grounds).
Proving Grounds. Additionally, Xianghua has an autumn variant of her stage (Emperor's Garden) and Mitsurugi has a winter variant of his (Takamatsu Castle).
** While not tied to a hidden character, the Money Pit, Labyrinth, and Egyptian Crypt stages in ''Soulcalibur II'' have multiple variations (some exclusive to Weapon Master Mode), featuring changes to the size/shape of the arena and, in the case of the latter, terrain with adverse effects (quicksand that lowers movement speed, ice that causes fighters to slide around and slip off the edge of the stage, etc.).



*** Free Imperial City Center (Patroklos/Dampierre) is set at a lavish plaza within the territory of the Holy Roman Empire. Pyrrha's stage, Free Imperial City: Old Quarter, is some distance away in the same city, with this section currently ablaze due to the malfested hunts.

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*** Free Imperial City Center (Patroklos/Dampierre) is set at a lavish pristine, lavish-looking city plaza within the territory of the Holy Roman Empire. Pyrrha's stage, Free Imperial City: Old Quarter, is some distance away in the same city, with this section currently ablaze due to the malfested hunts.

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** Downplayed with the Valentine Mansion stage in ''Soulcalibur III'', which, due to the series opting for more intricate stages starting with ''Soulcalibur II'', simply shows more of Ivy's family manor compared to the ''Soulcalibur II'', including family portraits and a lower floor.



** The two Tower of Glory stages in ''VideoGame/SoulcaliburV'', Spiral of Good and Evil (Edge Master) and Most Holy Dichotomy (Algol), are very reminiscent of two stages from ''IV'': Tower of Remembrance - Spiral of Time and Tower of Remembrance - Degradation (which was also Algol's stage). The biggest difference is that the Spiral of Time in ''IV'' is completely enclosed, whereas the stained glass windows in Spiral of Good and Evil can be broken, leading to a RingOut. The ''New Legend of Project Soul'' artbook even labels [[https://static.wikia.nocookie.net/soulcalibur/images/a/a3/Soul_Calibur_New_Legends_Of_Project_Soul_144.JPG the stage's concept art]] as "Tower of Remembrance (Top Floor)", though this may be a typo.
** Astral Chaos - Tide of the Damned, the stage of [[FinalBoss Inferno]] in ''Soulcalibur VI'', is pretty much cobbled together from a majority of [[https://soulcalibur.fandom.com/wiki/Astral_Chaos the previous Astral Chaos stages]] in the series, most prominently Valencia Port - Chaos from ''Soul Edge'', Chaos from the original ''Calibur'', Chaos - Spiritual Realm from ''Soulcalibur III'', and Astral Chaos from ''VideoGame/SoulcaliburV''. The stage has the debris floating throughout the surrounding area like the former, while keeping the general layout and space-like setting of the (Astral) Chaos stages from ''Calibur'' onward as well as the Soul Edge-esque "eye" in the background that first appeared in ''III''.



** Nightmare's stage in ''VideoGame/SoulcaliburV'' (Denevér Castle: Assault) takes on elements of [[spoiler:[[EldritchLocation Astral Chaos]]]] when taken over by [[spoiler:Pyrrha Omega]], thereby becoming Denevér Castle: [[spoiler:Eye of Chaos]].

to:

** Nightmare's stage Quite frequent in ''VideoGame/SoulcaliburV'' (Denevér ''VideoGame/SoulcaliburV'', with several stages being shared by multiple characters.
*** Free Imperial City Center (Patroklos/Dampierre) is set at a lavish plaza within the territory of the Holy Roman Empire. Pyrrha's stage, Free Imperial City: Old Quarter, is some distance away in the same city, with this section currently ablaze due to the malfested hunts.
*** Ancient Citadel: Under Siege (Siegfried) is set upon a drawbright leading into the fort used by Siegfried's band of mercenaries, Schwarzwind, as the mercs are besieged by malfested sent by Graf Dumas, the new Azure Knight. Ancient Citadel: Peacetime (Z.W.E.I.) lacks any background conflict and takes place at evening.
*** Conqueror's Coliseum (Xiba) is an enclosed arena in a remote region of the Mughal Empire, suspended by chains via four giant stone staues, with cloaked onlookers spectating the fights. Conqueror's Coliseum: Underground Fight (Mitsurugi) is the same arena, but now lowered to an underground lake, with the battle taking place under the cover of night.
*** Unknown Forest (Viola) is a tranquil forest near the Ancient Citadel at dusk. Unknown Forest: Dark Night (Raphael) is ExactlyWhatItSaysOnTheTin, almost completely devoid of wildlife save for a single owl.
*** Denevér
Castle: Assault) Assault (Nightmare) depicts the reverse of Ancient Citadel: Under Siege, with Schwarzwind's forces attacking Graf Dumas' stronghold and facing the nightmarish monsters under his command. When taken over by [[spoiler:Pyrrha Omega]], the area takes on elements of [[spoiler:[[EldritchLocation Astral Chaos]]]] when taken over by [[spoiler:Pyrrha Omega]], (particularly [[spoiler:a tear in the darkened sky resembling the "eye" found in the regular Astral Chaos stage]]), thereby becoming the eerily lifeless Denevér Castle: [[spoiler:Eye of Chaos]]. Chaos]].

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** Eurydice Shrine (Sophitia) and the Money Pit (Voldo) are two other recurring locales. Sophitia's stages are typically located at or near the altar of the namesake shrine, complete with various statues of the Greek pantheon and either pools of water and/or a view of the cloud-covered summit of the mountain the temple was built upon. Meanwhile, Voldo's stages are more varied; ''II'', for example, showcases the top-most layer of the pit, assailed by fierce winds, while ''III'' reveals a passageway that leads out to sea along a myriad of treasures hoarded by Vercci.
** Likewise, Astaroth has two different stages that tend to appear alongside him, Kunpaetku Shrine from ''Soulcalibur'' and Palgaea Shrine from ''Soulcalibur II''. Notably, the ruins of Kunpaetku Shrine (destroyed by Astaroth himself after [[TurnedAgainstTheirMasters turning against his creator]]) are Astaroth's home stage in ''III'', whereas a newly constructed temple to the snake god Palgaea pops up in ''V'' to coincide with the Fygul Cestemus cult's revival and mass production of Astaroth golems.



** ''Soulcalibur IV'' overhauled three other returning stages from ''III'': Ostrheinsburg Castle - Twilight (Ostrheinsburg Castle - Battlement), Jyurakudai Villa - Virgin Snow (Jyurakudai Villa), and Egyptian Temple - Sacred Flame (Egyptian Temple). Each is set at different times of day and/or under different weather conditions compared to the originals while featuring rearrangements of the music found in ''III''.
** As a PSP port of ''IV'', ''Soulcalibur: Broken Destiny'' consists almost entirely of altered stages from the console versions, with the majority of differences being time of day or changes to the terrain/background.



** While not tied to a hidden character, both the Labyrinth and Egyptian Crypt stages have multiple variations (some exclusive to Weapon Master Mode), featuring changes to the size/shape of the arena and, in the case of the latter, terrain with adverse effects (quicksand that lowers movement speed, ice that causes fighters to slide around and slip off the edge of the stage, etc.).

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** While not tied to a hidden character, both the Labyrinth Money Pit, Labyrinth, and Egyptian Crypt stages have multiple variations (some exclusive to Weapon Master Mode), featuring changes to the size/shape of the arena and, in the case of the latter, terrain with adverse effects (quicksand that lowers movement speed, ice that causes fighters to slide around and slip off the edge of the stage, etc.).
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** Ostrheinsburg Castle is a frequently recurring stage in the series. So far, we've seen the outside of the castle during wartime (''Soul Edge''), a ruined section of the dilapidated castle three years later (''Soulcalibur''), a ruined chapel on the outskirts of the castle grounds (''Soulcalibur II''), a moat/canal underneath the castle (''Soulcalibur III'', ''IV'', and ''Broken Destiny''), the throne room (''Soulcalibur IV''), and an abandoned castle hall possibly once used for banquets (''VideoGame/SoulcaliburVI'').

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* While the ''VideoGame/SoulSeries'' will often bring back stages from older games, sometimes they go beyond mere graphical overhauls.
** The Lakeside Coliseum stage in ''Soulcalibur II'' returned in ''III'', this time set at evening as opposed to the original's daytime.
** The Labyrinth stage from 'II'' reappears as the Grand Labyrinth in ''III'', ''IV'', and ''[[VideoGame/SoulcaliburVI VI]]'', each time with different lightning and ambience. ''VI''[='s=] version, Grand Labyrinth - Sealed Corridor, marks the biggest departure from the original, being an infinitely scrolling stage in near complete darkness.



* Similarly to other FightingGame examples, stages for secret characters in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of other character's stage. For example:

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* Similarly to other FightingGame examples, stages for secret certain characters (usually {{secret|Character}} ones) in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of other another character's stage. For example:


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** While not tied to a hidden character, both the Labyrinth and Egyptian Crypt stages have multiple variations (some exclusive to Weapon Master Mode), featuring changes to the size/shape of the arena and, in the case of the latter, terrain with adverse effects (quicksand that lowers movement speed, ice that causes fighters to slide around and slip off the edge of the stage, etc.).


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** Each character's story in ''Soulcalibur IV'' will take them to one of two stages depending on their final opponent: Tower of Remembrance - Encounter (Siegfried/Nightmare) and Tower of Remembrance - Degradation (Algol, who also serves as the FinalBoss in Arcade and Tower of Lost Souls). The latter shares the same structure as the former, only it's yet another EldritchLocation instead of high up in the sky, complete with two giant formations in the background representing Soul Calibur and Soul Edge. As a trade-off, the Soul Edge eye in the middle of the platform in the "Encounter" version is missing from the "Degradation" variant.

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* Similarly to other FightingGame examples, stages for secret characters in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of other character's stage. For example, Edge Master's stage in ''Soulcalibur'' is an evening version of Kilik's (Proving Grounds), while Nightmare's stage in ''VideoGame/SoulcaliburV'' (Denevér Castle: Assault) takes on elements of [[spoiler:[[EldritchLocation Astral Chaos]]]] when taken over by [[spoiler:Pyrrha Omega]], thereby becoming Denevér Castle: [[spoiler:Eye of Chaos]].

to:

* Similarly to other FightingGame examples, stages for secret characters in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of other character's stage. For example, example:
** Valencia Port is the home stage for Cervantes, the wielder of the titular cursed sword in ''Soul Edge''. For the final battle, the evil sword reanimates his corpse and fights you in the dread pirate's stead. Enter Valencia Port - Chaos, a warped, {{eldritch|Location}}y void where the uprooted buildings found at the Spanish port town are now floating around in the background.
**
Edge Master's stage in ''Soulcalibur'' is an evening version of Kilik's (Proving Grounds), while Grounds).
** In ''Soulcalibur III'', the Lost Cathedral (the home stage of Siegfried and Nightmare) serves as the setting of the final leg of each character's story in Tales of Souls. Upon meeting the requirements for the default FinalBoss, the location changes into a far more hellish landscape, fittingly named Lost Cathedral - Ruin.
**
Nightmare's stage in ''VideoGame/SoulcaliburV'' (Denevér Castle: Assault) takes on elements of [[spoiler:[[EldritchLocation Astral Chaos]]]] when taken over by [[spoiler:Pyrrha Omega]], thereby becoming Denevér Castle: [[spoiler:Eye of Chaos]]. Chaos]].
** Later updates for ''VideoGame/SoulcaliburVI'' introduced Master Swordman's Cave: Wicked Depths, a walled-off, nighttime variation of Master Swordman's Cave: Azure Horizon (itself the aforementioned Proving Grounds stage from both ''Calibur'' and ''III'').

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* Two dungeons late in ''VideoGame/FinalFantasyIX'' are based on Mount Gulg from ''VideoGame/FinalFantasyI'' and Pandaemonium from ''VideoGame/FinalFantasyII'', even featuring remixes of their background music.
* ''VideoGame/FinalFantasyX2'' reused a lot of areas from ''VideoGame/FinalFantasyX'' but with new bits accessible.

to:

* ''Franchise/FinalFantasy'':
**
Two dungeons late in ''VideoGame/FinalFantasyIX'' are based on Mount Gulg from ''VideoGame/FinalFantasyI'' and Pandaemonium from ''VideoGame/FinalFantasyII'', even featuring remixes of their background music.
* ** ''VideoGame/FinalFantasyX2'' reused a lot of areas from ''VideoGame/FinalFantasyX'' but with new bits accessible.



** The ''Black Noah'', [[StarterVillain Rugal's]] AirborneAircraftCarrier, tends to reappear alongside [[SNKBoss the man himself]] in {{Dream Match Game}}s. In ''[[VideoGame/TheKingOfFighters98 '98]]'', it's submerged at the bottom of the sea as [[ContinuityNod a nod]] to its destruction in ''[[VideoGame/TheKingOfFighters94 '94]]''. In ''[[VideoGame/TheKingOfFighters2002 2002]]'', it's shown to have crash-landed on an unknown island, with the battle against Omega Rugal taking place among its ruins as opposed to inside its command room. In ''[[UpdatedRerelease 2002: Unlimited Match]]'', the ''Black Noah'' appears to be fully functional once more and has actually taken to the skies.

to:

** The ''Black Noah'', [[StarterVillain Rugal's]] AirborneAircraftCarrier, tends to reappear alongside [[SNKBoss the man himself]] in {{Dream Match Game}}s. In ''[[VideoGame/TheKingOfFighters98 '98]]'', it's submerged at the bottom of the sea as [[ContinuityNod a nod]] to its destruction in ''[[VideoGame/TheKingOfFighters94 '94]]''. In ''[[VideoGame/TheKingOfFighters2002 2002]]'', it's shown to have crash-landed on an unknown island, with the battle against Omega Rugal taking place among its ruins wreckage as opposed to inside its command room. In ''[[UpdatedRerelease 2002: Unlimited Match]]'', the ''Black Noah'' appears to be fully functional once more and has actually taken to the skies.



** ''Tekken Revolution'' is entirely comprised of ''Tag 2'' stages, only with new music and minor changes to the locales much like the aforementioned ''Tag'' and ''Dark Ressurection''.

to:

** ''Tekken Revolution'' is entirely comprised of ''Tag 2'' stages, only with new music and minor changes to the locales much like the aforementioned ''Tag'' and ''Dark Ressurection''.Resurrection''.



* ''VideoGame/CastlevaniaChroniclesOfSorrow'' does this for [[spoiler:Chaos's realm]].
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' does it for the inverted castle.

to:

* ''VideoGame/CastlevaniaChroniclesOfSorrow'' does this for [[spoiler:Chaos's realm]].
*
''Franchise/{{Castlevania}}'':
**
''VideoGame/CastlevaniaSymphonyOfTheNight'' does it this for the inverted castle.castle.
** ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Aria of Sorrow]]'' does this for [[spoiler:Chaos's realm]].



* Zigzagged throughout ''VideoGame/EternalDarkness'', which follows four central locations over the course of two millennia.

to:

* Zigzagged Zig-zagged throughout ''VideoGame/EternalDarkness'', which follows four central locations over the course of two millennia.



* ''Franchise/{{Metroid}}'' series examples:

to:

* ''Franchise/{{Metroid}}'' series examples:''Franchise/{{Metroid}}'':



** In ''VideoGame/MetroidFusion'', the BSL you're on gradually changes as you unlock sectors, and X parasites infest them, causing monsters to gradually run the place into ruins, breaking down walls, doors, cooling systems...



** In ''VideoGame/MetroidFusion'', the BSL you're on gradually changes as you unlock sectors, and X parasites infest them, causing monsters to gradually run the place into ruins, breaking down walls, doors, cooling systems...



** The Police Station from ''VideoGame/ResidentEvil2'' is revisited in ''VideoGame/ResidentEvil3Nemesis''[[note]]technically it's the other way around because ''[=RE3=]'' is [[ItMakesSenseInContext two-thirds prequel]], but whatever[[/note]], albeit with most areas inaccessable due to boarded-up doors. The InUniverse reason is by the time Leon and Claire roll up to the party the barricades have been torn down by monsters.



** The Police Station from ''VideoGame/ResidentEvil2'' is revisited in ''VideoGame/ResidentEvil3Nemesis''[[note]]technically it's the other way around because ''[=RE3=]'' is [[ItMakesSenseInContext two-thirds prequel]], but whatever[[/note]], albeit with most areas inaccessable due to boarded-up doors. The InUniverse reason is by the time Leon and Claire roll up to the party the barricades have been torn down by monsters.



** In ''VideoGame/TombRaiderChronicles'' one level is set on a submarine that Lara has to sneak around. After a quick underwater level the next level is the same level in the submarine again except the submarine is now damaged and sinking and different areas are open and closed.



** In ''VideoGame/TombRaiderChronicles'', one level is set on a submarine that Lara has to sneak around. After a quick underwater level, the next level is the same level in the submarine again except the submarine is now damaged and sinking and different areas are open and closed.



* VideoGame/{{Doom}}

to:

* VideoGame/{{Doom}}''VideoGame/{{Doom}}'':






** ''VideoGame/Halo3ODST'':
*** Kizingo Boulevard and Tayari Plaza, being Flashback missions set in the same area, reuse the design from Mombasa Streets.

to:

** ''VideoGame/Halo3ODST'':
***
''VideoGame/Halo3ODST'': Kizingo Boulevard and Tayari Plaza, being Flashback missions set in the same area, reuse the design from Mombasa Streets.



* ''VideoGame/PerfectDark'' has ''three'' missions inside the main portion of the [=DataDyne=] building, and a subversion in that the Carrington Institute (where Joanna does her training) ''becomes'' a level later in the game when she has to defend it from being attacked by the Skedar.

to:

* ''VideoGame/PerfectDark'' ''VideoGame/PerfectDark'':
** The game
has ''three'' missions inside the main portion of the [=DataDyne=] building, and a subversion in that the Carrington Institute (where Joanna does her training) ''becomes'' a level later in the game when she has to defend it from being attacked by the Skedar.



** ''VideoGame/PerfectDarkZero'''s ForcedTutorial is a virtual reality training mission set on the Trinity research platform. Later, you visit this location for real. Also, the second part of Laboratory Rescue is remixed in the first part of River Extraction.

to:

** ''VideoGame/PerfectDarkZero'''s ''Perfect Dark Zero'''s ForcedTutorial is a virtual reality training mission set on the Trinity research platform. Later, you visit this location for real. Also, the second part of Laboratory Rescue is remixed in the first part of River Extraction.



** ''Raven Shield'''s second act remixes four of the levels from the first act: Falcon Hour=>Talon Steel, Pearl Castle=>Briar Gate, Crimson Hook=>Broken Stone, and Stone Cannon=>Steel Rose.
* Pops up surprisingly frequently in ''VideoGame/TeamFortress2'', both officially and courtesy of the community. Maps like Well, Gorge, Badlands, and Granary have multiple different versions based on the gamemode they can be played in. For King of the Hill maps specifically, it is fairly common to see them remade to fit the Arena gamemode(or was, before the mode was abandoned), as very little is changed between the two modes for gameplay purposes -- at most, spawn areas in King of the Hill are condensed in Arena, as respawning isn't possible.
** This has extended into specially-remade versions of popular maps, which are specifically dseigned by the community for competitive play, or to improve upon the core gameplay and solve balance issues that plagued the original maps. Since they're made by various community members, the changes vary in scale, from just being simple movement of spawn areas or adjustment to map timers, to entirely flipping the map and changing almost all of its design, both in terms of gameplay and visuals, creating an almost completely new map in the process.
** Surprisingly, some of the game's most famous or infamous maps, such as Dustbowl, 2Fort, and Hydro, ''don't ''have any officially added remixes for different gamemodes. Of course, fan-made remixes exist for almost any map and gamemode under the sun, including unnoficial gamemodes. 2Fort specifically only has an alien invasion-themed reskin that was community-created, and added seven years after the game's release.

to:

** ''Raven Shield'''s second act remixes four of the levels from the first act: Falcon Hour=>Talon Hour > Talon Steel, Pearl Castle=>Briar Castle > Briar Gate, Crimson Hook=>Broken Hook > Broken Stone, and Stone Cannon=>Steel Cannon > Steel Rose.
* Pops up surprisingly frequently in ''VideoGame/TeamFortress2'', both officially and courtesy of the community.
**
Maps like Well, Gorge, Badlands, and Granary have multiple different versions based on the gamemode they can be played in. For King of the Hill maps specifically, it is fairly common to see them remade to fit the Arena gamemode(or was, before the mode was abandoned), as very little is changed between the two modes for gameplay purposes -- at most, spawn areas in King of the Hill are condensed in Arena, as respawning isn't possible.
** This has extended into specially-remade specially remade versions of popular maps, which are specifically dseigned by the community for competitive play, or to improve upon the core gameplay and solve balance issues that plagued the original maps. Since they're made by various community members, the changes vary in scale, from just being simple movement of spawn areas or adjustment to map timers, to entirely flipping the map and changing almost all of its design, both in terms of gameplay and visuals, creating an almost completely new map in the process.
** Surprisingly, some of the game's most famous or infamous maps, such as Dustbowl, 2Fort, and Hydro, ''don't ''have any officially added remixes for different gamemodes. game modes. Of course, fan-made remixes exist for almost any map and gamemode game mode under the sun, including unnoficial gamemodes.game modes. 2Fort specifically only has an alien invasion-themed reskin that was community-created, and added seven years after the game's release.



* ''VideoGame/DragonAgeOrigins'' has several examples: the Return to Ostagar DLC lets you revisit an area from the early game after it's been overrun by monsters, the Circle Tower area will be familiar to a mage PC (only with a lot more abominations, demons, and wrecked bookshelves), and [[spoiler: the VeryDefinitelyFinalDungeon is the capital city of Denerim after being invaded by darkspawn and the Archdemon]].
* ''VideoGame/DragonAgeII'' does it both right and wrong. Since [[DashedPlotLine the acts are set three years apart]], every area you re-visit is justifiably different in each act (including large outdoors levels). On the other hand, it recycles the same level over and over again (with minor modifications, such as different enemies and extra walls blocking different passages) for almost every dungeon, which is just [[CutAndPasteEnvironments lazy design]].
* ''VideoGame/{{Earthbound}}'' itself has Onett [[spoiler:overrun by darkness and Giygas' forces]] in the late game.
* The third chapter of ''VideoGame/FinalFantasyV'' has a game world which is [[spoiler: a hybrid of the first two.]]
* ''VideoGame/FinalFantasyXII'' has the Giza Plains, which have both a dry-season version and a rainy-season version.
* ''VideoGame/FinalFantasyXIII2'' involves a lot of time travel, and you often visit the same areas in different times, or in different time lines. The biggest differences are between Academia 400AF (dark, rainy, monster-infested) and Academia 4XXAF (day, sunny, peaceful).
* ''VideoGame/TheHalloweenHack'': Many of the Earthbound maps are reused in different contexts. For instance, the Twoson Sewers map is an edit of the Fourside Sewers map.
* Park Area in the fourth ''VideoGame/MegaManBattleNetwork'' must be cleared in various scenarios. Each of them presents some annoying gimmick, such as inverted controls and stealth sequences. Mess up and you get sent to the beginning of the area.

to:

* ''Franchise/DragonAge'':
**
''VideoGame/DragonAgeOrigins'' has several examples: the Return to Ostagar DLC lets you revisit an area from the early game after it's been overrun by monsters, the Circle Tower area will be familiar to a mage PC (only with a lot more abominations, demons, and wrecked bookshelves), and [[spoiler: the VeryDefinitelyFinalDungeon is the capital city of Denerim after being invaded by darkspawn and the Archdemon]].
* ** ''VideoGame/DragonAgeII'' does it both right and wrong. Since [[DashedPlotLine the acts are set three years apart]], every area you re-visit is justifiably different in each act (including large outdoors levels). On the other hand, it recycles the same level over and over again (with minor modifications, such as different enemies and extra walls blocking different passages) for almost every dungeon, which is just [[CutAndPasteEnvironments lazy design]].
* ''VideoGame/{{Earthbound}}'' itself ''VideoGame/EarthBound1994'' has Onett [[spoiler:overrun by darkness and Giygas' forces]] in the late game.
* ''Franchise/FinalFantasy'':
**
The third chapter of ''VideoGame/FinalFantasyV'' has a game world which is [[spoiler: a [[spoiler:a hybrid of the first two.]]
*
two]].
**
''VideoGame/FinalFantasyXII'' has the Giza Plains, which have both a dry-season version and a rainy-season version.
* ** ''VideoGame/FinalFantasyXIII2'' involves a lot of time travel, TimeTravel, and you often visit the same areas in different times, or in different time lines. The biggest differences are between Academia 400AF (dark, rainy, monster-infested) and Academia 4XXAF (day, sunny, peaceful).
* ''VideoGame/TheHalloweenHack'': Many of the Earthbound ''VideoGame/{{EarthBound|1994}}'' maps are reused in different contexts. For instance, the Twoson Sewers map is an edit of the Fourside Sewers map.
* Park Area in the fourth [[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon fourth]] ''VideoGame/MegaManBattleNetwork'' must be cleared in various scenarios. Each of them presents some annoying gimmick, such as inverted controls and stealth sequences. Mess up and you get sent to the beginning of the area.



* ''VideoGame/ChampionsOnline'' does this repeatedly. On first exposure to many zones, you enter a "Crisis" level, where [[ExactlyWhatItSaysOnTheTin some significant crisis must be overcome]]; once the crisis level has been completed, you can then enter and leave that zone as normal. The Crisis zones are usually different in some noticeable way than their regular counterparts, but the most significantly different is the Vibora Bay [[spoiler: Apocalypse]] zone. [[spoiler: At the end of that zone, there's pretty much no way to stop the end of the world, so you go back in time before the whole mess started hoping to prevent it.]]

to:

* ''VideoGame/ChampionsOnline'' does this repeatedly. On first exposure to many zones, you enter a "Crisis" level, where [[ExactlyWhatItSaysOnTheTin some significant crisis must be overcome]]; once the crisis level has been completed, you can then enter and leave that zone as normal. The Crisis zones are usually different in some noticeable way than their regular counterparts, but the most significantly different is the Vibora Bay [[spoiler: Apocalypse]] zone. [[spoiler: At [[spoiler:At the end of that zone, there's pretty much no way to stop the end of the world, so you go back in time before the whole mess started hoping to prevent it.]]



* The last GLA mission on ''VideoGame/CommandAndConquerGenerals: Zero Hour'' becomes the first China mission.
* The first Soviet mission and last Allied mission in ''VideoGame/CommandAndConquerRedAlert3'' take place in Leningrad in virtually the same canal system. The difference is, of course, that one is the TutorialMission and you're [[HoldTheLine defending]]; the other is a TimedMission and TheVeryDefinitelyFinalDungeon.

to:

* ''VideoGame/CommandAndConquer'':
**
The last GLA mission on in ''VideoGame/CommandAndConquerGenerals: Zero Hour'' becomes the first China mission.
* ** The first Soviet mission and last Allied mission in ''VideoGame/CommandAndConquerRedAlert3'' take place in Leningrad in virtually the same canal system. The difference is, of course, that one is the TutorialMission and you're [[HoldTheLine defending]]; the other is a TimedMission and TheVeryDefinitelyFinalDungeon.



* In ''Destruction Derby RAW'''s Wrecking Racing mode, some of the tracks appear twice, but with the course layout altered. In some cases, old routes are blocked off and new ones opened up, while in others, the entire course is opened the second time around (if you pay attention, [[{{Foreshadowing}} you can usually tell if a course will be revisited later on]] [[InterfaceSpoiler by spotting blocked-off roads or tunnels]]). As one might expect, the 'revisited' versions of these tracks tend to be longer, more complicated and much more dangerous to drive around. A good example is the very first track of the game, Dragonfly, which is revisited about halfway through. The first time around, it's a fairly simple figure-of-eight course with a jump at the beginning. The second time, the ''other'' half of the course is opened, turning the centre of the track into a chaotic four-way crossover.

to:

* In ''Destruction Derby RAW'''s Wrecking Racing mode, some of the tracks appear twice, but with the course layout altered. In some cases, old routes are blocked off and new ones opened up, while in others, the entire course is opened the second time around (if you pay attention, [[{{Foreshadowing}} you can usually tell if a course will be revisited later on]] [[InterfaceSpoiler by spotting blocked-off roads or tunnels]]). As one might expect, the 'revisited' "revisited" versions of these tracks tend to be longer, more complicated and much more dangerous to drive around. A good example is the very first track of the game, Dragonfly, which is revisited about halfway through. The first time around, it's a fairly simple figure-of-eight course with a jump at the beginning. The second time, the ''other'' half of the course is opened, turning the centre of the track into a chaotic four-way crossover.



%% Should this entry be moved to the RPG folder instead?



* In ''VideoGame/{{Portal}}'', during the last level, as you wander through the inner workings of the Enrichment Center you eventually come across one of the earlier chambers which you get to beat again in a completely different manner.
* In ''VideoGame/Portal2'', this is subverted, with you having to solve one puzzle twice in a row before you can continue.

to:

* ''VideoGame/{{Portal}}'':
**
In ''VideoGame/{{Portal}}'', ''VideoGame/Portal1'', during the last level, as you wander through the inner workings of the Enrichment Center you eventually come across one of the earlier chambers which you get to beat again in a completely different manner.
* ** In ''VideoGame/Portal2'', this is subverted, with you having to solve one puzzle twice in a row before you can continue.



* The DS port of ''VideoGame/ResidentEvil'' has a Rebirth Mode, which remixes the entire game. The locations are still the same, but several elements have changed. Items are shuffled around, some puzzles are replaced with new ones that need to be solved differently, enemy locations and types are changed, and some areas will have you fight two enemy types at once instead of just one type.

to:

* The DS port of ''VideoGame/ResidentEvil'' ''VideoGame/ResidentEvil1'' has a Rebirth Mode, which remixes the entire game. The locations are still the same, but several elements have changed. Items are shuffled around, some puzzles are replaced with new ones that need to be solved differently, enemy locations and types are changed, and some areas will have you fight two enemy types at once instead of just one type.



* Similarly to the above example, stages for secret characters in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of other character's stage. For example, Edge Master's stage in ''Soulcalibur'' is an evening version of Kilik's.

to:

* Similarly to the above example, other FightingGame examples, stages for secret characters in some of the games in the ''VideoGame/SoulSeries'' are often different-time variations of other character's stage. For example, Edge Master's stage in ''Soulcalibur'' is an evening version of Kilik's.Kilik's (Proving Grounds), while Nightmare's stage in ''VideoGame/SoulcaliburV'' (Denevér Castle: Assault) takes on elements of [[spoiler:[[EldritchLocation Astral Chaos]]]] when taken over by [[spoiler:Pyrrha Omega]], thereby becoming Denevér Castle: [[spoiler:Eye of Chaos]].
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* ''VideoGame/YookaLayleeAndTheImpossibleLair'' has this as a core game mechanic. Each of the game's 20 levels has two versions--a basic one, and a "Transformed" one you'll need to solve a puzzle on the overworld to unlock. The transformations range from mild (a conveyor-belt level has the conveyors moving in the opposite direction, a previously aboveground level gets flooded with water) to radical shifts that are more or less completely different levels.
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* ''VideoGame/MonsterHunterPortable3rd'': Two locales from ''VideoGame/MonsterHunter3Tri'' appear in this game, but adjusted to remove underwater exploration and combat:
** The Flooded Forest alters underwater areas to only have knee-deep water at most, due to the removal of underwater mechanics. This dried-up variation would later serve as the basis for the map's incarnation in ''VideoGame/MonsterHunterRise''.
** To a smaller extent, the Deserted Island. Area 11 is underwater-only and 12 is only connected to the rest of the map by 11, so those two areas were removed for this game; as such, the northern shortcut from area 8 now goes to area 10 instead of 11. Area 10's submerged area is no longer accessible. This version of the map would be reused for ''VideoGame/MonsterHunterGenerations'', rather than the ''tri-'' / ''3 Ultimate'' incarnation.

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** ''VideoGame/StreetFighterIII: 3rd Strike'' mostly adhered to unique locales associated with a single character, with a few pairs of characters (Alex/Ken, Yun/Yang, Sean/Oro, and Necro/Twelve) sharing stages. Like ''Alpha 1'', the stages take place at different times, but unlike ''Alpha 1'', characters don't have individual themes (ex. Ken's stage using "Jazzy NYC", which was Alex's {{Leitmotif}} throughout the entire trilogy).

to:

** ''VideoGame/StreetFighterIII: 3rd Strike'' mostly adhered to unique locales associated with a single character, with a few pairs of characters (Alex/Ken, Yun/Yang, Sean/Oro, and Necro/Twelve) sharing stages. Like ''Alpha 1'', the stages take place at different times, but unlike ''Alpha 1'', characters don't have individual themes (ex. despite every character having their own by the time of ''2nd Impact''. [[note]]For example, Ken's stage using "Jazzy NYC", which was Alex's {{Leitmotif}} throughout the entire trilogy).trilogy. Yun and Yang are sole the exception, as they share a single version of "Crowded Street" a la ''New Generation'' as opposed to the character-exclusive rearrangements found in ''2nd Impact''.[[/note]] Additionally, Shin Akuma, were he not DummiedOut, was going to have a recolored version of his regular form's stage.



* The original, interactive movie-style ''VideoGame/{{SWAT}}'' featured only three non-training levels, but each had 2 major versions:

to:

* The original, interactive movie-style ''VideoGame/{{SWAT}}'' featured only three non-training levels, but each had 2 two major versions:

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