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Remixed Level

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"Sorry about the mess. I've really let the place go since you killed me. By the way, thanks for that."

"See, after beating the eight Robot Masters in Mega Man 3, the player is forced to replay four of their stages. The stages exist this time in a ruined form - platforms have been blasted out of existence, it’s pitch black where it used to be day, and in every case the place has largely gone to the dogs, which is to say, become a lot harder."

A level in a game has been visited by the character before, either in that game or in another, and has now been radically re-done. Several of these changes are common:

  • The enemy population changes in terms of either numbers or type. May go as far as changing the Green Hill Zone into an all out battlefield.
  • The stage is warped. Passages formerly open may be blocked off, or vice versa.
  • Graphical changes, in combination with at least one of the above, often connected to the plot. e.g.:
    • The environment has decayed and become dirty.
    • If the stage was a spaceship, it might have crashed.
    • The stage has suddenly gotten a lot colder.
  • The level may suddenly have a time limit note , forcing the player to make quick decisions to progress.

This is different from simply revisiting a level that hasn't really changed, that's either a Recurring Location or a Nostalgia Level. Also not to be confused with Dark World or Mirror World, which are versions of the level in an Alternate Dimension; this is the same level you've been in before, but it's been changed in some generally minor way.


Compare Backtracking, Arrange Mode, All the Worlds Are a Stage. If the Remixed Level in question is the final area of the game, the first visit qualifies as a Final Dungeon Preview. If the changes strain credibility, it's due to Chaos Architecture.

If the level geometry is unaltered, but the path the player takes is, or if the level geometry is altered simply by flipping/rotating it, then it is a Level in Reverse.


Examples Remixed from Previous Installments:

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    Action Adventure 
  • In Castlevania: Rondo of Blood, the first level is the town of Veros from Castlevania II: Simon's Quest, set on fire, and the second level is a remake of the Entrance Hall from the original Castlevania, which was also remade in Super Castlevania IV. Then there's Dracula's castle itself. Castlevania: Symphony of the Night explains that it takes a different appearance every time it materializes. Actually, most of (if not every) 2D Castlevania games feature the entrance corridor with respawning zombies, Mermen-filled basement section and the Castle Keep with the long stairway. Those sections always have extremely similar geometry and features.
  • The Legend of Zelda:
    • Various locations, most often Hyrule Castle. These, however, tend to be vastly redesigned from game to game. Of particular note is the hollowed-out ruin in which you find the Master Sword in The Legend of Zelda: Twilight Princess which you discover is actually the ruins of the Temple of Time from The Legend of Zelda: Ocarina of Time (and in a retroactive version of this trope, the ruins look only a few hundred years away from becoming the Sacred Grove where the Master Sword rests in The Legend of Zelda: A Link to the Past).
    • The Legend of Zelda: Ocarina of Time Master Quest is exactly identical to the original version, with the exception of changed dungeons. While the dungeon's geography remains identical, the puzzles in each room are changed, as well as the location of the dungeon's various key items (Dungeon Map, Compass, and New Item). More often than not, the changes presented by the remixed environments mean that the rooms must be visited in a different order. In addition, the Golden Skulltulas are also changed, many in the Child sections of the game requiring different items (all requiring the Song of Time to fully complete, while the Dodongo Cavern no longer needs the Scarecrow's Song). Various Sequence Breaking tricks are no longer viable in this environment, due to the game's different (and often more thorough) demands.
    • In Hyrule Warriors, The Master Quest Adventure Map is almost entirely comprised of identical missions from the original Adventure Map, just with extra "Master Quest rules" added on top of them.
  • La-Mulana 2 features parts of the La-Mulana ruins from the first game, but even more ruined than before. Initially, only parts of the Gate of Guidance, the Mausoleum of the Giants, and a very small part of the Gate of Illusion are available. Later, the first floor of the Endless Corridor is made available and while overgrown with plantlife, is intact. The Brutal Bonus Level from the first game serves as the Very Definitely Final Dungeon of this one, but with most of the traps destroyed.
  • Ōkamiden has most of West and East Nippon from the first game, Ōkami, revisited, only omitting Kamui. To compensate the omission, there's a new area to explore, Yakushi Village.
  • The final chapter of StarTropics 2 takes you back to the first stage of the original StarTropics. At the end you fight the reanimated skeleton of the first game's giant C-Serpent. Turns out, that's the Mid-Boss, as afterwards you continue deeper into the caves than previously possible. Also, the infamous fake bonus room (with instant death from Super Drowning Skills) from the first game is turned into a real bonus room instead, albeit a treacherous one lined to 99% with Spikes of Doom.
  • In Super Metroid you can see the old Tourian as well as the starting location of the original Metroid. Parts of the new Brinstar also reuse design elements of Kraid's hideout. Metroid: Zero Mission, being a remake of the original games obviously has similar rooms, but it also has some re-done sections from Super Metroid (or rather pre-done, as the game takes place chronologically before Super Metroid). Of particular note is a series of rooms that occupy the same location as the Wrecked Ship in Super Metroid, and have textures completely unlike the other nearby rooms. It would seem to be that they are indeed a section of the Wrecked Ship, buried under the Chozo ruins. The destruction of the Pirate Mothership in the end of the game probably revealed the buried ship.
  • Time Bandit has the timegate locations provided in sets of 4, each one being a horizontal or vertical flip of the previous location. However, some of these locations in a given set has a subtle change, whether it's moving a key, or having a location open. Across a set of 4 for a timegate, there is a major change in the level that makes a significant difference.

    First Person Shooter 
  • The final confrontation in Deus Ex: Invisible War takes place at the same island as the first mission of first Deus Ex.
  • Halo:
    • Halo 3:
      • "Cortana" is set in the Flood biomass-covered ruins of High Charity from Halo 2.
      • The final mission, at the replacement Halo's control center, is a throwback to "Assault on the Control Room" from Halo: Combat Evolved, a level which also got a Remixed Level in Combat Evolved itself in the form of the first part of "Two Betrayals".
    • The Sinoviet Tower in "New Alexandria" from Halo: Reach, and by extension the "Reflection" multiplayer map, is a remake of "Ivory Tower" from Halo 2.
      • In fact, it's utilized heavy in the design of multiplayer levels in most Halo games - levels are usually either sections of campaign levels modified to fit multiplayer play, or remakes of popular levels from previous entries in the series. Popular levels like Battle Creek, Blood Gulch, Lockout, Zanzibar, and Sanctuary have been remade so many times that they usually show up in more games in the series, than games they don't show up in. For example, every map listed above has been remade at least twice. Halo Reach specifically had a DLC pack dedicated to maps from Halo CE remade for the new game.
  • In the Marathon series, "Sorry Don't Make It So" from 2 is a remix of "Pfhor Your Eyes Only" from "1', and "Begging for Mercy" from 2 was remixed into "Hang Brain" for Infinity. The Infinity Vidmaster's Challenge levels are tougher versions of "Try Again" from 1, "If I Had a Rocket Launcher" from 2, and "You Think You're Big Time" from Infinity itself.
  • Medal of Honor:
    • Fort Schmerzen from the first game is heavily reinforced by the time of Allied Assault. The theme music also recieves an awesome rearrangement. Earlier, in Mission 4, you revisit locations from the first game's G3 Officer and Railgun Greta missions.
    • The secret campaign "Panzerknacker Unleashed!" in MOH: Underground is composed of levels made from multiplayer maps from the first game.
  • Perfect Dark brought back a number of multiplayer maps from its Spiritual Predecessor GoldenEye (1997). The Temple map was the most changed, filled with sand drifts in some areas, while the lighting was toned down to an eerie twilight.
  • Rainbow Six: Vegas 2 reuses several maps from previous games, with some rooms of the original maps closed off, and a few new rooms added.
  • DM-Deck17 in Unreal Tournament 2004 is a remake of the popular DM-Deck16][ from the previous game with a justification as to why it is now a lava pit rather than a slime pit: Deck16, now connected to Deck17, was closed for renovation. Indeed, you can see a bit of Deck16 in blackout near the hallway with the Flak Cannon.
  • Pops up frequently in all Valve Source Engine games, as the most popular maps from one version of the game are usually remade, either officially or by fans, to fit the new game's artstyle or gameplay changes. Counter Strike's de_dust and Team Fortress's 2Fort are probably the best examples, as each were visually graphically overhauled with each game's respective modern sequels.

  • Banjo-Tooie has dilapidated versions of Spiral Mountain and Gruntilda's Lair, which were wrecked by the witches' minions.
  • Jak and Daxter:
    • Jak II: Renegade: The Dead Town level is revealed to be this on the second visit: it used to be Sandover Village, with Samos' hut being the only remnant.
  • Jak 3: Wastelander reuses large portions of Haven City from the previous installment, albeit with some truncations to make room on the disc for the new Wasteland area. Every sector is altered due to the damage incurred by the war and the Palace collapsing on top of the city, with the most significant being the Stadium and business districts as the Palace fell directly on top of them, and the Markets, which were converted into a Metal Head nest. The only aversion is New Haven, which completely replaces the northern Slums.
  • Sector 8 of Jumper Two takes place in Lab-03 from original Jumper, with rooms reconnected to keep only those levels, slightly redesigned for the sake of Ogmo's new physics engine.
  • Mega Man ZX
    • ZX has Area D, which is a highway bridge level designed to recall the intro stage of Mega Man X, in both layout and enemies present.
    • Advent has the Floating Ruins, Highway, Scrapyard, and Control Center, all of which are heavily implied to be Area A, Area D/O, Area F, and Slither HQ from ZX now altered (Floating Ruins is Area A suffering from gravitational distortions lifting land into the sky, while Control Center is the ruined Slither HQ).
  • One of the main areas in Mega Man Zero 4 is Area Zero, which is revealed to be where the space colony Eurasia from Mega Man X5 crashed centuries ago.
  • Mega Man X7 brings back the Central Highway stage from the first game in full 3D, with the only playable characters being Zero and the newly introduced Axl.
  • Puresabe remixes a few robot master levels from Mega Man 7 in Rockman 7 EP to keep it fresh.
    • Spring Man's level uses Freeze Man's tileset, but changes it so it is now a Japanese hot spring in springtime.
    • Freeze Man's level uses Cloud Man's tileset, but changes it so a blizzard happens during the second half. This level is an homage to Frost Man's level in Mega Man 8.
    • Cloud Man's level uses Spring Man's tileset, but changes it into a Kirby homage.
  • Ratchet & Clank's Veldin has been remixed twice. It re-appears in Up Your Arsenal where the start of the original level is the end of the revisit, albeit with the bridge and Ratchet's old garage destroyed. The second time it appears is in Ratchet & Clank (2016), which brings back many levels from the original game and both remakes them authentically while also providing new content. For example, the Gold Bolt route on Gaspar has been replaced with a Jetpack lava field to mine brains for bolts, while Veldin's second half is replaced with the Galactic Ranger training course.
  • Sonic the Hedgehog:
    • The entirety of Sonic Generations is this: Every area Sonic visits is taken from a previous major release in the series. Naturally, to keep things interesting, the layout is entirely different, and every stage has some feature escalated from the original. For instance, the HD version of Green Hill Zone has a gigantic Chopper enemy that chases Sonic in a cave destroying the landscape behind him, and the 3DS version of Green Hill Zone features a collapsing totem pole that Sonic barely escapes running at top speed.
    • Sonic Mania's first Acts of returning levels are remixes of their original levels featuring their most recognizable moments. The second acts however have wholly original layouts and brand new level mechanics.
  • Strider:
    • The Balrog and Third Moon stages from the first Arcade Game were remixed, even incorporation parts of other stages, in Strider 2.
    • Kazakh City in Strider (2014) appears to be a recreation of areas and situations from all previous games. You get to once again storm the Flying Battleship Balrog late in the game as well.
  • Super Mario Bros.:
  • In the Tomba! series, the areas cursed by the evil pigs feature various environmental hazards and dangers making it very difficult to make it through safely. After you beat the evil pigs, the areas look completely different and will usually be easier to travel through.
  • The prologue of Wonder Boy III: The Dragon's Trap/Dragon's Curse is a shorter reprise of The Very Definitely Final Dungeon of Wonder Boy in Monster Land.

    Role Playing Game 
  • The Avernum games take this to a comparative extreme: the great majority of 2, and almost everywhere in 4, take place in the same caves as 1. However, the frequent cavequakes, and the unstable political situation, change both the geographical features and the inhabitants of each region.
  • Dark Souls 3 has you revisit Anor Londo from the 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 devoured by a god-devouring evil lord). The winged demons and sentinels are gone, and the Giant Blacksmith is dead. The rooftop archers, however, are alive and well (and have been joined by a few buddies), as are several of the other Silver Knights.
  • Despite being a remake, Etrian Odyssey Untold drastically changes around the layout of most of the Labyrinth's floors, so veterans of the original can't coast through on memory.
  • Fallout 2 revisits several locations from Fallout, including Vault 13 and the Mariposa ruins.
  • Two dungeons late in Final Fantasy IX are based on Mount Gulg from Final Fantasy and Pandaemonium from Final Fantasy II, even featuring remixes of their background music.
  • Final Fantasy X-2 reused a lot of areas from Final Fantasy X but with new bits accessible.
  • In Knights of the Old Republic II: The Sith Lords, you revisit two locations from the first game: Dantooine, which is still recovering from the Sith attack that killed or drove off the Jedi, and Korriban, which is deserted.
  • Pokémon Gold and Silver and Crystal allowed you to revisit the region of Kanto from the preceding generation after you beat the Elite Four. Some of the changesnote  were due to a Time Skip versus the first games. Other changesnote  were due to technical limitations. Heart Gold/Soul Silver reverted most of the latternote .
  • You revisit the planet of Miltia several times across the three Xenosaga titles, and each time is different, both within the same episode and across episodes.

  • Assassin's Creed: Brotherhood remixes the city of Monterrigoni from the second game by having it be the Breather Level Desmond can run around in between sessions in the Animus. While most of the old buildings are gone, the Villa Auditore is still there and still bears some of the scars from the Borgia attack that kicks off the main plot.
  • Levels from Hitman: Codename 47 reappear in Hitman: Contracts.
  • Shadow Moses, where the whole of Metal Gear Solid takes place, reappears in Metal Gear Solid 4: Guns of the Patriots as a derelict, barely inhabited ruin which takes much less time to explore.
  • The Pharcom Expo Center in Syphon Filter is revisited in part 2 where it is now swarming with agents (and MP's whom you can't kill), the passages are now blocked and Gabe has to get around using air vents.
  • Stages in the Tenchu franchise tend to look and play different depending on the character chosen, as they start from different points and have different set of enemies to deal with. More directly, Gohda's castle has appeared several times in the series, with wildly different looks. Other areas such as the Checkpoint and Mei-Oh's lair have also been recreated in bigger graphics in the sequels.
  • In Thief II: The Metal Age, Garrett revisits the Lost City from the first game, which has been significantly altered by a Mechanist expedition to acquire Lost Technology.

  • The last GLA mission (the Baikonur Cosmodrome) in Command & Conquer: Generals reappears as the first USA mission in Zero Hour.
  • Gradius ReBirth's first stage is a clone of the original Gradius's first stage, with a few differences: the floating island near the end of the stage no longer has laser turrets, and at the beginning of the stage are two objects that control the stage's climate; leave them alone to continue playing the stage as normal, destroy the upper object to freeze the stage (which stops the end-of-stage volcanoes and causes you to face "helicopter" enemies instead), or destroy the lower object to causes all volcanoes in the stage to go active and erupt rocks.
  • Guild Wars 2 features areas from the first game's Prophecies and Eye of the North campaigns. In the 250 years between games some of the landscape has changed so drastically it can only be recognized due to settlement and zone names.
  • Hoshi Saga Dokuringo is made mostly of Remixed Levels from the previous four games (Ringo, Ringoame, Ringoen, Ringohime), except the puzzles' difficulty is set extremely high. It is said the change is due to complaints that the previous games were too easy.
  • Played with in Hyrule Warriors: Age of Calamity. At first glance, this trope is downplayed. While the maps look like they are lifted straight from The Legend of Zelda: Breath of the Wild, there are buildings and ascended terrain that create natural borders for Musou-style map design that aren't found 100 years later. This is justified due to the destruction of the Great Calamity. Disregarding the new additions to the map, a closer comparison between the two games shows that this game has a degree of differing map geometry including landmarks being moved closer to one another to facilitate the fast-paced gameplay of Musou and pathways being widened to accommodated large armies fighting. See the comparison here.
  • Kingdom Hearts:
    • A few of the worlds in Kingdom Hearts are revisited in Kingdom Hearts II, but with redesigned or repositioned locales, such as Halloween Town (which now includes Christmas Town) and Agrabah. Hollow Bastion is also in both games, but the first game focuses on the castle, while the second game features the surrounding town.
    • Kingdom Hearts: Chain of Memories is mostly comprised of levels based on Sora's memories of the worlds visited in Kingdom Hearts. This is downplayed somewhat in the original version for the Game Boy Advance due to it having simpler graphics, but the remakes directly mash up objects from those worlds to create the rooms and battlefields your cards generate. A few of the old boss rooms such as Jafar's are also modified to better fit the game's mechanics. The worlds' plots are also simplified and thematically refocused around memories.
    • Kingdom Hearts 3D: Dream Drop Distance revisits Traverse Town and the World that Never Was. The first case adds a few new districts and a weird underground complex, with the old areas reproduced pretty faithfully. The latter is an even more twisted mess than before.
  • Mass Effect:
    • Mass Effect's climax takes place in the Citadel's burning tower and Presidium after the station has been attacked by Sovereign. The VI you can speak to earlier in the game malfunctions heavily as it tells you what exactly has happened to the station.
    • You also visit the Citadel in Mass Effect 2 and Mass Effect 3, but both times give you different areas to explore, which are both very different from the first game.
    • Mass Effect 2 starts off on the Normandy from Mass Effect as it's getting destroyed. One DLC also allows you to re-visit it at its crash site.
    • Mass Effect 3 also has some of this with the initial multiplayer stages. Not only do you visit each of them during the singleplayer in missions that do not resemble the multiplayer at all, some of them were changed in their multiplayer version and a later DLC added Hazard versions for each of these, where new elements are added to the map, such as an acidic rain that drains the shields of players and enemies in the open or a sand storm that reduces visibility. A few of the later maps are also more or less directly based on other locations in the singleplayer, such as London and Palaven.
  • Many classic stages from Mortal Kombat have been revamped in later games. Also counts as Nostalgia Level.
  • Two of the assassin stages in No More Heroes 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.
  • No More Heroes 2: Desperate Struggle features the return of Bearhug Studios from the first game as one of Shinobu's levels, complete with a rebuilt Destroyman as the boss. The stage itself plays very differently thanks to Shinobu's ability to jump.
  • In Pikmin 2, the places that Olimar and Louie visit are the same places Olimar went to in the first game, with different names and different climates. The exception is Valley of Repose, which doesn't resemble any past level at all.
  • Portal 2 revisits Aperture Science a long time after the original Portal, and the first couple of rooms are the dilapidated, vegetation-covered remnants of the first few test chambers. There's also visiting GLaDOS's lair again. Three times.
  • Karate Man and Built to Scale from Rhythm Heaven have appeared in most every game (Built to Scale only not receiving a new installment in Megamix), each with new mechanics based on the game's controls. Special mention goes to Karate Man's Father in Megamix, which incorporates all 3 previous editions.
  • In Rogue Squadron II: Rogue Leader's Imperial Academy Heist mission, you revisit the same planet where you destroyed the Imperial Construction Yards in the first Rogue Squadron, this time to steal the Shuttle Tydirium.
  • Similarly, the second stage of R-Type FINAL changes depending on which of two growths you shot the last time you fought the boss, with five different settings based on heat and humidity: From a dry desert to a swamp to a half-flooded forest to a sea to a frozen sea.
  • Silent Hill: You revisit Brookhaven Hospital and Lakeside Amusement Park in Silent Hill 3, and Alchemilla Hospital and Toluca Prison in Silent Hill: Homecoming.
  • Sagat's Buddha statue level in the Street Fighter games.
    • Ken's stages in Street Fighter Alpha 2 and Street Fighter III: Second Impact (his personal yacht docked in the San Francisco Bay) hearken back to and may be updated versions of his stage from Street Fighter II, particularly the latter (the former takes place on the boat during an extravagant birthday party held for Ken's main squeeze and future bride Eliza, complete with a cavalcade of cameos from other Capcom characters).
  • The Super Smash Bros. series converts levels from other games (Zebes, Mute City, etc) into fighting arenas, keeping a lot of the environmental obstacles from the original games. Mushroomy Kingdom consists of World 1-1 and World 1-2 from Super Mario Bros. in a decayed state, and is more of a Nostalgia Level.
  • World 1-1 in Super Paper Mario begins looking identical to World 1-1 in Super Mario Bros., until Mario comes across a doorway surrounded by brick platforms and someone's house just beyond that. World 3-1 has a truncated version of Super Mario Bros.'s World 1-2, with the ability to flip into 3-D dramatically changing the way Mario proceeds through it. World 3-2 contains a swimming portion that begins much like World 2-3 in Super Mario Bros.
  • Many of the stages from Tekken Tag Tournament are the stages from Tekken 3 with minor tweaks, such as changes in weather.
  • The Tomb of Sargeras from 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.
  • The wizard city of Dalaran has in Warcraft III is in ruins by the time of The Frozen Throne.
  • Several other sites in the original trilogy are recreated in World of Warcraft with varying levels of precision. Possibly the most accurate recreation is the Battle for Mount Hyjal raid. Other sites are largely recognizable only by their names or significant landmarks.
  • Both classic versions of IV have Adol return to Esteria, the location of the first game, for a portion of the story, and Dawn of Ys also remixes the Shrine and Darm Tower.

Examples Remixed from the Same Installment:

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    Action Adventure 
  • Army Men Sarge's Heroes. Fort Plastro is visited a second time in "Showdown", but by then it's nighttime.
  • Castlevania: Chronicles of Sorrow does this for Chaos's realm.
  • Castlevania: Symphony of the Night does it for the inverted castle.
  • In Cave Story, late in the game you are directed to return to the Egg Corridor, which was the second zone you were able to enter. You find that it has been ravaged by a massive explosion, and most of the eggs have hatched.
  • Deadly Creatures takes place in the same area of desert for the whole game, with the player alternating between a scorpion and spider. The radically different playing styles between the two result in the player tackling the same object twice in wildly different ways.
  • Zigzagged throughout Eternal Darkness, which follows four central locations over the course of two millennia.
    • The Roivas Mansion, first seen in 1760, has some of its rooms repurposed over the centuries of the family dwelling within, and one room in particular is accessed through a secret panel in a fireplace which is apparently deactivated later, with a more elaborate Bookcase Passage taking its place in later chapters (including Alex's own).
    • Oublié Cathedral begins life in 814 as a rather simple chapel, albeit one with a wide array of catacombs beneath. In later chapters, the cathedral has been built around it, and what is now the "old tower" is just a very small part of the experience, visibly falling into disuse.
    • The temple mound in Cambodia could possibly be the same structure for Ellia as it is for Dr. Lindsey, as Ellia is thrown down a trap door which makes her skip a vast majority of what Edwin experiences, but apparently a door was carved out in the interim years that doesn't exist for Ellia.
    • The Persian "Forbidden City" plays it the straightest. Pious, Karim, Roberto, and Michael all travel through it, and various passageways are blocked by debris for later characters, with new ones being constructed and rooms being redecorated with new panels or objects.
  • Hitman 2 has the second level of the game (St. Petersburg Stakeout) pulled out again as the penultimate level (St. Petersburg Revisited). Things start out the same: go to the same apartment building and take out the target in the very same Pushkin Building with the same snipe rifle. There's no military this time around but a savvy player could notice something isn't right when you're not allowed to take any weapons into the mission. This intuition is right: the level is a trap specifically set up for 47 with the target being replaced by a paper mache, the sniper rifle being loaded with blanks and a counter-sniper standing by. Killing the sniper results in a cutscene where Sergei notifies 47 that he has Vittorio. The last level (Redemption at Gontranno) is also the remix of the interlude level (The Gontranno Sanctuary) but this time it's night and the place is chock-full of enemies while 47 starts a Roaring Rampage of Revenge. Just as the events of the game kicked off with 47 entering the confession booth, Sergei is holed up in the very same booth with Vittorio.
  • The True Shrine of the Mother in La-Mulana, where giant organic tentacles radiating from the boss room have blocked off many pathways, destroying some structures like moving platforms and spikes. While not nearly as drastic, the player is forced to flood two areas (The Temple of the Sun and The Tower of the Goddess) in order to proceed in the game.
  • The Legend of Zelda: Skyward Sword:
    • The game has Silent Realms, where Link is forced to collect 15 tears scattered around the level, which has new obstacles, such as fences blocking off pathways.
    • Faron Woods is revisited many times over the course of the game, and areas such as the woods proper, Sealed Grounds, and Skyview Temple all go through different changes over the course of the game. Eldin Volcano is briefly remixed as well when the Bokoblins imprison Link and the Volcano erupts.
  • Metroid series examples:
    • In Metroid Prime, the first tutorial level takes place on a frigate over Tallon IV, which goes into unplanned reentry by the time you're through. You later revisit its flooded, monster-infested wreckage.
    • You can go back through the ruins of Tourian after the bomb goes off in Metroid: Zero Mission.
    • In Metroid Fusion, 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 Metroid Prime 3: Corruption, the first area you visit is the G.F.S. Olympus. You later have to explore the G.F.S. Valhalla, which is of the same make and model as the Olympus but is a shattered wreck after it was attacked by the Space Pirates.
  • The entire premise of Prince of Persia: Warrior Within is switching between the Island of Time in the ruined present and the primetime past. While each version has roughly the same layout, the passage of time results in many changes due to the ruination of the architecture; rubble blocks your way, or walls fall down to open new paths.
  • Resident Evil:
  • Averted (possibly averted intentionally for a bit of comic relief) in Shadow of the Colossus. The route to the final Colossus seems to lead to a rematch with the first one. However, upon reaching the first Colossus it becomes clear that it's still down, and the route to the last one requires a bit of navigation.
  • In the seventh-gen version of Splinter Cell: Double Agent, we have the JBA Headquarters. It's visited four times in total, in which The Protagonist, a Double Agent tasked with infiltrating the JBA, must snoop around, complete their objectives and gather intel without being noticed. Naturally, this prohibits the use of force, lethal and otherwise, making them somewhat more challenging than most missions. On each subsequent visit, new sections of the complex are opened, with tougher security and high-tech locks that can only be bypassed with the use of new gadgets. However, on the final visit, it is possible to blow your cover by saving your superior from execution, turning everyone in the building hostile and enabling force. Even if you don't, you can use force on them anyway, which is justified by the fact that you need to stop the Big Bad from obliterating New York City with a Fantastic Nuke.
  • Thief: The Dark Project. The second time the Hammerite Cathedral is visited, it is crawling with Pagans and their monsters.
  • Tomb Raider:
    • In Tomb Raider Chronicles one level is set on a submarine that Lara has to sneak around. After a quick underwater level the next level is the same level in the submarine again except the submarine is now damaged and sinking and different areas are open and closed.
    • The last level of Tomb Raider II takes place at the training level, aka Lara's home, only with people shooting at you.

    First Person Shooter 
  • Call of Duty:
    • In the original Call Of Duty, the "Ste. Mere-Eglise" and "Pegasus Bridge" missions are both followed by daytime versions, respectively: "Ste. Mere-Eglise-Day" and "Pegasus Bridge-Day".
    • In the United Offensive expansion pack, "Crossroads" reuses part of "Bois Jacques".
    • In Modern Warfare, "Heat" is a remix of "Safehouse", set during the day with more enemies and vehicles, and a scrappy timed rush back down the hill at the end.
    • The Carentan map was popular enough to appear in the first game, its expansion, and its sequel. For a Call of Duty 4: Modern Warfare map pack, a level called Chinatown was introduced, which had a nigh-identical layout, just different textures and decorations - for example, a video store instead of a wine cellar.
    • Brecourt was likewise popular in the original games, and was as such given a Chernobyl-style makeover for Modern Warfare 2 as "Wasteland".
    • Modern Warfare 2 has a whole game mode made out of these in Spec Ops. Almost every level is set in part of a map from the singleplayer campaign (including two from Call of Duty 4), with the original plot of the campaign level replaced with something more suited for one- or two-player instant action.
    • Call of Duty: Black Ops has two examples: The first one, a level that remixes itself by being shown from two different POVs, starts off with one character sneaking into the enemy base using stealth, and the other character rolling in with a convoy of Awesome Personnel Carriers. The second example is related to The Reveal: The Framing Story takes place in the same level as the one where you visit the Pentagon.
    • Call of Duty: Black Ops II is also a fan of doing this. In particular, all five Strike Force levels are remixed from other maps in the game (the Afghanistan flashback level for "I.E.D.", various multiplayer maps for the other four). The infamously-famous Black Ops level "Nuketown" was likewise remixed in Black Ops II for both multiplayer (Nuketown 2025) and Zombies mode (Nuketown Zombies).
  • Call of Juarez manages to pull this off without significantly changing the level. When you first play through a level as Billy, you must mostly use stealth, so enemies are few and far in-between. When Ray reaches the same level, the number of enemies increases exponentially and he must blast his way through them.
  • Deus Ex has you visit UNATCO Headquarters after each completed mission, where you get to know people who you are working with. The last time, however, you are an enemy who is about to break out.
  • Doom
    • Doom seems to take you back to the first level of Episode 3 for its secret level, and it plays out much the same...that is, until you enter the exit teleport and the walls come down revealing an arena reminiscent of Episode 2's boss level — complete with a pissed off Cyberdemon! And that's only the beginning...
    • Doom 3:
      • You return to Mars City after Hell invades.
      • After returning from Hell, you have to go back through the Delta Labs. This time, you revisit the first, third and fourth sectors.
    • DOOM (2016) has you revisit "Argent Facility" after returning from Hell, the only difference is that it's destroyed.
  • Like the Knights of the Old Republic II example above, The Force Unleashed featured several levels where you returned to previously visited planets after their Imperial makeover, taking a different route through the stages each time and, in the case of Kashyyyk, playing as a completely different character.

  • GoldenEye (1997) for the Nintendo 64 has several:
    • Surface: The first time you visit, it is day; the second time, it is night, the original exit has been blocked off, the enemies are different and the cameras have been moved.
    • Bunker (which comes directly after Surface both times): The first time you visit, it is under construction; the second time it is complete.
    • Some of the passages accessible in single player are closed off in the Multiplayer versions of Facility, Bunker, Archives, Water Caverns, and Egyptian.
  • Half-Life:
    • The first chapter, "Anomalous Materials", in Half-Life 1. First, you walk through it when it's still a pristine environment. After the accident, it turns into a deathtrap and monster-filled ruin.
    • "Point Insertion" in Half-Life 2. You start out here in the very first chapter. Fast-forward through most of the game to "Anticitizen One", and a rebellion has started in the city. Most of the architecture has been blown to pieces, and there's a lot more Combine around.
  • Halo is known for this. Bungie in particular liked this trope when they still owned the series. Why? Because they love their fans a lot and try and do all sorts of cool things with their games, and sorta kinda forget to make the campaign until they don't have enough time to. How do you squeeze more hours out of less work? Make them run it twice with superficial changes. For example:
    • The last three levels of Halo: Combat Evolved are remixes of the fifth, third, and first levels respectively, but with Flood and Sentinels added in.
    • In Halo 2, the last part of "Oracle" has you revisit the first part of the gas mine. The power is out(due to you cutting the cable), and there are Flood present.
    • Halo 3:
      • "Floodgate" is a remix of "The Storm", but with Flood.
      • The multiplayer map "Rat's Nest" is a remixed version of "Crow's Nest", and "Guardian" is based on the Dummied Out "Guardian Forest" level.
    • Halo 3: ODST:
      • Kizingo Boulevard and Tayari Plaza, being Flashback missions set in the same area, reuse the design from Mombasa Streets.
    • Halo: Reach:
      • "The Package" is a remix of "ONI: Sword Base".
      • Like the other games, Reach remixes several of its campaign levels as multiplayer arenas, such as Sword Base and the power plant from "Nightfall".
    • Halo 4's Spartan Ops mode is particularly guilty of this, especially since many of the missions are remixed multiplayer maps.
  • Left 4 Dead 2's Hard Rain campaign takes place in a small town. It seems sunny at first, but as the survivors are traveling to the only gas station around so they can pick up some fuel for their boat, it starts raining and eventually becomes a full-blown thunderstorm as they are returning back to the boat through the same, but now flooded levels.
  • Marathon Infinity has several variations of "Aye Mak Sicur", its final stage; three of these are "bad endings", and one is a multiplayer level. AMS was itself a remix of the third-party multiplayer map "Pfhactory". In 2, "No Disintegrations" is a multiplayer version of "Nuke and Pave". Also common in third-party scenarios, for example, Fell does this with at least four of its levels.
  • Perfect Dark has three missions inside the main portion of the DataDyne building, and a subversion in that the Carrington Institute (where Joanna does her training) becomes a level later in the game when she has to defend it from being attacked by the Skedar.
    • The bonus levels "Mr. Blonde's Revenge", "Maian SOS" and "War!" are just "dataDyne: Defection", "Area 51: Rescue" and "Skedar Ruins" in a different order and with new enemies.
    • Perfect Dark Zero's Forced Tutorial 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.
  • Rainbow Six:
    • Rogue Spear has two stealth based missions whose maps are later reused for action missions.
    • Raven Shield's second act remixes four of the levels from the first act: Falcon Hour=>Talon Steel, Pearl Castle=>Briar Gate, Crimson Hook=>Broken Stone, and Stone Cannon=>Steel Rose.
  • Pops up surprisingly frequently in Team Fortress 2, 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 7 years after the game's release.
  • The last level of TimeShift, "Consequences", is just like the first level, "Arrival", with plenty of changes that show the Occupants are winning. Commander Cooke is broadcasting on screens instead of Krone, Occupants are seen escorting Krone prisoners(it was the other way around in "Arrival"), a Helo gets taken down by a rocket launcher from Occupants(in the first mission, the Occupants didn't have a rocket launcher), and you finally take down the Sentinel and kill Krone. Bonus points because you actually traveled back in time to change these events.
  • Vietcong has the Nui Pek camp. The second game's US campaign is especially guilty of this.

  • In Bonk's Revenge, the Fireball Field and Orange Waterfall are fiery versions of Flower Field and Waterfall, respectively, and Round 6-1 is a nighttime version of Round 4-1.
  • The 5th stage in Cannon Dancer allows Kirin to choose one from three previous areas to battle the stage boss.
  • Crash Bandicoot:
    • The series usually avoids this, but did it once in The Wrath Of Cortex. 'The Gauntlet' and 'Knight Time' are identical levels except for two differences: the second one is dark and you play as Coco.
    • The fourth world of Crash Twinsanity is a cross between the first two worlds.
  • The Dante's World endgame of Croc 2 does this with a grab-bag of previous levels remixed to be the hardest levels in the game. Even their hub worlds are completely devoid of NPCs and the shop is boarded up.
  • In Duke Nukem Zero Hour, New York and Duke's base are remixed in the Post-Apocalypse era.
  • Near the end of Epic Mickey, Mickey finds himself in the Mad Doctor's Lab, the very first area the player gets to control Mickey. The difference here is that Thinner, highly toxic to Mickey, has flooded the lab and Mickey can now use his magic paintbrush. In addition, the doorway where Mickey had left the lab before has been blocked off, forcing Mickey to take another way out.
  • Ninfestation, the second trip to the Piraty Princess Ship in The Fancy Pants Adventure: World 3, gets overrun by ninjas. Its then-current captain points out how Fancy Pants Man needs to defeat the ninjas, as pirates hate (or fear, in the captain's case) them.
  • The first stage in Kirby 64: The Crystal Shards's final level, Ripple Star, is nerly identical to Pop Star's first stage, right down to the music.
    • One of the subgames in Kirby Super Star Ultra is named Revenge of the King(a remake of Kirby's Dream Land's Extra Game). The first 3 levels are, you guessed it- remixed versions of the stages from Spring Breezenote , an early subgame. note 
  • 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.
  • In the Knytt Stories level "The Machine", after you turn off the Machine, all the enemies disappear and the barren landscape bursts back into bloom and color.
  • After you beat the eight robot masters in Mega Man 3, you have to revisit four of the levels to fight Doc Robot.
  • Some stages in Mega Man X change based on which other stages you've completed. Defeating Chill Penguin causes the lava in Flame Mammoth's stage to freeze, allowing you to bypass some enemies and grab a previously inaccessible heart tank. Defeating Storm Eagle causes his airship to crash into the start of Spark Mandrill's stage, shutting off the electricity. And defeating Launch Octopus causes Sting Chameleon's stage to flood, allowing access to another heart tank and also changing how certain enemies move around. However, depending on what order you play the stages in, you might not even see the unaltered versions of these stages.
  • At the end of Mega Man X2, Sigma hides out in Magna Centipede's stage. Other than the hidden items being missing and the level cutting off early for bosses, it's exactly the same stage. It also plays the first stage's music instead of its normal theme.
  • In Mega Man Zero 2, after you defeat the first four bosses, there's an intermission level where the rebels attack Neo Arcadia and are pretty much massacred horribly. At the end of that stage, after a trio of rather weak minibosses, you learn that a bomber is heading straight for the rebel base. In the next stage you deal with it, but one of the next level choices is the crashed remains of the bomber and the caves it crashed into.
  • Ratchet & Clank:
    • The final level of Ratchet & Clank (2002) is Ratchet's homeworld, which was also the first level. The sky is darker, there are many new enemies and the stage is much longer.
    • Also done in Ratchet & Clank: Up Your Arsenal, with the Starship Phoenix when it's attacked by enemies. To some extent, the Leviathan also counts — Dr. Nefarious crashes the vessel into Zeldrin after Ratchet confronts him, and Ratchet explores the wreckage when he visits the planet itself.
    • In Ratchet & Clank: Full Frontal Assault, the fourth level is the Hidden City of Balkai, Snow Storm. Instead of rebooting the Planetary Defense Center, your job is to destroy all of the weather beacons, construct a bomb, escort it to the Planetary Defense Center, and blow it up.
  • The Mega Man ROM hack Rockman No Constancy does this with its final Wily stage, which is a remix of the first segment of Flash Man's stage. The level was a frozen forest before, but everything's all thawed out now, so several of the platforms have shifted in height or location or have been removed entirely, and the mysteriously blocked off boss door at the end of the normal segment has now been uncovered. The stage's normal music has also been replaced with the game's main theme as well.
  • Sonic the Hedgehog:
    • In Sonic the Hedgehog, Scrap Brain Act 3 was basically just another act of the earlier Labyrinth Zone with different colors. As such, many consider the aptly named "Final Zone" (which is just the final boss battle) to be the actual Scrap Brain Act 3.
    • This is the very schtick of Sonic the Hedgehog CD. Each stage in the game has four versions of itself representing the past, the present, and two possible futures. There are various minor changes in the layout, as well as how various gimmicks function. The most notable change is the water level in Tidal Tempest, which rises from past to present to future.
    • Sonic Adventure 2 has many levels which use the same geometry as other levels the character's counterpart goes through, just with different decorations and doodads. Particularly noticeable with one of Rouge and Knuckles' levels: they're supposed to be entirely different locations but have exactly the same layout.
    • 'Sky Troops' of Shadow the Hedgehog is the same stage as 'Glyphic Canyon' (which, on the neutral path, is only the level before last) except it's turned out to be an ancient sky ship. The buildings are exactly the same, albeit rearranged so they form a straight line with floating platforms connecting them, instead of the walkways and...rather strange transportation of the first form. Several gimmicks are also repeated. In the same game, the last stage is a mash-up of 'Black Comet' and 'Final Haunt' - Shadow probably passed through one or the other minutes before.
  • SpongeBob SquarePants: SuperSponge: Jelly Fields (Industrial Version). The first level Jelly Fields, a Green Hill Zone, is revisted in the final set of levels where the fields are now all covered in oil and the level is a lot more difficult than the first time.
  • Super Mario Bros.:
    • In Super Mario Bros., several levels reappear with increased difficulty:
      • 1-3 reappears as 5-3 with Bullet Bills coming from offscreen and smaller platforms.
      • 1-4 resurfaces as 6-4 with more fire bars and the first hammer-throwing Bowser.
      • 2-2 is played again as 7-2 with more enemies.
      • 2-3 is replayed as 7-3 with Koopas.
      • 2-4 repeats as 5-4 with more fire bars (including the game's only long one and fast one).
    • In Super Mario Bros.: The Lost Levels, World C is a remix of World 7.
    • Super Mario Galaxy's Gold Leaf Galaxy appears to be a vertically mirrored Honeyhive Galaxy set in the autumn. However, the former is a late-game galaxy while the latter is an early-game galaxy for a reason, as the Gold Leaf Galaxy requires Mario to traverse dangerous areas that are unnecessary or inaccessible in Honeyhive. In addition, the two galaxies have entirely different planets that surround them, and the Queen Bee is present only in Honeyhive.
    • In Wario Land: Super Mario Land 3:
      • After defeating the boss of Rice Beach, returning to some of that area's levels reveals that they have become flooded with water, and all the quicksand is gone.
      • Mount Teapot has a level located at the peak, but once you hit a switch in a later level a levitating landmass slams down to change the topology of that mountaintop level, turning it into the boss level.
      • After you drain the lake in Parsley Woods, the first level in that zone (which takes place in said lake) is dramatically different from before, for obvious reasons.
      • In general, there are many levels which change dramatically after hitting switches or finishing certain levels. There is a lot of backtracking involved if you want to find all collectibles in this game.
    • With a few rare exceptions, all levels from the eight Special Worlds in Super Mario 3D Land are remixes of previous main-game levels with different stage mechanics like obstacles, platforms, and even the timer changed to make the levels much harder. This is also true for Worlds Mushroom and Flower in Super Mario 3D World.

    Role Playing Game 
  • The Very Definitely Final Dungeon 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 Recycled INSPACE (Iriya and Dokuro had it best as their worlds were left completely intact except for now being floating cosmic continents. On the other extreme, 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 Big Fancy House to that?).
  • Dragon Age: Origins 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 the Very Definitely Final Dungeon is the capital city of Denerim after being invaded by darkspawn and the Archdemon.
  • Dragon Age II does it both right and wrong. Since 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 lazy design.
  • Earthbound itself has Onett overrun by darkness and Giygas' forces in the late game.
  • The third chapter of Final Fantasy V has a game world which is a hybrid of the first two.
  • Final Fantasy XIII-2 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).
  • The Halloween Hack: 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 Mega Man Battle Network 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.
  • Quest for Glory II has this, with Raseir mirroring Shapeir's structure, to the point data-wise, Raseir is a palette swap with a few extra blockades to prevent the Hero from going to some places. It is perfectly well-made in the sense it is just enough familiar, yet unfamiliar to be a very jarring for the player when they notice the gap between the bustling and warm Shapeir and the cold, repressed and dilapidated Raseir.

  • In Metal Gear Solid 3: Snake Eater, all of the regions visited during the opening Virtuous Mission are revisited a week later in Operation Snake Eater, just at night up until you reach the final area, where Snake goes to sleep. You also visit the Graniny Gorki South area twice, once coming into the eponymous lab at night, then coming back through the next morning where you take on The Fear.

  • Ace Combat X: Skies of Deception has quite a few of these depending on the path choices you take. The mission types can be quite different. For example, 9A is a sort of-Stealth-Based Mission where you need to weave between "Instant Death" Radius radar coverage circles, while 9B is a particularly annoying Escort Mission. Plus, The Law of Conservation of Detail can add twists to a level; for example in 14A, one of your allies notes the presence of a cave large enough to fly a plane in. Guess what you need to do in 14B?
  • The fourth chapter of Angry Birds, "The Big Setup", is made up of levels from the first three chapters as they are being rebuilt by pig construction crews.
  • Champions Online does this repeatedly. On first exposure to many zones, you enter a "Crisis" level, where 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 Apocalypse zone. 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.
  • Civil War Generals II includes alternate versions of historical battles from the American Civil War. Some of these are intended to be more balanced for multiplayer, while others seek to explore alternate deployments that didn't actually happen for one reason or another.
  • The last GLA mission on Command & Conquer: Generals: Zero Hour becomes the first China mission.
  • The first Soviet mission and last Allied mission in Command & Conquer: Red Alert 3 take place in Leningrad in virtually the same canal system. The difference is, of course, that one is the Tutorial Mission and you're defending; the other is a Timed Mission and The Very Definitely Final Dungeon.
  • Dark Souls has the Undead Asylum, which is the tutorial level. When you return, the level contains many more undead, and two Black Knights, one of which is directly outside your starting location. There is also a revamped and much more powerful version of the tutorial boss with some new attacks, underneath a collapsing floor in the room where you fought the Asylum Demon.
  • 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, you can usually tell if a course will be revisited later on 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.
  • Disaster: Day of Crisis features a set of levels going through a ruined city, a subway and then a different part of the city. Later on you retrace your route through the levels but in reverse order an they have changed in some way. (For example, the Subway is on fire when you visit for the second time and you have to do a minigame to get through it.)
  • The last mission of the Russian Campaign of Empire Earth combines this with Perspective Flip and Conqueror from the Future: The first mission has you make a charismatic but despotic man escap Voronezh to reach Volgograd, which raises up in support of him against the Russian government, and rally Rostov, Saratov and the Ukraine to his cause. The last mission has the Lampshade Hanging title of "A bad case of Déjà-Vu" and has you take command of a Defector from Decadence from the army of the A.I. Is a Crapshoot successor of the oriinal guy using a Time Machine to defend Voronezh against a Technologically Advanced Foe that is the AI in question having left a few hours after the protagonists and arrived a few hours earlier to arm Volgograd, Rostov and Saratov with weapons several levels up the TechTree.
  • The "Hard" mode dungeons in Final Fantasy XIV has you revisiting dungeons you cleared previously, except the dungeons themselves have changed by blocking off old routes to open up new ones, changing enemies, or in some cases, starting at the dungeon's end point and working your way backwards.
  • Gatling Gears: Chapter 3's setting is same as the prologue chapter, except it has changed a lot- thunderstorm generators cause the area to be covered in dark thunderclouds, and the opponents you face are much tougher than before. Also, you're now working for the Freemen instead of The Empire.
  • Groove Coaster has "Renewal" songs, which are preexisting songs in the game with new charts and visual environments. Notably, Renewal charts permanently replace the old charts.
  • Two Guild Wars examples:
    • In Prophecies, the first few missions take place in the ruins of the tutorial area.
    • In Nightfall, after Varesh completes her work in Vabbi, the Garden of Sebhorin takes on the landscape and enemy groups of the Realm of Torment, becoming the Nightfallen Garden. After you finish the game, it returns to its normal state. Also, the first explorable area within the Realm of Torment is a Torment version of an area in Kourna.
  • Heavy Weapon has the first 9 levels, which you have to revisit after a Your Princess Is in Another Castle! scene. The difference is that you have to face off much stronger enemies the second time round.
  • The video game for Horrid Henry generally takes place in a small set of levels, the major difference being where enemies and objects are located.
  • In Mad Rat Dead, "Some Kind of Hope" has the same layout as the preceding level, "Cottage House", just with additional hazards and a faster song. However, this is a Justified Trope: "Cottage House" is a leisurely stroll through through the city, while "Some Kind of Hope" involves Mad Rat and Heart racing against the clock to save a little girl from being hit by a truck.
  • In MediEvil, Return to the Graveyard is an expanded version of The Graveyard, since you now possess the key to get through the locked gate. Strangely, it has its own area on the world map.
  • The entirety of the Interactive Fiction game A Mind Forever Voyaging. You play as an AI in a simulation of Rockvil, South Dakota, exploring it in successive 10-year intervals to chart the progress of a proposed economic stimulus bill.
  • Levels 7 and 9 in P.N.03 are set in the same areas as Levels 3 and 6, respectively, with darker corridors and tougher enemies, and the doors that were previously locked have since been unlocked. The latter also has a rematch with Orchidee who now has a second form, and an Escape Sequence after a Self-Destruct Mechanism activates.
  • In 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 Portal 2, this is subverted, with you having to solve one puzzle twice in a row before you can continue.
  • The eponymous Radiation Island actually consists of an archipelago of three islands that are exact copies of each other geographically but contain varying levels of resources and dangers. Safe houses, Tesla towers, and dig sites are given different locations for each island.
  • The DS port of Resident Evil 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.
  • Any time a minigame gets a second level in Rhythm Heaven, usually with a changed rhythm or a new machanic.
  • Similarly to the above example, stages for secret characters in some of the games in the Soul Series 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.
  • The first level in Star Fox Command. Every time you enter the area, the enemy population increases.
  • The first Street Fighter Alpha was notable in that every character shared a stage.
    • Osaka (Ryu = early morning, Guy = afternoon)
    • New Orleans (Ken = late afternoon, Charlie = after midnight)
    • Great Wall of China (Chun-Li = night, Akuma = day)
    • Colosseum (Birdie = morning, Rose = afternoon)
    • Buddha statue (Adon = high noon, Sagat = night, Dan = dusk)
    • Train yard (M. Bison = day, Sodom = night)
  • Stronghold requires you to siege the castle of The Pig as a means to escape. When it's time to finish the pig, it takes place in the same location, with you having a larger army, and the pig having a full garrison (and traps) to protect his holding.
  • Super Smash Bros. Brawl also features a remix of this type. The Subspace Emissary mode concludes with The Great Maze, a Metroidvania-style labyrinth made up of parts of all the previous levels which had been blown up with Subspace bombs. On top of that, the Halberd segment isn't ripped from the previous Halberd stage, but rather, it's based off the elevator portion from the original Revenge of Meta Knight game in Kirby Super Star.
  • The original, interactive movie-style S.W.A.T. featured only three non-training levels, but each had 2 major versions:
    • Suburban home: One version had the player armed with an MP5 and clearing the backyard. The other had the player armed with a shotgun and entering the house itself. The suspect could be encountered in one of two locations - or not at all — in the backyard, or hiding in the shower inside, with further variations depending on whether or not she was armed.
    • Warehouse: These missions would begin the same way, then diverge after the first room was cleared. One had the team stealthily clear the ground floor of the warehouse, then be forced into a standoff when the suspect came up from the basement. The second version had the team switch to dynamic entry early on and encounter the suspect in the basement.
    • Industrial complex: These missions differed widely. One version had the player as a sniper, reporting what he saw through the exterior windows and ultimately taking a shot. The other cast the player as the element leader, with four different options for entering and clearing the buildingnote  though in practice only a stealth entry through the office entrance would end successfully.
  • The Transformers Armada-based PS2 Transformers game features this; one level has you fighting your way through a starship. It then crashes, and you have to go all the way back through the same level, but vertically.
  • In World in Conflict, the multiplayer maps do_Riverbed and tw_Wasteland are actually one and the same location, only before and after a nuclear blast, respectively. You'd barely guess, though, unless you played the campaign, thanks to vastly different gameplay styles and palettes of the two maps.
  • World of Warcraft: The Cataclysm did this in a large way to the whole of Azeroth, but near the end of the previous expansion, phasing had started to change individual zones this way. Show up the first time and one area is filled with hostile monsters. Do a few quests, and they're now friendly, and the usual town services such as mailboxes and flight paths are available. People who are not at your point in the questlines will not see you, and vice versa.


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