Game Level: Difference between revisions

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* ''[[Metroid]]'' plays down the separation between levels by allowing the player to visit them in any order and as often as she likes, but each level is self-contained, and only accessible via an elevator ride (which also serves as a [[Check Point]]).
* Spy games tend to have radically different styles of play between levels: ''Golgo 13: Top Secret Episode'' had several different types of level, ''Spy Hunter'' had both driving- and boating- type levels, and many of the recent James Bond games alternate between First or Third Person Shooter and Driving.
* [[Adventure Game|Adventure Games]]s tend to use levels (often called "Chapters" or "Days") as an organizational unit, and may or may not have specific effects from the previous level carry over. Unlike most other genres, the ordering of levels is most often linear, while events within a level tend to be far less linear. Before the emergence of DVD-ROM, these chapter breaks tended to be where disc changes were required.
* Part of the popularity of ''[[Mega Man 1]]'' was its freeform level design; it was the one of the first [[Platformer|Platformers]] -- ands—and one of the first video games overall -- tooverall—to have it.
** To be more precise, the first several stages of each game were freeform, then they switched to a linear structure for the few leading to the final boss.
* ''[[Soul Calibur]] II'' has a Network style arrangment for it's ''Weapon Master'' story mode.
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