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** The first NES ''TMNT'', although level-based, has explorable levels with an overhead overworld and side-scrolling indoor areas.
* The ''[[Phantom 2040]]'' videogame for the SNES and Genesis. (Different areas are connected through a [[World Map]] rather than being continuous, but it's still a good, classic example of this genre.)
* The ''[[
* [http://www.hardcoregaming101.net/divide/divide.htm The Divide: Enemies Within] for the PSX and PC is a rather excellent 3-D example of this.
* ''[[Wizards and Warriors]] III''. Not so much the first two.
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* ''[[Aliens Infestation]]''. Quite fitting, considering the influence ''[[Alien (franchise)|Alien]]'' had on the original ''Metroid''.
* ''[[The Iconoclasts]]'' by Joachim "[[Konjak]]" Sandberg
* The free flash game ''[[KOLM]]'' from Armor Games, in which the main character is a robot that needs to rebuild itself (thereby gaining [[You Must Be This Tall to Enter|the required powerups]]). If you [[
* The first ''[[Red Faction]]'' is more linear than most examples, but allows you to backtrack to previous levels, which is sometimes required.
* The [[ZX Spectrum]] game ''[[The Sacred Armour Of Antiriad]]'' is now retroactively considered one of these; it's basically a parallel evolution of ''Metroid''.
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* The SNES game of ''[[The Addams Family]]'' is this, as well as having a quasi-[[Hub Level]] in the form of the entrance hall.
* [[Prince of Persia (2008 video game)|Prince of Persia 2008]] is an interesting example of the 3D kind. While the abilities the Prince and Elika gain help them explore new areas, they don't ''find'' the abilities, they ''buy'' them... but they use light seeds to buy the abilities, and the only way to find enough light seeds to buy a new power is to use your latest power to explore a new area.
* ''[[
* ''[[A Valley Without Wind]]'' has large elements of this, with the added bonus of being procedurally-generated at random.
* ''[[Spyro Attack of the Rhynocs]]''.
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