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** With Pokemon themselves, quite a few species that were [[{{Expy}} similar to previous species]] may end up getting changes between generations that make them more distinct. To list them all would take up the rest of the page, but one example would be between Clefable, Wigglytuff, and Blissey. Previously they were all pink girly Normal types with high hit points, but bad attack and defense. But after their introduction, they've started to diversify, with ''VideoGame/PokemonXAndY'' bringing the most dramatic change: [[OurFairiesAreDifferent The Fairy type]]. Clefable was {{retcon}}ed to be a Fairy type, Wigglytuff was made a dual Normal/Fairy, and Blissey remained a Normal type. Another very common case of this is when one generation introduces very similar Pokémon families meant to be each other's counterparts in different versions, only for subsequent generations to give only some of them additional evolutions or forms: for instance, Gloom, Scyther, Ursaring, and Dusclops eventually got new evolutions (Scyther even got two) while their original close counterparts Weepinbell, Pinsir, Donphan, and Banette did not.

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** With Pokemon Pokémon themselves, quite a few species that were [[{{Expy}} similar to previous species]] may end up getting changes between generations that make them more distinct. To list them all would take up the rest of the page, but one example would be between Clefable, Wigglytuff, and Blissey. Previously they were all pink girly Normal types with high hit points, but bad attack and defense. But after their introduction, they've started to diversify, with ''VideoGame/PokemonXAndY'' bringing the most dramatic change: [[OurFairiesAreDifferent The Fairy type]]. Clefable was {{retcon}}ed to be a Fairy type, Wigglytuff was made a dual Normal/Fairy, and Blissey remained a Normal type. Another very common case of this is when one generation introduces very similar Pokémon families meant to be each other's counterparts in different versions, only for subsequent generations to give only some of them additional evolutions or forms: for instance, Gloom, Scyther, Ursaring, and Dusclops eventually got new evolutions (Scyther even got two) while their original close counterparts Weepinbell, Pinsir, Donphan, and Banette did not.



** Wario was once simply an evil Mario, but has since become more of a greedy AntiHero.

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** Wario was once simply an evil Mario, Mario and the BigBad and FinalBoss of ''VideoGame/SuperMarioLand2SixGoldenCoins'' who used dark versions of Mario's powerups, but has since become more of a greedy AntiHero. AntiHero and ditched the dark powerups for SuperStrength, NighInvulnerability, and bizarre transformations and powerups based on how he is injured.



* ''Franchise/YoKaiWatch'' has Nate and Katie similar in the first two games as selectable protagonists with similar stories. Then in ''3'', Katie gets replaced by Hailey. Come the fourth game where Katie is playable once again, but not as a selectable protagonist.

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* ''Franchise/YoKaiWatch'' ''Franchise/YokaiWatch'' has Nate and Katie similar in the first two games as selectable protagonists with similar stories. Then in ''3'', Katie gets replaced by Hailey. Come the fourth game where Katie is playable once again, but not as a selectable protagonist.
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* ''VideoGame/MonsterHunter'': In the original Platform/PlatStation2 game and its UpdatedRerelease, the Great Sword weapon class included scythes and [[KatanasAreJustBetter katanas]]. There was also a unique Lance that looked like a gigantic cannon with a bayonet attached - the cannon itself being non-functional (it was just for RuleOfCool). In subsequent entries, these weapons became their own classes. Katanas became the "Longsword" class, [[GlassCannon eschewing the guard for more speed and a higher attack rate]]; while the Great Sword itself changed into a weapon centered on massively powerful {{Charged Attack}}s [[MightyGlacier even if the big thing gave you all the mobility of cold molasses]]. The special Lance became the prototype for the new "Gunlance" class - this time the cannon ''works'', and firing it delivers a short-ranged ArmourPiercingAttack blast that [[LogicalWeakness quickly wears out the barrel, necessitating more frequent pauses to sharpen]]; the original Lance became a more [[StoneWall defensive weapon]], granting you a Super Guard letting you NoSell some of the strongest monster attacks in the game, but no Lance can hope to match an equivalent tier Gunlance's offensive power.

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* ''VideoGame/MonsterHunter'': In the original Platform/PlatStation2 Platform/PlayStation2 game and its UpdatedRerelease, the Great Sword weapon class included scythes and [[KatanasAreJustBetter katanas]]. There was also a unique Lance that looked like a gigantic cannon with a bayonet attached - the cannon itself being non-functional (it was just for RuleOfCool). In subsequent entries, these weapons became their own classes. Katanas became the "Longsword" class, [[GlassCannon eschewing the guard for more speed and a higher attack rate]]; while the Great Sword itself changed into a weapon centered on massively powerful {{Charged Attack}}s [[MightyGlacier even if the big thing gave you all the mobility of cold molasses]]. The special Lance became the prototype for the new "Gunlance" class - this time the cannon ''works'', and firing it delivers a short-ranged ArmourPiercingAttack blast that [[LogicalWeakness quickly wears out the barrel, necessitating more frequent pauses to sharpen]]; the original Lance became a more [[StoneWall defensive weapon]], granting you a Super Guard letting you NoSell some of the strongest monster attacks in the game, but no Lance can hope to match an equivalent tier Gunlance's offensive power.
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* In ''VisualNovel/HigurashiWhenTheyCry Matsuri'' [[spoiler:Hanyuu's daughter]] Oka looked exactly like Rika except that her hair was darker. In the Kotohogushi-hen arc in ''Kizuna'' for the UsefulNotes/NintendoDS she received a slight redesign and also received her own artwork.

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* In ''VisualNovel/HigurashiWhenTheyCry Matsuri'' [[spoiler:Hanyuu's daughter]] Oka looked exactly like Rika except that her hair was darker. In the Kotohogushi-hen arc in ''Kizuna'' for the UsefulNotes/NintendoDS Platform/NintendoDS she received a slight redesign and also received her own artwork.



* The original ''VideoGame/{{Parodius}}'' for the {{UsefulNotes/MSX}} gave its characters different personalities, but they all used the ''Gradius'' moveset. ''Parodius Da!'' did give Vic Viper, Octopus, Twinbee and Pentarou each a different moveset.

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* The original ''VideoGame/{{Parodius}}'' for the {{UsefulNotes/MSX}} {{Platform/MSX}} gave its characters different personalities, but they all used the ''Gradius'' moveset. ''Parodius Da!'' did give Vic Viper, Octopus, Twinbee and Pentarou each a different moveset.



** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros1993 The movie]] doesn't help the confusion, as it gave her Peach's appearance.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''VideoGame/MarioParty4'' and later, Daisy's skin became fair like Peach's again (although the former's tan have returned since ''VideoGame/MarioGolf: Super Rush''), but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''VideoGame/MarioTennis: Ultra Smash''.

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** [[VideoGame/SuperMarioLand Daisy]] was so similar to Princess Peach in her original appearance that many fans assumed she was the same character. ([[Film/SuperMarioBros1993 The movie]] doesn't help the confusion, as it gave her Peach's appearance.) Daisy has since been split off into a more tomboyish cowgirl portrayal, especially shown in games such as ''Mario Strikers''. She's also become a [[BetaCouple potential]] [[PairTheSpares love]] [[MasculineGirlFeminineBoy interest]] for Luigi. Daisy was originally nearly a palette swap of Peach, with the only exception of being redesigned for the UsefulNotes/Nintendo64 Platform/Nintendo64 era to have slightly tanned skin while Peach was fair skinned. By ''VideoGame/MarioParty4'' and later, Daisy's skin became fair like Peach's again (although the former's tan have returned since ''VideoGame/MarioGolf: Super Rush''), but Daisy's hair was shortened to neck length, she received a different hairstyle, a wider face, a brand new voice actor in ''Mario Golf: Toadstool Tour'', and her eyes were made larger in comparison to Peach's eyes. Her body frame was also changed to look chubbier than Peach's in ''VideoGame/MarioTennis: Ultra Smash''.
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** Amy was originally a spunky but sweet girl. After Cream was introduced in ''Sonic Advance 2'' less focus was put on Amy being TheHeart and more emphasis was put on her spunk and attitude. This ended up {{flanderiz|ation}}ing her into being more a [[HairTriggerTemper temperamental]] BrattyHalfPint than she originally was. Cream took over as the sweet little girl of the franchise. With time this was reversed. After ''Sonic Generations'' more emphasis was put on Amy's nice side and her energy was dialed down, while Cream was DemotedToExtra.
** When reintroduced in ''VideoGame/SonicGenerations'', Classic Sonic was simply Sonic as a child. By ''VideoGame/SonicForces'' he is a completely separate Sonic from a parallel dimension. He's also differentiated from his Modern design by being a HeroicMime.

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** Amy was originally a spunky but sweet girl. After Cream was introduced in ''Sonic Advance 2'' less focus was put on Amy being TheHeart and more emphasis was put on her spunk and attitude. This ended up {{flanderiz|ation}}ing her into being more a [[HairTriggerTemper temperamental]] BrattyHalfPint than she originally was. Cream took over as the sweet little girl of the franchise. With time this was reversed. After ''Sonic Generations'' more emphasis was put on Amy's nice side and her energy was dialed down, while Cream was DemotedToExtra.
DemotedToExtra. Amy's ''gameplay'', on the other hand, underwent an inversion of this. She started out playing very differently from the other hedgehog characters: not being able to curl into a ball and being far slower. Later games gradually made her moveset more Sonic-like with the occasional hammer attack, and in ''VideoGame/SonicDreamTeam'' she's an outright MovesetClone of him.
** When reintroduced in ''VideoGame/SonicGenerations'', Classic Sonic was simply Sonic as a child. By ''VideoGame/SonicForces'' he is a completely separate Sonic from a parallel dimension. (Though this was later retconned back to the ''Generations'' explanation) He's also differentiated from his Modern design by being a HeroicMime.
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* ''VideoGame/MonsterHunter'': In the original PS2 game and its UpdatedRerelease, the Great Sword weapon class included scythes and [[KatanasAreJustBetter katanas]]. There was also a unique Lance that looked like a gigantic cannon with a bayonet attached - the cannon itself being non-functional (it was just for RuleOfCool). In subsequent entries, these weapons became their own classes. Katanas became the "Longsword" class, [[GlassCannon eschewing the guard for more speed and a higher attack rate]]; while the Great Sword itself changed into a weapon centered on massively powerful {{Charged Attack}}s [[MightyGlacier even if the big thing gave you all the mobility of cold molasses]]. The special Lance became the prototype for the new "Gunlance" class - this time the cannon ''works'', and firing it delivers a short-ranged ArmourPiercingAttack blast that [[LogicalWeakness quickly wears out the barrel, necessitating more frequent pauses to sharpen]]; the original Lance became a more [[StoneWall defensive weapon]], granting you a Super Guard letting you NoSell some of the strongest monster attacks in the game, but no Lance can hope to match an equivalent tier Gunlance's offensive power.

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* ''VideoGame/MonsterHunter'': In the original PS2 Platform/PlatStation2 game and its UpdatedRerelease, the Great Sword weapon class included scythes and [[KatanasAreJustBetter katanas]]. There was also a unique Lance that looked like a gigantic cannon with a bayonet attached - the cannon itself being non-functional (it was just for RuleOfCool). In subsequent entries, these weapons became their own classes. Katanas became the "Longsword" class, [[GlassCannon eschewing the guard for more speed and a higher attack rate]]; while the Great Sword itself changed into a weapon centered on massively powerful {{Charged Attack}}s [[MightyGlacier even if the big thing gave you all the mobility of cold molasses]]. The special Lance became the prototype for the new "Gunlance" class - this time the cannon ''works'', and firing it delivers a short-ranged ArmourPiercingAttack blast that [[LogicalWeakness quickly wears out the barrel, necessitating more frequent pauses to sharpen]]; the original Lance became a more [[StoneWall defensive weapon]], granting you a Super Guard letting you NoSell some of the strongest monster attacks in the game, but no Lance can hope to match an equivalent tier Gunlance's offensive power.
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** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own unique abilities, and the three male ninjas were joined by the palette-swapped Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves by that point. Once the games went 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, making them all as distinct from each other as the non-ninja characters. Appearance-wise, the three most drastic changes were giving Rain a flowing cape, making Reptile more animalistic,[[note]]Though ''VideoGame/MortalKombat1'' establishes that he has an innate ability to switch between a human and lizard form[[/note]] and giving Ermac a floating stance and mummy-like costume.

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** The series is infamous for its PaletteSwap ninjas, which was ninjas that have since become mascots for the franchise were initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own unique abilities, and the three male ninjas were joined by the palette-swapped Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves by that point. Once the games went 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, making them all as distinct from each other as the non-ninja characters. Appearance-wise, the three most drastic changes were giving Rain a flowing cape, making Reptile more animalistic,[[note]]Though ''VideoGame/MortalKombat1'' establishes that he has an innate ability to switch between a human and lizard form[[/note]] and giving Ermac a floating stance and mummy-like costume.
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* ''VideoGame/MonsterHunter'': In the original PS2 game and its UpdatedRerelease, the Great Sword weapon class included scythes and [[KatanasAreJustBetter katanas]]. There was also a unique Lance that looked like a gigantic cannon with a bayonet attached - the cannon itself being non-functional (it was just for RuleOfCool). In subsequent entries, these weapons became their own classes. Katanas became the "Longsword" class, [[GlassCannon eschewing the guard for more speed and a higher attack rate]]; while the Great Sword itself changed into a weapon centered on massively powerful {{Charged Attack}}s [[MightyGlacier even if the big thing gave you all the mobility of cold molasses]]. The special Lance became the prototype for the new "Gunlance" class - this time the cannon ''works'', and firing it delivers a short-ranged ArmourPiercingAttack blast that [[LogicalWeakness quickly wears out the barrel, necessitating more frequent pauses to sharpen]]; the original Lance became a more [[StoneWall defensive weapon]], granting you a Super Guard letting you NoSell some of the strongest monster attacks in the game, but no Lance can hope to match an equivalent tier Gunlance's offensive power.
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* ''VideoGame/MegaManBattleNetwork'' contains an interesting example that applies to the series as a whole. One of the basic concepts behind BN was the idea of a divergent timeline [[ForWantOfANail where Dr. Light turned to network technology rather than robotics]]. This idea informed the series up until ''Battle Network 4'', which introduced an alternate version of Classic Mega Man character Duo... problem is, Duo shouldn't have ''had'' an alternate version, [[NonSequiturCausality since he's from outer space]]. From then on, Battle Network was less and less informed by the Classic series, and its sequel SpinOff, ''VideoGame/MegaManStarForce'', didn't even bother to look back.

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* ''VideoGame/MegaManBattleNetwork'' contains an interesting example that applies to the series as a whole. One of the basic concepts behind BN was the idea of a divergent timeline [[ForWantOfANail [[PointOfDivergence where Dr. Light turned to network technology rather than robotics]]. This idea informed the series up until ''Battle Network 4'', which introduced an alternate version of Classic Mega Man character Duo... problem is, Duo shouldn't have ''had'' an alternate version, [[NonSequiturCausality since he's from outer space]]. From then on, Battle Network was less and less informed by the Classic series, and its sequel SpinOff, ''VideoGame/MegaManStarForce'', didn't even bother to look back.
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** With Pokemon themselves, quite a few species that were [[{{Expy}} similar to previous species]] may end up getting changes between generations that make them more distinct. To list them all would take up the rest of the page, but one example would be between Clefable, Wigglytuff, and Blissey. Previously they were all pink girly Normal types with high hit points, but bad attack and defense. But after their introduction, they've started to diversify, with ''VideoGame/PokemonXAndY'' bringing the most dramatic change: [[OurFairiesAreDifferent The Fairy type]]. Clefable was {{retcon}}ed to be a Fairy type, Wigglytuff was made a dual Normal/Fairy, and Blissey remained a Normal type.

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** With Pokemon themselves, quite a few species that were [[{{Expy}} similar to previous species]] may end up getting changes between generations that make them more distinct. To list them all would take up the rest of the page, but one example would be between Clefable, Wigglytuff, and Blissey. Previously they were all pink girly Normal types with high hit points, but bad attack and defense. But after their introduction, they've started to diversify, with ''VideoGame/PokemonXAndY'' bringing the most dramatic change: [[OurFairiesAreDifferent The Fairy type]]. Clefable was {{retcon}}ed to be a Fairy type, Wigglytuff was made a dual Normal/Fairy, and Blissey remained a Normal type. Another very common case of this is when one generation introduces very similar Pokémon families meant to be each other's counterparts in different versions, only for subsequent generations to give only some of them additional evolutions or forms: for instance, Gloom, Scyther, Ursaring, and Dusclops eventually got new evolutions (Scyther even got two) while their original close counterparts Weepinbell, Pinsir, Donphan, and Banette did not.

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* An inverted example from ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyVIII'': Cloud Strife and Squall Leonhart. While they both start as difficult and selfish people, and undergo significant development during their respective games, they actually had very distinct personalities. Cloud is a cocky, arrogant tough guy with plenty of light and goofy moments, while Squall starts off as a solitary {{jerkass}} who puts up a false wall of confidence to hide his emotional turmoil. Since ''Advent Children'', the franchise has applied that end-game character development to their incarnations in other games, which means they've basically swapped: Squall's arc has him learn ThePowerOfFriendship so he's the confident, snarky one and Cloud got a BittersweetEnding, so now he's constantly brooding, plagued by crushing doubt over his identity and/or grief.
* Hurdy used to be a PaletteSwap version of the Mooglings in ''VideoGame/FinalFantasyXII''. In ''VideoGame/FinalFantasyTacticsA2'', he takes off his hat and had his own unique clothing, along with his other Moogling brothers Sorbet and Horne.

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* *''Franchise/FinalFantasy'':
** The Job Change classes in the first ''VideoGame/FinalFantasy'' were just improved versions of the baseline classes, with the exception of Ninjas and Knights getting some low end magic. In ''VideoGame/FinalFantasyIII'', they were split into new classes with their own unique tools, except for the absent Red Wizard. Black and White Magi (the ''FFIII'' version of the Black and White Wizards) have more access to higher level spell slots but less access to lower ones, Knights don't have the weapon variety of Warriors but can tank hits for allies and gain the Defend command, Black Belts gain the Boost command and Ninjas can throw shuriken for massive damage but lacks the steal command the Thief was given in that game. While most of these classes don't come back in later ''FF'' games, this stuck for the Ninja, who has since become completely separate from the Thief in terms of abilities, even in [[VideoGame/FinalFantasyVI games that don't use a job system]].
**
An inverted example from ''VideoGame/FinalFantasyVII'' and ''VideoGame/FinalFantasyVIII'': Cloud Strife and Squall Leonhart. While they both start as difficult and selfish people, and undergo significant development during their respective games, they actually had very distinct personalities. Cloud is a cocky, arrogant tough guy with plenty of light and goofy moments, while Squall starts off as a solitary {{jerkass}} who puts up a false wall of confidence to hide his emotional turmoil. Since ''Advent Children'', the franchise has applied that end-game character development to their incarnations in other games, which means they've basically swapped: Squall's arc has him learn ThePowerOfFriendship so he's the confident, snarky one and Cloud got a BittersweetEnding, so now he's constantly brooding, plagued by crushing doubt over his identity and/or grief.
* ** Hurdy used to be a PaletteSwap version of the Mooglings in ''VideoGame/FinalFantasyXII''. In ''VideoGame/FinalFantasyTacticsA2'', he takes off his hat and had his own unique clothing, along with his other Moogling brothers Sorbet and Horne.
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** King and Armor King originally played mostly the same, just with Armor King having a few extra moves. For this reason, Armor King was removed for ''Tekken 3'', and then [[KilledOffForReal killed off]] in ''Tekken 4''. When Armor King returned in Tekken 5: Dark Resurrection, with the brother of the original now [[LegacyCharacter assuming the identity]], he is given many more moves of his own, while losing some of the moves he stole from King before.

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** King and Armor King originally played mostly the same, just with Armor King having a few extra moves. For this reason, Armor King was removed for ''Tekken 3'', and then [[KilledOffForReal killed off]] in ''Tekken 4''. When Armor King returned in Tekken ''Tekken 5: Dark Resurrection, Resurrection'', with the brother of the original now [[LegacyCharacter assuming the identity]], he is given many more moves of his own, while losing some of the moves he stole from King before.
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** King and Armor King originally played mostly the same, just with Armor King having a few extra moves. For this reason, Armor King was removed for ''Tekken 3'', and then [[KilledOffForReal killed off]] in ''Tekken 4''. When Armor King returned in Tekken 5: Dark Resurrection, with the brother of the original now [[LegacyCharacter assuming the identity]], he is given many more moves of his own, while losing some of the moves he stole from King before.
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*** When Smoke's human form was first made playable as an unlockable character in ''Ultimate Mortal Kombat 3,'' his moveset was completely identical to Scorpion's. Human Smoke would not return until ''Mortal Kombat 9'' (''Deception'' and ''Armageddon'' had him as a cyborg, instead), where he now had an entire moveset of his own, with some of the moves being carried over from his cyborg form.
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** Lizardman was almost entirely a clone of Sophitia in his first appearance, only evolving as the series went on. Later he'd get a more animalistic style, including a crawl stance. In ''V'', he ditched the shield entirely for two axes.

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** Lizardman was almost entirely a clone of Sophitia in his first appearance, only evolving as the series went on. Later he'd get a more animalistic style, including a crawl stance. In ''V'', ''VideoGame/SoulcaliburV'', he ditched the shield entirely for two axes.



* One accusation made toward ''VideoGame/StarCraft'' is referenced in one of Artanis' StopPokingMe lines: "This is ''not'' ''VideoGame/{{WarCraft}}'' [[RecycledInSpace in space!]] It's much more sophisticated!" The original ''[=StarCraft=]'' is indeed very similar to the later ''[=WarCraft=]'' titles, but the two have since diverged, especially as ''[=WarCraft=]'' transformed into [[VideoGame/WorldOfWarcraft an MMORPG]].
* In the ''VideoGame/StarFox'' series, all of Fox's wingmen were pretty much the same at the beginning, other than in personality. This was changed in the unreleased ''VideoGame/StarFox2'', which allowed you to choose your character, with each flying a different ship with different properties. It reverted back in ''VideoGame/StarFox64'', where you could only play as characters other than Fox in multiplayer, and that being a purely cosmetic choice. Things stayed that way until ''VideoGame/StarFoxAssault'', which gave the players different stats on the ground (health, running speed, accuracy with weapons) and different strengths in vehicles (Falco was the best Arwing pilot, Slippy was the best Landmaster driver, Fox was a JackOfAllStats, etc.). ''VideoGame/StarFoxCommand'' took things even further and finally incorporated the different ships choices from ''Star Fox 2''.

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* One accusation made toward ''VideoGame/StarCraft'' ''Franchise/StarCraft'' is referenced in one of Artanis' StopPokingMe lines: "This is ''not'' ''VideoGame/{{WarCraft}}'' [[RecycledInSpace ''VideoGame/{{Warcraft}}'' [[RecycledWithAGimmick in space!]] It's much more sophisticated!" The original ''[=StarCraft=]'' ''VideoGame/StarCraftI'' is indeed very similar to the later ''[=WarCraft=]'' ''Warcraft'' titles, but the two have since diverged, especially as ''[=WarCraft=]'' ''Warcraft'' transformed into [[VideoGame/WorldOfWarcraft an MMORPG]].
* In the ''VideoGame/StarFox'' ''Franchise/StarFox'' series, all of Fox's wingmen were pretty much the same at the beginning, other than in personality. This was changed in the unreleased ''VideoGame/StarFox2'', which allowed you to choose your character, with each flying a different ship with different properties. It reverted back in ''VideoGame/StarFox64'', where you could only play as characters other than Fox in multiplayer, and that being a purely cosmetic choice. Things stayed that way until ''VideoGame/StarFoxAssault'', which gave the players different stats on the ground (health, running speed, accuracy with weapons) and different strengths in vehicles (Falco was the best Arwing pilot, Slippy was the best Landmaster driver, Fox was a JackOfAllStats, etc.). ''VideoGame/StarFoxCommand'' took things even further and finally incorporated the different ships choices from ''Star Fox 2''.

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* In ''[[VideoGame/NintendoWars Advance Wars]]'', Andy's villainous clone was originally [[MirrorMatch a copy-paste of him.]] The VideoGameRemake made the Andy Clone a separate character with his own portraits and voice acting, though he's still a MovesetClone of Andy in function.



* ''VideoGame/BlazBlue'': Zig-zagged with Nu-13 and Lambda-11. Nu was written out after the first game, with Lambda replacing her with some balance changes (Nu was still present as her [[SuperMode Unlimited Form]]). Lambda was written out after the second, with Nu coming back with the ability to use both movesets, ''then'' in the UpdatedRerelease, Lambda came back, Nu lost the extra moves, and while the two do still have very similar movesets, their Drives (character specific gimmick) and Overdrives (temporary power up) work differently, Lambda going for quality and Nu for quantity.
** This extends to their characterizations. Both started as [[EmptyShell tortured automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]
** [[spoiler: Defied for the following pairs; Jin and Hakumen, Noel and Mu-12, Tsubaki and Izayoi, Hazama and Terumi; despite those pairs being ''the exact same person'', they have nothing in common (sans Jin and Hakumen sharing a super)]]

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* ''VideoGame/BlazBlue'': ''Franchise/BlazBlue'':
**
Zig-zagged with Nu-13 and Lambda-11. Nu was written out after the first game, with Lambda replacing her with some balance changes (Nu was still present as her [[SuperMode Unlimited Form]]). Lambda was written out after the second, with Nu coming back with the ability to use both movesets, ''then'' in the UpdatedRerelease, Lambda came back, Nu lost the extra moves, and while the two do still have very similar movesets, their Drives (character specific gimmick) and Overdrives (temporary power up) work differently, Lambda going for quality and Nu for quantity.
**
quantity. This extends to their characterizations. Both started as [[EmptyShell tortured automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]
** [[spoiler: Defied [[spoiler:Defied for the following pairs; Jin and Hakumen, Noel and Mu-12, Tsubaki and Izayoi, Hazama and Terumi; despite those pairs being ''the exact same person'', they have nothing in common (sans Jin and Hakumen sharing a super)]]super).]]



* ''VideoGame/NintendoWars'': In ''Advance Wars'', Andy's villainous clone was originally [[MirrorMatch a copy-paste of him]]. The VideoGameRemake made the Andy Clone a separate character with his own portraits and voice acting, though he's still a MovesetClone of Andy in function.



* The ''{{VideoGame/Persona 3}}'' and ''{{VideoGame/Persona 4}}'' crossover, ''VideoGame/PersonaQShadowOfTheLabyrinth'', did this for both its main protagonists and the {{Mission Control}}s Fuuka and Rise.

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* The ''{{VideoGame/Persona 3}}'' ''VideoGame/Persona3'' and ''{{VideoGame/Persona 4}}'' crossover, ''VideoGame/PersonaQShadowOfTheLabyrinth'', did ''VideoGame/Persona4'' crossover ''VideoGame/PersonaQShadowOfTheLabyrinth'' does this for both its main protagonists and the {{Mission Control}}s Fuuka and Rise.



* Done with several boss characters in ''VideoGame/{{Tekken}}'':

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* Done with several boss characters in ''VideoGame/{{Tekken}}'':''Franchise/{{Tekken}}'':



** Much like Jin above, Asuka started as a SuspiciouslySimilarSubstitute for Jun when she debuted in ''Tekken 5''. Asuka would become less like Jun overtime, so by the time Jun herself returned for ''Tag Tournament 2'', their movesets shared little similarity.

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** Much like Jin above, Asuka started as a SuspiciouslySimilarSubstitute for Jun when she debuted in ''Tekken 5''.''VideoGame/Tekken5''. Asuka would become less like Jun overtime, so by the time Jun herself returned for ''Tag Tournament 2'', their movesets shared little similarity.



*** In the first game, Jack, P. Jack, Kuma and Ganryu used almost entirely the same moveset. This was expanded slightly in ''Tekken 2'', giving them individual special moves, but they still had a lot of the core moves. P. Jack notably introduced his flight ability. ''Tekken 3'' sought to resolve the similarities by getting rid of clone characters, so it removed Ganryu, only included one Jack (Gun Jack) who had P. Jack's introduced moves, and introduced Kuma's son, [[{{Flanderization}} who can't hit as hard as the original Kuma]] and has some [[JokeCharacter comedy special moves]], as well as his clone, Panda. Ganryu was absent from ''Tekken 4'' as well but had an updated moveset when he returned in ''Tekken 5''. Also in ''Tekken 5'', Kuma and Ganryu were both given different punch moves to differentiate them from Jack-5. By ''Tekken Tag Tournament 2'' you can play as all four and they are all sufficiently different.

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*** In the first game, Jack, P. Jack, Kuma and Ganryu used almost entirely the same moveset. This was expanded slightly in ''Tekken 2'', giving them individual special moves, but they still had a lot of the core moves. P. Jack notably introduced his flight ability. ''Tekken 3'' sought to resolve the similarities by getting rid of clone characters, so it removed Ganryu, only included one Jack (Gun Jack) who had P. Jack's introduced moves, and introduced Kuma's son, [[{{Flanderization}} who can't hit as hard as the original Kuma]] and has some [[JokeCharacter comedy special moves]], as well as his clone, Panda. Ganryu was absent from ''Tekken 4'' ''VideoGame/Tekken4'' as well but had an updated moveset when he returned in ''Tekken 5''. Also in ''Tekken 5'', Kuma and Ganryu were both given different punch moves to differentiate them from Jack-5. By ''Tekken Tag Tournament 2'' you can play as all four and they are all sufficiently different.

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** In ''VideoGame/SuperSmashBrosBrawl'', the characters that were clones in ''Melee'' got more of this to the point that there are no true clones in ''Brawl''; there are only semi-clones. This continued onward into ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', with Dr. Mario becoming more of a MightyGlacier compared to Mario than in ''Melee'', while retaining similar (but not the same) movesets. Roy also received significant changes when he was released as DLC, gaining a different stance and attack animations from Marth and turning him into a true LightningBruiser.

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** In ''VideoGame/SuperSmashBrosBrawl'', the characters that were clones in ''Melee'' got more of this to the point that there are no true clones in ''Brawl''; there are only semi-clones. This continued onward into ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', with Dr. Mario becoming more of a MightyGlacier compared to Mario than in ''Melee'', while retaining similar (but not the same) movesets. Roy also received significant changes when he was released as DLC, gaining a different stance and attack animations from Marth and turning him into a true LightningBruiser.LightningBruiser as well as taking advantage the critical hitbox of his sword.


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** A play on this trope occurs to returning characters Young Link and Pichu in ''VideoGame/SuperSmashBrosUltimate''. They still play as they were in ''Melee'', but because their "originals" Link and Pikachu changed so much over the installments, their "clone" aspect is practically removed.
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***This comes to a head with Chameleon and Khameleon in ''Trilogy'', both of whom are exact replicas of every other male and female ninja, respectively. They would switch between playstyles of the other ninjas at random. When they returned for ''Mortal Kombat Armageddon'', they were only given select special moves from the other ninjas, and their own combos.
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** Much like Tanya and Jarek above, Shinnok from the same game was also a SuspiciouslySimilarSubstitute, in this case for Shang Tsung. Like Shang Tsung, he could steal other's movesets, however, unlike Shang Tsung, he couldn't completely morph into that character. Come ''Armageddon'' (the first and so far, only game with them both playable), Shinnok lost this ability, and was given more moves of his own.
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** Much like Jin above, Asuka started as a SuspiciouslySimilarSubstitute for Jun when she debuted in '"Tekken 5''. Asuka would become less like Jun overtime, so by the time Jun herself returned for ''Tag Tournament 2'', their movesets shared little similarity.

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** Much like Jin above, Asuka started as a SuspiciouslySimilarSubstitute for Jun when she debuted in '"Tekken ''Tekken 5''. Asuka would become less like Jun overtime, so by the time Jun herself returned for ''Tag Tournament 2'', their movesets shared little similarity.
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** Much like Jin above, Asuka started as a SuspiciouslySimilarSubstitute for Jun when she debuted in '"Tekken 5''. Asuka would become less like Jun overtime, so by the time Jun herself returned for ''Tag Tournament 2'', their movesets shared little similarity.
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renamed to Clone Angst


** This extends to their characterizations. Both started as [[CloningBlues tortured]] [[EmptyShell automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]

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** This extends to their characterizations. Both started as [[CloningBlues tortured]] [[EmptyShell tortured automatons]] who obeyed without question and eventually became childlike, but in different ways. Nu is a [[OmnicidalManiac world-hating]] {{Yandere}} who wants to kill/screw/fuse with her [[VillainousIncest "brother"]] Ragna [[MasochismTango and views their fights as a budding romance]]. Lambda is mostly innocent and [[TheWorldIsJustAwesome curious about the world]], has a healthy relationship with her [[BigBrotherInstinct "big sister"]] Noel and only fights because Kokonoe [[ShootTheDog reluctantly orders her to.]]



* ''VideoGame/BloodyRoar 2'' handles this rather oddly: for starters, the clone character, Shenlong, is [[CloningBlues a literal clone]] of the returning character Long. On top of that, it's ''Long'' who gets a new moveset, while Shenlong has Long's moves from the first game. From ''3'' on they switched, with Long getting his old moves back and Shenlong getting a similar but simplified moveset. Similar cases involve Yugo and Uriko, whose movesets changed rather drastically in the second game (Yugo going from an untrained kid to a professional boxer, Uriko going from a BrainwashedAndCrazy {{Super|Soldier}}-{{Child Soldier|s}} as the FinalBoss to a playable student of the aforementioned Long) and, respectively, Fang (secret character in ''Extreme'' who shares Yugo's moveset from the first game) and Uranus (secret character in ''3'' onwards who is essentially a playable version of final-boss Uriko). More traditional examples involve Shina (the adopted daughter of Gado) and the second Bakuryu and Kohryu (respectively the {{legacy|Character}} and a resurrected mecha-clone of the original Bakuryu), who play rather similarly to, but still distinctive from their originators. Not to mention as well Jenny and Stun, who are straight-up [[SuspiciouslySimilarSubstitute replacements]] for Fox and Mitsuko and keep their general playstyles while adding more moves to make them unique.

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* ''VideoGame/BloodyRoar 2'' handles this rather oddly: for starters, the clone character, Shenlong, is [[CloningBlues a literal clone]] clone of the returning character Long. On top of that, it's ''Long'' who gets a new moveset, while Shenlong has Long's moves from the first game. From ''3'' on they switched, with Long getting his old moves back and Shenlong getting a similar but simplified moveset. Similar cases involve Yugo and Uriko, whose movesets changed rather drastically in the second game (Yugo going from an untrained kid to a professional boxer, Uriko going from a BrainwashedAndCrazy {{Super|Soldier}}-{{Child Soldier|s}} as the FinalBoss to a playable student of the aforementioned Long) and, respectively, Fang (secret character in ''Extreme'' who shares Yugo's moveset from the first game) and Uranus (secret character in ''3'' onwards who is essentially a playable version of final-boss Uriko). More traditional examples involve Shina (the adopted daughter of Gado) and the second Bakuryu and Kohryu (respectively the {{legacy|Character}} and a resurrected mecha-clone of the original Bakuryu), who play rather similarly to, but still distinctive from their originators. Not to mention as well Jenny and Stun, who are straight-up [[SuspiciouslySimilarSubstitute replacements]] for Fox and Mitsuko and keep their general playstyles while adding more moves to make them unique.



* ''VideoGame/KidIcarus'' has a rather strange example in that it originated in an entirely different series: Pit has a PaletteSwap in ''VideoGame/SuperSmashBrosBrawl'' which gave him black hair and black wings, but it differed in appearance only. In ''VideoGame/KidIcarusUprising'' they took that palette swap and turned him into the anti-hero Dark Pit, with an entirely different personality and having layers of depth. In the ''Kid Icarus'' canon Dark Pit spends the first 15 minutes of his existence thinking he's the real Pit, and for most of the game [[CloningBlues he's really bitter about being a clone]], seen by the world as little more than an EvilKnockoff. Eventually he finds out that GoodFeelsGood (in contrast to regular Pit who indulges in the KnightInShiningArmor image) and settles into a comfortable rhythm. Things came full circle in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', in which Dark Pit is a separate character from Pit, but with almost no difference in moveset (which the following game would term an "Echo Fighter") and little opportunity to display the difference in personality.

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* ''VideoGame/KidIcarus'' has a rather strange example in that it originated in an entirely different series: Pit has a PaletteSwap in ''VideoGame/SuperSmashBrosBrawl'' which gave him black hair and black wings, but it differed in appearance only. In ''VideoGame/KidIcarusUprising'' they took that palette swap and turned him into the anti-hero Dark Pit, with an entirely different personality and having layers of depth. In the ''Kid Icarus'' canon Dark Pit spends the first 15 minutes of his existence thinking he's the real Pit, and for most of the game [[CloningBlues [[CloneAngst he's really bitter about being a clone]], seen by the world as little more than an EvilKnockoff. Eventually he finds out that GoodFeelsGood (in contrast to regular Pit who indulges in the KnightInShiningArmor image) and settles into a comfortable rhythm. Things came full circle in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', in which Dark Pit is a separate character from Pit, but with almost no difference in moveset (which the following game would term an "Echo Fighter") and little opportunity to display the difference in personality.
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** ''VideoGame/SuperMarioSunshine'' had a quintet of Toads that accompanied Mario, Peach, and Toadsworth for the game, who looked identical aside from color and did not have distinct traits. ''VideoGame/SuperMarioGalaxy'' has the Toad Brigade, a quintet of Toads that share the same colors as the group in ''Sunshine'', but have more distinct roles: The Blue Toad wears glasses and gives hints, the Yellow Toad is a {{sleepyhead}}, the Green Toad runs a banking system and is often seen digging with a pickaxe, the Purple Toad delivers letters, and the Red Toad would become Captain Toad. It is not confirmed if these are the same Toads as the ones from ''Sunshine'', but they fall under the same general role as the main Toad [=NPCs=] for the game.
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** In the original Arcade version of ''Soul Edge'', Mitsurugi was in the game by default, but he could be replaced by Hwang if the owner of the cabinet wished. This was done primarily for the Korean market, where samurai are a touchy subject due to previous conflicts between them and Japan. In this version of the game, the two characters share the same moves. However, when a new version of ''Soul Edge'' was created due to the original being widely considered too hard, Hwang was added to the main roster (along with boss character Cervantes), and his moveset was differentiated substantially. This was carried through to the Playstation version (renamed ''Soulblade'' in Europe), where Hwang ended up having his own clone character, Han Myong, who only appeared in that game.

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** In the original Arcade version of ''Soul Edge'', Mitsurugi was in the game by default, but he could be replaced by Hwang if the owner of the cabinet wished. This was done primarily for the Korean market, where samurai are a touchy subject due to previous conflicts between them Korea and Japan. In this version of the game, the two characters share the same moves. However, when a new version of ''Soul Edge'' was created due to the original being widely considered too hard, Hwang was added to the main roster (along with boss character Cervantes), and his moveset was differentiated substantially. This was carried through to the Playstation version (renamed ''Soulblade'' in Europe), where Hwang ended up having his own clone character, Han Myong, who only appeared in that game.
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** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own distinct abilities, and the three male ninjas were joined by the ladies Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves. Once the games went 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, making them all as distinct from each other as the non-ninja Kombatants. Appearance-wise, the three most drastic changes were giving Rain a flowing cape, making Reptile more animalistic,[[note]]Though ''VideoGame/MortalKombat1'' establishes that he has an innate ability to switch between a human and lizard form[[/note]] and giving Ermac a floating stance and mummy-like costume.

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** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own distinct unique abilities, and the three male ninjas were joined by the ladies palette-swapped Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves. moves by that point. Once the games went 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, making them all as distinct from each other as the non-ninja Kombatants.characters. Appearance-wise, the three most drastic changes were giving Rain a flowing cape, making Reptile more animalistic,[[note]]Though ''VideoGame/MortalKombat1'' establishes that he has an innate ability to switch between a human and lizard form[[/note]] and giving Ermac a floating stance and mummy-like costume.
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** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own distinct abilities, and the three male ninjas were joined by the ladies Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves. Once the games became 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, given them completely unique fighting styles. Appearance-wise, the two most drastic changes were making Reptile more animalistic and giving Ermac a floating stance and mummy-like costume.

to:

** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own distinct abilities, and the three male ninjas were joined by the ladies Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves. Once the games became went 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, given making them completely unique fighting styles. all as distinct from each other as the non-ninja Kombatants. Appearance-wise, the two three most drastic changes were giving Rain a flowing cape, making Reptile more animalistic animalistic,[[note]]Though ''VideoGame/MortalKombat1'' establishes that he has an innate ability to switch between a human and lizard form[[/note]] and giving Ermac a floating stance and mummy-like costume.
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** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own distinct abilities, and the three ninjas were joined by the ladies Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves. Once the games became 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, given them completely unique fighting styles. Appearance-wise, the two most drastic changes were making Reptile more animalistic and giving Ermac a floating stance and mummy-like costume.

to:

** The series is infamous for its PaletteSwap ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion, Sub Zero, and Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves and standing animations, while Reptile was a hidden boss with both Sub-Zero's and Scorpion's signature moves. In ''VideoGame/MortalKombatII'', Reptile was made playable and given his own distinct abilities, and the three male ninjas were joined by the ladies Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette-swapped male ninjas, four palette-swapped female ninjas, and three [[NinjaPirateZombieRobot cyborg ninjas]], but they were all given distinct backstories and special moves. Once the games became 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves, given them completely unique fighting styles. Appearance-wise, the two most drastic changes were making Reptile more animalistic and giving Ermac a floating stance and mummy-like costume.
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** Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[PrefersGoingBarefoot going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
** There are also the Qunari; they were tall, dark-skinned humans with white hair in ''Origins'', to the point that party member Sten didn't look like a different race at all other than his height. As of ''II'', Qunari were given more distinct features, namely horns and grayish skin, and Sten was retconned in the expanded material into being one of the rare few born without horns.

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** Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[PrefersGoingBarefoot going barefoot]] (compare barefoot]]. Compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
DA2]]. Also, Dalish elves not raised in human lands have Welsh accents.
** There are also the Qunari; they were tall, dark-skinned humans with white hair in ''Origins'', to the point that party member Sten didn't look like a different race at all other than his height. As of ''II'', Qunari were given more distinct features, namely horns and grayish skin, and Sten was retconned in the expanded material into being one of the rare few born without horns.
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** The series was infamous for having several PaletteSwap characters. It started with Scorpion and Sub Zero--same sprite, same basic moves, different special moves, different standing animations. Then they added Reptile as a hidden boss--the same sprite, only green, and with both Sub-Zero's and Scorpion's special moves. Several sequels and home versions later, there were eight palette swapped male ninjas, four palette swapped female ninjas, and three [[NinjaPirateZombieRobot palette swapped cyborg ninjas]]. Once the games became 3D, all characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves. Appearance-wise, the two most drastic changes were making Reptile more animalistic and giving Ermac a floating stance and mummy-like costume.

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** The series was is infamous for having several its PaletteSwap characters. ninjas, which was initially a way to add more characters to the game while [[SerendipityWritesThePlot conserving limited memory]]. It started in ''VideoGame/MortalKombat1992'' with Scorpion Scorpion, Sub Zero, and Sub Zero--same sprite, Reptile. They had the same sprite but in different colors (yellow, blue, and green respectively), and had the same basic moves, but Scorpion and Sub-Zero had different special moves, different moves and standing animations. Then they added animations, while Reptile as was a hidden boss--the same sprite, only green, and boss with both Sub-Zero's and Scorpion's special signature moves. Several sequels In ''VideoGame/MortalKombatII'', Reptile was made playable and home versions later, given his own distinct abilities, and the three ninjas were joined by the ladies Kitana and Mileena as regular characters, along with the hidden bosses Jade,[[note]]a green female ninja with Kitana's moves and immunity to projectiles[[/note]] Smoke, and Noob Saibot.[[note]]Both male ninjas--grey and black respectively--with Scorpion's moves[[/note]] By ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which closed out the franchise's 2D era, there were eight palette swapped palette-swapped male ninjas, four palette swapped palette-swapped female ninjas, and three [[NinjaPirateZombieRobot palette swapped cyborg ninjas]]. ninjas]], but they were all given distinct backstories and special moves. Once the games became 3D, all the "ninja" characters were each given a unique model and, since they were no longer sharing the same digitized sprites, they could have different basic moves.moves, given them completely unique fighting styles. Appearance-wise, the two most drastic changes were making Reptile more animalistic and giving Ermac a floating stance and mummy-like costume.
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Does Not Like Shoes has been renamed and redefined to focus on characters that explicitly or implicitly state a preference for going barefoot. Removing misuse


** Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[DoesNotLikeShoes going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).

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** Elves in ''VideoGame/DragonAgeOrigins'' were short humans with pointed ears. In ''VideoGame/DragonAgeII'', the elves have acquired a much more distinct facial structure and a cultural preference for [[DoesNotLikeShoes [[PrefersGoingBarefoot going barefoot]] (compare [[http://images2.wikia.nocookie.net/__cb20100116162230/dragonage/images/3/33/NPC-Marethari.png Marethari in Origins]] to [[http://images.wikia.com/dragonage/images/b/b6/MarethariDAII.png Marethari in DA2]]).
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* In ''[[VideoGame/NintendoWars Advance Wars'', Andy's villainous clone was originally [[MirrorMatch a copy-paste of him.]] The VideoGameRemake made the Andy Clone a separate character with his own portraits and voice acting, though he's still a MovesetClone of Andy in function.

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* In ''[[VideoGame/NintendoWars Advance Wars'', Wars]]'', Andy's villainous clone was originally [[MirrorMatch a copy-paste of him.]] The VideoGameRemake made the Andy Clone a separate character with his own portraits and voice acting, though he's still a MovesetClone of Andy in function.

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