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merging Smash examples


** [[VideoGame/Persona5 Joker's]] Final Smash "All-Out Attack" is captured footage from his game, with one variant featuring the founding members of the Phantom Thieves, and the second one featuring the latter members.
** Deliberately invoked with the ''VideoGame/{{Minecraft}}'' content to keep with its out-of-place nature, which entirely consists of full model and texture rips from the source games for graphics and Steve's Final Smash "House of Boom" features edited gameplay footage of a castle stuffed with hostile Mobs and TNT blowing up.



* ''VideoGame/SuperSmashBrosUltimate'':
** [[VideoGame/Persona5 Joker's]] Final Smash "All-Out Attack" is captured footage from his game, with one variant featuring the founding members of the Phantom Thieves, and the second one featuring the latter members.
** Deliberately invoked with the ''VideoGame/{{Minecraft}}'' content to keep with its out-of-place nature, which entirely consists of full model and texture rips from the source games for graphics and Steve's Final Smash "House of Boom" features edited gameplay footage of a castle stuffed with hostile Mobs and TNT blowing up.
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* ''[[VideoGame/PuyoPuyo Puyo Puyo eSports]]'' has a LOT of assets from ''VideoGame/PuyoPuyoTetris'', and the most of the character artwork is edited from the mobile title ''Puyo Puyo Quest''.

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* ''[[VideoGame/PuyoPuyo Puyo Puyo eSports]]'' has a LOT of assets from ''VideoGame/PuyoPuyoTetris'', and the most of the character artwork is edited from the mobile title ''Puyo Puyo Quest''.''VideoGame/PuyoPuyoQuest''.
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Minor fixes.


** ''VideoGame/FinalFantasyIVTheAfterYears'' mostly averts this, as it uses an updated sprite system over ''IV'' that is a middle ground between it and ''VI''. However, it does reuse sprites from ''IV'' wholesale as a MythologyGag for flashbacks and visions, as it makes sense (sort of) that the characters would look like they did in the original game in those circumstances. The game also reused sprites from the Gameboy Advance ports of ''I'', ''II'', ''IV'', ''V'', and ''VI'', particularly for enemies specifically from those games that appear in this one as bosses. This then became recursive when ''IV'' got an i-mode update for mobile that reuses assets from ''The After Years''.

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** ''VideoGame/FinalFantasyIVTheAfterYears'' mostly averts this, as it uses an updated sprite system over ''IV'' that is a middle ground between it and ''VI''. However, it does reuse sprites from ''IV'' wholesale as a MythologyGag for flashbacks and visions, as it makes sense (sort of) that the characters would look like they did in the original game in those circumstances. The game also reused sprites from the Gameboy Game Boy Advance ports of ''I'', ''II'', ''IV'', ''V'', and ''VI'', particularly for enemies specifically from those games that appear in this one as bosses. This then became recursive when ''IV'' got an i-mode update for mobile that reuses assets from ''The After Years''.



** The ''Pixel Remaster'' ports of the first six games all share assets to some extent, including sprites, tilemaps, animations, and sound effects. Once again this is downplayed with ''VI'' due to its different art style, though one may still notice some sounds in the other five games were taken from (or at least based on) previous ports of ''VI''. All of the ''Pixel Remaster'' games also reuse some sprites, particularly enemies, from their Gameboy Advance ports, with the exception of ''III'' (which didn't have such a port).

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** The ''Pixel Remaster'' ports of the first six games all share assets to some extent, including sprites, tilemaps, animations, and sound effects. Once again this is downplayed with ''VI'' due to its different art style, though one may still notice some sounds in the other five games were taken from (or at least based on) previous ports of ''VI''. All of the ''Pixel Remaster'' games also reuse some sprites, particularly enemies, from their Gameboy Game Boy Advance ports, with the exception of ''III'' (which didn't have such a port).



** ''VideoGame/FinalFantasyRecordKeeper'' reuses sprites from the Gameboy Advance ports of the first six games sans ''III'', since it didn't have a 2D version beyond the original NES. Things once again came conveniently full circle when the ''Pixel Remaster'' port of ''III'' reused the sprites from ''Record Keeper'' for its enemies. ''Record Keeper'' also reuses sprites from ''Pictologica Final Fantasy'' which that game had already made to represent enemies and characters from other titles. Curiously, this is averted for the one game whose ''Record Keeper'' art style is deliberately invoking, ''Final Fantasy VI''; while they look identical at a glance, there are very slight differences between the ''Record Keeper'' and ''VI'' sprites, and a handful of character animations are totally different.

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** ''VideoGame/FinalFantasyRecordKeeper'' reuses sprites from the Gameboy Game Boy Advance ports of the first six games sans ''III'', since it didn't have a 2D version beyond the original NES. Things once again came conveniently full circle when the ''Pixel Remaster'' port of ''III'' reused the sprites from ''Record Keeper'' for its enemies. ''Record Keeper'' also reuses sprites from ''Pictologica Final Fantasy'' which that game had already made to represent enemies and characters from other titles. Curiously, this is averted for the one game whose ''Record Keeper'' art style is deliberately invoking, ''Final Fantasy VI''; while they look identical at a glance, there are very slight differences between the ''Record Keeper'' and ''VI'' sprites, and a handful of character animations are totally different.
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* ''VideoGame/EndlessOcean: Blue World'' reuses a lot of assets from the first game, from fish models to background textures. ''VideoGame/EndlessOceanLuminous'', going by the trailer and pre-release screenshots, seems to draw models from Creator/{{Arika}}'s 2015 mobile fishing game ''Sakana Collection''.
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* ''VideoGame/BanjoKazooie'', ''VideoGame/BanjoTooie'', ''VideoGame/DonkeyKong64'' and ''VideoGame/ConkersBadFurDay'' all reuse multiple assets between games, especially noticeable with the sounds. Since they were all made with the same engine for [[UsefulNotes/{{Nintendo64}} the same console]] by [[Creator/{{Rare}} the same studio]], this is somewhat understandable.

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* ''VideoGame/BanjoKazooie'', ''VideoGame/BanjoTooie'', ''VideoGame/DonkeyKong64'' and ''VideoGame/ConkersBadFurDay'' all reuse multiple assets between games, especially noticeable with the sounds. Since they were all made with the same engine for [[UsefulNotes/{{Nintendo64}} [[Platform/Nintendo64 the same console]] by [[Creator/{{Rare}} the same studio]], this is somewhat understandable.



** In an unusual example, ''VideoGame/KirbysReturnToDreamLand'' recycled many of its assets, including graphics and music, from the infamous [[{{Vaporware}} canceled]] [=GameCube=] ''Kirby'' game. From there, ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'', ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]'', and ''[[VideoGame/KirbyStarAllies Star Allies]]'' are all built off of the same base engine as ''Return to Dream Land'', and multiple graphics and other assets are reused between games. It's most noticeable with ''Triple Deluxe'' and ''Planet Robobot'', as they're both on UsefulNotes/Nintendo3DS. The series' general director, Shinya Kumazaki, discussed the challenges of this approach on the ''Planet Robobot'' Miiverse community:

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** In an unusual example, ''VideoGame/KirbysReturnToDreamLand'' recycled many of its assets, including graphics and music, from the infamous [[{{Vaporware}} canceled]] [=GameCube=] ''Kirby'' game. From there, ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'', ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]'', and ''[[VideoGame/KirbyStarAllies Star Allies]]'' are all built off of the same base engine as ''Return to Dream Land'', and multiple graphics and other assets are reused between games. It's most noticeable with ''Triple Deluxe'' and ''Planet Robobot'', as they're both on UsefulNotes/Nintendo3DS.Platform/Nintendo3DS. The series' general director, Shinya Kumazaki, discussed the challenges of this approach on the ''Planet Robobot'' Miiverse community:



** The UsefulNotes/NintendoGameCube titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', and the UsefulNotes/{{Wii}} title ''Pokémon Battle Revolution'', use slightly updated models and animations from the UsefulNotes/Nintendo64 ''VideoGame/PokemonStadium'' games for the first two generations' Pokémon.

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** The UsefulNotes/NintendoGameCube Platform/NintendoGameCube titles ''VideoGame/PokemonColosseum'' and ''VideoGame/PokemonXDGaleOfDarkness'', and the UsefulNotes/{{Wii}} Platform/{{Wii}} title ''Pokémon Battle Revolution'', use slightly updated models and animations from the UsefulNotes/Nintendo64 Platform/Nintendo64 ''VideoGame/PokemonStadium'' games for the first two generations' Pokémon.



To give a major example, if not ''the'' most egregious in the series: ''Anime/MobileSuitZetaGundam'' is a show that appears a lot in the franchise, and the Methuss is simultaneously a pretty crappy mech that no one really cares about, and almost impossible to drop from the games since it belongs to Kamille's best friend/maybe love interest Fa. As a result, it's been using the same set of animations since ''[[VideoGame/SuperRobotWarsZ 2008]]'', with the only improvement being an upscaling of the sprites when the series moved to HD consoles. The ArtEvolution ''really'' makes it stand out in the crowd (even the other ''Zeta'' mechs have seen major upgrades over the years) and yet it's still the same, wielding UsefulNotes/PlayStation2-era sprites with pride even as the series moved to UsefulNotes/TheEighthGenerationOfConsoleVideoGames.

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To give a major example, if not ''the'' most egregious in the series: ''Anime/MobileSuitZetaGundam'' is a show that appears a lot in the franchise, and the Methuss is simultaneously a pretty crappy mech that no one really cares about, and almost impossible to drop from the games since it belongs to Kamille's best friend/maybe love interest Fa. As a result, it's been using the same set of animations since ''[[VideoGame/SuperRobotWarsZ 2008]]'', with the only improvement being an upscaling of the sprites when the series moved to HD consoles. The ArtEvolution ''really'' makes it stand out in the crowd (even the other ''Zeta'' mechs have seen major upgrades over the years) and yet it's still the same, wielding UsefulNotes/PlayStation2-era Platform/PlayStation2-era sprites with pride even as the series moved to UsefulNotes/TheEighthGenerationOfConsoleVideoGames.MediaNotes/TheEighthGenerationOfConsoleVideoGames.
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** The ''Pixel Remaster'' ports of the first six games all share assets to some extent, including sprites, tilemaps, animations, and sound effects. Once again this is downplayed with ''VI'' due to its different art style, though one may still notice some sounds in the other five games were taken from (or at least based on) previous ports of ''VI''.

to:

** The ''Pixel Remaster'' ports of the first six games all share assets to some extent, including sprites, tilemaps, animations, and sound effects. Once again this is downplayed with ''VI'' due to its different art style, though one may still notice some sounds in the other five games were taken from (or at least based on) previous ports of ''VI''. All of the ''Pixel Remaster'' games also reuse some sprites, particularly enemies, from their Gameboy Advance ports, with the exception of ''III'' (which didn't have such a port).
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** 'The 2010s mobile port of ''Final Fantasy V'' reuses several sprites from ''VideoGame/FinalFantasyDimensions'', most noticeably the Wyvern, Chocobos, and Moogles. Though this once again makes sense since ''Dimensions'' was already intended to be a StylisticCallback to the older ''Final Fantasy'' games and several designs for monsters and [=NPCs=] were based on specific instances from those titles, so some its sprites looking identical to ''V'' was intentional and reusing them for ''V'' itself brought them full circle.


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** ''VideoGame/StrangerOfParadiseFinalFantasyOrigin'' reuses some assets from ''VideoGame/DissidiaFinalFantasyNT'', specifically [[spoiler:the models for the Warrior of Light and the Emperor.]]
** ''VideoGame/FinalFantasyRecordKeeper'' reuses sprites from the Gameboy Advance ports of the first six games sans ''III'', since it didn't have a 2D version beyond the original NES. Things once again came conveniently full circle when the ''Pixel Remaster'' port of ''III'' reused the sprites from ''Record Keeper'' for its enemies. ''Record Keeper'' also reuses sprites from ''Pictologica Final Fantasy'' which that game had already made to represent enemies and characters from other titles. Curiously, this is averted for the one game whose ''Record Keeper'' art style is deliberately invoking, ''Final Fantasy VI''; while they look identical at a glance, there are very slight differences between the ''Record Keeper'' and ''VI'' sprites, and a handful of character animations are totally different.

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