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* ''Videogame/{{Starcraft}}'': The two campaigns for each race in the original game and its expansion ''Brood War'' had ten missions each, witht he exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
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* ''Videogame/{{Starcraft}}'': The two campaigns for each race in the original game and its expansion ''Brood War'' had ten missions each, witht he with the exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
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* ''VideoGame/{{Pikmin}}'': [[VideoGame/Pikmin1 The first game]] has players collect thirty ship parts on a thirty-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''VideoGame/Pikmin2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
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* ''VideoGame/{{Pikmin}}'': [[VideoGame/Pikmin1 [[VideoGame/Pikmin2001 The first game]] has players collect thirty ship parts on a thirty-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''VideoGame/Pikmin2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
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** ''VideoGame/MarioKartSuperCircuit'' has 40 tracks (20 new tracks, and 20 rearranged tracks from ''Super Mario Kart''), whereas ''Super'' itself, ''64'' and the later ''Double Dash!!'' have only 20, 16 and 16 respectively. ''VideoGame/MarioKartDS'' brought back the idea of NostalgiaLevel cups, this time including retro tracks from all of its predecessors, ramping the amount to 32 tracks. This has been a steady amount for the following games until ''VideoGame/MarioKart8'' (first by way of DownloadableContent and then with its ''Deluxe'' port on the UsefulNotes/NintendoSwitch) provided another major bump for a total of '''48''' tracks.
*** And now with the Deluxe port getting its own DLC, that number will eventually double again, totalling 96 courses.
*** And now with the Deluxe port getting its own DLC, that number will eventually double again, totalling 96 courses.
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** ''VideoGame/MarioKartSuperCircuit'' has 40 tracks (20 new tracks, and 20 rearranged tracks from ''Super Mario Kart''), whereas ''Super'' itself, ''64'' and the later ''Double Dash!!'' have only 20, 16 and 16 respectively. ''VideoGame/MarioKartDS'' brought back the idea of NostalgiaLevel cups, this time including retro tracks from all of its predecessors, ramping the amount to 32 tracks. This has been a steady amount for the following games until ''VideoGame/MarioKart8'' (first by way of DownloadableContent and then with its ''Deluxe'' port on the UsefulNotes/NintendoSwitch) provided another major bump for a total of '''48''' tracks.
*** And now withtracks. The port's own DLC aimed to increase the Deluxe port getting its own DLC, that number will eventually double yet again, totalling 96 this time clocking at ''96'' courses.
*** And now with
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*** And now with the Deluxe port getting its own DLC, that number will eventually double again, totalling 96 courses.
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removed an Up To Eleven wick
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** ''VideoGame/SonicTheHedgehog2'' is longer than its predecessor, having eight full zones compared to the original's six. ''VideoGame/Sonic3AndKnuckles'' takes this UpToEleven, with 11 main zones, all of which are MUCH bigger in size and scope than the previous games, and even had to be DividedForPublication due to its size.
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** ''VideoGame/SonicTheHedgehog2'' is longer than its predecessor, having eight full zones compared to the original's six. ''VideoGame/Sonic3AndKnuckles'' takes this UpToEleven, further, with 11 main zones, all of which are MUCH bigger in size and scope than the previous games, and even had to be DividedForPublication due to its size.
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* ''VideoGame/Portal2'' is about three times the length of ''VideoGame/{{Portal}}'', largely because it features a lot more game mechanics (gels, faith plates, excursion funnels, hard light bridges) than the original, as well as a lot more character interactions, and therefore features a lot more levels to give them room to breathe.
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* ''VideoGame/Portal2'' is about three times ''VideoGame/{{Portal|1}}'' was initially treated by Creator/{{Valve|Corporation}} as an experimental BottleEpisode; a short, but sweet experience that was part of The Orange Box, a compilation also including ''VideoGame/HalfLife2'' and ''VideoGame/TeamFortress2''. Once ''Portal'' ended up [[SleeperHit a surprise favorite]], Valve invested a bigger budget and more personnel onto the length of ''VideoGame/{{Portal}}'', largely because it features sequel, ''VideoGame/Portal2''. Due to featuring a lot more game mechanics (gels, faith plates, excursion funnels, hard light bridges) than the original, as well as a lot more character interactions, and therefore features a lot scripted story beats, it's about three times as long, consisting of more levels to give them all the content room to breathe.
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* ''VideoGame/Portal2'' is about three times the length of ''VideoGame/{{Portal}}'', largely because it features a lot more game mechanics (gels, faith plates, excursion funnels, hard light bridges) than the original, as well as a lot more character interactions, and therefore features a lot more levels to give them room to breathe.
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* ''VideoGame/Portal2'' is about three times the length of ''VideoGame/{{Portal}}'', largely because it features a lot more game mechanics (gels, faith plates, excursion funnels, hard light bridges) than the original, as well as a lot more character interactions, and therefore features a lot more levels to give them room to breathe.
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* ''VideoGame/{{Pikmin}}'': The original has players collect thirty ship parts on a thirty-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''VideoGame/Pikmin2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
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* ''VideoGame/{{Pikmin}}'': [[VideoGame/Pikmin1 The original first game]] has players collect thirty ship parts on a thirty-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''VideoGame/Pikmin2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
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* ''VideoGame/MetroidPrime2Echoes'': The game is noticeably bigger and longer than its predecessor, ''VideoGame/MetroidPrime'' (and is also longer than the succeeding ''VideoGame/MetroidPrime3Corruption''). Not only are the main regions of Aether larger and more maze-like than those of Tallon IV, but the majority of individual rooms and areas have each their own equivalent in Dark Aether, so you have to explore almost twice as much terrain as you did in the first adventure. The boss battles are much longer as well, and there's a larger amount of collectibles (114, when combining the total of 18 Keys used to open the temples of Dark Aether with the 96 standard pickups[[note]]the completion percentage is then filled with the obtainment of the Luminoth language translators[[/note]]) as well as more extensive catalogue of scannable log entries.
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* ''VideoGame/MetroidPrime2Echoes'': The game is noticeably bigger and longer than its predecessor, ''VideoGame/MetroidPrime'' (and is also longer than the succeeding ''VideoGame/MetroidPrime3Corruption''). Not only are the main regions of Aether larger and more maze-like than those of Tallon IV, but the majority of individual rooms and areas have each their own equivalent in Dark Aether, so you have to explore almost twice as much terrain as you did in the first adventure. The boss battles are much longer as well, and there's a larger amount of collectibles (114, when combining the total of 18 Keys used to open the temples of Dark Aether with the 96 standard pickups[[note]]the completion percentage is then filled with the obtainment of the Luminoth language translators[[/note]]) as well as a more extensive catalogue of scannable log entries.
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** The NES game, however, feature a whopping 10 opponents (plus 3 rematches, for a total of 13 fights) faced in three circuits, with a 14th challenger added for the Western versions serving as the final boss; depending on the version, it's either Mike Tyson or Mr. Dream. There's also a fourth circuit, accessible only by code, with the rather uninspired name "Another World Circuit." It doesn't contain any unique fights, but the fight order is different from the original World Circut, and losing to any opponent ''once'' triggers a GameOver.
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** The NES game, however, feature game features a whopping 10 opponents (plus 3 rematches, for a total of 13 fights) faced in three circuits, with a 14th challenger added for the Western versions serving as the final boss; depending on the version, it's either Mike Tyson or Mr. Dream. There's also a fourth circuit, accessible only by code, with the rather uninspired name "Another World Circuit." It doesn't contain any unique fights, but the fight order is different from the original World Circut, and losing to any opponent ''once'' triggers a GameOver.
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[[folder:Puzzle Games]]
* ''VideoGame/ChipsChallenge'': The original game is already very long, with 149 levels. Then came ''Chip's Challenge 2'' with a whopping ''200'' levels, and many of them have a more complex design due to the larger number of setpieces to deal with. This is also reflected in their respective fan sequels: The four Level Packs built upon the engine of the first game have each 149 levels, while the fan sequel to the second game bumps the total to 200.
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* ''VideoGame/ChipsChallenge'': The original game is already very long, with 149 levels. Then came ''Chip's Challenge 2'' with a whopping ''200'' levels, and many of them have a more complex design due to the larger number of setpieces to deal with. This is also reflected in their respective fan sequels: The four Level Packs built upon the engine of the first game have each 149 levels, while the fan sequel to the second game bumps the total to 200.
[[/folder]]
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This trope is about the duration of a VG sequel being higher than that of its predecessor. What you've described (the setting's scope and stakes increasing with each installment) is an example of Sequel Escalation. And according to the website How Long To Beat, Prime 1 and 3 are roughly the same length, meaning Prime 2 is the only major standout in terms of duration in the main trilogy
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* ''VideoGame/MetroidPrime'', like its 2-D predecessors, sees Samus fighting her way across a large planetary complex. [[VideoGame/MetroidPrime2Echoes The sequel]] takes the fight to not just another planet, but also its parallel DarkWorld. [[VideoGame/MetroidPrime3Corruption The third one]] ups the ante even further, sprawling across a lengthy prologue, three main planets (although they're smaller than in the previous games), a derelict spaceship, and the VeryDefinitelyFinalDungeon on yet another planet.
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* ''VideoGame/MetroidPrime'', like ''VideoGame/MetroidPrime2Echoes'': The game is noticeably bigger and longer than its 2-D predecessors, sees Samus fighting her way across a large planetary complex. [[VideoGame/MetroidPrime2Echoes The sequel]] takes the fight to not just another planet, but predecessor, ''VideoGame/MetroidPrime'' (and is also its parallel DarkWorld. [[VideoGame/MetroidPrime3Corruption The third one]] ups longer than the ante even further, sprawling across a lengthy prologue, three succeeding ''VideoGame/MetroidPrime3Corruption''). Not only are the main planets (although they're smaller regions of Aether larger and more maze-like than those of Tallon IV, but the majority of individual rooms and areas have each their own equivalent in Dark Aether, so you have to explore almost twice as much terrain as you did in the previous games), a derelict spaceship, first adventure. The boss battles are much longer as well, and there's a larger amount of collectibles (114, when combining the VeryDefinitelyFinalDungeon on yet another planet.total of 18 Keys used to open the temples of Dark Aether with the 96 standard pickups[[note]]the completion percentage is then filled with the obtainment of the Luminoth language translators[[/note]]) as well as more extensive catalogue of scannable log entries.
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* Despite having one level less than ''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]]. ''Nuts and Bolts'' is even larger as, despite having only five regular worlds, there a '''ton''' of content in them as well as in the HubLevel (there's now a total of 131 Jiggies instead to collect, for example); it's also be expected considering that it's a vehicle-focused game.
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* ''VideoGame/BanjoKazooie'':
** ''VideoGame/BanjoTooie'': Despite having one level less than''VideoGame/BanjoKazooie'', ''Banjo-Tooie'' the first game, it is notoriously longer ([[SequelDifficultySpike and more difficult]]) due to the levels being much bigger (often approaching the gargantuan size of the ''VideoGame/DonkeyKong64'' levels), a higher number of minigames, bosses and puzzles, and the necessity of traveling between levels (literally, without going through the HubLevel). For a direct comparison, only the first game's ninth level (Click Clock Wood) can rival the complexity and diversity of the first four levels of the second game, and still lose to the likes of [[{{Prehistoria}} Terrydactyland]] and [[EternalEngine Grunty Industries]]. ''Nuts and Bolts'' Industries]].
** ''VideoGame/BanjoKazooieNutsAndBolts'': The game iseven larger bigger than its predecessors as, despite having only five regular worlds, there a '''ton''' of content in them as well as in the HubLevel (there's now a total of 131 Jiggies instead to collect, for example); it's also to be expected considering that it's a vehicle-focused game.
** ''VideoGame/BanjoTooie'': Despite having one level less than
** ''VideoGame/BanjoKazooieNutsAndBolts'': The game is
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* The first five mainline ''VideoGame/EtrianOdyssey'' games have each six strata, while the ''Untold'' remakes of the first two games add one more for a total of seven. ''Nexus''? ''Fourteen'', as it not only has its own strata but also brings back many familiar ones.
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* The first five mainline ''VideoGame/EtrianOdyssey'' games have each six strata, while the ''Untold'' remakes of the first two games add one more for a total of seven. ''Nexus''? ''Fourteen'', It has ''fourteen'', as it not only has its own strata but also brings back many familiar ones.
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* ''VideoGame/MetroidPrime'', like its 2-D predecessors, sees Samus fighting her way across a large planetary complex. [[VideoGame/MetroidPrime2Echoes The sequel]] takes the fight to not just another planet, but also its parallel DarkWorld. [[VideoGame/MetroidPrime3Corruption The third one]] ups the ante even further, sprawling across a lengthy prologue, three main planets (although they're smaller than in the previous games), a derelict spaceship, and the VeryDefinitelyFinalDungeon on yet another planet.
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Grammar. And please link properly
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* VideoGame/DoomEternal has the same amount of levels as it’s [[VideoGame/Doom2016 predecessor]] but ups the ante by having said levels be significantly bigger and having additional side challenges to complete. This is on top of having a hub in between levels. With the two part Ancient Gods DLC included (which Doom 2016 only had for its multiplayer), the game is 6 levels longer.
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* VideoGame/DoomEternal ''VideoGame/DoomEternal'' has the same amount of levels as it’s its [[VideoGame/Doom2016 predecessor]] predecessor]], but ups the ante by having said levels be significantly bigger and having additional side challenges to complete. This is on top of having a hub in between levels. With the two part Ancient Gods DLC included (which Doom 2016 only had for its multiplayer), the game is 6 levels longer.
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[[folder:First Person Shooters]]
* VideoGame/DoomEternal has the same amount of levels as it’s [[VideoGame/Doom2016 predecessor]] but ups the ante by having said levels be significantly bigger and having additional side challenges to complete. This is on top of having a hub in between levels. With the two part Ancient Gods DLC included (which Doom 2016 only had for its multiplayer), the game is 6 levels longer.
[[/folder]]
* VideoGame/DoomEternal has the same amount of levels as it’s [[VideoGame/Doom2016 predecessor]] but ups the ante by having said levels be significantly bigger and having additional side challenges to complete. This is on top of having a hub in between levels. With the two part Ancient Gods DLC included (which Doom 2016 only had for its multiplayer), the game is 6 levels longer.
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[[folder:Shoot-Em-Ups]]
* A full run of ''VideoGame/{{Gradius}} IV: Resurrection'' can take about 35-40 minutes, assuming no deaths. ''Gradius V'' takes ''an hour and a half'' per loop.
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* A full run of ''VideoGame/{{Gradius}} IV: Resurrection'' can take about 35-40 minutes, assuming no deaths. ''Gradius V'' takes ''an hour and a half'' per loop.
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* The first ''VideoGame/WanganMidnightMaximumTune'' game has 60 stages in Story Mode, which is needed to full-tine your vehicle. ''Maximum Tune 2'' ups the number of stages to 80, and ''Maximum Tune 3 Deluxe'' ramps it up to ''100''.
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* The original ''VideoGame/{{Pikmin}}'' had players collect 30 ship parts on a 30-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''Pikmin 2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
* The two campaigns for each race in the original ''Videogame/{{Starcraft}}'' and its expansion ''Brood War'' had ten missions each, witht he exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
* The two campaigns for each race in the original ''Videogame/{{Starcraft}}'' and its expansion ''Brood War'' had ten missions each, witht he exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
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* ''VideoGame/{{Pikmin}}'': The original ''VideoGame/{{Pikmin}}'' had has players collect 30 thirty ship parts on a 30-day thirty-day timer. Even inexperienced players can get multiple parts in one day, and the days are short enough that you can generally beat the whole game in one day if you put some effort into it. However, ''Pikmin 2'' ''VideoGame/Pikmin2'' is significantly longer than the first game as there are 201 collectible treasures, new underground cavern levels, new game modes, new Pikmin types, and a new captain, Louie.
* ''Videogame/{{Starcraft}}'': The two campaigns for each race in the original''Videogame/{{Starcraft}}'' game and its expansion ''Brood War'' had ten missions each, witht he exception of the second Protoss and Terran campaigns, that had 8. The campaign of ''Videogame/StarcraftIIWingsOfLiberty'' is 29 missions long, eleven more missions than both Terran campaigns from vanilla and ''Brood War'' combined, while ''[[Videogame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' and ''[[Videogame/StarcraftIILegacyOfTheVoid Legacy of the Void]]'' have 20 missions each.
* ''Videogame/{{Starcraft}}'': The two campaigns for each race in the original
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** ''VideoGame/SonicTheHedgehog2'' is longer than its predecessor, having eight full zones compared to the original's six. ''VideoGame/Sonic3AndKnuckles'' takes this UpToEleven, with 11 main zones, all of which are MUCH bigger in size and scope than the previous games.
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** ''VideoGame/SonicTheHedgehog2'' is longer than its predecessor, having eight full zones compared to the original's six. ''VideoGame/Sonic3AndKnuckles'' takes this UpToEleven, with 11 main zones, all of which are MUCH bigger in size and scope than the previous games.games, and even had to be DividedForPublication due to its size.
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** While the main stories of ''VideoGame/FinalFantasyVI'' and ''VideoGame/FinalFantasyVII'' are roughly similar in length, the extra space provided by the UsefulNotes/CompactDisc format enables ''VII'' to have far more in the way of extra content, with the game taking significantly longer to beat than its predecessor when taking sidequests and other extras into mind in both titles (even when you're not getting SidetrackedByTheGoldSaucer). Given that ''VII'' was designed as a way to flex the wider capabilities of CD-ROM technology compared to traditional cartridges, to the point where it needs three discs to store everything, this is most definitely an InvokedTrope.
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Added an example from the new work page.
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* Games in the ''VideoGame/NotebookWars'' series range between 13 to 20 levels. ''Notebook Wars Ultimate'' has 100, and all of them are still playable on three difficulty settings with three stars to earn for each.
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* ''VideoGame/DragonQuestBuilders'' was made up of 4 self contained chapters. ''VideoGame/DragonQuestBuilders'' has the four main chapters (which are significantly larger than in the ones found in the first game), and an ongoing plot on the main island in between them, and an extra mini chapter thrown in as well. All in all, the main story is around twice as long.
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* ''VideoGame/DragonQuestBuilders'' was made up of 4 self contained chapters. ''VideoGame/DragonQuestBuilders'' ''VideoGame/DragonQuestBuilders2'' has the four main chapters (which are significantly larger than in the ones found in the first game), and an ongoing plot on the main island in between them, and an extra mini chapter thrown in as well. All in all, the main story is around twice as long.
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* ''VideoGame/DragonQuestBuilders'' was made up of 4 self contained chapters. ''VideoGame/DragonQuestBuilders'' has the four main chapters (which are significantly larger than in the ones found in the first game), and an ongoing plot on the main island in between them, and an extra mini chapter thrown in as well. All in all, the main story is around twice as long.
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* ''VideoGame/MetalSlug'':
** ''Metal Slug 3'' has five missions compared to six in the previous games, however, each mission has multiple routes that can increase the length to finish. The final mission has only one route, but it's full of lengthy autoscrollers, massive enemy waves, and multiple bosses, all of which can take longer than the previous four missions combined [[note]]For a more direct comparison, the final mission of ''Metal Slug 3'' is almost twice as long than the entire first ''Metal Slug'' game[[/note]]. Doesn't help when a majority of [[IncrediblyDurableEnemies enemies are bullet sponges]]. This is worse in the [[PortingDisaster Western original Xbox port]] where losing all lives takes the player back to the beginning of the mission rather than on the spot.
** ''[[VideoGame/MetalSlugMissions Metal Slug: 1st Mission]]'' increases the number of missions to 17. Some of these missions are accessed by either screwing up in the vehicle missions or finding secret exits. ''Metal Slug: 2nd Mission'' increases the amount to ''38''. Like its predecessor, some missions are based on the player's performance and others are exclusive to the playable characters Gimlet and Red Eye. Unlocking the third character Tequila requires the player to complete every mission.
** ''Metal Slug 3'' has five missions compared to six in the previous games, however, each mission has multiple routes that can increase the length to finish. The final mission has only one route, but it's full of lengthy autoscrollers, massive enemy waves, and multiple bosses, all of which can take longer than the previous four missions combined [[note]]For a more direct comparison, the final mission of ''Metal Slug 3'' is almost twice as long than the entire first ''Metal Slug'' game[[/note]]. Doesn't help when a majority of [[IncrediblyDurableEnemies enemies are bullet sponges]]. This is worse in the [[PortingDisaster Western original Xbox port]] where losing all lives takes the player back to the beginning of the mission rather than on the spot.
** ''[[VideoGame/MetalSlugMissions Metal Slug: 1st Mission]]'' increases the number of missions to 17. Some of these missions are accessed by either screwing up in the vehicle missions or finding secret exits. ''Metal Slug: 2nd Mission'' increases the amount to ''38''. Like its predecessor, some missions are based on the player's performance and others are exclusive to the playable characters Gimlet and Red Eye. Unlocking the third character Tequila requires the player to complete every mission.
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* ''VideoGame/theLegendOfHeroesTrailsInTheSky FC'' features a prologue, 4 chapters with the last being significantly longer, and several sidequests with collectables, recipes, and 8 playable characters. Realistically, the game can be completed in 45 to 60 hours. ''SC'', on the other hand, has a prologue, 9 chapters with 3 particularly long arcs among them, twice as many collectable books, a plethora of sidequests, 5 additional party members, a far longer and more in-depth plot, and significantly more challenging boss battles. The game can take anywhere from 60 to 90 hours to complete.
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* ''VideoGame/theLegendOfHeroesTrailsInTheSky ''VideoGame/TheLegendOfHeroesTrailsInTheSky FC'' features a prologue, 4 chapters with the last being significantly longer, and several sidequests with collectables, recipes, and 8 playable characters. Realistically, the game can be completed in 45 to 60 hours. ''SC'', on the other hand, has a prologue, 9 chapters with 3 particularly long arcs among them, twice as many collectable books, a plethora of sidequests, 5 additional party members, a far longer and more in-depth plot, and significantly more challenging boss battles. The game can take anywhere from 60 to 90 hours to complete.
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* ''VideoGame/theLegendOfHeroesTrailsInTheSky FC'' features a prologue, 4 chapters with the last being significantly longer, and several sidequests with collectables, recipes, and 8 playable characters. Realistically, the game can be completed in 45 to 60 hours. ''SC'', on the other hand, has a prologue, 9 chapters with 3 particularly long arcs among them, twice as many collectable books, a plethora of sidequests, 5 additional party members, a far longer and more in-depth plot, and significantly more challenging boss battles. The game can take anywhere from 60 to 90 hours to complete.
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* The ''Franchise/SonicTheHedgehog'' franchise has a few examples:
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* The ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' franchise has a few examples:
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** ''VideoGame/SuperSmashBrosUltimate'': 82[[note]]Counting Echo Fighters and all three of Pokémon Trainer's Pokémon as separate characters[[/note]] ''and counting'' as of November 2019 (76 in the base game, 5 as DLC)
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** ''VideoGame/SuperSmashBrosUltimate'': 82[[note]]Counting 88[[note]]Counting Echo Fighters and all three of Pokémon Trainer's Pokémon as separate characters[[/note]] ''and counting'' as of November 2019 (76 in the base game, 5 12 as DLC)
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* ''VideoGame/MarioKartSuperCircuit'' has ten racing cups (five based on new tracks, and five featuring rearranged tracks from ''Super Mario Kart''), whereas ''Super'' itself, ''64'' and the later ''Double Dash!!'' have only 5, 4 and 5 respectively. ''VideoGame/MarioKartDS'' brought back the idea of NostalgiaLevel cups, this time including retro tracks from all of its predecessors, ramping the amount to eight cups. This has been a steady amount for the following games until ''VideoGame/MarioKart8'' (first by way of DownloadableContent and then with its ''Deluxe'' port on the UsefulNotes/NintendoSwitch) provided another major bump for a total of '''twelve''' cups plus a fifth difficulty level (200cc).
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* ''VideoGame/MarioKart'':
** ''VideoGame/MarioKartSuperCircuit'' hasten racing cups (five based on 40 tracks (20 new tracks, and five featuring 20 rearranged tracks from ''Super Mario Kart''), whereas ''Super'' itself, ''64'' and the later ''Double Dash!!'' have only 5, 4 20, 16 and 5 16 respectively. ''VideoGame/MarioKartDS'' brought back the idea of NostalgiaLevel cups, this time including retro tracks from all of its predecessors, ramping the amount to eight cups. 32 tracks. This has been a steady amount for the following games until ''VideoGame/MarioKart8'' (first by way of DownloadableContent and then with its ''Deluxe'' port on the UsefulNotes/NintendoSwitch) provided another major bump for a total of '''twelve''' cups plus '''48''' tracks.
** There's also been an escalation in the number of characters; the first three games had eight, while ''Double Dash!!'' had 20 (partly to accommodate its mechanic of two people per kart). ''DS'' then went to 12 characters (an increase if you count ''Double Dash!!''[='s=] roster as 10 pairs), ''Wii'' had 24, ''8'' had 36, and ''8 Deluxe'' had 42 (though part of that was taking alternate versions of the same character in ''8'' and counting them separately).
** Other game mechanics added over time include being able to select unique karts in ''Double Dash!!'', motorcycles and an expansion from 8-character races to 12 in ''Wii'', kart customization in ''7'', and a fifth difficulty level(200cc).(200cc) in ''8''.
** ''VideoGame/MarioKartSuperCircuit'' has
** There's also been an escalation in the number of characters; the first three games had eight, while ''Double Dash!!'' had 20 (partly to accommodate its mechanic of two people per kart). ''DS'' then went to 12 characters (an increase if you count ''Double Dash!!''[='s=] roster as 10 pairs), ''Wii'' had 24, ''8'' had 36, and ''8 Deluxe'' had 42 (though part of that was taking alternate versions of the same character in ''8'' and counting them separately).
** Other game mechanics added over time include being able to select unique karts in ''Double Dash!!'', motorcycles and an expansion from 8-character races to 12 in ''Wii'', kart customization in ''7'', and a fifth difficulty level
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* In ''VideoGame/DragonQuest'', ''VideoGame/DragonQuestI'' just featured one hero, ''VideoGame/DragonQuestII'' had three, and ''VideoGame/DragonQuestIII'' had four that the player could customize with name, gender, and class. The series has since stabilized with a four-man party, which the player could either customize themself or select from around six to eight story characters. The games have gotten longer as well; ''I'' could be knocked out in a few hours but ''VideoGame/DragonQuestXI'' is well over a hundred. Other expansions include things like skill trees and crafting.
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* ''Paradise Lost'', the first novel in the ''VisualNovel/ShinzaBanshoSeries'' clocks in at about 30 hours to read through all the way to the end. This is in stark contrast to it's followup, ''VisualNovel/DiesIrae'', which is an 80+ hour behemoth start to finish. And that's before getting into the side stories that are included as well.
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* The first ''VideoGame/ArcTheLad'''s main story takes about 10 hours to complete on average; ''Arc the Lad II'', however, can take up to ''five times'' as long at about 50 hours for the main story alone.
* The ''VideoGame/MarioAndLuigi'' series. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.
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* The first ''VideoGame/ArcTheLad'''s main story takes about 10 hours to complete on average; ''Arc the Lad II'', however, can take up to ''five times'' as long at about 50 hours for the main story alone.
* The ''VideoGame/MarioAndLuigi'' series. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.
* The ''VideoGame/MarioAndLuigi'' series. On average, [[VideoGame/MarioAndLuigiSuperstarSaga the first two]] [[VideoGame/MarioAndLuigiPartnersInTime installments]] could be completed in about twelve hours of gameplay each, [[SidetrackedByTheGoldSaucer not counting sidequests]], while [[VideoGame/MarioAndLuigiBowsersInsideStory the third]] was only slightly longer by about four hours or so. Meanwhile, [[VideoGame/MarioAndLuigiDreamTeam the next]] [[VideoGame/MarioAndLuigiPaperJam two]] could take up to thirty hours to be completed (again, without sidequests) on average.
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* ''VideoGame/ArcTheLadII'' is over five times longer than the first game.
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* ''VideoGame/ArcTheLadII'' is over five times longer than the The first game.''VideoGame/ArcTheLad'''s main story takes about 10 hours to complete on average; ''Arc the Lad II'', however, can take up to ''five times'' as long at about 50 hours for the main story alone.