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** Noteworthy however is that with the exception of the Hoenn Region, all the regions are shown to be part of a larger landmass. In fact, [[PokemonGoldandSilver Gold and Silver versions]] show that beyond the Elite Four is Johto/Kanto (depending on your starting point) - and the [[PokemonHeartGoldandSoulSilver remakes]] feature one location not shown on any map: the Sinjoh Ruins, which are shwon to be somewhere far to the North of Johto, which serves to tie the Johto region to Sinnoh.
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** Noteworthy however is that with the exception of the Hoenn Region, all the regions are shown to be part of a larger landmass. In fact, [[PokemonGoldandSilver Gold and Silver versions]] show that beyond the Elite Four is Johto/Kanto (depending on your starting point) - and the [[PokemonHeartGoldandSoulSilver remakes]] feature one location not shown on any map: the Sinjoh Ruins, which are shwon shown to be somewhere far to the North of Johto, which serves to tie the Johto region to Sinnoh.
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* In ''VideoGame/{{Vette}}'', San Francisco is bounded by water and [[InsurmountableWaistHeightFence insurmountable 8 foot high fences]].
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-->'''''Law of Cartographical Elegance:''''' ''The world map always cleanly fits into a rectangular shape with no land masses that cross an edge.''
-->- TheGrandListOfConsoleRolePlayingGameCliches, Rule #45
-->- TheGrandListOfConsoleRolePlayingGameCliches, Rule #45
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* Minecraft is a flat, square-shaped world but is notable in the fact that's the current map format makes usable maps out to the tune of 8 times the surface area of the earth.
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* Minecraft ''VideoGame/{{Minecraft}}'' is a flat, square-shaped world but is notable in the fact that's the current map format makes usable maps out to the tune of 8 times the surface area of the earth.
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* MarioAndLuigiSuperstarSaga has a fairly logical map and averts all this, with not only the world not looping, but it actually being shown to border the Mushroom Kingdom from the rest of the series. And you start by crossing over and getting past the border patrol station after Bowser's ship gets shot down by the villains. And there's a town home to immigrants from the Mushroom Kingdom right on the border complete with stylings based on other Mario games.
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* MarioAndLuigiSuperstarSaga ''VideoGame/MarioAndLuigiSuperstarSaga'' has a fairly logical map and averts all this, with not only the world not looping, but it actually being shown to border the Mushroom Kingdom from the rest of the series. And you start by crossing over and getting past the border patrol station after Bowser's ship gets shot down by the villains. And there's a town home to immigrants from the Mushroom Kingdom right on the border complete with stylings based on other Mario games.
* In ''VideoGame/{{Faria}}'', every accessible land mass fits snugly within a rectangular world map, though this is AllThereInTheManual since you can only explore the world on foot.
* In ''VideoGame/{{Faria}}'', every accessible land mass fits snugly within a rectangular world map, though this is AllThereInTheManual since you can only explore the world on foot.
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* ''VideoGame/FinalFantasyXII'' is the only exception in the ''FinalFantasy'' series so far. While the world map isn't freely navigable there's no indication of it looping.
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* ''VideoGame/FinalFantasyXII'' is the only exception in the ''FinalFantasy'' ''Franchise/FinalFantasy'' series so far. While the world map isn't freely navigable there's no indication of it looping.
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* SuperMario64 has the worlds not only neatly fit into a square, but also has them as FloatingContinents above the void with an invisible wall bordering them on all four sides. Justified in that these worlds are contained inside rectangular paintings.
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* SuperMario64 has the worlds not only neatly fit into a square, but also has them as FloatingContinents {{Floating Continent}}s above the void with an invisible wall bordering them on all four sides. Justified in that these worlds are contained inside rectangular paintings.
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* SuperMario64 has the worlds not only neatly fit into a square, but also has them as FloatingContinents above the void with an invisible wall bordering them on all four sides.
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* SuperMario64 has the worlds not only neatly fit into a square, but also has them as FloatingContinents above the void with an invisible wall bordering them on all four sides.
sides. Justified in that these worlds are contained inside rectangular paintings.
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* ''{{Terranigma}}'' is an especially bad example of wraparound, because the world is supposed to be, y'know, ''Earth''.
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* ''{{Terranigma}}'' ''VideoGame/{{Terranigma}}'' is an especially bad example of wraparound, because the world is supposed to be, y'know, ''Earth''.
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* ''{{Terranigma}}'' is an especially bad example of wraparound, because the world is supposed to be, y'know, ''Earth''.
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* ''{{Terranigma}}'' is an especially bad example, because the world is supposed to be, y'know, ''Earth''.
** Not quite an Insurmountable Waist High Fence in this case, though, so much as Insurmountable Mountain Ranges and Unmoorable Coastlines.
** Not quite an Insurmountable Waist High Fence in this case, though, so much as Insurmountable Mountain Ranges and Unmoorable Coastlines.
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* ''WildARMs: Alter Code F'' has a huge if narrow piece of land that extends through most of the vertical part of the map and wraps from bottom to top.
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* ''WildARMs: Alter Code F'' The ''Franchise/WildArms'' franchise is good about this.
** The [[http://shrines.rpgclassics.com/psx/wa/images/map.jpg first game]] has ahuge if narrow piece long, diagonal strip of land that extends through going from the southwest to the northeast, with oceans in the middle and southeast/northwest corners.([[http://lparchive.org/Wild-Arms-Alter-Code-F/Update%2038/9-Update33_10.jpg inverted]] in the remake) It's still a toroid, however.
** The third is [[http://lparchive.org/Wild-Arms-3/Update%2030/70-42.jpg an utter mess of continents]], most spanning the edges of thevertical part of the map and wraps from bottom to top.map.
** The [[http://shrines.rpgclassics.com/psx/wa/images/map.jpg first game]] has a
** The third is [[http://lparchive.org/Wild-Arms-3/Update%2030/70-42.jpg an utter mess of continents]], most spanning the edges of the
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* [[WrapAround Loops]], where the player can travel to one end of the map and appear roughly on the same X- or Y-coordinate on the other side of the map. Topologically, this would mean the world is shaped roughly like a [[WorldShapes donut]] (In geometry, such a shape is referred to as a "[[http://en.wikipedia.org/wiki/Torus Torus]]"), or a cylinder if it only loops on one axis. Even so, this is merely part of the game's presentation, and none of these games are [[GameplayAndStorySegregation ACTUALLY supposed to take place]] on a toroidal or cylindrical world[[note]](with a [[VideoGame/{{VVVVVV}} notable exception]])[[/note]].
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* [[WrapAround Loops]], where the player can travel to one end of the map and appear roughly on the same X- or Y-coordinate on the other side of the map. Topologically, this would mean the world is shaped roughly like a [[WorldShapes donut]] (In geometry, such a shape is referred to as a "[[http://en.wikipedia.org/wiki/Torus Torus]]"), or a cylinder if Torus]]"). If it only loops on one axis.axis, it probably looks more like a cylinder or may be [[Film/MontyPythonAndTheHolyGrail banana-shaped]]. Even so, this is merely part of the game's presentation, and none of these games are [[GameplayAndStorySegregation ACTUALLY supposed to take place]] on a toroidal or cylindrical world[[note]](with a [[VideoGame/{{VVVVVV}} notable exception]])[[/note]].
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* ''VideoGame/SevenDaysToDie'' is a square map of Navezgane. Everything outside of the map is a nuclear wasteland.
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* The world in ''SecretOfMana'' actually is spherical. It rotates normally on the X-axis, but if you fly along the Y-axis long enough, you'll eventually see some of the countries scrolling by upside-down. Interestingly, this makes it harder to navigate since most players aren't used to viewing game worlds that way.
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* The world in ''SecretOfMana'' ''VideoGame/SecretOfMana'' actually is spherical. It rotates normally on the X-axis, but if you fly along the Y-axis long enough, you'll eventually see some of the countries scrolling by upside-down. Interestingly, this makes it harder to navigate since most players aren't used to viewing game worlds that way.
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* In all of the ''VideoGame/{{Civilization}}'' games (and the spinoff ''[[SidMeiersAlphaCentauri Alpha Centauri]]''), the worlds are cylindrical: you can circle endlessly east and west, but north and south you are blocked by "the poles". You can, however, enable an option that allows you to build flat worlds.
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* ''VideoGame/{{Civilization}}'':
** In all of the''VideoGame/{{Civilization}}'' games (and the spinoff ''[[SidMeiersAlphaCentauri Alpha Centauri]]''), the worlds are cylindrical: you can circle endlessly east and west, but north and south you are blocked by "the poles". You can, however, enable an option that allows you to build flat worlds.
** In all of the
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*** ''Civilization IV'' also allows donut worlds, as well as ones that wrap north-south, in addition to the traditional east-west wraps and flat worlds. It also has a zoom-out function for the standard cylindrical map that makes it look like a globe with very large impassable polar caps.
* ''{{Spore}}'' averts this with planets actually shaped like spheres and land masses and/or bodies of water that cross the edge of the mini-map. Navigating based on the mini-map while inside the atmosphere makes it appear there is looping on the X axis, no looping on the Y axis and faster movement on the X axis as you get closer to poles to represent the distortions caused by the projection of a 3-dimensional body onto the 2-dimensional map (just like in real flat maps of Earth).
* ''{{Spore}}'' averts this with planets actually shaped like spheres and land masses and/or bodies of water that cross the edge of the mini-map. Navigating based on the mini-map while inside the atmosphere makes it appear there is looping on the X axis, no looping on the Y axis and faster movement on the X axis as you get closer to poles to represent the distortions caused by the projection of a 3-dimensional body onto the 2-dimensional map (just like in real flat maps of Earth).
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*
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removed pothole in page quote, per General Quotes discussion thread
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-->'''''[[TropeNamer Law of Cartographical Elegance]]:''''' ''The world map always cleanly fits into a rectangular shape with no land masses that cross an edge.''
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* The ''FinalFantasy'' games. (Except for ''[[VideoGame/FinalFantasyII II]]'', where the map is still a toroid but a land mass actually crosses the edges. And ''VideoGame/FinalFantasyX'' where the world map is projected that way, but the airship doesn't fly freely around it.)
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* The ''FinalFantasy'' ''Franchise/FinalFantasy'' games. (Except for ''[[VideoGame/FinalFantasyII II]]'', where the map is still a toroid but a land mass actually crosses the edges. And ''VideoGame/FinalFantasyX'' where the world map is projected that way, but the airship doesn't fly freely around it.)
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* Most of the ''DragonQuest'' games (see exception below).
* ''FinalFantasyAdventure'' is a torus with a land mass that crosses on both edges.
* Justified in ''ShinMegamiTenseiNocturne'', where the "Vortex World" is, essentially, the area along the inside of a giant sphere.
* ''FinalFantasyAdventure'' is a torus with a land mass that crosses on both edges.
* Justified in ''ShinMegamiTenseiNocturne'', where the "Vortex World" is, essentially, the area along the inside of a giant sphere.
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* Most of the ''DragonQuest'' ''VideoGame/DragonQuest'' games (see exception below).
*''FinalFantasyAdventure'' ''VideoGame/FinalFantasyAdventure'' is a torus with a land mass that crosses on both edges.
* Justified in''ShinMegamiTenseiNocturne'', ''VideoGame/ShinMegamiTenseiIIINocturne'', where the "Vortex World" is, essentially, the area along the inside of a giant sphere.
*
* Justified in
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* The Domains of ''{{Ravenloft}}'' are all "demiplanes" within the Deep Ethereal Plane, bounded on all sides by the Mists. You ''can'' enter the Mists, but there's no knowing where they will take you except for a few [[HyperspaceLanes consistent "Mistways"]].
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* Minecraft is a flat, square-shaped world but is notable in the fact that's the current map format makes usable maps out to the tune of 8 times the surface area of the earth.
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* In ''Doshin the Giant'', it is possible to walk off the edge of the world.
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* In ''Doshin the Giant'', ''VideoGame/DoshinTheGiant'', it is possible to walk off the edge of the world.
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* ''Literature/{{Discworld}} II: Missing Presumed...'', where, of course, the world really does have an edge.
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* ''Literature/{{Discworld}} II: ''VideoGame/DiscworldII: Missing Presumed...'', where, of course, the world really does have an edge.
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* ''Populous: The Beginning'' is a RTS from 1998 with with planets instead of maps, meaning that every world you fight on is round. If you zoom out, you'll see half the world. You can never see the entire world in one screen, but you can scroll in any direction. Your units can move in any direction as well. For a RTS this is quite remarkable.
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* ''Populous: The Beginning'' ''VideoGame/PopulousTheBeginning'' is a RTS from 1998 with with planets instead of maps, meaning that every world you fight on is round. If you zoom out, you'll see half the world. You can never see the entire world in one screen, but you can scroll in any direction. Your units can move in any direction as well. For a RTS this is quite remarkable.
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** ''Videogame/GrandTheftAutoV'' continues in the same vein, albeit larger. Los Santos and Blaine County consist of one large lozenge-shaped island surrounded by endless waters extending for miles.
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* ''{{Spore}}'' averts this with looping on the X axis, no looping on the Y axis and faster movement on the X axis as you get closer to poles to represent the distortions caused by the projection.
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* ''{{Spore}}'' averts this with planets actually shaped like spheres and land masses and/or bodies of water that cross the edge of the mini-map. Navigating based on the mini-map while inside the atmosphere makes it appear there is looping on the X axis, no looping on the Y axis and faster movement on the X axis as you get closer to poles to represent the distortions caused by the projection.
projection of a 3-dimensional body onto the 2-dimensional map (just like in real flat maps of Earth).
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[[AC:Platform Games]]
* SuperMario64 has the worlds not only neatly fit into a square, but also has them as FloatingContinents above the void with an invisible wall bordering them on all four sides.
* SuperMario64 has the worlds not only neatly fit into a square, but also has them as FloatingContinents above the void with an invisible wall bordering them on all four sides.
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* In the MarioAndLuigi series, almost all the games bar one have the entire world map as an island in the middle of some ocean somewhere and no indication that there's anything beyond the borders. Which makes sense in Dream Team, since Pi'illo Island is well, an island. But in Partners in Time and Bowser's Inside Story? That's the entire kingdom that's supposedly stuck on an island with water on all sides, despite the fact multiple games have Mario and co crossing the border to other areas of land! Although this is just the world map that's like this, you never get near enough to the border in game to figure out where it cuts off.
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* MarioAndLuigiSuperstarSaga has a fairly logical map and averts all this, with not only the world not looping, but it actually being shown to border the Mushroom Kingdom from the rest of the series. And you start by crossing over and getting past the border patrol station after Bowser's ship gets shot down by the villains. And there's a town home to immigrants from the Mushroom Kingdom right on the border complete with stylings based on other Mario games.
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It should be noted that this trope can be blamed on actual maps of earth which also happened to be set up in such a way that the only land mass that actually crosses over the edges is Antarctica and the Chukchi Peninsula. In any case, [[AcceptableBreaksFromReality an acceptable break from reality]].
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It should be noted that this trope can be blamed on actual maps of earth which also happened to be set up in such a way that the only land mass masses that actually crosses cross over the edges is are Antarctica and the Chukchi Peninsula. In any case, [[AcceptableBreaksFromReality an acceptable break from reality]].
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* [[WrapAround Loops]], where the player can travel to one end of the map and appear roughly on the same X- or Y-coordinate on the other side of the map. Topologically, this would mean the world is shaped roughly like a [[WorldShapes donut]] (In geometry, such a shape is referred to as a "[[http://en.wikipedia.org/wiki/Torus Torus]]"), or a cylinder if it only loops on one axis. Even so, this is merely part of the game's presentation, and none of these games are [[GameplayAndStorySegregation ACTUALLY supposed to take place]] on a toroidal or cylindrical world[[hottip:*:(with a [[VideoGame/{{VVVVVV}} notable exception]]).
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* [[WrapAround Loops]], where the player can travel to one end of the map and appear roughly on the same X- or Y-coordinate on the other side of the map. Topologically, this would mean the world is shaped roughly like a [[WorldShapes donut]] (In geometry, such a shape is referred to as a "[[http://en.wikipedia.org/wiki/Torus Torus]]"), or a cylinder if it only loops on one axis. Even so, this is merely part of the game's presentation, and none of these games are [[GameplayAndStorySegregation ACTUALLY supposed to take place]] on a toroidal or cylindrical world[[hottip:*:(with world[[note]](with a [[VideoGame/{{VVVVVV}} notable exception]]).exception]])[[/note]].
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** Noteworthy however is that with the exception of the Hoenn Region, all the regions are shown to be part of a larger landmass. In fact, [[PokemonGoldandSilver Gold and Silver versions]] show that beyond the Elite Four is Johto/Kanto (depending on your starting point) - and the [[PokemonHeartGoldandSoulSilver remakes]] feature one location not shown on any map: the Sinjoh Ruins, which are shwon to be somewhere far to the North of Johto, which serves to tie the Johto region to Sinnoh.
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* Justified in most of the {{Avernum}} games: You're trapped in a massive cave system so the edge of the map is the ends of the cave. In Avernum III, you're on a peninsula that's [[spoiler:under quarantine, so no boats in or out, and a massive mountain range/magical wall keeping you from going north.]]
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* In the ''VideoGame/GrandTheftAuto'' games, Liberty City consists of 2 islands and a peninsula with mountains separating it from mainland, Vice City is made of 2 long, parallel islands, and the state of San Andreas is pretty much a huge, neatly formed square of land.
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* In the ''VideoGame/GrandTheftAuto'' ''VideoGame/GrandTheftAutoIII''-era games, Liberty City consists of 2 islands and a peninsula with mountains separating it from mainland, Vice City is made of 2 long, parallel islands, and the state of San Andreas is pretty much a huge, neatly formed square of land.
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** In the ''VideoGame/GrandTheftAutoIV'' games, Liberty City is three large islands and several smaller ones, all of which fit roughly in a large square. The ocean around them seems to stretch out forever in all directions.
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[[caption-width-right:335:[[MightAndMagic3 Every content neatly in its grid.]]]]
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- image
- image
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[[quoteright:335:http://static.tvtropes.org/pmwiki/pub/images/mappe_9390.jpg]]
[[caption-width-right:335:[[MightAndMagic3 Every content neatly in its grid.]]]]
[[caption-width-right:335:[[MightAndMagic3 Every content neatly in its grid.]]]]
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*** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' takes the same approach.
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*In all of the main series ''{{Pokemon}}'' games, the routes and cities are all bounded in by the environment, with mountainous cliffs and impassable forests being most common on land, and convenient rocks marking out the sea routes.