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An in-game display of a miniature version of the entire level. The game has to be one where your normal field of view is limited to the area around a player character. (Therefore RealTimeStrategy and such doesn't count.)

to:

An in-game display of a miniature version of the entire level. The game has to be one where your normal field of view is limited to the area around a player character. (Therefore Therefore, RealTimeStrategy games and such doesn't count.)
count.



* In ''VideoGame/MetroidPrime'', you can acquire the map, or explore everywhere to get the whole map layout.

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* In ''VideoGame/MetroidPrime'', you ''VideoGame/MetroidPrime'' and its sequels, there are rooms where Samus can acquire download the map, map of the place she's currently exploring, or explore navigate everywhere to get the whole map layout.



* In ''Franchise/TheLegendOfZelda'' series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation.
** In most Zelda games, the player can acquire a "Map" item inside each dungeon which reveals the layout of the entire dungeon.
** In the first game, the map shown on the subscreen fills itself in as you explore the dungeon, while the "map" item only shows you the general shape of the dungeon as an overlay on the main game screen.
** The dungeon maps are acquired from chests. However, until the map is found, the game fills in and marks each room visited; including a flashing room to mark your present location. The compass must also be found, which helps you keep your bearings and reveals the location of all unopened chests on the map.
* This pretty much applies to at least half of all {{Racing Game}}s. Every (non-sidescrolling) racer has a heads-up display that at least displays the positions of the other racers compared to the player(s), and nearly all have maps of every course somewhere in the games, if not as an onscreen overlay during the actual races.
* In ''VideoGame/{{Doom}}'', you could always look at a map of what you had explored so far. If you found a computer map you could see the entire level.
** ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which used the same engine, also had automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also had map scrolls that reveal the entire map.

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* ''Franchise/TheLegendOfZelda'':
**
In ''Franchise/TheLegendOfZelda'' several games of the series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation.
navigation. There are two games in which, even after reaching a new place, its map has to be obtained from a character: Tingle in ''Majora's Mask'' and the Fishman in ''The Wind Waker''.
** In most Zelda games, ''Zelda games'', the player can acquire a "Map" Map item inside each dungeon which reveals the layout of the entire dungeon.
**
dungeon. The dungeon maps are acquired from chests, except in one of the ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' dungeons (where Link gets it from a resident character). In the first game, the map shown on the subscreen fills itself in as you explore the dungeon, while the "map" map item only shows you the general shape of the dungeon as an overlay on the main game screen.
** The dungeon maps are acquired from chests. However, until the map is found, the game fills in and marks each room visited;
screen, including a flashing room to mark your present location. The This holds true for the other games except for the latter aspect, because the full dungeon layouts are only displayed via a particular Map Subscreen. In most games, the compass must also be found, which helps you keep your bearings and reveals the location of all unopened chests on the map.
map, as well as the boss's whereabouts.
* This pretty much applies to at least half of all {{Racing Game}}s. Every (non-sidescrolling) racer has a heads-up display that at least displays the positions of the other racers compared to the player(s), and nearly all have maps of every course somewhere in the games, if not as an onscreen overlay during the actual races.
races. In the case of ''VideoGame/MarioKart64'', there's a unique case with one of the courses, whose labyrinthic layout disables the game's capacity to identify where each character is placed until the player has completed the race.
* In ''VideoGame/{{Doom}}'', you could can always look at a map of what you had have explored so far. If you found find a computer map you could can see the entire level.
**
level. ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which used use the same engine, also had have automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also had has map scrolls that reveal the entire map.
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* In ''VideoGame/{{Mega Man X}}3'', the head upgrade gives X access to a (very rudimentary) map of the level, dividing it into small sectors and showcasing the special items of the level.

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* In ''VideoGame/{{Mega Man X}}3'', ''VideoGame/MegaManX3'', the head upgrade gives X access to a (very rudimentary) map of the level, dividing it into small sectors and showcasing the special items of the level.



* ''ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
* ''Nitemare3D'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].

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* ''ProjectIGI'' ''VideoGame/ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
* ''Nitemare3D'' ''VideoGame/Nitemare3D'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].



* The ''AceCombat'' series typically has a map in the pause menu with mission-critical targets and allies marked on it.
* In the ''NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar.
* ''WorldOfTanks'' has a minimap where enemies are marked once an ally has spotted them. Particularly clueless players are often accused of not paying attention to it.

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* The ''AceCombat'' ''VideoGame/AceCombat'' series typically has a map in the pause menu with mission-critical targets and allies marked on it.
* In the ''NavalOps'' ''VideoGame/NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar.
* ''WorldOfTanks'' ''VideoGame/WorldOfTanks'' has a minimap where enemies are marked once an ally has spotted them. Particularly clueless players are often accused of not paying attention to it.
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* Level maps in the ''Franchise/DragonAge'' games have to be uncovered manually by visiting every spot on them, and the current small portion of them is usually shown on the EnemyDetectingRadar. The fact that the PlayerCharacter has access to what essentially amounts to PhotographicMemory, ideal spatial awareness, and a perfect sense of direction is lampshaded hilariously in the ''Mark of the Assassin'' DLC for ''VideoGame/DragonAgeII'', where two party members get separated from Hawke and get hopelessly lost within a rather confined dungeons because they are so used to Hawke always leading the way.

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* Level maps in the ''Franchise/DragonAge'' games have to be uncovered manually by visiting every spot on them, and the current small portion of them is usually shown on the EnemyDetectingRadar. The fact that the PlayerCharacter has access to what essentially amounts to PhotographicMemory, ideal spatial awareness, and a perfect sense of direction is lampshaded hilariously in the ''Mark of the Assassin'' DLC for ''VideoGame/DragonAgeII'', where two party members get separated from Hawke and get hopelessly lost within a rather confined dungeons dungeon because they are so used to Hawke always leading the way.
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* Level maps in the ''Franchise/DragonAge'' games have to be uncovered manually by visiting every spot on them, and the current small portion of them is usually shown on the EnemyDetectingRadar. The fact that the PlayerCharacter has access to what essentially amounts to PhotographicMemory, ideal spatial awareness, and a perfect sense of direction is lampshaded hilariously in the ''Mark of the Assassin'' DLC for ''VideoGame/DragonAgeII'', where two party members get separated from Hawke and get hopelessly lost within a rather confined dungeons because they are so used to Hawke always leading the way.

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** In ''VideoGame/FinalFantasyI'' and ''VideoGame/FinalFantasyII'', pressing a combination of buttons on the OverworldNotToScale would display its zoomed-out version. ** ** ''VideoGame/FinalFantasyIII'' and ''VideoGame/FinalFantasyIV'' had a Sight spell to display a map instead, while the latter games replaced the both methods with one that is always available instead.

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** In ''VideoGame/FinalFantasyI'' and ''VideoGame/FinalFantasyII'', pressing a combination of buttons on the OverworldNotToScale would display its zoomed-out version. ** ** ''VideoGame/FinalFantasyIII''
**''VideoGame/FinalFantasyIII''
and ''VideoGame/FinalFantasyIV'' had a Sight spell to display a map instead, while the latter games replaced the both methods with one that is always available instead.
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** ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which used the same engine, also had automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also had map scrolls that reveal the entire map.
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None


* The ''MetalGearSolid'' series has a level map, which comes in handy for the End's boss fight in 3 since it shows you where he's sniping from. In 4 it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].

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* The ''MetalGearSolid'' ''Franchise/MetalGear'' series has a level map, which comes in handy for the End's boss fight in 3 since it shows you where he's sniping from. In 4 it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].
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[[quoteright:307:[[MegaManLegends http://static.tvtropes.org/pmwiki/pub/images/LevelMapDisplay_2250.png]]]]

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[[quoteright:307:[[MegaManLegends [[quoteright:307:[[VideoGame/MegaManLegends http://static.tvtropes.org/pmwiki/pub/images/LevelMapDisplay_2250.png]]]]



* The map is always available (at least in certain levels), either on the main screen or through a menu system or such. A FogOfWar like effect may limit the map view only to already explored areas.

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* The map is always available (at least in certain levels), either on the main screen or through a menu system or such. A FogOfWar like FogOfWar-like effect may limit the map view only to already explored areas.
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* In ''VideoGame/FinalFantasyI'' and ''[[VideoGame/FinalFantasyII II]]'', pressing a combination of buttons on the WorldMap would display its zoomed-out version. ''VideoGame/FinalFantasyIII'' and ''[[VideoGame/FinalFantasyIV IV]]'' had a Sight spell to display a map instead, while the latter games replaced the both methods with one that is always available instead.

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* ''Franchise/FinalFantasy'':
**
In ''VideoGame/FinalFantasyI'' and ''[[VideoGame/FinalFantasyII II]]'', ''VideoGame/FinalFantasyII'', pressing a combination of buttons on the WorldMap OverworldNotToScale would display its zoomed-out version. ** ** ''VideoGame/FinalFantasyIII'' and ''[[VideoGame/FinalFantasyIV IV]]'' ''VideoGame/FinalFantasyIV'' had a Sight spell to display a map instead, while the latter games replaced the both methods with one that is always available instead.
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* The ''MetalGearSolid'' series has a level map, which comes in handy for the End's boss fight in 3 since it shows you where he's sniping from. In 4 it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/Descent'' series, owing to its zero-gravity nature, shows its map screen in full (wireframe) 3D - the player can freely scroll and rotate the map in any direction, just the same as they can spin and move their ship in any direction within the level.

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* The ''VideoGame/Descent'' ''VideoGame/{{Descent}}'' series, owing to its zero-gravity nature, shows its map screen in full (wireframe) 3D - the player can freely scroll and rotate the map in any direction, just the same as they can spin and move their ship in any direction within the level.
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* ''VideoGame/SpiderMan2'' has a zoomable, interactive map of New York. It displays information on challenges, help tokens (also whether or not you've completed them--useful, that), citizens in distress, Spidey Stores, crimes in progress, objective points, and key locations such as the Daily Bugle and Mary Jane's apartment. There was also a GPS-like minimap.

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** In most Zelda games, the player can acquire a "Map" item inside each dungeon which reveals the layout of the entire dungeon.
** In the first game, the map shown on the subscreen fills itself in as you explore the dungeon, while the "map" item only shows you the general shape of the dungeon as an overlay on the main game screen.



* All ''VideoGame/MarioKart'' games have a map of the course you're racing on.
* This pretty much applies to at least half of all {{Racing Game}}s. Every non-sidescrolling racer has a heads-up display that at least displays the positions of the other racers compared to the player(s), and nearly all have maps of every course somewhere in the games, if not during the races themselves.

to:

* All ''VideoGame/MarioKart'' games have a map of the course you're racing on.
* This pretty much applies to at least half of all {{Racing Game}}s. Every non-sidescrolling (non-sidescrolling) racer has a heads-up display that at least displays the positions of the other racers compared to the player(s), and nearly all have maps of every course somewhere in the games, if not as an onscreen overlay during the races themselves.actual races.


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* The ''VideoGame/Descent'' series, owing to its zero-gravity nature, shows its map screen in full (wireframe) 3D - the player can freely scroll and rotate the map in any direction, just the same as they can spin and move their ship in any direction within the level.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''AceCombat'' series typically has a map in the pause menu with mission-critical targets and allies marked on it.
* In the ''NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar.
* ''WorldOfTanks'' has a minimap where enemies are marked once an ally has spotted them. Particularly clueless players are often accused of not paying attention to it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:307:[[MegaManLegends http://static.tvtropes.org/pmwiki/pub/images/LevelMapDisplay_2250.png]]]]


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* Pressing the Select button in ''VideoGame/MegaManLegends'' will show you a map of Kattelox Island, and your current position. Pressing Select while in ruins shows you the squares you've explored in the current ruin.
** In ''Legends 2'', aside from the automap, there is a Map menu which shows the whole area you're currently in. While in ruins, you can even switch between floors.
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* Type 1: The map is always available (at least in certain levels), either on the main screen or through a menu system or such. A FogOfWar like effect may limit the map view only to already explored areas.
* Type 2: The map must be obtained, as a special power (which might even cost something to use) and/or collectible item (these are often not tracked for OneHundredPercentCompletion because only the map for the area the player is currently in can be brought up).

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* Type 1: The map is always available (at least in certain levels), either on the main screen or through a menu system or such. A FogOfWar like effect may limit the map view only to already explored areas.
* Type 2: The map must be obtained, as a special power (which might even cost something to use) and/or collectible item (these are often not tracked for OneHundredPercentCompletion because only the map for the area the player is currently in can be brought up).



* Both ''{{Drakengard}}'' games displayed a map of the level when pausing the game; the second also allowed you to switch between your enemy-radar and level-map overlay at any time (once you collected the area's actual map).

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* Both ''{{Drakengard}}'' ''VideoGame/{{Drakengard}}'' games displayed a map of the level when pausing the game; the second also allowed you to switch between your enemy-radar and level-map overlay at any time (once you collected the area's actual map).



* ''RatchetAndClank'' games have a map that you can pause the game and look at. Each game also has a Mapper gadget you can find, which makes said map also show [[EasterEgg secret areas]].

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* ''RatchetAndClank'' ''VideoGame/RatchetAndClank'' games have a map that you can pause the game and look at. Each game also has a Mapper gadget you can find, which makes said map also show [[EasterEgg secret areas]].



* ''VideoGame/CaveStory'' has a map item that can be acquired early and can be handy as it shows all hidden passages.

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* ''VideoGame/CaveStory'' has a map item that can be acquired early and can be early. It's very handy as it shows all hidden passages.



* ''{{Diablo}}'' games. Especially true given that the maps are randomized. You need that map.
* ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' follows Type 2 to the letter, though you fill in semi-crude drawings for each location visited.

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* ''{{Diablo}}'' ''VideoGame/{{Diablo}}'' games. Especially true given that the maps are randomized. You need that map.
* ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' follows Type 2 to the letter, though In ''VideoGame/PeasantsQuest'', you fill in semi-crude drawings for each location visited.



* The ''MetroidPrime'' games have type 1 and some overlap with type 2, in that you can acquire the map, or explore everywhere to get the whole map layout.
* ''VideoGame/RecettearAnItemShopsTale'''s dungeons have a type 1 (a minimap that completes itself as you go through each randomly generated level). Two of the random effects that can happen on each level play with this; one reveals the entire map from the start, the other disables it.

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* The ''MetroidPrime'' games have type 1 and some overlap with type 2, in that In ''VideoGame/MetroidPrime'', you can acquire the map, or explore everywhere to get the whole map layout.
* ''VideoGame/RecettearAnItemShopsTale'''s dungeons have a type 1 (a minimap that completes itself as you go through each randomly generated level).level. Two of the random effects that can happen on each level play with this; one reveals the entire map from the start, the other disables it.



** The dungeon maps, which must be acquired from chests, fall under Type II. However, until the map is found, the game fills in and marks each room visited; including a flashing room to mark your present location. The compass must also be found, which helps you keep your bearings and reveals the location of all unopened chests on the map.

to:

** The dungeon maps, which must be maps are acquired from chests, fall under Type II.chests. However, until the map is found, the game fills in and marks each room visited; including a flashing room to mark your present location. The compass must also be found, which helps you keep your bearings and reveals the location of all unopened chests on the map.



* ''VideoGame/{{Doom}}'' was both type 1 and type 2. You could always look at a map of what you had explored so far. If you found a computer map you could see the entire level.
* ''GuildWars'' has a type 1. There are actually three map displays; a radar-like map of your immediate area which shows the location of friends, neutrals and enemies; a "mini-map" which shows the larger mission or explorable area with objectives and paths; and a map of the entire continent which is obscured at the beginning by "fog of war" and which becomes more detailed and reveals various places as you explore more of the map.

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* ''VideoGame/{{Doom}}'' was both type 1 and type 2. You In ''VideoGame/{{Doom}}'', you could always look at a map of what you had explored so far. If you found a computer map you could see the entire level.
* ''GuildWars'' has a type 1. There In ''VideoGame/GuildWars'', there are actually three map displays; a radar-like map of your immediate area which shows the location of friends, neutrals and enemies; a "mini-map" which shows the larger mission or explorable area with objectives and paths; and a map of the entire continent which is obscured at the beginning by "fog of war" and which becomes more detailed and reveals various places as you explore more of the map.



* ''{{Nitemare 3D}}'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].

to:

* ''{{Nitemare 3D}}'' ''Nitemare3D'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].
Is there an issue? Send a MessageReason:
None


* In ''TheLegendOfZelda'' series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation.

to:

* In ''TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation.
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* The flash game "Peasant's Quest" on the ''HomestarRunner'' website follows Type 2 to the letter, though you fill in semi-crude drawings for each location visited.

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* The flash game "Peasant's Quest" on the ''HomestarRunner'' website ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' follows Type 2 to the letter, though you fill in semi-crude drawings for each location visited.
lu127 MOD

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* ''DarkCloud'' allowed you to toggle between a small and large map overlay while crawling through its RandomlyGeneratedLevels.

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* ''DarkCloud'' ''VideoGame/DarkCloud'' allowed you to toggle between a small and large map overlay while crawling through its RandomlyGeneratedLevels.

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* The ''Etrian Odyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike most modern games the player's progress is not automatically mapped, instead a full complement of mapping tools are provided for the player to make their own maps in the style of older role-playing games.

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* The ''Etrian Odyssey'' ''VideoGame/EtrianOdyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike most modern games the player's progress is not automatically mapped, instead a full complement of mapping tools are provided for the player to make their own maps in the style of older role-playing games.
* The arcade version of ''VideoGame/{{Tutankham}}'' displayed a miniature view of the entire level at the top of the screen. It wasn't really useful for navigation or finding items, so most ports simply omitted it.
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Systems that display a map of where the player has already traveled are often said to be utilizing "automap". The term descending from early role-playing games where the player was often expected to create their own map, typically on graph paper.


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* The ''Etrian Odyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike most modern games the player's progress is not automatically mapped, instead a full complement of mapping tools are provided for the player to make their own maps in the style of older role-playing games.
Is there an issue? Send a MessageReason:
None


* In ''{{Mega Man X}}3'', the head upgrade gives X access to a (very rudimentary) map of the level, dividing it into small sectors and showcasing the special items of the level.

to:

* In ''{{Mega ''VideoGame/{{Mega Man X}}3'', the head upgrade gives X access to a (very rudimentary) map of the level, dividing it into small sectors and showcasing the special items of the level.



* ''{{Recettear}}'''s dungeons have a type 1 (a minimap that completes itself as you go through each randomly generated level). Two of the random effects that can happen on each level play with this; one reveals the entire map from the start, the other disables it.
* In the ''[[TheLegendOfZelda Legend of Zelda]]'' series, the world map can be viewed at any time via the menu screen. From ''[[OcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation.

to:

* ''{{Recettear}}'''s ''VideoGame/RecettearAnItemShopsTale'''s dungeons have a type 1 (a minimap that completes itself as you go through each randomly generated level). Two of the random effects that can happen on each level play with this; one reveals the entire map from the start, the other disables it.
* In the ''[[TheLegendOfZelda Legend of Zelda]]'' ''TheLegendOfZelda'' series, the world map can be viewed at any time via the menu screen. From ''[[OcarinaOfTime ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation.



* ''{{Iji}}'' has a map for completed levels, as well as a specific computer terminal in level 6 that reveals the map before you complete it.

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* ''{{Iji}}'' ''VideoGame/{{Iji}}'' has a map for completed levels, as well as a specific computer terminal in level 6 that reveals the map before you complete it.



* ''{{La-Mulana}}'' has a Map item to be found in each area of the dungeon (there is no overworld map). Viewing a map requires equipping either or both of the Ruins RAM cartridges.

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* ''{{La-Mulana}}'' ''VideoGame/{{La-Mulana}}'' has a Map item to be found in each area of the dungeon (there is no overworld map). Viewing a map requires equipping either or both of the Ruins RAM cartridges.
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* ''CaveStory'' has a map item that can be acquired early and can be handy as it shows all hidden passages.

to:

* ''CaveStory'' ''VideoGame/CaveStory'' has a map item that can be acquired early and can be handy as it shows all hidden passages.
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An in-game display of miniature version of the entire level. The game has to be one where your normal field of view is limited to the area around a player character. (Therefore RealTimeStrategy and such doesn't count.)

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An in-game display of a miniature version of the entire level. The game has to be one where your normal field of view is limited to the area around a player character. (Therefore RealTimeStrategy and such doesn't count.)

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* ''ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
----

to:

* ''ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
roof.
* ''{{Nitemare 3D}}'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].
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* ''ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
Is there an issue? Send a MessageReason:
None


** In ''FinalFantasyV'' the map is a special item you need to find on the Ship Graveyard. However, once obtained it can be accessed anywhere on the world map, and even [[spoiler: on the other world, the fusionaded world, and even underground on the center of the earth]].

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** In ''FinalFantasyV'' ''VideoGame/FinalFantasyV'' the map is a special item you need to find on the Ship Graveyard. However, once obtained it can be accessed anywhere on the world map, and even [[spoiler: on the other world, the fusionaded world, and even underground on the center of the earth]].



* ''{{Minecraft}}'' has a Map item which you can craft to keep track of the world you explore.

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* ''{{Minecraft}}'' ''VideoGame/{{Minecraft}}'' has a Map item which you can craft to keep track of the world you explore.



* All ''MarioKart'' games have a map of the course you're racing on.

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* All ''MarioKart'' ''VideoGame/MarioKart'' games have a map of the course you're racing on.



* ''{{Doom}}'' was both type 1 and type 2. You could always look at a map of what you had explored so far. If you found a computer map you could see the entire level.

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* ''{{Doom}}'' ''VideoGame/{{Doom}}'' was both type 1 and type 2. You could always look at a map of what you had explored so far. If you found a computer map you could see the entire level.
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* In the ''[[TheLegendOfZelda Legend of Zelda]]'' series, the world map can be viewed at any time via the menu screen. From ''[[OcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one)- usually occupies the lower left corner of the screen for faster, easier navigation.

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* In the ''[[TheLegendOfZelda Legend of Zelda]]'' series, the world map can be viewed at any time via the menu screen. From ''[[OcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -complete -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one)- one) -- usually occupies the lower left corner of the screen for faster, easier navigation.
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* The ''MetroidPrime'' games have type 1 and some overlap with tpe 2, in that you can acquire the map, or explore everywhere to get the whole map layout.

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* The ''MetroidPrime'' games have type 1 and some overlap with tpe type 2, in that you can acquire the map, or explore everywhere to get the whole map layout.
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** In ''FinalFantasyV'' the map is a special item you need to find on the Ship Graveyard. However, once obtained it can be accesed anywhere on the world map, and even [[spoiler: on the other world, the fusionaded world, and even underground on the center of the earth]].

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** In ''FinalFantasyV'' the map is a special item you need to find on the Ship Graveyard. However, once obtained it can be accesed accessed anywhere on the world map, and even [[spoiler: on the other world, the fusionaded world, and even underground on the center of the earth]].



* On ''{{Mega Man X}}3'' the head upgrade gives X acces to a (very rudimental) map of the level, dividing it on small sectors, and showcasing whre are the special items of the level

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* On In ''{{Mega Man X}}3'' X}}3'', the head upgrade gives X acces access to a (very rudimental) rudimentary) map of the level, dividing it on into small sectors, sectors and showcasing whre are the special items of the levellevel.

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