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Compare TheOverworld proper which is more detailed and closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.
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Compare TheOverworld proper which is more detailed and closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.
RiskStyleMap. See also PortalEndpointResemblance, which also involves the entry point of a level essentially being the level in miniature.
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Like other areas in the game, the player is free to travel pretty much anywhere on this map they have access to, with ChokepointGeography being the only (or at least primary) thing to prevent them from potential SequenceBreaking (no, you can't walk ''around'' that plot-important town to reach the mountain range behind it). Also like other areas of the game, expect to be ambushed by RandomEncounters as you travel across it. For the sake of convenience, most of these maps ultimately 'wrap around' in all four directions; that is, if you can travel indefinitely in the same direction, you'll end up looping back to where you started.
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Like other areas in the game, the player is free to travel pretty much anywhere on this map they have access to, with ChokepointGeography being the only (or at least primary) thing to prevent them from potential SequenceBreaking (no, you can't walk ''around'' that plot-important town to reach the mountain range behind it). Also like other areas of the game, expect to be ambushed by RandomEncounters as you travel across it. For the sake of convenience, most of these maps ultimately 'wrap around' in all four directions; that is, if you can travel indefinitely in the same direction, you'll end up looping back to where you started.
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* ''VideoGame/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
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* ''VideoGame/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
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* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you. In fact, the entire map of [[VideoGame/TheLegendOfZeldaI the previous game]] fits into a small plot of land south of Death Mountain.
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.
to:
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you. In fact, the entire map of [[VideoGame/TheLegendOfZeldaI the previous game]] fits into a small plot of land south of Death Mountain.
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in** ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean Geat Sea averts the trope, because it ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.though.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go anywhere the ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
** ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you. In fact, the entire map of [[VideoGame/TheLegendOfZeldaI the previous game]] fits into a small plot of land south of Death Mountain.
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go anywhere the ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
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* In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', this is actually where almost the entire game takes place: while the characters appear at reasonable size within the castle, that's just a base for preparations and the arena, with the vast majority of the game taking place directly on the massive overworld. Without {{Fight Woosh}}es, the units fight tactically across the map squares, and WordOfGod is that players should assume that each unit actually represents a whole battalion of soldiers.
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Moving this to the rest of the Zelda entries.
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* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
to:
* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you. In fact, the entire map of [[VideoGame/TheLegendOfZeldaI the previous game]] fits into a small plot of land south of Death Mountain.
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere theoceanwater ocean water (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the
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* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you.
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
%%** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
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* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
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* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', ''VideoGame/TalesOfXillia'', which use a PointAndClickMap instead.
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* ''WebAnimation/OneOneHeroine'' (or ''[[https://www.youtube.com/playlist?list=PLqJ5dzgeUcLhCNWL3YJP7GsWlT1pnoVwc RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]'') is an animation series that {{subvert|edTrope}}s this. As the title implies, [[TheHero YUU-chan]] really is [[GiantWoman as big as she appears to be]] on the overworld. [[PlayedForLaughs Hilarity ensues]] as she ends up in typical RPG situations that don't account for this size change, like fighting {{Mooks}} that are smaller than her heels, or recruiting party members that are regular-sized and [[UniqueProtagonistAsset trying to find a good role for them]].
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* ''[[https://www.youtube.com/playlist?list=PLqJ5dzgeUcLhCNWL3YJP7GsWlT1pnoVwc RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]'' (or ''1/1 Heroine'' for short) is an animation series that {{subvert|edTrope}}s this. As the title implies, [[TheHero YUU-Chan]] really is [[GiantWoman as big as she appears to be]] on the overworld. [[PlayedForLaughs Hilarity ensues]] as she ends up in typical RPG situations that don't account for this size change, like fighting {{Mooks}} that are smaller than her heels, or recruiting party members that are regular-sized and [[UniqueProtagonistAsset trying to find a good role for them]].
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* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as {{Non Player Character}}s will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''VideoGame/FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''VideoGame/FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
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* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} ''Franchise/{{Pokemon}}'' games, as {{Non Player Character}}s will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
*''VideoGame/{{Quest 64}}'' ''VideoGame/Quest64'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''VideoGame/FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
*
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* The animation series ''[[https://www.youtube.com/playlist?list=PLqJ5dzgeUcLhCNWL3YJP7GsWlT1pnoVwc RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]'' (or just ''1/1 Heroine'' for short) [[PlayedForLaughs plays this trope for laughs]]. As the title implies, [[TheHero YUU-Chan]] really is as big as she appears on the overworld.
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* The animation series ''[[https://www.youtube.com/playlist?list=PLqJ5dzgeUcLhCNWL3YJP7GsWlT1pnoVwc RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]'' (or just ''1/1 Heroine'' for short) [[PlayedForLaughs plays this trope for laughs]]. is an animation series that {{subvert|edTrope}}s this. As the title implies, [[TheHero YUU-Chan]] really is [[GiantWoman as big as she appears to be]] on the overworld.overworld. [[PlayedForLaughs Hilarity ensues]] as she ends up in typical RPG situations that don't account for this size change, like fighting {{Mooks}} that are smaller than her heels, or recruiting party members that are regular-sized and [[UniqueProtagonistAsset trying to find a good role for them]].
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* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
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* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' ''VideoGame/ScottPilgrimVSTheWorldTheGame'' and ''VideoGame/IWannaBeTheGuyGaiden''.
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** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
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* Subverted and PlayedForLaughs in the animation ''[[https://www.youtube.com/watch?v=g3lb4JoThho RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]''. As the title implies, the RPG heroine is as big as she appears on the overworld.
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* Subverted and PlayedForLaughs in the The animation series ''[[https://www.youtube.com/watch?v=g3lb4JoThho com/playlist?list=PLqJ5dzgeUcLhCNWL3YJP7GsWlT1pnoVwc RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]''. Big]]'' (or just ''1/1 Heroine'' for short) [[PlayedForLaughs plays this trope for laughs]]. As the title implies, the RPG heroine [[TheHero YUU-Chan]] really is as big as she appears on the overworld.
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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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Don't expect to find many scripted events or NPC's to interact with, or places to shop (or [[TraumaInn rest and heal]]) directly on the overworld map - this world map exists for TravellingAtTheSpeedOfPlot between point A and B, nothing more. So if you know you're about to embark on a long, cross-continent trip, better stock up (and save your game) before you leave town. On the other hand, many RPG's will allow you to save your game anywhere on this map, where you'd otherwise have to find a specific SavePoint to do the job.
Note that despite its small scale, traveling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.
Note that despite its small scale, traveling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.
to:
Don't expect to find many scripted events or NPC's to interact with, or places to shop (or [[TraumaInn rest and heal]]) directly on the overworld map - -- this world map exists for TravellingAtTheSpeedOfPlot between point A and B, nothing more. So if you know you're about to embark on a long, cross-continent trip, better stock up (and save your game) before you leave town. On the other hand, many RPG's will allow you to save your game anywhere on this map, where you'd otherwise have to find a specific SavePoint to do the job.
Note that despite its small scale, traveling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters)- -- one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.
Note that despite its small scale, traveling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters)
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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1981 or 1980, respectively. Starting with Ultima VI, the series' overworlds became to scale and seamless.
* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you.
** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.
* ''VideoGame/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly {{Non Player Character}}s and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you.
** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.
* ''VideoGame/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly {{Non Player Character}}s and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
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* ''VideoGame/SkiesOfArcadia'' has you literally fly around the overworld in whatever airship you have at the time. It's the only time you can save freely, the world itself is scaled down to fit, and it's actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
to:
* ''VideoGame/SkiesOfArcadia'' has you literally fly around ''VideoGame/DragonQuest'' is the overworld Japanese TropeCodifier, using some variation of it in whatever airship you have at almost every game to the time. It's series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the only time same scale as the areas inside it. You can still explore pretty much anything you can save freely, access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
* In adventurer mode of ''VideoGame/DwarfFortress'', you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city, the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly {{Non Player Character}}s and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
* The ''VideoGame/GloryOfHeracles'' games have world maps as such. Uniquely, the worlditself is scaled down to fit, and it's actually notoriously bad about map in ''VideoGame/GloryOfHeraclesIII'' does not loop around, [[spoiler:and at one point in the high random encounter rate, which game, you have to fly off of the Gamecube port fixed a bit.
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.world map entirely to reach the Underworld.]]
* In adventurer mode of ''VideoGame/DwarfFortress'', you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city, the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly {{Non Player Character}}s and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
* The ''VideoGame/GloryOfHeracles'' games have world maps as such. Uniquely, the world
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.
* The ''VideoGame/{{Lufia}}'' series uses this, too.
* ''VideoGame/{{Lunarosse}}'' has its world map as such. It's mostly notable if you pay attention to how long ocean voyages are supposed to take once you get your ship. A ride to the nearest continent from your island base is supposedly an hour and a trip between two continents is indicated to take a day, yet you can accomplish both within seconds if you know where you're going.
* In ''Franchise/MassEffect'', you control a planet-sized ''[[CoolStarship Normandy]]'' as you go around the galaxy doing stuff.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The UsefulNotes/WiiU remake makes travel faster, though.
* The ''VideoGame/{{Lufia}}'' series uses this, too.
* ''VideoGame/{{Lunarosse}}'' has its world map as such. It's mostly notable if you pay attention to how long ocean voyages are supposed to take once you get your ship. A ride to the nearest continent from your island base is supposedly an hour and a trip between two continents is indicated to take a day, yet you can accomplish both within seconds if you know where you're going.
* In ''Franchise/MassEffect'', you control a planet-sized ''[[CoolStarship Normandy]]'' as you go around the galaxy doing stuff.
Changed line(s) 37,39 (click to see context) from:
* The ''VideoGame/{{Lufia}}'' series uses this too.
* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representing the player party which can be moved around.
* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representing the player party which can be moved around.
to:
* The ''VideoGame/{{Lufia}}'' series uses this too.
* ''VideoGame/SuperMarioWorld'' uses this, and[[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as {{Non Player Character}}s will occasionally mention how long it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representingtakes to go from place to place, or note how far away the player party which character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can be moved around. run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
* ''VideoGame/SuperMarioWorld'' uses this, and
* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representing
Deleted line(s) 41,47 (click to see context) :
* In adventurer mode of ''VideoGame/DwarfFortress'', you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city, the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as {{Non Player Character}}s will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
* In ''VideoGame/{{Terranigma}}'', WalkingTheEarth (''the'' Earth) is made easy by the small-scale overworld, with ChokepointGeography being the only obstacle to travel.
* In ''Franchise/MassEffect'', you control a planet-sized ''[[CoolStarship Normandy]]'' as you go around the galaxy doing stuff.
* In ''VideoGame/StarTrekOnline'', ships are huge in sector space compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
* The [[VideoGame/TrailsSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members - a former dilettante and a computer science nerd - completely exhausted, and even the other two fairly winded.
* ''VideoGame/{{Lunarosse}}'' has its world map as such. It's mostly notable if you pay attention to how long ocean voyages are supposed to take once you get your ship. A ride to the nearest continent from your island base is supposedly an hour and a trip between two continents is indicated to take a day, yet you can accomplish both within seconds if you know where you're going.
* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as {{Non Player Character}}s will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
* In ''VideoGame/{{Terranigma}}'', WalkingTheEarth (''the'' Earth) is made easy by the small-scale overworld, with ChokepointGeography being the only obstacle to travel.
* In ''Franchise/MassEffect'', you control a planet-sized ''[[CoolStarship Normandy]]'' as you go around the galaxy doing stuff.
* In ''VideoGame/StarTrekOnline'', ships are huge in sector space compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
* The [[VideoGame/TrailsSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members - a former dilettante and a computer science nerd - completely exhausted, and even the other two fairly winded.
* ''VideoGame/{{Lunarosse}}'' has its world map as such. It's mostly notable if you pay attention to how long ocean voyages are supposed to take once you get your ship. A ride to the nearest continent from your island base is supposedly an hour and a trip between two continents is indicated to take a day, yet you can accomplish both within seconds if you know where you're going.
Deleted line(s) 49 (click to see context) :
* The ''VideoGame/GloryOfHeracles'' games have world maps as such. Uniquely, the world map in ''VideoGame/GloryOfHeraclesIII'' does not loop around, [[spoiler:and at one point in the game, you have to fly off of the world map entirely to reach the Underworld.]]
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to:
* ''VideoGame/SkiesOfArcadia'' has you literally fly around the overworld in whatever airship you have at the time. It's the only time you can save freely, the world itself is scaled down to fit, and it's actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
* In ''VideoGame/StarTrekOnline'', ships are huge in sector space compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
* In ''VideoGame/{{Terranigma}}'', WalkingTheEarth (''the'' Earth) is made easy by the small-scale overworld, with ChokepointGeography being the only obstacle to travel.
* The [[VideoGame/TrailsSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members -- a former dilettante and a computer science nerd -- completely exhausted, and even the other two fairly winded.
* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1981 or 1980, respectively. Starting with Ultima VI, the series' overworlds became to scale and seamless.
* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representing the player party which can be moved around.
* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you.
** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
* In ''VideoGame/StarTrekOnline'', ships are huge in sector space compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
* In ''VideoGame/{{Terranigma}}'', WalkingTheEarth (''the'' Earth) is made easy by the small-scale overworld, with ChokepointGeography being the only obstacle to travel.
* The [[VideoGame/TrailsSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members -- a former dilettante and a computer science nerd -- completely exhausted, and even the other two fairly winded.
* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1981 or 1980, respectively. Starting with Ultima VI, the series' overworlds became to scale and seamless.
* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representing the player party which can be moved around.
* ''VideoGame/ZeldaIITheAdventureOfLink'' is a fairly straight example, in keeping with its RPGElements: About the only purpose it serves is to connect existing locations, with occasional wandering monsters to harass you.
** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
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None
Changed line(s) 50 (click to see context) from:
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* Subverted and PlayedForLaughs in the animation ''[[https://www.youtube.com/watch?v=g3lb4JoThho RPG Heroine Who Looks Giant On The World Map But Actually Is That Big]]''. As the title implies, the RPG heroine is as big as she appears on the overworld.
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None
Changed line(s) 46 (click to see context) from:
* The [[VideoGame/KisekiSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members - a former dilettante and a computer science nerd - completely exhausted, and even the other two fairly winded.
to:
* The [[VideoGame/KisekiSeries [[VideoGame/TrailsSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members - a former dilettante and a computer science nerd - completely exhausted, and even the other two fairly winded.
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None
Changed line(s) 48 (click to see context) from:
* The maps of ''VideoGame/RakenzarnTales'' work like this. The day/night cycle does help create the illusion that the distance is bigger than it seems, but you're still plodding through the regions at a fairly fast rate.
to:
* The Early maps of ''VideoGame/RakenzarnTales'' work worked like this. The day/night cycle does did help create the illusion that the distance is was bigger than it seems, seemed, but you're you'd still be plodding through the regions at a fairly fast rate.rate. This was later dropped in version four for a PointAndClickMap.
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Interesting, but irrelevant to the trope
Deleted line(s) 42 (click to see context) :
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you. It also keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).
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Changed line(s) 50 (click to see context) from:
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* The ''VideoGame/GloryOfHeracles'' games have world maps as such. Uniquely, the world map in ''VideoGame/GloryOfHeraclesIII'' does not loop around, [[spoiler:and at one point in the game, you have to fly off of the world map entirely to reach the Underworld.]]
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More accurate info.
Changed line(s) 24 (click to see context) from:
* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1981 or 1980, respectively.
to:
* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1981 or 1980, respectively. Starting with Ultima VI, the series' overworlds became to scale and seamless.
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Removed erroneous generalization.
Changed line(s) 15,16 (click to see context) from:
Compare TheOverworld proper which is more detailed and closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.
to:
Compare TheOverworld proper which is more detailed and closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely.enter. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.
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None
Changed line(s) 27 (click to see context) from:
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks) permit you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
to:
* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSpiritTracks'' ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks) permit tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
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None
Changed line(s) 11,12 (click to see context) from:
Note that despite its small scale, travelling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.
to:
Note that despite its small scale, travelling traveling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.
Changed line(s) 34 (click to see context) from:
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
to:
* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
Changed line(s) 48 (click to see context) from:
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* ''VideoGame/{{Lunarosse}}'' has its world map as such. It's mostly notable if you pay attention to how long ocean voyages are supposed to take once you get your ship. A ride to the nearest continent from your island base is supposedly an hour and a trip between two continents is indicated to take a day, yet you can accomplish both within seconds if you know where you're going.
* The maps of ''VideoGame/RakenzarnTales'' work like this. The day/night cycle does help create the illusion that the distance is bigger than it seems, but you're still plodding through the regions at a fairly fast rate.
* The maps of ''VideoGame/RakenzarnTales'' work like this. The day/night cycle does help create the illusion that the distance is bigger than it seems, but you're still plodding through the regions at a fairly fast rate.
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The world isn't shaped like that in canon, the "donut-shape" is explicitly an aspect of the Video Game Geography trope, while World Shapes are canonically weirdly-shaped worlds.
Changed line(s) 31 (click to see context) from:
* ''VideoGame/ChronoTrigger'' has the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes shaped like a donut]]).
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* ''VideoGame/ChronoTrigger'' has the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes [[VideoGameGeography shaped like a donut]]).
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* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
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* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] {{Non Player Character}}s and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
Changed line(s) 43 (click to see context) from:
* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as NPCs will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
to:
* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as NPCs {{Non Player Character}}s will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
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Corrected error on Ultima's release date.
Changed line(s) 24 (click to see context) from:
* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.
to:
* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 1981 or 1980, respectively.
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None
Changed line(s) 5,6 (click to see context) from:
Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' and ''Franchise/FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.
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Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' ''VideoGame/DragonQuest'' and ''Franchise/FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.
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* ''Franchise/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
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* ''Franchise/DragonQuest'' ''VideoGame/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
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* The [[VideoGame/KisekiSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members - a former dilettante and a computer science nerd - completely exhausted, and even the other two fairly winded.
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Changed line(s) 28 (click to see context) from:
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.
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* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU UsefulNotes/WiiU remake makes travel faster, though.
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* The ''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
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* The ''Franchise/TalesSeries'', ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth was pretty abstract in how it handled the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.
* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements: About the only purpose it served is to connect existing locations, with occasional wandering monsters to harass you.
* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements: About the only purpose it served is to connect existing locations, with occasional wandering monsters to harass you.
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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth was is pretty abstract in how it handled handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.
* ''VideoGame/ZeldaIITheAdventureOfLink''was is a fairly straight example, in keeping with its RPGElements: About the only purpose it served serves is to connect existing locations, with occasional wandering monsters to harass you.
* ''VideoGame/ZeldaIITheAdventureOfLink''
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* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' used a hybrid approach; you can freely sail pretty much anywhere the oceanwater (or train tracks) permit you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction was inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.
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* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' used use a hybrid approach; you can freely sail go pretty much anywhere the oceanwater (or train tracks) permit you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction was is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean''was'' ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean
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* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel) which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
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* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel) sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
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* ''VideoGame/SkiesOfArcadia'' had you literally fly around the overworld in whatever airship you had at the time. It was the only time you could save freely, the world itself was scaled down to fit, and it was actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
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* ''VideoGame/SkiesOfArcadia'' had has you literally fly around the overworld in whatever airship you had have at the time. It was It's the only time you could can save freely, the world itself was is scaled down to fit, and it was it's actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
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* ''VideoGame/GoldenSun'' also features it: the first game only takes place on one-and-a-half continent with no other means of transportation than your feet, but the second lets you visit the entire [[FloatingContinent flat world]] (apart from the parts available in the first): after a while, you gain a CoolBoat, then [[GlobalAirship wings to put on your boat]], then a [[TeleportationTropes Teleport Psynergy]] in the VeryDefinitelyFinalDungeon.
* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the party were modeled very much out of scale with the map and the locations, though at the start of an encounter the action would shift to a smaller map of correct scale.
* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the party were modeled very much out of scale with the map and the locations, though at the start of an encounter the action would shift to a smaller map of correct scale.
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* ''VideoGame/GoldenSun'' also features it: the first game only takes place on one-and-a-half continent with no other means of transportation than your feet, but the second lets you visit the entire [[FloatingContinent flat world]] (apart (aside from the parts available in the first): after a while, you gain a CoolBoat, then [[GlobalAirship wings to put on your boat]], then a [[TeleportationTropes Teleport Psynergy]] in the VeryDefinitelyFinalDungeon.
* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the partywere are modeled very much out of scale with the map and the locations, though at the start of an encounter the action would shift shifts to a smaller map of correct scale.
* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the party
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* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you. And it keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you. And it keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).
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* In adventurer mode of ''VideoGame/DwarfFortress'' ''VideoGame/DwarfFortress'', you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city town/city, the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you.And it It also keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you.
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* In ''VideoGame/StarTrekOnline'', in sector space ships are huge compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
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* In ''VideoGame/StarTrekOnline'', ships are huge in sector space ships are huge compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
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* [[ImpliedTrope Implied]] in {{Franchise/Pokemon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in ''mere seconds'', if you don't take your time to fight some wild Pokémon along the way.
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* [[ImpliedTrope Implied]] in {{Franchise/Pokemon}}, the {{Franchise/Pokemon}} games, as NPCs will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to Littleroot. his home in Littleroot in the Hoenn games. You can do it run that distance in ''mere seconds'', about thirty seconds, if you don't take your time to fight some wild Pokémon along the way.way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
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* [[ImpliedTrope Implied]] in {{Franchise/Pokémon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in ''mere seconds'', if you don't take your time to fight some wild Pokémon along the way.
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* [[ImpliedTrope Implied]] in {{Franchise/Pokémon}}, {{Franchise/Pokemon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in ''mere seconds'', if you don't take your time to fight some wild Pokémon along the way.
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Made more specific
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* [[ImpliedTrope Implied]] in {{Franchise/Pokemon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in a ''fraction'' of that, even if you take your time to fight some wild Pokemon along the way.
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* [[ImpliedTrope Implied]] in {{Franchise/Pokemon}}, {{Franchise/Pokémon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in a ''fraction'' of that, even ''mere seconds'', if you don't take your time to fight some wild Pokemon Pokémon along the way.
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* The ''{{Lufia}}'' series uses this too.
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* The ''{{Lufia}}'' ''VideoGame/{{Lufia}}'' series uses this too.