History Main / LawOfCartographicalElegance

11th Dec '17 3:35:06 PM Malady
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* ''MotocrossMadness'' had an Insurmountable Thirty Foot Fence around the arena, which was actually pretty easy to get over if you crashed into it just right and hit the recover button (in some versions, recovery occured automatical). You can then drive around the border of the arena, but if you drive too far away from it you get fired back into the center of the arena, painfully. Driving along it or even doing nothing doesn't help - sooner or later, you get kicked from the zone of nowhere whatever you do or do not do.

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* ''MotocrossMadness'' ''VideoGame/MotocrossMadness'' had an Insurmountable Thirty Foot Fence around the arena, which was actually pretty easy to get over if you crashed into it just right and hit the recover button (in some versions, recovery occured automatical). You can then drive around the border of the arena, but if you drive too far away from it you get fired back into the center of the arena, painfully. Driving along it or even doing nothing doesn't help - sooner or later, you get kicked from the zone of nowhere whatever you do or do not do.
11th Nov '17 11:59:03 PM Midna
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* SuperMario64 has the worlds not only neatly fit into a square, but also has them as {{Floating Continent}}s above the void with an invisible wall bordering them on all four sides. Justified in that these worlds are contained inside rectangular paintings.

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\n* SuperMario64 ''VideoGame/SuperMario64'' has the worlds not only neatly fit into a square, but also has them as {{Floating Continent}}s above the void with an invisible wall bordering them on all four sides. Justified in that these worlds are contained inside rectangular paintings.
* ''VideoGame/SuperMarioOdyssey'' follows ''Super Mario 64'''s lead by having every world as a FloatingContinent above a giant void. Ultimately subverted, though, as background scenery and flavor text on the various in-game maps imply you're only visiting a tiny part of a much larger world.
10th Aug '17 1:39:06 PM Abodos
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* Most games in the ''Zelda'' series are bounded by topography (usually mountains to the north and the ocean to the south). ''VideoGame/TheLegendOfZeldaTheWindWaker'' keeps you hemmed into the game world by having your boat [[ButThouMust forbid you]] to continue past the edges.
** It also mentions that there's a storm (which you can see) further on. So, if you like, you can just imagine that the Wind Waker world is occasionally frequented by ''horrendously magnificent'' hurricanes, and that the game takes place in the eye of one.
*** Being that the world of Wind Waker only came about [[spoiler: because the Gods themselves flooded Hyrule, creating the ocean]], that's not as far-fetched as one might believe.

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* Most games in the ''Zelda'' ''[[Franchise/TheLegendOfZelda Zelda]]'' series are bounded by topography (usually mountains to the north and the ocean to the south). ''VideoGame/TheLegendOfZeldaTheWindWaker'' keeps you hemmed into the game world by having your boat [[ButThouMust forbid you]] to continue past the edges.
** It also mentions that there's a storm (which you can see) further on. So, if you like, you can just imagine that the ''The Wind Waker Waker'' world is occasionally frequented by ''horrendously magnificent'' hurricanes, and that the game takes place in the eye of one.
*** Being that the world of ''The Wind Waker Waker'' only came about [[spoiler: because the Gods themselves flooded Hyrule, creating the ocean]], that's not as far-fetched as one might believe.believe.
** While ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' largely prevents Link from leaving Hyrule using topography, you'll still be blocked off by an InvisibleWall and a notification that you can go no further if you still manage to make it to the map's edge.
28th Jul '17 4:49:04 AM SeptimusHeap
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** In all of the games (and the spinoff ''[[SidMeiersAlphaCentauri Alpha Centauri]]''), the worlds are cylindrical: you can circle endlessly east and west, but north and south you are blocked by "the poles". You can, however, enable an option that allows you to build flat worlds.

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** In all of the games (and the spinoff ''[[SidMeiersAlphaCentauri ''[[VideoGame/SidMeiersAlphaCentauri Alpha Centauri]]''), the worlds are cylindrical: you can circle endlessly east and west, but north and south you are blocked by "the poles". You can, however, enable an option that allows you to build flat worlds.
8th Jul '17 3:45:03 PM nombretomado
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* In the MarioAndLuigi series, almost all the games bar one have the entire world map as an island in the middle of some ocean somewhere and no indication that there's anything beyond the borders. Which makes sense in Dream Team, since Pi'illo Island is well, an island. But in Partners in Time and Bowser's Inside Story? That's the entire kingdom that's supposedly stuck on an island with water on all sides, despite the fact multiple games have Mario and co crossing the border to other areas of land! Although this is just the world map that's like this, you never get near enough to the border in game to figure out where it cuts off.

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* In the MarioAndLuigi ''VideoGame/MarioAndLuigi'' series, almost all the games bar one have the entire world map as an island in the middle of some ocean somewhere and no indication that there's anything beyond the borders. Which makes sense in Dream Team, since Pi'illo Island is well, an island. But in Partners in Time and Bowser's Inside Story? That's the entire kingdom that's supposedly stuck on an island with water on all sides, despite the fact multiple games have Mario and co crossing the border to other areas of land! Although this is just the world map that's like this, you never get near enough to the border in game to figure out where it cuts off.
24th Jun '17 2:55:41 PM nombretomado
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* ''DragonQuest'' differs from the later games in the series in that all of Alefgard appears to be surrounded by water.

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* ''DragonQuest'' ''VideoGame/DragonQuest'' differs from the later games in the series in that all of Alefgard appears to be surrounded by water.
11th Jun '17 2:32:21 PM nombretomado
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* Averted entirely in ''VideoGame/XComUFOEnemyUnknown'' (''X-COM''), which has a nice rotatable round map.

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* Averted entirely in ''VideoGame/XComUFOEnemyUnknown'' ''VideoGame/XCOMEnemyUnknown'' (''X-COM''), which has a nice rotatable round map.
11th Jun '17 2:31:56 PM nombretomado
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* Averted entirely in ''UFO:Enemy Unknown'' (aka ''{{X-Com}}''), which has a nice rotatable round map.

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* Averted entirely in ''UFO:Enemy Unknown'' (aka ''{{X-Com}}''), ''VideoGame/XComUFOEnemyUnknown'' (''X-COM''), which has a nice rotatable round map.
20th May '17 11:24:13 AM nombretomado
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* The ''Franchise/{{Ultima}}'' games (In some installments. In others, the world literally ''is'' flat and rectangular, surrounded on all sides by an ethereal void).

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* The ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' games (In some installments. In others, the world literally ''is'' flat and rectangular, surrounded on all sides by an ethereal void).
13th May '17 11:23:40 AM nombretomado
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* ''KatamariDamacy'' and its sequels are partial aversion. At the lower sizes the world is restricted by WaistHighFences. At the second highest size it is the classic toroidal shape, with the katamari, teleporting to the other side of the map in mist. At the highest size the Katamari rolls over a proper globe.

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* ''KatamariDamacy'' ''VideoGame/KatamariDamacy'' and its sequels are partial aversion. At the lower sizes the world is restricted by WaistHighFences. At the second highest size it is the classic toroidal shape, with the katamari, teleporting to the other side of the map in mist. At the highest size the Katamari rolls over a proper globe.
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