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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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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.
paper. (The general aversion of this trope in older video games reflects a similar expectation; some game manuals from the 1980s even included pages just for players to draw their own map on.)
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** Both ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' have the map displayed on the top of the UsefulNotes/{{DS}} screen.

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** Both ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' have the map displayed on the top of the UsefulNotes/{{DS}} Platform/{{DS}} screen.
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* ''VideoGame/DeepRockGalactic'' has the Terrain Scanner which can only be seen while holding the button to bring it up. The scanner shows your immediate surroundings in a 3D view and automaps more of it as you go. It also shows various things such as player location and location of loose mission based objects.
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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 games 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, RealTimeStrategy games and such doesn't don't count.
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* The ''VideoGame/MetalGear'' series has a level map, which comes in handy for The End's boss fight in ''VideoGame/MetalGearSolid3'' since it shows you where he's sniping from. In ''VideoGame/MetalGearSolid4'', it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].

to:

* The ''VideoGame/MetalGear'' series has a level map, which comes in handy for The End's boss fight in ''VideoGame/MetalGearSolid3'' ''VideoGame/MetalGearSolid3SnakeEater'' since it shows you where he's sniping from. In ''VideoGame/MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].

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Removed: 7880

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* ''VideoGame/ANNOMutationem'' has a mini-map of the area on the top-right of the screen. Selecting the full map shows the entire area, along with key marks showing which locations are accessible, locked, where the shops and {{Warp Whistle}}s are, and a red pointer towards the main objective.
* Both ''VideoGame/{{Drakengard}}'' games displayed a map of the level when pausing the game; the second also allowed you to switch between your EnemyDetectingRadar and level-map overlay at any time (once you collected the area's actual map).
* ''VideoGame/TheLegendOfHeroesTrails'' series has a mini-map on the corner of the screen while traveling. Pressing to bring up the entire map layouts the full area.

to:

* This 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 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.
* The ''VideoGame/AceCombat'' series typically has a map, accessible either in the pause menu or by pressing a button to zoom out the regular radar in gameplay, with mission-critical targets and allies marked on it.
* ''VideoGame/ANNOMutationem'' has a mini-map of the area on the top-right of the screen. Selecting the full map shows the entire area, along with key marks showing which locations are accessible, locked, where the shops and {{Warp Whistle}}s are, and a red pointer towards the main objective.
objective.
* Both ''VideoGame/{{Drakengard}}'' games displayed ''Videogame/BioShock1'' and ''Videogame/BioShock2'' have those, which also indicate the objectives, also show where vending machines are located.
* ''VideoGame/CaveStory'' has
a map of the item that can be acquired early. It's very handy as it shows all hidden passages.
* ''VideoGame/{{Chantelise}}'': Every
level when pausing the game; the second has one, that also allowed you to switch between your EnemyDetectingRadar and level-map overlay at any time (once you collected shows where the area's actual map).
* ''VideoGame/TheLegendOfHeroesTrails'' series has a mini-map on the corner of the screen while traveling. Pressing to bring up the entire map layouts the full area.
enemies are.



* ''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 [[SecretRoom secret areas]].

to:

* ''VideoGame/RatchetAndClank'' 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.
* ''VideoGame/{{Diablo}}'' games. Especially useful given that the maps are randomized. You need that map.
* In ''VideoGame/{{Doom}}'', you can always look at a map of what you have explored so far. If you find a computer map you can see the entire level. ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which use the same engine, also have automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also has map scrolls that reveal the entire map.
* 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 dungeon because they are so used to Hawke always leading the way.
* ''VideoGame/DragonSlayer'' has the MAP spell to display a zoomed-out view of the level. Being a spell, it's not available from the start of the game. It also consumes magic power, like most other spells.
* Both ''VideoGame/{{Drakengard}}'' games displayed a map of the level when pausing the game; the second also allowed you to switch between your EnemyDetectingRadar and level-map overlay at any time (once you collected the area's actual map).
* The ''VideoGame/EtrianOdyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike in 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. One map can be drawn for every floor in a stratum.
* ''VideoGame/EuroTruckSimulator'', in addition to the standard road
map that you can pause is part of the game and look at. Each game HUD, also has a Mapper gadget diegetic world map on the GPS screen present in the trucks' more luxurious trim levels. If you feel like experiencing a little more inmersive interface, you can find, which makes said disable your standard HUD map and instead rely on your truck's GPS screen. If you don't feel like paying a fortune of in-game money for upgrading your truck's cabin, a DLC will also show [[SecretRoom secret areas]].allow you to install separate GPS screens into your truck's dashboard or windshield.



* ''VideoGame/CaveStory'' has a map item that can be acquired early. It's very handy as it shows all hidden passages.
* ''Franchise/MegaMan'':
** In ''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.
** 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.
* ''VideoGame/{{Diablo}}'' games. Especially useful given that the maps are randomized. You need that map.
* In ''VideoGame/PeasantsQuest'', you fill in semi-crude drawings for each location visited.
* ''Franchise/{{Persona}}'': The series has an auto-filling map as you progress through each dungeon, labeling TreasureChest and stairways leading to the next floor.
* ''VideoGame/{{Minecraft}}'' has a Map item which you can craft to keep track of the world you explore. Interestingly, it's the "automap" type but it will only cover the quadrant around the area it was crafted in. If you go past the border, you'll need to craft another. For this reason, it's more useful in mapping the points of interest surrounding your house than as a tool for long distance trips. There is also a craftable compass that points to the world's default spawn point.
* Frequent in the ''Franchise/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also rooms where Samus can download the map of the place she's currently exploring, or navigate everywhere to get the whole map layout. In ''VideoGame/MetroidPrime3Corruption'', there's a special method to show the location of all collectible items, which is helpful for the intent of HundredPercentCompletion. However, it is only available after doing enough progress in Elysia and reaching one of the areas guarding an atomic bomb's component (even then, showcasing the location of items from Elysia itself and the Pirate Homeworld requires getting later powerups to prevent spoilers; this also means that the GFS ''Valhalla'' is the only location whose items cannot be displayed, so you'll have to rely on old-school exploration and observation there).
* ''VideoGame/RecettearAnItemShopsTale'''s dungeons have 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.

to:

* ''VideoGame/CaveStory'' ''VideoGame/FormulaRacer 2012'' has a minimap in the top-right corner which displays the position of you and other racers.
* In ''VideoGame/GuildWars'', there are actually three
map item that can be acquired early. It's very handy as it shows all hidden passages.
* ''Franchise/MegaMan'':
** In ''VideoGame/MegaManX3'', the head upgrade gives X access to
displays; a (very rudimentary) radar-like map of the level, dividing it into small sectors and showcasing the special items of the level.
** 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 immediate area which shows the whole area you're currently in. While in ruins, you can even switch between floors.
* ''VideoGame/{{Diablo}}'' games. Especially useful given that the maps are randomized. You need that map.
* In ''VideoGame/PeasantsQuest'', you fill in semi-crude drawings for each
location visited.
* ''Franchise/{{Persona}}'': The series has an auto-filling map as you progress through each dungeon, labeling TreasureChest
of friends, neutrals and stairways leading to the next floor.
* ''VideoGame/{{Minecraft}}'' has
enemies; a Map item "mini-map" which you can craft to keep track of shows the world you explore. Interestingly, it's the "automap" type but it will only cover the quadrant around the larger mission or explorable area it was crafted in. If you go past the border, you'll need to craft another. For this reason, it's more useful in mapping the points of interest surrounding your house than as with objectives and paths; and a tool for long distance trips. There is also a craftable compass that points to the world's default spawn point.
* Frequent in the ''Franchise/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also rooms where Samus can download the
map of the place she's currently exploring, or navigate everywhere to get entire continent which is obscured at the whole beginning by "fog of war" and which becomes more detailed and reveals various places as you explore more of the map.
* ''VideoGame/{{Iji}}'' has a
map layout. In ''VideoGame/MetroidPrime3Corruption'', there's for completed levels, as well as a special method to show specific computer terminal in level 6 that reveals the map before you complete it.
* ''VideoGame/IntoSpace'': A purchasable radar displays
the location of all collectible items, some/all items present in the level not far from the rocket (fuel, speed gates, thunderclouds, other vehicles, and in the third game, gifts and [=UFOs=]).
* The first entry in ''VideoGame/TheJourneymanProject'' series has the Mapping Biochip,
which is helpful displays a 2D top-down map, showing where you've walked, including the direction you're facing. The remake ''Pegasus Prime'' only allows this map for the intent of HundredPercentCompletion. However, it is only available after doing enough progress [[TheMaze Mars Maze]], though.
* ''VideoGame/LaMulana'' has a Map item to be found
in Elysia and reaching one each area of the areas guarding an atomic bomb's component (even then, showcasing the location of items from Elysia itself and the Pirate Homeworld dungeon (there is no overworld map). Viewing a map requires getting later powerups to prevent spoilers; this also means that the GFS ''Valhalla'' is the only location whose items cannot be displayed, so you'll have to rely on old-school exploration and observation there).
* ''VideoGame/RecettearAnItemShopsTale'''s dungeons have a minimap that completes itself as you go through each randomly generated level. Two
equipping either or both of the random effects that can happen Ruins RAM cartridges.
* ''VideoGame/TheLegendOfHeroesTrails'' series has a mini-map
on each level play with this; one reveals the corner of the screen while traveling. Pressing to bring up the entire map from layouts the start, the other disables it.full area.



* This 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 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 can always look at a map of what you have explored so far. If you find a computer map you can see the entire level. ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which use the same engine, also have automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also has map scrolls that reveal the entire map.
* 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.
* ''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.
* ''VideoGame/DragonSlayer'' has the MAP spell to display a zoomed-out view of the level. Being a spell, it's not available from the start of the game. It also consumes magic power, like most other spells.
* ''VideoGame/LaMulana'' 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.
* ''VideoGame/ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
* ''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 ''VideoGame/EtrianOdyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike in 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. One map can be drawn for every floor in a stratum.
* 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.
* The ''VideoGame/AceCombat'' series typically has a map, accessible either in the pause menu or by pressing a button to zoom out the regular radar in gameplay, with mission-critical targets and allies marked on it.
* In the ''VideoGame/NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar.
* ''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.
* 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.
* ''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.
* The ''VideoGame/MetalGear'' series has a level map, which comes in handy for The End's boss fight in ''VideoGame/MetalGearSolid3'' since it shows you where he's sniping from. In ''VideoGame/MetalGearSolid4'', it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].
* 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 dungeon because they are so used to Hawke always leading the way.
* ''VideoGame/{{Roundabout}}'' displays a road-map style map of the entire area on the pause screen. It only covers the region of the map you're currently in (Suburbs, Roundabout City, or the Mountain), however.

to:

* This applies to at least half of all {{Racing Game}}s. Every (non-sidescrolling) racer has a heads-up display that at least ''VideoGame/LochNess'': An interesting variant on this trope. The map item, when you use it, displays a real-world map of Loch Ness, as well as where your character(s) is/are in real time as they move. It also displays areas on the positions loch where you're most likely to gather evidence of Nessie's existence.
* Inverted in ''VideoGame/{{Maptroid}}''. The game takes place solely on
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 the case of ''VideoGame/MarioKart64'', level map, while 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 can always look at a map of what you have explored so far. If you find a computer map you can see the entire level. ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which use the same engine, also have automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also has map scrolls that reveal the entire map.
* 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.
* ''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.
* ''VideoGame/DragonSlayer'' has the MAP spell to
graphical display a zoomed-out view of the level. Being a spell, it's not available from the start of the game. It also consumes magic power, like most other spells.
* ''VideoGame/LaMulana'' 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.
* ''VideoGame/ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
* ''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 ''VideoGame/EtrianOdyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike in 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. One map can be drawn for every floor in a stratum.
* 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.
* The ''VideoGame/AceCombat'' series typically has a map, accessible either in the pause menu or by pressing a button to zoom out the regular radar in gameplay, with mission-critical targets and allies marked on it.
* In the ''VideoGame/NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar.
* ''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.
* 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.
* ''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.
* The ''VideoGame/MetalGear'' series has a level map, which comes in handy for The End's boss fight in ''VideoGame/MetalGearSolid3'' since it shows you where he's sniping from. In ''VideoGame/MetalGearSolid4'', it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].
* 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 dungeon because they are so used to Hawke always leading the way.
* ''VideoGame/{{Roundabout}}'' displays a road-map style map of the entire area on the pause screen. It only covers the region of the map you're currently in (Suburbs, Roundabout City, or the Mountain), however.
top-right corner.



* ''VideoGame/{{Chantelise}}'': Every level has one, that also shows where the enemies are.

to:

* ''VideoGame/{{Chantelise}}'': Every ''Franchise/MegaMan'':
** In ''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.
** 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.
* ''VideoGame/{{Meritous}}'': As the official game page says about the map artifact:
--> The map reveals the general layout of the dungeon to you, however you will still need to explore the individual rooms to find enemies, items and tiles. Because certain types of rooms have a distinctive shape this item is nonetheless quite useful.
* The ''VideoGame/MetalGear'' series has a
level has one, that map, which comes in handy for The End's boss fight in ''VideoGame/MetalGearSolid3'' since it shows you where he's sniping from. In ''VideoGame/MetalGearSolid4'', it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].
* Frequent in the ''Franchise/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]),
where there are also rooms where Samus can download the enemies are.map of the place she's currently exploring, or navigate everywhere to get the whole map layout. In ''VideoGame/MetroidPrime3Corruption'', there's a special method to show the location of all collectible items, which is helpful for the intent of HundredPercentCompletion. However, it is only available after doing enough progress in Elysia and reaching one of the areas guarding an atomic bomb's component (even then, showcasing the location of items from Elysia itself and the Pirate Homeworld requires getting later powerups to prevent spoilers; this also means that the GFS ''Valhalla'' is the only location whose items cannot be displayed, so you'll have to rely on old-school exploration and observation there).
* ''VideoGame/{{Minecraft}}'' has a Map item which you can craft to keep track of the world you explore. Interestingly, it's the "automap" type but it will only cover the quadrant around the area it was crafted in. If you go past the border, you'll need to craft another. For this reason, it's more useful in mapping the points of interest surrounding your house than as a tool for long distance trips. There is also a craftable compass that points to the world's default spawn point.
* ''VideoGame/MinecraftDungeons'' pulls a ''VideoGame/DiabloII'' by allowing you to have a transparent map of the area displayed over the screen, centered on your character's current position. Holding down the button to bring the map up displays the number of both normal and secret chests in a level.
* In the ''VideoGame/NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar.
* ''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]].
* ''VideoGame/{{Okami}}'' makes use of a detailed map display that is placed by default at a part of the screen, but by holding a specific button you can display the map in the screen's center with a larger scale; this is useful to see how to reach a desired exact spot (often one marked as the next story destination). Inside a dungeon, it is necessary to collect a map first.
* In ''VideoGame/PeasantsQuest'', you fill in semi-crude drawings for each location visited.
* ''Franchise/{{Persona}}'': The series has an auto-filling map as you progress through each dungeon, labeling TreasureChest and stairways leading to the next floor.
* ''VideoGame/ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof.
* ''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 [[SecretRoom secret areas]].
* ''VideoGame/RecettearAnItemShopsTale'''s dungeons have 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.
* ''VideoGame/{{Roundabout}}'' displays a road-map style map of the entire area on the pause screen. It only covers the region of the map you're currently in (Suburbs, Roundabout City, or the Mountain), however.



* The first entry in ''VideoGame/TheJourneymanProject'' series has the Mapping Biochip, which displays a 2D top-down map, showing where you've walked, including the direction you're facing. The remake ''Pegasus Prime'' only allows this map for the [[TheMaze Mars Maze]], though.
* In ''VideoGame/{{Warframe}}'', you have an automap which shows outline of the terrain and points to the locations of your goals and other points of interests, such as merchants.

to:

* The first entry in ''VideoGame/TheJourneymanProject'' series ''VideoGame/SpiderMan2'' has the Mapping Biochip, which a zoomable, interactive map of New York. It displays a 2D top-down map, showing where information on challenges, help tokens (also whether or not you've walked, including the direction you're facing. The remake ''Pegasus Prime'' only allows this map for the [[TheMaze Mars Maze]], though.
* In ''VideoGame/{{Warframe}}'', you have an automap which shows outline of the terrain
completed them -- useful, that), citizens in distress, Spidey Stores, crimes in progress, objective points, and points to the key locations of your goals and other points of interests, such as merchants.the Daily Bugle and Mary Jane's apartment. There was also a GPS-like minimap.
* ''VideoGame/StarFoxAdventures'' requires all maps pertaining the game's locations (including dungeons) to be purchased in the shop of [=ThornTail=] Hollow before they can be shown on-screen. The map can be zoomed in and out in a gradual manner.
* ''VideoGame/TalesOfSymphonia'': The overworld has a map in the bottom right corner, showing the location of the player party, and what section of the world the camera is displaying.
* 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.



* ''VideoGame/EuroTruckSimulator'', in addition to the standard road map that is part of the HUD, also has a diegetic world map on the GPS screen present in the trucks' more luxurious trim levels. If you feel like experiencing a little more inmersive interface, you can disable your standard HUD map and instead rely on your truck's GPS screen. If you don't feel like paying a fortune of in-game money for upgrading your truck's cabin, a DLC will also allow you to install separate GPS screens into your truck's dashboard or windshield.
* ''VideoGame/IntoSpace'': A purchasable radar displays the location of some/all items present in the level not far from the rocket (fuel, speed gates, thunderclouds, other vehicles, and in the third game, gifts and [=UFOs=]).
* ''VideoGame/FormulaRacer 2012'' has a minimap in the top-right corner which displays the position of you and other racers.
* ''Videogame/BioShock1'' and ''Videogame/BioShock2'' have those, which also indicate the objectives, also show where vending machines are located.
* ''VideoGame/MinecraftDungeons'' pulls a ''VideoGame/DiabloII'' by allowing you to have a transparent map of the area displayed over the screen, centered on your character's current position.
* ''VideoGame/StarFoxAdventures'' requires all maps pertaining the game's locations (including dungeons) to be purchased in the shop of [=ThornTail=] Hollow before they can be shown on-screen. The map can be zoomed in and out in a gradual manner.
* ''VideoGame/{{Okami}}'' makes use of a detailed map display that is placed by default at a part of the screen, but by holding a specific button you can display the map in the screen's center with a larger scale; this is useful to see how to reach a desired exact spot (often one marked as the next story destination). Inside a dungeon, it is necessary to collect a map first.
* ''VideoGame/TalesOfSymphonia'': The overworld has a map in the bottom right corner, showing the location of the player party, and what section of the world the camera is displaying.
* Inverted in ''VideoGame/{{Maptroid}}''. The game takes place solely on the level map, while there's a graphical display of the area in the top-right corner.
* ''VideoGame/{{Meritous}}'': As the official game page says about the map artifact:
--> The map reveals the general layout of the dungeon to you, however you will still need to explore the individual rooms to find enemies, items and tiles. Because certain types of rooms have a distinctive shape this item is nonetheless quite useful.
* ''VideoGame/LochNess'': An interesting variant on this trope. The map item, when you use it, displays a real-world map of Loch Ness, as well as where your character(s) is/are in real time as they move. It also displays areas on the loch where you're most likely to gather evidence of Nessie's existence.

to:

* ''VideoGame/EuroTruckSimulator'', in addition In ''VideoGame/{{Warframe}}'', you have an automap which shows outline of the terrain and points to the standard road map that is part locations of the HUD, also has a diegetic world map on the GPS screen present in the trucks' more luxurious trim levels. If you feel like experiencing a little more inmersive interface, you can disable your standard HUD map goals and instead rely on your truck's GPS screen. If you don't feel like paying a fortune of in-game money for upgrading your truck's cabin, a DLC will also allow you to install separate GPS screens into your truck's dashboard or windshield.
* ''VideoGame/IntoSpace'': A purchasable radar displays the location of some/all items present in the level not far from the rocket (fuel, speed gates, thunderclouds,
other vehicles, and in the third game, gifts and [=UFOs=]).
points of interests, such as merchants.
* ''VideoGame/FormulaRacer 2012'' ''VideoGame/WorldOfTanks'' has a minimap in the top-right corner which displays the position of you and other racers.
* ''Videogame/BioShock1'' and ''Videogame/BioShock2'' have those, which also indicate the objectives, also show
where vending machines enemies are located.
* ''VideoGame/MinecraftDungeons'' pulls a ''VideoGame/DiabloII'' by allowing you to have a transparent map of the area displayed over the screen, centered on your character's current position.
* ''VideoGame/StarFoxAdventures'' requires all maps pertaining the game's locations (including dungeons) to be purchased in the shop of [=ThornTail=] Hollow before they can be shown on-screen. The map can be zoomed in and out in a gradual manner.
* ''VideoGame/{{Okami}}'' makes use of a detailed map display that is placed by default at a part of the screen, but by holding a specific button you can display the map in the screen's center with a larger scale; this is useful to see how to reach a desired exact spot (often one
marked as the next story destination). Inside a dungeon, it is necessary to collect a map first.
* ''VideoGame/TalesOfSymphonia'': The overworld
once an ally has a map in the bottom right corner, showing the location spotted them. Particularly clueless players are often accused of the player party, and what section of the world the camera is displaying.
* Inverted in ''VideoGame/{{Maptroid}}''. The game takes place solely on the level map, while there's a graphical display of the area in the top-right corner.
* ''VideoGame/{{Meritous}}'': As the official game page says about the map artifact:
--> The map reveals the general layout of the dungeon
not paying attention to you, however you will still need to explore the individual rooms to find enemies, items and tiles. Because certain types of rooms have a distinctive shape this item is nonetheless quite useful.
* ''VideoGame/LochNess'': An interesting variant on this trope. The map item, when you use it, displays a real-world map of Loch Ness, as well as where your character(s) is/are in real time as they move. It also displays areas on the loch where you're most likely to gather evidence of Nessie's existence.
it.

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to:

* ''VideoGame/ANNOMutationem'' has a mini-map of the area on the top-right of the screen. Selecting the full map shows the entire area, along with key marks showing which locations are accessible, locked, where the shops and {{Warp Whistle}}s are, and a red pointer towards the main objective.



* ''VideoGame/TheLegendOfHeroesTrails'' series has a mini-map on the corner of the screen while traveling. Pressing to bring up the entire map layouts the full area.



* ''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]].

to:

* ''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 [[SecretRoom secret areas]].



* In ''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.
* 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.

to:

* ''Franchise/MegaMan'':
**
In ''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.
* ** 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.



* ''Franchise/{{Persona}}'': The series has an auto-filling map as you progress through each dungeon, labeling TreasureChest and stairways leading to the next floor.



** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':

to:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':Both ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' have the map displayed on the top of the UsefulNotes/{{DS}} screen.
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'':



* The ''VideoGame/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]].

to:

* The ''VideoGame/MetalGear'' series has a level map, which comes in handy for the The End's boss fight in 3 ''VideoGame/MetalGearSolid3'' since it shows you where he's sniping from. In 4 ''VideoGame/MetalGearSolid4'', it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].



* ''VideoGame/MassEffect1'' lets you see a map of your current area at any time, marked with points of interest such as plot destinations, merchants or area transitons. Maps for main areas are made of outlines filled with blue while maps for uncharted worlds are displayed as heightmaps. ''VideoGame/MassEffect2'' limited maps to hub areas only. For missions you had to make do with an arrow on your compass pointing you to the destination instead.

to:

* ''Franchise/MassEffect'':
**
''VideoGame/MassEffect1'' lets you see a map of your current area at any time, marked with points of interest such as plot destinations, merchants or area transitons. Maps for main areas are made of outlines filled with blue while maps for uncharted worlds are displayed as heightmaps.
**
''VideoGame/MassEffect2'' limited maps to hub areas only. For missions you had to make do with an arrow on your compass pointing you to the destination instead.
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* ''VideoGame/LochNess'': An interesting variant on this trope. The map item, when you use it, displays a real-world map of Loch Ness, as well as where your character(s) is/are in real time as they move. It also displays areas on the loch where you're most likely to gather evidence of Nessie's existence.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/AceCombat'' series typically has a map in the pause menu with mission-critical targets and allies marked on it.

to:

* The ''VideoGame/AceCombat'' series typically has a map map, accessible either in the pause menu or by pressing a button to zoom out the regular radar in gameplay, with mission-critical targets and allies marked on it.
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* ''VideoGame/{{Meritous}}'': As the official game page says about the map artifact:
--> The map reveals the general layout of the dungeon to you, however you will still need to explore the individual rooms to find enemies, items and tiles. Because certain types of rooms have a distinctive shape this item is nonetheless quite useful.

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Added an example from the work page.


* Frequent in the ''Series/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also rooms where Samus can download the map of the place she's currently exploring, or navigate everywhere to get the whole map layout. In ''VideoGame/MetroidPrime3Corruption'', there's a special method to show the location of all collectible items, which is helpful for the intent of HundredPercentCompletion. However, it is only available after doing enough progress in Elysia and reaching one of the areas guarding an atomic bomb's component (even then, showcasing the location of items from Elysia itself and the Pirate Homeworld requires getting later powerups to prevent spoilers; this also means that the GFS ''Valhalla'' is the only location whose items cannot be displayed, so you'll have to rely on old-school exploration and observation there).

to:

* Frequent in the ''Series/{{Metroid}}'' ''Franchise/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also rooms where Samus can download the map of the place she's currently exploring, or navigate everywhere to get the whole map layout. In ''VideoGame/MetroidPrime3Corruption'', there's a special method to show the location of all collectible items, which is helpful for the intent of HundredPercentCompletion. However, it is only available after doing enough progress in Elysia and reaching one of the areas guarding an atomic bomb's component (even then, showcasing the location of items from Elysia itself and the Pirate Homeworld requires getting later powerups to prevent spoilers; this also means that the GFS ''Valhalla'' is the only location whose items cannot be displayed, so you'll have to rely on old-school exploration and observation there).


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* Inverted in ''VideoGame/{{Maptroid}}''. The game takes place solely on the level map, while there's a graphical display of the area in the top-right corner.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TalesOfSymphonia'': The overworld has a map in the bottom right corner, showing the location of the player party, and what section of the world the camera is displaying.

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