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* ''Film/Exit0'': The first shot of the movie is a top-down view of the car containing [[TheProtagonist The Protagonists]] driving along.
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!!Non-Video Game Examples
* ''Film/TheWidow2020'': Some shots of the van driving through the woods are filmed from a bird's-eye view, right over it.
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* ''VideoGame/TinyHandsAdventure'': Two of the levels, "Knossos Walkabout" and "Seaside Maze", are viewed from above.
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* ''VideoGame/SuperMario3DLand'' has this in World 5-2, which is designed in {{homage}} to ''The Legend of Zelda''. ''VideoGame/SuperMario3DWorld'', its sequel, has an AutoScrollingLevel in this view.
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* ''VideoGame/SuperMario3DLand'' has this in World 5-2, which is designed in {{homage}} to ''The Legend of Zelda''.Zelda'' for its [[MilestoneCelebration 25th anniversary]]. ''VideoGame/SuperMario3DWorld'', its sequel, has an AutoScrollingLevel in this view.
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* ''VideoGame/MadAgeAndThisGuy''
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* ''VideoGame/{{Action 52}}''
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* ''VideoGame/{{Action 52}}''''VideoGame/Action52''
* ''VideoGame/ArenaXlsm''
* ''VideoGame/ArenaXlsm''
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* ''VideoGame/RedZone'': Both helicopter and on-foot levels have a top-down view. Unusual for a UsefulNotes/SegaGenesis game, walls and structural objects are rendered with a 3D perspective that varies with the player's position, though it's fairly obvious that the latter are composed of flat sprites stacked on top of copies of themselves.
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* ''VideoGame/CitizensOfEarth''
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* ''VideoGame/EnemyOnBoard''
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* ''VideoGame/UnhappyEverAfter''
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* ''VideoGame/CitizensOfEarth''
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* ''VideoGame/MadAgeAndThisGuy''
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* ''VideoGame/Outbreak''
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* ''VideoGame/Outbreak''''VideoGame/{{Outbreak}}''
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* ''VideoGame/TheOutlawTheDrunkAndTheWhore''
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* ''VideoGame/SwordDancer'' is one of many RPG for the PC98 that use this style. Although in battle this changes to a 2D FightingGame perspective. One of the first games to do this.
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* ''VideoGame/SwordDancer'' is one of many RPG for the PC98 UsefulNotes/PC98 that use this style. Although in battle this changes to a 2D FightingGame perspective. One of the first games to do this.
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* ''{{VideoGame/Decision}}'': this view actually makes some of the giant 10 foot tall zombies ''harder'' to see, as they're the same color as the road.
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* ''[[VideoGame/ThePunisherNES The Punisher]]''
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* ''[[VideoGame/ThePunisherNES ''[[VideoGame/ThePunisherPC The Punisher]]''
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* ''[[VideoGame/ANightmareOnElmStreetPC A Nightmare on Elm Street]]''
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* ''[[VideoGame/ThePunisherNES The Punisher]]''
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* Many TwoDSpace games (''{{Asteroids}}'', ''Star Castle'', etc…)
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* Many TwoDSpace games (''{{Asteroids}}'', (''VideoGame/{{Asteroids}}'', ''Star Castle'', etc…)
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* EvolutionWorlds uses this as one of its two camera angles.
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* EvolutionWorlds ''VideoGame/EvolutionWorlds'' uses this as one of its two camera angles.
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* Spacecraft in ''VideoGame/FTLFasterThanLight'' are depicted in top-down view. Character sprites, however, make a generous use of CheatedAngle, especially the Lanius whose downward-facing sprites look rather like player-facing sprites.
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* ''VideoGame/SwordDancer'' is one of many RPG for the PC98 that use this style. Although in battle this changes to a 2D FightingGame perspective. One of the first games to do this.
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* {{Bosconian}}
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* {{Bosconian}}''VideoGame/{{Bosconian}}''
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* In ''VideoGame/LiveALive'', the city in the Near Future chapter is depicted in top-down view, which, in a game which holds to ThreeQuartersView everywhere else, sticks out like a sore thumb.
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* Practically all VerticalScrollingShooter[==]s (''{{Ikaruga}}'', ''1942'', etc…)
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* Practically all VerticalScrollingShooter[==]s (''{{Ikaruga}}'', (''VideoGame/{{Ikaruga}}'', ''1942'', etc…)