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[[quoteright:350:[[Film/{{Labyrinth}} http://static.tvtropes.org/pmwiki/pub/images/rsz_maze1_9577.jpg]]]]

->You are in a maze of twisty little passages, all alike.\\
>West\\
You are in a maze of twisty little passages, all alike.\\
>West\\
You are in a maze of twisty little passages, all alike.
-->-- ''[[VideoGame/ColossalCave Colossal Cave Adventure]]''

The Maze is that which makes it difficult to get from point A to point B.

Technically, mazes in video games are usually labyrinths. A simple maze consists of nothing more than a series of rooms through which navigation is not straightforward: a simulation of a paper maze or actual labyrinth.

'''Mazes usually show several of the following traits:'''
* ''Asymmetric'': Rooms that are geographically adjacent do not necessarily connect; moving east from Room 1 goes to Room 2, but turning around and going west from Room 2 goes to Room 3 instead. Traditionally, this characteristic is indicated by describing the maze as "twisty".
* ''[[CutAndPasteEnvironments Homogeneous]]'': Every room in the maze looks identical to every other room, making it difficult to tell which room you are currently in.
* ''Nondeterministic'': The passages are essentially portals that teleport you between rooms at random. It may be possible to simply blunder into the exit by doing this ... unless the maze is also:
* ''Tricky'': The ''only'' way to reach the desired exit is to follow a specific sequence of directions; taking the wrong path will send you to a random room or straight back to the entrance.

The standard way of solving a maze -- a symmetric maze, at least -- is to draw a map. But when the rooms are also homogenous, the player will need ways to identify specific rooms; one standard way, at least in text adventures, is to drop a different item in each room (hoping you won't need those items later, of course). A tricky maze usually incorporates some kind of puzzle which either renders the maze deterministic, allowing the player to deduce the path through it (for example, if a wrong path sends you straight back to the entrance, you can quickly chart out the "correct" path to take by trial and error).

If you're lucky enough, however, you weren't ever intended to navigate the maze blindly in the first place; you're supposed to meet up with an NPC guide and/or acquire directions at some plot point before going in.

If the maze is not homogeneous, then it's very likely that the correct path to take is [[PathOfMostResistance the one that is the hardest/takes the most effort to get to]].

Many mazes are livened up with monsters, traps, and/or treasure. Some of the monsters may be mobile, others stay put and wait for you to find them. A Dungeon Crawler is a game that consists of pretty much ''only'' mazes filled with monsters (with occasionally a town area at the beginning).

The MobileMaze is a subtrope. See also MagicalMysteryDoors, TheLostWoods and TheHedgeOfThorns.

Not to be confused with the [[http://en.wikipedia.org/wiki/Maze_Prison former prison]] in [[UsefulNotes/NorthernIreland Stroke Country]].

----
!!Video game examples:

[[foldercontrol]]

[[folder: Action Adventure ]]

* ''Zelda'' loves this trope:
** ''VideoGame/TheLegendOfZelda'' includes TheLostWoods and The Lost Hills, in which the same map of trees and rocks with four exits will loop until you follow the correct sequence of paths or exit in a specific direction.
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' redoes the same sequence in 3-D, using dark tunnels instead of paths. But this time, it provides a clue: [[OneOfTheseDoorsIsNotLikeTheOther following the sound of a song]] will tell you which path to take.
*** [[strike: Un]]fortunately, tunnels that led back to the entrance happened to have a slight black gradient to them, while tunnels that actually led further into the maze had a single flat black tone hiding the room behind it. This meant that careful players with bright TV screens could avoid resetting their position.
*** It's also possible to fire the slingshot at the tunnel. If it makes a sound when hitting the tunnel, that means it goes back to the entrance.
** ''Ocarina of Time'', ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', and ''VideoGame/TheLegendOfZeldaTwilightPrincess'' included ''roomless'' variants, wherein you had to follow a specific path through a sand/snow/other-swept map to avoid being transported back to the entrance.
** And then there's the Water Temple in ''Ocarina of Time''. Give credit that it's brilliantly designed, but it has frustrated many gamers and has been the bane of many the childhood of a ''Zelda'' fan.
** In ''Twilight Princess'' there's also the room full of falling floor blocks in Hyrule Castle. Listen carefully and you'll hear ghost rats, which clues you in to what you need to do: [[spoiler: use your wolf senses to kill the rats, and follow the pointing ghost soldiers]].
** ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'': To get to the final boss, one had to conquer the homogeneous maze in the [[spoiler:Wind Fish's egg]]; completing the trading sequence revealed the solution.
*** Also, the Mysterious Forest had a tricky and asymmetric maze part protecting the key to the first dungeon. However, only ''one'' room exit was rigged. If you try to exit north to the chest containing the key, the Raccoon will tell you that you're going to get lost. If you continue anyway, you'll end up in a completely different area of the forest. [[spoiler: Using some Magic Powder on the Raccoon will help you solve this puzzle]].
** ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle Of Ages]]'' had an outdoor version that was asymmetric and tricky: a trio of mischievous fairies were scrambling space in the area, and you had to find them to get them to return it to normal so that you could reach the exit.
*** ''Seasons'' had an homogeneous maze in a wood past the Tarm ruins.
** Twinrova's "dungeon" in the linked game in the ''Oracle'' games. Sort of like the ''Link's Awakening'' example above, but worse; [[GuideDangIt the game only slightly hints at the solution]]. The solution is: [[spoiler:do not follow the direction of the eyes in the statues (ex.:if there's an eye each for facing east, west and south, the player must head north)]].
** The final dungeon of ''VideoGame/TheLegendOfZeldaTheWindWaker'' includes a maze on the second floor. There's actually an easy way to solve this maze: [[spoiler: When a Phantom Ganon is killed, pay attention to how his sword falls; its hilt will point in the right direction.]]
** In ''VideoGame/TheLegendOfZeldaPhantomHourglass'', this is what awaits you inside the pyramid on the Isle of the Dead -- complete with the talking, mournful skeleton of an explorer who died trying to find his way through. In order to succeed without spending a few hours in trial and error, you must first [[spoiler: find a way into the island's graveyard and get the solution from the tombstones.]]
* The early PS2 classic ''VideoGame/{{Primal}}'' had a hedge maze, which is solvable using the left hand rule. [[LampshadeHanging Lampshaded]] when the main character remarks "Eugh, mazes suck," on encountering it. After you've found your way through it to a lever which opens a [[DoorToBefore straight path to the exit]], she also asks, "Why didn't they just ''leave'' it like that?"
* Anyone who remembers ''{{Golgo 13}}: Top Secret Episode'' will also remember the horribly frustrating maze sequences scattered throughout the game, including one maze purposefully built to be '''unsolvable''' (supposedly a decoy within the context of the game.) This detracted so much from the game that the publisher actually included maps to the mazes ''in the manual'' in an effort to disarm the ire of most gamers unfortunate enough to play it.
* Many levels in the ''VideoGame/EccoTheDolphin'' series consist entirely of mazes. Notable examples are Welcome to the Machine from the first game and Four Ways of Mystery from ''Defender of the Future''.
* ''VideoGame/LaMulana'' has the invisible teleporter mazes in the Confusion Gate and Chamber of Birth.
* Technically, every level in ''VideoGame/AirFortress'' after the first is non-linear, but they don't get truly mazelike until Level 4 (Where the teleporters first become asymmetric - taking a teleporter at Location A will take you to Location A', but even if there's a teleporter at A', which is far from a certainty, said teleporter at A' is almost guaranteed not to take you back to Location A.), and especially so at Level 6.
* The villa stage of ''VideoGame/{{Castlevania64}}'' has a nasty hedge maze you have to run through while being chased by two animate hedge animals and a Frankenstein's monster armed with a chain-saw. Of course you only have to explore about an eighth of the maze and, if you know where to go, will likely get through before the chain-saw monster even shows up. ''[[GuideDangIt If]]'' [[GuideDangIt you know where to go.]]
* Stage 4 of ''VideoGame/CastlevaniaTheAdventureReBirth'' has a series of rooms connected [[AlienGeometries non-simply]] by doors. Worse yet, many doors are one-way; attempting to go back the way you came will dump you off elsewhere. If you manage to find a couple keys and use them on the right doors, you can [[SkippableBoss skip the stage's midboss]].
* The Meandering Forest in ''VideoGame/BraveFencerMusashi''. Also a part of Spring Wood in its sequel, MusashiSamuraiLegend.
* Several levels in ''VideoGame/WarriorsOfMightAndMagic'', including the Trials in the third level, the City of Magic and part of the Temple of Depraved.
* In the commentaries for ''VideoGame/TombRaiderAnniversary'' Toby Gard, the designer of Lara for Tomb Raider 1, said "Don't make mazes. They just confuse people and they get lost and frustrated."
** He also spoke of trying to get this across to the level designers in [=TR1=] (1996).
** ''Franchise/TombRaider 2'' has an optional hedge maze in Lara's home with a switch for a secret room if you find a certain area inside it. Anniversary also has another optional manor house maze.
** ''Franchise/TombRaider 3'' has a maze in the form of the Caves of Kaliya, frequently regarded as a ScrappyLevel, although it can at least be gotten out of in about thirty seconds maximum if you know where to go. A later level, Lud's Gate (the definitive ScrappyLevel of the game) has an [[DownTheDrain underwater maze]]. Finally, while the other [[ElementsOfNature elemental chambers]] in Lost City of Tinnos contain interesting and appropriate challenges, the air-themed chamber offers a rather underwhelming conventional labyrinth.

[[/folder]]

[[folder: Action Game ]]

* The garden in ''VideoGame/BrainDead13'' is an example of this. There's a specific sequence you have to go through or else you ''will'' die. To make matters worse, most of the areas look exactly the same, and sometimes you are allowed to go in the wrong direction, [[HopeSpot only to be given a choice of new directions which will all kill you.]]
* The Woods in ''VideoGame/FridayThe13th'' for the NES (GuideDangIt).
* ''VideoGame/SensoryOverload'' had the Biochemical Storage Area, a homogeneous and nondeterministic maze where [[InterfaceScrew "your ability to remember where you are is impaired"]] due to a chemical leak. Required to get the optional Silencer item, and any secret items you missed earlier.
* Koei's ''Warriors'' series (''VideoGame/DynastyWarriors'', ''VideoGame/SamuraiWarriors'', and ''VideoGame/WarriorsOrochi'') have ocassionally featured maze-like areas on certain battlefields. Although static and logically connected, the scenery tends to be homogeneous and the game cripples your ability to steer via the simple and effective step of completely disabling the minimap, and usually putting in enemies for you to get turned around while attacking. Fortunately these tend to be fairly small, fairly brief, and usually allow the map to function as usual once you've made it through the first time.
* ''VideoGame/TheMatrixPathOfNeo'' has an asymmetric, nondeterministic and tricky maze as one of the Merovingian's tests. Enter one door, it goes all the way to the other end of the maze, you get lost and try another door, just keep getting lost until you find the right door.

[[/folder]]

[[folder: Adventure Game ]]

* The original ''VideoGame/ColossalCave'' had at least three mazes and possibly more depending on the version you played (including the woods in the initial outdoor area, the near-homogeneous maze which provides the quote at the top of this entry (each description is slightly different), and another that was purely homogenous (the "maze of twisty little passages, all alike")); it also had [[http://www.rickadams.org/adventure/b_cave.html Bedquilt]], a nondeterministic room at the heart of a mazelike area. The mazes included a vending machine, a wandering pirate who could steal your loot, a wandering mean little dwarf, and a treasure chest (belonging to the pirate).
* The all-alike maze's description was recycled for the maze from ''VideoGame/{{Zork}}''. Zork's maze included a troll guarding the entrance, a stationary ghost with a bag of gold, several exits leading to different areas, and a wandering thief who would take your valuables if he met you.
** Zork also had a second maze in a coal mine. [[IncendiaryExponent Watch out if you bring any burning torches in there.]]
** ''Zork II'' had a carousel which would dump you into a random room each time. Not exactly a maze, but it made mapping the game layout a bit annoying.
** ''Zork II'' also had an infamous maze with a heavy wooden stick and glowing plates set into the floor. You could swing the stick and it would make a "whoosh!" noise. Non-American players had a hard time figuring out [[spoiler: the maze was a baseball diamond, and the stick was a bat. You had to swing the bat and run the bases.]]
** ''Zork III'''s maze was complicated, in that it was an 8x8 grid where you could push some, but not all, of the walls around. You could take a shortcut out, but it was at the expense of an item you need to win the game.
** ''Beyond Zork'' had a small maze which automatically extinguished your light when you went in. The maze was also inhabited by monsters called lucksuckers, which [[ExactlyWhatItSaysOnTheTin drained your luck stat]], unless you [[spoiler:carried good luck charms, which would cause the lucksucker to drain the items instead of you]]. (It also contained grues, which, presuming you had the right items and sufficient stats, allowed you the unique and satisfying experience of being able to ''kill'' the damn things for once.)
* The ''VideoGame/MonkeyIsland'' games regularly recycle this trope. They are always tricky -- every time they appear, directions through the maze are acquirable, this being the expected solution. They are also often non-deterministic without the directions.
** The forest on Melee in ''Secret'' (both a stalking and a map following puzzle) as well as the underground cavern on Monkey Island.
** The skeleton door puzzle and Dinky Island forest in ''[=LeChuck=]'s Revenge''
** The Mists O' Tyme Marsh in ''Escape'' as well as a stalking trip in the jungle.
** Tales got the forest on Flotsam that is a puzzle three separate times, the two first times requires following instructions from maps and the third requires folding a map to fold the forest itself.
* ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' featured the Greek mythology-based catacombs. Each room is virtually identical except for the number of doorways, and it's too dark to see into the next room until you enter it (which can prove deadly if the next room has a deep pit).
** Speaking of ''King's Quest'', ''VideoGame/KingsQuestV'' had ''two'' mazes, but in one, you can simply follow someone to the exit (the second time, anyway...), and in both, you have compass to show which direction you're facing, making it a little easier to map out the maze on paper.
* ''VideoGame/SpaceQuest II'' has a nasty maze. You can only see a few steps in front or behind because the only illumination is a gem you carry with you. Take a wrong turn in one particular place and the Cave Squid will eat you. Mapping it out on paper is a must. SpaceQuest V does it again with a maze where you're viewing from only one frame, and elevator shafts are hazards in between levels.
* The {{Infocom}} text game ''VideoGame/LeatherGoddessesOfPhobos'' had a maze requiring you to hop, clap, or say "Kweepa" every so many moves; players found this so annoying that a later version of the game included a cheat code allowing you to skip the maze entirely.
* In ''QuestForGloryII'', the main city, Shapeir, consists largely of mazes of hallways and doors. It gets easier once you buy a map, but just reaching the moneychanger to get the local currency and ''buy'' a map is something of a pain, even with a few pointers as to where she is and some elements within the "maze" to break up the monotony (silly things like some of the doors turning out to be painted on the wall).
** This, of course, was the game's implementation of copy protection. The game came with a map of the city.
** The fan remake gives the player the option of taking away the streets that don't have anything important on them, making travel much less confusing.
* ''{{Spellcasting 101}}'' had the tricky type; "the maize" was really just a 5X5 grid of rooms that had a letter marked on each one. [[spoiler: you had to spell out "THISWAYOUT" to progress]]
* The sewer pipe maze in ''Koala Lumpur: Journey to the Edge''. Fairly basic as mazes go; you pretty much have to explore the whole thing to complete the level.
* The first game in ''VideoGame/TheLegendOfKyrandia'' series has a particularly obnoxious maze midway through the game that forces you to repeatedly backtrack in order to have enough fire berries with you to light up otherwise dark rooms. The berries decay with each move you make, and if you don't have one when you enter a room, you instantly die. The only way to get more is through sparsely scattered bushes in the maze, but there is no way to know where they are beforehand, resulting in a lot of backtracking as you go back and forth fetching more light sources hoping to make it to the next bush before they all go out.
** ''Kyrandia 3'''s jungle maze also attained ScrappyLevel status. The navigation is completely unintuitive, and once in a while you get infested with fleas and scratch yourself to death.
* The maze behind the church in ''VideoGame/{{Uninvited}}''. More friendly than your usual ones, as in spite of being difficult, there are plenty of landmarks to remember your way by. And you get a free ticket out, once you're done.
* ''VideoGame/ZakMcKrackenAndTheAlienMindbenders'' has several mazes, most of which are easily mappable, and certain others that are random but that you automatically get out of after three rooms.
* ''VideoGame/{{Sorcerer}}'' has a three-dimensional glass maze, that you solve by [[spoiler:transforming into a bat (so you can use sonar to locate the walls)]]. Add a bit of gratuitous mapping. The twist is that you also have to go back through it, but it changes shape when you do, and you get a monster chasing you (at least until the first pit, where it falls to its doom). This second part is skippable, though: [[spoiler:use the "provide for your own resurrection" spell outside the maze, then be killed by the monster. The spell doesn't teleport your possessions, to prevent this from solving any other puzzles, but there's a different puzzle to get that treasure out because you can't carry it as a bat]].
* [[DownTheDrain The Sewers]] of Ankh-Morpork in ''Literature/{{Discworld}} Noir'' are ''Tricky'', and you will go round in circles (thankfully through only three rooms) until you [[spoiler:go into werewolf mode and follow a scent trail.]]
* ''BrokenSword II'', in the jungle.
** Potentially {{Unwinnable}} due to a GuideDangIt [[PressXToNotDie quicktime]] moment. You wouldn't know you'd done anything wrong, either.
* DouglasAdams's game ''VideoGame/{{Bureaucracy}}'' has two mazes. One is the airport, which is nondeterministic. [[spoiler: The signs are lies; never go where they say your destination is.]]). The other is asymmetric, contains over a thousand rooms, and finding the directions requires one to solve a particularly nasty puzzle.
* ''VideoGame/{{Photopia}}'' has a great example of a tricky maze: You're wearing a space suit. After a set length of time, you're told that the cooling unit on the suit has broken down, so you remove the suit to avoid overheating. [[spoiler:As you do so, you feel the cool breeze on the [[TomatoSurprise feathers of your wings]]. Yep, you could have flown over the maze at any point. And as you take off into the sky now,]] you remark on how complicated the maze is, and how you never would have been able to navigate it on foot.
* In ''AtlantisTheLostTales'', the challenge of the champions. Made harder by the fact that spaces are unsafe even when the Minotaur isn't there.
* The online text adventure game ''Alagaësia Adventure'' has one. You play as the drawf who warns the people of Tronjheim in the ''[[Literature/InheritanceCycle Eragon]]'' book. It can be played [[http://www.alagaesia.com/game/index.php here.]]
* ''Spellcasting 101'' had a corn maze where each room had a letter printed on it. [[spoiler:you had to spell THISWAYOUT to continue]]

[[/folder]]

[[folder: Driving Game ]]

* A rare driving game example from ''MarioKart64'', in the form of Yoshi's Valley. There are a ''lot'' of twisting roads leading to other twisting roads, some longer than others. It gets to the point that the position counter essentially has a seizure trying to keep track of where you are.
** To the point where the position counter doesn't even show anyone. It's replaced with ?'s until racers cross the finish line for the last time.

[[/folder]]

[[folder: Fighting Game ]]

* ''VideoGame/SuperSmashBros. Brawl'' has The Great Maze as its final Subspace Emissary level. Be thankful you have an auto-mapping feature, as unlike most other mazes you have to explore every nook and cranny and kill every copy character and boss to open the way to the final battle.

[[/folder]]

[[folder: First Person Shooter ]]

* The ''VideoGame/{{Doom}}'' MissionPackSequel ''The Plutonia Experiment'' featured a notable level set in a sprawling maze, where the player is hunted down by a pack of thirty or more Arch-Viles....
* In the ''{{Descent}}'' series, ''every single level was a maze,'' and a three dimensional one at that, with all the {{Mind Screw}}iness that implies. Not only was it easy to become lost, these levels were plagued with secret passageways, hidden traps, and frequently entered MobileMaze territory. The game did have an automap feature, which filled in rooms as you went, but the later mazes get so complex and twisty that the automap became almost impossible to read. The sequels included a Guide-Bot that could... well, [[ExactlyWhatItSaysOnTheTin guide you,]] although the more hardcore players could ignore that feature to explore on their own.
** And despite the absurd complexity it all makes perfect spatial sense so you can't even complain that they're cheating.
** Given how levels are constructed, it's possible to create 4D levels for Descent. Yes, there are user-made levels that exploit that capability.
* The randomly-generated Labyrinth in ''PathwaysIntoDarkness'', as well as the GuideDangIt teleporter maze near the end of the game.
* The ''VideoGame/{{Stalker}} games have a few conventional instances of these, mainly underground laboratories. Areas full of [[RealityIsOutToLunch anomalies]] usually form open mazes that require you to navigate around normally-invisible hazards. One notable instance occurs in Call of Pripyat, where an NPC leads you to an objective that entails weaving through a maze of [[KillItWithFire Burner anomalies]]. Watching how he navigates it in the preceding cutscene reduces the amount of time spent tossing bolt around to decipher their locations.
* ''VideoGame/Wolfenstein3D'' has these in spades. E2M8 has a maze of push walls in which a sign was hidden: "Call Apogee, say Aardwolf." This was intended for a cancelled contest.
** Another maze must be navigated to access the third secret level, which in turn is an {{homage}} to ''PacMan''.
* ''VideoGame/{{killer7}}'' has two real ones ([[spoiler: Ulmeyda's boss arena]] in ''Cloudman'' and the Lost City in ''Alter Ego'') and a fake one (in the Freaky Fun House in ''Encounter'').

[[/folder]]

[[folder: Maze Game ]]

* The ''VideoGame/PacMan'' series of arcade games all take place in mazes filled with food.
** ''VideoGame/PacManWorld 2'''s penultimate stage, ''Ghost Bayou'', is a giant environmental maze.

[[/folder]]

[[folder: MMORP Gs ]]

* Satirised, naturally, by ''Videogame/KingdomOfLoathing''. One of the optional quests involves a "strange leaflet" which plunges the player into a text-based adventure, in which is a classic forest maze. It doesn't matter which way you go--eventually the game itself gets fed up with the maze and fast-forwards to the bit where you get out.
** But used straight in the Violet Fog and Louvre puzzles. Thankfully, they aren't too annoying.
** The Hedge Maze in The Naughty Sorceress' Lair also counts.
** And more recently, the [[ThatOnePuzzle really nasty]] volcano maze.
* ''CityOfHeroes'' has numerous mazes: whole zones like the [[AbsurdlySpaciousSewer Sewer Network and Abandoned Sewer Network]], parts of zones like the forests in Perez Park and Eden, and lots of mission maps.
* The Labyrinth in ''VideoGame/RustyHearts''. Unlike the other dungeons up to that point, the labyrinth is separated into six "rooms", and you can only exit the dungeon after entering six doors, after which you're automatically teleported to the BossRoom no matter which path you take. [[spoiler:Later on, you find that the real exit is behind a wall that requires two ballista shots to break down, but you normally only have enough time to shoot one. After acquiring a certain item from Estel, you'll be given enough time to find the right path to destroy the wall and find the way out of the Labyrinth.]]

[[/folder]]

[[folder: Platform Game ]]

* Worlds 4-4, 7-4, and 8-4 of ''VideoGame/SuperMarioBros.'' 4-4 has you going through a castle that will be endless until you pick the correct fork. 7-4 makes you get a sequence of ''three'' paths right or else you restart the whole sequence. Finally, 8-4 is a complex network of warp pipes that will have you experiencing deja vu if you enter the wrong pipe, or don't enter a pipe by a certain point. And then there's the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]''...
** Which has the "tricky" type in some levels, where you must find a secret beanstalk or warp pipe to escape the infinite loop.
*** The final castle in ''VideoGame/NewSuperMarioBros'' has alternate paths. Pick the correct path, and you move on. Pick the incorrect path, and [[EpicFail it's back to the beginning of the maze for you]].
* The ''VideoGame/SuperMetroid'' ROMHack ''Super Metroid Redesign'' has a Lost Cave area, similar to the original ''The Legend Of Zelda'' 's Lost Woods.
* ''VideoGame/MegaManStarForce 2'' has a variant: Each area has four exits, but each room has some kind of clue as to which way to go, and most incorrect exits immediately lead to a dead end, where you get ambushed by viruses then turn back.
** [[MusicalAssassin Harp Note]] will also appear if you are on the right path.
* ''VideoGame/TheLionKing'' had a maze in the second-to-last stage "Simba's Return". I don't think it was asymmetric, but some of the doors led to a drop, making them one-way.
* ''VideoGame/IWannaBeTheGuy'' has the Labyrinth of the Guy.
* Version 1.7.3 of ''VideoGame/{{Eversion}}'' replaced the final dungeon (which previously just had random Eversion occurring throughout the level) with such a maze--the map wrapped around itself if you kept going, black death fog prevented you from backtracking, and solving the maze meant that you needed to Evert to different levels in order to progress forward.
* ''VideoGame/{{Bug}}!'' features two prominent ones. One in [[UnderTheSea Quaria]] Scene 2 where you had to activate a switch (3-D maze), and another in the final part of [[LethalLavaLand Arachnia]] Scene 3 (2-D maze, filled with loads of annoying respawning Mooks).
* ''VideoGame/Rockman4MinusInfinity'' has Wily Castle Stage 3. In it, you have to recover the powerups stolen by Snatchman and rescue Kalinka Cossack. Fortunately, there are collectibles that can make the maze easier to navigate.
* The second half of [[BrutalBonusLevel Yoku Man's stage]] in ''VideoGame/MegaManUnlimited'' starts off with a maze that sends you backwards if you go the wrong way.
* Area 4, the Airport in ''VideoGame/TeenageMutantNinjaTurtles'' (NES). A system of [[InsurmountableWaistHeightFence fenced-off]] manholes requiring you to go through a series of PlatformHell passages, arriving frequently at dead ends and backtracking through the same Platform Hells before [[MarathonLevel finally]] reaching the [[AnticlimaxBoss merciful]] end boss.
* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' has a largish maze in the twelfth level. The second crystal ball (and the Sphinx key to its room) is hidden within this maze, whose entrance is itself hidden.
* ''EccoTheDolphin'' and its sequel love this trope, not surprising given you're swimming underwater as a dolphin. Ecco's sonar is real handy in the tunnels.
* ''VideoGame/{{Something}} series:''
** The Maze of Ice Cubes in Something, which can be hard because of the ice physics.
** The Mysterious Maze in Something Else. You have to find the right doors to escape the maze.

[[/folder]]

[[folder: Puzzle Game ]]

* Cliff Johnson's games ''VideoGame/TheFoolsErrand'' and ''VideoGame/AtTheCarnival'' include a few mazes, some of which are tricky because of the twists provided for each maze (usually hidden passages or invisible walls, but also teleports). At least one was kind enough to show the shortcut after you finished it.
* Who can forget that ''VideoGame/{{Myst}}'' maze that revolved around sound cues? Unfortunately, the solution to the sound cues in question are from a ''different'' age, so it is entirely possible that you've never heard those cues before. If you don't have a save game outside of this age, you have to brute-force the maze.
** Luckily, the maze is constructed in a way that a bit of trial and error will allow you to figure out what the sound cues mean, even if you didn't hear them in the other age.
** You should've seen its beta iteration. Cyan had initially planned to create a walking maze instead, complete with walkways criscrossing at different levels, stairways, and pointing compasses. They changed it to the Mazerunner system above due to not being able to fit the massive amount of screens it would take onto the game's single CD.
* Much of ''VideoGame/ChipsChallenge''.
* The mansion basement in ''VideoGame/TheSeventhGuest'' contains a maze filled with long, narrow, [[NothingIsScarier featureless]] corridors that [[ParanoiaFuel may or may not]] lead to a dead end (complete with ScareChord and a taunt from the disembodied voice of the antagonist) and twisting corridors that serve to disorient you. Fortunately, you can find a map of the maze on a rug in another room. Hope you have a photographic memory.
* ''VideoGame/TheJourneymanProject'' Turbo features a maze in the Mars Colony time zone, with possibly the best music in the whole series. You have a Mapping Biochip which tracks where you've walked to find your way out. The catch is you only have 8 minutes of oxygen in a mask you're using, and if you don't get out in time the music slows down and you can hear yourself breathing hard accompanied by an increasingly loud heartbeat.
** Pegasus Prime remade this maze with much more aesthetic detail and a few other hazards, but only sounds in place of music. Fortunately the 2014 Director's Cut version restored the awesome music.
* ''VideoGame/LabyrinthineDreams'' is a series of mazes tied in with the story. There are mazes where you can not turn left, where you can only travel in certain directions from certain spots, where you have to step on every tile without backtracking, where you slide until you hit a wall and the monster mazes where you have to outmaneuver an enemy to step on a certain tile.
* ''MysteriousJourneyII'' has an infamously difficult one near the middle of the game. It's a maze of tiles hidden by a layer of mist, which you can only map out from underneath. Stepping on each tile produces a sound, and lights around the field make points for a grid that the maze can fit to. But one misstep causes the whole structure to scramble into a new form. On the plus side, completing your first trip through the maze permanently disables the mist and allows you to move through the structure at will.
* ''LabyrinthOfTime'' features several mazes alongside the regular game environment. One particular maze, called the "Surreal Maze", cannot be tracked by your map, and it's a matter of trial and error to find the way out. All of it is justified, though, seeing as the whole game is based on the mythological labyrinth of Minos, and the ghost of Daedalus was enslaved by Minos to build the entire complex.

[[/folder]]

[[folder: Roguelike ]]

* The second half of levels in ''VideoGame/NetHack'' consist largely of mazes. Players are not driven further insane because these are plain labyrinths, easy to navigate because characters at this point tend to be either in rude health or dead, with breakable walls. Each level has at least one minotaur.
** Mazes in ''[=NetHack=]'' aren't as much of a problem because of the top-down view. ''Much'' being the operative word. They're still incredibly boring, and go for about 20 long floors. Taking a pickaxe to them is very cathartic.[[note]]It's also quite useful for when you go back up. Nobody wants to putz around in a maze with the Wizard of Yendor on their ass.[[/note]]

[[/folder]]

[[folder: Role Playing Game ]]

* The '80s ''VideoGame/{{Wizardry}}'' series popularized the DungeonCrawler, in that it was ''only'' mazes filled with monsters, with a single town at the top. ''{{Ultima}}'' and ''TheBardsTaleTrilogy'' borrowed from and inspired ''Wizardry''. For a recent addition to the genre, see the ''[[Franchise/DotHack .hack]] games.
** ''WizardryVII: Crusaders of the Dark Savant'' features the Isle of Crypts. It's quasi-homogeneous due to the graphics of the time. ''Part'' of the place is a 3-D teleporter maze. There are plenty of GuideDangIt puzzles. You had best have been thorough exploring some areas previously, or you won't be able to progress past certain points without objects that didn't have any use at the time. Hordes of horrible monsters live here, too, including the {{Bonus Boss}}es. Sure, it's TheVeryDefinitelyFinalDungeon, but good God it's a pain.
* ''FreshlyPickedTinglesRosyRupeeland'' has the Deku Forest. You can pay someone to put signs revealing the right path throughout the forest. There's also a hidden chest in there, but that one you'll have to find on your own.
* Six-degrees-of-freedom RPG shooter ''VideoGame/NeonXSZ'' occasionally has mazes as the format of the Challenge Arena stages.
* ''VideoGame/SuperMarioRPG'' features one of the more famous mazes in gaming history, the Forest Maze. Like the Zelda examples, one must follow a certain pattern to reach the exit. The music is quite good though, and clearing it does unlock Geno (who has the most powerful attack in the game) so it's not totally pointless.
** The hint to solving the maze is also obvious, though it is one of those "blink and you'll miss it" moments.
** ''Super Mario 64 DS'' has a hidden level where the player can face a certain boss to free and unlock Luigi for use in gameplay. The player must follow a certain pattern to reach him, but the thing is, [[OneOfTheseDoorsIsNotLikeTheOther the player can hear where the boss's laughter is coming from, removing the challenge.]]
* The Temple of the Ancients in ''VideoGame/FinalFantasyVII''.
** The Great Glacier is another example from the game. It's very easy to lose your way, especially since you get dumped right in the middle, and the paths which take you to each area are rather misleading. The last area even rotates constantly, and were it not for the fact that you could drop flags behind you, would be nearly impossible to navigate. At least you get automatically booted to the next area if you take too long.
* The Tomb of the Unknown King in ''VideoGame/FinalFantasyVIII''. A map of the dungeon shows that it's actually relatively simple in design. However, the real problem lies in the intersections.
* The third level of Watcher's Keep in ''BaldursGate 2 Throne of Bhaal'' is a complete MindScrew of a maze, even including antimagic or wild magic rooms and warring demons amongst the twenty or so rooms, and portals which don't lead back the way they came. It is possible to figure out the way out from the journal of an insane man (contained within the maze) though the information in it can be a little vague.
* The Rubikon Project in ''PlanescapeTorment'' was a homogenous variety. To its credit, however, it was perfectly rational to navigate.
* ''PhantasyStarII'' is composed of elevator mazes of ever increasing complexity, to the point where a dungeon contains over 100 elevators. Combined with the relatively small view of the surrounding area, the game gets frustrating very quickly.
* The Lost Cave in ''[[VideoGame/PokemonRedAndBlue Pokémon FireRed and LeafGreen]]''.
** Also Turnback Cave in ''VideoGame/PokemonDiamondAndPearl''. It's nondeterministic, each exit taking you to a random room. The only way back to the entrance is to either return through the door you entered to the room from (which warps you back to the start) or pass through 30 rooms without finding three pillars. If the player does find three pillars in 30 rooms, the next door they enter will bring them to Giratina's room.
*** Finding the three pillars is not hard. The probability for them to turn up within 30 rooms is relatively high. The problem is getting to three pillars WITHOUT entering a miscellaneous room because you have to do that in order to get the Dusk Shroud to evolve Dusclop into Dusknoir.
** The Underwater Ruins in Undella Bay in ''VideoGame/PokemonBlackAndWhite''. Made worse by the fact that you pop back up to the surface after 100 steps.
** The Pokemon hack ''VideoGame/PokemonSnakewood'' takes this {{UpToEleven}} with Madio Cave.
* ''VideoGame/EarthBound'', like all of its takes on {{RPG}} tropes, has a very strange version of this. The major maze in the game takes place inside of a man who was converted into a gigantic, living, humanoid dungeon.
** Before that is Moonside, a creepy city filled with invisible walls and [=NPCs=] who teleport you around.
* In ''VideoGame/{{Mother 3}}'', the Mole Crickets live in a ridiculously complex maze of twisty, criss-crossing corridors and ladders leading to multiple levels. Even with a map, solving the maze is virtually impossible (this is even {{Lampshaded}} by the character who gives you the "totally useless" map) until an NPC tells you the secret - whenever you reach a fork in the path with the option of turning or going straight, always turn. That's all there is to it.
* Salerno Academy in ''VideoGame/ValkyrieProfile'' is a particularly devious version, as you must run around the level, changing perfumes to get past certain plants in a specific order. You must be very fast, as the perfumes wear off quickly.
** Of course, the Salerno Academy is *nothing* compared to the horror that is the Clockwork Mansion: a five by five grid of rooms, with different configurations of entrances and exits... in which ''every single room but the one you are in and the one you just left rotate 90 degrees'' each time you walk between two. And the shortest known solution involves a complex looping path.
* ''VideoGame/GoldenSun 2'' uses this in all the Rocks, but a notable instance is in Gaia Rock, which one must use the Psynergy "Grow" on plants in the middle of each room to make them grow into plants which point the way to the boss chamber. It is nigh-impossible to get there otherwise; all the rooms are almost identical.
** VideoGame/GoldenSunDarkDawn has Otka Island, made even worse by the fact that you must face [[spoiler: the [[ThatOneBoss Ancient Devil]]]] at the end.
* Mobius Desert in ''DigimonWorld3''.
* ''VideoGame/BreathOfFireIII'' had an interesting variation on this. Instead of all the rooms looking the same, they had a completely featureless desert that spread out in all directions. The key to getting through it was to wait until night and navigate by the stars. If you went the wrong way, you'd just run out of water and teleport back to town before you got anywhere.
* ''VideoGame/{{Wild ARMs 3}}'s'' final dungeon had many sections that were basically guessing which door was the right door. Getting it wrong would send you to a random room, usually the beginning of the maze itself, but after staring at the background while randomly guess which room was what for about 10 minutes, it becomes surprisingly easy to get disoriented. Also, the bonus dungeon, The Abyss, is basically around 120 floors of mazes in where you have to collect all the blue crystals (restores VIT and ECN both) on each floor in order to unlock the teleporter to the next floor.
* The bonus dungeons in ''VideoGame/{{Wild ARMs 5}}'' are pretty much giant mazes with the exception of Cocytus.
* ''VideoGame/{{Ys}} 1'' has not one, but two asymmetric teleporting mirror mazes in its VeryDefinitelyFinalDungeon. Sometimes you have to go back into the mirror you emerged from to proceed. The SFC version of ''Ys IV'' also had a tower with a mirror maze.
** ''Ys V'' has a ''Zelda''-style sandstorm maze which requires the Sage's Eye to navigate. On top of that, the sandstorm also causes you damage, and you can't use both the Sand Mantle and Sage's Eye at the same time.
* ''VideoGame/TalesOfSymphonia'' has a maze area in the Palmacoasta Ranch. Interestingly enough, the way through the maze was to go on the path with the least foes.
* ''VideoGame/SeikenDensetsu3'' has a HiddenElfVillage hidden behind such a maze. To solve it, you wait until it's night and then follow the trail of glowing flowers (though it's not too hard to brute-force the correct route, since all but the final set of paths have monsters on it if you went the right way). Carlie/Kevin's path also has the Jungle of Illusion, in which you find the correct way via the tones that played after you picked which way to go.
* Many old {{Western RPG}}s, including ''VideoGame/DungeonMaster'' and ''VideoGame/LandsOfLore'', consist of nothing but mazes. In the latter, even in areas where it doesn't make sense, such as woods or a swamp.
* ''VideoGame/SwordOfMana'''s Clock tower and Mount Illusia (one had bells that had to ring in a certain pattern and the other had stone faces that had to have a pattern of expressions) Not entirely mazes, but the sequence to getting the answer was very difficult, and often required you to go backwards to experiment.
* ''VideoGame/LostOdyssey'' has the Snowfields of the Northern Land, a maze of identical intersections, the only difference being the random direction in which the wind is blowing magic particles. Getting to the end requires going where the magic particles are coming from 5 times in a row. Any other move leads to yet another random intersection (and [[PuzzleReset resets the counter]]).
* ''VideoGame/DragonQuestV'''s bonus dungeon has one of these.
** ''VideoGame/DragonQuestI'' and ''VideoGame/DragonQuestIII'' both featured an area that had an infinite loop hallway. Dragon Quest was in Charlock Castle if you took the wrong staircases on your way to fight the Dragonlord. Dragon Quest III had an easily avoidable one in Floor 1 of the Navel of the Earth that really only became a problem if you deliberately went that way.
* The Monster House in ''VideoGame/ClaDun'' has rooms like this. The first floor is a teleporter maze, and the second floor is an extremely large room where killing certain enemies on one side opens up a door on the opposite side.
* ''VideoGame/VagrantStory'' has the Snowfly Forest and the BonusDungeon Iron Maiden B2.
* ''VideoGame/MightAndMagic VII'' has one in the form of the Barrows, where each room has only one door, but up to four possible exits depending on what levers inside it are pulled.
* ''VideoGame/RivieraThePromisedLand'' has one in chapter 3 with homogeneous rooms and a tricky two part puzzle involving changing seasons and following directions on signs which have increasingly more of their lettering worn away. The whole thing is optional and easily missable, and aside from getting a few items the only aim is to get out again, making it an especially frustrating experience even by maze standards.
* ''VideoGame/PaperMarioStickerStar'' features The Bafflewood, a tricky-type forest maze where any wrong turn sends you back to the beginning. This is, however, a fairly small, simple maze, and the game is kind enough to put signposts on which you can stick stickers to keep track of where you've been. What sets this maze apart is a sign at the start that keeps track of how many times you took a wrong turn and displays this as if it were a warning to the next person unfortunate enough to come through.
* In ''VideoGame/{{Faria}}'', the towers are very difficult to get around at best, with most of them being full of dead ends, one-way passages and confusingly numerous staircases. (The Phantom Tower makes up for its lack of all these with a homogeneous WrapAround floor plan.) The caves (especially the first) are more classically mazelike, and the RandomEncounters and [[BlackoutBasement lack of lighting]] don't make them easier to get around. There's even one of the overworld's landmasses (the one containing Shilf) arranged as a topographically ridiculous maze of isthmuses.

[[/folder]]

[[folder: Shoot Em Up ]]

* ''VideoGame/GunstarHeroes'': Black's infamous "silly dice maze" stage, which plays out like a game board and the players take turns rolling dice to advance in rooms.

[[/folder]]

[[folder: Sports Game ]]

* Cubyrinth in ''Mario & Sonic at the Winter Olympic Games''.

[[/folder]]

[[folder: Survival Horror ]]

* Salazar's courtyard in ''VideoGame/ResidentEvil4''.

!!Non-video game examples:

[[/folder]]

[[folder: Anime and Manga ]]

* The House of Gemini in ''SaintSeiya'' is an infinite corridor that warps time and space. If you're lucky, you'll find an "exit" that drops you at the ''entrance'' to the House once again. The only way to escape is to either ignore everything your senses tell you and charge headlong into a wall, or somehow defeat the master of the House --the Gemini Gold Saint himself-- so the illusion ends.
* ''Anime/YuGiOh'' 'Legendary Heroes' arc and the Capsule Monster movie both contain mazes. The first has monsters, and they meet a guide who shows them the way. The second has monsters and findable items. [[spoiler:Honda finds a Capsule monster [[SubvertedTrope that can break through the walls of the maze.]]]]
* One of the Clow Cards ''Anime/CardcaptorSakura'' has to capture is called the Maze. At first it looks like a typical HedgeMaze. Try to use a Clow Card to cheat your way out of it though and it starts looking more like an MCEscher painting.

[[/folder]]

[[folder: Comic Books ]]

* One of the several classification schemes ComicBook/GastonLagaffe comes up with for the library.

[[/folder]]

[[folder: Fan Fic ]]

* In order to break a world record, Calvin makes one of these, dubbed the [[AlliterativeName Monster Maze]], in ''Fanfic/CalvinAndHobbesTheSeries''.
* ''Fanfic/BringingMeToLife'' being a partial fanfic of both ''The Matrix'' and ''VideoGame/TheMatrixPathOfNeo'' TheMaze level is based off the videogame example above.

[[/folder]]

[[folder: Film ]]

* Though not a video game, the premise of the ''Film/{{Cube}}'' movies is based on this trope (specifically, of the "tricky" variety). In ''Film/Cube2Hypercube'', one of the characters is a game designer, and complains that the makers of the Hypercube stole his "variable time room" idea.
* ''Film/{{Labyrinth}}'', with monsters, tricky passages, obstacles, trail markings being useless, and a time limit.

[[/folder]]

[[folder: Folklore and Mythology ]]

* OlderThanFeudalism: The Labyrinth of Crete in ClassicalMythology. It was a maze so tricky that even its architect Daedalus himself almost got lost in it. It became the home of the Minotaur, a HalfHumanHybrid monster, which would eat anyone who entered it. However, it appears that the labyrinth originally was not imagined as consisting as a maze of many passages, but a single long and winding corridor. In fact, single-passage labyrinths have been discovered as carved or painted images or even as physical stone settings in many parts and cultures of the world.

[[/folder]]

[[folder: Gamebooks ]]

* The gamebook ''Invaders of Hark'' features a particularly vexing maze as one of the obstacles between you and the [[DistressedDamsel princess]]
** It gets that from its predecessor, ''Badlands of Hark''. That gamebook included a lethal swamp maze so treacherous that even the ''instructions'' warn you about it, and beating it was one of the highest point awards in the game. In fact, both these gamebooks could count as TheMaze altogether - in the first one alone, you could die by making a bad choice in ''section 1'', and beating either book requires you to make some seemingly terrible decisions.

[[/folder]]

[[folder: Literature ]]

* In WenSpencer's ''Literature/{{Tinker}}'', Tinker's AnxietyDreams always feature one.
* In Lisa Goldstein's Walking the Labyrinth, the magical secret society The Order of the Labyrinth is based around the idea of a labyrinth. Originally the labyrinth was a metaphor until Lady Westingate built a real one in her basement. The rooms in the labyrinth change and show scenes from the character's memories. Molly and Fentrice must walk the labyrinth in order to understand more about themselves.
* In The Tombs of Atuan in Ursula K. Le Guin's ''Literature/EarthseaTrilogy'', below the temple is a labyrinth.

[[/folder]]

[[folder: Live Action TV ]]

* ''Series/TheAmazingRace 5'' finale had the racers go through a maze as one of their tasks.
* ''AmericanGladiators'' had an event named, yep, The Maze. Navigate through while trying not to run into the dead ends and hidden gladiators waiting to ambush you and impede your progress with blocking pads, all before time runs out.

[[/folder]]

[[folder: Pinball ]]

* The theme of ''VideoGame/LoonyLabyrinth'' is the Minotaur's Maze, which houses a TimeMachine.

[[/folder]]

[[folder: Software ]]

* Of course, there are entire games dedicated to solving mazes. [[http://www.urticator.net/maze/ This]] Java program generates mazes in ''4D''. Expect to spend half an hour solving a 3x3x3x3 maze.

[[/folder]]

[[folder: Tabletop Games ]]

* While most people don't see it, the spell Maze in ''DungeonsAndDragons'' imprisons someone in one of these until they can figure their way out. [[MythologyGag Minotaurs are immune]].

* In ''OurLittleAdventure'', [[http://danielscreations.com/ola/comics/ep0157.html one adventure takes place in a labyrinth.]]

[[/folder]]

[[folder: Western Animation ]]

* ''A Dog and Pony Show'' in ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' features an implicitly Tricky example: the Diamond Dogs' lair is a confusing maze of tunnels, and the Mane Cast has no idea which way to go to find Rarity. It's solved by [[spoiler: Twilight mimicking Rarity's gem-detection spell, and following the path with the most gems.]]

[[/folder]]

[[folder: Real Life ]]

* {{London}} is notorious for its maze of streets. Walking around the city and trying to navigate is not even in the same country as intuitive, and your best bet for navigating is memorising the Tube layout.
** Even that may not help - the tube map is a very abstracted map, which means that some stations that look close together in the map are a long way apart, and some that look widely seperated are virtually on top of each other.
* UsefulNotes/{{Boston}} likewise is a maze of streets, but not quite to the extent that London is. The old joke is that all the planners did was to pave over the old cow paths.
* While UsefulNotes/{{Seattle}} has a fairly straightforward grid layout for most sections of the city; actual nagivation is far less logical. For starters, the city is broken up into 4 seperate sections by terrain features that do not allow traffic to pass, but must be navigated around (often by going through an entirely different part of the city), as well as a major interstate highway bisecting it down the middle. On top of that, the city core is broken into three sections, the streets from each not intersecting normally. This is due to those regions being historically owned by three different people, who all hated each other and refused to cooperate in street layout, leaving later generations to kludge together some way to get drivers from one section to another. And to make matters worse, many areas of the city, particuarly the core, are rife with one-way streets; some of which are one-way permanently, others of which are one-way (or even inaccessible) only during peak commute hours. This makes navigating anywhere in the city severely counter-intuitive for those not familiar with its extremely idiosyncratic layout.
** Within {{Seattle}}, Pike Place Market is almost a real-life [[HarryPotter Digon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways and near-hidden passages that may or may not connect to the main drags, stores and day-stalls in odd niches; be in the mood to explore if you have to go there. Even to a local, it's never the same place twice. That's not getting into the interesting (and mostly-off-limits) network of tunnels and passages ''under'' the city dating to the 1890s.
* Ditto for New York. You ''will'' get lost if you're not familiar with the road and subway layouts.
** At least outside of Manhattan; the majority of Manhattan is on a grid system with the streets and avenues numbered and ascending as you go north (for streets) and west (for avenues). It takes surprisingly little practice to be able to quickly figure out a location based on the cross street, and walking is typically speedy enough that you can walk across literally the entire island to your destination and (as long as you don't go too far north or south where the grid starts to break down) get to an unfamiliar area by just following the numbers.
** On the other hand, the subways don't necessarily follow an especially orderly or straight path and even for locals, talking any route beyond the one that you regularly take to certain destinations (like work) will be made much easier by checking a map.
* Cities in Israel are like this. Getting around in the country is easy. Getting around in the city is hard. Even if you have a map of the city, street names aren't visible until you're already in the intersection, if they're even there.
* Hospitals can be very easy to get lost in.
* The county of Los Angeles can be like this even for people who live in the area. That's because the county is actually a large collection of smaller cities and towns that have geographically spread out until they're geographically pushed against each other, resulting in a continuous network of roads and train tracks that stretches out for dozens of miles in every direction with no rhyme or reason as each city has its own system. On top of that, the adjacent counties of Orange, Riverside, San Bernardino, Ventura, and to a lesser extent Kern have also spread out to connect with Los Angeles (and San Diego with Orange), resulting in the Southern California Megalopolis, continuous urban surroundings taking up literally thousands of square miles. There is a reason why the Thomas Brothers maps for L.A. and its surrounding areas are thick books rather than fold-out maps. The highway system was meant to facilitate traveling but has become a maze of its own, with dozens of highways snaking around the region like spaghetti and ridiculously complex junctions like [[http://en.wikipedia.org/wiki/Four_Level_Interchange the Four Level Interchange]] (whose name speaks for itself) and [[http://en.wikipedia.org/wiki/East_Los_Angeles_Interchange the East L.A. Interchange]] (where four highways meet with ramps for most possible combinations).
* Sydney. People from cities with grid layouts such as Melbourne and Adelaide have been known to cry when driving through Sydney's web of one-way streets, nigh-impossible to use curved roads and sudden stops, an artefact from Sydney's founding in 1788. It doesn't help that the city itself is a quarter of the size of the Netherlands, with this layout continuing all throughout.
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