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-->'''Captain Dread''': "We can't go there, mon. That's the Forbidden Icosahedron!"

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-->'''Captain Dread''': "We Dread:''' We can't go there, mon. That's the Forbidden Icosahedron!"Icosahedron!
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** This is how you get around in the ''VideoGame/PokemonTradingCardGame'' UsefulNotes/GameBoy game.

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** This is how you get around in the ''VideoGame/PokemonTradingCardGame'' UsefulNotes/GameBoy Platform/GameBoy game.



** ''VideoGame/TalesOfPhantasia Narikiri Dungeon'' (UsefulNotes/GameBoyColor sequel to the original game) uses this due to technical limitations.

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** ''VideoGame/TalesOfPhantasia Narikiri Dungeon'' (UsefulNotes/GameBoyColor (Platform/GameBoyColor sequel to the original game) uses this due to technical limitations.
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improve Skyrim example.


** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': Although the main cities are only marked on the map and have to be visited before quick travel became available to them. There are also cart drivers who can be paid to take you to a given city you haven't been to yet.

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** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': Although Skyrim]]'' modifies the main cities are only marked on the map and have to be visited before ''Oblivion'' approach: you can't go anywhere via quick travel became available to them. There are also before you've been there the old-fashioned way, but the larger cities (Markarth, Riften, Solitude, Whiterun, and Windhelm) have stables outside the city wall where you can hire a cart drivers who can be paid to take you to a given city you haven't been to yet.any of the main cities: the five named above, plus Dawnstar, Falkreath, Morthal, and Winterhold.
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* All three ''VideoGame/ShadowHearts'' games utilise this form of map screen. Bigger areas like England and New York are split up into a sub-map where you can choose where you want to go in them.
%% Needs context * ''LightNovel/{{Slayers}}'' UsefulNotes/{{SNES}} game uses one.

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* All three ''VideoGame/ShadowHearts'' games utilise this form of map screen. Bigger areas like England and New York are split up into a sub-map sub-maps where you can choose where you want to go in them.
%% Needs context * ''LightNovel/{{Slayers}}'' UsefulNotes/{{SNES}} game uses one.In ''VideoGame/SlayersSNES'' you select the destination from a list, and Lina's sprite immediately moves to it. By selecting "Other lands" you can switch between larger regions, for a total of six region maps.
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** Although ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' is an (almost) seamless WideOpenSandbox, its in-game map of Cyrodiil functions like this for those who don't have time to enjoy the SceneryPorn. Apart from the main cities, you have to visit a place to be able to quick travel to it, though it's possible to get a given location marked on your map to make it easier to find).

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** Although ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' is an (almost) seamless WideOpenSandbox, its in-game map of Cyrodiil functions like this for those who don't have time to enjoy the SceneryPorn. Apart from the main cities, you have to visit a place to be able to quick travel to it, though it's possible to get a given location marked on your map to make it easier to find).find.
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** Although ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' is an (almost) seamless WideOpenSandbox, its in-game map of Cyrodiil functions like this for those who don't have time to enjoy the SceneryPorn. Apart from the main cities, you had to visit a place to be able to quick travel to it (although it was possible to get a given location marked on your map to make it easier to find).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': Although the main cities were only marked on the map and had to be visited before quick travel became available to them. There were also cart drivers who could be paid to take you to a given city you hadn't been to yet.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' (which used the same engine as ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'') had a similar system (you had to visit a place to quick travel to it), however the map started off with no markers whatsoever. ''VideoGame/{{Fallout 4}}'' continued this trend.

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** Although ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' is an (almost) seamless WideOpenSandbox, its in-game map of Cyrodiil functions like this for those who don't have time to enjoy the SceneryPorn. Apart from the main cities, you had have to visit a place to be able to quick travel to it (although it was it, though it's possible to get a given location marked on your map to make it easier to find).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': Although the main cities were are only marked on the map and had have to be visited before quick travel became available to them. There were are also cart drivers who could can be paid to take you to a given city you hadn't haven't been to yet.
* ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' (which used use the same engine as ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'') had Oblivion]]''), as well as ''VideoGame/Fallout4'' have a similar system (you had to visit a place to quick travel to it), however the map started starts off with no markers whatsoever. ''VideoGame/{{Fallout 4}}'' continued this trend. whatsoever.

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[[folder:Action-Adventure Games]]
* ''VideoGame/ANNOMutationem'': Whenever Ann enters her vehicle, the map is displayed on the screen with a cursor to choose the destination.
[[/folder]]



* Each ''VideoGame/DetectiveGrimoire'' game uses a point-and-click-map to travel around each location.



* ''VideoGame/TouchDetective'' has the town map appear on the touch screen to quick travel towards an area whenever it pops up.



* The first ''VideoGame/BrokenSword'' game had this for travelling between its several international destinations (France, Spain, Syria, Ireland...), but later games tended to just send you from one location to another when you'd [[LinkedListClueMethodology found the clues you needed]].

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* The first ''VideoGame/BrokenSword'' game ''VideoGame/BrokenSwordTheShadowOfTheTemplars'' had this for travelling between its several international destinations (France, Spain, Syria, Ireland...), but later games tended to just send you from one location to another when you'd [[LinkedListClueMethodology found the clues you needed]].



* ''[[VideoGame/TheLegendOfZeldaCDiGames Link: The Faces of Evil]]'' and ''[[VideoGame/TheLegendOfZeldaCDiGames Zelda: The Wand of Gamelon]]'' had menus like this.

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* ''[[VideoGame/TheLegendOfZeldaCDiGames Link: ''VideoGame/TheLegendOfZeldaCDIGames''; ''Link: The Faces of Evil]]'' Evil'' and ''[[VideoGame/TheLegendOfZeldaCDiGames Zelda: ''Zelda: The Wand of Gamelon]]'' had Gamelon'' have menus like this.



* In the 2008 ''[[VideoGame/PrinceOfPersia2008 Prince of Persia]]'', the map of the City allows you to instantly travel from any already cleansed level to any other. The game simply explains it with [[AWizardDidIt Elika's light-fueled teleportation power]].

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* In the 2008 ''[[VideoGame/PrinceOfPersia2008 Prince of Persia]]'', ''VideoGame/PrinceOfPersia2008'', the map of the City allows you to instantly travel from any already cleansed level to any other. The game simply explains it with [[AWizardDidIt Elika's light-fueled teleportation power]].



* Unlike many earlier installments, ''VideoGame/FinalFantasyX'' and [[VideoGame/FinalFantasyX2 its sequel]] utilize a map selection-screen for traveling by your GlobalAirship. You can also input coordinates to access secret areas.

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* ''Franchise/FinalFantasy'':
**
Unlike many earlier installments, ''VideoGame/FinalFantasyX'' and [[VideoGame/FinalFantasyX2 its sequel]] utilize a map selection-screen for traveling by your GlobalAirship. You can also input coordinates to access secret areas. areas.
** ''Videogame/FinalFantasyTactics'' used this for the main map, but you could actually still wind up in RandomEncounters when crossing green (monster-filled) locations. ''Videogame/FinalFantasyTacticsAdvance'' had you build a map in this fashion, with the random encounters replaced by wandering ones, and ''Videogame/FinalFantasyTacticsA2'' had another predefined map.
* ''VideoGame/MegaManNetworkTransmission'': From Lan's room, selecting the Map from the PET menu will present a point-and-click map of ACDC Town where he can jack in Mega Man to various places to explore the cyberworld, visit Higsby's shop, or enter the Net Battle Simulator.



* ''VideoGame/TheLegendOfHeroesTrails'' series utilizes this once the GlobalAirship is available, allowing the heroes to quickly travel around to every major area they've traveled to.



* ''LightNovel/{{Slayers}}'' UsefulNotes/{{SNES}} game uses one.
* ''VideoGame/SuperMarioRPG'': The map is divided into several screens progressing in a circular fashion, and you can travel between any available destination at any time.

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%% Needs context * ''LightNovel/{{Slayers}}'' UsefulNotes/{{SNES}} game uses one.
* ''VideoGame/SuperMarioRPG'': The map is divided into several screens progressing in a circular fashion, and you can travel between any available destination at any time.
one.



* ''Videogame/FinalFantasyTactics'' used this for the main map, but you could actually still wind up in RandomEncounters when crossing green (monster-filled) locations. ''Videogame/FinalFantasyTacticsAdvance'' had you build a map in this fashion, with the random encounters replaced by wandering ones, and ''Videogame/FinalFantasyTacticsA2'' had another predefined map.



* ''VideoGame/MarioAndLuigi''
** ''VideoGame/MinionQuestTheSearchForBowser'', the alternate mode of the ''VideoGame/MarioAndLuigiSuperstarSaga'' remake, uses this in two layers: one as a standard world map, and two for selecting missions.
** In ''VideoGame/MarioAndLuigiBowsersInsideStory'', navigation inside Bowser's body utilizes one to make backtracking easier. Especially since there are certain parts where you have to go back to repeatedly (i.e. the area where [[spoiler:the Bros. play a minigame to make Bowser grow big]]).

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* ''VideoGame/MarioAndLuigi''
''Franchise/SuperMarioBros''
** ''VideoGame/SuperMarioRPG'': The map is divided into several screens progressing in a circular fashion, and you can travel between any available destination at any time.
** ''VideoGame/MarioAndLuigi'':
***
''VideoGame/MinionQuestTheSearchForBowser'', the alternate mode of the ''VideoGame/MarioAndLuigiSuperstarSaga'' remake, uses this in two layers: one as a standard world map, and two for selecting missions.
** *** In ''VideoGame/MarioAndLuigiBowsersInsideStory'', navigation inside Bowser's body utilizes one to make backtracking easier. Especially since there are certain parts where you have to go back to repeatedly (i.e. the area where [[spoiler:the Bros. play a minigame to make Bowser grow big]]).big]]).
** ''VideoGame/PaperMario'':
*** ''VideoGame/PaperMarioStickerStar'': Instead of being one giant world to trek across, much like the other Paper Mario games, this game uses a world map system that is like a mix of ''VideoGame/SuperMarioWorld'' and ''VideoGame/SuperMarioRPG'', because of the fact that each level has tons of exploration, secret exits, and some levels can be entered early (although you cannot progress any further if you do not have certain moves/items).
*** ''VideoGame/PaperMarioColorSplash'': Like ''Sticker Star'', except with the areas not using the standard numbering convention (e.g., World 1-1). The map starts out in sepia tones, but gradually refills with color as Mario finds Paint Stars.



** ''VideoGame/DragonAgeOrigins'' had the map of Ferelden (Amaranthine in the [[VideoGame/DragonAgeOriginsAwakening expansion]]) that functioned similarly to ''Baldur's Gate II'': destinations were unlocked by exploration and quests, you could get ambushed, and there were sub-maps for the [[BeneathTheEarth Deep Roads]] and [[HubCity Denerim]]. Due to lack of an in-game clock, however, you were always TravelingAtTheSpeedOfPlot.

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** ''VideoGame/DragonAgeOrigins'' had the map of Ferelden (Amaranthine in the [[VideoGame/DragonAgeOriginsAwakening expansion]]) that functioned similarly to ''Baldur's Gate II'': destinations ''VideoGame/BaldursGateII''. Destinations were unlocked by exploration and quests, you could get ambushed, and there were sub-maps for the [[BeneathTheEarth Deep Roads]] and [[HubCity Denerim]]. Due to lack of an in-game clock, however, you were always TravelingAtTheSpeedOfPlot.



** Ditto ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', although the main cities were only marked on the map and had to be visited before quick travel became available to them. There were also cart drivers who could be paid to take you to a given city you hadn't been to yet.

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** Ditto ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', although Skyrim]]'': Although the main cities were only marked on the map and had to be visited before quick travel became available to them. There were also cart drivers who could be paid to take you to a given city you hadn't been to yet.



* ''[[VideoGame/ArcanumOfSteamworksAndMagickObscura Arcanum]]'' gives you the option to quick-travel to known locations and unknown coordinates on your world map. Given the fact, that journeys can take ingame weeks and real life hours, and that 98% of the world contain nothing but monotonous, empty landscape, you will learn to make use of it before reaching the second town.

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* ''[[VideoGame/ArcanumOfSteamworksAndMagickObscura Arcanum]]'' ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' gives you the option to quick-travel to known locations and unknown coordinates on your world map. Given the fact, that journeys can take ingame weeks and real life hours, and that 98% of the world contain nothing but monotonous, empty landscape, you will learn to make use of it before reaching the second town.


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* ''VideoGame/FateGrandOrder'':
** Each singularity has its map to navigate. The most notable is America's which shows which area each faction is currently in control of during the story and where other characters not in your party are battling.
** All crossover events and the Halloween, Summer, Onigashima, and [=GudaGuda=] Strange Tales of the Imperial Holy Grail events have these. Unlike the story maps where everything is slowly unlocked, certain nodes were time-locked and would only open after a certain day or would only be unlocked after obtaining event items. The first Halloween event's map stands out since it had several hidden details on it that hinted at what times new quests would be available for each day.
* In ''VideoGame/MagiaRecordPuellaMagiMadokaMagicaSideStory'', this is used to navigate single-raid events and most of Chapter 7.
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* While ''VideoGame/HyruleWarriorsAgeOfCalamity'' uses the same map as the one from ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', in lieu of exploration, the player will just choose markers on the map to go through missions and quests.
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* ''[[VideoGame/ArcanumOfSteamworksAndMagickObscura Arcanum]]'' gives you the option to quick-travel to known locations and unknown coordinates on your world map. Given the fact, that journeys can take ingame weeks and real life hours, and that 98% of the world contain nothing but monotonous, empty landscape, you will learn to make use of it before reaching the second town.
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* ''VideoGame/{{Xenoblade}}'' gives players the option to travel between maps, via its [[WarpWhistle quick travel function.]] Which is a good thing, because there's 20 maps and they're friggin' huge! Of course, if players prefer, they can take the scenic route.

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* ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' gives players the option to travel between maps, via its [[WarpWhistle quick travel function.]] Which is a good thing, because there's 20 maps and they're friggin' huge! Of course, if players prefer, they can take the scenic route.
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* ''VideoGame/PanzerDragoon Saga'' presents the overworld this way; you can also press a button to get an overview of how far the forces of both General Craymen and the Imperial Fleet have advanced in occupying the continent.
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* ''VideoGame/ThisStarryMidnightWeMake'': The place where all the cutscenes / locations are activated from, the Basin for making stars is accessed, and saves are made.
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* ''VideoGame/RakenzarnTales'' moved to this from an OverworldNotToScale type for version 4. It gives the option of either selecting your destination from a list or manually scrolling the world map to find it.
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* ''VideoGame/DarkCloud'' and it's sequel ''VideoGame/DarkChronicle'' used this. ''Dark Cloud'''s version was a literal map given to Toan by Dran for the express purpose of making his journey easier.

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* ''VideoGame/DarkCloud'' and it's its sequel ''VideoGame/DarkChronicle'' used this. ''Dark Cloud'''s version was a literal map given to Toan by Dran for the express purpose of making his journey easier.
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** ''VideoGame/SuperMarioOdyssey'' uses a standard map screen that's accessed by tossing Cappy onto the globe that sits on the Odyssey's desk, zooming onto it so you can choose which kingdom you wish to travel to.

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** ''VideoGame/SuperMarioOdyssey'' uses a standard map screen that's accessed by tossing Cappy onto the globe that sits on the Odyssey's desk, deck, zooming onto it so you can choose which kingdom you wish to travel to.

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* ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' also features this.

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* ''VideoGame/TalesSeries'':
** ''VideoGame/TalesOfPhantasia Narikiri Dungeon'' (UsefulNotes/GameBoyColor sequel to the original game) uses this due to technical limitations.
**
''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' also features this.this.
** ''VideoGame/TalesOfBerseria'' uses this for sailing, since the game's set in OceanPunk world, but lacks overworld map.


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* ''LightNovel/{{Slayers}}'' UsefulNotes/{{SNES}} game uses one.

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* ''VideoGame/ShovelKnight'' features a world map system similar to the one in ''Super Mario Bros. 3'', with stages, towns and other locales accessed by moving your character over their icons. Specter Knight's campaign ditched that in favour of a simple menu accessed by a mirror portal.



* In ''VideoGame/{{Dubloon}}'', sailing is done by talking to {{T|heCaptain}}imber and picking a location on the TreasureMap, assuming the player found a map where it was drawn.

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* In ''VideoGame/{{Dubloon}}'', sailing Sailing in ''VideoGame/{{Dubloon}}'' is done by talking to {{T|heCaptain}}imber Timber and picking a location on the TreasureMap, assuming the player TreasureMap. Maps can be found a map where it was drawn.throughout the game world that add new locations to that map, broadening your horizons (so to speak).


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* Starting missions in ''VideoGame/{{Warframe}}'' is done by accessing your orbiter's navigation console, which presents you a 2D map of the Solar System with mission nodes that are unlocked by completing missions in adjoining nodes.
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[[/folder]][[/folder]]
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At the beginning of the game, only a couple of destinations will be available, but more will be added to the map later, either by exploration (finding hidden exits from known locations), by accepting quests that lead you there, or by exploration ''and'' completing certain quests on site. If the destination has several entrance points, your original location will often determine which of them you will teleport to.

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At the beginning of the game, only a couple of destinations will be available, but more will be added to the map later, either by exploration (finding hidden exits from known locations), by accepting quests that lead you there, or by exploration ''and'' completing certain quests on site. If the destination has several entrance points, your original location will often determine to which of them you will teleport to.
teleport.



* Quite a few of the ''Videogame/RealityOnTheNorm'' games, such as ''Defender of RON''.

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* Quite a few of the ''Videogame/RealityOnTheNorm'' ''VideoGame/RealityOnTheNorm'' games, such as ''Defender of RON''.



* Many {{Hidden Object Game}}s, especially more plot-heavy games like ''Videogame/MysteryCaseFiles'' and ''Videogame/DarkParables'' have this feature to help minimize the amount of backtracking the player needs to do to complete the various puzzles and tasks to move the story forward.

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* Many {{Hidden Object Game}}s, especially more plot-heavy games like ''Videogame/MysteryCaseFiles'' ''VideoGame/MysteryCaseFiles'' and ''Videogame/DarkParables'' ''VideoGame/DarkParables,'' have this feature to help minimize the amount of backtracking the player needs to do to complete the various puzzles and tasks to move the story forward.



* ''VideoGame/TheCabinetsOfDoctorArcana'' has one in the Library, which you won't be able to see until you're able to get in there (roughly a third of the way through the game). It shows all of the rooms on the first, second, and third floors of the manor, and indicates which ones you have unlocked and where you've located the [[MacGuffin keys you seek]]. You can click on any room you've unlocked to be taken there instantly; however, the map only goes in one direction, because it doesn't leave the library. Expect to do a lot of backtracking.



** ''Videogame/MinionQuestTheSearchForBowser'', the alternate mode of the ''Videogame/MarioAndLuigiSuperstarSaga'' remake, uses this in two layers: one as a standard world map, and two for selecting missions.
** In ''Videogame/MarioAndLuigiBowsersInsideStory'', navigation inside Bowser's body utilizes one to make backtracking easier. Especially since there are certain parts where you have to go back to repeatedly (ie. the area where [[spoiler:the Bros. play a minigame to make Bowser grow big]]).

to:

** ''Videogame/MinionQuestTheSearchForBowser'', ''VideoGame/MinionQuestTheSearchForBowser'', the alternate mode of the ''Videogame/MarioAndLuigiSuperstarSaga'' ''VideoGame/MarioAndLuigiSuperstarSaga'' remake, uses this in two layers: one as a standard world map, and two for selecting missions.
** In ''Videogame/MarioAndLuigiBowsersInsideStory'', ''VideoGame/MarioAndLuigiBowsersInsideStory'', navigation inside Bowser's body utilizes one to make backtracking easier. Especially since there are certain parts where you have to go back to repeatedly (ie.(i.e. the area where [[spoiler:the Bros. play a minigame to make Bowser grow big]]).



* ''Videogame/VampireTheMasqueradeBloodlines'' had the map of UsefulNotes/LosAngeles, accessible by speaking to a cabbie. The four major hubs (Santa Monica, Downtown, Hollywood, and Chinatown) were unlocked as the main quest progressed, while additional quest locations were added to it as you picked them up. There were no random encounters while traveling.

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* ''Videogame/VampireTheMasqueradeBloodlines'' ''VideoGame/VampireTheMasqueradeBloodlines'' had the map of UsefulNotes/LosAngeles, accessible by speaking to a cabbie. The four major hubs (Santa Monica, Downtown, Hollywood, and Chinatown) were unlocked as the main quest progressed, while additional quest locations were added to it as you picked them up. There were no random encounters while traveling.



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** ''Videogame/PokemonColosseum'' and its sequel, unlike most Pokemon games, use a world map selection screen for travelling between locations.
** The ''Videogame/PokemonMysteryDungeon'' series also uses a world map to move between destinations, although the only destinations aside from the home town/base are dungeons. A few dungeons require one party member knowing an HM move (like Fly, Surf, or Dive) to access.
** This is how you get around in the ''VideoGame/PokemonTradingCardGame'' Gameboy game.
* ''Videogame/LegendOfMana'': You get to place destinations on the map as you go, which has an effect on the monster difficulty in that area.

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** ''Videogame/PokemonColosseum'' ''VideoGame/PokemonColosseum'' and its sequel, sequel ''VideoGame/PokemonXDGaleOfDarkness'', unlike most Pokemon ''Pokémon'' games, use a world map selection screen for travelling between locations.
** The ''Videogame/PokemonMysteryDungeon'' ''VideoGame/PokemonMysteryDungeon'' series also uses a world map to move between destinations, although the only destinations aside from the home town/base are dungeons. A few dungeons require one party member knowing an HM move (like Fly, Surf, or Dive) to access.
** This is how you get around in the ''VideoGame/PokemonTradingCardGame'' Gameboy UsefulNotes/GameBoy game.
* ''Videogame/LegendOfMana'': ''VideoGame/LegendOfMana'': You get to place destinations on the map as you go, which has an effect on the monster difficulty in that area.

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