Patchwork Map: Difference between revisions

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{{trope}}
[[File:Fsabirdseyelw1.jpg|link=The Legend of Zelda: Four Swords Adventures (Video Game)|frame|Yes, that is a desert right next to the frozen tundra.]]
 
{{quote|''I've always said, the best thing about dwelling in the desert caves is the easy access to the lush rainforest.''|'''Mike Nelson''', ''[[RifftraxRiff Trax]] of [[Battlefield Earth]]''}}
 
In the real world, the landscape is determined by a complex combination of climate and geography. Deserts, for instance, are usually created because a mountain or valley blocks rain clouds from being blown over it (known as a "[[wikipedia:Rain shadow|rain shadow]]"). Tundra has to be at the right elevation and temperature to remain frozen. Rivers have to source their water from somewhere (usually from the same moutains which stopped those rain clouds from reaching the desert). Swamps are generally located in low-lying areas where the water collects rather than draining out.
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* The Digital Worlds of the ''[[Digimon]]'' franchise are almost always portrayed as this (the big exception being that of ''[[Digimon Tamers]]'', which had a very different structure).
** [[Fridge Brilliance]] when you think about how this is exactly what should be expected in a digital universe.
** Seeing as the Digital World is after all [[Exactly What It Says Onon the Tin|digital]], it may very well have gotten its strange geography from video games.
* On [[One Piece|Grand Line]], there're 4 different kinds of islands - Spring, Summer, Autumn and Winter Islands. Obviously, that (partly) explains the ridiculously unpredictable weather changes. It also causes that [[Slippy-Slidey Ice World|Drum/Sakura Kingdom]] and [[Shifting Sand Land|Alabasta Kingdom]] to be neighbour countries.
** Played straight with {{spoiler|Punk Hazard that has [[Slippy-Slidey Ice World]] on its one side and [[Lethal Lava Land]] on another. It was caused by the battle between Admirals [[Playing Withwith Fire|Akainu]] and [[An Ice Person|Aokiji]].}}
 
== [[Comic Books]] ==
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== Fan Works ==
* A minor example in ''[[With Strings Attached (Fanfic)|With Strings Attached]]'' is the Poison Swamp in Goblin Valley; John immediately pegs it as artificial, noting that the land should have been much too dry for a swamp.
 
== [[Film]] ==
* ''[[Ten Thousand10,000 BC|10,000 B.C.]]'' changed from (for example) freezing mountains to humid swamps with little transition.
* The film ''[[Return to Oz]]'' features the Deadly Desert being right smack-dab next to a thick lush forest. This is a carry-over from the original Oz books by [[L. Frank Baum]], which offers up perhaps both the original and definitive example of this trope: The land of Oz is a more-or-less perfect rectangle, filled cheek-and-jowl with every known and unknown variety of bizarre landscape and surrounded on all sides by wide expanses of desert. Baum should also be considered a patron saint of [[Continuity Drift]], but in one of the books he established that a passing [[A Wizard Did It|Wizard (Or Rather Fairy Queen) Did It]].
** ''[[Wicked (Literaturenovel)|Wicked]]'' gives Oz a far, far more realistic landscape, incredibly using only existing continuity to make it into an equivalent of 1930s Earth, right down to the general geographic locations of the regions/continents, which became [[Fantasy Counterpart Culture|counterparts]]. Gillikin is Europe, Munchkinland is (roughly) Asia, Quadling Country is Africa and the Vinkus is North America (specifically, the Native Americans of the Great Plains).
*** Alternately, one could view the Oz in ''Wicked'' as a counterpart to the United States, with urban, forest-filled Gillikin as the Northeast; agricultural Munchkinland as the Midwest; swampy Quadling Country as the South (more specifically, the Mississippi Delta and Florida Everglades regions); and the barren Vinkus as the Mountain West. Even Oz residents' opinions of certain regions mirror American regional stereotypes. Quadlings are seen as filthy and uneducated. Gillikin is where the best universities are and the Gillkinese come off as snobbish. The Vinkus is seen as wild and untamed, and something of a wasteland... etc.
* Appears in ''[[Star Trek]] [[Star Trek III: theThe Search For Spock|III: The Search for Spock]]''. The planet in question had recently been created with unstable technology, which made for interesting climate patterns.
** In the novelisations, the scientists behind Genesis had apparently been competing to see just how improbable they could make the geography by hand-designing things Just So. Although that code was [[Easter Egg|supposed to have been removed...]]
* In the comedy ''[[Caveman (Film)|Caveman]]'', one character gets swept by a river that is situated in an arid prehistoric landscape and ends up in a "Nearby Ice Age".
 
== [[Literature]] ==
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{{quote| ''"Have you actually looked at this thing properly? I mean, come on! The rivers just appear out of nowhere! You can't have a desert smack bang right next to a forest! Who drew this stupid thing?"''}}
* Referenced in ''The [[Discworld]] Mapp'', when Stephen Briggs quotes Pratchett as describing traditional fantasy novel mapmaking as "putting the wiggly river through the pointy mountains," before adding that when he showed Pratchett the first draft (which was indeed drawn that way), he got the response "Do you know what a rain shadow is?" and a brief lecture on climatology.
* J.R.R. Tolkien's [[The Lord of the Rings (Literature)|Middle-earth]] has, among other things, a gigantic forest where there should be a desert, and at least one river whose path makes no sense topographically. Granted, the world was [[A Wizard Did It|created by the Ainur and shaped by a series of global catastrophes]], but there's nothing there to imply that the normal rules of climate shouldn't be taking place, especially in the Third and Fourth Ages when the world has become a round planet and the influence of the Ainur and other magical beings has dramatically decreased. At the same time, though, it is perhaps [[Justified Trope]] in areas like Lothlórien, Mordor, and Valinor that are [[Fisher King|controlled by powerful magical beings]].
** The ''Atlas of Middle-earth'' subjects it to a climatic analysis and takes into account regions such as Lorien and Mordor as being "subject to the influence of Secondary World powers".
* In the ''[[Everworld]]'' novels, the world was created by the mythological gods of our world, with each pantheon having its own territory. So African gods would create an area of Everworld that resembles sub-Saharan Africa, and Norse gods one that resembles Scandanavia, and if the cold, forested mountains instantly give way to hot, arid grassland, who cares? This is one of many bizarre, illogical characteristics of the universe that the characters [[Lampshade Hanging]] by saying, "Welcome to Everworld."
* In [[Arthur C. Clarke (Creator)]]'s ''A Time Odyssey'' trilogy, planets in pocket universe have mismatch of terrains brought from different times in the history as a museum.
* In ''[[The Neverending Story (Literaturenovel)|The Neverending Story]]'', a desert reaches right up to a forest. It is revealed that a magic talking lion causes everywhere near him to be a desert, but [[No Ontological Inertia|it returns to normal when he's not nearby]].
** At another point, it's explicitly mentioned that it's indeed possible in Phantasia that an icy area borders a hot desert. It's Phantasia, after all. In fact, drawing a map would be impossible even if the country wasn't infinite - it's written that the borders between lands aren't always even determinable.
* In Clive Barker's ''Weaveworld'', the odd bits and pieces of terrain incorporated into the Fugue were stuck together in a frantic rush, creating ''literal'' patchwork geography.
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* ''[[Legend of the Five Rings]]'' is horrible about this trope. Rivers go any which way (including uphill), cities and whole geographic features are outright misplaced onto the wrong ends of the Empire because the mapmakers weren't paying attention, and to top it all off, it might be an execution-worthy offense to question the actual in-game mapmakers if the gamemaster feels like being strict over it. And it's not really justified by "the spirits", because unless specifically asked they don't do weird stuff like that (they're lazy).
* Fully justified in the [[Ravenloft]] setting for [[Dungeons and Dragons]]. The Land of Mists is composed of artificial landmasses created and sustained by mysterious Dark Powers. Each landmass is separate from the others and bordered by the Mists, in which they drift. The Core (the largest) has a truly patchwork appearance, because each subregion is a "domain" specifically formed to imprison an individual [[Big Bad|darklord]], and its geography and climate has far more to do with that darklord's culture and personal issues than reality. For example, the domain of Lamordia has a far colder and more wintry climate than its neighbors, and the tropical island of Markovia is less than two hundred miles off the coast. The shape of rivers is even more bizarre, as some rivers literally flow into or out of nowhere, apparently emanating from the Mists themselves. There is also a massive hole (the Shadow Rift) cut straight out of the middle of the Core where other domains used to be (they got relocated during a plane-wide cataclysm).
* In one fan-created variant of ''[[Magic: theThe Gathering]]'', you shuffle basic lands into a "board", start out with one creature, and the lands on boards where your creatures are can be tapped for mana. This results in ''Urza's Saga'' plains (in Serra's cloud world) being next to...anything. And islands being surrounded by land. It gets weirder if you add nonbasic lands.
* [http://i1126.photobucket.com/albums/l612/Dezeroth/Creation_Map_v71a.jpg Creation] in ''[[Exalted]]'' goes with having four major climate forms (desert and volcano, ocean, tundra and glaciers, plains and forests and jungles) and simply confining them to each of the cardinal directions (with the central island continent being largely mountainous). Justified by the fact that things like climate and geography are controlled entirely by gods, as well as by the fact that Creation was designed by beings with some pretty odd ideas about how a world should work.
 
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== [[Video Games]] ==
* In ''[[World of Warcraft]]'', this is justified and enforced. It is justified in that the world was forged by god-like creators: an entire continent was blasted to smithereens to form three smaller ones, and magic plagues/life-giving [[Trees/Eldritch Abomination|Eldritch Abominations]] all contribute to weird design. That and the fact that it does need to be patchworked for game design.
* Extremely evident in ''[[The Legend of Zelda: MajorasMajora's Mask]].'' The world is cleanly divided into four totally different environments. [[A Wizard Did It|A Giant Did It. Four Giants, to be exact.]]
** ''[[Spirit Tracks]]'' does much the same, but partly averts it with the snow realm by having it gradually change from "snow everywhere" to "it looks ''sort'' of cold" as you get close to the border.
** Whoever designs the map for the Zelda games clearly has [[You Fail Geography Forever|no idea how rivers work]]. They do normally start high and end low, which is better than a lot of examples on this page, but they do all kinds of crazy stuff on the way. The worst offender is probably Twilight Princess, where two rivers ''cross''.
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** Not surprising, since it's based on California (notice the redwoods?) and Arizona, which really do look like that.
* ''[[Fire Emblem]]'' (well the 3 GBA games at least) does this slightly differently, where forest and other [[Geo Effects|terrain types]] are spread out in a ridiculously random way.
* ''[[Final Fantasy XII (Video Game)|Final Fantasy XII]]'' has the Phon Coast - a beach map with a very obvious ocean - which is somehow at the top of a mountain.
** Jungle next to tundra.
** ''[[Final Fantasy Mystic Quest]]'' was an even greater offender; the world is divided into four climate zones of identical size, one representing each of the four classical elements, by a pair of planet-spanning mountain ranges that run directly along the equator and the prime meridian.
** ''[[Final Fantasy Tactics Advance (Video Game)|Final Fantasy Tactics Advance]]'' even lets you make up your own map by placing different regions on the map. The sequel on the other hand does a surprisingly good job at averting it.
* ''[[The Elder Scrolls III Morrowind (Video Game)|The Elder Scrolls III Morrowind]]'' contains wasteland area terribly close to plains and forests, usually separated a single line of mountains. The north-eastern most part of the map contains the only gradual transition from one to the other. Blamed on a combination of the eruption of the volcano Red Mountain that dominated the island-region of Vvardenfell and {{spoiler|the Heart of Lorkhan, under the Dagoth Ur crater of Red Mountain}}. There's also the fact that the game world is hugely compressed, meaning that there ''could'' be a transition -- it's just too small to spot.
** Averted in the next installment, ''[[Oblivion]]'', where it was mostly just meadows and forests, with snowy mountains to the north.
*** Note, though, that it still counts in-game: Cyrodiil is on the equator, and is surrounded on most sides by steaming jungles and swamps. It was in fact supposed to be a tropical rainforest for the first three games, but then [[A Wizard Did It|a god stepped in]] and turned it into Ye Olde Fantasy Europe.
*** [[The Other Rainforest|It's still a rainforest.]] The term "rainforest" is defined by precipitation and foliage, not temperature. It rains practically every other day in ''[[Oblivion]]''.
** A sort-of example in ''[[Skyrim]]''. The terrain ranges from [[The Other Rainforest|wet conifer forests]] in the south, to rocky plains further north that look like something out of [[The Lord of the Rings (Filmfilm)|the movie version of Rohan]]. As you continue north, the terrain gets swampy, then turns into glaciers. It's also crisscrossed with high, snowy mountain ranges. The "sort-of" is that Bethesda did a much better job with the terrain transitions in ''Skyrim'' than they did in ''Morrowind''.
* ''[[Yoshis Island (Video Game)|Yoshis Island]]'' has a grand total of ''six'' biomes (though you only see five in the first game, and we're not counting the final world of the first game which is not apparently on Yoshi's Island), none of which seem to take rain shadows or elevation into account. Some levels in the "desert" world even have highly visible trees in the background!
* ''[[Metroid Prime]]'' had swamps, snow, and volcanoes all within a few minutes of each other, but the speed of the elevators probably means they were fairly far apart.
** The recent impact of the Phazon meteorite (aka the Leviathan), coupled with Phazon radiation, probably have a role in all of this.
** Justified in ''Metroid Fusion'', as the game takes place on a biological research vessel, and the various environments have been artificially created to support creatures that need a watery area or a fiery area.
* ''[[Just Cause (Videovideo Gamegame)|Just Cause 2]]'' has a greatly varied environment, consisting of arid deserts, snowcapped mountains, lush jungles, open ocean, and the occasional bit of urban sprawl...all contained within a [http://a.imagehost.org/0207/panau_map.jpg tropical island cluster] slightly smaller than Oahu.
* Video game ''[[Civilization]] IV'' has a map option called "fantasy world" where the terrain types are strewn about randomly. Any given tile is as likely to contain tundra as forest, desert, etc.
* Averted somewhat by ''[[Sid MeiersMeier's Alpha Centauri]]'', partly because it has less diverse terrain than its sister ''[[Civilization]]'' games, and so could put more work into the distinctions it did make. Rain shadows do exist, and it's even possible to create them on purpose by raising terrain. However, while one would expect the fertile Monsoon Jungle to be rainy, it can actually be placed in arbitrarily dry place by the map generator; same with the Great Dunes, which can end up wetter than the Jungle.
* In ''[[Golden Sun (Video Game)|Golden Sun]]'' and its sequel, the protagonists travel around a world that greatly resembles our own, complete with appropriate cultures and climates. The biggest notable difference is that the whole world is flat.
* Also [[Averted Trope]] by ''[[Dwarf Fortress]]'', which pays attention to things like rain shadows and biomes when generating worlds. Generating a new world can take about a quarter of an hour, depending on the size of the world and the number of potential worlds rejected for not having the right terrain distribution. On the other hand, the world generation is very powerful and flexible and you can set parameters that create worlds with glacier, sand desert, swamp, and mountain range all rubbing shoulders. Regions in half the map bursts into flames as soon as the game starts and the other half freezes every living thing dead within a minute are statistically uncommon (you really do have to make the effort) but not otherwise unusual. However, bugs in some versions can cause unusually powerful fluctuations in water temperatures.
** "Fluctuations" means creatures spontaneously melting on contact with water, if you weren't aware.
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* An extreme example in the graphic chat/MMO, ''[[Furcadia]]'', users can make their own maps (called dreams) that other users can explore, chat, and RP on. Quite a few users have made dreams based on the [[Warrior Cats|Warriors]] series by Erin Hunter. In the books, the four clans of wild cats live in slightly different territories, such as one clan lives in moorland while another lives in a forest. In these fan-made dreams, however, the differences in the territories tend to be very drastic. It is not at all uncommon to find a Warriors dream with a barren desert, murky swamp, snowy tundra, and lush forest all sitting right next to each other with little or no transition in between, made even more drastic by the fact that the area of the dream would probably wind up being only 15 square miles or so in real life.
* Justified in ''[[Endless Frontier]]'' {{spoiler|which ends with five different worlds getting mixed together in a fairly haphazard way}}. Of course, Nature is soon to start asserting itself, so...
* Morning Land in ''[[Billy Hatcher and Thethe Giant Egg]]''. It has the wooded [[Green Hill Zone|Forest]] [[The Lost Woods|Village]], next to the beach/oceanic like [[Palmtree Panic|Pirate Island]], which in turn is right next to the volcanous [[Lethal Lava Land|Dino Mountain]], which is next to [[Slippy-Slidey Ice World|Blizzard Castle]] ([[Exactly What It Says Onon the Tin|guess]]). And in the middle, with all the others surrounding it, is [[Shifting Sand Land|Sand Ruin]]! [[Circus of Fear|Circus Park]] and [[Floating Continent|Giant Palace]] don't count, seeing as the former isn't in any particular biome, and the latter is in ''the sky''.
* [[Simon the Sorcerer]]. You have a temperate forest right next to a swamp right next to some icy mountains, and so on, and so on, in it's defense, it IS a magical world.
* In ''[[Runescape]]'' the border between desert and grassy fields is ''a fence'', both from the northern and western sides. The western border eventually turns into a river and a sea. The eastern border is a river and a sea all along, and across the river from the northern part of the desert, both to the east and the west, lie separate swamps. Another swamp lies in the corner of the desert, separated from it by a plateau from two sides and bordering with the sea from two other.
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** In both the anime and the ''FireRed''/''LeafGreen'' games, there are tropical archipelagos not too far south of the icy Seafoam Islands (or at least, they're implied to be icy, given that that's the only place in Kanto where a lot of Ice-type Pokémon, including Articuno, are found. In Pokémon games in general, the "icy cave/island" which forms the Ice-types' lair tends to come out of pretty much nowhere).
*** That said, we are dealing with Pokémon here - they can shape their environments. Particularly in the case of the legendaries which are responsible for everything from time and space to earth and sea to life itself. If Articuno wants a frozen cave, Articuno damn well gets a frozen cave. See also: the second movie where Fire/Lightning/Ice islands are all close together with very different climates thanks to their respective Pokémon overlords.
* ''[[Dragon Quest VII (Video Game)|Dragon Quest VII]]'' has a similar zoo, although you don't customize it; you find the plans for each biome.
* Somewhat deconstructed in ''[[Tales of Symphonia Dawn of the New World]]''. Since the two worlds merged together, the climates have gone insane. Deserts are freezing over and the north pole is melting.
* The island in ''[[Backyard Sports|Backyard Football 2006]]''.
* Averted in ''[[The Lord of the Rings Online (Video Game)|Lord of the Rings Online]]'' [http://lorebook.lotro.com/wiki/Special:Interactivemap here]; but when [[JRRJ. TolkienR. (Creator)R. Tolkien|someone else has already done the dirty work]], it's a bit easier to pull off.
* ''[[King's Quest V]]'' takes place in the land of Serenia, which is mostly forest, but it is bordered by a hot desert to the west and a cold mountain range to the east.
** Sort of. The mountain is not on top of the forest; it's stated the screen's a few hours later. It's still implausible, but not ''quite'' bordered.
* Done so blatantly in ''[[Banjo -Kazooie|Banjo-Tooie]]'' that it almost counts as a lampshading. When Banjo rises to [[Cloudcuckooland]], we see the Isle O' Hags laid out below, with all the disparate levels right next to each other - most significantly the blazing volcano and freezing mountain of [[Hailfire Peaks]].
* Averted in ''[[Diablo II]]'', where there's a specific 'travel gap' between the different Acts - an (unseen and assumed) caravan takes you from the temperate Rogues camp to the desert of Lut Gholein, then an unseen boat takes you from the desert to the jungle of Kurast, then the end of that Act opens a magical portal directly to Hell. If you have the LoD expansion, a helpful angel teleports you directly from Hell to the fifth Act in the snowy mountains.
* Lampshaded in ''[[Paper Mario (Video Gamefranchise)|Paper Mario]]''. While two separate areas being next to each other and having different climates isn't rare, there's one part of the game where a forest borders a gulch, and the sky is lit according to which side of a gate you're on. Goombario's description mentions how it's amazing that the scenery can flip between the two so quickly.
* ''[[Impossible Creatures]]'' is set on an island chain called Isla ''Variatas'' which manages to contain polar, forested and desert islands.
* ''[[Brutal Legend]]'' has about half a mile and a deep chasm between icy mountains and sweltering jungle. Most of the other transitions are better, though.
* ''[[Minecraft]]'' can get ridiculous with it's biome generation. In rapid succession, you can walk from a temperate forest, to a tundra, to a sandy desert, to a tropical rainforest (which for some reason, has livestock instead of the normal stuff). Without skipping a beat.
** Not as obvious, though, as of the 1.8 update. Biomes are much, much bigger now, so it's not as stark. Still, you can see a desert that shares close boundaries with a very large, temperate forest and ocean.
* ''[[Ys (Video Game)|Ys]]'' is a frequent offender. ''Ys V'' has [[Shifting Sand Land]], [[Jungle Japes]], [[The Lost Woods]], [[Bubblegloop Swamp]], and [[Green Hill Zone]](across a [[Broken Bridge]] from the desert, no less) all in the same vicinity. In ''Ys VI'', Quatera Island is mostly forested while the adjacent Canaan is mainly grassland, and the latter has barren rocky mountains a stone's throw away from the meadows. ''Ys II'' has a [[Slippy-Slidey Ice World]] and [[Lethal Lava Land]] directly connected to each other.
* ''[[Wonder Boy III Monster Lair (Video Game)|Wonder Boy III Monster Lair]]'', which has [[Direct Continuous Levels]] in parts, goes from [[Slippy-Slidey Ice World]] to [[Shifting Sand Land]] to [[Green Hill Zone]] to [[Palmtree Panic]] and back to [[Slippy-Slidey Ice World]] in the second half of the game. ''[[Wonder Boy III the Dragons Trap (Video Game)|The Dragon's Trap]]'' is also somewhat guilty.
* The lower areas of Paradise City in ''[[Burnout]] Paradise'' are tropical and resemble Florida, then there's the geologically implausible California-style mountains with a parody of the Hollywood sign, and temperate forests/vegetation.
* ''[[Halo 3]]'' not only has jungle with [[Misplaced Vegetation]] and savanna right next to each other, but Mt. Kilimanjaro is way too close to the Tsavo/Mombasa area. And let's not talk about the rings themselves.
* ''[[An Untitled Story]]'' has it's entire world compressed into few hundred screens. As such, there's a [[Slippy-Slidey Ice World|snowfield]] that borders with a sunny town and a grassy (and moonlit) hill without ''any'' barriers, or a [[Lethal Lava Land|lava]] covered [[Eternal Engine|factory]] that borders directly with [[Under the Sea|a water grotto]], a grassy plain from above and ''a tree''.
* Notably averted in ''[[Mabinogi (Videovideo Gamegame)|Mabinogi]]''. Regions are laid out in a relatively realistic manner. eg. The region of Rano is divided into roughly equal parts; the rolling prairie land of Maiz Plains, the scrubland of Muyu Desert, and the lush, verdant Karu Forest, sitting side by side in that order. However, each region is seperated from its neighbor by a high, almost impassible mountain range that effectively shadows the desert from the moisture laden air to either side of it.
* ''[[Inazuma Eleven (Video Game)|Inazuma Eleven]] GO'' has a desert area sandwiched between an icy tundra area to its east and a beach/water area to its west. Justified in that they were man-made (the nearby windy valley area even has gigantic fans to create the wind), complete with walls separating them.
* ''[[KirbysKirby's Epic Yarn]]'' does this [[Incredibly Lame Pun|literally]]. Patch Land is split into several distinct areas, each with its own unique ecosystem and no transitional regions whatsoever.
* [[Justified Trope|Justified]] in [[A Valley Without Wind (Video Game)|A Valley Without Wind]], where a recent cataclysm has shattered reality and made continents out of "time shards" from different times and places at complete random, so it's entirely possible to have a region of deep Ice Age adjacent to some Lava Flats. Also mentioned are powerful and very hostile forces holding the world together this way; putting one foot across the border of a time shard is fatal (unless you're a [[Player Character|Glyphbearer]]).
* Very common in most games by [[Nifflas]]. The geography tends to change ''halfway through a screen,'' indicating a new area.
 
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* Similarly, there was a [[Bugs Bunny]] cartoon where the drab, unpleasant Northern U.S. was separated from the verdant, flowered South precisely at the Mason-Dixon Line.
* [[The Flintstones]] did it in one episode. Rain up until a border.
* Justified in the ''[[Star Trek: theThe Animated Series]]'' episode "The Eye of the Beholder". On the planet Lactra VII the Enterprise crew finds deserts right next to forests, and Mr. Spock comments on how unnatural it is. It's eventually revealed that the alien Lactrans did it to make their planet a giant zoo.
* ''Bugs Bunny's 3rd Movie: 1,001 Rabbit Tales'' has a lush jungle near or in the middle of an Arabian desert.