Mini-map

Elements included on mini-maps vary by video game genre, but most minimaps feature at least one or more of the following: the position of the player character, allied units, structures, enemies, objectives, and surrounding terrain.

Most first-person shooter games also have some version or variant of the mini-map, often showing enemy and teammates locations in real-time.

[citation needed] Battlezone (1980) and Horizon V (1982),[1] have an overhead-view, circular radar showing the locations of enemies.

Rally-X (1980)[2] and Defender (1981) have a miniature, rectangular view of the entire scrolling world above or on the side of the play area, allowing players to see enemies that aren't on the screen.

[citation needed] When discussing The Bard's Tale III's role as one of the first CRPGs with automapping, Computer Gaming World in 1994 wondered "How did we ever play without it?".

[4] Early automaps typically found in role-playing video games were pause screens that stopped gameplay when opened.

Mini-Map in the bottom right corner
The automap feature in Meritous
The IDE KDevelop showing a code minimap in the right corner of the screen