The map in DX Town is roughly 100 acres in size, divided into a 160x160-cell grid.
ACPG used a unit of area called the "acre", or 16 cells by 16 cells. The town was 80 cells W-E by 96 cells N-S, or 30 acres. Acres were designated A through F from north to south and 1 through 5 from west to east; notice that this is the transpose of the typical spreadsheet notation, but it matches the row/column notation used in Hasbro's Battleship game, on Andrew Stuart's Sudoku solver,[1] and on a handmade map of the first Legend of Zelda.[2] Movement from one acre to another would cause a scroll jump, like in several of the 2D Zelda games. And the layout of trees in a new town would have diagonally adjacent trees, but only where the two trees straddled an acre boundary, as our scout Chester F2d6 discovered in Chadonn.
In ACWW, the characters never referred to acres, and there were no scroll jumps. But there was still ample evidence of acres. The save file stored the town layout in acres rather than linearly.[3] No rock was ever placed on one of an acre's 60 border cells. The reverse-engineered rules for Pelly's "environment" action included counting trees and flowers in each acre. Even the appearance of the river surface changed subtly at acre boundaries, as Chester discovered in his participant observation (disguised as landscaping service) with the client Ryan@hyrule.
In ACCF, Chester observed in Tilwick that even though the river didn't change on the acre, the banks had clearly noticeable cracks. Informants reverse engineered Pelly's "environment" evaluation in this game as well and found it to be nearly identical to that in ACWW.
To keep the player from losing focus, not all 100 acres of the town are available at the start of the story. Various broken bridges need fixed before the sandbox opens fully.
When you put down an item outside, it takes one cell as in AC. When you put down an item inside, it takes one cell except the following:
Categories: DX Town rules