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Kanto:
>tripartite structure: pallet to cerulean is completely linear, cerulean to saffron is a series of detours and switchbacks around saffron, and the rest of the game is back to linear
>only game where the only way to progress is down a one way path
>only game with multiple routes to the same cities
Johto:
>essentially three loops taped together with route 37 at the center, contributes to its safe and 'comfy' atmosphere since almost everything is readily accessible
>never requires you to backtrack before getting Fly
>first game with story-mandated backtracking
Hoenn:
>split into two halves by route 118, each with a linear segment at its beginning and a more open-ended segment at its end
>has the most optional towns and areas in the series
>has extensive backtracking, but is almost always mediated by new connecting routes
>one of two regions where the player 'skips' to an area without traversing the routes connecting to it (Dewford/Slateport)
Sinnoh:
>essentially 3 isolated loops without a central hub
>very few straight shots from one town to the next; most new towns/routes are reached through backtracking with HMs
>only game to attempt a truly 'distant' city that feels isolated from the rest of the region (Snowpoint)
Unova:
>first game with a completely linear region, compensates with a wide variety of optional areas
>B2W2's unova isnt that different, but uses skips like Mistralton->Lentimas to better hide its linearity
>only game with three non-gym towns in a row (besides Sinnoh with Twinleaf-Sandgame-Jubilife)
Kalos:
>basically another series of loops shooting off from Lumiose
>despite appearances, most of the areas are mandatory and the game's structure is entirely linear
Alola:
>each island is a single closed loop except for Poni, which is for all intents and purposes a straight path to the altar
>very little backtracking, even within the islands themselves
Galar:
>lines or something idk (also the wild area)
>tripartite structure: pallet to cerulean is completely linear, cerulean to saffron is a series of detours and switchbacks around saffron, and the rest of the game is back to linear
>only game where the only way to progress is down a one way path
>only game with multiple routes to the same cities
Johto:
>essentially three loops taped together with route 37 at the center, contributes to its safe and 'comfy' atmosphere since almost everything is readily accessible
>never requires you to backtrack before getting Fly
>first game with story-mandated backtracking
Hoenn:
>split into two halves by route 118, each with a linear segment at its beginning and a more open-ended segment at its end
>has the most optional towns and areas in the series
>has extensive backtracking, but is almost always mediated by new connecting routes
>one of two regions where the player 'skips' to an area without traversing the routes connecting to it (Dewford/Slateport)
Sinnoh:
>essentially 3 isolated loops without a central hub
>very few straight shots from one town to the next; most new towns/routes are reached through backtracking with HMs
>only game to attempt a truly 'distant' city that feels isolated from the rest of the region (Snowpoint)
Unova:
>first game with a completely linear region, compensates with a wide variety of optional areas
>B2W2's unova isnt that different, but uses skips like Mistralton->Lentimas to better hide its linearity
>only game with three non-gym towns in a row (besides Sinnoh with Twinleaf-Sandgame-Jubilife)
Kalos:
>basically another series of loops shooting off from Lumiose
>despite appearances, most of the areas are mandatory and the game's structure is entirely linear
Alola:
>each island is a single closed loop except for Poni, which is for all intents and purposes a straight path to the altar
>very little backtracking, even within the islands themselves
Galar:
>lines or something idk (also the wild area)