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That doesn't mean farmers can't do well on them either. It's just generally harder to run from someone than it is to catch up to them.
Separation of home panels: (minimum spaces between home panels, * = warp panel in that span, ** = two warp panels in that span)
* Practice Field: 4, 4, 4, 4
* Space Wanderer: 6*, 6*, 6*, 6*
* Pudding Chase: 5*, 3, 5*, 3
* Christmas Miracle: 4, 6, 4, 10
* Planet Earth: 6*, 6*, 6*, 6*
* Lagoon Flight: 6*, 6* | 6*, 6*
* Warfare: 4, 4, 4, 4
* Highway Heist: 4*, 4, 4*, 4
* Sealed Archive: 8, 8, 8, 8
* Sunset: 4, 8**, 4, 8**
* Tomomo's Abyss: 6, 6, 6, 6
This affects how easy it may be for a fighter (especially Yuki) to chase down a character with poor defense (e.g. Poppo, Suguri, or Aru) on the first round of the game. Also affects how easy it is to get to the next home panel, if you're trying to achieve a norma.
Just a few trivia aspects of note:
Symmetry
* Practice Field has one sub-loop that is not symmetrical, but is otherwise symmetrical in shape.
* The following non-split maps are 2-way symmetrical, rather than 4-way symmetrical: Pudding Chase, Warfare, Highway Heist. Especially in the case of Highway Heist, overshooting one home panel may mean a long, long trip to get to the next one.
* Christmas Miracle is completely non-symmetrical (radially; it is laterally symmetrical but that is not important to gameplay).
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