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Visual Initiative Queue

 Visual Initiative Queue
type
FeatureClass
 Visual Initiative Queue
label
Visual Initiative Queue
 Visual Initiative Queue
page
VisualInitiativeQueue
 Visual Initiative Queue
comment
When the turn order in a video game, usually strategy or RPG, is shown in a way that tells the player the next several turns of (usually) everyone involved in a battle or challenge. The form is usually a stack or line of headshots of the characters and enemies.
Thus if Alice and Bob are at the first and second positions respectively, and the Blob Monster they are fighting is third, then Alice will get the first move, Bob will get the second, and the blob will go third.
This can have a number of effects:
One is letting the player(s) plan out the next few rounds instead of one round at a time.
Another is that someone's speed stat tends to become the One Stat to Rule Them All, as not only will faster characters get turns sooner, but can often get multiple turns within a round.
So with this trope, spells that speed up and slow characters can turn a battle far more than other tactics.
Some games, at certain times, will even let you preview how turn order will be changed. Say if you select an action, but have not confirmed it, the queue will change order to show what will happen.
These can involve various amounts of Real-Time with Pause.
A Sub-Trope of Action Initiative.
 Visual Initiative Queue
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2023-10-18T15:16:27Z
 Visual Initiative Queue
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2023-10-18T15:16:27Z
 Visual Initiative Queue
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 Visual Initiative Queue / int_114a5d0
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Visual Initiative Queue
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Dissidia Final Fantasy: Opera Omnia uses a horizontal bar to similar effect, manipulating turn order using the "break" mechanic is an important consideration in choosing targets and defending.
 Visual Initiative Queue / int_114a5d0
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1.0
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1.0
 Dissidia Final Fantasy: Opera Omnia (Video Game)
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Visual Initiative Queue / int_114a5d0
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Visual Initiative Queue
 Visual Initiative Queue / int_16d9b2b4
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Mana Khemia 2: Fall of Alchemy Uses a rotating ring of bubbles.
Much like Roxis from the first game, Enna can shoot down enemy time spheres, and Ulrika can clear them completely. The final boss in Raze's route and in the True End route can screw with players by blocking out the entire ring.
 Visual Initiative Queue / int_16d9b2b4
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 Mana Khemia 2: Fall of Alchemy (Video Game)
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Visual Initiative Queue
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Solasta: Crown of the Magister has a bar at the top left of the screen as to who gets to act in a certain order, just like in Dungeons & Dragons 5th Edition.
 Visual Initiative Queue / int_1a7af063
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1.0
 Visual Initiative Queue / int_1a7af063
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1.0
 Solasta: Crown of the Magister (Video Game)
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Visual Initiative Queue / int_1a7af063
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Visual Initiative Queue
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Fell Seal: Arbiter's Mark displays the turn order as a line of portraits along the top edge of the screen.
 Visual Initiative Queue / int_1e2ad266
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1.0
 Visual Initiative Queue / int_1e2ad266
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1.0
 Fell Seal: Arbiter's Mark (Video Game)
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Visual Initiative Queue / int_1e2ad266
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Visual Initiative Queue
 Visual Initiative Queue / int_1ee8851f
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Wild ARMs 3 implements this when battling using the sandcraft.
 Visual Initiative Queue / int_1ee8851f
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1.0
 Visual Initiative Queue / int_1ee8851f
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1.0
 Wild ARMs 3 (Video Game)
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Visual Initiative Queue / int_1ee8851f
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Visual Initiative Queue
 Visual Initiative Queue / int_1ee88520
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Wild ARMs 4 uses this for all battles.
 Visual Initiative Queue / int_1ee88520
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1.0
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 Wild ARMs 4 (Video Game)
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Visual Initiative Queue / int_1ee88520
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Visual Initiative Queue
 Visual Initiative Queue / int_1ee88521
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Wild ARMs 5 shows the characters and enemies attack order in the top right of the screen.
 Visual Initiative Queue / int_1ee88521
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1.0
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 Wild ARMs 5 (Video Game)
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Visual Initiative Queue / int_1ee88521
 Visual Initiative Queue / int_2d1702a1
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Visual Initiative Queue
 Visual Initiative Queue / int_2d1702a1
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Atelier Iris 3 Uses a queue of "action cards" rather than the bar from the previous game.
 Visual Initiative Queue / int_2d1702a1
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1.0
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1.0
 Atelier Iris 3: Grand Phantasm (Video Game)
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Visual Initiative Queue / int_2d1702a1
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Visual Initiative Queue
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Hoshigami: Ruining Blue Earth
 Visual Initiative Queue / int_2ef9f626
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1.0
 Visual Initiative Queue / int_2ef9f626
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1.0
 Hoshigami: Ruining Blue Earth (Video Game)
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Visual Initiative Queue / int_2ef9f626
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Visual Initiative Queue
 Visual Initiative Queue / int_311aac2c
comment
Omega Quintet uses a bar at the side of the screen to display upcoming turn order. It also shows the "empty" turns where nobody's ready to act yet, which is important because Harmonics "consecutive turns" strictly means "one beat after the next".
 Visual Initiative Queue / int_311aac2c
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1.0
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1.0
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Visual Initiative Queue / int_311aac2c
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Visual Initiative Queue
 Visual Initiative Queue / int_375b44f3
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Arc Rise Fantasia features a downplayed form of this. Small icons on the bottom right of the screen to reflect action point decisions and give you an idea of how the battle will play out before you commit to the round, but you otherwise can't plan out the battle in other forms of this trope.
 Visual Initiative Queue / int_375b44f3
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1.0
 Visual Initiative Queue / int_375b44f3
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1.0
 Arc Rise Fantasia (Video Game)
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Visual Initiative Queue / int_375b44f3
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Visual Initiative Queue
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Atelier Meruru
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1.0
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1.0
 Atelier Meruru: The Apprentice of Arland (Video Game)
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Visual Initiative Queue / int_4a15e5ae
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Visual Initiative Queue
 Visual Initiative Queue / int_51d8e360
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In Blue Dragon, the top of the screen tells the turns of the player and the monster.
 Visual Initiative Queue / int_51d8e360
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1.0
 Visual Initiative Queue / int_51d8e360
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1.0
 Blue Dragon (Video Game)
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Visual Initiative Queue / int_51d8e360
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Visual Initiative Queue
 Visual Initiative Queue / int_556e9c56
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Child of Light has a bar at the bottom of the screen, divided into "wait" and "casting" sections. All combatants have a portrait that moves along the bar each round. The player choses their attack when they reach the beginning of the "Casting" section, and attack when they reach the end. Notably, the game incorporates a fair few ways to manipulate this system. Igniculous can blind monsters, causing their portraits to move slower, and executing an attack on an enemy that is in the casting section will knock them back to the wait section. In a well-executed battle, the player won't get attacked once.
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1.0
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Visual Initiative Queue / int_556e9c56
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Visual Initiative Queue
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Persona 3 and Persona 4 both let you view the order of turns by pressing a button. It then shows an overhead view of the battle, with whose turn is when displayed above the figure. However, while Persona 3 and Persona 3 FES would display the order of the next complete turn of actions, Persona 4 and Persona 3 Portable only show the immediate next character to act.
 Visual Initiative Queue / int_5921531a
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1.0
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1.0
 Persona 3 (Video Game)
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Visual Initiative Queue / int_5921531a
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Visual Initiative Queue
 Visual Initiative Queue / int_618bcaf2
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For the King: The top of the combat screen shows all the combatants' character icons in order for the next few rounds' worth of combat, since some creatures get to act more or fewer times than the standard. Icons also indicate any Status Effects affecting their turn order and highlight the enemy the active character is currently targeting.
 Visual Initiative Queue / int_618bcaf2
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1.0
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 For the King (Video Game)
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Visual Initiative Queue / int_618bcaf2
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Visual Initiative Queue
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Phantom Brave uses a vertical bar.
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1.0
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 Phantom Brave (Video Game)
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Visual Initiative Queue / int_65f49106
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Visual Initiative Queue
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Nostalgia (Red Entertainment) uses a vertical bar on the lower screen.
 Visual Initiative Queue / int_665fc2f6
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1.0
 Visual Initiative Queue / int_665fc2f6
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1.0
 Nostalgia (Red Entertainment) (Video Game)
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Visual Initiative Queue / int_665fc2f6
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Visual Initiative Queue
 Visual Initiative Queue / int_6fe277bc
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Divinity: Original Sin and Original Sin II both show the character portraits of all combatants in a row across the top of the screen during a fight, along with their Life Meter and Armor Meters. The player can select a portrait to view active status effects, access other information that's available, and target that character.
 Visual Initiative Queue / int_6fe277bc
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1.0
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 Divinity: Original Sin (Video Game)
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Visual Initiative Queue / int_6fe277bc
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Visual Initiative Queue
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Ar tonelico Classic horizontal cards in the top left of the battle screen featured in most Gust Corporation games.
 Visual Initiative Queue / int_710d2be0
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1.0
 Visual Initiative Queue / int_710d2be0
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 EXA_PICO (Video Game)
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Visual Initiative Queue / int_710d2be0
 Visual Initiative Queue / int_749bfb24
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Visual Initiative Queue
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Penny Arcade Adventures 3 and 4 has a variation where every character's icon runs along the top of the screen and they get to go once they reach the edge (being turn based, everyone else freezes until that character makes a move). Speedier characters move through this queue faster and can overtake slower characters, so it's not always easy to eyeball who will be next.
 Visual Initiative Queue / int_749bfb24
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1.0
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 Penny Arcade Adventures (Video Game)
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Visual Initiative Queue / int_749bfb24
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Visual Initiative Queue
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Marvel: Avengers Alliance
 Visual Initiative Queue / int_77d34f06
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1.0
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1.0
 Marvel: Avengers Alliance (Video Game)
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Visual Initiative Queue / int_77d34f06
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Visual Initiative Queue
 Visual Initiative Queue / int_7ec23584
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This feature is also in Mega Man X: Command Mission, aligned along the bottom of the screen. It doubles as a quick-glance health bar for each unit.
 Visual Initiative Queue / int_7ec23584
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1.0
 Visual Initiative Queue / int_7ec23584
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1.0
 Mega Man X: Command Mission (Video Game)
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Visual Initiative Queue / int_7ec23584
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Visual Initiative Queue
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Forgotten Waters: The player with the highest "Infamy" rank goes first when choosing an action to take each round. Infamy is tracked openly on the Quartermaster Board and the game begins with players randomly assigned a ranking. Players are encouraged to collect (or steal) treasures and choose actions that can boost their Infamy rank.
 Visual Initiative Queue / int_7f404511
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1.0
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 Forgotten Waters (Tabletop Game)
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Visual Initiative Queue / int_7f404511
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Visual Initiative Queue
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Devil Survivor and Devil Survivor 2 when moving around the map. Generally, the more actions you perform (among moving, the attack command, and using a spell once per turn), the further back on the queue your team will be sent.
This can be abused on one map in the first game, where the game challenges you to defeat a certain number of demons within a certain number of The Protagonist's turns. The demons in question stay put, so the time limit is quite tight. Spamming spells with the Protagonist's demons on purpose will make his turns come slower, giving your other teams more time to act.
 Visual Initiative Queue / int_7f49dfdb
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1.0
 Visual Initiative Queue / int_7f49dfdb
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1.0
 Devil Survivor (Video Game)
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Visual Initiative Queue / int_7f49dfdb
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Visual Initiative Queue
 Visual Initiative Queue / int_84e8358c
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Atelier Iris 2: The Azoth of Destiny This concept is implemented at a bar with pointers siding along the bar indicating the action order. This was also the first game in the series to use the concept.
 Visual Initiative Queue / int_84e8358c
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1.0
 Visual Initiative Queue / int_84e8358c
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1.0
 Atelier Iris 2: The Azoth of Destiny (Video Game)
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Visual Initiative Queue / int_84e8358c
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Visual Initiative Queue
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Mana Khemia: Alchemists of Al-Revis 16 horizontal cards at the top left of the battle screen.
Interestingly, Roxis has a few abilities that target and manipulate these cards, and it is possible to insert cards that take preset actions automatically.
 Visual Initiative Queue / int_8f578d93
featureApplicability
1.0
 Visual Initiative Queue / int_8f578d93
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1.0
 Mana Khemia: Alchemists of Al-Revis (Video Game)
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Visual Initiative Queue / int_8f578d93
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Visual Initiative Queue
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The Xenosaga trilogy. This had the added twist of having certain turns on the turn wheel grant special effects, such as double experience if you defeated an enemy that turn. It also had a Boost mechanic that would allow a character to "cut" in line and take their turn next.
 Visual Initiative Queue / int_91209b29
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1.0
 Visual Initiative Queue / int_91209b29
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1.0
 Xenosaga (Video Game)
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Visual Initiative Queue / int_91209b29
 Visual Initiative Queue / int_919c4f7d
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Visual Initiative Queue
 Visual Initiative Queue / int_919c4f7d
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Radiant Historia uses the top screen to list the next 9 moves. After a little bit, you can even swap any two turns (hero or monster) to extend chains.
 Visual Initiative Queue / int_919c4f7d
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1.0
 Visual Initiative Queue / int_919c4f7d
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1.0
 Radiant Historia (Video Game)
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Visual Initiative Queue / int_919c4f7d
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Visual Initiative Queue
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Pathfinder: Wrath of the Righteous, when played in turn-based mode, shows the turn order at top of the screen. In keeping with the tabletop rules, units can choose to delay their turn until later in the queue.
 Visual Initiative Queue / int_999ee586
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1.0
 Visual Initiative Queue / int_999ee586
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1.0
 Pathfinder: Wrath of the Righteous (Video Game)
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Visual Initiative Queue / int_999ee586
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Visual Initiative Queue
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The Lord of the Rings: The Third Age: The turn order is represented by headshots of the party stacked on top of each other.
 Visual Initiative Queue / int_9cc9a6cd
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1.0
 Visual Initiative Queue / int_9cc9a6cd
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1.0
 The Lord of the Rings: The Third Age (Video Game)
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Visual Initiative Queue / int_9cc9a6cd
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Visual Initiative Queue
 Visual Initiative Queue / int_a3496fb1
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Yakuza: Like a Dragon does not change the order of character icons, but instead writes NOW and NEXT beside the relevant ones.
 Visual Initiative Queue / int_a3496fb1
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1.0
 Visual Initiative Queue / int_a3496fb1
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1.0
 Yakuza: Like a Dragon (Video Game)
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Visual Initiative Queue / int_a3496fb1
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Visual Initiative Queue
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Skies of Arcadia, this happens with guns during ship battles, sort of. Whose action goes when is visible, and select-able, but you can't tell whether the opposition or you will go first in any given turn.
 Visual Initiative Queue / int_a4e6a00a
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1.0
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1.0
 Skies of Arcadia (Video Game)
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Visual Initiative Queue / int_a4e6a00a
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Visual Initiative Queue
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Mice and Mystics: When the heroes first enter a map region, they and the enemies present there have their initiative cards shuffled and laid out to determine the order of combat. Any enemies who might arrive later are added to the bottom of the queue, and some hero and enemy abilities let them modify the queue mid-fight.
 Visual Initiative Queue / int_aa2506b8
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 Mice and Mystics (Tabletop Game)
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Visual Initiative Queue / int_aa2506b8
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Visual Initiative Queue
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Final Fantasy Tactics A2 uses the DS's secondary screen to show the turn order.
 Visual Initiative Queue / int_ad34ca69
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1.0
 Visual Initiative Queue / int_ad34ca69
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1.0
 Final Fantasy Tactics A2 (Video Game)
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Visual Initiative Queue / int_ad34ca69
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Visual Initiative Queue
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Hexyz Force uses a vertcial bar.
 Visual Initiative Queue / int_b112d522
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1.0
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 Hexyz Force (Video Game)
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Visual Initiative Queue / int_b112d522
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Visual Initiative Queue
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Final Fantasy X uses a vertical bar to show turn order for everyone on the battlefield. When selecting a command, it also shows how much of a delay that move is going to cause. Limit Breaks, for instance, carry a penalty of a few turns to balance their powerful effects.
 Visual Initiative Queue / int_c2463c55
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1.0
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 Final Fantasy X (Video Game)
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Visual Initiative Queue / int_c2463c55
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Visual Initiative Queue
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Sands of Destruction for the DS puts the character portraits of the party and enemies in order of their turn, but since most bosses can get multiple turns without the queue reacting to it until it's actually their turn and because the party members' ridiculously lenghty attack combos only count as a single turn, it tends to serve very little purpose in battles where it might actually be important.
 Visual Initiative Queue / int_c2d34f7f
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1.0
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1.0
 Sands of Destruction (Video Game)
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Visual Initiative Queue / int_c2d34f7f
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Visual Initiative Queue
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Evolution: The World of Sacred Device and its sequel Evolution 2: Far Off Promise has a vertical totem in the upper right-hand corner with the party represented by mugshots and enemies represented via a generic icon. In the sequel, it plays a secondary function of alerting the player to when a party member or an enemy is low on health or has a status effect such as poison.
 Visual Initiative Queue / int_cc7ed072
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1.0
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 EvolutionTheWorldOfSacredDevice
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Visual Initiative Queue / int_cc7ed072
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Visual Initiative Queue
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Grandia has the "Action Bar", wherein characters' icons slide across said bar in the bottom right corner of the screen until they reach the right end that's marked with ACT, at which point they, well, act and their icon is reset to the left end. When a party member's icon reaches the COM mark about 2/3 way to the right, the game pauses, letting you select the action to be carried out when it reaches the right end. If you use a special attack with a "Cancel" property on an enemy whose icon is between COM and ACT, you cancel their turn entirely.
 Visual Initiative Queue / int_d0aa1fb1
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1.0
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 Grandia (Video Game)
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Visual Initiative Queue / int_d0aa1fb1
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Visual Initiative Queue
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Pokémon Legends: Arceus has a turn list on the right of the screen whose order changes depending on what attacks are used. Fast hitting attacks like Quick Attack are more likely to let the user's next turn come up sooner whereas heavy hitting attacks like Hyper Beam may delay the user's next turn. Using an Agile version of an ability will be weaker but lets the user's next turn come up sooner. Using a Strong version of an ability will do the opposite. Both styles will also consume 2 PP instead of 1.
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1.0
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 Pokémon Legends: Arceus (Video Game)
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Visual Initiative Queue / int_d1702e57
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Visual Initiative Queue
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Project × Zone displays a lineup of units whose turns are coming up on the 3DS's bottom screen. In addition, each unit has a number over its head indicating its position in the queue.
 Visual Initiative Queue / int_d332945e
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1.0
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Visual Initiative Queue / int_d332945e
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Visual Initiative Queue
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In the Final Fantasy Tactics series, pushing a button allows the player to see a list displaying the order the units will take their turn as well as when charged abilities like spells will go off.
Final Fantasy Tactics A2 uses the DS's secondary screen to show the turn order.
 Visual Initiative Queue / int_d3b17858
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1.0
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 Final Fantasy Tactics (Video Game)
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Visual Initiative Queue
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MARDEK uses this trope as well, displaying several turns worth at the top of the screen at a time.
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Gungnir. Though it's unique in that there's only one icon for the player (who can choose which unit to move and/or attack, instead of being forced to use only one) and that all player-controlled units have their own icon that says how long they have until the act again. Though the player can move anyone before the icon lights back up again, it reduces vitality temporarily.
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All of the Trails Seriesnote The Legend of Heroes: Trails in the Sky, The Legend of Heroes: Trails from Zero and Trails to Azure, The Legend of Heroes: Trails of Cold Steel, The Legend of Heroes: Trails into Reverie, and The Legend of Heroes: Trails through Daybreak have a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed Critical Hit. Since the Limit Break style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
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Atelier Series (and just about every modern Gust Corporation game):
Atelier Iris 2: The Azoth of Destiny This concept is implemented at a bar with pointers siding along the bar indicating the action order. This was also the first game in the series to use the concept.
Atelier Iris 3 Uses a queue of "action cards" rather than the bar from the previous game.
Ar tonelico Classic horizontal cards in the top left of the battle screen featured in most Gust Corporation games.
Mana Khemia: Alchemists of Al-Revis 16 horizontal cards at the top left of the battle screen.
Interestingly, Roxis has a few abilities that target and manipulate these cards, and it is possible to insert cards that take preset actions automatically.
Mana Khemia 2: Fall of Alchemy Uses a rotating ring of bubbles.
Much like Roxis from the first game, Enna can shoot down enemy time spheres, and Ulrika can clear them completely. The final boss in Raze's route and in the True End route can screw with players by blocking out the entire ring.
Atelier Totori
Atelier Meruru
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Shadow Hearts: Covenant and Shadow Hearts: From The New World have a horizontal line of icons on top of the screen, labeled "Turn Priority". It's far more useful in the latter game, which allows the player to plan around the new Stock system, and make characters deep in the queue act immediately. It also shows if someone's Sanity Meter is about to run dry, by coloring the character's icon red.
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In Mega Man Battle Network, the Chip Challenge is built on this idea.
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Atelier Totori
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XCOM: Chimera Squad features this (complete with top-right timeline) as the departure from the "all units from your force moves, and then all units from enemy forces moves, taking alternating turns" standard of the previous XCOM games. In addition there are abilities that could alter the timeline to your advantage.
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Mobile game Alchemist Code runs on this system, with the next five turns visible to the player on the top left corner of the in-game battle UI.
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Octopath Traveler has one of these at the top of the screen that shows the turn order for the current round as well as the next. When a party member uses a Skill that makes them go earlier or forces an enemy to go last, the queue changes to reflect the new order.
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Wild ARMs uses this for certain fights:
Wild ARMs 3 implements this when battling using the sandcraft.
Wild ARMs 4 uses this for all battles.
Wild ARMs 5 shows the characters and enemies attack order in the top right of the screen.
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The following is a list of statements referring to the current page from other pages.

 Forgotten Waters (Tabletop Game) / int_2d22a40
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