Regarding correlation between units and real-world. This is really up to your personal taste and has been discussed a lot in the past. It really makes no difference to speed of program but obviously big numbers get out of hand after a while and small float numbers are not very accurate. Just keep it simple, like 10 units = 1 metre or something similar.
DBPro matrices have no size limit like they used to, but be warned that anything bigger than 100*100 tiles and frame rate starts dropping drastically. In fact matrices are frowned upon by many experienced users in favour of memblock meshes. i.e. creating an object to mimic a matrix. Apparantly you can do all sorts of tricks with them, but they are not for a beginner like yourself. Personally I don't have problems with matrices.
If you want a big matrix for a game, your best bet is to have a small matrix, say 50*50 tiles, and use the SHIFT MATRIX commands to scroll the matrix features, and update the edges from an array.
If you goto my website and download my competition entry for the Alienware compo you will see lots of handy matrix commands. Source code is there as well.
It is basically a large level 300*300 tiles but the matrix is only 79*79 tiles. As player moves across tile boundaries, the matrix is shifted, moved and updated giving the impression of one huge level.
The advantage of this is you can have a level as big as you want but the matrix stays the same size.
PS. I also went through EVERY command, one by one learning how they worked. Have done this with every language as I think it gives you a better overall feeling of what's possible.
Boo!