Is there an issue? Send a MessageReason:
None
Changed line(s) 22,23 (click to see context) from:
** ''IWannaBeTheFangame'' starts the player out in a difficulty selection room. The harder the difficulty, the more SpikesOfDoom you have to jump over to get there.
* ''Takeshi's Challenge'', [[HeAlsoDid from the creator of]] [[TakeshisCastle Takeshi's Castle]]. Moreover, you don't even have to leave the menu in order to get an ending! Just punch the title screen '''20000''' times and you're done.
* ''Takeshi's Challenge'', [[HeAlsoDid from the creator of]] [[TakeshisCastle Takeshi's Castle]]. Moreover, you don't even have to leave the menu in order to get an ending! Just punch the title screen '''20000''' times and you're done.
to:
** ''IWannaBeTheFangame'' ''VideoGame/IWannaBeTheFangame'' starts the player out in a difficulty selection room. The harder the difficulty, the more SpikesOfDoom you have to jump over to get there.
*''Takeshi's Challenge'', ''VideoGame/TakeshisChallenge'', [[HeAlsoDid from the creator of]] [[TakeshisCastle [[Series/TakeshisCastle Takeshi's Castle]]. Moreover, you don't even have to leave the menu in order to get an ending! Just punch the title screen '''20000''' times and you're done.
*
Is there an issue? Send a MessageReason:
that\'s not normal gameplay at all, it\'s an ordinary menu
Deleted line(s) 64 (click to see context) :
* The bar/starship in ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
Is there an issue? Send a MessageReason:
None
Changed line(s) 24 (click to see context) from:
* ''VideoGame/{{Spelunky}}'''s menu is a large cave chamber... with only two doors (and the HubLevel, if you unlocked the shortcut), a flare you can toss around and logo you can jump on and off (you can't die this way, no matter how much you try).
to:
* ''VideoGame/{{Spelunky}}'''s menu is a large cave chamber... with only two doors (and the HubLevel, if you unlocked the shortcut), a flare you can toss around and logo you can jump on and off (you can't die this way, no matter how much you try). Averted in the remake, as there's now an ordinary menu in the game (the large chamber is still there, now purely the main mode's HubLevel).
Is there an issue? Send a MessageReason:
Namespace
Changed line(s) 35 (click to see context) from:
* ''The Time Warp of DoctorBrain'' had a ''VideoGame/SpaceInvaders'' clone for its main menu. Occasionally two different rocket ships would cross the top of the screen; shooting one got you the main game's high scores, while shooting the other got the game's credits.
to:
* ''The Time Warp of DoctorBrain'' VideoGame/DrBrain'' had a ''VideoGame/SpaceInvaders'' clone for its main menu. Occasionally two different rocket ships would cross the top of the screen; shooting one got you the main game's high scores, while shooting the other got the game's credits.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* Counts for just about everything (except the credits) in ''Concerned Joe'' from Armor Games, starting with the logos, going through the main menu, and finishing with ending. Considering there is NoFourthWall either...
Is there an issue? Send a MessageReason:
Sorting examples
Changed line(s) 15,32 (click to see context) from:
* ''VideoGame/{{Earth 2140}}'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable''. Well, you know, scrolling the area and clicking on units is exactly what you do during the gameplay.
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent these modes.]] Oh yeah.
** A bland ''[[VideoGame/StreetFighter Street Fighter 1]]'' [[ShoddyKnockoffProduct knockoff]] on the [=NES made by ASDER=], called ''Fighting Hero'' also has a [[HubLevel similar feature]] for the country selection. [[HitboxDissonance Only this time, it didn't work]].
* ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
* The pause menu of ''VideoGame/FableIII'' is an extradimensional space (complete with butler). The player character moves around inside to manage inventory, check quests, and examine the map.
* ''VideoGame/SuperMarioSunshine'''s file select screen has Mario on a 2-D plane, with the files selected by hitting blocks. Mario can use all his regular platforming moves to play around the blocks.
* ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
* ''{{Mc|Donalds}}Kids'' allows you to control the character on the main menu this way also.
* ''[[TimeTraveler If this is your first adventure, select "Learn"!]]''
** Or, if you won't move him left to the above mentioned tutorial, Marshal will automatically enter the "Play" portal.
* The first ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this trope, combined with HubLevel: first, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the secret Nightmare difficulty.]]
** With this game's multiplayer support, it can be taken to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
* ''[[SpyroTheDragon Spyro The Dragon 2]]'' consists mainly of level selection hubs and has nothing to do with this trope. Nothing, except this curious example: in the home of the first world, Hunter may propose you to switch the camera from active to passive and vice versa.
** Likewise, Zoe will do the same in the first homeworld of the third game.
* Used in a little Game Maker fangame, ''Bowser Jr.'', where the protagonist cracks the menu options with his head, exactly like Mario did with bricks.
* Latest versions of ''[[CubeEngine Sauerbraten]]'' do throw you into the "multiplayer map by default", should only you run the executable, but the catch is this: press ESC to summon the options menu, and you not only may point the menu buttons with your crosshair... you may actually '''freely walk''' around them.
** Remember, though, like in ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
** If you have "2D menus" on, then this trope is not valid.
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent these modes.]] Oh yeah.
** A bland ''[[VideoGame/StreetFighter Street Fighter 1]]'' [[ShoddyKnockoffProduct knockoff]] on the [=NES made by ASDER=], called ''Fighting Hero'' also has a [[HubLevel similar feature]] for the country selection. [[HitboxDissonance Only this time, it didn't work]].
* ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
* The pause menu of ''VideoGame/FableIII'' is an extradimensional space (complete with butler). The player character moves around inside to manage inventory, check quests, and examine the map.
* ''VideoGame/SuperMarioSunshine'''s file select screen has Mario on a 2-D plane, with the files selected by hitting blocks. Mario can use all his regular platforming moves to play around the blocks.
* ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
* ''{{Mc|Donalds}}Kids'' allows you to control the character on the main menu this way also.
* ''[[TimeTraveler If this is your first adventure, select "Learn"!]]''
** Or, if you won't move him left to the above mentioned tutorial, Marshal will automatically enter the "Play" portal.
* The first ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this trope, combined with HubLevel: first, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the secret Nightmare difficulty.]]
** With this game's multiplayer support, it can be taken to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
* ''[[SpyroTheDragon Spyro The Dragon 2]]'' consists mainly of level selection hubs and has nothing to do with this trope. Nothing, except this curious example: in the home of the first world, Hunter may propose you to switch the camera from active to passive and vice versa.
** Likewise, Zoe will do the same in the first homeworld of the third game.
* Used in a little Game Maker fangame, ''Bowser Jr.'', where the protagonist cracks the menu options with his head, exactly like Mario did with bricks.
* Latest versions of ''[[CubeEngine Sauerbraten]]'' do throw you into the "multiplayer map by default", should only you run the executable, but the catch is this: press ESC to summon the options menu, and you not only may point the menu buttons with your crosshair... you may actually '''freely walk''' around them.
** Remember, though, like in ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
** If you have "2D menus" on, then this trope is not valid.
to:
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent these modes.]] Oh yeah.
** A bland ''[[VideoGame/StreetFighter Street Fighter 1]]'' [[ShoddyKnockoffProduct knockoff]] on the [=NES made by ASDER=], called ''Fighting Hero'' also has a [[HubLevel similar feature]] for the country selection. [[HitboxDissonance Only this time, it didn't work]].
* ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
* The pause menu of ''VideoGame/FableIII'' is an extradimensional space (complete with butler). The player character moves around inside to manage inventory, check quests, and examine the map.
* ''VideoGame/SuperMarioSunshine'''s file select screen has Mario on a 2-D plane, with the files selected by hitting blocks. Mario can use all his regular platforming moves to play around the blocks.
* ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
* ''{{Mc|Donalds}}Kids'' allows you to control the character on the main menu this way also.
* ''[[TimeTraveler If this is your first adventure, select "Learn"!]]''
** Or, if you won't move him left to the above mentioned tutorial, Marshal will automatically enter the "Play" portal.
* The first ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this trope, combined with HubLevel: first, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the secret Nightmare difficulty.]]
** With this game's multiplayer support, it can be taken to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
* ''[[SpyroTheDragon Spyro The Dragon 2]]'' consists mainly of level selection hubs and has nothing to do with this trope. Nothing, except this curious example: in the home of the first world, Hunter may propose you to switch the camera from active to passive and vice versa.
** Likewise, Zoe will do the same in the first homeworld of the third game.
* Used in a little Game Maker fangame, ''Bowser Jr.'', where the protagonist cracks the menu options with his head, exactly like Mario did with bricks.
* Latest versions of ''[[CubeEngine Sauerbraten]]'' do throw you into the "multiplayer map by default", should only you run the executable, but the catch is this: press ESC to summon the options menu, and you not only may point the menu buttons with your crosshair... you may actually '''freely walk''' around them.
** Remember, though, like in ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
** If you have "2D menus" on, then this trope is not valid.
[[foldercontrol]]
[[folder:Action]]
Deleted line(s) 38 (click to see context) :
* Sachen's NES games that require lightgun tend to do this for the game selection screens.
Deleted line(s) 40,43 (click to see context) :
* ''MagiNation'' uses it. You can even reach the NewGamePlus option by a secret area that you need a later-game item to access.
* ''VideoGame/SystemShock 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
* The bar/starship in ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
* ''Film/IndianaJonesAndTheTempleOfDoom'' has a playable difficulty selection screen.
* ''VideoGame/SystemShock 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
* The bar/starship in ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
* ''Film/IndianaJonesAndTheTempleOfDoom'' has a playable difficulty selection screen.
Deleted line(s) 45,46 (click to see context) :
* ''VideoGame/CallOfDutyBlackOps'' - the main menu actually has the player strapped to a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you select one of the options. [[spoiler:You can also repeatedly hit a button to break out of the chair and explore the room you're in.]]
* The menu of ''VideoGame/{{Scribblenauts}}'' doubles as a sandbox mode.
* The menu of ''VideoGame/{{Scribblenauts}}'' doubles as a sandbox mode.
[[/folder]]
[[folder:Arcade]]
* ''[[TimeTraveler If this is your first adventure, select "Learn"!]]''
** Or, if you won't move him left to the above mentioned tutorial, Marshal will automatically enter the "Play" portal.
[[/folder]]
[[folder:Educational]]
[[folder:Arcade]]
* ''[[TimeTraveler If this is your first adventure, select "Learn"!]]''
** Or, if you won't move him left to the above mentioned tutorial, Marshal will automatically enter the "Play" portal.
[[/folder]]
[[folder:Educational]]
Changed line(s) 49 (click to see context) from:
* The iPhone-based VideoGame/{{Portal}} clone ''VideoGame/{{Wormholes}}'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
to:
[[/folder]]
[[folder:Fighting]]
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent these modes.]] Oh yeah.
** A bland ''[[VideoGame/StreetFighter Street Fighter 1]]'' [[ShoddyKnockoffProduct knockoff]] on the [=NES made by ASDER=], called ''Fighting Hero'' also has a [[HubLevel similar feature]] for the country selection. [[HitboxDissonance Only this time, it didn't work]].
[[/folder]]
[[folder:First Person Shooter]]
* TheiPhone-based VideoGame/{{Portal}} clone ''VideoGame/{{Wormholes}}'' has first ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this for a trope, combined with HubLevel: first, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select screen. You spawn in part, it starts acting more like a room HubLevel... [[spoiler:Although it's the only part where you can access the secret Nightmare difficulty.]]
** With this game's multiplayer support, it can be taken to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
* Latest versions of ''[[CubeEngine Sauerbraten]]'' do throw you into the "multiplayer map by default", should only you run the executable, but the catch is this: press ESC to summon the options menu, and you not only may point the menu buttons withdoors along every wall, each of which lead to a different level. Open doors indicate levels your crosshair... you may actually '''freely walk''' around them.
** Remember, though, like in ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
** If you haveunlocked, while closed doors block access "2D menus" on, then this trope is not valid.
* ''VideoGame/CallOfDutyBlackOps'' - the main menu actually has the player strapped tolevels a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you haven't legitimately reached. A BottomlessPit in select one of the center leads options. [[spoiler:You can also repeatedly hit a button to break out of the first level.chair and explore the room you're in.]]
[[folder:Fighting]]
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent these modes.]] Oh yeah.
** A bland ''[[VideoGame/StreetFighter Street Fighter 1]]'' [[ShoddyKnockoffProduct knockoff]] on the [=NES made by ASDER=], called ''Fighting Hero'' also has a [[HubLevel similar feature]] for the country selection. [[HitboxDissonance Only this time, it didn't work]].
[[/folder]]
[[folder:First Person Shooter]]
* The
** With this game's multiplayer support, it can be taken to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
* Latest versions of ''[[CubeEngine Sauerbraten]]'' do throw you into the "multiplayer map by default", should only you run the executable, but the catch is this: press ESC to summon the options menu, and you not only may point the menu buttons with
** Remember, though, like in ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
** If you have
* ''VideoGame/CallOfDutyBlackOps'' - the main menu actually has the player strapped to
Added DiffLines:
[[/folder]]
[[folder:Platform]]
* ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
* ''VideoGame/SuperMarioSunshine'''s file select screen has Mario on a 2-D plane, with the files selected by hitting blocks. Mario can use all his regular platforming moves to play around the blocks.
* ''{{Mc|Donalds}}Kids'' allows you to control the character on the main menu this way also.
* ''[[SpyroTheDragon Spyro The Dragon 2]]'' consists mainly of level selection hubs and has nothing to do with this trope. Nothing, except this curious example: in the home of the first world, Hunter may propose you to switch the camera from active to passive and vice versa.
** Likewise, Zoe will do the same in the first homeworld of the third game.
[[/folder]]
[[folder:Real Time Strategy]]
* ''VideoGame/{{Earth 2140}}'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable''. Well, you know, scrolling the area and clicking on units is exactly what you do during the gameplay.
* The bar/starship in ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
[[/folder]]
[[folder:RPG]]
* The pause menu of ''VideoGame/FableIII'' is an extradimensional space (complete with butler). The player character moves around inside to manage inventory, check quests, and examine the map.
* ''MagiNation'' uses it. You can even reach the NewGamePlus option by a secret area that you need a later-game item to access.
* ''VideoGame/SystemShock 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
[[/folder]]
[[folder:Third Person Shooter]]
* The iPhone-based VideoGame/{{Portal}} clone ''VideoGame/{{Wormholes}}'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
[[/folder]]
[[folder:Other]]
* ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
* The menu of ''VideoGame/{{Scribblenauts}}'' doubles as a sandbox mode.
[[/folder]]
[[folder:Platform]]
* ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
* ''VideoGame/SuperMarioSunshine'''s file select screen has Mario on a 2-D plane, with the files selected by hitting blocks. Mario can use all his regular platforming moves to play around the blocks.
* ''{{Mc|Donalds}}Kids'' allows you to control the character on the main menu this way also.
* ''[[SpyroTheDragon Spyro The Dragon 2]]'' consists mainly of level selection hubs and has nothing to do with this trope. Nothing, except this curious example: in the home of the first world, Hunter may propose you to switch the camera from active to passive and vice versa.
** Likewise, Zoe will do the same in the first homeworld of the third game.
[[/folder]]
[[folder:Real Time Strategy]]
* ''VideoGame/{{Earth 2140}}'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable''. Well, you know, scrolling the area and clicking on units is exactly what you do during the gameplay.
* The bar/starship in ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
[[/folder]]
[[folder:RPG]]
* The pause menu of ''VideoGame/FableIII'' is an extradimensional space (complete with butler). The player character moves around inside to manage inventory, check quests, and examine the map.
* ''MagiNation'' uses it. You can even reach the NewGamePlus option by a secret area that you need a later-game item to access.
* ''VideoGame/SystemShock 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
[[/folder]]
[[folder:Third Person Shooter]]
* The iPhone-based VideoGame/{{Portal}} clone ''VideoGame/{{Wormholes}}'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
[[/folder]]
[[folder:Other]]
* ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
* The menu of ''VideoGame/{{Scribblenauts}}'' doubles as a sandbox mode.
[[/folder]]
Is there an issue? Send a MessageReason:
Removed redundant entry for Doctor Brain
Deleted line(s) 20 (click to see context) :
* ''[[DoctorBrain The Time Warp of Dr. Brain]]'' had the Space Invaders section.
Is there an issue? Send a MessageReason:
None
Changed line(s) 51 (click to see context) from:
* ZigZagged in ''VideoGame/HardReset''. The [[PointBuildSystem upgrade]] interface has you control the PlayerCharacter...while he uses a point-and-click menu.
to:
* ZigZagged in ''VideoGame/HardReset''. The [[PointBuildSystem upgrade]] interface has you control the PlayerCharacter...while he uses a point-and-click menu. Your mouse cursor controls the cursor on his screen.
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
* ''Earth 2140'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable''. Well, you know, scrolling the area and clicking on units is exactly what you do during the gameplay.
to:
* ''Earth 2140'' ''VideoGame/{{Earth 2140}}'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable''. Well, you know, scrolling the area and clicking on units is exactly what you do during the gameplay.
Changed line(s) 50 (click to see context) from:
* The iPhone-based VideoGame/{{Portal}} clone ''Wormholes'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
to:
* The iPhone-based VideoGame/{{Portal}} clone ''Wormholes'' ''VideoGame/{{Wormholes}}'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.level.
* ZigZagged in ''VideoGame/HardReset''. The [[PointBuildSystem upgrade]] interface has you control the PlayerCharacter...while he uses a point-and-click menu.
* ZigZagged in ''VideoGame/HardReset''. The [[PointBuildSystem upgrade]] interface has you control the PlayerCharacter...while he uses a point-and-click menu.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9 (click to see context) from:
* AttractMode: Demo gameplay that proceeds automatically, even if it takes place in the background while the player navigates a traditional menu overlay. Note that the player character representing the menu cursor but still working as one also falls under this category (''[[{{Pitfall}} Pitfall 3D]]'').
to:
* AttractMode: Demo gameplay that proceeds automatically, even if it takes place in the background while the player navigates a traditional menu overlay. Note that the player character representing the menu cursor but still working as one also falls under this category (''[[{{Pitfall}} (''[[VideoGame/{{Pitfall}} Pitfall 3D]]'').
Is there an issue? Send a MessageReason:
World Map is a disambiguation.
Changed line(s) 10 (click to see context) from:
* HubLevel / WorldMap: An actual level used to connect other levels via pathways, warps, or portals (possibly with a SavePoint for good measure). Please describe the hybrids between main menu and the HubLevel only if it's indeed something special (and not just save/load screen).
to:
* HubLevel / WorldMap: HubLevel: An actual level used to connect other levels via pathways, warps, or portals (possibly with a SavePoint for good measure). Please describe the hybrids between main menu and the HubLevel only if it's indeed something special (and not just save/load screen).
Is there an issue? Send a MessageReason:
None
Changed line(s) 50 (click to see context) from:
* The iPhone-based {{Portal}} clone ''Wormholes'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
to:
* The iPhone-based {{Portal}} VideoGame/{{Portal}} clone ''Wormholes'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
Is there an issue? Send a MessageReason:
None
Changed line(s) 50 (click to see context) from:
* The iPhone-based ''VideoGame/Portal'' clone ''Wormholes'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
to:
* The iPhone-based ''VideoGame/Portal'' {{Portal}} clone ''Wormholes'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* The iPhone-based ''VideoGame/Portal'' clone ''Wormholes'' has this for a level select screen. You spawn in a room with doors along every wall, each of which lead to a different level. Open doors indicate levels you have unlocked, while closed doors block access to levels you haven't legitimately reached. A BottomlessPit in the center leads to the first level.
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
* ''Earth 2140'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable'' You know, exactly what you do during the gameplay process.
to:
* ''Earth 2140'' uses fully panoramic menus, mission selection and briefing screens, all scrollable and clickable with the mouse. Emphasis on ''scrollable'' You ''scrollable''. Well, you know, scrolling the area and clicking on units is exactly what you do during the gameplay process.gameplay.
Changed line(s) 26,27 (click to see context) from:
* The first ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this trope, combined with HubLevel. Reason? Well, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the Nightmare difficulty.]]
** ''Quake'' takes it to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
** ''Quake'' takes it to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
to:
* The first ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this trope, combined with HubLevel. Reason? Well, HubLevel: first, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the secret Nightmare difficulty.]]
**''Quake'' takes With this game's multiplayer support, it can be taken to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
**
Changed line(s) 30 (click to see context) from:
* Used in a little Game Maker fangame, ''Bowser Jr.''.
to:
* Used in a little Game Maker fangame, ''Bowser Jr.''.'', where the protagonist cracks the menu options with his head, exactly like Mario did with bricks.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9 (click to see context) from:
* AttractMode: Demo gameplay that proceeds automatically, even if it takes place in the background while the player navigates a traditional menu overlay (''[[{{Pitfall}} Pitfall 3D]]'').
to:
* AttractMode: Demo gameplay that proceeds automatically, even if it takes place in the background while the player navigates a traditional menu overlay overlay. Note that the player character representing the menu cursor but still working as one also falls under this category (''[[{{Pitfall}} Pitfall 3D]]'').
Changed line(s) 15,16 (click to see context) from:
* ''Earth 2140'' uses fully panoramic menus ''and'' briefing screens, all movable with mouse. Yes, of course, you still use your mouse to pan the camera and press these "heavy concrete panels", but you sure get into the skin of commander already, huh?
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... by hitting cosplayers that represent these modes. Oh yeah.
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... by hitting cosplayers that represent these modes. Oh yeah.
to:
* ''Earth 2140'' uses fully panoramic menus ''and'' menus, mission selection and briefing screens, all movable scrollable and clickable with the mouse. Yes, of course, Emphasis on ''scrollable'' You know, exactly what you still use your mouse to pan do during the camera and press these "heavy concrete panels", but you sure get into the skin of commander already, huh?
gameplay process.
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent thesemodes. modes.]] Oh yeah.
* ''SuperCosplayWarUltra'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... [[VideoGameCrueltyPotential by hitting cosplayers that represent these
Changed line(s) 33 (click to see context) from:
** If you have "2D menus" on, then it's simply averted.
to:
** If you have "2D menus" on, then it's simply averted.this trope is not valid.
Changed line(s) 36 (click to see context) from:
** ''I Wanna Be The Better Er- Engine'' has got a regular Load Game menu, but, at the same time, allows its' users to have difficulty selection passages, as well as the point where you may redefine the controls "on fly".
to:
** ''I Wanna Be The Better Er- Engine'' has got a regular Load Game menu, but, at the same time, allows its' users to have difficulty selection passages, as well as the point where you may redefine the controls "on the fly".
Is there an issue? Send a MessageReason:
None
Changed line(s) 8 (click to see context) from:
* JustifiedSavePoint: Checkpoints and/or {{Save Point}}s manifested as in-universe objects, like using a typewriter to save your game in ''ResidentEvil''.
to:
* JustifiedSavePoint: Checkpoints and/or {{Save Point}}s manifested as in-universe objects, like using a typewriter to save your game in ''ResidentEvil''.''Franchise/ResidentEvil''.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''The Time Warp of DoctorBrain'' had a ''VideoGame/SpaceInvaders'' clone for its main menu. Occasionally two different rocket ships would cross the top of the screen; shooting one got you the main game's high scores, while shooting the other got the game's credits.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,2 (click to see context) from:
An infrequent method for PaintingTheFourthWall in video games is to disguise a menu interface as a level unto itself, which the player can navigate using their game character and actual gameplay controls.
to:
An infrequent method for PaintingTheFourthWall PaintingTheMedium in video games is to disguise a menu interface as a level unto itself, which the player can navigate using their game character and actual gameplay controls.
Changed line(s) 7 (click to see context) from:
Also note that the following tropes, while related to the concept of PaintingTheFourthWall, are not considered examples of a PlayableMenu:
to:
Also note that the following tropes, while related to the concept of PaintingTheFourthWall, PaintingTheMedium, are not considered examples of a PlayableMenu:Playable Menu:
Changed line(s) 23 (click to see context) from:
* ''[[McDonalds McKids]]'' allows you to control the character on the main menu this way also.
to:
* ''[[McDonalds McKids]]'' ''{{Mc|Donalds}}Kids'' allows you to control the character on the main menu this way also.
Is there an issue? Send a MessageReason:
grammar
Changed line(s) 1,2 (click to see context) from:
An infrequent method for PaintingTheFourthWall in video games is to disguise a menu interface as a level unto itself, which the player can navigates using their game character and actual gameplay controls.
to:
An infrequent method for PaintingTheFourthWall in video games is to disguise a menu interface as a level unto itself, which the player can navigates navigate using their game character and actual gameplay controls.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* The ship selection screen in ''[[RogueSquadron Rogue Leader]]'' is a hangar that you explore on foot with your character.
Is there an issue? Send a MessageReason:
None
Changed line(s) 11,12 (click to see context) from:
* MiniGameCredits: Playable credits (''[[HouseOfTheDead The Typing Of The Dead]]''), which are an interactive form of '''CreditsGag'''.
to:
* MiniGameCredits: Playable credits (''[[HouseOfTheDead (''[[VideoGame/HouseOfTheDead The Typing Of The Dead]]''), which are an interactive form of '''CreditsGag'''.
Changed line(s) 22 (click to see context) from:
* ''[[BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
to:
* ''[[BitTrip ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
Changed line(s) 26 (click to see context) from:
* The first ''{{VideoGame/Quake}}'' is one of the earliest examples of using this trope, combined with HubLevel. Reason? Well, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the Nightmare difficulty.]]
to:
* The first ''{{VideoGame/Quake}}'' ''{{VideoGame/Quake|I}}'' is one of the earliest examples of using this trope, combined with HubLevel. Reason? Well, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a HubLevel... [[spoiler:Although it's the only part where you can access the Nightmare difficulty.]]
Changed line(s) 34 (click to see context) from:
* Several ''IWannaBeTheGuy'' fangames that use ''I Wanna Be The Engine'' or [[FollowTheLeader its variations]] as a base. But not those that throw you into the game DIRECTLY after the game starts running.
to:
* Several ''IWannaBeTheGuy'' ''VideoGame/IWannaBeTheGuy'' fangames that use ''I Wanna Be The Engine'' or [[FollowTheLeader its variations]] as a base. But not those that throw you into the game DIRECTLY after the game starts running.
Changed line(s) 40 (click to see context) from:
* ''{{Spelunky}}'''s menu is a large cave chamber... with only two doors (and the HubLevel, if you unlocked the shortcut), a flare you can toss around and logo you can jump on and off (you can't die this way, no matter how much you try).
to:
* ''{{Spelunky}}'''s ''VideoGame/{{Spelunky}}'''s menu is a large cave chamber... with only two doors (and the HubLevel, if you unlocked the shortcut), a flare you can toss around and logo you can jump on and off (you can't die this way, no matter how much you try).
Changed line(s) 42,45 (click to see context) from:
* ''SystemShock 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
* The bar/starship in ''{{Starcraft II}}'' guiding you through missions, upgrades and story.
* ''Indiana Jones and the Temple of Doom'' has a playable difficulty selection screen.
* ''KatamariDamacy'' to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
* The bar/starship in ''{{Starcraft II}}'' guiding you through missions, upgrades and story.
* ''Indiana Jones and the Temple of Doom'' has a playable difficulty selection screen.
* ''KatamariDamacy'' to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
to:
* ''SystemShock ''VideoGame/SystemShock 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
* The bar/starship in''{{Starcraft II}}'' ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
*''Indiana Jones and the Temple of Doom'' ''Film/IndianaJonesAndTheTempleOfDoom'' has a playable difficulty selection screen.
*''KatamariDamacy'' ''VideoGame/KatamariDamacy'' to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
* The bar/starship in
*
*
Changed line(s) 47 (click to see context) from:
* The menu of ''{{Scribblenauts}}'' doubles as a sandbox mode.
to:
* The menu of ''{{Scribblenauts}}'' ''VideoGame/{{Scribblenauts}}'' doubles as a sandbox mode.
Is there an issue? Send a MessageReason:
None
Changed line(s) 46 (click to see context) from:
* ''CallOfDutyBlackOps'' - the main menu actually has the player strapped to a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you select one of the options. [[spoiler:You can also repeatedly hit a button to break out of the chair and explore the room you're in.]]
to:
* ''CallOfDutyBlackOps'' ''VideoGame/CallOfDutyBlackOps'' - the main menu actually has the player strapped to a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you select one of the options. [[spoiler:You can also repeatedly hit a button to break out of the chair and explore the room you're in.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 43 (click to see context) from:
* The bar/starship in {{Starcraft II}} guiding you through missions, upgrades and story.
to:
* The bar/starship in {{Starcraft II}} ''{{Starcraft II}}'' guiding you through missions, upgrades and story.
Changed line(s) 45 (click to see context) from:
* KatamariDamacy to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
to:
* KatamariDamacy ''KatamariDamacy'' to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
Added DiffLines:
* The menu of ''{{Scribblenauts}}'' doubles as a sandbox mode.
Is there an issue? Send a MessageReason:
None
Changed line(s) 18 (click to see context) from:
* ''{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
to:
* ''{{Psychonauts}}'' ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** ''Quake'' takes it to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
Added DiffLines:
* ''CallOfDutyBlackOps'' - the main menu actually has the player strapped to a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you select one of the options. [[spoiler:You can also repeatedly hit a button to break out of the chair and explore the room you're in.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* KatamariDamacy to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
Is there an issue? Send a MessageReason:
None
Changed line(s) 31 (click to see context) from:
** Remember, though, like in ''{{Game/Cube}}'', TimeKeepsOnTicking.
to:
** Remember, though, like in ''{{Game/Cube}}'', ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** ''IWannaBeTheFangame'' starts the player out in a difficulty selection room. The harder the difficulty, the more SpikesOfDoom you have to jump over to get there.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''Indiana Jones and the Temple of Doom'' has a playable difficulty selection screen.