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** ''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.

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** ''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.
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that\'s not normal gameplay at all, it\'s an ordinary menu


* The bar/starship in ''VideoGame/StarcraftII'' guiding you through missions, upgrades and story.
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* ''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).
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Namespace


* ''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.

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* ''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.
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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...

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Sorting examples


* ''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.

to:

* ''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.

[[foldercontrol]]

[[folder:Action]]



* Sachen's NES games that require lightgun tend to do this for the game selection screens.



* ''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/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.



[[/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]]



* 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]]
* The iPhone-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
with doors 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 have unlocked, while closed doors block access "2D menus" on, then this trope is not valid.
* ''VideoGame/CallOfDutyBlackOps'' - the main menu actually has the player strapped
to levels 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.]]


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]]
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Removed redundant entry for Doctor Brain


* ''[[DoctorBrain The Time Warp of Dr. Brain]]'' had the Space Invaders section.
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* 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.

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* ''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.



* 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.
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None


* 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]]'').
lu127 MOD

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World Map is a disambiguation.


* 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).

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* 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


* 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


* 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


* ''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.



* 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.''

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.''



* 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


* 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]]'').



* ''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.

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 these modes. modes.]] Oh yeah.



** 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.



** ''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".
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None


* 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''.
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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


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.



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:



* ''[[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.
ccoa MOD

Changed: 1

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grammar


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.

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* 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'''.



* ''[[BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''

to:

* ''[[BitTrip ''[[VideoGame/BitTrip BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''



* 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.]]



* 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.



* ''{{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).



* ''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.

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 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


* ''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.]]

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* The bar/starship in {{Starcraft II}} guiding you through missions, upgrades and story.

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* The bar/starship in {{Starcraft II}} ''{{Starcraft II}}'' guiding you through missions, upgrades and story.



* 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.

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* 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.


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* The menu of ''{{Scribblenauts}}'' doubles as a sandbox mode.
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* ''{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.

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* ''{{Psychonauts}}'' ''VideoGame/{{Psychonauts}}'' has this for the main menu, in the form of the brain with several doors.
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** ''Quake'' takes it to the next level by allowing you to play the Hub Level ''in deathmatch mode.''


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* ''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.]]
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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.
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** Remember, though, like in ''{{Game/Cube}}'', TimeKeepsOnTicking.

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** Remember, though, like in ''{{Game/Cube}}'', ''VideoGame/{{Cube}}'', TimeKeepsOnTicking.
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** ''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.
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* ''Indiana Jones and the Temple of Doom'' has a playable difficulty selection screen.

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