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* Psychic powers and items in ''{{Psychonauts}}''.
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* ''BattlefieldSeries'' trademarked "Commo Rose" featured in {{Battlefield 2}} and {{Battlefield 2142}}.

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* ''BattlefieldSeries'' BattlefieldSeries trademarked "Commo Rose" for voice communications, featured in {{Battlefield 2}} and {{Battlefield 2142}}.''Battlefield 2'' ''Battlefield 2142''.



* ''SaintsRow'' uses a type 2 for both guns and healing items.

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* ''SaintsRow'' uses a type 2 for both with two such wheels: a larger one holding guns selected with the left stick, and healing items.a smaller one for food/drugs selected with the D-pad.




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* ''RainbowSix Vegas'' and ''Vegas 2'' have two such menus of this type. The first, used by holding the Action key, brings up the inventory menu for switching weapons and grenade types. The second, used by holding Reload, brings up options for your current gun, such as rate of fire, attaching a suppressor, and activating a LaserSight if one is attached.

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* ''{{Turok}} 2'' has two separate versions. One that consists of two rings, one for each activation button, and a massive ring that spins on one side of the screen, like the first game.

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* ''{{Turok}} ''{{VideoGame/Turok}} 2'' has two separate versions. One that consists of two rings, one for each activation button, and a massive ring that spins on one side of the screen, like the first game.



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* ''{{Turok}} 2'' has two separate versions. One that consists of two rings, one for each activation button, and a massive ring that spins on one side of the screen.

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* ''{{Turok}} 2'' has two separate versions. One that consists of two rings, one for each activation button, and a massive ring that spins on one side of the screen.screen, like the first game.
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* The inventory from EscapeFromMonkeyIsland, in a variation similar to the one from ''MetroidPrime 2''.


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* Weapons and spells in ''CliveBarkersUndying''.
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* First ''ArcTheLad'' had this in battles.

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* First ''ArcTheLad'' ''VideoGame/ArcTheLad'' had this in battles.
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A practical upshot of this format is that it can hide the fact that not all options are yet available to the player, since removing one option will not [[InterfaceSpoiler leave an empty space behind]]. The 2nd has the advantage of being quicker than a traditional menu, sometimes quick enough to be accessed without having to pause the actual gameplay in progress.

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A practical upshot of this format is that it can hide the fact that not all options are yet available to the player, since removing one option will not [[InterfaceSpoiler leave an empty space behind]]. The 2nd second type also has the advantage of being quicker than a traditional menu, sometimes quick enough to be accessed without having to pause the actual gameplay in progress.
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A practical upshot of this format is that it can hide the fact that not all options are yet available to the player, since removing one option will not [[InterfaceSpoiler leave an empty space behind]]. The 2nd has the advantage of being quick (though still slower than dedicated keys on a keyboard) enough to be used during gameplay.

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A practical upshot of this format is that it can hide the fact that not all options are yet available to the player, since removing one option will not [[InterfaceSpoiler leave an empty space behind]]. The 2nd has the advantage of being quicker than a traditional menu, sometimes quick (though still slower than dedicated keys on a keyboard) enough to be used during gameplay.
accessed without having to pause the actual gameplay in progress.
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Whoops, wrong type; correcting this.


* While the default interface in WorldOfWarcraft doesn't have this feature, a popular add-on, [[http://www.go-hero.net/opie/ OPie]] allows it to be applied in-game. It is a great tool to utilize sparsely used skills, items, macros, abilities, and other things while minimizing interface clutter.

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* While the default interface in WorldOfWarcraft doesn't have this feature, a popular add-on, [[http://www.go-hero.net/opie/ OPie]] allows it to be applied in-game. It is a great tool to utilize sparsely used skills, items, macros, abilities, and other things while minimizing interface clutter.




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* While the default interface in WorldOfWarcraft doesn't have this feature, a popular add-on, [[http://www.go-hero.net/opie/ OPie]] allows it to be applied in-game. It is a great tool to utilize sparsely used skills, items, macros, abilities, and other things while minimizing interface clutter.
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* While the default interface in WorldOfWarcraft doesn't have this feature, a popular add-on, [[http://www.go-hero.net/opie/ OPie]] allows it to be applied in-game. It is a great tool to utilize sparsely used skills, items, macros, abilities, and other things while minimizing interface clutter.

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* ''SecondLife'' used to have a few of those, but they are cranky. Now replaced with drop-down menus, that are crankier.



* ''SecondLife'' has a few of those, but they are cranky.
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* ''WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the GBA ''itself'' to cycle through them.

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* ''WarioWare: ''VideoGame/{{WarioWare}}: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the GBA ''itself'' to cycle through them.
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A practical upshot of this format is that it can hide the fact that not all options are yet available to the player, since removing one option will not [[InterfaceSpoiler leave an empty space behind]].

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A practical upshot of this format is that it can hide the fact that not all options are yet available to the player, since removing one option will not [[InterfaceSpoiler leave an empty space behind]].
behind]]. The 2nd has the advantage of being quick (though still slower than dedicated keys on a keyboard) enough to be used during gameplay.



* ''TempleOfElementalEvil'' uses a radial menu that was basically a multi-tiered ring menu for each category, so "attack" has attack modes (such as the option to deal non lethal damage) and attack types (such as trip and full attack) under it.

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* ''TempleOfElementalEvil'' uses a radial menu that was basically a multi-tiered ring menu for each category, so "attack" has sub sections for attack modes (such as the option to deal non lethal damage) and attack types (such as trip and full attack) under it.

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Twilight Princess didn\'t have a \"Spin the wheel\" system


* ''TheLegendOfZelda: {{Twilight Princess}}'''s used this for Link's inventory items specifically to avoid an InterfaceSpoiler -- although it still provided a separate 'Quest Status' screen with a traditional layout.


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* ''TheLegendOfZelda: {{Twilight Princess}}'''s used this for Link's inventory items specifically to avoid an InterfaceSpoiler -- although it still provided a separate 'Quest Status' screen with a traditional layout.
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* GoldenAxe used this to select your play character.
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* ''DonkeyKong64'' has this in its primary menu screen.
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* The player select screen in ''[[PowerInstinct Matrimelee]]'' is this.
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* ''{{Sonny}}'' uses this in combat. You click on the target, at which point any useable options are highlighted (healing/buffs on Sonny or allies, attacks on enemies).
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* ''RedDeadRedemption'' when selecting weapons.
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* First ''ArcTheLad'' had this in battles.
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added Battlefield example

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* ''BattlefieldSeries'' trademarked "Commo Rose" featured in {{Battlefield 2}} and {{Battlefield 2142}}.
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* The first ''Grandia'' had this in its battle menu, going in one direction, left - right/right to left. The third game had this and would be able to go up - down/down-up as well in a sphere.
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* ''DragonAge''
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* ''OdinSphere'' uses separate rings for each inventory pouch in the player's posession.

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* ''OdinSphere'' uses separate rings for each inventory pouch in the player's posession.possession.




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* The inventory menus in ''{{Bayonetta}}'' are rings. Sub-menus, menus outside gameplay, and Rodin's inventory in the Gates of Hell are traditional linear menus.
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* PerfectDark displayed your weapons and gadgets like this - optional for weapons, which you could just scroll through like most [=FPSes=], but the only way to access things like night-vision.

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Added an image for Type 1, and moved the Mass Effect image down to the second section


[[quoteright:330:[[MassEffect1 http://static.tvtropes.org/pmwiki/pub/images/ringmenu_4868.jpg]]]]
[[caption-width-right:330:A type 2 menu.]]




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[[quoteright:256:[[SecretOfMana http://static.tvtropes.org/pmwiki/pub/images/ring-menu-type-1_7631.jpg]]]]






!! Type 2 - point to select

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!! Type 2 - point Point to selectselect

[[quoteright:330:[[MassEffect1 http://static.tvtropes.org/pmwiki/pub/images/ringmenu_4868.jpg]]]]




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[[caption-width-right:330:A type 2 menu.]]



# Using the directional pad to rotate the menu like a wheel, with the item in the center being the one highlighted for use.

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# Using the directional pad or buttons to rotate the menu like a wheel, with the item in the center being the one highlighted for use.




* ''{{Alien Soldier}}'', although it [[RealTimeWithPause doesn't pause the action]].



* ''MetroidPrime 2'' had a variation in which menu options were displayed emanating from a central node, and the user rotated the menu in three dimensions to bring one node to the front.



* ''{{Persona 3}}'''s battle menu, although it is displayed as an arc instead of a complete ring.
* ''SecretOfEvermore'', which was built using the Mana game engine, used a Type 1 ring menu.

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* ''{{Persona 3}}'''s battle menu, although it is displayed as an arc instead of a complete ring.
menu.
* ''SecretOfEvermore'', which was built using the Mana game engine, used a Type 1 ring menu.engine.



* ''{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this.



* ''{{Mass Effect}}'''s abilities for you and your team are displayed like this.



* ''{{Alien Soldier}}'''s ring menu [[RealTimeWithPause doesn't pause the game]], so be quick before you get swarmed.

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Removed: 34

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* ''MarioAndLuigi: Super Star Saga''
* ''TheLegendOfZelda: {{Twilight Princess}}'''s used a type 1 menu for Link's inventory items specifically to avoid an InterfaceSpoiler -- although it still provided a traditional 'Quest Status' screen seprately.
* ''OdinSphere'' uses a type 1 menu, with separate rings for each pouch in the player's posession.
* ''{{Persona 3}}'''s battle menu.

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* ''MarioAndLuigi: Super Star Saga''
* ''TheLegendOfZelda: {{Twilight Princess}}'''s used a type 1 menu this for Link's inventory items specifically to avoid an InterfaceSpoiler -- although it still provided a traditional separate 'Quest Status' screen seprately.
with a traditional layout.
* ''OdinSphere'' uses a type 1 menu, with separate rings for each inventory pouch in the player's posession.
* ''{{Persona 3}}'''s battle menu.menu, although it is displayed as an arc instead of a complete ring.

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split examples between type 1 and 2. Some still need to be sorted....


* Common in later LucasArts Adventure Games.
* ''MonkeyIsland 3'', where the menu appeared as a coin.
* ''Noctropolis''
* ''TheSims''

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* Common in later LucasArts Adventure Games.
* ''MonkeyIsland 3'', where
!! Type 1 - Spin the wheel

* The ''SecretOfMana'' series, if not the UrExample, is likely the TropeMaker, using a ring
menu appeared as a coin.
* ''Noctropolis''
* ''TheSims''
system in almost every game of the series.



* ''TheLegendOfZelda: {{Twilight Princess}}'''s inventory screen has items arranged in a circle. The 'Quest Status' screen uses a more traditional layout.
* In ''{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
* ''SecretOfMana'', if not the UrExample, is likely the TropeMaker; its ring menu system is a hallmark of almost every game in the series.
* ''SecretOfEvermore'', being built on the Mana game engine, used this as well.

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* ''TheLegendOfZelda: {{Twilight Princess}}'''s used a type 1 menu for Link's inventory screen has items arranged in specifically to avoid an InterfaceSpoiler -- although it still provided a circle. The traditional 'Quest Status' screen seprately.
* ''OdinSphere''
uses a more traditional layout.
* In ''{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
* ''SecretOfMana'', if not the UrExample, is likely the TropeMaker; its ring menu system is a hallmark of almost every game
type 1 menu, with separate rings for each pouch in the series.
player's posession.
* ''{{Persona 3}}'''s battle menu.
* ''SecretOfEvermore'', being which was built on using the Mana game engine, used this as well.a Type 1 ring menu.



* In the ''RatchetAndClank'' games, Ratchet's quick-select weapons menu and Clank's action menu are both a Type 2 menu; in later games the player is allowed to configure two or more 'pages' of quick-select menu.
* Isometric GameBoyAdvance action game ''Scurge: Hive'' has one of these for weapon type selection.
* ''{{Hitman}}: Blood Money'' does this.

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* ''WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the GBA ''itself'' to cycle through them.

!! Type 2 - point to select
* ''AmericasArmy 3''
* ''ABoyAndHisBlob'' for the Wii
* ''{{Bioshock}}''
* The ''MetroidPrime'' series used this to switch between Samus's visors and beam weapons.
In the GameCube originals they corresponded to the controller's directional pad and second analog stick respectively; ''MetroidPrime 3'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen.
*
''RatchetAndClank'' games, series: Ratchet's quick-select weapons menu and (and Clank's action menu are both a Type 2 menu; in later menu). Later games even expanded the player is allowed menu to configure hold two or more 'pages' of quick-select menu.
items.
* Isometric GameBoyAdvance action ''ResistanceFallOfMan'' and ''Resistance 2''
* ''SaintsRow'' uses a type 2 for both guns and healing items.
* The Wii versions of ''TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used at the end of an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but it's probably easier to play the
game ''Scurge: Hive'' has one this way than on the DS.

!! Mixed or unsorted variations
* The three levels
of these for weapon type selection.
* ''{{Hitman}}: Blood Money'' does this.
magic in ''BulletWitch'' are displayed in a ring setup. The size of the ring is inversely proportionate to the power of the magic you select.



* The three levels of magic in ''BulletWitch'' are displayed in a ring setup. The size of the ring is inversely proportionate to the power of the magic you select.

to:

* The three levels of magic Common in ''BulletWitch'' are displayed in a ring setup. The size of later LucasArts Adventure Games.
** ''MonkeyIsland 3'', where
the ring is inversely proportionate to the power menu appeared as a coin.
* ''Noctropolis''
* Isometric GameBoyAdvance action game ''Scurge: Hive'' has one
of the magic you select.these for weapon type selection.
* ''TheSims''



* ''WarioWare: Twisted!'' had all of the menu items in a big circle, so as you twisted the GBA (not yourself) it would cycle through them.
* ''{{Persona 3}}'''s battle menu.



* ''PhantomBrave'' uses a ring menu for character creation. This gets a little annoying as you always start at the same spot in the ring each time and you eventually get enough generic character classes for ''two'' rings.



* TruthInTelevision: Rotary phones.

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* TruthInTelevision: Rotary phones.''{{Prototype}}'' features this as the primary way to switch abilities, though there is also a quick select feature for when you're in a hurry.



* ''PhantomBrave'' uses a ring menu for character creation. This gets a little annoying as you always start at the same spot in the ring each time and you eventually get enough generic character classes for ''two'' rings.
* ''{{Prototype}}'' features this as the primary way to switch abilities, though there is also a quick select feature for when you're in a hurry.
* ''{{Alien Soldier}}'''s ring menu doesn't [[RealTimeWithPause pause]] the game, so be quick before you get swarmed.

to:

* ''PhantomBrave'' uses a ring menu for character creation. This gets a little annoying as you always start at the same spot in the ring each time and you eventually get enough generic character classes for ''two'' rings.
* ''{{Prototype}}'' features this as the primary way to switch abilities, though there is also a quick select feature for when you're in a hurry.
* ''{{Alien Soldier}}'''s ring menu doesn't [[RealTimeWithPause pause]] doesn't pause the game, game]], so be quick before you get swarmed.



* ''ResistanceFallOfMan'' and ''Resistance 2'' both use the second type.
* The A-Trans menu in ''MegamanZXAdvent'' is Type B in the Pause screen, and Type A when you access it via a preset button.
* ''ABoyAndHisBlob'' for Wii used the second type for its jellybean menu.
* The Wii versions of ''TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used at the end of an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but it's probably easier to play the game this way than on the DS.
* {{Bioshock}} uses a type 2 for selecting both weapons and plasmids.
* ''SaintsRow'' uses a type 2 for both guns and healing items.
* ''AmericasArmy 3'' uses a type 2.
* ''OdinSphere'' uses a type 1 menu, with separate rings for each pouch in the player's posession.

to:

* ''ResistanceFallOfMan'' and ''Resistance 2'' both use the second type.
* The A-Trans menu in ''MegamanZXAdvent'' is Type B 2 in the Pause screen, and Type A 1 when you access it via a preset button.
* ''ABoyAndHisBlob'' for Wii used the second type for its jellybean menu.
* The Wii versions
In ''{{Drakengard}}'', you choose your weapon from a ring of ''TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used at the end of an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but it's probably easier to play the game this way than on the DS.
sharp objects.
* {{Bioshock}} uses a type 2 for selecting both weapons and plasmids.
* ''SaintsRow'' uses a type 2 for both guns and healing items.
* ''AmericasArmy 3'' uses a type 2.
* ''OdinSphere'' uses a type 1 menu, with separate rings for each pouch in the player's posession.
''{{Hitman}}: Blood Money'' does this.

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merge examples from Ring Inventory.


A Ring Menu (also known as a PieMenu) is an [[VideoGameInterfaceElements interface element]] where a list of possible actions are displayed in a ring or circle, often around a character.

This also applies if the options are displayed in a 3D ring and rotated to the front and back; when inventory screens are done like this, it may overlap with {{Spinventory}}.

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A Ring Menu (also known as a PieMenu) is an [[VideoGameInterfaceElements interface element]] where a list of possible actions are displayed in a ring or circle, often centered around a character.

This also applies if type of menu is navigated in two general methods:

# Using
the options are displayed in a 3D ring and rotated directional pad to rotate the front and back; when inventory screens are done menu like this, it may overlap a wheel, with {{Spinventory}}.
the item in the center being the one highlighted for use.
# Using an analog stick or mouse to "point" in the direction of the desired item, while the menu itself remains stationary.






* ''TheLegendOfZelda: {{Twilight Princess}}'''s inventory screen has items arranged in a circle.

to:

* ''TheLegendOfZelda: {{Twilight Princess}}'''s inventory screen has items arranged in a circle. The 'Quest Status' screen uses a more traditional layout.



* ''SecretOfMana'' does this.
** ''SecretOfEvermore'' did this as well.
** Actually, all the ''Mana'' games since ''SecretOfMana'' have done this. It's become a trademark of the series.
* ''{{Tomb Raider}}''s ''1'', ''2'', ''3'', and Anniversary.
* In the ''RatchetAndClank'' games, Ratchet's quick-select weapons menu and Clank's action menu are pretty much just a ring of circles.

to:

* ''SecretOfMana'' does this.
** ''SecretOfEvermore'' did
''SecretOfMana'', if not the UrExample, is likely the TropeMaker; its ring menu system is a hallmark of almost every game in the series.
* ''SecretOfEvermore'', being built on the Mana game engine, used
this as well.
** Actually, all the ''Mana'' games since ''SecretOfMana'' have done this. It's become a trademark of the series.
* ''{{Tomb Raider}}''s ''1'', ''2'', ''3'', and Anniversary.
Anniversary, for both its frontend and in-game menus.
* In the ''RatchetAndClank'' games, Ratchet's quick-select weapons menu and Clank's action menu are pretty much just both a ring Type 2 menu; in later games the player is allowed to configure two or more 'pages' of circles.quick-select menu.



* Truth in television: Rotary phones.

to:

* Truth in television: TruthInTelevision: Rotary phones.


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* ''ResistanceFallOfMan'' and ''Resistance 2'' both use the second type.
* The A-Trans menu in ''MegamanZXAdvent'' is Type B in the Pause screen, and Type A when you access it via a preset button.
* ''ABoyAndHisBlob'' for Wii used the second type for its jellybean menu.
* The Wii versions of ''TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used at the end of an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but it's probably easier to play the game this way than on the DS.
* {{Bioshock}} uses a type 2 for selecting both weapons and plasmids.
* ''SaintsRow'' uses a type 2 for both guns and healing items.
* ''AmericasArmy 3'' uses a type 2.
* ''OdinSphere'' uses a type 1 menu, with separate rings for each pouch in the player's posession.

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