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* ''{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this (at least in the console version).
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* ''{{Mass ''Franchise/{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this (at least in the console version).
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* ''ResistanceFallOfMan'' and ''Resistance 2''
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* ''ResistanceFallOfMan'' ''VideoGame/{{Resistance}}: Fall of Man'' and ''Resistance 2''
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* ''RainbowSix Vegas'' and ''Vegas 2'' have two such menus of this type. The first brings up the inventory menu for switching weapons and grenades/equipment. The second brings up options for your current gun, such as changing the rate of fire and attaching a suppressor.
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* ''RainbowSix ''VideoGame/RainbowSix Vegas'' and ''Vegas 2'' have two such menus of this type. The first brings up the inventory menu for switching weapons and grenades/equipment. The second brings up options for your current gun, such as changing the rate of fire and attaching a suppressor.
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* ''{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this.
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* ''{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this.this (at least in the console version).
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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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* The inventory menus in ''{{Bayonetta}}'' ''VideoGame/{{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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* ''VideoGame/DragonAge''
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* ''VideoGame/DragonAge''''Franchise/DragonAge''
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Evermore was written from scratch, not using the Mana engine.
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* ''VideoGame/SecretOfEvermore'', which was built using the Mana game engine.
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* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
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* ''{{Hitman}}: Blood Money'' does this.
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* ''{{Hitman}}: ''VideoGame/{{Hitman}}: Blood Money'' does this.
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* ''DungeonsAndDragonsShadowOverMystara'' as well as its prequel TowerOfDoom had this. Spellcasters got more rings for spells.
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* ''DungeonsAndDragonsShadowOverMystara'' ''[[VideoGame/DungeonsAndDragons Dungeons And Dragons: Tower of Doom]] '' as well as its prequel TowerOfDoom sequel Shadow Over Mystara had this. Spellcasters got more rings for spells.
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* GoldenAxe used this to select your play character.
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* GoldenAxe ''GoldenAxe'' used this to select your play character.
* ''[[VideoGame/JakAndDaxter Jak]] [[VideoGame/JakIIRenegade II]]'' and ''[[VideoGame/Jak3Wastelander 3]]'' use this style to switch between sub menus (options, missions, secrets, etc.) in the pause menu.
* ''[[VideoGame/JakAndDaxter Jak]] [[VideoGame/JakIIRenegade II]]'' and ''[[VideoGame/Jak3Wastelander 3]]'' use this style to switch between sub menus (options, missions, secrets, etc.) in the pause menu.
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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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* PerfectDark ''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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* 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 ''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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# Using an analog stick or mouse to "point" in the direction of the desired item, while the menu itself remains stationary.
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# Using an analog stick stick, a mouse, or mouse a motion controller to "point" in the direction of the desired item, while the menu itself remains stationary.
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* ''{{Bioshock}}''
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* ''{{Bioshock}}''''VideoGame/{{Bioshock|1}}''
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* 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.
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* The three levels of magic in ''BulletWitch'' ''VideoGame/BulletWitch'' are displayed in a ring setup. The size of the ring is inversely proportionate to the power of the magic you select.
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* ''TheSims''
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* ''TheSims''''VideoGame/TheSims''
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** ''SkywardSword'' has two rings, one for weaponry such as bombs and the bow, the other for miscellaneous equipment; however, the design in this case invoked an InterfaceSpoiler, as both rings had an identifiable number of slots.
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[[quoteright:256:[[SecretOfMana http://static.tvtropes.org/pmwiki/pub/images/ring-menu-type-1_7631.jpg]]]]
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* ''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.
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* ''MetroidPrime ''VideoGame/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.
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* ''SecretOfEvermore'', which was built using the Mana game engine.
* ''{{Tomb Raider}}''s ''1'', ''2'', ''3'', and Anniversary, for both its frontend and in-game menus.
* ''{{Tomb Raider}}''s ''1'', ''2'', ''3'', and Anniversary, for both its frontend and in-game menus.
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* ''SecretOfEvermore'', ''VideoGame/SecretOfEvermore'', which was built using the Mana game engine.
*''{{Tomb ''VideoGame/{{Tomb Raider}}''s ''1'', ''2'', ''3'', and Anniversary, for both its frontend and in-game menus.
*
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[[quoteright:330:[[MassEffect1 http://static.tvtropes.org/pmwiki/pub/images/ringmenu_4868.jpg]]]]
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* ''DragonAge''
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* ''DragonAge''''VideoGame/DragonAge''
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* The player select screen in ''[[PowerInstinct Matrimelee]]'' is this.
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* The player select screen in ''[[PowerInstinct ''[[VideoGame/PowerInstinct Matrimelee]]'' is this.
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* ''OdinSphere'' uses separate rings for each inventory pouch in the player's possession.
* ''{{Persona 3}}'''s battle menu.
* ''{{Persona 3}}'''s battle menu.
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* ''OdinSphere'' ''VideoGame/OdinSphere'' uses separate rings for each inventory pouch in the player's possession.
*''{{Persona ''VideoGame/{{Persona 3}}'''s battle menu.
*
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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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* ''{{Sonny}}'' ''VideoGame/{{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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* ''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 ''VideoGame/TheLegendOfZeldaTwilightPrincess'' 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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** ''TheCurseOfMonkeyIsland'', where the menu appeared as a coin.
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** ''TheCurseOfMonkeyIsland'', ''VideoGame/TheCurseOfMonkeyIsland'', where the menu appeared as a coin.
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* BattlefieldSeries trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.
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* BattlefieldSeries The ''VideoGame/{{Battlefield}}'' series trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.
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* The A-Trans menu in ''MegamanZXAdvent'' is Type 2 in the Pause screen, and Type 1 when you access it via a preset button.
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* The A-Trans menu in ''MegamanZXAdvent'' ''VideoGame/MegaManZX Advent'' is Type 2 in the Pause screen, and Type 1 when you access it via a preset button.
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* Psychic powers and items in ''{{Psychonauts}}''.
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* Psychic powers and items in ''{{Psychonauts}}''.
''VideoGame/{{Psychonauts}}''.
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* ''{{Portal 2}}'': In co-operative play, this is used to place markers indicating where your testing partner should look, place a portal, press a button and so on. Gestures are also selected this way.
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* ''{{Portal ''VideoGame/{{Portal 2}}'': In co-operative play, this is used to place markers indicating where your testing partner should look, place a portal, press a button and so on. Gestures are also selected this way.
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Added Portal 2\'s ring menu for co-op.
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* ''{{Portal 2}}'': In co-operative play, this is used to place markers indicating where your testing partner should look, place a portal, press a button and so on. Gestures are also selected this way.
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* Isometric GameBoyAdvance action game ''Scurge: Hive'' has one of these for weapon type selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.
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* Isometric GameBoyAdvance action game ''Scurge: Hive'' ''ScurgeHive'' has one of these for weapon type selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.
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* Isometric GameBoyAdvance action game ''Scurge: Hive'' has one of these for weapon type selection.
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* Isometric GameBoyAdvance action game ''Scurge: Hive'' has one of these for weapon type selection.selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.
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* ''{{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.
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* ''{{Prototype}}'' ''VideoGame/{{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.
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* The inventory from EscapeFromMonkeyIsland, in a variation similar to the one from ''MetroidPrime 2''.
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* The inventory from EscapeFromMonkeyIsland, ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''MetroidPrime 2''.
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** ''MonkeyIsland 3'', where the menu appeared as a coin.
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** ''MonkeyIsland 3'', ''TheCurseOfMonkeyIsland'', where the menu appeared as a coin.
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* ''SaintsRow'' uses a type 2 with two such wheels: a larger one holding guns selected with the left stick, and a smaller one for food/drugs selected with the D-pad.
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* ''SaintsRow'' uses a type 2 with two such wheels: a larger one holding guns selected with the left stick, and a smaller one for food/drugs selected with the D-pad. ''The Third'' changes this slightly - the D-Pad now selects which grenade to throw, as food items were removed entirely and grenades do not need to be equipped like other weapons to be used.
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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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* ''RainbowSix Vegas'' and ''Vegas 2'' have two such menus of this type. The first, used by holding the Action key, first brings up the inventory menu for switching weapons and grenade types. grenades/equipment. The second, used by holding Reload, second brings up options for your current gun, such as changing the rate of fire, fire and attaching a suppressor, and activating a LaserSight if one is attached.suppressor.