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* ''VideoGame/{{Hitman}}: Blood Money'' does this.

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* ''VideoGame/{{Hitman}}: Blood Money'' ''VideoGame/HitmanBloodMoney'' does this.
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* ''HalfLife'' mod ''Natural Selection'' expanded this into ''point to select submenus'' -- to build something, for example, you opened the ring menu with left click, then you moved the mouse left to "Buildings", then you moved the mouse up or down to select a type of building, then you selected the building.

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** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' 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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** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' 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. You had to physically point the Wii Mote at what you wanted to select.
** ''VideoGame/Hyrule Warriors'' had two versions of the item inventory. One which just cycled from left two right, but the other was a direct copy of the Skyward Sword menu. The difference being that you touch the Gamepad's screen to select the item rather than pointing the wiimote, and they only display as much slots as you have items, so there is no interface spoiler. With all the items you get in the game, this means there are 5 slots, but you can potentially go up to 7 or as low aa 4 depending on the mission and if you choose to use the limited items.




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* ''VideoGame/BatmanArkhamKnight'' does this in a way not unlike the ''Zelda'' example above, pressing down to bring down a ring menu of your gadgets. You can also bring up ring menus to select the current mission or AR challenge you plan on doing.

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* In ''[[Franchise/AssassinsCreed Assassin's Creed]]'', every game from ''[[Videogame/AssassinsCreedI I]]'' to ''[[Videogame/AssassinsCreedIII III]]'' has this kind of menu when selecting weapons.
* The powers/weapons menu of ''Videogame/{{Dishonored}}'' works like this, with time being slowed down while it's activated.
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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.

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A Ring Menu (also known as a radial menu or 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.
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* ''LeagueOfLegends'' uses this to choose four out of eight types of map ping -- missing enemy, incoming danger, help needed or going somewhere. (Generic ping and retreat warning are directly available from the game UI; focusing an enemy and defending a building are contextual).
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* ''Franchise/DragonAge''

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* ''Franchise/DragonAge''''Franchise/DragonAge'', mostly in the console versions much like ''MassEffect''



* The ''VideoGame/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; ''Metroid Prime 3'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen.

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* The ''VideoGame/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; ''Metroid Prime 3'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen.screen for selection with the motion controls.
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* ''VisualNovel/VirtuesLastReward'' had all of your inventory items in a ring. Most rooms didn't have too many at once, but it could get frustrating rotating through the items in the lounge.
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* PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) have this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: one facing upwards (older discs) and one facing downwards (later discs). The amount of content varied from disc to disc; the maximum amount of content available on the menu seemed to be twelve (though the amount of Net Yaroze games featured on some of the discs (which were under a separate menu) brought this total upwards), but earlier discs typically had four or five, with a couple of them having as few as three.

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* PlayStation UsefulNotes/PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) have this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: [[http://static.tvtropes.org/pmwiki/pub/images/opsmdemo37menu_8425.png one facing upwards upwards]] (older discs) and [[http://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards downwards]] (later discs). The amount of content varied from disc to disc; the maximum amount of content available on the menu seemed to be twelve (though the amount of Net Yaroze games featured on some of the discs (which were under a separate menu) brought this total upwards), but earlier discs typically had four or five, with a couple of them having as few as three.
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Compare {{Spinventory}}.
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* The RacingGame ''Screamer'' had a menu for name entry with letters on rotating cubes, a gratuitous demonstration of what could be done with textured polygons.
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* ''DonkeyKong64'' has this in its primary menu screen.
* ''GoldenAxe'' used this to select your play character.

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* ''DonkeyKong64'' ''VideoGame/DonkeyKong64'' has this in its primary menu screen.
* ''GoldenAxe'' ''VideoGame/GoldenAxe'' used this to select your play player character.




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* ''VideoGame/ThunderBlade'' had a letter wheel on the arcade version's name entry screen, for no better reason than to make one more use of zooming sprites.

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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.
* ''Franchise/{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this in the console versions; the PC version has a [[http://www.maximumpc.com/files/u22694/MassEffect.jpg traditional]] [[http://images4.wikia.nocookie.net/__cb20100820081736/masseffect/images/1/17/ME2_Combat_-_Power_Wheel_PC_half2_smaller.png menu]] for pointing at with the mouse. The [[http://sites.psu.edu/cee5096/files/2012/10/dw.jpg dialog system]] also uses a ring menu.
* 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.

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** ''SkywardSword'' ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' 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.
* ''Franchise/{{Mass Effect}}'''s ''Franchise/MassEffect'''s abilities, as shown in the page image, are displayed like this in the console versions; the PC version has a [[http://www.maximumpc.com/files/u22694/MassEffect.jpg traditional]] [[http://images4.wikia.nocookie.net/__cb20100820081736/masseffect/images/1/17/ME2_Combat_-_Power_Wheel_PC_half2_smaller.png menu]] for pointing at with the mouse. The [[http://sites.psu.edu/cee5096/files/2012/10/dw.jpg dialog system]] also uses a ring menu.
* The ''MetroidPrime'' ''VideoGame/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 ''Metroid Prime 3'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen.

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* The level-up screen in ''VideoGame/TheMatrixPathOfNeo'' has multiple rings made of green code, while Neo floats in the middle in golden code. When you finish leveling up one thing, either yourself or the computer, if you've finished that ring, it moves to the next ring with more powerful abilities.
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* PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) had this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: one facing upwards (older discs) and one facing downwards (later discs). The amount of content varied from disc to disc; the maximum amount of content available on the menu seemed to be twelve (though the amount of Net Yaroze games featured on some of the discs (which were under a separate menu) brought this total upwards), but earlier discs typically had four or five, with a couple of them having as few as three.

to:

* PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) had have this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: one facing upwards (older discs) and one facing downwards (later discs). The amount of content varied from disc to disc; the maximum amount of content available on the menu seemed to be twelve (though the amount of Net Yaroze games featured on some of the discs (which were under a separate menu) brought this total upwards), but earlier discs typically had four or five, with a couple of them having as few as three.
Is there an issue? Send a MessageReason:
None


* PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) had this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: one facing upwards (older discs) and one facing downwards (later discs).

to:

* PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) had this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: one facing upwards (older discs) and one facing downwards (later discs).
discs). The amount of content varied from disc to disc; the maximum amount of content available on the menu seemed to be twelve (though the amount of Net Yaroze games featured on some of the discs (which were under a separate menu) brought this total upwards), but earlier discs typically had four or five, with a couple of them having as few as three.
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None



to:

* PlayStation demo discs in the PAL region (the ones that were made by Sony, anyway) had this menu type on most discs to select whichever game demo you want to play or watch. There were two variations of this format: one facing upwards (older discs) and one facing downwards (later discs).
Is there an issue? Send a MessageReason:
None



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* ''[[http://www.pawfal.org/dave/index.cgi?Projects/Betablocker Betablocker]]'' (also related projects) uses this for programming: the ring menu selects instructions to place on the grid representing the program's memory.
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* [[Creator/MidwayGames Bally/Midway's]] ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out and the game cannot be replayed until all the games are completed. It should be noted that the games switch places on the ring menu with each new level you start.

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* [[Creator/MidwayGames Bally/Midway's]] ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out and the game cannot be replayed until all the games are completed. It should be noted that the games switch places on the ring menu with each new level you start.start, neither is it consistent from game to game.
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* [[Creator/MidwayGames Bally/Midway's]] ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out until all the games are completed.

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* [[Creator/MidwayGames Bally/Midway's]] ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out and the game cannot be replayed until all the games are completed.completed. It should be noted that the games switch places on the ring menu with each new level you start.
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* [[Creator/MidwayGames Bally/Midway's]] ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out.

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* [[Creator/MidwayGames Bally/Midway's]] ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out.out until all the games are completed.
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* [[Creator/MidwayGames Bally/Midway's]] ''VideoGame/TRON'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out.

to:

* [[Creator/MidwayGames Bally/Midway's]] ''VideoGame/TRON'' ''{{VideoGame/TRON}}'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out.
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Added DiffLines:

* [[Creator/MidwayGames Bally/Midway's]] ''VideoGame/TRON'' arcade game has a ring menu for a game select screen where you move Tron's disc into the pie section of the game you want to play. When the game is completed, the pie section is blacked out.
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* Weapons and spells in ''CliveBarkersUndying''.

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* Weapons and spells in ''CliveBarkersUndying''.''VideoGame/CliveBarkersUndying''.
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* The ''SecretOfMana'' series, if not the UrExample, is likely the TropeMaker, using a ring menu system in almost every game of the series.

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* The ''SecretOfMana'' ''VideoGame/WorldOfMana'' series, if not the UrExample, is likely the TropeMaker, using a ring menu system in almost every game of the series.
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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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* The first ''Grandia'' ''{{VideoGame/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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* ''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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* ''TempleOfElementalEvil'' ''VideoGame/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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* ''{{Alien Soldier}}'', although it [[RealTimeWithPause doesn't pause the action]].

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* ''{{Alien Soldier}}'', ''VideoGame/AlienSoldier'', although it [[RealTimeWithPause doesn't pause the action]].
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* ''Franchise/{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this in the console versions; the PC version has a "traditional" menu for pointing at with the mouse. The dialog system also uses a similar menu.

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* ''Franchise/{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this in the console versions; the PC version has a "traditional" menu [[http://www.maximumpc.com/files/u22694/MassEffect.jpg traditional]] [[http://images4.wikia.nocookie.net/__cb20100820081736/masseffect/images/1/17/ME2_Combat_-_Power_Wheel_PC_half2_smaller.png menu]] for pointing at with the mouse. The [[http://sites.psu.edu/cee5096/files/2012/10/dw.jpg dialog system system]] also uses a similar ring menu.
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* ''Franchise/{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this (at least in the console version).

to:

* ''Franchise/{{Mass Effect}}'''s abilities, as shown in the page image, are displayed like this (at least in the console version).versions; the PC version has a "traditional" menu for pointing at with the mouse. The dialog system also uses a similar menu.

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