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* ''VideoGame/{{Tomb Raider}}''s ''1'', ''2'', ''3'', and Anniversary, for both its frontend and in-game menus.

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* ''VideoGame/{{Tomb Raider}}''s ''1'', ''2'', ''3'', ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and Anniversary, ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.



* 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: [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo37menu_8425.png one facing upwards]] (older discs) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png 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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* 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: [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo37menu_8425.png one facing upwards]] (older discs) discs from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later discs). discs from 2000 to 2004). 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 discs, which were under a separate menu) 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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Broken links in the Mass Effect example


* ''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.

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* ''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.[[https://web.archive.org/web/20121118091752if_/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 ring menu.
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* The ''VideoGame/MegaManZX'' series uses this menu when selecting a form to change into, though ''Advent'' added a second quick select menu accessed via the DS' touch screen.
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* ''Franchise/DragonAge'', mostly in the console versions much like ''MassEffect''

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* ''Franchise/DragonAge'', mostly in the console versions much like ''MassEffect''''Franchise/MassEffect''
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Shulk's Monado Arts in Smash Ultimate.



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* ''VideoGame/SuperSmashBrosUltimate'' added the ability to select [[VideoGame/XenobladeChronicles Shulk]]'s [[StanceSystem Monado Arts]] through a ring menu by holding the special button, though the old method of repeatedly tapping the button to cycle through Arts is still available.
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* ''Franchise/{{Grandia}}'': Every game has one in battle menu.

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* ''Franchise/{{Grandia}}'': ''VideoGame/{{Grandia}}'': Every game has one in battle menu.
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* The first ''{{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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* The first ''{{VideoGame/Grandia}}'' had this ''Franchise/{{Grandia}}'': Every game has one 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.menu.
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* Perhaps the UrExample of a "weapon wheel" in a first-person shooter was the UsefulNotes/SegaSaturn title ''Congo The Movie: The Lost City of Zinj''. Pressing the Y button would simply switch to the next gun in inventory but holding it would bring up an half-radial menu where the player could quick select a weapon by hitting the corresponding D-Pad directions.
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* Isometric UsefulNotes/GameBoyAdvance action game ''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 UsefulNotes/GameBoyAdvance action game ''ScurgeHive'' ''VideoGame/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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* The ''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 ''VideoGame/WorldOfMana'' series, if not the UrExample, is likely the TropeMaker, using a ring menu system in almost every game of the series. The first game with a radial menu was ''VideoGame/SecretOfMana'' (1993).
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* ''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.
* The inventory from ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''MetroidPrime 2''.

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* ''VideoGame/MetroidPrime 2'' ''VideoGame/MetroidPrime2'' 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.
* The inventory from ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''MetroidPrime 2''.''VideoGame/MetroidPrime2''.



* The ''VideoGame/MetroidPrime'' series used this to switch between Samus's visors and beam weapons. In the UsefulNotes/NintendoGameCube 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 for selection with the motion controls.

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* The ''VideoGame/MetroidPrime'' ''VideoGame/{{Metroid Prime|Trilogy}}'' series used this to switch between Samus's visors and beam weapons. In the UsefulNotes/NintendoGameCube 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 for selection with the motion controls.
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* Isometric GameBoyAdvance action game ''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 UsefulNotes/GameBoyAdvance action game ''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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* ''AmericasArmy 3''
* ''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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* ''AmericasArmy ''VideoGame/AmericasArmy 3''
* ''HalfLife'' ''VideoGame/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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* ''ABoyAndHisBlob'' for the Wii

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* ''ABoyAndHisBlob'' ''VideoGame/ABoyAndHisBlob'' for the Wii
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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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* ''SaintsRow'' ''VideoGame/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.



* 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.

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* The Wii versions of ''TraumaCenter'' ''VideoGame/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.
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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.

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



* 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'' ''VideoGame/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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* ''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.
* ''PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.

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* ''PhantomBrave'' ''VideoGame/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.
* ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.
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* Common in later LucasArts Adventure Games.

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* Common in later LucasArts Creator/LucasArts Adventure Games.
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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen. [[spoiler:An eighth appears once you complete the first seven scenarios.]]

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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen. screen (or "Select-A-Live" as the soundtrack calls it). [[spoiler:An eighth appears once you complete scenario is added to the ring after the first seven scenarios.are cleared.]]
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* In ''{{Drakengard}}'', you choose your weapon from a ring of sharp objects.

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* In ''{{Drakengard}}'', ''VideoGame/{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
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* The ''VideoGame/{{Battlefield}}'' series trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.

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* The ''VideoGame/{{Battlefield}}'' series trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.''VideoGame/Battlefield2'' ''VideoGame/Battlefield2142''.
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* ''{{VideoGame/Drakengard}}'': The only menu in the gameplay serves to select your weapon, making a scraping sound with every turn.
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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen.

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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen.
screen. [[spoiler:An eighth appears once you complete the first seven scenarios.]]
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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen.
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** ''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/Hyrule Warriors'' ''VideoGame/HyruleWarriors'' 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, Wiimote, and they only display as much many 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 as 4 depending on the mission and if you choose to use the limited items.



* ''RatchetAndClank'' series: Ratchet's quick-select menu (and Clank's action menu). Later games even expanded the menu to hold two or more 'pages' of items.

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* ''RatchetAndClank'' ''VideoGame/RatchetAndClank'' series: Ratchet's quick-select menu (and Clank's action menu). Later games even expanded the menu to hold two or more 'pages' of items.
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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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* ''LeagueOfLegends'' ''VideoGame/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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* ''RuneFactoryFrontier'' uses separate ring menus for tools, seeds, and weaponry. You can even customize a ring menu to store the tools you use most frequently.

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* ''RuneFactoryFrontier'' ''VideoGame/RuneFactoryFrontier'' uses separate ring menus for tools, seeds, and weaponry. You can even customize a ring menu to store the tools you use most frequently.
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* ''RedDeadRedemption'' when selecting weapons.

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* ''RedDeadRedemption'' ''VideoGame/RedDeadRedemption'' when selecting weapons.
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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'' ''VideoGame/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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* 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 for selection with the motion controls.

to:

* The ''VideoGame/MetroidPrime'' series used this to switch between Samus's visors and beam weapons. In the GameCube UsefulNotes/NintendoGameCube 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 for selection with the motion controls.

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