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Weapon wheels are a manifestation of Ring Menu.
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* ''VideoGame/GrandTheftAutoV has three wheels: The radio wheel, the character wheel, and the weapon wheel. On the radio wheel, you press a button to open the wheel and choose which radio station you want to listen to, depending on the area you're currently in. For the character wheel, it works the same as the radio wheel, except you determine which character you want to switch to. For the weapon wheel, it works the same as the previous two wheels, except you determine which weapon you can to use in combat (ranging from melee to ranged to thrown).
to:
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*''VideoGame/GrandTheftAutoV has three wheels: The radio wheel, the character wheel, and the weapon wheel. On the radio wheel, you press a button to open the wheel and choose which radio station you want to listen to, depending on the area you're currently in. For the character wheel, it works the same as the radio wheel, except you determine which character you want to switch to. For the weapon wheel, it works the same as the previous two wheels, except you determine which weapon you can to use in combat (ranging from melee to ranged to thrown).
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* ''[[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.
to:
* ''[[VideoGame/JakAndDaxter Jak]] [[VideoGame/JakIIRenegade ''VideoGame/JakAndDaxter'': Both ''[[VideoGame/JakIIRenegade II]]'' and ''[[VideoGame/Jak3Wastelander 3]]'' use this style to switch between sub menus (options, missions, secrets, etc.) in the pause menu.
* ''VideoGame/ANNOMutationem'': When in battle, using the right stick with bring up a ring menu displaying each of Ann's weapons for quick selection.
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* ''VideoGame/ABoyAndHisBlob'' for the Wii
* ''VideoGame/AmericasArmy 3''
* ''VideoGame/AmericasArmy 3''
to:
%% ZCE * ''VideoGame/ABoyAndHisBlob'' for the Wii
%% ZCE * ''VideoGame/AmericasArmy 3''
%% ZCE * ''VideoGame/AmericasArmy 3''
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* ''VideoGame/{{Bioshock|1}}''
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%% ZCE * ''VideoGame/{{Bioshock|1}}''
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* ''VideoGame/HitmanBloodMoney'' does this.
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%% Needs context * ''VideoGame/HitmanBloodMoney'' does this.
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* ''VideoGame/Noctropolis''
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%% ZCE * ''VideoGame/Noctropolis''
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* ''VideoGame/TheSims''
* the [=iPod=] game ''VideoGame/SongSummoner'' had this to match the clickwheel interface of the platform.
* the [=iPod=] game ''VideoGame/SongSummoner'' had this to match the clickwheel interface of the platform.
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%% ZCE * ''VideoGame/TheSims''
*the The [=iPod=] game ''VideoGame/SongSummoner'' had this to match the clickwheel interface of the platform.
*
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* ''VideoGame/AstralChain'': The support items (power-ups, healers, etc.) are selected firectly from an 8-slot ring. The player can pause the game to decide what items are given direct access for use whenever necessary.
to:
* ''VideoGame/AstralChain'': The support items (power-ups, healers, etc.) are selected firectly directly from an 8-slot ring. The player can pause the game to decide what items are given direct access for use whenever necessary.
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Official name.
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** ''VideoGame/TheLegendOfZeldaSkywardSword'': The game has two rings, one for weaponry such as bombs and the bow, the other for miscellaneous equipment; however, the design in this case invokes an InterfaceSpoiler, as both rings have an identifiable number of slots, unlike in ''Twilight Princess''. You have to physically point the Wiimote at what you want to select.
** ''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, and they only display as 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 as 4 depending on the mission and if you choose to use the limited items.
** ''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, and they only display as 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 as 4 depending on the mission and if you choose to use the limited items.
to:
** ''VideoGame/TheLegendOfZeldaSkywardSword'': The game has two rings, one for weaponry such as bombs and the bow, the other for miscellaneous equipment; however, the design in this case invokes an InterfaceSpoiler, as both rings have an identifiable number of slots, unlike in ''Twilight Princess''. You have to physically point the Wiimote Wii Remote at what you want to select.
** ''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 theWiimote, Wii Remote, and they only display as 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 as 4 depending on the mission and if you choose to use the limited items.
** ''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
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* UsefulNotes/PlayStation demo discs in the PAL region (the ones that were made by [[Creator/SonyInteractiveEntertainment SCEE]]'s "Special Projects" team, 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 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:
* European and Australian UsefulNotes/PlayStation demo discs in the PAL region (the ones that were made by [[Creator/SonyInteractiveEntertainment SCEE]]'s "Special Projects" team, 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 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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Improper tense. Also added a new example
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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.
to:
* In ''[[Franchise/AssassinsCreed Assassin's Creed]]'', ''Franchise/AssassinsCreed'', every game from ''[[Videogame/AssassinsCreedI I]]'' to ''[[Videogame/AssassinsCreedIII III]]'' has this kind of menu when selecting weapons.weapons.
* ''VideoGame/AstralChain'': The support items (power-ups, healers, etc.) are selected firectly from an 8-slot ring. The player can pause the game to decide what items are given direct access for use whenever necessary.
* ''VideoGame/AstralChain'': The support items (power-ups, healers, etc.) are selected firectly from an 8-slot ring. The player can pause the game to decide what items are given direct access for use whenever necessary.
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' 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.
to:
** ''VideoGame/TheLegendOfZeldaSkywardSword'' ''VideoGame/TheLegendOfZeldaSkywardSword'': The game has two rings, one for weaponry such as bombs and the bow, the other for miscellaneous equipment; however, the design in this case invoked invokes an InterfaceSpoiler, as both rings had have an identifiable number of slots. slots, unlike in ''Twilight Princess''. You had have to physically point the Wii Mote Wiimote at what you wanted want to select.
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* The ''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; ''VideoGame/MetroidPrime3Corruption'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen for selection with the motion controls.
to:
* The ''VideoGame/{{Metroid Prime|Trilogy}}'' series used ''VideoGame/MetroidPrimeTrilogy'' uses this to switch between Samus's visors and beam weapons. In the UsefulNotes/NintendoGameCube originals originals, they corresponded correspond to the controller's directional pad and second analog stick respectively; ''VideoGame/MetroidPrime3Corruption'' (and the ''Trilogy'' edition) made makes this explicit by overlaying the menu across the game screen for selection with the motion controls.
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Changed line(s) 17 (click to see context) from:
* 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 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:
* UsefulNotes/PlayStation demo discs in the PAL region (the ones that were made by Sony, [[Creator/SonyInteractiveEntertainment SCEE]]'s "Special Projects" team, 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 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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* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
to:
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider ''[[VideoGame/TombRaiderI I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
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Improper tense and indentation
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* ''VideoGame/MetroidPrime2Echoes'' 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.
to:
* ''VideoGame/MetroidPrime2Echoes'' had has a variation in which menu options were are displayed emanating from a central node, and the user rotated rotates the menu in three dimensions to bring one node to the front.
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* ''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.
** ''[[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/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.
to:
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaTwilightPrincess''used uses this for Link's inventory items specifically to avoid an InterfaceSpoiler -- although it still provided provides a separate 'Quest Status' screen with a traditional layout.
**''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' ''VideoGame/TheLegendOfZeldaSkywardSword'' 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/TheLegendOfZeldaTwilightPrincess''
**
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* ''VideoGame/TheWitcher3WildHunt'' has a radial menu for selecting your active Sign and secondary item. When you select certain items you can also use the directional keys for a sub-selection, like choosing different bolts for the crossbow.
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Sorting
Changed line(s) 17 (click to see context) from:
* 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).
to:
* The ''VideoGame/WorldOfMana'' series, if not UsefulNotes/PlayStation demo discs in the UrExample, is likely the TropeMaker, using a ring PAL region (the ones that were made by Sony, anyway) have this menu system in almost every 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 series. The first game discs, which were under a separate menu, brought this total upwards), but earlier discs typically had four or five, with a radial couple of them having as few as three.
* The RacingGame ''Screamer'' had a menuwas ''VideoGame/SecretOfMana'' (1993).for name entry with letters on rotating cubes, a gratuitous demonstration of what could be done with textured polygons.
* The RacingGame ''Screamer'' had a menu
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* ''VideoGame/MetroidPrime2Echoes'' 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.
to:
* ''VideoGame/MetroidPrime2Echoes'' had a variation The inventory menus in which ''VideoGame/{{Bayonetta}}'' are rings. Sub-menus, menus outside gameplay, and Rodin's inventory in the Gates of Hell are traditional linear menus.
* ''VideoGame/DonkeyKong64'' has this in its primary menuoptions were displayed emanating from a central node, and the user rotated the screen.
* ''{{VideoGame/Drakengard}}'': The only menu inthree dimensions to bring one node to the front.gameplay serves to select your weapon, making a scraping sound with every turn.
* ''VideoGame/DonkeyKong64'' has this in its primary menu
* ''{{VideoGame/Drakengard}}'': The only menu in
Changed line(s) 21,26 (click to see context) from:
* ''VideoGame/OdinSphere'' uses separate rings for each inventory pouch in the player's possession.
* ''VideoGame/Persona3'''s battle menu.
* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
* ''VideoGame/WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the UsefulNotes/GameBoyAdvance ''itself'' to cycle through them.
* The inventory menus in ''VideoGame/{{Bayonetta}}'' are rings. Sub-menus, menus outside gameplay, and Rodin's inventory in the Gates of Hell are traditional linear menus.
* ''VideoGame/Persona3'''s battle menu.
* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
* ''VideoGame/WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the UsefulNotes/GameBoyAdvance ''itself'' to cycle through them.
* The inventory menus in ''VideoGame/{{Bayonetta}}'' are rings. Sub-menus, menus outside gameplay, and Rodin's inventory in the Gates of Hell are traditional linear menus.
to:
* ''VideoGame/OdinSphere'' uses separate rings for each inventory pouch in the player's possession.
* ''VideoGame/Persona3'''s battle menu.
* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
* ''VideoGame/WarioWare: Twisted!'', with the variation''VideoGame/TheGhostTrain'' has one that since the game cartridge featured a tilt sensor, allows you had to tilt the UsefulNotes/GameBoyAdvance ''itself'' hold eight items.
* ''VideoGame/GoldenAxe'' used this tocycle through them.
* The inventory menus in ''VideoGame/{{Bayonetta}}'' are rings. Sub-menus, menus outside gameplay, and Rodin's inventory in the Gates of Hell are traditional linear menus.select your player character.
* ''VideoGame/Persona3'''s battle menu.
* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
* ''VideoGame/WarioWare: Twisted!'', with the variation
* ''VideoGame/GoldenAxe'' used this to
* The inventory menus in ''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/DonkeyKong64'' has this in its primary menu screen.
* ''VideoGame/GoldenAxe'' used this to select your player character.
* ''VideoGame/GoldenAxe'' used this to select your player character.
to:
* ''VideoGame/DonkeyKong64'' has this ''VideoGame/{{Hanako}}'': The inventory, when viewed from the inventory screen, shows the items you collected in its primary menu screen.
* ''VideoGame/GoldenAxe'' used this to select your player character.a ring.
* ''VideoGame/GoldenAxe'' used this to select your player character.
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* ''VideoGame/Onryo2020'' has its inventory set up like this.
* 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 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.
* ''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.
* 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.
* ''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.
* 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 from 1995 to 1999) and [[https://static.tvtropes.org/pmwiki/pub/images/opsmdemo67menu_2737.png one facing downwards]] (later 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 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.
* ''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.
* 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.
* ''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.
Deleted line(s) 37 (click to see context) :
* ''{{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/TheGhostTrain'' has one that allows you to hold eight items.
* ''VideoGame/{{Hanako}}'': The inventory, when viewed from the inventory screen, shows the items you collected in a ring.
* ''VideoGame/{{Hanako}}'': The inventory, when viewed from the inventory screen, shows the items you collected in a ring.
to:
* ''VideoGame/TheGhostTrain'' has one that allows you to hold eight items.
* ''VideoGame/{{Hanako}}'': The inventory, when viewed''VideoGame/MetroidPrime2Echoes'' had a variation in which menu options were displayed emanating from a central node, and the inventory screen, shows user rotated the items you collected menu in a ring.three dimensions to bring one node to the front.
* ''VideoGame/{{Hanako}}'': The inventory, when viewed
* ''VideoGame/OdinSphere'' uses separate rings for each inventory pouch in the player's possession.
* ''VideoGame/Onryo2020'' has its inventory set up like this.
* ''VideoGame/Persona3'''s battle menu.
* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
* ''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.
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
* ''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.
* ''VideoGame/WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the UsefulNotes/GameBoyAdvance ''itself'' to cycle through them.
* 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).
* ''VideoGame/Onryo2020'' has its inventory set up like this.
* ''VideoGame/Persona3'''s battle menu.
* ''VideoGame/SecretOfEvermore'', which was built using an engine which mimicked the Mana game engine.
* ''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.
* ''Franchise/TombRaider''s ''[[VideoGame/TombRaider I]]'', ''[[VideoGame/TombRaiderII II]]'', ''[[VideoGame/TombRaiderIII III]]'', and ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', for both its frontend and in-game menus.
* ''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.
* ''VideoGame/WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the UsefulNotes/GameBoyAdvance ''itself'' to cycle through them.
* 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).
* ''[[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.
* ''VideoGame/ABoyAndHisBlob'' for the Wii
* ''VideoGame/ABoyAndHisBlob'' for the Wii
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* ''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.
Changed line(s) 50 (click to see context) from:
* ''VideoGame/ABoyAndHisBlob'' for the Wii
to:
* ''VideoGame/ABoyAndHisBlob'' for In ''[[Franchise/AssassinsCreed Assassin's Creed]]'', every game from ''[[Videogame/AssassinsCreedI I]]'' to ''[[Videogame/AssassinsCreedIII III]]'' has this kind of menu when selecting weapons.
* ''VideoGame/BatmanArkhamKnight'' does this in a way not unlike theWii''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.
* ''VideoGame/BatmanArkhamKnight'' does this in a way not unlike the
* Weapons and spells in ''VideoGame/CliveBarkersUndying''.
* ''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.
* ''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).
* ''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).
* 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.
* ''VideoGame/MonsterHunterRise'' lets the player customise numerous ring menus that can be saved and swapped about as desired. Quest ring menus and Village ring menus can be set up separately and up to four can be accessed at any one time so that the player can create dedicated ring menus for things like items, gestures, etc.
* ''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.
* ''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.
* The player select screen in ''[[VideoGame/PowerInstinct Matrimelee]]'' is this.
* Psychic powers and items in ''VideoGame/{{Psychonauts}}''.
* ''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.
* Psychic powers and items in ''VideoGame/{{Psychonauts}}''.
* ''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.
* ''VideoGame/SecondLife'' used to have a few of those, but they are cranky. Now replaced with drop-down menus, that are crankier.
* 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.
* 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.
Deleted line(s) 66,68 (click to see context) :
* The player select screen in ''[[VideoGame/PowerInstinct Matrimelee]]'' is this.
* The Wii versions of ''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.
* ''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.
* The Wii versions of ''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.
* ''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.
Changed line(s) 70,71 (click to see context) from:
* ''VideoGame/SecondLife'' used to have a few of those, but they are cranky. Now replaced with drop-down menus, that are crankier.
* Weapons and spells in ''VideoGame/CliveBarkersUndying''.
* Weapons and spells in ''VideoGame/CliveBarkersUndying''.
to:
* ''VideoGame/SecondLife'' ''VideoGame/SuperSmashBrosUltimate'' added the ability to select [[VideoGame/XenobladeChronicles1 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.
* The Wii versions of ''VideoGame/TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only usedto have a few at the end of those, an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but they are cranky. Now replaced it's probably easier to play the game this way than on the DS.
* The powers/weapons menu of ''Videogame/{{Dishonored}}'' works like this, withdrop-down menus, that are crankier.
* Weapons and spells in ''VideoGame/CliveBarkersUndying''.time being slowed down while it's activated.
* The Wii versions of ''VideoGame/TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used
* The powers/weapons menu of ''Videogame/{{Dishonored}}'' works like this, with
* Weapons and spells in ''VideoGame/CliveBarkersUndying''.
Changed line(s) 73,84 (click to see context) from:
* ''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.
* Psychic powers and items in ''VideoGame/{{Psychonauts}}''.
* ''[[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.
* 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.
* ''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).
* 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.
* ''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.
* 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.
* ''VideoGame/SuperSmashBrosUltimate'' added the ability to select [[VideoGame/XenobladeChronicles1 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.
* ''VideoGame/MonsterHunterRise'' lets the player customise numerous ring menus that can be saved and swapped about as desired. Quest ring menus and Village ring menus can be set up separately and up to four can be accessed at any one time so that the player can create dedicated ring menus for things like items, gestures, etc.
* Psychic powers and items in ''VideoGame/{{Psychonauts}}''.
* ''[[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.
* 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.
* ''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).
* 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.
* ''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.
* 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.
* ''VideoGame/SuperSmashBrosUltimate'' added the ability to select [[VideoGame/XenobladeChronicles1 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.
* ''VideoGame/MonsterHunterRise'' lets the player customise numerous ring menus that can be saved and swapped about as desired. Quest ring menus and Village ring menus can be set up separately and up to four can be accessed at any one time so that the player can create dedicated ring menus for things like items, gestures, etc.
to:
* Psychic powers and items in ''VideoGame/{{Psychonauts}}''.
* ''[[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.
* 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.
* ''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).
* 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.
* ''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.
* 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.
* ''VideoGame/SuperSmashBrosUltimate'' added the ability to select [[VideoGame/XenobladeChronicles1 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.
* ''VideoGame/MonsterHunterRise'' lets the player customise numerous ring menus that can be saved and swapped about as desired. Quest ring menus and Village ring menus can be set up separately and up to four can be accessed at any one time so that the player can create dedicated ring menus for things like items, gestures, etc.
Deleted line(s) 86 (click to see context) :
* The three levels of magic in ''VideoGame/BulletWitch'' are displayed in a ring setup. The size of the ring is inversely proportionate to the power of the magic you select.
Changed line(s) 89 (click to see context) from:
* ''Noctropolis''
to:
* ''Noctropolis''The [[http://www.foxtab.com/ FoxTab]] add-on for Firefox has an option for this.
* Oddly, while the rest of the menus are drop-down and drag-and-drop affairs, the dog interaction menu in VideoGame/TheHunterCallOFTheWild is a ring menu.
* The three levels of magic in ''VideoGame/BulletWitch'' are displayed in a ring setup. The size of the ring is inversely proportionate to the power of the magic you select.
* In ''VideoGame/{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
* ''[[VideoGame/DungeonsAndDragons Dungeons And Dragons: Tower of Doom]] '' as well as its sequel Shadow Over Mystara had this. Spellcasters got more rings for spells.
* Oddly, while the rest of the menus are drop-down and drag-and-drop affairs, the dog interaction menu in VideoGame/TheHunterCallOFTheWild is a ring menu.
* The three levels of magic in ''VideoGame/BulletWitch'' are displayed in a ring setup. The size of the ring is inversely proportionate to the power of the magic you select.
* In ''VideoGame/{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
* ''[[VideoGame/DungeonsAndDragons Dungeons And Dragons: Tower of Doom]] '' as well as its sequel Shadow Over Mystara had this. Spellcasters got more rings for spells.
* ''VideoGame/HitmanBloodMoney'' does this.
* The A-Trans menu in ''VideoGame/MegaManZX Advent'' is Type 2 in the Pause screen, and Type 1 when you access it via a preset button.
* [[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, neither is it consistent from game to game.
* ''VideoGame/Noctropolis''
* ''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.
* ''VideoGame/PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.
* ''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.
* ''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.
* The A-Trans menu in ''VideoGame/MegaManZX Advent'' is Type 2 in the Pause screen, and Type 1 when you access it via a preset button.
* [[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, neither is it consistent from game to game.
* ''VideoGame/Noctropolis''
* ''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.
* ''VideoGame/PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.
* ''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.
* ''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.
* the [=iPod=] game ''VideoGame/SongSummoner'' had this to match the clickwheel interface of the platform.
* ''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.
* ''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.
Deleted line(s) 93,104 (click to see context) :
* the [=iPod=] game ''Song Summoner'' had this to match the clickwheel interface of the platform.
* ''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.
* ''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.
* ''VideoGame/PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.
* ''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.
* ''[[VideoGame/DungeonsAndDragons Dungeons And Dragons: Tower of Doom]] '' as well as its sequel Shadow Over Mystara had this. Spellcasters got more rings for spells.
* The [[http://www.foxtab.com/ FoxTab]] add-on for Firefox has an option for this.
* ''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.
* The A-Trans menu in ''VideoGame/MegaManZX Advent'' is Type 2 in the Pause screen, and Type 1 when you access it via a preset button.
* In ''VideoGame/{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
* ''VideoGame/HitmanBloodMoney'' does this.
* [[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, neither is it consistent from game to game.
* ''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.
* ''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.
* ''VideoGame/PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.
* ''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.
* ''[[VideoGame/DungeonsAndDragons Dungeons And Dragons: Tower of Doom]] '' as well as its sequel Shadow Over Mystara had this. Spellcasters got more rings for spells.
* The [[http://www.foxtab.com/ FoxTab]] add-on for Firefox has an option for this.
* ''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.
* The A-Trans menu in ''VideoGame/MegaManZX Advent'' is Type 2 in the Pause screen, and Type 1 when you access it via a preset button.
* In ''VideoGame/{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
* ''VideoGame/HitmanBloodMoney'' does this.
* [[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, neither is it consistent from game to game.
Deleted line(s) 106 (click to see context) :
* Oddly, while the rest of the menus are drop-down and drag-and-drop affairs, the dog interaction menu in VideoGame/TheHunterCallOFTheWild is a ring menu.
Is there an issue? Send a MessageReason:
None
Changed line(s) 82 (click to see context) from:
* ''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.
to:
* ''VideoGame/SuperSmashBrosUltimate'' added the ability to select [[VideoGame/XenobladeChronicles [[VideoGame/XenobladeChronicles1 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.
Is there an issue? Send a MessageReason:
None
Changed line(s) 14 (click to see context) from:
!! Type 1 - Spin the wheel
to:
!! Type 1 - Spin the wheel
Changed line(s) 43,44 (click to see context) from:
!! Type 2 - Point to select
to:
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None
Added DiffLines:
* ''VideoGame/BeyondGoodAndEvil'': S.A.C, which combines HyperspaceArsenal and the pause menu, arranges items in a circular pattern with the cursor rotating through them. The keypads for unlocking doors is also arranged in a spiral.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/TheNightWayHome'': The inventory is presented like this.
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None
Added DiffLines:
* ''VideoGame/SkinwalkerHunt'': The inventory is presented as a circle, with each section being a space to select a certain item.
Is there an issue? Send a MessageReason:
None
Changed line(s) 41 (click to see context) from:
to:
* ''VideoGame/NightDelivery'': The inventory is presented in this manner. It spins when you move to view other items.
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None
Changed line(s) 80 (click to see context) from:
to:
* ''VideoGame/MonsterHunterRise'' lets the player customise numerous ring menus that can be saved and swapped about as desired. Quest ring menus and Village ring menus can be set up separately and up to four can be accessed at any one time so that the player can create dedicated ring menus for things like items, gestures, etc.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
*Oddly, while the rest of the menus are drop-down and drag-and-drop affairs, the dog interaction menu in VideoGame/TheHunterCallOFTheWild is a ring menu.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
to:
* ''VideoGame/{{Hanako}}'': The inventory, when viewed from the inventory screen, shows the items you collected in a ring.
Deleted line(s) 84 (click to see context) :
* ''VideoGame/{{Hanako}}'': The inventory, when viewed from the inventory screen, shows the items you collected in a ring.
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None
Added DiffLines:
* ''VideoGame/{{Hanako}}'': The inventory, when viewed from the inventory screen, shows the items you collected in a ring.
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None
Changed line(s) 20 (click to see context) from:
* The inventory from ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''VideoGame/MetroidPrime2''.
to:
* The inventory from ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''VideoGame/MetroidPrime2''.''VideoGame/MetroidPrime2Echoes''.
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None
Changed line(s) 60 (click to see context) from:
* ''VideoGame/{{Resistance}}: Fall of Man'' and ''Resistance 2''
to:
* ''VideoGame/{{Resistance}}: Fall of Man'' and ''Resistance 2''The ''VideoGame/{{Resistance}}'' series-except for the second game, which imposes a two-weapon limit on the player-uses this when selecting weapons
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Changed line(s) 39 (click to see context) from:
to:
* ''VideoGame/TheGhostTrain'' has one that allows you to hold eight items.
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None
Added DiffLines:
* ''VideoGame/Onryo2020'' has its inventory set up like this.
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PNG and a bit less cluttered.
Changed line(s) 15,16 (click to see context) from:
[[quoteright:256:[[VideoGame/SecretOfMana https://static.tvtropes.org/pmwiki/pub/images/ring-menu-type-1_7631.jpg]]]]
to:
[[quoteright:256:[[VideoGame/SecretOfMana https://static.tvtropes.org/pmwiki/pub/images/ring-menu-type-1_7631.jpg]]]]
org/pmwiki/pub/images/som_ring_menu.png]]]]
Changed line(s) 25 (click to see context) from:
* ''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.
to:
* ''VideoGame/{{WarioWare}}: ''VideoGame/WarioWare: Twisted!'', with the variation that since the game cartridge featured a tilt sensor, you had to tilt the GBA UsefulNotes/GameBoyAdvance ''itself'' to cycle through them.
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Pointless circular redirect
Changed line(s) 1,2 (click to see context) from:
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.
to:
A Ring Menu (also known as a radial menu or a PieMenu) pie menu) 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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Added Warframe’s item menu
Added DiffLines:
* ''{{VideoGame/Warframe}}''’s item menu used to be the “point to select” variation, but it was updated to be a hybrid where your pointer moves around the inside of a spiral. To access more items, you rotate the pointer around and the menu spirals down to reveal them.
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None
Changed line(s) 19 (click to see context) from:
* ''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.
to:
* ''VideoGame/MetroidPrime2'' ''VideoGame/MetroidPrime2Echoes'' 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.
Changed line(s) 22 (click to see context) from:
* ''VideoGame/{{Persona 3}}'''s battle menu.
to:
* ''VideoGame/{{Persona 3}}'''s ''VideoGame/Persona3'''s battle menu.
Changed line(s) 54 (click to see context) from:
* The ''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.
to:
* The ''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'' ''VideoGame/MetroidPrime3Corruption'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen for selection with the motion controls.