Action Bar: Difference between revisions

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{{trope}}
A UI element consisting of a box or strip of icons (or menu items) corresponding to actions which can be performed.
 
Games on personal computers, designed to be used with a one or two-button mouse, use these to allow the player to select which action he wants to perform. Console games generally assign different controller buttons to these functions, but, particularly when the buttons are assignable, may keep an '''Action Bar''' on screen as a visual reference as to which options are currently equipped. The '''Action Bar''' can also represent the player's inventory of usable items.
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{{examples}}
 
* One of the three main styles of interface for [[Adventure Game|adventure games]], particularly early [[Sierra]] and [[Lucas ArtsLucasArts]] games.
* ''The Legend of Zelda'' games, from their earliest incarnation, kept an action bar on-screen to show which items Link has equipped.
* ''[[Metroid|Metroid Prime]]'' and its sequels have visual indicators at the bottom of the screen to show which weapon and display Samus has armed.
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* ''[[Ratchet and Clank]]'' uses a [[Ring Menu]] as a weapon select.
** ''[[Saints Row]]'' and its sequel do this as well
* Due to their huge assortment of building tools, most building simulation games such as the ''[[Sim CitySimCity]]'' series have an Action Bar somewhere in the screen.
* The [[Ring Menu]] makes an appearance in ''[[Second Life]]''
 
{{reflist}}
[[Category:Video Game Interface Elements]]
[[Category:Action Bar{{PAGENAME}}]]