Playable Menu: Difference between revisions

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* [[Attract Mode]]: Demo gameplay that proceeds automatically, even if it takes place in the background while the player navigates a traditional menu overlay (''[[Pitfall|Pitfall 3D]]'').
* [[Hub Level]] / [[World Map]]: An actual level used to connect other levels via pathways, warps, or portals (possibly with a [[Save Point]] for good measure). Please describe the hybrids between main menu and the [[Hub Level]] only if it's indeed something special (and not just save/load screen).
* [[Mini Game Credits]]: Playable credits (''[[The House of the Dead (Video Gameseries)|The Typing Of The Dead]]''), which are an interactive form of '''[[Credits Gag]]'''.
 
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* ''Earth 2140'' uses fully panoramic menus ''and'' briefing screens, all movable with mouse. Yes, of course, you still use your mouse to pan the camera and press these "heavy concrete panels", but you sure get into the skin of commander already, huh?
* ''[[Super Cosplay War Ultra]]'', partially as the result of being programmed on ''Fighter Maker 2002'' engine, allows you to choose one of the four singleplayer modes... by hitting cosplayers that represent these modes. Oh yeah.
** A bland ''[[Street Fighter (Videovideo Gamegame)|Street Fighter 1]]'' [[Shoddy Knockoff Product|knockoff]] on the NES made by ASDER, called ''Fighting Hero'' also has a [[Hub Level|similar feature]] for the country selection. [[Hitbox Dissonance|Only this time, it didn't work]].
* ''[[Psychonauts (Video Game)|Psychonauts]]'' has this for the main menu, in the form of the brain with several doors.
* The pause menu of ''[[Fable III (Video Game)|Fable III]]'' is an extradimensional space (complete with butler). The player character moves around inside to manage inventory, check quests, and examine the map.
* ''[[Doctor Brain|The Time Warp of Dr. Brain]]'' had the Space Invaders section.
* ''[[Super Mario Sunshine (Video Game)|Super Mario Sunshine]]'''s file select screen has Mario on a 2-D plane, with the files selected by hitting blocks. Mario can use all his regular platforming moves to play around the blocks.
* ''[[Bit .Trip (Video Game)|BIT.TRIP BEAT, CORE, VOID, and FLUX.]]''
* ''[[McDonald's|McKids]]'' allows you to control the character on the main menu this way also.
* ''[[Time Traveler|If this is your first adventure, select "Learn"!]]''
** Or, if you won't move him left to the above mentioned tutorial, Marshal will automatically enter the "Play" portal.
* The first ''[[Quake I (Videovideo Gamegame)|Quake I]]'' is one of the earliest examples of using this trope, combined with [[Hub Level]]. Reason? Well, you choose the difficulty level by entering one of the portals. After that, when you're inside the episode select part, it starts acting more like a [[Hub Level]]... {{spoiler|Although it's the only part where you can access the Nightmare difficulty.}}
** ''Quake'' takes it to the next level by allowing you to play the Hub Level ''in deathmatch mode.''
* ''[[Spyro the Dragon|Spyro The Dragon 2]]'' consists mainly of level selection hubs and has nothing to do with this trope. Nothing, except this curious example: in the home of the first world, Hunter may propose you to switch the camera from active to passive and vice versa.
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* Used in a little Game Maker fangame, ''Bowser Jr.''.
* Latest versions of ''[[Cube Engine|Sauerbraten]]'' do throw you into the "multiplayer map by default", should only you run the executable, but the catch is this: press ESC to summon the options menu, and you not only may point the menu buttons with your crosshair... you may actually '''freely walk''' around them.
** Remember, though, like in ''[[Cube (Videovideo Gamegame)|Cube]]'', [[Time Keeps Onon Ticking]].
** If you have "2D menus" on, then it's simply averted.
* Several ''[[I Wanna Be the Guy (Video Game)|I Wanna Be the Guy]]'' fangames that use ''I Wanna Be The Engine'' or [[Follow the Leader|its variations]] as a base. But not those that throw you into the game DIRECTLY after the game starts running.
** Subverted in ''I Wanna Be The Shrine Maiden'': you have two options to choose from: "Start" and "Tutorial". "Start" is self-explanatory, but when you try to jump on "Tutorial"... [[But Thou Must!|Splat.]] Okay, let's just say the main menu '''IS''' the first level after all.
** ''I Wanna Be The Better Er- Engine'' has got a regular Load Game menu, but, at the same time, allows its' users to have difficulty selection passages, as well as the point where you may redefine the controls "on fly".
** ''[[I Wanna Be the Fangame]]'' starts the player out in a difficulty selection room. The harder the difficulty, the more [[Spikes of Doom]] you have to jump over to get there.
* ''Takeshi's Challenge'', [[He Also Did|from the creator of]] [[Takeshis Castle|Takeshi's Castle]]. Moreover, you don't even have to leave the menu in order to get an ending! Just punch the title screen '''20000''' times and you're done.
* Sachen's NES games that require lightgun tend to do this for the game selection screens.
* ''[[Spelunky (Video Game)|Spelunky]]'''s menu is a large cave chamber... with only two doors (and the [[Hub Level]], if you unlocked the shortcut), a flare you can toss around and logo you can jump on and off (you can't die this way, no matter how much you try).
* ''[[Magi Nation]]'' uses it. You can even reach the [[New Game+]] option by a secret area that you need a later-game item to access.
* ''[[System Shock (Video Game)|System Shock]] 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
* The bar/starship in ''[[Starcraft II (Video Game)|Starcraft II]]'' guiding you through missions, upgrades and story.
* ''[[Indiana Jones and The Temple of Doom (Film)|Indiana Jones and Thethe Temple of Doom]]'' has a playable difficulty selection screen.
* ''[[Katamari Damacy (Video Game)|Katamari Damacy]]'' to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
* ''[[Call of Duty: Black Ops (Video Game)|Call of Duty Black Ops]]'' - the main menu actually has the player strapped to a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you select one of the options. {{spoiler|You can also repeatedly hit a button to break out of the chair and explore the room you're in.}}
* The menu of ''[[Scribblenauts (Video Game)|Scribblenauts]]'' doubles as a sandbox mode.
 
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