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wildweasel
@wildweasel

I thought about this post again and decided I should do a bit of a compendium about it. A staple of, primarily, computer flight-sim games (both space and conventional), but by no means restricted to them, the "room" menu system is something that I always enjoyed seeing. Here we see such ordinary Game functions as "loading and saving the game" represented as objects and furniture in the room. Loading and saving might be represented as a bed, or a computer on a desk; deeper functions might be located in other rooms altogether.

It's a thing I miss, honestly, even as finicky and obtuse as these can sometimes be (if you miss one of those important hotspots, for example, it could be more frustrating than a Myst game).


wildweasel
@wildweasel

gods these are all incredible but i must include a few more (including at least one from you wonderful commenters), but most of all, i need to include this one with a hat tip to @ianmichael :


LanceBoyle94
@LanceBoyle94

One example that's coming to mind for me is from Core Design's early PS1/Saturn game Shellshock, where all the menus take place on your base of operations, even including one room that acts as a sound test for the rather dope tunes it has.


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in reply to @wildweasel's post:

gosh I was obsessed with F117A as a kid - that menu system probably had a great deal to do with it

another great example is Where In Time is Carmen Sandiego - i very recently showed my partner the little touch of flavour where you buy a coffee from the machine and it spills everywhere