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Show posts MenuQuotePop-Up Menu (1992)
In a pop-up menu (aka “verb coinâ€) interface, the player clicks on an object to interact with it, which brings up a menu of the possible interactions, right by the cursor. The menu can be fixed, or change depending on context. This interface was first used in "Lure of the Temptress" (Revolution, 1992), and around the same time in the less well-known "Nippon Safes Inc." (Dynabyte, 1992). Since then it has been used in titles such as "Return to Zork" (Infocom, 1993), "The Curse of Monkey Island" (LucasArts, 1997), "Gabriel Knight 3: Blood of the Sacred, Blood of the Damned" (Sierra, 1999), and "The Longest Journey" (FunCom, 2000).
Pop-up menus save screen space and allow full-screen graphics, like modal cursors. They can support richer interactions than modal cursors can comfortably support, and certainly more than simple cursors can. However, they can be fiddly to use, and they obscure large parts of the screen while the action is selected.
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