So Tom showed us his "wireframe" menu for his Space Trader game. If you didn't see it, it uses the new 80 x 30 display mode reminiscent of the C128 -- and it looks clean and classy.
But I wanted to comment on his menu system. If you just look at it, you know exactly how to work it -- it's the classic "one key, one option" thing. Thus every visible menu option is one keystroke away. The color scheme is pleasing as well, but not a show-stopper if you're colorblind.
I think that's an optimal, usable way to do menus on the X16.
![tom-space-trader.thumb.png.dcbdbaca9a2c9a36d68a99b39291712d.png](<___base_url___>/uploads/monthly_2022_05/tom-space-trader.thumb.png.dcbdbaca9a2c9a36d68a99b39291712d.png)
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On the other end is my Traveller Trader game. I opted to go with a scrolling-menu system. This means the user has to "cursor" to the desired option. It's not as usable. It's helpful for when there are many options, and I only use one function to render and manage all menus -- that's how I argued the decision to myself.
But... there probably ought not be dozens of options in any given menu. And scrolling is not a fantastic experience.
So, +1 for the one-key-menu.
![traveller-space-trader.png.659bd1412ea7eae38ee2e64ad0bc4e44.png](<___base_url___>/uploads/monthly_2022_05/traveller-space-trader.png.659bd1412ea7eae38ee2e64ad0bc4e44.png)