The new “character selection” was done and functional, but we still needed new menus for that new Deluxe content (levels, modes, etc). To be honest, we haven’t thought much about that when we made the first playable menu screen.

While designing pretty much anything, you usually want to keep visual and functional unity through the whole process. Since we had “buttons” that needed to be dashed into in the first screen, it made sense that we kept the same system for the other screens.

The first menu to follow was the level selection screen, and things started to get a bit more complicated from that point in time.

On a more fundamental level, the moment we switched to a playable menu system, most controller inputs became forbidden for anything except controlling your character. Moving the left joystick would now move your character, so we couldn’t use any cursor or pointer. Pressing the A button would make your character jump, so we couldn’t use it to confirm any actions. Pressing X would do the same thing, since you’d use it to dash into the different buttons.

We already had that problem with the first version, but we simply went with the “Start” button to start the game. It was a pretty easy fix.