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Techniques & Technology

Attract Mode

Arcade marketing display

Attract mode displayed automated gameplay demonstrations on idle arcade machines, enticing players to insert coins through flashy visuals, high score tables, and gameplay previews.

arcadeC64AmigaNESsega-mega-drive arcadepresentationmarketing 1978–1999

Overview

An idle arcade cabinet was a lost opportunity. Attract mode solved this by running automated demonstrations—flashy title screens, scrolling high scores, and gameplay sequences designed to catch eyes across noisy arcade floors. The technique migrated to home systems as demo modes, preserving the tradition even when no coins were at stake.

Fast facts

  • Purpose: Attract players to idle machines.
  • Components: Title, scores, demo, cycle.
  • Origin: Arcade necessity.
  • Migration: Adopted by home systems.

Attract mode components

ElementFunction
Title screenGame identification
High scoresCompetition incentive
Demo playGameplay preview
InstructionsHow to play

Design principles

PrincipleImplementation
Attention-grabbingBright colours, motion
Audio presenceDistinctive sounds
Skill showcaseImpressive demo play
InformationControls, objectives

Technical implementation

ApproachMethod
Recorded inputsPlay back input sequences
AI demonstrationComputer plays game
Scripted sequencesPre-programmed showcase
HybridCombination approaches

Arcade economics

FactorImpact
VisibilityCompete with neighbours
SoundAudio across floor
High scoresLocal competition
Demo qualitySell the experience

Home system adoption

PlatformImplementation
NESDemo modes common
Mega DriveTitle screen demos
SNESElaborate attract sequences
PCScreensaver influence

Notable examples

GameAttract feature
Pac-ManGhost introduction
Street Fighter IICharacter showcase
SonicTitle sequence, idle demo

See also