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
| Element | Function |
|---|
| Title screen | Game identification |
| High scores | Competition incentive |
| Demo play | Gameplay preview |
| Instructions | How to play |
Design principles
| Principle | Implementation |
|---|
| Attention-grabbing | Bright colours, motion |
| Audio presence | Distinctive sounds |
| Skill showcase | Impressive demo play |
| Information | Controls, objectives |
Technical implementation
| Approach | Method |
|---|
| Recorded inputs | Play back input sequences |
| AI demonstration | Computer plays game |
| Scripted sequences | Pre-programmed showcase |
| Hybrid | Combination approaches |
Arcade economics
| Factor | Impact |
|---|
| Visibility | Compete with neighbours |
| Sound | Audio across floor |
| High scores | Local competition |
| Demo quality | Sell the experience |
Home system adoption
| Platform | Implementation |
|---|
| NES | Demo modes common |
| Mega Drive | Title screen demos |
| SNES | Elaborate attract sequences |
| PC | Screensaver influence |
Notable examples
| Game | Attract feature |
|---|
| Pac-Man | Ghost introduction |
| Street Fighter II | Character showcase |
| Sonic | Title sequence, idle demo |
See also