39,327
edits
m (Mass update links) |
m (Mass update links) |
||
Line 26:
* In the equally infamous game ''[[Sinistar]]'', the game does more than simply try to attract players — it actually ''taunts'' them, using its voice chip. Phrases such as "Beware, I live!" and "Run, coward! I am Sinistar!" were frequently heard in arcades whose managers didn't shut off the voice during the attract sequence (according to MAME, each Sinistar machine is fitted with a HC-55516 voice synthesizer chip). It wasn't a cheap game to own for most arcade owners.
* ''[[Sonic the Hedgehog]]'''s idle mode was somewhat controllable. In some versions of the game, holding A, B and C would prevent Sonic from being able to jump. Most notable during the Green Hill Zone Act 1 section, as Sonic would run straight into the game's first enemy and die.
** ''[[Super Mario Bros.|Super Mario Land 2]]'' also had demos you could control with a specific button combination. Normally, the demos would end after a set number of button presses, but one of the demo stages was actually beatable in that amount. Doing so would crash the game.
* The game for ''[[The Lord of the Rings]]: The Return of the King'' has one of these, an amazingly cinematic trailer-esque sequence set to the movie's main theme music.
* ''[[
** The Wii version even has Mario and Luigi demonstrating how to race with the included Wii Wheel like they are the players in the real world before going to a more traditional in game attract mode.
* The arcade game ''[[Galaga]]'' had an attract mode that, due to a bug, you could actually control...and reset the machine, even.
Line 36:
** The attract mode in ''Metroid Prime 2: Echoes'' had, besides showing off the game, a [http://www.youtube.com/watch?v=G5Jnua9YjL4 title screen theme] that did not play anywhere else (a snippet of it appears before the credits).
* The NES port of ''[[Arkanoid]]'' would show demo play from different levels, up to level 23. A bug enabled you to trick the game into thinking the [[Game Over]] screen from these demos were real, enabling you to use a continue and start the game at level 23.
* ''[[Dead Space (
* Not only coin-op arcade games do this. Console games, too, will have attract modes that activate if idle, for use in video game stores. ''[[Ghost Hunter]]'''s attract mode features the voice of Michael Gambon booming out, "There are thousands of ghost stories... into some intrude the living."
* Most console RPGs will have some sort of story-related sequence play out while waiting for the player to press Start. Some examples which aren't just the opening sequence which would automatically play when you start the game:
** ''[[
** ''[[
** ''[[
** ''[[
** ''[[
** ''[[
** ''[[Vagrant Story]]'', in an interesting take, shows an FMV that features a dancer playing Mullenkamp, the deity of one of the factions in the game. It's notable in that it's the only FMV in the entire game, and features practically nothing about the game itself. Leave the game unattended a while longer, and it will show the meeting at the VKP Headquarters where Ashley first gets his assignment.
** The DS rerelease of ''[[
*** It also [[Trailers Always Spoil|spoils certain plot-points in the game]].
** The ''[[Tales Of]]'' series generally has anime cutscenes with fast-paced (often vocal) music. Sometimes it's the only anime cutscene other than the ending. Similarly with ''[[Valkyrie Profile]]''.
** Add [[Atelier Iris]] do that list.
** The ''[[Wild Arms]]'' series also uses anime cutscenes set to some song. Later games alternate this with some random battle demonstrations, but the [[Wild Arms 1
** Both ''[[Kingdom Hearts]]'' and ''[[Kingdom Hearts]] 2'' feature orchestral remixes of their main themes accompanying a few verses of poetry and quick cuts of scenes that take place within the game.
** ''Parasite Eve'' has a fast-paced, horrifying montage with FMV cuts interspersed with scientific DNA technobabble (similar to ''[[Metal Gear Solid]] 2'').
** The [[Game Boy Advance]] remakes of ''Final Fantasy IV'' and ''V'' feature one of the main themes from the game playing while a brief explanation of the story is shown.
** ''[[Persona 3]]'' ([http://www.youtube.com/watch?v=6hdrMSFz4ks here]) and ''[[Persona 4]]'' ([http://www.youtube.com/watch?v=XnPNL8fV-XM&feature=PlayList&p=DFEDC7D2D7373F02&index=1&playnext=2&playnext_from=PL here]) alternate between a short animated music video and a montage of gameplay and cutscene highlights playing over a second song. (The FES remake of Persona 3 has its own montage, separate from the original.)
** ''[[Lux
** [[Nippon Ichi]] games either show story-related cutscenes or cycle through clips of gameplay demonstrating some of the more interesting moves available.
* Madden games pick two random teams (that are not historical teams or NFL Europe teams), and pits them head to head in a full CPU-controlled game, using the current settings.
* Many early [[First-Person Shooter]] games, starting with ''[[Wolfenstein 3D
* Both ''[[Guitar Hero]]'' and ''[[Rock Band]]'' would have random songs being performed if left at the title screen for too long.
** ''Guitar Hero 5'' takes it a step further and has the attract mode be "Party Mode", which takes random on-disc or DLC songs (no customs, including Neversoft's) and has the currently set up band onstage performing them while allowing people to jump in and out at will on any instrument without worrying about failing. Additionally, anyone playing can pause without interrupting the song and switch difficulty or handedness, or even request a song change (which is one of the few actions that ''does'' stop playback).
** ''[[Rock Band]] 2'', on the other hand, loops between two songs: "Let There Be Rock" and the "Hello There" video.
* Leaving the start screen on ''Zelda games idle for a time usually brings up something. In the two original NES games, players were treated to a scrolling explanation ([[Gannon Banned|famously misspelled]], in ''[[The Legend of Zelda (
* ''[[Soul Edge|...to GO!! to SHINE!!]]''
** "Transcending history and the world, a tale of souls and swords eternally retold." (title screen without intro)
Line 69:
* ''[[Glider]] PRO'', if left too long on the title screen, will start an automated playthrough of Demo House.
* Some games in the ''[[Mortal Kombat]]'' series allowed you to move a joystick or press a button to show certain high score lists during attract mode. Very nice if you wanted to see whether someone had beaten your best score without waiting around. The arcade version of ''Ultimate MK 3'' had a fake character, a [[Stealth Pun|purple ninja named "Rain"]], appear in attract mode, although he became playable in the home versions and later games.
* ''[[
* Not all classic coin-ops had gameplay demo sequences. The attract mode of ''[[The Tower of Druaga]]'' consists entirely of the title screen, the high score table, the title screen again, the [[Opening Narration]], the title screen again, etc.
** Other examples are ''Baby [[
* Later ''[[Ace Combat]]'' games would feature a video sequence if left alone at the title screen. Most of the time it's just a trailer for the game itself.
* ''[[Dynasty Warriors]]'' and ''[[Samurai Warriors]]'' games alternate between replaying the opening movie and gameplay footage. Generally not very exciting footage, for some reason.
* Atari's eight-bit home computers (the 400 and 800 and later variants) had what was commonly referred to as "attract mode" built-in. In truth, this feature was more akin to a primitive screensaver, simply cycling the color palette after about nine minutes of no input, in order to avoid screen burn. (This, of course, didn't preclude games from including a "real" attract mode).
* ''[[DJMAX]] Technika 2'' has [http://www.youtube.com/watch?v=pYEu5c7Hlr0 one of the more interactive examples]; during the Attract Mode, most of the time there are buttons that allow you to cycle between the tutorial, the score rankings, and the song preview. The former two are [[Exactly What It Says
* Coin operated kiddie rides gotten on the bandwagon since the early 90s. Many Japanese and Italian made rides would play a snippet of the song that it would play while running (which may or may not be accompanied with speech inviting kids to ride the thing). Those made in the UK plays back speech snippets (which among other things, invites any passing kids to play with it, explains the type of coins accepted by the ride as most rides originating from the country are multi-coin capable, as well as the vendor's service phone number), but music sample is optional and not all rides play it. Some are just plain illogical (the interactive van series of rides by R.G. Mitchells are often cited by parents as [[Nightmare Fuel]]- [http://www.youtube.com/watch?v=fSMkriaDwkM this is why]). Certain new china-made rides are starting to have an attract mode too, which has nothing to do with whatever music the ride actually plays. Many new lower end rides however do not have an attract mode at all.
* [[Wangan Midnight]] Maximum Tune 3DX+ has a song during the attract mode called "Stay Where You Are" where a female singer repeats the title over and over. Guess what the game wants you to do.
* Left to its own devices, the main menu of [[
* ''[[
** Though each sub-game will show its plot at its own sub-title screen as well.
* [[Night Trap]] has this.
* The ''[[
* Some ''[[Super Robot Wars]]'' titles have a sequence of Mecha performing their signature moves with theme songs playing.
* ''[[
** The latter's actually contained ''over 40'' possible scenes, progressively unlocked by completing multiple playthroughs or ending with a better rank. Most notably, some confirm important plot points that are only hinted at in the actual story, such as Levin {{spoiler|dying at the end of the 1st gen and being resurrected by Holsety.}}
* ''[[
{{reflist}}
|