Attract mode

edited December 2003 in Games
Anyone got any names of games that have a good attract mode?

(for those who dont know , its where the game runs a demo even when you arnt playing... like arcade machines do)

Zombie Zombie is one example :)

I know its stoopid , but i have this "thing" about running as many games in windows as i can at the same time.But zx games dont often do this.
So know any good ones guys ?

Post edited by Sard on
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Comments

  • edited August 2003
    well, for spectrum i cant think of any at the moment, though i know there are quite a few that when you dont do anyhting at the menu, theres a short demo of the game that plays.

    im glad you posted though because i never was clear on what "attract" mode was, what you described i had always called demo or demo mode.

    for the Double Dragon Remake i was going to try and do a couple of the level music, but they have someone else to do it now. i found all the midi files i could and among them is one called "attract mode" for Double Dragon, and it's very cool. i still may do a couple of the Double Dragon songs for spectrum even though they won't be using them in the remake, and the attract mode tune is definitely one of them ill try. it's short, and really grooving.

    ill repost if i remember any games with attract mode.

    cheers.


  • edited August 2003
    Mad Mix Game

    Most spectrum games won't have any demo mode, because:

    1 - You already spent several minutes loading the game, so it's a fact that you want to play it, no need to convince you.

    2 - You already paid for the game, so there are no more coins to squeeze from you.

    3 - Memory is very limited, so any memory spent on demo mode could be better spent in game improvements.
  • edited August 2003
    yea, mad mix game is one of them ...

    damn why cant i remember anything unless someone names it? :)

    well, i dont think a small demo would take up that much, it just needs some code to randomly or preset control the characters on the screen for a few seconds and maybe just add a text somewhere saying "demo play" or something, although you may be correct, just doesnt seem like a very big deal to me.


  • edited August 2003
    I can think of one: Manic Miner! It cycles through the screeens.
  • edited August 2003
    Frost Byte also shows the screens when the music ends, but I don't consider it a (real) demo mode.

    Another one with demo mode is Stainless Steel.
  • edited August 2003
    EnduroRacer

    I guess Uridium,FlyingShark, Anarchy.
    Deathwish3 havent demo mode but meanwhile menu its displayed characters go wlking behind.

    ahh! ExplodingFist and Barbarian,.. BruceLee had?
    _________________
    it smelled like slow death in there.

    [ This Message was edited by: judasEZT on 2003-08-29 15:01 ]

    [ This Message was edited by: judasEZT on 2003-08-29 15:03 ]
  • edited August 2003
    Skooldaze has a brilliant attract mode - possibly the best on the Spectrum. Also, there are Back to Skool, Contact: Sam Cruise, Brian Bloodaxe, Pyjamarama (the version that plays "Popcorn" has the demo, the other version does not have a demo), Everyone's a Wally, Jet Set Willy 2 and Way of the Exploding Fist.

    Also, try Three Weeks in Paradise, Herbert's Dummy Run, 3D Deathchase, Gilligan's Gold and Cobra, as I think these *may* have attract modes.
  • edited August 2003
    Stop the Express does a replay of your old game as an attract mode. Very clever.
  • edited August 2003
    Wow.. nice one guys , theres some really good ones in there !

    And of course !! Manic Miner + Skooldaze... how did i forget them ??? ;)

    And i must say that mad mix game is top bannana !! Never seen that before so thx for the pointer.
  • edited September 2003
    Billy Bong cycles through a demo of the levels once the ten characters have been introduced.
  • edited September 2003
    When we are doing self playing demos for consoles we will typically capture the keystrokes of someone playing the game and then simply restart the game in the same state and feed it the keystrokes in the same order (rather than read the gamepad) to recreate the same gameplay.

    The problem with this on the spectrum is (let's say the game has 4 buttons up/down/left/right and runs at a frame rate of 20 frames per second) you would need to store a bit for each key for each frame - so you can store 2 frames worth of key presses in a single byte. So at 20fps that's 10 bytes for a second of gameplay - 600 bytes for a minutes etc + the data to initialise the game into the same state in the first place.

    This is a simple case, most games have more than 4 buttons and frame rates may be higher... it starts to eat up memory quite quickly :)

    The other solution that's used more now on the DVD compatible consoles is simply to replay MPeg2 DVD footage of the game being played - but unless someone has figured out a way of releasing Mpeg2 technology and DVD hardware for spectrum then it's not really an option! :)
  • edited September 2003
    Indeed, Stop the Express had a really nice one, definitely a must have. Another one I know of is Ocean's later day game Chase HQ. The game cycles through animated sequences and attract mode when you are not playing.
  • edited September 2003
    AUTOMANIA (Mikro-Gen) had a great attract mode, with both the scrolly film credit type text with horrendous jokes, and the screens showing the pieces of different cars on each level. If you hadn't got very far in the game, how many of the cars can you identify from the various pieces?

    I remember there being a Ford Anglia, a Mini and a Citroen 2CV if I'm not mistaken...
  • edited September 2003
    Lightforce also have attract mode
  • edited December 2003
    An odd one topic to bring back from the past, but I was playing some old C16 games recently and noticed how many of my old favourited had this "attract mode".

    Video Meanies, Jack Attack, Tutti Fruiti, Kick Start, Dorks Dilema, Petals of Doom, Tycoon Tex.....

    The list for the C16 is quite long, but I suspect there are more than a few here who won't recognise any of these games. Just thought I'd mention it though, as I thought it strange that so many C16 games employed an attract mode, but there were so few Speccy games that did the same.
  • edited December 2003
    On 2003-12-01 22:31, MattLamb wrote:

    The list for the C16 is quite long, but I suspect there are more than a few here who won't recognise any of these games. Just thought I'd mention it though, as I thought it strange that so many C16 games employed an attract mode, but there were so few Speccy games that did the same.
    LOL cos you need attracting to play c16 games?
    :)
    Professional Mel-the-Bell Simulator................"So realistic, I found myself reaching for the Kleenex King-Size!" - Richard Darling
  • edited December 2003
    I certainly don't. I cut my teeth on the C16, and some of the games are bloody marvellous.

    Never matched the quality with the C64 offering in my opinion.
  • edited December 2003
    Thrusta?
  • edited December 2003
    On 2003-12-01 23:01, MattLamb wrote:
    I certainly don't. I cut my teeth on the C16, and some of the games are bloody marvellous.

    How different were the C16 and Plus 4?
  • edited December 2003
    I had a C16 as a kid, then a few years ago I bought a Plus/4 at a boot sale.

    The C16 came with 16K of RAM which was expandable to 64, while the Plus/4 came with 64k as standard. And little tools like a Wordprocessor and Spread Sheet, accessable by the Function keys.
  • edited December 2003
    Highway Encounter? (I think)
  • edited December 2003
    whats my thread doing back up ere ??? hehe

    Cheerz guys , great suggestions.
  • edited December 2003
    Well, not an attrach mode, but Crime Busters has a nice end sequence where the hero joins other spectrum characters in a hall of fame, quite nice and a good game too.
  • edited December 2003
    On 2003-12-06 12:34, MattLamb wrote:
    The C16 came with 16K of RAM which was expandable to 64, while the Plus/4 came with 64k as standard. And little tools like a Wordprocessor and Spread Sheet, accessable by the Function keys.

    Hmmm. Was it the same processor in both of them? I seem to remember that any emulators I came across for these machines would double up as both C16 and Plus/4.

    I've tried Fantasy World Dizzy on the C16. If you made a list of the corners that had to be cut, it's take up a whole roll of ZX printer paper...
  • edited December 2003
    On 2003-12-11 21:37, The Mighty Dopethrone wrote:
    Hmmm. Was it the same processor in both of them? I seem to remember that any emulators I came across for these machines would double up as both C16 and Plus/4.

    I should imagine so, since all my C16 games had 'C16 - Plus/4' on them. The Plus/4 was apparently a 64k version of the C16. It wasn't however compatible with C64 games, hence it more or less failed in the market place. I think I only owned a couple of games which were Plus/4 ONLY titles, i.e. not C16 compatible.

    As I said before though, I liked both the C16 and Plus/4 more than I ever did the C64.
  • edited December 2003
    me too. i can't remember what kind of sound chip there was in the plus 4 ( was there one? maybe a stupid question but i really can't rememeber. ) i have a C64 that gives me a complete black screen so i can't use it and a VIC20 a friend gave to me because he doesn't care about it ( plus a tape with some software. i AM curious to know what's on it though. not sure how to transfer VIC20 tape software though. i guess a C64 utility would do. I bet that tape is pretty worn though ) which i never ended up trying.

    i think also prefer the Plus 4. also i remember it has more colours than the C64, and theyre not all shades of brown. :)

    Lando's Plus4 site is pretty good. have not spoken to him or Max Maslen from Total64 in ages ( he made a new coming soon page for Total 64 but i don't think it will happen. he got what Kim Lemon got, but earlier and in a worse way. He's just sick of it he says. maintaining a site and keeping up with everything, not the C64 )

    greets

  • edited December 2003
    http://www.machine-room.org/computers/125/technical.html

    This page might answer some of your technical questions regarding the Plus/4
  • edited December 2003
    thanks for that :)
  • edited May 2019
    BuzzinRich wrote: »
    The problem with this on the spectrum is (let's say the game has 4 buttons up/down/left/right and runs at a frame rate of 20 frames per second) you would need to store a bit for each key for each frame... it starts to eat up memory quite quickly :)

    Alternatively only store timestamp (=frame number) and input state change. Most demos don’t (need to) change inputs every frame.
    Post edited by arttu on
  • Alternatively only store timestamp (=frame number) and input state change. Most demos don’t (need to) change inputs every frame.

    This is what I do in my attract modes.

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