Attract-Mode Premise
Attract-mode premise uses short non-interactive vignettes between rounds to establish character and situation, the first fiction to reach arcade players with no gameplay attached to it.
Vignettes play automatically between stages, or while a cabinet waits for a coin. Nothing is controllable; characters simply act out a relationship, usually in a few seconds and using the same sprites the game already contains. Cost is close to zero and the payoff is characterisation, since a pursuer that is briefly pursued becomes a personality rather than a hazard. Attract sequences also demonstrated play to passers-by.
Namco's Pac-Man in 1980 inserted brief cartoons between mazes, in which a ghost chases and is then chased. Reason was partly commercial and partly humane, because a game with no ending needs punctuation, and a cabinet in a room full of competitors has to be watchable when nobody is playing. Character was also a deliberate strategy, aimed at an audience beyond the young men who played shooters.
Consequence was that fiction entered arcade games through the gaps rather than through the play, establishing a division of labour the medium has never fully resolved. Story arrived as something shown between the interactive parts, which is the direct ancestor of the cutscene and of every argument about cutscenes. Merchandising followed at once, since a character with a personality can leave the cabinet entirely.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 1 step deep, beginning with Attract-Mode Premise in 1980.
Forked into
Dragon's Lair turned the vignette into the entire game, Karateka used the technique to set up a rescue plot, and Mortal Kombat used it to introduce a roster.
Carried forward by 5 later games
Everything downstream
9 mechanics ultimately descend from this one.
Look this mechanic up elsewhere
Also called: attract mode, interstitials, intermissions