Jonpachi wrote: ↑Tue Jan 21, 2025 5:25 am
SNK’s Fantasy is regarded as the first to offer a “extend play” continue feature way back in 1981. Had the game been more memorable/successful perhaps that sort of monetization model would have taken over sooner.
Interesting that Obada's signature SNK work (and its sequel) so militantly deny the feature, only for the finale to embrace Space Harrier's cash-for-lives model.
Obada seems a canny dude too,
hotrodding his PCBs to drown out other cabs, always looking to keep the credits coming.

Must've known which way the wind was blowing.
Obada: About that—we actually designed the sound in our games to be heard above the fray. We did this for TANK too, where we’d go to the game center and record the ambient noise level, then play that back to check the mix on our game volume. That’s one reason Ikari is so noisy, like ridiculously so.
I sometimes think, while going hammer and tongs at a new-to-me arcade game, learning each stage as a mini-1CC unto itself; it ultimately won't matter to enthusiasts whether you can continue or not. If a game you enjoy is blowing your back out 25% of the way through, stapling that dread "1" on your score - you're gonna want to shape up, regardless of it letting you credit-feed.

If anything, credit-feeding becomes a way of pursuing the 1CC and beyond.
Hardcore Attraction Principle 

But know when to take a break, or you'll end up
like this dude!
For casuals, odds are they'll chuck in the coins as long as you'll let 'em, then bugger off forever. Might as well get a few extra credits off 'em as they "beat the game." I think a great big
HEY POOR PLAYER (GG THO ;3) jpg in lieu of an HS entry screen might wake 'em up.

(not a sexy jpg or anything, that'll just encourage the bastards

) Gradius V does this with admirable class, the announcer trashing you subtly less the further you survive, with only super dooper loopers enjoying his booming (though sensibly reserved!) approval.