eddhell Posted April 11, 2019 Share Posted April 11, 2019 (edited) Am I correct in remembering that the difficulty switches were 'active' - they would immediately change gameplay or screw you up during the game if your devious friend decided to flip the switch? I don't have a system setup right now to test, but i seem to remember they would change game paddle size on Breakout, turn on the UFO's on Asteroids, etc...something about the barriers on the edge of screen on Frogger.... this would have made it the first 'screw your neighbor' style feature... and space invaders: made your bases fatter Edited April 11, 2019 by eddhell 1 Quote Link to comment Share on other sites More sharing options...
Rom Collector Posted April 11, 2019 Share Posted April 11, 2019 You are correct sir. Quote Link to comment Share on other sites More sharing options...
Love Cowboy Posted April 11, 2019 Share Posted April 11, 2019 Yes this is true. In some games it works well as a feature, like the right switch changing weapons in Star Voyager Sent from my SM-G930P using Tapatalk Quote Link to comment Share on other sites More sharing options...
eddhell Posted April 11, 2019 Author Share Posted April 11, 2019 i can barely remember my cousin pulling that on asteroids...turning the UFO's on while i had a good score going... Intellivision had a similar "feature" anyone remember games like Lock & Chase where either controller worked simultaneously? younger siblings run in room - grab second controller - screw up your world record-breaking score....lol Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 11, 2019 Share Posted April 11, 2019 Games can be written to ignore the switches during gameplay...it's up to the programmer to implement it. 1 Quote Link to comment Share on other sites More sharing options...
mr_me Posted April 11, 2019 Share Posted April 11, 2019 (edited) Is that the reason why the switches were moved to the back. Edited April 11, 2019 by mr_me Quote Link to comment Share on other sites More sharing options...
+TwentySixHundred Posted April 12, 2019 Share Posted April 12, 2019 As Nukey Shay said it depends on how the game was programed. If the switch condition is outside the main game loop then the switches will do nothing until reset ect. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 12, 2019 Share Posted April 12, 2019 Is that the reason why the switches were moved to the back. Nope. Cheaper to produce. Quote Link to comment Share on other sites More sharing options...
mr_me Posted April 12, 2019 Share Posted April 12, 2019 I would have moved the B&W switch to the back as well. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted April 12, 2019 Share Posted April 12, 2019 ...but then the number of switches in the front wouldn't be 'even' (i.e. two on each side)… that would completely mess with OCD people (like myself)... Quote Link to comment Share on other sites More sharing options...
mr_me Posted April 16, 2019 Share Posted April 16, 2019 You could move the on/off switch along with the b&w switch to the back that would leave reset and select up front saving more money. If I had to choose four switches for the front they would include the two difficulty switches. Quote Link to comment Share on other sites More sharing options...
5x7 Posted April 20, 2019 Share Posted April 20, 2019 You were supposed to turn it off to switch carts so the difficuly switches were the answer, I just wish they had made them project out a bit more. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.