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eddhell

Difficulty A/B...

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Posted (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 by eddhell
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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

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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

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Games can be written to ignore the switches during gameplay...it's up to the programmer to implement it.

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Posted (edited)

Is that the reason why the switches were moved to the back.

Edited by mr_me

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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.

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...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)...

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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.

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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.

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