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Re: How Games Work: Late 70's CPUs and Framebuffers
Yeah, analog circuits are prone to errors with voltage and making sure you have the resistance just right. Too high, and it doesn't work, too low and you can completely ruin anything after that point in the circuit.
Coin counting and signal generation, I know are reused, it's how they discovered that the other combinations of components would make Space Invaders that impresses me. They didn't have many games to use as an example.
Finite-state machines aren't all that good for much, at least not anymore.
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