The slowdown that occurs is the result of the object list processing. Because we are dealing with a 1MHz CPU, when there are a large number of objects on the screen only part of the object list will get processed on each screen display. The player and the the player shots are always the first items on the process list. Then come the objects that didn't get processed on the previous frame. Finally come the new objects that need processing.
So if there are 30 objects on screen and the processor can only handle 10 objects per frame, then there are 20 objects that don't get processed and will lag behind on every frame. But the player is always updated. That is why on most Williams games at the beginning of a new level there appears to be a momentary freeze of all of the enemies when the screen is loaded with objects. It is really noticible on Joust, but it works to the player's advantage in Robotron where you can really clear space for yourself right at the beginning.
In Robotron, having the joysticks tuned up makes a huge difference in how hard the game is. I try to keep my switches tuned up so that the slightest pressure will activate them. But you need to have them all set to the same distance or it will seem to move/shoot easier in one direction or diagonally which will throw the game off.
As far as I know, the major changes to Robotron were to fix some minor glitches. Most notably the quark in the corner bug.
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