What you write about the raise button being replaced makes sense.
tacosalad wrote:Level ? - During the 90's I used to tell people there was a third switch that exhibited this behavior, but I can't remember where it could have been. But it's been so long, maybe I just remember searching for a third--maybe there wasn't another.
Well, let's see...
Here is where event 1 is used:
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level 1: room 20 (raise)
level 2: room 18 (raise)
level 3: room 14 (raise)
level 4: room 24 (drop)
level 5: room 24 (drop)
level 6: room 24 (raise)
level 7: room 19 (drop)
level 8: room 24 (raise)
level 9: room 23 (raise)
level 10: rooms 11 (raise) and 23 (raise, but room is not in use)
level 11: room 13 (raise)
level 12 (12a): room 21 (raise)
level 13 (12b): room 24 (raise)
level 14: rooms 4 (raise) and 18 (raise, but room is not in use)
potions level: room 8 (raise)
demo level: room 6 (raise)
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Whether forcing these buttons down (by killing a guard on a raise button) will make the level easier:
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level 1: It opens a gate near a raise button with event 1 (that can also easily be opened from the other side), so not very useful. Plus, killing a guard on a raise button would be a detour. In fact, most of us will take the 'shortcut' in level 1 to begin with.
level 2: As we've seen, not very useful, since the room where the gates stay open has a raise button for event 1 and there's no reason to return to that section of the level.
level 3: This is the skeleton level and event 1 opens the gate you need to jump to, to reach the next section, so it could be useful. However, there is no guard that can be killed on a raise button.
level 4: Even assuming it doesn't matter that the button that's actually in the level is a drop button, it wouldn't be very useful, since event 1 opens a gate to a section you've just come from and don't need to return to.
level 5: Even assuming it doesn't matter that the button that's actually in the level is a drop button, it wouldn't be very useful, because it's where the shadow takes the life potion.
level 6: Event 1 opens a gate that is very close to a raise button with event 1, so not very useful.
level 7: Even assuming it doesn't matter that the button that's actually in the level is a drop button, it wouldn't be all that useful, since all you do in the level is avoid it to prevent a gate from closing (which is quite easy to do).
level 8: As we've seen, it definitely helps a lot, because 3 gates stay open in tricky rooms.
level 9: Event 1 opens a gate that is more or less next to a raise button with event 1 (and the gate doesn't need to stay open), so not very useful.
level 10: Event 1 opens a gate that is more or less next to a raise button with event 1 (and the gate doesn't need to stay open), so not very useful.
level 11: Event 1 opens the level exit door, so this could also be useful!
level 12 (12a): Event 1 opens a gate that is more or less next to the raise button with event 1, so not very useful. Also, there is just the shadow in this level and no guard.
level 13 (12b): Event 1 opens the level exit door. The only enemy in the level is Jaffar. Killing him will opens the exit door, so not useful.
level 14: Event 1 opens a gate that is more or less next to the raise button with event 1, so not very useful. Also, this level has no guards, so it wouldn't work anyways.
potions level: Event 1 opens the level exit door, so in theory this could be useful, because you don't need to look up which potion to drink, but the level has no guards.
demo level: Obviously not useful, because the demo level is automated.
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So, if the theory we've come up with is correct, then: yes, there are other places this can be used.
The only other place besides level 8 where it could be useful is level 11.
I'll check that out tomorrow...