&gt; You might notice that some scenes show more colors onscreen than contemporaries like the C64 - this is all because of the display list interrupt techniques Crawford talks about, combined with clever overlaying of the player&#x2F;missile sprite system.<p>Similar techniques are heavily used on the C64 too. See e.g.<p><a href="http:&#x2F;&#x2F;studiostyle.sk&#x2F;dmagic&#x2F;gallery&#x2F;gfxmodes.htm" rel="nofollow">http:&#x2F;&#x2F;studiostyle.sk&#x2F;dmagic&#x2F;gallery&#x2F;gfxmodes.htm</a><p>E.g. here&#x27;s a bunch of IFLI images:<p><a href="http:&#x2F;&#x2F;c64pixels.com&#x2F;main.php?g2_view=keyalbum.KeywordAlbum&amp;g2_keyword=F&#x2F;%20IFLI" rel="nofollow">http:&#x2F;&#x2F;c64pixels.com&#x2F;main.php?g2_view=keyalbum.KeywordAlbum&amp;...</a><p>And here&#x27;s a bunch using sprite layers:<p><a href="http:&#x2F;&#x2F;c64pixels.com&#x2F;main.php?g2_view=keyalbum.KeywordAlbum&amp;g2_keyword=X%2F+Sprite-Layer" rel="nofollow">http:&#x2F;&#x2F;c64pixels.com&#x2F;main.php?g2_view=keyalbum.KeywordAlbum&amp;...</a><p>Like for many of these platforms, it&#x27;s almost impossible to extract graphics from &quot;newer&quot; games or demos accurately without actually running them in a cycle accurate emulator and in many cases you have to capture at least two frames and interpolate...