foreground (1). A Missile object is similar, but only 2 pixels wide. CTIA/GTIA combines the Player/Missile objects' pixels with the Playfield pixels according to their priority. Transparent (0) player pixels have no effect on the Playfield and display either a Playfield or background pixel without change. All Player/Missile objects' normal pixel width is one color clock. A register value can set the Player or Missile pixels' width to 1, 2, or 4 color clocks wide. The Player/Missile implementation by CTIA/GTIA is similar to the TIA's. A Player is an 8-bit value or pattern at a specified horizontal position which automatically repeats for each scan line or until the pattern is changed in the register. Missiles are 2-bits wide and share one pattern register, so that four, 2-bit wide values occupy the 8-bit wide pattern register, but each missile has an independent horizontal position and size. Player/Missile objects extend the height of the display including the screen border. That is, the default implementation of Player/Missile graphics by CTIA/GTIA is a stripe down the screen. While seemingly limited this method facilitates Player/Missile graphics use as alternate colored vertical borders or separators on a display, and when priority values are set to put Player/Missile pixels behind playfield pixels they can be used to add additional colors to a display. All Players and Missiles set at maximum width and placed side by side can cover the entire normal width Playfield. CTIA/GTIA supports several options controlling Player/Missile color. The PRIOR/GPRIOR register value can switch the four Missiles between two color display options—each Missile (0 to 3) expresses the color of the associated Player object (0 to 3) or all Missiles show the color of register COLPF3/COLOR3. When Missiles are similarly colored they can be treated as a fifth player, but correct placement on screen still requires storing values in all four Missile Horizontal Position registers. PRIOR/GPRIOR also controls a feature that causes the overlapping pixels of two Players to generate a third color allowing multi-colored Player objects at the expense of reducing the number of available objects. Finally, PRIOR/GPRIOR can be used to change the foreground/background layering (called, "priority") of Player/Missile pixels vs Playfield pixels, and can create priority conflicts that predictably affect the colors displayed. The conventional idea of a sprite with an image/pattern that varies vertically is also built into the Player/Missile graphics system. The ANTIC chip includes a feature to perform DMA