value. Multi-Color Player PRIOR bit 5, value 20hex/32dec enables Multi-Color Player objects. Where pixels of two Player/Missile objects overlap a third color appears. This is implemented by eliminating priority processing between pairs of Player/Missile objects resulting in CTIA/GTIA performing a bitwise OR of the two colored pixels to output a new color. Example: A Player pixel with color value 98hex/152dec (blue) overlaps a Player pixel with color value 46hex/70dec (red) resulting in a pixel color of DEhex/228dec (light green/yellow). The Players/Missiles pairs capable of Multi-Color output: Player 0 + Player 1 Missile 0 + Missile 1 Player 2 + Player 3 Missile 2 + Missile 3 Fifth Player PRIOR bit 4, value $10hex/16dec enables Missiles to become a fifth Player. No functional change occurs to the Missile other than the color processing of the Missiles. Normally the Missiles display using the color of the associated Player. When Fifth Player is enabled all Missiles display the color of Playfield 3 (COLPF3). Horizontal position, size, vertical delay, and Player/Missile collisions all continue to operate the same way. The priority of the Fifth Player for Player objects pixel intersections is COLPF3, but the Fifth Player's pixels have priority over all Playfield colors. The color processing change also causes some exceptions for the Missiles' display in GTIA's alternative color modes: GTIA 16 Shades mode: Where Missile pixels overlap the Playfield the pixels inherit the Playfield pixels' Luminance value. GTIA 16 Colors mode: Where Missile pixels overlap the Playfield the pixels inherit the Playfield pixels' Color value. The Fifth Player introduces an exception for Priority value $8 (bits 1000) (See Priority discussion below.) Priority PRIOR bits 3 to 0 provide four Player/Missile and Playfield priority values that determine which pixel value is displayed when Player/Missile objects pixels and Playfield pixels intersect. The four values provide specific options listed in the Priority chart below. "PM" mean normal Player/Missile implementation without the Fifth Player. The Fifth Player, "P5", is shown where its priority occurs when it is enabled. The chart is accurate for ANTIC Playfield Character and Map modes using the default (CTIA) color interpretation mode. GTIA color interpretation modes, and the ANTIC modes based on high-resolution, color clock pixels behave differently (noted later). If multiple bits are set, then where there is a conflict CTIA/GTIA outputs a black pixel—Note that black means actual black, not simply the background color, COLBK. Although the Fifth Player is displayed