"fifth Player" option is enabled (See PRIOR/GPRIOR register) turning the four Missiles into one "Player" the width is still set by specifying the size for each Missile individually. Values: Player/Missile Graphics Patterns Each Player object has its own 8-bit pattern register. Missile objects share one register with 2 bits per each Missile. Once a value is set it will continue to be displayed on each scan line. With no other intervention by CPU or ANTIC DMA to update the values the result is vertical stripe patterns the height of the screen including overscan areas. This mode of operation does not incur a CPU or DMA toll on the computer. It is useful for displaying alternate colored borders and vertical lines separating screen regions. GRAFP0 $D00D Write Graphics pattern for Player 0 GRAFP1 $D00E Write Graphics pattern for Player 1 GRAFP2 $D00F Write Graphics pattern for Player 2 GRAFP3 $D010 Write Graphics pattern for Player 3 Each Player is 8 bits (pixels) wide. Where a bit is set, a pixel is displayed in the color assigned to the color register associated to the Player. Where a bit is not set the Player object is transparent, showing Players, Missiles, Playfield pixels, or the background color. Pixel output begins at the horizontal position specified by the Player's HPOS value with the highest bit output first. GRAFM $D011 Write Graphics pattern for all Missiles Each Missile is 2 bits (pixels) wide. Where a bit is set, a pixel is displayed in the color assigned to the color register for the Player associated to the Missile. When Fifth Player is enabled (see PRIOR/GPRIOR) the Missiles pixels all display COLPF3. Where a bit is not set the Missile object is transparent, showing Players, Missiles, Playfield pixels, or the background color. Pixel output begins at the horizontal position specified by the Missile's HPOS value with the highest bit output first. Missile Values: Player/Missile Collisions CTIA/GTIA has 60 bits providing automatic detection of collisions when Player, Missile, and Playfield pixels intersect. A single bit indicates a non-zero pixel of the Player/Missile object has intersected a pixel of a specific color register. There is no collision registered for pixels rendered using the background color register/value. This system provides instant, pixel-perfect overlap comparison without expensive CPU evaluation of bounding box or image bitmap masking. The actual color value of an object is not considered. If Player, Missile, Playfield, and Background