with the value of COLPF3, its priority is above all Playfield colors. This produces an exception for Priority value $8 (Bits 1000). In this mode Playfield 0 and 1 are higher priority than the Players, and the Players are higher priority than Playfield 2 and 3. Where Playfield 0 or 1 pixels intersect any Player pixel the result displayed is the Playfield pixel. However, if the Fifth player also intersects the same location, its value is shown over the Playfield causing it to appear as if Playfield 3 has the highest priority. If the Playfield 0 or 1 pixel is removed from this intersection then the Fifth Player's pixel has no Playfield pixel to override and so also falls behind the Player pixels. When the Priority bits are all 0 a different effect occurs—Player and Playfield pixels are logically OR'd together in the a manner similar to the Multi-Color Player feature. In this situation Players 0 and 1 pixels can mix with Playfield 0 and 1 pixels, and Players 2 and 3 pixels can mix with Playfield 2 and 3 pixels. Additionally, when the Multi-Color Player option is used the resulting merged Players' color can also mix with the Playfield producing more colors. When all color merging possibilities are considered, the CTIA/GTIA hardware can output 23 colors per scan line. Starting with the background color as the first color, the remaining 22 colors and color merges are possible: When Priority bits are all 0 the Missiles colors function the same way as the corresponding Players as described above. When Fifth Player is enabled, the Missile pixels cause the same color merging as shown for COLPF3 in the table above (colors 19 through 22). Priority And High-Resolution Modes The priority result differ for the Character and Map modes using high-resolution, color clock pixels—ANTIC modes 2, 3, and F. These priority handling differences can be exploited to produce color text or graphics in these modes that are traditionally thought of as "monochrome". In these ANTIC modes COLPF2 is output as the "background" of the Playfield and COLBK is output as the border around the Playfield. The graphics or glyph pixels are output using only the luminance component of COLPF1 mixed with the color component of the background (usually COLPF2). The priority relationship between Players/Missiles, and COLPF2 work according to the priority chart below. Player/Missile pixels with higher priorities will replace COLPF2 as