II: In Coconut Capers is one example of this). To ease conversion, the software developers simply copied the single attribute byte value of the Spectrum to all eight corresponding attribute bytes of the MSX 1. For the same reason, the software companies also ignored the sprite capabilities of the MSX 1, and because the video display capabilities were otherwise quite similar (256×192 resolution, 16 colours), both systems produced virtually identical displays for the same game. In contrast, Japanese MSX 1 games did use all the capabilities of MSX 1, often resulting in better looking games. Effects To avoid attribute clash, static graphic displays had to be constructed with care. Finely-detailed colour graphics were impossible, as colour could only be applied in 8×8 pixel blocks. Careful design could achieve impressive results, as could synchronising colour changes to the refresh rate of the display—usually a television set. However, animated displays were more difficult—a distinct drawback in a machine whose primary use was playing video games. If just one pixel in an 8×8 block was recoloured because a moving part of the display touched it, the entire block would change colour. Thus detailed moving graphics caused large ugly fringes of rapidly changing colours to follow them around. Workarounds Early software simply ignored the problem. Later, the standard workaround was to use colour for static display elements—such as a decorative border around the edges of the screen, which might include score displays and so on, or some form of instrumentation—with a smaller central monochrome area containing all the animated graphics. This also made graphics faster, as less of the screen had to be updated—both a smaller region, plus only changing pixel information and leaving the colour area untouched. Some Spectrum software, such as FTL's Light Force, used extremely careful graphics design to achieve full-colour moving graphics, essentially by limiting both the design of the onscreen elements and their paths of motion to 8×8 colour resolution boundaries. The moving elements were thus relatively large and rather blocky or squarish, and their movement was constrained, but this was not visually obvious and the sight of moving full-colour graphics was hugely impressive to Spectrum owners. No mainstream developers were able to find a suitable all-round fix for the attribute clash problem, instead preferring to use the monochrome graphics method when fast, clear graphics were needed, and full-colour graphics when the situation permitted. It was possible by paying