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Let's name this game Final fantasy because it is a RPG.
Screenshot Sesame Street (40th Anniversary Edition)
Well, I've only played the one on the Commodore 64. But usually, you are restricted to a single color + the background color for the entire screen (usually black) per 8x8 pixel square.
Each sprite either had one color or one color, plus two global multicolor colors where pixels became two wide and one tall. Only 8 sprites could be visible, or if you wrote a raster interrupt you could place more sprites if they weren't on the same scanline. There were only 16 colors you could use which could not be changed. In extended background color mode, each cell could have a background different from the global background color, but I think that removed the colors you could use.
It's been forever since I made programs for the thing, and I'm too lazy to bring out the Programmer's Reference for the Commodore 64.
Each sprite either had one color or one color, plus two global multicolor colors where pixels became two wide and one tall. Only 8 sprites could be visible, or if you wrote a raster interrupt you could place more sprites if they weren't on the same scanline. There were only 16 colors you could use which could not be changed. In extended background color mode, each cell could have a background different from the global background color, but I think that removed the colors you could use.
It's been forever since I made programs for the thing, and I'm too lazy to bring out the Programmer's Reference for the Commodore 64.
Speaking of Menus...
Those old 8-bit graphics work nicely, but I really like the ones people draw themselves instead of copy from Dragon Warrior. Anything but dull. I hated Ultima's graphics too though. Actually, I hated Ultima for it's horrid controls and how you actually had to type things to NPCs.














