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How did the Commodore 64 display more than 8 sprites at once? In this episode of Green Pixel Retro Game Lab, we uncover sprite multiplexing while reviewing The Great Burger Riot and Whopper Chase — a rare Burger King promotional game for the Commodore 64 (C64) released in Spain. It’s the New Year—and while we might be cutting back on burgers, that doesn’t mean we can’t play them! 🍔 These quirky C64 classics serve up all the pixelated fun of retro gaming without the calories. We’ll load both games on real vintage Commodore 64 hardware, explore the gameplay, and then dive into a C64 debugger to analyze how the sprite art, graphics, and animation were built on the VIC-II chip. But we’re not stopping there… I’ll also explore sprite multiplexing — the clever C64 programming technique that allows the Commodore 64 to display more than its hardware limit of 8 sprites at once. To demonstrate how it works, I’ll showcase a fantastic sprite multiplexing demo by Michel De Bree featuring a “Big Angry Sprite,” a perfect visual example of how far C64 programmers could push the hardware beyond its limits. If you love retro gaming, Commodore 64 gameplay, C64 programming techniques, sprite analysis, demo scene tricks, and 8-bit nostalgia, grab a digital burger and join me for this fun, zero-calorie feast from the golden age of gaming. As always—have fun exploring the world of retro computers. Chapters: 00:00 - Intro 04:13 - The Great Burger Riot 04:50 - Whopper Chase 08:14 - Retro Debugger 09:56 - Sprite Multiplexing 11:28 - Michel De Bree 13:22 - Big Angry Sprite 15:26 - Wrap-up 💚 Support the channel on Patreon: / greenpixelretrolab — Let’s keep retro computing and vintage game development alive! Credits: Check out the Big Angry Sprite demo: https://www.micheldebree.nl/posts/big... • Big Angry Sprite (Commodore 64 demo, 2021) https://www.micheldebree.nl/posts/ret... Music credit: https://modarchive.org/module.php?175472 Graphics and sound clip credit: Pixabay