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We take a look at the 1988 conversion of Double Dragon for the Commodore 64 which is somewhat notorious for poor playability and the infamous "waist gap" the developers issued a veiled apology for in the game manual. We take a look at the "sprite stacking techniques" (aka sprite multiplexing) used in the game - could this be improved on? Is this even what's really wrong with the game? To support 8-Bit Show And Tell: Become a patron: / 8bitshowandtell One-time donation: https://paypal.me/8BitShowAndTell 2nd channel: / @8-bitshowandtell247 Download my work disk: https://8bitshowandtell.com/prg/dd.d64 Instructions for use of Sprite Stacking Double Dragon work disk: Use a real or emulated C64 with a REU Mount dd.d64 LOAD"TMP+REU",8,1 SYS 32768 Back Arrow, Shift+R, L, load file: ddsprites load to: $5000 (use delete to remove the default $d000) Back Arrow, L to load one of the following recommended files: dd8 - this is my original solution dd12 - optimized to eliminate gap dd19 - Allows use of keys 1-8 to cycle forward through sprites (shift to go backwards) Back Arrow, 3, S to assemble and start Reset and SYS 320 to re-enter Turbo Macro Pro Index: 0:00 C64 Double Dragon (1988) 1:57 Waist gap and other flaws 5:20 A Note From The Programmers 7:25 Looking at the sprites 10:18 Quick look at the interrupt handler 16:40 Saving the sprites to disk 18:39 DD8: sprite stacking / multiplexing attempt 21:20 Code walkthrough 24:55 Diversion: skin colour? 26:03 Code initialization continued 32:57 The tricky timing part 35:54 DD12: No waist gaps? 41:24 Conclusion & thanks!