APPENDIX SEVEN This map is only eight bits -- one byte -- wide. You can see that all four missiles share the same width byte, each using two bits for resolution. If you combine the missiles to form a fifth player, you use this area exactly as you would the area for any other player. One means of moving your players vertically is to move the players within their reserved area rather than on the screen itself. In BASIC, this is considerably faster than having to move the player on the screen, but it's a slow process anyway. As far as the boundaries of the TV set are concerned, all players in both resolutions are mapped to the entire height of the screen. There are many good programs to create and edit PM graphics, mentioned earlier in the Memory Map text. PM graphics are one of the Atari's most powerful and least understood capabilities. I suggest you read up on them and try to master their use; they're not as difficult as they seem.