How can you cheat to have more than the two hardware playfields? Well, there are more than one way to do this : One way is to use the blitter to put two of the 'fields' on top of eachother, ie. two of them use the same playfield. This means they must use the same colours aswell. Another technic that is used in many games, is to use the sprites as one of the playfields. LEANDER, RISKY WOODS and many more use this technic. The whole secret about this is to use the copper to change the x-position of the sprites, so that one sprite can be displayed more than once on each horizontal scan-line. In this way it's possible to have two 'playfields' with 16 colours in each. The problem is that you don't have the time to change the sprites bitmap-data aswell, so in the playfield with sprites you must repeat the graphics every 128 pixels in the x-direction. And if you use more than 4 biplanes, you steal some cycles from the copper, and then you don't have the time to replace all the sprites. Here's a copper example of how to replace the sprites : dc.w $2C37,$FFFE ; Wait for y = $2c , x = $37 dc.w $0140,$0040,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0048,$014C,$xxxx ; New xpos and data for sprite1 dc.w $0140,$0050,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0058,$014C,$xxxx ; New xpos and data for sprite1 dc.w $0140,$0060,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0068,$014C,$xxxx ; New xpos and data for sprite1 dc.w $0140,$0070,$0144,$xxxx ; New xpos and data for sprite0 dc.w $0148,$0078,$014C,$xxxx ; New xpos and data for sprite1 repeat until you reach the end of the screen at x = $D0, and then do this for each scan-line. With the above copperlist, you can have a one-bitplane scroller across the screen without using any bitplanes, and you still have 6 sprites free!