The Atari 2600 looks like a nightmare to program graphics. I remember the mess with bit planes on the Apple II (extended 80 column card) graphics if you wanted any kind of performance. It was amazing that any character animation was possible with draw, erase, draw... cycles. Commodore 64 was so easy in comparison, especially with sprites.
I remember in college they had us learn C by programming on a Game Boy emulator (or was it a game boy).
Final project we had to incorporate ponies exploding into a game in order to get extra credit.
Naturally this was my first time touching a programming language after "Matlab", and no one had any fricken clue how to use sprites. Was interesting, just... a bad idea of a way to teach a class. =_=;
The video did cover bitmap graphics in addition to sprites for the C64. It's very different from the CPU control of graphics that's required on the 2600.The commodore 64 could also do cpu graphics, case in point Karateka and flight simulator, but man that was slow.
The VIC chip was way advanced for its time, programmers found ways to get around its limitations like more than 8 sprites and new multicolor modes.
The Atari 2600 looks like a nightmare to program graphics.
Lol I had that Spy vs. Spy game on C64.
Back then C64 gamers (well, before the Amiga) looked at everyone else much the same way as a modern PC gamer looks at console gamers. The Nintendo was cute but there were no games of the caliber of, say, Bard's Tale, Wasteland, etc on there. Even the later PCs with 640k couldn't compete until EGA. Gaming in monochrome or CGA definitely sucked.
Anyone else get Compute! and code in those ML (yecch) or BASIC programs by hand?