Just reminiscing about graphical breakthroughs in games. I remember sitting at a friend's house playing Bug Byte's Spectres, a PacMan clone, on the 16K Spectrum circa '82, and my mate's amazement at the ghosts being, like, properly "see through" (aka XORed over each other!) 
Pixel by pixel movement, rather than by character was quite a big deal... I was in awe until i worked out the animation was the preshift . Look at manic miner for a great example. Flight sim with dots for a runway and a blue lake of 3 filled polys
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Nailed it; it was sniffing under the hood at Manic Miner that made me grock preshifts on sprites. IIRC it was Keith Burkhill's Ghosts 'N Goblins that made the leap to pre-shifted block pairs for the scroll. Of course, Joff took it to the limit generating the block PUSH sequences
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I can’t remember the exact game, but one did each line preshifted differently so the real shift cost was always the same... was it chuckle egg or something like that?
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Could well have been Chuckie; Nigel Alderton was a smart cookie (and also the bugger that stiffed Pete Clarke and a 17 year old me out of £250 whilst he was at Elite!).
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