Classifier Instance:

Anchor text: Atari VCS
Target Entity: Atari_2600
Preceding Context: Blitting was not the only solution to providing high-performance graphics in performance-limited machines. A more common solution in early machines was the use of sprites, which used two different graphics pathways to draw images that were then combined in the video display circuitry into a single image. Sprites were small bitmaps that were positioned on the screen independent of the normal bitmap background, allowing them to be moved on-screen by adjusting the values of several timers. The video circuitry started drawing the sprites after the timer had expired, allowing them to be drawn for little cost, and avoiding the need to move memory around to provide the illusion of motion. The downside of this approach is that the sprite systems generally had hard-coded limits to the number of sprites they could display, often between two (the
Succeeding Context: ) and eight (Commodore 64). Blitters offered the ability to have any number of objects, limited only by the performance of the blitter and the memory it talked to. As the performance of these circuits increased, the flexibility of the blitter overwhelmed any performance advantage in the sprite approach, and many sprite systems became blitters in disguise.
Paragraph Title: null
Source Page: Blitter

Ground Truth Types:

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Predicted Types:

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yagoGeoEntity-2.1531778181509056 0
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