Hehehe, I see that I have told you about the limits of 64 defined sprites, 256x224 standard resolution, 16 palettes for BG and 16 palettes for sprites, VRAM amount, 16 colors per palette... but I didn't tell you about my original example of the sprites-per-scanline limit. 
Let´s wait that someone with more experience explain it. I know it, but I cannot justify the cause of this limit. I'm sure that there is people that can explain that better than me
Basically, there is a limit of sprites that cannot be drawn in the same scanline (a line of 1 pixel-size). If you are near the limit, the sprites flicker. If you go above the limit, some sprites will dissappear.
Tom explained very interesting things in this forums about methods used to avoid this situations (I cannot find the thread now). For example, in beat-em-up games, the enemies tend to NOT be positioned in the same row
Let´s wait that someone with more experience explain it. I know it, but I cannot justify the cause of this limit. I'm sure that there is people that can explain that better than me
Tom explained very interesting things in this forums about methods used to avoid this situations (I cannot find the thread now). For example, in beat-em-up games, the enemies tend to NOT be positioned in the same row


10/31/2023: Localization News - Dead of the Brain 1!
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