I'm taking a look at [the chapter on sprites from a NES programming guide at famicom.party][famicom.party/sprites]. There is a little table which describes what the different sprite attribute flags do: > | Bit # | Purpose | > |:------|:-| > | 7 | Flips sprite vertically (if "1") | > | 6 | Flips sprite horizontally (if "1") | > | 5 | Sprite priority (behind background if "1") | > | 4–2 | Not used | > | 1–0 | Palette for sprite | I'm generally amazed by how well the memory space is utilised in the console, so I was surprised to see that there are 3 bits per sprite which are not used. Two of these bits could specify a rotation orientation of the sprite. Why was this not implemented on the hardware? Were these bits used by game programmers for their own sprite-specific information, potentially unrelated to graphics? Were they left unused intentionally for this reason? [famicom.party/sprites]: https://famicom.party/book/10-spritegraphics/#sprite-data