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Overscan

43 bytes added, 19:43, 8 February 2018
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{{Citation needed|date=February 2007}}
[[Video game]] [[Video game console|systems]] have been designed to keep important game action in the title safe area. Older systems did this with borders for example, the [[Super Nintendo Entertainment System]] [[windowbox (film)|windowboxed]] the image with a black border, visible on some NTSC television sets and all PAL television sets. Newer systems frame content much as live action does, with the overscan area filled with extraneous details.<ref name="caminos">{{cite web|url= https://web.archive.org/web/20111219084409/http://www.gamasutra.com/gdc2004/features/20040326/caminos_01.shtml |title=GDC 2004: Cross-Platform User Interface Development |publisher=Gamasutra |year=2004 |accessdate=2012-02-09 }}</ref>
Within the wide diversity of home computers that arose during the 1980s and early 1990s, many machines such as the [[Sinclair Research Ltd.|Sinclair]] [[ZX Spectrum]] or [[Commodore 64]] (C64) had borders around their screen, which worked as a frame for the display area. Some other computers such as the [[Commodore International|Commodore]] [[Amiga]] allowed the video signal timing to be changed to produce overscan. In the cases of the C64 and [[Atari ST]] it has proved possible to remove apparently fixed borders with special coding tricks. This effect was called overscan or fullscreen within the [[16-bit]] Atari [[demoscene]] and allowed the development of a [[central processing unit|CPU]]-saving scrolling technique called sync-scrolling a bit later.
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