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Almost, but close enough. It had hardware to draw background solid blocks, two one-pixel dots and two sprites that had width but interestingly no height. The background was repeated or mirrored by hardware registers so if you wanted different patterns on left and right half of the screen, you need to switch the correct values at the right time at every line. Any positing of graphics would be in X position only so you'd have to do it by the line when the raster hit it. It had no interrupts except that you could forcibly wait for next frame to render and then you keep track of the clock cycles to render each line. And it has 128 bytes of RAM, less than the number of characters in this comment, while games were 1,2 or 4 KB on ROM cartridges, needless to say very efficiently coded directly in 6502 machine code. Oh, and the sound chip had no chromatic division of frequencies but weird intervals that aren't even close to any scale we know. Yet programmers managed to create great games on the platform. It's absolutely crazy.