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Re:Game Programming Patterns: Double Buffer (2014) by Sharlin on Monday August 27, 2018 @05:08AM (#17850299)
As ddingus implied, in the C64 era you'd actually have state-change logic executed as the beam moved across the screen. For instance, the VIC graphics chip only had support for eight hardware sprites at a time. But by using the hsync interrupt you could reuse those sprites and draw each at different coordinates as long as they were in different regions of the screen, vertically.

[1] https://en.wikipedia.org/wiki/Raster_interrupt

Re:Game Programming Patterns: Double Buffer (2014) by rusk on Monday August 27, 2018 @05:25AM (#17850361)
This also enabled more colours, as you were limited to something like 8 colours (2 per sprite and 1 background) in multicolour mode. At different vertial positions you could swop out the banks between scans and this worked particularly well for horizontal scrollers ...