Pure vectors. Electric colour. A little beyond white.
Space Duel drew the world with a beam of light. This experiment takes that spirit into a modern browser: original ROM geometry, razor-sharp vectors, and colour with room to breathe.
P3 is colour. HDR is brightness. P3 primaries reach outside sRGB; HDR highlights can rise above SDR white. Beam energy is a relative signal multiplier, not a measured nit value. Your screen, brightness setting, OS and browser determine the light you actually see.
The split view clamps the left half to sRGB and SDR white. The right half keeps the selected gamut and highlight range. Screenshots usually flatten HDR highlights.
Geometry decoded locally from 136006-107.np7. An original visual experiment inspired by Atari’s 1982 Space Duel; the game’s CPU is not emulated.
136006-107.np7