Order of drawing: Sprite objects Bombs and projectile explosions High priority enemy projectiles Enemy layer 0 Enemy layer 1 Enemy layer 2 Samus Projectiles Enemy layer 3 Enemy layer 4 Enemy layer 5 Low priority enemy projectiles Enemy layer 6 Enemy layer 7 After resolving sprite priority (i.e. discarding overlapping sprites of lower priority), they are then resolved with the backgrounds Mode 9: BG3.1 Sprites.3 BG1.1 BG2.1 Sprites.2 (most Samus / projectile sprites) BG1.0 BG2.0 Sprites.1 Sprites.0 BG3.0 Backdrop .N is the per-tile priority bit