These frames execute the original game code. The outside projection stays steady while the cockpit and instruments shift vertically. The third column adds the authored damage palette. Each displaced example uses four pixels; these are controlled states, not a real-time animation.
| View | Before impact | Displaced cockpit | Damage palette |
|---|
| Forward |  |  |  |
|---|
| Lower instruments |  |  |  |
|---|
| Right |  |  |  |
|---|
| Left |  |  |  |
|---|
Repeated hits extend the 60-tick effect. The displacement normally stays within five pixels; changing cockpit view during a hit restarts it with a ten-pixel range. Exact clocks, palette swaps, clipping movement and randomness are covered by the comparison fixture. See environment notes for original addresses and capture boundaries.