Changes
/* HUD */
=HUD=
As a result, it was rarely possible to add extra colours thanks to raster interrupts because the oblique HUD often cross the games windows (horizontally).
*This is of course not a problem in Mode0 as the 16 colours on screen are enough to get a coloured feeling.
*And by the way the heaviness of a proper Mode1 Isometric engine simply can't bother to have extra colours with the sacrifice of precious CPU resources.
Head over Heels and many Mode1 games deal well with this lack of colours with many palette changes from room to room. While the game only display 4 colours at a time on screen, those colours change often when you explore the levels
=Scrollings=