Changes
/* Masked Sprites and Elements */
A heavy job is needed to define the masks and sprites "priority" so the 3D effect works : the background elements being obscured by the foreground elements.
As such, a proper "3D" parallel projection engine can be quite difficult to get running smoothly and fast as a lot of work may be needed for the Z80 CPU.
=Amstrad Plus=
Concerning the [[Plus| Amstrad Plus]] range, the extra features may be difficult to use in such an environment.
*Hardware sprites :
Due to them being always above the normal bitmap screen. They still can be easily used to add extra visual effects or extra HUD elements, or even to patch some foreground only elements/tiles
*Raster Interrupts :
The diagonal graphics are not easy to mix with horizontal rasters interrupts or video Mode changes... But it can still be used on some HUD or windows which may not cross the play field (with a vertical 256 pixels sized screen), or in Mode0 games (with a lot of inks so more margin to play with those ink changes...).
*Hardwired scrolling :
let's say this can also be used to ease horizontal scrolling provided the kind of game actually need it.
*Palette : the awesome Plus palette is always a sweet feature to use.
=Shadows=