'''What should be done on CPC:'''
* Recolour and redesign the graphics appropiately for the CPC in either mode 1 or mode 0.
* Use the Amstrad interrupts and change the colours multiple times each frame, this will give each region (between each interrupt) it's own colours increasing the number of colours on screen. Each region is 52 scanlines in height, and the whole screen in width. Note that the colours must be set for each region for each frame to maintain them, and that the pixels within each region are still limited to 4 colours in mode 1. The colour regions like this are ideal for having different colours for the HUD and for the main game area. This can be a CPU intensive technique.
NOTE: The 6 raster interrupts on the CPC can be used to change the palette. However, while the screen displays 6 colours, the actual games window is still monocolour (2 colours... generally Black+one other ink...) or "almost monocolour (only background being monocolour and sprites having 3 inks... or some inks different from background's tiles...) typical examples are Strider (monocolour tiles and 3 inked sprrites), SuperWonderboy (Monocolour Background and monocolour sprites yet differently inked), PacMania or Black Tiger (monocolour game's window/playfield yet multicoloured HUD...) and so on (see later in this page for more examples).