Changes
rdsprites, bulets use 2 Hardsprites per frames (12 slots used) and scanner/radar uses 2 slots too (with colour cycles)
== Plus Features ==
*HardSprites : used for the title page (golden/yellow logo, to get easier extra colours and ink cycling) and for the visor and bullets, also for the Scanner/Radar at bottom of screen HUD... those visor and scanner use some ink rotation/cycles. the Hardsprites are all magnified in pseudo Mode0 ( X=4 and Y=1). Visor uses 2 Haardsprites with some colour cycles, bullets use 2 HardSprites slots per frames (6 frames, so 12 slots) and Radar uses 2 Sprites with colour cycles too. Those sprites are all magnified into pseudo Mode0 sized pixels (X=4 and Y=1).
*HardScrolling : not confirmed. Being a character based graphic engine, it is quite probable that the exact ZX Spectrum routines were used.
*Palette : this game clearly uses colours unavailable to old Amstrad CPC palette.