Me and Mike ripened different ideas about level's graphics, and we'd encountered the very first tough idea's divergence.
At the moment, we don't know the way we'll choose, but a solution will be find for sure.
That's the dilemma. Look the picture below.

I drew, at last, non collidable backdrop elements: some menhirs in the dark, 8 chars used only, blank one included. I used a bit of white only, but Mike had suggested me to keep white off, so I cutted off the white pixels and only dark and mid colors are used. Your ship should move on menhirs without collision, while they scroll with the whole background, overlapping the fixed stars, in order to give the player a sense of depth.
Mike's side: though the white pixels had been cutted off, the player won't believe the menhirs don't collide with his ship. I pictured in my mind the non collidable elements as ruins at the ground and so on, but now I think that we should spend those chars toward a more various background's graphics, and variety means: to have as many different background characters as possible.
Luca's side: menhirs are cool, cheap (8 chars only!) and they're enough in the dark to suggest to the player they won't collide with the ship. Background doesn't need another 8 chars sacrifice, also because I tried in the past to make the most from the 200 3x3 blocks we use to build up a level, and they run out very quickly, voiding the necessity of having so many elements.
What is your opinion about this?
The discussion continues here too. The old scrolling demo will help you too.



















In order to test it, Mike attempted a real heroic act, desperately trying to persuade the ship to move softly via the worst joystick we can remind. Yes, if you're here, you know what a 264 series Commodore machine is, consequently you surely know how problematic can be the normal use of a terrific Commodore 1341 joystick!
Ideas about graphics or music pop out from your mind in the most unpredictable occasions, especially when your emulator and your original machine are distant: in the bathtub, at workplace, when driving, on the toilet bowl. The last one, particularly...

Sometimes, the simpler act can do miracles.
Though we can't predict yet the look that level 1 will put on, this minimal change proves to be enough to improve the overall result. And how cheaper it had been! Thanks Mike!
126 remaining sprites are a good number of them considered per level. Hence, Mike began to code something able to manage a 6 sprites built mid boss. Yes, we will have considerably large big baddies in the middle of the level, and that's nice.
Mike developing his piece of code, I'll draw one of those ships!". And actually, I did not, of course. You know I'm essentially brain damaged.