In every project, we may detect a rare magic point, during which time the destiny of the project itself is determined. It happens several times, this moment extends in a very short but golden time, few dozen minutes only.
Well, probably Mike experienced something very similar, today.
The question is: why getting busy in sprite managing, when actually the target sprite is not overlapping other than the empty space? Why don't let the sprite routine check for special cases, in order to save precious cpu time when the sprite doesn't need to be manipulated cause the background under it? We have to consider that a sprite flies in the empty space for the bigger slice of its own flight path, and that means you can move more that 7 sprites with no slowdown, if almost one of them is not undergoing a disadvantageous circumstance.
Lemme show the actual screen in the current beta:

You are watching to a real world record on our beloved +4: 10 fully masked sprites moving around at good framerate, with SID music and 21 chars high scrolling background. Be honest: have you ever seen something similar on a +4?
When the deep space begins to spread on the screen, the biggest hordes come out from their hoards! Then, we only have to modulate baddies'waves and background's fillup, in order to obtain a furious battlefield to play with.
This important result needs some changes in the level graphics supply, like a little reduction for the available chars. Due to this complex change, we used the occasion to come to an understanding about some dedicated placements in the level's charset. But we also took some important decisions about level's item: 2x2 turrets are in, and I must draw something in order to display hit turrets too; 3x2 bins had been totally removed, if we'll have bins that open and set free some baddies, they will be 2x2 and sprites in turn. All the little animation that have to be displayed, is located outside the charset, where they will be copied from.
Heyhey, I said that we'd lost some chars to make space for the new sprites, but in the end I have a bit more chars per level, due to the new project's guidelines! Ok, let's complete the level's graphics, while Mike will work on background's collision.