Since then, there's been a re-birth of new titles written for the Oric to exploit this graphics mode .. and it has resulted in titles that, had they occurred in the 80's, would have propelled the Oric far further into the scene - perhaps. (Perhaps, it was already too late for the Oric by the time it arrived...)
I find it fascinating that these machines still hold so many treasures yet to discover. And, it sure is fun to be writing software for an 8-bit machine, with only perhaps a few hundred users out there who would give a damn ..
http://www.defence-force.org/computing/oric/coding/part_7/in...
Here's more details on the attributes mode that, when properly grok'ed, gives us color options never before seen on the Oric:
http://thespider.oric.org/oric_hires_colour.html
Twilighte (RIP) exploited this extensively for his games - check out http://oric.org/ for his titles (they're in the top-10) ..
See also this thread:
Best thing in for summer was two weeks with my grand father, my Atmos and my monitor - and certainly not my mom telling me to get out in the sun (and my grand father couldn't care less.)
http://forum.defence-force.org/viewtopic.php?f=21&t=1880
Check out some of the demo's at the end of the thread .. it was recently booted up and demonstrated adding new color resolutions to the system. Truly mind-boggling!
There was still a color restriction. Each row of a character could only contain 2 colors, so every horizontal grouping of 8 pixels could only be one of two colors assigned to that row in the character. This is still an improvement over standard mode which required all pixels of an 8x8 pixel grid defined by a character to be one of two colors assigned to that character.