I'm not sure having only a basic ability to shift the screen around would have 
been much use without
additional hardware support.  Such as sprites for example.  Having to render 
lots of software sprites
over nothing more than a shiftable 24k lump of RAM would get very messy code 
wise.  Especially
with the need for double-buffering to avoid glitching/flicker, Etc.

Not to mention the poor old Z80 would still have a shedload of work to do 
shunting the required data
around.  Any scrolling game running at less than 50-fps with only half-a-dozen 
or so on-screen entities
really wouldn't be worth the effort!  Fast shoot-em-ups are awful at anything 
less than TV frame-rates.

Even slow Z80-based systems such as the Master System managed to do 
full-colour, full-screen 50-fps
scrolling with full-colour sprites (albeit in limited numbers) over the top.  
But then it did have a tile-based
system for the background which, although (for the most part) it is more 
limiting than a true bitmap, it did
mean the Z80 had very little work to do to maintain a nice scrolling backdrop.

Besides, there's something *pure* about having a chunk of RAM and a CPU - and 
not much else!

Chris.

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