The idea of using software sprites is very interesting. I like that demo. You might want to make a game out of it.
I use software sprites in my Spectrum games all the time (as if there were any other choices.) For the MSX I'd love to try out hardware sprites first. It's new for me.
Also it's my first game and I'd like to concentrate on getting it work first. You'd be surprised how hard it is to learn a completely new machine when most of the interesting documents are in Spanish.
And I agree with "focus more on the game" first, but then again, I'm just a beginning MSX programmer...
I vote for small sprite flickering ( the msx has built-in flickering sprites ;-) ). If you need to know how to do it, the trick is simple:
suppose you had to show 6 sprites on a scan line:
A B C D E F
sprites ( E, F) will be dropped, not shown. Each frame you could fill the VRAM table (the SAT) where sprites attributes are kept by rotating (shifthing) the sprite planes. So the next frame will be
B C D E F A
now, F and A are dropped, next frame you fill with
C D E F A B
and so on, until you reach again to the ABCDEF configuration.
this is called sprite plane rotation. There are other tricks, of course but i think this is the more simpler to code.
you can also "preserve" from flickering some planes (usually the main charater) so your configuration become:
ABCDEF
ABDEFC
ABEFCD
ABFCDE
ABCDEF -> again!
this will ensure that AB planes always are shown and others will flicker