CosmicR:
Yes that would be something to aim for! I feel that it *may* be possible for me to to do the standard cube at 60fps if I work hard on it. But 30fps I think definitely
the longer I think about it, the more sure I am that 60fps is also possible!

-> check your PM!
CosmicR:
One good thing about this technique is that the raster filling routine itself is very fast.
how can this routine be fast if you have to interrupt your code in every scanline to change the x/y position of at least one sprite?

CosmicR:
So if it was possible to pre-store all the edge positions - it would be able to display something like 25 polygons per display line at 60fps. It would be then be able to display some kind of polygon-based "cut-scenes". It has a lot of limitations though - horizontal sprite limit issues and polygon color change issues. It would need to be planned out very smartly. Getting the right-size pre-stored triangles etc
oh, 25 polygon, that's very optimistic!
the accuracy of the scanlines is only given on real hardware, most emulators (incl. MAME) have problems... it will look terrible with incorrectly positioned polygons and gaps between the surfaces... not to mention the amount of data that would be required. for your idea with polygon cutscenes it would be better to use a simple but optimised animation.