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The Amiga can change the bitplane data and colours as each horizontal line of the screen is drawn. That's how AmigaOS achieves that effect of multiple windows being drawn "in front" of each other - what you're really seeing is a lot of Copper instructions to change the bitplanes and colours as each of those windows is displayed.

That doesn't, however, mean that one window could have holes/transparency in it to display what's underneath, because the hardware can't work that way.

Does not have to have “holes”. The most front screen in the foreground can be where the main character and enemies dwell. The Upper part of the screen (clouds, parallax clouds etc) can be the screen behind because the front screen is halfway pulled down revealing the one behind, both syncronized and to the player they look as one. I really suggest Amiga coders look at Broadcast Titler on the Amiga and how it is achieving what it does.