[rant]
Exactly the case here, game tiles make the title fit in with everything pretty well too. Still some title specific tiles, but they are so simplistic I am confident I could actually have none and replicate them with ram tiles. The ability to fill and draw colored lines and curves into ram tiles is a good reusable way to make some pretty respectable graphics. As example draw up a simple title like normal, make a map of it. Then modify the ram tiles to look like the tiles you used(slow,so WaitVsync(1)), then set that map to vram(not +RAM_TILES_COUNT). Tedious but as long as it doesn't cost 64 bytes of function calls per tile it would be worth it, I'll test.
Also thinking about that for text in a game that doesn't really have text in gameplay. Why waste (26*64)=1.7k on alpha characters, instead just do it like a digital clock. Store an 8 and have a function to modify that 8 in ram tiles as needed per different character. Sounds sloppy especially trying to change things later, assuming the code would even be smaller than the tiles! It would hopefully be small but definitely slow so only when you have time to spare like GUI. Something like printramtiles(...) would handle all this stuff internally, loading up characters as needed so you could have a screen full of text just as easily as 1 string. I'm not totally there yet but slowly I'm putting together a little library that should facilitate such things that at least I have faced in a design. Everything would need a really transparent interface to be useful to others. Just be a magic black box the developer doesn't have to understand to utilize, let's you know what ram tiles are still available, etc. It could still be tedious to design with, perhaps what I should really do is put everything together into a GUI library with menu effects,text,functions hooked to menu choices. Sometimes I think I just like to complicate things until I run out of time, or I think I'm writing a PC game so who knows

. Fun to think about if nothing else.
[/rant]