Well there are several methods available to you, but each with it's own drawbacks and advantages.
1. Using Antic 4 character mode, and using PMG overlays on the bricks. This will give you 4 color by 5 level shading. You would also use missiles for your balls and a DLI on player 0 to create an extra paddle on the bottom.
2. Using Graphics 10 in char mode. With Graphics 10 you can get anywhere from 9 individual colors to 4 colors by 2 level shading. Disadvantages are lower horizontal resolution, and you can't use Player 0 as that is the background color.
3. Using Graphics 9 in char mode, and using PMG overlays on the bricks, combined maybe with color DLI's on the background. You get 16 level shading, plus with PMG overlays you can get 5 colors of bricks per line. I believe you can use priority blending on mode 9 to get the extra colors. Use a DLI again on player 0 to make your paddle on the bottom, Disadvantage is again lower resolution than Antic 4.
4. Using Super IRG ... you basically alter your character set every VBLANK to get 14 colors in ANTIC 4. The disadvantage here is it can get really flickery if you don't choose your colors right, but you can dither to reduce the flicker and create solid color fields. You could also do the character set change on every scanline rather than having to flip the character set on the whole screen.
All of these use Char mode. You can also adapt some of these methods to bitmap mode (Graphics 7, 9, 10, or 15) as well, with varying results.
Edited by Synthpopalooza, Tue Jan 3, 2012 4:21 PM.