I still have fond memories of that computer, the games I played on it and the time I spent hacking about on it, but it had some serious capability limitations compared to its competitors, most notably the Commodore 64, and I spent several years longingly looking at the C64 screenshots of games in Crash magazine, wishing I had gone down that route instead. Check out Paperboy on Spectrum versus C64 for example, where the Spectrum version is practically monochrome in a window that's approximately half the screen size.
The tatung was an absolute beast of a z80 dev machine, and the favourite of many Spectrum and CPC devs.
[1] https://www.cpcwiki.eu/index.php/PDS_development_system
[2] https://retrocomputing.stackexchange.com/questions/3314/how-...
As a system of it's own standing, ignoring the MSX software catalog, which was largely unavailable in the UK, it was probably the best Z80 system by specs until the Elan/Flan/Enterprise 128* finally was released; which upped the high-tide mark for Z80 systems even further with again CPM compatibility (requiring a 3rd party copy of CPM though) and amazing hardware.
Both the Einstein and Enterprise were commercial failures for the most part, to the point that in early 1986 I was presented by Dixons offering either the Einstein or the Atari 130XE on a massive discount at £50. I chose poorly and picked the 130XE, which turned out to be the last one they had in stock, had 100% ram failure, and Dixons were unable to repair it under warranty. I still wish I'd gone with the more useful Einstein.
In the early 90s, you'd often find Einstein's knocking around in storage rooms of most UK development studios from when they got adopted as dev machines. Sometimes you'd find a PCW or 2 too, again CPM and the 3" disks rendering it useful.
There's lots of Einstein info here:
http://www.tatungeinstein.co.uk/
And info on the Enterprise should that tickle your curiosity here:
I recently learned Nintendo released versions of the game as 'Castelian'. The level design, at least for level 1, is the same as in the original Nebulus.
Tower rotation is achieved by scrolling (well, rolling really) 8x8 character bitmaps at varying rates. It gives a very convincing 3D-rotation illusion, while being nothing like it at all.
...that's exactly the tricky part on an 8-bit home computer without hardware sprites and tile layers.