Katala It was already voted on to go full color. The vote was done on Kickstarter through backers. They were given a few days to vote. So it's full blown 16-bit arcade now. That boss video is 2 weeks after the fact I think!
Originally aside of the multilayer scrolling which was mostly doable later on with different chip sets included in the carts, the game was doable on NES other than the size of the cart itself. The game would have been too big - too many gfx. The mode 7 stuff was actually doable to an extent on NES which I didn't know until recently. Battletoads vs Double Dragon - the bike fight scene floors could do it.
PixelRebirth all of the big stuff has always been hand drawn and downgraded to the right res. I've allowed for too much color in the recent stuff I've done though so I may downgrade the color a tad at a later date. The game sprites all have 9 colors on them or more. As well as regular background tiles. Depending on the background I've allowed for 16-32 in most cases now. But player sprites aren't as sharp if I do overkill on the color so 9+ is enough.
But yeah as far as the Kickstarter goes - it was a private back vote. Majority won. In fact no one said no. The only request was to have an alternate unlockable mode to have the original 8-bit graphics. Which we will have :)
The complaints about sprites blending into backgrounds led to this for the most part. The reason why NES games had mostly black backgrounds. Although as an avid player and collector of NES games, it was no worse than a real NES title.
I'm aiming for a fuller but faded palette for the background now. So there will be no blending of foreground sprites and background at all. But everything is all still pixel art. Even my actual drawings once I've done the full sized/full colored version in photoshop I still go into the sprite editor and go to work in C2 :) Down sizing alone never goes over well at all, lots of editing to do after the fact.
I should actually dig out the old Genesis png converted I had for doing Genesis GFX it brings things to the nearest color and brings the palette down to 64 color max. Though I don't have those restrictions on the game it would probably would look more authentic if I did :)
Anyhow as of a 2-3 weeks ago the project was officially called "Insanity's Blade: The Arcade"! But will of course still have the 8 bit mode since 75% of the gfx were already finished and it would probably only take a week to downgrade everything new. It's the FX that have to be dropped. The music is still 100% NES vrc6.
And thanks for voting too guys! It means a lot! We're going to have a full 4 stage demo including the new flying/shooter stage for the first week of Feb it looks like.
Chris
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In all honesty once we added the much requested co-op during Kickstarter, it pretty much killed it being an NES game - at least thats how I felt. It's one thing to have a larger sized main sprite but two on the same Y pos all the time would have made the game flicker - added to the 2 or 3 enemies on the same Y pos all the time too. So yeah - once co-op was added it was unrealistic.
Batman Return of the Joker, Battletoads, BattleToads/Double Dragon and Mr.Gimmick were the hardware pushers as far as I can remember. I have Return of the joker and it looks like a genesis game minus the color.
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