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The palette order vaguely conveys a day-night cycle, but is admittedly rough. It needs fixing. As with the diagonals and cliff edges - it's programmer art. A flat-color version would presumably look even moreso. Somewhere between Hovertank and Behind The Iron Gate. 

This engine specifically might get reworked for a first-person Metroid affair. Fewer enemies (with respawning), limited draw distance, some kind of level streaming. I do want to play with controls that rely on timing. Like a double-jump that's also a Half-Life long-jump depending on when you press the button, and a unified gun for both pew-pew-pew and BLAM. And definitely SNES controller support, there, because I'm not doing multiplayer again unless it's really funny. Like if Slaughter 2 has four-player deathmatch. I can't beat Faceball on Game Boy supporting sixteen people.

Ohh I can kinda see the night cycle now. Levels 8 and 9 are on the 2nd day. 

Roger that on the cliff edges. I misread. That's some pretty sweet dithering on Behind The Iron Gate btw.

I was going to say Metroid but I thought it would be too big a job and I couldn't imagine how it would work with all the vertical elements from the original games (looking up, jumping). Look who I'm talking to though. Sure, lol Metroid would be awesome!

Four-player Slaughter 2 Deathmatch... whoa! That would go right next to my Halos, Perfect Darks, Smash Bros multiplayer dream party setups.

I thought there was too much red on red coloring in level 7 but wow it turned out different on my CRT.  I don't see much orange or any yellow in the palette so I guess it's down to my crt color/tone settings but it is interesting.  

Oh and I was looking at an old post and totally forgot about the idea of a portal gun. That would be pretty awesome.

Oof, yeah, FCEUX thinks several red-ish hues should all be plain red. Mesen is a lot more accurate. Maybe that level gets recolored in deep blues.

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https://x.com/yoshinokentarou/status/1865045755175800906

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