I fail to understand this mentality that it has to be all or nothing; either 100% accurate to Genesis limitations or complete full color anti aliased artwork. What is so difficult to grasp about the idea of faux 16/32 bit? You know, pixel art that has loose limits to allow creative freedom while still giving the aesthetic appearance of an oldschool game and making assets more manageable? Indie games do this, other fangames do this, and I've given thorough reasoning for this in my last few posts, both aesthetic and technical, as to why we're doing it. What in the world is anyone failing to understand at this point? As for dithering, that's used to simulate graduating colors when the palette is limited. Otherwise, the shading would have banding. Do you not understand that either? I thought that was obvious. If you mean why do that when we could just use full color, I explained thoroughly in the previous posts that this would ultimately be a far greater demand on the artists than dithering and sacrifice a lot of utility with the sprites. Did you read any of that? You make a good point about the hud though. That could indeed have reduced colors.