They hired a guy to make a shirt for Mega Man 9 based on the terrible (read: terribly awesome) box art for the old NES games ( wa4.images.onesite.com/capcom-unity.com/user/djay/blog_photos/mm9shirt_raw.jpg ). The idea here was to create a mockup of an NES game based on the American box art for Mega Man 2. This includes actual people in odd suits, as opposed to robots, they look funny, have face shelds that they aren't actually wearing over their faces, and Mega Man has a gun instead of an arm cannon.
You really need to view this side by side with the box art to compare. Here's a link: www.destructoid.com/wp-content/uploads/2006/04/megaman2box_front.jpg
This piece was done within the restrictions of the NES. This means that the NES should be able to produce these screens with acurate colors and no flicker. There are no more than 4 palettes for the backgrounds and no more than 4 for the sprites, per screen. Each 16x16 tile is made up of 4 8x8 tiles that share the same palette. Most of the sprites are actually made up of two sprites to allow more colors (many NES games did this, including mega man, who has 5 colors and an alpha). Scan lines do not encounter the sprite limit, so there should be no flicker in these screens. The Mega Man on the title screen is made up of two different sprite palettes to allow certain tiles that share more than the allowed amount of background colors.
I actually spent a LOT more time making sure everything was legitimately restricted to the NES rules. The only thing I can think of that I didn't do was count colors per scan line... but... screw that lol... I think I have studied this piece much more exhaustively than most who have tried to stick to the rules.
Any questions or comments, please feel free. I enjoy input, and would be happy to explain anything. |
thanks! ^_^