Well, I think he means "impressive" on a technical level.
Because while it looks very nice, it is not hard to do. You basically just have to a tileset for one scene only.
Usually you do tilesets so that the single tiles can be used in versatile ways in various combinations. Thatīs why RPG graphics tend to look a bit blocky; so that you can put the table-tile next to the grass tile, or the wood floor tile, or whatever you want; all fits together.
For a pic like this, you basically draw one big detailed picture; the upper left tiles of the clouds can only be used there, and so do all details. Each tile can hold very specific details only usable in one place of the background.
The problem with that is that you can only use it in one place; it only fits together to look exactly like this, the tileset is useless for any other scenes.
The less detailed, more blocky tilesets used in other parts of the game, like towns, dungeons etc can never look that great, but can be combined to many different maps. You can use one tileset for multiple places. Thatīs why in most RPGs many townsī houses look exactly alike; 10 towns can use the same tileset with the tiles arranged differently.
I donīt know if you understand what I mean, Clessy, it is hard to explain since itīs not my native language...
So it is pretty to look at, but technically as basic as it can be.
Anyway, it all comes down to screens like this being possible on the Master System as well, they just take up memory for one scene that could be used for a versatile tileset that I could use in 10 places
One good proof: the very same screens are also in the Game Boy version, with lower res and fewer colors, but also detailed.
http://img594.imageshack.us/img594/1...323dragonw.gif http://img849.imageshack.us/img849/1...323dragonw.gif