I doubt it was for 'whatever reason'. I mean, rom space was a huge deal back in the day. Bigger roms were coming out and always meant more content and/or animation/art. I can tell you with 100% certainty that it wasn't due to the programmers limited abilities. It takes waayyy more work and understanding to make even a simple game engine (even a pong clone) than it does to simply update vram with a new set of tiles. Graphics tiles always takes up the most space back in those days. Code space was relatively small. Music data as well. Sampled speech took up a lot, but that's why it was rarely or sparsely used until CD systems came around. Other assets like maps and such took up a lot of space as well (meta tiles to save on space, but you lose potential detail). If an enemy took a total of 5 frames and you managed to design the animation where some parts were redundant, you're still looking at something like 3x the amount of space of a still character. Given the same size rom, that means you need to cut about 2-3 unique enemies out of the roster to support those frames - in place of that one animating enemy. Developers used palette swaps to extend the number of enemies specifically because of rom space (or CDRAM). In the context of these old systems. Palette swaps take about 32bytes (uncompressed) compared to 512bytes-2048bytes or more per character art. Having done development for these old systems, I can tell you that the biggest asset space wise is going to be graphics (cells/tiles, bitmaps, etc). But for RPGs, script alone can take a LOT of rom space (having worked on hacking/translation projects first hand). Second to graphics assets, if not more in some games (even when the script is compressed).Again, barring interviews with the developers (or somehow getting our hands on development spec/design documents), I suppose we have no way of knowing if the lack (or poor quality) of animations in any particular game, whether FF or PS3 or whatever, was due to ROM space limitations or due to the developers just choosing not to bother with implementing them for whatever reason.
But I agree with you. Animating enemies were a nice touch, but if they had to cut corners but still leave stuff in - they should have at least done some animated bosses (8 and 16bit generations). I did play PS2 (and PS3) when they came out. But when I played FF2us and FF3us, the lack of animation on the enemies was the last thing I was thinking about. Those games blew me away back then. And I wasn't a die hard snes fan either (I had nes, tg16CD/Duo, Genesis systems as well at the same time). I actually like FF2us over FF3us. If you wanted animating enemies in an RPG, you usually played action-RPGs or action-adventure games. But if you look at PS series, that was a Sega developed series. It always seems like Sega themselves were trying to make some sort of distinction between their games/console VS the competitor (mainly Nintendo, but PCE early on). Matter of fact, PS series is the only one that stands out in my memories of traditional jRPGs with such animation (i.e. excluding action-RPGs type segments). What other ones had the equivalent animation of PS2/4 on the Genesis? (PS3 doesn't count).

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^ How do u get that intro? Code?
