What I meant was that considering the later stages proved my worst fears about automated color reduction, I'm surprised how well the earlier stages shown turned out. Particularly the Castlevania stage.
The sky in the final stage should have at least removed the clouds and used a 4 color gradient. Even with the automated color drop, the same scenes would have retained much more detail if someone had just touched them up by hand and traced over some of the details with colors from the new palette.
Given how they went about converting assets, I wished they'd at least asked me to touch some some parts like that cityscape.
The HUD shouldn't have been included as-is if they weren't going to or couldn't manage the color. A simple YUKI with same colored HP bars would have been fine.
I'm glad that the sampled sounds turned out well and although the music could be much better in the hands of several other people in the MD music scene, I can't help but think of how the sound could have been rushed as well to just complete the game asap.
I'm just kind of shocked at how little effort was put into adapting the assets for the Mega Drive version if they insisted on using it for the basis of the Dreamcast version.
Look at the concrete barrier in the Mega Drive pic. Even after reducing the colors the way they did, the color on the top could have been used for the side shade. A 4-color sprite couldn't been given such a minor touch to retain 100% of the detail.
Look at the highlight just below the skull at the centre of the screen. See how it's missing from the rest? It's a sign that palettes were arbitrarily consolidated and then each tile auto converted separately. Again, even if this was the choice made to reduce color, the fact that the end result has so many of these simple to fix aspects that weren't touched, only leaves the impression that no care was given to how the final product looked in the end.
Here is a simple solution for that sunset sky that uses the same 4 colors:
