4) When conversion tools were used to port arcade/computer graphics data to the Mega Drive, the automated conversion from 12-bit palette (or even 15-bit palette) to the MD's 9-bit palette usually came with errors and that would require manual fixing.
Pitfall: The Mayan Adventure, for an example, has many invalid color values in the palette data store in the MD version of the game (Example: 333 when only valid option would be either 222 or 444. In such cases, VDP will understand it always with the lower value, so 222 - which darker than the "original" 333. Many times when studying the original art you'll conclude that the best value would have been a 444 instead of 222; or maybe something else that is not even a gray tone in the MD's palette).
But manual fixing required time that many developers probably didn't have.
An example of what Sik said in 1):
Arcade/PC/SNES
MD original/MD hack
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It took me many hours of trial and error with modern tools to come up with the funky palette (pink-ish and green-ish tones mixed there, lol) which gave me a somewhat good result with the volcano/mountains in the background.
And, even so, you notice how you don't have enough palettes for a second layering of depth in terms of coloring (like the arcade and PC versions have for the mountains which are even more distant) (SNES version got the coloring kinda wrong there, WTF!!!; using darker tones instead of brighter ones).
Also, the flowers and other plants have to share the same sub palettes.
The foliage on the floor no longer has enough shades to deliver the same contrast you had in the arcade, which makes it look worse no matter which green tones you pick.
Part of the texturing of the tree's leaves was lost when the art was converted to the MD's palette.
...
It's a depressing and very time consuming task. I really don't blame the developers that much anymore.




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