Oh and, I did this a few months back:
Excellent, that looks great!
Also, I didn't draw at 2x2 pixels, I just took a screenshot at 2x resolution and put it on my sta.sh because I find it easier to look at that way >w>
I know, I never thought that you did. But it did take a bit to figure-out that you were showing a 2x2 magnified PCE image against a 2x4 magnified PC9801 original, for some reason.
Something like this would have been a lot more useful, because it's so much easier to see what you've gained in color, and lost in resolution ...
You see, I REALLY LOVE the idea of pushing the weaker hardware and getting as much out of it as possible! Heck, one of the biggest reasons why I love the PCE so much (other than the sound, and the really fun games it has) is because I know (or at least have an idea of) how limited its hardware is, especially in comparison to its contemporaries, and yet I see it pulling off mind-blowing stuff both with and without the CD add-on that compares with, and sometimes (often?) even surpasses its more technically advanced competitors!
That's a wonderful goal to have! I really hope that you get to do it someday!
But you're going to need to find a programmer that's willing to do a lot of custom-coding for each-and-every level and on-screen effect, which will take them far, far longer than the art side is going to take you, only to have something that's (IMHO) going to compare rather poorly with the original game.
I took another look at the video, trying to figure out just how many of the effects and "sprites" could actually be dropped down into dynamic-tiles, and at-the-end-of-the-day, "yes", I believe that you could do *something* on the PCE that would look approximately like FZK.
If you reserve some colors in the palette of each background tile, then you could draw each bomb effect into the background as it happened on-screen.
That would be one way to avoid having all the sprites flicker like mad or just disappear.
But it comes with its own costs.
Perhaps someone will want to take on the challenge someday.
Personally, I agree with the idea of pushing the limits of the PCE (or SGX) ... but to me that means doing something that's actually going to look good on the systems, which means deeply understanding those limits, and then taking advantage of every opportunity.
IMHO, the basic design of FZP just breaks a few too many of those limits to actually get a good end-result.
Hopefully someone will come along, program the game, and show me that I'm wrong.