I dont know why, but Ive never liked the graphical style in this game.
Perhaps, because is not looks like a japanese game, and it has more occidental style !!
PCE version take advantage of his large number of palettes .
Actually, it doesn't. I mean, considering what the PCE is capable subpalette wise. From the researching/debugging I did of the game last year - it was something like only 3 subpalettes for the whole BG per level. Which, if you think about the PCE being single plane, is even lower that it should be. Merging the BG layers for the single plane on the PCE should have yielded more subpalettes than a dual plane system. They did an "NES" style thing where the blocked off sections of the BG tiles from crossing over - but on the PCE this isn't a problem with such a huge amount of subpalettes. It looks ok, but... just un-optimal. Which leads me to something else. Of all the countries/regions, UK and EU were known for some serious crazy coders. I've seen stuff on C64, Speccy, SMS, Amiga, ST, even NES, etc. I know how almost all the FX are done and such, but with the very few titles that came out for the TG16/PCE from Euro teams, why this "trend/attitude" never ported over? I've coded for quite a few consoles, and it's not like the PCE is difficult. Everything it pretty straight forward, relatively speaking. Oh well...
Touko: You've played the Amiga version? How does the controls compare? I guessing "up" is for jump, but besides that. On the PCE, it's almost like the control isn't finished - like a beta game. Enemies and player don't "fall" off the edge, they just appear on the next lower edge. It's weird. And some other weird gameplay mechanics about it. I need to try out the SNES and MD versions and see how they play. This game intrigues me, but mostly because of how rare UK/EU developed games are on the PCE/TG.