Thanks for the link I enjoyed it. Not much more than I had already pieced together from various sources and my own observations, your introduction got my hopes up that it would be even more technical than that, but cool to see the examples and the effort of it. I especially appreciated the Panzer Dragoon example, it has ever been a personal annoyance that no one else seemed to notice the blending effect of the lasers.
It’s too bad that he’s biased to only Japanese games (other than Sonic R technically) because Lobotomy’s games are the most powerful example of effectively turning those limitations of the spec into an advantage, the lighting effects in Exhumed are singular for the time. Burning Rangers is impressive ‘for the Saturn’ as it were, but it’s more like proving a point at any cost. And I think the full screen smoke effects in Azel or the water effects in Zwei would have made better examples than the ones he chose, but I’m just picking nits.
The mention of VDP1 blending as I think “six times slower” than normal rendering, or something like that stood out for me, I wish he had gone more in depth on that. And while I agree with the point about balancing what’s possible with what is appropriate resource allocation, on principle, I will still call Symphony of the Night a garbage port job, there is a limit.