I'm still busy with the sprite fixing, animating, redrawing and, generally, all the words that end in -ing and that would mean tricky lenghty dull.
Oh well, probably I'm overacting: do graphics on our beloved machines is basically lot of fun. But let imagine: in the beginning, you don't know about how many space you should take for animating the sprites, hence you begin to draw cheap but quite good stuff; months after, due to your better knowledge of the game's data, you have to keep those sprites, but make them smoother in order to reach the right quality standard you need.
When you have to face this genre of work, you must know that the dirty job doubles: while you're creating new frames for your jelly sprite, you also must retouch the old ones in order to change, for example, a rotation angle between frames. In a two words sentence: it sucks.

The coins had been redraw. Simpler, with no milling on the border, and no shines: the simpler the better, the PAL's colour blurring on TV sets and monitor respond very well to this new stile. Compare the two different versions by yourself.

Do you remember the round ship and the meatball? They were respectively 4 and 3 frames animated. I had to take their frames to 6: Mike expressly asked to me about ssssmmmoootttthheeerr sprites, so I did my job.

The ship's animation has been surprisingly easier than the meatball's: once the two bonus frames were added, the sprite's rotation looked almost neat.
Almost. Most of the time, I had to fight against that "almost" thing. You can't imagine how much a sprite can change, simply using one coloured pixel instead of another. I would remind you that we're talking about 8x16 MCM sprites, and that with this graphic area available, most of the movement spotted by your eye is a fake, another part is PAL blurring, and a little one is real pixel animation.
In the end, I had my satisfactory result. You can compare it with the previous version.

The same we asked for the baddie I called "the meatball". My usual mistake is the same again: I should start from easier shapes, and keep them simple simple simple until the last pixel set, instead of inserting light, shadows, shines, dithering, antialiasing with those fatty MCM pixels!
A decisive step has been brought by Mike, when he suggested me to delete all the antialiasing with the darkest colour ariund the core ball: again, the simpler, the cleaner, the better.
It has been a hard fight against fat pixel and nutty video blurring, but I can say I'm quite happy of the overall result.
Plus, I added a 4 frames animated ball.
The pulsating ball is a classic in the cheap 8bit shmups world, do you remember the 8 frames balls in Armalyte, for example. If you use the animated ball "as is", bah, you're mastah lamer in person! But let the collision occur only against the largest ball's frame, and you can run impressive DNA-like paths in the cheapest way ever.
