okay, it appears no one wants to start this one
so, I'll give it a go
the backgrounds in cave story were almost always pretty dark, most likely because it was inside caves
but this helped a lot with most of the sprites, easy to aa the edges because almost every time, every sprite would be on a dark background. nothing terribly clever about this.. but I guess its worth mentioning
I cant really think of much to say lol, so I'll bring up some sprites with techniques used I found interesting in the game
this sprite is really quite rough, i think pixel may have been intending for the object to look as if old/damaged or whatever.. but I think it ended up just looking messily made
just a few strange decisions made with the aa-ing, atleast to me >_>
and I like the colour choices in
I think something pixel tried in a lot of areas was, where the lightsource hit each sprite, there would be little anti aliasing between the colours, and as the sprite progressed to a darker colour he aa'd more
take
for example, the lightsource is from the top-right, so he didnt make the top right edges aa into the background and in the few places where the lightest and second darkest I think it is hit theres no use of the middle tone to ease the transition, sometimes he even goes out of his way to make the darker and lightest tone touch jaggedly.. logic behind this?