Dang! I worked with the colours from one of the tilesheets in the other thread, and didn't notice that the brightness settings were different. It ended up a bit darker than I had envisioned.
Anyway, here is a progress .gif that features the reference and intended colours:
Corrected brightness levels:
I consider the r/b Blastoise sprite to be one of the worst in that game. The shell, cannon, arm, hand and leg are just one big confusing mess of clashing surfaces. Both the original r/g version and yellow did a better job making this sprite readable, while also looking like the original designs. Anyway, that's why I wanted to start by doing a remake based on this particular sprite. My only goals were simplifying the look and trying to do a better job at creating unique surfaces that don't blend into each other too much. Aside from that I just had fun with it. My commitment to the source material is... loose.
I thought there would be more of a rush to remaking the monster and trainer sprites!
I want to take a stab at reconstructing the battle interface as well. I think Azuyre and Arne are on the right track in trying to reduce the text content and size of the battle menu. Having every little bit of information told through the text box has been one of my biggest gripes with these games since the start. All battles just take so long! By putting more of that information in symbols that pop up, less would have to be constantly explained in text, and the battles could move on in a quicker pace.