What I meant is that the flickering in MM9 looked nothing like NES flickering. In any case it's only in MM9 and not in cutscenes.
To me it looks like in a pic like this >>3973571
all they respected is "max number of colours" while never considering that you have to stick to a 4 colours palette (including black) every 16*16 block, or the fact that as far as backgrounds are concerned, you can only have 4 palettes. In other words, for that pic, let's say we're talking about MM, some colours would have to be repeated in several palettes to make some connections, so you'd have
- Black, dark blue, light blue, beige: for thehair to face area, or neck area
- black, beige, white, red: for the face
- black, white, blue, dark beige: around the eye, but oops, they used 2 different blues there, which i can't do here
- black, blue, dark blue, beige, dark beige: for the shading of the face
That's it. all 4 palettes just for MM himself. I did this quickly though there could be a more efficient way to do it that what I just said and maybe save ONE palette, but you get the idea, even that is far from enough for the rest of the picture.
Of course if you use sprites, for instance for shading or small detailing like the red spots in the picture, that helps a lot. However considering what I just said, you'd have to use a SHITTON of sprites in that picture, much more than the 8 sprites per scanline limit.
Ever wondered why at the end of the intro of MM5 the "PROTOMAN ?!" text doesn't use the same font and appears smaller? Because unlike other text it uses sprites and they had to make the letters smaller JUST for the Protoman word, or else it would have been "PROTOMAN" without the ponctuation. That gives you an idea of how quickly the sprite limit can be reached in a cutscene, there is no way you could use sprites for shading in that pic, and I don't think that was what Inti Creates was thinking.