I think the problem is that when walking, there are particular sprites that work with particular floor tiles for example:
See how in Megaman 7, Megaman's sprite is designed to walk on top of the floor tiles and in Megaman 8, his sprite blends in with the floor tiles while he walks?
Thanks for your interest, Johnny. To assist in your explanation, the term you are look for is "overlapping," and not "blending in." The situation is explained very simply:
If the ground plane is shown, the character should overlap with the ground tile. If not, it should not. In Contra, it is shown. In Simon's Quest it is not. That is the difference between your examples. (Actually, in Megaman 7, the plane is shown, just much less than in 8. Therefore, there is still overlap, albeit much less than in 8. You can zoom in on a screenshot to see.)
When M_tee changed the Pyron sprite, he didn't make any floor tiles to go along with his sprite. So to me it just looks unnatural with the two different styles going together.
I actually produced all of the graphics in the new video with the exception of the stars in the sky at the beginning.
Note the stronger, grid-like feel of the original. The 2-pixel overlap was less noticeable because the majority of the top row of pixels was black, resulting in the black lines dividing the ground and walls. Also, the characters feet were white, and a third of the ground was white, so there was less contrast there.
I agree that the situation is an issue, and we've both been aware of it.
The problem is that there is only one 32-pixel square used for all of the ground and walls. Moreover, Optomon assured me that re-coding the TSA to allow a separate ground plane would be a major setback at this point. One of my primary goals in the background designs is to reduce the building-block look of the original. Therefore, my design choices were made in an attempt to balance the natural pattern on the edges while minimizing the visible seams.
Perhaps I'll take another stab at it down the road, but at the moment, I'd call it a low-priority.