OK, I'm editing an interview with the Golvellius designer and programmer, and I had this gem of an answer from the programmer on why it was ported twice:
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I wasn't involved with the decisions about what platforms to port it to, so I can't tell you anything about that. I was just assigned to work on the titles. We prettied up the graphics for Mark III, and then we based the MSX2 port on that version, but the palette didn't really match up that well, so we had to do a lot of work on that too! That's why I recall the order of the games being developed so clearly. The rules for how the two platforms [Mark III and MSX2] use colours is very different. (FOOTNOTE GOES HERE) That was somewhat troublesome. I'd imagine the platform holders were eager for content, and that's why those versions got made.
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Now, I read this page with the various comments:
https://www.msx.org/news/emulation/en/msx-on-sega
I need to put a footnote in explaining the difference between the MSX2 and SMS palette, in a concise manner. Can anyone explain it in layman's terms? I read the pages on CRAM and legacy palette's and 6-bits per pixel, and... blah blah blah.
The first person who describes it simple and intellegently will be credited in the footnote as:
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[NAME] from msx.org explained "blah blah blah"
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Cheers. :)