I wont do anything MM10 till new scans are there. Ice stage is impossible cause of bad scans and not only that it is more of 16-bit than 8-bit like some MM9 stages were it didnt fit in 8-bit category. So. I may be just like random as I've ever been before.
I'm honestly shocked, SpeedReemix. Why are you using such an arbitrary description as "bitplanes" to somehow mix together what should be separately referred to as "style" and "system limitations"? The terms "8-bit" and "16-bit" are quite meaningless in both an artistic and technological sense simply in that they try to group together far too many different unrelated matters under the single header of what a CPU is capable of.
Master System and Famicom, Genesis and Super Famicom, these are nothing alike; the system limitations are different. Sonic, MegaMan, Mario and whatever, nothing alike; the sprite styles are different. The bitplane terminology in spriting is arbitrary and archaic, plain and simple.
R10's ice stage is not more of "16-bit" than "8-bit". Beyond my previous assessment on that type of terminology, it's also a completely false statement in regards to both style and limitations. I've seen that image and what I see is something that's entirely possible within the limitations of the Famicom AND the sprite style of the Rockman games. Surely it might appear that there's far too many shading, but Rockman's backgrounds have always included details far richer than feasible in characters. On a technical level, a variation of the Famicom palette is used and each tile uses no more than 4 colors. All that is truly what some would call: "8-bit".
As for your recreation of the other screenshot from R10. It's a nice effort. However, there is a severe fundamental flaw in that you skipped an entirely column of tiles in the rightmost bottom half and the leftmost top half of the screen. This leads to misalignment of the ceiling with the rest of the area. To be specifically, between Rockman and the health item from bottom to the ceiling, there's much more distance in the original screenshot. And in the ceiling, left of the yellow details to the lifebar, a similar issue is present that distorts the patterns near the lifebar.
A related issue is that the actual screenshot does not show the spikes at the edges as wholes, but rather as halves. Somehow or other you invented two half tiles at the edges and tried to put that within the same screen resolution, making you come a whole tile short compared to the original. Other issues in the recreation include the size and alignment of the moving platform, as well as some key pixel details in the yellow parts of the ceiling and floor.
All in all, it's a nice effort, but ultimately in need of retiling and a few pixel level adjustment of the platforms and details.