The only differences are that this is non-256 colour, and is 60 FPS. Original scale has been left intact. These are issues I had with limitations on the .gif format.
EDIT: Noticed the animation has issues looping. Weird, as it’s a seamless loop when previewing the frames in Blender. Oh well.
For those who are wondering, re-sampling FPS in animations is easy with Blender. Some math is involved, as you need to scale the Dopesheet size at the very first frame of animation with the following formula:
(FPS desired)/(Current FPS)
So, that’d mean 60/24, which is 2.5. So I simply scaled the dope sheet to 2.5, then re-rendered at the new frame-rate.