Here's the thing, though:
Like, when you think of 16-bit, you normally think of the likes of Super Mario World or Sonic the Hedgehog, much faster, better-sounding, and more colorful than on the NES, some flashiness here and there, but still rather modest overall. You think of things such effects as for when, in SMW, you activate the file menu, a message appears, you enter a level, or in A Link to the Past, the inventory slides down or up when you pause or unpause the game. Or, how about the "spraycan" effect in Earthbound when, say, you erase a pencil statue, or when Pokey appears for the final battle?
Here's what I suggested GameHut analyze in Knuckles Chaotix for the Sega 32X, and then some:
The Sega logo: Zoom-in effect's been done on both the Genesis proper and the SNES, although the rippling effect is another story.
-Item box screens: In the original Sonic trilogy, they'd
just rise and disappear. Never saw the "dissolving" effect anywhere else whatsoever, and while rotating is common enough, only Yoshi's Island has done it particularly fluidly; even Donkey Kong Country had only a few frames for things like bananas.
-Your characters and Metal Sonic moving towards and away from the screen as they circle around. (Again, the zoom-in-and-out effect had been done before.)
-The transition effect between segments of the intro stage. (Giygas did this in Earthbound earlier that year.)
-The Pulsating effect displayed by the word "Pause", a zone screen when selected, etc.
-How much more fluidly the end-of-level signposts spin than in the original Sonic trilogy.
-The way certain items from the bonus stages "burst" into pixels during the following hub segment.
-The way capsules stretch vertically and horizontally in the hub.
-The rising 3D platforms in Speed Slider.
-The way some rings fly towards the screen when you're hit
-How characters shrink or grow when breaking the respective power-up box.
-Some platforms explode into pixels when you step on them, instead of just falling down in tiny segments.
And I'm not even being comprehensive, given how long it's been since I actually played that game. Having just listed those, though, had any of those things (besides the first two) been in fact done beforehand on the base Genesis or SNES? I'm assuming not, if Yoshi's Island is the only other 16-bit game I know of to do so. (Games like Sonic 3D Blast and Donkey Kong Country probably shouldn't count, since those two went above and beyond anyway to push their respective systems' hardware limits.)
But what about, say, Saturday Night Slam Masters, what the Continue number does while counting down? How did the SNES pull that off?
https://youtu.be/V0RmJhdD2E8?t=10sIn any case, are there any other effects from the Playstation, Saturn, or 32X anyone might recommend I check out?