>>3078258
>What do you want, convolution using the letter shapes as kernels?
You speak my language. I like you.
>>3078338
All of these posts aren't contributing at all. The thread is about neat tricks on old hardware and how it was done. I don't see examples of tricks in games, nor how they were done, besides the initial post in this reply chain.
Anyway, the title screen effect posted by >>3077721 is cool because frankly I can't think off the top of my head a similar effect in any other game. Technically the rays of light are probably just a palette rotation on static graphics, but the idea and execution are unique, non-trivial (try it yourself and see how well you do), and memorable.
Btw guys, if anyone posts any demo scene stuff, that shit's about as insane as you can get.
To contribute with something else that has stumped me, in SD3, how the hell did they draw the overlays for the spell Rainbow? The ring consists of a high number n-gon (n~20) whos vertexes seem to be transformed and drawn in real time. It just seems like they'd be pushing close to the limit of what could be calculated in a single frame. Granted SD3 pauses gameplay when a spell is firing off, freeing up a substantial amount of cycles for special effects, but either the programmers wrote some slick code, or they just saved a shit ton of data to ROM.
Similarly, Super Metroid's power bomb has an expanding ellipsoid effect. If you watch it in slow mo, you can see the ellipsoid is drawn at different "granularities". I still wonder what they did to draw it, cause it seems like they didn't just draw an ellipsoid, but also had some scaling going on too, which means the ellipse was probably saved to ROM.