Bear with me here
Arguable "retro feel" factor aside, I think the most interesting thing about classic games, the one thing that can't be replicated, is the way devs HAD to wrestle with huge visual/computation limitations to create worthwhile experiences, and sometimes they actually used those roadblocks as starting points to develop gameplay and scenario concepts.
Pic related is the universal example; got a shitty 3D draw distance? Make a game about a spooky town shrouded in fog and darkness.
So what are your favorite examples?
heh
>>3736068
Well besides your example.
I'll say music. https://www.youtube.com/watch?v=4Hf3O6mf3Rk
Sprites and dithering are also very neat,
>>3736098
That always was a cute one, but I wouldn't say it's what I had in mind (this is more like clever padding, or a workaround)
It can be little things like this other one; in my mind, the Enix tech guys were messing around with the dev kit and they ended up with this weird effect and they called everybody going all "what am I even Mode 7-ing lmao"; then some scenario guy came up with the idea of setting part of the gamein the concave surface inside a planet
The only example I can think of isn't retro
>>3736126
Seriously though fuck mode 7
>>3736130
Aw, surely there are worse modes
On topic, this scene from Monkey Island does it for me, though it's basically a cutscene; it uses the Sentence Line as a literal storytelling device