To me, the first system to do real transparencies, where you could just throw down a layer and change its opacity at will, numerically, with a hardware function, where slowdown would not f*ck up the effect because it wasn't based on an interlacing trick, was the SNES.
You really seem to be stretching to disqualify the Genesis' hardware transparency effects, with your specific detailed description of SNES transparency as your definition as "real transparencies". As you've been told and shown way too many examples of, there are lots of transparency effects in PCE games
"where slowdown would not f*ck up the effect because it wasn't based on an interlacing trick". Since you have SNES-superiority tunnel vision, you'll ignore it again, but for the rest of us who want to see an accessible example, go play Lords of Thunder until
. Pause all you want, you'll never see an uncolored or single-colored section of that moving transparency layer, because there is absolutely no flicker, interlacing, etc (fake!) tricks being used. As I've pointed out in the past as well, some of these 60fps PCE transparencies do things that SNES hardware transparencies cannot. The PCE can't do every effect the SNES can do the
exact same way either, but it
can and did do all kinds of non-flicker transparency effects. Same with the Genesis.
You do understand as well that in order to get the SNES to do a transparency effect it's not as simple as flipping a switch, right? There is actual programming involved, just as with PCE transparency effects. You also must realize that the PCE doesn't require you to tape a colored sheet across your TV screen like Space Invaders the arcade does... the programming makes the PCE
hardware do it all. Just like all the parallax that it does too. The color capabilities and speedy internal workings of PCE
hardware actually make it all the more versatile at doing all kinds of non-flicker transparencies. There are also all kinds of limitations to SNES transparency effects too, the biggest being that it can only do a single transparent tile layer.
The way the PCE does transparencies is the same way its done on Genesis, Neo Geo, and other 16 bit arcade hardware. The object is there, it isn't there, it is there, it isn't there, really fast like that, so that it appears half there. In other words, it flickers.
Again, you are alone in your ignorance of the reality that the rest of the world is sharing. This is how the
SNES does many transparency effects, like the Yoga Flame... and those other consoles can use this method as well... but the Genesis and PCE have many games that use
non-flicker transparency effects. Repeatedly saying otherwise doesn't change the fact. You may
dislike flicker transparencies, but you still have to put up with them in SNES games.
When things are transparent in real life they aren't %50 opaque because the thing is only there %50 of the time and absent the other %50 of the time. They are %50 transparent because only %50 of the light actually travels though them. On PCE you can't really change how transparent an object is except by changing the rate of the flicker, and that really falls apart at certain levels. Ie: you can't have something with %5 opacity since that would mean having the object only appear in %5 of the frames which...really wouldn't work for shit...although it is done quite frequently, usually when a character dies and is meant to disappear. Of course you can also make things seem transparent via very careful pallet choices and dithering effects, but those aren't variable at all.
The transparency effect in Blood Gear which I mentioned in our last "Zeta Witch Hunt", does degrees of transparency, not just 50/50... but takes it further to include special lighting effects which reveal added detail. So there is the staggered non-flicker transparency effect happening, which on SNES would only tint the layer behind it... but on top of that Blood Gear also brings out detail that was hidden in the shadows, the way that fully 3D lighting effects would reveal objects further behind the outer objects.
Even from a technical perspective, the TG16 is pretty much half way between the NES era and the SNES era. Technically, historically, chronologically, aesthetically. Have you ever played a SNES game as crude as Keith Courage or Energy? I haven't. I know, you like Keith Courage and Energy, thats fine, but seriously....JUST LOOK AT THOSE GAMES. Are they more like NES or more like SNES? Honestly. No bullshit. If you saw Blue Blink for the first time today would you assume it was for Neo Geo or CPS2 because of how insanely great the 16-bit visuals are?
Again, common sense should prevent the need for these basic concepts to be spelled out. A poor game, aesthetically or otherwise, is no measure of a console's potential. The very best, most impressive games, are simply the best examples we have. You undermine your credibility all the more when you pick out PCE games you feel are unimpressive as proof of the PCE's weakness. You also reveal your limited knowledge of the SNES/SFC library with these kinds of claims. But, if you actually believe in this kind of logic, here's your proof that the SNES is only an NES-quality 8-bit console-