How about Street Fighter 2 SCE & Turbo
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How about Street Fighter 2 SCE & Turbo
While I agree that the SNES version looks better (especially due to the MUCH better color usage; the Genesis/MD version is kinda poor even considering the system limitations), most of the backgrounds are more detailed on the Genesis/MD version (despite of using like 16 colors only). Also, most of the Genesis/MD stages have parallax while the SNES version doesn't have it due to the use of zoom effect.
Some examples:
-King's stage looks really nice on the MD, with some neat "reflection" drawn on the floor and you can see some animation in the city view on the horizon. It's neat.
-Mickey's stage has that neat wavy effect on the Genesis version.
-Jack Tuner's stage has many more details, including the billiard table with the animated illumination.
-Todoh's Stage has parallax and animation, while it's flat and static on the SNES.
-The first Bonus stage has extra background details also using neat animation.
It doesn't change anything about the verdict IMO, but I think that would be cool to mention that the Genesis backgrounds are more detailed most of the time (the big exception is John's stage which looks great and animated on the SNES while pale and static on the Genesis).
*I also correct my "veredict" replacing it with verdict. In Portuguese it's "veredito", so I fucked up.
Updated, thanks! :)
The character select screen for WWF Wrestlemania looks really nice - thanks for posting.
My David Crane's Amazing Tennis review's been submitted; once it's up I'll post about the versions here. It's an A case on which I've decided against writing a Side By Side as the differences are too few or obvious to make for much of an article.
In the meanwhile I wanted to ask whether anybody had Side By Side requests. These I feel are lacking representation on the site: there are currently 19. See under Features on the main site. I'd be willing to take one provided I'm familiar already with one of its versions, they're sufficiently comparable (not what goes by a Case D description for this thread's purposes), and the Genesis/MD comes off favourably. This last is important to me as the Bart vs the Space Mutants I wrote inevitably favoured the NES, but you don't have to be certain of it in advance, rather just don't suggest MKII MD vs SNES.
Remember for Side By Sides the alternate version(s) can be for any system, eg Sonic 3D Blast MD vs Saturn by Baloo.
Thanks.
Just shoot
Nice one, I look forward to reading both (the review and the comparison in this thread).
I'm not sure how complete this list is, but two games that jumped out at me were Pit Fighter and Weaponlord. Maybe Ys III too, but that gets more complicated, as do Pitfall: TMA and Out of This World/Another World. How does Pagemaster compare?
Ys III has already been done as a side by side here on Sega-16, Retro-Sanctuary has also done it too.
True, touché. Not sure how I missed that in the Side-By-Side lists, but...
Thanks for the input. I'll investigate The Pagemaster. If anybody should cover Pitfall and Another World it's Barone; certainly I wish to avoid MCD discussions when possible as I neither own nor intend to the machine and emulation would likely too much compromise its sound.
I apologize if the comparison strikes you odious but by any chance is Retro-Sanctuary your site? The writing simply sounds like you is all.Quote:
Originally Posted by Thenewguy
Bump.
Damn, Weaponlord's not been done? That one may go to the MD; certainly seems to be the "usual" case where the SNES has the looks and the MD the play, but I'd honestly dispute how usual that saw is. Fairly in depth game here. Anyhow that link appears pretty useful so I should be able to find something.
And Pit Fighter huh? What'd I ever do to you?
An absolute crushing in the SNES's favour. The MD game visually and aurally resembles an SMS downport in comparison except for the panned out resolution, which is strongly undesirable for this game and even lends to the SNES version's controlling better (collaterally as EWJ, which needs more space shown, controls better on MD). I'll fill out this snippet with pics later too.Quote:
How does Pagemaster compare?
I've done a WeaponLord Comparison before. I had a write up for it too, but decided against reposting it. There is always some odd fact that somebody will go on about missing. Both games are great, but yes the Genesis version has smoother animation that helps with the parries and counters.
Hot damn, so much time has passed so quickly. I actually did another comparison back in the day, but I didn't post it here for some reason:
Zero the Kamikaze Squirrel
Case: A
Genre: Platformer
Verdict: Genesis
Introduction: It's 1994. Sonic 3 just came out and it expectedly was a big hit, so imitators reared their ugly heads. One of the better ones, Aero the Acro-Bat instead of a second sequel gets a spin-off, which stars Zero, the right hand of the villain from Aero the Acro-Bat.
Attachment 5824
SNES version came out half a year after Genesis one, but despite graphical and sound enhancements, I wasn't happy with it. First, the game is choppy. Second, the graphics aren't as crisp and clear, though there are more colors. Sound effects are pretty poor, too bad, I was expecting something better. Some decisions bug me: why did they remove the HUD animations? Why did they mix all the music up (looks like a stupid mistake)? Collision detection is lacking, especially with the video cams.
SNES Pros
1. Rich and more colorful graphics, some new effects
2. The music is better too
3. All six buttons are used in the control layout
4. New music traks
SNES cons:
1. Bad sound effects
2. Some animations are gone
3. Some color choices aren't good
4. The music that already was on the Genny seems mixed up
Attachment 5825
In the Genesis version, the sound and graphics aren't as rich, but are more crisp. As a whole, the game feels much better and more dynamic, although the player will need some time to get the controls (3-buttons only), since like half of the moves were assigned to B and another to C, although in the SNES version those moves were on separate buttons.
Genesis pros:
1. More animations
2. Although the music is not as good as in SNES, but sounds crisper, the same for the graphics
3. The game as a whole is more dynamic and faster
Genesis cons:
1. Less music: some tunes are reused
2. It'll take some time to master the controls
Verdict: Genesis is the original, SNES is a shoddy port. It's up for you to decide, but I'd pick the Genesis version.
By the way, correct the first post: Flashback and Robocop vs Terminator were written by ALEX_320_VOLT
Corrected!
And: great to see you back in this thread!
Zero the Kamikaze Squirell
+ SNES version has better music
+ SNES version has better sound effects
+ SNES version has better colour (Genesis is noticeably poor on some levels)
+ SNES version has foreground transparencies in some levels
- SNES version is in lower resolution
Both versions seem to play pretty similarly.
I agree on everything, but the sound effects. They were pretty horrific.
Pictures?
Sports.
Case A.
Verdict: SNES, but either will do.
Passing notes for each version: neither has ballboys or animations for the ball's impact on the net; more materially, neither has a dipping net.
Genesis version. (It is Genesis only, ie US only).
http://imageshack.us/a/img145/808/sa...nnis007.th.png
Grass court.
This is a one-man port of the SNES original. It's remarkably solid and the only failings are those typical to MD ports or stereotypical of MD games in general. Once again we've a MD game with repetitive colour use and crushed voice samples. Actually in this case the vfx sound slow more than crushed, though they do both, likely due to differences in the machines' compression hardware. (I'd wager the code porter didn't know how to exploit the MD's higher compression ability or didn't have access to the vfx on a low enough basis).
Genesis Pros
The visuals' simple crispness is pleasing; some players will prefer it.
Higher resolution will make some players feel more comfortable with the weird vantage/mechanics. It doesn't functionally improve play however.
It's on the Genesis, meaning RGB setup is much easier on a real machine, and this game is highly suited to RGB output. Very vibrant, solid looking game.
No dead volley (see the SNES Cons). This means one less technical matter to learn.
Genesis Cons
Poorer sounding music. ---- A very trivial point because music only plays at the title screen.
Poorer vfx.
Fewer vfx.
A less active crowd.
Fewer colours. This also makes for a less natural looking game, though that won't matter to every taste. The colour shortage does matter though. Eg the ball doesn't look 100% the right colour, and the lowest ranked player's uniform infringes on the ball's colour.
Fewer details. ^ Really part and parcel to the above. It could even be a matter of the resolution. Fairly trifling.
No dedicated volley button. Depending on the player's dedication level this could be annoying though in the main I don't think it hurts.
US only release.
SNES version:
http://imageshack.us/a/img401/7789/s...nnis002.th.png
Grass court.
This is the machine the game was written for.
SNES Pros:
Clearer, more human voice. Voice announces game totals after each game. The crowd sounds far better and is far more involved, eg cheering after points. The rackets and ball sound authentic despite lacking variety.
Superior sprite variety. This may actually just be a matter of tiny details and better colour mix up, it's hard to keep track of players in the game (see the site review for why).
Far better colour variety. Essentially this equates to detail as well along with imparting a much more natural look.
Dedicated button (Y) for volleys.
Line scrolling for the bandstands runs better ---- a very trivial detail.
Referee, occasionally after a long/important point, will ask the crowd to be quiet.
Multinational release. It's a tennis game and at its real life release date this was an important aspect. This = US, EU, and AU.
SNES Cons:
The dedicated volley button makes the game more technical because it's a liability to strike the ball prematurely: doing so before reaching the net results in a limp wristed paff that will never clear the net.
According to taste or personal adjustment the SNES's lower resolution could be more offputting but it actually doesn't hurt playability given how the game was designed to run.
* note I've not verified whether the SNES contains any kind of save feature. I did complete a match but moved on to the next w/o thinking of it. The Genesis game certainly does not save.
Reprise of Verdict:
It's a surprisingly solid game and system showcase either way; only in the Genesis's case you might want to put on some background music as well unless your friends are noisy. I wouldn't even score the versions differently on a 1-10 scale.
Zero and Aero on SNES certainly did not play as well and lower res hurts a lot.
Colission detection is iffy, it makes the game a lot less enjoyable.
I do like the music and GFX effects, those are pretty nifty !
wow thats real cool to see the differences
Welcome back -RT and welcome brainerdrainer.
PAGEMASTER
Pagemaster is Probe's second best 16 bit release behind both versions of Alien 3. It's a simple platformer with roaming though frequently short stages designed for children; yet it stops short of being simplistic or kiddy as a certain amount of exploration is required to properly complete it and there are a few different mechanics to liven things up. There are powerups such as marbles, a sword, and spangly magic (according to the world he's in); they work as in Mario 3, which is to say they grant an extra HP; the boot, which increases jumping height, equates to Mario's mushroom in that it grants a HP, can be recovered after taking a hit, and flees the boy (it also has an impressive range of sprite retention: it can be chased through as far as I can tell the entirety of a level provided it doesn't fall into a bottomless pit or pulverise against a wall). There's also a snotball that enables the boy to walk with his hands along ceilings. Powerups are carried through completed stages.
Proper completion of the game involves finding every library card; these are well hidden throughout the entire game. It will take the player a fair bit of tries to determine where exactly they're split up amongst the three worlds. Each world is spread out mapwise across the verso and recto of a book; stages can be entered and reentered at will, and must be beaten or may be skipped according to their position on the map. Pagemaster has some of the more overt Mario inspiration I recall.
For more on it see the accurate site review.
Sidescrolling Platformer.
Case A.
Verdict: SNES but either will do.
SNES Pros
http://imageshack.us/a/img526/1950/pagemaster000.png[/URL][/img]
--(1) Passwords.
--(2) Exit World Option: this appears as an Exit signpost after the last stage within an world has been completed. On MD the world is automatically departed. Why does this matter? Because any stage can be revisited in order to collect library cards (which determine the quality of one's ending), or just for fun--remember due to its simple map style layout not every stage in an world need be beaten in order to reach the last, thus one could return to those skipped before exiting the World. This is extra important because once the world's departed it can't be revisited.
--(3) Higher texture on the playfield. Eg the books that compose the dungeons have a stonier look, the planks of Adventure World look grainier, etc.
--(4) Higher level of detail: all pickups' natures are discernible, the 1UP resembles the boy's head (on MD it at best resembles a skull), the boot resembles a boot rather than an inkwell, the bag of marbles is clearly a bag of marbles rather than a smudge, the rolling pumpkin is a pumpkin rather than an out of place stone, etc. Disparity decreases in the second and third worlds though.
--(5) Foreground effects. Eg the chains hanging in the first level. These effects aren't used in every level though.
--(6) Playfield effects. These include unimportant but unmistakable touches like fog and important, game-changing elements like a personal candle effect on the boy as he struggles through the dark in several of the dungeon stages (think EWJ2 Lorenzo's Soil, but done better); on the MD this effect is not present, those stages are fully lit.
--(7) Superior parallax. Yes, really. It's quite striking actually. There's also greater detail within the parallax backdrops.
--(8) Bigger palette. Moving-platform books are different colours from hostile books, pickups are different colours from one another, climbable bookshelves are a far fitter and more distinctive brown, the giant hand that emerges from the archways to pound the boy is green rather than being yet another blue object, the keys are a crisp gold rather than a bronze whose intensity is close to the MD's overused blues, and dark tones including pure black are used extraordinarily well for a SNES game. This is equally true of the Adventure World where the ships' decks are much brighter and more varied, the enemies brighter, doubloons look golden rather than the MD's coppery tones etc. The stages that occur on strands or sea rocks are improved to another degree. Fantasy World makes this even more pronounced, where eg the opening stage is much more heavily coloured here whilst on MD it's washed out, and the second stage (Pools of Goo) has not only much more attractive, varied palette choices but a full background whereas the MD's only contains outlines.
--(9) Mellower musical tone. Certain of the instruments carry an old-LP like static after them but the result is still superior as the MD soundtrack has the typical MD over amped harshness.
--(10) Superior and more plentiful fx. Hostile books make sounds moving, invincibility brings a tinkle, sliding makes a sound, bouncing on certain things silent in the MD version makes a sound, etc. Voice fx are clearer too; the MD's are raspy.
--(11) Jumps are significantly tighter.
--(12) Superior control layout. Neither game has an Options menu but this version's button layout fits better--the MD's pisses me off.
--(14) Stages have names. These names are visible on the map screen and upon beginning/retrying each lv.
--(15) Boy flies on his book betwixt worlds. These needn't be properly completed to advance.
--(16) Upon gaining a library card the card is shown full screen; this suspends the gameplay for a few seconds but since these were obviously a pivotal part of the source material it's hard to argue against (were the suspension longer I would).
--(17) Timed zones. These are little bonus areas awarded for grabbing a clockface (never hidden, really) where one can rack up extra tokens and upon completion an extra life. Since the MD has nothing in counterbalance and these zones are less easy than most of the levels this is a definite advantage for the SNES.
--(18) Incomplete Ending. The game congratulates the (potentially very young) player even when he finishes without all the library cards. Also, in the credits it thanks him for playing. After the credits it reminds him he didn't get every card.
SNES Cons
--(1) Boy makes a landing sound on every jump/fall that is much too loud; a high quality sfx, no doubt, but much more suited to a horse capering on a soundstage.
Differences nonindicative of superiority.
--(1) SNES bonus stage is the boy flying on an open book through a Mode 7 area with turns, a nicely patterned ground/floor, and some very poorly realised transparent columns. It ends after a set amount of turns and distance or once one runs out of fuel which is collected in the form of coins and moneybags. These being more difficult I feel the advantage is on the SNES side here but both interpretations are good and since Pagemaster's an easy game, probably meant to be easy for children, I'm not going to notch punctuations of difficulty as absolute advantages.
--(1a) MD version of this is a scaler with him flying betwixt pairs of columns. This runs better but is only concluded when you've hit three columns, which is much too open and usually too long.
--(2) SNES map is not prefigured: you don't see a stage on it till you've unlocked the stage. This means stages unlocked through alternate exits aren't indicated, and the player must search stages to uncover which contain alternate exits.
--(2a) MD map is prefigured. Alternate exits must still be found to enter access alternate stages but it's now clear which stages contain alternate exits (just like SMW with its red stage markers). This I feel inferior to the above but it certainly fits a version that doesn't save, so I'm not going to count the lack of saves against the MD version twice.
--(3) SNES flight stages unlocked by gaining the Fantasy pickup are teleported to immediately.
--(3a) MD " " "" "" are deferred till the stage has been completed.
--(4) The sword pickup in the Adventure World is grey on SNES with a thick black shadow for its swipe.
--(4a) On MD it's bronze (another hue adding to the monochrome sensation) with a heavy mesh transparency swipe.
--(5) Lower resolution on SNES. Actually this is an advantage as it contributes to better scrolling, better pace, and better control. However those have already been counted on their own so this won't be separately.
--(5a) Higher resolution on MD. In a few stages this looks nice, such as Fantasy World's first, but in general it hurts. Again, the demerits have already been counted. Still there might be players who prefer the small speed increase.
--(6) On SNES the player commits to a stage, automatically retrying it till he finishes it or loses all his lives. This increases the difficulty and probably bears more likeness to the film in representing an aspect of unwillingness to the boy's adventure. It could be potentially frustrating for a young or very casual player. The player who approves this method will be pleased that his retry loads within a couple seconds rather than having to load the map and then reload the stage.
--(6a) On MD the player is remitted to the map after losing a life, enabling him to select another stage in order to grab a boot, other power-up, or stock up on lives. This may make it too easy.
MD Pros
http://imageshack.us/a/img688/3882/pagemaster002.png
--(1) Stage variety and objectives. EG the Adventure World equivalent to the SNES's Naughtycal Fun here is autoscrolling, which suits its extreme brevity and is something I always like in platformers. Exm 2: in the final level of the Adventure World you must defeat every enemy; there's no objective at all in the SNES game, just reach the exit book. Both games do feature collexion quota levels.
--(2) The ability to peer down is present, ie as Sonic can.
--(3) No landing sound from jumps/falls.
--(4) More voice fx. An asthmatic "Yes!" upon dispatching some enemies, and "My library card!" upon gaining that. Might be another I'm forgetting.
--(5) Occasional extra touches, such as the puck or enemy flower in certain of Fantasy World's stages.
MD Cons
--(1) Graphics begin well enough in the Dungeon area but gradually get drabber and lazier as the game progresses. That's on their own w/o even being compared to the SNES's. Generally they are good enough, or at least the art design is.
--(2) Music is overtuned and over amped--nothing extraordinary, just harsh in the usual MD way.
--(3) Inferior scrolling. Not terrible but it adds to hits taken.
--(4) No Incomplete Ending. Upon finishing the game without every library card the (potentially very young) player is treated to a curt "You failed to get all the library cards" plaque--that's it.
Summary
As the site review has it this is rightly a 7/10 game. Despite the SNES version's superiority I would not rate it 8/10 except perhaps by strict adherence to Sega-16's scoring definitions (my inclination is to be stricter with high scores), but they do deserve to be a full point apart unless that falling thump the boy makes in the SNES version really gets to you. So I'd rate them at 6.5 MD vs 7.5 SNES. The MD version deserves to be a little further from the avg score but then the SNES version, enjoyable as it is, doesn't deserve to be within 20% of the best games on any system.
It's a good game for anyone who's not especially keen on challenge, and probably a good choice for most children apart from the very young since the jumping accuracy isn't optimal.
^This is a damn thorough analysis.
These comparisons are quite intriguing. I was wondering if anyone could do a comparison of the game "Demolition Man". I've played the SEGA Genesis game and for a movie licensed game, it's quite good.
I wrote an in depth comparison with video and sound for archive.vg a while back for Zombies Ate my Neighbors.
http://archive.vg/blog/17-which-shou...e-my-neighbors
This thread is great - especially for someone like me who grew up with SNES and has just starting delving into the Genesis in the last year or so.
Keep 'em coming!
I've never been interested in this game, but your comparison and a look at some youtube videos of both versions brought me to a much different conclusion.
Going out of your way to explain how the SNES is not only superior, but implying that naturally it will turn out better on SNES sounds biased. Judging from the screen shots you provided and what I found elsewhere, it looks like this game was made for the Genesis and then sloppy ported to SNES. It's heavily dithered in a way that screams Genesis-designed and the SNES graphics look like a quick recoloring.Quote:
The SNES version of the game looks sharp and colorful, while in comparison the Genesis version is dulled down. Because of the Super Nintendo’s support for a higher number of simultaneous colors, the Genesis couldn't match the level of detail of the SNES. The default three-button layout on the Genesis controller left no room for a map button, so the map was quite literally squeezed onto the screen—which was a downright lazy way of making up for the extra width that the Genesis output.
In your first two screen shots, the detail is virtually identical, except some backgrounds have an extra shade or two in an element or two. The color looks better (more vibrant) on Genesis in the first screen (SNES looks dull in comparison) and the third screen is noticeably more colorful on Genesis, with quite a bit of variety for color compared to SNES. That alien is particularly more colorful and detailed on Genesis.
The HUD has nicer graphics on Genesis (more color, detail and artwork), while the SNES version uses its NES-looking layer for the stuff it keeps, but really looks like it is trying to make up for the lost width in a lower resolution.
Some of the sound combinations in the SNES version sound neat, while some are hard to listen to. The Genesis music sounds better and more suited to the game to me. Again, it sounds like the SNES version is doing covers of the Genesis tracks. The clips you posted for both versions sound like emulation which might be worse than the real thing. Sound effects also sound better overall on Genesis and what voice samples I found in videos sounded comparable, at times maybe slightly better on one console or the other. I'd have to listen to first hand clips from real hardware to judge properly.Quote:
Every track of the SNES version's fantastic musical score makes fine use of the hardware available. Sound effects are just as good—character vocal samples sound clear and the other audio is all very appropriate. Sadly, the same cannot be said about the Genesis. All sound samples are noticeably compressed, resulting in frequent popping and static noise. The music suffers from the same fate, and is simply not done justice; the Genesis was obviously capable of much more.
Did you try the Genesis 6-button pad with this game? It was released shortly after SFIISCE, but Konami was a major publisher and I wouldn't rule out 6 button support without testing it out first. There's no reason for a weapon to be missing from the Genesis version, which again sounds like they tacked it on to a SNES port afterward.Quote:
Gameplay is similar across versions, with a few notable differences. The map on the SNES version is brought on-screen with the L button, while on the Genesis it's always visible. The button configuration is a little clunkier on the Genesis—thanks to the three-button controller—requiring combinations to switch items, whereas on the SNES there are dedicated buttons for each function. Lastly, the flamethrower weapon is missing from the Genesis release.
To me it seems that only if the controls and flamethrower are a deal breaker for someone, that the SNES game would be the must play version. From what I saw and heard, the aesthetics are could swing either way depending on personal taste.Quote:
It's a hard day in the life of a Genesis fan to see such an underwhelming version, but the SNES release is a better game in almost all aspects. Without a doubt, Zombies Ate My Neighbors for the SNES takes it on this one.
Glad to see you took a look, but in general I am definitely bias toward the Sega Genesis. If you disagree that's fine, but you are literally the only person I've ever met that thinks the Genesis version is better. But hey, that's the reason why I posted the screenshots, video and music. I'm glad you found a version that you prefer, that's really the whole reason I wrote the article with so many examples.
ZATMN was developed for SNES and later ported to Genny by some one man army in a couple of weeks if I remember correctly.
Wow, what an impressive port. Whoever did the graphics for the SNES version must have been accustomed to working with color-challenged hardware. As much as the visuals were tailor-made for a port to Genesis, the color work and extra touches are very nice.
Lol, another comparison that goes out of its way to teach us how and why the SNES is so superior. :pQuote:
Oh, I wouldn't dismiss that site as some SNES fanboy's work -- he calls plenty of comparisons in favor of the MD or Mega CD: Cool Spot, Earthworm Jim, Mortal Kombat, Thunder Force III/Thunder Spirits, Ys III (though he prefers the Turbo CD version overall). See here for a list.
It's kind of odd how many Genesis games, especially SNES ports, use the window plane for menus and such instead of sprites or some workaround. That black bordered and background menu layer is fanboy ammunition if I ever saw it.
Zombies Ate my Neighbours is pretty much as cut and dry as comparisons come.
SNES graphics very noticeably better, SNES sound very noticeably better, SNES gameplay better (Genesis missing a weapon).
Anyone who says otherwise, quite frankly, is biased.
In that article under Sound FX it says:
Personally I always loved in the MD/GEN version that they sounded this way. Thought it was awesome. :DQuote:
(the midget axe murderers which used to have high pitched shouts now sound more like Al Pacino shouting "Woo Ha!")
Just updated, improved and fixed my comparison of WWF Wrestlemania: The Arcade Game.
The key difference in favour of the Genesis version was the higher resolution it was running at - 320x224 vs 256x224 of the SNES. This made a big difference both in terms of detail level and actual gameplay (able to see more of the screen).
On this topic, I have found that as awesome as the SNES is it is often a 'paper spec queen' e.g. in theory its got a higher maximum resolution and number of on screen sprites, in practise however, most likely due to processor constraints very few games actually utilized the max resolution mode other than for a static menu / title screen here and there, same for the number of sprites - slowdown did not allow for that number to be used in practise, which is one of the reasons I guess that there are on average much more / better shoot em ups on Genesis than on SNES.
"You must spread some butter around on your toast before eating it." :D
BTW just noticed that a random assortment of the Tinypic files disappeared, ugh. I think I have them somewhere.
The beat-'em-all has left me interested in doing a bunch of comparisons: Super Battleship, WarpSpeed, Spider-Man/X-Men (which I can do without much further research), Last Action Hero (SNES version looks borderline-unplayable), various tennis games, etc. We'll see.
EDIT: Updated all the broken links I could fix! I think the only missing images are in -RT's Zero review.
Phantom 2040
Genre: Adventure shooter
Case: C
Verdict: Super Nintendo
Both games were released at the same time and play similarly. The Genesis has overall more effects but the suffers from a very noticeable lower color count and lower quality sound effects
SNES Pros:
Attachment 8189
1) The SNES has a higher color count, this is especially noticeable on some of the enemy designs
2) Cutscenes generally have more detail
3) The Water effects are more noticeable and featured more prominently on this version
4) In the industry level you can see a smoke animation on the background, this isn't present on the Genesis version
5) Destructible barrels have blinking lights on the SNES version
6) It has more sound effects like the Phantom screaming when he jumps at the beginning of the game
7) The Sound effects are of a higher quality
Genesis Pros
Attachment 8190
1) The Genesis seems to have more background images, the SNES re-uses the same backgrounds more often
2) The open levels generally feature 4 layers of clouds moving at different speeds in parallax scrolling. On the SNES version the clouds don't move
3) The levels generally have more blinking lights, these are static in the SNES version
4) Has an extra cutscene right at the ending explaining a bit more of the story
Other changes:
1) In the SNES version, killing the optional boss in the University drops a permanent weapon upgrade, on the Genesis it doesn't though the game still lists the weapon in the menu. I assume you have to get it through some other means
2) Noticed a few extra enemies here and there in the Genesis version
3) Music is completely different in both versions. The SNES is very electric guitar based whereas the Genesis is more techno. I thought the SNES had catchier music, but that was a matter of personal taste
You forgot the fact that the genesis version runs at a higher resolution (allows more of the play field to be visible at one time)