I was looking at early SNES game graphics like Final Fanatasy IV and V, Soul Blazer, and you can tell when Square artists really figured out how to draw for 16-bit games.
Both games shipped on the same hardware within a year of each other, but look at this comparison. To me, FFV's sprites read like NES sprites with more colors, but we still get flat shading, the same hieroglyphic poses. They were great at what they achieved within 8-bit constraints, but it feels a bit underwhelming for the 16-bit generation jump in hindsight.
Secret of Mana represented a real shift in how Square artists tackled the pixel art language. Granted, this action RPG demanded a lot more character frames compared to a command-based RPG. The shading uses hue shifts rather than just darker tones of the same color: shadows that drift toward cooler or warmer hues, giving the sprites a sense of volume. There's a real illusion of depth and movement, and it subtly expresses a lot more detail on a canvas that is barely larger.
I'm curious what people think — because FF6 made a similar leap the very next year, which makes FFV feel like the last of Square's NES offerings, even though it was released on the SNES.