Canvas Cycle
effectgames.com
effectgames.com
By modifying the rgb of a color index (like the demos in op's link), you change the color of all pixels in screen that index color. So you can make some pixels blink, flash, oscillate.. You name it. It's cool also for fading the whole screen to black/whatever, turn everything into night or hell..
Also, it was a very cheap and easy way of providing collision and mouse picking, by just comparing the index of specific pixels, without the need of any additional buffer.
Today you can make color adjustments very easily, with shaders or some library, but I don't know of a way of tweaking rgb values of certain pixels in the same way, and as easy and cheap as it was in indexed mode (if you do, please tell!)
In this years of pixel art revival, I find it very sad that indexed mode is dead.
Edit: forgot to mention that I recently did tried to make a library for handling indexed mode in html5, with 2d canvas and webgl support. It kinda works, but it needs more love and work. Also, it's difficult to maintain high framerates with today's high resolution screens and fps standards (60fps are the norm today, back in the old days 30fps were wonderful)
You can do a "true" simulation of palette indexing in modern shaders simply as a deferred shading process or even as a step within the main render pass. You simply write a palette entry and an index to the screen (rather than a color), and then you can modify that index over time or by some other variable. In the final pass (or the immediate pass) you can compute a final color from the resulting palette entry, palette index, and shift amount.
If you are using a shader, it takes only one texture lookup (into your palette) to do this, so it is extremely cheap.
http://www.gdcvault.com/play/1023586/8-Bit-8-Bitish-Graphics
He really is a master of a lost art. Even back in the PlayStation 2 days, the artists I worked with had never learned how to directly manipulate palletized images.
Did they need to?
Additionally, instead of uploading the complete, 24bit-per-pixel, post-indexed image across the PCI bus every frame; you only need to send the updated pallete. The CPU work approaches zero at that point.
They were apparently made for a screensaver which would display daylight or nighttime according to the computer's clock.