Reminds me that the bar for '3d' was an oft-moving set of goalposts, at least on PC (consider Catacombs3D ~ Wolf3D < D°°M ≤ Duke3D < Quake/Descent)
Going behind stuff [>1 play layer] (
Super Mario Bros. 3)
Parallax scrolling (too many to note,
see topic)
raster effects, (pre?)scaled-sprites (
Pole Position, Rad Racer)
Isometric and cavalier projections (
Solstice, Snake Rattle 'n' Roll, Ultima VII) [much easier to do when you design levels where you cannot go behind terrain, or have loads of overdraw to play with]
Pre-rendered stuff that was CGI (
DKC) or motion-captured (
Mortal Kombat)
--or just pre-rendered, [u]animated[/i] scenes (
Myst)
2d gameplay with rendered BG elements that got to act on Z-axis "2.5d" (
Mischief Makers, Kirby 64,
Tomba…and some bits of
Yoshi's Island)
Pre-drawn rotations, scalings (
Wing Commander)
…plus Mode 7 (
Super Mario Kart)
…plus raycasting for terrain (
Catacombs 3D, Wolf3D)
Rendered polygons mixed with sprites (
Tomba…and some bits of
Yoshi's Island)
Doom engine
==3d goalpost-moving stopped here, usually==
rendered wireframes, no polygons (
Red Alarm)
Rendered polygons (
Star Fox, Vortex, Stunt Race FX)
Texture-mapping
various light-shading methods
Dynamic lighting
etc.
Mono-stereo-surround sound shouldn't be entirely discounted either, and there are/were a fair few entries trying to bridge stereo and surround.