Animated NES CHR Banks

To create animated background elements in late-era NES games, developers used a technique called "bank switching". By rapidly swapping certain chunks of graphics data in and out of memory, while the coordinates of said graphics elements are rendered on-screen, it creates a convincing animation effect. Here I've assembled those graphics banks into singular images, colorized them, and animated them into GIFs.
(Inspired by a tweet by @eggboycolor)

Batman: Return of the Joker
Sunsoft, 1991
Nine 32x128 banks
1x | 3x

THE KING. The water and moving chains on the bottom-right are unused, along with some of the flashing lights on the left.

Bucky O'Hare
Konami, 1992
Two 128x64 banks
1x | 3x

Gimmick!
Sunsoft, 1992
Five 32x128 banks
1x | 3x

Gremlins 2: The New Batch
Sunsoft, 1990
Six 64x128 banks
1x | 3x

The bubbling lava tiles on the left are unused.

Little Nemo: The Dream Master
Capcom, 1990
Two 128x64 banks
1x | 3x

The moon tiles aren't consistent, but the graphics don't animate in the part of the level where it appears, so you wouldn't notice it.

Shatterhand
Natsume, 1991
Two 128x64 banks
1x | 3x

The Japanese verion, Solbrain, has a different level. Its unique tiles are stagnant, whereas they're aniamted in Shatterhand.

Tiny Toon Adventures
Konami, 1991
One 128x64 bank
1x | 3x

The two filler blocks (one in top-left corner, the other filled with X's) were left grayscale. The jutting pointy platform on the right is unused.

Willow
Capcom, 1989
One 128x128 bank
1x | 3x

I believe the treasure chest is unused, and I didn't see a suitable palette, so I left it grayscale...

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