If you put the Fatal Racing 1995 Bri'ish 3D racing game for DOS, released in the US as "Whiplash" in 1996 CD-ROM into drive E instead of D, a different track plays during the race end/statistics screen.
Before modern-day surround with discrete channels was a thing, analog surround sound using standard 2-channel audio but with an additional 2-4 channels mixed into the track using patented autism technology was a common feature in movies, TV broadcasts, anime and 4th-6th generation video games, though it was rarely advertised as such prior to 2000 due to licensing autism.
(You) can get a decent-ish reproduction of this without paying a dime to Dolby laboratories by connecting headphones to you're PC and using HeSuVi (Wangblows) or Pipewire (Linuchs) to create a virtual surround sound speaker setup with a HRTF file of you're choosing, which usually results in objectively superior quality than gay nigger virtual surround found in gaymur headset drivers.
The SNES was kind of notorious for having games intentionally or unintentionally employ off-phase samples to create an analog surround effect, most anime be they films, OVAs or TV broadcasts also employed surround mixing so (You) might enjoy rewashing them with headphones on after learning the Nipponese.
Of note is that these effects still sort of "work" by playing the audio over a regular stereo speaker setup, your brain just interprets the rear channel frequencies to be located in the back of your head.
Silent Hill 2 on the PS2 has an option for headphone audio, but instead of just slightly adjusting the stereo panning it instead enables a full-blown spatial audio renderer that in spite of having no settings has remarkably accurate positioning with very little coloring of the final output.