In the Rayman and Dust images, those are just ground tiles that have been slanted at an angle to match the incline. The breaks are covered with foreground and background objects in both examples.
The Dust image has some opacity to help with the blending of these tiles.
In the Muramasa image, the backgrounds are all hand painted from what I gathered from my 2 minutes of
In the Muramasa, its seems that the ground textures/sprites are larger, intentionally placed assets, meaning that there is a lot of pre-planning involved.
Rayman seems to use a similar method for ground tiling as Dust, but it has much more detail.
So yeah, if you're looking to create inclines in your game, it really all depends on the style of your game. Is there a sense of depth to your level like in the examples above?
I don't know if there is much more advice I can give. If you're asking for actual help as in someone to create these sprites for you, then you need to go to the classifieds section for that.
Hope I was some help.