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The Y board doesn't even cater all that well to the Sega CD's advantages though . . . many scaled/zoomed sprites with no rotation (only full-screen rotation on one of the sprite layers), things the Sega CD would choke at simulating directly (low color, low framerate and/or small screen size). Albeit, more heavily modified adaptations could cater better to the ASIC's avbilities (like cutting back on the full-screen rotation effects to cater more to rendering animation to individual sprite tiles, use of textured flat ground/walls -especially with tile mirroring- in place of many cases where large numbers of composited sprites were used -especially caves/tunnels, etc, etc)
Ports of any of the Scalier Coin Ups don't cater well to either the Mega Drive or Mega CD , given the huge gulf in spec's and display. The point you seem to keep on missing is this should have been a showcase for the Mega CD sprite scaling and rotation effects (number of sprites would be cut down and happened in most 16 bit ports of Coin ups anyway) If running in a window like that of Batman/Cliffhanger we should at least got scaling on the sprites/bitmaps and nice bit of rotation on the main sprites when in the outside view . It would have mattered if they were horribly cut down from the Coin up, it would have at least been using the Hardware and back in 1992 that would have been good enough for most .