Originally Posted by
turboxray
It took gasega68k a bit to work it out, and top of that we're in an age where a lot of the tricks are already known (there are plenty of write ups of how to do fast scaling/rotation, even on the 68k). That, and almost all Japanese game companies, honestly, weren't optimal coders. Great with game development/design, not so great with optimizations IMO. Euro developers had crazy optimization techniques, but crappy games IMO haha. Even with demoscene nowadays for retro systems; there really isn't anything new out there - just improvements/variations on old stuff that's known now. A single homebrewer/coder today doesn't have deadlines like developers BITD. And there's also the size. The G-Zero demo is almost 4megabits. No enemies, one map? You're gonna need a pretty big rom for a production game.
I absolutely LOVE the tech gasega68k has pulled off. But honestly, 1/4 the resolution of SNES mode 7? At less than half the frame rate? With 16 colors vs 256 colors + color math (transparency, fading, etc) on the SNES? Impressive as it is, and it definitely is, it would have give SNES fans and magazines all the more to harp on the Genesis/MD.