Wait, what game is "GH" referring to here?
And yes, there's lots the MD can do (or do better) without added hardware, including many "mundane" things applying to "normal" 2D games. (it has a lot of advantages for animation -better VRAM bandwidth and better pixel format and CPU resources for doing sprite/tile compression) Then there's the advantages in an actually useful higher res mode, much more flexible sprites (better for almost any circumstances that matter). And all that in spite of being 2 years older tech and significantly cheaper to manufacture.
On the topic of Star Fox though, a purely software rendered counterpart on the MD is going to fall short of the SNES overall (it'll be interesting to see how well Stef managed it though). But also interesting is that, had some sort of add-on chip been used, it would take far less to get the MD up to Super FX quality 3D (or slightly better in some aspects) than the SNES . . . like something on the level of cost/complexity as the DSP-1 Nintendo was using in 1990/91. (also meaning Star Fox could have been done on the MD around 2 years earlier than the SNES and at reasonable cost . . . and considerably cheaper than Super FX later on)
You can control it?
In any case, that's small enough that it probably wouldn't have been too wasteful to animate the rotation and just do the scaling/raster perspective effects in realtime. (actually, given some of the comments I've read about Pier Solar's design, I get the feeling that it's not using realtime rotation either . . . there's mention of that mini game terrain map eating up tons of ROM space, which could imply it's pre-rotated animation that's just being scaled in realtime)

