PC-Engine is incorrect.
256x224 and 320x224 like R-Type and every Irem game did or Ghouls`n Ghosts (PCE Super Grafx) and some others.
PCE Sound channels are 6 (Stereo, every channel can drive left/right) PSG which can switched to PCM
And max. colors are 481 onscreen out of 512. Go figure out Lords of Thunder PCE and Mega CD
Also Neo Geo cannot zoom, only shrink (and reverse which results in "zooming" therefore you will never have the pixelation like Segas Super Scaler games, ASO2 in title screen faked the pixelation) and due to hardware design problems only 304x224.
I wonder if Neo could do something like this, of course without rotation. But since all is sprite based on Neo...
https://www.youtube.com/watch?v=xSOyWUCyi78 Max sprite count on Segas Y-Board is 256, so this should be no problem, let alone that Y-Board had 3x68000 @ 12,5 MHz and much more Ram.
The BIG PLUS Neo had was adressing all the Rom (330 MegaBITS and with bank switching the double) like PC-Engine at once to do animation from another world
Now you know why so much fighting games AND Pulstar with its crazy animations. Did I mention Strikers 1945 intro?
Sega Mega Drive had also the H32 mode which is 256x224 with lower sprite count but saving VRam like Street Fighter 2.
Sega Mega Drive 10 channels stereo sound, 6 FM, 3 PSG (Master System Sound chip on board) and 1 PCM which can only be used when all other channels are stopped.
The Yamaha 2612 (MD) has the capability to do PCM (lower rate) with the 6th FM channel like that:
https://www.youtube.com/watch?v=cQAavtlHqa0&list=PL777C83918D01EF44 and that
https://www.youtube.com/watch?v=4mxdZz7tGhI&list=PL777C83918D01EF44
I hate it when sites like this can`t get the facts straight...
Oh and SNES was 99% only lower 3,xx MHz due to cheaper slow Rom.