Try to adapt on hardware limit ( your exemple on Loony ), it requires finding ingenious solutions. Nintendo with less power consoles is a master of innovation.
I remember the interview of Nazca team and Takeshi Okui ( pixel artist on metal slug that worked on 2 last Zelda BOTW AND TEARS OF THE KINGDOM) was speaking of sprites limits on the same line on neo geo hardware ( less than on Irem hardware, M92 for example ), but in other hand neo geo was capable of " giving a sprite up to eight animation patterns without any real processing overhead".
I'm not a native english, so if you can explain me "the eight animation patterns ", it would be useful for me.
Takeshi Okui: The new [NEOGEO] hardware was a challenge; it allowed us to do things we were never able to before, but it also came with restrictions we didn’t previously have. For example, most of Irem’s hardware – except for one of their last boards – couldn’t do scaling. Actually, it couldn’t zoom, only shrink. The NEOGEO could display big sprites and enabled us to do things like giving a sprite up to eight animation patterns without any real processing overhead, but the number we could display on a single horizontal line was less than Irem’s boards could do. We needed to take care not to line up too many [sprites] together, meaning we had to restrict the use of parallax scrolling. Coming from Irem, parallax is something we wanted to use everywhere, but the restrictions meant we had to minimise it. Instead, we made the most of the ability to do eight animation patterns.
Shinichi Hamada: At Irem, we made a lot of use of parallax scrolling using the raster method, but, on the NEOGEO, we couldn’t do this. Well, we could, but not without putting a load on the system. What we could do, was use the background’s VRAM to handle fixed animations. By fixed, I mean the animation played for a number of frames, then looped. We couldn’t play three frames and then six; it had to be the same each loop. That’s what Okui-san was talking about when he said “eight animation patterns”. At first, we weren’t even sure how to best use this, and the background team had an especially tough time. So, when I first saw the waterfall, the one on the first stage which Okui-kun drew, I was blown away. WOW!