You're right that the development team matters more than the raw system specs. But...
Hagane wrote:even the much talked about Super Metroid when you get the speeder booster Samus can run faster than Sonic.
In a lower resolution game, featuring simpler background tiles, each pixel perfectly placed, and a black GUI overlay over the top of the screen to help buy more VBlank time for the cpu.
Sure, it proves that smart design often matters more than hardware - it's why Nintendo's survived the kind of disasters Sega couldn't.
But, with that said...why not examine a fair contest between the two systems?
There's a Sonic homebrew for the SNES, made by one of the best homebrew coders around, using every trick the 21st century can offer, to gain the best possible performance.
And it looks every bit the part. It's convinced a lot of people that Sega's speed advantage was just marketing hype.
Except the engine sometimes has to kill the number of moving objects on screen to keep pace, despite running in a lower resolution and the SNES hardware being able to display more sprites onscreen than the Genesis. For example, when Sonic gets hit, and the rings go flying. Even the original slows down, so the homebrew version doesn't even try to compete.
And it took the same size as the entire game on Genesis in order to make a brief Green Hill demo, without a single boss fight.
Meanwhile, that same coder made a Megaman X homebrew for Megadrive. And there, faced the opposite problem - the engine's able to throw a few more enemies on screen at once, without slowdown. Which was an opportunity embraced. Right before the first stage fight with Vile, the number of flying drones onscreen is doubled. The enemies are easy enough to avoid, so its purely to show off.
But in places where the extra speed makes a difference, it's clear the game's challenge wasn't designed for it. The game's harder than the SNES classic.
So yeah, you can get slowdown or high speeds on either system. But it takes a lot more skill to code a good high speed action game on SNES than it does on Genesis. And a lot more discipline to make something restrained on Genesis.
It's also why the Genesis is filled with primitive polygon simulations, terrible mode 7 homebrew effects, and 20fps software sprite scaling - it's a lot more flexible than the base SNES hardware, so you can get experimental without making something *completely* unplayable.
And it's why the Neo Geo has the least diverse library around. All it can do is make sprite tiles - even the backgrounds. This really limits what you can do, if you aren't treating the background strips like a pretty wallpaper. Look at Riding Hero and Blue's Journey - how many fans and business owners wanted their expensive new luxury console attempting more of that?
No matter how talented a developer is, it pays to know the strengths and weaknesses of your platform.