A good episode, guys. My comments:
The 1st dirty secret is: Most (meaning >50%) Amiga games are pretty bad & derivative. The many great games are absolutely stellar, but the average ones, pee-yew! A lot of European coders were overly fixated on cloning Rainbow Islands / Sonic "fruit" collecting paradigms or Gradius+Darius half-breeds, but missing out on the things that made those 4 games great.
The 2nd dirty secret is: the stock Motorola 68000 CPU found in the Genesis, Amiga, Atari ST, and Jaguar already IS 32-bits, so there isn't a quantum leap from '80s arcade/Genesis games to CD-32 games, which is what you're noticing. All 680x0s up to the 68030 lacked a floating-point math coprocessor, meaning 3D games will suffer in speed on any system that uses these CPUs (a more important factor, I think.) Higher-spec 680x0 processors added wider data lines (and multiplication widths) which is mainly a speed increase, not an architectural one.
If people look at external pins only, then the 68000 (Genesis) is 16-bit, and the 65c816 (SNES) 8-bit. If people look at the internal registers (ie, what the programmer sees) then the Genesis is 32-bit, and the SNES 16-bit. Unfortunately, we're in a weird world where both the Genesis and SNES were "called" 16-bit systems.
OK, about the video: You guys went on and on about the crappy CD32 pad, but you never mentioned the excellent Competition Pro pad, which you obviously had.
... and, "uninhindered" ? ;-D