It just depends on anyone's personal standards/tastes. I'm not a fan of scaling in 2D fighters. It's cool in Space Harrier, but I think that 2D street fighting games are better in 2D. Other than gimmicky scaling, I can't think of any 2D fighter from the time that the PCE couldn't do a good job off. A street fighting game should be easier to port than many other types, especially horizontal shooters and we know how well the PCE does
them.
The HP bar/timer-stuff could all be made part of the background which leaves all the PCE's sprite resources to render a couple characters and the odd flickering projectile. The PCE's color/detail capabilities combined with the memory freedom of the ACD means that the actual graphic-art itself would look 'perfect' to the average eye. Sampled sfx can just run through adpcm and the music can run off the CD.
It's a shame that more street fighting games weren't ported to PCE since it's the best format for them of the big three consoles of the time.
Everyone seems to be happy with the ACD Neo Geo ports, so a Samurai Showdown port at 256 x 224 should also be acceptable. Here's the widest animation of Earthquake's sprite I could find-
It's about 127 pixels wide at its proportionate size in 256 pixel wide resolution. Even if he was made up of four 32 x 64 pixel sprites, then a full-sized Earthquake versus Earthquake battle wouldn't cause any flicker. The only possible problem I can see would be the shadows. But if there can be any kind of prioritizing of sprites (I'm no programmer
), then the odd flicker, only found in this particular match-up, shouldn't be a big deal if restricted to the flickering shadows. And even if shadows were the main sacrifice for what people would've otherwise called "arcade perfect" back then, I don't think it would be a big deal.