awack: Cool find
I had looked as this game before because of it's horrific unnecessary mangling/use of sprite overlaying causing lots of flicker. I'm not sure why they didn't choose the lower res of this game. I mean, they scaled/redrew the sprites anyway - so it's not a big deal to do it for lower res mode. You gain more sprite bandwidth (i.e. less flicker). The other thing that I noticed was that the game uses large sections of 16 color areas, instead of optimizing for PCE's girth of onscreen colors. What I didn't notice is what you found.
Taking a second look, it's pretty interesting. The game logic and sprite movement is all done on a 30hz system (instead of a 60hz like most games). The background itself scrolls as 60fps res (vblank interrupt routine does it), but everything else is tied to 30fps res. This means the game can request/read a single 2048k of tiles into vram with a system card call for the in between frames. Even frames = sprites/game logic, off frames = read from CD buffer. Since the screen is auto scrolling, timing isn't an issue. Seek time isn't an issue either since all the level/tile updates inside the level are stored on the CD sequentially.
Besides some of the short comings like not using more colors (or better palette choices) and sprite optimization, it's a pretty clever game system. On a side note, this game could have been easily hacked to run on an Arcade Card setup and change the audio routine to play CD tracks.
Edit:
Funny thing. Looking over the first level 256k ram chunk, there's definitely enough room in there in the chunks of free space - for all the updates of the first level. I think I counted 16 updates of 2k each for the first level. I beginning to doubt that this game actually needed this CD read mid level system.