It turns out that processors optimized around serial execution would competitive at massively parallel tasks.
Not really, I'd say... Amdahl's law limits the useful "parallelity" of serial CPUs. (Same with parallel designs too of course, but in graphics rendering for example we haven't hit the ceiling yet.)
It would be interesting to see what you could do in real time with a Xeon Phi these days
IIRC, the Phi is enormously, ludicrously expensive, so we probably won't see many hobbyist applications for that chip...
Also, does it even run standard x86 executables? IIRC, the design of that chip is sufficiently different to require specifically compiled software.
The 80's were a fuzzy time. Amstrad CPC wasn't really a "PC" by the modern definition, but by 80's standards it was in the "we can call it a PC without confusing anyone" realm.
It wasn't a PC in any respect really because it didn't have an x86 CPU (Z80), didn't have a PC BIOS, ISA bus, CGA/Hercules graphics or any of the other characteristics which defined an early PC. It also did not run MS-DOS. It even had its own bizarre hard-shelled floppy discs; they looked similar to standard 3.5" floppies, but had a proprietary incompatible shape. The drive was single-side single density, 40 track, which meant it only stored like 160kB per side, and you had to manually flip the disc to store data on the opposite side...
It even has "PC" in the name
Indeed, and that's roughly as close to a PC as it ever came.
We're... going to have to agree to disagree on that.
Not sure what there is to disagree on. The example tune you cite plays well to that console's strengths, but anecdotal evidence is not evidence. If you want to play tunes that don't need punchy bass or somewhat realistically faked electric guitars you're almost entirely shit outta luck with the cheap piece of crap FM synth the Megadrive had. Like I said in previous posts, if you wanted 80s synthesizer kind of sound, it produced serviceable results. Otherwise...not so much really.
The SNES' sound hardware was much more versatile. It wasn't perfect of course, apart from the aspects you point out it only had 64k sound RAM to play with for example which had to hold not just samples, but also player data for the tune itself as well as the DSP program code responsible for running the player (and just about the slowest bus in the universe connecting the twin sound chips back to the console itself; the sound system was almost entirely stand-alone.) Still, seen as a whole, it was a vast improvement over older consoles, including the Megadrive. None of them had even had a DSP before for example.