These sorts of things - sprites and scrolling tilemaps - were pretty standard for consoles of the time. C.f. the NES, Master System, Game Boy...
OTOH if you're European, my impression is that micros were more popular in the 80s and early 90s than dedicated game consoles, and I guess those tended to lack robust sprite/scrolling support, and tended to be more frame buffer-y.
Amiga 500 was very popular in Europe which had those things. Framebuffer was definitely true for the Atari ST.
It seems to me like there's a pattern with it in regards to differences between Japanese systems and those from everywhere else. Most Japanese arcade games in the early 1980s borrowed heavily from Galaxian's model of tilemap+sprites which pretty much became the standard. But a lot of American games (e.g. Williams' Defender, Robotron, etc. and Taito America's Qix, Zookeeper..) used a big framebuffer & blitter. Maybe memory was more expensive in Japan.