If you render columns instead of rows you can render near-to-far without a Y-buffer and with zero overdraw. :)
This is true.
I vaguely remember there was something about the VGA architecture of the day that made this approach much slower, but I might be misremembering. My recollection of it is fuzzy. I'm hoping someone will chime in to remind me what I might be thinking of.
It might also just have been that this approach didn't work well with my lookup table optimization (see my other post).
You just store the last highest Y value as you iterate near to far?