shouldn't have animation been a bigger issue than speed
What does get me puzzled is that the Super Nintendo can only have 16-kB (or 128*256 pixels) of space in the V-ram at once to hold all the onscreen sprite graphics, and can only load up about 128*96 pixels during V-blank and doesn't let you to touch any kind of video registers at all during active display.
I wonder why no developers were bothered by this, but always claimed the cpu being the big issue. I don't see any problem with it's cpu. It's an accumulator-based cpu, it uses the entire ram space as it's register set because it only takes 1 cycle per memory access, is that really that hard to grasp?