Color count has nothing to do with RAM accesses though? I mean you could probably just do palette swaps if you felt like it. They probably just decided it wasn't worth trying to push it further in that regard.
Also these are the guys behind the Dezaemon series. I think they know how to make competent shmups =P (also looked up and wait, the first Dezaemon was for the Famicom? and apparently happily goes at 60FPS? erm yeah I think the SNES was definitely not a problem for them)
EDIT: there's a point in the third stage where there are literally so many bullets they start flickering like crazy and the game still goes along as if nothing was amiss (・ω・;) (skip to 4:55 for that specific part)
So yeah, if they could afford to do that on the NES (well, Famicom) then I don't think they saw the SNES as problematic.

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