News
Basically, the ID number for every on-screen sprite (object) is stored in the SNES's Object Attribute Memory (OAM). The first 100 seconds of gameplay is filling the OAM with a very exact sequence ...
Also, because of the SNES’s hardware design, the sprites are significantly smaller which requires more of them which in turn maxes out the sprite limit faster and slams the console’s CPU.
Some results have been hidden because they may be inaccessible to you
Show inaccessible results