Hah, I was just about to post that. (I also made it
)
You can find a more verbose version here:
https://pixelation.org/index.php?topic= ... #msg115062Game mechanics limitations are... harder to pin down? Like, usually, if you're dedicated you can think of a way to do whatever. Even if it's 3Dish (See
Elite or
Tokumaru's raycaster) And granted, those things come with trade offs, but describing what they are can be hard if you're not already familiar with the system.
I'll say I doubt the hardware will be too big an issue with a turn based RPG like Super Mario RPG. (The way that game handles the overworld would be tougher, but not impossible.)
But if that's not a good enough answer, help us solve a known problem instead of an unknown problem. Rather than "What's not possible?" ask "Is <specific thing> possible?" or "How might <specific thing> be done?"
Edit: Inherent Smile is a game that was entered in one of yearly nesdev competitions:
http://nesdevcompo.nintendoage.com/contest17/And has timed hits/defense.
Edit2: I'll say RAM is usually not the thing that gets in the way, nor will CPU speed for an RPG.
The limit that usually gets hit is space. Like you can only have so many enemies, areas, tilesets. And you can write fancy compression to get more from what you have, but that's extra programmer time. (The answer to how much space is complicated, because NES cartridges can theoretically provide
any amount. But let's say 512KB for code/data and 256KB for graphics as a good "max".)
So I'd say NES usually limits the scope of your game rather than the mechanics of it.