In this post, Espozo wrote:
I'm just saying, I'll be more impressed when I finally see a beat em up game on either the SNES or the Genesis with 8 good sized and well animated characters onscreen.
For the Super NES, this practically means eight characters at 2K each, with up to two animated each frame. This leaves time for OAM DMA and a little bit of background animation.
But before design of an original beat-em-up tech demo for Super NES can begin in earnest, we'll need two things. One is finding an artist to draw the player character animation and enemy animations. The other, less obvious job is choreographing how a character would actually fight seven opponents at once.
In many popular beat-em-ups, such as Teenage Mutant Ninja Turtles and Final Fight, the player can move in all eight directions but attack only to the left or right. This allows storing a character's animation cels in only one direction, which was important when Super NES Game Paks were rarely larger than 8 Mbit. But nowadays, memory isn't quite as much of a limiting factor as artist labor.
But enemies couldn't attack up or down either. So it was essentially up and down to choose on which plane to fight and left and right to move on that plane. This reinforced the same sort of "stand around and look busy" choreography described in "6 Absurd Action Tropes You Never Noticed And Can't Unsee" by Saikat Bhowmik, Nathan Wadowski, and Andrea Meno.