One thing I should point out, so as to not short-change the SNES, is that it <i>does</i> have a cool "Mode 7" feature (search for it) which allows for a rotation, scale, and skew to be applied to a background image such that you get a semi-3D effect as seen in games such as Super Mario Kart, F-Zero and Final Fantasy.
But on the other hand, these other game systems are designed with memory-constraints in mind, so the programmers and artists had to work carefully and very intelligently to keep their graphics within memory constraints, In some sense, this is a good thing to do with SGDK2, since fewer graphics then need to be loaded into memory, but it is not necessary. There is no limit in SGDK2 to how many sprites can be on the screen at one time.