A curated path through the 75 examples — not a feature tour, a developer's journey. You don't wake up wanting "Mode 7"; you wake up with a question about the game you're building, and it changes as you go. Each stage below is one of those questions, and the confidence it buys you. This is a hand-picked subset; for the exhaustive index see Browse Examples by Category.
At every step the goal is the same: never a wall you can't climb with what you just learned, always a result that works, always the why.
Confidence: the toolchain isn't scary. Get one ROM built and running, and learn the rhythm of a frame — you set things up during blanking, then let the machine run at 60 Hz.
Confidence: I control the picture. Text, a background from your own art, a sprite that isn't tied to the grid. The tile / palette / VRAM trinity that underpins everything visual on the SNES.
Simple Sprite -- Your First OAM Sprite
Animated Sprite -- Direction States and Sprite Sheets
sprite_swarm — a bouncing swarm, and the OAM throughput ceiling
Under the hood — how a glyph becomes pixels with no module at all: Fundamentals: how a glyph is drawn
Confidence: it's a game, not a demo. Read the pad, move something with it, then branch out to the SNES's exotic controllers.
Confidence: bigger than one screen. Scroll a background past the camera, stream a world larger than VRAM, drive it from a Tiled map, and stand on the ground with tile collision.
Confidence: it feels like a real game. This is where the SNES becomes the SNES — fades and mosaic transitions, per-scanline HDMA effects, colour math, windows, the Mode 7 plane, and sound.
Mosaic -- PPU Pixel Block Effect
Gradient Colors -- HDMA Color Gradients
palette_cycle — animate by rotating CGRAM
shadow_tint — recolour a whole scene at once
Window -- HDMA Triangle Masking
Mode 7 -- Rotation and Scaling
Mode 7 Perspective -- Pseudo-3D Ground Effect
soundboard — the audio v2 engine, driven entirely from C
Confidence: architecture, not spaghetti. Stop hand-rolling the main loop and the state machine; assemble a skeleton, and pick up the reusable maths every game needs.
panel_hud — a HUD that survives a dialog box
game_skeleton — the smallest complete game
Confidence: a complete cartridge. Persist progress, choose a mapper, reach for a coprocessor when you need more, and study complete games that fuse everything above.
HiROM Demo -- Understanding SNES Memory Mapping
rpg — an RPG template driven by a Tiled map
mode7_racing — an F-Zero-style mini game
mode7_flying — a Pilotwings-style demo
When the base hardware isn't enough. SA-1 is the same 65816 ISA at 10.74 MHz; SuperFX / GSU is a custom RISC processor for bitmaps and 3D.