Not that surprising, given the CPU in the NES is a second sourced near-6502 (Ricoh 2A03) though running a bit faster apparently. But there's nothing in there that's hard to do on a C64 (and in fact before this there was The Great Giana Sisters, released in '87, that was so similar - including a near identical first level - that Nintendo threatened to sue and it was taken out of the stores; but of course "everyone" had copies soon enough anyway)
I think the NES's PPU is a lot more powerful in some ways than the C64 VIC-II chip. The NES's PPU supports multiple background layers, priority, pixel collision detection and has up to 64 sprites on screen at once - albeit with some limitations on how many are on each scanline. The VIC-II can only do 8 sprites at a time without scanline raster tricks (and if we count those the NES can do more than 64 too)
IIRC the NES PPU only supports one background layer. You can just change the scroll position mid-frame to give it the illusion of multiple background layers.
See here for some clever examples of this technique. Everything that's overlapping is done with sprites:
This is more like off/store brand soda than anything. While not Dr Pepper, it's like Mr Pibb or Dr Thunder, still tastes good, but it's not quite the same.
> Since the NES-processor is clocked (roughly 70%) faster than a stock C64 there can be slowdowns during gameplay. A pixel indicates this on the time-watch graphics in the status bar.
There's a technique called "IFLI" that leverages the analog characteristics of 60/50fps CRTs - it's basically switching between two colors each alternating frame to "mix" two colors.
However the colors look like C64 colors. The Goombas and skin of the turtles are pink. Except possibly the Mario sprite.