Ok, since I've started an arguement, we might as well have all the facts. Here's the SNES's hardware specs:
--> Central Processing Unit (CPU) - 16-bit custom 65C816
--> Memory Cycle Time - 279ns
--> Work RAM for CPU - 128 Kilobytes (CPU temp. storage)
--> RAM - 1024 bit (2 @ 128kx8)
--> Video RAM - 512k bit (2 @ 32kx8)
--> Audio RAM - 512k bit (2 @ 32kx8)
--> Total Colors - 32,768
--> Max Colors Onscreen - 256
--> Max # Sprites - 128
--> Controller Response - 16ms
--> Picture Processing Unit (PPU) 16-bit
--> Maximum Screen Resolution - 512 pixels X 448 pixels
--> Maximum # of Sprites per Line - 32
--> Maximum Sprite Size - 64 pixels X 64 pixels
--> Minimum Sprite Size - 8 pixels X 8 pixels
--> Scrolling - Horizontal, Vertical, Diagonal
--> Audio Processing Unit (APU) - Sony SPC7000 8-bit (main sound processor) producing 16-bit sound
--> Pulse Code Modulator (PCM) - 16-bit (converts digital information from the game pak into sound)
--> # of Sound Channels - 8
--> Clock Speed - 3.58, 2.68, and 1.79 Mhz (machine adjustable)
--> Software RAM - YES
The SNES also made use of on-cartrige coprocessors much more frequently than the Genesis. There's a list of all the different coprocessors used in various games
here if you care to check them out. The list of coprocessors starts about 2/3 down the page, but the rest of the info there is interesting too.
The SNES and Genesis both had their strong points. From an emulation point of view, they are both complex and chalenging systems. Keep these rather impressive specs in mind when you're wondering why there isn't a full speed emu out yet.