« on: January 17, 2015, 01:05:59 pm »
Depends on how easy or practical it is to convert. In many games, levels are constructed from pre-defined objects in one manner or another (SMB, Kid Icarus, Metroid, Zelda, Zelda II, etc., etc.), or meta[-meta[-meta[-meta]]]-tiles (Metal Gear, Blaster Master, Contra, Super-C, etc.). Writing a basic level-editing UI is generally pretty easy, and gives you the option to ensure that any editing done stays within the constraints of the game engine. My experience is with NES, though. I suppose 16-bit games have the potential to be more flexible in terms of level design and memory management.