If it's a SNES game, it is almost certainly using a tilemap. I don't know the exact size (I mean actual size, not the size with upscale or whatever "improvements" you have turned on), but the second might be doable if you wanted to rewrite large parts of the game code.
That last picture is almost certainly well beyond the resolution limits of the SNES.
(most games are 256x224 NTSC/256x239 PAL. The SNES supports doubling the resolution in either or both dimensions, but that is rarely used in actual gameplay. One very likely reason is that using the smaller resolution gives them some room in the video memory to draw graphics off-screen as the game scrolls, so they can appear nicely after scrolled onto the screen. Using a higher resolution (I think) will draw the entire video memory on the screen, not giving them room to draw off-screen screens and creating ugly scrolling glitches like what is common in NES games.)