SSME

I actually think a reasonable, "non-ugly" 3D port could be created. Yup.

Maybe adding solid rocket boosters would allow it to play Twilight Princess...

There was no mainstream microprocessor-based computing systemreleased that was absolutely incapable of 3D graphics—there are tech demos for the Atari 2600 (128of memory) and ZX81 (considered extremely underpowered upon release) that contain wireframe cubes.The SNES's closest competitor, the Sega Mega Drive, demonstrated an ability to output flat-shaded 3D graphics without any cartridge augmentation chips in at least one game (LHX Attack Chopper). Now, in comparison to the Mega Drive, the SNES had hardware traits that made accomplishing true 3D graphics more difficult. First, its graphics were entirely tile-based, requiring rendered 3D graphics to be converted on the fly from bitplane to tile, using up a large amount of processing power. Second, despite Nintendo fanboys screaming otherwise, Blast Processing—the Mega Drive clocked in at 7 MHz while the SNES was only 3.58 MHz, and as they used similar processor architectures it's almost certain that the Mega Drive could perform more instructions per second.Still, given that demos (such as a port of the Amiga demo Second Reality) managed similar flat-shaded 3D on the Commodore 64 with a 1 MHz processor, and bitplane-to-tile conversion chips did exist, it is a near-certainty that the SNES could manage a flat-shaded 3D game without co-processing. It may even be possible without any type of assistance whatsoever, though that would require quite compact, unorthodox programming.Creating a Wind Waker port would be eased by the fact that the graphics aremostly "flat-shaded" with simplified models—Star Fox 2 had a similar ratio of flat to textured polygons, and I am almost certain SF2 isn't a good example of what SuperFX 2 is capable of, given it had double the clock speed of the SuperFX 1 chip. (I suspect its unfinished nature and a desire to keep the appearance consistent with the original Star Fox limited its effects.)Combining the advanced 2D features of the SNES (your Mode 7 oceans, etc.) with the assistance of a co-processor like SuperFX 2 in addition to a bitplane-to-tile converter and other chips up to the amperage limit of theSNES's power supply in a maximum-capacity 14.7 MB cartridge,