I doubt anyone has the knowledge to do so from here, a week ago or two. Someone suggested is it possible to do so on Atari, hypothetically it is.
The amiga can maybe do this.
SNES?
Fat chance.
This isn't really a challenge, rather this sounds like 'here do this work'. Since compiling for SNES is an levels of magnitude more difficult than what we have for TPT. You'd be starting from scratch to accomodate limited resources and the limited tools out there to compile for SNES.
If you haven't compiled TPT in the past, I'd advise you try and report back on the experience. Also read up on the SNES compiling information: https://megacatstudios.com/blogs/press/snes-development-starting-from-scratch
Along with this reddit post which gives some details that compiling and development isn't like C : https://www.reddit.com/r/snes/comments/4rune3/c_compiler_for_snes_homebrew/d54vmlm
Which means:
Yes, there is a possibility, but that would throw out the entire feel and look of The Powder Toy. It's asking for a completely different game to be written and use the name "The Powder Toy". Along with the fact there's no real purpose or "challenge" because there's not much applicability beyond the SNES for this task.
The SNES physically lacks the CPU power for this.
It might be able to barely pull it off (read: 2 FPS for a ultra simplistic sim that used 4x4 pixels per particle) using the Super FX II chip (Which was only ever used by two games!) and extra SRAM, but it's otherwise a computational no-go.
The SNES may *look and feel* impressive, but i promise you, most of whats impressive about it is smoke and mirrors once you understand how low power a 6502 is. The bulk of the work in most SNES games is done entirely in the audio and graphics department, with games themselves straining the CPU just to do basic physics. Take TLOZ: A Link to The Past.
It is stupid easy to make it lag, all you need is a bomb and the game will skip a frame trying to perform the action.
tl;dr the SNES cannot do this sorry