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{{Short description|Home video game console}} | |||
{{Infobox CVG system | |||
{{Redirect|Super Nintendo|the Universal Studios Japan & Hollywood attraction|Super Nintendo World}} | |||
|title=Super Nintendo Entertainment System | |||
{{Use American English|date=April 2023}} | |||
|logo=]] | |||
{{Use mdy dates|date=April 2023}} | |||
|image=]<br />] | |||
{{Infobox information appliance | |||
|manufacturer=] | |||
| logo = ]<br /><div style="margin-top:5px">]</div> | |||
|type=] | |||
| image = ]<br />] | |||
|generation=] (16-bit era) | |||
| caption = '''Top:''' North American (]) Super NES ({{circa|1991}})<br />'''Bottom:''' Japanese (]) Super Famicom (the European (]) Super NES has the same design)<br />Other variations are pictured under ] below. | |||
|lifespan=<small><sup>]</sup></small> ], ]<br /><small><sup>]</sup></small> ], ]<br /><small><sup> ]</sup></small> ], ]<br> <small><sup>]</sup></small> ], ] | |||
| aka = {{ubli|SNES|Super NES|]: Super Famicom|]: Super Comboy|Super Nintendo}} | |||
|CPU=16-bit 65c816 ] 3.58 ] | |||
| developer = ] | |||
|media=] | |||
| manufacturer = ] | |||
|onlineservice=''] (Japan Only)'', | |||
| type = ] | |||
|unitssold=49 million<ref name="nintendo-classic-systems" /> | |||
| generation = ] | |||
|topgame='']'' | |||
| discontinued = {{Video game release|RU|1996|EU|1998|NA|1999<ref name=discdate>{{cite web|url=http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/|title=Does the Xbox 360's 'Lack of Longevity' Matter?|first=Don | last=Reisinger|website=]|date=January 21, 2009|access-date=October 23, 2015|archive-date=December 8, 2015|archive-url=https://web.archive.org/web/20151208132920/http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/|url-status=live}}</ref>|BR|2003|KOR|April 1, 2003<ref>{{cite book |last1=Wolf |first1=Mark J. P. |title=The Routledge Companion to Media Technology and Obsolescence |url=https://books.google.com/books?id=oYZ-DwAAQBAJ&q=super+nintendo+discontinued+april+2003&pg=PT856 |publisher=Routledge |access-date=August 16, 2019 |language=en |date=November 21, 2018 |isbn=978-1-315-44266-2 |archive-date=August 1, 2020 |archive-url=https://web.archive.org/web/20200801221020/https://books.google.com/books?id=oYZ-DwAAQBAJ&pg=PT856&lpg=PT856&dq=super+nintendo+discontinued+april+2003&source=bl&ots=nvCVJq3rPW&sig=ACfU3U2YjlMOLKzZ7IHotcvfy6hxD91eLA&hl=en&sa=X&ved=2ahUKEwiRtMaI2obkAhUCUa0KHe4ADSoQ6AEwF3oECAgQAQ#v=onepage&q=super%20nintendo%20discontinued%20april%202003&f=false |url-status=live }}</ref>|JP|September 25, 2003<ref name="End" />}} | |||
|NPtop200='']'' | |||
| |
| media = ] | ||
| |
| sound = ] | ||
| predecessor = ] | |||
| successor = ] | |||
| title = Super Nintendo Entertainment System | |||
| releasedate = {{Video game release|JP|November 21, 1990<ref>{{cite magazine |title=Retro Diary: 08 November – 05 December |magazine=] |issue=122 |date=December 13, 2013 |page=11}}</ref>|NA|August 23,<!-- SEE FOOTNOTE AND TALK BEFORE CHANGING THIS --> 1991<ref group="lower-alpha" name="NAReleaseDateNote" />|UK/IRL|April 11, 1992<ref name="giantbombreleasedates">{{cite web |title=Super Nintendo Entertainment System (Platform) |url=https://www.giantbomb.com/super-nintendo-entertainment-system/3045-9/ |website=Giant Bomb |access-date=August 16, 2019 |language=en |archive-date=March 30, 2019 |archive-url=https://web.archive.org/web/20190330233608/https://www.giantbomb.com/super-nintendo-entertainment-system/3045-9/ |url-status=live }}</ref>|EU|June 1992<ref>{{cite web |url=https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-History-625945.html |title=History | Corporate |publisher=Nintendo |access-date=February 24, 2013 |archive-date=September 4, 2012 |archive-url=https://archive.today/20120904134155/http://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |url-status=live }}</ref>|CHL|June 8, 1992<ref>{{cite news|url=https://www.latercera.com/noticia/los-juegos-mas-recordados-a-25-anos-del-lanzamiento-de-la-super-nintendo|title=Los juegos más recordados a 25 años del lanzamiento de la Super Nintendo|author=C. Portilla|date=November 21, 2015|newspaper=La Tercera|access-date=January 20, 2022|archive-date=January 21, 2022|archive-url=https://web.archive.org/web/20220121022914/https://www.latercera.com/noticia/los-juegos-mas-recordados-a-25-anos-del-lanzamiento-de-la-super-nintendo/|url-status=live}}</ref>|AUS|July 3, 1992<ref name="giantbombreleasedates" />|BR|August 30, 1993<ref>{{cite news|url=http://acervo.estadao.com.br/publicados/1993/08/30/g/19930830-36475-nac-0064-inf-30-not-qhksphk.jpg|title=Nintendo chega hoje ao mercado|author=<!--Not stated-->|date=August 30, 1993|newspaper=O Estado de S. Paulo|access-date=May 6, 2018|archive-date=February 27, 2014|archive-url=https://web.archive.org/web/20140227190701/http://acervo.estadao.com.br/publicados/1993/08/30/g/19930830-36475-nac-0064-inf-30-not-qhksphk.jpg|url-status=live}}</ref>|RU|November 15, 1994<ref>{{cite web | url=https://www.kommersant.ru/doc/94004 | title=Соглашение Steepler и Nintendo | date=November 1994 | access-date=December 7, 2022 | archive-date=April 27, 2019 | archive-url=https://web.archive.org/web/20190427025842/https://www.kommersant.ru/doc/94004 | url-status=live }}</ref>}} | |||
| price = {{ubli|{{JPY|25000|1990}} | {{USD|199|1991}}}} | |||
| CPU = ] @ 3.58 MHz | |||
| onlineservice = {{ubli|] (Japan only)| ] (US, Canada and Japan only) | ] (Japan only)}} | |||
| unitssold = {{Tree list}} | |||
* Worldwide: 49.10 million<ref name="consolidatedsales">{{cite web | title=Consolidated Sales Transition by Region | publisher=Nintendo | url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1509.pdf | access-date=October 25, 2017|archive-url=https://web.archive.org/web/20180613134338/https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1509.pdf|archive-date=June 13, 2018|url-status=live}}</ref> | |||
** North America: 23.35 million | |||
** Japan: 17.17 million | |||
** Other: 8.58 million | |||
{{Tree list/end}} | |||
| topgame = {{Indented plainlist| | |||
* ]: '']'' (20.6 million)<ref name="nintendohistory1">{{cite web|url=http://www.edge-online.com/features/nintendo-years|title=The Nintendo Years: 1990|website=Edge|page=2|date=June 25, 2007|access-date=June 27, 2007|archive-url=https://web.archive.org/web/20120820031228/http://www.edge-online.com/features/nintendo-years|archive-date=August 20, 2012}}</ref> | |||
* Stand-alone: '']'' (6.3 million)<ref name="capcomplatinum">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html |title=Platinum Titles |publisher=] |access-date=August 21, 2010 |archive-url=https://web.archive.org/web/20110605002550/http://capcom.co.jp/ir/english/business/million.html |archive-date=June 5, 2011 }}</ref> | |||
}} | |||
}} | }} | ||
The '''Super Nintendo Entertainment System''' or '''Super NES''', also known as '''SNES'''{{hcref|a|Pronounced in several ways}} or '''Super Nintendo''', is a ] ] released by ] in ], ], ], and ]. In ] and ], the equivalent to the SNES is known as the {{nihongo|'''Super Family Computer''', '''Super Famicom'''|スーパーファミコン|Sūpā Famikon}}, or '''SFC''' for short. In ], it is known as the '''Super Comboy''' and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of ] prevent direct compatibility. | |||
The Super Nintendo Entertainment System was Nintendo's second home console, following the ] (often abbreviated to NES). The SNES proved to be a global success, albeit one that could not match its predecessor's popularity in North America—due in part to increased competition from ]'s ] console (released in North America as the Genesis). Despite its relatively late start, the Super Nintendo Entertainment System became the best selling console of the ].<!-- See "Market share" for details --> | |||
The '''Super Nintendo Entertainment System''', commonly shortened to '''Super Nintendo''',{{refn|Though the use of "Super Nintendo" is common in colloquial speech and Nintendo of Europe's website,<ref>{{cite web |url=https://www.nintendo.co.uk/Corporate/Nintendo-History/Super-Nintendo/Super-Nintendo-627040.html |title=Super Nintendo |author=Nintendo of Europe |publisher=nintendo.co.uk |access-date=March 3, 2019 |archive-date=August 20, 2020 |archive-url=https://web.archive.org/web/20200820030037/https://www.nintendo.co.uk/Corporate/Nintendo-History/Super-Nintendo/Super-Nintendo-627040.html |url-status=live }}</ref> Nintendo of America's official guidelines discourage it, preferring instead the shorthand "Super NES", as written on many of its products such as Super NES Control Deck, Super NES Controller, Super NES Mouse, and Super NES Multi-Player Adapter.<ref name=nintendoguide>{{cite web|url=http://folk.uio.no/sigurdkn/snes/snes_manual1.pdf|title=SNES Development Manual|access-date=February 5, 2016|archive-date=February 6, 2016|archive-url=https://web.archive.org/web/20160206084401/http://folk.uio.no/sigurdkn/snes/snes_manual1.pdf|url-status=live}}</ref>|group=lower-alpha}} '''Super NES''' or '''SNES''',{{refn|The name "SNES" can be pronounced by English speakers as an ] (one word, like "NATO") with various pronunciations, an ] (a string of letters, like "IBM"), or as a hybrid, like "JPEG". In written English, the choice of ] ("a" or "an") is therefore problematic.<ref><!--See ] for discussion of this source.-->{{cite web |url=http://forums.nintendo.com/nintendo/board/message?board.id=legacy&message.id=309753&view=by_date_ascending&page=1 |title=Do you say NES or N-E-S? |work=Nintendo NSider Forums |access-date=September 23, 2007 |archive-url=https://web.archive.org/web/20080505032911/http://forums.nintendo.com/nintendo/board/message?board.id=legacy&message.id=309753&view=by_date_ascending&page=1 |archive-date=May 5, 2008 }} Additional archived pages: <span class="plainlinks"> </span>; <!--See ] for discussion of this source.-->{{cite web |url=http://uk.gamespot.com/pages/unions/forums/show_msgs.php?topic_id=25234640&union_id=177 |title=Pronouncing NES & SNES |work=GameSpot forums |access-date=May 16, 2007 |archive-url=https://www.webcitation.org/65RQSpsfb?url=http://uk.gamespot.com/unions/177/forums/25234640 |archive-date=February 14, 2012 }}</ref>|group=lower-alpha}} is a ] ] developed by ] that was released in 1990 in Japan and South Korea,<ref name=":0">{{Cite book|last=Brian Byrne|first=Brian|title=History of the Super Nintendo (SNES): Ultimate Guide to the SNES Games & Hardware|publisher=Console Gamer Magazine|year=2017|isbn=978-1-5498-9956-0|page=4}}</ref> 1991 in North America, 1992 in Europe and Oceania and 1993 in South America. In Japan, it is called the {{nihongo foot|'''Super Famicom''' ('''SFC''').|スーパーファミコン|Sūpā Famikon|officially adopting the abbreviated name of its predecessor, the ]|lead=yes|group=lower-alpha}} In South Korea, it is called the '''Super Comboy'''{{refn|1={{Korean|hangul=슈퍼 컴보이|rr=Syupeo Keomboi}}|group=lower-alpha}} and was distributed by ].<ref name=":1">{{Cite book|last=Brian Byrne|first=Brian|title=History of the Super Nintendo (SNES): Ultimate Guide to the SNES Games & Hardware|publisher=Console Gamer Magazine|year=2017|isbn=978-1-5498-9956-0|page=5}}</ref> The system was released in ] on August 30, 1993,<ref name=":0" /><ref>{{cite magazine |url=https://exame.abril.com.br/tecnologia/super-nintendo-completa-24-anos/ |language=pt |title=Super Nintendo completa 24 anos |trans-title=Super Nintendo turned 24 years old |magazine=Exame |date=November 24, 2014 |author=Coelho, Victor |access-date=June 3, 2018 |archive-date=November 6, 2018 |archive-url=https://web.archive.org/web/20181106004734/https://exame.abril.com.br/tecnologia/super-nintendo-completa-24-anos/ |url-status=live }}</ref> by ]. In ] and ], the system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms of ] prevent cartridges for one version from being used in other versions. | |||
Technically, the SNES's advanced graphics and sound capabilities and the numerous enhancement chips included in certain cartridges compensated for the comparatively slow CPU, and enabled the console to survive well into the 32-bit era. Even after the end of official support from Nintendo, the SNES lives on through emulation, with new SNES "ROM" images being created to this day.<!-- If someone feels this last claim requires a source, use this (primary source proof-by-existence): <ref>anomie (]). ''C4 Solids Demo''. SNES program used to create ] for this article.</ref> --> | |||
The Super NES is Nintendo's second programmable home console, following the ] (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time, like the ]. It was designed to accommodate the ongoing development of ] integrated into ] to be more competitive into the next generation. | |||
== History == | |||
To compete with the popular NES/Famicom, ] launched the ] (called the PC Engine in Japan) in ], and ] followed suit with the ] (called the Genesis in North America) in ]. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, the NES would continue to dominate the gaming market for several years before Sega's system finally became successful.<ref>{{cite book |last=Sheff |first=David |title=] |origyear=1993 |edition=First |publisher=Random House, Inc. |location=New York |isbn=0-679-40469-4 |accessdate=2007-07-03 |pages=pp. 353–356 |quote=The Genesis continued to flounder through its first couple of years on the market, although Sega showed Sisyphean resolve.… Sega had established itself as the market leader of the next generation.}}</ref> Nintendo executives were initially reluctant to design a new system, but they reconsidered when the company began to lose its market share to its rivals. The NES hardware was showing its age, and Nintendo was compelled to create a new console to compete in the 16-bit market.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=pp. 413–414}}</ref> | |||
The Super NES received largely positive reviews and was a global success, becoming the best-selling console of the ] after launching relatively late and facing intense competition from ]'s ] console in North America and Europe. Overlapping the NES's 61.9 million unit sales, the Super NES remained popular well into the ], with 49.1 million units sold worldwide by the time it was discontinued in 2003. It continues to be popular among collectors and ], with new ] games and Nintendo's emulated rereleases, such as on the ], the ], ]; as well as several non-console emulators which operate on a desktop computer or mobile device, such as ]. | |||
Designed by ], the designer of the original Famicom, the Super Famicom was released in Japan on ], ] for ]25,000 (]210). It was an instant success: Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=pp. 422–431}}</ref> The system's release also gained the attention of the ], leading to a decision to ship the devices at night in order to avoid robbery.<ref>{{cite book |last=Sheff |first=David |title=] |origyear=1993 |edition=First |publisher=Random House, Inc. |location=New York |isbn=0-679-40469-4 |accessdate=2007-07-03 |pages=pp. 360–361}}</ref> | |||
{{TOC level|3}} | |||
With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=p. 431–433 |quote=Japan remained loyal to Nintendo, ignoring both Sega's Mega-Drive and NEC's PC Engine (the Japanese name for TurboGrafx).… Unlike the Japanese launch in which Super Famicom had outsold both competitors combined in presales alone, Super NES would debut against an established product.}}</ref> Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including ], ], ], ], ], and ].<ref>{{cite web |url=http://www.eurogamer.net/article.php?article_id=71981 |title=Virtual Console: SNES |author=Kristan Reed |publisher=Eurogamer |date=] |accessdate=2007-07-15}}</ref> | |||
== History == | |||
] | |||
<!-- Deleted image removed: ] --> | |||
In August of ],{{cref|b}} Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America. The system retailed for US$199 and was shipped with the pack-in game '']''. The SNES was released in the ] and ] in April ] for ]150, with a ] release following a few weeks later. The ] versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. | |||
To compete with the popular ] in Japan, ] launched the ] in 1987, and ] followed suit with the ] in 1988. The two platforms were later launched in North America in 1989 as the TurboGrafx-16 and the Sega Genesis respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over the ] NES. It took several years for Sega's system to become successful.<ref>], pp. 353–356. "The Genesis continued to flounder through its first couple of years on the market, although Sega showed ] resolve.... Sega had established itself as the market leader of the next generation."</ref> ], the co-creator of the 8-bit ] microprocessor and founder of the ] (WDC), gave ] the exclusive right to supply 8-bit and 16-bit WDC microprocessors for the new system.<ref name="CHM - Mensch">{{Cite interview |title=Oral History of William David "Bill" Mensch, Jr. |last=Mensch |first=William David Jr. |interviewer=Stephen Diamond |url=https://archive.computerhistory.org/resources/access/text/2015/06/102739969-05-01-acc.pdf |date=November 10, 2014 |subject-link=Bill Mensch |access-date=July 19, 2023 |publisher=] |place=Mountain View, California |archive-url=https://web.archive.org/web/20150920082736/https://archive.computerhistory.org/resources/access/text/2015/06/102739969-05-01-acc.pdf |archive-date=September 20, 2015 |url-status=live}}</ref> Meanwhile, ] engineer ] reached an agreement with Nintendo to design the console's ] without notifying his supervisors, who were enraged when they discovered the project; though Kutaragi was nearly fired, then-CEO ] intervened in support of the project and gave him permission to complete it.<ref>{{cite news |last1=Fahey |first1=Rob |title=Farewell, Father |url=https://www.eurogamer.net/farewell-father-article |access-date=October 6, 2023 |work=] |date=April 27, 2007 |language=en}}</ref> | |||
On September 9, 1987, then-Nintendo president ] revealed the development of the Super Famicom in the newspaper '']''. On August 30, 1988, in an interview with ''TOUCH Magazine'', Yamauchi announced the development of '']'', '']'', three original games, and he projected sales of 3 million units of the upcoming console. ''Famicom Hissyoubon'' magazine speculated that Yamauchi's early announcement was probably made to forestall ] for the PC Engine, and relayed ]'s clarification that it was waiting on sales figures to select either PC Engine or Super Famicom for its next ''Dragon Quest'' game. The magazine and Enix both expressed a strong interest in networking as a standard platform feature.<ref name="CMSFAug88">{{cite web|url=https://www.chrismcovell.com/secret/SFC_1988Q3.html|title=Super Famicom: August 1988|last=Covell|first=Chris|access-date=March 13, 2021|archive-date=May 1, 2021|archive-url=https://web.archive.org/web/20210501033349/https://www.chrismcovell.com/secret/SFC_1988Q3.html|url-status=live}}</ref><ref>{{cite web|url=https://sp.ch.nicovideo.jp/gamemusic/blomaga/ar304408|title=スーパーファミコン発売前夜|language=Japanese|website=]|date=August 1, 2013|access-date=March 13, 2021|archive-date=July 9, 2021|archive-url=https://web.archive.org/web/20210709184738/https://sp.ch.nicovideo.jp/gamemusic/blomaga/ar304408|url-status=live}}</ref> The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989.<ref>{{cite web|url=https://www.chrismcovell.com/secret/SFC_1988Q4.html|title=The First Super Famicom Demonstration|last=Covell|first=Chris|access-date=March 13, 2021|archive-date=April 21, 2021|archive-url=https://web.archive.org/web/20210421203041/https://www.chrismcovell.com/secret/SFC_1988Q4.html|url-status=live}}</ref><ref>{{cite web|url=https://www.chrismcovell.com/secret/SFC_1989Q3.html|title=The Second SFC Demonstration|last=Covell|first=Chris|access-date=March 13, 2021|archive-date=February 24, 2021|archive-url=https://web.archive.org/web/20210224160941/https://www.chrismcovell.com/secret/SFC_1989Q3.html|url-status=live}}</ref> | |||
The rivalry between Nintendo and Sega resulted in the fiercest console war in video game history,<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=p. 431 | quote=''Sonic'' was an immediate hit, and many consumers who had been loyally waiting for Super NES to arrive now decided to purchase Genesis.… The fiercest competition in the history of video games was about to begin.}}</ref> with Sega running ] directly bashing Nintendo's system. However, market share between the SNES and the Genesis was about even in April 1992;<ref>{{cite web |url=http://findarticles.com/p/articles/mi_m3092/is_n11_v31/ai_12243994 |title=16-bit games take a bite out of sales - computer games |accessdate=2007-04-14 |author=Pete Hisey |date=] |publisher=Discount Store News}}</ref> the SNES later pulled ahead to lead the 16-bit market, and the system remained popular well into the 32-bit generation.<ref>{{cite web |url=http://www.pcworld.com/printable/article/id,128295/printable.html |title=A Brief History of Game Consoles, as Seen in Old TV Ads |author=Danny Allen |publisher=PC World |date=] |accessdate=2007-07-15}}</ref> | |||
===Launch=== | |||
By ], the popularity of the SNES began to wane with the release of next-generation consoles, including the ]. In October ], Nintendo released a redesigned ''SNES 2'' in North America for US$99, which included the pack-in game '']''.<ref>{{cite web |url=http://www.gamespot.com/news/2467396.html |title=Super NES Lives! |author=Chris Johnston |publisher=GameSpot |date=] |accessdate=2007-06-14}}</ref> Like the earlier ], the new model was slimmer and lighter than its predecessor, but it lacked S-Video and RGB output, and it would prove to be among the last major SNES-related releases in the region. A similarly redesigned ''Super Famicom Jr.'' was released in Japan at around the same time.<ref>{{cite web |url=http://www.gamespot.com/news/2462190.html |title=Super Fami Gets Face-Lift |author=Yutaka Ohbuchi |publisher=GameSpot |date=] |accessdate=2007-06-14}}</ref> | |||
{{multiple image | |||
| width = 120 | |||
| footer = The four-color Super Famicom mark is part of the logo in the Japanese and PAL regions, with colors corresponding to those of the control pad buttons. The North American logo has a striped background outlining four oval shapes. | |||
| image1 = Super Famicom logo.svg | |||
| alt1 = JPN/EU logo | |||
| caption1 = | |||
| image2 = Super_NES_USA_logo.png | |||
| alt2 = USA logo | |||
| caption2 = }} | |||
Designed by ], the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990, for {{JPY|25000|1990}}. It was an instant success. Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.<ref>], pp. 422–431.</ref> This gained the attention of the ] criminal organizations, so the devices were shipped at night to avoid robbery.<ref>], pp. 360–361.</ref> | |||
With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market.<ref>], pp. 431–433. "Japan remained loyal to Nintendo, ignoring both Sega's Genesis and NEC's PC Engine (the Japanese name for TurboGrafx).... Unlike the Japanese launch in which Super Famicom had outsold both competitors combined in presales alone, Super NES would debut against an established product."</ref> Nintendo's success was partially due to the retention of most of its key third-party developers, including ], ], ], ], ], and ].<ref>{{cite web|url=http://www.eurogamer.net/articles/virtual-console-snes-review|title=Virtual Console: SNES|author=Kristan Reed|website=Eurogamer|date=January 19, 2007|access-date=February 12, 2009|archive-date=March 4, 2016|archive-url=https://web.archive.org/web/20160304060429/http://www.eurogamer.net/articles/virtual-console-snes-review|url-status=live}}</ref> | |||
Nintendo of America ceased production of the SNES in ],<ref>{{cite web |url=http://www.old-computers.com/museum/computer.asp?st=2&c=1249 |title=Super Nintendo Entertainment System 2 |work=OLD-COMPUTERS.COM Museum |accessdate=2007-07-15}}</ref> about a year after releasing '']'' (its last first-party game for the system) on ], ]. The last SNES title to be released in the U.S. was a version of '']'' in 1998. In Japan, Nintendo continued production of the Super Famicom until September ],<ref>{{cite web |url=http://www.gamespot.com/news/6029220.html |title=Nintendo to end Famicom and Super Famicom production |author=Hirohiko Niizumi |publisher=GameSpot |date=] |accessdate=2007-07-15}}</ref> and new games were produced until the year 2000, ending with the release of ''Metal Slader Glory Director's Cut'' on ], ].<ref>{{cite web |url=http://www.nintendo.co.jp/n02/shvc/index.html |title=スーパーファミコン (Super Family Computer) |accessdate=2007-05-19 |author=Nintendo Japan |authorlink=Nintendo |language=Japanese}}</ref> Some consider the SNES to embody the "] of video games", citing its many groundbreaking games and the perceived focus on gameplay over graphics and technical gimmicks.<ref>{{cite web |url=http://www.nintendoland.com/home2.htm?articles/gold_era.htm |title=The Golden Era |accessdate=2005-02-01 |author=Mattias Liedholm}}</ref> Others question this romanticism, believing the system was just another step in the evolution of video game technology.<ref>{{cite web |url=http://www.nintendoland.com/home2.htm?articles/gld_era2.htm |title=The Golden era - Just for the nostalgics? |accessdate=2005-09-09 |author=Silent Axis}}</ref> | |||
Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for {{US$|199|1991|round=-1}}. It began shipping in limited quantities on August 23, 1991,{{refn|Kent says that September 1 was planned but later rescheduled to September 9.<ref name="Kent 432">], p. 432.</ref> Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,<ref>{{cite news |title=Super Nintendo sells quickly at OC outlets |first=Ron |last=Campbell |newspaper=The Orange County Register |date=August 27, 1991 <!-- |url=http://nl.newsbank.com/nl-search/we/Archives?p_action=search&p_field_date-0=YMD_date&p_params_date-0=date:B,E&p_text_date-0=8/27/1991+to+8/27/1991&p_text_advanced-0=Super+Nintendo+sells+quickly+at+OC+outlets |format=abstract |access-date=March 5, 2010 --> |quote=Last weekend, months after video-game addicts started calling, Dave Adams finally was able to sell them what they craved: Super Nintendo. Adams, the manager of Babbages in South Coast Plaza, got 32 of the $199.95 systems Friday.}} Based on the publication date, the "Friday" mentioned would be August 23, 1991.</ref><ref>{{cite magazine |title=Super Nintendo It's Here!!! |magazine=] |date=November 1991 |issue=28 |page=162 |publisher=Sendai Publishing Group |quote=The long awaited SNES is finally available to the U.S. gaming public. The first few pieces of this fantastic unit hit the store shelves on August 23, 1991. Nintendo, however, released the first production run without any heavy fanfare or spectacular announcements.}}</ref> and it arrived in other regions at a later date.<ref>{{cite news |title=New products put more zip into the video-game market |url=http://www.highbeam.com/doc/1P2-4070124.html |archive-url=https://web.archive.org/web/20121103060509/http://www.highbeam.com/doc/1P2-4070124.html |archive-date=November 3, 2012 |format=abstract |newspaper=Chicago Sun-Times |date=August 27, 1991 |access-date=March 5, 2010 |quote=On Friday, area Toys R Us stores were expecting SNES, with a suggested retail price of $199.95, any day, said Brad Grafton, assistant inventory control manager for Toys R Us.}} Based on the publication date, the "Friday" mentioned would be August 23, 1991.</ref> August 23 is also the release date officially recognized by Nintendo of America.<ref>{{cite tweet|number=1429820774907584512|user=NintendoAmerica|author=Nintendo of America|title=On this day 30 years ago, the Super...|date=August 23, 2021}}</ref>|group=lower-alpha|name=NAReleaseDateNote}}<ref>{{cite news |title=Super Nintendo sells quickly at OC outlets |first=Ron |last=Campbell |newspaper=The Orange County Register |date=August 27, 1991 <!-- |url=http://nl.newsbank.com/nl-search/we/Archives?p_action=search&p_field_date-0=YMD_date&p_params_date-0=date:B,E&p_text_date-0=8/27/1991+to+8/27/1991&p_text_advanced-0=Super+Nintendo+sells+quickly+at+OC+outlets |format=abstract |access-date=March 5, 2010 --> |quote=Super Nintendo began showing up in Southern California stores Wednesday, nearly three weeks before the official Sept. 9 release date. ... Until the official nationwide release Sept. 9, availability will be limited.}}</ref> with an official nationwide release date of September 9, 1991.<ref>{{cite news|url=https://www.nytimes.com/1991/09/10/business/company-news-super-nintendo-now-nationwide.html|title=COMPANY NEWS; Super Nintendo Now Nationwide|newspaper=The New York Times|date=September 10, 1991|access-date=August 23, 2016|archive-date=August 28, 2016|archive-url=https://web.archive.org/web/20160828110252/http://www.nytimes.com/1991/09/10/business/company-news-super-nintendo-now-nationwide.html|url-status=live}}</ref> The Super NES was released in the United Kingdom and Ireland in April 1992 for {{GBP|150|1992|round=-1}}.<ref>{{Cite web|url=https://www.eurogamer.net/articles/2012-04-11-snes-celebrates-20th-birthday-in-uk|title=SNES celebrates 20th birthday in UK|first=Tom|last=Phillips|website=]|date=April 11, 2012|access-date=September 13, 2020|archive-date=May 14, 2019|archive-url=https://web.archive.org/web/20190514071321/https://www.eurogamer.net/articles/2012-04-11-snes-celebrates-20th-birthday-in-uk|url-status=live}}</ref> | |||
In recent years, many SNES titles have been ported to the ], which has similar video capabilities. In ], Nintendo announced that SNES titles would be made available for download via the ]'s ] service.<ref>{{cite web |url=http://cube.ign.com/articles/615/615089p1.html |title=E3 2005: Nintendo's E3 2005 Press Conference |accessdate=2007-04-14 |date=] |publisher=IGN}}</ref> | |||
Most of the ] versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. The Playtronic Super NES in Brazil, although ], uses the North American design.<ref>{{cite web|url=http://www.snescentral.com/article.php?id=0869|title=Playtronic SNES Games|publisher=SNES Central|access-date=February 9, 2015|archive-date=August 9, 2014|archive-url=https://web.archive.org/web/20140809131107/http://www.snescentral.com/article.php?id=0869|url-status=live}}</ref> Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a ] between the toy company ] and consumer electronics company ].<ref>{{cite web|url=http://nintendoworld.ig.com.br/home/nobrasil/index.php|title=Nintendo Brasil |publisher=Nintendo |language=pt |access-date=August 2, 2007|archive-url=https://web.archive.org/web/20070717104708/http://nintendoworld.ig.com.br/home/nobrasil/index.php|archive-date=July 17, 2007}}</ref> | |||
==Notable titles== | |||
<!-- Note: Simply selling many copies or receiving good reviews in gaming magazines does not make a game notable. A game is notable enough for mention here if it is the first of its type, or if it had major repercussions in the video game industry. If you can't find sources besides game reviews and retrospectives, you're unlikely to be able to make your case. --> | |||
===Launch titles=== | |||
The Super NES launched with a limited number of games. For the Japanese release, only two games were available: '']'' and '']''.<ref>{{cite book |last=Sheff |first=David |title=] |origyear=1993 |edition=First |publisher=Random House, Inc. |location=New York |isbn=0-679-40469-4 |accessdate=2007-07-03 |pages=p. 361}}</ref> For the U.S. release, ''Super Mario World'' became a pack-in with the console, with '']'' available separately along with ''F-Zero''. Third-party titles '']'' and '']'' were also available for the launch or shortly afterward.<ref>{{cite web |url=http://www.1up.com/do/feature?cId=3155264 |title=Out to Launch: Wii |author=Jeremy Parish |date=] |publisher=1UP.com |accessdate=2007-07-03}}</ref> | |||
The Super NES and Super Famicom launched with few games, but these games were well received. In Japan, only two games were initially available: '']'' and '']''.<ref>], p. 361.</ref> '']'' was released during the launch week.<ref>{{cite magazine|title=Big in Japan: Nintendo 64 Launches at Last|magazine=]|issue=21 |date=September 1996 |pages=14–16}}</ref> In North America, ''Super Mario World'' was launched as a bundle with the console; other ] include ''F-Zero'', '']'' (both of which demonstrate the console's ] pseudo-3D rendering), '']'', and '']''.<ref>{{cite web|url=http://www.1up.com/features/launch-wii |title=Out to Launch: Wii |author=Jeremy Parish |date=November 14, 2006 |website=1UP.com |access-date=July 3, 2007 |archive-url=https://web.archive.org/web/20110804230313/http://www.1up.com/features/launch-wii |archive-date=August 4, 2011 }}</ref> | |||
===The end of exclusive licensing=== | |||
Competition from Sega's console brought an end to Nintendo's exclusive licensing polices. During the NES era, Nintendo had to approve every game, each licensee could only release five games per year, those games could not be released for other platforms for two years, and the only manufacturer and supplier for cartridges was Nintendo. In 1990, Acclaim broke ranks to begin releasing games on both platforms, and most of Nintendo's licensees followed their example over the next few years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=pp. 308, 372, 440–441}}</ref> | |||
=== |
===Console wars=== | ||
{{Main|Console war#Sega versus Nintendo}} | |||
The Super NES era similarly saw the beginning of the end of ], as the result of one game: '']''. A surprise hit in arcades in 1992, ''Mortal Kombat'' featured splashes of blood and ] such as one character ripping the heart out of his defeated opponent. Nintendo of America insisted the blood be removed and the violence of the fatalities be reduced; the Genesis version outsold the SNES version three to one, since it retained the arcade moves and contained a "blood code" to restore the gore.<ref name="Kent_MK">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=pp. 461–480}}</ref><ref name="1UP_MK">{{cite web |url=http://www.1up.com/do/feature?cId=3152604 |title=Purple Reign: 15 Years of the Super NES |author=Ray Barnholt |date=] |publisher=1UP.com |pages=p. 4 |accessdate=2007-07-13}}</ref> | |||
The rivalry between Nintendo and Sega was described as one of the most notable console wars in video game history,<ref>], p. 431. "''Sonic'' was an immediate hit, and many consumers who had been loyally waiting for Super NES to arrive now decided to purchase Genesis.... The fiercest competition in the history of video games was about to begin."</ref> in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition.<ref>], pp. 448–449.</ref> Nintendo scored an early public-relations advantage by securing the first console conversion of Capcom's arcade hit '']'' for Super NES, which took more than a year to make the transition to the Genesis. Though the Genesis had a two-year lead to launch time, a much larger library of games, and a lower price point,<ref>], p. 433.</ref> it only represented an estimated 60% of the American 16-bit console market in June 1992,<ref>{{cite news |title=16-bit games take a bite out of sales — computer games |first=Pete | last=Hisey|date=June 1, 1992|publisher=Discount Store News}}</ref> and neither console could maintain a definitive lead for several years. '']'' is said to have helped establish the Super NES's market prominence in the latter years of the 16-bit generation,<ref>], p. 496-497. "The late November release of ''Donkey Kong Country'' stood in stark contrast to the gloom and doom faced by the rest of the video game industry. After three holiday seasons of coming in second to Sega, Nintendo had the biggest game of the year. Sega still outperformed Nintendo in overall holiday sales, but the 500,000 copies of Donkey Kong Country that Nintendo sent out in its initial shipment were mostly sold in preorder, and the rest sold out in less than one week. It (''Donkey Kong Country'') established the SNES as the better 16-bit console and paved the way for Nintendo to win the waning years of the 16-bit generation."</ref><ref>{{cite magazine |url=http://www.thedailybeast.com/newsweek/1996/01/14/game-system-sales.html |title=Game-System Sales |magazine=] |access-date=January 21, 2012 |date=January 14, 1996|archive-url=https://web.archive.org/web/20130513145332/http://www.thedailybeast.com/newsweek/1996/01/14/game-system-sales.html|archive-date=May 13, 2013}}</ref><ref>{{cite journal |title=Don't expect flood of 16-bit games |journal=Video Business |last=Greenstein |first=Jane |year=1997 |quote=1.4 million units sold during 1996}}</ref><ref>{{cite magazine|date=March 2, 1998 | title =Sega farms out Genesis |magazine=Television Digest}} "Sega of America sold about 400,000 16-bit consoles in N. America last year, based on estimates extrapolated from NPD Group's Toy Retail Statistical Tracking Service. That compares with just over one million Super Nintendo Entertainment Systems (SNES) sold by Nintendo of America."</ref> and for a time, maintain against the ] and ].<ref>{{cite magazine |url=http://www.pcworld.com/printable/article/id,128295/printable.html |archive-url=https://web.archive.org/web/20080508011331/http://www.pcworld.com/printable/article/id,128295/printable.html |archive-date=May 8, 2008 |title=A Brief History of Game Consoles, as Seen in Old TV Ads |author=Danny Allen |magazine=PC World |date=December 22, 2006 |access-date=July 15, 2007 }}</ref> According to Nintendo, the company had sold more than 20 million Super NES units in the U.S.<ref>{{cite web |url=https://www.nintendo.com/systemsclassic?type=snes |title=Classic Systems: SNES |access-date=January 21, 2012 |publisher=Nintendo|archive-url=https://web.archive.org/web/20031209153741/http://www.nintendo.com/systemsclassic?type=snes|archive-date=December 9, 2003}}</ref> According to a 2014 ] report based on ], the Super NES outsold the Genesis in the U.S. market by {{nowrap|1.5 million}} units.<ref>{{cite web|last1=Pachter|first1=Michael|last2=McKay|first2=Nick|last3=Citrin|first3=Nick|url=https://equities.wedbush.com/clientsite/Research/ActionAlertFilePreview.asp?UUID=E4AFF57F-DDBC-437F-8520-AF38BEDD3E43|title=Post Hoc Ergo Propter Hoc; Why the Next Generation Will Be as Big as Ever|work=Wedbush Equity Research|page=36|date=February 11, 2014|access-date=November 9, 2015|archive-date=March 4, 2016|archive-url=https://web.archive.org/web/20160304224941/https://equities.wedbush.com/clientsite/Research/ActionAlertFilePreview.asp?UUID=E4AFF57F-DDBC-437F-8520-AF38BEDD3E43|url-status=live}}</ref> | |||
Game players were not the only ones to notice the violence in this game; Senators ] and ] convened a Congressional hearing on ], ] to investigate the marketing of violent video games to children.{{cref|c}} While Nintendo took the high ground with moderate success, the hearings led to the creation of the ] and the ], and the inclusion of ratings on all video games.<ref name="Kent_MK"/><ref name="1UP_MK"/> | |||
===Changes in policy=== | |||
With ratings in place, Nintendo decided that their content policies were no longer required. '']'' was released uncensored, and this time Nintendo's version outsold Sega's.<ref name="Kent_MK"/><ref name="1UP_MK"/> | |||
During the NES era, Nintendo maintained exclusive control over games released for the system – the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, such as Konami's "]" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. Competition from Sega's console brought an end to this practice; in 1991, ] began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; ] (which licensed some games to Sega instead of producing them directly) and ] were the most notable holdouts.<ref>], pp. 308, 372, 440–441.</ref> | |||
Nintendo continued to carefully review submitted games, scoring them on a 40-point scale and allocating marketing resources accordingly. Each region performed separate evaluations.<ref name="reeder199211">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Why Edutainment Doesn't Make It In A Videogame World | magazine=Computer Gaming World | date=November 1992 | author=Reeder, Sara | page=128 | access-date=July 5, 2014 | archive-date=January 10, 2020 | archive-url=https://web.archive.org/web/20200110163522/http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | url-status=live }}</ref> Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. The surprise arcade hit '']'' (1992), a gory fighting game with huge splashes of blood and graphically violent ], was heavily censored by Nintendo.<ref group="lower-alpha">In both ''The Ultimate History of Video Games'' and ''Purple Reign: 15 Years of the SNES'', the disparity in sales is directly attributed to the Super NES version lacking the excessive blood which was recolored grey and described as "sweat", and lacking some of the more gruesome finishing moves. See the Talk page for details.</ref> Because the Genesis version allowed for an uncensored version via cheat code,<ref name="1UP_MK">{{cite web|url=http://www.1up.com/features/15-years-snes?pager.offset=3|title=Purple Reign: 15 Years of the SNES|author=Ray Barnholt|date=August 4, 2006|website=1UP.com|page=4|access-date=July 13, 2007|archive-url=https://web.archive.org/web/20121102222834/http://www.1up.com/features/15-years-snes?pager.offset=3|archive-date=November 2, 2012}}</ref> it outsold the censored Super NES version by a ratio of nearly three to one.<ref name="Kent_MK">], pp. 461–480. "nearly three to one".</ref> | |||
===Donkey Kong Country=== | |||
While other companies were moving to ], ] and Nintendo proved that the "outdated" Super NES was far from out of the race with the release of '']'' in late November 1994. Rare used SGI workstations to pre-render 3D models and textures and convert the images to SNES graphics formats; along with careful game design and high quality music, the end result was a game that rivaled the quality of those on newer 32-bit CD-based consoles. In the last 45 days of 1994, ''Donkey Kong Country'' sold 6.1 million units, making it the fastest-selling game in video game history to that point. It also proved that early 32-bit systems had little to offer over the Super NES, and cleared the field for the introduction of the Sony PlayStation.<ref name="Kent_DKC">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=pp. 491–493, 496–497}}</ref><ref name="Gamespot_DKC">{{cite web |url=http://www.gamespot.com/gamespot/features/video/dk_history/p04.html |title=GameSpot Presents: The History of Donkey Kong |author=Doug Trueman |publisher=GameSpot |pages=p. 4 |accessdate=2007-07-13}}</ref> | |||
U.S. Senators ] and ] convened a Congressional hearing on December 9, 1993, to investigate the marketing of violent video games to children.{{refn|Some contend that Nintendo orchestrated the Congressional hearings of 1993, but Senator Lieberman and NOA's Senior Vice President (later Chairman) ] both refute these allegations.<ref name="Kent_MK" />|group=lower-alpha}} Though Nintendo took the high ground with moderate success, the hearings led to the creation of the ] and the ] and the inclusion of ratings on all video games.<ref name="1UP_MK" /><ref name="Kent_MK" /> With these ratings in place, Nintendo decided its censorship policies were no longer needed.<ref name="Kent_MK" /> | |||
==Emulation and controversies== | |||
Like the NES before it, the SNES has retained interest among its fans even following its decline in the marketplace. It has continued to thrive on the second-hand market and through console emulation. Many gamers discovered the SNES after its decline. The SNES has taken much ]. | |||
===32-bit era and beyond=== | |||
] | |||
While other companies were moving on to ], ] and Nintendo proved that the Super NES was still a strong contender in the market. In November 1994, Rare released '']'', a platform game featuring 3D models and textures pre-rendered on ] workstations. With its detailed graphics, fluid animation, and high-quality music, ''Donkey Kong Country'' rivals the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, 6.1 million copies were sold, making it the fastest-selling video game in history to that date. This game conveyed that early 32-bit systems had little to offer over the Super NES, and proved the market for the more advanced consoles of the near future.<ref name="Kent_DKC">], pp. 491–493, 496–497.</ref><ref name="Gamespot_DKC">{{cite web |url=http://www.gamespot.com/gamespot/features/video/dk_history/p04.html |title=GameSpot Presents: The History of Donkey Kong |author=Doug Trueman |website=GameSpot|page=4|access-date=July 13, 2007 |archive-url=https://web.archive.org/web/20120515044631/http://www.gamespot.com/gamespot/features/video/dk_history/p04.html|archive-date=May 15, 2012}}</ref> According to TRSTS reports, two of the top five bestselling games in the U.S. for December 1996 are Super NES games.<ref>{{cite magazine|title=Nintendo Boosts N64 Production|magazine=] |issue=93|publisher=]|date=April 1997|page=22}}</ref> | |||
] projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.<ref>{{cite web |url=http://www.zophar.net/articles/art_14-3.html |title=The History of Emulation |author=Sam Pettus |date=] |accessdate=2007-07-18}}</ref> During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled ].<ref name="snes9x-readme">(]) Snes9x readme.txt v1.51. ''snes9x.com''. Retrieved on ].</ref> In 1997, SNES enthusiasts began programming an emulator named ].<ref name="zsnes-games">{{cite web |url=http://zsnes-docs.sourceforge.net/text/about.txt |title=ZSNES v1.51 Documentation |accessdate=2007-07-16 }}</ref> These two have remained among the best-known SNES emulators, although development continues on others as well. Recently there has been a push for exact emulation,{{cref|d}} begun in 2003 by members of both the Snes9x and ZSNES teams and others,<ref>{{cite web |url=http://www.snes9x.com/forum/forum.asp?FORUM_ID=6 |title=Snes9x Development Forum |accessdate=2007-06-13 |work=Snes9x forums ]–]}}<!-- Yes, this is a forum. But it is also the place where much of the SNES emulation research of the day was coordinated. Please discuss on the talk page. --></ref> and currently led by the development of ].<ref>{{cite web |url=http://board.zsnes.com/phpBB2/viewtopic.php?t=4510 |title=bsnes thread (v.021 & updated buglist) |accessdate=2007-06-13 |work=ZSNES Forums}}<!-- Yes, this is a forum thread. It is also the place where Byuu (bsnes's author) receives bug reports, discusses theories, and pretty much everything else. Please discuss on the talk page. --></ref> | |||
In October 1997, Nintendo released a redesigned model of the Super NES (the SNS-101 model referred to as "]") in North America for {{US$|99|1997|round=-2}}, with some units including the pack-in game '']''.<ref>{{cite web |url=http://www.gamespot.com/news/2467396.html |title=Super NES Lives! |author=Chris Johnston |website=GameSpot|date=October 29, 1997|access-date=June 14, 2007 |archive-url=https://web.archive.org/web/20120124213537/http://www.gamespot.com/news/2467396.html|archive-date=January 24, 2012}}</ref><ref name=EGM102>{{cite magazine |title=Classic System Gets New Shell |magazine=] |issue=102|publisher=]|date=January 1998|page=22}}</ref> Like the earlier ] (model NES-101), this is slimmer and lighter than its predecessor,<ref name=EGM102/> but it lacks S-Video and RGB output, and it is among the last major Super NES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time.<ref>{{cite web |url=http://www.gamespot.com/news/2462190.html |title=Super Fami Gets Face-Lift |author=Yutaka Ohbuchi |website=GameSpot|date=January 16, 1998|access-date=June 14, 2007|archive-url=https://web.archive.org/web/20120118185425/http://www.gamespot.com/news/2462190.html|archive-date=January 18, 2012}}</ref> The redesign stayed out of Europe. | |||
Nintendo took the same stance against the distribution of SNES ] image files and emulation as it did with the NES, insisting that they represented flagrant ].<ref>{{cite web |url=http://www.nintendo.com/corp/legal.jsp |title=Legal Information (Copyrights, Emulators, ROMs, etc.) |author=] |accessdate=2007-06-14}}</ref> Proponents of SNES emulation cite discontinued production of the SNES, the right of the owner of the respective game to make a personal backup, ] for private use, the desire to develop ] for the system, the frailty of SNES ]s and consoles, and the lack of certain foreign imports.<ref>{{cite web |url=http://www.worldofspectrum.org/EmuFAQ2000/EmuFAQ_Y2KAddendum2.htm |title=The Question of ROMs |work=EmuFAQ Addendum |author=Chuck Cochems |date=] |accessdate=2007-06-14}}</ref> Despite Nintendo's attempts to stop the proliferation of such projects, emulators and ROM files continue to be available on the Internet. | |||
Nintendo ceased production of the Super NES in North America in 1999,<ref name=discdate /> about two years after releasing '']'' (its final second-party game in the US) on November 27, 1997, and one year after releasing '']'' (its final third-party game in the US) in 1998. In Japan, Nintendo continued production of both the Family Computer and the Super Famicom until September 25, 2003,<ref name="End">{{cite web |url=http://www.gamespot.com/news/6029220.html |title=Nintendo to end Famicom and Super Famicom production |first=Hirohiko |last=Niizumi |website=GameSpot |date=May 30, 2003|access-date=July 15, 2007|archive-url=https://web.archive.org/web/20120122010006/http://www.gamespot.com/news/6029220.html|archive-date=January 22, 2012}}</ref> and new games were produced until the year 2000, ending with the release of '']'' on November 29, 2000.<ref>{{cite web |url=https://www.nintendo.co.jp/n02/shvc/index.html |title=スーパーファミコン (Super Famicom) |access-date=May 19, 2007 |publisher=Nintendo Japan |language=ja |archive-date=August 28, 2019 |archive-url=https://web.archive.org/web/20190828103950/https://www.nintendo.co.jp/n02/shvc/index.html |url-status=live }}</ref> | |||
The SNES was one of the first systems to attract the attention of amateur fan translators: '']'' was the first major work of ], and was completed in 1997.<ref>{{cite web | author=Spinner 8 | title=Final Fantasy V | url=http://www.romhacking.net/trans/353/#translation | work= | accessdate=2007-05-12}}</ref> | |||
Many popular Super NES games were ported to the ], which has similar video capabilities. In 2005, Nintendo announced that Super NES games would be made available for download via the ]'s ] service.<ref>{{cite web|url=http://cube.ign.com/articles/615/615089p1.html|title=E3 2005: Nintendo's E3 2005 Press Conference|access-date=April 14, 2007|date=May 17, 2005|website=]|archive-date=February 14, 2012|archive-url=https://web.archive.org/web/20120214011355/http://cube.ign.com/articles/615/615089p1.html|url-status=live}}</ref> On October 31, 2007, Nintendo Co., Ltd. announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of the necessary parts.<ref>{{cite news|title=Nintendo's classic Famicom faces end of road|url= http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg|format=Reprint|publisher=] |date=October 31, 2007|access-date=November 9, 2007|archive-url=https://web.archive.org/web/20130527161543/http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg|archive-date=May 27, 2013}}</ref> On March 3, 2016, Nintendo Co., Ltd. announced that it would bring Super NES games to the ] and New Nintendo 3DS XL (and later the ]) via its eShop download service.<ref>{{cite magazine |last1=Gwaltney |first1=Javy |title=Super Nintendo Games Are Coming To New Nintendo 3DS |url=https://www.gameinformer.com/b/news/archive/2016/03/03/super-mario-world-a-link-to-the-past-and-other-super-nintendo-games-coming-to-new-nintendo-3ds.aspx |magazine=Game Informer |access-date=January 21, 2019 |language=en |archive-date=October 18, 2018 |archive-url=https://web.archive.org/web/20181018043311/https://www.gameinformer.com/b/news/archive/2016/03/03/super-mario-world-a-link-to-the-past-and-other-super-nintendo-games-coming-to-new-nintendo-3ds.aspx |url-status=dead }}</ref> At the ] event on September 4, 2019, Nintendo announced that it would be bringing select Super NES games to the ] platform.<ref>{{Cite web|url=https://www.nintendo.com/nintendo-direct/09-04-2019/|title=Nintendo Direct - 09.04.2019|website=www.nintendo.com|access-date=September 10, 2019|archive-date=September 4, 2019|archive-url=https://web.archive.org/web/20190904233213/https://www.nintendo.com/nintendo-direct/09-04-2019/|url-status=live}}</ref><ref>{{Cite web|url=https://www.nintendo.com/switch/online-service/nes/|title=NES and Super NES – Nintendo Switch Online – Nintendo Switch Official site|website=www.nintendo.com|language=en-US|access-date=September 10, 2019|archive-date=September 9, 2019|archive-url=https://web.archive.org/web/20190909211539/https://www.nintendo.com/switch/online-service/nes/|url-status=live}}</ref> | |||
Emulation of the SNES is now available on handheld units, such as Sony's ] (PSP),<ref>{{cite web |url=http://yoyofr92.free.fr/psp/snespsp.html |title=SnesPSP_TYL |accessdate=2007-07-16}}</ref> the ],<ref>{{cite web |url=http://www.cs.utah.edu/~tew/snesDS/ |title=snesDS |accessdate=2007-07-16}}</ref> the ]<ref>{{cite web |url=http://www.gizmondoforums.com/forums/index.php?showtopic=6683 |title=Gizsnes 0.3.1 |accessdate=2007-07-16}}</ref> and the ] by GamePark Holdings,<ref>{{cite web |url=http://gp2x-emulation.dcemu.co.uk/snesemulator.shtml |title=GP2x NEWS - SnesGP2X |accessdate=2007-07-16}}</ref> as well as PDAs.<ref>{{cite web |url=http://tokyo.cool.ne.jp/pdafan/index_e.html |title=Snes9x for PocketPC |accessdate=2007-07-16}}</ref> Nintendo's ] service for the ] marks the introduction of officially sanctioned SNES emulation. | |||
==Hardware== | |||
==Technical specifications== | |||
{{Multiple image | |||
The design of the Super NES incorporates a relatively low-performance CPU (half the speed of the Mega Drive), but the powerful graphics and sound co-processors allowed impressive tiling and ] effects, many times more colors, and audio quality that represented a massive leap over the competition.<ref>{{cite web |url=http://www.1up.com/do/feature?cId=3143409 |title=PS1 10th Anniversary retrospective |author=Jeremy Parish |publisher=1UP.com |date=] |accessdate=2007-05-27}}</ref> Individual game cartridges can easily supply further ] as needed. | |||
| width = 200 | |||
| image1 = SNES-CPU-RGB-01 motherboard.jpg | |||
| caption1 = Early SNES motherboard (]) | |||
| image2 = Super-Nintendo-1Chip-Motherboard-Top-Flat.jpg | |||
| caption2 = Later (1CHIP) SNES motherboard (]) | |||
}} | |||
=== Technical specifications=== | |||
===Casing=== | |||
The 16-bit design of the Super NES<ref name="fullsnes">{{cite web|url=http://problemkaputt.de/fullsnes.htm|title=Fullsnes – Nocash SNES Specs|access-date=February 6, 2015|archive-date=January 2, 2015|archive-url=https://web.archive.org/web/20150102185304/http://problemkaputt.de/fullsnes.htm|url-status=live}}</ref> incorporates graphics and sound co-processors that perform tiling and simulated 3D effects, a palette of 32,768 colors, and 8-channel ] audio. These base platform features, plus the ability to dramatically extend them all through substantial ] inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over 16-bit competitors such as the Genesis.<ref>{{cite web |url=http://www.1up.com/features/ps1-turns-10 |title=PS1 10th Anniversary retrospective |author=Jeremy Parish |website=1UP.com |date=September 6, 2005 |access-date=May 27, 2007 |archive-url=https://web.archive.org/web/20110523085605/http://www.1up.com/features/ps1-turns-10 |archive-date=May 23, 2011 }}</ref> | |||
{|class="wikitable" align="right" | |||
|] | |||
|] | |||
|] | |||
|-valign="top" | |||
|width="80"|<small>Original U.S. version</small> | |||
|width="80"|<small>Original PAL version</small> | |||
|width="80"|<small>Super Famicom Jr.</small> | |||
|} | |||
All versions of the SNES are predominantly gray, although the exact shade may differ. The original North American version has a boxy design with purple sliding switches and a dark gray eject lever. The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American SNES 2 and the Japanese Super Famicom Jr. are both smaller with a rounded contour, however the SNES 2 buttons are purple where the Super Famicom Jr. buttons are gray. | |||
====CPU and RAM==== | |||
All versions incorporate a top-loading slot for game cartridges, although the shape of the slot differs between regions to match the different shapes of the cartridges. The card-edge connector has 62 pads, however many cartridges only connect to the middle 46. All versions also incorporate two 7-pin controller ports on the front of the unit, and a plug for a ] and a Nintendo-proprietary "multi-out" A/V connector on the back.<ref name="anomie_ports">{{cite web |url=http://www.romhacking.net/docs/%5B195%5Dports.txt |title=Anomie's SNES Port Doc |accessdate=2007-07-13 |author=anomie |format=text }}</ref> The multi-out connector, later used on the ] and ], can output ], ], ], and ] signals.<ref name="SNES-faq"/> Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit<ref name="anomie_ports"/> and a standard RF output with channel selection switch on the back; newer versions use the RF capability of the multi-out connector. | |||
] ]] | |||
{{-}} | |||
The ] is a ], a derivative of the 16-bit ] microprocessor. In ] regions, its nominal clock speed is 3.58 ] will slow to either 2.68 MHz or 1.79 MHz when accessing some slower peripherals.<ref name="SNES Development Manual S4">{{cite web |url=https://archive.org/details/SNESDevManual |title=SNES Development Manual - Book I, Section 4 "Super NES CPU Data" |author=Nintendo |year=1993 |publisher=Nintendo |access-date=September 11, 2018 |archive-date=November 28, 2018 |archive-url=https://web.archive.org/web/20181128232051/https://archive.org/details/SNESDevManual |url-status=live }}</ref> | |||
This CPU has an 8-bit data bus and two address buses. The 24-bit "Bus A" is designated for general accesses, and the 8-bit "Bus B" can access support chip registers such as the video and audio co-processors. | |||
=== Regional lockout === | |||
Nintendo employed several types of ], including both physical and hardware incompatibilities. | |||
The WDC 65C816 supports an 8-channel ] unit, an 8-bit parallel I/O port a controller port interface circuits allowing ] and ] access to controller data, a 16-bit multiplication and division unit, and circuitry for generating ]s on ] and ] interrupts on calculated screen positions.<ref name="SNES Development Manual S4"/> | |||
] | |||
On a physical level, the game paks are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, while other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with use of various adapters, or through ] of the console.<ref name="SNES-faq">{{cite web |url=http://www.gamersgraveyard.com/repository/snes/snesfaq.txt |title=Super Nintendo/Famicom F.A.Q. |accessdate=2007-04-14 |author=Lou Cassaniti |date=] |format=text}}</ref> | |||
Early revisions of the 5A22 used in SHVC boards are prone to spontaneous failure which can produce a variety of symptoms including graphics glitches in Mode 7, a black screen on power-on, or improperly reading the controllers.<ref>{{Cite web |url=http://nintendoage.com/forum/messageview.cfm?catid=8&threadid=173952 |title=NA » Need help » SNES Gen 1 Video Repair more than 50 units |access-date=March 31, 2019 |archive-date=March 31, 2019 |archive-url=https://web.archive.org/web/20190331204451/http://nintendoage.com/forum/messageview.cfm?catid=8&threadid=173952 |url-status=live }}</ref> The first revision 5A22 has a fatal bug in the DMA controller that can crash games; this was corrected in subsequent revisions.<ref>{{Cite web | url=https://forums.nesdev.com/viewtopic.php?p=223539#p223539 | title=Is the SNES a realible console? | access-date=September 13, 2020 |archive-date=August 17, 2018 |archive-url=https://web.archive.org/web/20180817051252/https://forums.nesdev.com/viewtopic.php?p=223539#p223539 |url-status=live}}</ref> | |||
Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. The console CIC releases the reset signal to the rest of the system only after completing a handshake with the chip in the cartridge.<ref name="SNES-faq"/> This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed.<ref>{{cite web |url=http://home.freeuk.com/markk/Consoles/SNES_Lockout.txt |title=Disabling the Super NES/Super Famicom "Lockout Chip" |accessdate=2007-04-14 |author=Mark Knibbs |date=] |format=text}}</ref> | |||
The console contains 128{{nbsp}}KB of general-purpose "work" RAM, which is separate from the 64{{nbsp}}KB dedicated to the video subsystem and the 64{{nbsp}}KB dedicated to the audio subsystem.<ref name="Copetti 2019" /> | |||
PAL consoles face another incompatibility when playing out-of-region cartridges: the ] specifies video at 60 Hz while ] operates at 50 Hz, resulting in approximately 16.7% slower gameplay. Additionally, PAL's higher resolution results in ]ing of the output image. Some commercial PAL region releases exhibit this same problem and therefore can be played in NTSC systems without issue, while others will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the SNES PPU into a 60 Hz mode supported by most PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.<ref name="SNES-pal-switch">{{cite web |url=http://home.freeuk.net/markk/Consoles/SNES_50-60Hz_Switch.txt | |||
|title=Super NES/Super Famicom 50/60Hz Switch Modification |accessdate=2007-04-14 |author=Mark Knibbs |date=] |format=text}}</ref> | |||
{{-}} | |||
=== |
====Video==== | ||
] | |||
{|class="infobox" style="width:23em;font-size:90%;text-align:left;" | |||
The Picture Processing Unit (PPU) consists of two closely tied ] packages. It contains 64{{nbsp}}KB of ] for video data, 544 bytes of object attribute memory (OAM) for ] data, and 256 × 15 bits of color generator RAM (CGRAM) for ] data. This CGRAM provisions up to 256 colors, chosen from the ], from a palette of 32,768 colors. The PPU is clocked by the same signal as the CPU and generates a pixel every two or four cycles.<ref name="fullsnes" /> | |||
|- | |||
!colspan="2" style="text-align:center;font-size:larger;background-color:#eeeeee"|CPU Quick Reference | |||
|- | |||
|style="background-color:#eeeeee"|'''Processor''' | |||
|Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core | |||
|- | |||
|style="background-color:#eeeeee"|'''Clock Rates''' <small>(NTSC)</small> | |||
|''Input:'' 21.47727 MHz<br />''Bus:'' 3.58 MHz, 2.68 MHz, or 1.79 MHz | |||
|- | |||
|style="background-color:#eeeeee"|'''Clock Rates''' <small>(PAL)</small> | |||
|''Input:'' 21.28137 MHz<br />''Bus:'' 3.55 MHz, 2.66 MHz, or 1.77 MHz | |||
|- | |||
|style="background-color:#eeeeee"|'''Buses''' | |||
|24-bit and 8-bit address buses, 8-bit data bus | |||
|- | |||
|style="background-color:#eeeeee"|'''Additional Features''' | |||
| | |||
*DMA and HDMA | |||
*Timed IRQ | |||
*Parallel I/O processing | |||
*Hardware multiplication and division | |||
|} | |||
The ] is a Nintendo-custom ] processor, based around a ] CMD/GTE ] core. The CPU employs a variable bus speed depending on the memory region being accessed for each instruction cycle: the input clock is divided by 6, 8, or 12 to obtain the bus clock rate. Non-access cycles, most ] accesses, and some general accesses use the divisor of 6. WRAM accesses and other general accesses use the divisor of 8. Only the controller port serial-access registers use the divisor of 12.<ref name="anomie_memmap">{{cite web |url=http://www.romhacking.net/docs/memmap.txt |title=Anomie's SNES Memory Mapping Doc |accessdate=2007-04-21 |author=anomie |format=text }}</ref> | |||
====Audio==== | |||
The chip has an 8-bit data bus, controlled by two address buses. The 24-bit "Bus A" is used for general accesses, while the 8-bit "Bus B" is used for support chip registers (mainly the video and audio processors).<ref name="anomie_memmap"/> Normally only one bus is used at a time, however the built in ] unit places a read signal on one bus and a write signal on the other to achieve block transfer speeds of up to 2.68 ]/s (]/s).<ref name="anomie_regs">{{cite web |url=http://www.romhacking.net/docs/regs.txt |title=Anomie's Register Doc |accessdate=2007-04-21 |author=anomie |format=text }}</ref> | |||
{{Multiple image | |||
| width = 125 | |||
| image1 = S-SMP 01.jpg | |||
| image2 = S-DSP A 01.jpg | |||
| footer = The two main audio chips, from left: the S{{nbhyph}}SMP CPU and the S{{nbhyph}}DSP digital signal processor | |||
}} | |||
The S-SMP audio subsystem consisted of a 16-bit ] (DSP) to sequence the mix samples, an 8-bit SPC700 CPU to drive the DSP and 64{{nbsp}}KB of dedicated ].<ref name="Copetti 2019">{{Cite web |last=Copetti |first=Rodrigo |date=June 28, 2019 |title=Super Nintendo Architecture - A Practical Analysis |url=https://www.copetti.org/writings/consoles/super-nintendo/ |access-date=November 14, 2024 |language=en}}</ref> It was designed by ] and produced by ]<ref>{{cite web |title=The Nintendo PlayStation is the coolest console never released |first=Andrew |last=Hayward |website=] |date=March 12, 2017 |url=https://www.techradar.com/news/gaming/the-nintendo-playstation-is-the-coolest-console-never-released-1327988 |access-date=September 12, 2018 |quote=Nintendo and Sony first linked up for the Super Nintendo itself, as Sony produced the S-SMP sound chip for the iconic 16-bit console. |archive-date=September 12, 2018 |archive-url=https://web.archive.org/web/20180912132857/https://www.techradar.com/news/gaming/the-nintendo-playstation-is-the-coolest-console-never-released-1327988 |url-status=live }}</ref> and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems. It is capable of stereo sound, composed from eight voices generated using 16-bit audio samples compressed using ] and capable of applying effects such as ].<ref name="SNES Development Manual - S3">{{cite web |url=https://archive.org/details/SNESDevManual |title=SNES Development Manual - Section 3, Super NES Sound |author=Nintendo |year=1993 |publisher=Nintendo |access-date=September 11, 2018 |archive-date=November 28, 2018 |archive-url=https://web.archive.org/web/20181128232051/https://archive.org/details/SNESDevManual |url-status=live }}</ref> On early revisions of the motherboard the S-SMP audio system was spread across four chips: the DSP, the CPU, and two RAM modules. On later revisions, the sound hardware consolidated to a single chip, the S-APU.<ref>{{Cite web |title=SNES Model Differences |url=https://consolemods.org/SNES:SNES_Model_Differences |access-date=2024-11-15 |website=ConsoleMods Wiki |language=en}}</ref> | |||
===Regional lockout=== | |||
The DMA unit has 8 independant channels, each of which can be used in two modes. General DMA transfers up to 64 ] in one shot, while ] DMA (HDMA) transfers 1–4 bytes at the end of each video ]. HDMA is typically used to change video parameters to achieve effects such as perspective, split-screen, and non-rectangular windowing without tying up the main CPU.<ref name="anomie_regs"/> | |||
] such as the ] chip.]] | |||
Nintendo employed several types of ], including both physical and hardware incompatibilities. | |||
Physically, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, and other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with the use of various adapters, or through ] of the console.<ref name="palconverter">{{cite web|url=http://www.nintendolife.com/news/2013/07/soapbox_why_region_locking_is_a_total_non_issue|title=Soapbox: Why Region Locking Is A Total Non-Issue|author=Nintendo Life|work=Nintendo Life|date=July 6, 2013|access-date=October 24, 2015|archive-date=September 5, 2015|archive-url=https://web.archive.org/web/20150905131853/http://www.nintendolife.com/news/2013/07/soapbox_why_region_locking_is_a_total_non_issue|url-status=live}}</ref><ref>{{cite web|url=http://www.eurogamer.net/articles/df-hardware-the-ultimate-console-collectors-guide|title=The Ultimate Retro Console Collectors' Guide|date=May 6, 2012|work=Eurogamer.net|access-date=October 24, 2015|archive-date=August 22, 2015|archive-url=https://web.archive.org/web/20150822055915/http://www.eurogamer.net/articles/df-hardware-the-ultimate-console-collectors-guide|url-status=live}}</ref> | |||
The 5A22 also contains an 8-bit parallel I/O port (which was mostly unused in the SNES); controller port interface circuits, including both ] and ] access to controller data; a 16-bit ] and ] unit; and circuitry for generating ] ]s on ] and ] interrupts on calculated screen positions.<ref name="anomie_regs"/> | |||
{{-}} | |||
Internally, a regional ] (]) within the console and in each cartridge prevents the PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it became common to install a switch to reconnect the lockout chip as needed.<ref>{{cite web|url= http://home.freeuk.com/markk/Consoles/SNES_Lockout.txt |title=Disabling the SNES/Super Famicom "Lockout Chip"|access-date= April 14, 2007 |author=Mark Knibbs|date=December 27, 1997 |archive-url=https://web.archive.org/web/20030121165526/http://home.freeuk.com/markk/Consoles/SNES_Lockout.txt |archive-date=January 21, 2003}}</ref> | |||
===Onboard RAM=== | |||
{|class="infobox" style="width:23em;font-size:90%;text-align:left;" | |||
|- | |||
!colspan="2" style="text-align:center;font-size:larger;background-color:#eeeeee"|Memory Quick Reference | |||
|- | |||
|style="background-color:#eeeeee"|'''Main RAM''' | |||
|128 ] (]) | |||
|- | |||
|style="background-color:#eeeeee"|'''Video RAM''' | |||
|64 ] main RAM<br />544 B sprite RAM<br />512 B palette RAM | |||
|- | |||
|style="background-color:#eeeeee"|'''Audio RAM''' | |||
|64 ] | |||
|} | |||
The console contains 128 ] (]) of ]. This is mapped to various segments of Bus A, and can also be accessed in a serial fashion via registers on Bus B. The video and audio subsystems contain additional RAM reserved for use by those processors.<ref name="anomie_regs"/> | |||
{{-}} | |||
PAL consoles face another incompatibility when playing out-of-region cartridges: the ] video standard specifies video at 60 Hz but ] operates at 50 Hz, resulting in an approximately 16.7% slower framerate. PAL's higher resolution results in ] of the output image.<ref name="palconverter" /> Some commercial PAL region releases exhibit this same problem and, therefore, can be played in NTSC systems without issue, but other games will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the Super NES PPU into a 60 Hz mode supported by most newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.<ref name="SNES-pal-switch">{{cite web |url=http://home.freeuk.net/markk/Consoles/SNES_50-60Hz_Switch.txt | |||
===Audio=== | |||
|title=Super NES/Super Famicom 50/60 Hz Switch Modification |access-date=April 14, 2007 |author=Mark Knibbs|date=January 25, 1998 |archive-url=https://web.archive.org/web/20010502190046/http://home.freeuk.net/markk/Consoles/SNES_50-60Hz_Switch.txt |archive-date=May 2, 2001}}</ref> | |||
{|class="infobox" style="width:23em;font-size:90%;text-align:left;" | |||
|- | |||
!colspan="2" style="text-align:center;font-size:larger;background-color:#eeeeee"|Audio Quick Reference | |||
|- | |||
|style="background-color:#eeeeee"|'''Processors''' | |||
|Sony SPC700, Sony DSP | |||
|- | |||
|style="background-color:#eeeeee"|'''Clock Rates''' | |||
|''Input:'' 24.576 MHz<br />''SPC700:'' 1.024 MHz | |||
|- | |||
|style="background-color:#eeeeee"|'''Format''' | |||
|16-bit ADPCM, 8 channels | |||
|- | |||
|style="background-color:#eeeeee"|'''Output''' | |||
|32 kHz 16-bit stereo | |||
|- | |||
|style="background-color:#eeeeee"|'''Effects''' | |||
| | |||
*ADSR envelope control | |||
*Frequency scaling and modulation using Gaussian interpolation | |||
*Echo: 8-tap FIR filter, with up to .24s delay | |||
*Noise generation | |||
|} | |||
The audio subsystem consists of an 8-bit ] ], a 16-bit ], 64 ] (]) of ] shared by the two chips, and a 64 byte ]. The audio subsystem is almost completely independent from the rest of the system: it is clocked at a nominal 24.576 MHz in both NTSC and PAL systems, and can only communicate with the CPU via 4 registers on Bus B.<ref name="anomie_apudsp">{{cite web |url=http://www.romhacking.net/docs/apudsp.txt |title=Anomie's S-DSP Doc |accessdate=2007-04-21 |author=anomie |format=text }}</ref><ref name="anomie_spc700">{{cite web |url=http://www.romhacking.net/docs/spc700.txt |title=Anomie's SPC700 Doc |accessdate=2007-04-21 |author=anomie |format=text }}</ref> | |||
===Casing=== | |||
RAM is accessed at 3.072 MHz, with accesses ] between the SPC700 ({{fraction|1|3}}) and the DSP ({{fraction|2|3}}). This RAM is used to store the SPC700 program and ], the audio sample data and ] table, and the DSP's echo buffer.<ref name="anomie_apudsp"/> | |||
{{Gallery | |||
| title = SNES control deck variants | |||
| align = center | |||
| File:Nintendo-Super-Famicom-Set-FL.jpg | |||
| Japanese SHVC-001 model<br />(1990–1998) | |||
| alt1 = Original Japanese Super Famicom | |||
| File:SNES-Mod1-Console-Set.jpg | |||
| North American SNS-001 model<br />(1991–1997) | |||
| alt2 = Original North American Super Nintendo Entertainment System | |||
| File:Misplaced Pages SNES PAL.jpg | |||
| PAL-region SNSP-001A model<br />(1992–1998) | |||
| alt3 = Original PAL Super Nintendo Entertainment System | |||
| File:SNES-Model-2-Set.jpg | |||
| New-Style Super NES SNS-101<br />(1997–1999) | |||
| alt4 = New-Style Super Nintendo Entertainment System | |||
| File:SuperFamicom jr.jpg | |||
| Japanese SHVC-101 model<br />(1998–2003) | |||
| alt5 = Super Famicom Jr. | |||
| File:Hyundai Super Comboy - Main Body.jpg | |||
| South Korean SNSN-001 model | |||
| alt6 = Super Comboy | |||
| File:Nintendo Super System controller.jpg | |||
| Nintendo Super System controller | |||
| alt7 = Nintendo Super System controller | |||
}} | |||
All models of the Super NES control deck are predominantly gray, of slightly different shades. The original North American version, designed by Nintendo of America industrial designer Lance Barr<ref name="NP25" /> (who previously redesigned the Famicom to become the NES<ref name="barr-interview">{{cite web|url=http://www.nintendojo.com/archives/interviews/view_item.php?1130801472|title=Lance Barr Interview|access-date=March 2, 2013|last1=Margetts|first1=Chad|last2=Ward|first2=M. Noah|website=Nintendojo|date=May 31, 2005|archive-date=July 22, 2016|archive-url=https://web.archive.org/web/20160722231242/http://www.nintendojo.com/archives/interviews/view_item.php?1130801472}}</ref>), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to ] and to prevent food or drinks from being placed on the console and spilling as with the flat-surfaced NES.<ref name="NP25">{{cite magazine |date=June 1991 |title=Super Nintendo Entertainment System |magazine=Nintendo Power |volume=25 |pages=45–46 |location=Redmond, Washington |publisher=Nintendo of America}}</ref> The Japanese and European versions are more rounded, with darker gray accents and buttons. | |||
The SPC700 runs programs (uploaded using the boot ROM program) to accept instructions and data from the CPU and to manipulate the DSP registers to generate the appropriate music and sound effects. The DSP generates a 16-bit waveform at 32 ] by mixing input from 8 independent voices and an 8-tap ] typically used for ]. Each voice can play its PCM sample at a ], with ], ], and ], linear, non-linear, or direct volume envelope adjustment. The voice and FIR filter outputs are mixed both for direct output and for future input into the FIR filter. All audio samples are ] compressed using ].<ref name="anomie_apudsp"/> | |||
All versions incorporate a top-loading slot for game cartridges, although the shape of the slot differs between regions to match the different shapes of the cartridges. The MULTI OUT connector (later used on the ] and ]) can output ], ] and ] signals, as well as ] with an external ].<ref name="Nintendo - AV hookup">{{cite web|url=https://www.nintendo.com/consumer/systems/supernes/hook_avtotv.jsp|title=Nintendo Support: Super Nintendo AV to TV Hookup|publisher=Nintendo|access-date=March 2, 2010|archive-date=August 5, 2016|archive-url=https://web.archive.org/web/20160805180114/http://www.nintendo.com/consumer/systems/supernes/hook_avtotv.jsp}}</ref><ref name="Nintendo - SNS-101 RF hookup">{{cite web|url=https://www.nintendo.com/consumer/systems/supernes/hook_rftotv_snn.jsp|title=Nintendo Support: New-Style Super NES RF to TV Hookup|access-date=June 30, 2010|publisher=Nintendo|archive-date=May 20, 2010|archive-url=https://web.archive.org/web/20100520034927/http://www.nintendo.com/consumer/systems/supernes/hook_rftotv_snn.jsp}}</ref> Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection switch on the back;<ref>{{cite web|url=https://www.nintendo.com/consumer/systems/supernes/hook_rftotv_sns.jsp|title=Nintendo Support: Original-Style Super NES RF to TV Hookup|access-date=February 28, 2010|publisher=Nintendo|archive-date=March 10, 2010|archive-url=https://web.archive.org/web/20100310154344/http://www.nintendo.com/consumer/systems/supernes/hook_rftotv_sns.jsp}}</ref> the redesigned models output composite video only, requiring an external modulator for RF.<ref name="Nintendo - SNS-101 RF hookup" /> | |||
Hardware on the cartridge, expansion port, or both can provide stereo audio data for mixing into the DSP's analog audio output before it leaves the console.<ref name="anomie_ports"/> | |||
The Nintendo Super System (NSS) is an ] system for retail preview of 11 particular Super NES games in the United States, similar to the ] for ] games. It consists of slightly modified Super NES hardware with a ] and 25-inch monitor, that allows gameplay for a certain amount of time depending on game credits.<ref name=Bposter>{{cite web|url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=3920|title=Nintendo Super System: The Future Takes Shape|access-date=April 19, 2008|publisher=Arcade Flyers Archive|archive-date=December 3, 2019|archive-url=https://web.archive.org/web/20191203225318/https://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=3920|url-status=live}}</ref><ref>{{cite web | url=http://www.snescentral.com/article.php?id=0792 | title=Nintendo Super System on SNES Central | access-date=December 3, 2019 | archive-date=December 3, 2019 | archive-url=https://web.archive.org/web/20191203225201/http://snescentral.com/article.php?id=0792 | url-status=live }}</ref> Manufacturing of this model was discontinued in 1992.<ref>{{cite magazine|url=https://archive.org/details/cashbox56unse_0/page/28|title=Nintendo Will No Longer Produce Coin-Op Equipment|magazine=]|date=September 5, 1992|access-date=December 8, 2019}}</ref><ref>{{cite magazine|url=https://archive.org/details/cashbox56unse_1/page/28|title=Nintendo Stops Games Manufacturing; But Will Continue Supplying Software|magazine=]|date=September 12, 1992|access-date=December 8, 2019}}</ref> | |||
Since the audio subsystem is mostly self-contained, the state of the audio subsystem can be saved as an ] file, and the subsystem can be emulated in a stand-alone manner to play back game music. | |||
{{-}} | |||
=== |
====Redesigned model==== | ||
A cost-reduced version of the console, referred to as the '''New-Style Super NES'''<ref name="Nintendo - SNS-101 RF hookup" /> (model SNS-101)<ref name="NL - Nintendo refreshes" /> in North America and as the {{Nihongo foot|'''Super Famicom Jr.'''|スーパーファミコン ジュニア|Sūpā Famikon Junia|lead=yes|group=lower-alpha}}<ref name="Nintendo - SF Jr.">{{cite web|url=https://www.nintendo.co.jp/n02/shvc/shvcjr/index.html|title=Super Famicom Jr.|website=Nintendo|access-date=February 21, 2009|archive-date=December 26, 2008|archive-url=https://web.archive.org/web/20081226062831/http://www.nintendo.co.jp/n02/shvc/shvcjr/index.html|url-status=live}}</ref> in Japan, was released late in the platform's lifespan; designed by Barr,<ref name="NL - Nintendo refreshes">{{cite web |last1=Lane |first1=Gavin |title=Nintendo Hardware Refreshes Through The Ages |url=https://www.nintendolife.com/news/2021/07/feature_nintendo_hardware_refreshes_through_the_ages |website=Nintendo Life |access-date=July 8, 2023 |date=July 12, 2021 |archive-date=May 31, 2022 |archive-url=https://web.archive.org/web/20220531131043/https://www.nintendolife.com/news/2021/07/feature_nintendo_hardware_refreshes_through_the_ages |url-status=live }}</ref> it incorporates design elements from both the original North American and Japanese/European console models<ref name="NL - Nintendo refreshes" /><ref>{{cite web |last1=Goulter |first1=Tom |title=The history of console redesigns |url=https://www.gamesradar.com/history-console-redesigns/ |website=GamesRadar+ |access-date=July 8, 2023 |language=en |date=December 3, 2012 |url-status=live |archive-date=May 1, 2023 |archive-url=https://web.archive.org/web/20230501160013/https://www.gamesradar.com/history-console-redesigns/ }}</ref> but in a smaller form factor.<ref name="GameSpot - SNS-101 NA release" /><ref name="IGN - Nintendo redesigns">{{cite web |last1=Plant |first1=Logan |title=A History of Nintendo Console Redesigns |url=https://www.ign.com/articles/a-history-of-nintendo-console-redesigns |website=IGN |access-date=July 8, 2023 |language=en |date=July 7, 2021 |url-status=live |archive-date=July 9, 2023 |archive-url=https://web.archive.org/web/20230709064101/https://www.ign.com/articles/a-history-of-nintendo-console-redesigns }}</ref> Unlike the original console models, the redesigned model is virtually identical across both regions save for the color palette (the North American model receiving purple buttons and the Japanese model receiving grey buttons).<ref name="IGN - Nintendo redesigns" /> The redesign did not receive a release in Europe.<ref>{{cite web |last1=McFerran |first1=Damien |title=Nintendo's History of Hardware Revisions |url=https://www.eurogamer.net/nintendos-history-of-hardware-revisions |website=Eurogamer |access-date=January 5, 2024 |archive-url=https://web.archive.org/web/20220523053644/https://www.eurogamer.net/nintendos-history-of-hardware-revisions |archive-date=May 23, 2022 |language=en |date=July 27, 2012 |url-status=live}}</ref> | |||
{|class="infobox" style="width:23em;font-size:90%;text-align:left;" | |||
|- | |||
!colspan="2" style="text-align:center;font-size:larger;background-color:#eeeeee"|Video Quick Reference | |||
|- | |||
|style="background-color:#eeeeee"|'''Resolutions''' | |||
|''Progressive:'' 256x224, 512x224, 256x239, 512x239<br />''Interlaced:'' 512x448, 512x478 | |||
|- | |||
|style="background-color:#eeeeee"|'''Pixel Depth''' | |||
|2, 4, 7, or 8 ] indexed; 8 or 11 bpp direct | |||
|- | |||
|style="background-color:#eeeeee"|'''Total Colors''' | |||
|32768 (15-bit) | |||
|- | |||
|style="background-color:#eeeeee"|'''Sprites''' | |||
|128, 32 max per line; up to 64x64 pixels | |||
|- | |||
|style="background-color:#eeeeee"|'''Backgrounds''' | |||
|Up to 4 planes; each up to 1024x1024 pixels | |||
|- | |||
|style="background-color:#eeeeee"|'''Effects''' | |||
| | |||
*Pixelization (mosaic) per background | |||
*Color addition and subtraction | |||
*Clipping windows (per background, affecting color, math, or both) | |||
*Scrolling per 8x8 tile | |||
*] matrix operations | |||
|} | |||
The picture processing unit (PPU) consists of two separate but closely tied IC packages, which may be considered as a single entity. It also contains 64 ] (]) of ] for storing video data (VRAM), 544 bytes of object attribute memory (OAM) for storing ] data, and 512 bytes of color generator RAM (CGRAM) for storing ] data. The PPU is clocked by the same signal as the CPU, and generates a pixel every 2 or 4 cycles. Both NTSC and PAL systems use the same PPU chips, with one pin per chip selecting NTSC or PAL operation.<ref name="anomie_regs"/> | |||
Externally, the power and reset buttons were moved to the left-hand side of the console while the cartridge eject button and power LED indicator were omitted.<ref name="GameSpot - SNS-101 NA release" /><ref>{{cite news |last1=Byford |first1=Sam |title=A brief history of cutdown game consoles |url=https://www.theverge.com/circuitbreaker/2019/7/11/20690011/nintendo-switch-lite-game-console-redesign-xbox-playstation |access-date=July 10, 2023 |work=The Verge |date=July 11, 2019 |archive-date=February 25, 2021 |archive-url=https://web.archive.org/web/20210225144433/https://www.theverge.com/circuitbreaker/2019/7/11/20690011/nintendo-switch-lite-game-console-redesign-xbox-playstation |url-status=live }}</ref> Internally, the redesigned model consolidates the console's hardware into a ] (SoC) design.<ref name="NL - Ultimate SNES">{{cite web |last1=Buxton |first1=Matt |title=Powering Up Super Power - Finding The Ultimate SNES Console |url=https://www.nintendolife.com/news/2017/10/guide_powering_up_super_power_-_finding_the_ultimate_snes_console |website=Nintendo Life |access-date=July 9, 2023 |date=October 31, 2017 |url-status=live |archive-date=July 9, 2023 |archive-url=https://web.archive.org/web/20230709200855/https://www.nintendolife.com/news/2017/10/guide_powering_up_super_power_-_finding_the_ultimate_snes_console }}</ref> The redesigned console lacks the bottom expansion slot, rendering it incompatible with the Japan-exclusive ] add-on.<ref name="IGN - Nintendo redesigns" /> | |||
Images may be output at 256 or 512 pixels horizontal resolution and 224, 239, 448, or 478 pixels vertically. Vertical resolutions of 224 or 239 are usually output in ], while 448 and 478 resolutions are ]d. Colors are chosen from the ], for a total of 32,768 possible colors. Graphics consist of up to 128 sprites and up to 4 background layers, all made up of combinations of 8x8 pixel ''tiles''. Most graphics use palettes stored in CGRAM, with color 0 of any palette representing transparency.<ref name="anomie_regs"/> | |||
For AV output, the redesigned console features the same multi-out port used on the original models.<ref name="Nintendo - AV hookup" /><ref name="IGN - sexy 27">{{cite web |last1=Petty |first1=Jared |title=27 Sexy Console Redesigns |url=https://www.ign.com/articles/2016/08/23/27-sexy-console-redesigns |website=IGN |access-date=July 8, 2023 |language=en |date=August 23, 2016 |url-status=live |archive-date=July 9, 2023 |archive-url=https://web.archive.org/web/20230709064111/https://www.ign.com/articles/2016/08/23/27-sexy-console-redesigns }}</ref> Unlike the latter models, the former's AV port only supports ] output natively as support for ] and ] was disabled internally; however, they can be restored via a "relatively simple" modification.<ref name="NL - Nintendo refreshes" /><ref name="IGN - sexy 27" /> The internal ] was also removed, requiring an external one for such output if needed.<ref name="Nintendo - SNS-101 RF hookup" /><ref name="GameSpot - SNS-101 NA release" /> Due to the SoC design, it is highly sought after by Super NES/Famicom enthusiasts since its RGB video quality (if restored) is improved over earlier internal revisions of the console.<ref name="NL - Ultimate SNES" /> | |||
Sprites can be 8x8, 16x16, 32x32, or 64x64 pixels, each using one of 8 16-color palettes and tiles from one of two blocks of 256 in VRAM. Sprites may be flipped horizontally and vertically as a whole. Up to 32 sprites and 34 8x8 sprite tiles may appear on any one line; exceeding these limits causes excess sprites or tiles to be dropped. Each sprite lies on one of 4 planes, however a lower-numbered sprite will always cover a higher-numbered sprite even if the latter is on a higher priority plane. This quirk is often used for complex clipping effects.<ref name="anomie_regs"/> | |||
The redesigned console first released in October 1997 in North America, where it originally retailed for US$99.95 in a bundle with '']'';<ref name="GameSpot - SNS-101 NA release">{{cite web|url=http://www.gamespot.com/news/super-nes-lives-2467396|title=Super NES Lives!|last=Johnston|first=Chris|date=October 29, 1997|website=GameSpot|access-date=February 21, 2009|archive-date=November 3, 2012|archive-url=https://web.archive.org/web/20121103210823/http://www.gamespot.com/news/super-nes-lives-2467396|url-status=live}}</ref> | |||
Background layers in most modes range from 32x32 to 128x128 tiles, with each tile on one of two planes ("foreground" and "background") and using one of 8 palettes. Tiles are taken from a per-layer set of up to 1024 (as VRAM permits) and can be flipped horizontally and vertically. Each layer may be scrolled both horizontally and vertically. The number of background layers and the size of the palettes depends on the mode:<ref name="anomie_regs"/> | |||
it was subsequently released in Japan on March 27, 1998, where it retailed for ¥7,800.<ref name="Nintendo - SF Jr." /><ref>{{Cite magazine |title=任天堂、家庭用で 4月に「GBライト」発売 新製品を次々と |date=April 1, 1998 |magazine={{ill|Game Machine|ja|ゲームマシン}} |url=https://onitama.tv/gamemachine/pdf/19980401p.pdf |publisher={{ill|Amusement Press|ja|アミューズメント通信社}} |issue=561 |page=14}}</ref> Nintendo marketed it as an entry-level gamer's system for consumers who were apprehensive about the higher price of newer systems such as the ].<ref>{{cite web|url=http://www.gamespot.com/news/super-fami-gets-face-lift-2462190|title=Super Fami Gets Face-Lift|first=Yutaka|last=Ohbuchi|website=GameSpot|date=January 16, 1998|access-date=February 21, 2009|archive-date=November 3, 2012|archive-url=https://web.archive.org/web/20121103210843/http://www.gamespot.com/news/super-fami-gets-face-lift-2462190|url-status=live}}</ref><ref>{{Cite magazine |title=Playing with Power: The Super Nintendo 25 Years On |date=November 2015 |magazine=] |page=58 |publisher=] |issue=148 |issn=1742-3155}}</ref> Nintendo also introduced a slightly altered controller for it, with the console's logo replaced by an embossed Nintendo logo.<ref name="GameSpot - SNS-101 NA release" /> | |||
* '''Mode 0''': 4 layers, all using 4-color palettes. | |||
* '''Mode 1''': 3 layers, two using 16-color palettes and one using 4-color palettes. This is one of the most commonly used video modes. | |||
* '''Mode 2''': 2 layers, both using 16-color palettes. Each tile can be individually scrolled. | |||
* '''Mode 3''': 2 layers, one using the full 256-color palette and one using 16-color palettes. The 256-color layer can also directly specify colors from an 11-bit (RGB443) colorspace. | |||
* '''Mode 4''': 2 layers, one using the full 256-color palette and one using 4-color palettes. The 256-color layer can directly specify colors as with Mode 3, and each tile can be individually scrolled as in Mode 2. | |||
* '''Mode 5''': 2 layers, one using 16-color palettes and one using 4-color palettes. In this mode, output is always 512 pixels horizontally with altered tile decoding to facilitate use of the 512-width and interlaced modes. | |||
* '''Mode 6''': 1 layer, using 16-color palettes. Output is as in Mode 5, and individual tiles are scrolled as in Mode 2. | |||
] | |||
* ''']''': 1 layer of 128x128 tiles from a set of 256, which may be interpreted as a 256-color one-plane layer or a 128-color two-plane layer. The layer may be rotated and scaled using ]. HDMA is often used to change the matrix parameters for each scanline to generate perspective effects. | |||
====Yellowing==== | |||
Background layers may be individually ], and layers and sprites can be individually ] and combined by color addition or subtraction to generate more complex effects and greater color depths than can be specified directly.<ref name="anomie_regs"/> | |||
] | |||
The ] used in the casing of some older Super NES and Super Famicom consoles is particularly susceptible to oxidation with exposure to air. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results.<ref>{{cite web |first=Benj |last=Edwards |title=Why Super Nintendos Lose Their Color: Plastic Discoloration in Classic Machines |url=http://www.vintagecomputing.com/index.php/archives/189 |publisher=Vintagecomputing.com |date=January 12, 2007 |access-date=August 19, 2009 |archive-date=January 1, 2012 |archive-url=https://web.archive.org/web/20120101130907/http://www.vintagecomputing.com/index.php/archives/189 |url-status=live }}</ref> This issue may be reversed with a method called ], where a mixture of chemicals is applied to the case and exposed to UV light.<ref>{{cite web |first=James |last=Dziezynski |title=Retrobright Restoration Project |url=https://www.mountainouswords.com/mountain-air/retr0bright-restoration-project/ |publisher=www.mountainouswords.com |date=October 24, 2013 |access-date=October 24, 2019 |archive-date=October 24, 2019 |archive-url=https://web.archive.org/web/20191024191222/https://www.mountainouswords.com/mountain-air/retr0bright-restoration-project/ |url-status=live }}</ref> | |||
The PPU may be instructed to ''latch'' the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The PPU may also be used for fast 16-bit by 8-bit signed multiplication.<ref name="anomie_regs"/> | |||
{{-}} | |||
===Game cartridge=== | ===Game cartridge=== | ||
{{Main|Super Nintendo Entertainment System Game Pak}} | |||
While the SNES can address 128 ] (]), only 117.75 ] are actually available for cartridge use. A fairly normal mapping could easily address up to 95 ] of ROM data (48 ] at FastROM speed) with 8 ] of battery-backed RAM.<ref name="anomie_memmap"/> However, most available memory access controllers only support mappings of up to 32 ]. The largest games released ('']'' and '']'') contain 48 ] of ROM data, while smallest games contain only 2 ]. | |||
Super NES games are distributed on ]s, officially referred to as ] in most Western regions,<ref>{{cite web |url=https://www.nintendo.com/consumer/systems/general/trouble_game.jsp |title=Game Pak Troubleshooting |work=Customer Service |publisher=Nintendo of America, Inc. |access-date=August 23, 2010 |archive-date=August 14, 2010 |archive-url=https://web.archive.org/web/20100814093216/http://www.nintendo.com/consumer/systems/general/trouble_game.jsp |url-status=live }}</ref> and as {{nihongo|Cassette|カセット|Kasetto}} in Japan and parts of Latin America.<ref>{{cite book |title=ゼルダの伝説 神々のトライフォース 取扱説明書 |publisher=Nintendo Co., Ltd. |date=November 21, 1991 |page=1}}</ref> Though the Super NES can address 128 Mbit,<ref group="lower-alpha" name="binary prefix">Unless otherwise specified, ] (KB), ] (MB), and ] (Mbit) are used in the ] in this article, referring to quantities of 1024 or 1,048,576.</ref> only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. Most available memory access controllers only support mappings of up to 32 Mbit. The largest games released ('']'' and '']'') contain 48 Mbit of ROM data,<ref>{{cite magazine |last=Ogasawara |first=Nob |date=November 1995 |title=Future Fantasies from overseas |magazine=GamePro |volume=7 |issue=11 |page=126 |publisher=Infotainment World |location=San Mateo, CA |issn=1042-8658}}</ref><ref>{{cite magazine |date=July 1996 |title=Star Ocean |magazine=Nintendo Power |issue=86 |pages=60–61 |publisher=Nintendo of America |location=Redmond, WA |issn=1041-9551}}</ref> and the smallest games contain only 2 Mbit. | |||
Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum current rating of the console. | Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum ] of the console. | ||
==Games== | |||
{{Main|List of Super Nintendo Entertainment System games}} | |||
{{See also|List of best-selling Super Nintendo Entertainment System video games|List of cancelled Super NES and Super Famicom games}} | |||
1757 Super NES games were officially released: 717 in North America (plus 4 ]), 521 in Europe, 1,448 in Japan, 231 on ], and 13 on ]. Many Super NES games have been called some of the ], such as '']'' (1990), '']'' (1991), '']'' (1994), '']'' (1994), '']'' (1994), '']'' (1994), '']'' (1995) and '']'' (1995).<ref>{{Citation |title=Top 100 SNES Games of All Time - IGN.com |url=https://www.ign.com/lists/top-100-snes-games |access-date=2023-08-11 |language=en}}</ref><ref>{{Cite web |date=2023-01-30 |title=50 Best Super Nintendo (SNES) Games Of All Time |url=https://www.nintendolife.com/guides/50-best-super-nintendo-snes-games-of-all-time |access-date=2023-08-11 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |date=2023-02-19 |title=The 15 Greatest SNES Games of All Time |url=https://www.destructoid.com/best-snes-games-of-all-time-ranked/ |access-date=2023-08-11 |website=Destructoid |language=en-US}}</ref> Many Super NES games have been rereleased several times, including on the ], ], and the ] on ]. All ] are playable with the ] add-on. | |||
== Peripherals == | == Peripherals == | ||
{{main|List of Super Nintendo Entertainment System accessories}} | |||
] | |||
] | |||
The SNES standard controller adds two additional buttons to the standard NES design, arranging the four in a diamond shape, and two shoulder buttons. It also features an ergonomic design later used for the NES 2. The Japanese and PAL region versions incorporate the system's logo in the colors of the four action buttons, while the North American version colors them lavender and purple to match the redesigned console. Many believe that several later consoles derive their controller design from the SNES, including the ], ], ], ], ], ], and ].<ref>{{cite web |url=http://wii.advancedmn.com/article.php?artid=6355 |title=Evolution of Controllers |author=Sud Koushik |publisher=Advanced Media Network |date=] |accessdate=2007-05-25}}</ref><ref>{{cite web |url=http://onlyagame.typepad.com/only_a_game/2006/05/sonys_copycat_p.html |title=Sony's Copycat Policy |author=Chris Bateman |publisher=Only a Game |date=] |accessdate=2007-05-25}}</ref><ref>{{cite web |url=http://www.1up.com/do/feature?pager.offset=3&cId=3143627 |page=4 |title=Controller's History Dynamite |author=Chris Kohler |publisher=1UP.com |date=] |accessdate=2007-05-25}}</ref><ref>{{cite web |url=http://www.gifford.co.uk/~coredump/gpad.htm |title=Evolution of the Game Pad |author=John Honniball |accessdate=2007-05-19}}</ref><ref>{{cite web |url=http://www.shamoozal.com/nerdlog/2007/04/27/snes-controller-the-most-influential-game-pad-ever/ |title=SNES Controller: The Most Influential Game Pad Ever? |author=Phil |publisher=Shamoozal Nerdlog |date=] |accessdate=2007-05-25}}</ref><ref>{{cite web |url=http://www.ngeb.net/systSNES.shtml |title=SYSTEMS - SNES |work=NGEB |author=Alex Ricciardi, Sam Speer |accessdate=2007-05-20}}</ref><!-- Yes, that's a lot of sources. The claim that "several later consoles derive their controller design from the SNES" requires strong citation as it is a somewhat controversial statement. --> | |||
The Super NES controller design expands on that of the NES, with A, B, X, and Y face buttons in a diamond arrangement, and two shoulder buttons. Lance Barr created its ergonomic design, and he later adapted it in 1993 for the NES-039 "dogbone" controller.<ref name="NP25" /><ref name="barr-interview" /> The Japanese and PAL region versions incorporated the four colors of the face buttons into the system's logo. The North American version's buttons were colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later controller designs have elements from the Super NES controller, including the ], ], ], and ].<ref name="IGN-top-25" /><ref>{{cite web |url=http://wii.kombo.com/article.php?artid=6355 |title=Evolution of Controllers |author=Sud Koushik |publisher=Advanced Media Network|date=January 30, 2006|access-date=May 25, 2007|archive-url=https://web.archive.org/web/20090207024218/http://wii.kombo.com/article.php?artid=6355|archive-date=February 7, 2009}}</ref><ref>{{cite web|url=http://www.1up.com/features/controller-history?pager.offset=3|page=4|title=Controller's History Dynamite|author=Chris Kohler|website=1UP.com|date=September 13, 2005|access-date=May 25, 2007|archive-url=https://web.archive.org/web/20120929215736/http://www.1up.com/features/controller-history?pager.offset=3|archive-date=September 29, 2012}}</ref> This face button layout is on future Nintendo systems since the ]. | |||
Several peripherals add to the functionality of the Super NES. Some are required by certain games, such as the ] ], and the ] for a ] interface. Various third-parties, under license from Nintendo, released ] adapters connecting up to five controllers into a single console, starting with the Super Multitap by ] in conjunction with the '']'' series. Specialized third-party controllers, such as the AsciiPad and Super Advantage (the successor to the ]) by Asciiware, and the Capcom Fighter Power Stick, an arcade-like joystick controller by ] designed specifically for '']''. Unusual controllers include the ] baseball bat, the ] Entertainment System (an ] controller with built-in monitoring software),<ref>{{cite magazine |title=Use Your Super Nintendo to Play Your Way to Perfect Health |magazine=] |issue=67|publisher=] |date=February 1995 |page=54}}</ref> the TeeV Golf golf club,<ref>{{cite AV media|url=https://www.youtube.com/watch?v=gYfqfZAXWnI|title=Super Nintendo ( SNES ) Controller – TeeV Golf by Sports Sciences|date=August 22, 2015|via=YouTube|access-date=October 24, 2015|archive-date=March 17, 2016|archive-url=https://web.archive.org/web/20160317144016/https://www.youtube.com/watch?v=gYfqfZAXWnI|url-status=live}}</ref><ref>{{cite web|url=https://books.google.com/books?id=M2YEAAAAMBAJ&q=%22TeeV+Golf%22&pg=PT76|title=Popular Mechanics|work=google.com|date=March 1995|publisher=Hearst Magazines|access-date=October 24, 2015|archive-date=May 5, 2016|archive-url=https://web.archive.org/web/20160505063721/https://books.google.com/books?id=M2YEAAAAMBAJ&pg=PT76&lpg=PT76&dq=%22TeeV+Golf%22&source=bl&ots=iCtb5oqLsU&sig=LdBm6gvBYZnaTo-DN6AbETPOgvA&hl=en&sa=X&ved=0CDMQ6AEwBGoVChMIzrC-ifPZyAIVzEkmCh2LhAQx#v=onepage&q=%22TeeV%20Golf%22&f=false|url-status=live}}</ref> and the ] (a revolver-shaped light gun made by ] for '']''). | |||
Throughout the course of its life, a number of peripherals were released which added to the functionality of the SNES. Many of these devices were modeled after earlier add-ons for the NES: the ] is a ] similar to the ] (though the Super Scope features wireless capabilities) and the ] is an ]-style ] with adjustable turbo settings akin to the ]. Nintendo also released the ] in conjunction with its '']'' title. ], under license from Nintendo, released the ], a multiplayer adapter for use with its popular series of '']'' games. Some of the more unusual controllers include the ] baseball bat and ] golf club.<ref>{{cite web |url=http://www.gamersgraveyard.com/repository/snes/peripherals/index.html |title=Super NES/Famicom Peripherals |publisher=gamersgraveyard.com |accessdate=2007-07-02}}</ref> | |||
] cartridge adapts ] games to the SNES.]] | |||
Though Nintendo never released an adapter for playing NES games on the Super NES, the ] adapter cartridge allows games designed for Nintendo's portable ] system to be played on the Super NES. The Super Game Boy touts several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and access to the Super NES console's features by specially enhanced Game Boy games.<ref>{{cite web|url=https://www.theatlantic.com/technology/archive/2014/04/remembering-the-games-that-made-nintendos-game-boy-a-phenomenon/360982/|title=Feature: Remembering the Super Game Boy|author=Eric Levenson|work=The Atlantic|date=April 21, 2014|access-date=July 13, 2017|archive-date=October 25, 2017|archive-url=https://web.archive.org/web/20171025190241/https://www.theatlantic.com/technology/archive/2014/04/remembering-the-games-that-made-nintendos-game-boy-a-phenomenon/360982/|url-status=live}}</ref> Japan also saw the release of the Super Game Boy 2, which adds a communication port to enable a second Game Boy to connect for multiplayer games. | |||
Like the NES before it, the Super NES has unlicensed third-party peripherals, including a new version of the ] ] designed for use with Super NES games. | |||
While Nintendo never released an adapter for playing NES games on the SNES, the ] adapter ] allows games designed for Nintendo's portable ] system to be played on the SNES. The Super Game Boy touted a number of feature enhancements over the Game Boy, including palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console.<ref>{{cite web |url=http://www.gamersgraveyard.com/repository/snes/peripherals/supergameboy.html |title=Super GameBoy |publisher=gamersgraveyard.com |accessdate=2007-07-02}}</ref> | |||
Soon after the release of the Super NES, companies began marketing ] such as the Super Wildcard, Super Pro Fighter Q, and ].<ref>{{cite web |url=http://www.emucamp.com/red/SNES/index.shtml |title=SNES Backup Units |publisher=RED #9 |access-date=September 17, 2007 |archive-url=https://web.archive.org/web/20070626053528/http://www.emucamp.com/red/SNES/index.shtml |archive-date=June 26, 2007}}</ref> These devices create a backup of a cartridge, and can be used to play illicit ]s or to copy games, violating ] laws in many jurisdictions. | |||
Like the NES before it, the SNES saw its fair share of unlicensed third-party peripherals, including a new version of the ] ] designed for use with SNES games and a variety of game copier devices. In general, Nintendo proved to be somewhat more tolerant of unlicensed SNES peripherals than they had been with NES peripherals. | |||
] add-on allowed for subscribers of the BS-X service to download games and participate in hosted events with a special adapter.]] | |||
Soon after the release of the SNES, various companies began marketing backup devices such as the ], ], and ].<ref>{{cite web |url=http://www.emucamp.com/red/SNES/index.shtml |title=SNES Backup Units |publisher=RED #9 |accessdate=2007-07-02}}</ref> These devices were sold to create a backup of a cartridge, in the event that it would break. However, they could also be used to play copied ]s that could be downloaded from ] and the Internet, or to create copies of rented video games, often violating ] laws in many jurisdictions. | |||
The Japan-only ] is a satellite ] attached to the Super Famicom's expansion port and connected to the ] ] station from April 23, 1995, to June 30, 2000. Satellaview subscribers could download gaming news and specially designed games, which were frequently either ] of or sequels to older Famicom games, and released in installments.<ref>{{cite web|url=http://www.nintendoworldreport.com/feature/27669/nintendos-expansion-ports-satellaview|title=Nintendo's Expansion Ports Satellaview|first=Danny|last=Bivens|date=October 27, 2011|access-date=January 22, 2016|archive-date=January 27, 2016|archive-url=https://web.archive.org/web/20160127055807/http://www.nintendoworldreport.com/feature/27669/nintendos-expansion-ports-satellaview|url-status=live}}</ref> In the United States, the relatively short-lived ] allowed users to connect to a network via a dial-up modem to ]. | |||
Nintendo attempted partnerships with ] and then ], to develop ]-based peripheral prototypes for the console to compete with the ] and ]. Sony produced the ] (a brand name the company would use for ]), a Super NES console with a built-in CD-ROM drive that never made it past the prototype phase. The Philips project was canceled without a prototype but Philips retained the contractual right to develop games based on Nintendo franchises, which it published for its ] ] console.<ref>{{cite web |title=The Making Of: PlayStation |author=Edge staff |url=http://www.edge-online.com/features/making-playstation |work=Edge|publisher=Future Publishing|date=April 24, 2009|access-date=March 7, 2012|archive-url=https://web.archive.org/web/20120516003333/http://www.edge-online.com/features/making-playstation|archive-date=May 16, 2012}}</ref><ref>{{cite web |url=http://psx.ign.com/articles/060/060188p1.html |title=History of the PlayStation |author=<!--Not stated--> |date=August 27, 1998 |website=IGN |access-date=March 8, 2012 |archive-date=February 18, 2012 |archive-url=https://web.archive.org/web/20120218120358/http://psx.ign.com/articles/060/060188p1.html |url-status=live }}</ref> | |||
] with Super Famicom]] | |||
Japan saw the release of the ], a ] which attached to the Super Famicom's expansion port and connected to the ] ] station. Users of the Satellaview could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom titles, released in installments. Satellaview signals were broadcast from ], ] through ], ].<ref>{{cite web |url=http://www.n-sider.com/articleview.php?articleid=258&page=2 |title=NintendOnline |author=Glen Bayer |publisher=N-Sider.com |accessdate=2007-05-30}}</ref> In the United States, the similar but relatively short-lived ] allowed users to connect to a network via a dial-up modem to compete against other players around the country. | |||
==Enhancement chips== | |||
During the SNES's life, Nintendo contracted with two different companies to develop a ]-based peripheral for the console to compete with ] CD-ROM based addon, ]. Ultimately, negotiations with both ] and ] fell through, and the two companies went on to develop their own consoles based on their initial dealings with Nintendo (the ] and the ] respectively), Philips also gaining the right to release a series of CD-i titles based on popular Nintendo franchises.<ref>{{cite web |url=http://www.n-sider.com/articleview.php?articleid=279 |title=SNES-CD Profile |accessdate=2007-04-14 |author=Glen Bayer |publisher=N-Sider.com}}</ref> | |||
{{Main|List of Super NES enhancement chips}} | |||
] allowed for '']'' to have 3D polygonal graphics on the Super Nintendo.]] | |||
As part of the overall plan for the Super NES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console, just like the MMC chips used for most NES games. This is most often characterized by 16 additional pins on the cartridge card edge.<ref> {{webarchive|url=https://web.archive.org/web/20150504180144/http://wiki.superfamicom.org/snes/show/Schematics,+Ports,+and+Pinouts |date=May 4, 2015 }} "Many carts connect only to pins 5-27 and 36-58, as the remaining pins are mainly useful only if the cart contains special chips."</ref><ref>{{Cite web |date=2019-06-28 |title=Super Nintendo Architecture {{!}} A Practical Analysis |url=https://www.copetti.org/writings/consoles/super-nintendo/ |access-date=2023-08-11 |website=The Copetti site |language=en}}</ref> | |||
The ] is a ] CPU designed to perform functions that the main CPU can not feasibly do. The chip is primarily used to create 3D game worlds made with polygons, ] and light source shading. The chip can also be used to enhance 2D games.<ref name="snes9x-readme" /> | |||
== Enhancement chips == | |||
{{main|List of Super NES enhancement chips}} | |||
]'', the first game to utilize the ] chip, as shown with the polygonal models that compose a large portion of the game's graphics]] | |||
As part of the overall plan for the SNES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console. This is most often characterized by 16 additional pins on the cartridge card edge.<ref name="anomie_ports"/> | |||
The Nintendo fixed-point ] (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.<ref name="overload-dsp">{{cite web|url= http://users.tpg.com.au/advlink/dsp/ |title= Digital Signal Processing |work=Overload's Puzzle Sheet |access-date=May 9, 2007 |author=Overload |date=May 29, 2006 |archive-url=https://web.archive.org/web/20070311122346/http://users.tpg.com.au/advlink/dsp/ <!--Added by H3llBot--> |archive-date=March 11, 2007}} Refer to the command summaries for all four DSP versions.</ref> Four revisions of the chip exist, each physically identical but with different ]. The DSP-1 version, including the later 1A and 1B bug fix revisions, is used most often; the DSP-2, DSP-3, and DSP-4 are used in only one game each.<ref name="nsrt-chip-info">{{cite web |url=http://nsrt.edgeemu.com/INFO/chipinfo.htm |title=SNES Add-on Chip information |access-date=May 9, 2007 |author=Nach |author2=Moe, Lord Nightmare |archive-url=https://web.archive.org/web/20070708061024/http://nsrt.edgeemu.com/INFO/chipinfo.htm |archive-date=July 8, 2007}}</ref> | |||
The Super FX is a ] CPU designed to perform functions that the main CPU could not feasibly do. The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip could also be used to enhance 2D games.<ref name="snes9x-readme">(]) Snes9x readme.txt v1.51. ''snes9x.com''. Retrieved on ].</ref> | |||
Similar to the 5A22 CPU in the console, the SA-1 chip contains a 65C816 processor core clocked at 10.7 MHz, a memory mapper, DMA, decompression and bitplane conversion circuitry, several programmable timers, and CIC region lockout functionality.<ref name="snes9x-readme" /> | |||
The Nintendo fixed-point ] (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.<ref name="overload-dsp">{{cite web |url=http://users.tpg.com.au/advlink/dsp/ |title= Digital Signal Processing |work=Overload's Puzzle Sheet |accessdate=2007-05-09 |author=Overload |date=]}} Refer to the command summaries for all four DSP versions.</ref> Four revisions of the chip exist, each physically identical but with different ]. The DSP-1 version, including the later 1A and 1B bug fix revisions, was most often used; the DSP-2, DSP-3, and DSP-4 were used in only one title each.<ref name="nsrt-chip-info">{{cite web |url=http://nsrt.edgeemu.com/INFO/chipinfo.htm |title=SNES Add-on Chip information |accessdate=2007-05-09 |author=Nach |coauthors=Moe, Lord Nightmare}}</ref> | |||
In Japan, games could be downloaded cheaper than standard cartridges, from ] onto special cartridges containing ] and a MegaChips MX15001TFC chip. The chip manages communication with the kiosks to download ROM images and has an initial menu to select a game. Some were published both in cartridge and download form, and others were download only. The service closed on February 8, 2007.<ref>{{cite web | title=Nintendo Closes Nintendo Power | work=Computer and Video Games | date=February 8, 2007 | first=Andy | last=Robinson |url=http://www.computerandvideogames.com/157280/nintendo-closes-nintendo-power/?attr=CVG-General-RSS | archive-url=https://web.archive.org/web/20130509023928/http://www.computerandvideogames.com/157280/nintendo-closes-nintendo-power/?attr=CVG-General-RSS | archive-date=May 9, 2013 | access-date=May 9, 2015}}</ref> | |||
Similar to the 5A22 CPU in the console, the SA-1 chip contains a 65c816 processor core clocked at 10 MHz, a memory mapper, DMA, decompression and bitplane conversion circuitry, several programmable timers, and CIC region lockout functionality.<ref name="snes9x-readme"/> | |||
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few games.<ref name="nsrt-chip-info" /> | |||
In Japan, games could be downloaded for a fee from ] onto special cartridges containing ] and a MegaChips MX15001TFC chip. The chip managed communication with the kiosks to download ROM images, and provided an initial menu to select which of the downloaded games would be played. Some titles were available both in cartridge and download form, while others were download only. The service was closed on ], ].<ref>{{cite web |url=http://www.n-sider.com/hardwareview.php?hardwareid=16 |title=Nintendo Power |publisher=N-Sider.com |accessdate=2007-07-03}}</ref> | |||
==Reception and legacy== | |||
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few titles;<ref name="nsrt-chip-info"/> the only limitations are the speed of the Super NES itself to transfer data from the chip and the current rating of the console. | |||
] in 2012]] | |||
Approximately 49.1 million Super NES consoles were sold worldwide, with 23.35 million of those units sold in the Americas and 17.17 million in Japan.<ref name="consolidatedsales"/> Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide,<ref name="consolidatedsales" /> the Super NES was the ] of its era. | |||
In a 1997 year-end review, a team of five '']'' editors gave the Super NES scores of 5.5, 8.0, 7.0, 7.0, and 8.0. Though they criticized how few new games were coming out for the system and how dated its graphics were compared to current generation consoles, they regarded its selection of must-have games to be still unsurpassed. Additionally noting that used Super NES games were readily available in bargain bins, most of them still recommended buying a Super NES.<ref>{{cite magazine |title=EGM's Special Report: Which System Is Best? |magazine=1998 Video Game Buyer's Guide |publisher=] |date=March 1998 |pages=54–55}}</ref> In 2007, '']'' named the Super NES as the second-best console of all time (only behind the ]) in their list of top ten consoles that "left their mark on the history of gaming", citing its graphics, sound, and library of top-quality games.<ref>{{cite video |date=April 19, 2007 |title=Top Ten Consoles | archive-url=https://ghostarchive.org/varchive/youtube/20211001225228/JlNbK7S2shg | archive-date=October 1, 2021 | url=https://www.youtube.com/watch?v=JlNbK7S2shg |format=Flash video |publisher=GameTrailers |access-date=September 14, 2017 |time=9:00}}{{cbignore}}</ref> In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love from this console completely annihilates any other roster from the Big N."<ref>{{cite video |date=March 28, 2015 |title=Top Ten Nintendo Systems |url=http://www.gametrailers.com/videos/slu4pc/gt-countdown-top-ten-nintendo-systems |format=Flash video |publisher=Gametrailers |access-date=March 29, 2015 |time=10:48 |archive-date=March 29, 2015 |archive-url=https://web.archive.org/web/20150329105219/http://www.gametrailers.com/videos/slu4pc/gt-countdown-top-ten-nintendo-systems |url-status=live }}</ref> Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's dramatic improvement over its predecessor;<ref>{{cite web |url=http://news.cnet.com/8301-13506_3-9858188-17.html |title=The SNES is the greatest console of all time |first=Don |last=Reisinger |date=January 25, 2008 |publisher=CNET Blog Network |access-date=October 24, 2010 |archive-date=February 19, 2012 |archive-url=https://web.archive.org/web/20120219084718/http://news.cnet.com/8301-13506_3-9858188-17.html |url-status=live }}</ref> fellow technology columnist Will Greenwald replied with a more nuanced view, giving the Super NES top marks with his heart, the NES with his head, and the PlayStation (for ]) with his hands.<ref>{{cite web |url=http://news.cnet.com/8301-17938_105-9858826-1.html |title=The greatest game console of all time? |first=Will |last=Greenwald |date=January 28, 2008 |publisher=CNET Blog Network |access-date=October 24, 2010 |archive-date=February 19, 2012 |archive-url=https://web.archive.org/web/20120219084612/http://news.cnet.com/8301-17938_105-9858826-1.html |url-status=live }}</ref> GamingExcellence also gave the Super NES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling.<ref>{{cite web |url=http://www.gamingexcellence.com/features/15.shtml?page=4 |title=The Top Ten Consoles of All Time |first=Andrew |last=Sztein |date=March 28, 2008 |publisher=GamingExcellence |access-date=October 24, 2010 |archive-date=May 10, 2012 |archive-url=https://web.archive.org/web/20120510210711/http://www.gamingexcellence.com/features/15.shtml?page=4 |url-status=live }}</ref> At the same time, ] rated it fifth of the ten greatest consoles for its graphics, audio, controllers, and games.<ref>{{cite web |url=http://www.gamedaily.com/articles/galleries/top-10-greatest-consoles/?page=6 |title=Top 10 Greatest Consoles |first=Chris |last=Buffa |date=March 5, 2008 |publisher=GameDaily |access-date=October 24, 2010 |archive-url=https://web.archive.org/web/20080309153306/http://www.gamedaily.com/articles/galleries/top-10-greatest-consoles/?page=6 |archive-date=March 9, 2008}}</ref> In 2009, '']'' named the Super NES the fourth-best video game console, complimenting its audio and number of ].<ref name="IGN-top-25">{{cite web|url=http://www.ign.com/top-25-consoles/4.html |title=Top 25 Videogame Consoles of All Time |website=IGN |date=September 4, 2009 |access-date=October 24, 2010 |archive-url=https://web.archive.org/web/20100304153903/http://www.ign.com/top-25-consoles/4.html |archive-date=March 4, 2010 }}</ref> | |||
==Market share== | |||
49 million Super NES units were sold worldwide, 20 million of which were sold in the U.S.<ref name="nintendo-classic-systems">{{cite web |url=http://www.nintendo.com/systemsclassic?type=snes |title=Super Nintendo Entertainment System |work=Classic Systems |author=Nintendo of America |accessdate=2007-05-10}}</ref> Although it could not repeat the success of the NES, which sold over 60 million units worldwide,<ref>{{cite web |url=http://www.nintendo.com/systemsclassic?type=nes |title=Nintendo Entertainment System |work=Classic Systems |author=Nintendo of America |accessdate=2007-07-23}}</ref> the Super NES was the best-selling console of its era. The Mega Drive came in second with 29 million sold worldwide,<ref>{{cite web |url=http://www.islandnet.com/~kpolsson/segavid/index.htm |title=Chronology of Sega Video Games |author=Ken Polsson |accessdate=2007-05-10}}</ref> and the TurboGrafx-16 was third with 10 million sold worldwide.<ref>{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |publisher=GamePro.com |date=] |accessdate=2007-05-28}}</ref> | |||
== |
===Emulation=== | ||
{{See also|List of SNES emulators}} | |||
{{Dedicated video game consoles}} | |||
SNES ] began with VSMC in 1994, and Super Pasofami became the first working emulator in 1996.<ref>{{cite book|url=https://books.google.com/books?id=GBXqCAAAQBAJ&q=pasofami&pg=PA304|title=I Am Error|isbn=978-0-262-02877-6|access-date=October 24, 2015|archive-date=April 28, 2016|archive-url=https://web.archive.org/web/20160428044911/https://books.google.com/books?id=GBXqCAAAQBAJ&pg=PA304&lpg=PA304&dq=pasofami&source=bl&ots=vdE8h38pvP&sig=y-lPGH6XIIHYORopyRbwC-eYeNo&hl=en&sa=X&ved=0CBwQ6AEwADgKahUKEwjMj5rN9tnIAhUCYiYKHROAChY#v=onepage&q=pasofami&f=false|url-status=live|last1=Altice|first1=Nathan|date=May 2015|publisher=MIT Press }}</ref> During that time, two competing emulation projects, Snes96 and Snes97, merged to form ].<ref name="snes9x-readme">(2007-05-01) Snes9x readme.txt v1.51. ''Snes9x''. Snes9x. Retrieved on July 3, 2007.</ref> In 1997, ] development began.<ref name="zsnes-games">{{cite web |url=http://zsnes-docs.sourceforge.net/text/about.txt |title=ZSNES v1.51 Documentation |work=ZSNES |access-date=July 16, 2007 |archive-date=January 19, 2016 |archive-url=https://web.archive.org/web/20160119175813/http://zsnes-docs.sourceforge.net/text/about.txt |url-status=live }}</ref> In 2004, Bsnes development began with the goal of preservation through maximal accuracy and compatibility, and was later renamed to ]. | |||
*] | |||
*] | |||
*] | |||
*] | |||
] maintained its stance against the distribution of SNES ROM image files and the use of emulators, as it had with the NES before, saying they represent ].<ref>{{cite web |url=https://www.nintendo.com/corp/legal.jsp |title=Legal Information (Copyrights, Emulators, ROMs, etc.) |publisher=Nintendo of America |access-date=June 14, 2007 |archive-date=June 18, 2016 |archive-url=https://web.archive.org/web/20160618141515/http://www.nintendo.com/corp/legal.jsp |url-status=live }}</ref> Emulation proponents assert that the discontinued hardware production constitutes ] status, the owners' right to make a personal backup, ] for private use, the development of ], the frailty of ]s and consoles, and the lack of certain foreign imports. Nintendo designed a hobbyist development system for the SNES, but never released it.<ref>{{cite magazine |title=What Does This... Have to Do with This?|magazine=]|issue=94|publisher=]|date=May 1997|page=22}}</ref> | |||
==Content notes== | |||
<div class="references-small"> | |||
{{cnote|a|The acronym ''SNES'' can be pronounced by English speakers as a single word (compare "NATO") in different ways, an initialism (compare "IBM"), or as a hybrid (compare "JPEG"); some even claim ''SNES'' should be pronounced "Super Nintendo" or "Super NES". In written English, the choice of ] can be problematic due to these differences in pronunciation.<!-- | |||
Unofficial SNES emulation is available on virtually all platforms, including ],<ref>{{cite magazine |url=http://www.pcworld.com/article/203154/android_a_gamers_guide.html |title=Android: A Gamer's Guide |first=Chris |last=Head |date=August 12, 2010 |magazine=PCWorld |access-date=August 22, 2010 |archive-date=March 9, 2012 |archive-url=https://web.archive.org/web/20120309055852/http://www.pcworld.com/article/203154/android_a_gamers_guide.html |url-status=live }}</ref> ],<ref>{{cite magazine |url=https://www.wired.com/gadgetlab/2008/01/snes-emulator-f/ |title=SNES Emulator for iPhone |first=Charlie |last=Sorrel |date=January 23, 2008 |magazine=Wired |access-date=August 22, 2010 |archive-date=March 17, 2012 |archive-url=https://web.archive.org/web/20120317182329/http://www.wired.com/gadgetlab/2008/01/snes-emulator-f |url-status=live }}</ref><ref>{{cite magazine |url=https://www.wired.com/gadgetlab/2010/06/video-snes-for-ipad-controlled-by-iphone/ |title=Video: SNES for iPad, Controlled by iPhone |first=Charlie |last=Sorrel |date=June 9, 2010 |magazine=Wired |access-date=August 22, 2010 |archive-date=January 13, 2012 |archive-url=https://web.archive.org/web/20120113130659/http://www.wired.com/gadgetlab/2010/06/video-snes-for-ipad-controlled-by-iphone/ |url-status=live }}</ref> game consoles, and ].<ref>{{cite web|url=http://www.smartphonemag.com/cms/blogs/3/1939|title=The definitive guide to playing SNES games on Windows Mobile (and Symbian)|author=Werner Ruotsalainen|date=May 10, 2007|work=Expert Blogs|publisher=Smartphone & Pocket PC Magazine|archive-url=https://web.archive.org/web/20120111131030/http://www.smartphonemag.com/cms/blogs/3/1939|archive-date=January 11, 2012|url-status=usurped|access-date=February 12, 2009}}</ref> Individual games have been bundled with official dedicated emulators on some GameCube discs, and Nintendo's ] service for the ] introduced diverse and officially licensed SNES emulation. | |||
Yes, these sources are forum posts. Yes, various policies consider forum posts unreliable as '''secondary''' sources. However, these are being used as '''primary''' sources through a logical extension of the WP:V#SELF policy (and WP:IAR, if you prefer). In short, besides being used in an article about the author, it makes perfect sense to allow the SPS to source a statement "Author says X" in any article. Here, this is repeated for many authors and condensed to refer to the authors as part of a relevant group. See ] for further explanation and discussion. | |||
The ] was released in September 2017 following the ]. This emulation-based mini-console, which is physically modeled after the North American and European versions of the SNES, is bundled with two SNES-style controllers and 21 games, including the unreleased '']''.<ref>{{cite web|url=http://www.kotaku.co.uk/2017/06/26/yes-the-super-nintendo-mini-is-actually-happening-and-itll-feature-star-fox-2|title=Nintendo Announces SNES Mini, and it'll Include Star Fox 2|website=Kotaku UK|access-date=June 26, 2017|archive-date=June 27, 2017|archive-url=https://web.archive.org/web/20170627130327/http://www.kotaku.co.uk/2017/06/26/yes-the-super-nintendo-mini-is-actually-happening-and-itll-feature-star-fox-2|url-status=live}}</ref> | |||
--><ref>{{cite web |url=http://forums.nintendo.com/nintendo/board/message?board.id=legacy&message.id=309753&view=by_date_ascending&page=1 |title=Do you say NES or N-E-S? |work=Nintendo NSider Forums |accessdate=2007-05-16}}</ref><ref>{{cite web |url=http://uk.gamespot.com/pages/unions/forums/show_msgs.php?topic_id=25234640&union_id=177 |title=Pronouncing NES & SNES |work=Gamespot forums |accessdate=2007-05-16}}</ref>}} | |||
{{cnote|b|Various sources report dates from ] to ], with some citing supply issues and others claiming various retailers began selling the system before the official release date.<ref>{{cite web |url=http://www.1up.com/do/feature?cId=3152604 |title=Purple Reign: 15 Years of the Super NES |author=Ray Barnholt |date=] |publisher=1UP.com |pages=p. 2 |accessdate=2007-06-14}} States ].</ref><ref>{{cite web |url=http://www.n-sider.com/hardwareview.php?hardwareid=5 |title=Super Nintendo Entertainment System |publisher=N-Sider.com |accessdate=2007-06-14}} States ].</ref><ref>{{cite web |url=http://www.islandnet.com/~kpolsson/ninvid/nin1991.htm |title=Chronology of Nintendo Video Games |author=Ken Polsson |date=] |accessdate=2007-06-14}} States ].</ref><ref>{{cite web |url=http://www.n-sider.com/articleview.php?articleid=279 |title=SNES-CD Profile |author=Glen Bayer |publisher=N-Sider.com |accessdate=2007-06-14}} States ].</ref><ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=p. 434}} States ] was planned but later rescheduled to ].</ref>}} | |||
==Notes== | |||
{{cnote|c|While some contend that Nintendo orchestrated the Congressional hearings of 1993, both Senator Lieberman and NOA's Senior Vice President (later Chairman) ] both refute these allegations.<ref name="Kent_MK"/>}} | |||
{{Reflist|group=lower-alpha}} | |||
{{cnote|d|As opposed to emulation "good enough" for most purposes, exact emulation facilitates the use of the emulator for homebrew game development and documents the operation of the hardware against such time as all existing consoles cease functioning.}} | |||
</div>{{clear}} | |||
==References== | ==References== | ||
{{Reflist |
{{Reflist}} | ||
==Bibliography== | |||
* {{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=] |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4}} | |||
* {{cite book |last=Sheff |first=David |title=] |year=1993 |edition=First |publisher=Random House |location=New York |isbn=0-679-40469-4}} | |||
==External links== | ==External links== | ||
{{Commons category|Super Famicom and variants}} | |||
{{portal|Nintendo|Wikitendo2.svg}} | |||
* {{official|https://www.nintendo.co.jp/n02/shvc/index.html}} {{in lang|ja}} | |||
{{commonscat|Super Famicom and variants}} | |||
* {{Wikibooks inline|Super NES Programming}} | |||
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Latest revision as of 11:52, 27 December 2024
Home video game console "Super Nintendo" redirects here. For the Universal Studios Japan & Hollywood attraction, see Super Nintendo World.
Top: North American (NTSC-U) Super NES (c. 1991) Bottom: Japanese (NTSC-J) Super Famicom (the European (PAL) Super NES has the same design) Other variations are pictured under Casing below. | |
Also known as | |
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Developer | Nintendo R&D2 |
Manufacturer | Nintendo |
Type | Home video game console |
Generation | Fourth |
Release date | |
Introductory price |
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Discontinued | |
Units sold |
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Media | SNES Game Pak |
CPU | Ricoh 5A22 @ 3.58 MHz |
Sound | Nintendo S-SMP |
Online services |
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Best-selling game |
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Predecessor | NES |
Successor | Nintendo 64 |
The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania and 1993 in South America. In Japan, it is called the Super Famicom (SFC). In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. In Russia and CIS, the system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions.
The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time, like the Sega Genesis. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be more competitive into the next generation.
The Super NES received largely positive reviews and was a global success, becoming the best-selling console of the 16-bit era after launching relatively late and facing intense competition from Sega's Genesis console in North America and Europe. Overlapping the NES's 61.9 million unit sales, the Super NES remained popular well into the 32-bit era, with 49.1 million units sold worldwide by the time it was discontinued in 2003. It continues to be popular among collectors and retro gamers, with new homebrew games and Nintendo's emulated rereleases, such as on the Virtual Console, the Super NES Classic Edition, Nintendo Switch Online; as well as several non-console emulators which operate on a desktop computer or mobile device, such as Snes9x.
History
To compete with the popular Family Computer in Japan, NEC Home Electronics launched the PC Engine in 1987, and Sega followed suit with the Mega Drive in 1988. The two platforms were later launched in North America in 1989 as the TurboGrafx-16 and the Sega Genesis respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. It took several years for Sega's system to become successful. Bill Mensch, the co-creator of the 8-bit MOS Technology 6502 microprocessor and founder of the Western Design Center (WDC), gave Ricoh the exclusive right to supply 8-bit and 16-bit WDC microprocessors for the new system. Meanwhile, Sony engineer Ken Kutaragi reached an agreement with Nintendo to design the console's sound chip without notifying his supervisors, who were enraged when they discovered the project; though Kutaragi was nearly fired, then-CEO Norio Ohga intervened in support of the project and gave him permission to complete it.
On September 9, 1987, then-Nintendo president Hiroshi Yamauchi revealed the development of the Super Famicom in the newspaper Kyoto Shimbun. On August 30, 1988, in an interview with TOUCH Magazine, Yamauchi announced the development of Super Mario Bros. 4, Dragon Quest V, three original games, and he projected sales of 3 million units of the upcoming console. Famicom Hissyoubon magazine speculated that Yamauchi's early announcement was probably made to forestall Christmas shopping for the PC Engine, and relayed Enix's clarification that it was waiting on sales figures to select either PC Engine or Super Famicom for its next Dragon Quest game. The magazine and Enix both expressed a strong interest in networking as a standard platform feature. The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989.
Launch
The four-color Super Famicom mark is part of the logo in the Japanese and PAL regions, with colors corresponding to those of the control pad buttons. The North American logo has a striped background outlining four oval shapes.Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990, for ¥25,000 (equivalent to ¥27,804 in 2019). It was an instant success. Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends. This gained the attention of the yakuza criminal organizations, so the devices were shipped at night to avoid robbery.
With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was partially due to the retention of most of its key third-party developers, including Capcom, Konami, Tecmo, Square, Koei, and Enix.
Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199 (equivalent to $450 in 2023). It began shipping in limited quantities on August 23, 1991, with an official nationwide release date of September 9, 1991. The Super NES was released in the United Kingdom and Ireland in April 1992 for £150 (equivalent to £390 in 2023).
Most of the PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. The Playtronic Super NES in Brazil, although PAL-M, uses the North American design. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente.
The Super NES and Super Famicom launched with few games, but these games were well received. In Japan, only two games were initially available: Super Mario World and F-Zero. Bombuzal was released during the launch week. In North America, Super Mario World was launched as a bundle with the console; other launch games include F-Zero, Pilotwings (both of which demonstrate the console's Mode 7 pseudo-3D rendering), SimCity, and Gradius III.
Console wars
Main article: Console war § Sega versus NintendoThe rivalry between Nintendo and Sega was described as one of the most notable console wars in video game history, in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition. Nintendo scored an early public-relations advantage by securing the first console conversion of Capcom's arcade hit Street Fighter II for Super NES, which took more than a year to make the transition to the Genesis. Though the Genesis had a two-year lead to launch time, a much larger library of games, and a lower price point, it only represented an estimated 60% of the American 16-bit console market in June 1992, and neither console could maintain a definitive lead for several years. Donkey Kong Country is said to have helped establish the Super NES's market prominence in the latter years of the 16-bit generation, and for a time, maintain against the PlayStation and Saturn. According to Nintendo, the company had sold more than 20 million Super NES units in the U.S. According to a 2014 Wedbush Securities report based on NPD sales data, the Super NES outsold the Genesis in the U.S. market by 1.5 million units.
Changes in policy
During the NES era, Nintendo maintained exclusive control over games released for the system – the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, such as Konami's "Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. Competition from Sega's console brought an end to this practice; in 1991, Acclaim Entertainment began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.
Nintendo continued to carefully review submitted games, scoring them on a 40-point scale and allocating marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. The surprise arcade hit Mortal Kombat (1992), a gory fighting game with huge splashes of blood and graphically violent fatality moves, was heavily censored by Nintendo. Because the Genesis version allowed for an uncensored version via cheat code, it outsold the censored Super NES version by a ratio of nearly three to one.
U.S. Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993, to investigate the marketing of violent video games to children. Though Nintendo took the high ground with moderate success, the hearings led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board and the inclusion of ratings on all video games. With these ratings in place, Nintendo decided its censorship policies were no longer needed.
32-bit era and beyond
While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the Super NES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country, a platform game featuring 3D models and textures pre-rendered on Silicon Graphics workstations. With its detailed graphics, fluid animation, and high-quality music, Donkey Kong Country rivals the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, 6.1 million copies were sold, making it the fastest-selling video game in history to that date. This game conveyed that early 32-bit systems had little to offer over the Super NES, and proved the market for the more advanced consoles of the near future. According to TRSTS reports, two of the top five bestselling games in the U.S. for December 1996 are Super NES games.
In October 1997, Nintendo released a redesigned model of the Super NES (the SNS-101 model referred to as "New-Style Super NES") in North America for US$99 (equivalent to $200 in 2023), with some units including the pack-in game Super Mario World 2: Yoshi's Island. Like the earlier New-Style NES (model NES-101), this is slimmer and lighter than its predecessor, but it lacks S-Video and RGB output, and it is among the last major Super NES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time. The redesign stayed out of Europe.
Nintendo ceased production of the Super NES in North America in 1999, about two years after releasing Kirby's Dream Land 3 (its final second-party game in the US) on November 27, 1997, and one year after releasing Frogger (its final third-party game in the US) in 1998. In Japan, Nintendo continued production of both the Family Computer and the Super Famicom until September 25, 2003, and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on November 29, 2000.
Many popular Super NES games were ported to the Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that Super NES games would be made available for download via the Wii's Virtual Console service. On October 31, 2007, Nintendo Co., Ltd. announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of the necessary parts. On March 3, 2016, Nintendo Co., Ltd. announced that it would bring Super NES games to the New Nintendo 3DS and New Nintendo 3DS XL (and later the New Nintendo 2DS XL) via its eShop download service. At the Nintendo Direct event on September 4, 2019, Nintendo announced that it would be bringing select Super NES games to the Nintendo Switch Online platform.
Hardware
Early SNES motherboard (Annotated version)Later (1CHIP) SNES motherboard (Annotated version)Technical specifications
The 16-bit design of the Super NES incorporates graphics and sound co-processors that perform tiling and simulated 3D effects, a palette of 32,768 colors, and 8-channel ADPCM audio. These base platform features, plus the ability to dramatically extend them all through substantial chip upgrades inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over 16-bit competitors such as the Genesis.
CPU and RAM
The CPU is a Ricoh 5A22, a derivative of the 16-bit WDC 65C816 microprocessor. In NTSC regions, its nominal clock speed is 3.58 MHz will slow to either 2.68 MHz or 1.79 MHz when accessing some slower peripherals.
This CPU has an 8-bit data bus and two address buses. The 24-bit "Bus A" is designated for general accesses, and the 8-bit "Bus B" can access support chip registers such as the video and audio co-processors.
The WDC 65C816 supports an 8-channel DMA unit, an 8-bit parallel I/O port a controller port interface circuits allowing serial and parallel access to controller data, a 16-bit multiplication and division unit, and circuitry for generating non-maskable interrupts on V-blank and IRQ interrupts on calculated screen positions.
Early revisions of the 5A22 used in SHVC boards are prone to spontaneous failure which can produce a variety of symptoms including graphics glitches in Mode 7, a black screen on power-on, or improperly reading the controllers. The first revision 5A22 has a fatal bug in the DMA controller that can crash games; this was corrected in subsequent revisions.
The console contains 128 KB of general-purpose "work" RAM, which is separate from the 64 KB dedicated to the video subsystem and the 64 KB dedicated to the audio subsystem.
Video
The Picture Processing Unit (PPU) consists of two closely tied IC packages. It contains 64 KB of SRAM for video data, 544 bytes of object attribute memory (OAM) for sprite data, and 256 × 15 bits of color generator RAM (CGRAM) for palette data. This CGRAM provisions up to 256 colors, chosen from the 15-bit RGB color space, from a palette of 32,768 colors. The PPU is clocked by the same signal as the CPU and generates a pixel every two or four cycles.
Audio
The two main audio chips, from left: the S‑SMP CPU and the S‑DSP digital signal processorThe S-SMP audio subsystem consisted of a 16-bit digital signal processor (DSP) to sequence the mix samples, an 8-bit SPC700 CPU to drive the DSP and 64 KB of dedicated PSRAM. It was designed by Ken Kutaragi and produced by Sony and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems. It is capable of stereo sound, composed from eight voices generated using 16-bit audio samples compressed using BRR and capable of applying effects such as echo. On early revisions of the motherboard the S-SMP audio system was spread across four chips: the DSP, the CPU, and two RAM modules. On later revisions, the sound hardware consolidated to a single chip, the S-APU.
Regional lockout
Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.
Physically, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, and other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with the use of various adapters, or through modification of the console.
Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents the PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it became common to install a switch to reconnect the lockout chip as needed.
PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz but PAL operates at 50 Hz, resulting in an approximately 16.7% slower framerate. PAL's higher resolution results in letterboxing of the output image. Some commercial PAL region releases exhibit this same problem and, therefore, can be played in NTSC systems without issue, but other games will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the Super NES PPU into a 60 Hz mode supported by most newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.
Casing
SNES control deck variants-
Japanese SHVC-001 model
(1990–1998) -
North American SNS-001 model
(1991–1997) -
PAL-region SNSP-001A model
(1992–1998) -
New-Style Super NES SNS-101
(1997–1999) -
Japanese SHVC-101 model
(1998–2003) - South Korean SNSN-001 model
- Nintendo Super System controller
All models of the Super NES control deck are predominantly gray, of slightly different shades. The original North American version, designed by Nintendo of America industrial designer Lance Barr (who previously redesigned the Famicom to become the NES), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as with the flat-surfaced NES. The Japanese and European versions are more rounded, with darker gray accents and buttons.
All versions incorporate a top-loading slot for game cartridges, although the shape of the slot differs between regions to match the different shapes of the cartridges. The MULTI OUT connector (later used on the Nintendo 64 and GameCube) can output composite video, S-Video and RGB signals, as well as RF with an external RF modulator. Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection switch on the back; the redesigned models output composite video only, requiring an external modulator for RF.
The Nintendo Super System (NSS) is an arcade system for retail preview of 11 particular Super NES games in the United States, similar to the PlayChoice-10 for NES games. It consists of slightly modified Super NES hardware with a menu interface and 25-inch monitor, that allows gameplay for a certain amount of time depending on game credits. Manufacturing of this model was discontinued in 1992.
Redesigned model
A cost-reduced version of the console, referred to as the New-Style Super NES (model SNS-101) in North America and as the Super Famicom Jr. in Japan, was released late in the platform's lifespan; designed by Barr, it incorporates design elements from both the original North American and Japanese/European console models but in a smaller form factor. Unlike the original console models, the redesigned model is virtually identical across both regions save for the color palette (the North American model receiving purple buttons and the Japanese model receiving grey buttons). The redesign did not receive a release in Europe.
Externally, the power and reset buttons were moved to the left-hand side of the console while the cartridge eject button and power LED indicator were omitted. Internally, the redesigned model consolidates the console's hardware into a system-on-chip (SoC) design. The redesigned console lacks the bottom expansion slot, rendering it incompatible with the Japan-exclusive Satellaview add-on.
For AV output, the redesigned console features the same multi-out port used on the original models. Unlike the latter models, the former's AV port only supports composite video output natively as support for RGB video and S-Video was disabled internally; however, they can be restored via a "relatively simple" modification. The internal RF modulator was also removed, requiring an external one for such output if needed. Due to the SoC design, it is highly sought after by Super NES/Famicom enthusiasts since its RGB video quality (if restored) is improved over earlier internal revisions of the console.
The redesigned console first released in October 1997 in North America, where it originally retailed for US$99.95 in a bundle with Super Mario World 2: Yoshi's Island; it was subsequently released in Japan on March 27, 1998, where it retailed for ¥7,800. Nintendo marketed it as an entry-level gamer's system for consumers who were apprehensive about the higher price of newer systems such as the Nintendo 64. Nintendo also introduced a slightly altered controller for it, with the console's logo replaced by an embossed Nintendo logo.
Yellowing
The ABS plastic used in the casing of some older Super NES and Super Famicom consoles is particularly susceptible to oxidation with exposure to air. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results. This issue may be reversed with a method called Retrobrighting, where a mixture of chemicals is applied to the case and exposed to UV light.
Game cartridge
Main article: Super Nintendo Entertainment System Game PakSuper NES games are distributed on ROM cartridges, officially referred to as Game Pak in most Western regions, and as Cassette (カセット, Kasetto) in Japan and parts of Latin America. Though the Super NES can address 128 Mbit, only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. Most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data, and the smallest games contain only 2 Mbit.
Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum current rating of the console.
Games
Main article: List of Super Nintendo Entertainment System games See also: List of best-selling Super Nintendo Entertainment System video games and List of cancelled Super NES and Super Famicom games1757 Super NES games were officially released: 717 in North America (plus 4 championship cartridges), 521 in Europe, 1,448 in Japan, 231 on Satellaview, and 13 on Sufami Turbo. Many Super NES games have been called some of the greatest video games of all time, such as Super Mario World (1990), The Legend of Zelda: A Link to the Past (1991), Final Fantasy VI (1994), Donkey Kong Country (1994), EarthBound (1994), Super Metroid (1994), Chrono Trigger (1995) and Yoshi's Island (1995). Many Super NES games have been rereleased several times, including on the Virtual Console, Super NES Classic Edition, and the classic games service on Nintendo Switch Online. All Game Boy games are playable with the Super Game Boy add-on.
Peripherals
Main article: List of Super Nintendo Entertainment System accessoriesThe Super NES controller design expands on that of the NES, with A, B, X, and Y face buttons in a diamond arrangement, and two shoulder buttons. Lance Barr created its ergonomic design, and he later adapted it in 1993 for the NES-039 "dogbone" controller. The Japanese and PAL region versions incorporated the four colors of the face buttons into the system's logo. The North American version's buttons were colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later controller designs have elements from the Super NES controller, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller. This face button layout is on future Nintendo systems since the Nintendo DS.
Several peripherals add to the functionality of the Super NES. Some are required by certain games, such as the Super Scope light gun, and the Super NES Mouse for a point and click interface. Various third-parties, under license from Nintendo, released multitap adapters connecting up to five controllers into a single console, starting with the Super Multitap by Hudson Soft in conjunction with the Super Bomberman series. Specialized third-party controllers, such as the AsciiPad and Super Advantage (the successor to the NES Advantage) by Asciiware, and the Capcom Fighter Power Stick, an arcade-like joystick controller by Capcom designed specifically for Street Fighter II. Unusual controllers include the BatterUP baseball bat, the Life Fitness Entertainment System (an exercise bike controller with built-in monitoring software), the TeeV Golf golf club, and the Justifier (a revolver-shaped light gun made by Konami for Lethal Enforcers).
Though Nintendo never released an adapter for playing NES games on the Super NES, the Super Game Boy adapter cartridge allows games designed for Nintendo's portable Game Boy system to be played on the Super NES. The Super Game Boy touts several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and access to the Super NES console's features by specially enhanced Game Boy games. Japan also saw the release of the Super Game Boy 2, which adds a communication port to enable a second Game Boy to connect for multiplayer games.
Like the NES before it, the Super NES has unlicensed third-party peripherals, including a new version of the Game Genie cheat cartridge designed for use with Super NES games.
Soon after the release of the Super NES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor. These devices create a backup of a cartridge, and can be used to play illicit ROM images or to copy games, violating copyright laws in many jurisdictions.
The Japan-only Satellaview is a satellite modem attached to the Super Famicom's expansion port and connected to the St.GIGA satellite radio station from April 23, 1995, to June 30, 2000. Satellaview subscribers could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom games, and released in installments. In the United States, the relatively short-lived XBAND allowed users to connect to a network via a dial-up modem to compete against other players around the country.
Nintendo attempted partnerships with Sony and then Philips, to develop CD-ROM-based peripheral prototypes for the console to compete with the TurboGrafx-CD and Sega CD. Sony produced the PlayStation (a brand name the company would use for their later independently produced console), a Super NES console with a built-in CD-ROM drive that never made it past the prototype phase. The Philips project was canceled without a prototype but Philips retained the contractual right to develop games based on Nintendo franchises, which it published for its CD-i multimedia console.
Enhancement chips
Main article: List of Super NES enhancement chipsAs part of the overall plan for the Super NES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console, just like the MMC chips used for most NES games. This is most often characterized by 16 additional pins on the cartridge card edge.
The Super FX is a RISC CPU designed to perform functions that the main CPU can not feasibly do. The chip is primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip can also be used to enhance 2D games.
The Nintendo fixed-point digital signal processor (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions. Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, is used most often; the DSP-2, DSP-3, and DSP-4 are used in only one game each.
Similar to the 5A22 CPU in the console, the SA-1 chip contains a 65C816 processor core clocked at 10.7 MHz, a memory mapper, DMA, decompression and bitplane conversion circuitry, several programmable timers, and CIC region lockout functionality.
In Japan, games could be downloaded cheaper than standard cartridges, from Nintendo Power kiosks onto special cartridges containing flash memory and a MegaChips MX15001TFC chip. The chip manages communication with the kiosks to download ROM images and has an initial menu to select a game. Some were published both in cartridge and download form, and others were download only. The service closed on February 8, 2007.
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few games.
Reception and legacy
Approximately 49.1 million Super NES consoles were sold worldwide, with 23.35 million of those units sold in the Americas and 17.17 million in Japan. Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide, the Super NES was the best-selling console of its era.
In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the Super NES scores of 5.5, 8.0, 7.0, 7.0, and 8.0. Though they criticized how few new games were coming out for the system and how dated its graphics were compared to current generation consoles, they regarded its selection of must-have games to be still unsurpassed. Additionally noting that used Super NES games were readily available in bargain bins, most of them still recommended buying a Super NES. In 2007, GameTrailers named the Super NES as the second-best console of all time (only behind the PlayStation 2) in their list of top ten consoles that "left their mark on the history of gaming", citing its graphics, sound, and library of top-quality games. In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love from this console completely annihilates any other roster from the Big N." Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's dramatic improvement over its predecessor; fellow technology columnist Will Greenwald replied with a more nuanced view, giving the Super NES top marks with his heart, the NES with his head, and the PlayStation (for its controller) with his hands. GamingExcellence also gave the Super NES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling. At the same time, GameDaily rated it fifth of the ten greatest consoles for its graphics, audio, controllers, and games. In 2009, IGN named the Super NES the fourth-best video game console, complimenting its audio and number of AAA games.
Emulation
See also: List of SNES emulatorsSNES emulation began with VSMC in 1994, and Super Pasofami became the first working emulator in 1996. During that time, two competing emulation projects, Snes96 and Snes97, merged to form Snes9x. In 1997, ZSNES development began. In 2004, Bsnes development began with the goal of preservation through maximal accuracy and compatibility, and was later renamed to Higan.
Nintendo of America maintained its stance against the distribution of SNES ROM image files and the use of emulators, as it had with the NES before, saying they represent copyright infringement. Emulation proponents assert that the discontinued hardware production constitutes abandonware status, the owners' right to make a personal backup, space shifting for private use, the development of homebrew games, the frailty of ROM cartridges and consoles, and the lack of certain foreign imports. Nintendo designed a hobbyist development system for the SNES, but never released it.
Unofficial SNES emulation is available on virtually all platforms, including Android, iOS, game consoles, and PDAs. Individual games have been bundled with official dedicated emulators on some GameCube discs, and Nintendo's Virtual Console service for the Wii introduced diverse and officially licensed SNES emulation.
The Super NES Classic Edition was released in September 2017 following the NES Classic Edition. This emulation-based mini-console, which is physically modeled after the North American and European versions of the SNES, is bundled with two SNES-style controllers and 21 games, including the unreleased Star Fox 2.
Notes
- ^ Kent says that September 1 was planned but later rescheduled to September 9. Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23, and it arrived in other regions at a later date. August 23 is also the release date officially recognized by Nintendo of America.
- Though the use of "Super Nintendo" is common in colloquial speech and Nintendo of Europe's website, Nintendo of America's official guidelines discourage it, preferring instead the shorthand "Super NES", as written on many of its products such as Super NES Control Deck, Super NES Controller, Super NES Mouse, and Super NES Multi-Player Adapter.
- The name "SNES" can be pronounced by English speakers as an acronym (one word, like "NATO") with various pronunciations, an initialism (a string of letters, like "IBM"), or as a hybrid, like "JPEG". In written English, the choice of indefinite article ("a" or "an") is therefore problematic.
- Japanese: スーパーファミコン, Hepburn: Sūpā Famikon, officially adopting the abbreviated name of its predecessor, the Famicom
- Korean: 슈퍼 컴보이; RR: Syupeo Keomboi
- In both The Ultimate History of Video Games and Purple Reign: 15 Years of the SNES, the disparity in sales is directly attributed to the Super NES version lacking the excessive blood which was recolored grey and described as "sweat", and lacking some of the more gruesome finishing moves. See the Talk page for details.
- Some contend that Nintendo orchestrated the Congressional hearings of 1993, but Senator Lieberman and NOA's Senior Vice President (later Chairman) Howard Lincoln both refute these allegations.
- Japanese: スーパーファミコン ジュニア, Hepburn: Sūpā Famikon Junia
- Unless otherwise specified, kilobyte (KB), megabyte (MB), and megabit (Mbit) are used in the binary sense in this article, referring to quantities of 1024 or 1,048,576.
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Bibliography
- Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. ISBN 0-7615-3643-4.
- Sheff, David (1993). Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children (First ed.). New York: Random House. ISBN 0-679-40469-4.
External links
- Official website (in Japanese)
- Super NES Programming at Wikibooks
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Known in Japan as the Super Famicom and in South Korea as the Super Comboy | |||||
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List |
- Super Nintendo Entertainment System
- 1990s toys
- 2000s toys
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- Fourth-generation video game consoles
- Home video game consoles
- Products introduced in 1990
- Products introduced in 1991
- Products introduced in 1992
- Products and services discontinued in 1999
- Products and services discontinued in 2003