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Super Nintendo Entertainment System

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Super Nintendo Entertainment System
Super Nintendo Entertainment System logo.svg
Nintendo Super Famicom logo.svg
The North American Super NES (c. 1991)
A Japanese Super Famicom
Top: North American (NTSC) Super NES (c. 1991)
Bottom: Japanese Super Famicom (The European (PAL) Super NES has the same design.)
Other variations are pictured under Casing below.
DeveloperNintendo R&D2
ManufacturerNintendo
TypeHome video game console
GenerationFourth
Release date
Lifespan1990–2005[7]
Introductory price¥25,000
US$199
Discontinued
Units sold
  • Worldwide: 49.10 million[7]
    • North America: 23.35 million
    • Japan: 17.17 million
    • Other: 8.58 million
MediaROM cartridge
CPURicoh 5A22 @ 3.58 MHz
SoundNintendo S-SMP
Online servicesSatellaview (Japan only)
XBAND (USA and Canada only)
Nintendo Power (Japan only)
Best-selling game
PredecessorNintendo Entertainment System
SuccessorNintendo 64

The Super Nintendo Entertainment System (SNES),[b] commonly shortened to Super NES or Super Nintendo,[c] is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea,[16] 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the Super Famicom (SFC).[d] In South Korea, it is called the Super Comboy[e] and was distributed by Hyundai Electronics.[17] The system was released in Brazil on August 30, 1993,[16][18] by Playtronic. 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. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be 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, such as Snes9x.

Discover more about Super Nintendo Entertainment System related topics

Fourth generation of video game consoles

Fourth generation of video game consoles

In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine. Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive and the Super Nintendo Entertainment System. Cartridge-based handheld consoles became prominent during this time, such as the Nintendo Game Boy (1989), Atari Lynx (1989), Sega Game Gear (1990) and TurboExpress (1990).

Home video game console

Home video game console

A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than personal computers, designed to have advanced graphics abilities but limited memory and storage space to keep the units affordable. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage.

Nintendo

Nintendo

Nintendo Co., Ltd. is a Japanese multinational video game company headquartered in Kyoto. It develops and releases both video games and video game consoles.

Japan

Japan

Japan is an island country in East Asia. It is situated in the northwest Pacific Ocean and is bordered on the west by the Sea of Japan, extending from the Sea of Okhotsk in the north toward the East China Sea, Philippine Sea, and Taiwan in the south. Japan is a part of the Ring of Fire, and spans an archipelago of 14,125 islands covering 377,975 square kilometers (145,937 sq mi); the five main islands are Hokkaido, Honshu, Shikoku, Kyushu, and Okinawa. Tokyo is the nation's capital and largest city, followed by Yokohama, Osaka, Nagoya, Sapporo, Fukuoka, Kobe, and Kyoto.

North America

North America

North America is a continent in the Northern Hemisphere and almost entirely within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the southeast by South America and the Caribbean Sea, and to the west and south by the Pacific Ocean. Because it is on the North American Tectonic Plate, Greenland is included as a part of North America geographically.

Europe

Europe

Europe is a continent comprising the westernmost peninsulas of Eurasia, located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It shares the continental landmass of Afro-Eurasia with both Africa and Asia. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south, and Asia to the east. Europe is commonly considered to be separated from Asia by the watershed of the Ural Mountains, the Ural River, the Caspian Sea, the Greater Caucasus, the Black Sea and the waterways of the Turkish Straits.

Oceania

Oceania

Oceania is a geographical region that is described as a continent in some parts of the world. It includes Australasia, Melanesia, Micronesia, and Polynesia. Spanning the Eastern and Western Hemispheres, Oceania is estimated to have a land area of 8,525,989 square kilometres (3,291,903 sq mi) and a population of around 44.4 million as of 2022. While in most of the English-speaking world Oceania is described as a geographical region, outside of the English-speaking world Oceania is described as one of the continents. In this model of the world, Australia is only seen as an island nation contained inside of the continent of Oceania, and not a continent by itself. When compared to the other continents, Oceania is the smallest in land area and the second least populated after Antarctica.

Nintendo Entertainment System

Nintendo Entertainment System

The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the Family Computer (FC), commonly known as the Famicom. The NES, a redesigned version, was released in American test markets on October 18, 1985, before becoming widely available in North America and other countries.

List of Super NES enhancement chips

List of Super NES enhancement chips

The list of Super NES enhancement chips demonstrates Nintendo hardware designers' plan to easily expand the Super Nintendo Entertainment System with special coprocessors. This standardized selection of chips was available to licensed developers, to increase system performance and features for each game cartridge. As increasingly superior chips became available throughout the Super NES's generation, this provided a cheaper and more versatile way of maintaining the system's market lifespan compared to Nintendo's option of having included a much more expensive CPU or a more obsolete stock chipset.

Fifth generation of video game consoles

Fifth generation of video game consoles

The fifth generation era refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately February 20, 1993, to March 23, 2006. For home consoles, the best-selling console was the Sony PlayStation, followed by the Nintendo 64, and then the Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.

Homebrew (video games)

Homebrew (video games)

Homebrew, when applied to video games, refers to games produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development. A non-professional developer for a system intended to be user-programmable, like the Commodore 64, is simply called a hobbyist.

Nintendo Switch Online

Nintendo Switch Online

Nintendo Switch Online (NSO) is an online subscription service for the Nintendo Switch video game console. The service is Nintendo's third generation online service after Nintendo Wi-Fi Connection and Nintendo Network. Following an interim period where Nintendo offered online multiplayer free of charge, the subscription service officially launched on September 18, 2018.

History

Early concept designs for the Super NES are called the "Nintendo Entertainment System 2".
Early concept designs for the Super NES are called the "Nintendo Entertainment System 2".

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.[19] Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping.[20]

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, he 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 Nintendo'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.[21][22] The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989.[23][24]

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.
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.
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.[25] This gained the attention of the Yakuza criminal organization, so the devices were shipped at night to avoid robbery.[26]

With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market.[27] 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.[28]

Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199 (equivalent to $400 in 2021). It began shipping in limited quantities on August 23, 1991,[a][34] with an official nationwide release date of September 9, 1991.[35] The Super NES was released in the United Kingdom and Ireland in April 1992 for £150 (equivalent to £330 in 2021).[36]

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.[37] 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.[38]

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.[39] Bombuzal was released during the launch week.[40] 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.[41]

Console wars

The rivalry between Nintendo and Sega was described as one of the most notable console wars in video game history,[42] in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition.[43] 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,[44] it only represented an estimated 60% of the American 16-bit console market in June 1992,[45] 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,[46][47][48][49] and for a time, maintain against the PlayStation and Saturn.[50] According to Nintendo, the company had sold more than 20 million Super NES units in the U.S.[51] 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.[52]

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.[53]

Nintendo continued to carefully review submitted games, scoring them on a 40-point scale and allocating marketing resources accordingly. Each region performed separate evaluations.[54] 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.[f] Because the Genesis version allowed for an uncensored version via cheat code,[55] it outsold the censored Super NES version by a ratio of nearly three to one.[56]

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.[g] 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.[55][56] With these ratings in place, Nintendo decided its censorship policies were no longer needed.[56]

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.[57][58] According to TRSTS reports, two of the top five best-selling games in the U.S. for December 1996 are Super NES games.[59]

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 2021), with some units including the pack-in game Super Mario World 2: Yoshi's Island.[60][61] Like the earlier New-Style NES (model NES-101), this is slimmer and lighter than its predecessor,[61] 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.[62] The redesign stayed out of Europe.

Nintendo ceased production of the Super NES in North America in 1999,[8] about two years after releasing Kirby's Dream Land 3 (its final first-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,[10] and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on November 29, 2000.[63]

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.[64] 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.[65] 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.[66] 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.[67][68]

Discover more about History related topics

Family Computer

Family Computer

Sega

Sega

Sega Corporation is a Japanese multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, respectively. Its division for the development of both arcade games and home video games, Sega Games, has existed in its current state since 2020; from 2015 to that point, the two had made up separate entities known as Sega Games and Sega Interactive Co., Ltd. Sega is a subsidiary of Sega Sammy Holdings. From 1983 until 2001, Sega also developed video game consoles.

Hiroshi Yamauchi

Hiroshi Yamauchi

Hiroshi Yamauchi was a Japanese businessman and the third president of Nintendo, joining the company in 1949 until stepping down on 24 May 2002, being subsequently succeeded by Satoru Iwata. During his 53-year tenure, Yamauchi transformed Nintendo from a hanafuda card-making company that had been active solely in Japan into a multibillion-dollar video game publisher and global conglomerate. He was the great-grandson of Fusajiro Yamauchi, Nintendo's first president and founder.

Kyoto Shimbun

Kyoto Shimbun

Kyoto Shimbun is a daily newspaper published in Kyoto, Japan, and the company publishing that newspapers is also called The Kyoto Shimbun . Kyoto Shimbun has two headquarters in Kyoto and Ōtsu, and three branch offices in Kumiyama, Tokyo and Osaka.

Super Mario World

Super Mario World

Super Mario World, known in Japan as Super Mario World: Super Mario Bros. 4, is a platform video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan in 1990, North America in 1991 and Europe and Australia in 1992. The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings. The gameplay is similar to that of earlier Super Mario games: players control Mario through a series of levels in which the goal is to reach the goalpost at the end.

Dragon Quest V

Dragon Quest V

Dragon Quest V: Hand of the Heavenly Bride is a role-playing video game and the fifth installment in the Dragon Quest video game series, second of the Zenithian Trilogy. Originally developed by Chunsoft and published by Enix Corporation, Dragon Quest V was the first title in the series to be released for the Super Famicom video game console in Japan in September 1992. Dragon Quest V was the first game in the series to not be released in America due to programming issues at the time.

Enix

Enix

Enix Corporation was a Japanese video game publisher that produced video games, anime and manga. Enix is known for publishing the Dragon Quest series of role-playing video games.

Masayuki Uemura

Masayuki Uemura

Masayuki Uemura was a Japanese engineer, video game producer, and professor. He was known for his work as an employee of Nintendo from 1971 to 2004, most notably for serving as a key factor in the development of the Nintendo Entertainment System.

Capcom

Capcom

Capcom Co., Ltd. is a Japanese video game company. It has created a number of multi-million-selling game franchises, with its most commercially successful being Resident Evil, Monster Hunter, Street Fighter, Mega Man, Devil May Cry, Dead Rising, and Marvel vs. Capcom. Mega Man himself serves as the official mascot of the company. Established in 1979, it has become an international enterprise with subsidiaries in East Asia, Europe, and North America.

Konami

Konami

Konami Group Corporation is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo. The company also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has casinos around the world and operates health and physical fitness clubs across Japan.

Square (video game company)

Square (video game company)

Square Co., Ltd. was a Japanese video game development studio and publisher. It was founded in 1986 by Masafumi Miyamoto, who spun off part of his father's electronics company Den-Yu-Sha. Among its early employees were Hironobu Sakaguchi, Hiromichi Tanaka, Akitoshi Kawazu, Koichi Ishii, Kazuko Shibuya, Nasir Gebelli and Nobuo Uematsu. After several other projects, all of these employees would work on Final Fantasy, a 1987 game for the Nintendo Entertainment System which would bring commercial and critical success and launch a franchise of the same name. Later notable staff included Yoshinori Kitase, Takashi Tokita, Tetsuya Nomura, Yoko Shimomura and Yasumi Matsuno.

Koei

Koei

Koei Co., Ltd. was a Japanese video game publisher, developer, and distributor founded in 1978. The company is known for its historical simulation games based on the novel Romance of the Three Kingdoms, as well as simulation games based on pseudo-historical events.

Hardware

Technical specifications

The 16-bit design of the Super NES[69] 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.[70]

CPU and RAM

The CPU is a Ricoh 5A22, which is a derivative of the 16-bit WDC 65C816 microprocessor. In NTSC regions, its nominal clock speed is 3.58 MHz but the CPU will slow down to either 2.68 MHz or 1.79 MHz when accessing some slower peripherals.[71]

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.[71]

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.[72] The first revision 5A22 has a fatal bug in the DMA controller that can crash games; this was corrected in subsequent revisions.[73]

The console contains 128 KB of general-purpose RAM, which is separate from the 64 KB VRAM dedicated to the video and audio subsystems.

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.[69]

Audio

The S-SMP audio chip consists of an 8-bit CPU, a 16-bit DSP, and 64 KB of SRAM. It was designed and produced by Sony[74] 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 8 voices generated using 8 bit audio samples and various effects such as echo.[75]

Regional lockout

The North American design is compared to the Japanese and PAL region design, which has the optional pins for enhancement chips such as the Super FX chip.
The North American design is compared to the Japanese and PAL region design, which has the optional pins for enhancement chips such as the Super FX chip.

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.[76][77]

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.[78]

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.[76] 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.[79]

Casing

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[80] (who previously redesigned the Famicom to become the NES[81]), 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.[80] The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American New-Style Super NES (model SNS-101) and the Japanese Super Famicom Jr. (model SHVC-101), all designed by Barr, are both smaller with a rounded contour. The SNS-101 buttons are purple where the Super Famicom Jr. buttons are gray. The European and American versions of the Super NES controllers have much longer cables compared to the Japanese Super Famicom controllers.

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.[82][83] 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;[84] the redesigned models output composite video only, requiring an external modulator for RF.[85]

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.[86][87] Manufacturing of this model was discontinued in 1992.[88][89]

Yellowing

The plastic can yellow with age.
The plastic can yellow with age.

The ABS plastic used in the casing of some older Super NES and Super Famicom consoles is particularly susceptible to oxidization 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.[90] 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.[91]

Game cartridge

Super NES games are distributed on ROM cartridges, officially referred to as Game Pak in most Western regions,[92] and as Cassette (カセット, Kasetto) in Japan and parts of Latin America.[93] Though the Super NES can address 128 Mbit,[h] 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,[94][95] 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.

Discover more about Hardware related topics

Central processing unit

Central processing unit

A central processing unit (CPU), also called a central processor or main processor, is the most important processor in a given computer. Its electronic circuitry executes instructions of a computer program, such as arithmetic, logic, controlling, and input/output (I/O) operations. This role contrasts with that of external components, such as main memory and I/O circuitry, and specialized coprocessors such as graphics processing units (GPUs).

Ricoh 5A22

Ricoh 5A22

The Ricoh 5A22 is an 8/16-bit microprocessor produced by Ricoh for the Super Nintendo Entertainment System (SNES) video game console. It is based on the 8/16-bit WDC 65C816, which was developed between 1982 and 1984 for the Apple IIGS personal computer. It has 92 instructions, an 8-bit data bus, a 16-bit accumulator, and a 24-bit address bus. The CPU runs between 1.79 MHz and 3.58 MHz, and uses an extended MOS Technology 6502 instruction set.

NTSC

NTSC

The first American standard for analog television broadcast was developed by National Television System Committee (NTSC) in 1941. In 1961, it was assigned the designation System M.

Direct memory access

Direct memory access

Direct memory access (DMA) is a feature of computer systems that allows certain hardware subsystems to access main system memory independently of the central processing unit (CPU).

Serial communication

Serial communication

In telecommunication and data transmission, serial communication is the process of sending data one bit at a time, sequentially, over a communication channel or computer bus. This is in contrast to parallel communication, where several bits are sent as a whole, on a link with several parallel channels.

Parallel communication

Parallel communication

In data transmission, parallel communication is a method of conveying multiple binary digits (bits) simultaneously using multiple conductors. This contrasts with serial communication, which conveys only a single bit at a time; this distinction is one way of characterizing a communications link.

Non-maskable interrupt

Non-maskable interrupt

In computing, a non-maskable interrupt (NMI) is a hardware interrupt that standard interrupt-masking techniques in the system cannot ignore. It typically occurs to signal attention for non-recoverable hardware errors. Some NMIs may be masked, but only by using proprietary methods specific to the particular NMI.

Integrated circuit

Integrated circuit

An integrated circuit or monolithic integrated circuit is a set of electronic circuits on one small flat piece of semiconductor material, usually silicon. Large numbers of miniaturized transistors and other electronic components are integrated together on the chip. This results in circuits that are orders of magnitude smaller, faster, and less expensive than those constructed of discrete components, allowing a large transistor count. The IC's mass production capability, reliability, and building-block approach to integrated circuit design has ensured the rapid adoption of standardized ICs in place of designs using discrete transistors. ICs are now used in virtually all electronic equipment and have revolutionized the world of electronics. Computers, mobile phones and other home appliances are now inextricable parts of the structure of modern societies, made possible by the small size and low cost of ICs such as modern computer processors and microcontrollers.

Sprite (computer graphics)

Sprite (computer graphics)

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general.

Palette (computing)

Palette (computing)

In computer graphics, a palette is the set of available colors from which an image can be made. In some systems, the palette is fixed by the hardware design, and in others it is dynamic, typically implemented via a color lookup table (CLUT), a correspondence table in which selected colors from a certain color space's color reproduction range are assigned an index, by which they can be referenced. By referencing the colors via an index, which takes less information than needed to describe the actual colors in the color space, this technique aims to reduce data usage, including processing, transfer bandwidth, RAM usage, and storage. Images in which colors are indicated by references to a CLUT are called indexed color images.

Digital signal processor

Digital signal processor

A digital signal processor (DSP) is a specialized microprocessor chip, with its architecture optimized for the operational needs of digital signal processing. DSPs are fabricated on MOS integrated circuit chips. They are widely used in audio signal processing, telecommunications, digital image processing, radar, sonar and speech recognition systems, and in common consumer electronic devices such as mobile phones, disk drives and high-definition television (HDTV) products.

Sony

Sony

Sony Group Corporation , commonly known as simply Sony, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional electronic products, the largest video game console company and the largest video game publisher. Through Sony Entertainment, it is one of the largest music companies and the third largest film studio, making it one of the most comprehensive media companies. It is the largest technology and media conglomerate in Japan. It is also recognized as the most cash-rich Japanese company, with net cash reserves of ¥2 trillion.

Games

1757 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), Donkey Kong Country (1994), EarthBound (1994), Super Metroid (1994), 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. Many Super NES emulators have been produced. Mode 7 is a graphics mode that can simulate simple 3D effects.

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List of Super Nintendo Entertainment System games

List of Super Nintendo Entertainment System games

The Super Nintendo Entertainment System has a library of 1,755 official releases, of which 721 were released in North America plus 4 championship cartridges, 522 in Europe, 1,448 in Japan, 231 on Satellaview, and 13 on Sufami Turbo. 295 releases are common to all regions, 148 were released in Japan and the US only, 165 in Europe and the US, and 28 in Japan and Europe. There are 978 Japanese exclusives, 110 US exclusives, and 34 European exclusives.

List of best-selling Super Nintendo Entertainment System video games

List of best-selling Super Nintendo Entertainment System video games

This is a list of video games for the Super Nintendo Entertainment System (SNES) video game console, known as the Super Famicom (SFC) in Japan, that have sold or shipped at least one million copies. The best-selling game on the SNES is Super Mario World. First released in Japan on November 21, 1990, it went on to sell over 20 million units worldwide. The second Super Mario game on the SNES, Super Mario All-Stars, is the second-best-selling game on the platform, with sales in excess of 10.5 million units. The console's top five is rounded out by Rare's Donkey Kong Country in third, with sales of 9.3 million units, while its two follow-ups are also in the top ten, Super Mario Kart in fourth, selling over 8.7 million units, and Street Fighter II: The World Warrior in fifth, with 6.3 million units sold.

Satellaview

Satellaview

The Satellaview is a satellite modem peripheral produced by Nintendo for the Super Famicom in 1995. Containing 1 megabyte of ROM space and an additional 512 kB of RAM, Satellaview allowed players to download games, magazines, and other media through satellite broadcasts provided by Japanese company St.GIGA. Its heavy third-party support included Squaresoft, Taito, Konami, Capcom, and Seta. To use Satellaview, players purchased a special broadcast satellite (BS) tuner directly from St.GIGA or rented one for a six-month fee, and paid monthly subscription fees to both St.GIGA and Nintendo. It attaches to the expansion port on the bottom of the Super Famicom.

Super Mario World

Super Mario World

Super Mario World, known in Japan as Super Mario World: Super Mario Bros. 4, is a platform video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan in 1990, North America in 1991 and Europe and Australia in 1992. The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings. The gameplay is similar to that of earlier Super Mario games: players control Mario through a series of levels in which the goal is to reach the goalpost at the end.

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past is an action-adventure game developed and published by Nintendo for the Super Nintendo Entertainment System. It is the third game in The Legend of Zelda series and was released in 1991 in Japan and 1992 in North America and Europe.

Donkey Kong Country

Donkey Kong Country

Donkey Kong Country is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is a reboot of Nintendo's Donkey Kong franchise and follows the gorilla Donkey Kong and his nephew Diddy Kong as they set out to recover their stolen banana hoard from the crocodile King K. Rool and his army, the Kremlings. The single-player traverses 40 side-scrolling levels as they jump between platforms and avoid obstacles. They collect items, ride minecarts and animals, defeat enemies and bosses, and find secret bonus stages. In multiplayer modes, two players work cooperatively or race each other.

EarthBound

EarthBound

EarthBound, released in Japan as Mother 2: Gīgu no Gyakushū, is a role-playing video game developed by Ape Inc. and HAL Laboratory and published by Nintendo for the Super Nintendo Entertainment System. The second entry in the Mother series, it was first released in Japan in August 1994, and in North America in June 1995. As Ness and his party of Paula, Jeff and Poo, the player travels the world to collect melodies from eight Sanctuaries in order to defeat the universal cosmic destroyer Giygas.

Super Metroid

Super Metroid

Super Metroid is an action-adventure game developed by Nintendo and Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System in 1994. It is the third installment in the Metroid series, following the events of the Game Boy game Metroid II: Return of Samus (1991). Players control bounty hunter Samus Aran, who travels to planet Zebes to retrieve an infant Metroid creature stolen by the Space Pirate leader Ridley.

Super NES Classic Edition

Super NES Classic Edition

The Super NES Classic Edition is a dedicated home video game console released by Nintendo, which emulates the Super Nintendo Entertainment System. The console, a successor to the NES Classic Edition, comes with twenty-one Super NES titles pre-installed, including the first official release of Star Fox 2. It was released in North America and Europe on September 29, 2017.

Nintendo Switch Online

Nintendo Switch Online

Nintendo Switch Online (NSO) is an online subscription service for the Nintendo Switch video game console. The service is Nintendo's third generation online service after Nintendo Wi-Fi Connection and Nintendo Network. Following an interim period where Nintendo offered online multiplayer free of charge, the subscription service officially launched on September 18, 2018.

List of Game Boy games

List of Game Boy games

The Game Boy portable system has a library of games, which were released in plastic ROM cartridges. The Game Boy first launched in Japan on April 21, 1989, with Super Mario Land, Alleyway, Baseball and Yakuman. For the North American launches, Tetris and Tennis were also featured, while Yakuman was never released outside of Japan. The last games to be published for the system were the Japan-only titles Shikakei Atama o Kore Kusuru: Kanji no Tatsujin and Shikakei Atama o Kore Kusuru: Keisan no Tatsujin, which were both released on March 30, 2001. This list is initially organized alphabetically by their English titles, or, when Japan-exclusive, their rōmaji transliterations; however, it is also possible to sort each column individually by clicking the square icon at the top of each column. The Game Boy system is not region locked, meaning that software purchased in any region can be played on any region's hardware. For Game Boy Color cartridges compatible with the original Game Boy, see those indicated in List of Game Boy Color games.

Super Game Boy

Super Game Boy

The Super Game Boy is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console. Released in June 1994, it retailed for $59.99 in the United States and £49.99 in the United Kingdom. In South Korea, it is called the Super Mini Comboy and was distributed by Hyundai Electronics.

Peripherals

North American Super NES controller
North American Super NES controller

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.[80][81] The Japanese and PAL region versions incorporate the four colors of the face buttons into the system's logo. The North American version's buttons are 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.[96][97][98] 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),[99] the TeeV Golf golf club,[100][101] and the Justifier (a revolver-shaped light gun made by Konami for Lethal Enforcers).

The Super Game Boy cartridge adapts Game Boy games to the Super NES.
The Super Game Boy cartridge adapts Game Boy games to the Super NES.

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.[102] 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.[103] 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.

Satellaview with Super Famicom
Satellaview with Super Famicom

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.[104] 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 Sega CD. Sony produced a Nintendo Play Station prototype which was canceled, diverting this inertia into its own PlayStation console. 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.[105][106]

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List of Super Nintendo Entertainment System accessories

List of Super Nintendo Entertainment System accessories

The list of Super Nintendo Entertainment System accessories encompasses first- and third-party hardware in the 1990s.

Dreamcast

Dreamcast

The Dreamcast is a home video game console released by Sega on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first sixth-generation video game console, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast was Sega's final console, its 2001 discontinuation ending the company's eighteen years in the console market.

Classic Controller

Classic Controller

The Classic Controller is a game controller produced by Nintendo for the Wii home video game console. While it later featured some compatibility with the Wii U console, the controller was ultimately succeeded by the Wii U Pro Controller. In April 2014, Nintendo discontinued production of both the Classic Controller and Classic Controller Pro.

Nintendo DS

Nintendo DS

The Nintendo DS is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tandem, a built-in microphone and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony's PlayStation Portable during the seventh generation of video game consoles.

Light gun

Light gun

A light gun is a pointing device for computers and a control device for arcade and video games, typically shaped to resemble a pistol.

Multitap

Multitap

A multitap is a video game console peripheral that increases the number of controller ports available to the player, allowing additional controllers to be used in play, similar to a USB hub or a power strip. A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself.

Hudson Soft

Hudson Soft

Hudson Soft Co., Ltd. was a Japanese video game company that released numerous games for video game consoles, home computers and mobile phones, mainly from the 1980s to the 2000s. It was headquartered in the Midtown Tower in Tokyo, with an additional office in the Hudson Building in Sapporo.

NES Advantage

NES Advantage

The NES Advantage is an arcade style controller manufactured by Asciiware and released by Nintendo for the Nintendo Entertainment System in 1987. The device is meant to rest on a flat surface at a comfortable level, such as a tabletop or the floor, with the player seated behind it. This way, it can be used like an arcade game joystick—with the left hand using the joystick and the right hand operating the buttons.

Capcom

Capcom

Capcom Co., Ltd. is a Japanese video game company. It has created a number of multi-million-selling game franchises, with its most commercially successful being Resident Evil, Monster Hunter, Street Fighter, Mega Man, Devil May Cry, Dead Rising, and Marvel vs. Capcom. Mega Man himself serves as the official mascot of the company. Established in 1979, it has become an international enterprise with subsidiaries in East Asia, Europe, and North America.

BatterUP

BatterUP

BatterUP is a "24-inch foam-covered plastic" baseball bat-shaped controller manufactured for the personal computer, Sega Genesis, and the Super Nintendo Entertainment System by Sports Sciences Inc.

Life Fitness

Life Fitness

Life Fitness is an American fitness company specializing in the production and distribution of cardiovascular and strength training equipment under several brands including Life Fitness, Cybex and Hammer Strength. It is headquartered in Franklin Park, Illinois and is a portfolio company of KPS Capital Partners.

Konami Justifier

Konami Justifier

The Justifier is a light gun peripheral released by Konami for numerous home console games. Konami released versions of the gun for the Mega Drive/Genesis, Super NES, and PlayStation consoles. The original gun was similar in appearance to a Colt Python. The guns were originally designed for use with the home versions of Konami's Lethal Enforcers games, although they are compatible with other titles as well.

Enhancement chips

Star Fox is the first Super FX game, based on 3D polygons.
Star Fox is the first Super FX game, based on 3D polygons.

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.[107]

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.[108]

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.[109] 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.[110]

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.[108]

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.[111]

Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few games.[110]

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List of Super NES enhancement chips

List of Super NES enhancement chips

The list of Super NES enhancement chips demonstrates Nintendo hardware designers' plan to easily expand the Super Nintendo Entertainment System with special coprocessors. This standardized selection of chips was available to licensed developers, to increase system performance and features for each game cartridge. As increasingly superior chips became available throughout the Super NES's generation, this provided a cheaper and more versatile way of maintaining the system's market lifespan compared to Nintendo's option of having included a much more expensive CPU or a more obsolete stock chipset.

Star Fox (1993 video game)

Star Fox (1993 video game)

Star Fox, known as Starwing in PAL regions, is a rail shooter video game developed by Nintendo and Argonaut Software and published by Nintendo for the Super Nintendo Entertainment System. The first game in the Star Fox series, the story follows Fox McCloud and the rest of the Star Fox team defending their homeworld of Corneria against the invading forces of Andross.

Super FX

Super FX

The Super FX is a coprocessor on the Graphics Support Unit (GSU) added to select Super Nintendo Entertainment System (SNES) video game cartridges, primarily to facilitate advanced 2D and 3D graphics. The Super FX chip was designed by Argonaut Games, who also co-developed the 3D space rail shooter video game Star Fox with Nintendo to demonstrate the additional polygon rendering capabilities that the chip had introduced to the SNES.

Reduced instruction set computer

Reduced instruction set computer

In computer engineering, a reduced instruction set computer (RISC) is a computer architecture designed to simplify the individual instructions given to the computer to accomplish tasks. Compared to the instructions given to a complex instruction set computer (CISC), a RISC computer might require more instructions in order to accomplish a task because the individual instructions are written in simpler code. The goal is to offset the need to process more instructions by increasing the speed of each instruction, in particular by implementing an instruction pipeline, which may be simpler given simpler instructions.

Texture mapping

Texture mapping

Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color.

Digital signal processor

Digital signal processor

A digital signal processor (DSP) is a specialized microprocessor chip, with its architecture optimized for the operational needs of digital signal processing. DSPs are fabricated on MOS integrated circuit chips. They are widely used in audio signal processing, telecommunications, digital image processing, radar, sonar and speech recognition systems, and in common consumer electronic devices such as mobile phones, disk drives and high-definition television (HDTV) products.

Microcode

Microcode

In processor design, microcode is a technique that interposes an intermediate layer between the central processing unit (CPU) hardware and the programmer-visible instruction set architecture of a computer.

Nintendo Power (cartridge)

Nintendo Power (cartridge)

Nintendo Power was a video game distribution service for Super Famicom or Game Boy operated by Nintendo that ran exclusively in Japan from late 1996 until February 2007. The service allowed users to download Super Famicom or Game Boy titles onto a special flash memory cartridge for a lower price than that of a pre-written ROM cartridge.

Flash memory

Flash memory

Flash memory is an electronic non-volatile computer memory storage medium that can be electrically erased and reprogrammed. The two main types of flash memory, NOR flash and NAND flash, are named for the NOR and NAND logic gates. Both use the same cell design, consisting of floating gate MOSFETs. They differ at the circuit level depending on whether the state of the bit line or word lines is pulled high or low: in NAND flash, the relationship between the bit line and the word lines resembles a NAND gate; in NOR flash, it resembles a NOR gate.

Reception and legacy

European version of the Super NES control deck at the Computer and Video Game Console Museum of Helsinki in 2012
European version of the Super NES control deck at the Computer and Video Game Console Museum of Helsinki 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.[7] Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide,[7] 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.[112] In 2007, GameTrailers named the Super NES as the second-best console of all time 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.[113] 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."[114] 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;[115] 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.[116] 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.[117] At the same time, GameDaily rated it fifth of the ten greatest consoles for its graphics, audio, controllers, and games.[118] In 2009, IGN named the Super NES the fourth-best video game console, complimenting its audio and number of AAA games.[96]

Emulation

Super NES emulation began with VSMC in 1994, and Super Pasofami became the first working Super NES emulator in 1996.[119] During that time, two competing emulation projects, Snes96 and Snes97, merged to form Snes9x.[108] In 1997, ZSNES development began.[120] In 2004, Bsnes development began with the goal of preservation through maximal accuracy and compatibility, and was renamed to Higan.

Nintendo of America maintained its stance against the distribution of Super NES ROM image files and the use of emulators as it does with the NES, insisting that these things represent flagrant copyright infringement.[121] 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 Super NES, but never released it.[122]

Unofficial Super NES emulation is available on virtually all platforms, such as Android,[123] iOS,[124][125] game consoles, and PDAs.[126] 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 Super NES 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 Super NES, is bundled with two Super NES-style controllers and 21 games, including the previously unreleased Star Fox 2.[127]

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Helsinki

Helsinki

Helsinki is the capital, primate, and most populous city of Finland. Located on the shore of the Gulf of Finland, it is the seat of the region of Uusimaa in southern Finland, and has a population of 658,864. The city's urban area has a population of 1,268,296, making it by far the most populous urban area in Finland as well as the country's most important center for politics, education, finance, culture, and research. Helsinki is located 80 kilometres (50 mi) north of Tallinn, Estonia, 400 km (250 mi) east of Stockholm, Sweden, and 300 km (190 mi) west of Saint Petersburg, Russia. It has close historical ties with these three cities.

List of best-selling game consoles

List of best-selling game consoles

A home video game console is a standardized computing device tailored for video gaming that requires a computer monitor or television set as an output. These self-contained pieces of electronic equipment weigh between 2 and 9 pounds (1–4 kg) on average, and their compact size allows them to be easily used in a variety of locations with an electrical outlet. Handheld controllers are commonly used as input devices. Video game consoles may use one or more data storage device, such as hard disk drives, optical discs, and memory cards for downloaded content. Each are usually developed by a single business organization. Dedicated consoles are a subset of these devices only able to play built-in games. Video game consoles in general are also described as "dedicated" in distinction from the more versatile personal computer and other consumer electronics. Sanders Associates engineer Ralph H. Baer along with company employees Bill Harrison and Bill Rusch licensed their television gaming technology to contemporary major TV manufacturer Magnavox. This resulted in Magnavox Odyssey's 1972 release—the first commercially available video game console.

Electronic Gaming Monthly

Electronic Gaming Monthly

Electronic Gaming Monthly is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews.

GameTrailers

GameTrailers

GameTrailers (GT) was an American video gaming website created by Geoffrey R. Grotz and Brandon Jones in 2002. The website specialized in multimedia content, including trailers and gameplay footage of upcoming and recently released video games, as well as an array of original video content focusing on video games, including reviews, countdown shows, and other web series.

DualShock

DualShock

The DualShock is a line of gamepads with vibration-feedback and analog controls developed by Sony Interactive Entertainment for the PlayStation family of systems. Introduced in November 1997, it was initially marketed as a secondary peripheral for the original PlayStation, with updated versions of the PlayStation console including the controller, Sony subsequently phased out the controller that was originally included with the console, called the PlayStation controller, as well as the Sony Dual Analog Controller. The DualShock is the best-selling gamepad of all time in terms of units sold, excluding bundled controllers.

GameDaily

GameDaily

GameDaily (GD) was a video game journalism website based in the United States.

IGN

IGN

IGN is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. It focuses on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat.

AAA (video game industry)

AAA (video game industry)

In the video game industry, AAA is an informal classification used to categorise games produced and distributed by a mid-sized or major publisher, which typically have higher development and marketing budgets than other tiers of games.

Higan (emulator)

Higan (emulator)

Higan is a free emulator for multiple video game consoles, including the Super Nintendo Entertainment System. Originally called bsnes, the emulator is notable for attempting to emulate the original hardware as accurately as possible through low-level, cycle-accurate emulation and for the associated historical preservation efforts of the Super NES platform.

Copyright infringement

Copyright infringement

Copyright infringement is the use of works protected by copyright without permission for a usage where such permission is required, thereby infringing certain exclusive rights granted to the copyright holder, such as the right to reproduce, distribute, display or perform the protected work, or to make derivative works. The copyright holder is typically the work's creator, or a publisher or other business to whom copyright has been assigned. Copyright holders routinely invoke legal and technological measures to prevent and penalize copyright infringement.

Abandonware

Abandonware

Abandonware is a product, typically software, ignored by its owner and manufacturer, and for which no official support is available.

Homebrew (video games)

Homebrew (video games)

Homebrew, when applied to video games, refers to games produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development. A non-professional developer for a system intended to be user-programmable, like the Commodore 64, is simply called a hobbyist.

Source: "Super Nintendo Entertainment System", Wikipedia, Wikimedia Foundation, (2023, February 13th), https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System.

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Notes
  1. ^ a b Kent says that September 1 was planned but later rescheduled to September 9.[29] Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,[30][31] and it arrived in other regions at a later date.[32] August 23 is also the release date officially recognized by Nintendo of America.[33]
  2. ^ 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.[13]
  3. ^ Though the use of "Super Nintendo" is common in colloquial speech and Nintendo of Europe's website,[14] 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.[15]
  4. ^ Japanese: スーパーファミコン, Hepburn: Sūpā Famikon, officially adopting the abbreviated name of its predecessor, the Famicom
  5. ^ Korean슈퍼 컴보이; RRSyupeo Keomboi
  6. ^ 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.
  7. ^ 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.[56]
  8. ^ 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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