TheSuper Nintendo Entertainment System, commonly shortened toSuper Nintendo,[b]Super NES orSNES,[c] is a16-bithome video game console developed byNintendo 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 theSuper Famicom (SFC).[d] In South Korea, it is called theSuper Comboy[e] and was distributed byHyundai Electronics.[17] The system was released in Brazil on August 30, 1993,[16][18] byPlaytronic. In Russia andCIS, the system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms ofregional lockout prevent cartridges for one version from being used in other versions.
The Super NES is Nintendo's second programmable home console, following theNintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time, like theSega Genesis. It was designed to accommodate the ongoing development ofa variety of enhancement chips integrated intogame 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 the16-bit era after launching relatively late and facing intense competition fromSega's Genesis console in North America and Europe. Overlapping the NES's 61.9 million unit sales, the Super NES remained popular well into the32-bit era, with 49.1 million units sold worldwide by the time it was discontinued in 2003. It continues to be popular among collectors andretro gamers, with newhomebrew games and Nintendo's emulated rereleases, such as on theVirtual Console, theSuper NES Classic Edition,Nintendo Classics; as well as several non-console emulators which operate on a desktop computer or mobile device, such asSnes9x.
To compete with the popularFamily Computer in Japan,NEC Home Electronics launched thePC Engine in 1987, andSega followed suit with theMega 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 the8-bit NES. It took several years for Sega's system to become successful.[19]Bill Mensch, the co-creator of the 8-bitMOS Technology 6502 microprocessor and founder of theWestern Design Center (WDC), gaveRicoh the exclusive right to supply 8-bit and 16-bit WDC microprocessors for the new system.[20] Meanwhile,Sony engineerKen Kutaragi reached an agreement with Nintendo to design the console'ssound chip without notifying his supervisors, who were enraged when they discovered the project; though Kutaragi was nearly fired, then-CEONorio Ohga intervened in support of the project and gave him permission to complete it.[21]
On September 9, 1987, then-Nintendo presidentHiroshi Yamauchi revealed the development of the Super Famicom in the newspaperKyoto Shimbun. On August 30, 1988, in an interview withTOUCH Magazine, Yamauchi announced the development ofSuper 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 forestallChristmas shopping for the PC Engine, and relayedEnix's clarification that it was waiting on sales figures to select either PC Engine or Super Famicom for its nextDragon Quest game. The magazine and Enix both expressed a strong interest in networking as a standard platform feature.[22][23] The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989.[24][25]
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 byMasayuki 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.[26] This gained the attention of theyakuza criminal organizations, so the devices were shipped at night to avoid robbery.[27]
With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market.[28] Nintendo's success was partially due to the retention of most of its key third-party developers, includingCapcom,Konami,Tecmo,Square,Koei, andEnix.[29]
Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America forUS$199 (equivalent to $460 in 2024). It began shipping in limited quantities on August 23, 1991,[a][35] with an official nationwide release date of September 9, 1991.[36] The Super NES was released in the United Kingdom and Ireland in April 1992 for£150 (equivalent to £390 in 2023).[37]
Most of thePAL 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, althoughPAL-M, uses the North American design.[38] Both the NES and Super NES were released in Brazil in 1993 by Playtronic, ajoint venture between the toy companyEstrela and consumer electronics companyGradiente.[39]
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 andF-Zero.[40]Bombuzal was released during the launch week.[41] In North America,Super Mario World was launched as a bundle with the console; otherlaunch games includeF-Zero,Pilotwings (both of which demonstrate the console'sMode 7 pseudo-3D rendering),SimCity, andGradius III.[42]
The rivalry between Nintendo and Sega was described as one of the most notable console wars in video game history,[43] in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition.[44] Nintendo scored an early public-relations advantage by securing the first console conversion of Capcom's arcade hitStreet 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,[45] it only represented an estimated 60% of the American 16-bit console market in June 1992,[46] 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,[47][48][49][50] and for a time, maintain against thePlayStation andSaturn.[51] According to Nintendo, the company had sold more than 20 million Super NES units in the U.S.[52] According to a 2014Wedbush Securities report based onNPD sales data, the Super NES outsold the Genesis in the U.S. market by1.5 million units.[53]
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) andSquare were the most notable holdouts.[54]
Nintendo continued to carefully review submitted games, scoring them on a 40-point scale and allocating marketing resources accordingly. Each region performed separate evaluations.[55] 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 hitMortal Kombat (1992), a gory fighting game with huge splashes of blood and graphically violentfatality moves, was heavily censored by Nintendo.[f] Because the Genesis version allowed for an uncensored version via cheat code,[56] it outsold the censored Super NES version by a ratio of nearly three to one.[57]
U.S. SenatorsHerb Kohl andJoe 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 theInteractive Digital Software Association and theEntertainment Software Rating Board and the inclusion of ratings on all video games.[56][57] With these ratings in place, Nintendo decided its censorship policies were no longer needed.[57]
While other companies were moving on to32-bit systems,Rare and Nintendo proved that the Super NES was still a strong contender in the market. In November 1994, Rare releasedDonkey Kong Country, a platform game featuring 3D models and textures pre-rendered onSilicon 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.[58][59] According to TRSTS reports, two of the top five bestselling games in the U.S. for December 1996 are Super NES games.[60]
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 forUS$99 (equivalent to $200 in 2024), with some units including the pack-in gameSuper Mario World 2: Yoshi's Island.[61][62] Like the earlierNew-Style NES (model NES-101), this is slimmer and lighter than its predecessor,[62] 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.[63] The redesign stayed out of Europe.
Nintendo ceased production of the Super NES in North America in 1999,[7] about two years after releasingKirby's Dream Land 3 (its final second-party game in the US) on November 27, 1997, and one year after releasingFrogger (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,[9] and new games were produced until the year 2000, ending with the release ofMetal Slader Glory Director's Cut on November 29, 2000.[64]
Many popular Super NES games were ported to theGame Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that Super NES games would be made available for download via theWii'sVirtual Console service.[65] 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.[66] On March 3, 2016, Nintendo Co., Ltd. announced that it would bring Super NES games to theNew Nintendo 3DS and New Nintendo 3DS XL (and later theNew Nintendo 2DS XL) via its eShop download service.[67] At theNintendo Direct event on September 4, 2019, Nintendo announced that it would be bringing select Super NES games to theNintendo Switch Online classic games library, later renamedNintendo Classics.[68][69]
The 16-bit design of the Super NES[70] incorporates graphics and sound co-processors that perform tiling and simulated 3D effects, a palette of 32,768 colors, and 8-channelADPCM audio. These base platform features, plus the ability to dramatically extend them all through substantialchip 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.[71]
TheCPU is aRicoh 5A22, a derivative of the 16-bitWDC 65C816 microprocessor. InNTSC regions, its nominal clock speed is 3.58MHz will slow to either 2.68 MHz or 1.79 MHz when accessing some slower peripherals.[72]
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-channelDMA unit, an 8-bit parallel I/O port a controller port interface circuits allowingserial andparallel access to controller data, a 16-bit multiplication and division unit, and circuitry for generatingnon-maskable interrupts onV-blank andIRQ interrupts on calculated screen positions.[72]
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.[73] The first revision 5A22 has a fatal bug in the DMA controller that can crash games; this was corrected in subsequent revisions.[74]
The console contains 128KB of general-purpose "work" RAM, which is separate from the 64KB dedicated to the video subsystem and the 64KB dedicated to the audio subsystem.[75]
The Picture Processing Unit (PPU) consists of two closely tiedIC packages. It contains 64KB ofSRAM for video data, 544 bytes of object attribute memory (OAM) forsprite data, and 256 × 15 bits of color generator RAM (CGRAM) forpalette data. This CGRAM provisions up to 256 colors, chosen from the15-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.[70]
The two main audio chips, from left: the S‑SMP CPU and the S‑DSP digital signal processor
The S-SMP audio subsystem consisted of a 16-bitdigital signal processor (DSP) to sequence the mix samples, an 8-bit SPC700 CPU to drive the DSP and 64KB of dedicatedPSRAM.[75] It was designed byKen Kutaragi and produced bySony[76] 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 usingBRR and capable of applying effects such asecho.[77] 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.[78]
The North American design is compared to the Japanese and PAL region design, which has the optional pins forenhancement chips such as theSuper FX chip.
Nintendo employed several types ofregional 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 throughmodification of the console.[79][80]
Internally, a regionallockout 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.[81]
PAL consoles face another incompatibility when playing out-of-region cartridges: theNTSC video standard specifies video at 60 Hz butPAL operates at 50 Hz, resulting in an approximately 16.7% slower framerate. PAL's higher resolution results inletterboxing of the output image.[79] 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.[82]
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[83] (who previously redesigned the Famicom to become the NES[84]), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both toinvite interaction and to prevent food or drinks from being placed on the console and spilling as with the flat-surfaced NES.[83] 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 theNintendo 64 andGameCube) can outputcomposite video,S-Video andRGB signals, as well asRF with an externalRF modulator.[85][86] 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;[87] the redesigned models output composite video only, requiring an external modulator for RF.[86]
The Nintendo Super System (NSS) is anarcade system for retail preview of 11 particular Super NES games in the United States, similar to thePlayChoice-10 forNES games. It consists of slightly modified Super NES hardware with amenu interface and 25-inch monitor, that allows gameplay for a certain amount of time depending on game credits.[88][89] Manufacturing of this model was discontinued in 1992.[90][91]
A cost-reduced version of the console, referred to as theNew-Style Super NES[86] (model SNS-101)[92] in North America and as theSuper Famicom Jr.[h][93] in Japan, was released late in the platform's lifespan; designed by Barr,[92] it incorporates design elements from both the original North American and Japanese/European console models[92][94] but in a smaller form factor.[95][96] 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).[96] The redesign did not receive a release in Europe.[97]
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.[95][98] Internally, the redesigned model consolidates the console's hardware into asystem-on-chip (SoC) design.[99] The redesigned console lacks the bottom expansion slot, rendering it incompatible with the Japan-exclusiveSatellaview add-on.[96]
For AV output, the redesigned console features the same multi-out port used on the original models.[85][100] Unlike the latter models, the former's AV port only supportscomposite video output natively as support forRGB video andS-Video was disabled internally; however, they can be restored via a "relatively simple" modification.[92][100] The internalRF modulator was also removed, requiring an external one for such output if needed.[86][95] 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.[99]
The redesigned console first released in October 1997 in North America, where it originally retailed for US$99.95 in a bundle withSuper Mario World 2: Yoshi's Island;[95]it was subsequently released in Japan on March 27, 1998, where it retailed for ¥7,800.[93][101] Nintendo marketed it as an entry-level gamer's system for consumers who were apprehensive about the higher price of newer systems such as theNintendo 64.[102][103] Nintendo also introduced a slightly altered controller for it, with the console's logo replaced by an embossed Nintendo logo.[95]
TheABS 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.[104] This issue may be reversed with a method calledRetrobrighting, where a mixture of chemicals is applied to the case and exposed to UV light.[105]
Super NES games are distributed onROM cartridges, officially referred to asGame Pak in most Western regions,[106] and as Cassette (カセット,Kasetto) in Japan and parts of Latin America.[107] Though the Super NES can address 128 Mbit,[i] 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 andStar Ocean) contain 48 Mbit of ROM data,[108][109] 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 maximumcurrent rating of the console.
The layout of the SNES Controller became the basis for many other controllers.
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.[83][84] 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 thePlayStation,Dreamcast,Xbox, andWii Classic Controller.[113][114][115] This face button layout is on future Nintendo systems since theNintendo DS.
Several peripherals add to the functionality of the Super NES. Some are required by certain games, such as theSuper Scopelight gun, and theSuper NES Mouse for apoint and click interface. Various third-parties, under license from Nintendo, releasedmultitap adapters connecting up to five controllers into a single console, starting with the Super Multitap byHudson Soft in conjunction with theSuper Bomberman series. Specialized third-party controllers, such as the AsciiPad and Super Advantage (the successor to theNES Advantage) by Asciiware, and the Capcom Fighter Power Stick, an arcade-like joystick controller byCapcom designed specifically forStreet Fighter II. Unusual controllers include theBatterUP baseball bat, theLife Fitness Entertainment System (anexercise bike controller with built-in monitoring software),[116] the TeeV Golf golf club,[117][118] and theJustifier (a revolver-shaped light gun made byKonami forLethal Enforcers).
Though Nintendo never released an adapter for playing NES games on the Super NES, theSuper Game Boy adapter cartridge allows games designed for Nintendo's portableGame 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.[119] 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 theGame Geniecheat cartridge designed for use with Super NES games.
Soon after the release of the Super NES, companies began marketingbackup devices such as the Super Wildcard, Super Pro Fighter Q, andGame Doctor.[120] These devices create a backup of a cartridge, and can be used to play illicitROM images or to copy games, violatingcopyright laws in many jurisdictions.
TheSatellaview add-on allowed for subscribers of the BS-X service to download games and participate in hosted events with a special adapter.
The Japan-onlySatellaview is a satellitemodem attached to the Super Famicom's expansion port and connected to theSt.GIGAsatellite radio station from April 23, 1995, to June 30, 2000. Satellaview subscribers could download gaming news and specially designed games, which were frequently eitherremakes of or sequels to older Famicom games, and released in installments.[121] In the United States, the relatively short-livedXBAND allowed users to connect to a network via a dial-up modem tocompete against other players around the country.
Nintendo attempted partnerships withSony and thenPhilips, to developCD-ROM-based peripheral prototypes for the console to compete with theTurboGrafx-CD andSega CD. Sony produced thePlayStation (a brand name the company would use fortheir 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 itsCD-imultimedia console.[122][123]
TheSuper FX chip allowedStar Fox 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.[124][125]
TheSuper FX is aRISC 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.[126]
The Nintendo fixed-pointdigital signal processor (DSP) chip allowed fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.[127] Four revisions of the chip exist, each physically identical but with differentmicrocode. 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.[128]
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.[126]
In Japan, games could be downloaded cheaper than standard cartridges, fromNintendo Power kiosks onto special cartridges containingflash 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.[129]
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few games.[128]
European version of the Super NES control deck at the Computer and Video Game Console Museum ofHelsinki 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.[10] Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide,[10] the Super NES was thebest-selling console of its era.
In a 1997 year-end review, a team of fiveElectronic 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.[130] In 2007,GameTrailers named the Super NES as the second-best console of all time (only behind thePlayStation 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.[131] 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."[132] 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;[133] 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 (forits controller) with his hands.[134] 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.[135] At the same time,GameDaily rated it fifth of the ten greatest consoles for its graphics, audio, controllers, and games.[136] In 2009,IGN named the Super NES the fourth-best video game console, complimenting its audio and number ofAAA games.[113]
SNESemulation began with VSMC in 1994, and Super Pasofami became the first working emulator in 1996.[137] During that time, two competing emulation projects, Snes96 and Snes97, merged to formSnes9x.[126] In 1997,ZSNES development began.[138] In 2004, Bsnes development began with the goal of preservation through maximal accuracy and compatibility, and was later renamed toHigan.
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 representcopyright infringement.[139] Emulation proponents assert that the discontinued hardware production constitutesabandonware status, the owners' right to make a personal backup,space shifting for private use, the development ofhomebrew games, the frailty ofROM cartridges and consoles, and the lack of certain foreign imports. Nintendo designed a hobbyist development system for the SNES, but never released it.[140]
Unofficial SNES emulation is available on virtually all platforms, includingAndroid,[141]iOS,[142][143] game consoles, andPDAs.[144] Individual games have been bundled with official dedicated emulators on some GameCube discs, and Nintendo'sVirtual Console service for theWii introduced diverse and officially licensed SNES emulation.
TheSuper NES Classic Edition was released in September 2017 following theNES 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 unreleasedStar Fox 2.[145]
^abKent says that September 1 was planned but later rescheduled to September 9.[30] Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,[31][32] and it arrived in other regions at a later date.[33] August 23 is also the release date officially recognized by Nintendo of America.[34]
^Though the use of "Super Nintendo" is common in colloquial speech and Nintendo of Europe's website,[13] 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.[14]
^The name "SNES" can be pronounced by English speakers as anacronym (one word, like "NATO") with various pronunciations, aninitialism (a string of letters, like "IBM"), or as a hybrid, like "JPEG". In written English, the choice ofindefinite article ("a" or "an") is therefore problematic.[15]
^Japanese:スーパーファミコン,Hepburn:Sūpā Famikon, officially adopting the abbreviated name of its predecessor, theFamicom
^In bothThe Ultimate History of Video Games andPurple 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.[57]
^Unless otherwise specified,kilobyte (KB),megabyte (MB), andmegabit (Mbit) are used in thebinary sense in this article, referring to quantities of 1024 or 1,048,576.
^abBrian Byrne, Brian (2017).History of the Super Nintendo (SNES): Ultimate Guide to the SNES Games & Hardware. Console Gamer Magazine. p. 4.ISBN978-1-5498-9956-0.
^Brian Byrne, Brian (2017).History of the Super Nintendo (SNES): Ultimate Guide to the SNES Games & Hardware. Console Gamer Magazine. p. 5.ISBN978-1-5498-9956-0.
^Coelho, Victor (November 24, 2014)."Super Nintendo completa 24 anos" [Super Nintendo turned 24 years old].Exame (in Portuguese).Archived from the original on November 6, 2018. RetrievedJune 3, 2018.
^Sheff (1993), pp. 353–356. "The Genesis continued to flounder through its first couple of years on the market, although Sega showedSisyphean resolve.... [By mid-1991] Sega had established itself as the market leader of the next generation."
^Kent (2001), 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."
^Kristan Reed (January 19, 2007)."Virtual Console: SNES".Eurogamer.Archived from the original on March 4, 2016. RetrievedFebruary 12, 2009.
^Campbell, Ron (August 27, 1991). "Super Nintendo sells quickly at OC outlets".The Orange County Register.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.
^"Super Nintendo It's Here!!!".Electronic Gaming Monthly. No. 28. Sendai Publishing Group. November 1991. p. 162.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.
^"New products put more zip into the video-game market".Chicago Sun-Times. August 27, 1991. Archived fromthe original(abstract) on November 3, 2012. RetrievedMarch 5, 2010.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.
^Campbell, Ron (August 27, 1991). "Super Nintendo sells quickly at OC outlets".The Orange County Register.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.
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^Kent (2001), 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."
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^Kent (2001), p. 496-497. "The late November release ofDonkey 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."
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^"Sega farms out Genesis".Television Digest. March 2, 1998. "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."
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