Japanese Video Games

Back ] Home ] Up ] Next ]

 
     
Super Nintendo Entertainment System
 

The Super Nintendo Entertainment System (Super NES or SNES) is a video game console designed and built by Nintendo in the 1990s. It is the sucessor to the Nintendo Entertainment System in the North America and Europe. It was the major rival of Sega Megadrive/Sega Genesis during the 16-bit era. The Super NES is also nicknamed Yoshi, because Yoshi was the first video game character ever to receive a debut on this console.

For more information on the Japanese version, see: Super Famicom

Market History

Development

Nintendo executives at first were not interested in making a new system when rival Sega announced that they would release their 16-Bit Sega Megadrive/Sega Genesis in 1988. However, the executives were quick to see the Genesis taking over the market in North America, due to its large library of sports games and arcade ports, as well as its superior technology. The NES did not do well in Europe, and the Megadrive surpassed the SNES there as well.

Hiroshi Yamauchi, the Nintendo CEO at the time, had put Masayuki Uemura in charge of designing the console. They had originally planned for the Famicom/NES to be 16-bit systems, but those components were too expensive at the time, and so they were 8-bit systems. With the components being cheaper at the time, Nintendo did not hesitate to build a more powerful system.

Release and Sales

The Super Famicom was released November 21, 1990 in Japan.

Of course, many companies who bought NES licenses also purchased SNES licenses, giving the company a strong lead against it's competition.

The United States Version of the Super NES was released September 1, 1991 with a starting price of $200. The first Super NES set was packaged with Super Mario World and two controllers.

The North American release was not as easy as the Super Famicom had been. It was not backwards compatible with the NES (Like some Atari Models), generating some consumer hesitation. In addition, Sega had already released some very popular titles for their Genesis console. One example was Sonic the Hedgehog) which proved vital in the marketing of the Genisis because of the characters popularity. In addition, the Genesis was about $50 cheaper than the SNES.

A few months after it's initial release, the Power Set, a bare-bones version of the SNES, was released in North America, selling for $100. Towards the middle of its life, the North American set was distributed like it was the first time, but the game varied. One set was sold with the Super Game Boy accessory.

The PAL version of the SNES was released in the United Kingdom for £150 in April 1992, the German release taking place a few weeks later.

Internally, the consoles were only different depending on the TV standard in that country. Many Australian video games came from Europe because both used PAL systems. RPG's needed to be translated into other languages, because of how important the text is in the game. But many action titles and shooters didn't need translation because the text wasn't as important to game play.

Despite it's challanges, it's family-friendly image, marginally superior technical capabilities, and popular icon game characters like Mario, the SNES became dominant throughout the early 1990s. The SNES played a game of catchup and won, although in the United States the Genesis was more successful. By the end Nintendo had twice as many sales of it's console than Sega.

The number of games for the SNES was larger than the number of gamers for its predecessor the NES. It many exclusive titles, some of which were considered to be the best video games at the time. It also had many best-selling (and often still expensive) RPGs, such as Final Fantasy VI and Chrono Trigger. Some Super NES games are enhanced remakes of Famicom/NES games. One example is Super Mario All Stars, another is Ninja Gaiden Trilogy.

The European console was similar to the Japanese Super Famicom. Nintendo never got much of a footing in Europe, particularly due to the distribution problems. Ironically, there were converters available that allowed users to play Sega Master System games on the Sega Megadrive. Both consoles were very popular in Europe.

Decline

Sales of the SNES in North America declined from 1996 to 1999, with the Sony Playstation and Nintendo 64 eating away at its marketing share. Nintendo discontinued it's production in North America and Europe in 1999. Production along with the NES continued in Japan until September 2003. By this time, it had already left its mark of many millions of cartridges.

An SNES redesign, which was lighter in weight, came out in October 1997 for $99.99 in the United States to get the last few sales from people still interested in the 16-Bit market. The game was packaged with Super Mario World 2: Yoshi's Island. The RF Ports and expansion ports did not come with the version; Hopes of an SNES-CD died, and the resources helped make the Playstation.

The Super NES was superseded by the Nintendo 64. Many of the successful games for the system are being revived in the Game Boy Advance, which has remarkably similar capabilities.

Emulation

Like its predecessor, the SNES has had a continued interest among its fans, and it has continued to thrive on a second-hand market stronger than the NES and later through console emulation. Through this time, many gamers rediscovered the SNES.

Emulation projects began in approximately 1996, with projects such as "VSMC", T and "Super Pasofami". None of theese projects lasting past 1998.

In early 1998 SNES enthusiasts began programming a console emulator named ZSNES. One year later it's rival, SNES9X, had appeared.

Nintendo took the same stance against SNES ROM image files and emulation as it did with the NES, claiming that they were nothing but gratuitous piracy. Many arguments to make the them legal have been made. Such arguements generally concerned the discontinued production, frailty of cartridges, and lack of certian foreign imports.

Despite their multiple legal threats and attempts to stop such projects, Nintendo's position did not stop the proliferation of ROM files. Since the console's discontinuation, second-hand market decline, and rapid growth of the internet, finding the files became less of a challenge than it had been with the NES. Because of the console's popularity and infamous predecessor, most ROM sites have offered files for the SNES.

Partly responsible for the popularity of emulation, especially for the SNES, may have been critics who called themselves old school gamers. Such critics often argued that games for newer systems (at the time) were often less enjoyable than some of the SNES classics. One common argument was that the introduction of early 3D graphics a primary medium had hindered the the flow of gameplay and hurt the overall feel of the game. (See Nintendo 64 and Sega Saturn)

Like the NES, the SNES console is likely to follow its predecessor's footsteps and command legions of fans for years to come, and the revival of the SNES settling down to a degree.

Many video game critics, including fans of the Final Fantasy video game franchise, consider the SNES "The golden age of video games."

Hardware

Specifications/Features

The Super Nintendo/Super Famicom was the first console capable of applied acoustics in video game audio sold in North America, Europe, and Japan.

  • CPU
    • CPU: WDC 65C816 16 bit processor running at 1.79, 2.68 MHz, or 3.58 MHz (Changeable), with 128 KiB of RAM
  • Sound
    • Sound CPU: 8-bit Sony SPC700 running at 4.1 MHz, with 64 KiB of RAM, PC file name extension: .SPC
    • Main sound Chip: 8-channel DSP with hardware decompression similar to ADPCM
    • Memory Cycle Time: 279 Minutes
    • Cartridge Size Specifications: 2 - 48 Megabits
    • Audio RAM: 512 Kbit
    • Sound Channels: 8, Uses compressed wave samples
    • Pulse Code Modulator: 16-Bit
  • Video
    • Picture Processor Unit: 16-Bit
    • Palette: 32,768 Colors
    • Texture and map RAM: 64 KiB
    • Onscreen colors: 241 in mode 1 or 256 in mode 7, not counting sum-blending
    • Resolution: Most games used 256x224 pixels; there were tricks to get 512x448 but these were rarely used.
    • Maximum onscreen sprites: 128 (32 per line)
    • Maximum number of sprite pixels on one scanline: 256. The picture generator had a bug such that it would drop the frontmost sprites instead of the rearmost sprites if a scanline exceeded the limit.
    • Most common display modes: Pixel-to-pixel text mode 1 (16 colors per tile; 3 scrolling layers) and affine mapped text mode 7 (256 colors per tile; one rotating/scaling layer)
  • Power-Supply
    • Transformer Input: 120V AC, 60 Hz, 17 Watts
    • Transformer Output: 10V DC, 850 mA (NTSC), 9V AC (PAL)
  • Controllers
    • Controller Response: 16 Milliseconds
    • 2 seven-pin controller ports in the front of the machine

Accessories

  • A Game Boy converter called the Super Game Boy was released, much to the chagrin of people who owned both systems. Likewise, Sega never made a Game Gear to Genesis/Megadrive converter, although one was supposedly in the works.

See Also: Super Famicom, Nintendo Family Computer, Nintendo Entertainment System, Sega Megadrive, Sega Genesis, console emulator, ZSNES, list of SNES games, SPC700, .SPC, Nintendo 64, Sony PlayStation, Gameboy Advance.

Article text is from Wikipedia and licensed under terms of GFDL. The original article can be found here.
 
Japanese Video Games: Related Links, Resources & Shopping
  • Discuss any article in the Japan-101 Anime & Video Games forum.
  • Look forward to more links, resources, and shopping information as we are currently updating this section.
 
 
 
Site Map Contact PrivacyAdvertise
 
Japan-101 - Selected as Best Of Japan On The Web 2005 Japan-101 Home
© 2003-2005 Japan-101.com
Japan-101 Selected as Best Of Japan On The Web 2004