SNES Console Information
SNES console
SNES logo
- Manufacturer: Nintendo
- Type: Video game console
- Generation: Fourth generation (16-bit era)
- First available: Japan: November 21, 1990
- North America: August 13, 1991
- Europe: April 11, 1992
- Australia: July 3, 1992
- Online service: Satellaview (Japan Only), XBAND
- Units sold: 49 million
- Top selling game: Super Mario World
- Predecessor: Nintendo Entertainment System
- Successor: Nintendo 64
Details
The Super Nintendo Entertainment System or Super NES (also called SNES and
Super Nintendo) was a 16-bit video game console released by Nintendo in North
America, Europe, Australasia, and Brazil between 1990 and 1993. In Japan and
Southeast Asia, the system is called the Super Family Computer, Super Famicom
, or SFC for short. In South Korea, it is known as the Super Comboy and was
distributed by Hyundai Electronics. Although each version is essentially the
same, several forms of regional lockout prevent direct compatibility.
The Super Nintendo Entertainment System was Nintendo's second home console,
following the Nintendo Entertainment System (NES). The console introduced
advanced graphics and sound capabilities that compensated for its relatively
slow CPU, compared with other consoles at the time. Additionally, the system's
support for numerous enhancement chips (which shipped as part of certain game
cartridges) helped to keep it competitive in the marketplace.
The SNES was a global success, becoming the best-selling console of the 16-bit
era despite its relatively late start and the fierce competition it faced in
North America from Sega's Genesis console. The SNES remained popular well into
the 32-bit era, and although Nintendo has dropped all support for the console,
it continues to be popular among fans, collectors, and emulation enthusiasts,
some of whom are still making "homebrew" ROM images.
History
To compete with the popular NES/Famicom, NEC launched the Turbografx-16/PC-Engine
in 1987, and Sega followed suit with the Genesis/Mega Drive in 1988. Both systems
were built on 16-bit architectures and offered improved graphics and sound over
the 8-bit NES. However, the NES would continue to dominate the gaming market for
several years before Sega's system finally became successful. Nintendo executives
were initially reluctant to design a new system, but they reconsidered when the
NES hardware began to show its age. Seeing its dominance in the market slipping,
Nintendo was compelled to create a new console to compete with its 16-bit rivals.
Launch
Designed by Masayuki Uemura, the designer of the original Famicom, the Super
Famicom was released in Japan on November 21, 1990 for ¥25,000 (US$210). It was
an instant success: Nintendo's initial shipment of 300,000 units sold out within
hours, and the resulting social disturbance led the Japanese government to ask
video game manufacturers to schedule future console releases on weekends. The
system's release also gained the attention of the Yakuza, leading to a decision
to ship the devices at night to avoid robbery.
Console Wars
The rivalry between Nintendo and Sega resulted in a fierce console war in which
Sega positioned the Genesis as the "cool" console, with edgy advertisements
occasionally attacking the competition and more mature titles aimed at older
gamers. Despite the Genesis's head start, its much larger library of games and
its lower price point, market share between the SNES and the Genesis was about
even in April 1992, and neither console could maintain a definitive lead for
several years. The Super NES eventually prevailed, dominating the American
16-bit console market, and would even remain popular well into the 32-bit
generation.
Changes in Policy
During the NES era, Nintendo maintained exclusive control over titles released for
the system—the company had to approve every game, each third-party developer
could only release up to five games per year, those games could not be released
on another console within two years, and Nintendo was the exclusive manufacturer
and supplier of NES cartridges. However, competition from Sega's console brought
an end to this practice; in 1990, Acclaim 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.
The 32-bit era and beyond
Nintendo of America ceased production of the SNES in 1999, about a year after
releasing Kirby's Dream Land 3 (its last first-party game for the system) on
November 27, 1997. The last SNES title to be released in the U.S. was a version
of Frogger in 1998. In Japan, Nintendo continued production of the Super Famicom
until September 2003, and new games were produced until the year 2000, ending
with the release of Metal Slader Glory Director's Cut on December 1, 2000. Some
consider the SNES to embody the "Golden Age of video games", citing its many
groundbreaking games and the perceived focus on gameplay over graphics and technical
gimmicks. Others question this perceived romanticism, believing the system was
just another step in the evolution of video game technology.
Emulation
Emulation projects began with the initial release of VSMC in 1994, and Super
Pasofami became the first working SNES emulator in 1996. During that time,
two competing emulation projects—Snes96 and Snes97—merged to form a new initiative
entitled Snes9x. In 1997, SNES enthusiasts began programming an emulator named
ZSNES. These two have remained among the best-known SNES emulators, although
development continues on others as well. Recently there has been a push for
exact emulation, begun in 2003 by members of both the Snes9x and ZSNES teams and
others, and currently led by the development of bsnes.
Thecnical Specifications
The design of the Super NES incorporates a relatively slow CPU (half the speed
of the Mega Drive), but the powerful graphics and sound co-processors allowed
impressive tiling and Mode 7 effects, many times more colors, and audio quality
that represented a massive leap over the competition. Individual game cartridges
can easily supply further custom chips as needed.
Video
The picture processing unit (PPU) consists of two separate but closely tied IC
packages, which may be considered as a single entity. It also contains 64 KB
(KiB) of SRAM for storing video data (VRAM), 544 bytes of object attribute
memory (OAM) for storing sprite data, and 512 bytes of color generator RAM
(CGRAM) for storing palette data. The PPU is clocked by the same signal as the
CPU, and generates a pixel every two or four cycles. Both NTSC and PAL systems
use the same PPU chips, with one pin per chip selecting NTSC or PAL operation.
- Mode 7: 1 layer of 128x128 tiles from a set of 256, which may be interpreted
as a 256-color one-plane layer or a 128-color two-plane layer. The layer may be
rotated and scaled using matrix transformations. HDMA is often used to change
the matrix parameters for each scanline to generate perspective effects.
Audio
The audio subsystem consists of an 8-bit Sony SPC700, a 16-bit DSP, 64 KB (KiB)
of SRAM shared by the two chips, and a 64 byte boot ROM. The audio subsystem is
almost completely independent from the rest of the system: it is clocked at a
nominal 24.576 MHz in both NTSC and PAL systems, and can only communicate with the
CPU via 4 registers on Bus B.
Onboard RAM
The console contains 128 KB (KiB) of DRAM. This is mapped to various segments of
Bus A, and can also be accessed in a serial fashion via registers on Bus B. The
video and audio subsystems contain additional RAM reserved for use by those
processors.
Region Lockout
Cartridge shape comparison
Top: the Japanese version of the SNES cartridge
Bottom: The American version of the SNES cartridge
On a physical level, the cartridges are shaped differently for different regions.
North American cartridges have a rectangular bottom with inset grooves matching
protruding tabs in the console, while other regions' cartridges are narrower
with a smooth curve on the front and no grooves. The physical incompatibility
can be overcome with use of various adapters, or through modification of the
console.
Console Casing
All versions of the SNES are predominantly gray, although the exact shade may
differ. The original North American version has a boxy design with purple sliding
switches and a dark gray eject lever. The Japanese and European versions are
more rounded, with darker gray accents and buttons. The North American SNES 2
and the Japanese Super Famicom Jr. are both smaller with a rounded contour,
however the SNES 2 buttons are purple where the Super Famicom Jr. buttons are
gray.
Game cartridge
While the SNES can address 128 Mb (Mib), only 117.75 Mb are actually available
for cartridge use. A fairly normal mapping could easily address up to 95 Mb of
ROM data (48 Mb at FastROM speed) with 8 Mb of battery-backed RAM. However, most
available memory access controllers only support mappings of up to 32 Mb. The
largest games released (Star Ocean and Tales of Phantasia) contain 48 Mb of ROM
data, while smallest games contain only 2 Mb.
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.
Peripherals
European and PAL SNES controllers
The SNES standard controller adds two additional face buttons to the design of
the NES iteration, arranging the four in a diamond shape, and the layout adds
two shoulder buttons. It also features an ergonomic design later used for the
NES 2. The Japanese and PAL region versions incorporate the system's logo in the
colors of the four action buttons, while the North American version colors them
lavender and purple to match the redesigned console. Many believe that several
later consoles derive their controller design from the SNES, including the
PlayStation, PS2, PS3, Dreamcast, Xbox, Xbox 360, and Wii (Classic Controller).
Enhancement Chips
As part of the overall plan for the SNES, rather than include an expensive CPU
that would still become obsolete in a few years, the hardware designers made it
easy to interface special coprocessor chips to the console. This is most often
characterized by 16 additional pins on the cartridge card edge.
Market Share
More than 49 million Super NES units were sold worldwide, over 20 million of
which were sold in the U.S. Although it could not quite repeat the success of
the NES, which sold over 60 million units worldwide, the Super NES was the
best-selling console of its era. The Mega Drive came in second with 29 million
sold worldwide, and the TurboGrafx-16 was third with 10 million sold worldwide.