Everything In The SNES Classic Edition Box And Original Comparison
By Michael Higham on
What's In The Box?
We have the Super Nintendo Classic Edition and we'll show you everything that comes in the box! We also have the original Super Nintendo on hand so you can see the two side-by-side.
This miniature version of the SNES launches on September 29 for $80 USD / £70 GBP / $100 CAD / $120 AUD. It contains 21 pre-loaded games from the original system, including the never-before-released Star Fox 2.
Let's take a closer look at this reimagination of one of Nintendo's greatest consoles of all time.
Back Of The Box
The back of the box will probably evoke plenty of great memories for those who spent hours on the original console. Here you can see every game that's built into the SNES Classic:
- Contra III: The Alien Wars
- Donkey Kong Country
- Final Fantasy III (Final Fantasy VI in Japan)
- Kirby's Dream Course
- Kirby Super Star
- Mega Man X
- Secret of Mana
- Star Fox
- Star Fox 2
- Street Fighter II Turbo: Hyper Fighting
- Super Castlevania IV
- Super Ghouls'n Ghosts
- Super Mario Kart
- Super Mario RPG: Legend of the Seven Stars
- Super Mario World
- Super Metroid
- Super Punch-Out!
- The Legend of Zelda: A Link to the Past
- Yoshi's Island
The instruction manual will give you some straightforward directions to getting this up and running, but there's more to it...
It folds out as a poster that highlights six games with three screenshots from each: Super Mario World, Super Metroid, Super Mario Kart, Star Fox, F-Zero, and Zelda: A Link to the Past.
You'll get two wired controllers that are exactly as you remember them. They have the same button layout, color scheme, size, and feel as the original. At about five feet in length, the cable on these is considerably longer than the NES Classic controllers!
Here's a quick look at the L and R shoulder buttons.
SNES Classic Console
Finally, here's a look at the console itself. It's designed identically to the Super Nintendo released in North America, but is much smaller.
Power, Reset, Eject
The power and reset buttons work just like they're supposed to while the eject lever doesn't do anything (since there aren't any cartridges to use). It wouldn't be a SNES without all the original features, even if some are non-functional.
The original ports are right up front, but the packaged controllers don't plug into them. So, what do we do?
Real Controller Ports
Pop the fake ports downward to find the real controller ports! These are the same inputs used on the NES Classic and Wii.
Snap the controller input right in and you're ready to go! Well, almost...
HDMI Out, DC Power In
We have to plug in the console through HDMI and use the packaged USB power cable to get it running.
HDMI Cable, AC Adapter, USB Power Cable
The essential contents are all right here. You get a four-foot HDMI cable, the AC adapter for USB, and a four-foot mini-USB cable to juice the SNES Classic console.
Bottom Of The Console
Let's just look at the bottom really quick. Rubber feet will help keep the console in place.
Beside The Original SNES
Please, don't mind the discoloration of our original SNES; it's been through a lot. Here we can see just how much smaller the SNES Classic is compared to the original.
Like a parent and child, the original SNES gives the Classic Edition a piggyback ride!
Can You Tell Which Is The Original?
The controllers packed with the SNES Classic are identical to the originals, almost impossible to tell the two apart. The top one is the Classic Edition gamepad and the bottom one is the original.
Everything You Get
That's everything you get in the packaging: the console, two controllers, HDMI cable, AC adapter, USB cable for power, and the instruction manual and poster. But remember, you get 21 games from one of the most important eras in gaming. So, let's boot this thing up before we go!
Main Menu and UI
The user interface (UI) is designed similar to that of the NES Classic Edition. All the games are on a horizontal scroll and the options bar is on top. You can even pick up right where you left off in games from the main menu.
Are You Getting A SNES Classic?
It's a bit tough to get your hands on the SNES Classic if you haven't pre-ordered it, but it'll be available on September 29 for $80 USD. Stick around for more coverage on the SNES classic; we'll be bringing you gameplay and a full review in the near future. For now, check out what we've covered so far:
Super Nintendo SNES System Console COMPLETE CIB in Original Box with styrofoam
Comes with system, manual, pamphlets, cables, controller, styrofoam and of course, the box itself. The item "Super Nintendo SNES System Console COMPLETE CIB in Original Box with styrofoam" is in sale since Thursday, February 22, 2018. This item is in the category "Video Games & Consoles\Video Game Consoles". The seller is "cartridge-family" and is located in Vancouver. This item can be shipped to Canada, all countries in Europe, United States, Australia, Japan.
- Platform: Nintendo SNES
- MPN: 39975903
- Region Code: NTSC-J (Japan)
- Color: White
It doesn’t matter if you find a Super Nintendo Entertainment System (SNES) in your closet that you want to sell, or if you’re looking to collect for the classic console today – you will still need to know what a Super Nintendo is selling for.
How much is a SNES worth today? Used SNES consoles, on average sell for $87 on eBay, but the system ranges in price anywhere from $33 (for just the console) to $185 (for complete-in-box units) depending on the condition the system is in. The redesigned New-Style Super NES sells for $77 on average.
|Model||eBay (average sold price)||Amazon (lowest price)||GameStop (used price)|
|SNES||$87||$76||$100 (currently unavailable online)|
|New-Style SNES||$77||$75||$100 (currently unavailable online)|
As you can see, used SNES prices can vary quite drastically. The pricing of used SNES consoles largely depends on the condition the unit is in, whether or not the system comes with its original packaging, and even the retailer it is listed on.
As much as used SNES prices can vary, the difference between asking prices of brand new SNES consoles is even more drastic. Because the console is decades old at this point, finding a sealed unit is pretty difficult, and the ones that are out there are extremely expensive. Given its rarity, there isn’t an actual “going rate” for a new, complete-in-box SNES, but expect to see sellers asking for hundreds and even thousands of dollars on eBay.
(Please note: Prices and information below are accurate as of January 20, 2021. This article has been and will continue to be updated to reflect current rates, but prices can fluctuate. Additionally, the information provided is based on the models released in the United States. Models released in other regions may differ from the prices shown below.)
What is a Super NES worth?
- Used: $33-$185
- Refurbished: $140
- New (sealed): ~$400+
Pricing At Popular Retailers:
The eBay prices above are calculated using the retailer’s data of units sold within two months previous to when this article was last updated (January 20, 2021).
What is a New-Style Super NES worth?
- Used: $40-$110
- Refurbished: $120
- New (sealed): ~$350+
Pricing At Popular Retailers:
The eBay prices above are calculated using the retailer’s data of units sold within two months previous to when this article was last updated (January 20, 2021).
What are the differences between the original SNES and the New-Style SNES?
Most notably, the biggest difference between the original SNES and the SNS-101 is the design of the console itself. The New-Style SNES is smaller and more angular than its predecessor. That being said, not all of the changes made were merely aesthetic. In an effort to make the SNS-101 a more affordable alternative to the original SNES, Nintendo had to remove a few features in order to cut the price.
- The original Super Nintendo model
- Model Number: SNS-001
- Supports composite video, S-Video, and RGB
- Sleeker redesigned SNES
- Model Number: SNS-101
- Only supports composite video
- Removed expansion slot and RF modulator that were present in the previous model
- Also shipped alongside a rebranded SNES controller
While the console was constructed ot be a budget model to sit alongside the original SNES, it does sell, on average, for a little bit more than its predecessor currently on eBay. At retailers like GameStop and Amazon, however, the SNS-101 is significantly cheaper than the original model.
What about limited editions and color variants?
The SNES doesn’t offer much in the way of limited edition consoles or color variants. If you are looking to play imported games from Japan, however, the Super Famicom is available online and sells for $25 on average, which is quite a bit cheaper than its Western counterpart.
Aside from some aesthetic differences, the SNES and the Super Famicom are almost the exact same piece of hardware. The only notable difference between the two models are the games they play, as both units are region-locked.
Does GameStop buy SNES consoles and games?
Yes. According to GameStop’s website, the retailer does buy SNES consoles. However, the retailer offers next to nothing for the console.
Does GameStop carry SNES consoles and games in-store?
Yes. GameStop is looking to offer more retro games and consoles moving forward, however, this change is still only taking place in select locations currently. Make sure to check out GameStop’s website to keep up-to-date with current stock for your local store.
Where else can I buy and sell SNES consoles and games?
Used game stores are generally great for buying and selling used games, accessories, and consoles. However, they can be hard to come by in some rural areas. Flea market and pawnshops are also good places to buy or sell, and garage sales and Goodwill stores can also be hidden gems for finding amazing deals for those looking to purchase.
Super Nintendo Entertainment System
"Super Nintendo" redirects here. For Nintendo's area in Universal Studios Japan, see Super Nintendo World.
Home video game console developed by Nintendo
‹ The templateInfobox information appliance is being considered for merging. ›
Top: North American (NTSC) SNES (c. 1991)
|Also known as||SNES|
|Type||Home video game console|
|Units sold||Worldwide: 49.10 million|
North America: 23.35 million
Japan: 17.17 million
Other: 8.58 million
|CPU||Ricoh 5A22 @ 3.58 MHz|
|Online services||Satellaview (Japan only)|
XBAND (USA and Canada only)
Nintendo Power (Japan only)
|Predecessor||Nintendo Entertainment System|
The Super Nintendo Entertainment System (SNES),[b] commonly shortened to Super NES or Super Nintendo,[c] is a 16-bithome video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, the system is called the Super Famicom (SFC).[d] In South Korea, it is known as the Super Comboy[e] and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, 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 SNES 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. The system 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 SNES 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 SNES 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, and Nintendo Switch Online.
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. However, it took several years for Sega's system to become successful. 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.
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. The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989.
The four-color Super Famicom mark (left) was used as part of the logo in the Japanese and PAL regions. The colors correspond to those of the ABXY buttons of the control pad in those regions. A different logo was used for the North American version (right), consisting of 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. The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.
With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was partially due to the retention of most of its key third-party developers, including Capcom, Konami, Tecmo, Square, Koei, and Enix.
Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199 (equivalent to $378.11 in 2020). It began shipping in limited quantities on August 23, 1991,[a] with an official nationwide release date of September 9, 1991. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150 (equivalent to £312.7 in 2019).
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 SNES in Brazil, although PAL-M, uses the North American design. Both the NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente.
The SNES and Super Famicom launched with few games, but these games were well received in the marketplace. In Japan, only two games were initially available: Super Mario World and F-Zero. (A third game, Bombuzal, was released during the launch week.) In North America, Super Mario World 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 capability), SimCity, and Gradius III.
Main article: Console war § Sega versus Nintendo
The rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console wars in video game history, in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition. Nintendo, however, scored an early public-relations advantage by securing the first console conversion of Capcom's arcade hit Street Fighter II for SNES, which took more than a year to make the transition to the Genesis. Though the Genesis had a two-year lead to launch time, a much larger library of games, and a lower price point, it only represented an estimated 60% of the American 16-bit console market in June 1992, and neither console could maintain a definitive lead for several years. Donkey Kong Country is said to have helped establish the SNES's market prominence in the latter years of the 16-bit generation, and for a time, maintain against the PlayStation and Saturn. According to Nintendo, the company had sold more than 20 million SNES units in the U.S. According to a 2014 Wedbush Securities report based on NPD sales data, the SNES outsold the Genesis in the U.S. market by 2 million units.
Changes in policy
During the NES era, Nintendo maintained exclusive control over games released for the system – the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, such as Konami's "Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. However, competition from Sega's console brought an end to this practice; in 1991, Acclaim Entertainment began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.
Nintendo continued to carefully review submitted games, scoring them on a 40-point scale and allocating marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. The surprise arcade hit Mortal Kombat (1992), a gory fighting game with huge splashes of blood and graphically violent fatality moves, was heavily censored by Nintendo.[f] Because the Genesis version allowed for an uncensored version via cheat code, it outsold the censored SNES version by a ratio of nearly three to one.
U.S. Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993, to investigate the marketing of violent video games to children.[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. With these ratings in place, Nintendo decided its censorship policies were no longer needed.
32-bit era and beyond
While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the SNES 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 sent a message that early 32-bit systems had little to offer over the SNES, and proved the market for the more advanced consoles of the near future. According to TRSTS reports, two of the top five best-selling games in the U.S. for December 1996 are SNES games.
In October 1997, Nintendo released a redesigned model of the SNES (the SNS-101 model referred to as "New-Style Super NES") in North America for US$99, with some units including the pack-in game Super Mario World 2: Yoshi's Island. Like the earlier redesign of the NES (model NES-101), the new model is slimmer and lighter than its predecessor, but it lacks S-Video and RGB output, and it is among the last major SNES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time. However, the redesign did not make it to Europe.
Nintendo ceased the production of the SNES in North America in 1999, about two years after releasing Kirby's Dream Land 3 (its final first-party game in the US) on November 27, 1997, and a year after releasing Frogger (its final third-party game in the US). In Japan, Nintendo continued production of both the Family Computer and the Super Famicom until September 25, 2003, and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on November 29, 2000.
Many popular SNES games were ported to the Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that SNES games would be made available for download via the Wii's Virtual Console service. On October 31, 2007, Nintendo Co., Ltd. announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of the necessary parts. On March 3, 2016, Nintendo Co., Ltd. announced that it would bring SNES games to the New Nintendo 3DS and New Nintendo 3DS XL (and later the New Nintendo 2DS XL) via its eShop download service. At the Nintendo Direct event on September 4, 2019, Nintendo announced that it would be bringing select SNES games to the Nintendo Switch Online platform.
The 16-bit design of the SNES incorporates graphics and sound co-processors that perform tiling and simulated 3D effects, a palette of 32,768 colors, and 8-channel ADPCM audio. These base platform features, plus the ability to dramatically extend them all through substantial chip upgrades inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over 16-bit competitors such as the Genesis.
CPU and RAM
|Processor||16-bit Custom WDC 65C816 core|
|Clock rates(NTSC)||Input: 21.47727 MHz|
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
|Clock rates(PAL)||Input: 21.28137 MHz|
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
|Buses||24-bit and 8-bit address buses, 8-bit data bus|
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.
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 also supports an 8-channel DMA unit; an 8-bit parallel I/O port a controller port interface circuits allowing serial and parallel access to controller data; a 16-bit multiplication and division unit; and circuitry for generating non-maskable interrupts on V-blank and IRQ interrupts on calculated screen positions.
Early revisions of the 5A22 used in SHVC boards are prone to spontaneous failure; this can produce a variety of symptoms including graphics glitches during Mode 7 operation, a black screen on power-on, or inability to read the controllers properly. The first revision 5A22 also had a fatal bug in the DMA controller that could cause games to crash when running; this was corrected in subsequent revisions.
The console contains 128 KB of general-purpose RAM, which is separate from the 64 KB VRAM dedicated to the video and audio subsystems.
|Resolutions||Progressive: 256×224 (8:7), 512×224 (16:7), 256×239 (256:239), 512×239 (512:239)|
Interlaced: 512×448 (8:7), 512×478 (256:239)
|Pixel depth||2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct|
|Total colors||32768 (15-bit)|
|Sprites||128, 32 max per line; up to 64 × 64 pixels|
|Backgrounds||Up to 4 planes; each up to 1024 × 1024 pixels|
The Picture Processing Unit (PPU) consists of two separate but closely tied IC packages. It contains 64 KB of SRAM for storing video data, 544 bytes of object attribute memory (OAM) for storing sprite data, and 256 × 15 bits of color generator RAM (CGRAM) for storing palette data. This CGRAM allows the console to display up to 256 colors, chosen from the 15-bit RGB color space, for a total of 32,768 possible colors. The PPU is clocked by the same signal as the CPU and generates a pixel every two or four cycles. Eight video modes are available to the programmer:
- Mode 0: 4 layers, all using 4-color palettes. Each BG uses its section of the SNES palette. Up to 96 colors can be displayed on the backgrounds, 24 colors per layer.
- Mode 1: 3 layers, two using 16-color palettes and one using 4-color palettes. Up to 120 colors can be displayed by the first two layers and 24 colors by the third layer.
- Mode 2: 2 layers, both using 16-color palettes. Each tile can be individually scrolled. Up to 120 colors can be displayed on the screen.
- Mode 3: 2 layers, one using the full 256-color palette and one using 16-color palettes. The 256-color layer can also directly specify colors from an 11-bit (RGB443) colorspace. Up to 256 colors are displayed by the first layer and 120 colors by the second layer.
- Mode 4: 2 layers, one using the full 256-color palette and one using 4-color palettes. The 256-color layer can directly specify colors, and each tile can be individually scrolled. Up to 256 colors are displayed by the first layer and 24 colors by the second layer.
- Mode 5: 2 layers, one using 16-color palettes and one using 4-color palettes. Tile decoding is altered to facilitate the use of the 512-width and interlaced resolutions. Up to 120 colors are displayed by the first layer and 24 colors by the second layer.
- Mode 6: 1 layer, using 16-color palettes. Tile decoding is as in Mode 5, and each tile can be individually scrolled. Up to 120 colors can be displayed on screen.
- Mode 7: 1 layer of 128×128 tiles of size 8×8 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. A programming technique called HDMA can be used to change the matrix parameters for each scanline to generate perspective effects.
|Clock rates||Input: 24.576 MHz|
SPC700: 1.024 MHz
|Output||8 channels, stereo|
The audio subsystem is called the S-SMP, which is a dedicated single chip consisting of an 8-bit CPU, a 16-bit DSP, and 64 KB of SRAM. It is designed and produced by Sony and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems. It is capable of producing stereo sound, composed from 8 voices generated using 8 bit audio samples and various effects such as echo.
Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.
Top: North American design
Bottom: Japanese and PAL region design.
The bottom cartridge also illustrates the optional pins used by enhancement chipssuch as the Super FX3D chip.
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 use of various adapters, or through modification of the console.
Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents the PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed.
PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz but PAL operates at 50 Hz, resulting in an approximately 16.7% slower framerate. Additionally, PAL's higher resolution results in letterboxing of the output image. Some commercial PAL region releases exhibit this same problem and, therefore, can be played in NTSC systems without issue, but other games will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the SNES 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.
Super Nintendo Entertainment System cases
Japanese SHVC-001 model
North American SNS-001 model
PAL-region SNSP-001A model
Japanese SHVC-101 model
South Korean SNSN-001 model
Nintendo Super System controller
All versions of the SNES are predominantly gray, of slightly different shades. The original North American version, designed by Nintendo of America industrial designer Lance Barr (who previously redesigned the Famicom to become the NES), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as had happened with the flat-surfaced NES. 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; however, the SNS-101 buttons are purple where the Super Famicom Jr. buttons are gray. The European and American versions of the SNES 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. Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection switch on the back; the redesigned models output composite video only, requiring an external modulator for RF.
The ABS plastic used in the casing of some older SNES and Super Famicom consoles is particularly susceptible to oxidization with exposure to air, likely due to an incorrect mixture of the stabilizing or flame retarding additives. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results. This issue may be reversed with a method called Retrobrighting, where a mixture of chemicals is applied to the case and exposed to UV light.
The Nintendo Super System is an arcade system for retail preview of 11 particular SNES games in the United States, similar to the PlayChoice-10 for NES games. It consists of slightly modified SNES hardware with a menu interface and 25-inch monitor, that allows gameplay for a certain amount of time depending on game credits. Manufacturing of this model was discontinued in 1992.
Main article: Super Nintendo Entertainment System Game Pak
SNES games are distributed on ROM cartridges, officially referred to as Game Pak in most Western regions, and as Cassette (カセット, Kasetto) in Japan and parts of Latin America. Though the SNES 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. However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data, and the smallest games contain only 2 Mbit.
Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum current rating of the console.
Main article: List of Super Nintendo Entertainment System games
See also: List of best-selling Super Nintendo Entertainment System video games and List of cancelled SNES and Super Famicom games
1757 games were officially released for the Super Nintendo Entertainment System; 717 in North America (plus 4 championship cartridges), 521 in Europe, 1,448 in Japan, 231 on Satellaview, and 13 on Sufami Turbo. Many SNES games 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), Yoshi's Island (1995), and others, are often cited to be some of the greatest video games of all time; numerous SNES games have been rereleased several times, including on the Virtual Console, Super NES Classic Edition, and the classic games service on Nintendo Switch Online. It is possible to play all original Game Boy games on the SNES with the Super Game Boy add-on. In the intervening years many emulatorsfor SNES software have been produced. Some SNES games support Mode 7, a graphics mode that transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth.
Main article: List of Super Nintendo Entertainment System accessories
The standard SNES controller adds X and Y face buttons to the design of the NES iteration, arranging the four in a diamond shape, and adds two shoulder buttons. It features an ergonomic design by Lance Barr, later used in 1993 for the NES-039 "dogbone" controllers, also designed by Barr. The Japanese and PAL region versions incorporate the colors of the four action 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 consoles derive elements of their controller design from the SNES, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller. This same face button layout, including its exact letter designations, would also be used in future Nintendo systems, starting with the Nintendo DS.
Throughout the course of its life, a number of peripherals were released which added to the functionality of the SNES. Many of these devices were modeled after earlier add-ons for the NES: the Super Scope is a light gun functionally similar to the NES Zapper (though the Super Scope features wireless capabilities) and the Super Advantage is an arcade-style joystick with adjustable turbo settings akin to the NES Advantage. Nintendo also released the SNES Mouse in conjunction with Mario Paint. Hudson Soft, under license from Nintendo, released the Super Multitap, a multiplayer adapter for use with its popular series of Bomberman games. Some of the more unusual controllers include the BatterUP baseball bat, the Life Fitness Entertainment System (an exercise bike controller with built-in monitoring software), and the TeeV Golf golf club.
Though Nintendo never released an adapter for playing NES games on the SNES, the Super Game Boy adapter cartridge allows games designed for Nintendo's portable Game Boy system to be played on the SNES. The Super Game Boy touts several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and access to the SNES console's features by specially enhanced Game Boy games. Japan also saw the release of the Super Game Boy 2, which adds a communication port to enable a second Game Boy to connect for multiplayer games.
Like the NES before it, the SNES has unlicensed third-party peripherals, including a new version of the Game Geniecheat cartridge designed for use with SNES games.
Soon after the release of the SNES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor. These devices create a backup of a cartridge. They can also be used to play illicit ROM images or to create copies of rented video games, violating copyright laws in many jurisdictions.
Japan saw the release of the Satellaview, a modem which attaches to the Super Famicom's expansion port and connected to the St.GIGAsatellite radio station from April 23, 1995, to June 30, 2000. Satellaview users could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom games, and released in installments. In the United States, the relatively short-lived XBAND allowed users to connect to a network via a dial-up modem to compete against other players around the country.
During the SNES's life, Nintendo contracted with two different companies to develop a CD-ROM-based peripheral for the console to compete with Sega's CD-ROM based add-on, Sega CD. Although a SNES-CD prototype console was produced by Sony, Nintendo's deals with both Sony and Philips were canceled, with Philips gaining the right to release a series of games based on Nintendo franchises for its CD-imultimedia console and Sony going on to develop its own PlayStation console based on its initial dealings with Nintendo.
Main article: List of Super NES 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, just like the MMC chips used for most NES games. This is most often characterized by 16 additional pins on the cartridge card edge.
The Super FX is a RISC CPU designed to perform functions that the main CPU can not feasibly do. The chip is primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip can also be used to enhance 2D games.
The Nintendo fixed-point digital signal processor (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions. Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, is used most often; the DSP-2, DSP-3, and DSP-4 are used in only one game each.
Similar to the 5A22 CPU in the console, the SA-1 chip contains a 65c816 processor core clocked at 10 MHz, a memory mapper, DMA, decompression and bitplane conversion circuitry, several programmable timers, and CIC region lockout functionality.
In Japan, games could be downloaded cheaper than standard cartridges, from Nintendo Power kiosks onto special cartridges containing flash memory and a MegaChips MX15001TFC chip. The chip manages communication with the kiosks to download ROM images and has an initial menu to select a game. Some were published both in cartridge and download form, and others were download only. The service closed on February 8, 2007.
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few games; the only limitations are the speed of the SNES itself to transfer data from the chip and the current limit of the console.
Reception and legacy
Approximately 49.1 million SNES consoles were sold worldwide, with 23.35 million of those units sold in the Americas and 17.17 million in Japan. Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide, the SNES 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 Nintendo Entertainment System 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 SNES games were readily available in bargain bins, most of them still recommended buying a SNES. In 2007, GameTrailers named the SNES 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. In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love from this console completely annihilates any other roster from the Big N." Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's dramatic improvement over its predecessor; fellow technology columnist Will Greenwald replied with a more nuanced view, giving the SNES top marks with his heart, the NES with his head, and the PlayStation (for its controller) with his hands. GamingExcellence also gave the SNES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling. At the same time, GameDaily rated it fifth of the ten greatest consoles for its graphics, audio, controllers, and games. In 2009, IGN named the Super Nintendo Entertainment System the fourth-best video game console, complimenting its audio and number of AAA games.
See also: List of SNES emulators
Like the NES before it, the SNES has retained a long-lived fan base. It has continued to thrive on the second-hand market, emulators, and remakes. The SNES has taken the same revival path as the NES.
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 Snes9x. In 1997, SNES enthusiasts began programming an emulator named ZSNES. In 2004, higan began development as bsnes, in an effort to emulate the system as closely as possible.
Nintendo of America took the same stance against the distribution of SNES ROM image files and the use of emulators as it did with the NES, insisting that they represented flagrant software piracy. Proponents of SNES emulation cite discontinued production of the SNES constituting abandonware status, the right of the owner of the respective game to make a personal backup via devices such as the Retrode, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES ROM cartridges and consoles, and the lack of certain foreign imports. Nintendo designed a hobbyist development system for the SNES, but never released it.
Emulation of the SNES is also available on platforms such as Android, and iOS, the Nintendo DS line, the Gizmondo, the Dingoo and the GP2X by GamePark Holdings, as well as PDAs. Individual games have been included with emulators on some GameCube discs, and Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned general SNES emulation.
A dedicated mini-console, the Super NES Classic Edition, was released in September 2017 after the NES Classic Edition. The emulation-based system, which is physically modeled after the North American and European versions of the SNES in their respective regions, is bundled with two SNES-style controllers and comes preloaded with 21 games, including the previously unreleased Star Fox 2.
- ^ abAccording to Stephen Kent's The Ultimate History of Video Games, the official launch date was September 9. Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23, and it arrived in other regions at a later date. August 23 is also the release date officially recognized by Nintendo of America.
- ^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 (compare "JPEG"). In written English, the choice of indefinite article ("a" or "an") is therefore problematic.
- ^Though the use of "Super Nintendo" is common in colloquial speech and Nintendo of Europe uses it for their website, Nintendo of America's official guidelines discourage it, preferring instead the shorthand "Super NES", as seen written on many of their products (e.g. Super NES Control Deck, Super NES Controller, Super NES Mouse, Super NES Multi-Player Adapter).
- ^Super Famicom (Japanese: スーパーファミコン, Hepburn: Sūpā Famikon, officially adopting the abbreviated name of its predecessor, the Famicom)
- ^슈퍼 컴보이 Syupeo Keomboi
- ^In both The Ultimate History of Video Games and Purple Reign: 15 Years of the SNES, the disparity in sales is directly attributed to the SNES 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.
- ^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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