|Released|| November 21, 1990|
August 13, 1991
April 11, 1992
July 3, 1992
October 1997 (SNES 2)
March 27, 1998 (Super Famicom Jr.)
|Controller input||2 controller ports|
|Online service||Satellaview XBAND|
|Units shipped||49.10 million|
|Best-selling game||Super Mario World|
|Predecessor|| Nintendo Entertainment System|
|Successor|| Nintendo 64|
The Super Nintendo Entertainment System, also known as Super Nintendo, Super NES or SNES, is a 16-bit video game console released by Nintendo in North America, Brazil, Europe, and Australia. In Japan, it is known as the Super Famicom. In South Korea, it is known as the Super Comboy. That console was licensed and distributed by Hyundai Electronics.
The Super Nintendo Entertainment System is the second video game home console released by Nintendo. The successor to the Nintendo Entertainment System, the Super Nintendo Entertainment System featured enhanced graphics, a brand new controller, better sound and more features. While not as successful as the Nintendo Entertainment System before it, the SNES still proved to be the leader of the video game industry during the 16-bit generation, surpassing the competition from Sega's Genesis (Mega Drive in Europe), and Hudson's TurboGrafx-16. Nintendo's claim as the most successful manufacturer during this generation can be attributed in part to the fact that Sega left the 16-bit market early in favor of the 32-bit market.
The Super Nintendo Entertainment System was host to numerous classic video games, including titles such as Super Mario World, Super Metroid, Final Fantasy VI, Chrono Trigger, Donkey Kong Country, Street Fighter II, The Legend of Zelda: A Link to the Past, Star Fox and Super Mario Kart. These titles sold millions of copies and would help cement the SNES as the leader of the fourth generation. Third parties such as Square, Enix and Capcom would assist in the huge success of the console.
The Super Nintendo Entertainment System was first released in Japan under the name Super Famicom (the Nintendo Entertainment System was named the Famicom in Japan) on November 21, 1990. In a little over half a year, the system was released in North America in August of 1991 and in Europe and Australia in 1992. Nintendo would eventually manufacture SNES systems with different casings and label them with new names such as Super Famicom Jr. and SNS-101. The new systems didn't offer anything new to the gaming experience, though were meant to spark interest in the system once again long after the initial shipment.
History and developmentEdit
The Nintendo Entertainment System was going strong years after it was released. Near the end of the eighties, system-sellers were still being launched for the console such as Super Mario Bros. 3, which went on to become one of the best selling video games of all time. Several Nintendo competitors wanted a piece of the pie, however, and thus released more advanced systems meant to compete with the NES. The first on the scene was Hudson Soft and NEC Corporation with the TurboGrafx-16 (also known as the PC Engine), which they released in 1987, three years before the Super Famicom would be launched in Japan. One year later Sega unleashed the Sega Genesis, which proved to be a worthy competitor to the throne. The competition developed advertisements that would downplay the NES, showcasing the clear strengths of the more powerful systems. Nintendo realized that they needed to act quickly in order to counter the effect imposed by the new hardware, and in response to the competition started development on the Super Nintendo Entertainment System.
Now retired Nintendo employee Masayuki Uemura was brought on board to direct the development of the new system. He had previously worked as the designer of the Famicom. Nintendo would initially release the Super Famicom in Japan on November 21, 1990 at a price of ¥25,000. The first shipment contained 300,000 SNES units, which all sold within a matter of a few hours. Nintendo shipped the Super Famicom units in secret as not to gain the attention of the Yakuza, who they feared would potentially steal the hardware and software. The system proved so successful in its first day in part because of a launch lineup that, while astonishingly small (two games only), featured impressive titles including Super Mario World and F-Zero. Super Mario World, the successor to Super Mario Bros. 3, is best known for introducing Mario's sidekick Yoshi while F-Zero made extensive use of Mode 7, allowing the game to do things that would have been impossible on the NES.
Due the impressive figures of the Super Famicom, several third party developers who supported Nintendo with the Famicom announced their commitment to the new system. These third parties would be pivotal to the success of the system, especially companies such as Square (Final Fantasy series, Chrono Trigger), Enix in Japan (Dragon Quest series), Capcom (Street Fighter II, its successors and Mega Man X), and others. Western companies in North America and Europe would eventually start to develop titles for the system as well including companies such as Midway (Mortal Kombat and NBA Jam). Most hard hitting titles, however, came from Japanese developers.
Nintendo would release the Super Nintendo Entertainment System in North America on August 23, 1991 for $199 (slightly cheaper than when the Super Famicom was released (by around $10)). Unlike in Japan, Nintendo of America packaged Super Mario World with the system for free, similarly to how they packaged Super Mario Bros. with the original Nintendo Entertainment System. The North American launch of the Super Nintendo Entertainment System contained more titles than the Japanese launch, including Super Mario World, F-Zero, Pilotwings, Gradius III, and SimCity. While still not a particularly large launch, it did contain many titles that would go on to sell millions. Interestingly, the Japanese branch of Nintendo did not design the American Super Nintendo Entertainment System. Instead, a man by the name of Lance Barr designed the hardware (he also designed the NES). Lance Barr explained that he didn't like the look of the Super Famicom, saying that it was too "soft and had no edge" . Nintendo Power revealed several unused designs that were drawn by Barr, all of which led to the final creation. Barr explained that he designed the Super Famicom in a way so that drinks could not placed on it, and that the indention in the X and Y buttons were made so that players could tell the difference between them and the A and B buttons.
A year after the Super Nintendo Entertainment System was released in North America, the system made its way into Europe and Australia. The European Super NES wasn't as vastly different from the Japanese version as the American one was. The colors and shape were all the same, and the buttons on the controller were red, blue, yellow and green like the Super Famicom controller (the American controller were shades of purple). After the release in PAL territories, Nintendo would launch the system in other parts of the world including Brazil and South Korea.
|Processor||Ricoh 5A22, based on a 16-bit 65c816 core|
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
|Buses||3.55 MHz, 2.66 MHz, or 1.77 MHz|
|Resolutions||Progressive: 256x224, 512x224, 256x239, 512x239|
Interlaced: 512x448, 512x478
|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 64x64 pixels|
|Backgrounds||Up to 4 planes; each up to 1024x1024 pixels|
|Effects||•Pixelization (mosaic) per background|
•Color addition and subtraction
•Clipping windows (per background, affecting color, math, or both)
•Scrolling per 8x8 tile
•Mode 7 matrix operations
|Processors||Sony SPC700, Sony DSP|
|Clock Rates||Input: 24.576 MHz|
|Format||16-bit ADPCM, 8 channels|
|Output||32 kHz 16-bit stereo|
|Effects||•ADSR envelope control|
•Frequency scaling and modulation using Gaussian interpolation
•Echo: 8-tap FIR filter, with up to .24s delay
|Main RAM||128 kB|
|Video RAM||64 kB main RAM|
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
|Audio RAM||64 kB|
The Super Nintendo Entertainment System is popular due to its wide selection of triple-A titles from Nintendo and numerous third parties. Some of the most popular games released on the system by Nintendo include Super Mario World, Donkey Kong Country and its sequels, Super Mario Kart, The Legend of Zelda: A Link to the Past, Star Fox, Super Mario World 2: Yoshi's Island, F-Zero, Super Metroid, Pilotwings and others. Third parties were also largely successful on the SNES, with Square, Enix, Capcom, Midway and others striking it big with titles such as Final Fantasy IV-VI, Chrono Trigger, Dragon Quest VI, NBA Jam, Street Fighter II (and its various incarnations), Disney titles and more.
With the release of the Game Boy Advance, many classic SNES titles were ported over to the handheld, once again receiving a large amount of success. Some of the SNES games re-released as Game Boy Advance titles include Super Mario Bros. 2-3, Super Mario World 1-2, The Legend of Zelda: A Link to the Past, the entire SNES Final Fantasy library, all three Donkey Kong Country games, and others. The Nintendo DS was also used to recreate classic SNES titles such as Chrono Trigger, Kirby Super Star Ultra and Final Fantasy IV being released to wide acclaim and large sales, proving that even though the games were over 10 years old at the time, they were still very enjoyable. Kirby Super Star Ultra, a remake of Kirby Super Star, went on to sell more than the other two Kirby games for the DS.
Top ten best selling gamesEdit
The following are the top ten best-selling games in all regions.
- Super Mario World - 20 million copies
- Donkey Kong Country - 8 million copies
- Super Mario Kart - 8 million copies
- Street Fighter II: The World Warrior - 6.3 million copies
- The Legend of Zelda: A Link to the Past - 4.61 million copies
- Donkey Kong Country 2: Diddy's Kong Quest - 4.37 million copies
- Street Fighter II Turbo - 4.1 million copies
- Star Fox - 4 million copies
- Super Mario World 2: Yoshi's Island - 4 million copies
- Dragon Quest VI: Realms of Reverie - 3.2 million copies
Several variations of the Super Nintendo Entertainment System were released. The Japanese version, known as the Super Famicom, was the initial pieces of hardware. The European and Australian version, collectively known as the PAL version, retains a similar appearance to the Japanese version while the American SNES was built from scratch and designed by Lance Barr. Both Japan and North America received upgrades to the SNES in the form of the Super Famicom Jr. in Japan and the SNES-101 in North America. Japan also received a Sharp-developed television set with a Super Famicom built in called SF1. SNES CD-Rom was never released.
Like the NES before it, a diverse set of accessories were released for the Super Nintendo over the course of its lifetime. Some of the peripherals, such as the Super Scope, were evolutions of NES accessories (in this case, an evolution of the NES Zapper), while others were wholly unique to the system such as the SNES Mouse. The Super Nintendo Entertainment System controller is a huge improvement over the Nintendo Entertainment System controller. It features two shoulder buttons (a first for a video game controller), four face buttons (two more than the NES controller had), a d-pad (pioneered by the Game & Watch game Donkey Kong), and a start and select button. The controller itself is often likened to a dog bone.
Reception and legacyEdit
Today the Super Nintendo Entertainment System is looked back at with high regard. When critics and publications list the greatest video game systems of all time, the Super Nintendo is commonly near the top. CNET columnist Don Reisinger wrote an article titled "The SNES is the greatest console of all time", listing its strengths over other systems that also regularly hold that title including the original Nintendo Entertainment System, the SEGA Genesis, and the PlayStation, saying "... think of the world the SNES spawned. Instead of releasing a veiled copy of the NES to get in on the fight with Sega earlier, Nintendo created a follow-up that was worthy of the 'Super' moniker and gave developers the license they needed to create the legendary titles that we still play today."
During the seventh generation, IGN posted an article on their website listing the top twenty five video game consoles. The Super Nintendo Entertainment System was listed as number four, being surpassed only by the PlayStation 2 (3), Atari 2600 (2), and Nintendo Entertainment System (1). IGN highly praised the SNES, stating that "when it comes to a pure concentration of AAA titles, few consoles – if any – can stand up to the Super NES.". In the article, Nintendo writer Craig Harris claimed that the SNES was his first system that he bought on day one, and that he spent more time playing Pilotwings than Super Mario World.
Chris Buffa of GameDaily.com listed the Super Nintendo Entertainment System as the fifth best system of all time in 2008, saying "when it comes to a pure concentration of AAA titles, few consoles – if any – can stand up to the Super NES."
The Super Nintendo Entertainment System was the last console to have a different design built for American and Japanese audiences. A trend that didn't last long, Lance Barr claims that building a unique design for the major territories had its ups and its downs, saying "Individually designing a product for a given market would definitely appeal to more consumers, and would be seen as having a more current, in style look." He went on to say that while the designs for each market are similar, there are occasionally subtle differences, such as in the color of the system. This is especially evident in Nintendo's newer handhelds and, to a lesser extent, accessories.
During the launch of the Super NES, TIME magazine wrote an article discussing the release of the system and ended with a piece wondering whether or not Nintendo would be successful with the SNES or end up like Atari, saying "Nintendo should be able to drum up enough excitement to sell out this year's supply of 2 million Super NES sets. What's less clear is how long that enthusiasm will last. At best, say analysts, over the next five years Nintendo will sell about two-thirds as many of the new systems as it sold of the old. At worst, Nintendo could end up like Atari, which in the early 1980s tried to replace a wildly successful video-game player with one that was more powerful but incompatible. Atari ended up with a mountain of unsold game cartridges that got loaded onto dump trucks and used as landfill." 
The Super Nintendo Entertainment System performed phenomenally, selling 49.10 million units worldwide (23.35 million in North America and 17.17 million in Japan). The Super Nintendo's main competitor was SEGA's Genesis system, which became popular due to SEGA's advertising and the release of Sonic the Hedgehog, as well as several "mature" titles intended for older gamers. Some credit the SNES's success over the Genesis to Capcom's Street Fighter 2 video game, which took over a year to port to the Genesis.
The games released for the Super Nintendo Entertainment System also performed admirably. Super Mario World is the best selling game for the system, partly due to the fact that in several territories it was packaged with the system. Donkey Kong Country and Super Mario Kart proved to be the most successful stand alone titles at an estimated eight million copies sold each. Capcom sold millions of copies of its Street Fighter II series, of which several iterations were released for the SNES. Capcom also released the game for the Genesis, though it wouldn't release until a year after the SNES version launched.
|Home consoles||Color TV Game 6 (1977) | Color TV Game 15 (1978) | Color TV Racing 112 (1978) | Color TV Game Block Breaker (1979) | Computer TV Game (1980) | C1 Nintendo Entertainment System TV (1983) | Famicom (1983) | Sharp Nintendo Television (1983) | Family Computer Disk System (1986) | Super Famicom (1990) | SF-1 Super Nintendo Entertainment System TV (1990) | Nintendo Entertainment System (Model NES-101) (1993) | AV Famicom (1993) | Satellaview (1993) | Nintendo 64 (1996) | Super Nintendo Entertainment System 2 (1997) | Super Nintendo Entertainment System CD (Canceled 1997) | Super Famicom Jr. (1998) | Nintendo GameCube (2001) | Panasonic Q (2001) | IQue Player (2003) | Wii (2006) | Wii U (2012)|
|Game Boy line||Game Boy (1989) | Super Game Boy (1994) | Game Boy Pocket (1996) | Game Boy Light (1998) | Super Game Boy 2 (1998) | Game Boy Color (1998) | Game Boy Advance (2001) | Game Boy Advance SP (2003) | Game Boy Advance SP Mark II (2005)| Game Boy Micro (2005)|
|DS/3DS line||Nintendo DS (2004) | Nintendo DS Lite (2006) | Nintendo DSi (2008) | Nintendo DSi XL (2009) | Nintendo 3DS (2011) | Nintendo 3DS XL (2012)|
|Other handhelds||Game & Watch (1980-1991) | Virtual Boy (1995) | Pokémon Mini (2001)|
|Add-ons||Nintendo 64DD (1999) | Game Boy Player (2003) | Panasonic Q Game Boy Player (2003)|
|Other products||Arcade games (1974-present)|