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Difference between revisions of "Super Nintendo Entertainment System"

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(Sorting out stuff a bit and corrected some info.)
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[[Image:SNES.jpg|thumb|right|250px|Super Nintendo console, European model]]The '''Super Nintendo Entertainment System''' (Super NES or SNES) is a [[video game console]] designed and built by [[Nintendo]] in the 1990s. It was Nintendo's second home console, the successor to the [[Nintendo Entertainment System|Nintendo Entertainment System/Famicom]], and was the major rival of the [[Sega Megadrive]]/Sega Genesis during the [[16-bit era]].
 
[[Image:SNES.jpg|thumb|right|250px|Super Nintendo console, European model]]The '''Super Nintendo Entertainment System''' (Super NES or SNES) is a [[video game console]] designed and built by [[Nintendo]] in the 1990s. It was Nintendo's second home console, the successor to the [[Nintendo Entertainment System|Nintendo Entertainment System/Famicom]], and was the major rival of the [[Sega Megadrive]]/Sega Genesis during the [[16-bit era]].
  
Many of the SNES's successful games were ported to the [[Gameboy Advance]] which had similar capabilities. The Nintendo 64 was released in 1996 and officially became Nintendo's flagship product.
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The SNES had a large library containing many exclusive titles. It had a number of best-selling RPGs, including ''Final Fantasy VI'' and ''Chrono Trigger''. Many of the SNES's successful games were ported to the [[Gameboy Advance]] which had similar capabilities.
  
The SNES had a large library containing many exclusive titles. It had a number of best-selling RPGs, including ''Final Fantasy VI'' and ''Chrono Trigger''. Some SNES games are enhanced remakes of NES games; two examples are ''Super Mario All-Stars'' and ''Ninja Gaiden Trilogy''.
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After the Nintendo 64 was released in 1996 sales of the SNES declined and the Nintendo 64 officially became Nintendo's flagship product.
  
  
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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 a 16-bit system. However at the time of development those components were too expensive and the system was developed as an 8-bit system. Since the components were cheaper when the SNES was in development, Nintendo did not hesitate to build a more powerful system.
 
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 a 16-bit system. However at the time of development those components were too expensive and the system was developed as an 8-bit system. Since the components were cheaper when the SNES was in development, Nintendo did not hesitate to build a more powerful system.
 
  
 
===Release and Sales===
 
===Release and Sales===
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===Unreleased SNES CD Drive Add-on===
 
===Unreleased SNES CD Drive Add-on===
 
With the relationship beginning with the sale of the Sony sound chips to Nintendo for the SNES, Nintendo and Sony would enter into an agreement to develop a CD-ROM expansion for the SNES.  However, due to a contractual clause that Nintendo had overlooked which gave control of 3rd party licensing of CD-ROM software to Sony, Nintendo dissolved their agreement with Sony (illegally) and went with Philips.  Ultimately, Philips would not be able to successfully develop a CD-ROM expansion for the SNES and the relevancy for such an accessory disappeared due to the unpopularity of the Mega/Sega CD.  The ultimate results of the tumultuous experiment were risking retaliation from Sony by them denying Nintendo the inventory of sound chips vital for manufacturing SNES consoles (an act that not only didn't occur though could have, but would also have been illegal for Sony to do if they tried since the contract for the supplying of chips was separate from the contract for development of the CD-ROM expansion), four lousy CD-i games based on the Zelda and Mario franchises developed solely by Philips under contract from Nintendo with no creative collaboration from them, and the PlayStation, which was the codename of the SNES CD-ROM prototype that ended up being re-developed from scratch as a standalone next generation console as a way for Sony to exact revenge against Nintendo in the marketplace.
 
With the relationship beginning with the sale of the Sony sound chips to Nintendo for the SNES, Nintendo and Sony would enter into an agreement to develop a CD-ROM expansion for the SNES.  However, due to a contractual clause that Nintendo had overlooked which gave control of 3rd party licensing of CD-ROM software to Sony, Nintendo dissolved their agreement with Sony (illegally) and went with Philips.  Ultimately, Philips would not be able to successfully develop a CD-ROM expansion for the SNES and the relevancy for such an accessory disappeared due to the unpopularity of the Mega/Sega CD.  The ultimate results of the tumultuous experiment were risking retaliation from Sony by them denying Nintendo the inventory of sound chips vital for manufacturing SNES consoles (an act that not only didn't occur though could have, but would also have been illegal for Sony to do if they tried since the contract for the supplying of chips was separate from the contract for development of the CD-ROM expansion), four lousy CD-i games based on the Zelda and Mario franchises developed solely by Philips under contract from Nintendo with no creative collaboration from them, and the PlayStation, which was the codename of the SNES CD-ROM prototype that ended up being re-developed from scratch as a standalone next generation console as a way for Sony to exact revenge against Nintendo in the marketplace.
 
  
 
== Hardware ==
 
== Hardware ==
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*Super Scope which was a wireless light gun that looked like a bazooka.
 
*Super Scope which was a wireless light gun that looked like a bazooka.
 
*A SNES mouse which was made specifically for the creative game Mario Paint. Sega made a similar mouse for the Genesis/Mega Drive called the [[Mega Mouse]].
 
*A SNES mouse which was made specifically for the creative game Mario Paint. Sega made a similar mouse for the Genesis/Mega Drive called the [[Mega Mouse]].
*Super [[Multitap]] - a licensed multiplayer adapter by [[Hudson Soft]]. It plugs into the second controller port and allows for up to four more controllers to be plugged into it.  
+
*Super [[Multitap]] - a licensed multiplayer adapter by [[Hudson Soft]]. It plugs into the second controller port and allows for up to four more controllers to be plugged into it.
  
 
===Cheat devices===
 
===Cheat devices===

Revision as of 17:32, 3 March 2009

File:SNES.jpg
Super Nintendo console, European model
The Super Nintendo Entertainment System (Super NES or SNES) is a video game console designed and built by Nintendo in the 1990s. It was Nintendo's second home console, the successor to the Nintendo Entertainment System/Famicom, and was the major rival of the Sega Megadrive/Sega Genesis during the 16-bit era.

The SNES had a large library containing many exclusive titles. It had a number of best-selling RPGs, including Final Fantasy VI and Chrono Trigger. Many of the SNES's successful games were ported to the Gameboy Advance which had similar capabilities.

After the Nintendo 64 was released in 1996 sales of the SNES declined and the Nintendo 64 officially became Nintendo's flagship product.


Market history

Development

In 1988, Nintendo executives showed little interest in developing a rival system when Sega announced that they would release their 16-bit Sega Genesis. However when the Genesis quickly took over the market in North America and Europe due to its superior technology, Nintendo quickly decided to begin development on their own system.

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 a 16-bit system. However at the time of development those components were too expensive and the system was developed as an 8-bit system. Since the components were cheaper when the SNES was in development, Nintendo did not hesitate to build a more powerful system.

Release and Sales

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

Many companies who bought NES licences also purchased SNES licences due to the success of the NES such as Squaresoft, Capcom, Tecmo, Konami and Koei. This gave Nintendo an edge against its competition.

The console was released in the United States in August, 1991 with a starting price of $200. The first SNES set was packaged with Super Mario World and two controllers. The fact that it was not backwards-compatible with previous Nintendo consoles (NES) like some Atari Models, generated some consumer hesitation. In addition, Sega had already released some very popular titles for their Genesis (Mega Drive) console. One example was 'Sonic the Hedgehog, which proved vital in the marketing of the Genesis because of the character's popularity. The Genesis was also about $50 cheaper than the SNES.

A few months after its initial release, the Power Set, a bare-bones version of the SNES including no games and just one controller, was released in North America selling for $100. Towards the middle of its life it was re-distributed with different accessories. One such set was sold with the Super Game Boy accessory.

The SNES was released in the United Kingdom for 150 pounds in April 1992. The German release took place a few weeks later. The European case design was similar to that of the Super Famicom. However, Nintendo never got much of a footing in Europe due to distribution problems.

The SNES was dominant throughout the early 1990s, with the help of its family-friendly image and popular icon game characters like Mario. By the end of the 16-bit era, Nintendo had obtained twice as many sales of its console as Sega had with the Genesis.

End of Console Distribution

Sales of the SNES in North America declined between 1996 and 1997, with the release of Nintendo's new console, the Nintendo 64, which was developed under a collaboration with Silicon Graphics and Rambus. The decline is sales was also due to other new consoles entering the marketplace such as the 3D0, the Sega Saturn, and the Sony Playstation.

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 console was packaged with Super Mario World 2: Yoshi's Island. The RF ports and expansion ports did not come with this version.

Nintendo discontinued production in North America in 1999. Production continued in Japan until September 2003.


Unreleased SNES CD Drive Add-on

With the relationship beginning with the sale of the Sony sound chips to Nintendo for the SNES, Nintendo and Sony would enter into an agreement to develop a CD-ROM expansion for the SNES. However, due to a contractual clause that Nintendo had overlooked which gave control of 3rd party licensing of CD-ROM software to Sony, Nintendo dissolved their agreement with Sony (illegally) and went with Philips. Ultimately, Philips would not be able to successfully develop a CD-ROM expansion for the SNES and the relevancy for such an accessory disappeared due to the unpopularity of the Mega/Sega CD. The ultimate results of the tumultuous experiment were risking retaliation from Sony by them denying Nintendo the inventory of sound chips vital for manufacturing SNES consoles (an act that not only didn't occur though could have, but would also have been illegal for Sony to do if they tried since the contract for the supplying of chips was separate from the contract for development of the CD-ROM expansion), four lousy CD-i games based on the Zelda and Mario franchises developed solely by Philips under contract from Nintendo with no creative collaboration from them, and the PlayStation, which was the codename of the SNES CD-ROM prototype that ended up being re-developed from scratch as a standalone next generation console as a way for Sony to exact revenge against Nintendo in the marketplace.

Hardware

Specifications/features

The design of the Super Nintendo/Super Famicom was unusual at its time. It featured a relatively slow low-performance CPU supported by very powerful custom chips for sound and video processing. This approach is common in present-day video game hardware, but then it was new to game developers, and as a result early third-party games were of low technical quality. Developers got accustomed to the system later, though, and were thus able to use it to its full potential. It was the first console capable of applied acoustics in video game audio sold in North America, Europe, and Japan.

The hardware internals were only different depending on the TV standard in the country in which it was sold. Many Australian cartridges came from Europe because both used PAL systems.

  • CPU
    • CPU: WDC 65C816 16 bit processor running at 1.79, 2.68 MHz, or 3.58 MHz (variable), with 128 KB of RAM
  • Sound
    • Sound Controller Chip: 8-bit Sony SPC700 running at 4.1 MHz, with 64 KB of RAM, PC file name extension: .SPC
    • Main Sound Chip: 8-channel Sony S-DSP with hardware decompression ADPCM
    • Memory Cycle Time: 279 Minutes
    • Low-pass filter for improved quality of low-frequency (bass) tones
    • Cartridge Size Specifications: 2 - 64 Mb
    • Sound RAM: 512 Kb
    • Sound Channels: 8, Uses compressed wave samples
    • Pulse Code Modulator: 16-Bit ADPCM
  • Video
    • Picture Processor Unit: 16-Bit
    • Palette: 32,768 Colors
    • Maximum colors on-screen: 256 (although with a trick which involves lowering the horisontal scan frequency, programmers managed to display up to 4096 colors at once on-screen in the game Donkey Kong Country)
    • Texture and map RAM: 64 KB
    • Resolution: 256x224 up to 512x448. Most games used 256x224 pixels because the slow main CPU couldn't handle the higher resoulutions without slowdown; the higher resolutions were used mainly in less processor-intensive games and for displaying in-game menus, textboxes and high-res pictures.
    • 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

  • An adaptor which allowed for Game Boy games to be played on the SNES called the Super Game Boy was released. Sega never made a Game Gear to Genesis/Megadrive adaptor although one was supposedly in the works.
  • Super Scope which was a wireless light gun that looked like a bazooka.
  • A SNES mouse which was made specifically for the creative game Mario Paint. Sega made a similar mouse for the Genesis/Mega Drive called the Mega Mouse.
  • Super Multitap - a licensed multiplayer adapter by Hudson Soft. It plugs into the second controller port and allows for up to four more controllers to be plugged into it.

Cheat devices

The third party cheat devices released for the SNES enable players to modify in-game data and enable such things as infinite lives, energy etc. All of the cheat devices were made by third party companies and none were licensed nor endorsed by Nintendo.

Sonic-related pirate games for the SNES

External links