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Encyclopedia > Super Nintendo Entertainment System
Super Nintendo Entertainment System
The PAL version of SNES (Europe)
The original North American SNES (circa 1991)
Manufacturer Nintendo
Type Video game console
Generation Fourth generation (16-bit era)
First available JP November 21, 1990
NA August 13, 1991
EU April 11, 1992
AUS July 3, 1992
Online service Satellaview (Japan Only), XBAND
Units sold 49 million[1]
Top-selling game Super Mario World
Predecessor Nintendo Entertainment System
Successor Nintendo 64

The Super Nintendo Entertainment System or Super NES (also called SNESa[›] 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 (スーパーファミコン Sūpā Famikon?), 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. Image File history File links This is a lossless scalable vector image. ... Image File history File links This is a lossless scalable vector image. ... Download high resolution version (800x685, 85 KB)SNES 800 pixels Source: me File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Image File history File links Super_Nintendo_Entertainment_System-USA.jpg From ja-wiki, GNU FDL. Taken by User:Muband en: Super Nintendo Entertainment System, North American version. ... A console manufacturer is a company that manufactures and distributes video game consoles. ... Nintendo Company, Limited (任天堂 or ニンテンドー Nintendō; NASDAQ: NTDOY, TYO: 7974 usually referred to as simply Nintendo, or Big N ) is a multinational corporation founded on September 23, 1889[1] in Kyoto, Japan by Fusajiro Yamauchi to produce handmade hanafuda cards. ... A video game console is an interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a television, monitor, etc. ... Video games were introduced as a commercial entertainment medium in 1971, becoming the basis for an important entertainment industry in the late 1970s/early 1980s in the United States, Japan, and Europe. ... In the history of video games, the 16-bit era was the fourth generation of video game consoles. ... This article is about the country in East Asia. ... is the 325th day of the year (326th in leap years) in the Gregorian calendar. ... Year 1990 (MCMXC) was a common year starting on Monday (link displays the 1990 Gregorian calendar). ... North America North America is a continent[1] in the Earths northern hemisphere and (chiefly) western hemisphere. ... is the 225th day of the year (226th in leap years) in the Gregorian calendar. ... Year 1991 (MCMXCI) was a common year starting on Tuesday (link will display the 1991 Gregorian calendar). ... is the 101st day of the year (102nd in leap years) in the Gregorian calendar. ... Year 1992 (MCMXCII) was a leap year starting on Wednesday (link will display full 1992 Gregorian calendar). ... Australasia Australasia is a term variably used to describe a region of Oceania: Australia, New Zealand, and neighbouring islands in the Pacific Ocean. ... is the 184th day of the year (185th in leap years) in the Gregorian calendar. ... Year 1992 (MCMXCII) was a leap year starting on Wednesday (link will display full 1992 Gregorian calendar). ... The BS-X logo. ... XBAND was an early online console gaming network for SNES and Sega Genesis systems. ... This is a list of video games that have sold over one million copies. ... For the cartoon, see Super Mario World (cartoon). ... “NES” redirects here. ... The Nintendo 64 ), often abbreviated as N64, was Nintendos third home video game console for the international market. ... In the history of video games, the 16-bit era was the fourth generation of video game consoles. ... A video game console is an interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a television, monitor, etc. ... Nintendo Company, Limited (任天堂 or ニンテンドー Nintendō; NASDAQ: NTDOY, TYO: 7974 usually referred to as simply Nintendo, or Big N ) is a multinational corporation founded on September 23, 1889[1] in Kyoto, Japan by Fusajiro Yamauchi to produce handmade hanafuda cards. ... North America North America is a continent[1] in the Earths northern hemisphere and (chiefly) western hemisphere. ... World map showing the location of Europe. ... Australasia Australasia is a term variably used to describe a region of Oceania: Australia, New Zealand, and neighbouring islands in the Pacific Ocean. ... 1990 1990 in games 1989 in video gaming 1991 in video gaming Notable events of 1990 in video gaming. ... Notable events of 1993 in computer and video games. ... Location of Southeast Asia Southeast Asia is a subregion of Asia. ... Hynix Semiconductor Inc. ... Regional lockout is the programming practice, code, chip, or physical barrier used to prevent the playing of media designed for a device from the country where it is marketed on the version of the same device marketed in another country. ...


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. “NES” redirects here. ... Die of an Intel 80486DX2 microprocessor (actual size: 12×6. ... It has been suggested that Super FX, DSP (Nintendo), S-DD1, Nintendo SA-1, SPC7110 chip, and Cx4 chip be merged into this article or section. ...


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, many of whom are still making "homebrew" ROM images. In the history of video games, the 16-bit era was the fourth generation of video game consoles. ... Sega Corporation ) is a multinational Japanese video game software and hardware development company, and a former home computer and console manufacturer. ... The Sega Mega Drive ) was a video game console released by Sega in Japan in 1988, North America in 1989, and the PAL region in 1990. ... In the history of computer and video games, the 32-bit / 64-bit /3D era was the fifth generation of video game consoles. ... Homebrew is a term frequently applied only to video games that are produced by consumers on proprietary game platforms; in other words, game platforms that are not typically user-programmable, or use proprietary hardware for storage. ... A ROM image, or simply ROM, is a computer file which contains a copy of the data from a read-only memory chip, often from a video game cartridge, a computers firmware, or from an arcade games main board. ...

Contents

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.[2] 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.[3] NEC Corporation (Jp. ... For information on the Japanese version of this console, see PC Engine The TurboGrafx 16 is a video game console released by NEC in 1989, for the North American market. ... 1987 1987 in games 1986 in video gaming 1988 in video gaming Notable events of 1987 in video gaming. ... Sega Corporation ) is a multinational Japanese video game software and hardware development company, and a former home computer and console manufacturer. ... The Sega Mega Drive ) was a video game console released by Sega in Japan in 1988, North America in 1989, and the PAL region in 1990. ... Notable events of 1988 in computer and video games. ... In the history of video games, the 8-bit era was the third generation of video game consoles, but the first after the video game crash of 1983 and considered by some to be the first modern era of console gaming. ...


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.[4] The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.[5] Masayuki Uemura designed the Nintendo Entertainment System and the Super Nintendo Entertainment System videogame consoles. ... is the 325th day of the year (326th in leap years) in the Gregorian calendar. ... Year 1990 (MCMXC) was a common year starting on Monday (link displays the 1990 Gregorian calendar). ... ISO 4217 Code JPY User(s) Japan Inflation -0. ... ISO 4217 Code USD User(s) the United States, the British Indian Ocean Territory,[1] the British Virgin Islands, East Timor, Ecuador, El Salvador, the Marshall Islands, Micronesia, Palau, Panama, Caicos Islands, and the insular areas of the United States Inflation 2. ... Yakuza ), also known as gokudō (極道), are members of traditional organized crime groups in Japan. ...


With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.[6] Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square Co., Koei, and Enix.[7] For the original NASA meaning, see capsule communicator. ... Konami Corporation ) (TYO: 9766 NYSE: KNM SGX: K20) is a leading developer and publisher of numerous popular and strong-selling toys, trading cards, anime, tokusatsu, slot machines and video games. ... Tecmo, Ltd. ... Square Company, Limited ) was a Japanese video game company founded in September of 1983 by Masafumi Miyamoto and Hironobu Sakaguchi. ... Koeis Current Company Logo Koei Co. ... The Enix Corporation ) was a company that produced Japanese video games and manga. ...

"Nintendo's strongest selling point, however, was the game that came packed in with the Super NES console—Super Mario World."
"Nintendo's strongest selling point, however, was the game that came packed in with the Super NES console—Super Mario World."[8]

In August 1991,b[›] Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150, with a German release following a few weeks later. The PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and Gradiente.[9] Image File history File links Supermarioworld_map. ... Image File history File links Supermarioworld_map. ... Notable events of 1991 in computer and video games. ... 1992 1992 in games 1991 in video gaming 1993 in video gaming Notable events of 1992 in video gaming. ... “GBP” redirects here. ... The PAL region is a video game publication territory which covers Australasia and the majority of Eurasia. ... Notable events of 1993 in computer and video games. ... A joint venture (often abbreviated JV) is an entity formed between two or more parties to undertake economic activity together. ... Estrela is a toy manufacturer in Brazil. ... Gradiente is a Brazilian consumer electronics company based in São Paulo. ...


The Super NES and Super Famicom launched with only a 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.[10] In North America and Europe, Super Mario World shipped with the console, and other initial titles included F-Zero, Pilotwings (which demonstrated the console's "Mode 7" pseudo-3D rendering capability), SimCity, and Gradius III.[11] For the cartoon, see Super Mario World (cartoon). ... F-Zero , F-ZERO) is a futuristic racing video game developed and published by Nintendo for the Super Nintendo Entertainment System. ... This article does not cite any references or sources. ... SimCity is a simulation and city-building personal computer game, first released in 1989 and designed by Will Wright. ... Gradius III , lit. ...


Console wars

The rivalry between Nintendo and Sega resulted in a fierce console war[12] 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.[13] Despite the Genesis's head start, its much larger library of games and its lower price point,[14] market share between the SNES and the Genesis was about even in April 1992,[15] and neither console could maintain a definitive lead for several years. The Super NES eventually prevailed, dominating the American 16-bit console market,[16] and would even remain popular well into the 32-bit generation.[17]


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.[18]


Nintendo also maintained a strict censorship policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Genesis version retained the gore while the SNES version did not, it outsold the SNES version three to one.[19][20] It has been suggested that this article or section be merged into Nintendo. ... Mortal Kombat was the first entry in the famous Mortal Kombat fighting game series by Midway, released in arcades in 1992. ... Sub-Zero performing a Head Rip fatality in Mortal Kombat In the Mortal Kombat series of fighting games, a Fatality is a special finishing move that can be used against ones opponent at the end of the final match. ...


Game players were not the only ones to notice the violence in this game; Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993 to investigate the marketing of violent video games to children.c[›] While 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.[19][20] With these ratings in place, Nintendo decided its censorship policies were no longer needed. Consequently, the SNES port of Mortal Kombat II was released uncensored, and this time Nintendo's version outsold Sega's.[19][20] This article refers to Sen. ... Joseph Isadore Lieberman (born February 24, 1942) is an American politician from Connecticut. ... is the 343rd day of the year (344th in leap years) in the Gregorian calendar. ... Year 1993 (MCMXCIII) was a common year starting on Friday (link will display full 1993 Gregorian calendar). ... The Entertainment Software Association (ESA) is the trade association of the computer and video game industry in the United States. ... The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that applies and enforces ratings, advertising guidelines, and online privacy principles for computer and video games and other entertainment software in the United States and Canada (officially adopted by individual provinces 2004-2005). ... Mortal Kombat II (also referred to as MKII) is an arcade game and the second title in the Mortal Kombat fighting game series. ...


The 32-bit era and beyond

While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the Super NES 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 SGI workstations. With its detailed graphics, careful game design and high-quality music, Donkey Kong Country rivaled the quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, the game sold 6.1 million units, making it the fastest-selling video game in history to that date. This game sent a clear message that early 32-bit systems had little to offer over the Super NES, and helped to clear the field for the more advanced consoles on the horizon.[21][22] In the history of computer and video games, the 32-bit / 64-bit /3D era was the fifth generation of video game consoles. ... Rare, Ltd is a United Kingdom-based video game development company. ... Donkey Kong Country, released in Japan as Super Donkey Kong ), is a video game developed by Rare and Nintendo, featuring the popular arcade character, Donkey Kong. ... Silicon Graphics, Inc. ...


In October 1997, Nintendo released a redesigned SNES 2 in North America for US$99, which included the pack-in game Super Mario World 2: Yoshi's Island.[23] Like the earlier NES 2, the new model was slimmer and lighter than its predecessor, but it lacked S-Video and RGB output, and it was 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.[24] 1997 1997 in games 1996 in video gaming 1998 in video gaming Notable events of 1997 in video gaming. ... The NES 2 alongside its similarly redesigned dog bone game controller The NES 2 is a compact redesign of the original Nintendo Entertainment System (NES) video game console from Nintendo. ...


Nintendo of America ceased production of the SNES in 1999,[25] 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,[26] and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on December 1, 2000.[27] 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.[28] Others question this romanticism, believing the system was just another step in the evolution of video game technology.[29] 1999 1999 in games 1998 in video gaming 2000 in video gaming Notable events of 1999 in video gaming. ... Kirbys Dream Land 3, known in Japan as Hoshi no Kirby 3 , lit. ... is the 331st day of the year (332nd in leap years) in the Gregorian calendar. ... Year 1997 (MCMXCVII) was a common year starting on Wednesday (link will display full 1997 Gregorian calendar). ... Frogger is an arcade game introduced in 1981. ... 2003 2003 in games 2002 in video gaming 2004 in video gaming Notable events of 2003 in computer and video games. ... is the 335th day of the year (336th in leap years) in the Gregorian calendar. ... 2000 (MM) was a leap year starting on Saturday of the Gregorian calendar. ... A golden age is a period in a field of endeavour where great tasks were accomplished. ...


In recent years, many SNES titles have been ported to the Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that SNES titles would be made available for download via the Wii's Virtual Console service.[30] This article does not cite any references or sources. ... 2005 2005 in games 2004 in video gaming 2006 in video gaming Notable events of 2005 in video gaming. ... The Wii (pronounced as the pronoun we, IPA: ) is the fifth home video game console released by Nintendo. ... Virtual Console ), sometimes abbreviated as VC, is a feature of the Wii gaming console created by Nintendo that emulates older video game consoles and allows players to play games originally released for those consoles. ...


Emulation

Like the NES before it, the SNES has retained interest among its fans even following its decline in the marketplace. It has continued to thrive on the second-hand market and through console emulation. Many gamers discovered the SNES after its decline[citation needed]. The SNES has taken much the same revival path as the NES (see History of the Nintendo Entertainment System). The Nintendo Entertainment System (North America, Europe, Australia, Asia, and Brazil) The Nintendo Entertainment System, or NES, is an 8-bit video game console released by Nintendo in North America, Europe, Australia, Asia, and Brazil. ...

ZSNES v1.51 user interface
ZSNES v1.51 user interface

Emulation projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[31] During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled Snes9x.[32] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[33] 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,d[›] begun in 2003 by members of both the Snes9x and ZSNES teams and others,[34] and currently led by the development of bsnes.[35] Image File history File links No higher resolution available. ... Image File history File links No higher resolution available. ... A console emulator is a program that allows a computer to emulate a video game console. ... Snes9x is a popular cross-platform emulator for the SNES. Initially the collaborative effort of Gary Henderson of snes96 fame and Jerremy Koot of snes97 fame, Snes9x is now maintained by Brad Jorsch. ... ZSNES is an emulator of the Super Famicom and SNES video game systems. ... bsnes is a new emulator for the Super Famicom and SNES video game systems. ...


Nintendo took the same stance against the distribution of SNES ROM image files and emulation as it did with the NES, insisting that they represented flagrant software piracy.[36] Proponents of SNES emulation cite discontinued production of the SNES, the right of the owner of the respective game to make a personal backup, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES cartridges and consoles, and the lack of certain foreign imports.[37] Despite Nintendo's attempts to stop the proliferation of such projects, emulators and ROM files continue to be available on the Internet. Read-only memory (usually known by its acronym, ROM) is a class of storage media used in computers and other electronic devices. ... The copyright infringement of software refers to several practices when done without the permission of the copyright holder: Creating a copy and/or selling it. ... Space shifting is a concept that has been argued in copyright law to permit owners of some form of media, such as a song or movie, to convert that media from one format to another, generally by converting an audiotape, videotape, compact disk, or DVD into an electronic file stored... Homebrew is a term frequently applied only to video games that are produced by consumers on proprietary game platforms; in other words, game platforms that are not typically user-programmable, or use proprietary hardware for storage. ... In various types of electronic equipment, a cartridge can refer one method of adding different functionality or content (e. ...


The SNES was one of the first systems to attract the attention of amateur fan translators: Final Fantasy V was the first major work of fan translation, and was completed in 1997.[38] “FF5” redirects here. ... Fan translation refers to the unofficial translation of various forms of media by fans, usually into a language in which an official translated version is not available. ...


Emulation of the SNES is now available on handheld units, such as Sony's PlayStation Portable (PSP),[39] the Nintendo DS,[40] the Gizmondo[41] and the GP2X by GamePark Holdings,[42] as well as PDAs.[43] Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned SNES emulation. The PlayStation Portable , officially abbreviated as PSP) is a handheld game console released and currently manufactured by Sony Computer Entertainment. ... “NDS” redirects here. ... The Gizmondo handheld video game unit. ... The GP2X is an open-source, Linux-based handheld video game console and media player created and sold by GamePark Holdings of South Korea. ... Virtual Console ), sometimes abbreviated as VC, is a feature of the Wii gaming console created by Nintendo that emulates older video game consoles and allows players to play games originally released for those consoles. ... The Wii (pronounced as the pronoun we, IPA: ) is the fifth home video game console released by Nintendo. ...


Technical specifications

The design of the Super NES incorporates a relatively low-performance 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.[44] Individual game cartridges can easily supply further custom chips as needed. The term Mode 7 originated on the Super NES video game console, on which it describes a simple texture mapping graphics mode that allows a background layer to be rotated and scaled. ...


Central processing unit

CPU reference
Processor Ricoh 5A22, based on a 16-bit CMD/GTE 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
Additional Features
  • DMA and HDMA
  • Timed IRQ
  • Parallel I/O processing
  • Hardware multiplication and division

The CPU is a Nintendo-custom 5A22 processor, based around a 16-bit CMD/GTE 65c816 core. The CPU employs a variable bus speed depending on the memory region being accessed for each instruction cycle: the input clock is divided by 6, 8, or 12 to obtain the bus clock rate. Non-access cycles, most register accesses, and some general accesses use the divisor of 6. WRAM accesses and other general accesses use the divisor of 8. Only the controller port serial-access registers use the divisor of 12.[45] Die of an Intel 80486DX2 microprocessor (actual size: 12×6. ... The Ricoh 5A22 is the microprocessor CPU produced by Ricoh for the Super Nintendo Entertainment System (SNES) video game console. ... In computer science, 16-bit is an adjective used to describe integers that are at most two bytes wide, or to describe CPU architectures based on registers, address buses, or data buses of that size. ... The W65816 (also: 65C816), a 16-bit microprocessor developed by the Western Design Center (WDC), is an expanded and compatible successor to the venerable MOS Technology 6502. ... Memory-mapped I/O (MMIO) and port I/O (also called port-mapped I/O or PMIO) are two complementary methods of performing input/output between the CPU and I/O devices in a computer. ...


The chip has an 8-bit data bus, controlled by two address buses. The 24-bit "Bus A" is used for general accesses, while the 8-bit "Bus B" is used for support chip registers (mainly the video and audio processors).[45] Normally only one bus is used at a time, however the built in direct memory access (DMA) unit places a read signal on one bus and a write signal on the other to achieve block transfer speeds of up to 2.68 MB/s (MiB/s).[46] Direct memory access (DMA) is a feature of modern computers that allows certain hardware subsystems within the computer to access system memory for reading and/or writing independently of the central processing unit. ... MB, Mb, mB or mb may mean: Mb (digraph) Megabit (1,000,000 bits) or mebibit (220 = 1,048,576 bits); the preferred symbols are Mb and Mibit, respectively¹ Megabyte (1,000,000 bytes) or mebibyte (220 = 1,048,576 bytes); the preferred symbols are MB and MiB, respectively¹ MB... A mebibyte (a contraction of mega binary byte) is a unit of information or computer storage, abbreviated MiB. 1 MiB = 220 bytes = 1,048,576 bytes = 1,024 kibibytes 1 MiB = 1024 (= 210) kibibytes (KiB), and 1024 MiB equal one gibibyte (GiB). ...


The DMA unit has 8 independent channels, each of which can be used in two modes. General DMA transfers up to 64 KB in one shot, while H-blank DMA (HDMA) transfers 1–4 bytes at the end of each video scanline. HDMA is typically used to change video parameters to achieve effects such as perspective, split-screen, and non-rectangular windowing without tying up the main CPU.[46] A kibibyte (a contraction of kilo binary byte) is a unit of information or computer storage, commonly abbreviated KiB (never kiB). 1 kibibyte = 210 bytes = 1,024 bytes The kibibyte is closely related to the kilobyte, which can be used either as a synonym for kibibyte or to refer to... The vertical blanking interval (VBI), also known as the vertical interval or VBLANK, is the time interval between the end of the last line of one frame or field of a raster display, and the beginning of the next. ... A scanline is a line on a CRT tube, made up of dots. ...


The 5A22 also contains an 8-bit parallel I/O port (which was mostly unused in the SNES); controller port interface circuits, including both 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.[46]
In telecommunications and computer science, serial communications is the process of sending data one bit at one time, sequentially, over a communications channel or computer bus. ... In computing, a parallel port is an interface from a computer system where data is transferred in or out in parallel, that is, on more than one wire. ... In mathematics, multiplication is an elementary arithmetic operation. ... In mathematics, especially in elementary arithmetic, division is an arithmetic operation which is the inverse of multiplication. ... A Non-Maskable Interrupt (NMI) is a special type of interrupt that can not be ignored by standard interrupt masking techniques. ... The vertical blanking interval (VBI) is an interval in a television or VDU signal that temporarily suspends transmission of the signal for the electron gun to move back up to the first line of the television screen to trace the next screen field. ... In computing, an interrupt request (or IRQ) is a phrase used to refer to either the act of interrupting the bus lines used to signal an interrupt, or the interrupt input lines on a Programmable Interrupt Controller (PIC). ...


Video

Video reference
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

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.[46] Color depth is a computer graphics term describing the number of bits used to represent the color of a single pixel in a bitmapped image or video frame buffer. ... The term Mode 7 originated on the Super NES video game console, on which it describes a simple texture mapping graphics mode that allows a background layer to be rotated and scaled. ... The abbreviation KB can refer to: Kilobyte (kB), equal to 1,000 bytes, or Kibibyte (KiB), equal to 1,024 bytes. ... A kibibyte (a contraction of kilo binary byte) is a unit of information or computer storage, commonly abbreviated KiB (never kiB). 1 kibibyte = 210 bytes = 1,024 bytes The kibibyte is closely related to the kilobyte, which can be used either as a synonym for kibibyte or to refer to... Static random access memory (SRAM) is a type of semiconductor memory. ... In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that is integrated into a larger scene. ... A palette, in computer graphics, is a designated subset of the total range of colors supported by a computer graphics system. ...


Images may be output at 256 or 512 pixels horizontal resolution and 224, 239, 448, or 478 pixels vertically. Vertical resolutions of 224 or 239 are usually output in progressive scan, while 448 and 478 resolutions are interlaced. Colors are chosen from the 15-bit RGB color space, for a total of 32,768 possible colors. Graphics consist of up to 128 sprites and up to 4 background layers, all made up of combinations of 8x8 pixel tiles. Most graphics use palettes stored in CGRAM, with color 0 of any palette representing transparency.[46] Progressive scan Progressive or noninterlaced scanning is any method for displaying, storing or transmitting moving images in which the lines of each frame are drawn in sequence. ... Interlace is a technique of improving the picture quality of a video signal on CRT devices without consuming any extra bandwidth. ... Original true-color (24-bit) image This is a list of the full color palettes for notable computer graphics hardware. ...


Sprites can be 8x8, 16x16, 32x32, or 64x64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Sprites may be flipped horizontally and vertically as a whole. Up to 32 sprites and 34 8x8 sprite tiles may appear on any one line; exceeding these limits causes excess sprites or tiles to be dropped. Each sprite lies on one of 4 planes, however a lower-numbered sprite will always cover a higher-numbered sprite even if the latter is on a higher priority plane. This quirk is often used for complex clipping effects.[46]


Background layers in most modes range from 32x32 to 128x128 tiles, with each tile on one of two planes ("foreground" and "background") and using one of 8 palettes. Tiles are taken from a per-layer set of up to 1024 (as VRAM permits) and can be flipped horizontally and vertically. Each layer may be scrolled both horizontally and vertically. The number of background layers and the size of the palettes depends on the mode:[46]

  • Mode 0: 4 layers, all using 4-color palettes.
  • Mode 1: 3 layers, two using 16-color palettes and one using 4-color palettes.
  • Mode 2: 2 layers, both using 16-color palettes. Each tile can be individually scrolled.
  • 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.
  • 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.
  • Mode 5: 2 layers, one using 16-color palettes and one using 4-color palettes. Tile decoding is altered to facilitate use of the 512-width and interlaced resolutions.
  • Mode 6: 1 layer, using 16-color palettes. Tile decoding is as in Mode 5, and each tile can be individually scrolled.
A typical Mode 7 screen
A typical Mode 7 screen
  • 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.

Background layers may be individually pixelized, and layers and sprites can be individually clipped and combined by color addition or subtraction to generate more complex effects and greater color depths than can be specified directly.[46] Image File history File links No higher resolution available. ... Image File history File links No higher resolution available. ... The term Mode 7 originated on the Super NES video game console, on which it describes a simple texture mapping graphics mode that allows a background layer to be rotated and scaled. ... In linear algebra, linear transformations can be represented by matrices. ... Pixelization is a video- and image-editing technique where an image, or part of it, is blurred by displaying part or all of it at a lower resolution. ... In rendering, clipping refers to an optimization where the computer only draws things that might be visible to the viewer. ...


The PPU may be instructed to latch the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The PPU may also be used for fast 16-bit by 8-bit signed multiplication.[46]


Audio

Audio reference
Processors Sony SPC700, Sony DSP
Clock Rates Input: 24.576 MHz
SPC700: 1.024 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
  • Noise generation

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.[47][48] Sony Corporation ) is a Japanese multinational corporation and one of the worlds largest media conglomerates with revenue of $66. ... The SONY SPC700 is the 8-bit sound chip used in the Super Famicom/Super Nintendo Entertainment System video game console together with a DSP. The SPC700 chip was very advanced for its time (1991) and may in some ways be said to rival todays wavetable synthesizer sound cards. ... A digital signal processor (DSP) is a specialized microprocessor designed specifically for digital signal processing, generally in real-time. ... The abbreviation KB can refer to: Kilobyte (kB), equal to 1,000 bytes, or Kibibyte (KiB), equal to 1,024 bytes. ... A kibibyte (a contraction of kilo binary byte) is a unit of information or computer storage, commonly abbreviated KiB (never kiB). 1 kibibyte = 210 bytes = 1,024 bytes The kibibyte is closely related to the kilobyte, which can be used either as a synonym for kibibyte or to refer to... Static random access memory (SRAM) is a type of semiconductor memory. ... In computing, booting (booting up) is a bootstrapping process that starts operating systems when the user turns on a computer system. ...


RAM is accessed at 3.072 MHz, with accesses multiplexed between the SPC700 (13) and the DSP (23). This RAM is used to store the SPC700 program and stack, the audio sample data and pointer table, and the DSP's echo buffer.[47] Time-division multiplexing (TDM) is a type of digital or (rarely) analog multiplexing in which two or more signals or bit streams are transferred apparently simultaneously as sub-channels in one communication channel, but physically are taking turns on the channel. ... In computer science, a call stack is a special stack which stores information about the active subroutines of a computer program. ... In computer science, a pointer is a programming language data type whose value refers directly to (or “points to”) another value stored elsewhere in the computer memory using its address. ...


The SPC700 runs programs (uploaded using the boot ROM program) to accept instructions and data from the CPU and to manipulate the DSP registers to generate the appropriate music and sound effects. The DSP generates a 16-bit waveform at 32 kHz by mixing input from 8 independent voices and an 8-tap FIR filter typically used for reverberation. Each voice can play its PCM sample at a variable rate, with Gaussian interpolation, stereo panning, and ADSR, linear, non-linear, or direct volume envelope adjustment. The voice and FIR filter outputs are mixed both for direct output and for future input into the FIR filter. All audio samples are ADPCM compressed using Bit Rate Reduction.[47] A kilohertz (kHz) is a unit of frequency equal to 1,000 hertz (1,000 cycles per second). ... A finite impulse response (FIR) filter is a type of a digital filter. ... This article is about audio effect. ... Frequency modulation synthesis (or FM synthesis) is a form of audio synthesis where the timbre of a simple waveform is changed by frequency modulating it with a modulating frequency that is also in the audio range, resulting in a more complex waveform and a different-sounding tone. ... Gaussian blur is a widely used effect in graphics software such as Adobe Photoshop, The GIMP, Inkscape, and Paint. ... Panning is the spread of a monaural signal in a stereo or multi-channel sound field. ... An ADSR envelope is a parameter used in synthesizers, including those that produce sound by subtractive synthesis, to control the sound produced. ... Pulse-code modulation (PCM) is a modulation technique. ... Bit Rate Reduction, or BRR, also called Bit Rate Reduced, is a name given to an audio compression method used to compress audio or video data on many modern computer systems. ...


Hardware on the cartridge, expansion port, or both can provide stereo audio data for mixing into the DSP's analog audio output before it leaves the console.[49]


Since the audio subsystem is mostly self-contained, the state of the audio subsystem can be saved as an .SPC file, and the subsystem can be emulated in a stand-alone manner to play back game music.
An SPC700 sound file (or SPC) is a type of video game music file consisting of a copy of a program and music data from RAM used by the SPC700 sound chip on the Super Nintendo Entertainment System or Super Famicom (though such data are usually obtained from a console...


Onboard RAM

Memory reference
Main RAM 128 KB (KiB)
Video RAM 64 KB main RAM
544 B sprite RAM
512 B palette RAM
Audio RAM 64 KB

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.[46]
The abbreviation KB can refer to: Kilobyte (kB), equal to 1,000 bytes, or Kibibyte (KiB), equal to 1,024 bytes. ... A kibibyte (a contraction of kilo binary byte) is a unit of information or computer storage, commonly abbreviated KiB (never kiB). 1 kibibyte = 210 bytes = 1,024 bytes The kibibyte is closely related to the kilobyte, which can be used either as a synonym for kibibyte or to refer to... The abbreviation KB can refer to: Kilobyte (kB), equal to 1,000 bytes, or Kibibyte (KiB), equal to 1,024 bytes. ... A kibibyte (a contraction of kilo binary byte) is a unit of information or computer storage, commonly abbreviated KiB (never kiB). 1 kibibyte = 210 bytes = 1,024 bytes The kibibyte is closely related to the kilobyte, which can be used either as a synonym for kibibyte or to refer to... Dynamic random access memory (DRAM) is a type of random access memory that stores each bit of data in a separate capacitor within an integrated circuit. ...


Regional lockout

Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities. Regional lockout is the programming practice, code, chip, or physical barrier used to prevent the playing of media designed for a device from the country where it is marketed on the version of the same device marketed in another country. ...

A cartridge shape comparisonTop: Japanese and PAL designBottom: North American designThe top image also illustrates the optional pins used by enhancement chips.
A cartridge shape comparison
Top: Japanese and PAL design
Bottom: North American design

The top image also illustrates the optional pins used by enhancement chips.

On a physical level, the game paks 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.[50] Image File history File links Size of this preview: 800 × 580 pixelsFull resolution (1380 × 1000 pixel, file size: 126 KB, MIME type: image/jpeg) File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Image File history File links Size of this preview: 800 × 580 pixelsFull resolution (1380 × 1000 pixel, file size: 126 KB, MIME type: image/jpeg) File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Modding is a slang expression that is derived from the verb, modify, and the noun, modification. The term can refer to the act of modifying a piece of hardware or software to perform a function not intended by someone with legal rights concerning that modification. ...


Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents 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. The console CIC releases the reset signal to the rest of the system only after completing a handshake with the chip in the cartridge.[50] 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.[51]


PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz while PAL operates at 50 Hz, resulting in approximately 16.7% slower gameplay. 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, while others 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 PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.[52]
The references in this article would be clearer with a different and/or consistent style of citation, footnoting or external linking. ... Television encoding systems by nation. ... A 2. ...


Casing

Original U.S. SNES
Original U.S. version Original PAL version Super Famicom Jr.

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. Image File history File links Super_Nintendo_Entertainment_System-USA.jpg From ja-wiki, GNU FDL. Taken by User:Muband en: Super Nintendo Entertainment System, North American version. ... Download high resolution version (800x685, 85 KB)SNES 800 pixels Source: me File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Image File history File links No higher resolution available. ...


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 card-edge connector has 62 pads, however many cartridges only connect to the middle 46. All versions also incorporate two 7-pin controller ports on the front of the unit, and a plug for a power supply and a Nintendo-proprietary "multi-out" A/V connector on the back.[49] The multi-out connector, later used on the Nintendo 64 and GameCube, can output RF, RGB, S-Video, and composite video signals.[50] Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit[49] and a standard RF output with channel selection switch on the back; newer versions use the RF capability of the multi-out connector.
A wall wart style variable DC power supply with its cover removed. ... The Nintendo 64 ), often abbreviated as N64, was Nintendos third home video game console for the international market. ... The Nintendo GameCube , GCN) is Nintendos fourth home video game console, belonging to the sixth generation era. ... An RF connector is an electrical connector designed to work at radio frequencies in the multi-megahertz range. ... REDIRECT RGB color model ... S-Video (also known as Y/C) is a baseband analog video format offering a higher quality signal than composite video, but a lower quality than RGB and component video. ... Composite video is the format of an analog television (picture only) signal before it is combined with a sound signal and modulated onto an RF carrier. ...


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.[45] 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. MB, Mb, mB or mb may mean: Mb (digraph) Megabit (1,000,000 bits) or mebibit (220 = 1,048,576 bits); the preferred symbols are Mb and Mibit, respectively¹ Megabyte (1,000,000 bytes) or mebibyte (220 = 1,048,576 bytes); the preferred symbols are MB and MiB, respectively¹ MB... A mebibit (a contraction of mega binary binary digit) is a unit of information or computer storage, abbreviated Mibit or sometimes Mib. ... A mebibit (a contraction of mega binary binary digit) is a unit of information or computer storage, abbreviated Mibit or sometimes Mib. ... Star Ocean is the first of the Star Ocean video game series, made for the Super Famicom. ... Tales of Phantasia ) is a Super Famicom game in the RPG genre published by Namco and released in Japan in 1995. ...


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

The European and Australasian SNES controller
The European and Australasian SNES controller

The SNES standard controller adds two additional face buttons to the standard NES design, arranging the four in a diamond shape, and 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).[53][54][55][56][57][58] Image File history File linksMetadata Size of this preview: 800 × 426 pixel Image in higher resolution (1678 × 893 pixel, file size: 186 KB, MIME type: image/jpeg) A SNES controller, PAL version. ... Image File history File linksMetadata Size of this preview: 800 × 426 pixel Image in higher resolution (1678 × 893 pixel, file size: 186 KB, MIME type: image/jpeg) A SNES controller, PAL version. ... The Sony PlayStation ) is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. ... “PS2” redirects here. ... The PlayStation 3 , trademarked PLAYSTATION®3,[3] commonly abbreviated PS3) is the third home video game console produced by Sony Computer Entertainment; successor to the PlayStation 2. ... The Dreamcast , code-named White Belt, Black Belt, Dural, Dricas, Vortex, Katana, Shark and Guppy during development) is Segas final video game console and the successor to the Sega Saturn. ... The Xbox is a sixth generation era video game console produced by Microsoft Corporation. ... It has been suggested that Xbox 360 Elite be merged into this article or section. ... The Wii Remote, also nicknamed Wiimote, is the primary controller for Nintendos Wii console. ...


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 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 its Mario Paint title. 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 and TeeV Golf golf club.[59] The Super Scope or the Nintendo Scope in Europe, is the official Super NES light gun. ... This article or section does not adequately cite its references or sources. ... This article does not cite any references or sources. ... Nintendo Super Advantage The SNES Advantage was a large joystick sold for the Super Nintendo Entertainment System. ... arcade, see Arcade. ... Joystick elements: 1. ... The NES Advantage was a large joystick sold for the Nintendo Entertainment System in the 1980s. ... The SNES Mouse The Super NES Mouse is a peripheral released in 1992 for Nintendos Super Nintendo video game system (a. ... Mario Paint is a video game created by Nintendo for use with the Super Nintendo Entertainment System, and was released on August 1, 1992[1] along with the SNES Mouse peripheral device. ... Hudson Soft is a Japanese publisher and developer, founded on May 18, 1973. ... PlayStation 2 Multitap A multitap is a video game console peripheral that expands the number of controller ports available to the player, thus allowing additional controllers to be used in play. ... Bomberman ) is an arcade-style maze-based video game developed by Hudson Soft. ... BatterUP is a baseball bat-shaped controller manufactured for the Super Nintendo Entertainment System and the personal computer. ...


While 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 touted several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console.[60] Super Game Boy Box art. ... In various types of electronic equipment, a cartridge can refer one method of adding different functionality or content (e. ... The Game Boy ) is a handheld game console developed and manufactured by Nintendo,[1] released in 1989 at US$89. ...


Like the NES before it, the SNES saw its fair share of unlicensed third-party peripherals, including a new version of the Game Genie cheat cartridge designed for use with SNES games and a variety of game copier devices. In general, Nintendo proved to be somewhat more tolerant of unlicensed SNES peripherals than they had been with NES peripherals. Game Genie cartridges for the (clockwise from top) Super NES, NES, Sega Game Gear, and the Game Boy systems. ... This article or section does not cite any references or sources. ...


Soon after the release of the SNES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor.[61] These devices were sold to create a backup of a cartridge, in the event that it would break. However, they could also be used to play copied ROM images that could be downloaded from BBSes and the Internet, or to create copies of rented video games, often violating copyright laws in many jurisdictions. Super Pro Fighter Q is a backup unit or copybox for the SNES, produced by the company China Coach Ltd, and released in 1993. ... Bung Enterprises Ltd. ... A ROM image, or simply ROM, is a computer file which contains a copy of the data from a read-only memory chip, often from a video game cartridge, a computers firmware, or from an arcade games main board. ... Ward Christensen and the computer that ran one of the first public Bulletin Board Systems, CBBS from BBS: The Documentary “BBS” redirects here. ... The copyright infringement of software refers to several practices when done without the permission of the copyright holder: Creating a copy and/or selling it. ...

Satellaview with Super Famicom.
Satellaview with Super Famicom.

Japan saw the release of the Satellaview, a modem which attached to the Super Famicom's expansion port and connected to the St. GIGA satellite radio station. Users of the Satellaview could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom titles, released in installments. Satellaview signals were broadcast from April 23, 1995 through June 30, 2000.[62] In the United States, the similar but relatively short-lived XBAND allowed users to connect to a network via a dial-up modem to compete against other players around the country. Image File history File links No higher resolution available. ... Image File history File links No higher resolution available. ... The BS-X logo. ... The BS-X logo. ... A modem (from modulate and demodulate) is a device that modulates an analog carrier signal to encode digital information, and also demodulates such a carrier signal to decode the transmitted information. ... A satellite radio or subscription radio (SR) is a digital radio signal that is broadcast by a communications satellite, which covers a much wider geographical range than terrestrial radio signals. ... April 23 is the 113th day of the year (114th in leap years) in the Gregorian calendar. ... Year 1995 (MCMXCV) was a common year starting on Sunday (link will display full 1995 Gregorian calendar). ... is the 181st day of the year (182nd in leap years) in the Gregorian calendar. ... 2000 (MM) was a leap year starting on Saturday of the Gregorian calendar. ... XBAND was an early online console gaming network for SNES and Sega Genesis systems. ...


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 addon, Sega CD. Ultimately, negotiations with both Sony and Philips fell through, and Sony went on to develop its own console based on its initial dealings with Nintendo (the PlayStation), with Philips gaining the right to release a series of titles based on Nintendo franchises for its CD-i multimedia player.[63] The CD-ROM (an abbreviation for Compact Disc Read-Only Memory (ROM)) is a non-volatile optical data storage medium using the same physical format as audio compact discs, readable by a computer with a CD-ROM drive. ... Sega Corporation ) is a multinational Japanese video game software and hardware development company, and a former home computer and console manufacturer. ... The Sega Mega-CD (Japanese: メガCD) is an add-on device for the Sega Mega Drive released in Europe, Australia, and Japan. ... Sony Corporation ) is a Japanese multinational corporation and one of the worlds largest media conglomerates with revenue of $66. ... Philips HQ in Amsterdam Koninklijke Philips Electronics N.V. (Royal Philips Electronics N.V.), usually known as Philips, (Euronext: PHIA, NYSE: PHG) is one of the largest electronics companies in the world, founded and headquartered in the Netherlands. ... The Sony PlayStation ) is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. ... CD-i or Compact Disc Interactive is the name of an interactive multimedia CD player developed and marketed by Royal Philips Electronics N.V. CD-i also refers to the multimedia Compact Disc standard utilized by the CD-i console, also known as Green Book, which was co-developed by... This article does not cite any references or sources. ...


Enhancement chips

Main article: List of Super NES enhancement chips
Star Fox, the first game to utilize the Super FX chip, as shown with the polygonal models that compose a large portion of the game's graphics
Star Fox, the first game to utilize the Super FX chip, as shown with the polygonal models that compose a large portion of the game's graphics

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.[49] It has been suggested that Super FX, DSP (Nintendo), S-DD1, Nintendo SA-1, SPC7110 chip, and Cx4 chip be merged into this article or section. ... screenshot SNES Star_Fox by me This is a screenshot of a copyrighted computer game or video game. ... screenshot SNES Star_Fox by me This is a screenshot of a copyrighted computer game or video game. ... Star Fox ) (also known as Star Wing in Europe due to trademark issues) is the first game in the Star Fox series of video games. ... Super FX-rendered 3D polygon graphics in the SNES game Star Fox The Super FX is probably the most widely recognized coprocessor chip used in select Super Nintendo (SNES) video game cartridges. ...


The Super FX is a RISC CPU designed to perform functions that the main CPU could not feasibly do. The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip could also be used to enhance 2D games.[32] This article does not cite any references or sources. ...


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.[64] 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, was most often used; the DSP-2, DSP-3, and DSP-4 were used in only one title each.[65] A digital signal processor (DSP) is a specialized microprocessor designed specifically for digital signal processing, generally in real-time. ... A microprogram is a program consisting of microcode that controls the different parts of a computers central processing unit (CPU). ...


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.[32]


In Japan, games could be downloaded for a fee from Nintendo Power kiosks onto special cartridges containing flash memory and a MegaChips MX15001TFC chip. The chip managed communication with the kiosks to download ROM images, and provided an initial menu to select which of the downloaded games would be played. Some titles were available both in cartridge and download form, while others were download only. The service was closed on February 8, 2007.[66] The Nintendo Power flash RAM cartridge was a Japan-only peripheral produced by Nintendo for the Super Famicom and the Game Boy, which allowed owners to download Super Famicom/Game Boy games onto a special flash RAM cartridge for cheaper than the full cartridge would have been. ... A USB flash drive. ... is the 39th day of the year in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ...


Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few titles;[65] the only limitations are the speed of the Super NES itself to transfer data from the chip and the current rating of the console.


Market share

More than 49 million Super NES units were sold worldwide, over 20 million of which were sold in the U.S.[1] Although it could not quite repeat the success of the NES, which sold over 60 million units worldwide,[67] the Super NES was the best-selling console of its era. The Mega Drive came in second with 29 million sold worldwide,[68] and the TurboGrafx-16 was third with 10 million sold worldwide.[69]


See also

v  d  e
Selected home game consoles
First generation
Magnavox OdysseyPongColeco Telstar
Second generation
Fairchild Channel FAtari 2600Interton VC 4000Odyssey²IntellivisionArcadia 2001Atari 5200ColecoVisionVectrex • SG-1000
Third generation
NESMaster SystemAtari 7800
Fourth Generation
TurboGrafx-16Mega Drive/GenesisNeo GeoSNES
Fifth generation
3DOAmiga CD32JaguarSaturnPlayStationNintendo 64
Sixth generation
DreamcastPlayStation 2GameCubeXbox
Seventh generation
Xbox 360PlayStation 3Wii
Nintendo Portal

This is a list of video game consoles by the era they appeared in. ... The first generation of video game consoles lasted from 1972 until 1977. ... The Magnavox Odyssey was the worlds first commercially sold video game console. ... PONG helped bring computerized video games into everyday life. ... The Telstar is a video game console produced by Coleco which first went on sale in 1976. ... The second generation of video game consoles lasted from 1976 until 1984. ... The Fairchild Channel F is the worlds second cartridge-based video game console, after the Magnavox Odyssey. ... The Atari 2600, released in October 1977, is the video game console credited with popularizing the use of microprocessor based hardware and cartridges containing game code, instead of having non-microprocessor dedicated hardware with all games built in. ... The VC 4000 is an early 8-bit cartridge-based game console released in Germany in 1978 by Interton. ... Magnavox Odyssey² video game console The Magnavox Odyssey², known in Europe as the Philips Videopac G7000, in Brazil as the Philips Odyssey, in the United States as the Magnavox Odyssey² and the Philips Odyssey², and also by many other names, is a video game console released in 1978. ... The Intellivision is a video game console released by Mattel in 1979. ... Emerson Arcadia 2001, intended as a portable game console, the Arcadia 2001 was released by Emerson Radio Corp in mid-1982. ... The Atari 5200 SuperSystem, or simply Atari 5200, is a video game console that was introduced in 1982 by Atari as a replacement for the famous Atari 2600. ... This article or section does not cite any references or sources. ... The Vectrex is an 8-bit video game console developed by General Consumer Electric (GCE) and later bought by Milton Bradley Company. ... The SG-1000, which stands for Sega Game 1000, is a cartridge-based video game console manufactured by Sega. ... In the history of video games, the 8-bit era was the third generation of video game consoles, but the first after the video game crash of 1983 and considered by some to be the first modern era of console gaming. ... “NES” redirects here. ... The Sega Master System (SMS for short) is an 8-bit cartridge-based gaming console that was manufactured by Sega. ... The Atari 7800 is a video game console released by Atari in June 1986 (a test market release occurred two years earlier). ... In the history of video games, the 16-bit era was the fourth generation of video game consoles. ... For information on the Japanese version of this console, see PC Engine The TurboGrafx 16 is a video game console released by NEC in 1989, for the North American market. ... The Sega Mega Drive ) was a video game console released by Sega in Japan in 1988, North America in 1989, and the PAL region in 1990. ... Neo-Geo is the name of a cartridge-based arcade and home video game system released in 1990 by Japanese game company SNK. The system offered comparatively colorful 2D graphics and high-quality sound. ... In the history of computer and video games, the 32-bit / 64-bit /3D era was the fifth generation of video game consoles. ... 3DO Interactive Multiplayer (most commonly referred to as the 3DO) is a line of video game consoles which were released in 1993 and 1994 by Panasonic, Sanyo and Goldstar, among other companies. ... This article does not cite any references or sources. ... The Atari Jaguar is a video game console that was released in November 1993 to rival the Mega Drive/Genesis and the Super Nintendo Entertainment System as a powerful next generation platform. ... The Sega Saturn ) is a 32-bit video game console, first released on November 22, 1994 in Japan, May 11, 1995 in North America and July 8, 1995 in Europe. ... The Sony PlayStation ) is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. ... The Nintendo 64 ), often abbreviated as N64, was Nintendos third home video game console for the international market. ... The sixth-generation era (sometimes referred to as the 128-bit era; see Number of bits below) refers to the computer and video games, video game consoles, and video game handhelds available at the turn of the 21st century. ... The Dreamcast , code-named White Belt, Black Belt, Dural, Dricas, Vortex, Katana, Shark and Guppy during development) is Segas final video game console and the successor to the Sega Saturn. ... “PS2” redirects here. ... The Nintendo GameCube , GCN) is Nintendos fourth home video game console, belonging to the sixth generation era. ... The Xbox is a sixth generation era video game console produced by Microsoft Corporation. ... In the history of computer and video games, the seventh generation began on November 21, 2004 with the United States release of the Nintendo DS. The beginning of the seventh generation for home consoles came on November 22, 2005 with the release of Microsofts Xbox 360, and continued a... It has been suggested that Xbox 360 Elite be merged into this article or section. ... The PlayStation 3 , trademarked PLAYSTATION®3,[3] commonly abbreviated PS3) is the third home video game console produced by Sony Computer Entertainment; successor to the PlayStation 2. ... The Wii (pronounced as the pronoun we, IPA: ) is the fifth home video game console released by Nintendo. ... Image File history File links This is a lossless scalable vector image. ... This is a list of about 750 games for the Super Nintendo Entertainment System (a 1990s Video game console, abbreviated SNES), organized alphabetically by name. ... . ... A list of Super Nintendo Entertainment System, or SNES, emulators from different platforms. ... The NTSC Players Choice release of the GameCube title, Star Fox Adventures. ...

Content notes

^  a:  The acronym SNES can be pronounced by English speakers as a single word (compare "NATO") in different ways, an initialism (compare "IBM"), or as a hybrid (compare "JPEG"); some even claim SNES should be pronounced "Super Nintendo" or "Super NES". In written English, the choice of indefinite article can be problematic due to these differences in pronunciation.[70][71]
^  b:  Various sources report dates from August 13 to September 9, with some citing supply issues and others claiming various retailers began selling the system before the official release date.[72][73][74][75]
^  c:  While some contend that Nintendo orchestrated the Congressional hearings of 1993, Senator Lieberman and NOA's Senior Vice President (later Chairman) Howard Lincoln both refute these allegations.[19]
^  d:  As opposed to emulation "good enough" for most purposes, exact emulation facilitates the use of the emulator for homebrew game development and documents the operation of the hardware against such time as all existing consoles cease functioning.

Look up a, an in Wiktionary, the free dictionary. ... is the 225th day of the year (226th in leap years) in the Gregorian calendar. ... is the 252nd day of the year (253rd in leap years) in the Gregorian calendar. ... Howard Charles Lincoln (b. ...

References

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Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 130th day of the year (131st in leap years) in the Gregorian calendar. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... January 19 is the 19th day of the year in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 196th day of the year (197th in leap years) in the Gregorian calendar. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Nintendo Company, Limited (任天堂 or ニンテンドー Nintendō; NASDAQ: NTDOY, TYO: 7974 usually referred to as simply Nintendo, or Big N ) is a multinational corporation founded on September 23, 1889[1] in Kyoto, Japan by Fusajiro Yamauchi to produce handmade hanafuda cards. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 214th day of the year (215th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... is the 318th day of the year (319th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 184th day of the year (185th in leap years) in the Gregorian calendar. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Year 1992 (MCMXCII) was a leap year starting on Wednesday (link will display full 1992 Gregorian calendar). ... June 1 is the 152nd day of the year (153rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 14 is the 104th day of the year (105th in leap years) in the Gregorian calendar, with 261 days remaining. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... December 22 is the 356th day of the year (357th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 196th day of the year (197th in leap years) in the Gregorian calendar. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... is the 216th day of the year (217th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 194th day of the year (195th in leap years) in the Gregorian calendar. ... Steven L. Kent is an American writer, best known for his video game journalism. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 194th day of the year (195th in leap years) in the Gregorian calendar. ... Year 1997 (MCMXCVII) was a common year starting on Wednesday (link will display full 1997 Gregorian calendar). ... is the 302nd day of the year (303rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... Year 1998 (MCMXCVIII) was a common year starting on Thursday (link will display full 1998 Gregorian calendar). ... is the 16th day of the year in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 196th day of the year (197th in leap years) in the Gregorian calendar. ... Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ... is the 150th day of the year (151st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 196th day of the year (197th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 139th day of the year (140th in leap years) in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ... is the 32nd day of the year in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ... is the 252nd day of the year (253rd in leap years) in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ... is the 137th day of the year (138th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 14 is the 104th day of the year (105th in leap years) in the Gregorian calendar, with 261 days remaining. ... Year 1999 (MCMXCIX) was a common year starting on Friday (link will display full 1999 Gregorian calendar). ... October 24 is the 297th day of the year (298th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 199th day of the year (200th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 121st day of the year (122nd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 184th day of the year (185th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 197th day of the year (198th in leap years) in the Gregorian calendar. ... Also see: 2002 (number). ... February 28 is the 59th day of the year in the Gregorian calendar. ... Year 2004 (MMIV) was a leap year starting on Thursday of the Gregorian calendar. ... is the 144th day of the year (145th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 164th day of the year (165th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 164th day of the year (165th in leap years) in the Gregorian calendar. ... Nintendo Company, Limited (任天堂 or ニンテンドー Nintendō; NASDAQ: NTDOY, TYO: 7974 usually referred to as simply Nintendo, or Big N ) is a multinational corporation founded on September 23, 1889[1] in Kyoto, Japan by Fusajiro Yamauchi to produce handmade hanafuda cards. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... 2000 (MM) was a leap year starting on Saturday of the Gregorian calendar. ... is the 70th day of the year (71st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 132nd day of the year (133rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 197th day of the year (198th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 197th day of the year (198th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 197th day of the year (198th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 197th day of the year (198th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 197th day of the year (198th in leap years) in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ... is the 249th day of the year (250th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 147th day of the year (148th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 111th day of the year (112th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 111th day of the year (112th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 111th day of the year (112th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 111th day of the year (112th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 194th day of the year (195th in leap years) in the Gregorian calendar. ... Year 1999 (MCMXCIX) was a common year starting on Friday (link will display full 1999 Gregorian calendar). ... is the 62nd day of the year (63rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 14 is the 104th day of the year (105th in leap years) in the Gregorian calendar, with 261 days remaining. ... Year 1997 (MCMXCVII) was a common year starting on Wednesday (link will display full 1997 Gregorian calendar). ... December 27 is the 361st day of the year in the Gregorian calendar (362nd in leap years). ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 14 is the 104th day of the year (105th in leap years) in the Gregorian calendar, with 261 days remaining. ... Year 1998 (MCMXCVIII) was a common year starting on Thursday (link will display full 1998 Gregorian calendar). ... is the 25th day of the year in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 14 is the 104th day of the year (105th in leap years) in the Gregorian calendar, with 261 days remaining. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... is the 30th day of the year in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 145th day of the year (146th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... is the 131st day of the year (132nd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 145th day of the year (146th in leap years) in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ... is the 256th day of the year (257th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 145th day of the year (146th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 139th day of the year (140th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 27 is the 117th day of the year (118th in leap years) in the Gregorian calendar, with 248 days remaining. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 145th day of the year (146th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 140th day of the year (141st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 183rd day of the year (184th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 183rd day of the year (184th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 183rd day of the year (184th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 150th day of the year (151st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... April 14 is the 104th day of the year (105th in leap years) in the Gregorian calendar, with 261 days remaining. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... is the 149th day of the year (150th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 129th day of the year (130th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 129th day of the year (130th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 184th day of the year (185th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 204th day of the year (205th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 130th day of the year (131st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... is the 124th day of the year (125th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... May 28 is the 148th day of the year (149th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... May 16 is the 136th day of the year (137th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... May 16 is the 136th day of the year (137th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... is the 216th day of the year (217th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... is the 225th day of the year (226th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... is the 225th day of the year (226th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... June 14 is the 165th day of the year (166th in leap years) in the Gregorian calendar. ... is the 252nd day of the year (253rd in leap years) in the Gregorian calendar. ... Steven L. Kent is an American writer, best known for his video game journalism. ... is the 244th day of the year (245th in leap years) in the Gregorian calendar. ... is the 252nd day of the year (253rd in leap years) in the Gregorian calendar. ...

External links

Wikimedia Commons has media related to:
  • The official Nintendo Corp. homepage
  • Nintendo of America's "Classic System" page on the SNES
  • SNES infomation at Nintendo UK & Ireland


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  Results from FactBites:
 
Nintendo Entertainment System - Wikipedia, the free encyclopedia (4925 words)
Nintendo continued to support the system in America through the first half of the decade, even releasing a new version of the console, the NES 2, to address many of the design flaws in the original NES hardware.
Nintendo of America, Inc. was found in favor of Galoob and their Game Genie device, for instance), most were eventually forced out of business or out of production by legal fees and court costs for extended lawsuits brought by the giant against the transgressors.
The original version of Super Mario Bros. 2 was released for the FDS in Japan, and didn't see an international release until Super Mario All-Stars for the Super Nintendo Entertainment System (where it was retitled Super Mario Bros.: The Lost Levels).
Super Nintendo Entertainment System - Encyclopedia, History, Geography and Biography (4183 words)
Whereas the earlier system had struggled in Europe and large parts of Asia the SNES proved to be a global success, albeit one that could not match its predecessor's popularity in South East Asia and North America—due in part to increased competition from Sega's Mega Drive console (released in North America as the Genesis).
The system was so popular that it was said to have attracted the attention of the Yakuza, leading to the decision to ship the devices at night in order to avoid robbery.
Nintendo would never achieve market leadership in Europe and did not manage to do so in the U.S. until 1994, benefiting from Sega pulling out of the market and its continued production of SNES and its games well after the 32-bit era of gaming had started.
  More results at FactBites »

 
 

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