The Super Nintendo Entertainment System (officially abbreviated Super NES or SNES , and the abbreviated language to Super Nintendo ) is a a 16-bit video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, this system is called Super Famicom , or SFC for short. In South Korea, known as Super Comboy and distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, some forms of regional locking prevent various versions from being compatible with each other.
SNES is the second programmed Nintendo home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared to other systems at the time. The development of various integrated chips integrated in game cartridges helps keep it competitive in the marketplace.
The SNES is a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the tough competition it faces in North America and Europe from the Genesis Sega console. The SNES remained popular well into the 32-bit era. It continues to be popular among collectors and retro gamers, some of whom still make homebrew ROM images, in addition to their popularity in Nintendo's emulated rereleases, such as in the WiiWare environment.
Video Super Nintendo Entertainment System
History
To compete with the popular Computer Family in Japan, NEC Corporation launched PC Engine in 1987, and Sega followed with Mega Drive in 1988. Both platforms were then launched in North America in 1989 as TurboGrafx-16 and Sega Genesis, respectively. Both systems are built on a 16-bit architecture and offer improved graphics and sound through 8-bit NES. However, it took several years for the Sega system to become successful. Nintendo executives are in no hurry to design new systems, but they are reconsidered when they begin to see their dominance in the market slipping.
Launch
Designed by Masayuki Uemura, the original Famicom designer, Super Famicom was released in Japan on Wednesday, November 21, 1990 for 25,000 yen ($ 210). It was an instant success; Nintendo's initial shipments of 300,000 units were sold out within hours, and the resulting social disruption caused the Japanese government to ask video game manufacturers to schedule an upcoming console release at the weekend. The system release also gets the attention of Yakuza, which leads to the decision to send devices at night to avoid robbery.
With Super Famicom quickly defeating its main rival, Nintendo asserted itself as the leader of the Japanese console market. Nintendo's success is in part due to retention of most key third-party developers from previous systems, including Capcom, Konami, Tecmo, Square, Koei, and Enix.
Nintendo released the Super Nintendo Entertainment System, a redesigned version of Super Famicom, in North America for $ 199. It began shipping in limited numbers on August 23, 1991, with a national official release date September 9, 1991. SNES was released in Great Britain and Ireland on April 1992 for £ 150, with the German release after a few weeks. then.
Most versions of the PAL region of the console use the Japanese Super Famicom design, except for labeling and long lead joypads. Playtronic Super NES in Brazil, although PAL-M, uses North American design. Both NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between Estrela toy company and consumer electronics company Gradiente.
The SNES and Super Famicom are launched with some games, but these games are well received in the market. In Japan, only two games are available: Super Mario World and F-Zero . (The third game, Bombuzal , was released during the launch week.) In North America, Super Mario World was launched as a bundle with the console; Other launch games include F-Zero , Pilotwings (both show the "pseudo-3D rendering" Mode 7 "console), SimCity and < i> Gradius III .
The war concert
The rivalry between Nintendo and Sega produces what has been described as one of the most important console wars in the history of video games, where Sega positions Genesis as a "cool console", with games intended for older viewers, and sometimes tense advertising attacking the competition. But Nintendo, scored early public relations benefits by securing the first console of the classic arcade capcom Capcom Street Fighter II for SNES, which took over a year to make the transition to Genesis. Although Genesis's head began, the gaming library was much larger, and the lower price point, Genesis represented only about 60% of the American 16-bit console market in June 1992, and no console can maintain a definitive edge over the next few years. The Donkey Country is said to have helped build the SNES market advantage in the last years of the 16-bit generation, and for the time being, defending against the PlayStation and Saturn. According to Nintendo, the company has sold more than 20 million units of SNES in the US. Based on Wedbush Securities 2014 report based on sales data NPD, SNES finally make sales faster than Genesis in the US market.
Policy changes
During the NES era, Nintendo maintained exclusive control over the games released for the system - companies had to agree on every game, every third-party developer could only release up to five games per year (but some third parties managed to overcome this by using various names, for example "Ultra Games "Konami brand), those games can not be released on other consoles within two years, and Nintendo is the exclusive manufacturer and supplier of NES cartridges. However, competition from the Sega console terminates this practice; in 1991, Acclaim began releasing games for both platforms, with most other Nintendo licensees following the next few years; Capcom (which licenses some games to Sega instead of producing it directly) and Square is the most important.
Nintendo continues to carefully review submitted games, print them on a 40-point scale and allocate the appropriate marketing resources. Each region performs a separate evaluation. Nintendo of America also maintains a policy that, among other things, limits the amount of in-game violence on the system. One game, Mortal Kombat , challenges this policy. A shocking hit in the arcade in 1992, Mortal Kombat showed blood splashes and finishing moves that often depict one character that scatters the other. Since the Genesis version retains a temporary gore while the SNES version does not, it exceeds the SNES version contract with a ratio of three or four to one.
Game players are not the only ones who notice violence in this game; US Senators Herb Kohl and Joe Lieberman held a Congressional hearing on December 9, 1993, to investigate the marketing of violent video games to children. While Nintendo took the high place with moderate success, the audiences led to the creation of the Interactive Digital Software Association and the Board of Entertainment Software Ratings, and the inclusion of ratings on all video games. With this rating, Nintendo decided its censorship policy was no longer needed.
32-bit era and so on
While other companies switched to 32-bit systems, Rare and Nintendo proved that SNES is still a strong competitor in the market. In November 1994, Rare released Donkey Kong Country , a platform game featuring pre-rendered 3D model and texture on SGI workstations. With its detailed graphics, smooth animations and high quality music, Donkey Kong Country rivals the aesthetic quality of games 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 until that date. This game sends the message that the initial 32-bit system has little to offer over SNES, and helps make way for more advanced consoles on the horizon. According to the TRSTS report, two of the five best-selling games in the US for December 1996 are Super NES games.
In October 1997, Nintendo released a redesigned SNES model (the SNS-101 model called "New Style Super NES") in North America for US $ 99, with several units including the inner game game Super Mario World 2: Yoshi Island . Like the previous redesign of the SEN (model NES-101), the new model is slimmer and lighter than its predecessor, but lacks S-Video and RGB output, and it is one of the last major SNES-related releases in the region. The same redesigned Super Famicom Jr was released in Japan at about the same time.
Nintendo stopped production of SNES in 1999, about two years after the release of Kirby's Dream Land 3 (the last game for the system) on November 27, 1997, a year after the release of Frogger (party games third last for the system). In Japan, Nintendo continued production of Super Famicom until September 25, 2003, and new games were produced until 2000, ending with the release of Metal Slader Glory Director's Cut on November 29, 2000.
Many popular SNES games have been ported to Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that SNES games will be available for download through the Wii U Wii and Wii Virtual Service. On October 31, 2007, Nintendo Co., Ltd. announced that it would no longer improve the Family Computers or Super Famicom systems due to the increasing deficiencies of the required parts.
Maps Super Nintendo Entertainment System
Technical specifications
The 16-bit design of SNES combines graphics and voice co-processors that install and simulate 3D effects, 32,768 color palettes, and 8-channel ADPCM audio. These basic platform features, plus the ability to dramatically expand them all through substantial chip upgrades inside each cartridge, represent a leap over the 8-bit NES generation and some significant advantages that should be more than 16-bit competitors such as Genesis.
Regional Locking
Nintendo uses several types of regional lockouts, including physical incompatibilities and hardware.
At the physical level, cartridges are formed differently for different areas. North American cartridges have a rectangular bottom with an inset groove that matches a protruding bulge in the console, while other area cartridges are narrower with smooth curves on the front and no indentations. Physical incompatibility can be overcome by using various adapters, or through modification of the console.
Internally, the regional lockout chip (CIC) in the console and in each cartridge prevents the game of the PAL region from being played on a Japanese or North American console and vice versa. Japanese and North American machines have the same region chip. This can be overcome through the use of an adapter, usually by inserting imported cartridges in one slot and cartridge with the correct region chip in the second slot. Alternatively, removing a console lockout chip pin will prevent it from locking the console; hardware in the game can detect this situation later, so it becomes common to install switches to reconnect the locking chip as needed.
The PAL console faces another discrepancy when turning cartridges outside the region: NTSC video standards specify video at 60 Hz while PAL operates at 50 Hz, generating about 16.7% slower framerate. In addition, results in higher PAL resolutions in letterboxing of output images. Some PAL commercial release areas show this same problem and, therefore, can be played in the NTSC system without any problems while others will face a 20% acceleration if played on the NTSC console. To largely fix this problem, switches can be added to put SNES PPU into 60 Hz mode supported by most recent PAL televisions. Then the game will detect this setting and refuse to run, requiring the switch to be thrown only after the inspection is complete.
Casing
All versions of SNES are dominated by gray, with slightly different shades. The original version of North America, designed by American Nintendo industrial designer Lance Barr (who previously redesigned Famicom to NES), has a box design with a purple swivel switch and a dark gray removal lever. The curved bay surface loading, both for inviting interaction and for preventing food or drink from being placed on the console and spilled as is the case with flat surface NES. Japanese and European versions are more rounded, with dark gray accents and buttons. Model SNS-101 North America and Japanese Super Famicom Jr. (SHVC-101 model), all designed by Barr, both smaller with rounded contours; However, the SNS-101 button is purple in which the Super Famicom Jr. button is. gray. The European and American versions of the SNES controllers have wires that are much longer than the Japanese Super Famicom controllers.
All versions incorporate top-loading slots for game cartridges, although different slots form different regions to match different forms of cartridges. The MULTI OUT connector (later used on Nintendo 64 and GameCube) can produce composite video, S-Video and RGB signals, as well as RF with external RF modulator. Additional native versions include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection buttons on the back; a composite output model that redesigned only video, requires an external modulator for RF.
ABS plastics used in the casing of some older SNES and Super Famicom consoles are highly susceptible to oxidation by air exposure, possibly due to a faulty mixture of stabilizer additives or flame retardants. This, along with the very bright colors of the original plastic, causes the exposed console to quickly become yellow; if the parts of the case come from different batches of plastic, the result of a "two-tone" effect.
Game cartridge
Console media cartridges are officially referred to as Game Pak in most of the West, and as Cassette ( ???? , Kasetto ) in Japan and parts of Latin America. While SNES can handle 128 Mbit, only 117.75 Mbit is actually available for cartridge usage. A fairly normal mapping can easily handle up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit RAM supported by the battery. However, most memory access controllers only support mapping up to 32 Mbit. The biggest games released ( Tales of Phantasia and Star Ocean ) contain 48 Mbit ROM data, while the smallest game contains only 2 Mbit.
The cartridge can also contain battery-backed SRAM to store game status, extra working RAM, custom coprocessors, or other hardware that will not exceed the current maximum value of the console.
Peripherals
The standard SNES controller adds X and Y buttons to the NES iteration design, arranges four in diamond shape, and adds two shoulder buttons. It features ergonomic design by Lance Barr, later used for NES-102 model controllers, also designed by Barr. Japanese region versions and PAL incorporate colors from the four action buttons into the system logo. North American version color buttons to customize the redesigned console; X and Y buttons are lavender colored with sunken faces, and A and B buttons are purple with convex face. Some consoles then get their design control elements from SNES, including PlayStation, Dreamcast, Xbox, and Wii Classic Controller.
Throughout the course of his life, a number of peripherals were released which added to the SNES functionality. Many of these devices are modeled after the previous add-ons for NES: Super Scope is a light weapon functionally similar to the NES Zapper (though Super Scope has wireless capability) and Super Advantage is an adjustable arcade-style joystick. settings similar to NES Advantage. Nintendo also released SNES Mouse along with Mario Paint . Hudson Soft, under license from Nintendo, released Super Multitap, a multiplayer adapter for use with its popular series Bomberman . Some of the more unusual controllers include BatterUP bat, Life Fitness Entertainment System, and Golf TeeV golf club.
While Nintendo has never released an adapter to play NES games on SNES, the Super Game Boy adapter cartridge allows games designed for the portable Nintendo Game Boy system to be played on SNES. The Super Boy Games pandered some of the additional features of the Game Boy, including palette substitutions, custom screen borders, and access to SNES console features by an enhanced Game Boy custom game. Japan also saw the release of Super Game Boy 2, which added a communications port to allow the second Game Boy to connect for multiplayer games.
Like the previous NES, SNES has unlicensed third-party devices, including new versions of Genie Game cheat cheats designed for use with SNES games.
Soon after the release of SNES, the company began marketing backup devices such as Super Wildcard, Super Pro Fighter Q, and Game Doctor. This device backs up the cartridges. They can also be used to play banned ROM images or make copies of rented video games, violate copyright laws in many jurisdictions.
Japan saw the release of Satellaview, a modem attached to the Super Famicom expansion port and connected to St.GIGA satellite radio station from April 23, 1995 to June 30, 2000. Satellaview users can download custom game news and games, which are often either a remake or a game sequel Famicom is older, and released in installments. In the United States, the relatively short-lived XBAND allows users to connect to the network via a dial-up modem to compete with other players across the country.
During the time of SNES, Nintendo contracted with two different companies to develop CD-ROM-based devices for consoles to compete with Sega's CD-ROM, Sega CD-based add-ons. Although the prototype of the SNES-CD console was produced by Sony, Nintendo's offerings with Sony and Philips were canceled, with Philips getting the right to release a series of games based on the Nintendo franchise for the multimedia console CD-i and Sony continues to develop its own PlayStation Console based on a preliminary deal with Nintendo.
Improved chip
As part of the overall plan for SNES, instead of incorporating expensive CPUs that will still become obsolete within a few years, hardware designers make it easy to connect special processor chips to the console, such as the MMC chips used for most NES matches. This is most often marked with an additional 16 pins on the edge of the cartridge card.
Super FX is a RISC CPU designed to perform functions that the main CPU can not. This chip is mainly used to create a 3D game world made with polygons, texture mapping and light source shadow. This chip can also be used to improve 2D games.
Nintendo fixed-point digital signal processor chip (DSP) enables fast vector-based calculation, bitmap conversion, 2D and 3D coordinate transformations, and other functions. Four chip revisions exist, each physically identical but with a different microcode. The DSP-1 version, including the revised bug fixes 1A and 1B later, is most commonly used; DSP-2, DSP-3, and DSP-4 are used in just one game.
Similar to the 5A22 CPU on the console, the SA-1 chip contains the core of the 65c816 clock processor at 10 MHz, memory mapper, DMA, decompression and bitplane conversion circuitry, some programmable timers, and CIC region lockout function.
In Japan, games can be downloaded cheaper than standard cartridges, from Nintendo Power kiosks to specialty cartridges containing flash memory and MegaChips MX15001TFC chips. Chips manage communications with kiosks to download ROM images, and provide a start menu for choosing which downloaded games to play. Available in cartridges and downloads, while others only download. The service closed on February 8, 2007.
Many cartridges contain additional chips, most of which are made for use by one company in some games; the only limitation is the SNES speed itself to transfer data from the chip and the current console limit.
Emulation
Like the previous NES, SNES has retained a long-lived fan base. It continues to grow in used markets, emulators, and remakes. SNES has taken the same resurrection path as the NES.
The emulation project began with the initial release of VSMC in 1994, and Super Pasofami became the first SNES emulator to work in 1996. During that time, two emulation competition projects - Snes96 and Snes97 - merged to form Snes9x. In 1997, SNES fans started programming emulator named ZSNES. In 2004, higan started development as a bsnes, in an attempt to emulate the system as closely as possible.
Nintendo of America takes a similar stance towards the distribution of SNES ROM image files and the use of emulators like those done with NES, insisting that they represent striking software piracy. SNES emulation supporters cite the cessation of SNES production which is the status of leaving the device, the right of owners of each game to make personal backups through devices such as Retrode, shifting space for personal use, the desire to develop homebrew games for the system, Cartridge damage and the SNES ROM console , and the lack of certain foreign imports.
Super NES Emulation is also available on platforms such as Android, and iOS, Nintendo DS line, Gizmondo, Dingoo and GP2X by GamePark Holdings, as well as PDAs. While individual games have been included with emulators on some GameCube discs, the Nintendo Virtual Console service for Wii marks the official introduction of SNES emulation sanctions.
The special mini-console, Super NES Classic Edition, was released in September 2017 after the NES Classic Edition. The emulation-based system, which is physically modeled after the North American and European versions of SNES in their respective territory, is bundled with two SNES controllers and comes with 21 games, including previously unreleased Star Fox 2
Legacy
Approximately 49.1 million Super Nintendo Systems sold worldwide, with 23.35 million units sold in America and 17.17 million in Japan. Despite not being able to repeat the success of NES, which sold 61.91 million units worldwide, SNES was the best-selling console of its era.
In 2007, GameTrailers named SNES as the second best console of all time on their list of ten consoles that "leave their mark in game history", citing graphics, sound, and quality gaming libraries. In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love about this console really wipes out another roster from Big N." Technology columnist Don Reisinger stated "The SNES is the greatest console of all time" in January 2008, citing the quality of the game and the dramatic increase of consoles over its predecessors; fellow technology columnist Will Greenwald responded with a more nuanced look, giving SNES the highest score with his heart, NES with his head, and PlayStation (for controlling) with his hands. GamingExcellence also gave SNES's first place in 2008, declaring it the "most timeless system ever made" with many games that stand the test of time and cite innovations in controller design, graphics skills, and storytelling. At the same time, GameDaily gave him the fifth rank for the graphics, audio, controllers, and games. In 2009, IGN named the Super Nintendo Entertainment System the fourth best video game console, praising the audio and the number of its AAA games.
See also
- List of Super Nintendo Entertainment System accessories
- Nintendo Choose
Note
References
Bibliography
- Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze That Touches Our Lives and Transforms the World . Roseville, California: Prima Publishing. ISBNÃ, 0-7615-3643-4
- Sheff, David (1993). Game Over: How Nintendo Embraces American Industry, Captures Your Dollars, and Entrusts Your Kids (First Edition). New York: Random House. ISBN 0-679-40469-4.
External links
- Super NES programming on Wikibooks
- "list of SNES games" (PDF) . Archived from the original (PDF) on June 19, 2004 . Retrieved May 23 2017 , archived from Nintendo.com.
Source of the article : Wikipedia