Super Nintendo Entertainment System
The Super Nintendo Entertainment System (Super NES or SNES) is a video game console designed and built by Nintendo in the 1990s. It was the successor to the Nintendo Entertainment System in North America and Europe. It was the major rival of Sega Megadrive/Sega Genesis during the 16-bit era.
For more information on the Japanese version, see: Super Famicom
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In 1988, Nintendo executives showed little interest in developing a rival system when Sega announced that they would release their 16-bit Sega Genesis. However when the Genesis quickly took over the market in North America and Europe due to its superior technology, Nintendo quickly decided to begin development on their own system.
Hiroshi Yamauchi, the Nintendo CEO at the time, had put Masayuki Uemura in charge of designing the console. They had originally planned for the Famicom/NES to be a 16-bit system. However at the time of development those components were too expensive and the system was developed as an 8-bit system. Since the components were cheaper when the SNES was in development, Nintendo did not hesitate to build a more powerful system.
The Super Famicom was released November 21, 1990 in Japan.
Many companies who bought NES licences also purchased SNES licenses due to the success of the NES such as Squaresoft, Capcom, Tecmo, Konami and Koei. This gave Nintendo an edge against its competition.
The console was released September 1, 1991 with a starting price of $200. The first SNES set was packaged with Super Mario World and two controllers.
There were complications with the release of the SNES. Unlike the Super Famicom, it was not backwards compatible with the NES (like some Atari Models), generating some consumer hesitation. In addition, Sega had already released some very popular titles for their Genesis console. One example was Sonic the Hedgehog which proved vital in the marketing of the Genesis because of the character's popularity. The Genesis was also about $50 cheaper than the SNES.
A few months after its initial release, the Power Set, a bare-bones version of the SNES including no games and just one controller, was released in North America selling for $100. Towards the middle of its life it was re-distributed with different accessories. One such set was sold with the Super Game Boy accessory.
The hardware internals were only different depending on the TV standard in the country in which it was sold. Many Australian cartridges came from Europe because both used PAL systems. RPGs needed to be translated into other languages because of their large text content. Most action titles and First-person shooters didn't need much translation as the text load was not nearly as large.
In spite of initial complications, and its marginally superior technical capabilities, with the help of its family-friendly image and popular icon game characters like Mario, the SNES was dominant throughout the early 1990s. By the end of the 16-bit era, Nintendo had twice as many sales of its console as Sega had with the Genesis.
The SNES had a large library containing many exclusive titles. It had many best-selling RPGs, such as Final Fantasy VI and Chrono Trigger. Some SNES games are enhanced remakes of NES games. A couple of examples are Super Mario All Stars and Ninja Gaiden Trilogy.
The SNES was released in the United Kingdom for 150 pounds in April 1992. The German release took place a few weeks later. The European case design was similar to the Super Famicom. Nintendo never got much of a footing in Europe due to distribution problems.
Sales of the SNES in North America declined from 1996 to 1999, with the Sony Playstation eating away at its market share. Nintendo discontinued production in North America and Europe in 1999. Production continued in Japan until September 2003.
An SNES redesign which was lighter in weight came out in October 1997 for $99.99 in the United States to get the last few sales from people still interested in the 16-bit market. The game was packaged with . The RF ports and expansion ports did not come with this version. Nintendo then began development of a successor with the help of Sony. Disagreements between the two companies on various grounds, and Nintendo's failure to disclose to Sony details of Philips involvement caused Sony to pull out of the project. Sony developed its own system with that research which became the Sony Playstation.
Many of the SNES's successful games were ported to the Game Boy Advance which has similar capabilities. The Nintendo 64 was released in 1996 and officially became Nintendo's flagship product.
Like its predecessor, the SNES has had a continued interest among its fans. It has continued to thrive on a second-hand market and later through console emulation. Many gamers discovered the SNES after its decline. The SNES has taken the same revival path as the NES.
Emulation projects began in approximately 1996 with projects such as "VSMC" and "Super Pasofami". None of these projects lasted past 1998.
In early 1998 SNES enthusiasts began programming a console emulator named ZSNES. One year later development began on its rival SNES9X.
Nintendo took the same stance against SNES ROM image files and emulation as it did with the NES, insisting that they were nothing but flagrant piracy. Many arguments to make the them legal have been made. Such arguments generally concerned the discontinued production, frailty of cartridges, and lack of certain foreign imports. Now, as part of the 128-bit era, the revival of SNES is settling down to some extent.
Despite their multiple legal threats and attempts to stop such projects and sites, Nintendo's position did not stop the proliferation of ROM files. Since the console's discontinuation, second-hand market decline, and rapid growth of the Internet, finding the files became less of a challenge than it had been with the NES. Most general ROM sites offer files for the SNES.
Many video game critics consider the SNES era "the golden age of video games".
The Super Nintendo/Super Famicom was the first console capable of applied acoustics in video game audio sold in North America, Europe, and Japan.
Market History
Development
Release and Sales
Decline
Emulation
Hardware
Specifications/Features
Accessories
