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Senin, 31 Maret 2008

Nintendo Entertainment System

The Nintendo Entertainment System (often abbreviated as NES[8] or simply Nintendo) is an 8-bit video game console that was released by Nintendo in North America, Brazil, Europe, and Australia in 1985. In most of Asia, including Japan (where it was first launched in 1983), the Philippines, Taiwan, Vietnam, and Singapore, it was released as the Family Computer (ファミリーコンピュータ Famirī Konpyūta?), also known as the Famicom (ファミコン Famikon?) listen or simply FC for short. In South Korea, the hardware was licensed to Hyundai Electronics, which marketed it as the Comboy (컴보이).[9]

The best-selling gaming console of its time in Asia and North America[10] (Nintendo claimed to have sold 61.9 million NES units worldwide),[4][5] it helped revitalize the US video game industry following the video game crash of 1983.[11] It set the standard for subsequent consoles in everything from game design (the commonly-bundled game Super Mario Bros. popularized the platform game genre, and introduced elements that would be copied in many subsequent games[12]) to controller layout (the D-pad refinements used in the NES controller would be incorporated in nearly every major console to follow, and garnered Nintendo a Technology & Engineering Emmy Award).[13][14] In addition, with the NES, Nintendo introduced a now-standard business model of software licensing for third-party developers.[15]

Contents

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[edit] History

Nintendo’s successes in video arcades encouraged the company to enter the home console market with the Famicom. A port of Nintendo’s arcade hit Donkey Kong was a launch title for the system.
Nintendo’s successes in video arcades encouraged the company to enter the home console market with the Famicom. A port of Nintendo’s arcade hit Donkey Kong was a launch title for the system.

Following a series of arcade game successes in the early 1980s, Nintendo made plans to produce a cartridge-based console. Masayuki Uemura designed the system, which was released in Japan on July 15, 1983 for ¥14,800 alongside three ports of Nintendo’s successful arcade games Donkey Kong, Donkey Kong Jr., and Popeye. Following a product recall and a reissue with a new motherboard, the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.

Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with Atari to release the Famicom under Atari’s name as the name Nintendo Enhanced Video System; however, this deal eventually fell apart.[16][17] Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller, and a special BASIC cartridge under the name "Nintendo Advanced Video System" likewise never materialized.

In June 1985, Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES). It rolled out its first systems to limited American markets on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year.[18] Nintendo simultaneously released eighteen launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Donkey Kong Jr. Math, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Mach Rider, Pinball, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.

In Europe and Australia, the system was released to two separate marketing regions (A and B). Distribution in region B, consisting of most of mainland Europe (excluding Italy), was handled by a number of different companies, with Nintendo responsible for most cartridge releases; most of region B saw a 1986 release. Mattel handled distribution for region A, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand, starting the following year. Not until 1990 did Nintendo’s newly created European branch take over distribution throughout Europe.[19] Despite the system’s lackluster performance outside of Japan and North America, by 1990 the NES had outsold all previously released consoles.[20]

Shortly before ceasing production of the system in North America, Nintendo released a radically redesigned console (known as the AV Family Computer in Japan and the NES 2 in North America) that corrected a number of problems with the original hardware.
Shortly before ceasing production of the system in North America, Nintendo released a radically redesigned console (known as the AV Family Computer in Japan and the NES 2 in North America) that corrected a number of problems with the original hardware.

As the 1990s dawned, however, renewed competition from technologically superior systems such as the 16-bit Sega Mega Drive (called the Sega Genesis in North America) marked the end of the NES’s dominance. Eclipsed by Nintendo’s own Super Nintendo Entertainment System (SNES), the NES’s user base gradually waned. Nintendo continued to support the system in North 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.[21] The final games released for the system were as follows: in Japan, Adventure Island 4 in 1994, and, in North America, among unlicensed titles, Sunday Funday was the last, whereas Wario's Woods was the last licensed game (also the only one with an ESRB rating).[22] In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. Despite this, Nintendo of Japan kept producing new Nintendo Famicom units for a niche market up until October 2003, when it officially discontinued the line. Even as developers ceased production for the NES, a number of high-profile video game franchises and series for the NES were transitioned to newer consoles and remain popular to this day. Nintendo's own Super Mario Bros., The Legend of Zelda, and Metroid franchises debuted on the NES, as did Capcom's Mega Man franchise, Konami's Castlevania franchise, and Square Enix's Final Fantasy and Dragon Quest franchises.

Nintendo of Japan continued to repair Famicom systems until October 31, 2007, attributing the decision to discontinue support to an increasing shortage of the necessary parts.[23][24][25]

[edit] Bundle packages

Super Mario Bros. was one of the titles packaged alongside the NES deck for the North American launch of the console.
Super Mario Bros. was one of the titles packaged alongside the NES deck for the North American launch of the console.

For its North American release, the NES was released in two different configurations, or "bundles". The console deck itself was identical, but each bundle was packaged with different game paks and accessories. The first of these sets, the Control Deck, retailed from US$199.99, and included the console itself, two game controllers, and a Super Mario Bros. game cartridge. The second bundle, the Deluxe Set, retailed for US$249.99, and consisted of the console, a R.O.B., a NES Zapper (electronic gun), and two additional game paks: Duck Hunt and Gyromite.

For the remainder of the NES's commercial lifespan in North America, Nintendo frequently repackaged the console in new configurations to capitalize on newer accessories or popular game titles. Subsequent bundle packages included the NES Action Set, released in November 1988 for US$149.99,[26] which replaced both of the earlier two sets, and included the console, the NES Zapper, two game controllers, and a multicart version of Super Mario Bros. and Duck Hunt. The Action Set became the most successful of the packages released by Nintendo. One month later, in December 1988, to coincide with the release of the Power Pad floor mat controller, Nintendo released a new Power Set bundle, consisting of the console, the Power Pad, the NES Zapper, two controllers, and a multicart containing Super Mario Bros., Duck Hunt, and World Class Track Meet.[27] In 1990, a Sports Set bundle was released, including the console, a NES Satellite infrared wireless multitap adapter, four game controllers, and a multicart featuring Super Spike V'Ball and Nintendo World Cup.[28]

It is difficult to count the total number of games released on the NES. One can look at the number of games licensed by Nintendo of America or Japan, or combine them, or even add the numerous unlicensed titles. All told, well over 1,000 games are available on the NES platform.

Two more bundle packages were released using the original model NES console. The Challenge Set included the console, two controllers, and a Super Mario Bros. 3 game pak. The Basic Set, first released in 1987, included only the console and two controllers with no pack-in cartridge. Instead, it contained a book called the The Official Nintendo Player's Guide, which contained detailed information for every NES game made up to that point. Finally, the redesigned NES 2 was released as part of the final Nintendo-released bundle package, once again under the name Control Deck, including the new style NES 2 console, and one redesigned "dogbone" game controller. Released in October 1993, this final bundle retailed for $49.99, and remained in production until the discontinuation of the NES in 1995.[21]

[edit] Regional differences

The Famicom Disk System was a peripheral available only for the Japanese Famicom that utilized games stored on "Disk Cards", reminiscent of 3.5" floppy diskettes.
The Famicom Disk System was a peripheral available only for the Japanese Famicom that utilized games stored on "Disk Cards", reminiscent of 3.5" floppy diskettes.

Although the Japanese Famicom and the international NES included essentially the same hardware, there were certain key differences between the two systems:

  • Different case design. The Famicom featured a top-loading cartridge slot, a 15-pin expansion port located on the unit’s front panel for accessories (as the controllers were hard-wired to the back of the console), and a red and white color scheme. The NES featured a front-loading cartridge slot (often jokingly compared to a toaster), and a more subdued gray, black and red color scheme. An expansion port was found on the bottom of the unit, and the cartridge connector pinout was changed.
  • 60-pin vs. 72-pin cartridges. The original Famicom and the re-released AV Family Computer both utilized a 60-pin cartridge design, which resulted in smaller cartridges than the NES, which utilized a 72-pin design. Four pins were used for the 10NES lockout chip.[29] Ten pins were added that connected a cartridge directly to the expansion port on the bottom of the unit. Finally, two pins that allowed cartridges to provide their own sound expansion chips were removed. Many early games (such as Stack-Up) released in North America were simply Famicom cartridges attached to an adapter (such as the T89 Cartridge Converter) to allow them to fit inside the NES hardware. Nintendo did this to reduce costs and inventory by using the same cartridge boards in North America and Japan.
  • A number of peripheral devices and software packages were released for the Famicom. Few of these devices were ever released outside of Japan.
    • Famicom Disk System (FDS). Although not included with the original system, a popular floppy disk drive peripheral was released for the Famicom in Japan only. Nintendo never released the Famicom Disk System outside of Japan, citing concerns about software bootlegging. Notable games released for the FDS include The Legend of Zelda, Yume Kōjō: Doki Doki Panic, Metroid, and the original Super Mario Bros. 2.[citation needed]
    • Famicom BASIC is an implementation of BASIC for the Famicom. It allowed the user to program their own games. Many programmers got their first experience on programming for the console this way.
    • Famicom MODEM is a modem that allowed connection to a Nintendo server which provided content such as jokes, news (mainly about Nintendo), game tips, and weather reports for Japan; it also allowed a small number of programs to be downloaded. A modem was, however, tested in the United States, by the Minnesota State Lottery. It would have allowed players to buy scratchcards and play the lottery with their NES. It was not released because minors were able to play the lottery illegally and anonymously.[30]
  • External sound chips. The Famicom had two cartridge pins that allowed cartridges to provide external sound enhancements. They were originally intended to facilitate the Famicom Disk System’s external sound chip. These pins were removed from the cartridge port of the NES, and relocated to the bottom expansion port. As a result, individual cartridges could not make use of this functionality, and many NES localizations suffered from inferior sound compared to their equivalent Famicom versions. Castlevania III: Dracula's Curse is a notable example of this problem.
Unlike the NES, the Famicom's controllers were hardwired to the system itself. The 2nd controller eliminated the Start and Select buttons, replacing it with a microphone and a volume control slider.
Unlike the NES, the Famicom's controllers were hardwired to the system itself. The 2nd controller eliminated the Start and Select buttons, replacing it with a microphone and a volume control slider.
  • Hardwired controllers. The Famicom’s original design includes hardwired, non-removable controllers. In addition, the second controller featured an internal microphone for use with certain games and lacked SELECT and START buttons. Both the controllers and the microphone were subsequently dropped from the redesigned AV Famicom in favor of the two seven-pin controller ports on the front panel used in the NES from its inception.
  • Lockout circuitry. The Famicom contained no lockout hardware, and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East. The original NES (but not the top-loading NES 2) contained the 10NES lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip’s mode of operation from "lock" to "key", removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports.[31] The European release of the console used a regional lockout system that prevented cartridges released in region A from being played on region B consoles, and vice versa.[19]
  • Audio/video output. The original Famicom featured an RF modulator plug for audio/video output, while the original NES featured both an RF modulator and RCA composite output cables. The AV Famicom featured only RCA composite output, and the top-loading NES 2 featured only RF modulator output. The original North American NES was the first game console to feature direct composite video output so people could hook it up to a stand-alone composite monitor.
  • Third-party cartridge manufacturing. In Japan, six companies, namely Nintendo, Konami, Capcom, Namco, Bandai, and Jaleco, manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as Konami's VRC 6 and VRC 7 sound chips that increased the quality of sound in their games.
  • Different names. In eastern Europe the NES was called Pegasus.[32]

[edit] Game controllers

See also: List of Nintendo Entertainment System accessories
Before the 1984 product recall, Famicom controllers were manufactured with square-shaped A and B buttons.
Before the 1984 product recall, Famicom controllers were manufactured with square-shaped A and B buttons.

The game controller used for both the NES and the Famicom featured an oblong brick-like design with a simple four button layout: two round buttons labelled "B" and "A", a "START" button, and a "SELECT" button. Additionally, the controllers utilized the cross-shaped D-pad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on earlier gaming consoles’ controllers.

The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the START and SELECT buttons, but featured a small microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had square A and B buttons.[33] This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down, and glitches within the hardware causing the system to freeze occasionally while playing a game.

In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers were hot swappable and lacked the microphone featured in Famicom controllers.
In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers were hot swappable and lacked the microphone featured in Famicom controllers.

The NES dropped the hardwired controllers, instead featuring two custom 7-pin ports on the front of the console. Also in contrast to the Famicom, the controllers included with the NES were identical to each other—the second controller lacked the microphone that was present on the Famicom model, and possessed the same START and SELECT buttons as the primary controller.

Although several specialty controllers were marketed for the NES and the Famicom, few were commercially successful. Support for the Zapper, a light gun accessory, was limited to only 16 game titles.
Although several specialty controllers were marketed for the NES and the Famicom, few were commercially successful. Support for the Zapper, a light gun accessory, was limited to only 16 game titles.

A number of special controllers designed for use with specific games were released for the system, though very few such devices proved particularly popular. Such devices included, but were not limited to, the NES Zapper (a light gun), the Power Pad, and the ill-fated R.O.B. and Power Glove. The original Famicom featured a deepened DA-15 expansion port on the front of the unit, which was used to connect most auxiliary devices. On the NES, these special controllers were generally connected to one of the two control ports on the front of the unit.

Near the end of the NES's lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the redesigned device abandoned the "brick" shell in favor of a "dog bone" shape reminiscent of the controllers of the Super Nintendo Entertainment System. In addition, the AV Famicom joined its international counterpart and dropped the hardwired controllers in favor of detachable controller ports. However, the controllers included with the Famicom AV, despite being the "dog bone" type, had cables which were a short three feet long, as opposed to the standard six feet of NES controllers.

In recent years the original NES controller has become one of the most recognizable symbols of the system. Nintendo has mimicked the look of the controller in several recent products, from promotional merchandise to limited edition versions of the Game Boy Advance SP and Game Boy Micro handheld game consoles.

[edit] Hardware design flaws

The official NES Cleaning Kit was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.
The official NES Cleaning Kit was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.

When Nintendo released the NES in the United States, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors, and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy was a front-loading zero insertion force (ZIF) cartridge socket designed to resemble the front-loading mechanism of a VCR. The ZIF connector worked quite well when both the connector and the cartridges were clean and the pins on the connector were new. Unfortunately, the ZIF connector was not truly zero insertion force. When a user inserted the cartridge into the NES, the force of pressing the cartridge down and into place bent the contact pins slightly, as well as pressing the cartridge’s ROM board back into the cartridge itself. Repeated insertion and removal of cartridges caused the pins to wear out relatively quickly, and the ZIF design proved far more prone to interference by dirt and dust than an industry-standard card edge connector.[34] Exacerbating the problem was Nintendo’s choice of materials; the slot connector that the cartridge was actually inserted into was highly prone to corrosion.[35] Add-on peripherals like the popular Game Genie cheat cartridge tended to further exacerbate this problem by bending the front-loading mechanism during gameplay.[36] Recently, third-party manufacturers have been producing gold clones of the NES connector piece to replace the existing one and prevent corrosion.[37]

The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.
The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.

Problems with the 10NES lockout chip frequently resulted in the system’s most infamous problem: the blinking red power light, in which the system appears to turn itself on and off repeatedly. The lockout chip was quite finicky, requiring precise timing in order to permit the system to boot. Dirty, aging, and bent connectors would often disrupt the timing, resulting in the blink effect.[38] Alternatively, the console would turn on but only show a gray or green screen. Users attempted to solve this problem by blowing air onto the cartridge connectors, licking the edge connector, slapping the side of the system after inserting a cartridge, and/or cleaning the connectors with alcohol which, observing the back of the cartridge, was not endorsed by Nintendo. Many of the most frequent attempts to fix this problem ran the risk of damaging the cartridge and/or system. In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.

With the release of the top-loading NES 2 toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard card edge connector, and eliminating the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent game consoles, the Super Nintendo Entertainment System and the Nintendo 64.

In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the United States. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, sites like Nintendo Repair Shop Inc. have sprung up to offer Nintendo repair parts, guides and services, that replace those formerly offered by the authorized repair centers.[39]

[edit] Third-party licensing

The Nintendo Seal of Quality was placed on every officially licensed NES cartridge released in North America.
The Nintendo Seal of Quality was placed on every officially licensed NES cartridge released in North America.

Nintendo’s near monopoly on the home video game market left it with a degree of influence over the industry exceeding even that of Atari during Atari's heyday in the early 1980s. Unlike Atari, which never actively courted third-party developers (and even went to court in an attempt to force Activision to cease production of Atari 2600 games), Nintendo had anticipated and encouraged the involvement of third-party software developers—but strictly on Nintendo’s terms. To this end, a 10NES authentication chip was placed in every console, and another was placed in every officially licensed cartridge. If the console's chip could not detect a counterpart chip inside the cartridge, the game would not load. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers. These extremely restricted production runs would end up damaging several smaller software developers: even if demand for their games was high, they could only produce as much profit as Nintendo allowed.[10]

[edit] Unlicensed games

Unlicensed games, such as Wisdom Tree’s Bible Adventures, were often released in cartridges which looked very different from typical NES game packs.
Unlicensed games, such as Wisdom Tree’s Bible Adventures, were often released in cartridges which looked very different from typical NES game packs.

Several companies, refusing to pay the licensing fee or having been rejected by Nintendo, found ways to circumvent the console's authentication system. Most of these companies created circuits that used a voltage spike to disable the 10NES chip in the NES. A few unlicensed games released in Europe and Australia came in the form of a dongle that would be connected to a licensed game, in order to use the licensed game’s 10NES chip for authentication.

Atari Games created a line of NES products under the name Tengen, and took a different approach. Afraid of damaging NES units and being liable for it by using the voltage spike technique, the company obtained a description of the lockout chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims in a legal case. Tengen then used these documents to design its Rabbit chip, which duplicated the function of the 10NES. Nintendo sued Tengen for copyright infringement, which Tengen lost. Tengen's antitrust claims against Nintendo were never finally decided.[40]

Following the introduction of the Sega Mega Drive, Nintendo began to face real competition in the industry, and in the early 1990s was forced to reevaluate its stance towards its developers, many of whom had begun to defect to other systems. When the console was reissued as the NES 2, the 10NES chip was omitted from the console, marking the end of Nintendo’s most notorious hold over its third-party developers.

Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as the PlayStation.
Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as the PlayStation.

[edit] Hardware clones

A thriving market of unlicensed NES hardware clones emerged during the heyday of the console’s popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the system. In particular, the Dendy (Russian: Денди), an unlicensed hardware clone produced in Russia and other nations of the former Soviet Union, emerged as the most popular video game console of its time in that setting, and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. The Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom, and Samurai was the popular PAL alternative to the NES.

The unlicensed clone market has persisted, and even flourished, following Nintendo’s discontinuation of the NES. Some of the more exotic of these resulting systems have gone beyond the functionality of the original hardware, and have included variations such as a portable system with a color LCD (e.g. Pocket Famicom). Others have been produced with certain specialized markets in mind, including various "educational computer packages" which include copies of some of the NES’s educational titles and come complete with a clone of the Famicom BASIC keyboard, transforming the system into a rather primitive personal computer.[41] These unauthorized clones have been helped by the invention of the so called NES-on-a-chip or NoaC.

As was the case with unlicensed software titles, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries. As recently as 2004, Nintendo of America has filed suits against manufacturers of the Power Player Super Joy III, a NES clone system that had been sold in North America, Europe, and Australia.

Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The Sharp Corporation produced at least two such clones: the Twin Famicom and the SHARP 19SC111 television. The Twin Famicom was compatible with both Famicom cartridges and Famicom Disk System disks. It was available in two colors (red and black) and used hardwired controllers (as did the original Famicom), but it featured a different case design. The SHARP 19SC111 television was a television which included a built-in Famicom.[42] A similar licensing deal was reached with Hyundai Electronics, who manufactured the system under the name Comboy in the South Korean market. This deal with Hyundai was made necessary because of the South Korean government's wide ban on all Japanese "cultural products," which remained in effect until 1998 and ensured that the only way Japanese products could legally enter the South Korean market was through licensing to a third-party (non-Japanese) distributor (see also Korean-Japanese disputes).[9]

[edit] Technical specifications

[edit] Chassis/casing

North American cartridges (or "Game Paks," pictured) were significantly longer than their Japanese counterparts, but were not as wide.
North American cartridges (or "Game Paks," pictured) were significantly longer than their Japanese counterparts, but were not as wide.

The original Japanese Famicom was predominantly white plastic, with dark red trim. It featured a top-loading cartridge slot, and grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use.

The original version of the North American NES used a radically different design. The NES's color scheme was two different shades of gray, with black trim. The top-loading cartridge slot was replaced with a front-loading mechanism. The slot is covered by a small, hinged door that can be opened to insert or remove a cartridge, and closed at other times. The dimensions of this model are 10" width by 8" length by 3.5" height. When opened, the cartridge slot door adds an additional 1" height to the unit.

The remodelled NES 2 uses the same basic color scheme, although the power switch is colored a bright red. Like the original Famicom, it utilizes a top-loading cartridge slot. The NES 2 is considerably more compact than the original model, measuring 6" by 7" by 1.5".

All officially licensed North American and European cartridges are 5.5" long by 4.1" wide. Japanese cartridges are shaped slightly differently, measuring only 3" in length, but 5.3" in width.

[edit] Central processing unit

Versions of the NES console released in PAL regions incorporated a Ricoh 2A07 CPU.
Versions of the NES console released in PAL regions incorporated a Ricoh 2A07 CPU.

For its central processing unit (CPU), the NES uses an 8-bit microprocessor produced by Ricoh based on a MOS Technology 6502 core. It incorporates custom sound hardware and a restricted DMA controller on-die. NTSC (North America and Japan) versions of the console use the Ricoh 2A03 (or RP2A03), which runs at 1.79 MHz.[43] PAL (Europe and Australia) versions of console utilize the Ricoh 2A07 (or RP2A07), which is identical to the 2A03 save for the fact that it runs at a slower 1.66 MHz clock rate.[44]

[edit] Memory

The NES contains 2 KB of onboard random access memory (RAM). A game cartridge may contain expanded RAM to increase this amount. The system supports up to 49,128 bytes (just shy of 48 KB) for read-only memory (ROM), expanded RAM, and cartridge input/output. The process of bank switching can increase this amount by orders of magnitude.[43]

[edit] Video

The NES utilizes a custom-made picture processing unit (PPU) developed by Ricoh. The version of the processor used in NTSC models of the console, named the RP2C02, operates at 5.37 MHz, while the version used in PAL models, named the RP2C07, operates at 5.32 MHz.[44] Both the RP2C02 and RP2C07 output composite video.[43] Special versions of the NES's hardware designed for use in video arcades use other variations of the PPU. The PlayChoice-10 uses the RP2C03, which runs at 5.37 MHz and outputs RGB video at NTSC frequencies. Two different variations were used for Nintendo Vs. Series hardware: the RP2C04 and the RP2C05. Both of these operate at 5.37 MHz and output RGB video at NTSC frequencies. Additionally, both utilize irregular palettes to prevent easy ROM swapping of games.[45] All variations of this PPU feature 256 bytes of on-die sprite position / attributable RAM ("OAM") and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. This memory is stored on separate buses internal to the PPU. The console's 2 KB of onboard RAM may be used for tile maps and attributes on the NES board, and 8 KB of tile pattern ROM or RAM may be included on a cartridge. Using bank switching, virtually any amount of additional cartridge memory can be used, limited only by manufacturing costs.[43]

The system has an available color palette of 48 colors and 5 grays. Red, green, and blue can be individually darkened at specific screen regions using carefully timed code. Up to 25 colors may be used on one scanline: a background color, four sets of three tile colors, and four sets of three sprite colors. This total does not include color de-emphasis.[43]

A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites may be either 8 pixels by 8 pixels, or 8 pixels by 16 pixels, although the choice must be made globally and it affects all sprites. Up to eight sprites may be present on one scanline, using a flag to indicate when additional sprites are to be dropped. This flag allows the software to rotate sprite priorities, increasing maximum amount of sprites, but typically causing flicker.[43]

The PPU allows only one scrolling layer, though horizontal scrolling can be changed on a per-scanline basis. More advanced programming methods enable the same to be done for vertical scrolling.[43]

The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels. Typically, games designed for NTSC-based systems had an effective resolution of only 256 by 224 pixels, as the top and bottom 8 scanlines are not visible on most television sets. For additional video memory bandwidth, it was possible to turn off the screen before the raster reached the very bottom.[43]

Video output connections varied from one model of the console to the next. The original Japanese Famicom featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The AV Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom / Super Nintendo Entertainment System. Conversely, the North American re-released NES 2 most closely resembled the original model Famicom, in that it featured RF modulator output only.[33] Finally, the PlayChoice-10 utilized an inverted RGB video output.

[edit] Audio

The NES board supported a total of five sound channels. These included two pulse wave channels of variable duty cycle (12.5%, 25%, 50%, and 75%), with a volume control of sixteen levels, and hardware pitch bending supporting frequencies ranging from 54 Hz to 28 kHz. Additional channels included one fixed-volume triangle wave channel supporting frequencies from 27 Hz to 56 kHz, one sixteen-volume level white noise channel supporting two modes (by adjusting inputs on a linear feedback shift register) at sixteen preprogrammed frequencies, and one delta pulse-width modulation channel with six bits of range, using 1-bit delta encoding at sixteen preprogrammed sample rates from 4.2 kHz to 33.5 kHz. This final channel was also capable of playing standard pulse-code modulation (PCM) sound by writing individual 7-bit values at timed intervals.[43]

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Super Nintendo Entertainment System

The Super Nintendo Entertainment System or Super NES (also called SNESa[›] and Super Nintendo) is a 16-bit video game console that was released by Nintendo in North America, Europe, Australasia (Oceania), and South America 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.

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.

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. 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.[4] Others question this perceived romanticism, believing the system was just another step in the evolution of video game technology.[5] 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, some of whom are still making "homebrew" ROM images.

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[edit] 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.[6] 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.[7]

[edit] Launch

Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday 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.[8] The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.[9]

With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.[10] 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.[11]

"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."[12]

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.[13]

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.[14] 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.[15]

[edit] Console wars

Main article: Console wars

The rivalry between Nintendo and Sega resulted in one of the fiercest console wars in video game history,[16] 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.[17] Despite the Genesis's head start, its much larger library of games, as well as its lower price point,[18] market share between the SNES and the Genesis was about even in April 1992,[19] and neither console could maintain a definitive lead for several years. The Super NES eventually prevailed, dominating the American 16-bit console market,[20] and would even remain popular well into the 32-bit generation.[21]

[edit] 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.[22]

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.[23][24]

Game players were not the only ones to notice the violence in this game; US 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.[23][24] 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.[23][24]

[edit] 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 and high-quality music, Donkey Kong Country rivaled the aesthetic 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 message that early 32-bit systems had little to offer over the Super NES, and helped make way for the more advanced consoles on the horizon.[25][26]

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.[27] 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.[28]

Nintendo of America ceased production of the SNES in 1999,[29] about two years after releasing Kirby's Dream Land 3 (its last first-party game for the system) on November 27, 1997. In Japan, Nintendo continued production of the Super Famicom until September 2003,[30] and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on December 1, 2000.[31]

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.[32] In 2007, Nintendo announced that it would no longer repair Famicom or Super Famicom systems due to an increasing shortage of the necessary parts.[33]

[edit] Emulation

See also: List of SNES emulators

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. The SNES has taken much the same revival path as the NES (see History of the Nintendo Entertainment System).

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

Emulation projects began with the initial release of VSSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[34] During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled Snes9x.[35] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[36] 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,[37] and currently led by the development of bsnes.[38]

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.[39] 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.[40] Despite Nintendo's attempts to stop the proliferation of such projects, emulators and ROM files continue to be available on the Internet.

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.[41]

Emulation of the SNES is now available on handheld units, such as Sony's PlayStation Portable (PSP),[42] the Nintendo DS[43] and Game Boy Advance,[44] the Gizmondo,[45] and the GP2X by GamePark Holdings,[46] as well as PDAs.[47] Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned SNES emulation.

[edit] Technical specifications

The design of the Super NES incorporates a relatively slow 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.[48] Individual game cartridges can easily supply further custom chips as needed.

[edit] Central processing unit

CPU reference
Processor Ricoh 5A22, based on a 16-bit 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 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.[49]

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).[49] 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).[50]

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.[50]

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.[50]

[edit] 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.[50]

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.[50]

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.[50]

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:[50]

  • Mode 0: 4 layers, all using 4-color palettes. Each BG uses its own section of the SNES palette.
  • 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.[50]

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.[50]

[edit] 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.[51][52]

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.[51]

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.[51]

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.[53]

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 all game music (except for a few games that constantly stream their samples from ROM).

[edit] Onboard RAM

Memory reference
Main RAM 128 KB
Video RAM 64 KB main RAM
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
Audio RAM 64 KB

The console contains 128 KB 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.[50]

[edit] Regional lockout

Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.

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 cartridges 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.[54]

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.[54] 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.[55]

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.[56]

[edit] Casing

Original Japanese SNES This image is a candidate for speedy deletion. It may be deleted after Tuesday, 1 April 2008.
Original U.S. SNES
Original PAL SNES
Super Famicom Jr.
Original Japanese version Original North American 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.

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.[53] The multi-out connector, later used on the Nintendo 64 and GameCube, can output RF, RGB, S-Video, and composite video signals.[54] Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit[53] and a standard RF output with channel selection switch on the back; newer versions use the RF capability of the multi-out connector.

[edit] 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.[49] 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.

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.

[edit] Peripherals

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

The SNES standard controller adds two additional face buttons to the design of the NES iteration, arranging the four in a diamond shape, and the layout adds 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. The North American version also differs in that the X and Y buttons are concave while the A and B buttons are convex (like PAL and JP region controller face buttons). 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).[57][58][59][60][61][62]

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 functionally 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 one-handed ASCII Stick L5, the BatterUP baseball bat, and the TeeV Golf golf club.[63]

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.[64]

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.

Soon after the release of the SNES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor.[65] 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.

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.[66] 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.

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.[67]

[edit] 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.[53]

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.[35]

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.[68] 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.[69]

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.[35]

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.[70]

Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few titles;[69] the only limitations are the speed of the Super NES itself to transfer data from the chip and the current rating of the console.

[edit] Market share

As of March 31, 2006, 49.1 million Super NES units were sold worldwide, with 20 million of those units sold in the U.S. according to Nintendo.[1][2][71] Although it could not quite repeat the success of the NES, which sold 61.9 million units worldwide as of March 31, 2006,[72][2] the Super NES was the best-selling console of its era. The Mega Drive/Genesis came in second with 29 million sold worldwide,[73][74][75] and the TurboGrafx-16 was third with 10 million sold worldwide.[76]

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