La Super Nintendo Entertainment System ( SNES ), [b] comúnmente abreviada a Super NES o Super Nintendo , [c] es una consola de videojuegos doméstica de 16 bits desarrollada por Nintendo que fue lanzada en 1990 en Japón y Corea del Sur , [16] 1991 en América del Norte , 1992 en Europa y Oceanía y 1993 en América del Sur . En Japón, el sistema se llama Super Famicom ( SFC ). [D]En Corea del Sur, se conoce como Super Comboy [e] y fue distribuido por Hyundai Electronics . [17] El sistema fue lanzado en Brasil el 30 de agosto de 1993, [16] [18] por Playtronic . Aunque cada versión es esencialmente la misma, varias formas de bloqueo regional impiden que los diferentes cartuchos sean compatibles entre sí.
También conocido como | SNES Super NES Super Nintendo |
---|---|
Desarrollador | Nintendo I + D2 |
Fabricante | Nintendo |
Tipo | Consola de videojuegos doméstica |
Generacion | Cuarta generación |
Fecha de lanzamiento | |
Esperanza de vida | 1990-2003 [5] |
Precio de lanzamiento | ¥ 25,000 US $ 199 |
Interrumpido |
|
Unidades vendidas | En todo el mundo: 49,10 millones [5] Norteamérica: 23,35 millones Japón: 17,17 millones Otros: 8,58 millones |
Medios de comunicación | Cartucho de ROM |
UPC | Ricoh 5A22 a 3,58 MHz |
Sonar | Nintendo S-SMP |
Servicios en línea | Satellaview (solo Japón) XBAND ( solo EE . UU. Y Canadá) Nintendo Power (solo Japón) |
Juego más vendido |
|
Predecesor | Sistema de entretenimiento de Nintendo |
Sucesor | Nintendo 64 |
La SNES es la segunda consola doméstica programable de Nintendo, después de Nintendo Entertainment System (NES). La consola introdujo capacidades de sonido y gráficos avanzados en comparación con otros sistemas en ese momento. El sistema fue diseñado para adaptarse al desarrollo continuo de una variedad de chips de mejora integrados en los cartuchos de juegos para ser competitivo en la próxima generación.
El SNES recibió críticas positivas y en gran medida fue un éxito mundial, convirtiéndose en la consola más vendida de la era de los 16 bits después del lanzamiento relativamente tarde y frente a la intensa competencia de Sega 's Génesis consola en América del Norte y Europa. Superponiendo las ventas de 61,9 millones de unidades de NES, SNES siguió siendo popular hasta bien entrada la era de los 32 bits , con 49,1 millones de unidades vendidas en todo el mundo cuando se suspendió en 2003. Sigue siendo popular entre los coleccionistas y los jugadores retro , con nuevos juegos caseros. y los relanzamientos emulados de Nintendo, como en la Consola Virtual , Super NES Classic Edition y Nintendo Switch Online .
Historia
Para competir con la popular Family Computer en Japón, NEC Home Electronics lanzó PC Engine en 1987, y Sega siguió su ejemplo con Mega Drive en 1988. Las dos plataformas se lanzaron más tarde en Norteamérica en 1989 como TurboGrafx-16 y Sega. Génesis respectivamente. Ambos sistemas se construyeron en arquitecturas de 16 bits y ofrecían gráficos y sonido mejorados en comparación con la NES de 8 bits . Sin embargo, el sistema de Sega tardó varios años en tener éxito. [19] Los ejecutivos de Nintendo no tenían prisa por diseñar un nuevo sistema, pero lo reconsideraron cuando empezaron a ver que su dominio en el mercado decaía. [20]
El 9 de septiembre de 1987, el entonces presidente de Nintendo, Hiroshi Yamauchi, reveló el desarrollo de la Super Famicom en el periódico Kyoto Shimbun . El 30 de agosto de 1988, en una entrevista con TOUCH Magazine , anunció el desarrollo de Super Mario Bros.4 , Dragon Quest V , tres juegos originales y proyectó ventas de 3 millones de unidades de la próxima consola. La revista Famicom Hissyoubon especuló que el anuncio anticipado de Nintendo probablemente se hizo para evitar las compras navideñas de PC Engine, y transmitió la aclaración de Enix de que estaba esperando las cifras de ventas para seleccionar PC Engine o Super Famicom para su próximo juego Dragon Quest . Tanto la revista como Enix expresaron un gran interés en la creación de redes como característica estándar de la plataforma. [21] [22] La consola fue demostrada a la prensa japonesa el 21 de noviembre de 1988 y nuevamente el 28 de julio de 1989. [23] [24]
Lanzamiento
Diseñado por Masayuki Uemura , el diseñador de la Famicom original, la Super Famicom fue lanzada en Japón el miércoles 21 de noviembre de 1990 por ¥ 25,000 (equivalente a ¥ 27,804 en 2019). Fue un éxito instantáneo; El envío inicial de Nintendo de 300.000 unidades se agotó en unas horas, y la perturbación social resultante llevó al gobierno japonés a pedir a los fabricantes de videojuegos que programen futuros lanzamientos de consolas los fines de semana. [25] El lanzamiento del sistema también llamó la atención de la Yakuza , lo que llevó a la decisión de enviar los dispositivos por la noche para evitar robos. [26]
Con la Super Famicom superando rápidamente a sus rivales, Nintendo se reafirmó como líder del mercado de consolas japonés. [27] El éxito de Nintendo se debió en parte a la retención de la mayoría de sus desarrolladores externos clave, incluidos Capcom , Konami , Tecmo , Square , Koei y Enix . [28]
Nintendo lanzó Super Nintendo Entertainment System, una versión rediseñada de Super Famicom, en Norteamérica por 199 dólares (equivalente a 378,11 dólares en 2020). Comenzó a enviarse en cantidades limitadas el 23 de agosto de 1991, [a] [34] con una fecha de lanzamiento nacional oficial del 9 de septiembre de 1991. [35] El SNES fue lanzado en el Reino Unido e Irlanda en abril de 1992 por £ 150 GB. (equivalente a £ 312.7 en 2019), [36] con un lanzamiento en Alemania unas semanas más tarde. [ cita requerida ]
La mayoría de las versiones de la consola de la región PAL utilizan el diseño japonés Super Famicom, excepto por el etiquetado y la longitud de los cables del joypad. El Playtronic SNES en Brasil, aunque PAL-M , usa el diseño norteamericano. [37] Tanto la NES como la SNES fueron lanzadas en Brasil en 1993 por Playtronic, una empresa conjunta entre la empresa de juguetes Estrela y la empresa de electrónica de consumo Gradiente . [38]
SNES y Super Famicom se lanzaron con pocos juegos, pero estos juegos fueron bien recibidos en el mercado. En Japón, solo dos juegos estaban disponibles inicialmente: Super Mario World y F-Zero . [39] (Un tercer juego, Bombuzal , fue lanzado durante la semana de lanzamiento. [40] ) En Norteamérica, Super Mario World se lanzó como un paquete con la consola; otros juegos de lanzamiento incluyen F-Zero , Pilotwings (los cuales demuestran la capacidad de renderizado pseudo-3D del Modo 7 de la consola ), SimCity y Gradius III . [41]
Guerras de consolas
La rivalidad entre Nintendo y Sega resultó en lo que se ha descrito como una de las guerras de consolas más notables en la historia de los videojuegos, [42] en la que Sega posicionó a la Genesis como la consola "genial", con juegos dirigidos a audiencias mayores y agresivos. anuncios que ocasionalmente atacaban a la competencia. [43] Nintendo, sin embargo, obtuvo una ventaja temprana en relaciones públicas al asegurar la primera conversión de consola del éxito arcade Street Fighter II de Capcom para SNES, que tardó más de un año en hacer la transición a Genesis. Aunque Genesis tenía una ventaja de dos años para el lanzamiento, una biblioteca de juegos mucho más grande y un precio más bajo, [44] solo representaba aproximadamente el 60% del mercado estadounidense de consolas de 16 bits en junio de 1992, [45 ] y ninguna de las consolas pudo mantener una ventaja definitiva durante varios años. Se dice que Donkey Kong Country ayudó a establecer la prominencia del mercado de SNES en los últimos años de la generación de 16 bits, [46] [47] [48] [49] y durante un tiempo, se mantuvo frente a PlayStation y Saturn . [50] Según Nintendo, la compañía había vendido más de 20 millones de unidades SNES en los EE . UU. [51] Según un informe de Wedbush Securities de 2014 basado en datos de ventas de NPD , SNES vendió más de Genesis en el mercado estadounidense en 2 millones de unidades. [52]
Cambios en la política
Durante la era de NES, Nintendo mantuvo el control exclusivo sobre los juegos lanzados para el sistema: la compañía tenía que aprobar cada juego, cada desarrollador externo solo podía lanzar hasta cinco juegos por año (pero algunos terceros solucionaron esto usando diferentes nombres , como la marca " Ultra Games " de Konami ), esos juegos no podrían lanzarse en otra consola dentro de dos años, y Nintendo era el fabricante y proveedor exclusivo de cartuchos NES. Sin embargo, la competencia de la consola de Sega puso fin a esta práctica; en 1991, Acclaim Entertainment comenzó a lanzar juegos para ambas plataformas, y la mayoría de los otros licenciatarios de Nintendo siguieron su ejemplo durante los siguientes años; Capcom (que otorgó la licencia de algunos juegos a Sega en lugar de producirlos directamente) y Square fueron los reductos más notables. [53]
Nintendo continuó revisando cuidadosamente los juegos enviados, calificándolos en una escala de 40 puntos y asignando los recursos de marketing en consecuencia. Cada región realizó evaluaciones independientes. [54] Nintendo of America también mantuvo una política que, entre otras cosas, limitaba la cantidad de violencia en los juegos en sus sistemas. El éxito de arcade sorpresa Mortal Kombat (1992), un sangriento juego de lucha con enormes salpicaduras de sangre y movimientos de fatalidad gráficamente violentos , fue fuertemente censurado por Nintendo. [f] Debido a que la versión de Genesis permitía una versión sin censura a través de un código de trampa, [55] vendió más que la versión censurada de SNES en una proporción de casi tres a uno. [56]
Los senadores estadounidenses Herb Kohl y Joe Lieberman convocaron una audiencia en el Congreso el 9 de diciembre de 1993 para investigar la comercialización de videojuegos violentos para niños. [g] Aunque Nintendo tomó la delantera con un éxito moderado, las audiencias llevaron a la creación de la Asociación de Software Digital Interactivo y la Junta de Clasificación de Software de Entretenimiento y la inclusión de calificaciones en todos los videojuegos. [55] [56] Con estas calificaciones en su lugar, Nintendo decidió que sus políticas de censura ya no eran necesarias. [56]
Era de 32 bits y más allá
Mientras que otras compañías pasaban a sistemas de 32 bits , Rare y Nintendo demostraron que SNES seguía siendo un fuerte competidor en el mercado. En noviembre de 1994, Rare lanzó Donkey Kong Country , un juego de plataformas con modelos 3D y texturas pre-renderizados en estaciones de trabajo Silicon Graphics . Con sus gráficos detallados, animación fluida y música de alta calidad, Donkey Kong Country compite con la calidad estética de los juegos que se lanzaron en las consolas más nuevas basadas en CD de 32 bits. En los últimos 45 días de 1994, se vendieron 6,1 millones de copias, lo que lo convierte en el videojuego más vendido en la historia hasta esa fecha. Este juego envió un mensaje de que los primeros sistemas de 32 bits tenían poco que ofrecer sobre SNES y demostró ser el mercado para las consolas más avanzadas del futuro cercano. [57] [58] Según los informes de TRSTS, dos de los cinco juegos más vendidos en los Estados Unidos en diciembre de 1996 son juegos de SNES. [59]
En octubre de 1997, Nintendo lanzó un modelo rediseñado de SNES (el modelo SNS-101 denominado " New-Style Super NES ") en Norteamérica por 99 dólares , con algunas unidades incluido el juego de paquete Super Mario World 2: Isla de Yoshi . [60] [61] Al igual que el rediseño anterior de NES (modelo NES-101), el nuevo modelo es más delgado y liviano que su predecesor, [61] pero carece de salida S-Video y RGB, y se encuentra entre los últimos importantes lanzamientos relacionados con SNES en la región. Una Super Famicom Jr. rediseñada de manera similar se lanzó en Japón aproximadamente al mismo tiempo. [62] Sin embargo, el rediseño no llegó a Europa.
Nintendo cesó la producción de SNES en Norteamérica en 1999, [6] aproximadamente dos años después de lanzar Kirby's Dream Land 3 (su último juego propio en los EE. UU.) El 27 de noviembre de 1997, y un año después de lanzar Frogger (su último juego de terceros en EE. UU.). En Japón, Nintendo continuó la producción de Family Computer y Super Famicom hasta el 25 de septiembre de 2003, [7] y se produjeron nuevos juegos hasta el año 2000, finalizando con el lanzamiento de Metal Slader Glory Director's Cut el 29 de noviembre de 2000. [63]
Muchos juegos populares de SNES se portaron a Game Boy Advance , que tiene capacidades de video similares. En 2005, Nintendo anunció que los juegos de SNES estarían disponibles para su descarga a través de la Wii 's Consola Virtual servicio. [64] El 31 de octubre de 2007, Nintendo Co., Ltd. anunció que ya no repararía los sistemas Family Computer o Super Famicom debido a la creciente escasez de las piezas necesarias. [65] El 3 de marzo de 2016, Nintendo Co., Ltd. anunció que llevaría juegos de SNES a New Nintendo 3DS y New Nintendo 3DS XL (y más tarde a New Nintendo 2DS XL ) a través de su servicio de descarga eShop. [66] En el evento de Nintendo Direct el 4 de septiembre de 2019, Nintendo anunció que llevaría juegos seleccionados de SNES a la plataforma Nintendo Switch Online . [67] [68]
Hardware
Especificaciones técnicas
El diseño de 16 bits del SNES [69] incorpora coprocesadores de gráficos y sonido que realizan efectos 3D simulados y en mosaico, una paleta de 32 768 colores y audio ADPCM de 8 canales . Estas características de la plataforma base, además de la capacidad de extenderlas dramáticamente a través de mejoras sustanciales en el chip dentro de cada cartucho, representan un salto sobre la generación NES de 8 bits y algunas ventajas significativas sobre los competidores de 16 bits como Genesis. [70]
CPU y RAM
Referencia de CPU | |
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Procesador | Núcleo WDC 65C816 personalizado de 16 bits |
Velocidades de reloj (NTSC) | Entrada: 21,47727 MHz Bus: 3,58 MHz, 2,68 MHz o 1,79 MHz |
Tasas de reloj (PAL) | Entrada: 21,28137 MHz Bus: 3,55 MHz, 2,66 MHz o 1,77 MHz |
Autobuses | Buses de direcciones de 24 y 8 bits, bus de datos de 8 bits |
Características adicionales |
|
La CPU es una Ricoh 5A22 , que es un derivado del microprocesador WDC 65C816 de 16 bits . En las regiones NTSC , su velocidad de reloj nominal es de 3,58 MHz, pero la CPU se ralentizará a 2,68 MHz o 1,79 MHz al acceder a algunos periféricos más lentos. [71]
This CPU has a 8-bit data bus and two address buses. The 24-bit "Bus A" is designated for general accesses, and the 8-bit "Bus B" can access support chip registers such as the video and audio co-processors.
The WDC 65C816 also supports an 8-channel DMA unit; an 8-bit parallel I/O port a controller port interface circuits allowing 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.[71]
Early revisions of the 5A22 used in SHVC boards are prone to spontaneous failure; this can produce a variety of symptoms including graphics glitches during Mode 7 operation, a black screen on power-on, or inability to read the controllers properly.[72] The first revision 5A22 also had a fatal bug in the DMA controller that could cause games to crash when running; this was corrected in subsequent revisions.[73]
The console contains 128 KB of general-purpose RAM, which is separate from the 64 KB VRAM dedicated to the video and audio subsystems.
Video
Video reference | |
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Resolutions | Progressive: 256×224 (8:7), 512×224 (16:7), 256×239 (256:239), 512×239 (512:239) Interlaced: 512×448 (8:7), 512×478 (256:239) |
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 64 × 64 pixels |
Backgrounds | Up to 4 planes; each up to 1024 × 1024 pixels |
Effects |
|
The Picture Processing Unit (PPU) consists of two separate but closely tied IC packages. It contains 64 KB of SRAM for storing video data, 544 bytes of object attribute memory (OAM) for storing sprite data, and 256 × 15 bits of color generator RAM (CGRAM) for storing palette data. This CGRAM allows the console to display up to 256 colors, chosen from the 15-bit RGB color space, for a total of 32,768 possible colors. The PPU is clocked by the same signal as the CPU and generates a pixel every two or four cycles.[69] Eight video modes are available to the programmer:
- Mode 0: 4 layers, all using 4-color palettes. Each BG uses its section of the SNES palette. Up to 96 colors can be displayed on the backgrounds, 24 colors per layer.
- Mode 1: 3 layers, two using 16-color palettes and one using 4-color palettes. Up to 120 colors can be displayed by the first two layers and 24 colors by the third layer.
- Mode 2: 2 layers, both using 16-color palettes. Each tile can be individually scrolled. Up to 120 colors can be displayed on the screen.
- 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. Up to 256 colors are displayed by the first layer and 120 colors by the second layer.
- 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. Up to 256 colors are displayed by the first layer and 24 colors by the second layer.
- Mode 5: 2 layers, one using 16-color palettes and one using 4-color palettes. Tile decoding is altered to facilitate the use of the 512-width and interlaced resolutions. Up to 120 colors are displayed by the first layer and 24 colors by the second layer.
- Mode 6: 1 layer, using 16-color palettes. Tile decoding is as in Mode 5, and each tile can be individually scrolled. Up to 120 colors can be displayed on screen.
- Mode 7: 1 layer of 128×128 tiles of size 8×8 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. A programming technique called HDMA can be used to change the matrix parameters for each scanline to generate perspective effects.
Audio
Audio reference | |
---|---|
Processors | Nintendo S-SMP |
Clock rates | Input: 24.576 MHz SPC700: 1.024 MHz |
Output | 8 channels, stereo |
Effects |
|
The audio subsystem is called the S-SMP, which is a dedicated single chip consisting of an 8-bit CPU, a 16-bit DSP, and 64 KB of SRAM. It is designed and produced by Sony[74] and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems. It is capable of producing stereo sound, composed from 8 voices generated using 8 bit audio samples and various effects such as echo.[75]
Regional lockout
Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.
Physically, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, and 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.[76][77]
Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents the 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. 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.[78]
PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz but PAL operates at 50 Hz, resulting in an approximately 16.7% slower framerate. Additionally, PAL's higher resolution results in letterboxing of the output image.[76] Some commercial PAL region releases exhibit this same problem and, therefore, can be played in NTSC systems without issue, but other games 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 newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.[79]
Casing
Japanese SHVC-001 model
(1990–1998)North American SNS-001 model
(1991–1997)PAL-region SNSP-001A model
(1992–1998)New-Style Super NES SNS-101
(1997–1999)Japanese SHVC-101 model
(1998–2003)South Korean SNSN-001 model
Nintendo Super System controller
All versions of the SNES are predominantly gray, of slightly different shades. The original North American version, designed by Nintendo of America industrial designer Lance Barr[80] (who previously redesigned the Famicom to become the NES[81]), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as had happened with the flat-surfaced NES.[80] The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American New-Style Super NES (model SNS-101) and the Japanese Super Famicom Jr. (model SHVC-101), all designed by Barr, are both smaller with a rounded contour; however, the SNS-101 buttons are purple where the Super Famicom Jr. buttons are gray. The European and American versions of the SNES controllers have much longer cables compared to the Japanese Super Famicom controllers.
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 MULTI OUT connector (later used on the Nintendo 64 and GameCube) can output composite video, S-Video and RGB signals, as well as RF with an external RF modulator.[82][83] Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection switch on the back;[84] the redesigned models output composite video only, requiring an external modulator for RF.[85]
The ABS plastic used in the casing of some older SNES and Super Famicom consoles is particularly susceptible to oxidization with exposure to air, likely due to an incorrect mixture of the stabilizing or flame retarding additives. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results.[86] This issue may be reversed with a method called Retrobrighting, where a mixture of chemicals is applied to the case and exposed to UV light.[87]
The Nintendo Super System is an arcade system for retail preview of 11 particular SNES games in the United States, similar to the PlayChoice-10 for NES games. It consists of slightly modified SNES hardware with a menu interface and 25-inch monitor, that allows gameplay for a certain amount of time depending on game credits.[88][89] Manufacturing of this model was discontinued in 1992.[90][91]
Game cartridge
SNES games are distributed on ROM cartridges, officially referred to as Game Pak in most Western regions,[92] and as Cassette (カセット, Kasetto) in Japan and parts of Latin America.[93] Though the SNES can address 128 Mbit,[h] only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data,[94][95] and the smallest games contain only 2 Mbit.
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.
Juegos
1757 games were officially released for the Super Nintendo Entertainment System; 717 in North America (plus 4 championship cartridges), 521 in Europe, 1,448 in Japan, 231 on Satellaview, and 13 on Sufami Turbo. Many SNES games such as Super Mario World (1990), The Legend of Zelda: A Link to the Past (1991), Donkey Kong Country (1994), EarthBound (1994), Super Metroid (1994), Yoshi's Island (1995), and others, are often cited to be some of the greatest video games of all time; numerous SNES games have been rereleased several times, including on the Virtual Console, Super NES Classic Edition, and the classic games service on Nintendo Switch Online. It is possible to play all original Game Boy games on the SNES with the Super Game Boy add-on. In the intervening years many emulators for SNES software have been produced. Some SNES games support Mode 7, a graphics mode that transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth.
Periféricos
The standard SNES controller adds X and Y face buttons to the design of the NES iteration, arranging the four in a diamond shape, and adds two shoulder buttons. It features an ergonomic design by Lance Barr, later used in 1993 for the NES-039 "dogbone" controllers, also designed by Barr.[80][81] The Japanese and PAL region versions incorporate the colors of the four action buttons into the system's logo. The North American version's buttons are colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later consoles derive elements of their controller design from the SNES, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller.[96][97][98] This same face button layout, including its exact letter designations, would also be used in future Nintendo systems, starting with the Nintendo DS.
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 Mario Paint. Hudson Soft, under license from Nintendo, released the Super Multitap, a multiplayer adapter for use with its popular series of Bomberman games. Some of the more unusual controllers include the BatterUP baseball bat, the Life Fitness Entertainment System (an exercise bike controller with built-in monitoring software),[99] and the TeeV Golf golf club.[100][101]
Though 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 touts several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and access to the SNES console's features by specially enhanced Game Boy games.[102] Japan also saw the release of the Super Game Boy 2, which adds a communication port to enable a second Game Boy to connect for multiplayer games.
Like the NES before it, the SNES has unlicensed third-party peripherals, including a new version of the Game Genie cheat cartridge designed for use with SNES games.
Soon after the release of the SNES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor.[103] These devices create a backup of a cartridge. They can also be used to play illicit ROM images or to create copies of rented video games, violating copyright laws in many jurisdictions.
Japan saw the release of the Satellaview, a modem which attaches to the Super Famicom's expansion port and connected to the St.GIGA satellite radio station from April 23, 1995, to June 30, 2000. Satellaview users could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom games, and released in installments.[104] In the United States, the 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 add-on, Sega CD. Although a SNES-CD prototype console was produced by Sony, Nintendo's deals with both Sony and Philips were canceled, with Philips gaining the right to release a series of games based on Nintendo franchises for its CD-i multimedia console and Sony going on to develop its own PlayStation console based on its initial dealings with Nintendo.[105][106]
Chips de mejora
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, just like the MMC chips used for most NES games. This is most often characterized by 16 additional pins on the cartridge card edge.[107]
The Super FX is a RISC CPU designed to perform functions that the main CPU can not feasibly do. The chip is primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip can also be used to enhance 2D games.[108]
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.[109] 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, is used most often; the DSP-2, DSP-3, and DSP-4 are used in only one game each.[110]
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.[108]
In Japan, games could be downloaded cheaper than standard cartridges, from Nintendo Power kiosks onto special cartridges containing flash memory and a MegaChips MX15001TFC chip. The chip manages communication with the kiosks to download ROM images and has an initial menu to select a game. Some were published both in cartridge and download form, and others were download only. The service closed on February 8, 2007.[111]
Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few games;[110] the only limitations are the speed of the SNES itself to transfer data from the chip and the current limit of the console.
Recepción y legado
Approximately 49.1 million SNES consoles were sold worldwide, with 23.35 million of those units sold in the Americas and 17.17 million in Japan.[5] Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide,[5] the SNES was the best-selling console of its era.
In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the Super Nintendo Entertainment System scores of 5.5, 8.0, 7.0, 7.0, and 8.0. Though they criticized how few new games were coming out for the system and how dated its graphics were compared to current generation consoles, they regarded its selection of must-have games to be still unsurpassed. Additionally noting that used SNES games were readily available in bargain bins, most of them still recommended buying a SNES.[112] In 2007, GameTrailers named the SNES as the second-best console of all time in their list of top ten consoles that "left their mark on the history of gaming", citing its graphics, sound, and library of top-quality games.[113] In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love from this console completely annihilates any other roster from the Big N."[114] Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's dramatic improvement over its predecessor;[115] fellow technology columnist Will Greenwald replied with a more nuanced view, giving the SNES top marks with his heart, the NES with his head, and the PlayStation (for its controller) with his hands.[116] GamingExcellence also gave the SNES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling.[117] At the same time, GameDaily rated it fifth of the ten greatest consoles for its graphics, audio, controllers, and games.[118] In 2009, IGN named the Super Nintendo Entertainment System the fourth-best video game console, complimenting its audio and number of AAA games.[96]
Emulation
Like the NES before it, the SNES has retained a long-lived fan base. It has continued to thrive on the second-hand market, emulators, and remakes. The SNES has taken the same revival path as the NES.
Emulation projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[119] During that time, two competing emulation projects—Snes96 and Snes97—merged to form Snes9x.[108] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[120] In 2004, higan began development as bsnes, in an effort to emulate the system as closely as possible.
Nintendo of America took the same stance against the distribution of SNES ROM image files and the use of emulators as it did with the NES, insisting that they represented flagrant software piracy.[121] Proponents of SNES emulation cite discontinued production of the SNES constituting abandonware status, the right of the owner of the respective game to make a personal backup via devices such as the Retrode, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES ROM cartridges and consoles, and the lack of certain foreign imports. Nintendo designed a hobbyist development system for the SNES, but never released it.[122]
Emulation of the SNES is also available on platforms such as Android,[123] and iOS,[124][125] the Nintendo DS line,[126] the Gizmondo,[127] the Dingoo and the GP2X by GamePark Holdings,[128] as well as PDAs.[129] Individual games have been included with emulators on some GameCube discs, and Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned general SNES emulation.
A dedicated mini-console, the 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 the SNES in their respective regions, is bundled with two SNES-style controllers and comes preloaded with 21 games, including the previously unreleased Star Fox 2.[130]
Notas
- ^ a b According to Stephen Kent's The Ultimate History of Video Games, the official launch date was September 9.[29] Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,[30][31] and it arrived in other regions at a later date.[32] Many modern online sources since about 2005 report August 13.[33]
- ^ The name "SNES" can be pronounced by English speakers as an acronym (one word, like "NATO") with various pronunciations, an initialism (a string of letters, like "IBM"), or as a hybrid (compare "JPEG"). In written English, the choice of indefinite article ("a" or "an") is therefore problematic.[13]
- ^ Though the use of "Super Nintendo" is common in colloquial speech and Nintendo of Europe uses it for their website,[14] Nintendo of America's official guidelines discourage it, preferring instead the shorthand "Super NES", as seen written on many of their products (e.g. Super NES Control Deck, Super NES Controller, Super NES Mouse, Super NES Multi-Player Adapter).[15]
- ^ Super Famicom (Japanese: スーパーファミコン, Hepburn: Sūpā Famikon, officially adopting the abbreviated name of its predecessor, the Famicom)
- ^ 슈퍼 컴보이 Syupeo Keomboi
- ^ In both The Ultimate History of Video Games and Purple Reign: 15 Years of the SNES, the disparity in sales is directly attributed to the SNES version lacking the excessive blood which was recolored grey and described as "sweat", and lacking some of the more gruesome finishing moves. See the Talk page for details.
- ^ Some contend that Nintendo orchestrated the Congressional hearings of 1993, but Senator Lieberman and NOA's Senior Vice President (later Chairman) Howard Lincoln both refute these allegations.[56]
- ^ Unless otherwise specified, kilobyte (kB), megabyte (MB), and megabit (Mbit) are used in the binary sense in this article, referring to quantities of 1024 or 1,048,576.
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Bibliografía
- Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. ISBN 0-7615-3643-4.CS1 maint: ref duplicates default (link)
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enlaces externos
- Super NES Programming at Wikibooks