The Super Nintendo Entertainment System, also known as Super Nintendo, Super NES or SNES, is a 16-bit video game console released by Nintendo in North America, Brazil, Europe, and Australia. In Japan it is known as the Super Famicom (Family Computer). In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics.
The Super Nintendo Entertainment System was Nintendo's second home console, following the Nintendo Entertainment System (often abbreviated to NES, released as the Famicom in Japan). Whereas the earlier system had struggled in Europe and large parts of Asia the SNES proved to be a global success, albeit one that could not match its predecessor's popularity in South East Asia and North America—due in part to increased competition from Sega's Mega Drive console (released in North America as the Genesis). Despite its relatively late start, the SNES became the best selling console of the 16-bit era but only after its competitor Sega had pulled out of the 16-bit market to focus on its 32-bit next generation console.
History
Even as the original NES/Famicom was at the height of its popularity, several companies were launching their own consoles. In 1987 and 1988 respectively, NEC and Sega launched their contenders, the PC Engine and the Mega Drive, one of the first 16-bit home gaming systems. Although the NES would continue to dominate the video game industry for years to come, Nintendo's hardware was beginning to show its age, and though Nintendo executives initially showed little interest in developing a new system, Sega and NEC's growing market share with consoles like the Mega Drive (Sega Genesis) and the PC Engine soon forced Nintendo to reconsider.
Masayuki Uemura, the man responsible for designing the Famicom several years earlier, was put in charge of the design of the console and the Super Famicom was released in Japan on November 21, 1990 for ¥25,000. An instant blockbuster, Nintendo's initial shipment of 300,000 units quickly sold out within hours. The system was so popular that it was said to have attracted the attention of the Yakuza, leading to the decision to ship the devices at night in order to avoid robbery. In Japan, the Super Famicom effortlessly outsold its chief rival, the Mega Drive, and Nintendo retained control over approximately 85% of the Japanese console market thanks, in part, to Nintendo's retention of most of its key third party developers from the Famicom, including Capcom, Konami, Tecmo, Square Co., Ltd., Koei, and Enix.
Nine months later, on August 13, 1991, Nintendo released the Super Famicom in North America with a new redesigned case as the Super Nintendo Entertainment System. Initially sold for a price of $199 US, the North American package included the game Super Mario World. The SNES was released in the United Kingdom and Ireland in April 1992 for £150, with a German release following a few weeks later. The PAL versions of the console looked identical to the Japanese Super Famicom, except for labelling.
Nintendo's Japanese market dominance was, however, not repeated in the American and European markets. By the time of launch the Sega Mega Drive/Genesis had already become firmly entrenched in the US and European marketplace, helped by the lower cost of the Mega Drive/Genesis console and games, Sega's aggressive marketing in North America, and overall popularity of the console alone. In addition many US gamers had come to expect backwards compatibility from console developers (as was the case with the Atari 2600 and 7800), but the SNES was not designed to play NES cartridges.
Rivalry between Nintendo and Sega produced what is possibly the most notorious console war in gaming history. Nintendo would never achieve market leadership in Europe and did not manage to do so in the U.S. until 1994, benefiting from Sega's pulling out of the market and its continued production of SNES and its games well after the 32-bit era of gaming had started.
In the period of the early 1990s, a blue-collar anti-Japanese sentiment had grown to maturity. While the NES was accused of shoddy construction and poor planning, the SNES was rumored to be a tool of outright economic war. The SNES was incompatible with several American-brand TVs, causing the screen to hop 3-5 times a second, or (in very rare cases) even outright backfire on the TV set. Nintendo fixed all units aftermarket free of charge, but the theory held on for years.
By 1996, the 16-bit era of gaming had ended, and a new generation of consoles, including Nintendo's own Nintendo 64, caused the popularity of the SNES to wane. In October 1997, Nintendo released a redesigned SNES 2 in North America for $99 USD (which included the pack-in game Super Mario World 2: Yoshi's Island). Like the earlier NES 2, the new model was designed to be slimmer and lighter than its predecessor but lacked S-Video and RGB output, and would prove to be among the last major SNES-related releases in America. A similar redesigned Super Famicom Jr. was released in Japan around the same time. All the American cases from the original NES to the SNES 2 were designed by Lance Barr.
Nintendo of America ceased production of the SNES in 1999. In Japan, the Super Famicom continued to be produced until September 2003 (also some new games were produced until the year 2000). In recent years, many SNES titles have been ported to the handheld Game Boy Advance, which has similar video capabilities. Some video game critics consider the SNES era "the golden age of video games," citing the many groundbreaking games and classics made for the system, whereas others question this romanticism. See video game player for more.
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