[ GEN 4 · Nintendo ]
Super Famicom / Super Nintendo Entertainment System
Image archive
Specifications
- Manufacturer
- Nintendo
- CPU
- Ricoh 5A22 (65C816 derivative) @ 3.58 MHz
- PPU
- Two Ricoh S-PPUs — 8 background layers + Mode 7 scaling/rotation
- RAM
- 128 KB (CPU) + 64 KB (VRAM) + 64 KB (audio)
- Resolution
- 256 × 224 / up to 512 × 448 high-res mode
- Palette
- 32,768 colors / 256 on-screen
- Audio
- Sony SPC700 + 8-channel ADPCM
- Media
- ROM cartridge with on-cart enhancement chips (Super FX, SA-1, DSP)
Release dates
- Japan
- 1990-11-21
- North America
- 1991-08-23
- Europe
- 1992-04-11
Lifetime sales
- Official figures
- 49.10 million (Nintendo, 2008)
- Community consensus
- Japan 17.17M / North America 23.35M / Other 8.58M
Nintendo cumulative shipment figures, 2008
Hardware variants
Super Famicom (SHVC-001)
1990 JPOriginal Japanese gray console
Launched in Japan on November 21, 1990 at ¥25,000 in a rounded gray shell with the iconic four-color (purple, red, green, yellow) face buttons. **The first 300,000 units sold out in 30 minutes**, and the delivery trucks reportedly required police escort because the Yamaguchi-gumi was eyeing them. The Japanese SHVC-001 motherboard later became infamous for its **yellowing problem** — ABS resin oxidation over years of light exposure — one of the best-known plastic-aging case studies in collecting.
SNES (North American redesign)
1991 NAPost-Atari-crash visual rebrand
The North American SNES, launched August 1991 at $199, was redesigned from the ground up — purple buttons, hard-edged casing, dark gray-and-purple palette. Nintendo deliberately distanced it from the Japanese sibling to escape retailer anxiety around the word 'console' that lingered after the 1983 Atari crash. The European version (1992) reused the Japanese gray shell but added PAL 50Hz lock — making this one of the most regionally divergent generations in industry history.
Super Famicom Jr. / SNES Mini (SHVC-101 / SNS-101)
1997-1998Late-life cost-reduced slim
Released November 1997 (Super Famicom Jr., ¥9,800) and 1998 in North America (SNES Mini), the slim revision dropped RGB output, simplified Multi Out, and removed the eject button. It was Nintendo's cost engineering to keep the SFC line alive into the N64 era for Brazilian and Southeast Asian long-tail markets. Today it's the affordable entry point for collectors, but the missing RGB output is a constant headache for the modding scene.
Satellaview (BS-X) + Sufami Turbo + Super Game Boy
1995-1996 JPThree signature expansion peripherals
The Satellaview (1995, ¥18,000) was a satellite-broadcast download attachment for St.GIGA's service — **the first commercial satellite-distributed download platform on a home console**, with weekend-only timed broadcasts of titles like BS Zelda. Sufami Turbo (1996, by Bandai) was a mini-cartridge adapter for SD Gundam G Generation and similar light-format games. Super Game Boy (1994) ran Game Boy cartridges on the SFC with custom decorative borders. All three are oddities that defined the SFC's expanded ecosystem.
Sharp SF1 TV-integrated unit / Hyundai Super Comboy (Korea)
1990-1992Licensed integrated unit and Korean release
Sharp's SF1 (1990 JP, over ¥100,000) integrated a 14- or 21-inch CRT television with a Super Famicom motherboard into a single luxury appliance — Sharp's continuation of the Twin Famicom approach to consumer-electronics fusion. The **Hyundai Super Comboy** (1992 KR) was the licensed Korean release: at the time, Korean law banned imports of Japanese popular culture (a legacy of the postwar Japan-Korea Basic Treaty), so SFC could only legally enter Korea through a domestic brand.
On 21 November 1990, the Super Famicom went on sale in Japan. The launch shipment of 300,000 units sold out in thirty minutes. Trucks delivering them were robbed at least once. The Japanese police issued a formal advisory to retailers about transport security. From day one, this machine was not a toy.
Technically it was a careful victory. The Ricoh 5A22 was not especially fast (3.58 MHz against the Mega Drive’s 7.6 MHz), but the custom dual-PPU enabled Mode 7 scaling and rotation, the Sony-designed SPC700 audio chip (its lead engineer, Ken Kutaragi, would surface again in the PlayStation 1 entry), and a strategic decision to let third parties bolt enhancement chips onto cartridges kept the platform technically alive for a decade. Star Fox (1993) shipped with a Super FX chip on-cart; the SNES rendered polygon 3D from inside a 1990 console.
The deeper victory was the third-party lineup. Square, Enix, Capcom, Konami, Namco — the Japanese RPG renaissance happened here: Final Fantasy IV–VI, Dragon Quest V–VI, Seiken Densetsu, Chrono Trigger. Third parties refused to commit equally to Sega, which decided the Japanese 16-bit war before the consoles had even shipped overseas.
The cultural weight in the West was different but real: SNES became the canonical first console with shoulder buttons, the platform that made “controller as instrument” a serious idea — every subsequent gamepad inherits its layout. By the time the 16-bit era closed, the SFC/SNES had moved 49 million units and produced what many still consider the medium’s first golden age of writing.
Notable titles
- Super Mario World (Nintendo, 1990 — pack-in)
- The Legend of Zelda: A Link to the Past (Nintendo, 1991)
- Final Fantasy VI (Square, 1994)
- Chrono Trigger (Square, 1995)
- Star Fox (Nintendo, 1993 — Super FX chip, the first 3D polygons in the home)
- Donkey Kong Country (Rare, 1994)