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| {{Featured article}}
| | [[File:SNES-Info-Box.jpg|link=|right]] |
| {{Infobox CVG system
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| |title = Super Nintendo Entertainment System
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| |aka = SNES<br>Super Famicom (Japan)<br>Super Comboy (Korea)
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| |logo = [[File:SNES logo.svg|frameless|upright=0.84]]<br>[[File:Nintendo_Super_Famicom_logo.png|frameless|upright=0.84]]
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| |image = <div style="white-space: nowrap; border: #dadada solid 1px;">[[File:SNES-Mod1-Console-Set.jpg|frameless|250px|The North American SNES (circa 1991)]]<br />[[File:Super-Famicom-Console-Set.jpg|frameless|250px|A Japanese Super Famicom]]</div>
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| |caption = '''Top:''' North American SNES (circa 1991)<br />'''Bottom:''' Japanese Super Famicom, which has the same casing later used in European and Australian consoles.<br /><small>Other variations are pictured under [[#Casing|Casing]] below</small>
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| |manufacturer = [[Nintendo]]
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| |type = [[Home video game console]]
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| |generation = [[History of video game consoles (fourth generation)|Fourth generation]]
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| |releasedate = {{vgrelease|JP=November 21, 1990}}{{vgrelease|NA=August 23,<!-- SEE FOOTNOTE AND TALK BEFORE CHANGING THIS --> 1991<ref group="lower-alpha" name="NAReleaseDateNote"/>}} <small>[[UK]] / [[Republic of Ireland|IE]]</small> April 11, 1992 <br/><small>[[Europe|EU]]</small> June 6, 1992<ref>{{cite web|url=http://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-History-625945.html |title=History | Corporate |publisher=Nintendo |accessdate=2013-02-24}}</ref> {{vgrelease|AUS=November 21, 1994}}
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| |discontinued = {{vgrelease|JP=September 25, 2003<ref name="End"/>}}{{vgrelease|NA=November 30, 1999{{Citation needed|date=July 2014}}}}
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| |lifespan = 1990-2003
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| |CPU = [[Ricoh 5A22]] 3.58 MHz
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| |sound = [[Nintendo S-SMP]]
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| |media = [[ROM cartridge]]
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| |onlineservice= [[Satellaview]] (Japan only), [[XBAND]], [[Nintendo Power (cartridge)|Nintendo Power]] (Japan Only)
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| |unitssold = Worldwide: 49.10 million<ref name="consolidatedsales"/><br />Japan: 17.17 million<br />North & South America: 23.35 million<br />Other: 8.58 million
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| |topgame =
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| * ''Super Mario World'' ([[Pack-in game|pack-in]])<br />(20.60 million){{Citation needed|date=July 2014}}
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| * ''Donkey Kong Country'' ([[Pack-in game|pack-in]]), 9 million<ref>[[#CITEREFKent2001|Kent (2001)]], p. 497. "By the end of the 16-bit generation, Nintendo would go on to sell 9 million
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| copies of Donkey Kong Country"</ref>{{-}}
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| * ''[[Super Mario Kart]]'' ([[Pack-in game|pack-in]]), 8 million<ref>{{cite web|url=http://top100.ign.com/2007/ign_top_game_23.html|title=IGN's Top 100 Games of All Time 2007|publisher=IGN|year=2007|accessdate=2009-01-02}}</ref>
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| * ''[[Street Fighter II|Street Fighter II: The World Warrior]]'' (stand-alone), 6.3 million<ref name="capcomplatinum">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html|title=Platinum Titles|publisher=[[Capcom]]|accessdate=2010-08-21}}</ref>
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| |predecessor = [[Nintendo Entertainment System]]
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| |successor = [[Nintendo 64]]
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| }}
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| ==Technical specifications==
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| {{main|Super Nintendo Entertainment System technical specifications}}
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| The 16-bit design of the SNES<ref>{{cite web|url=http://problemkaputt.de/fullsnes.htm|title=Fullsnes - Nocash SNES Specs|publisher=|accessdate=6 February 2015}}</ref> incorporates powerful graphics and sound co-processors that allow tiling and simulated 3D effects, a palette of 32,768 colors, and high-quality 8-channel audio. These base platform features, plus the ability to dramatically extend them all through substantial [[#Enhancement chips|chip upgrades]] inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over the competition such as the Sega Genesis.<ref>{{cite web |url=http://www.1up.com/features/ps1-turns-10 |title=PS1 10th Anniversary retrospective |author=Jeremy Parish |publisher=1UP.com|date=2005-09-06|accessdate=2007-05-27}}</ref>
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| ===Central processing unit===
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| {|class="infobox" style="width:23em;font-size:90%;text-align:left;" | | {|class="infobox" style="width:23em;font-size:90%;text-align:left;" |
| |- | | |- |
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| * Hardware multiplication and division | | * Hardware multiplication and division |
| |} | | |} |
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| ===Video===
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| {|class="infobox" style="width:23em;font-size:90%;text-align:left;" | | {|class="infobox" style="width:23em;font-size:90%;text-align:left;" |
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| * [[Mode 7|Mode 7]] matrix operations | | * [[Mode 7|Mode 7]] matrix operations |
| |} | | |} |
| The graphics processing unit ([[GPU]]) consists of two separate but closely tied IC packages, which may be considered as a single entity. It also contains 64 kB<ref group="lower-alpha" name="binary prefix"/> of [[Static random access memory|SRAM]] for storing video data (VRAM), 544 bytes of object attribute memory (OAM) for storing [[Sprite (computer graphics)|sprite]] data, and 256 × 15 bits of color generator RAM (CGRAM) for storing [[Palette (computing)|palette]] data. The VRAM is actually divided into two 32 kB sections with separate address and data buses, essentially for the necessary access patterns used by BG Mode 7. The GPU 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 GPU chips, with one pin per chip selecting NTSC or PAL operation.<ref name="anomie_regs"/>
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| 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 video|interlaced]]. Colors are chosen from the [[List of monochrome and RGB palettes#15-bit RGB|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 8×8 pixel ''tiles''. Most graphics use palettes stored in CGRAM, with color 0 of any palette representing transparency.<ref name="anomie_regs"/>
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| Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 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 8 × 8 sprite tiles may appear on any one line; excess sprites or tiles would 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.<ref name="anomie_regs"/>
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| Background layers in most modes range from 32 x 32 to 64 × 64 tiles, each of size 8 x 8 or 16 x 16 pixels, 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:<ref name="anomie_regs"/><ref>{{cite web|url=http://www.emudocs.org/Super%20NES/General/snesdoc.html#RegVideo|archiveurl=http://web.archive.org/web/20070712123926/http://www.emudocs.org/Super%20NES/General/snesdoc.html#RegVideo|title=SNES Graphics Information|archivedate=12 July 2007|publisher=|accessdate=6 February 2015}}</ref>
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| * '''Mode 0''': 4 layers, all using 4-color palettes. Each BG uses its own section of the SNES palette. Up to 96 colors can be displayed on the backgrounds, 24 colors per layer.
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| * '''Mode 1''': 3 layers, two using 16-color palettes and one using 4-color palettes. Up to 120 colors can be displayed by first two layers and 24 colors by third layer.
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| * '''Mode 2''': 2 layers, both using 16-color palettes. Each tile can be individually scrolled. Up to 120 colors can be displayed on screen.
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| * '''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 displayed by first layer and 120 colors by second layer.
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| * '''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 displayed by first layer and 24 colors by second layer.
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| * '''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. Up to 120 colors displayed by first layer and 24 colors by second layer.
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| * '''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.
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| [[Image:Mode 7 Test-0000.png|thumb|right|A test image demonstrating the SNES's Mode 7 capability]]
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| * '''[[Mode 7|Mode 7]]''': 1 layer of 128×128 tiles of size 8x8 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.
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| Background layers may be individually [[pixelization|pixelized]], and layers and sprites can be individually [[Clipping (computer graphics)|clipped]] and combined by color addition or subtraction to generate more complex effects and greater color depths than can be specified directly.<ref name="anomie_regs"/>
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| The GPU 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 GPU may also be used for fast 16-bit by 8-bit signed multiplication.<ref name="anomie_regs"/>
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| ===Audio===
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| {|class="infobox" style="width:23em;font-size:90%;text-align:left;" | | {|class="infobox" style="width:23em;font-size:90%;text-align:left;" |
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| * Noise generation | | * Noise generation |
| |} | | |} |
| The audio subsystem consists of an 8-bit [[Sony]] [[SPC700]], a 16-bit [[Digital signal processor|DSP]], 64 kB<ref group="lower-alpha" name="binary prefix"/> of [[Static random access memory|SRAM]] shared by the two chips, and a 64 byte [[Boot loader|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.<ref name="anomie_apudsp">{{cite web |url=http://www.romhacking.net/docs/191/ |title=Anomie's S-DSP Doc |accessdate=2007-04-21 |author=anomie |publisher=[http://www.romhacking.net/ Romhacking.net] |format=text }}</ref>{{unreliable source?|date=July 2014}}<ref name="anomie_spc700">{{cite web |url=http://www.romhacking.net/docs/197/ |title=Anomie's SPC700 Doc |accessdate=2007-04-21 |author=anomie |publisher=[http://www.romhacking.net/ Romhacking.net] |format=text }}</ref>{{unreliable source?|date=July 2014}}
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| RAM is accessed at 3.072 MHz, with accesses [[Time-division multiplexing|multiplexed]] between the SPC700 ({{fraction|1|3}}) and the DSP ({{fraction|2|3}}). This RAM is used to store the SPC700 program and [[Call stack|stack]], the audio sample data and [[pointer (computer programming)|pointer]] table, and the DSP's echo buffer.<ref name="anomie_apudsp"/> 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 [[Finite impulse response|FIR filter]] typically used for [[reverberation]]. Each voice can play its sample at a [[Frequency modulation synthesis|variable rate]], with [[Gaussian interpolation]], [[Panning (audio)|stereo panning]], and [[ADSR envelope|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 compressed using [[ADPCM]] and a [[linear prediction <!-- Note: [[linear predictive coding]] seems to be something different, don't link there -->|linear predictive coding]], a method dubbed [[Bit Rate Reduction|BRR]].<ref name="anomie_apudsp"/>
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| 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.<ref name="anomie_ports"/> Since the audio subsystem is mostly self-contained, the state of the audio subsystem can be connected to, or emulated on, a host computer. Its output may be saved as an [[SPC700 sound format]] (.SPC) file, or the audio 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. Custom cartridges or [[hardware hacking|PC interfaces]] can be used to load and play .SPC files onto a real SNES SPC700 and DSP.
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| {{-}}
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|
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| ===Onboard RAM===
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| {|class="infobox" style="width:23em;font-size:90%;text-align:left;" | | {|class="infobox" style="width:23em;font-size:90%;text-align:left;" |
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| | style="background:#eee;"|'''Main RAM''' | | | style="background:#eee;"|'''Main RAM''' |
| |128 kB<ref group="lower-alpha" name="binary prefix"/> | | |128 kB |
| |- | | |- |
| | style="background:#eee;"|'''Video RAM''' | | | style="background:#eee;"|'''Video RAM''' |
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| |64 kB | | |64 kB |
| |} | | |} |
| The console contains 128 kB<ref group="lower-alpha" name="binary prefix"/> of [[Dynamic random access memory|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.<ref name="anomie_regs"/>
| | ==Hardware== |
| | | *Super Famicom |
| ===Regional lockout=== | | *Super Nintendo |
| Nintendo employed several types of [[regional lockout]], including both physical and hardware incompatibilities.
| | ==Peripherals== |
| | | ==Games== |
| [[File:SNES-SFAM-Cartridges.jpg|thumb|A cartridge shape comparison<br />''Top'': North American design<br />''Bottom'': Japanese and PAL region design. | | *[[Actraiser]] |
| ----The bottom cartridge also illustrates the optional pins used by [[#Enhancement chips|enhancement chips]] such as the [[Super FX]] 3D chip.]]
| | *[[ActRaiser 2]] |
| 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 [[modding|modification]] of the console.{{Citation needed|date=July 2014}}
| | *[[Addams Family (The)]] |
| | | *[[Aladdin]] |
| Internally, a regional [[lockout chip]] ([[CIC (Nintendo)|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.{{Citation needed|date=July 2014}} 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.<ref>{{cite web|url= http://home.freeuk.com/markk/Consoles/SNES_Lockout.txt |title=Disabling the SNES/Super Famicom "Lockout Chip"|accessdate= 2007-04-14 |author=Mark Knibbs|date=1997-12-27 |archiveurl=http://web.archive.org/web/20030121165526/http://home.freeuk.com/markk/Consoles/SNES_Lockout.txt |archivedate=2003-01-21}}</ref>
| | *[[Asterix & Obelix]] |
| | | *[[Axelay]] |
| PAL consoles face another incompatibility when playing out-of-region cartridges: the [[NTSC|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 [[letterbox]]ing 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 newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.<ref name="SNES-pal-switch">{{cite web |url=http://home.freeuk.net/markk/Consoles/SNES_50-60Hz_Switch.txt
| | *[[Castlevania: Vampire's Kiss]] |
| |title=Super NES/Super Famicom 50/60Hz Switch Modification |accessdate=2007-04-14 |author=Mark Knibbs|date=1998-01-25 |archiveurl=http://web.archive.org/web/20010502190046/http://home.freeuk.net/markk/Consoles/SNES_50-60Hz_Switch.txt |archivedate=2001-05-02}}</ref>
| | *[[Cybernator]] |
| {{-}}
| | *[[Donkey Kong Country]] |
| | | *[[Donkey Kong Country 2 : Diddy's Kong Quest]] |
| ===Casing===
| | *[[Donkey Kong Country 3 : Dixie Kong's Double Trouble]] |
| <center>
| | *[[Dragon Ball Z: Super Butōden]] |
| {| class="wikitable" style="margin:auto;"
| | *[[Final Fight 2]] |
| |[[File:Super-Famicom-Console-Set.jpg|none|135px|Original Japanese SNES]]
| | *[[Flashback]] |
| |[[File:SNES-Mod1-Console-Set.jpg|none|145px|Original U.S. SNES]]
| | *[[Flintstones : The Treasure of Sierra Madrock (The)]] |
| |[[File:Wikipedia SNES PAL.jpg|none|120px|Original PAL SNES]]
| | *[[F-Zero]] |
| |[[Image:SuperFamicom jr.jpg|none|110px|Super Famicom Jr.]]
| | *[[Ganbare Daiku No Gensan (Hammerin Harry)]] |
| |[[File:SNES-Model-2-Set.jpg|none|135px|Super Famicom Jr.]]
| | *[[Ganbare Goemon 2 Kiteretsu Shogun Magginesu]] |
| |- valign="top"
| | *[[Goof Troop]] |
| |width="80"|<small>Original Japanese version<br>(1990–1998)</small>
| | *[[Great Circus Mystery starring Mickey & Minnie (The)]] |
| |width="80"|<small>Original North American version<br>(1991–1997)</small>
| | *[[Illusion of Time]] |
| |width="80"|<small>Original PAL version<br>(1992–1998)</small>
| | *[[Indiana Jones Greatest Adventures]] |
| |width="80"|<small>Super Famicom Jr.<br>(1998–2003)</small>
| | *[[International Superstar Soccer Deluxe]] |
| |width="80"|<small>[[Super Nintendo Entertainment System (Model SNS-101)|North American redesign]]<br>(1997–1999)</small>
| | *[[Joe and Mac Caveman Ninja]] |
| |}</center>
| | *[[Killer Instinct]] |
| All versions of the SNES are predominantly gray, although the exact shade may differ. The original North American version, designed by Nintendo of America industrial designer Lance Barr<ref name="NP25" /> (who previously redesigned the Famicom to become the NES<ref name="barr-interview">{{cite web|url= http://www.nintendojo.com/archives/interviews/view_item.php?1130801472 |title=Lance Barr Interview |accessdate=2013-03-02|author= Chad Margetts & M. Noah Ward |publisher=Nintendojo|date=2005-05-31}}</ref>), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to [[Affordance|invite interaction]] and to prevent food or drinks from being placed on the console and spilling as had happened with the flat surfaced [[Nintendo Entertainment System|NES]].<ref name="NP25">{{cite journal |date=June 1991 |title=Super Nintendo Entertainment System |journal=Nintendo Power |volume=25 |pages=45–46 |location=Redmond, Washington |publisher=Nintendo of America}}</ref> The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American [[Super Nintendo Entertainment System (Redesigned Model SNS-101)|SNS-101 model]] and the Japanese Super Famicom Jr. (the SHVC-101 model), 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.
| | *[[Kunio-Kun no Dodgeball]] |
| | | *[[Legend of Zelda : A Link to the Past (The)]] |
| 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 contacts; 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.<ref name="anomie_ports">{{cite web |url=http://www.romhacking.net/docs/195/ |title=Anomie's SNES Port Doc |accessdate=2007-07-13 |author=anomie |publisher=[http://www.romhacking.net/ Romhacking.net] |format=text }}</ref>{{unreliable source?|date=July 2014}} The MULTI OUT connector (later used on the [[Nintendo 64]] and [[Nintendo GameCube|GameCube]]) can output [[composite video]], [[S-Video]] and [[RGB#Video electronics|RGB]] signals, as well as [[RF connector|RF]] with an external [[RF modulator]].{{Citation needed|date=July 2014}} Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit<ref name="anomie_ports"/> and a standard RF output with channel selection switch on the back;<ref>{{cite web|url=http://www.nintendo.com/consumer/systems/supernes/hook_rftotv_sns.jsp|title=Nintendo Support: Original-Style Super NES RF to TV Hookup|accessdate=2010-02-28|publisher=Nintendo}}</ref> the redesigned models output composite video only, requiring an external modulator for RF.<ref>{{cite web|url=http://www.nintendo.com/consumer/systems/supernes/hook_rftotv_snn.jsp|title=Nintendo Support: New-Style Super NES RF to TV Hookup|accessdate=2010-06-30|publisher=Nintendo}}</ref>
| | *[[Lion King (The)]] |
| | | *[[Magical Quest Starring Mickey Mouse (The)]] |
| [[File:Oxidized-snes.jpg|thumb|right|Yellowing of console plastic]] | | *[[Mega Man X]] |
| The [[Acrylonitrile butadiene styrene|ABS plastic]] used in the casing of some older SNES and Super Famicom consoles is particularly susceptible to oxidization on 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.<ref>{{cite web |first=Benj |last=Edwards |title=Why Super Nintendos Lose Their Color: Plastic Discoloration in Classic Machines |url=http://www.vintagecomputing.com/index.php/archives/189 |publisher=Vintagecomputing.com |date=2007-01-12 |accessdate=2009-08-19}}</ref> The color can sometimes be restored with UV light and a hydrogen peroxide solution.<ref>{{cite web |last=Ragan |title=How-To:Restore the color of LEGO bricks |url=http://makezine.com/2010/07/22/how-to-restore-the-color-of-old-leg/ |date=2010-07-22 |publisher=Makezine.com}}</ref> | | *[[Mortal Kombat]] |
| | *[[Mortal Kombat II]] |
| | *[[NBA Jam]] |
| | *[[Parodius]] |
| | *[[Pinocchio]] |
| | *[[Rock N' Roll Racing]] |
| | *[[Run Saber]] |
| | *[[Secret of Mana]] |
| | *[[Soul Blazer]] |
| | *[[StarWing]] |
| | *[[Street Fighter II Turbo : Hyper Fighting]] |
| | *[[Street Racer]] |
| | *[[Sunset Riders]] |
| | *[[Super Adventure Island]] |
| | *[[Super Aleste]] |
| | *[[Super Castlevania IV]] |
| | *[[Super Ghouls'n Ghosts]] |
| | *[[Super Mario All-Stars]] |
| | *[[Super Mario Kart]] |
| | *[[Super Mario World]] |
| | *[[Super Mario World 2: Yoshi's Island]] |
| | *[[Super Metroid]] |
| | *[[Super Probotector : Alien Rebels]] |
| | *[[Super Punch-Out!!]] |
| | *[[Super Star Wars : Return of the Jedi]] |
| | *[[Super Street Fighter II : The New Challengers]] |
| | *[[Super SWIV]] |
| | *[[Super Tennis]] |
| | *[[Super Turrican]] |
| | *[[Teenage Mutant Ninja Turtles IV : Turtles in Time]] |
| | *[[U.N. Squadron]] |
| | *[[WWF Royal Rumble]] |
| | [[File:Super Famicom logo.png|thumb|left|The four color Super Famicom mark was also used as part of the Super NES logo in the PAL region. They correspond to the colors of the ABXY buttons of the control pad in those regions.]] |
| | [[Category:Hardware Collection]] |
| | [[Category:Home Systems]] |