Super Nintendo/Famicom F.A.Q. Version 0.70a Last updated 4/05/98 Maintained by FM2000 (Lou Cassaniti) (C) 1997/1998 FM2000 (Lou Cassaniti) ______________________________________________________________________________ TABLE OF CONTENTS I. Document info A. Copyright B. Disclaimer C. Obtaining the FAQ D. Contacting the maintainer II. The SNES in a nutshell A. What is the SNES? B. Can I play my NES games on the SNES? C. What global markets is the SNES released in? What is the SNES called in those markets? D. What are the differences between the US SNES and the European SNES and the Japanese Famicom? E. Is the US SNES compatible with European and Japanese games? F. What kind of video is the SNES capable of? G. What are the technical specs of the SNES? H. What is that weird port on the bottom of my SNES? I. What's the "new" SNES? J. What kind of screwdriver do I need to use with those weird screws that SNES hardware and cartridges use? III. The SNES at Retail A. When was the SNES released? B. What were the various SNES sets sold? C. How much was the SNES? D. How many SNESs were sold? IV. SNES Games A. What were all the games released for the SNES? B. What are the enhancement chips used in SNES/SFC games? C. What was the largest game? The smallest? D. Were there any unlicensed games made for the SNES? E. What are those "health" games all about? F. Are there any SNES multicarts? G. What are those extra two 8 pin connectors on some of my games? H. The battery inside my game is dead. Can I replace it myself? What kind of battery do SNES games use? I. How many different SNES games were released? V. SNES accessories A. What happened to the SNES CD-ROM unit? B. What are the cheating devices available for the SNES? C. What NES-to-SNES adapters are available? D. What is the Super Game Boy? E. What is the Super Scope? F. What is the SNES Mouse? G. What SNES backup/cartridge copiers are available? VI. Resources A. Magazines B. Internet 1. WWW sites 2. Newsgroups VII. Thanks and credits A. Publications used B. Contributors ______________________________________________________________________________ I. Document info A. Copyright This document is copyright (C) 1997 by FM2000 (Lou Cassaniti). It may be freely distributed on BBS's, FTP sites, WWW sites, and any other form, so long as no money is charged for it. This document is not to be distributed in a modified form. If you have a correction, suggestion, or addition for the FAQ, by all means, please let me know, and I will make the necessary adjustments. Thanks. B. Disclaimer This FAQ is in not sponsored or in any way endorsed by Nintendo Ltd., Nintendo of America, or anyone associated with Nintendo. No warranty is given to the accuracy of the information in this FAQ. This FAQ was created and is maintained by FM2000, with contributions from other fans of the Super Nintendo. C. Obtaining the FAQ This FAQ is usually posted monthly to all relevant Nintendo newsgroups. The latest version of the FAQ can always be obtained at http://www.lightlink.com/cassanit/snesrep/ D. Contacting the maintainer The maintainer of this FAQ, FM200, can be reached by email at cassanit@lightlink.com. ______________________________________________________________________________ II. The SNES in a nutshell A. What is the SNES? The Super Nintendo Entertainment System (SNES) is a 16 bit video game system from Nintendo. It is the successor to the extraordinarily popular Nintendo Entertainment System (NES), an 8 bit system, which was Nintendo's flagship system from 1985 to 1991. The SNES is also the predecessor to the Nintendo 64 (N64), a 64 bit system, which was released in July 1996, and is Nintendo's flagship system today. B. Can I play my old NES games on the SNES? The SNES cannot play NES games, and there is no adapter from Nintendo that would allow you to. But, there are unlicensed adapters that exist that do allow you to (See section V - SNES Peripherals, part C). Please also note, there is also no way to play your SNES games on the N64 that I am aware of. C. What global markets is the SNES released in? What is the SNES called in those markets? The three major global markets for the SNES are North America (US, Canada, Mexico), Europe (including the UK), and Japan. Other parts of the world usually import games from other regions that use the same television standard; for example, many Australian retailers sell European games, because they both use the PAL television standard. However, some games are marketed specifically for a certain country, either inside the three main markets, or for countries outside those markets. This is usually done due to problems with with the language difference; for example, several RPGs were released in Germany, in German, because of the important role the text plays in the game. In contrast, a shooter will be distributed throughout a region, because the language it is in makes little difference in the ability to play and enjoy the game. The SNES is known as the Super Famicom (SFC) in Japan, and Super Nintendo Entertainment System (SNES) everywhere else. D. What are the differences between the US SNES and the European SNES and Japanese Famicom? The Japanese Super Famicom and European SNES are virtually identical in appearance. The top of the unit is contoured with power and reset switches set into the unit itself. The US SNES is box shaped, with a rectangle shaped area on top which is slightly raised, which is where the cartridge is inserted. The switches on the US SNES are bars which move along the top of the SNES. Overall, the Japanese and European model is much more sleek looking. The cartridge port in the European and Japanese models is the same, while the US model has a larger opening to accommodate the slightly bulkier US carts, and has two tabs which prevent insertion of non-US carts (see part E below). The hardware is virtually identical, with the exception of the fact the foreign models generate a picture for viewing on their respective regional television standard (NTSC for Japan, North America, Philipines, PAL for Europe, Asia, South America, Australia), and the lockout chip is different in the PAL (European) SNES than the NTSC (US and Japan) models (see part E below). E. Is the American SNES compatible with Japanese and European games? Control Decks are not compatible with games from outside the region they were released in, without a work-around. Every cartridge has a regional lockout scheme to prevent it from being used with a SFC/SNES in another region, and some have more than one. Below are is a list of the lockout schemes used: 1. Regional Lockout Security Measures Implemented US and Japanese games use a chip (see note 3) that prevent games from those regions from being run in European Super NES decks, but do not prevent Japanese games from being run on North American decks and vice versa. Japanese and European games, as well as the design of the cartridge port, are identical (see note 2). Games from Europe can be inserted into Japanese SFC decks, and vice versa. North American SNES decks and cartridges are designed differently than their Japanese and European counterparts. Games from Japan and Europe cannot be inserted (without modification) into North American SNES decks, and vice versa. To make matters worse, some games implement a form of regional lockout called "PAL Protection" (see note 4), which prevents use of games designed for PAL systems (Europe) on NTSC (Japan and North America). So, as you can see, you can insert a European game into a Japanese SFC, but the lockout chip prevents it from running. You can run a Japanese game on a US deck, but you can't insert it. Plus, the cartridge may employ NTSC/PAL protection as well. Now that you know what the lockout schemes are, we will now discuss how they work and how to disable them. 2. Physical Lockout Inserting Japanese and European games in your American SNES ----------------------------------------------------------- Inside your US SNES cartridge well, you will see two small tabs, which correspond to the two grooves on the bottom of US games. These tabs prevent the insertion of Japanese and European games, which do not have the two corresponding grooves. There are two ways around this; either physically remove the tabs, or use an adaptor. I do *not* recommend physically removing the tabs, because it will void your warranty, and there is always a small risk you might damage something. An adaptor will extend the cartridge port and allow any SFC/European SNES cart to be inserted. Adaptors can be found in most video game specialty shops and game importers. (If you have an adaptor, let me know about it; what make it is, how it performs, where you got it, etc., and I will list it in this FAQ.) However, if you don't want to pay for an adaptor, and don't mind taking the risk, you can remove the tabs by grabbing them with a pair of needlenose pliers, and gently rocking the pliers back and forth until the tabs come off. Later SNES decks released have metal in the tabs; it doesn't matter, except it will make them slightly harder to remove. (Please note I am not responsible if you decide to try this method and damage your SNES; as I said, I do not recommend it.) Inserting American games in your Japanese or European SFC/SNES -------------------------------------------------------------- The European and Japanese control decks have a contoured cartridge well that prevents American games from being inserted. Similar to above, you can physically alter the deck to accept the foreign cart by filing away the plastic which prevents insertion of the American cartridge, but again that is something I do not recommend. Again, there are adaptors that allow you to plug in American games in your Japanese/European control deck. (I really would like a detailed explanation of how to remove the plastic in the European/Japanese control deck so American carts can be inserted. If you can explain it and pass it onto me, that would be a big help, as I don't have a European/Japanese control deck of my own to test.) 3. Lockout Chips The following information on the SNES chip lockout system was sent to me by Karel (Karel.Pauwels@village.uunet.be). SNES Game Cassette Security IC ------------------------------ I noticed a lot of questions on the 'net about the SNES game cartridge security and country dependent games. I have seen claims that the only protection is the mechanical incompatibility, this definitely not true. I happen to have the SNES service manual from the European and the US version. Both Control Decks having a security chip in the Deck and a counterpart in every game cassette. The device are called CIC. The operation is as follows: * The CIC (F413 for the European PAL version or the F411 for the NTSC version) is connected to main unit reset. * The reset signal (reset) from F413 (F411) to S-PPU2 is set low and places the S-PPU2 in standby. * F413 / F411 seeks communication with the CIC (D413 / D411) in the game cassette. If communication ends successfully then the RESET is set High to start the S-PPU2. If the communication fails then the RESET signal remains LOW, disabling the further operation of the console. Note: It might be possible that first versions of US control decks did not use the security device and that the only protection is the mechanical incompatibility but there is no record of that in the service manual (rev. 06.92). (Please note, I don't think that happened either. If anyone can prove this definitively, please let me know.) ------------ ------------------- | RESET | | | SWITCH | Game Cassette | ------------ SNES/SFC Hardware | | | v | --------------- --------------- | | U8 | RESET ----------- | CIC |<-------| D413 (PAL) |----------> | U3 | | D413 (PAL) |------->| D411 (NTSC) | | S-PPU2 | | D411 (NTSC) | | --------------- ----------- --------------- | | ^ | v | | -------------- | | | | ----------------| S-CLK | | | | | -------------- ------------------- The communication between the cassette and the deck is done over four wires. It uses the edge connector pin 24, 55, 25 and 56. The CIC in the cassette is connected to the power supply but has no other connections to the internal cassette circuitry. It is very likely that the security device in the console can be disabled by connecting the reset directly to the S-PPU2 the F413 (U8) output pin 10 is the RESET output to pin 34 from the S-PPU2 (U3). An alternative could be, placing a US-CIC between a US deck and a European cassette on a extension card (or vice versa.) ------------------------------- Further, he offers the following method for modifying your US or European SNES. I have not done this, and cannot be responsible if you damage your SNES. While going through a website of a dealer who sells European games, I noticed something called a PAL/NTSC adaptor. It does not say if it is an adaptor to get by the country lockout system. If such adaptors exist, it would certainly be a better alternative to the major surgery described below, for those games with the lockout protection in place. SNES Game Cassette Security IC Part 2: -------------------------------------- Someone handed me some SFC and US SNES game cassettes for testing. I have now successfully changed a PAL SNES control deck. The country dependent chip is disabled and it is possible to play US and Famicom games without restrictions. Important Note: I take no responsibility what so ever for possible damages to your system as a result of the modifications described below. Also note that possible system warranties could be void when the control deck is opened and modified. The modification is relative simple. The hardest part for me was opening the deck. I manufactured my own (primitive) tool for this but there are addresses where you can buy the proper tools (see http://fly.hiwaay.net/~jfrohwei/gameboy/hardware.html, or http://www.mcmelectronics.com). * Remove the top housing cover. * Remove the metal shield cover in the front half of the unit (4 screws one is under the power switch. Note: You have to remove the flat cable between the front gameport Printed Circuit Board and the main PCB. * Now locate the CIC chip. On the PAL version this is situated in the front, left hand side. The chip is printed F413. In the NTSC version this chip could be located above the reset switch printed F411. * De-solder pin 10 of the CIC. I used solder wick. This job is relative easy because it is a corner pin. * Lift up pin 10 so it makes no longer contact with the solder path. * Take a 74HC04 or similar high impedant inverter device preferably a SMD to save place. * Connect the 74HC04 pin 7 to GND and pin 14 to +5V use short wires. You can use the CIC connection 9 and 18 for GND and VCC. * Connect a wire from CIC pin 8 to the input of one of the inverters in the 74HC04, e.g. pin 9. * Connect a wire from the insulated path that was connected to CIC pin 10 to the output of the 74HC04 inverter, pin 8 in the example case. Check that pin 10 of the CIC is still floating! * Insulate and fixate the 74HC04 package to prevent short circuit against the metal cover. * Test the console operation. It should now work with all types of game cassettes independent of the country origin. * Re install the metal cover, and the close the unit. 4. PAL Protection The following info was submitted by mark_k@iname.com: Most later SNES games contain code to check for a 60Hz or 50Hz display. The NTSC TV system displays 60 frames per second (60Hz). The PAL system displays 50 (50Hz). Later US and Japanese games check for 60Hz, and thus fail to work on PAL consoles, even with a universal adapter. They display a message like: "THIS GAME PAK IS NOT DESIGNED FOR YOUR SUPER FAMICOM OR SUPER NES." Similarly, later PAL games check for 50Hz, and thus fail to work on NTSC decks. Some examples of games with a 50/60Hz check are Super Metroid, Pop 'n TwinBee, and Super Mario All-Stars. There is a way to get around this though. You can fit a switch to your console, to choose between 50Hz and 60Hz displays. With this, you can play all games. For example, let's say you want to play a Super Metroid PAL cart on a US console. You would switch to 50Hz before turning on the console. Once the title screen comes up, you can either remain in 50Hz mode, or switch to 60Hz. The game only does the 50/60Hz check right at the start. Fitting a 50/60Hz switch is in my opinion essential for owners of PAL consoles. Normally, a PAL console plays games 16 2/3% slower than an NTSC one, with large black borders at the top and bottom of the screen. In 60Hz mode, it plays just like a US console; full-speed, full-screen. I have yet to write a document describing in detail how to fit a 50/60Hz switch. But in my SNES lockout disabling document (on my web page; see below), I give the URL of a picture which tells you which pins to switch. But don't attempt this unless you have some soldering experience! Eventually, I will write a "step-by-step" guide to adding a 50/60Hz switch. URL of my page is http://www.netcomuk.co.uk/~markk/index.html F. What kind of video is the SNES capable of? The SNES can output RF, RGB, and S-Video. A cable from Nintendo is available for connection of the SNES to S-Video capable equipment, and sells for about $20. The following is a pinout diagram for the multi-out jack on the back of the SNES. This is the jack often used to connect the SNES to a TV using the RCA output cable that came with the SNES, as well as the S-Video cable. Thanks to Richard Harris (richardh@is.co.za) for the info. SNES/SFC output pinouts ----------------------- These are numbered the way Nintendo did, and the view is looking back "into" the connector on the CABLE. 1 3 5 7 9 11 | | | | | | | | | _ | | | --------------------/ \-------------------- / \ | | | | \ / ------------------------------------------- | | | | | | | | | | | | 2 4 6 8 10 12 NTSC SNES/SFC ------------------------------------------------------------------ 1.Red analog video out (1v DC offset, 1vpp video into 75 ohms) 2.Green analog video out (1v DC offset, 1vpp video into 75 ohms) 3.Composite H/V sync out (1vpp into 75 ohms) 4.Blue analog video out (1v DC offset, 1vpp video into 75 ohms) 5.Ground 6.Ground 7.Y (luminance) signal for S-VHS (1vpp into 75 ohms) 8.C (chroma) signal for S-VHS (1vpp into 75 ohms) 9.NTSC composite video signal (1vpp into 75 ohms) 10.+5v (provides power) 11.Left channel audio out 12.Right channel audio out PAL SNES ------------------------------------------------------------------ 1.Red analog video out (1vpp video into 75 ohms) 2.Green analog video out (1vpp video into 75 ohms) 3.+11V DC 4.Blue analog video out (1vpp video into 75 ohms) 5.Ground 6.Ground 7.Y (luminance) signal for S-VHS (1vpp into 75 ohms) 8.C (chroma) signal for S-VHS (.3vpp into 75 ohms) 9.PAL composite video signal (1vpp into 75 ohms) 10.+5v (provides power) 11.Left channel audio out 12.Right channel audio out G. What are the technical specs of the SNES? Central Processing Unit (CPU) 16-bit custom 65C816 Memory Cycle Time 279ns Work RAM for CPU 128 Kilobytes (CPU temp. storage) RAM 1024 bit (2 @ 128kx8) Video RAM 512k bit (2 @ 32kx8) Audio RAM 512k bit (2 @ 32kx8) Total Colors 32,768 Max Colors Onscreen 256 Max # Sprites 128 Controller Response 16ms Picture Processing Unit (PPU) 16-bit Maximum Screen Resolution 512 pixels X 448 pixels Maximum # of Sprites per Line 32 Maximum Sprite Size 64 pixels X 64 pixels Minimum Sprite Size 8 pixels X 8 pixels Scrolling Horizontal, Vertical, Diagonal Audio Processing Unit (APU) Sony SPC7000 8-bit (main sound processor) producing 16-bit sound Pulse Code Modulator (PCM) 16-bit (converts digital information from the game pak into sound) # Sound Channels 8 Clock Speed 3.58, 2.68, and 1.79 Mhz (machine adjustable) Software RAM YES AC Adapter: Super NES Input (US) 120 Volts AC, 60 Hertz, 17 Watts Super NES Output 10 Volts DC, 850 mA (NTSC) 9 Volts AC (PAL) H. What is that weird port on the bottom of my SNES? If you look on the bottom of the SNES, you'll find a small removable panel, which when removed, exposes an expansion port. This port was originally intended to allow the defunct SNES CD-ROM to attach to the SNES. This port can be used by other accessories, however. In Japan, the Satelliview receiver attaches to this port on the SFC. I. What's the "new" SNES? In October 1997, Nintendo debuted a new model SNES in the US. This unit is smaller, and more sleek looking, like the European SNES. The buttons were changed from sliding bars, to round buttons, like those on the Super Scope, and their placement on the deck was changed. The RF output is gone; if you want to use an RF hookup, you will need a separate modulator that plugs into the multi-out jack. The expansion port on the bottom may also be gone. Internally, the hardware is identical, and there are no game compatibility issues. However, I don't know about hardware compatibility, especially non-licensed accessories. If you know of any incompatibilities, let me know. A new downscaled version of the SNES was released in Europe and Japan as well. J. What kind of screwdriver do I need to use with those weird screws that SNES hardware and cartridges use? Nintendo decided to go with nonstandard screws when assembling the hardware and cartridges, presumably to keep kids from tampering with them. You can get the special screwdriver needed from MCM Electronics, which you can find at http://www.mcmelectronics.com ______________________________________________________________________________ III. The SNES at Retail A. When was the SNES released? The Nintendo Super Famicom was released in Japan on the 21st November 1990, with Super Mario World. F-Zero was also released at the same time. Designed as the succesor to the enormously successful Nintendo Famicom, the 300,000 initial units immediatly sold out. The demand for them was so high that Nintendo had to deliver them at night as there was rumors of the shipments being hijacked by Yakuza gangs. Nintendo launched it's Super Nintendo in the US in September 1991. It was clear however that it was not going to be as easy as the Japan launch, for a number of reasons. Nintendo already had a very large userbase for it's 8bit NES console who would be reluctant to upgrade as the SNES was not backward compatable. Perhaps more importantly, Nintendo had a competetor in the shape of the Sega Genesis, a 16bit console which would prove to be a very strong rival. Sega released it's Megadrive before the SNES, and had already built up a steady stream of quality games, including Sonic the Hedgehog, a platform game with incredible graphics. Sega marketed the Megadrive on Sonic, and he was viewed by the US buyers as being cooler than Mario. The Genesis was also $50 cheaper. The SNES was released in the UK in April 1992, and sold for œ150UKP. It was released a few weeks earlier in Germany. (Thanks to tristan.fletcher@severed.overflow.com for the above info.) Important Note: --------------- A few US places had the SNES for sale the last week of August, that is when I purchased mine. I assume they violated an agreement Nintendo often makes with retailers to hold off putting the product for sale until the official release date they set, as similar incidents like this have happened before between Nintendo and large retailers like Toys 'R US. B. What were the different SNES sets sold? The SNES was originally sold with the Super Mario World game, two standard controllers, RF cable, stereo A/V cable, manual, and AC adapter. The SNES was later sold, about a year and a half after its release, as a bare bones set, the "Power Set", as Nintendo called it, with only the control deck, one controller, RF cable, stereo A/V cable (I believe), and manual; no game. Toward the middle of its life, it was sold in a set like the original, with two controllers and a game, only the game varied. Also, one set was sold with the Super Game Boy accessory. In October 1997, Nintendo released a new model SNES, which was a complete SNES set, with a pack in game, being Yoshi's Island. Below is a list of most of the US SNES sets, and a couple of European sets. If you know of any sets I have missed, or any sets sold in Japan, please let me know. US SNES Sets: ------------- Super Mario World Power Set (no game) Donkey Kong Country The Legend of Zelda: a Link to the Past Super Game Boy Killer Instinct (with free audio CD) Super Mario Kart Mario Paint (with SNES Mouse) Super Mario World/All-Stars (both games in one cart) Super Mario World 2: Yoshi's Island (new SNES design) European SNES Sets: ------------------- Star Wing (European version of Star Fox) Street Fighter II (turbo?) Japanese SFC Sets: ------------------ Super Mario World C. How much was the SNES? Depends of the set. The original SNES set, with two controllers and Super Mario World, sold for $200 when it was first released (that is how much I paid for my SNES at the end of August 1991). In a few months, the price dropped, as all console systems' prices do after initial release, to $150. The Power Set was released a few months later, and went for $100. The later sets with different games went for about $120. The new, redesigned SNES set goes for $99. The Super Famicom cost 32,000 yen when it was first released, also with 2 controllers and Super Mario World. The SNES sold in the UK for œ150UKP at release. I assume the price across Europe was comparable. I don't know of the cost of any of the other sets. D. How many SNESs were sold? According to Nintendo, 20 million units were sold in the US, and 46 million units worldwide (not including the Japanese Super Famicom, I believe.) Anybody know how many Super Famicoms were sold? It should be noted, however, that is number was not even close to 50 million in US, which is how many NES units were sold in the US (that's 1 NES for every 5 US citizens!) ______________________________________________________________________________ IV. SNES games A. What were all the games released for the SNES? A list would take up far too much room to include with this FAQ. A list-in-progress of all the games for the SNES can be found at http://www.lightlink.com/cassanit/snesrep/ Another excellent list of SNES games, including fan hacks and demos, can be found at http://pocky.simplenet.com B. What are the different enhancement chips used in SNES games? There are four special chips used, that I am aware of. They are listed below, with a brief description of each. There is possibly an unidentified chip inside the Dragon ball Z: Hyper Dimension, but I cannot verify nor disprove this. If anyone knows more about this, please email me and let me know. I really need specs on the chips (except the original Super FX) 1. DSP This chip is used in many games to provide more realistic 3D graphics effects. Games like Pilotwings, F1 Roc 2, and Super Mario Kart use this chip. There is also a DSP2 chip, only used in Ace no Nerae (Aim for the Ace), as far as I know. 2. Super FX/FX 2 This chip is used in games using 3D polygon effects, such as Star Fox and Vortex. The Super FX 2 chip is a faster version of the FX chip, and is used in Doom, Dirt Trax FX, and Stunt Race FX. Super FX Chip specs Architecture: RISC Clock Speed: 10.74Mhz Peripheral ROM: 16Mbits max Peripheral RAM: 1Mbit max Internal Data Bus: 16 bits External Data Bus: 8 bits Internal Registers: 16 bit x 16 Instruction Cache: 512 Bytes Processing Advantages: Polygon Processing; Software Sprite Processing 3. C4 This is a special graphics chip, used to create transparent graphics effects (eg. rain) in Mega Man X2 and X3. They are the only games that use it. It was developed by Capcom. 4. SA 1 This chip is really weird. Only one game uses it, Jikkyou Oshaberi Parodius, from Konami, for the SFC. It is a voice synthesis chip of some kind. I believe Konami developed it. Thanks to for the info on this chip. C. What was the largest SNES game? The smallest? The smallest games were only 2MBit; they were Mr. Do!, Sanrio Smashball, and Space Invaders (1994 Japan and Europe only release, not the 1997 US release). The largest games for the SNES/SFC were 48MBit, which included Star Ocean (Japan), Tales of the Phantasim (Japan), Yoshi's Island (all regions), and Street Fighter Alpha 2 (all regions). Most SNES/SFC games were either 4, 8, 12 or 16 Megabit. D. Were there any unlicensed games for the SNES? Only one in the US. Super Noah's Ark, from Wisdom Tree. It requires a licensed game that does not use the additional twin 8 pin connectors (like Star Fox), to be inserted in the top, to get by Nintendo's lockout. There were, however, several released in other regions, specifically Japan. E. What are those "health" games all about? A company called Raya Systems, which makes games related to various health issues, produced several (licensed) SNES games. The idea was to educate kids about various health issues, from smoking to how to teach diabetics how to use insulin. Generally, as games, they are horrendous. They are also somewhat rare, though they are still available. You can find more information on them at their website: http://www.hhn.com F. Where there any multicarts produced for the SNES? Yes, but like most pirate stuff, I have never seen any for sale in the US. I have been told of a couple for sale in Spain, and a few in the Orient. It appears SNES multicarts are much rarer than their NES counterparts. G. What are those two extra 8 pin connectors on some of my games? Only a few SNES games use the extra twin 8 pin connectors, which can be found to the left and right of the main cartridge contacts. All Super FX games use these extra pins, as well as the Super Game Boy. I do not understand why they use them, though I believe it has to do with the use of extra coprocessors inside these cartridges. If anyone knows, let me know. H. The battery inside my game is dead, and I can't save my game data anymore. Can I replace the battery myself? What kind of battery do SNES games use? The batteries themselves are standard CR2032 lithium batteries, but with metal mounting "clips" spot-welded to the battery. You can probably buy a replacement at many electronics stores. Alternatively, you could fit a suitable battery holder, to allow you to use a normal CR2032 battery, and allow easier replacement in the future. Thanks to Mark for the info. Alternatively, you could contact a Nintendo Service Center, and ask if they can install a new battery. You can expect to pay quite a bit for the service, however. I. How many different games were released for the SNES? I have not been able to find any exact number, especially since there are new games still being released for the SNES. But Nintendo puts the number of games released for the US SNES at over 650. ______________________________________________________________________________ V. SNES accessories A. What happened to the SNES CD-ROM unit? The SNES CD-ROM went through many incarnations before being canceled in 1994. Originally, in response to Sega's CD-ROM unit for the Genesis, Nintendo planned a CD-ROM for the SNES, which was announced in 1992. It was originally to be a 16 bit unit, but Nintendo, reacting to the changing gaming industry, they decided to delay the CD-ROM, and redesign it to be a 32 bit unit, set for a 1994 release. This unit was shelved again, and a brand new CD-ROM based system was announced; this system was to become the N64. Nintendo had objections to the limitations of the CD-ROM unit, and shelved it, in favor of a cart based system. The following info submitted by Tony G. <00radiohead00@usa.com>: It was announced in the Nihon Keizai Shinbun (a popular Japanese business newspaper, I believe) on November 19, 1992, that Sony of Japan had decided to stop plans for making the Sony PlayStation, but instead make it an all-in-one 32-bit game device which would also play Super NES software. In December 1993, Nintendo and Sony had joined forces to try and develop this system together, but many disagreements halted this prograss, such as both companies wanting to push the other around, each envisioning their own future for the console. Sony wanted it to be a completely new system with the very latest in CD-ROM and processor technology. Nintendo only wanted it to be a CD-ROM peripheral for the Super NES. There had been an earlier attempt at partnership, in January 1990, when Nintendo had teamed up with Sony to produce the CD-ROM peripheral. Nintendo provided Sony with technical information and marketing for the product. Then, in 1991, Nintendo teamed up with Phillips, who also wanted to make it's own system (the CD-I), but broke off plans when they, also, wanted to produce a stand-alone gaming system (which was doomed to failure). Sony ended up doing what it wanted in the first place, minus the Super NES support, and they continued with the plans for the Sony PlayStation, which later became a complete success. B. What are the cheating devices available for the SNES? There are several devices available. All of these codes work in the same way; they modify values stored in RAM, and a few noted can modify ROM values. 1. Game Genie By far the most popular cheating device. Uses its own code format. 2. Pro Action Replay 2 Also a popular cheating device. Can modify RAM values as well as ROM values. Uses its own code format. 3. Game Mage A Game Genie clone. Uses the same codes and has built in codes. Can also save codes for later use. 4. Terminator-X Was released in the UK, have no other info on it. Also, there are variations of Game Genie and Pro Action Replay codes, such as Front FarEast, GoldFinger, and CCL, which are used by many backup units. (See note G.) C. What are the different NES-to-SNES adapters? The only adapter I have been able to find is the Super 8/Tri-Star listed below. However, other adaptors are rumored to exist. One adaptor module that reached the prototype stage was called the SuperDeck, which was to be manufactured by Hornby of the UK, but was never released due to expense related issues. Super 8/Tri-Star: This is by far the most popular. This device has three ports on top, and lets you play NES, Famicom, and SNES/SFC (use the same slot) games on your SNES. The adapter retails for $59.95 in the US. I believe the name "Super 8" was used exclusively in the US, and the name "Tri-Star" was used exclusively in the UK, where the adapter originated, but I cannot verify this. Models for use in the US and Japan (NTSC) and Europe (PAL) were released. D. What is the Super Game Boy? The Super Game Boy is, essencially, a Game Boy-to-SNES adapter, that allows one to play Game Boy games on the SNES. This device has a port on top to accept Game Boy carts, and the SNES cartridge connector (uses the two extra 8 pin connectors). Using this device, you can play any game Boy game, in colors substituted for the four greyscale shades, using SNES controllers, in a window on your television screen. The device also has various extras, like screen saver programs, an elementary art program, various borders for the window, and the ability to customize game colors. The Super GB was released in all three markets; US, Japan and Europe. Like the appearance and design of the Super Famicom and the European SNES being virtually identical in appearance, so too is their respective versions of the Super Game Boy. And, of course, the US Super Game Boy is quite different. The Super Game Boy originally sold individually for $59.95 in the US, and was later bundled with the SNES itself for sale as a set. In February 1998, Nintendo released a new version of the Super Game Boy, called appopriately enough, "Super Game Boy 2". This version is Game Link compatible, unlike the original SGB, allowing you to play 2/4 player Game Boy games. Also, the SGB 2 body has 2 LEDs, one to indicate power, the other to indicate whether or not the Game Link is being used. Also, the Japanese version of the SGB 2 had a blue transparent body, unlike the US version. I do not know if the SGB 2 was released in Europe. E. What is the Super Scope? The Super Scope is the SNES version of a lightgun. However, it is quite different from the NES Zapper. It is shaped and modeled after a bazooka, with a long tubular body, a shoulder mount, a hand grip, and a gunsight. The unit was also wireless, and used a separate receiver box that plugged into the SNES. It took 6 AA batteries, and lasted about 3-5 hours on a set. There were only a handful of games made that utilized it, and support for it was soon dropped. I know the Scope Scope was released in the US and Japanese markets. I do not know if it was released in Europe. The Super Scope, with Super Scope 6 game cartridge, sold for $49.95. Incidentally, there was another lightgun for the SNES. It is a pistol shaped gun that came with the Konami game Lethal Enforcers. They came in blue (first player) and orange (second player option, which plugged into the first player gun). F. What is the SNES Mouse? It is a controller for the SNES for use originally with Mario paint, and then later used mostly by several PC style RPGs and simulation games, such as Civilization and AD&D: Eye of the Beholder. The SNES Mouse was bundled with Mario Paint, for $59.95, and then sold later separately, in the US. The SNES Mouse was released in Japan and Europe, as well. The mouse has two buttons, and works just like other computer mice, with SNES Mouse compatible games. G. What SNES backup/cartridge copiers are available? The following is a list of units available, as well as a brief description of each. (Thanks to www.console-horizon.jen.co.uk for the info) 1. Multi Game Hunter (also works with Genesis) Has 3.5" FDD for backing up SNES games. Requires separate 9V power supply. I do not know who makes this device. 2. Professor/Game Doctor Series This is a popular series of copiers. I do not know who makes the series, however. I only have info on the PSFII/GD7. I know a Professor SF/Game Doctor exists, but have no info on it. If anyone knows more, let me know. a. Professor SFII (Game Doctor 7) Features GoldFinger code support, PCX slideshow capability, advanced deprotect capability (can copy Donkey Kong Country 2), and 3.5" FDD. Quality product. There is also a CD-ROM drive, called CD-7, which attaches to the copier and allows you to play SNES games on CD. A MPEG card is being developed (?) that allows you to play MPEG video CDs, that is installed into the SFII itself. You can also play music CDs in the drive, and control the CD via a GUI interface (like playing music on the Sega CD). 3. Super Wildcard Series These backup devices are made by a company out of Hong Kong called Far FrontEast. They have their own proprietary cheat codes (FFE codes), and I believe all copiers that support PCX files can create slideshows. a. Super WildCard 1.6C This is a very early backup device, made in 1993 (may be the first SNES backup unit). Features a 5.25" FDD, GoldFinger and FFE game cheat codes. b. Super WildCard 2.8CC This is the updated version of the above device. This one supports games up to 32MBit, has a DSP upgrade option, realtime SRAM saving (for game cheating), and can be connected to a computer via a I/O port. It also supports FFE and GoldFinger codes. c. Super Wildcard DX This SWC device features a GUI interface, 256k RAM for saved game saves, DSP upgradablility, support for games up to 96MBit (there are no games that large though), 256 color PCX viewing, choice of 10 different languages, BRAM editing, SRAM saving (for cheating), several disk formatting options, self diagnostic test, built-in puzzle game called Shingles, optional power supply (if your SNES cannot adequately provide power to the device, a intro/demo program, ability to hook it up to a computer via a I/O port, and disk auto load function. Plus, the version supports Game Genie and Pro Action Reply codes as well as FFE and GoldFinger codes, and can act like a PAR and search for codes. Super Wildcard DX 2 This is the latest (and probably last) SWC SNES copier. Standard 32MBit game support (upgradable to 120MBit), selectable background and icon graphics, 4M BIOS ROM, 8M expandable, 1K NRAM (for user settings), 256K save game RAM, DSP upgradable, high speed I/O computer serial port, bi-directional parallel port, ECP/EPP PC compatible, plug and play driver for CD audio, as well as CD-ROM, hard drive and Zip Drive support, 3.5" FDD that can be replaced with a 2.88MB FDD, improved self diagnostic program, PC style subdirectories om disk, dual language file system, Game Genie/Pro Action Reply/FFE/GoldFinger cheat code support, improved cheat SRAM save mode cheat code finder, comprehensive BRAM editing functions, improved PCX viewer, audio CD mixing, and the ability to create your own tile based puzzle game with PCX images. FFE also released a drive device called the Disk Dual, which works with the SWC DX2. It contains a CD-ROM and hard disk, and comes with an parallel-to-IDE converter, and software drivers to use the Disk Dual with a PC. It supports EEP parallel mode for faster performance. 4. Pro Fighter Series This series is manufactured by China Coach Limited, also out of Hong Kong, I assume. This series is very popular, like the SWC devices. Right now, I only have info on the Pro Fighter X. If anyone knows about other devices in this series, let me know. a. Pro Fighter X (Also supports Genesis carts) This backup unit features upgradability for SNES games up to 64MBit (I do not know how many megs it supports shipped), 256k SRAM, DSP compatibility, PC compatible paralell port, and a built-in Super Smartcard slot for Game Boy and Game Gear games. It can also be used with an optional CD-ROM drive. 5. Smart Bros. (Also works with Genesis carts) This device is also made by China Coach Limited (CCL). It comes with 32MBit game support (upgradable to 64MBit), DSP compatibility, 256k SRAM, auto GoldFinger codes support, 3.5" FDD, PC compatible parallel port, optional CD-ROM drive and real-time save functions. ______________________________________________________________________________ VI. Resources A. Magazines The following is a list of magazines that carry information on the SNES. Some of these magazines are specific to the SNES, some cover the entire video game spectrum. Nintendo Power - A decent magazine geared toward younger gamers. Covers all Nintendo systems. Will gradually contain less information on the SNES in the future as the SNES becomes older and less viable. Published monthly. $19.95/12 issues. Nintendo Power PO Box 97043 Redmond, WA 98073-9743 Electronic Gaming Monthly (EGM) - A high quality magazine covering the entire video game scene. Again, expect less coverage of the SNES in the future. Published monthly. $27.95/12 issues. Electronic Gaming Monthly P.O. Box. 7524 Red Oak, IA 51591-2524 EGM2 - EGM's companion magazine, which comes out in the middle of each month, and breaks the gap between releases of EGM. Almost as good as EGM; they often redundently print news already published in EGM. Published monthly. $19.97/12 issues EGM2 P.O.Box 55371 Boulder, CO 80321-5371 Super NES Buyer's Guide - Good magazine covering all aspects of the SNES. Published by Sendai group, the same people who publish EGM and EGM2. Published bimonthly. $19.95/6 issues. (Note: This magazine either has been discontinued, or probably will be in the future, due to the SNES becoming obsolete in the eyes of the gaming press.) Super NES Buyer's Guide P.O. Box 7548 Red Oak, IA 51591-0548 B. Internet 1. WWW sites Because there are many WWW sites on the internet which deal with video games, including SNES games, instead of trying to include all of them, I have decided to list only those sites which deal with the SNES and Nintendo only. If you need tips or cheats on a game and cannot find it at any of the listed sites, I'm sure it will be easy enough to find at another video game site. The Forbidden Super Nintendo Information Repository http://www.lightlink.com/cassanit/snesrep/ The Internet's biggest site dedicated to the Super Nintendo. Manuals, game information, history of the SNES, and lots more. World of Nintendo http://www.world-of-nintendo.com Has lots of SNES game info, walkthroughs, etc. Nintendo Memory Lane http://www.nintendomemorylane.com Covers all Nintendo systems, except the N64 and Virtual Boy. Even covers old Nintendo arcade machines. NES World http://www.internet1.net/~nesworld/ Great NES and Game Boy resource, as well as a small but promising SNES section. Mark's Console Tech Information Page http://www.netcomuk.co.uk/~markk/index.html An invaluable source of info on several consoles, including the SNES. Console Horizon http://www.console-horizon.jen.co.uk Great resource for grey area hardware for all consoles, such as cartridge copiers, as well as a wealth of tech information. Game Sages http://www.gamesages.com Comprehensive listing of codes as well as FAQs for all systems, including the SNES. 2. Newsgroups rec.games.video.nintendo Discussions cover all Nintendo video game systems, including the SNES. rec.games.video.marketplace Buy and sell your SNES stuff here. alt.super.nes Super NES discussions. ______________________________________________________________________________ VII. Thanks and credits A. Publications Nintendo Power EGM and EGM2 B. Contributors These people have made numerous and significant contributions to this FAQ. Thanks guys. :) Zerothis Thomas Chan Richard Harris Mark Karel tristan.fletcher@severed.overflow.com