Snes Book Master PDF
Snes Book Master PDF
Snes Book Master PDF
ENCYCLOPEDIA BOOK
DaddaRuleKonge
I made this book cause` I like to catalog and categorize and catalog
stuff. I made this book for myself as as a fan of the Nintendo sys-
tems. I also wanted to learn more about the system.
I have tried to make the book well presented and easy to look
through. If you are happy with the book then please look at some of
the web-sites on the Reference Guide page. Find a site that you
like and give them some spending money. Or give cash to the un-
sung heroes of our generation; The people who translate unreleased
Japanese SNES games.
If you are annoyed, or the owner of some of the content i took from
you, send an email to me: [email protected]
from: Daniel aka DaddaRuleKonge
I hope you will get some use of this book, and maybe help you in
your quest on collecting, or just having fun with this great system.
All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any means, in-
cluding photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher. I do not own
anything in this book. You use part of this publication on your OWN RISK though. As places in this book may have a copyright by the original
owner.
Super Nintendo Entertainment System
This is a short wikipedia introduction for the Neo Geo Systems.
The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a
16-bit home video game console developed by Nintendo. In Japan, the system is called the Super Famicom
(officially adopting the abbreviated name of its predecessor, the Family Computer), or SFC for short. In South
Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version
is essentially the same, several forms of regional lockout prevent the different versions from being compatible
with one another.
To compete with the popular NES/Famicom, NEC launched the TurboGrafx-16 in 1987, and Sega followed
suit with the Sega Genesis/Mega Drive in 1988. Both systems were built on 16-bit architectures and offered
improved graphics and sound over the 8-bit NES. However, it took several years for Segas system to become
successful. Nintendo executives were in no rush to design a new system, but they reconsidered when they
began to see their dominance in the market slipping.
Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in
Japan on Wednesday, November 21, 1990 for 25,000 (US$210). It was an instant success; Nintendos initial
shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese govern-
ment to ask video game manufacturers to schedule future console releases on weekends. The systems release
also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.
With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the
Japanese console market. Nintendos success was partially due to its retention of most of its key third-party
developers from its earlier system, including Capcom, Konami, Tecmo, Square, Koei, and Enix.
On August 23, 1991, Nintendo released the Super Nintendo
Entertainment System, a redesigned version of the Super
Famicom, in North America for US$199. Most of the PAL re-
gion versions of the console use the Japanese Super Famicom
design, except for labeling and the length of the joypad leads.
The Playtronic Super Nintendo in Brazil, although PAL, uses
the North American design. Both the NES and SNES were re-
leased in Brazil in 1993 by Playtronic, a joint venture between
the toy company Estrela and consumer electronics company
Early concept designs for the SNES, referred to
Gradiente. as the Nintendo Entertainment System 2.
The SNES and Super Famicom launched with few games, but
these games were well received in the marketplace. In Japan,
only two games were initially available: Super Mario World
and F-Zero. In North America, Super Mario World launched
as a bundle with the console, and other launch titles include
F-Zero, Pilotwings (both of which demonstrated the consoles
Mode 7 pseudo-3D rendering capability), SimCity, and
Gradius III.
Console wars
The rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console
wars in video game history, in which Sega positioned the Genesis as the cool console, with more mature
titles aimed at older gamers, and edgy advertisements that occasionally attacked the competition. Nintendo
however, scored an early public relations advantage by securing the first console conversion of Capcoms
arcade classic Street Fighter II for SNES, which took over a year to make the transition to Genesis. Despite
the Genesiss head start, much larger library of games, and lower price point, the Genesis only represented
an estimated 60% of the American 16-bit console market in June 1992, and neither console could maintain a
definitive lead for several years. Donkey Kong Country is said to have helped establish the SNESs market
prominence in the latter years of the 16-bit generation, and for a time, maintain against the PlayStation.
Changes in policy
During the NES era, Nintendo maintained exclusive control over titles released for the systemthe company
had to approve every game, each third-party developer could only release up to five games per year (but some
third parties got around this by using different names, for example Konamis Ultra Games brand), those
games could not be released on another console within two years, and Nintendo was the exclusive manu-
facturer and supplier of NES cartridges. However, competition from Segas console brought an end to this
practice; in 1991, Acclaim began releasing games for both platforms, with most of Nintendos other licensees
following suit over the next several years; Capcom (which licensed some games to Sega instead of producing
them directly) and Square were the most notable holdouts.
The company continued to carefully review submitted titles, giving them scores using a 40-point scale and al-
locating Nintendos marketing resources accordingly. Each region performed separate evaluations. Nintendo
of America also maintained a policy that, among other things, limited the amount of violence in the games on
its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mor-
tal Kombat features splashes of blood and finishing moves that often depict one character dismembering the
other. Because the Sega Genesis version retained the gore while the SNES version did not, it outsold the SNES
version by a ratio of three or four-to-one.
Game players were not the only ones to notice the violence in this game; US Senators Herb Kohl and Joe
Lieberman convened a Congressional hearing on December 9, 1993 to investigate the marketing of violent
video games to children. While Nintendo took the high ground with moderate success, the hearings led to the
creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, and the
inclusion of ratings on all video games. With these ratings in place, Nintendo decided its censorship policies
were no longer needed.
Unlicensed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 672
Homebrew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 673
Unreleased/Cancelled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 682
Casing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 694
SNES Enhancement Chips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 696
Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 700
Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Checklists
US Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 716
PAL Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 733
PAL Special Editions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 753
PAL Games w/ special contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 753
Super Famicom Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 755
8 Reference Guide
Reference Guide
These are web sites that i use alot for pictures/screenshots, reference and much of the information. If I have
not used wikipedia on a game description, then I have tried to credit it at the bottom of the text.
I can recommend all of these websites, as they are very informative and fun to look through. If you are the
owner of one of these sites and feel that i have done you wrong, then please send me an e-mail and i will make
the necessary change to your wish.
NintendoAge
http://nintendoage.com/
TheGamesDB
http://thegamesdb.net/
SuperFamicom.org
Welcome to SuperFamicom.org where you will be thrust into the 16bit world of
the Super Nintendo.
http://superfamicom.org/
Reference Guide 9
GameFAQs
Founded in 1995, GameFAQs has over 40000 video game FAQs, Guides and
Walkthroughs, over 250000 cheat codes, and over 100000 reviews.
http://www.gamefaqs.com/
Retro Collect
Retro Games, Retro Gamers & Collectors Community. Featuring retro game
news, rarity guides, Collection tracker and cataloguing system, classic gaming
forum ...
Used for PAL rarity.
http://www.retrocollect.com/
Moby Games
MobyGames is the oldest, largest and most accurate video game database for
games of every platform spanning 1979-2014.
http://www.mobygames.com/
Emuparadise
Looking for video games? Youve come to the right place! You will find hundreds
of thousands of roms, isos and games here.
http://www.emuparadise.me/
10 SNES Games
SNES Games
This is the main portion of the book. A collection of every official Neo Geo game with a sweet cover art, a
screen-shot and some information about the game.
Page Break-Down
This is a break-down of what the PSX GAMES pages consist of:
ActRaiser 7.9
Developer Quintet
Publisher Enix
Release date (us) November, 1991
(eu) 1992
Genre Simulation, Platformer
Mode 1 Player
E. F. G. H.
A. NTSC Cover-Art
This represent the NTSC (North American) cover art. I used GameFAQs for much of the pic-
tures. If a cover is not present, a screen-shot is placed in it`s place. That means the game did not
get a NTSC release.
B. Info
This is the Info box. I used mainly wikipedia, GiantBomb and Gamefaq for help for informa-
tion on the Developers and Publishers. I suspect some of the information is wrong, as often
the developer credited is actually the makers of the original game, e.g. arcades, and not the one
who did the home console port for example. Also, information often differ from different sourc-
es. Mode are what the maximum players the game support. If I did not find info on how many
players a game support, I would default on 1 Player. In the info or trivia section, I wanted some
content to much, and did a direct transcript, I would try to credit the source material. The credit
is in italic.
C. Title Screen
This is a screenshot from the title screen of the game, found wherever. More often then not on
GameFAQ or emuparadise.com.
SNES Games 11
D. Web Reviews
The review score SHOULD and MUST be taken with a grain of salt. I used the review score
from GameFAQs.com, cause` they could often be seen as fair, as they usually are reviews by
several users. Though, some of the more obscure games often had few reviews, and could be
seen as biased. If the site did not have a review, i would not include one, as seen on the many
unlicensed games.
E. PAL Cover-Art
This represent the PAL (Europe, Oceania) cover art. I used GameFAQs for much of the pic-
tures. If a cover is not present, a screen-shot is placed in it`s place. That means the game did not
get a PAL release.
E. Screen-shot
This is a random screenshot from the game. I mainly used either GameFAQ or emuparadise.
F. Rarity
The NTSC rarity are from NintendoAge, as they can be seen as one of the more reliable
sources. Unfortunately, they only cover the NTSC releases on SNES. For the PAL releases I
used RetroCollect. I do not know how reliable their sources are, but it was the best I found.
They also miss alot of rarity scores on games. There is also some discrepancy between my
score and their though, as their score goes from 1-6 (VC-ER), and mine (and NintendoAge)
goes from 1-10. Here are how I set my score to their score;
1 - VC : very common
2 - C : common
5 - U : uncommon
7 - R : rare
8 - VR : very rare
10 - ER : extremely rare
The score should be used as a refrence point, and not to be taken all too literally.
G. Screen-shot
This is a random screenshot from the game. I mainly used either GameFAQ or emuparadise.
H. Release
These colored circles show what release the game got. J - Japan, N - NTSC and P - PAL
.
12 The 7th Saga
ActRaiser 7.9
Developer Quintet
Publisher Enix
Release date (us) November, 1991
(eu) 1992
Genre Simulation, Platformer
Mode 1 Player
ActRaiser 2 6.2
Developer Quintet
Publisher Enix
Release date (us) November, 1993
(eu) 1994
Genre Platformer
Mode 1 Player
7.2 Aerobiz
Developer Koei
Publisher Koei
Release date (us) February 2, 1993
Genre Simulation
Mode 1-4 Players
6.6 Alien
Developer Probe Entertainment
Publisher LJN
Release date (us) May 17, 1993
(eu) October 28, 1993
Genre Action platformer
Mode 1 Player
Animaniacs 6.1
Developer Konami
Publisher Konami
Release date (us) November 1, 1994
(eu) 1994
Genre Platformer
Mode 1 Player
6.8 Arcana
Developer HAL Laboratory
Publisher HAL Laboratory
Release date (us) May 5, 1992
Genre HAL Laboratory
Mode 1 Player
6.6 Asterix
Developer Infogrames
Publisher Infogrames
Release date (eu) May 30, 1993
Genre Platformer
Mode 1 Player
7.7 Axelay
Developer Konami
Publisher Konami
Release date (us) September, 1992
(eu) September 30, 1993
Genre Shooter
Mode 1 Player
B.O.B. 6.3
Developer Gray Matter
Publisher Electronic Arts
Release date (us) June 1, 1993
(eu) July 22, 1993
Genre Run and Gun
Mode 1 Player
Ballz 3D 3.9
Developer PF Magic
Publisher Accolade
Release date (us) April 1, 1994
Genre Fighting
Mode 1-2 Players
Rarity US: 2
thegamesdb.net
Beethoven: 4.6
The Ultimate Canine Caper
Developer Riedel Software Productions
Publisher Hi Tech Expressions
Release date (us) December 17, 1993
(eu) December, 1993
Genre Platformer
Mode 1 Player
BioMetal 6.6
Developer Athena
Publisher Activision
Release date (us) June 1, 1993
(eu) 1993
Genre Scrolling shooter
Mode 1 Player
Blackthorne 7.5
Developer Blizzard Entertainment
Publisher Interplay Entertainment
Release date (us) August 10, 1995
(eu) February 23, 1995
Genre Action platformer
Mode 1 Player
BlaZeon: 7.2
The Bio-Cyborg Challenge
Developer AI
Publisher Atlus
Release date (us) October 27, 1992
Genre Scrolling shooter
Mode 1-2 Players
5.9 Boogerman:
A Pick and Flick Adventure
Developer Interplay Entertainment
Publisher Interplay Entertainment
Release date (us) September 15, 1995
(eu) January 25, 1996
Genre Platformer
Mode 1 Player
6.8 Brandish
Developer Nihon Falcom
Publisher Koei
Release date (us) February 28. 1995
Genre Action role-playing
Mode 1 Player
6.0 BreakThru!
Developer Artech Digital Entertainment
Publisher Spectrum Holobyte
Release date (us) June 1, 1994
Genre Puzzle
Mode 1 Player
5.3 Bubsy 2
Developer Accolade
Publisher Accolade
Release date (us) April 3, 1994
(eu) 1994
Genre Platformer
Mode 1 Player
Bust-a-Move 7.5
Developer Taito
Publisher Taito
Release date (us) March 1, 1995
(eu) 1995
Genre Puzzle
Mode 1-2 Players
Casper 4.5
Developer Absolute Entertainment
Publisher Natsume
Release date (us) December, 1996
(eu) 1997
Genre Action platformer
Mode 1 Player
Rarity US: 5
thegamesdb.net
48 Chester Cheetah: Too Cool to Fool
Civilization 7.3
Developer Microprose
Publisher Koei
Release date (us) June 30, 1995
Genre Real-time Strategy
Mode 1 Player
ClayFighter 6.0
Developer Visual Concepts
Publisher Interplay Entertainment
Release date (us) November 30, 1993
(eu) May 26, 1994
Genre Fighting
Mode 1-2 Players
6.2 ClayFighter:
Tournament Edition
Developer Visual Concepts
Publisher Interplay Entertainment
Release date (us) November 22, 1994
Genre Fighting
Mode 1-2 Players
6.6 Claymates
Developer Visual Concepts
Publisher Interplay Entertainment
Release date (us) April 26, 1993
(eu) November 20, 1993
Genre Platformer
Mode 1 Player
Cliffhanger 4.5
Developer Malibu Interactive
Publisher Sony Imagesoft
Release date (us) October 25, 1993
(eu) December 10, 1993
Genre Beat Em Up
Mode 1 Player
Clue 6.5
Developer Sculptured Software
Publisher Parker Brothers
Release date (us) July 1, 1992
Genre Board game
Mode 1-6 Players
Rarity US: 1
Cybernator 7.6
Developer NCS
Publisher Konami
Release date (us) April 4, 1993
(eu) 1993
Genre Platformer, Run and Gun
Mode 1 Player
D-Force 5.7
Developer Asmik Ace Entertainment
Publisher Asmik Ace Entertainment
Release date (us) December 31, 1991
Genre Shooter
Mode 1 Player
DinoCity 6.8
Developer Irem
Publisher Irem
Release date (us) September 4, 1992
(eu) 1992
Genre Platformer
Mode 1-2 Players
Doom 6.5
Developer id Software
Publisher Williams Entertainment
Release date (us) September 1, 1995
(eu) October 26, 1995
Genre First-Person Shooter
Mode 1 Player
Rarity FR: 7
5.2 Drakkhen
Developer Infogrames
Publisher Kemco
Release date (us) September 1, 1991
(eu) 1991
Genre Role-playing
Mode 1 Player
8.8 EarthBound
Developer HAL Laboratory, Ape
Publisher Nintendo
Release date (us) June 5, 1995
Genre Role-playing
Mode 1 Player
Rarity US: 1
6.3 Equinox
Developer Software Creations
Publisher Sony Imagesoft
Release date (us) March 5, 1994
(eu) March 25, 1994
Genre Action adventure
Mode 1 Player
F-Zero 7.7
Developer Nintendo
Publisher Nintendo
Release date (us) August 23, 1991
(eu) June 4, 1992
Genre Racing
Mode 1 Player
6.7 F1 ROC:
Race of Champions
Developer SETA
Publisher SETA
Release date (us) September 1, 1992
(eu) 1992
Genre Racing
Mode 1 Player
5.3 F1 World
Championship Edition
Developer Domark
Publisher Acclaim Entertainment
Release date (eu) January 1, 1995
Genre Racing
Mode 1-2 Players
Rarity US: 2
mobygames.com
Fatal Fury 2 85
mobygames.com
Firestriker 6.1
Developer Axes Art Amuse
Publisher DTMC, (jp) Hect
Release date (us) October 20, 1994
Genre Action
Mode 1-4 Players
7.3 Flashback:
The Quest for Identity
Developer Delphine Software International
Publisher U.S. Gold
Release date (us) February 1, 1994
(eu) November, 1993
Genre Platformer
Mode 1 Player
5.9 Frogger
Developer Morning Star Multimedia
Publisher Majesco Games
Release date (us) October 6, 1998
Genre Action
Mode 1-2 Players
Rarity US: 2
mobygames.com
96 Fun n Games
7.3 Gemfire
Developer Koei
Publisher Koei
Release date (us) December 1, 1992
Genre Strategy
Mode 1-2 Players
Goal! 5.9
Developer Tose
Publisher Jaleco
Release date (us) December 7, 1992
(eu) 1992
Genre Sports
Mode 1-2 Players
Gods 5.7
Developer Bitmap Brothers
Publisher Mindscape
Release date (us) December 31, 1992
(eu) June 24, 1993
Genre Action platformer
Mode 1 Player
6.8 GP-1
Developer Atlus
Publisher Atlus
Release date (us) October 29, 1993
(eu) 1993
Genre Racing
Mode 1-2 Players
The SNES port of Gradius III was released with the op-
tion of reduced difficulty and additional armaments for
the Vic Viper. It replicates the slowdown of its arcade
counterpart and discards the pseudo-3D and cube
rush levels. It also introduces a boss called Beacon
which awaits the player at the end of the new high-
speed stage, which is a counterpart of the high-speed
Rarity US: 1 stage in Gradius II.
The Great Waldo Search 103
5.3 GunForce
Developer Bits Studios
Publisher Irem
Release date (us) November 27, 1992
Genre Run and gun
Mode 1-2 Players
5.7 Harleys
Humongous Adventure
Developer Visual Concepts
Publisher Hi Tech Expressions
Release date (us) February 1, 1993
(eu) 1993
Genre Platformer
Mode 1 Player
Hit the Ice is based on the game of ice hockey, the aim
of the game being to outscore the opponent by shoot-
ing the puck into the opponents net more often than
the opponent over three periods of play.
The game is unique because instead of having six play-
ers per team (like Konamis Blades of Steel), the game
only has three (forward, defense, and goalie).
Rarity US: 6
In the arcade version there are only two teams (Red
Hook 6.5
Developer Ukiyotei
Publisher Sony Imagesoft
Release date (us) October 13, 1992
(eu) 1992
Genre Platformer
Mode 1 Player
7.1 Hurricanes
Developer Probe Entertainment
Publisher U.S. Gold
Release date (us) December 31, 1994
(eu) 1994
Genre Platformer
Mode 1-2 Players
Imperium 7.1
Developer Vic Tokai
Publisher Vic Tokai
Release date (us) November 1, 1992
Genre Shooter
Mode 1 Player
4.9 Incantation
Developer Titus Software
Publisher Titus Software
Release date (us) December 1, 1996
(eu) November, 1996
Genre Platformer
Mode 1 Player
4.3 Jammit
Developer GTE Interactive Media
Publisher GTE Interactive Media
Release date (us) November, 1994
Genre Sports
Mode 1-2 Players
Rarity US: 3
mobygames.com
Jeopardy! 5.4
Developer Imagineering
Publisher GameTek
Release date (us) December 1, 1992
Genre Game show
Mode 1-2 Players
Ka-Blooey 6.1
Developer Mirrorsoft
Publisher Kemco
Release date (us) August 31, 1992
Genre Puzzle
Mode 1-2 Players
Kawasaki 6.8
Caribbean Challenge
Developer Park Place Productions
Publisher GameTek
Release date (us) June, 1993
Genre Racing
Mode 1-2 Players
Kawasaki 5.6
Superbike Challenge
Developer Domark
Publisher Time Warner Interactive
Release date (us) December, 1995
(eu) 1995
Genre Racing
Mode 1-2 Players
The third entry in the Kick Off series is the first that of-
fers a isometric view instead of the old top-down view.
In the game there are four competitions (World Cup
Finals, League, Knock Out Cup and the challenge).
There is several options for game speed and ball con-
trol to suit both novice and skilled gamers. Each of the
32 teams in the game has a distinct style of play, ensur-
Rarity EU: 2 ing that no two games are alike.
Killer Instinct 129
Rarity US: 2
Lagoon 6.3
Developer Zoom
Publisher Kemco
Release date (us) February 1, 1992
(eu) May 27, 1993
Genre Role-playing
Mode 1 Player
Lamborghini 6.7
American Challenge
Developer Titus Software
Publisher Titus Software
Release date (us) November, 1993
(eu) 1994
Genre Racing
Mode 1-2 Players
6.1 Legend
Developer Arcade Zone
Publisher Seika Corporaption
Release date (us) April, 1994
(eu) December 21, 1994
Genre Beat em up
Mode 1-2 Players
Lemmings 7.0
Developer Psygnosis
Publisher SunSoft
Release date (us) March 1, 1992
(eu) October 22, 1992
Genre Puzzle
Mode 1-2 Players
Lock On 6.6
Developer Copya System
Publisher Vic Tokai, (eu) SunSoft, (jp) Asmik Ace
Release date (us) October, 1993
(eu) November, 1993
Genre Flight simulator
Mode 1 Player
M.A.C.S.
Basic Rifle Marksmanship
Developer Sculptured Software
Release date (us) 1993
Genre Light-gun
Mode 1 Player
MechWarrior 5.8
Developer Beam Software
Publisher Activision, (jp) Victor Interactive
Release date (us) May, 1993
(eu) 1993
Genre First-person shooter
Mode 1 Player
mobygames.com
Might and Magic III: Isles of Terra 161
Rarity US: 6
Rarity EU: 8 mobygames.com
Monopoly 6.0
Developer Sculptured Software
Publisher Parker Brothers
Release date (us) September 1, 1992
Genre Board game
Mode 1-8 Players
6.1 Musya
Developer Jorudan
Publisher SETA, (jp) Datam Polystar
Release date (us) December 31, 1992
Genre Action-platformer
Mode 1 Player
Rarity US: 5
168 NBA All-Star Challenge
Natsume 6.3
Championship Wrestling
Developer Natsume
Publisher Natsume
Release date (us) June, 1994
Genre Sports
Mode 1-4 Players
NHL 94 7.9
Developer Electronic Arts
Publisher EA Sports
Release date (us) October, 1993
(eu) March 31, 1994
Genre Sports
Mode 1-5 Players
NHL 95 7.0
Developer Visual Concepts, High Score Productions
Publisher EA Sports
Release date (us) November, 1994
(eu) December 8, 1994
Genre Sports
Mode 1-2 Players
NHL 96 7.5
Developer High Score Productions, Tiburon
Publisher EA Sports
Release date (us) September, 1995
(eu) October 26, 1995
Genre Sports
Mode 1-2 Players
6.8 NHL 97
Developer Black Pearl Software
Publisher EA Sports
Release date (us) October 31, 1996
(eu) November 28, 1996
Genre Sports
Mode 1-2 Players
6.6 NHL 98
Developer THQ
Publisher EA Sports
Release date (us) December 31, 1997
Genre Sports
Mode 1-4 Players
No Escape 6.3
Developer Bits Studios
Publisher Sony Imagesoft
Release date (us) November, 1994
Genre Action-platformer
Mode 1 Player
6.7 Nosferatu
Developer Seta
Publisher Seta
Release date (us) October, 1995
Genre Action-platformer
Mode 1 Player
Obitus 4.0
Developer Psygnosis
Publisher Bullet-Proof Software
Release date (us) September, 1994
Genre Action role-playing
Mode 1 Player
Oscar 6.0
Developer Flair Software
Publisher Titus Software
Release date (us) October 31, 1996
(eu) 1996
Genre Platformer
Mode 1 Player
5.7 Outlander
Developer Mindscape
Publisher Mindscape
Release date (us) April, 1993
(eu) 1993
Genre Action, Racing
Mode 1 Player
Rarity US: 3
mobygames.com
Pac-Attack 6.8
Developer Namco, Now Production
Publisher Namco
Release date (us) October, 1993
(eu) 1993
Genre Puzzle
Mode 1-2 Players
5.7 Pac-In-Time
Developer Kalisto Entertainment
Publisher Namco
Release date (us) January, 1995
(eu) December, 1994
Genre Platformer
Mode 1-2 Players
6.2 Pac-Man 2:
The New Adventures
Developer Namco
Publisher Namco
Release date (us) September, 1994
(eu) 1994
Genre Adventure, Puzzle
Mode 1 Player
Rarity US: 7
186 Paladins Quest
Paperboy 2 6.3
Developer Tengen
Publisher Mindscape
Release date (us) November, 1991
(eu) 1992
Genre Action
Mode 1 Player
The game was much like the original: the player con-
trols a paperboy (or papergirl) who must navigate a
bizarre series of obstacles, such as tires rolling down
a driveway while a car is being repaired, or strange
houses like a haunted house, while trying to deliver
the morning paper to various customers on a street
Rarity US: 2 (though unlike its predecessor, papers had to be deliv-
Rarity EU: 5 ered to houses on both sides of the street).
The Peace Keepers 187
Phalanx 7.0
Developer Kemco
Publisher Kemco
Release date (us) October 1, 1992
(eu) 1992
Genre Shooter
Mode 1 Player
7.2 Pieces
Developer Hori Electric
Publisher Atlus
Release date (us) December, 1994
Genre Puzzle
Mode 1-5 Players
7.2 Pilotwings
Developer Nintendo
Publisher Nintendo
Release date (us) August 23, 1991
(eu) January 21, 1993
Genre Simulation
Mode 1 Player
Rarity US: 6
Rarity EU: 5
Pit-Fighter 2.4
Developer Tengen
Publisher THQ
Release date (us) March 31, 1992
(eu) 1992
Genre Fighting
Mode 1-2 Players
7.2 Plok
Developer Software Creations
Publisher Tradewest, (eu) Nintendo, (jp) Activision
Release date (us) September, 1993
(eu) January, 1994
Genre Platformer
Mode 1 Player
6.1 Populous
Developer Bullfrog Productions
Publisher Acclaim Entertainment
Release date (us) September 30, 1991
(eu) 1991
Genre Strategy
Mode 1 Player
Powermonger 7.0
Developer Bullfrog Productions
Publisher Imagineer
Release date (eu) December 31, 1993
Genre Strategy
Mode 1 Player
6.9 Pushover
Developer Red Rat Software
Publisher Ocean Software
Release date (us) December 31, 1992
(eu) 1992
Genre Puzzle
Mode 1 Player
Q*bert 3 5.8
Developer Realtime Associates
Publisher NTVIC
Release date (us) October, 1992
Genre Puzzle
Mode 1-2 Players
Rampart 7.0
Developer Bitmasters
Publisher Electronic Arts
Release date (us) August 1, 1992
Genre Strategy
Mode 1-2 Players
5.8 Realm
Developer Titus Software
Publisher Titus Software
Release date (us) December, 1996
(eu) February 27, 1997
Genre Action-platformer
Mode 1 Player
Rarity US: 6
mobygames.com
4.5 Revolution X
Developer Software Creations
Publisher Acclaim Entertainment
Release date (us) December, 1995
(eu) 1995
Genre Shooter
Mode 1-2 Players
RoboCop 3 4.7
Developer Ocean Software
Publisher Ocean Software
Release date (us) September 1, 1992
(eu) November, 1992
Genre Platformer, Shooter
Mode 1 Player
Robotrek 7.5
Developer Quintet
Publisher Enix
Release date (us) October 1, 1994
Genre Role-playing
Mode 1 Player
Rarity US: 1
mobygames.com
Shadowrun 7.9
Developer Beam Software
Publisher Data East, (eu) Laser Beam Entertainment
Release date (us) May 1, 1993
(eu) August, 1993
Genre Action role-playing
Mode 1 Player
Shaq Fu 3.8
Developer Delphine Software International
Publisher Electronic Arts
Release date (us) October 28, 1994
(eu) 1994
Genre Fighting
Mode 1-2 Players
SimAnt 6.8
Developer Imagineer
Publisher Maxis Software
Release date (us) October, 1993
Genre Simulation
Mode 1 Player
SimCity 7.6
Developer Nintendo, Maxis
Publisher Nintendo
Release date (us) August 23, 1991
(eu) September 24, 1992
Genre Simulation
Mode 1 Player
5.5 SimEarth
Developer Tomcat System
Publisher FCI
Release date (us) February, 1993
Genre Simulation
Mode 1 Player
Skljagger: 5.8
Revolt of the Westicans
Developer Realtime Associates
Publisher American Softworks
Release date (us) October 1, 1992
Genre Action-platformer
Mode 1-2 Players
Skyblazer 7.6
Developer Ukiyotei
Publisher Sony Imagesoft (jp) Epic/Sony Records
Release date (us) January, 1994
(eu) March 25, 1994
Genre Platformer
Mode 1 Player
Rarity US: 6
mobygames.com
7.0 SOS
Developer Human Entertainment
Publisher Vic Tokai, (jp) Human Entertainment
Release date (us) April, 1994
Genre Adventure
Mode 1 Player
Sparkster 7.7
Developer Konami
Publisher Konami
Release date (us) October 1, 1994
(eu) October, 1994
Genre Action-platformer
Mode 1 Player
Spectre 5.7
Developer Synergistic Software
Publisher Cybersoft
Release date (us) May, 1994
(eu) July, 1994
Genre First-Person Shooter
Mode 1 Player
5.7 Spider-Man:
The Animated Series
Developer Western Technologies
Publisher LJN
Release date (us) February, 1995
(eu) 1995
Genre Action-platformer
Mode 1 Player
Spirou 4.8
Developer Infogrames
Publisher Infogrames
Release date (eu) September 29, 1996
Genre Action-platformer
Mode 1 Player
Rarity US: 2
mobygames.com
Steel Talons 235
5.7 Stargate
Developer Probe Entertainment
Publisher Acclaim Entertainment
Release date (us) April, 1995
(eu) June 29, 1995
Genre Action-adventure
Mode 1 Player
Rarity US: 2
mobygames.com
6.4 Syndicate
Developer Bullfrog Productions
Publisher Ocean Software
Release date (us) December, 1995
(eu) January, 1995
Genre Real-time tactics
Mode 1 Player
3.9 Syvalion
Developer Taito
Publisher Toshiba EMI
Release date (eu) 1993
Genre Shooter
Mode 1 Player
Taz-Mania 5.4
Developer Visual Concepts
Publisher SunSoft
Release date (us) May, 1993
(eu) 1993
Genre Racing
Mode 1 Player
The palyer takes the role as the T-800 sent back in time
to 1995, in order to protect John and Sarah Connor
from the T-1000. There are two gameplay types: side-
scrolling and driving. During the side-scrolling levels,
the players objective is to locate and retrieve all future
objects, which are gray boxes with a flashing light on
Rarity US: 1 top, that, when broken open, look like endoskulls. The
player must complete all objectives for that mission.
Terranigma 8.8
Developer Quintet
Publisher Nintendo
Release date (eu) December 19, 1996
Genre Action role-playing
Mode 1 Player
7.0 Tetris 2
Developer Tose
Publisher Nintendo
Release date (us) August, 1994
(eu) 1995
Genre Puzzle
Mode 1-2 Players
Timecop 4.1
Developer Cryo Interactive Entertainment
Publisher JVC, Victor Interactive Software
Release date (us) April, 1995
(eu) 1996
Genre Action-platformer
Mode 1 Player
Toys 3.7
Developer Absolute Entertainment
Publisher Absolute Entertainment
Release date (us) April, 1993
(eu) 1993
Genre Action
Mode 1 Player
7.6 Troddlers
Developer Atod
Publisher Seika Corporation
Release date (us) October, 1993
(eu) 1993
Genre Puzzle
Mode 1-2 Players
7.4 Uniracers
Developer DMA Design
Publisher Nintendo
Release date (us) June 1, 1994
(eu) April 27, 1995
Genre Racing
Mode 1-2 Players
Untouchables 6.7
Developer Ocean Software
Publisher Ocean Software
Release date (us) August, 1994
Genre Shooter
Mode 1 Player
Utopia: 6.4
The Creation of a Nation
Developer Gremlin Interactive
Publisher Jaleco
Release date (us) September, 1993
(eu) August, 1994
Genre Strategy
Mode 1 Player
Venom/Spider-Man: 6.9
Separation Anxiety
Developer Software Creations
Publisher Acclaim Entertainment
Release date (us) November, 1995
(eu) 1995
Genre Beat em up
Mode 1-2 Players
5.7 Vortex
Developer Argonaut Games
Publisher Electro Brain, (eu) Sony, (jp) Pack-In-Video
Release date (us) September, 1995
(eu) 1995
Genre Shooter
Mode 1 Player
5.9 Warlock
Developer Realtime Associates
Publisher LJN
Release date (us) March, 1995
(eu) 1994
Genre Action-platformer
Mode 1 Player
4.6 WarpSpeed
Developer Accolade
Publisher Accolade
Release date (us) December, 1992
(eu) 1993
Genre Shooter
Mode 1 Player
4.8 Waterworld
Developer Ocean Software
Publisher Ocean Software
Release date (eu) 1995
Genre Action
Mode 1 Player
6.6 Weaponlord
Developer Visual Concepts
Publisher Namco
Release date (us) September, 1995
(eu) 1995
Genre Fighting
Mode 1-2 Players
Rarity US: 3
giantbomb.com
Whizz 297
6.9 Whirlo
Developer Namco
Publisher Namco
Release date (eu) 1992
Genre Action-platformer
Mode 1 Player
6.1 Whizz
Developer Flair Software
Publisher Titus Software
Release date (us) November 1, 1996
(eu) 1996
Genre Platformer
Mode 1 Player
WildSnake 7.8
Developer Manley & Associates
Publisher Spectrum HoloByte
Release date (us) September, 1994
Genre Puzzle
Mode 1 Player
Wizardry V: 7.0
Heart of the Maelstrom
Developer ASCII
Publisher Capcom
Release date (us) April, 1994
Genre Role-playing
Mode 1 Player
6.5 Wolfchild
Developer Core Design
Publisher Virgin Interactive
Release date (us) June, 1993
Genre Platformer
Mode 1 Player
6.5 Wolfenstein 3D
Developer Imagineer
Publisher Imagineer
Release date (us) March, 1994
(eu) 1994
Genre First-person shooter
Mode 1 Player
Wordtris 5.8
Developer Bullet-Proof Software
Publisher Spectrum HoloByte
Release date (us) November, 1992
Genre Puzzle
Mode 1 Player
5.9 Worms
Developer Team 17
Publisher Ocean Software
Release date (eu) September 29, 1996
Genre Strategy
Mode 1-4 Players
6.0 Xardion
Developer Jorudan
Publisher Asmik
Release date (us) April, 1992
Genre Action-platformer
Mode 1 Player
X-Zone 5.2
Developer Kemco
Publisher Kemco
Release date (us) November, 1992
(eu) June 24, 1993
Genre Light-gun
Mode 1 Player
5.9 Zool
Developer Gremlin Interactive
Publisher GameTek
Release date (us) June 1, 1993
(eu) 1994
Genre Platformer
Mode 1 Player
Zoop 6.0
Developer Hookstone Productions
Publisher Viacom New Media
Release date (us) September 15, 1995
(eu) 1995
Genre Puzzle
Mode 1 Player
From here, the games listed are games released exclusive for the Super
Famicom in Japan. Collecting for Super Famicom tend to alot cheaper
than NTSC and PAL, and are often not as in demand due to importing
costs and the games frequently not being in English. The Super Fami-
com library is giant compared to the NTSC and PAL Super Nintendo
library though.
Nintendo employed several types of regional lockout, including both
physical and hardware incompatibilities.
On a physical level, the cartridges are shaped differently for different
regions. North American cartridges have a rectangular bottom with in-
et 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 modification of the console.
Internally, a regional lockout chip (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. 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 consoles 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.
PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard
specifies video at 60 Hz while PAL operates at 50 Hz, resulting in approximately 16.7% slower gameplay. Ad-
ditionally, PALs higher resolution results in letterboxing 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.
mobygames.com
7.2 Alcahest
Developer HAL Laboratory
Publisher Square
Release date (jp) December 17, 1993
Genre Action role-playing
Mode 1 Player
thegamesdb.net
7.9 Angelique
Developer Ruby Party
Publisher Koei
Release date (jp) September 23, 1994
Genre Simulation
Mode 1 Player
Appleseed 5.6
Developer Kans
Publisher Visit
Release date (jp) August 26, 1994
Genre Action platformer
Mode 1 Player
thegamesdb.net
Aretha 7.1
Developer Japan Art Media
Publisher Yanoman Corporation
Release date (jp) November 23, 1993
Genre Role-playing
Mode 1 Player
Asameshimae Nyanko
Developer J-Force
Publisher Zamuse
Release date (jp) March 18, 1994
Genre Board
Mode 1-2 Players
mobygames.com
Barbarossa 7.1
Developer SystemSoft
Publisher Sammy
Release date (jp) November 27, 1992
Genre Strategy
Mode 1 Player
4.0 Bastard!!:
Ankoku no Hakai-shin
Developer Bandai
Publisher Cobra Team
Release date (jp) January 28, 1994
Genre Fighting
Mode 1-2 Players
estarland.com
The Blue Crystal Rod is the final game in the main The
Tower of Druaga series. It is actually the third chap-
ter in The Tower of Druaga series, as The Quest of Ki
was a prequel (Chapter 0). The game is a first-person
dungeon crawler action role-playing game, somewhat
akin to games like Shining in the Darkness or Shin
Megami Tensei.
giantbomb.com
thegamesdb.net
Brandish 2: The Planet Buster 341
mobygames.com
unikgamer.com
346 Ch Aniki: Bakuretsu Rantouden
Chinhai 8.6
Developer Pixel
Publisher Banpresto
Release date (jp) September 22, 1995
Genre Puzzle
Mode 1 Player
Ch Aniki: 5.7
Bakuretsu Rantouden
Developer NCS
Publisher Masaya
Release date (jp) September 22, 1995
Genre Fighting
Mode 1-2 Players
Ch Genjin 2 7.9
Developer Red Entertainment
Publisher Hudson Soft
Release date (jp) July 28, 1995
Genre Platformer
Mode 1 Player
giantbomb.com
348 Clock Tower
ClockWorks 7.1
Developer Axes Art Amuse
Publisher Tokuma Shoten
Release date (jp) December 8, 1995
Genre Puzzle
Mode 1 Player
7.0 Columns
Developer Marigul
Publisher Media Factory
Release date (jp) 1999
Genre Puzzle
Mode 1 Player
nilsoncarroll.wordpress.com
Cu-On-Pa 7.6
Developer T & E Soft
Publisher T & E Soft
Release date (jp) December 20, 1996
Genre Puzzle
Mode 1 Player
4th Super Robot Wars is the 5th entry to the classic Su-
per Robot Wars series and the last entry to the Divine
Crusaders Arc.
The game became a huge influence to future Super Ro-
bot Wars Games and also to some series that debuted
in the game. The game itself marks the first appearance
of Shin Getter Robo from the Getter Robo Go manga
in any medium.
giantbomb.com
giantbomb.com
Dark Half 357
thegamesdb.net
Death Brade 359
giantbomb.com
satellaview.wikia.com
Dezaemon: 7.4
Kaite Tsukutte Asoberu
Developer Athena
Publisher Athena
Release date (jp) September 20, 1994
Genre Shooter
Mode 1 Player
mobygames.com
Doraemon: 7.9
Nobita to Yousei no Kuni
Developer Sakata SAS
Publisher Epoch
Release date (jp) February 19, 1993
Genre Platformer
Mode 1 Player
mobygames.com
7.3 Doraemon 3:
Nobita to Toki no Hougyoku
Developer AIM
Publisher Epoch
Release date (jp) December 16, 1994
Genre Platformer
Mode 1 Player
mobygames.com
7.5 Doraemon 4:
Nobita to Tsuki no Oukoku
Developer Agenda
Publisher Epoch
Release date (jp) December 15, 1995
Genre Platformer
Mode 1 Player
mobygames.com
366 Dossun! Ganseki Battle
Dkysei 2 7.6
Developer Elf
Publisher Banpresto
Release date (jp) December 1, 1997
Genre Adventure
Mode 1 Player
Game Flyer:
Dr. Mario 7.1
Developer Nintendo
Publisher Nintendo
Release date (jp) June 1, 1998
Genre Puzzle
Mode 1-2 Players
mobygames.com
370 Dragon Quest I & II
7.6 DunQuest:
Majin Fuuin no Densetsu
Developer Technos
Publisher Technos
Release date (jp) July 21, 1995
Genre Role-playing
Mode 1 Player
unikgamer.com
7.4 Elfaria
Developer Hudson Soft, Red Entertainment
Publisher Hudson Soft
Release date (jp) January 3, 1993
Genre Role-Playing
Mode 1 Player
giantbomb.com
7.8 Elfaria 2:
The Quest of the Meld
Developer Red Entertainment
Publisher Hudson Soft
Release date (jp) June 9, 1995
Genre Role-Playing
Mode 1 Player
giantbomb.com
380 Energy Breaker
giantbomb.com
Esparks: 6.2
Ijikuu Kara no Raihousha
Developer San-X
Publisher Tomy
Release date (jp) March 31, 1995
Genre Action role-playing
Mode 1 Player
neoseeker.com
F-1 Grand Prix Part II 381
mobygames.com
giantbomb.com
386 Fire Emblem: Monsh no Nazo
Front Mission is the first main entry and the first entry
overall in the Front Mission series. Front Mission is
part of a serialized storyline that follows the stories of
various characters and their struggles involving mecha
known as wanzers.
Game progression is done in linear manner: watch cut-
scene events, complete missions, set up wanzers dur-
ing intermissions, and sortie for the next mission.
Gamera: 5.5
Gyaosu Gekimetsu Sakusen
Developer Axes Art Amuse
Publisher Sammy Studios
Release date (jp) June 30, 1995
Genre Strategy
Mode 1 Player
GD Leen 7.3
Developer Jorudan
Publisher SETA Corporation
Release date (jp) May 28, 1991
Genre Role-playing
Mode 1 Player
thegamesdb.net
giantbomb.com
5.3 Genocide 2
Developer Bits Studios
Publisher Kemco
Release date (jp) December 7, 1991
Genre Action-platformer
Mode 1 Player
7.6 Gionbana
Developer Nihon Bussan
Publisher Nihon Bussan
Release date (jp) December 16, 1994
Genre Card game
Mode 1 Player
giantbomb.com
7.1 Go Go Ackman
Developer Aspect
Publisher Banpresto
Release date (jp) December 23, 1994
Genre Platformer
Mode 1 Player
Go Go Ackman 2 7.3
Developer Aspect
Publisher Banpresto
Release date (jp) July 21, 1995
Genre Platformer
Mode 1 Player
giantbomb.com
Go Go Ackman 3 7.4
Developer Aspect
Publisher Banpresto
Release date (jp) December 15, 1995
Genre Platformer
Mode 1 Player
giantbomb.com
giantbomb.com
Gokinjo Bkentai 407
giantbomb.com
Gon 5.6
Developer Tose
Publisher Bandai
Release date (jp) November 11, 1994
Genre Platformer
Mode 1 Player
giantbomb.com
8.0 GT Racing
Developer Imagineer
Publisher Imagineer
Release date (jp) March 29, 1996
Genre Racing
Mode 1-2 Players
giantbomb.com
Hanafuda 9.0
Developer Aisystem Tokyo
Publisher Imagineer
Release date (jp) September 22, 1994
Genre Card game
Mode 1 Player
Hanafuda Ou 9.0
Developer Eleca
Publisher Coconuts Japan
Release date (jp) December 16, 1994
Genre Card game
Mode 1 Player
giantbomb.com
giantbomb.com
424 Hissatsu Pachinko Collection 2
giantbomb.com
giantbomb.com
mobygames.com
7.2 Idea no Hi
Developer Office Koukan
Publisher Shouei System
Release date (jp) March 18, 1994
Genre Role-playing
Mode 1 Player
giantbomb.com
mobygames.com
8.0 Jammes
Developer Mighty Craft
Publisher Carrozzeria
Release date (jp) February 10, 1995
Genre Puzzle
Mode 1 Player
giantbomb.com
giantbomb.com
giantbomb.com
446 Jissen Pachi-Slot Hisshouhou! Classic
The game brings together all ten showa era Kamen Rid-
ers to do motorcycle combat with an army of Shocker
soldiers. Each Episode starts with an introduction by
Oyassan Tachibana, and stars a different Rider with
his own unique special move. Episodes are broken up
into six levels of combat against several Shockers rid-
ing their own motorcycles or cars or other vehicles.
Keeper 7.2
Developer Fupac
Publisher Datam Polystar
Release date (jp) July 15, 1994
Genre Puzzle
Mode 1 Player
giantbomb.com
giantbomb.com
Keiba Yosou Baken Renkinjutsu 455
giantbomb.com
giantbomb.com
Kidou Senshi Gundam F91: Formula Senki 0122 457
4.6 Kinnikuman:
Dirty Challenger
Developer unkown
Publisher Yutaka
Release date (jp) August 21, 1992
Genre Sports
Mode 1-2 Players
giantbomb.com
8.0 Koushien 2
Developer Affect
Publisher K Amusement Leasing
Release date (jp) June 26, 1992
Genre Sports
Mode 1-2 Players
7.0 Koushien 3
Developer Magical Company
Publisher Magical Company
Release date (jp) July 29, 1994
Genre Sports
Mode 1-4 Players
mobygames.com
Koushien 4
Developer Magical Company
Publisher Magical Company
Release date (jp) July 14, 1995
Genre Sports
Mode 1-2 Players
giantbomb.com
giantbomb.com
Lady Stalker: Kako Kara no Chsen 471
9.5 La Wares
Developer J-Force
Publisher Yutaka
Release date (jp) April 21, 1995
Genre Role-playing
Mode 1 Player
giantbomb.com
474 Lennus II: Fuuin no Shito
giantbomb.com
484 Mahou Poi Poi Poitto!
giantbomb.com
giantbomb.com
giantbomb.com
Majin Tensei 485
Majuu Ou 7.5
Developer KSS
Publisher KSS
Release date (jp) August 25, 1995
Genre Action-platformer
Mode 1 Player
giantbomb.com
Marvelous: 8.3
Mhitotsu no Takarajima
Developer Nintendo R&D2
Publisher Nintendo
Release date (jp) October 26, 1996
Genre Role-playing
Mode 1 Player
6.0 Mazinger Z
Developer Winky Soft
Publisher Bandai
Release date (jp) July 25, 1993
Genre Action-platformer
Mode 1 Player
hardcoregaming101.net
6.8 Monopoly
Developer Tomy
Publisher Tomy
Release date (jp) March 5, 1993
Genre Board game
Mode 1-5 Players
giantbomb.com
492 Mickey no Tokyo Disneyland Daibken
6.3 Milandra
Developer Tomcat System
Publisher ASCII
Release date (jp) January 31, 1997
Genre Role-playing
Mode 1 Player
7.5 Monopoly 2
Developer Tomcat System
Publisher Tomy
Release date (jp) March 31, 1995
Genre Board game
Mode 1-4 Players
Monstania 6.6
Developer Bits Laboratory
Publisher Pack-In-Video
Release date (jp) September 27, 1996
Genre Role-playing
Mode 1 Player
7.5 Motoko-chan no
Wonder Kitchen
Developer Nintendo
Publisher Ajinomoto
Release date (jp) September, 1993
Genre Mini-games
Mode 1 Player
6.4 Neugier
Developer Wolf Team
Publisher Telenet Japan
Release date (jp) March 26, 1993
Genre Action role-playing
Mode 1 Player
giantbomb.com
mobygames.com
516 Otoboke Ninja Colosseum
Otogirisou 7.4
Developer Chunsoft
Publisher Chunsoft
Release date (jp) March 7, 1992
Genre Adventure
Mode 1 Player
giantbomb.com
Pachi-Slot Shoubushi
Developer Nichibutsu
Publisher Nichibutsu
Release date (jp) December 23, 1994
Genre Gambling
Mode 1-4 Players
giantbomb.com
giantbomb.com
giantbomb.com
522 Pachiokun Special
Volume 3: Kirby
Rocky, Mike, Gordo, Waddle Doo, Sir Kibble, Poppy
Bros. Jr., Kirby, Chilly, Butterfingers, Mr. Frosty, King
Dedede, Meta-Knight
giantbomb.com
Pipe Dream 529
7.2 Pikiinya!
Developer Crea-Tech
Publisher ASCII
Release date (jp) January 31, 1997
Genre Puzzle
Mode 1-2 Players
7.4 Poko-Nyan!
Henpokorin Adventure
Developer Toho
Publisher Toho
Release date (jp) December 22, 1994
Genre Platformer
Mode 1 Player
giantbomb.com
7.3 Ranma :
Akaneko-dan teki Hihou
Developer Atelier Double
Publisher Toho
Release date (jp) October 22, 1993
Genre Role-playing
Mode 1 Player
giantbomb.com
Rapurasu no Ma 7.3
Developer Hummingbird Soft
Publisher Vic Tokai
Release date (jp) July 14, 1995
Genre Role-playing
Mode 1 Player
giantbomb.com
Rejoice: 8.6
Aretha koku no Kanata
Developer Japan Art Media
Publisher Yanoman
Release date (jp) April 21, 1995
Genre Role-playing
Mode 1 Player
giantbomb.com
544 Saikousoku Shikou Shougi Mahjong
5.5 SameGame
Developer Hudson Soft
Publisher Hudson Soft
Release date (jp) March 1, 1996
Genre Puzzle
Mode 1 Player
SameGame +
Tengai Makyou Zero Jikei
Developer Hudson Soft
Publisher Hudson Soft
Release date (jp) 1996
Genre Puzzle
Mode 1 Player
giantbomb.com
548 SD Gundam G Next
giantbomb.com
7.0 SD Gundam GX
Developer Bec
Publisher Bandai
Release date (jp) May 27, 1994
Genre Strategy
Mode 1 Player
giantbomb.com
SD Gundam X 7.7
Developer Bec
Publisher Yutaka
Release date (jp) September 18, 1992
Genre Strategy
Mode 1 Player
giantbomb.com
SD The Great Battle 551
giantbomb.com
Seijuu Maden:
Beasts & Blades
Developer unknown
Publisher Bullet Proof Software
Release date (jp) December 15, 1995
Genre Strategy
Mode 1 Player
Shiki Eiyuuden
Developer unknown
Publisher Outrigger Koubou
Release date (jp) July 7, 1995
Genre Role-playing
Mode 1 Player
giantbomb.com
Shin Megami Tensei if... 557
Shin Togenkyo
Developer unknown
Publisher Banpresto
Release date (jp) September 22, 1995
Genre Gambling
Mode 1 Player
giantbomb.com
giantbomb.com
564 Shougi: Fuurinkazan
giantbomb.com
Shougi Saikyou
Developer unknown
Publisher Magical Company
Release date (jp) July 21, 1995
Genre Board game
Mode 1 Player
Shougi Saikyou 2:
Jissen Taikyoku Hen
Developer unknown
Publisher Magical Company
Release date (jp) February 9, 1996
Genre Board game
Mode 1 Player
Shougi Sanmai
Developer unknown
Publisher Virgin Interactive
Release date (jp) December 22, 1995
Genre Board game
Mode 1 Player
giantbomb.com
568 SimCity Jr.
7.4 Slayers
Developer Bec
Publisher Banpresto
Release date (jp) June 24, 1994
Genre Role-playing
Mode 1 Player
giantbomb.com
giantbomb.com
giantbomb.com
Sprinter Monogatari:
Mezase!! Ikkaku Senkin
Developer Vap
Publisher Vap
Release date (jp) March 17, 1995
Genre Sports
Mode 1 Player
Stealth 8.0
Developer Axes Art Amuse
Publisher Hect
Release date (jp) December 18, 1992
Genre Strategy
Mode 1 Player
giantbomb.com
Sun Sport Fishing: Keiryuu-Ou 577
giantbomb.com
6.0 Supapoon
Developer Now Production
Publisher Yutaka
Release date (jp) October 6, 1995
Genre Puzzle
Mode 1 Player
Supapoon DX 6.0
Developer Now Production
Publisher Yutaka
Release date (jp) May 31, 1996
Genre Puzzle
Mode 1-2 Players
giantbomb.com
Super Bikkuriman 579
Super Baken Ou 95
Developer unknown
Publisher Techiku
Release date (jp) March 24, 1995
Genre Sports
Mode 1 Player
Super Bomberman 2:
Caravan Edition
Developer Produce
Publisher Hudson Soft
Release date (jp) 1994
Genre Action, Puzzle
Mode 1-4 Players
Super Bomberman 5:
Gold Cartridge
Developer Hudson Soft
Publisher Hudson Soft
Release date (jp) 1996
Genre Action, Puzzle
Mode 1-4 Players
giantbomb.com
giantbomb.com
giantbomb.com
Super Famicom Wars 587
giantbomb.com
588 Super Famista 2
Super Famista 4
Developer Namco
Publisher Namco
Release date (jp) March 3, 1995
Genre Sports
Mode 1 Player
Super Famista 5
Developer Namco
Publisher Namco
Release date (jp) February 29, 1996
Genre Sports
Mode 1 Player
While the game did not stray from the the formula set
by the prior Fire Pro Wrestling titles, it is well known
for being the first game written by Goichi Suda, better
known as Suda51, current CEO of Grasshopper Manu-
facturer. The story, especially the ending, was consid-
ered controversial both during its release and even still
today.
592 Super Fire Pro Wrestling X Premium
mobygames.com
giantbomb.com
Super Jangou
Developer unknown
Publisher Victor Interactive Software
Release date (jp) March 17, 1995
Genre Board game
Mode 1 Player
giantbomb.com
Super Keiba 2
Developer Tomcat System
Publisher IMax
Release date (jp) May 19, 1995
Genre Sports, Gambling
Mode 1 Player
mobygames.com
giantbomb.com
giantbomb.com
Super Pachinko Taisen 609
giantbomb.com
giantbomb.com
giantbomb.com
giantbomb.com
Super Shougi 3: Kitaihei 615
giantbomb.com
giantbomb.com
giantbomb.com
Super Wagyan Land 619
giantbomb.com
superfamicom.org
622 Sword World SFC
giantbomb.com
Taekwon-Do 7.8
Developer Human Club
Publisher Human Entertainment
Release date (jp) June 28, 1994
Genre Sports
Mode 1-2 Players
Tarot Mystery
Developer Ukiyotei
Publisher Visit
Release date (jp) April 28, 1995
Genre Simulation
Mode 1 Player
Tenchi wo Kurau:
Sangokushi Gunyuuden
Developer unknown
Publisher Capcom
Release date (jp) August 11, 1995
Genre Strategy
Mode 1 Player
giantbomb.com
giantbomb.com
Toride
Developer Metro
Publisher Takara
Release date (jp) December 9, 1994
Genre Puzzle
Mode 1 Player
Trinea 7.3
Developer Japan Art Media
Publisher Yanoman
Release date (jp) October 1, 1993
Genre Role-playing
Mode 1 Player
7.2 Tsukikomori
Developer Pandora Box
Publisher Banpresto
Release date (jp) March 1, 1996
Genre Adventure
Mode 1 Player
Turf Hero
Developer unknown
Publisher Tecmo
Release date (jp) March 21, 1995
Genre Sports
Mode 1 Player
Turf Memories
Developer unknown
Publisher Bec
Release date (jp) February 24, 1995
Genre Sports
Mode 1 Player
giantbomb.com
giantbomb.com
thegamesdb.net
650 Wizardry VI: Bane of the Cosmic Forge
Yadamon: 7.0
Wonderland Dreams
Developer Sting
Publisher Tokuma Shoten
Release date (jp) November 26, 1993
Genre Adventure
Mode 1 Player
Yakouchuu 8.0
Developer Athena
Publisher Athena
Release date (jp) June 16, 1995
Genre Adventure
Mode 1 Player
4.0 YamYam
Developer Pandora Box
Publisher Bandai
Release date (jp) February 17, 1995
Genre Action
Mode 1 Player
giantbomb.com
Ys V: Kefin, 6.9
The Lost City of Sand
Developer Falcom
Publisher Falcom
Release date (jp) December 29, 1995
Genre Role-playing
Mode 1 Player
Ys V Expert 7.0
Developer Falcom
Publisher Koei
Release date (jp) Mar 22, 1996
Genre Role-playing
Mode 1 Player
giantbomb.com
Yuujin no Furi Furi Girls 661
Zenkoku Juudan:
Ultra Shinri Game
Developer Ukiyotei
Publisher Visit
Release date (jp) November 10, 1995
Genre Game show
Mode 1 Player
giantbomb.com
giantbomb.com
giantbomb.com
SD Gundam Generation: Ichinen Sensouki 669
giantbomb.com
giantbomb.com
giantbomb.com
670 SD Ultra Battle: Ultraman Densetsu
xxx
Super 3D Noahs Ark is an unlicensed Christian-themed video game for the SNES
and MS-DOS. It was releasedxxx by the biblical video game producer Wisdom Tree in
1994, and was the only commercially released SNES game in the U.S. that was not
officially sanctioned by Nintendo. In order to bypass the Super Nintendos lockout
chip, Wisdom Tree devised a pass-through system similar to the Game Genie, where
the player had to insert an officially licensed SNES game into the cartridge slot on
top of the Super 3D Noahs Ark cartridge. Despite its name, it is unrelated to Kon-
amis official Noahs Ark for the Nintendo Entertainment System. In January 2014,
the game was re-released for the SNES, initially available only by private email.
The game that would eventually become Super 3D Noahs Ark was originally conceived as a licensed game
based on the movie Hellraiser, a movie that Wisdom Tree founder Dan Lawton was a great fan of. Wisdom
Tree acquired the game rights to Hellraiser for $50,000, along with a license to use the Wolfenstein 3D game
engine from id Software, believing that the fast, violent action of Wolfenstein would be a good match for the
mood of the film. Development initially began on the Nintendo Entertainment System, with Wisdom Tree
intending to ship the game on a special cartridge that came equipped with a co-processor that could increase
the systems RAM and processing speed several times over.
Eventually the Hellraiser game concept was abandoned due to several issues: The hardware of the NES was
found unsuitable because of its low color palette, and the addition of a co-processor would have made the
cartridge far too expensive for consumers. In addition, the management at Wisdom Tree decided that develop-
ing and publishing a horror-themed game would clash with their religious, family-friendly image. With these
factors in mind, Wisdom Tree decided to let their Hellraiser license expire, transfer development to the Super
Nintendo Entertainment System, and redesign the game with a Christian theme, eventually coming up with a
game about Noahs Ark.
According to rumours, id Software, angered with Nintendo of Americas censorship in the SNES version of
Wolfenstein 3D, gave the source code for that game to Wisdom Tree as part of a kind of revenge for the
company to make an unofficial clone to mock them. In fact, Wisdom Tree purchased the license to the engine
themselves from id Software, with both Wolfenstein 3D for the SNES and Super 3D Noahs Ark being devel-
oped at the same time. The game was not a commercial success and is considered a clone of Wolfenstein 3D.
It was most commonly sold in Christian bookstores.
The game plays similarly to Wolfenstein 3D, but the graphics were changed to reflect a non-violent theme. In-
stead of killing Nazi soldiers in a castle, the player takes the part of Noah, wandering the Ark, using a slingshot
to shoot sleep-inducing food at angry attacking animals, mostly goats, in order to render them unconscious.
The animals behave differently: goats, the most common enemy, will only kick Noah, while the other animals
such as sheep, ostriches, antelopes and oxen will shoot spittle at him from a distance. Goats are also unable to
open doors, which the other animals can do.
The gameplay is aimed at younger children. Noahs Ark includes secret passages, food, weapons and extra
lives. There are secret levels, and shortcut levels as well. The player eventually comes across larger and more
powerful slingshots, and flings coconuts and watermelon at the larger boss-like animals, such as Ernie the
Elephant and Carl the Camel.
The game was updated for the 20th Anniversary Edition and released on itch.io on May 26, 2014 for Windows,
Mac OS X, and Linux. On June 23, 2015 this version was released on Steam.
Homebrew 673
Homebrew
Homebrew activity exists even since the consoles discontinuation, both by noncommercial hobbyists and
commercially. The games listed here are some of the more known homebrew games released.
Piko Interactive is maybe the biggest publisher of SNES homebrew games at this time.
Most of the games listed here are sold on cart by different web-sites, though, not every homebrew are sold by
the developers permission. If you would like to help the developers, it may be best see if the developers have
a personal web-site, and where they would like you to buy their game. Homebrew games may be quite costly,
but most have a free ROM to download and play on your personal computer.
Astrohawk
Developer Paul Lay
Publisher Piko Interactive
Release date 2014
Genre Shooter
Mode 1 Player
Developer Kajar Laboratories
Release date May 31, 2009
Genre Role-playing
Mode 1 Player
Chrono Trigger:
Flames of Eternity
Developer The Metronome Project
Release date November 19, 2014
Genre Role-playing
Mode 1 Player
Classic Kong
Developer Bubble Zap Games
Publisher Piko Interactive
Release date January 11, 2014
Genre Platformer
Mode 1 Player
Corn Buster
Developer Engine Software
Publisher Piko Interactive
Release date August 6, 2015
Genre Puzzle
Mode 1-2 Players
Creepy Bird
Developer Piko Interactive
Publisher Piko Interactive
Release date March 17, 2014
Genre Platformer
Mode 1 Player
pikointeractive.com
676 Homebrew
Final Fantasy VI
The Eternal Crystals
Developer MakouEyes
Release date August 2, 2011
Genre Role-playing
Mode 1 Player
Hind Strike
Developer Bubble Zap Games
Publisher Piko Interactive
Release date August 6, 2015
Genre Shooter
Mode 1 Player
Mario Is Missing 2:
Luigis New Adventure
Developer Link2006
Release date N/A
Genre Platformer
Mode 1 Player
Mario Kart R
Developer d4s
Release date March 23, 2004
Genre Racing
Mode 1-2 Players
thegamesdb.net
678 Homebrew
thegamesdb.net
Rockfall
Developer Paul Lay
Publisher Piko Interactive
Release date 2013
Genre Puzzle
Mode 1 Player
thegamesdb.net
680 Homebrew
Steven Seagal is
The Final Option
Developer RSP
Publisher Tekmagic
Release date January 1, 2001
Genre Action
Mode 1-2 Players
thegamesdb.net
Super 4 in 1 Multicart
Publisher Piko Interactive
Release date December 14, 2013
Genre Compilation
Mode 1-8 Players
gamefaqs.com
Homebrew 681
Players must help Thor save Lady Sif from the Snow
man. The game features four different levels, difficulty
increase, cheat codes, and great 16 bit graphics.
Toads World
Developer Ice Man
Release date October 19, 2013
Genre Platformer
Mode 1-2 Players
Unreleased/Cancelled Games
As with every console, the Super Nintendo also have a large number of cancelled titles under it`s belt. The
following pages concist of some of the games that was cancelled for the system. Some of the games were
cancelled in various degree of completion, and some was more or less playable when cancelled. Some unre-
leased games have started to get released as unlicenced games, as seen on the previous pages. For more on the
unreleased and cancelled games, please visit the web-site: http://www.unseen64.net/
In the Hunt
Developer Irem
Genre Shooter
Mode 1-2 Players
In the Hunt is a horizontal scrolling shooter arcade game by Irem. It was released in 1993 and later ported to
the Sega Saturn, the PlayStation and Windows 95 for the PC by Kokopeli. A SNES version was in develop-
ment, with a playable version appearing at a Consumer Electronics Show, but it was never completed. The
player takes the role of a submarine in underwater environments. There are a total of six levels in the game.
GoldenEye 007
Developer Rare
Genre Platformer
Mode 1 Player
GoldenEye 007 was developed by an inexperienced team; eight of its ten developers had never previously
worked on video games. As programmer David Doak recalls, Looking back, there are things Id be wary of
attempting now, but as none of the people working on the code, graphics, and game design had worked on
a game before, there was this joyful navet. Due to the success of Donkey Kong Country, GoldenEye 007
was originally suggested as a 2D side-scrolling platformer for the Super Nintendo Entertainment System,
but Martin Hollis, the director and producer of the game, proposed a 3D shooting game for Nintendos in-
development Ultra 64 console.
FX Fighter
Developer Argonaut Games
Genre Fighting
Mode 1-2 Players
Mother 3
Developer HAL Laboratory
Genre Role-playing
Mode 1 Player
Mother 3 is a 2006 role-playing video game in the Mother series, developed by Brownie Brown and HAL
Laboratory and published by Nintendo for the Game Boy Advance. Mother 3 began development in 1994 as
a game for the Super Famicom with Shigeru Miyamoto and Satoru Iwata as producers. The team mostly con-
sisted of members involved in the development of EarthBound. Inspired by the Nintendo 64 launch title Super
Mario 64, the development team transitioned from the Super Famicom to the newer console believing that
they could also creatively flourish by making a 3D world without technical restrictions. However, their early
specifications exceeded the capabilities and memory limits of the console; halfway through development the
team scaled back its large scope and changed the platform to the 64DD, a Nintendo 64 expansion peripheral
that was later released only in Japan in 1999. Mother 3 was expected to be a launch title for the peripheral, but
development shifted back to the Nintendo 64 after the 64DD was considered a commercial failure. A demo
of Mother 3 was showcased at the 1999 Nintendo Space World trade show. Shigesato Itoi announced in late
August 2000 that Mother 3 was cancelled following a number of delays. Iwata and Miyamoto clarified in an
interview that resources had been moved to the development of the GameCube, the next Nintendo console.
Planning sessions for Final Fantasy VII began in 1994 after the release of Final Fantasy VI. At the time, the
game was intended to be another 2D project for the Super Nintendo. Series creator Hironobu Sakaguchi origi-
nally planned for the story to take place in New York in the year 1999, and as such, the original script of Final
Fantasy VII, which was written by Sakaguchi, was completely different from the finished product. Tetsuya
Nomura recalled how Sakaguchi wanted to do something like a detective story. The first part of the story
involved a hot blooded character named Detective Joe who was in pursuit of the main characters, after
they had blown up the city of Midgar, which had already been developed for the story. The final scenario was
written by Kazushige Nojima and Yoshinori Kitase, based on the story by Sakaguchi and Nomura. Masato
Kato was brought into the project later and wrote three scenes for the game.
However, several of the staff members were working in parallel on Chrono Trigger, and development for Final
Fantasy VII was interrupted when the other project became significant enough to require the help of Kitase and
other designers. Some of the ideas originally considered for Final Fantasy VII ultimately ended up in Chrono
Trigger instead. Other ideas, such as the New York setting and the sorceress character Edea, were kept unused
until the later projects Parasite Eve and Final Fantasy VIII respectively.
Development resumed in late 1995, and required the efforts of approximately 120 artists and programmers,
using PowerAnimator and Softimage 3D software. It was the most expensive video game of its time, with a
development budget of around US$45 million, equivalent to $67 million in 2015. Kitase was concerned the
franchise might be left behind if it did not catch up to the 3D graphics being used in other games, and produc-
tion began after the completion of a short, experimental tech demo called Final Fantasy SGI for Silicon Graph-
ics Onyx workstations. The demo featured polygon-based 3D renderings of characters from Final Fantasy VI
in a real time battle. This experiment led the development team to integrate these design mechanics into Final
Fantasy VII. However, as a result of the high quantity of memory storage required to implement the motion
data, only the CD-ROM format would suit the projects needs. Nintendo, for whom Square had developed
previous titles in the Final Fantasy series, had decided to continue to use cartridges for its upcoming Nintendo
64 console. This eventually led to a dispute that resulted in Square ending its relationship with Nintendo. In-
stead, they announced on January 12, 1996 that they would be developing Final Fantasy VII exclusively for
Sonys PlayStation console.
684 Cancelled
Project Dream
Developer Rare
Publisher Nintendo
Genre Adventure, Role-playing
Mode 1 Player
Project Dream was an unreleased video game that was originally going to be released
for the SNES, and later the Nintendo 64 by Rare. The game was instead entirely re-
developed as Banjo-Kazooie, which was released for the Nintendo 64 three years
A screenshot of
Project Dream on N64 later. The games initial plot was to involve around a young boy named Edison, who
had caused a long term trouble with pirates led by their leader, Captain Blackeye.
Development of the game began after the release and success of Rares SNES title, Donkey Kong Country.
Tim Stamper, Rares founder who previously directed Donkey Kong Country, took overall control of Project
Dream.
One specified reason why Project Dream was not completed was that it was considered too big for the SNES
version, and was later converted to the Nintendo 64 to become a large 3D role-playing game. Initially, Dream
was to feature an unconventional terrain system, but performance issues on the Nintendo 64 led to the aban-
donment of that approach. That technical setback, along with concerns about projects overall direction, led to
the transformation of the project into what became Banjo-Kazooie.
Socks the Cat Rocks the Hill is an unreleased platform video game developed by
Kaneko for the Super Nintendo Entertainment System and Sega Genesis. The game
stars Socks, the real-life pet cat of former U.S. President Bill Clinton.
The game follows Socks as he makes his way past spies, politicians, and news me-
dia to warn the White House of a stolen nuclear missile. The games bosses are
caricatures of former Republican leaders such as Richard Nixon and George H. W.
Bush. Nintendos own censorship policies during the late 1980s and early 1990s
condemned games that had subliminal political messages or overt political state-
ments.
Socks the Cat was originally scheduled for a release in the fall of 1993, but was delayed until the following
year. Development was eventually finished and the game was ready to be shipped to retailers, but it was can-
celed following the closing of publisher Kanekos U.S. branch in July 1994. Review copies were still distrib-
uted, and multiple publications wrote reviews including Nintendo Power, GamePro, and Electronic Gaming
Monthly.
A prototype cartridge of Socks the Cat found its way into the hands of private collectors. In 2011, a video was
uploaded to YouTube showing gameplay from the cartridge. The game ROM remains unreleased to the public.
The game was reviewed in the June 1994 issue of Nintendo Power, which claimed the boss characters were
caricatures of former political figures (including previous U.S. Presidents). It was also reviewed in the July
1994 issue of GamePro, where it was given scores of 3.0 for graphics, 2.5 for sound, 3.5 for controls, and 3.5
for fun factor (out of five possible points). Their criticisms were that the game was too easy and the graphics
were flat. They did, however, like the political satire. Electronic Gaming Monthly gave it a 5.8 out of 10, call-
ing it a cute run-and-jump, claw the enemies game.
686 Cancelled
NesGlider
by: unseen64.net
Most in the gaming enthusiast community know of Star Fox; a fan favourite among
the Nintendo faithful and other gamers alike. What many do not know is what lead
to the circumstances of its creation, and how it all started with an independent British
games developer called Argonaut Games.
Argonaut Games managed to successfully design 3D models for the NES and the
Gameboy, becoming the first developers to do so. This feat attracted the attention of
Nintendo, who then signed a deal with Argonaut Games to acquire their services.
What they had done to pique the interest of Nintendo, Jez said They had the Nin-
tendo logo drop down from the top of the screen, and when it hit the middle the boot
loader would check to see if it was in the right place. Nintendo had engineered their
games in such a way that they would only boot if Nintendo dropped down to the correct place on the screen.
Argonaut had modified this so that they could drop down any word, but with a resistor and a capacitor in-
stalled. This meant that Argonaut could make the game think that it had read the text and successfully boot,
essentially circumventing Nintendos copyright protection.
It is at this point that NesGlider comes in. Argonaut games had a working prototype of the game running on
the NES console. NesGlider was merely a placeholder name and it came about due to the fact the game was
similar to their StarGlider game and was being developed for the NES console. Argonaut Games also devel-
oped a prototype of the game for the new Nintendo hardware the SNES.
The game did really look quite rough as can be seen in a gameplay demo that can be seen online (https://www.
youtube.com/watch?v=aCNt8EAIWGM), it seemed very slow and the graphics were shaky. This was because the SNES
console was not primarily built with 3D games in mind. NesGlider on the SNES looked like it was not as good
as the previous StarGlider game which used quick movements and looked a lot smoother. This is why Jez told
Nintendo This is as good as its going to get unless they let us design some hardware to make the SNES bet-
ter at 3D.
Nintendo whole-heartedly agreed with Jez and invested one million pounds for the new hardware to be devel-
oped. It was called the Super FX chip which was comically codenamed MARIO (Mathematical, Argonaut,
Rotation & Input/Output) the chip would render 3D polygons that would assist the SNES in rendering 2D
effects. The chip would actually be placed on the games cartridge and this allowed the SNES to finally utilize
3D graphics that may look archaic by todays standards but were groundbreaking for a console at this time.
Argonaut then gave the prototype NesGlider to Nintendo to allow them to work on it, this was a completely
collaborative effort as developers from both companies worked on the game. Shigeru Miyamoto from Nin-
tendo was made the producer for the game and he picked his own developers, artists and other people from
Nintendo so that NesGlider could become a more Nintendo type game.
This is where the prototype did a complete Barrel Roll, Miyamoto wanted to give NesGlider a more arcadey
feel and wanted there to be more action. This is where the collaboration came in and Argonaut games gave
Nintendo the idea that the player would be in a spaceship and fly to other planets instead of the way that the
prototype played, which in gameplay seemed to be on Earth fighting tanks and walkers. Miyamoto also did
not want the game to be considered boring and so decided that all the main characters would be animals and
the reason that he chose a fox was that it was a prominent feature at a nearby shrine.
NesGlider is not a cancelled game but is purely a super early prototype for the highly regarded StarFox. If it
was not for Argonaut Games and Jez San this hugely popular franchise would have not come into existence.
This kind of collaboration between Nintendo and Argonaut was the main reason for the success this title de-
served and with a bit of give and take between developers and publishers amazing games can be created.
Cancelled 687
Star Fox 2
Developer Nintendo,
Argonaut Software
Publisher Nintendo
Genre Shooter
Mode 1-2 Players
Star Fox 2 was to be the second of the Star Fox series and the direct sequel to Star
Fox. Both Argonaut Games and Nintendo developed the game, with Nintendo plan-
ning to publish it. The Japanese version was completely finished except for minor
debugging tools that werent yet removed. It is unknown if there are any complete
official English versions, though an unofficial fan translation exists. This game was
scheduled to be released in the summer of 1995.
Star Fox 2 continued the battle against Emperor Andross who seeks to conquer the
Lylat system, with the Star Fox team assembled once again to defeat him. The game
introduces a new semi-real time gameplay system, featuring new ship types and
two new Star Fox team members. It also features a more advanced 3D game engine thanks to a new improved
version of the Super FX powered GSU-2.
The premise of Star Fox 2 is markedly different from its predecessor: Instead of following mostly linear paths
inside predefined missions, the player moves a team of two ships freely around a map screen that represents
the Lylat system. When the players ships make contact with enemy forces, the game switches to an action
perspective, piloting the Arwing ship directly with controls and game play similar to the first Star Fox. When
the player clears the specified objectives, he or she is taken back to the map screen to select a new destination.
The game was extensively covered by the various gaming magazines of the time, with many screenshots pro-
vided by Nintendo to generate interest in the sequel. Since the leaking of the unfinished beta code, some indi-
viduals have managed to take and compile a large variety of screengrabs. These were taken using an emulator.
Early in development, Fara Phoenix from the Star Fox comic (called Lady in the alpha) and the Andross
look-alike Saru (Japanese for monkey) were in place of Miyu and Fay. Fay replaced a female sheep char-
acter from the games early development.
While Nintendo never disclosed the official reason for its cancellation, Star Fox 2 programmer Dylan Cuth-
bert shares the reasons for its cancellation: Star Fox 2 was fully completed. I was the lead programmer and
while Giles made Stunt Race FX, myself and the rest of the original Star Fox team (ie. Nintendos artists and
designers) expanded Star Fox into a full 3D shooting game. The reason for non-release was the then impend-
ing Nintendo 64 which of course was intended to be released a lot sooner than it actually was. Miyamoto-san
decided he wanted to have a clean break between 3D games on the SNES and 3D games on the new superior
64-bit system. In retrospect, he could have released Star Fox 2 and there would have been over a year and a
half before the N64 came out. But hindsight is always 20/20.
On the Internet, a ROM image exists of an early alpha version of the game, which came from a source code
archive dating to when the game was in early development. This version features a rudimentary multiplayer
mode. Another ROM, compiled from the latest known source code before the project was cancelled, can also
be foundthis version is nearly complete and contains minor bugs, debug code, and unfinished features,
however, it lacks the multiplayer mode found in the alpha version. These ROMs can be played using a SNES
emulator and can be run on real hardware if burned to a cartridge with a Super FX chip. Additionally, a fan-
made patch can be added to the near-final ROMthis fixes most of the bugs, removes the debug code and the
unfinished features, and translates the games dialog into English (a version of this patch also exists without
the language translation). In an interview with Nintendo Life in 2015, Dylan Cuthbert reveals he has a copy of
the games finalised ROM image, completely reviewed and debugged by Mario Club, which he acquired dur-
ing the development of Star Fox Command, and states that the mastered ROM image sustains many elements
that remain missing from the prototype ROM images floating on the web.
688 Cancelled
Mother 3
Developer HAL Laboratory
Genre Role-playing
Mode 1 Player
Mother 3 is a 2006 role-playing video game in the Mother series, developed by Brownie Brown and HAL
Laboratory and published by Nintendo for the Game Boy Advance. Mother 3 began development in 1994 as
a game for the Super Famicom with Shigeru Miyamoto and Satoru Iwata as producers. The team mostly con-
sisted of members involved in the development of EarthBound. Inspired by the Nintendo 64 launch title Super
Mario 64, the development team transitioned from the Super Famicom to the newer console believing that
they could also creatively flourish by making a 3D world without technical restrictions. However, their early
specifications exceeded the capabilities and memory limits of the console; halfway through development the
team scaled back its large scope and changed the platform to the 64DD, a Nintendo 64 expansion peripheral
that was later released only in Japan in 1999. Mother 3 was expected to be a launch title for the peripheral, but
development shifted back to the Nintendo 64 after the 64DD was considered a commercial failure. A demo
of Mother 3 was showcased at the 1999 Nintendo Space World trade show. Shigesato Itoi announced in late
August 2000 that Mother 3 was cancelled following a number of delays. Iwata and Miyamoto clarified in an
interview that resources had been moved to the development of the GameCube, the next Nintendo console.
Rayman
Developer Ubisoft
Genre Platformer
Mode 1-2 Players
The Rayman character came from sketches in 1994 made by Michel Ancel. The designer was influenced by
Russian, Chinese and Celtic fairy tales. Ubi Soft funded Ancels project. Early in its development, the game
was intended for the Super Nintendo console and featured a two-player mode. Ubi Soft decided to move the
project to a CD-ROM console, and the developers hired animators from a cartoon company that considerably
improved the graphics. When Super Nintendos CD-ROM feature was canceled, the game moved to the Atari
Jaguar for its superior hardware, and advertisements in late 1994 announced the game as a Jaguar exclusive.
The PlayStation and Saturn versions came later in the development.
The Shadow
Developer Ocean Software
Publisher Ocean Software
Genre Beat `em up
Mode 1 Player
The Shadow is a canceled SNES video game. It is based in the film of the same
name.
The gameplay is similar to other Beat em up games such as Final Fight or Dou-
ble Dragon, where the player controls The Shadow through several levels fighting
against several enemies. The player has two bars; one is the life bar and a bar that
allows the player to perform special attacks (invisibility, gun play, speed running, a
dome shield that knocks out everyone who hits it). It also contains a driving stage
where The Shadow battles Mongols on motorbikes (Maritech Labs), and roughly
follows the plot of the movie.
Cancelled 689
Sound Fantasy
Developer Nintendo
Publisher Nintendo
Genre Music game
Mode 1 Player
Brimstone
Developer Teknocrest
Genre Role-playing
Mode 1 Player
Brimstone is a SNES JRPG that Teknocrest, an american software house, was work-
ing on in 1994 on Taitos behalf. The same programmer that developed Farstar and
the genesis version of Lufia, both of which were also cancelled, wrote about this lost
game in a opa-ages thread:
Yeah it was basically another RPG that Teknocrest promised to make for Taito.
Funny thing is they had all this artwork, but no programmer. So I was hired to make
a SNES demo of Brimstone. Anyways I made something up in about a week, and
Taito greenlighted the project. But about a month later they decided to put Brimstone
on hold and put priority on porting Lufia.and it all went downhill from there
unseen64.net
Pinkie
Developer Data Design Systems
Genre Platformer
Mode 1 Player
Pinkie is a 2D platform game developed by Data Design Systems and published for
Amiga in 1995. It seems that a port of this game was in development for the Super
Nintendo but never completed for various reasons. Thanks to an anonymous con-
tributor a playable version of Pinkie SNES was leaked and can be preserved.
This is a developer build and has various debugging features turned on, such as the
controller Select button will allow you teleport the character anywhere in a level
and the map screen automatically unlocks the next level without you needing to
complete the previous level. Theres lots of other bits in there as well along with
various parts that are completely broken such as the level exit effect which will cause
the game to lose frames and never properly recover.
unseen64.net
Kunio-kun Kart
Developer Technos
Genre Racing
Kunio-kun
xxx is a famous series developed by Technos Japan and it was their mascot
in Japan. Despite the first game was a beatem up, soon Technos used the characters
for games in other kind of genres, even puzzle games. The most well known Kunio-
kun spin off were those concerning sport games ( dodge ball, beach volley, football,
basket, hockey, baseball ), always presented through Kunio-kun crazy and not-so-
serious atmosphere the series is known for.
Yoshihisa Kishimoto, one of the main men behind Kunio-kun, revealed on his site
how a go-kart racing game starring Kunio for Super famicom was in a preliminary
phase in early 90. The idea probably sprung after witnessing Super Mario Kart huge
success on the platform. Unfortunately it seems the game never went into production
and soon after the japanese developer declared bankruptcy.
unseen64.net
Cancelled 691
Green Lantern
Developer Ocean Software
Genre Platformer
Mode 1 Player
Killer Instinct 2
Developer Rare
Genre Fighting
xxx
Killer Instinct 2 is a fighting game developed by Rare, licensed by Nintendo and manufactured by Midway in
1996. A modified version of KI2 appeared on the Nintendo 64 as Killer Instinct: Gold, but a SNES version of
KI2 was also developed and completed but never released.
692 Cancelled
Christopher Columbus
Developer Misawa Entertainment
Genre Shooter
Mode 1 Player
Thunder in Paradise
Developer Software Toolworks
Genre Action
Mode 1 Player
Thunder in Paradise is a cancelled action game that was in development in 1994 for
the Super Nintendo by Software Toolworks. The game was based on the TV series
of the same name, starring Hulk Hogan, and it would have had at least 3 different
gameplay modes, as we can see from the screenshots in the gallery below, found in
EGM issue #63.
As wrote by Evan G in his article on SNES Central, its possible that the Thunder in
Paradise game was never released because the TV show was cancelled in late 1994
for quality reasons. It would have been an economic risk to complete and publish a
game based on an unsuccessful TV show.
unseen64.net
Tarzan
Developer Manley & Associates
Genre Platformer
Mode 1 Player
In 1992/1994 Manley & Associates were working on a Tarzan platform game for the
Super Nintendo, that would have been published by Gametek. The project was later
cancelled, as we can read from Clayton Kauzlarics blog:
The project was pretty close to content complete when it was canned. We had stum-
bled along for a good five months without any real design, apart from what the artists
and programmers cobbled together on the fly. The games cancellation may have
been related to the way good ol Tarzan methodically slaughters his way through the
endangered species list over the course of the game. The fact that doing so wasnt
even fun just sealed the deal.
unseen64.net
Cancelled 693
Environmental Detective
Developer Magicom
Genre Platformer
xxx
Environmental Detective is a cancelled platform/adventure game that was in devel-
opment by Magicom for the Super Nintendo and Genesis. There is scant information
about the project, save for a short description in an old Mean Machine magazine.
Players would have taken the role of Ozone Kid to solve various green-related
puzzles.
The character was meant to be an environmental do-gooder who picks up trash in
his home town, Recycle City and always takes his refuse to the recycling centre.
His other numerous antics include stopping spray cans from making holes in the
ozone layer and preventing the rainforest from being cut down by evil crocodiles.
The general idea of the game was to inform children of environmental problems
but something went wrong during the development and Environmental Detective
was never released.
unseen64.net
Akira
Developer THQ
Genre Action
Mode 1 Player
Rod_Wod from the Assembler Forum has posted various scans from the cancelled
Akira games (based on the manga/anime with the same name) that were meant to be
released by THQ for the Genesis, Super Nintendo, Mega CD and Game Gear. Prob-
ably the screens published in the magazines were all from the same version, as the
graphic looks almost the same for all the various consoles. Some more screens were
found in Player One #44, Console Plus #44 and #35.
From an interview at Hardcore Gaming 101 we can read a lot of interesting info
about the development of these unreleased Akira games:
It was not so much cancelled or scrapped as it fell into neglect. Larry transferred
rights to THQ and we couldnt get clear agreement on the game elements with the
project manager. They didnt understand the limitations of the SNES. The project
was then victim to a number of disasters including the lead programmer leaving, and
other work being more pressing.
unseen64.net
Felicia
Developer Tonkin-House
Genre Role-playing
xxxis a cancelled RPG that was in development by Tonkin House for the Super
Felicia
Famicom/Super Nintendo in 1995. From the few screenshots from Super Power
magazine issue #28, it seems that Felicia was going to have traditional turn-based
combats and a nice side-scrolling view for exploring the buildings. Its possible that
Tonkin House decided to cancel Felicia to concentrate their efforts in developing
new games for the PlayStation.
unseen64.net
694 Casing
Casing
Super Famicom
Date 19901998
ID SHVC-001
All
xxxversions of the SNES are predominantly gray, although the exact
shade may differ. The ABS plastic used in the casing of some older
xxx
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 par-
ticularly 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. The color
can sometimes be restored with UV light and a hydrogen peroxide
solution.
The
xxx original North American version, designed by Nintendo of
America industrial designer Lance Barr (who previously redesigned
xxx
the Famicom to become the NES), 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.
The
xxx Japanese and European versions are more rounded, with darker gray
accents and buttons. The European and American versions of the SNES
xxx
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 card-edge connector has 62 contacts; however,
many cartridges only connect to the middle 46.
Casing 695
NTSC Super Nintendo Model-2
Date 19971999
ID SNS-101
The
xxx SNS-101 model was a lighter and more compact redesign of
the original SNS-001 model of the SNES. It was designed by Lance
xxx
Barr, who also designed the original SNS-001, the first North Ameri-
can NES model and the Model NES-101 redesign. Released at a low-
er price point, Nintendo marketed it as an entry-level gamers system for customers who were on a budget and
who may have been put-off by the large outlay required for other more modern systems such as the Nintendo
64, Sega Saturn and PlayStation.
The SNS-101 lacks the expansion slot on the base featured on the SNS-001, making it incompatible with the
Japan only Satellaview add-on or the SNES-CD prototypes. The power and reset buttons were moved to the
left hand side, and it no longer has a cartridge eject button. As with the redesigned NES (NES-101) before it,
the SNS-101 model has no LED power light to indicate when the unit is on (as the original NES, SNES, and
N64 all included) The RF connector was also removed; however, an N64 RF modulator can be used to give
the SNS-101 RF output if required.
The SNS-101 features the same MULTI OUT audio/video connector used on the original SNS-001 model.
However, the SNS-101 only outputs composite video and stereo audio through this port, even though the
original SNS-001 supported composite video, S-Video and RGB. The video encoder chip used in the system
still supports S-Video and RGB, but these pins were left unused. Many users who wished for a better picture
resorted to modifying the system to restore this missing functionality.
The
xxx Super Famicom Jr. or Super Famicom Junior, often abbrevi-
ated as SFC Jr., was a redesign of the original Super Famicom video
xxx
game console released by Nintendo in Japan in 1990. It was stylisti-
cally similar to the SNS-101 released in North America five months
earlier. It was released in Japan on March 27, 1998 and retailed for
7800. It was manufactured until September 2003.
The Super Famicom Jr. was lighter and more compact redesign of the original Super Famicom console. It was
almost identical to the SNS-101 console released in North America previously, and featured the same connec-
tions and outputs.
The Super Famicom Jr. lacks the expansion slot on the base featured on the original Super Famicom, making
it incompatible with the Satellaview add-on released in Japan or the SNES-CD prototypes. As with the AV
Famicom redesign before it, the Super Famicom Jr. lacks a LED power light to indicate when the unit is on (as
the original NES, SNES, and N64 all included).
Differences between the North American SNS-101 include the power and reset buttons colored grey instead
of purple, the different shape of the cartridge port to accommodate the rounder-edged Japanese games, and
the Super Nintendo logo no longer molded into the plastic, instead having a recessed Super Famicom plas-
tic label. The MULTI OUT connector was also renamed AV OUT for the Super Famicom Jr. The Super
Famicom Jr. also uses the same AC adapter as the original Super Famicom and Famicom.
The controller also retains the multi-colored buttons used on the original Super Famicom controller instead
of the purple buttons used in North America. However, despite the different colored buttons it still retains the
same SNS-102 model number used on the North American controller.
696 SNES Enhancement Chip
Super FX
Variants of the Super
Manufacturer Argonaut Games FX chip sorted chron-
ologically
The Super FX chip is a 16-bit supplemental RISC CPU developed by Argonaut Games that
was included in certain game cartridges to perform functions that the main CPU can not fea-
sibly do. It is typically programmed to act as a graphics accelerator chip that draws polygons
to a frame buffer in the RAM sitting adjacent to it.
In addition to rendering polygons, the chip is also used to assist the SNES in rendering ad-
vanced 2D effects. Super Mario World 2: Yoshis Island uses it for advanced graphics effects
like sprite scaling and stretching, huge sprites that allow for boss characters to take up the
whole screen, and multiple foreground and background parallax layers to give a greater illu-
sion of depth.
This chip went through at least four revisions, first starting out as a surface mounted chip
labeled MARIO CHIP 1 (Mathematical, Argonaut, Rotation & I/O) in the earliest Star Fox
cartridges, commonly called the Super FX. The final known revision is the GSU-2-SP1. All
versions of the Super FX chip are functionally compatible in terms of their instruction set. The
differences arise in how they are packaged, their pinout, their maximum supported ROM size,
and their internal clock speed.
Cx4
Manufacturer Capcom
The Cx4 coprocessor
The Cx4 chip is a math coprocessor that was used by Capcom to perform general trigonomet-chip in Mega Man X2
ric calculations for wireframe effects, sprite positioning and rotation. It is known for its role
in mapping and transforming wireframes in Capcoms second and third Mega Man X series
games. It is based on the Hitachi HG51B169 DSP.
DSP
DSP-1 chip in
This series of fixed-point digital signal processor chips allowed for fast vector-based calcula- Pilotwings
tions, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.
Four revisions of the chip exist, each physically identical but with different microcode. The
DSP-1 version, including the later 1A die shrink and 1B bug fix revisions, was most often
used; the DSP-2, DSP-3, and DSP-4 were used in only one title each. All of them are based
on the NEC PD77C25 CPU.
SNES Enhancement Chip 697
GB-Z80
The chip inside the Super Game Boy peripheral possesses a core identical to the Z80-derived CPU in the
handheld Game Boy. Because the Super NES is not powerful enough for software emulation of the Game Boy,
circuitry equivalent to an entire handheld console is inside of the cartridge.
MX15001TFC
This chip was made by MegaChips exclusively for Nintendo Power cartridges for the Super Famicom. The
cartridges are equipped with flash ROMs instead of mask ROMs, and were designed to hold games download-
ed for a fee from specialized kiosks in Japan. The chip manages communication with the kiosks to download
ROM images, and provides an initial menu to select which of the downloaded games would be played. Some
titles were produced both in cartridge and download form, while others were download only.
OBC-1
OBC-1 is a sprite manipulation chip used exclusively in the Super Scope game Metal Combat: Falcons Re-
venge, the sequel to Battle Clash.
S-RTC
S-RTC is a real-time clock chip used in one game, Daikaijuu Monogatari II.
SA1
The Super Accelerator 1 (SA1) chip is used in a number of SNES games, including the popular Super Mario
RPG: Legend of the Seven Stars.
Similar to the 5A22 CPU in the SNES console, the SA1 contains a processor core based on the 65C816 with
several programmable timers. The SA1 does not function as a slave CPU for the 5A22; both can interrupt each
other independently.
The SA1 also features a range of enhancements over the standard 65C816:
Upgraded 10.74 MHz clock speed, up from a maximum of 3.58 MHz
Faster RAM, including 2KBytes of internal RAM
Memory mapping capabilities
Limited data storage and compression
New DMA modes such as bitmap to bit plane transfer
Arithmetic functions (multiplication, division, and cumulative)
698 SNES Enhancement Chip
SPC7110
A data decompression chip designed by Epson that is used in a few games by Hudson. Tengai Makyou Zero
also contains a real-time clock chip accessed via the SPC7110.
ST
The ST series of chips are used by SETA Corporation to enhance AI functionality.
ST010 was used for general functions and handling the AI of opponent cars in F1 ROC II: Race of Champions.
Contains a NEC PD96050 CPU.
ST011 is used for AI functionality in the shogi board game Hayazashi Nidan Morita Shogi. It also uses a NEC
PD96050.
ST018 is used for AI functionality in Hayazashi Nidan Morita Shogi 2. It is a 21.47 MHz, 32-bit ARMv3
processor.
Controllers
These pages consist of different SNES controllers, ranging from the basic controller to the more weird control-
lers. These controllers featured here are just a fraction of all the different controllers released for the system.
The controllers featured here goes from more or less regular controllers to the weird or immersive controllers.
In that order.
For more on controllers, please visit the web-sites:
geocities.ws/djslacker1/super_nintendo_accessories.html
supermarioworld.free.fr/consoles/snes2.htm
sitesnes.com/photo/pads.htm
supergaijinultragamer.org/category/z-special-feature-section/
SNES Controller
Manufacturer Nintendo
Release date (us) August 13, 1991
ID SNS-005
The SNES feature a controller with a more rounded dog-bone like design than
that of the NES and added two more face buttons, X and Y, arranging the
four in a diamond formation. Another addition to the SNES controller was the
L and R shoulder buttons, which have been imitated by most controllers
since. This gave the controller a total of 8 buttons. The inclusion of six active
buttons was influenced by the popularity of the Street Fighter arcade series,
which utilized six buttons.
SNES-PAL/SFC Controller
Manufacturer Nintendo
Release date (jp) November 21, 1990
(eu) April 11, 1992
ID (jp) shvc-005
ID (eu) SNSP-005
There is a slight variation in the North American version of the controller. In the
original design (used by the Japanese Super Famicom and PAL SNES) the A, B,
Y and X buttons are all convex-curved and each one has a distinct color (A was
red, B was yellow, X was blue, and Y was green). For the North American mar-
ket, the A and B buttons were colored purple and the Y and X buttons were lav-
ender and concave-curved. The European and American versions of the SNES
controllers have much longer cables compared to the Japanese Super Famicom
controllers.
Angler
Manufacturer Beeshu
supermarioworld.free.fr
Controllers 701
asciiPad
Manufacturer Ascii
ID 4920
Looking at it for the first time, it seems to be completely and impossibly un-
wieldy. The buttons are not on the same plane as the d-pad, being instead tilted
forward on a separate platform. It looks absolutely bizarre, but it actually works.
From a quality perspective this pad is top-notch. Its well built, sturdy and it
feels good in the hands. Even during a frantic session the pad does not creak or
twist. The buttons have a nice response, the d-pad is perfectly punchy.
nfgworld.com
Controllers 703
The Honey Bee Competition Pro SN6 is similar size and style to the Official
Controller.
Conqueror 2
Manufacturer QuickShot
Release date 1993
ID QS-186
This is a joystick which definately falls into the odd category. For one, it isnt
strictly a joystick; it is a little larger than the big joypads, and the joystick is
much smaller. The right hand side of the stick is square, which contours upwards
to the upper part of the body, which was a raised circle. The bottom right forms
a rest, where it has a special rubber pad where players rest their wrist. The
circle containe the four main buttons, and five buttons around the circumference,
which activated programmed moves the user puts in.
supermarioworld.free.fr
CyberPad
Manufacturer Suncom
Dual Turbo
Manufacturer Akklaim
This controller is the SNES version of the popular wireless NES controller set
by Acclaim. The controllers are sold 2 in a set, with a sensor that covers the
front of the two SNES controller ports. The overall shape and color scheme is
almost identical to the standard SNES controllers. The controllers offer the usual
aftermarket controller extras, turbo and auto firing for the six regular buttons and
slow motion.
supermarioworld.free.fr
Energiser
Manufacturer Wild Things
The Energiser is a very odd shaped pad, programmable, auto fire and slow mo-
tion.
704 Controllers
Fighter Stick SN
Manufacturer Ascii
This joystick is similar to other fighter joysticks available. It offers all the
features one would expect; independently adjustable turbo and auto fire for all
6 buttons, and slow motion. The controller is shaped like a square, with a half
circle stuck to the left hand side. The half circle has the stick itself, and the
Fighter Stick logo above it. The six buttons are in two rows of three, at a 40
degree angle. On the bottom right of the square body is a flatter, slightly pro-
truded from the main body, wrist rest, also curved at a 40 degree angle to match
the buttons.
supermarioworld.free.fr
Gamemaster
Manufacturer Triton
The controller has the usual button scheme, except the Start and Select buttons,
with a P button, blueish green (for executing the move one program into it) to
the left of the Y and B buttons. There are three buttons along the top of the joy-
pad to the left; accel, repeat, and auto, all the same color as the P button, used to
program a move into the joypad. It has the usual basic shape of a SNES joypad,
but instead of the usual curves, they are a slightly rounded square shape.
geocities.ws
Invader 2
Manufacturer QuickShot
Invader 2 has the standard SNES joypad design, with independent turbo and
auto fire for all 6 buttons, as well as slow motion.
The directional button is round instead of cross shaped, though the four corners
on the top of the button are depressed, so as to form a cross shape on top, for a
more accurate feel. This allows for true eight directional control. In additional to
the usual operation of the controller, it allows for a special tilt control; one can
hold the pad level with the ground, and rotate it left to right and front to back to
move the character. It may be good for racing games, but not games where accu-
racy is important. It should be noted that this controller has a dual setting (slow
and fast) turbo fire only, it does not have auto-fire. The shape of the controller is
that of two circles, the size of one of the ends of the standard SNES controller,
with a triangle with the base side up, with a smaller circle on the end of the trian-
gle instead of coming to a peak. The start and select buttons are in the middle of
the small circle, with the directional button on the circle on the left and the four
main buttons (A, B, X, Y) on the right circle, in the usual fashion.
geocities.ws
Controllers 705
Score Master
Manufacturer Nintendo
ID SNSP-026
In Europe, Nintendo made available a first-party arcade joystick called the Nin-
tendo Score Master. The Score Master is a slightly more ergonomic and smaller
arcade stick than the The Super Advantage, with a traditional 3-over-3 button
layout, similar to the traditional 6-button arcade layout. The Nintendo Score
Master is somewhat difficult to find in North America, as it was only released in
Europe.
i64x.com
SN Propad 2
The SN pro PAD 2 offers altogether eight fire keys. The function sustained fire
is individually adjustable for six keys. The sustained fires status is indicated over
LEDS. A Slow Motion key makes a slowing possible of the play actions down.
The two Shoulder Buttons are freely programmable in your function.
geocities.ws
The Ascii Fighter Pad was designed for use with fighting games. Note that the L
and R buttons are to the right of the X and A buttons, and not on the top edge of
the controller as with almost all other joypads. This has turbo/auto fire for every
button, as well as slow motion.
supermarioworld.free.fr
The Super Advantage was released in 1994 from Asciiware, and was the suc-
cessor to the somewhat successful NES Advantage joystick originally released
by Nintendo in 1987 for the Nintendo. Rather than manufacture an arcade style
joystick themselves for the SNES platform, Nintendo chose to outsource the job
to Asciiware in North America.
i64x.com
Supercon 2B
Manufacturer QuickShot
ID QS-182
Aside from the somewhat different shape of this controller, and the odd select
and start buttons, there is not much to note. It is a standard vanilla controller.
supermarioworld.free.fr
706 Controllers
BatterUP
Manufacturer Sports Sciences
Release date 1994
Barcode Battler
Manufacturer Epoch
Release date 1992
The popularity of the Barcode Battler was such that in 1992, a follow-up hand-
held called the Barcode Battler II) was designed to provide enhanced functional-
ity. The BBII Interface allowed the Barcode Battler to be attached to the Fami-
com and Super Famicom (via an adapter) consoles similar to the way the Game
Boy Player allows for interfacing of the Nintendo GameCube with the e-Reader.
The functionality of the Barcode Battler II while on this connection was purely
as a barcode reader and the gameplay depended purely on the game cartridge in
the machine it was connected to.
Exertainment
Manufacturer Life Fitness
The Exertainment is an exercise bike that worked with the SNES. There were
two games specially designed: Exertainment Mountain Bike Rally and the Ex-
ertainment Mountain Bike Rally/Speed Racer combo cart. The bike can still be
purchased on various websites for about $2000 US.
The bike feature: Cable, satellite and antenna ready. Picture-in-picture moni-
tor. Audio option of headphones or external speaker. Triathalon handlebars with
built-in game controls. Pantented springless molded seat.
Specifications:
L: 56 x W: 29 H: 64
Resistance: Belt
Power Requirements: 120v 20amp
Weight: 190lbs
snescentral.com
Controllers 707
Konami Justifier
Manufacturer Konami
The original versions for Sega and Nintendos consoles were modeled after the
replica revolvers used in the original arcade version of Lethal Enforcers. The
gun was similar in appearance to a Colt Python. During the early 1990s, it was
controversial in that it was realistic and used in equally realistic, violent video
games (Lethal Enforcers). It was used as an example in the United States of
America (US) congressional hearings of 1992 to 1993. The blue Justifier gun
connects directly to the console. Optionally, a pink Justifier can be daisy chained
into the blue gun rather for use by a second player.
Lasabirdie
Manufacturer Ricoh
The Lasabirdie was part of an interactive Golf simulation setup for the Super
Famicom. It is said to be limited to only 3,500 Japanese units.
superfamicom.org
M.A.C.S. M16
Manufacturer Sculptured Software
Release date 1993
The M.A.C.S. (Mult-Purpose Arcade Combat Simulator) were designed by the U.S.
Military to train soldiers in bootcamp back in the day. The lightgun consists of a light-
pen attached to a M16 rifle and only worked with a specially designed game cartridge.
Players would have to be about seven feet back from the T.V. for the game to actually
work too.
The Super NES Mouse is a peripheral originally designed for use with the game
Mario Paint. It was sold in a bundle with the game and included a plastic mouse
pad. Soon after its introduction, several other titles were released with the Mouse
support.
708 Controllers
Nordic Quest
Manufacturer Nordic Track
This controller is a peripheral for the Nordic Track. Players have to hook it up to their
Nordic Tracks computer, and the faster they ski, the faster they go. The controlllers
hook onto the handles of the Nordic Track. This worked for both the SNES and the
Genesis.
snescentral.com
snescentral.com
NTT Data Pad
The NTT Data Pad is a joypad with additional numeric keypad for use with Su-
per Famicom Modem.
Super Scope
Manufacturer Nintendo
The Super Scope, or Nintendo Scope in Europe and Australia,[1][2] is the of-
ficial Super Nintendo light gun. The successor to the NES Zapper, the Super
Scope was released in the European and North American markets, with a limited
release in Japan due to a lack of consumer demand.
The Super Scope makes use of the scanning process used in cathode ray tube
monitors, as CRTs were the only affordable TV monitors until the late 1990s. In
short, the screen is drawn by a scanning electron beam that travels horizontally
across each line of the screen from top to bottom. A fast photodiode will see any
particular area of the screen illuminated only briefly as that point is scanned,
while the human eye will see a consistent image due to persistence of vision.
Twin Tap
Manufacturer Partyroom21
Twin Tap is a two push-buttons for use with the Japanese Shijou Saikyou no
Quiz Ou Ketteisen Super quiz game.
X-Band Keyboard
Manufacturer Catapult
The X-Band Keyboard is a QWERTY keyboard for use with X-Band Modem.
710 Accessories
Accessories
Like every Nintendo console, the SNES also had a lot of weird accessories.
These pages consist of a small sample of the more or less known SNES accessories.
Data Packs
Data Packs are Satellaview 8M Memory Packs which have data meant to be used as expansion for a Data
Pack-compatible game. Data Pack-compatible game cartridges have a resemblence to the BS-X Cartridge
itself. The games which were compatible with Data Packs are:
Same Game
Derby Stallion 96
RPG Tsukuru 2
Sound Novel Tsukuru
Ongaku Tsukuru Kanaderu
Joushou Mahjong Tenpai
SD Gundam G-NEXT
Shigesato Itoi no Bass Tsuri No. 1
For most of these games, Data was distributed via St.GIGAs Satellaview services. Same Game and SD Gun-
dam G-Next had some Data Packs sold as retail in stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku
Tsukuru Kanaderu could save user-created data to 8M Memory Packs.
superfamicom.org
Nintendo Power
The Nintendo Power flash RAM cartridge is a Japan-only peripheral which was
produced by Nintendo for the Super Famicom and the Game Boy. The now
defunct service allowed owners to download Super Famicom and Game Boy
games onto a special flash memory cartridge for a lower price than that of the
full cartridge.
Each cartridges flash RAM Each cartridges
is divided flash into
internally RAM is divided
eight blocks.internally
Unless aninto eight blocks. Unless an
8-block
8-block game is loaded onto the gamehowever,
cartridge, is loadedoneonto the is
block cartridge,
reservedhowever,
for the one block is reserved for
game selection menu, leavingthe game
only selection
seven blocks menu, leaving
for games. only seven
In addition, blocks
each car- for games. In addition, each
cartridge
tridge has a small amount of SRAM forhas
gamea small
saves,amount
which isofdivided
SRAMinto for sixteen
game saves, which is divided into
blocks. sixteen blocks.
A user
A user would first purchase the RAM would first purchase
cartridge itself, thenthe RAM
bring cartridge
it to a store itself,
which then
had abring it to aPower
Nintendo store
which
copier. The player would select gameshadtoa Nintendo
be copiedPower
to the copier. TheInplayer
cartridge. would
addition, theselect
store games
wouldto be copied
provide the
purchaser with a printed copy to
of the
the cartridge.
manual forIntheaddition, the store
game. Game would
prices provide
varied, withthe purchaser
older withrelatively
titles being a printed
copy of the manual for the game. Game
cheap, and newer titles and Nintendo Power exclusives being more expensive. prices varied, with older titles being
relatively cheap, and newer titles and Nintendo Power exclusives being more
expensive.
Accessories 711
Satellaview
Developer Nintendo
Release date April 23, 1995
The Nintendo
SatellaviewPower
is aflash RAM modem
satellite cartridgeperipheral
is a Japan-only
for peripheral which was
produced bySuper
Nintendos Nintendo
Famicom for the Super
system thatFamicom and the
was released in Game Boy. The now
defunct service allowed owners to download
Japan in 1995. It was developed and released by Nin- Super Famicom and Game Boy
gamestoonto
tendo a special
receive signalsflash memoryfrom
broadcast cartridge forTV
satellite a lower
sta- price than that of the
full cartridge.
tion WOWOWs satellite radio subsidiary, St.GIGA.
St.GIGA was responsible
Each cartridges flash RAM foris file serverinternally
divided management,
into eight blocks. Unless an
maintenance,
8-block game and vocalization
is loaded onto theforcartridge,
SoundLink games.
however, one block is reserved for
Nintendo data broadcasts were given a fixed time slot
the game selection menu, leaving only seven blocks for games. In addition, each
known as has
cartridge the Super
a smallFamicom
amount Hour
of SRAM duringforwhich
gamescram-
saves, which is divided into
bled Satellaview-related
sixteen blocks. data was streamed via radio
waves to be unscrambled by St.GIGAs BS digital hi-
A userTV.
vision would first purchase the RAM cartridge itself, then bring it to a store
which had a Nintendo Power copier. The player would select games to be copied
Every day between April 23, 1995 and June 30, 2000, St.GIGA servers broadcast material via the BS network
to the cartridge. In addition, the store would provide the purchaser with a printed
to be received and unscrambled by subscribers to Nintendos Satellaview service. Although St.GIGA and
copy of the manual for the game. Game prices varied, with older titles being
Nintendo worked as partners between April 1995 and April 1999, tensions between them caused a rift in April
relatively cheap, and newer titles and Nintendo Power exclusives being more
1999 which led to Nintendos splitting from St.GIGA as well as the end of Nintendos support for the Satel-
expensive.
laview system. Despite this, St.GIGA continued broadcasting alone from between April 1999 and June 2000
when it ceased support for the system as well.
Broadcast material consisted of three types of data:
Games - Original Satellaview titles as well as software versions of regular NES and SNES games
were broadcast every day throughout the lifetime of St.GIGAs support for the Satellaview. Games included
SoundLink as well as regular titles, and also included beta versions for upcoming titles and student works. A
number of the games were additionally the basis of larger National Events in which players would compete
for prizes awarded by St.GIGA.
Magazines - Digital magazines could be read on-screen, and contained information on a variety of
topics such as upcoming video games, music, comedic performances, and the lives of pop idols. Like the
games, broadcast magazines came in both SoundLink as well as silent formats. SoundLink magazines were
performed by members of various comedic troupes such as All Night Nippon, Bakush Mondai, Hikaru Ijin,
etc., and often featured special guests. Regular magazines included SatellaGuide, publications by Nintendo
Power, comics by Lily Franky, etc.
Data - A smaller number of Satellaview titles were released as special application cartridges that pos-
sessed the basic gameplay data of the series to which they belonged, and required no downloads to play. These
cartridges, however, could be swapped for the BS-X application cartridge to download specific scenarios relat-
ing to the series. As such, these cartridges functioned similarly to game-specific Nintendo Power cartridges,
where the basic game was purchased separately and then expansion pack material could be downloaded via
Satellaview.
The name Satellaview is a portmanteau of Satellite and view. BS stands for Broadcast Satellite, a com-
mon name of one of the direct broadcast satellites in Japan.
Because the Satellaview was only released in Japan, there has been some confusion among English-speaking
enthusiasts as to what the BS prefix means. As a result, a number of mistranslations have been introduced
into common use today and are prevalent on English-speaking fan sites, most commonly either Bandai Satel-
laview or Broadcast Satellaview.
712 Accessories
StuntMaster
Manufacturer Victormaxx
Release date August 20, 1993
Sufami Turbo
Manufacturer Bandai
Release date 1996
This device is designed to sit on top of the Super Famicom, and features two
cartridge slots. The premise behind this idea is that games could be produced at
a much cheaper rate (not having to rely on Nintendo). Unlike the Aladdin Deck
Enhancer, this device was officially approved by Nintendo under the provision
that Bandai handle all the hardware manufacturing themselves.
The two cartridge slots are designed to share data between the games. The cartridge placed in slot 1 is the
game that will be played, while the cartridge in slot 2 supplies additional data for use in the main game. Nine
of the thirteen SuFami Turbo titles make use of this system.
Games that are linkable are identified by a yellow diagram showing a SuFami Turbo with either 1 or 2 car-
tridges in the lower right corner of the game box. If the pictures has 1 cart plugged into the SuFami Turbo, it
is not linkable. If it has 2 carts plugged into the SuFami Turbo then it is linkable with the games mentioned
on the box.
Of the thirteen games released, nine of them were designed with the ability to link up, but not every game
can be linked with every other game. Only certain combinations exist, and those combinations only exist
within series of the same game.
Super 8
Release date 1995
The Super 8 (also sold under the title Tri-star) was an unlicensed peripheral de-
signed to allow the system to run games developed for the NES and Famicom.
The Super 8 utilized an NES-on-a-chip (NOAC) integrated circuit to duplicate
the functionality of the original NES hardware, and connected to the SNESs
own cartridge port.
There are quite a few issues present within the system that affect gameplay.
Some games arent able to function properly when playing on the Super 8. The
Start and Select buttons on the second controller do not work at all, likely a relic
of the Japanese Famicom which had hard-wired controllers.
Accessories 713
The Super Game Boy is a 16-bit adapter cartridge. It was the first Game Boy-
based add-on to a Nintendo console. The Super Game Boy allows game car-
tridges designed for use on the Game Boy to be played on a TV display using the
Super Famicom/SNES controllers. It is the precursor to the Game Boy Player on
the Nintendo GameCube, which functioned in a similar manner.
The Super Game Boy is compatible with the original monochrome Game Boy cartridges, Game Boy Camera,
and the black Game Boy Color cartridges although it would display the latter in their monochrome compatibil-
ity mode. The unit could map the four shades of green to various colors on the screen. Later Game Boy games
that were optimized to use the Super Game Boy had additional color information and could over-ride the abil-
ity to change the on-screen colors, and the ability to display a graphical border around the screen as well as the
ability to display special background sprites on the screen, as seen in the Marios Picross title screen. Those
games would have printed a small Super Game Boy Game Pak logo on the box and cartridge. The adaptor
could support up to 64 colors for the border, and 12 colors for the screen. Colorization is applied to the screen
itself, and did not scroll with the background. Static screens could display all 10 colors.
The Super Game Boy actually consists of the same hardware as the Game Boy; inside the cartridge is a sepa-
rate CPU that processes the games while the Super NES only provided means for user-input, output of graph-
ics to the screen, and the additional coloring, similar to the Atari 5200 version of the Atari 2600 adapter.
The original Super Game Boy is known to play the game program and its audio 2.4% faster than other Game
Boy hardware. This is due to the use of the Super NESs clock speed divided by 5, which ends up being 4.295
MHz instead of 4.194 MHz. The timing issue can be rectified by adding an appropriate crystal oscillator to the
Super Game Boy and disconnecting the Super NESs clock source.
In Japan, Hori released a special Super Game Boy controller called the SGB
Commander. The controller, aside from the 4 Game Boy buttons (A, B, Start and
Select), also had 4 Super Game Boy specific buttons which could enable the user
to mute the sound, reduce the speed of the game, change the colors and modify
the display window. An additional switch is provided to alternate between Super
Game Boy mode and regular Super Famicom Mode.
The Super Game Boy 2 was released exclusively in Japan in 1998. Additions
included a link port to allow a user to access two-player mode via the link ca-
ble, the green game link LED, and the red power LED indicator. In addition, it
came with eight new default borders, which replaced those in the original model
(though the old borders are still accessible via a code); however, it retained the
same built-in palettes and coloring tools as on the original model. This model
also addressed the speed issue present on the original model. Contrary to rumors, the system is unable to run
Game Boy Color-exclusive games. Also, this version of the SGB does not allow one to change borders in some
games that have built-in borders. Some games have features only available through the Super Game Boy 2,
such as a special Tetris DX border.
714 Accessories
Turbo File
Manufacturer Ascii
The Turbo File devices from ASCII Corporation are external storage devices
for saving game positions on various Nintendo consoles. The devices have been
sold only in Japan, and they are mainly supported by ASCIIs own games.
The Turbofile II was designed for the Famicom. Same as Turbofile, but contains
32 Kbytes battery-backed SRAM, divided into 4 slots of 8 Kbytes, the slots are
selectable via a 4-position switch. For Super Famicom, released around 1992.
Allows to connect a Turbo File or Turbo File II to Super Famicom consoles.
Aside from the pin-conversion (15pin Famicom to 7pin Super Famicom con-
troller port), the device does also contain some electronics (adding a SNES-
controller ID code, and inventing a more complicated transmission protocol for
entering the data transfer mode).
Voicer-kun
Manufacturer Koei
XBAND
Manufacturer Catapult Entertainment
XBAND was an unofficial online console gaming network for SNES and Sega
Genesis systems. It was produced by Catapult Entertainment, a Cupertino, Cal-
ifornia-based software company. It is the only modem released in America to
have been officially licensed by Nintendo. It debuted in various areas of the
United States in late 1994 and 1995. It is one of several precursors to modern
online gaming networks as was eventually stabilized in the sixth and later gen-
erations of video games, such as Xbox Live, PlayStation Network, and Nintendo
Network.
The client-side system worked by manipulating the games memory in a way similar to Game Genie and third-
party computer game modifications such as Multi Theft Auto.
Due to the limits of dial-up, many of the games were high in latency, and the company only improved this
based on the demand of the games. For example, in January 1996, Mortal Kombat 3 for the SNES was nearly
unplayable, due to the complexity and speed of the game. Although the games playability improved over
time, it still retained a large number of exploitable glitches.
716 Checklist
US Checklist
[email protected]
On these pages you may list the games you collect. The lists that follows are made for you to cross out the
games you own. C means cart. I means the manual (info) and B means box. If you have Mega Man X2
with the cart and the manual, you check out C and I. Of the consoles 783 official releases, 249 (that is
if Cannondale Cup is excluded considering that its exactly the same game as Exertainment Mountain Bike
Rally) were exclusive to North America and 62 to Europe. This list include every licenced games released in
North America.
This list the different PAL releases. As the PAL releases had different releases in the different regions. It
often had different ID-numbers. As such, this is a rather large list. The list may be incomplete.
Quite a few Super Nintendo games saw a special edition release on top of their normal small cardboard box
release. Here is a full list for the completionists out there.
This list tells you if a game should come with a map, guide or similar additional content. The list are from
retrocollect.com.
This is a list for the Super Famicom releases. Super Famicom had more limited editions and re-releases than
the Super Nintendo. Hopefully every release is here, though, it may be incomplete. The list use the Japanese
names on the games, MegaMan is RockMan, etc.