Background In order to compete with the popular
Family Computer in Japan,
NEC Home Electronics launched the
PC Engine in 1987, and
Sega followed suit with the
Mega Drive in 1988. The two platforms were later launched in North America in 1989 as the TurboGrafx-16 and the Sega Genesis respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over the
8-bit NES. It took several years for Sega's system to become successful.
Bill Mensch, the co-creator of the 8-bit
MOS Technology 6502 microprocessor and founder of the
Western Design Center (WDC), gave
Ricoh the exclusive right to supply 8-bit and 16-bit WDC microprocessors for Nintendo's new system. Meanwhile,
Sony engineer
Ken Kutaragi reached an agreement with Nintendo to design the console's
sound chip without notifying his supervisors, who were enraged when they discovered the project; although Kutaragi was nearly fired, then-CEO
Norio Ohga intervened in support of the project and gave him permission to complete it.
Development On September 9, 1987, then-Nintendo president
Hiroshi Yamauchi revealed the development of the Super Famicom in the newspaper
Kyoto Shimbun. On August 30, 1988, in an interview with
TOUCH Magazine, Yamauchi announced the development of
Super Mario Bros. 4,
Dragon Quest V, three original games, and he projected sales of 3 million units of the upcoming console. In that same interview, Yamauchi pointed out that sales of the
Famicom were slowing dropping ever since it hit its peak about two years earlier, and that if they continued supporting it, players would eventually "get bored" and move on in favor of better-quality games, which would be "a dangerous situation" for them.
Famicom Hissyoubon magazine speculated that Yamauchi's early announcement was probably made to forestall
Christmas shopping for the PC Engine, and relayed
Enix's clarification that it was waiting on sales figures to select either PC Engine or Super Famicom for its next
Dragon Quest game. The magazine and Enix both expressed a strong interest in networking as a standard platform feature. The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989. During the second demonstration, Nintendo also announced that they were forced to delay the release of the Super Famicom to the fall of 1990, as a result of problems such as a distinct lack of software for third-party developers and a global chip shortage – due to a new generation of semiconductor and chip technology that forced manufacturers to split production capacity, which also drove prices up considerably. The final design of the Super Famicom unveiled at the second
Shoshinkai show, which was held between August 28–29, 1990. It gained so much popularity that Nintendo received 1.5 million pre-orders for the Super Famicom from wholesalers, making them worried that launch day would get a little chaotic. To solve this, they encouraged retailers to install a reservation system when selling the console. On November 20, the day before launch, Nintendo loaded 100 trucks with boxes of Super Famicom consoles, alongside cartridges of
F-Zero and
Super Mario World early in the morning. In that same day, Nintendo executed "Operation: Midnight Shipping" by sending these orders late at night, in the hopes of warding off thieves. It was an instant success. Nintendo's initial shipment of 300,000 units sold out within hours. This gained the attention of the
yakuza criminal organizations, so the devices were shipped at night to avoid robbery. With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was partially due to the retention of most of its key third-party developers, including
Capcom,
Konami,
Tecmo,
Square,
Koei, and
Enix. Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for . It began shipping in limited quantities on August 23, 1991, with an official nationwide release date of September 9, 1991. The Super NES was released in the United Kingdom and Ireland in April 1992 for . Most of the
PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. The Playtronic Super NES in Brazil, although
PAL-M, uses the North American design. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a
joint venture between the toy company
Estrela and consumer electronics company
Gradiente. The Super NES and Super Famicom launched with few games, but these games were well received. In Japan, only two games were initially available:
Super Mario World and
F-Zero.
Bombuzal was released during the launch week. In North America,
Super Mario World was launched as a bundle with the console; other
launch games include
F-Zero,
Pilotwings (both of which demonstrate the console's
Mode 7 pseudo-3D rendering),
SimCity, and
Gradius III.
Console wars The rivalry between Nintendo and Sega was described as one of the most notable console wars in video game history, in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition. Nintendo scored an early public-relations advantage by securing the first console conversion of Capcom's arcade hit
Street Fighter II for Super NES, which took more than a year to make the transition to the Genesis. Though the Genesis had a two-year lead to launch time, a much larger library of games, and a lower price point, it 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 Super NES's market prominence in the latter years of the 16-bit generation, and for a time, maintain against the
PlayStation and
Saturn. According to Nintendo, the company had sold more than 20 million Super NES units in the U.S. According to a 2014
Wedbush Securities report based on
NPD sales data, the Super NES outsold the Genesis in the U.S. market by units and gained its lead in the US/North American 16 bit market.
Changes in policy During the NES era, Nintendo maintained exclusive control over games released for the system – the 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, such as Konami's "
Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. Competition from Sega's console brought an end to this practice; in 1991,
Acclaim Entertainment began releasing games for both platforms, with most of Nintendo's 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. Nintendo continued to carefully review submitted games, scoring them on a 40-point scale and allocating 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. The surprise arcade hit
Mortal Kombat (1992), a gory fighting game with huge splashes of blood and graphically violent
fatality moves, was heavily censored by Nintendo. Because the Genesis version allowed for an uncensored version via cheat code, it outsold the censored Super NES version by a ratio of nearly three to one. U.S. Senators
Herb Kohl and
Joe Lieberman convened a Congressional hearing on December 9, 1993, to investigate the marketing of violent video games to children. Though 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. According to TRSTS reports, two of the top five bestselling games in the U.S. for December 1996 are Super NES games. In October 1997, Nintendo released a redesigned model of the Super NES (the SNS-101 model referred to as "
New-Style Super NES") in North America for , with some units including the pack-in game ''
Super Mario World 2: Yoshi's Island''. Like the earlier
New-Style NES (model NES-101), this is slimmer and lighter than its predecessor, The redesign stayed out of Europe. Nintendo ceased production of the Super NES in North America in 1999, and new games were produced until the year 2000, ending with the release of ''
Metal Slader Glory Director's Cut'' on November 29, 2000. Many popular Super NES games were ported to the
Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that Super NES games would be made available for download via the
Wii's
Virtual Console service. On October 31, 2007, Nintendo Co., Ltd. announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of the necessary parts. On March 3, 2016, Nintendo Co., Ltd. announced that it would bring Super NES games to the
New Nintendo 3DS and New Nintendo 3DS XL (and later the
New Nintendo 2DS XL) via its eShop download service. At the
Nintendo Direct event on September 4, 2019, Nintendo announced that it would be bringing select Super NES games to the
Nintendo Switch Online classic games library, later renamed
Nintendo Classics. ==Hardware==