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Playing With Super Power: Nintendo Super NES Classics eGuide
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Contents

  • Earthbound
    • Overview
    • Development
    • Characters
    • Say “Fuzzy Localization!”
    • Places of Interest
    • 16 Bits
    • Confidential Information
    • Legacy
    • Earthbound Credits
  • Super Fans
    • Introduction
    • Sam Filstrup
    • Artist Spotlight: Studio Tamago
    • Ben Hickling
    • Sam Santala
    • Artist Spotlight: Orioto
    • Sophie Pearson
    • Nadyasonika
    • Artist Spotlight: Alain “Wuppes” Wildgen
    • Fansite Spotlight: Zelda Universe
    • Xavier Garcia
    • Gonzalo “Genzoman” Ordoñez
    • Music Spotlight: Video Games Live
    • KlausBoss
    • Artist Spotlight: Per Fhager
    • Fansite Spotlight: Metroid Database
    • Artist Spotlight: Dan Cattell
    • Fansite Spotlight: F-Zero Central
    • Zoki64
    • Ted Graves
    • Li Kovacs
    • Music Spotlight: Metroid Metal
    • Artist Spotlight: Josue Martinez
    • Fansite Spotlight: Starmen.Net
    • PrinceOfRedroses
    • Artist Spotlight: Tsurera
    • Fansite Spotlight: StarFox-Online
    • Thiago Almeida
    • Artist Spotlight: Jenni Källberg
    • Efraim Rodríguez
    • Artist Spotlight: Gnomo del Bosque
    • Fansite Spotlight: DK Vine
    • Layze Michelle
    • Matthew Z.
    • Artist Spotlight: Joel Sousa
  • Realizing the 16-Bit Dream
    • Introduction
    • Launch Titles
    • Lifespan
    • Legacy
    • Design
    • Under the Hood
    • Across the Generations
    • Accessories
    • Top 20 Best-Selling Games
    • Nintendo Hardware Museum
  • Super Mario World
    • Overview
    • Development
    • Characters
    • World 1: Yoshi’s Island
    • World 2: Donut Plains
    • World 3: Vanilla Dome
    • World 4: Twin Bridges
    • World 5: Forest of Illusion
    • World 6: Chocolate Island
    • World 7: Valley of Bowser
    • World 8: Star World
    • World 9: Special World
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Mario World Credits
  • The Legend of Zelda: A Link to the Past
    • Overview
    • Development
    • The Hero of Hyrule
    • Hyrule
    • Franchise Firsts
    • 16 Bits
    • Confidential Information
    • Legacy
    • The Legend Of Zelda: A Link To The Past Credits
  • Super Mario World 2: Yoshi’s Island
    • Overview
    • Development
    • Characters
    • World 1
    • World 2
    • World 4
    • World 5
    • World 6
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Mario World 2: Yoshi’s Island Credits
  • Kirby’s Dream Course
    • Overview
    • Development
    • Abilities
    • Demo Play
    • Traps & Tricks
    • Courses
    • 16 Bits
    • Confidential Information
    • Legacy
    • Kirby’s Dream Course Credits
  • Donkey Kong Country
    • Overview
    • Development
    • More Than Just a Pretty Ape
    • Soundtrack
    • Characters
    • Animal Buddies
    • Donkey Kong Isle
    • Kongo Jungle
    • Monkey Mines
    • Vine Valley
    • Gorilla Glacier
    • Kremkroc Industries, Inc.
    • Chimp Caverns
    • Gangplank Galleon
    • 16 Bits
    • Confidential Information
    • Legacy
    • Donkey Kong Country Kredits
  • Super Metroid
    • The Metroid Menace
    • Development
    • Samus
    • Zebes
    • Crateria
    • Brinstar
    • Wrecked Ship
    • Maridia
    • Norfair
    • Tourian
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Metroid Credits
  • Star Fox
    • Overview
    • Development
    • Characters
    • Items
    • Courses Overview
    • 16 Bits
    • Confidential Information
    • Legacy
    • Star Fox Credits
  • Super Mario Kart
    • Overview
    • Development
    • Racers
    • Items
    • Tracks Overview
    • Mario Circuit
    • Ghost Valley
    • Bowser Castle
    • Choco Island
    • Koopa Beach
    • Vanilla Lake
    • Rainbow Road
    • Notable Foes
    • Battle Mode
    • 16 Bits
    • Confidential Information
    • LEGACY
    • Super Mario Kart Credits
  • F-Zero
    • Overview
    • Development
    • Gameplay
    • The Machines and Their Pilots
    • Tracks Overview
    • Mute City I/II/III
    • Big Blue, Sand Ocean, Death Wind I/II
    • Silence
    • Port Town I/II
    • Red Canyon I/II
    • White Land I/II
    • Fire Field
    • 16 Bits
    • Confidential Information
    • Legacy
    • F-Zero Credits
  • Star Fox 2
    • Overview
    • Development
    • Teaching a Young Fox New Tricks
    • Invisible Legacy
    • Characters
    • Locations
    • But Wait, There Was More…
    • Enemy Gallery
    • Star Fox 2 Credits
  • Super Punch-Out
    • Overview
    • Development
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • Special Circuit
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Punch-Out!! Credits
  • Kirby Super Star
    • Overview
    • Development
    • The History of Twinkle Pop
    • The Evolution of the Inhale
    • Games
    • 16 Bits
    • Confidential Information
    • Legacy
    • Kirby Super Star Credits

Playing With Super Power: Nintendo Super NES Classics Guide › Realizing the 16-Bit Dream

Under the Hood

The 8-bit NES featured an available color palette of 48 colors and six grays. It could display up to 64 on-screen sprites simultaneously. The Super NES, by comparison, had a palette of 32,768 colors with double the on-screen maximum for game objects. Every other aspect of the Super NES’s technical capabilities was equally superior to its predecessor, allowing developers to immediately create bigger games that both sounded better and looked far more visually stunning.

Super Mario Bros. 3 on NES
Super Mario World on Super NES

This is easily demonstrated by comparing two games from each console: Super Mario Bros. 3 (released toward the end of the NES’s life cycle), and Super Mario World (released as a launch title for the Super NES).

Graphics Comparison: NES v Super NES

Apart from simply richer audio and visuals, the Super NES touted eight graphics modes (Mode 0-7), though it was Mode 7 that helped define both Super NES games in general and Nintendo’s marketing for the system. Mode 7 essentially allows a background layer to be rotated and scaled, often used to give the impression of three-dimensional graphics. Super NES launch title F-Zero pioneered the use of Mode 7 for racing games, though developers did find ways to utilize it under other circumstances, such as boss battles in Super Mario World, Contra III: Alien Wars, and Super Castlevania IV, as well as the world map when viewed from the airship in Final Fantasy III.

Enhancement Chips

For many of the system’s most notable titles, the Super NES’s modular onboard hardware was bolstered by custom chips shipped in each Game Pak. The Super FX chip series is the most well-known, allowing the 16-bit console to display the cutting-edge 3D graphics seen in Star Fox, but there were many others. The Super Accelerator 1 (SA1) provided a more powerful alternate core processor over the standard Super NES chipset for use in games like Super Mario RPG: The Legend of the Seven Stars. The Cx4 chip was used in Capcom’s Mega Man X series to achieve 3D wireframe effects and advanced sprite manipulation.

Custom chips were key to extending the Super NES’s lifespan, allowing for games that would otherwise be literally impossible on the system. Some custom chips were developed for a very limited number of games, or like the OBC-1, used exclusively for a single title—in this case, Metal Combat: Falcon’s Revenge for the Super Scope.

Oxidation

Fans may remember that certain batches of Super NES consoles were susceptible to a notable yellow discoloration. While most plastic products succumb to aging over time, the Super NES’s eventual two-tone look was due to the oxidation of the flame-retardant chemicals used on the case. The effect can be reversed, however, with simple household cleaning agents and a bit of patience.

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