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Super NES Game System from Nintendo
Super Nintendo System

only $76.69 each

Availability: TEMP. OUT OF STOCK
Ships Within: 24 hours

Shipping Weight: 8lbs

Warranty: 1 year

we recommend GROUND shipping to save you money



Price: USD $59.69 (CAD $ 71.63)
SHIPPING
Quantity

 Qty  Super NES System
1 US$ 59.69
2+ US$ 59.00
5+ US$ 58.00
Contact us for orders 5+

Description

Sick of playing not so great emulators on your PC or XBOX? Miss the good old days of playing your super nintendo long into the night?? Well great news we now carry fully refurished Super NES consoles. Each system comes with 2 controllers, all the required cables, manuals, 4 original games they even come with a FREE dvd or music cd! These units are in EXCELLENT condition and will last for many many years to come!

 

 
Whats in the Box:

 

  • 1 Refurbished Super Nintendo System
  • 2 Controllers
  • 4 Classic SNES Games
  • All power and video cables
  • 1 FREE DVD MOVIE
  • 1 FREE MUSIC CD

These systems are perfect gifts for classic emulator gaming fans, get yours today!

We also carry over 100 SuperNES Original Game Titles here for very low prices. If we do not have the game(s) you are looking for please contact our classic game staff with the full name of the game(s) and we will do our best to locate them for you!

Super Nintendo Game System

Random Game Screenshots
Street Fighter 2 Turbo
Street Fighter 2 Turbo
Capcom (1993)
F-ZERO
F-ZERO (comes w/ system)
Nintendo (1991
)
Starfox
Star Fox
Nintendo (1993)
Super Mario Kart
Super Mario Kart
Nintendo (1992)
Earthworm Jim 2
Earthworm Jim 2
Playmates/Shiny (1995)
Donkey Kong Country 2
Donkey Kong Country 2
Nintendo/Rare (1995)
Chrono Trigger
Chrono Trigger
Square Co., Ltd. (1995)
Super Mario All-Stars
Super Mario All-Stars
Nintendo (1993)

we carry these games & many many more classic titles on our:


Super Nintendo Games page

These systems are very rare and hard to come by these days, get yours today well they last!




Technical Specifications

 

Quick Spec list:

  • CPU: 16-bit Custom 65C816 running at 1.79, 2.68 or 3.58 MHz (changeable)
  • RAM: 1 Mbit (128 Kbyte)
  • Memory Cycle Time: 279 ms
  • Picture Proccessor Unit: 16-bit
  • Video RAM: 0.5 Mbit (64 Kbyte)
  • Resolution: 256x224, 512 x 448 pixels max hi res and interlaced modes
  • Colours Available: 32,768 colours
  • Max colours on screen: 256 colours
  • Max sprite size: 64 x 64 pixels
  • Max sprites: 128 (32 per line)
  • Min/Max Cart Size: 2 Mbit - 48 Mbit
  • Audio RAM: 512 Kbit
  • Sound chip: 8-bit Sony SPC700
  • Sound channels: 8, uses compressed wave samples
  • Controller Response: 16 ms
  • Pulse Code Modulator: 16-bit
  • Power Input: 120V AC, 60Hz, 17 Watts
  • Power Output: 10V DC, 850 mA (NTSC), 9V AC (PAL)

The design of the Super Nintendo/Super Famicom was unusual for its time. It featured a what appeared to be a low-performance CPU, but which could process instructions twice as fast as the Sega Megadrive, supported by very powerful custom chips for sound and video processing. This approach would become common in subsequent video game hardware, but at the time it was new to game developers. As a result early third-party games were of low technical quality. Developers later became accustomed to the system, and were able to take advantage of its full potential. It was the first console capable of applied acoustics in video game audio sold in North America, Europe, and Japan.

Core
CPU: Nintendo custom '5A22', believed to be produced by Ricoh; based around a 16-bit CMD/GTE 65c816 (a predecessor of the WDC65C816). The CPU runs the 65c816-alike core with a variable-speed bus, with bus access times determined by addresses accessed, with a clockspeed of 3.58 MHz. The SNES/SFC provided the CPU with 128 KB of Work RAM. The CPU also contains other support hardware, including:

  • for interfacing with controller ports

  • for generating NMI interrupts on Vblank

  • for generating IRQ interrupts on screen positions

  • DMA unit, supporting two primary modes, general DMA (for block transfers, at a rate of 2.68 MB/second) and Hblank DMA (for transferring small data sets at the end of each scanline, outside of the active display period)

  • multiplication and division registers.

Cartridge Size Specifications: 2 - 32 Mb which ran at two speeds ('SlowROM' and 'FastROM'). Custom address decoders allow larger sizes, eg. 48 Mb for Star Ocean: Fantastic Space Odyssey and Tales of Phantasia

Sound

  • Sound Controller Chip: 8-bit Sony SPC700 CPU for controlling the DSP; running at an effective clock rate around 1.024 MHz.

  • Main Sound Chip: 8-channel Sony S-DSP with hardware ADPCM decompression, pitch modulation, echo effect with feedback (for reverberation) with 8-tap FIR filter, and ADSR and 'GAIN' (discretely controlled) volume envelopes.

  • Memory Cycle Time: 279 Minutes

  • Low-pass filter for improved quality of low-frequency (bass) tones

  • Sound RAM: 64 KB shared between SPC700 and S-DSP.

  • Pulse Code Modulator: 16-Bit ADPCM (using 4-bit compressed ADPCM samples, expanded to 16-bit resolution, processed with an additional 4-point Gaussian sound interpolation).

  • Note - while not directly related to SNES hardware, the standard extension for SNES audio subsystem state files saved by emulators is .SPC, a format used by SPC players.

Video

  • Picture Processor Unit: 16-Bit

  • Video RAM: 64 KB of VRAM for screen maps (for 'background' layers) and tile sets (for backgrounds and objects); 512 + 32 bytes of 'OAM' (Object Attribute Memory) for objects; 512 bytes of 'CGRAM' for palette data.

  • Palette: 256 entries; 15-Bit color depth (RGB555) for a total of 32,768 colors.

  • Maximum colors per layer per scanline: 256.

  • Maximum colors on-screen: 32,768 (using color arithmetic for transparency effects).

  • Resolution: between 256x224 and 512x448. Most games used 256x224 pixels since higher resoulutions caused slowdown, flicker, and/or had increased limitations on layers and colors (due to memory bandwidth constraints); the higher resolutions were used for less processor-intensive games, in-game menus, text, and high resolution images.

  • Maximum onscreen objects (sprites): 128 (32 per line, up to 34 8x8 tiles per line).

  • Maximum number of sprite pixels on one scanline: 256. The renderer was designed such that it would drop the frontmost sprites instead of the rearmost sprites if a scanline exceeded the limit, allowing for creative clipping effects.

  • Most common display modes: Pixel-to-pixel text mode 1 (16 colors per tile; 3 scrolling layers) and affine mapped text mode 7 (256 colors per tile; one rotating/scaling layer).

Enhancement chips

  • SuperFX Developed by Argonaut. The Super FX chip is a supplemental RISC CPU for the main SNES CPU. The chip was primarily used to create 3D worlds made by shaded polygons, texture mapping and light source shading. The chip however could also be used to enhance 2D games such as Super Mario World 2: Yoshi's Island. Some other carts that the chip can be found in are Star Fox, Doom, Dirt Trax FX, Stunt Race FX, Vortex, and Winter Gold. A SuperFX2 chip was also created that used two chips each with a speed of 10.5Mhz that worked together in tandem. Many of the games designed to use it were never released.

  • SA-1 65c816 8/16-bit processor, clocked at 10MHz. It contains some extra circuits developed by Nintendo, which includes some fast RAM, a memory mapper, DMA, several real-time timers, and the region lockout chip. The SA-1 was a multipurpose chip that could be found in games such as Kirby Superstars, Kirby Dreamland 3, and Super Mario RPG.

  • DSP1 The DSP (Digital Signal Processor) chip was created to generate more enhanced Mode 7 rotation and scaling effects using floating-point processing. The chip can be found in Pilot Wings and Super Mario Kart.

  • DSP2 A more advanced DSP chip developed by Seta that increases the SNES´s speed from 3.58MHz to 8MHz. The chip was created for Seta's own F1 Race of Champions.

  • SDD1 Other than its normal processing and copy protection duties, this chip was primarily a memory compression chip. This allowed games to be bigger than normal by compressing the data. Games that used this chip were Street Fighter 2 Alpha and Star Ocean.

  • C4 A chip created by Capcom. This chip was used to create enhanced transparency effects such as rain and water. The chip was used in Mega Man X2 and Mega Man X3 games.

Power Adapter

  • Transformer Input: 120 VAC, 60 Hz, 17 watts
  • Transformer Output: 10 VDC, 850 mA (NTSC), 9 VAC (PAL)

Game controllers

  • Controller Response: 16 ms
  • 2 seven-pin controller ports in the front of the machine



Links / Downloads

 



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