10 Game-Changing Facts About the Super Nintendo

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After dominating the video game landscape throughout much of the ‘80s with the NES, Nintendo needed to start the new decade with a more advanced console, one that would reinvent old favorites and give birth to completely new franchises. The world wouldn't have to wait long.

In November 1990, gamers in Japan got their hands on the company’s latest marvel, the Super Famicom; the following August, it was released in North America as the Super Nintendo. It was an instant success, becoming Nintendo’s third-best-selling home console (not counting handhelds) with the help of an impressive game library that included Super Mario World, The Legend of Zelda: A Link to the Past, Super Metroid, and Donkey Kong Country.

As the company revisits one of its most prosperous periods with the release of the SNES Classic Edition on September 29, we’re looking back at 10 facts about the Super Nintendo.

1. IT WAS LATE TO THE 16-BIT PARTY.

Though the Super Nintendo won the 16-bit console war, the system certainly took its time getting to the battlefield. It was the summer of 1989 when the Sega Genesis was released, and for two years this pixelated juggernaut had the next-gen consumer base all to itself.

Nintendo, on the other hand, was in no rush. The NES was still selling incredibly well in North America, so the idea of a Super Nintendo wasn’t the first thing on the company’s mind. Soon enough, that dominance started to slip, most notably when Sega struck gold with its Sonic series in 1991. It may have been late, but the SNES quickly started taking back its dominant share of the marketplace once it hit stores.

When the console war was over, the SNES had sold 49.1 million units around the globe, compared to the Sega Genesis’s 29 million. While impressive, the system sold considerably fewer units than its predecessor, the NES, which came in around 61 million. Its two successors, the Nintendo 64 and GameCube, would each sell less than the SNES. Only the Wii packed enough punch to dominate an entire home console generation again, topping out at more than 101 million sold. (And please note a young Paul Rudd playing the role of Fascinated Gamer in the SNES commercial above.)

2.THE NORTH AMERICAN MODEL WAS DESIGNED TO HAVE A BIT MORE HEFT THAN THE JAPANESE ONE.

North America's SNES model is, well, not pretty. It’s about the games, after all, so you can excuse the fact that the system has all the charm of a first-generation VCR. But it looks noticeably clunky when compared to the smoother and more colorful Japanese version.

A lot of thought went into that grey and purple brick from your childhood, though. Nintendo of America product designer Lance Barr was tasked with making an SNES model for American audiences, and he had a clear vision of what he wanted. Upon seeing the Super Famicom, he decreed that they looked like bags of bread when stacked up and didn’t have enough of an edge. This led to the system looking like a hefty piece of electronic hardware in the U.S., complete with sharp corners and utilitarian design. A smaller, lighter redesign would later be released toward the end of the SNES's life.

3. THERE WERE ONLY THREE GAMES AVAILABLE AT LAUNCH.

Video game launches today are massive undertakings. Stores across the globe will open at midnight and welcome a flood of ravenous gamers who have their eyes on not only a brand-new system, but also the obligatory library of games that can be purchased with it. In 2017, the Nintendo Switch launched with around a dozen games, and in 2013, the PlayStation 4 and Xbox One each launched with more than 20 games on day one.

So what about the Super Nintendo? When it finally hit Japanese store shelves in November 1990, the system had only three games: F-Zero, Pilotwings, and Super Mario World, which came with the system. More games soon followed, but on that first day, that was all customers had to look forward to. American gamers had a similar selection when the system hit shelves in the West in August 1991, with only Gradius III and Sim City added to the list.

Just a few years later, the Nintendo 64 fared even worse, with a launch lineup of only Super Mario 64 and (for the sake of symmetry) Pilotwings 64.

4. SUPER MARIO WORLD IS THE SYSTEM’S BESTSELLING GAME.

If 1985’s Super Mario Bros. proved that the portly plumber was destined to be Nintendo’s mascot, Super Mario World on the SNES cemented him as the capo of the entire video game industry. With the help of a launch-day release date, and the fact that it was a pack-in title sold as a bundle with the new system, Super Mario World became the Super Nintendo’s bestselling game.

The title opened up a far more colorful and elaborate world for players to traverse through, serving as an introduction to the powerful system. It also included the debut of Yoshi, which was based off an idea that Shigeru Miyamoto had as far back as the first Super Mario game back on the NES. With the SNES’s powerful new engine, the little green dino finally became a reality.

With more than 20 million units sold, the game outpaced the next best-selling game—Super Mario All-Stars—by about 10 million copies. That was followed by Donkey Kong Country in third place at over 9 million sold, Super Mario Kart in fourth with more than 8.5 million, and Street Fighter II: The World Warrior in fifth with around 6.3 million units sold.

5. IT HAD A SATELLITE MODEM PERIPHERAL IN JAPAN.

For every Nintendo success story, there’s a failed—if not charming—experiment left to rot in gaming’s great digital graveyard. You probably know all about the Virtual Boy, the Power Glove, and ol’ R.O.B., but one of the company’s more interesting misfires was the Satellaview.

Released only in Japan, this add-on would interact with a satellite provided by the radio company St.GIGA, in which Nintendo had purchased a stake. The idea was basically an early form of online gaming and downloadable content.

The Satellaview device was used in conjunction with the Super Famicom’s expansion port at the bottom of the system. Similar to satellite TV technology at the time, this peripheral allowed gamers to put the BS-X (Broadcast Satellaview X) cartridge into their machine, which acted as a central hub. From there, fans could download exclusive games (released episodically), magazines, and other materials onto memory packs. The material would stay on the memory device until the next wave of content rewrote it.

There was a problem, though. You could only download these games during certain times, because St.GIGA would spend the rest of the day using its satellite for radio and TV. If you missed the window, you might have missed your chance of ever playing a certain game. Couple this with the price of the equipment and the subscription fee and you have an add-on that likely proved too costly and too advanced to catch on with the average gamer.

6. THE CONSOLE IS PRONE TO TURNING YELLOW.

No, it wasn’t just you; chances are pretty much everyone on your block growing up had a Super Nintendo that began to turn yellow after a while. Though it wasn’t dangerous, nor was it a sign that your console would soon become a very expensive paperweight, it was a widespread problem caused by the company’s choice of plastic.

In an article on Vintage Computing, author Benj Edwards interviewed Dr. Rudolph D. Deanin, of the Plastics Engineering program at the University of Massachusetts, for clarification on why this may happen.

“The plastics most commonly used to make the structural cases for electronic equipment are polypropylene, impact styrene, and ABS,” Deanin explained. “These all tend to discolor and embrittle gradually when exposed to UV and/or heat. They become oxidized and develop conjugated unsaturation, which produces color. They crosslink or degrade, which causes brittleness.”

Vintage Computing also dug up an old Nintendo customer service reply regarding the yellowing, which they explained was due to using plastics with flame-retardant chemicals. So, if you have an old Super Nintendo that’s looking a little jaundiced, don’t start questioning your cleanliness. It’s a natural part of the system’s aging process—beautiful in its own way.

7. THE HIGHLY TOUTED FX CHIP BROUGHT 3D GAMING TO NINTENDO’S HOME CONSOLE.

As gaming was taking the leap into 3D, Nintendo teamed up with British-based Argonaut Games to create a new chip to install directly into cartridges that would effectively beef up their graphical power and make things like object rotation, texture mapping, and lighting all much more sophisticated.

Called the Super FX chip—or Mario FX during development—this chip didn’t force gamers to buy a new console or add-on device like Sega did with the 32X. Instead, the chip was already in the game, meaning if you didn’t care about the technical mumbo jumbo, you would never even notice.

The chip was only used in a handful of games over the console’s remaining lifespan, but a couple of them are among the system’s best, including 1993’s Star Fox and 1995’s Super Mario World 2: Yoshi’s Island, which used an enhanced Super FX2 chip.

For reasons that aren’t completely clear—aside from being completely Nintendo-y types of decisions—none of the Super FX games have been released on the company’s virtual consoles. However, they will see their first-ever re-release on the Super Nintendo Classic Edition.

8. YOSHI’S ISLAND WAS ORIGINALLY REJECTED.

Donkey Kong Country changed everything when it hit shelves in 1994. The title’s use of highly detailed, pre-rendered graphics was a revelation at the time, and it helped the game become one of the console’s top sellers. The game’s unique look was something the company wanted to capitalize on, but it almost came at the expense of one of the SNES’s most popular games, Super Mario World 2: Yoshi’s Island.

When Yoshi’s Island’s producer—and Mario creator—Shigeru Miyamoto unveiled the game to the company, his brightly colored, cartoony graphics were rejected by the marketing department. They wanted something more akin to what developer Rare did with Donkey Kong, not the type of visuals that Miyamoto was going for.

Miyamoto doubled-down on his vision, retooling Yoshi’s Island’s visuals to become even more colorful and exaggerated, almost like illustrations you would find in a storybook. Compared to Donkey Kong’s 3D sprites that aimed for realism, Yoshi’s Island looked almost dreamlike, as if it had been plucked from a child’s imagination.

Oddly enough, this second pitch was accepted, leading to one of the console’s most successful games, topping out at around 4 million units sold.

9. AN ABANDONED SNES ADD-ON INADVERTENTLY CREATED THE SONY PLAYSTATION.

When Sony researcher Ken Kutaragi first began paying attention to his daughter’s Famicom, America's original NES, he was disappointed. Not so much in the games it played, but in the system’s subpar sound design. This led him to go to his bosses to try and convince them to make a deal with Nintendo to build improved sound chips for their upcoming Super Nintendo.

Well it turned out to be more than that. Sony and Nintendo brokered a deal that was said to include a CD-ROM add-on for the SNES, while Sony would also produce a combined unit with both the CD drive and Super Nintendo cartridge slot built right into it, tentatively called the Play Station. Sony announced the device at the 1991 Consumer Electronics Show, but that’s about the last time the public really heard about it.

During CES ’91, Nintendo also announced a sudden deal with Philips to collaborate on the CD-i multimedia device behind Sony’s back. It has been reported that Nintendo soured on the deal with Sony over control and profits of the disc games. With the Philips deal making more financial sense for the company, the Sony/Nintendo partnership was effectively off, and Zelda and Mario were heading to the CD-i.

After the public announcement of the new deal, and subsequent betrayal by Nintendo, Kutaragi and Sony president Norio Ohga felt humiliated. Sony never wanted to get into video games in the first place, but when Kutaragi suggested that the company forge ahead with its own system, Ohga agreed. This resulted in a video game landscape currently dominated by Sony's PlayStation systems, and a line of cringe-worthy Zelda CD-i games that Nintendo barely even acknowledges to this day. 

If you want a glimpse of what could have been the start of a much different-looking video game industry, a "Nintendo Play Station" prototype was recently unearthed and demoed on The Ben Heck Show:

10. STAR FOX 2 WAS CANCELLED DESPITE BASICALLY BEING COMPLETE.

The original Star Fox was a smash hit on the SNES in 1993, offering the type of groundbreaking 3D environments that people thought were impossible at the time. So, naturally, a sequel was in order, and was slated for a 1995 release. However, the game never saw release; it was cancelled by Nintendo despite being 95 percent finished by the development team.

"It was the summer of 1995 and the PlayStation and Saturn were suddenly doing very well in Japan," Dylan Cuthbert, an Argonaut Software developer working on the game, told Nintendo Life. "I think that caught Nintendo off-guard. The decision was made because they didn't want the old-gen 3D going up against the much better 3D of the next generation, side-by-side.”

Though the game was still advanced for the SNES, it couldn’t compete with the more advanced games appearing on the market. Many of the ideas for Star Fox 2 would eventually make their way into 1997’s Star Fox 64, and after years of ROMs and emulations, Star Fox 2 officially hit shelves as part of the SNES Classic Edition.

8 Haunting Horror Movie Gimmicks

Universal Pictures Home Entertainment
Universal Pictures Home Entertainment

In the 1950s and 1960s, horror movies were making studios huge profits on shoestring budgets. But after the market hit horror overload, directors and studios had to be extra creative to get people to flock to theaters. That's when a flood of different gimmicks were introduced at movie theaters across the country to make a film stand out from the crowd. From hypnotists to life insurance policies and free vomit bags, here's a brief history of some of the most memorable horror movie gimmicks.

1. PSYCHO-RAMA // MY WORLD DIES SCREAMING (1958)

In order to truly become a classic, a horror movie can't just work on the surface; it has to get deep inside of your head. That's what Psycho-Rama tried to achieve when it was first conceived for My World Dies Screaming, later renamed Terror in the Haunted House. Psycho-Rama introduced audiences to subliminal imagery in order to let the scares sink in more than any traditional film could.

Skulls, snakes, ghoulish faces, and the word "Death" would all appear onscreen for a fraction of a second—not long enough for an audience member to consciously notice it, but it was enough to get them uneasy. Obviously Psycho-Rama didn't really catch on with the public or the film industry, but horror directors, like William Friedkin in The Exorcist, have since gone on to use this quick imagery technique to enhance their own movies.

2. FRIGHT INSURANCE // MACABRE (1958)

Director William Castle didn't make a name for himself in the film industry by directing cinematic classics; instead, he relied on shock and schlock to help fill movie theater seats. His movies were full of what audiences craved at the time: horror, gore, terror, suspense, and a heaping helping of camp. But his true genius came from marketing—and the gimmicks he brought to every movie, which have since become legendary among horrorphiles.

His most famous stunt was the life insurance policy he purchased for every member of an audience that paid to see Macabre. This was a real policy backed by Lloyd's of London, so if you died of fright in your seat, your family would receive $1000. Now who wouldn't want to roll the dice on that type of deal? Of course, the policy didn't cover anyone with a preexisting medical condition or an audience member who committed suicide during the screening. Lloyd's had to draw the line somewhere, right?

3. HYPNO-VISTA // HORRORS OF THE BLACK MUSEUM (1959)

How do you make your routine horror movie stand out from the crowd? Hypnotize your audience, of course. Thus Hypno-Vista was born. For this gimmick, James Nicholson, president of American International Pictures, suggested that a lecture by a hypnotist, Dr. Emile Franchel, should precede Horrors of the Black Museum, which had a plot focusing on a hypnotizing killer.

For 13 minutes, Dr. Franchel talked to the audience about the science behind hypnotism, before attempting to hypnotize them himself in order to feel more immersed in the story. Nowadays it comes off as overlong and dry, but it was a gimmick that got people into theaters back in 1959. Plus, writer Herman Cohen said that eventually the lecture had to be removed whenever the movie re-aired on TV because it did, in fact, hypnotize some people.

4. NO LATE ADMISSION // PSYCHO (1960)

Though this isn't the most gimmickiest of gimmicks, Alfred Hitchcock's insistence that no audience member be admitted into Psycho once the movie started got a lot of publicity at the time. The Master of Suspense's reasoning is less about drumming up publicity and more about audience satisfaction, though. Because Janet Leigh gets killed so early into the movie, he didn't want people to miss her part and feel misled by the movie's marketing.

This publicity tactic wasn't completely novel, though, as the groundbreaking French horror movie Les Diaboliques (1955) had a similar policy in place. This was at a time when people would simply stroll into movie screenings whenever they wanted, so to see a director—especially one so masterful at the art of publicity—who was adamant about showing up on time was a great way to pique some interest.

5. FRIGHT BREAK // HOMICIDAL (1961)

Another classic William Castle gimmick was the "fright break" he offered to audience members during his 1961 movie, Homicidal. Here, a timer would appear on the screen just as the film was hurtling toward its gruesome climax. Frightened audience members had 45 seconds to leave the theater and still get a full refund on their ticket. There was a catch, though.

Frightened audience members who decided to take the easy way out were shamed into the "coward's corner," which was a yellow cardboard booth supervised by some poor sap theater employee. Then, they were forced to sign a paper reading "I'm a bona-fide coward," before getting their money back. Obviously, at the risk of such humiliation, most people decided to just grit their teeth and experience the horror on the screen instead.

6. THE PUNISHMENT POLL // MR. SARDONICUS (1961)

The most interactive of William Castle's schlocky horror gimmicks put the fate of the film itself into the hands of the audience. Dubbed the "punishment poll," Castle devised a way to let viewers vote on the fate of the characters in the movie Mr. Sardonicus. Upon entering the theater, people were given a card with a picture of a thumb on it that would glow when a special light was placed on it. "Thumbs up" meant that Mr. Sardonicus would be given mercy, and "thumbs down" meant … well, you get the idea.

Apparently audiences never gave ol' Sardonicus the thumbs up, despite Castle's claims that the happier ending was filmed and ready to go. However, no alternative ending has ever surfaced, leaving many to doubt his claims. Chances are, there was only one way out for Mr. Sardonicus.

7. FREE VOMIT BAGS // MARK OF THE DEVIL (1970)

Horror fans are mostly masochists at heart. They don't want to be entertained—they want to be terrified. So when the folks behind 1970's Mark of the Devil gave out free vomit bags to the audience due to the film's grotesque nature, how could any self-respecting horror fan not be intrigued? It wasn't just the bags that the studio was advertising; it also claimed the film was rated V, for violence—and maybe some vomit?

8. DUO-VISION // WICKED, WICKED (1973)

Duo-Vision was hyped as the new storytelling technique in cinema—offering two times the terror for the price of one ticket. Of course Duo-Vision is just fancy marketing lingo for split-screen, meaning audiences see a film from two completely different perspectives side-by-side. In the 1973 horror film Wicked, Wicked, that meant watching the movie from the points of view of both the killer and his victims.

Seems like a perfect concept for the horror genre, right? Well, Duo-Vision wasn't just employed during the movie's most horrific moments; it was used for the movie's entire 95-minute runtime. The technique had been used sparingly in other films—most notably in Brian De Palma's much better film Sisters (1973)—but it had never been implemented to this extent. A little bit of Duo-Vision apparently goes a long way, because it fell out of favor soon after.

John Carpenter May Be Planning a They Live Sequel

Universal Studios Home Video
Universal Studios Home Video

John Carpenter is one of the horror genre's biggest names. The man behind the original Halloween, The Fog, Escape from New York, and The Thing, ​Carpenter has had a long enough career to see many of his most popular creations be remade, including this year's new Halloween film, which features some of the original actors returning to their iconic roles to continue a decades-long story.

But in a recent interview with ​Den of Geek, when Carpenter was questioned about whether his cult classic They Live might he ripe for revisiting, Carpenter teased: "Well, I’m not gonna tell you about that, because it might be closer to reality than you think."

​They Live, which came out in 1988, featured the late professional wrestler 'Rowdy' Roddy Piper in his signature role as a man who finds a pair of sunglasses that allow him to see the true state of the world and uncover an alien invasion. Like so many of Carpenter's other films, it has continued to amass a cult following in the decades since its release—especially among those viewers who understood and appreciated its underlying political metaphor.

Today's highly divisive political climate makes it a perfect time for a sequel/reboot/reimagining of They Live, and it sounds as if Carpenter might agree.

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