Accessories Updated
08/31/99
.


SNES Sections

  • Accessories
  • The CD-ROM
  • Emulators
  • Classic RPG's
  • PC equivilents
  • Tech. Resource Info.
  • Translations
  • Utiltiies
  • And Finally...

    Console Sections

  • 32x
  • Gameboy
  • GameGear
  • Genesis
  • N64
  • Neo-Geo
  • NES
  • Playstation
  • SNES
  • Sega-CD
  • Master System
  • Turbo Graphics 16


    Return to the 'ZONE
  • Email . .
    Ultimo
    SNES Maintainer
    Accessories . .
    Super NES Console: Released in US September 1st, 91.

    1993 SNES Control Deck Modification

    For product shipped after January 1993, Nintendo made a minor modification to the design of the Super NES Control Deck. The design modification is not visible to the consumer. The small interior plastic plate which was mechanically pushed into place when the power button was switched "ON" has been removed. The look of the game pak was also slightly modified after the control deck was changed. But, ANY Super NES game ever made will work with ANY Super NES control deck ever made.

    Technical Specifications Chart

    Central Processing Unit (CPU)16-Bit (65C816)
    Work RAM for CPU128 Kilobytes
    Picture Processing Unit (PPU)16-Bit (generates all of the graphics)
    Video RAM for PPU64 Kilobytes
    Max. Simultaneous Display Colors256
    Color Palette Size32,768
    Max. Screen Resolution512 X 448 pixels
    Max. Sprites Per Screen128
    Max. Sprites Per Line32
    Max. Sprite Size64 X 64 pixels
    Min. Sprite Size8 X 8 pixels
    ScrollingHorizontal, Vertical, Diagonal
    Audio Processing Unit (APU)8-Bit producing 16-Bit sound
    Pulse Code Modulator (PCM)16-Bit (Digital Sampling)
    Sound Channels8
    Clock Speeds3.58, 2.68, & 1.79 MHz
    Software RAMYES
    AC AdapterSNES Input: 120V AC, 60 Hz, 17 Watt,
    SNES Output: 10V DC, 850 mA


    System Comparison Chart

      Super NES Sega Genesis
    CPU16-bit16-bit
    RAM128K72K
    Video RAM64K64K
    PPU16-bit16-bit
    Colors Displayed25664
    Colors Available32,768512
    Resolution512x448320x224
    Max Sprites12880
    Max Sprites/Line3220
    Min Sprite Size8x88x8
    Max Sprite Size64x6432x32
    Scrolling4 h,v,d--
    Software RAMYES--
    APU16-bit--

    Super Scope: Released September 1st, 92

    A year after the release of the SNES. Nintendo's next generation of the Zapper. The Super Scope is a high-tech shoulder fired controller for the Super NES. It comes with a sighting scope, and infra-red receiver along with the games Blastris and Lazer Blazer. There is also a basic set available that does not include any games. There are currently 11 different games available to use with the Super Scope. Though many games where released that supported the use of this gaget, its popularity never became "big" and faded out a year or two later.

    The Super Scope is amazingly accurate, and since it's wireless, you can be as far as 24' from the TV screen.

    Most TV's scan the image onto the screen in the same way. They start at the top of the screen, and scan across line by line to the bottom of the screen, drawing the complete picture. It then goes back to the top and re-scans the next image. This all happens very fast, about 60 times every second. Since it happens so quickly, the human eye can't pick up the scan, and all we see is the complete picture.

    The Super Scope keeps constant track of where on the screen the scan is at any given moment. When you push the fire button on the Super Scope, it looks to see where the scan is, and compares that to where the scan should appear if the scope was pointed directly at the center of the screen. By using that information it can determine exactly where you are pointing the gun.

    Then it tells the SNES to place the shot on the screen at that spot during the next scan. From there, the software takes over and plots the course of your projectile and determines whether or not it hits any of the objects on the screen.

    Note: The Super Scope won't work on projection TVs or liquid crystal TVs (because there's no scan to see).

    Q. What is the battery life of the Super Scope?

    A. The battery life of 6 AA batteries is roughly 130 hours for alkaline batteries, and about 50 hours for manganese batteries. Using rechargeable Ni-Cad batteries is not recommended.

    Q. Can the Super Scope be used by both right and left handed people?

    A. The Super Scope can be used by either right or left handed people by switching the scope location from one side to the other.

    Q. What are the recommended cleaning tips for the Super Scope?

    A. Wipe the lens and the body with a soft cloth to remove any dust or dirt. Do Not use alcohol or other solvents.

    Q. Will the Super Scope work in Europe? (Secam & Pal TV's)

    A. NO! Super Scope will not work on Secam or Pal televisions.

    Q. Can you use two Super Scopes simultaneously?

    A. YES, The Super Scope receiver can not determined one super scope from the other. Simply if both Super Scopes are firing the receiver will respond to both of them.


    Super GameBoy: Released June 94

    A cartridge-sized adapter for the 16-bit Super NES System that allows more than 350 Game Boy titles, including unique proprietary Nintendo games, to be played for the first time in full colors on television screens. Innovative technological link between portable and home video game systems.

  • More than doubles the Super NES library with Game Boy titles, including games like Link's Awakening, the Super Mario Land series, the Final Fantasy series and the arcade hit Donkey Kong never before available to the Super NES.
  • Transforms Game Boy cartridges into color video games on the television screen.
  • Allows players to customize each game by choosing colors (4) and designing borders.
  • Features stereo sound when played on televisions with stereophonic capabilities.
  • Has a snapshot feature that records the screen at any point in the game. If you press the button again, the screen will start moving.


  • Troubleshooting


    Game Erases -
    Make sure the power is off when inserting or removing a DMG game from the Super Game Boy. Do not insert or remove the Super Game Boy when the SNES power is turned on. This will ERASE battery backed DMG game paks.

    No Image or Sound -
    1. Make sure the Super Game Boy is inserted properly.
    2. Make sure the Game Boy game pak is inserted properly.
    3. Check the SNES connection to the TV.

    No Response from Controller -
    1. The SNES controller should be plugged into port #1.
    2. The SNES mouse should be plugged into port #2.
    3. Are you using the same controller type displayed in the Device Icon Window?

    An "X" appearing on the screen when the power is turned on -
    The game pak is not inserted properly in the Super Game Boy

    Play Gameboy games on your TV! Not only could you do that, but you could add color to the games by changing the "grey" color pallete with colors support by the SNES. Some gameboy games had built-in color palletes that could be used with the unit for the game. If done correctly, the resuls can be quite impressive.

    XBAND: Released June, 95

    This service is offered by Catapult Entertainment. Catapult sells a modem/cartridge which plugs into the Super NES and any phone jack. SNES game paks are then plugged into the modem, and users can hook up with another player--anywhere in the country. Turning on the SNES automatically connects you with the XBand Network, and pulls up a cool menu on the screen. From there users can choose to set up a match, browse through game stats, read e-mail, check out what new games are available on the XBand, etc.

    Other features: XBand has use regulators, allowing parents to control a child's usage by determining times available for gameplay, setting long distance restrictions and limiting the amount of game play credits per month per child. As with Game Boy, the XBand modem requires that both players have a copy of the game, it simply provides a long-distance link between the players.

    Marketing Plans: The Super NES XBand beta test will take place this summer starting June 12, 1995, in major US markets New York, Los Angeles, San Francisco, Dallas, Atlanta. Preliminary beta tests were very successful. Currently there are no plans for a release in Canada.

    Credits: One credit is a connection to the XBand service regardless of time. Lets say you dial up the service to send an e-mail to a friend, it takes five minutes then you hang up you've used one credit. The next day you dial up the service and spend five hours playing a game against another friend and then your mom tells you to get off the phone, so you hang up, you've just used one more credit.

    Life Fitness Exertainment System: Released Unknown

    The Exertainment System is the first truly interactive system that combines aerobic exercise and video entertainment. It consists of a Lifecycle 3500 aerobic trainer, one of the world's most popular computerized exercise bikes, and a Super NES, the world's most popular 16-bit video game system.

    While riding on your Lifecycle 3500, you can use the system to monitor your biking activities (rpm, distance, calories, etc.) or set up a long-term fitness program in the "Program Manager". You can also choose to participate in the game "Mountain Bike Rally". Choose from several riders, several terrains, and several different bikes to have a truly interactive experience.

    Miracle Piano Teaching System: Released Unknown

    The Miracle Piano Teaching System from Mindscape, is an excellent way for anyone to learn how to play the piano. It comes with a standard size keyboard, foot pedal, AC adapter, game pak, earphones and an adapter that plugs in to the SNES/NES.

    Set-up is very simple. Just plug the keyboard AC adapter into the back of the keyboard, then in to the wall. The other adapter also plugs into the back of the keyboard, then into the NES port #1. A standard controller goes in to port #2 on the SNES/NES. Turn the power switch on the keyboard (located on the backside also) on, then put the game pak in and turn the power on.

    To get demo music from the Miracle Keyboard, all you have to do is press start once. After the keyboard has finished its demonstration a screen will come up where the consumer may choose an adult or child mode. (A button for adult/B button for child. It states this on the screen.) To skip the demo and go directly to this screen, hit the start button on the controller two times. Once an adult or child mode has been chosen, the lessons will begin once the start button has been pressed again.

    The lessons are completely self-guided, and there are directions on the screen at all times.

    During the lessons there are various quizzes and games to play to help you learn how to play the keyboard. Instructions on how to do these will come up on the screen before each quiz or game.

    The games are Roboman and Shooting Gallery. Roboman teaches you timing and rhythm. The Shooting Gallery teaches you how to read the notes.

    There are 36 lessons total, and you can start with any lesson you want by using the up/down direction on the first screen after the demo.

    The keyboard is also velocity sensitive and has built-in stereo speakers. The harder you press a key the louder the note will sound. To put it simply, it's awesome.

    This will be sold as a package only. The Game Pak is not available separately, so you will not be able to use a personal keyboard with the MPTS Game.

    As with any licensee product, if the consumer needs replacement parts, instruction manuals, repair or has specific questions please direct them to Mindscape.

    Hookup Information


    The MPTS not only makes learning the piano easy, but it's also fun! The Miracle System uses an assortment of drills, musical pieces, and games to teach the fundamentals of piano technique. The Miracle system includes a game pak (in either NES or SNES version), an excellent quality keyboard, and connections. The game pak software guides player's through all the lessons.

    We can spend a few minutes helping consumers set this up, but in-depth help should come from the licensee Software Toolworks.

    1. Put in MPTS game pak.
    2. Connect the Miracle AC adaptor to the back of the keyboard.
    3. Connect the special Miracle cable to Port 1 and to the 25-pin port on the back of the keyboard.
    4. Connect a standard controller to Port 2.
    5. Connect the foot pedal to the back of the keyboard.
    6. Flip the toggle switch on the back of the keyboard to turn the MPTS on.
    7. Press Power.

    SNES Mouse: Released August 92

    Troubleshooting


    Mouse Does Not Operate
    1. When the mouse is shipped, there is a red tab that holds the mouse ball in place. Make sure this tab is removed. The mouse will not operate if the red tab is still attached.
    2. Make sure the mouse is plugged into port #1.
    3. Make sure the ball and ball cover (ring) are installed in the mouse.

    Mouse Operates Intermittently
    1. Is the consumer using the mouse pad that came with the mouse?
    2. Make sure the ball is installed and the ball cover (ring) is snapped into place.
    3. Is the consumer using a mouse game pak? Check Products.
    4. Have the consumer clean the ball, rollers, and pad.

    Cleaning the Mouse
    1. Turn the mouse over, press and turn the ball cover (ring) counterclockwise.
    2. Remove the ball cover and flip the mouse back over allowing the ball to come out.
    3. Clean the ball with a mild detergent and water. Allow it to dry completely before inserting back into the mouse.
    4. Use the mouse cleaner (wand) to scrape any dirt off the 3 rollers inside the mouse.
    5. Place the tip of the cleaner on the roller and gently move it from side to side. Repeat 3-4 times on each roller until clean.
    6. Hold the mouse with the bottom facing up and insert the ball. Place the ball cover over the hole and rotate it until it drops down, then continue rotating clockwise until it clicks into place.
    7. Clean the mouse pad with a soft, slightly damp cloth. Allow it to dry completely before using again. (Use water only)