Early(1988)Super Famicom Demos
The Super Famicom was demonstrated to the Japanese press in late 1988 (2 years before its proper release), and so Famicom Tsushin Magazine published a special report in their December 23, 1988 issue. The following images were taken from this special report. (I'm sorry about the quality of the pics, but a digital camera is all I've got.) Click on the thumbnails to see some large pictures!
|
The early SFC in
all its glory. |
"Finally,
an appearance!!" The SFC is announced before over 200 members of the press. Its capabilities are compared with those of the PC-Engine and Megadrive. |
"The
SFC is completely incompatible with the Famicom!!" The page explains how the SFC has no backwards-compatibility with the old Famicom. The SFC will, however, have an A/V input on the back which will accept the A/V signals of the "Famicom Adaptor", the redesigned Famicom with A/V outputs. |
"Super
Famicom, the ultimate machine!!" The SFC uses a special multi-out connector for its video, and also the Famicom video when the "Famicom" switch is set to the left. |
"The
Famicom Adaptor, for Famicom games only!!" This redesigned Famicom uses the SFC controllers. |
Reactions from the
Famicom software industry. NEC, Sega, and other developers/makers give
their comments(?) on the SFC's introduction. |
|
More reactions,
and a prediction from one writer. |
"SFC's
graphic functions are thoroughly dissected." Colours and resolutions are discussed, as well as background layers and scrolling capabilities. |
Sprite size has
been increased, as well as video effects implemented, such as mosaic,
fade-in, and fade-out. |
Scaling, rotation
are shown. "Because it is done by the hardware, it moves fast,
fast, fast!!" |
A recap of the SFC's
graphics power. |
"The
SFC's sound is also powerful!!" This page lists the sound capabilities: 8-channel samples, stereo, DSP effects, and clear sound through AV connectors and "VCCI" noise reduction (whatever that is.) |
|
Other hardware capabilities
are explained: VCCI, H-DMA, ROM addressing. |
"Expected
types of games you'll be able to play!!" The Famitsu staff speculate at the types of games the SFC will be able to run, such as those with lots of scaling/rotation, high-quality images, video effects, mathematical caluclations (such as simulations)... |
...audio that rivals
CD-ROM, games that speak and use 8-channel sampled sound, large scale
RPGs up to 12 Megabytes, and new types of controllers and control methods. |
That's all, folks! |
A close up of a
(surely brain-addled) Shigeru Miyamoto explaining the SFC hardware. |
And here's a close-up
of the early controller. Interestingly, the buttons are labeled A,B,C,D
(and concave); and the shoulder buttons E and F. A,B are also rotated
clockwise 90° from the release version. The E,F shoulder buttons
appear far more rounded than in the released controller. |
Other interesting things from this report:
The SFC's Work RAM was set at a puny 8 Kilobytes! (To be upped before release,
of course.) The sound hardware is said to be "2 Custom LSI chips"
Perhaps this meant the sampled audio unit as well as the DSP.
The "Famicom Adaptor" that went unreleased in its current form was
still labeled "Family Computer", so it is not by any means an adaptor
that sits on top of the SFC.
The legendary picture of a "16-bit Adventure of Link" is shown here.
It's likely just a still showing the SFC's graphics tile addressing capabilities,
alongside the digitization and colour demonstration still pictures on the
same page.
Here were the reactions from software companies at the time:
(Compare this to their reactions to the NEC
SuperGrafx!)
|
Maker |
Comment |
|
Taito |
As new media, it is as expected. The performance of the machine seems great, so I want to make games that cannot lose. |
|
Tecmo |
It seems to be a high-performance machine. I want to see what kind of software is made. |
|
Namco |
I think it has advanced functions. It seems to be made for transplants from business-use (arcade?) machines. |
|
Data East |
It looks like a good machine. I want to try out Mario 4 and Zelda 3 as soon as possible. |
|
ASCII |
It is the next-generation home video game machine. We'll think hard about how to make use of a 4-button joystick. |
|
Square |
I am beyond anticipation. The forecast of 3 million sets sold per year does not seem like a dream. I absolutely want to make something for it. |
|
Hudson |
Although I've heard that it is a great machine, I still can't comment until I've seen the actual thing. |
|
IREM |
Rotation and scaling functions are good. The abundance of colours is another strong feature. |
|
Capcom |
I took notice of the rotation and scaling functions. It can do more than I had imagined. We're surely starting from 4 Megabit games. |
|
Nichibutsu |
Under influence from the SFC, I expect that the whole game industry will be revitalized. |
|
Sunsoft |
If the machine as announced will be released at a low price, it will be amazing. |
|
Enix |
If all the functions of the machine can be mastered, we'll make great software, I think... But games makers will likely be exhausted doing so. |
|
Bandai |
I think that it is a machine with wonderful functions. |
|
Jaleco |
I want especially to note the inclusion of rotation and scaling functions. |
|
Toshiba EMI |
I took notice of the scrolling functions and sound chip. I wonder whether software will follow. But the price is a problem, isn't it? |
The SFC Demonstration in 1989
Here are some more big pics that show some early demonstrations of the
Super Famicom's power. These pictures appeared in the September 1, 1989
issue of Famicom Tsushin. These images come from a press meeting on July
28, 1989, a mere 16 months before the Super Famicom went on sale.
These are quite amazing for their history! Some quick info from the pictures:
The headline of the article says "Super Famicom will not be released
for at least another year!" The second image shows an older SFC design,
with A,B,Y,X buttons, but in a different arrangement. Start and Select are
also in a different orientation. The right side of the page shows the "mode
7" demo, scroll demo, sprite demo, colour, mosaic demo, and "sound"
as the captions say.
The next pages have some great images of an early Super Mario World, and
what turned into Pilotwings. I don't know about you, but I think a game
where you play a dragonfly with guns and missiles would have been much more
fun than a straight flight simulator...
And now, for those of you following at home, here is a timeline of the Super Famicom's progress as followed (rumoured?) by the Japanese press:
| Date |
Publication |
Contents |
| 9/9/1987 |
Kyoto
Shinbun |
"16-bit
Super Famicom. Compatible with the Famicom" |
| 9/15/1987 |
Yomiuri
Shinbun |
"Software/Games
are already under development. Price set at under ¥20,000." |
| 11/23/1987 |
B-Young
Age |
"Old
Family Computer is taken as a trade-in." |
| 1/18/1988 |
Nikkei
Computer |
"The
CPU will be 65C816. Improved graphics & sound." |
| Jan.
1988 |
A
Club (Hong Kong) |
"The
system will accept 2 types of disks, cartridges." (This
seems to be pure conjecture.) |
| Jun.
1988 |
Sendenkaigi
(Advertisement meeting) |
"Development
is going smoothly." |
| 7/29/1988 |
Famicom
Tsushin |
"Super
Famicom will come out within the year!?" |
| 12/23/1988 |
Famicom
Tsushin |
"Super
Famicom is finally demonstrated. Release planned for July 1989." |
7/28/1989 |
Nintendo
trade meeting |
"Super
Famicom will not be released for at least another year!" |
| ... |
... |
... |
| 11/21/1990 |
Super
Famicom is -- finally -- released! |
Here are some more pics from around the same time:


This is the first time I've ever seen the old title screen to Super Mario World!
Well, it's good that they changed it, since this seriously lacks colours...
I can count maybe just 10 colours or so. It does have a nice Japanese "parchment"
feel to it. It's interesting to note that the island in the title screen is
the same as the "world" that you walk on in the map. It's an interesting
mushroom-shaped world, though it's disappointingly small for a world
if you ask me.


(Click on the left pic for a larger version)
These pics were taken from "Family Computer Magazine", the main rival
to Famitsu, in their August 18, 1989 issue. The pics are from the same show
that Famitsu attended, obviously, but they have much larger pictures and close-ups
of the SFC hardware. Even though the SFC would go through a few cosmetic changes,
it is clear to me now that the hardware was basically finished by mid-1989,
and that Nintendo sat on the SFC for over a year. They probably did this to
let other software developers finish their games, but another reason was that
the 8-bit Famicom was still selling like wildfire, and so they feared releasing
the SFC too early would have killed hardware sales of a still-successful system.
(Bah, at the very least, they could have spent that year upgrading the CPU speed!)
Here are some more pics of an early Super Mario World. It looked very much like a 16-bit version of SMB3 back then, what with the note blocks, coins, square question blocks, and raccoon-Mario power-up. No sign of Yoshi whatsoever.
These pics, and the ones that appeared in other magazines, are usually identical. That means that Nintendo probably distributed slides or photographs to various magazines at the time. Only some of the images taken by magazines at the SFC show were from live video (or more likely videotape, given their blurriness.)






Here's an early title screen (?) of Dragonfly, what would become Pilotwings.
Pretty boring, but I like the look of that '0' in the title... a level select,
perhaps?
