Japanese Secrets!
- ️Wed Sep 09 1987
Here are some incredible pics from the second major demonstration of the
Super Famicom's power. These pictures come from a press meeting on July
28, 1989, a mere 16 months before the Super Famicom went on sale.
All the major magazines published their reports on the event. Seen
below are pages from Famicom Tsushin.
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 page 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 same
"mode 7", scrolling, sprite, colour, mosaic, and "sound"
demos from a year prior.
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 as 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 |
Nintendo President Yamauchi: "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!?" |
8/30/1988 | TOUCH Magazine | Yamauchi: "Demonstration set for Nov. 11. Super Mario 4 and Dragon Quest 5 are planned for the SFC." |
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! |
I've made a timeline of the Super Famicom, along with drawings of the prototype SFC units! Check my Creations page for more details / larger images! |
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Here are some variations of the early Super Famicom 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 rather well, and so they feared that 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!)

(Click on image for a close-up)
Here are the technical specs of the prototype SFC, circa mid-1989...
•Performance: PROTOTYPE SPECS, REMEMBER! | |
1. CPU (16-bit CPU) | |
memory space | 14 Mbyte maximum addressable |
system clock | 1.79Mhz, 2.68Mhz, 3.58Mhz automatically switchable |
work RAM | 256Kbit (32Kbyte) standard PROTOTYPE SPECS! |
2. PPU (Super Famicom TV interface LSI) | |
BG layer | modes:
8 modes |
animation layer | sprites:
max. 128 on-screen, 280 pixels (35 8x8 sprites) per scanline character size: 8x8, 16x16, 32x32, 64x64 in 4 arrangements, individually selectable palette: 128 colours out of 32,768 colour maximum, 16 colours per character |
additional | V-RAM: 64Kbyte
standard special effects: window, mosaic, screen addition/subtraction (transparency), fixed colour addition/subtraction, brightness adjustment |
3. APU (Super Famicom Sampler Stereo Audio Chip) | |
audio source | waveform operation (ADSR?), PCM, noise, etc. in 8 individual channels |
additional | effects (digital echo) available |
•I/O (input-output): | |
cassette connector | 62-pin (CPU address bus, data bus, PPU address bus, etc.) |
expansion connector | 20-pin (programmable I/O, external latch, sound input, etc.) |
controller 1,2 | 5-pin |
A/V output | 12-pin (R,G,B, video, Y,C, sync, sound L/R, etc.) |
AC adaptor | same type as Famicom |
RF output | TV channel 1 or 2 |
•System Dimensions: W 200mm x D 242mm x H 72mm | |
•Weight: 1160 grams | |
•Optional Parts: | |
AC adaptor | same as the Famicom's |
RF switch | same as the Famicom's |
controller | Super Famicom-specific (sold separately) |
stereo cable | Super Famicom-specific (sold separately) |
S-Video cable | Super Famicom-specific (sold separately) |
RGB cable | Super Famicom-specific (sold separately) |
So it looks like the SFC was pretty much shippable then. The only big differences I can see between these specs and that of the released version is much less main RAM. The release SFC has 128Kbytes of RAM, a very large increase. Most games don't use such a whopping amount of RAM, except for SlowROM games to run their code in at 3.58Mhz. So, perhaps Nintendo added the RAM in to get that speed boost.
Hmm... 2048 colours at once in the BG???!?!? (A technically-savvy friend has pointed out that this is the SFC's "direct colour mode" which displays 256-colour tiles, but with a lower single bit of colour selectable from the palette memory (256x8) for each tile. In other words, a mostly useless colour mode.)
Many of these pics appearing in various magazines were identical to each other. That means that Nintendo probably distributed slides or photographs in a media package to the magazines. Or, still slides were projected on the screen in the conference room (top of page), and the magazine photographers took snapshots from it. Only some of the images taken by magazines at the SFC show were from live video (or more likely videotape, given their blurriness.)
Since the two leading Famicom magazines of the day, Famimaga and Famitsu, each published almost a dozen pictures of the games demonstrated here, I thought I'd put similar photos side-by-side to give readers a better chance to pick out details in the game itself.
Unfortunately, these shots are rather small and indistinct in both magazines. As they were too dim, faded, or blurry even on paper, I had to do a lot of colour adjustment to bring out the details of the underlying game screens. I did minimal descreening so as to minimize extra blurring during my scanning process. Well anyway, I hope you can make out enough detail to fire the imagination as to what these games could have been.
My comments:
Wow! Now, while the eventual Pilotwings was a real technical showcase for the Super Famicom, this early version called Dragonfly looks to have been an attempt to make an actual action game out of the Mode 7 flight simulator.
Taking off from a helipad on a cruising ship, hovering like a dragonfly, and zipping up above the clouds, the game appears similar in concept to Atari's Blue Lightning or Namco's Metal Hawk.
First off, a digital mock-up I made giving you a good idea of what the game would look like on a clear screen:



















My comments:
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.



















"COUSE [sic] CLEAR!"
In this early version of SMW, the worlds and stages had a weird Japanese numerical naming convention. "4 W-1" meant World 4, Stage 1, the worlds seemingly branching in each direction from the house in the centre of the map screen.
Again, if I had an army of trained ninjas, you know to whose archives I would send them to rifle through and pilfer, don't you?
