Super Nintendo Entertainment System emulators: Difference between revisions

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{{for|emulators that run on Super Nintendo Entertainment System|Emulators on Super Nintendo Entertainment System}}
{{for|emulators that run on Super Nintendo Entertainment System|Emulators on Super Nintendo Entertainment System}}


The '''[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]''' (SNES) is a 16-bit, fourth-generation home video game console released by [[wikipedia:Nintendo|Nintendo]] originally released as the '''Super Famicom''' (SFC), in Japan, on November 21, 1990. The Super Famicom retailed for ¥25000. The console would release outside Japan as the SNES on August 23, 1991, in North America. The SNES retailed for {{Inflation|USD|199.99|1991}}. It has a Ricoh 5A22 CPU at 3.58 MHz with 128 KB of RAM. While the Super Famicom did well in Japan, outselling the [[PC Engine (TurboGrafx-16) emulators|PC Engine]], outside of Japan during that time the SNES had ''fierce'' competition with SEGA's [[Sega Genesis emulators|Mega Drive]] (known world wide as the Mega Drive, in America as the Genesis).
The [[gametech:Super Nintendo Entertainment System|'''Super Nintendo Entertainment System''']] (SNES) is a 16-bit, fourth-generation home video game console released by Nintendo originally released as the '''Super Famicom''' (SFC), in Japan, on November 21, 1990. The Super Famicom retailed for ¥25000. The console would release outside Japan as the SNES on August 23, 1991, in North America. The SNES retailed for {{Inflation|USD|199.99|1991}}. It has a Ricoh 5A22 CPU at 3.58 MHz with 128 KB of RAM. While the Super Famicom did well in Japan, outselling the [[PC Engine (TurboGrafx-16) emulators|PC Engine]], outside of Japan during that time the SNES had fierce competition with SEGA's [[Sega Genesis emulators|Mega Drive]] (known world wide as the Mega Drive, in America as the Genesis).


Emulation for the Super Famicom/SNES is robust, with several high-quality emulators for various systems, some of which are [[Emulation Accuracy|cycle-accurate]].
Emulation for the Super Famicom/SNES is robust, with several high-quality emulators for various systems, some of which are [[Emulation Accuracy|cycle-accurate]].


== Comparison ==
== Comparison ==
{{Emulator comparison introduction}}
{{Emulator comparison introduction|[[#Enhancements|enhancements]], [[#Hardware features and peripherals|hardware features & peripherals]], and [[#Hardware variants|hardware variants]]}}


=== Standalone emulators ===
=== Standalone emulators ===
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|-
|-
|[https://github.com/awjackson/bsnes-classic bsnes-classic]
|[https://github.com/awjackson/bsnes-classic bsnes-classic]
<small>[https://github.com/Themaister/bsnes-Qt forked bsnes Qt v073]</small>
[https://github.com/Themaister/bsnes-Qt forked bsnes Qt v073]
| align="left" |{{Icon|Windows|Linux|macOS|FreeBSD}}||{{Na}}
| align="left" |{{Icon|Windows|Linux|macOS|FreeBSD}}||{{Na}}
|[https://github.com/awjackson/bsnes-classic git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|[https://github.com/awjackson/bsnes-classic git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
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|Partial Cycle||{{Na}}
|Partial Cycle||{{Na}}
|-
|-
| rowspan="2" |Snes9x-based
| rowspan="3" |Snes9x-based
|[[Snes9x]]
|[[Snes9x]]
| align="left" |{{Icon|Windows|Linux|LinuxARM|macOSx86|FreeBSD|Pandora}}||{{Ya}}
| align="left" |{{Icon|Windows|Linux|LinuxARM|macOSx86|FreeBSD|Pandora}}||{{Ya}}
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[https://github.com/snes9xgit/snes9x/releases {{Snes9xVer}}]
[https://github.com/snes9xgit/snes9x/releases {{Snes9xVer}}]
|{{Yellow}} {{License|NC}}
|{{Yellow}} {{License|NC}}
|<small>[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]</small>
|[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]
|High||{{Ya}}
|High||{{Ya}}
|-
|-
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| align="left" |{{Icon|Pyra}}||{{Ya}}
| align="left" |{{Icon|Pyra}}||{{Ya}}
|[https://pyra-handheld.com/repo/apps/84 1.5.46.02]||{{Yellow}} {{License|NC}}
|[https://pyra-handheld.com/repo/apps/84 1.5.46.02]||{{Yellow}} {{License|NC}}
|<small>[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]</small>
|[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]
|High||{{Dunno}}
|High||{{Dunno}}
|-
|SuperSnes9x
| align="left" |{{Icon|Windows|Linux|OSX}}||{{Ya}}
|[https://github.com/shanytc/snes9x/releases {{SuperSnes9xVer}}]||{{Yellow}} {{License|NC}}
|[https://github.com/shanytc/snes9x/issues 14 known issues]
|High||{{Ya}}
|-
|-
| colspan="2" |[[CATSFC]]
| colspan="2" |[[CATSFC]]
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|?
|?
|Low||{{Na}}
|Low||{{Na}}
|-
| colspan="2" |[[RetroCopy]]
| align="left" |{{Icon|Windows|Linux}}||{{Na}}
|[https://segaretro.org/RetroCopy 0.960]
[https://www.emucr.com/2012/08/retrocopy-v100-beta-5.html 1.00 Beta 5]
|{{Red}} {{License|Proprietary}}
|?
|?||{{Na}}
|-
|-
| colspan="2" |[[Silhouette]]
| colspan="2" |[[Silhouette]]
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|Snes9x EX+
|Snes9x EX+
| align="left" |{{Icon|Android}}||{{Ya}}
| align="left" |{{Icon|Android}}||{{Ya}}
|[https://play.google.com/store/apps/details?id=com.explusalpha.Snes9xPlus {{Snes9xVer}}]
|[https://play.google.com/store/apps/details?id=com.explusalpha.Snes9xPlus {{Snes9x EX+Ver}}]
[https://github.com/Rakashazi/emu-ex-plus-alpha git]
[https://github.com/Rakashazi/emu-ex-plus-alpha git]
|{{Dunno}}
|{{Dunno}}
|<small>[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]</small>
|[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]
|High||{{Ya}}
|High||{{Ya}}
|-
|-
|[http://yoyofr92.free.fr/ Little John]
|[http://yoyofr92.free.fr/ Little John]
<small>(Snes9x 1.39 based)</small>
(Snes9x 1.39 based)
| align="left" |{{Icon|PalmOS}}||{{Na}}
| align="left" |{{Icon|PalmOS}}||{{Na}}
|[https://www.zophar.net/palm-os/multiem/little-john-palmos.html 1.1], [https://pyra-handheld.com/boards/resources/little-john-palm-os.4443 1.2]||{{Dunno}}
|[https://www.zophar.net/palm-os/multiem/little-john-palmos.html 1.1], [https://pyra-handheld.com/boards/resources/little-john-palm-os.4443 1.2]||{{Dunno}}
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[https://github.com/snes9xgit/snes9x/releases {{Snes9xVer}}]
[https://github.com/snes9xgit/snes9x/releases {{Snes9xVer}}]
|{{Yellow}} {{License|NC}}
|{{Yellow}} {{License|NC}}
|<small>[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]</small>
|[https://github.com/snes9xgit/snes9x/issues/53 5 known issues]
|High||{{Dunno}}
|High||{{Dunno}}
|}
|}
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|[[Mesen|MesenCE]]
|[[Mesen|MesenCE]]
|
|
| align="left" |{{Icon|Windows|Linux|macOS}}||{{Ya}}
| align="left" |{{Icon|Windows|Linux|macOSx64|macOSARM|LinuxARM|W7}}||{{Ya}}
|[https://github.com/nesdev-org/MesenCE#development-builds Dev builds]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|[https://github.com/nesdev-org/MesenCE#development-builds Dev builds]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|
|
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|-
|-
|[[BizHawk]]
|[[BizHawk]]
|<small>bsnes v087 (to be dropped in 2.11.1), v115+ (Snes9x, Mednafen, MAME)</small>
|bsnes v087 (to be dropped in 2.11.1), v115+ (Snes9x, Mednafen, MAME)
| align="left" |{{Icon|Windows|Linux}}||{{Ya}}
| align="left" |{{Icon|Windows|Linux}}||{{Ya}}
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]
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|
|
|?
|?
<small>[[BizHawk#Supported systems|(Core-dependent)]]</small>
[[BizHawk#Supported systems|(Core-dependent)]]
|{{~}}
|{{~}}
|-
|[[RetroCopy]]
|?
| align="left" |{{Icon|Windows|Linux}}||{{Na}}
|[https://segaretro.org/RetroCopy 0.960]
[https://www.emucr.com/2012/08/retrocopy-v100-beta-5.html 1.00 Beta 5]
|{{Red}} {{License|Proprietary}}
|?
|?||{{Na}}
|-
|-
|[[jgenesis]]
|[[jgenesis]]
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|[https://github.com/higan-emu/higan/releases {{HiganVer}}]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|[https://github.com/higan-emu/higan/releases {{HiganVer}}]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|
|
|Full Cycle||{{Na}}<ref group="note">Superseded by [[ares]].</ref>
|Full Cycle||{{Na}}
<small>Superseded by [[ares]].</small>
|-
|-
|[[MAME]]
|[[MAME]]
|[https://adb.arcadeitalia.net/dettaglio_mame.php?game_name=snes&back_games=m82p;&search_id=0 snes]
|[https://adb.arcadeitalia.net/dettaglio_mame.php?game_name=snes&back_games=m82p;&search_id=0 snes]
| align="left" |{{Icon|Windows|Linux|macOS|FreeBSD}}||{{Ya}}
| align="left" |{{Icon|Windows|Linux|macOS|FreeBSD}}||{{Ya}}
|Git artifacts:
|[http://www.mamedev.org/release.html {{MAMEVer}}]
 
* <small>[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows]</small>
* <small>[https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux]</small>
* <small>[https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-macOS]</small>
 
[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{Green}} {{License|GPLv2}}<br>{{License|BSD3}}
|{{Green}} {{License|GPLv2}}<br>{{License|BSD3}}
|
|
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|[[Provenance]]
|[[Provenance]]
|[https://github.com/Provenance-Emu/Provenance/tree/develop/Cores/FCEU ?]
|[https://github.com/Provenance-Emu/Provenance/tree/develop/Cores/FCEU ?]
| align="left" |{{Icon|iOS|iPadOS}}||{{Ya}}
| align="left" |{{Icon|iOS|iPadOS|tvOS}}||{{Ya}}
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]
[https://github.com/Provenance-Emu/Provenance/releases git]
[https://github.com/Provenance-Emu/Provenance/releases git]
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|
|
|?||{{Dunno}}
|?||{{Dunno}}
|-
|[[Retro Pal]]
|
| align="left" |{{Icon|iOS}}||{{Ya}}
|[https://apps.apple.com/us/app/retro-pal-ds-gba-emulator/id6769407672 {{Retro PalVer}}]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|
|?
|?
|-
|[[NiN10]]
|
| align="left" |{{Icon|iOS|iPadOS|watchOS}}||{{Ya}}
|[https://apps.apple.com/us/app/nin10-nintendo-emulator/id6503959130 {{NiN10Ver}}]||{{Red}} {{License|Proprietary}}
|
|?
|?
|-
|-
! colspan="9" |Browser
! colspan="9" |Browser
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![[Recommended emulators|Recommended? (overall)]]
![[Recommended emulators|Recommended? (overall)]]
|-
|-
| rowspan="7" |[[File:Libretro.png|link=libretro|100x100px]]
| rowspan="7" |[[File:Libretro.png|link=Libretro|100x100px]]
|[https://www.libretro.com/index.php/category/bsnes-hd/ bsnes_hd_beta_libretro]
|[https://www.libretro.com/index.php/category/bsnes-hd/ bsnes_hd_beta_libretro]
[https://docs.libretro.com/library/bsnes_accuracy/ bsnes_accuracy]
[https://docs.libretro.com/library/bsnes_accuracy/ bsnes_accuracy]
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|-
|-
|[[Nintendo Switch Online|Nintendo Classics]]
|[[Nintendo Switch Online|Nintendo Classics]]
<small>([[L-CLASSICS]])</small>
([[L-CLASSICS]])
| align="left" |{{Icon|Switch|Switch2}}||{{Ya}}
| align="left" |{{Icon|Switch|Switch2}}||{{Ya}}
|5.0.0||{{Red}} {{License|Proprietary}}
|5.0.0||{{Red}} {{License|Proprietary}}
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|?
|?
|?||{{Ya}}
|?||{{Ya}}
|-
|SnemulDS
| align="left" |{{Icon|NDS}}||{{~}}
|[https://github.com/cotodevel/snemulds GitHub]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Emulator compatibility (unofficial)|77|3108}}
{{Emulator compatibility|77|175|link=https://wiki.gbatemp.net/wiki/SNEmulDS_Compatibility_List}}
|?||{{~}}
|-
|-
|[https://wololo.net/talk/viewtopic.php?t=48157 Snes9xTYL Mod]
|[https://wololo.net/talk/viewtopic.php?t=48157 Snes9xTYL Mod]
<small>(Snes9x 1.39 based)</small>
(Snes9x 1.39 based)
| align="left" |{{Icon|PSP}}||{{Na}}
| align="left" |{{Icon|PSP}}||{{Na}}
|[https://github.com/esmjanus/snes9xTYL/releases git]||{{Yellow}} {{License|NC}}
|[https://github.com/esmjanus/snes9xTYL/releases git]||{{Yellow}} {{License|NC}}
|{{Emulator compatibility|27|38|link=https://www.psdevwiki.com/psp/Snes9xTYL#Compatibility}}
|{{Emulator compatibility (unofficial)|27|3108}}
{{Emulator compatibility (unofficial)|27|3108}}
{{Emulator compatibility|27|38|link=https://www.psdevwiki.com/psp/Snes9xTYL#Compatibility}}
|?||{{~}}
|-
|SnemulDS
| align="left" |{{Icon|NDS}}||{{~}}
|[https://github.com/cotodevel/snemulds GitHub]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Emulator compatibility|77|175|link=https://wiki.gbatemp.net/wiki/SNEmulDS_Compatibility_List}}
{{Emulator compatibility (unofficial)|77|3108}}
|?||{{~}}
|?||{{~}}
|-
|-
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[https://github.com/Arisotura/blargSnes git]
[https://github.com/Arisotura/blargSnes git]
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{Emulator compatibility|474|713|link=https://wiki.gbatemp.net/wiki/BlargSnes_Compatibility_List}}
|{{Emulator compatibility (unofficial)|474|3108}}
{{Emulator compatibility (unofficial)|474|3108}}
{{Emulator compatibility|474|713|link=https://wiki.gbatemp.net/wiki/BlargSnes_Compatibility_List}}
|?||{{Na}}
|?||{{Na}}
|-
|-
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=== Remaster-at-Runtime Engines ===
=== Remaster-at-Runtime Engines ===
{| {{Emulator table}}
{| {{Emulator table}}
|+<small>A Remaster-at-Runtime (RaR) Engine is a specialized sub-layer of an emulator that intercepts a game’s original internal data such as draw calls, tile indexes, or audio triggers and replaces them with high-fidelity assets in real-time. Unlike standard emulators that focus on hardware accuracy, RaR Engines prioritize aesthetic transformation, effectively "remastering" the game while it is being played without modifying the original ROM file. While asset replacement capable emulators (like bsnes-hd) allow for high-definition visuals, true Remaster-at-Runtime Engines are distinguished by their ability to do more such as procedurally transform the game's original logic (e.g., converting 2D tiles into 3D voxels or applying dynamic lighting to 16-bit environments). Recommended to see [[Game engine recreations and source ports]] page.</small>
|+A Remaster-at-Runtime (RaR) Engine is a specialized sub-layer of an emulator that intercepts a game’s original internal data such as draw calls, tile indexes, or audio triggers and replaces them with high-fidelity assets in real-time. Unlike standard emulators that focus on hardware accuracy, RaR Engines prioritize aesthetic transformation, effectively "remastering" the game while it is being played without modifying the original ROM file. While asset replacement capable emulators (like bsnes-hd) allow for high-definition visuals, true Remaster-at-Runtime Engines are distinguished by their ability to do more such as procedurally transform the game's original logic (e.g., converting 2D tiles into 3D voxels or applying dynamic lighting to 16-bit environments). Recommended to see [[Game engine recreations and source ports]] page.
!Name
!Name
!Platform(s)
!Platform(s)
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:* It is missing many of the improvements to the LLE audio engine that newer versions of Snes9x and higan have.
:* It is missing many of the improvements to the LLE audio engine that newer versions of Snes9x and higan have.
:* It also lacks many of the updates to edge cases, such as [[wikipedia:A.S.P._Air_Strike_Patrol|''A.S.P. Air Strike Patrol'']], one of two games notorious for manipulating the PPU mid-scanline. It also has problems rendering text, flickering lines near the bottom, and displaying shadows during flight.
:* It also lacks many of the updates to edge cases, such as ''A.S.P. Air Strike Patrol'', one of two games notorious for manipulating the PPU mid-scanline. It also has problems rendering text, flickering lines near the bottom, and displaying shadows during flight.


* There ''are'' systems Mednafen emulates well and very accurately, but the SNES is not one of them. At that point, you would be better off using standalone bsnes.
* There are systems Mednafen emulates well and very accurately, but the SNES is not one of them. At that point, you would be better off using standalone bsnes.


; [[Mesen]] / [[Mesen S]] / Mesen SX / MesenCE
; [[Mesen]] / [[Mesen S]] / Mesen SX / MesenCE
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::* This makes the emulator an ideal choice for the ease-of-use factor; otherwise, better options are available.
::* This makes the emulator an ideal choice for the ease-of-use factor; otherwise, better options are available.


* Support for the Super NES Mouse was added in version 5.0.0, alongside the ''Nintendo Classics'' rebranding and ''Mario Paint''.
* Support for the Super NES Mouse was added in version 5.0.0, alongside the Nintendo Classics rebranding and ''Mario Paint''.


; [[ZSNES]]
; [[ZSNES]]
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|{{Dunno}}
|{{Dunno}}
|-
|-
|Remove sprite limit
|{{Enhancements/Graphics/Remove sprite limit|The SNES has hardware support for up to [https://www.vg-resource.com/thread-28888.html 128 sprites.] – this limitation is indirectly responsible for some of the flickering seen in games at times and different strategies must be used to achieve certain game design elements. When this option is enabled, the limit is disabled, allowing more sprites to be drawn on the same line.}}
<small>The SNES has hardware support for up to [https://www.vg-resource.com/thread-28888.html 128 sprites.] – this limitation is indirectly responsible for some of the flickering seen in games at times and different strategies must be used to achieve certain game design elements. When this option is enabled, the limit is disabled, allowing more sprites to be drawn on the same line.</small>
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
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|-
|-
| rowspan="4" |Post-processing
| rowspan="4" |Post-processing
|{{Enhancements/Post-processing/AI-powered filter compatible}}||{{Dunno}}
|{{Enhancements/Post-processing/AI-powered filter}}||{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
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|-
|-
| rowspan="12" |Quality of life
| rowspan="12" |Quality of life
|Automatic emulated controller connect/disconnect
|{{Enhancements/Quality of life/Automatic emulated controller connect/disconnect}}
<small>Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.</small>
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
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|-
|-
|{{Enhancements/Quality of life/Built-in custom resolution}}
|{{Enhancements/Quality of life/Built-in custom resolution}}
| colspan="4" |<small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.</small>
| colspan="4" |Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.
<small>Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>
Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.
|-
|-
|Built-in [[Mods, hacks and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]||{{Dunno}}
|Built-in [[Mods, hacks and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]||{{Dunno}}
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|{{Dunno}}
|{{Dunno}}
|-
|-
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]
|{{Enhancements/Quality of life/Portable and stealth}}
<small>Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer specifications#Operating System|prerequisites and dependencies]] for your operating system if it is not statically linked.</small>
|{{Dunno}}
|{{Dunno}}
|{{Ya}}
|{{Ya}}
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|{{Ya}}
|{{Ya}}
|-
|-
|Frame step
|{{Enhancements/TAS features/Frame step}}
<small>(forwards and backwards)</small>
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
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|{{Dunno}}
|{{Dunno}}
|-
|-
|[[wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]||{{Dunno}}
|Macros/Scripts/[https://tasvideos.org/LuaScripting Lua]||{{Dunno}}
|{{~}}<br><small>There is no Lua scripting support but there is a [https://github.com/alttpo/bsnes-as separate fork] for AngelScript support.</small>
|{{~}}<br><small>There is no Lua scripting support but there is a [https://github.com/alttpo/bsnes-as separate fork] for AngelScript support.</small>
|{{Dunno}}
|{{Dunno}}
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|-
|-
| rowspan="10" |Misc.
| rowspan="10" |Misc.
|[[Sound and audio#Ambient sounds simulation|Ambient sounds simulation]]
|{{Enhancements/Misc./Ambient sounds simulation}}
<small>Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.</small>
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
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|{{Na}}
|{{Na}}
|-
|-
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]
|{{Enhancements/Misc./Audio filters and presets}}
<small>Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.</small>
| colspan="4" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.
| colspan="4" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.
|-
|-
|[[wikipedia:Category:Debugging|Debug features]]||{{Ya}}
|Debug features||{{Ya}}
|{{Ya|link=https://github.com/devinacker/bsnes-plus#bsnes-plus}}
|{{Ya|link=https://github.com/devinacker/bsnes-plus#bsnes-plus}}
|{{Ya}}
|{{Ya}}
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|{{Ya}}
|{{Ya}}
|-
|-
|[[Netplay#SNES|Netplay]]
|{{Enhancements/Misc./Netplay|SNES|Should not be confused with BS-X or XBAND modem emulation, see [[Super Nintendo Entertainment System emulators#Peripherals|peripherals]] section for more information.}}
<small>Should not be confused with BS-X or XBAND modem emulation, see [[Super Nintendo Entertainment System emulators#Peripherals|peripherals]] section for more information.</small>
|{{Na}}
|{{Na}}
|{{Ya}}
|{{Ya}}
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|{{~}}<ref name="RA" group="note" />
|{{~}}<ref name="RA" group="note" />
|-
|-
|Rich Presence (RPC)
|{{Enhancements/Misc./Rich Presence}}
<small>Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.</small>
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
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|{{Dunno}}
|{{Dunno}}
|-
|-
|Screen translator
|{{Enhancements/Misc./Screen translator}}
<small>Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.</small>
| colspan="4" |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter].
| colspan="4" |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter].
|}
|}
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# Launch with higan/bsnes.
# Launch with higan/bsnes.


To load the MSU-1 patched games with Snes9x: ''(See [https://docs.libretro.com/library/snes9x/#msu-1-support this page] for libretro core version)''
To load the MSU-1 patched games with Snes9x: (See [https://docs.libretro.com/library/snes9x/#msu-1-support this page] for libretro core version)


# Patch the original SNES ROM with the IPS patch
# Patch the original SNES ROM with the IPS patch
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[[Overclocking|Overclocking has been a thing in other SNES emulators previously]], but as the bsnes dev explains it;
[[Overclocking|Overclocking has been a thing in other SNES emulators previously]], but as the bsnes dev explains it;


Existing SNES emulators sometimes allowed overclocking the SNES CPU by a fixed amount, but it was done in a way that would either increase the video and audio rate, or break games. bsnes and Mesen-S now feature a new way of overclocking that comes from the NES emulation scene: inserting additional scanlines into the CPU thread, without running the video and audio during this time. The result is a method of removing slowdown in just about any SNES game, without any framerate or pitch distortion, and without harming compatibility in 99% of games (even streaming audio games such as Tales of Phantasia work as expected.) The [[wikipedia:List_of_Super_NES_enhancement_chips#SA1|SA-1]] and SuperFX can also be overclocked in this way. The other coprocessors ([[wikipedia:List_of_Super_NES_enhancement_chips#DSP-1|DSP-1]], [[wikipedia:List_of_Super_NES_enhancement_chips#Cx4|Cx4]], etc.) support HLE which results in all of their operations occurring.<ref>[https://gbatemp.net/threads/bsnes-and-mesen-s-add-newly-developed-snes-overclocking-method.545475/ bsnes and Mesen-S add newly developed SNES overclocking method]</ref>
Existing SNES emulators sometimes allowed overclocking the SNES CPU by a fixed amount, but it was done in a way that would either increase the video and audio rate, or break games. bsnes and Mesen-S now feature a new way of overclocking that comes from the NES emulation scene: inserting additional scanlines into the CPU thread, without running the video and audio during this time. The result is a method of removing slowdown in just about any SNES game, without any framerate or pitch distortion, and without harming compatibility in 99% of games (even streaming audio games such as Tales of Phantasia work as expected.) SA-1 and SuperFX can also be overclocked in this way. The other coprocessors (DSP-1, Cx4, etc.) support HLE which results in all of their operations occurring.<ref>[https://gbatemp.net/threads/bsnes-and-mesen-s-add-newly-developed-snes-overclocking-method.545475/ bsnes and Mesen-S add newly developed SNES overclocking method]</ref>
 
: [[wikipedia:List_of_Super_NES_enhancement_chips#List_of_Super_NES_games_with_enhancement_chips|''List of Super NES games with enhancement chips'']]


=== High-Resolution Affine Transformations ===
=== High-Resolution Affine Transformations ===
The SNES had a graphical mode called "Mode 7" that allowed scaling the first background layer. The Super-FX2 added more advanced scaling options, but they're not covered by Mode 7 and, therefore, enhancements for it. The SNES Mode 7 background is limited to 128x128 pixels, and the output resolution is 256x240. As a result, there is heavy aliasing and a general loss of quality with some transformations. However, there have been emulator enhancements to make it look better:
The SNES had a graphical mode called "Mode 7" that allowed scaling the first background layer. The Super-FX2 added more advanced scaling options, but they're not covered by Mode 7 and, therefore, enhancements for it. The SNES Mode 7 background is limited to 128x128 pixels, and the output resolution is 256x240. As a result, there is heavy aliasing and a general loss of quality with some transformations. However, there have been emulator enhancements to make it look better:


* '''High resolution:''' The scaled backgrounds are rendered with subpixel precision at a higher resolution compared to the rest of the game's graphics. This may cause visual discrepancies between both.
* High resolution: The scaled backgrounds are rendered with subpixel precision at a higher resolution compared to the rest of the game's graphics. This may cause visual discrepancies between both.
* '''Supersampling:''' Acts like a sort of antialiasing for Mode 7. All graphics are rendered with the same pixel size, though scaled backgrounds are rendered in a higher resolution, then processed back to the same resolution as the rest of the image for a more uniform look. Used to be the only option in bsnes.
* Supersampling: Acts like a sort of antialiasing for Mode 7. All graphics are rendered with the same pixel size, though scaled backgrounds are rendered in a higher resolution, then processed back to the same resolution as the rest of the image for a more uniform look. Used to be the only option in bsnes.
* '''Widescreen:''' Later added by bsnes-hd.
* Widescreen: Later added by bsnes-hd.


A fork of bsnes, [https://github.com/DerKoun/bsnes-hd/releases bsnes-hd], offers active development of these features. Most of those were ported back to [[higan]].
A fork of bsnes, [https://github.com/DerKoun/bsnes-hd/releases bsnes-hd], offers active development of these features. Most of those were ported back to [[higan]].
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!Snes9x
!Snes9x
|-
|-
| rowspan="3" |Hardware features
| rowspan="4" |Hardware features
| rowspan="2" |Cartridge enhancement chips
| rowspan="3" |Cartridge enhancement chips
| colspan="2" |[[wikipedia:List of Super NES enhancement chips|Official cartridge enhancement chips]]||{{Dunno}}
| colspan="2" |Official cartridge enhancement chips||{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
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|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|-
| colspan="2" |Super FX3||{{Dunno}}
|{{Dunno}}
|{{Ya}}
|{{Dunno}}
|{{Dunno}}
|-
|-
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|{{Dunno}}
|{{Dunno}}
|-
|-
| rowspan="32" |Peripherals
| rowspan="33" |Peripherals
| rowspan="2" |ASCII Turbo File
| rowspan="2" |ASCII Turbo File
| colspan="2" |Turbo File II mode||{{Na}}
| colspan="2" |Turbo File II mode||{{Na}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Ya}}
|{{Dunno}}
|{{Dunno}}
|-
|-
| colspan="2" |Turbo File Twin's Super mode||{{Na}}
| colspan="2" |Turbo File Twin's Super mode||{{Na}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Ya}}
|{{Dunno}}
|{{Dunno}}
|-
|-
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|{{Dunno}}
|{{Dunno}}
|-
|-
| rowspan="2" |{{YouTubeVideo|nEuAWIU89sQ|Bike controller}}
| rowspan="2" |{{YouTubeVideo|nEuAWIU89sQ|Bike controller}}<ref group="note">The 3500X is for home use and 9XS is for gyms. The home bike uses the expansion port (the only peripheral to do so other than the Satellaview and the unreleased SNES-CD), has 2 controllers instead of 4, but also compatible with ''Cannondale Cup'' unlike the gym bike.</ref>
<small>The 3500X is for home use and 9XS is for gyms. The home bike uses the expansion port (the only peripheral to do so other than the Satellaview and the unreleased SNES-CD), has 2 controllers instead of 4, but also compatible with ''Cannondale Cup'' unlike the gym bike.</small>
|Life Cycle 3500X||{{Na}}
|Life Cycle 3500X||{{Na}}
|{{Dunno}}
|{{Dunno}}
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| colspan="2" |[https://www.nesdev.org/wiki/Super_Famicom_NTT_Data_Keypad NTT Data Keypad]||{{Ya}}
| colspan="2" |[https://www.nesdev.org/wiki/Super_Famicom_NTT_Data_Keypad NTT Data Keypad]||{{Ya}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Ya}}
|{{Dunno}}
|{{Dunno}}
|-
|-
Line 1,077: Line 1,088:
|-
|-
| rowspan="2" |Modem
| rowspan="2" |Modem
| colspan="2" |[[Super Nintendo Entertainment System emulators#JRA PAT and NTT Data Controller|JRA PAT/NTT modem]]||{{Na}}
| colspan="2" |[[Super Nintendo Entertainment System emulators#JRA PAT and NTT Data Controller|''JRA PAT''/NTT modem]]||{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|-
|-
| colspan="2" |Teleplay modem
| colspan="2" |Teleplay modem<ref group="note">This modem was going to support [[cross-play]] between [[Sega Genesis]], [[NES]] and SNES.</ref>
<small>This modem was going to support [[cross-play]] between [[Sega Genesis]], [[NES]] and SNES.</small>
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
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|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|-
| colspan="3" |[https://github.com/mupfdev/SNESoIP SNESoIP]||{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|-
|-
| rowspan="3" |Special cartridges
| rowspan="3" |Special cartridges
| colspan="2" |[[wikipedia:SuFami_Turbo#Games|SuFami Turbo]]
| colspan="2" |SuFami Turbo
[[wikipedia:SuFami_Turbo#Games|<small>(incl. ST Link)</small>]]
(incl. ST Link)
|{{Ya|link=https://ares-emu.net/compatibility/nintendo-snes-super-famicom}}
|{{Ya|link=https://ares-emu.net/compatibility/nintendo-snes-super-famicom}}
|{{Ya|link=https://github.com/bsnes-emu/bsnes/blob/master/bsnes/Database/Sufami%20Turbo.bml}}
|{{Ya|link=https://github.com/bsnes-emu/bsnes/blob/master/bsnes/Database/Sufami%20Turbo.bml}}
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|{{Ya}}
|{{Ya}}
|-
|-
| colspan="3" |[[Super Nintendo Entertainment System emulators#Voice-kun|Voice-kun]]||{{Na}}
| colspan="3" |[[Super Nintendo Entertainment System emulators#Voicer-kun|Voicer-kun]]||{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}
|{{Na}}<br><small>Supported in SuperSnes9x fork.</small>
|-
|-
| rowspan="6" |Misc.
| rowspan="8" |Misc.
| colspan="3" |BS-X Satellaview SoundLink audio broadcast streaming/playback||{{Na}}
| colspan="3" |BS-X Satellaview SoundLink audio broadcast streaming/playback||{{Na}}
|{{Dunno}}
|{{Dunno}}
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|{{Dunno}}
|{{Dunno}}
|-
|-
| colspan="3" |[[wikipedia:Hot_swapping#Gaming|Cartridge hot swapping]]
| colspan="3" |Cartridge hot swapping<ref group="note">It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.</ref>
<small>It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.</small>
|{{Na}}
|{{Na}}
|{{Dunno}}
|{{Dunno}}
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|{{Dunno}}
|{{Dunno}}
|-
|-
| colspan="3" |[http://www.thealmightyguru.com/Wiki/index.php?title=Cartridge_tilting Cartridge tilting]
| colspan="3" |[http://www.thealmightyguru.com/Wiki/index.php?title=Cartridge_tilting Cartridge tilting]<ref group="note">Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. {{YouTubePlaylist|PLkAqx5EV7l_DkwOv4WmVEBLv39WPEUm3d|Cartridge tilting is not a glitch, but rather the process which creates glitches.}}</ref>
<small>Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. {{YouTubePlaylist|PLkAqx5EV7l_DkwOv4WmVEBLv39WPEUm3d|Cartridge tilting is not a glitch, but rather the process which creates glitches.}}</small>
| colspan="4" |There is no emulator currently includes built-in cartridge tilting simulation. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of cartridge tilting (e.g., visual/audio artifacts or crashes). However, it is not a true "cartridge tilting" simulator, as it works on live memory rather than simulating cartridge read errors.
| colspan="4" |<small>There is no emulator currently includes built-in cartridge tilting simulation. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor (RTCV)] tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of cartridge tilting (e.g., visual/audio artifacts or crashes). However, it is not a true "cartridge tilting" simulator, as it works on live memory rather than simulating cartridge read errors.</small>
|-
|-
| colspan="3" |Real-time clock||{{Ya}}
| colspan="3" |Real-time clock||{{Ya}}
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|-
|-
| colspan="3" |[https://consolemods.org/wiki/SNES:SNES_Model_Differences Switch between board revisions]||{{Dunno}}
| colspan="3" |[https://consolemods.org/wiki/SNES:SNES_Model_Differences Switch between board revisions]||{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|-
| colspan="3" |Turbo File adapter for ''Wizardry'' character import/Famicom's save file injection into ASCII Turbo File Twin<br><small>In addition to Super Famicom's Turbo File device support (TFII mode only) for saving game progress while in-game, the Japanese version of ''Wizardry V: Heart of the Maelstrom'' additionally supports importing character party members from earlier ''Wizardry'' series' Famicom games if you connect a Famicom's Turbo File I/II device via the Turbo File Adapter. However, their levels will be forcibly reset to 1. No other games (including non-Japanese versions of this game) used such Famicom data transfer feature. Emulators' developers are more likely to opt to implement this quirk by permitting injection of Famicom's Turbo File save files into the emulated Super Famicom's Twin File's memory in its TFII mode from the outside rather than simultaneously emulating both the Famicom's Turbo File device and the passthrough device in sync (which wouldn't make sense, anyway, unless it's a [[multi-emulator]] which supports both NES and SNES with a shared Turbo File device implementation, and even then it would probably still be far less convenient due to emulating the additional adapter device).</small>||{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|-
| colspan="3" |2 multitaps<ref group="note">2 multitaps can be physically connected to a single SNES console. Nintendo's specifications prohibit this, games with multitap support will display an error message if detect a multitap connected to the first controller port. A single homebrew game, ''N-Warp Daisakusen'', is programmed to bypass this and it supports 2 multitaps for up to 8 players.</ref>||{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
|{{Dunno}}
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=== Super Game Boy ===
=== Super Game Boy ===


: ''This shouldn't be confused with [[Game Boy Advance emulators#Hardware features and peripherals|GB/GBC backwards compatibility emulation/GBA mode]] or [[Game Boy (Color) emulators|Game Boy (Color) emulation]].''
: This shouldn't be confused with [[Game Boy Advance emulators#Hardware features and peripherals|GB/GBC backwards compatibility emulation/GBA mode]] or [[Game Boy (Color) emulators|Game Boy (Color) emulation]].


The '''[[gametech:Super Game Boy|Super Game Boy]]''' was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo through the cartridge slot, just like a typical SNES game. The Super Game Boy uses a special version of the Game Boy hardware to allow for ''[https://www.giantbomb.com/super-game-boy-enhancement/3015-4804 Super Game Boy enhanced]'' Game Boy games to operate its otherwise hidden features, such as colorization, special effects or upgrades such as extra multiplayer functionality, custom frame borders or color palettes, or even new control schemes and improved sound (enhanced music, voice clips) by way of the SNES's more sophisticated sound hardware.
The [[gametech:Super Game Boy|Super Game Boy]] was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo through the cartridge slot, just like a typical SNES game. The Super Game Boy uses a special version of the Game Boy hardware to allow for [https://www.giantbomb.com/super-game-boy-enhancement/3015-4804 Super Game Boy enhanced] Game Boy games to operate its otherwise hidden features, such as colorization, special effects or upgrades such as extra multiplayer functionality, custom frame borders or color palettes, or even new control schemes and improved sound (enhanced music, voice clips) by way of the SNES's more sophisticated sound hardware.


Although many [[Game Boy/Game Boy Color emulators]] and [[Game Boy Advance emulators]]<ref>[https://github.com/mgba-emu/mgba/issues/2985 mGBA - Super Game Boy miscellaneous enhancements are not planned].</ref> can somewhat replicate the SGB's added features using certain tricks, a true recreation of the SGB can only be done by a multisys that supports emulating a SNES and a Game Boy simultaneously. [[higan]], and by extension [[ares]], were the first emulators to add proper SGB support, [https://old.reddit.com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ though it's understandably hardware-intensive even by their usual reckoning.] As of April 2023, Mesen is the only other multi-system emulator that can properly replicate the SGB. Versions of bsnes at and before v073 used the Gambatte core for its Super Game Boy functionality, nowadays, it is using Sameboy for Super Game Boy emulation. byuu eventually made his own Game Boy core for higan, which ended up having pretty good accuracy. Ares has its own GB/GBC core and uses that for Super Game Boy emulation.
Although many [[Game Boy/Game Boy Color emulators]] and [[Game Boy Advance emulators]]<ref>[https://github.com/mgba-emu/mgba/issues/2985 mGBA - Super Game Boy miscellaneous enhancements are not planned].</ref> can somewhat replicate the SGB's added features using certain tricks, a true recreation of the SGB can only be done by a multisys that supports emulating a SNES and a Game Boy simultaneously. [[higan]], and by extension [[ares]], were the first emulators to add proper SGB support, [https://old.reddit.com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ though it's understandably hardware-intensive even by their usual reckoning.] As of April 2023, Mesen is the only other multi-system emulator that can properly replicate the SGB. Versions of bsnes at and before v073 used the Gambatte core for its Super Game Boy functionality, nowadays, it is using Sameboy for Super Game Boy emulation. byuu eventually made his own Game Boy core for higan, which ended up having pretty good accuracy. Ares has its own GB/GBC core and uses that for Super Game Boy emulation.


There are a few hiccups with emulating the Super Game Boy, however. higan's Game Boy core isn't up to snuff. One notable example is [[wikipedia:Pokémon_Red,_Blue,_and_Yellow#Pokémon_Yellow|''Pokémon Yellow'']] and the special border supposed to display. higan displays the standard Game Boy border, while the real hardware displays a special green Pikachu border. On the other hand, [[wikipedia:Pokémon_Gold_and_Silver|''Pokémon Gold'' and ''Silver'']], designed for the Game Boy Color, can operate on a Game Boy, and operates as intended when played on a Super Game Boy. Also, if one attempts to run the Game Boy Camera in higan in Super Game Boy mode, the emulator crashes.
There are a few hiccups with emulating the Super Game Boy, however. higan's Game Boy core isn't up to snuff. One notable example is ''Pokémon Yellow'' and the special border supposed to display. higan displays the standard Game Boy border, while the real hardware displays a special green Pikachu border. On the other hand, ''Pokémon Gold and Silver'', designed for the Game Boy Color, can operate on a Game Boy, and operates as intended when played on a Super Game Boy. Also, if one attempts to run the Game Boy Camera in higan in Super Game Boy mode, the emulator crashes.


Another thing to note is that there is a redesigned model, only released in Japan, called the ''Super Game Boy 2''. Compared to the original, the main feature the SGB2 adds is a link cable connection, allowing for connectivity with normal Game Boys or even with other SGB2s. It also uses its own oscillator to be able to run games at normal speed, fixing a slight overclocking issue that stemmed from the original SGB's reliance on the clock signal from the SNES. higan and ares can run in ''Super Game Boy 2'' mode, but link cable connections aren't possible yet, not even with other Game Boy emulators that can emulate a link cable.
Another thing to note is that there is a redesigned model, only released in Japan, called the Super Game Boy 2. Compared to the original, the main feature the SGB2 adds is a link cable connection, allowing for connectivity with normal Game Boys or even with other SGB2s. It also uses its own oscillator to be able to run games at normal speed, fixing a slight overclocking issue that stemmed from the original SGB's reliance on the clock signal from the SNES. higan and ares can run in Super Game Boy 2 mode, but link cable connections aren't possible yet, not even with other Game Boy emulators that can emulate a link cable.


=== asciiPad ===
=== asciiPad ===
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==== Super Scope ====
==== Super Scope ====
The Super Scope is a bazooka-looking light gun that is a bit more complex than the Zapper for the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]]. [[wikipedia:Super_Scope_6|''Super Scope 6'']], [[wikipedia:Yoshi's_Safari|''Yoshi's Safari'']], [[wikipedia:Battle_Clash|''Battle Clash'']], and [[wikipedia:Metal_Combat:_Falcon's_Revenge|''Metal Combat: Falcon's Revenge'']] used it. Some emulators including Snes9x and bsnes/higan support the Super Scope, emulated with the mouse.
The Super Scope is a bazooka-looking light gun that is a bit more complex than the Zapper for the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]]. ''Super Scope 6'', ''Yoshi's Safari'', ''Battle Clash'', and ''Metal Combat: Falcon's Revenge'' used it. Some emulators including Snes9x and bsnes/higan support the Super Scope, emulated with the mouse.


==== Konami Justifier ====
==== Konami Justifier ====
Similar to the NES Zapper, but differs from the Super Scope. It is another light gun, but requiring calibration this time around. It looks like a real gun and was intended to simulate the shooter arcade experience. Only one game is compatible, and that is [[wikipedia:Lethal_Enforcers|''Lethal Enforcers'']]. Snes9x and higan support this gun.
Similar to the NES Zapper, but differs from the Super Scope. It is another light gun, but requiring calibration this time around. It looks like a real gun and was intended to simulate the shooter arcade experience. Only one game is compatible, and that is ''Lethal Enforcers''. Snes9x and higan support this gun.


=== Super Multitap ===
=== Super Multitap ===
Made by Hudson Soft and licensed by Nintendo, this functions similarly to the [[Nintendo Entertainment System emulators|NES Four Score]]. Instead of using both controller ports, it just used one, allowing up to 5 players at once. [[wikipedia:List_of_Bomberman_video_games|''Bomberman'' games]] used this accessory. Some emulators, including Snes9x and bsnes/higan, support five players.
Made by Hudson Soft and licensed by Nintendo, this functions similarly to the [[Nintendo Entertainment System emulators|NES Four Score]]. Instead of using both controller ports, it just used one, allowing up to 5 players at once. ''Bomberman'' games used this accessory. Some emulators, including Snes9x and bsnes/higan, support five players.


=== [https://niwanetwork.org/wiki/JRA-PAT JRA PAT and NTT Data Controller] ===
=== [https://niwanetwork.org/wiki/JRA-PAT ''JRA PAT'' and NTT Data Controller] ===
This is a rather obscure Super Famicom game with compatible accessories. ''JRA PAT'' is a horse race gambling game that {{YouTubeVideo|wtMlEcf8x6Q|allowed you to use real money}}. The service is dead. No emulator appears to support the special controller and modem that plugs into the player 1 and player 2 slots.
This is a rather obscure Super Famicom game with compatible accessories. ''JRA PAT'' is a horse race gambling game that {{YouTubeVideo|wtMlEcf8x6Q|allowed you to use real money}}. The service is dead. No emulator appears to support the special controller and modem that plugs into the player 1 and player 2 slots.


=== Voice-kun ===
=== Voicer-kun ===
A few games by Koei shipped with an Audio CD that typically contained voice acting and supported the Voice-kun accessory, which would command a CD player with IR signals. Typically used by remote controllers so that audio plays at specific points in the game. These games are still playable in most emulators but without Voice-kun support. byuu intended to make either MSU-1 hacks or proper Voice-kun emulation for these games in future higan versions, which would make it the first emulator to emulate this feature, but died of suicide.
A few games by Koei shipped with an Audio CD that typically contained voice acting and supported the Voicer-kun accessory, which would command a CD player with IR signals. Typically used by remote controllers so that audio plays at specific points in the game. These games are still playable in most emulators but without Voicer-kun support. byuu had intended to make either MSU-1 hacks or proper Voicer-kun emulation for these games in future higan versions, which would make it the first emulator to emulate this feature, but had died of suicide before finishing the feature. As of 1 September 2026, the only emulator to support is SuperSnes9x, an AI-assisted fork of Snes9x.


== Hardware variants ==
== Hardware variants ==