Machine translation of the description: “This is a scale-up / down rotation demonstration of the Mega Drive that was released at the Toy Show in 1990. It was realized by software because there is no hardware scaling function. It was later used for a TeraDrive store demonstration, which was taken of it. Since the CRT monitor was photographed with a digital camera, special noise is included. At that time, in addition to the rotating Alisa of "Phantasy Star" and Namco's "Metal Hawk" planes published in magazines, SEGA logo, Alex of "Alex Kid", Nay of "Phantasy Star 2", "Sonic" You can see the early version of "A human heroine called Madonna has appeared." The point is that there are two backgrounds (eg Arisa is rotating, but the SEGA logo on the background is not rotating). However, when scaling and rotation are performed at the same time (eg Alex Kid or Nai), it seems to be on the other side.”
Looks like they're getting some good, playable frame rates. Judging by the weird rotation, I assume they're using 256x224 mode? Makes sense, as there's less pixels to calculate, but I feel like the rotation should be tweaked for it.
This is really neat. I do wonder where that picture of Alissa from Phantasy Star is from though, it's not art from the original game or from PSII, interesting if it was just drawn for this particular demo.
Amazing work friend, were you at the 90's show? This is an intresting demo and its great to see other genesis games featured in this demo in rotation. If you werent at the show, where did you get this? I'm not gonna bother you to "dump", It be intresting to get a copy myself instead of begging for you to dump it. 素晴らしい仕事仲間、あなたは1990年代のショーにいましたか?これは興味深いデモであり、このデモで紹介されている他のジェネシスゲームを順番に見るのは素晴らしいことです。ショーに参加していなかった場合、これはどこで見つけましたか?わざわざ「ダンプ」するつもりはありません。ダンプを懇願するのではなく、自分でコピーを取得するのは興味深いことです。
Apparently portions of this demo were used on the factory testing/diagnosis software for the MEGA-CD as some of these images are into pictures at the service/repair documentation.
It seems software scaling on the Mega Drive got more and more polished over the years. As impressive as that last one was, games like Road Rash, Battletoads & Double Dragon, Red Zone, and F1 fared much better than this demo
Seems like it, another video shows a proto version of the special stage and Spring Yard music (differences I notice is that the special stage lacks one channel, and spring yard has different drumming (other than the fact it's using higher quality DAC))
SEGA MEGADRIVE... this demo was originally shown in Japan where Sega created the Sega MegaDrive... come on don't be lazy and use the correct term Genesis is just the U.S.A. name.
I wish SEGA Mega Drive/Genesis Had Better Screen, DAC Sound Quality and Better Mode 7 like this in the first place since 1988 more like the Arcade graphics.
Yeah, it's pretty cool for what it is. Still, it's kinda crazy how easy the SNES makes this look with its built in Mode 7 background rotation and scaling, and indeed skewing and twisting too. And I've never noticed the SNES slowing down or dropping frames when just scaling and/or rotating large background images like this either. Christ, it can hold a steady 60fps while doing all of this during gameplay in F-Zero, and even when drawing 4 fully Mode 7 screens plus lots more stuff in the multiplayer mode in Street Racer. So, yeah, for scaling very large images and even full backgrounds like this, the SNES was absolutely the king of the castle.
@@inceptional It's also worth noting that the Mega Drive came out as a competitor against the Famicom and PC Engine so, in that respect, it was the superior machine for those first couple years. There was no Sonic until '90/'91, they were selling the console on their first-party arcade conversions and sports titles which really were pretty close to the real thing at the time. On paper, it's one advantage over the SNES is CPU speed, 7.67 MHz versus 3.58 MHz. But Nintendo were a little more thoughtful in their design, they made a more well-rounded machine that was a clean cutaway from the Famicom with the deliberate intent of using custom chips inside of games to enhance the base unit. The Genesis is basically a costed down iteration of SEGA's System 16 arcade board without the bells & whistles on top of the Master System platform to maintain backwards compatibility. That 3 years made all the difference. :-)
@@robintst Yeah, and even despite coming out a couple years before the SNES, Genesis still has many strengths over the SNES in various areas. So kudos to Sega on that front. But overall I think Nintendo made the right decisions for the time, which is ultimatley why the SNES won imo. Well, that and Nintendo's first party titles, which were second to none.
your comments reek of fanboyism... This is a technical demonstration based on assembler programming, aka using the full capacity potential of the Sega MegaDrive hardware released in 1988 Japan and one year later in 1989 North America and ANOTHER year later in U.K. and European PAL regions in 1990. Custom coding to each hardware was more common depending on the dev teams and companies who preferred it over dull and slow "easier" coding languages. In fact a U.K. game programmer made some shocking early 90s racing games that were fully 3d graphics but were on PC-DOS platform and did not use any custom hardware other than the CPU but using his custom 100% assembler coding and the sad story is that the programmer I am referring to did not try to work for Sega, Sony or even Nintendo with their custom hardware. The Super FamiCom was launched in Japan in late 1990 and ONE year later in 1991 North America which is THREE WHOLE YEARS after the Japanese Sega MegaDrive launch. In 1988, Sega's hardware engineers faced design challenges to produce an affordable home consumer use videogame system to compete NOT just against the 1987 successful launch of the NEC PC-Engine but any potential and UNKNOWN threat by the "Super FamiCom" which Nintendo Japan started mentioning around either late 1987 as a "rumor" or by 1988 at a technical talk panel where they revealed they were gonna have this "Super FamiCom" ready to launch by late 1989... Whatever the case your point is moot when it comes to technology because the Super FamiCom aka Super Nintendo had the overwhelming advantage of being made with full knowledge of the rival competition's specs... a same move Nintendo used with the Nintendo 64 which yes was hands down technologically superior when it came to 3d graphics capabilities over the competition when released in 1996. Time is a factor here thus your whining that Super Nintendo is "better" just comes off as childish... technically speaking the S.N.K. NeoGeo AES launched in Japan 1990 is "better" than the Super Nintendo and Sega MegaDrive but were you alive and working at a job yourself and able to afford buying S.N.K. and the games? Your comment indicates you had no clue.
SFCにハードで備わっている機能に対抗して、MDやPCE陣営はそれをソフトで実現しようとしてたなぁ。
スペック的に出来ないはずのものが目の前で展開される様は、得も言われぬ感動があったものだ…
ファミコンから乗り換えたメガドライブ。電源入れて暗闇に浮び上がるSEGAのロゴ見た時の感動は後にも先にも味わうことは無かったよ。
今でも実機現役メガドライバー。メガCDは壊れちゃったけどまだ100本以上ソフト持ってたまに引っ張り出して遊んでますが、
今の時代のTVでビデオ出力だと画像が荒くなってしまって寂しいですね。
懐かしいものがみれた。マシンのスペック不足をソフトウェアでどうにかしてしまうあの頃のセガが好きだった
Machine translation of the description:
“This is a scale-up / down rotation demonstration of the Mega Drive that was released at the Toy Show in 1990. It was realized by software because there is no hardware scaling function.
It was later used for a TeraDrive store demonstration, which was taken of it. Since the CRT monitor was photographed with a digital camera, special noise is included.
At that time, in addition to the rotating Alisa of "Phantasy Star" and Namco's "Metal Hawk" planes published in magazines, SEGA logo, Alex of "Alex Kid", Nay of "Phantasy Star 2", "Sonic" You can see the early version of "A human heroine called Madonna has appeared."
The point is that there are two backgrounds (eg Arisa is rotating, but the SEGA logo on the background is not rotating). However, when scaling and rotation are performed at the same time (eg Alex Kid or Nai), it seems to be on the other side.”
シャイニングアンドザダクネスではスゴく滑らかにできてましたよね。
…シャイニングシリーズ、あの頃の絵柄に戻らないかな。
ダクネスは画像の書き換えですね(絵を入れ替えて疑似3D)・・・🦆
おすすめから来ました。拡縮回転の機能は、この頃はまだ家庭用機ではSFCが一強でした。PCEやMDも試行錯誤していましたが、
やはりソフトウェア処理の負荷、ハードウェアのコストが問題だったようです。貴重な動画、ありがとうございます!
メガドライブの開発陣はハードウェアに拡縮だけは絶対に入れたいと最後まで粘ったがコストダウンのために泣く泣くカットしたんだよね。
それと同時発色数も512色で行きたかったのだが、マーク3との互換に拘ったためにあのパレットになっちまったんだよな。
なんというか、色々惜しいマシン。
理想はネオジオのようなマシンを描いてたんだろうな
そういうとこがセガの衰退を招いたんだろうね。
Looks like they're getting some good, playable frame rates. Judging by the weird rotation, I assume they're using 256x224 mode? Makes sense, as there's less pixels to calculate, but I feel like the rotation should be tweaked for it.
ハードウェア処理のSFCに対抗してソフトウェア処理で行うことは無謀だと思うけど、
この研究で得た経験がMEGACDに繋がっているかと思うと面白いものを感じますね。
Look for the Mega Drive game, "Red Zone" if you want to see some really impressive Zooming in and out for a game on the system!!!
в Ред-зоне нет масштабирования. А вращения там происходят по тайлам, а не по пикселям. Причём в режиме 32х28 тайла, часть из которых - UI.
Why am I not surprised to see you here? 😉
Good gravy, you are just everywhere these days.
But... hello, you!
Best Sega logo zoom goes to NBA HANGTIME. So smooth!
And each time you hit reset it scales in a new fun way! For about 5 times till it repeats.
@@Lightblue2222 а как же Gunstar Heroes, Zero tolerance, shinobi 3, etc.?
これってメガドライブでの拡大縮小デモとして最初に公開されたやつですかね❓❗
当時紙面でしか見ることできなかったので、感激です❗
This is really neat. I do wonder where that picture of Alissa from Phantasy Star is from though, it's not art from the original game or from PSII, interesting if it was just drawn for this particular demo.
Oh, so that's where that pixelated drawing of Sonic and Madonna comes from. Huh, neat
Such a cute Alys and Nei! These guys knew what kind of images to use. :)
Sega needs to bring them back in their future games. or a proper PS5 game
今はなんでもできる時代。この頃の技術者さんのおかげですね。
MDのVDPに回転機能が無いのでCPU演算で回転するのって、「それ無茶だろ」と思った当時の自分。
BEメガ(ソフバン)買ってたので記事は見たのですが、セガの無理矢理感が・・・
懐かしい‼️これらがアノ、タワーマシン32xにつながって行くんやねぇ‼
当時専門誌で見てました!こんなにきれいに動くんですね!セガもスーファミの発売に影響受けたんでしょうね。
ネイかわいい
0:32
Who is that in the demo? I see Alex Kidd, Nei, Sonic and Madonna, but I don't know her name.
Alis from Phantasy Star
フェリオスの1面の最後で画面が拡大していくの、どうやってるんだろう?って不思議だった
PCエンジンの英雄伝説2のOPでも拡大を使ってたな
68000の7.8MHzくらいじゃなかったっけ
ソフトウェアだけでこれだけの速度出るのは凄い
Simply amazing. Wish I had a copy, along with the Tokyo Toy Show Sonic 1 beta.
you and everyone else bud 💀
@@Karnage233 I've had more fun making my own Sonic levels recently lol
SEGAは
アーケードと家庭用の連携を取ってたら、
かなり良いハードを作ってたかと
メガドライブはねぇ…ロンチがスペハリ2とサンダーブレードと拡大縮小バリバリに使うゲームで
獣王記も16Bで拡縮使ってたし、開発時期が悪かったとはいえ先見の明で無理してでも専用チップを積んでおくべきだった。
後のソニックは勿論、ガンスター、ベアナ2、魂斗羅、ヴァンパイア等の回転は当時のゲハ厨が絶叫する完成度でそれはそれで熱かったのだが。
値段的にもPCエンジンが24,800円、後出だがSFCも25,000円に対しMDは21,000円だったのでまだ猶予はあったのではないかと勘繰ってしまう。
当時のセガはACチームとCSチームの連携とか全く無かったそうだが、自分の印象ではセガCSは常にACの劣化品と潜在的に位置付けてた気がする。
最終のDCに至ってもその流れのままで、「家庭用では本気出さない」がセガだったのかな?
そしてそんな”当時の“セガが大好きでした。
Amazing work friend, were you at the 90's show? This is an intresting demo and its great to see other genesis games featured in this demo in rotation. If you werent at the show, where did you get this? I'm not gonna bother you to "dump", It be intresting to get a copy myself instead of begging for you to dump it.
素晴らしい仕事仲間、あなたは1990年代のショーにいましたか?これは興味深いデモであり、このデモで紹介されている他のジェネシスゲームを順番に見るのは素晴らしいことです。ショーに参加していなかった場合、これはどこで見つけましたか?わざわざ「ダンプ」するつもりはありません。ダンプを懇願するのではなく、自分でコピーを取得するのは興味深いことです。
Apparently portions of this demo were used on the factory testing/diagnosis software for the MEGA-CD as some of these images are into pictures at the service/repair documentation.
It seems software scaling on the Mega Drive got more and more polished over the years. As impressive as that last one was, games like Road Rash, Battletoads & Double Dragon, Red Zone, and F1 fared much better than this demo
当時、Beepメガドライブに記事が掲載されてましたね。
オブジェクトを拡縮、回転させるというのは、簡単そうにみえて当時はとても難しい技術だったみたいですね。
Xボード(アフターバーナーのアーケード基盤)ですら拡縮だけで、回転機能はなかったと聞いたことがあります。
拡大縮小回転は行列演算だから相当計算回数いるしなー。
いやいや
スプライトにしろBGにしろラインバッファハードウェアなので、ラインスキャンの際に、ドットクロックに対してXとYを両方加算すれば回転になりますし、1より小さくすれば拡大、1より大きくすれば縮小になります。
ドットクロックで駆動する乗算回路すら必要ありませんし、ラスタ毎の開始オフセット程度ならCPUにやらせてしまってもOKです。
実際、セガ系ハードはラスタ毎にオフセット指定できるようになってますし。
@@m.mishima9485 昔の拡大縮小回転可能なハードウェアはそういう仕様だったんだ。
実際にここまで拡大縮小してみせた作品はなかったし、そもそもメガCDに増設する必要ないはずですから実用レベルには至らなかったのでしょうね
積んだメガCDですら拡大縮小機能をスーパーファミコンに比べてあまり使ってない感じでしたし
技術は開発したものの、実際のゲームにはほとんど生かせてなかったですよね…ハード処理じゃないから遅かったんでしょうね。
ファンタシースターの女の子の絵は画面いっぱいのサイズなので、もしゲームに採用したら1枚1メガビット位容量取られるので、当時8メガ〜16メガのカセットでは採用せず、そういうのはメガCD用に任せたのでしょう
スーパーファミコンは回転拡大機能モードでは色数をかなり落としてました
メガドラもスーファミも本来32メガ以上から性能出せる機体なのでその点は非常に残念でした(当時ゲーセンで100メガ位のゲームを家庭用に16〜24メガにして移植してました)
@@とろろペ さん、コメントありがとうございます。容量の問題もあって、初代ソニックのボーナスステージくらいが精一杯だったのでしょうね。
素晴らしい
No way Sonic pulled a baddie before most of us did
It's me, or that was done on a SGI Indy? The computer sounds are VERY familiar.
メガCDで実装したんんでしたっけ?回転縮小とPCM音源
I noticed when slowing this video down to 83% its' regular speed, the music plays as normal.
Perhaps this was meant to be played on a PAL console?
テラドライブ懐かしい、結局あのパソコンは需要あったの?
サタンが出るまでは任天堂ユーザーだったけれど何だか涙が出てきそう
what a very early demo, yet very interesting to see sega themselves trying mode 7 like effects on thier own hardware , choppy but impressive
mode 7 is not sprite scaling
Who is the blonde girl with Sonic?
@@RolandTemplar it was supposedly Sonic's girlfriend, it was something sega had in mind but they scraped the idea when the first game released
@@queercommunist thats why i said "mode 7 like"
@@kiwibro6454 a human one? WTF, is.so.weird
In which resolution mode does this work? Low-res mode (256x224) or normal mode (320x240)?
i think low-res
やっぱ悲しいけど、メガドラは、やっぱり回転縮小が弱いんよな
(メガドラCDで改善したけど)
スーファミのパイロットウィングスとかには太刀打ち出来ない...
0:55 The Conept Title Screen for Sonic 1!
No it is not, it was litteraly made for this demonstration
@@ViewpointProd that right!
ネイが好きだったな...
ファミコンではよくコナミがカートリッジに特殊なチップ積んでグラディウスシリーズとか移植してたけど、メガドラでも出来なかったのかなー この技術を使ったMD版フェリオスとか、夢に終わったパワードリフトを見てみたかったな
Wow!
Where is the ROM!?
It's a EPROM
@@ricardopurnell3923 an EPROM is read only unless you shine ultraviolet light on it, and you know full well what was meant anyway
素晴らしい、それは素晴らしいファイルです、あなたはセガのオフィスで働いていましたか? アルゼンチンからの手紙
He just play the demo.
どことなくpc88のデモを思い出してしまった。
Perfect!
スーパーファミコンの回転拡大もチップを搭載しなければ表現できないものもあったようですね
どこでこれを手に入れましたか?
Does it actually have music?
Seems like it, another video shows a proto version of the special stage and Spring Yard music (differences I notice is that the special stage lacks one channel, and spring yard has different drumming (other than the fact it's using higher quality DAC))
@@MDTravisYT link
Hello!
メガCDのスペック表に「拡大縮小回転処理ハートウェア搭載」と書かれてたけど、結局それサブCPUの68000の事だったしなぁ。
全画面VRAMの転送速度にも限界もあるし、2軸回転以外スーファミには勝てんわな。
メガCD は 回転・拡大縮小処理のために専用のカスタムDSPを搭載していますよ。このDSPを検証するために1.5畳分のラッピングボードを作ったと石川氏が発現しています。ただ、メガCDはDSPの演算結果を直接出力できず、一度メモリへ戻す必要があるためSFCに比べて遅いとか言われていました(その分、さらに別処理をかけることができます)。CPUでやっていると言われるのは、初期タイトル等でROMタイトルからメガCDに変更になったため、メガCDの機能を使わずCPUで処理しているタイトルが多かったことから生まれた誤解でしょう
SEGAはポリゴンてナニ?て時代から擬似3Dやってたメーカーだからね(笑)メガドラのカセットとか最後らへん中身詰まりすぎてミチミチ感ヤバかったよな(笑)
当時、おもちゃショーで見て興奮した記憶があります
セガの人が「これは原爆みたいなモノ、作ろうと思えば誰でも作れる」と言っていました。
その後のセガ担当者との質問コーナーで、
セガ「このROM買いたい人といるの?」
(ほぼ全員が手を上げる)
セガ「でもEPROMだから2~3万円するよ?」
なんていうやりとりがありましたっけ。
当時も、3万円出しても欲しいと思いましたし、今持っていたらその10倍の価値はありますよね。
!?突然ですみませんが、もしよろしければ、お聞きしたい事があります。
はい、覚えているのは上の情報くらいですが、それでもよろしければ。
@@comimerrynotes4842 ありがとうございます。名乗るのが遅れてすみません、rsジュニアと申します。
おもちゃショーSEGA ブースでの事をよく覚えていらっしゃるようなので嬉しいです。
さて、本題のお聞きしたい事はと言いますと、東京おもちゃショーのソニックを当時ご覧になっていた場合、それは以下の動画の様な物だったでしょうか?
th-cam.com/video/RTAwjVOZVN4/w-d-xo.html
ちなみに理由は、海外の方々がおもちゃショーの情報を熱心に探しており、私もその方々の力になりたい、という物です。
長文失礼しました。
@@ミツルギレイジ rsジュニア様、Comiと申します。メッセージありがとうございます。
残念ですが、ご紹介の動画があったかどうかも含めて、記憶にありません。
このおもちゃショーのタイミングでは、ソニックがセガを代表するソフトに化けるなんてことは全く思っておらず、正直ただのアクションゲームというだけでした。
仮にこの動画が当時のおもちゃショーで流れていたとしても、ただのアクションゲームが静止画で紹介されているだけなので、印象に残らなかったと思います。
私が始めてソニックを買おうかな?と思ったのは、この回転ルーチンがボーナスステージに搭載されると知ってからです。
ご期待に沿えず申し訳ございません。
@@comimerrynotes4842 貴重なご意見ありがとうございます!記憶にございませんか...。もしかすると、私が貼ったURLの動画のソニックは、フェイクなのかも知れませんね。その事も含め、私はこれからも情報を探って行きます。
0:31 Came here for this one right here.
0:48 Neisecond!!!
UFOキャッチャーみたいな曲
1080p music green hills zone
Did he found the TTS 1990 build? Oh boy!
no
@@sneezeman497 no s@#$ shortlock
Oops sorry joshuas
i remember this
Okey than did you play the sonic tokyotoyshow demo or seen it
It's a EPROM sorry guys it and I got this form merrynotes
米欄カオスで草
海外の方々はこれのROMを入手したいようです。
ソニックの隣に誰かおるで
マドンナですね。一応初代ソニックのバックストーリーに登場したようですが、
存在感皆無です。というか開発段階でカットされているのかも。
Madna is
Translate someone is next sonic
BGMで思い出したけど、ソニック1のスペシャルステージなんかスーファミの比にならんぐらい回転機能使い倒してるじゃねえかw
あれは回転機能ではなく、あらかじめ回転しているスプライトを作っています。
Uuhh idk 😐
Green hill zone?!
Why did you put Genesis even though you're in Mega Drive land...?
SEGA MEGADRIVE... this demo was originally shown in Japan where Sega created the Sega MegaDrive... come on don't be lazy and use the correct term Genesis is just the U.S.A. name.
BETA MUSIC
yes, it is.
@@olds86307 Huh?
@@ミツルギレイジ the music in the video is an early version of green hill zone from sonic 1.
now im confused how we know this is from the demo
I wish SEGA Mega Drive/Genesis Had Better Screen, DAC Sound Quality and Better Mode 7 like this in the first place since 1988 more like the Arcade graphics.
今思えば拡大縮小回転機能なんて要らなかった・・・
アフターバーナーとかスペースハリアーとかアウトランみたいなゲームの全盛期だからあっても良かったと思う。
Damn Demo....*
Até no zoom mostra a terra plana
Yeah, it's pretty cool for what it is. Still, it's kinda crazy how easy the SNES makes this look with its built in Mode 7 background rotation and scaling, and indeed skewing and twisting too. And I've never noticed the SNES slowing down or dropping frames when just scaling and/or rotating large background images like this either. Christ, it can hold a steady 60fps while doing all of this during gameplay in F-Zero, and even when drawing 4 fully Mode 7 screens plus lots more stuff in the multiplayer mode in Street Racer. So, yeah, for scaling very large images and even full backgrounds like this, the SNES was absolutely the king of the castle.
the megadrive did come out about 3 years before the snes though
@@charlie891 You're not wrong.
@@inceptional It's also worth noting that the Mega Drive came out as a competitor against the Famicom and PC Engine so, in that respect, it was the superior machine for those first couple years. There was no Sonic until '90/'91, they were selling the console on their first-party arcade conversions and sports titles which really were pretty close to the real thing at the time. On paper, it's one advantage over the SNES is CPU speed, 7.67 MHz versus 3.58 MHz. But Nintendo were a little more thoughtful in their design, they made a more well-rounded machine that was a clean cutaway from the Famicom with the deliberate intent of using custom chips inside of games to enhance the base unit. The Genesis is basically a costed down iteration of SEGA's System 16 arcade board without the bells & whistles on top of the Master System platform to maintain backwards compatibility. That 3 years made all the difference. :-)
@@robintst Yeah, and even despite coming out a couple years before the SNES, Genesis still has many strengths over the SNES in various areas. So kudos to Sega on that front. But overall I think Nintendo made the right decisions for the time, which is ultimatley why the SNES won imo. Well, that and Nintendo's first party titles, which were second to none.
your comments reek of fanboyism... This is a technical demonstration based on assembler programming, aka using the full capacity potential of the Sega MegaDrive hardware released in 1988 Japan and one year later in 1989 North America and ANOTHER year later in U.K. and European PAL regions in 1990. Custom coding to each hardware was more common depending on the dev teams and companies who preferred it over dull and slow "easier" coding languages. In fact a U.K. game programmer made some shocking early 90s racing games that were fully 3d graphics but were on PC-DOS platform and did not use any custom hardware other than the CPU but using his custom 100% assembler coding and the sad story is that the programmer I am referring to did not try to work for Sega, Sony or even Nintendo with their custom hardware.
The Super FamiCom was launched in Japan in late 1990 and ONE year later in 1991 North America which is THREE WHOLE YEARS after the Japanese Sega MegaDrive launch.
In 1988, Sega's hardware engineers faced design challenges to produce an affordable home consumer use videogame system to compete NOT just against the 1987 successful launch of the NEC PC-Engine but any potential and UNKNOWN threat by the "Super FamiCom" which Nintendo Japan started mentioning around either late 1987 as a "rumor" or by 1988 at a technical talk panel where they revealed they were gonna have this "Super FamiCom" ready to launch by late 1989...
Whatever the case your point is moot when it comes to technology because the Super FamiCom aka Super Nintendo had the overwhelming advantage of being made with full knowledge of the rival competition's specs... a same move Nintendo used with the Nintendo 64 which yes was hands down technologically superior when it came to 3d graphics capabilities over the competition when released in 1996.
Time is a factor here thus your whining that Super Nintendo is "better" just comes off as childish... technically speaking the S.N.K. NeoGeo AES launched in Japan 1990 is "better" than the Super Nintendo and Sega MegaDrive but were you alive and working at a job yourself and able to afford buying S.N.K. and the games?
Your comment indicates you had no clue.
Those anime chicks are so hawt~
comment
発色数と操作性が良ければスーファミなんて、
Japan kid game...''
Snes forever the best.