Nintendo · 1991–1999

SuperNintendo

Sixteen bits, Mode 7 and the greatest RPG library ever pressed to cartridge. Chrono Trigger to Super Metroid.

[n] Super Nintendo games available
Why it mattered

The 16-bit time machine

The Super Nintendo arrived in 1991 with Super Mario World in the box and a chip set built for scale: Mode 7 rotation, layered parallax, a sound processor designed by Sony. It lost the "console war" headlines to Sega's marketing and won the decade on games.

Square, Enix, Capcom and Konami did their best work here. Chrono Trigger, Final Fantasy III, Super Metroid, A Link to the Past, Turtles in Time, Super Castlevania IV — the SNES library is why "16-bit" still sounds like a golden age.

Explore the selections below

Find your next SNES game

Start with a familiar favorite, explore a theme, or browse by what’s included.

Counts are listings in stock — the same game can appear more than once in different packaging.

Square's golden age

Chrono Trigger, Final Fantasy and Secret of Mana: the RPGs that made Squaresoft a legend.

Mario, Zelda and Nintendo's finest

The first-party lineup that set the bar for the whole generation.

Capcom at the arcade, at home

Street Fighter II, Final Fight and Mega Man X — Capcom's arcade DNA on a home console.

Konami's finest hour

Castlevania, Contra III, Turtles in Time and Axelay: pure 16-bit craftsmanship.

Shooters and run-and-gun

Super R-Type, Wild Guns, Run Saber and the bullet-heavy side of the SNES.

The Quintet worlds

ActRaiser, Soul Blazer, Illusion of Gaia, Terranigma, Robotrek — one studio, obsessed with rebuilding the world and arguing with its gods.

The Enix label beyond Quintet

E.V.O., The 7th Saga, Paladin's Quest, Ogre Battle, King Arthur's World, Brain Lord — Enix's US label connected wildly different studios, and most of the carts are now pricey.

Square without Final Fantasy

Chrono Trigger, Secret of Mana, Secret of Evermore, Super Mario RPG, Breath of Fire — Square's SNES identity beyond the numbered series, and most of it is the expensive shelf.

Natsume behind the curtain

Pocky & Rocky, Wild Guns, The Ninja Warriors, Spanky's Quest, Harvest Moon — the developer credit, not the name on the box.

The pre-rendered showroom

Donkey Kong Country, Killer Instinct, Ken Griffey's Winning Run, Mortal Kombat, NBA Jam — digitized actors and pre-rendered models, when 'looks like a Silicon Graphics workstation' was the highest praise.

Same license, different game

Aladdin, Batman & Robin, Jurassic Park, Animaniacs, X-Men — the SNES and Genesis got the same license and completely different games. Compare, don't assume a port.

Mini reproduction boxes

Own a loose cart? These carefully made mini boxes give it a shelf presence again — clearly labeled as reproductions.

The gold-label shelf

Player's Choice: the yellow-and-black million-seller banner. Cheaper, later, the easy way in — first prints without the banner sit beside them for the variant-minded.

Variant hunters

Same game, different print: Player's Choice reissues, Super Famicom imports, the Mario Paint mouse bundle, sealed copies and the odd PAL cart.

The Super Famicom chapter

Games that never reached the North American shelf: Live A Live, Bahamut Lagoon, Front Mission, Seiken Densetsu 3, shougi carts, Caravan shooting contests. Same cartridge slot, one plastic tab away.

The SNES refused to die

Released after the PlayStation was already on shelves. Kirby's Dream Land 3, Mega Man X3, Lufia II and the last cartridges Nintendo bothered to press.

Box-art crimes

Packaging that misrepresents the game, or is just wonderfully strange. Phalanx put a banjo on a space shooter and we've never recovered.

The arcade in your bedroom

Coin-op conversions: Sunset Riders, Captain Commando, Knights of the Round, Final Fight, NBA Jam. Three-minute sessions, no quarters.

The other brains in the cartridge

SA-1, Cx4, DSP and S-DD1 — the co-processors that aren't Super FX. Mega Man X2 and X3, Kirby's Dream Land 3, Super Mario RPG, Super Mario Kart, Street Fighter Alpha 2.

Super FX showcases

The cartridge with its own polygon chip: Star Fox, Stunt Race FX, Doom, Yoshi's Island, Vortex, Dirt Trax FX. The wide, notched Super FX 2 shells are the tell.

Saturday morning in 16 bits

Goof Troop, Bonkers, Animaniacs, Buster Busts Loose, X-Men, the Turtles, Phantom 2040 — the cartoon block, reconstructed one cartridge at a time.

Movie tie-ins, 1992-1996

Cliffhanger, Toys, We're Back, Dennis the Menace, 3 Ninjas — the era when every film got a cartridge, deserved or not.

Your job is now an action game

Ordinary occupations, arcade-scale trouble: The Ignition Factor, The Firemen, Paperboy 2, SimCity, ACME Animation Factory, a fighter pilot, a sailor, a game-show contestant. Clock in.

The suburban apocalypse

Zombies Ate My Neighbors, Ghoul Patrol, EarthBound, We're Back, Home Alone — the neighborhood, threatened by monsters, aliens, dinosaurs and other deeply inconvenient visitors.

The snack aisle has a hero

Chester Cheetah, Cool Spot, Spot Goes to Hollywood — food and drink mascots as action heroes. A small advertising shelf with a distinctly 1990s flavor.

The villain gets the controller

Demon's Crest, King of the Monsters, Wario's Woods, Mary Shelley's Frankenstein, Super Godzilla, Venom in Separation Anxiety — a former enemy, monster or menace gets the starring role.

Everyone is a mascot now

Aero the Acro-Bat, Bubsy, Sparkster, Zero the Kamikaze Squirrel, Plok, Boogerman — the animal heroes auditioning to be the next Sonic. Most did not get a callback.

The boss is the whole appointment

Super Punch-Out!!, Battle Clash, Metal Combat, Ultraman, Super Godzilla — games that are nothing but the boss fight. Skip the level, keep the appointment.

The world is made of stationery

Yoshi's Island, Kirby's Dream Land 3, Uniracers, ClayFighter, Claymates, Toys, Mario Paint — crayon, clay, toy and paper worlds. The illustration is the identity.

No battery, no problem

Password saves instead of a 30-year-old coin cell. These still save exactly as well as they did in 1993. Pencil not included.

The 16-bit sports bar

Madden, NHL 94-98, NBA Jam, Ken Griffey and the Nolan Ryan cartridge that came with every used console. Two-player, four-quarter, no online.

The shoulder-mounted arcade

Super Scope games: Battle Clash, Metal Combat, Yoshi's Safari, Super Scope 6, plus the games that support it on the side (T2, Hunt for Red October, Lamborghini). Six AA batteries not included.

The mouse house

SNES Mouse support beyond Mario Paint: Mario & Wario, Lemmings 2, SimAnt, Jurassic Park, King Arthur's World, ACME Animation Factory. One accessory, a whole shelf of art, strategy and puzzles.

The big-box problem

Editions that outgrew the standard box: Mario Paint with the mouse, Super Scope 6 with the scope, EarthBound with its player's guide. Shelf-space tax included.

The Street Fighter II economy

Every publisher wanted a piece of Street Fighter II money. Fatal Fury, Samurai Shodown, Fighter's History and Pit-Fighter each earned some of it.

The Mode 7 flex

Rotating floors, scaling planes, the spinning room in Castlevania IV. Whatever the Genesis was blast-processing, it wasn't this.

Someone approved this premise

A submarine drama. A 7-Up dot. Mario tutoring geography. A monkey with bubbles. Sonic Blast Man punches a truck. The SNES said yes to everything.

Your weapon needs an explanation

Kirby inhales it, Earthworm Jim whips it, Sparkster rockets into it, Mario swats it with a fly swatter. Not a sword shelf.

The couch needs more ports

Simultaneous play, up to the Multitap's five: Super Bomberman, NBA Jam, Secret of Mana (three players), Contra III, Turtles in Time, Fire Striker, Sunset Riders. No lobby, no headset.