Why were there only 2 48Mbits games?

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Ronian53
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Why were there only 2 48Mbits games?

Post by Ronian53 » Fri Oct 16, 2020 12:32 pm

Companies like Nintendo and Square could easily afford 48Mbits to add more to their game, even some SMW hacks max out at 32Mbits for some reason.
And why do a lot of games do more things with less Mbits? Gradius III, Super Turrican and Mario Kart are 4mbits, but games like Tetris+Dr Mario need 8mbits?

lidnariq
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Re: Why were there only 2 48Mbits games?

Post by lidnariq » Fri Oct 16, 2020 12:55 pm

Because the cost of the manufacturing was very approximately proportional to the number of bits and the number of pins of the ROM.

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Nikku4211
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Re: Why were there only 2 48Mbits games?

Post by Nikku4211 » Sat Oct 17, 2020 10:56 am

Ronian53 wrote:
Fri Oct 16, 2020 12:32 pm
Companies like Nintendo and Square could easily afford 48Mbits to add more to their game, even some SMW hacks max out at 32Mbits for some reason.
And why do a lot of games do more things with less Mbits? Gradius III, Super Turrican and Mario Kart are 4mbits, but games like Tetris+Dr Mario need 8mbits?
Because they want to save money so that they can profit more off of the game's sales. 6 MiB cartridges are expensive, and you'd have to sell way too much just to break even.

As for the 2nd question, the answer probably has to do with how skilled the programmers that have worked on Gradius 3, Super Turrican, and Mario Kart are compared to whoever programmed Tetris & Dr Mario on SNES, since even back then some SNES games have used compression algorithms(Even if they're as simple as using 3BPP graphics instead of 4BPP).
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Re: Why were there only 2 48Mbits games?

Post by tepples » Sat Oct 17, 2020 1:52 pm

Compression depends a lot on the programmer. You see 240p Test Suite for Super NES taking the first 384 KiB of a 512 KiB ROM, and then you see the same thing for Game Boy taking 32 KiB because its programmer treated fitting into a single bank as an interesting puzzle. (On Game Boy, the jump from 32 KiB to 64 KiB involves adding an extra IC to the board.)

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Re: Why were there only 2 48Mbits games?

Post by Oziphantom » Sun Oct 18, 2020 12:45 am

because the cost of the extra content is a lot, adding another 2MB of data is not insignificant and doesn't mean it would be a better game.

Mario + Tetris taking 8Mb seems odd, but it could just be that both games don't quite fit in 2Mb each so they were bumped to 4Mb each and then 2 needs 8Mb. Or it was so late in the SNES life Nintendo just didn't bother making anything smaller than a 8Mb cart at that stage and since tech had moved on 8Mb didn't cost anywhere near as much as it did when say MK was made. Thus spending more time to develop and compress and test the game vs the cost of just using a larger ROM became cheaper to just use the larger ROM. Or a dead line was looming so they took the cheap way out and added the larger ROM. See DK64 and the RAM expansion pack.

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