Super NES CD-ROM
The Super NES CD-ROM[1][a] (commonly abbreviated as SNES CD) was a proposed video game platform developed in the early 1990s by Nintendo via joint ventures with Sony and Philips in an attempt to expand upon the functionality of the cartridge-based Super Nintendo Entertainment System[b] by adding support for compact discs (CDs).
The collaborations with Sony and Philips resulted in two distinct but unrelated projects that would support playback of CDs, one of which was an add-on device for the Super NES developed by Philips and another was a dedicated all-in-one unit developed by Sony under the name "PlayStation".[c] Games would also be stored on the medium, using two distinct formats based on CD-ROM for both collaborations.
Both projects ultimately fell short after Nintendo dropped out of both joint ventures in 1991[4] and 1993[5] respectively, meaning that both CD-based projects were cancelled with fewer to no prototypes being produced. This turn of events led to Sony developing a console of their own and Philips gaining licenses to some Nintendo properties for a few Nintendo-themed games for the CD-i platform, many of which were unsuccessful and poorly-received. Nintendo themselves never properly transitioned to optical media for several years until the release of the GameCube in 2001.
History
[edit]Background
[edit]Released in 1990, the Super Nintendo Entertainment System (SNES) was Nintendo's entry into the fourth generation of video game consoles, also known as the 16-bit era. It became a major success worldwide, outselling its competitors, the TurboGrafx-16/PC Engine and the Sega Genesis/Mega Drive, becoming the most popular console of that generation.
During the 1990s, compact discs (CDs) started to gain traction and popularity as a storage medium for music and video games, which were positioned as alternatives to the traditional cartridge format that was the norm in the video game industry at the time. Some advantages over the cartridge format include greater storage capacity, full-motion video (FMV) playback, and the inclusion of high-quality audio (including audio CD playback). Add-on accessories using CD technology were created to take advantage of this approach; the first one being NEC's TurboGrafx-CD/PC Engine CD-ROM² in 1988 and then Sega's Sega CD/Mega-CD in 1991. In response, Nintendo sought to create their own take on the concept to combat its competitors, and entered negotiations with Sony, who had previously designed the sound chips for the SNES, to create the project.
Conception
[edit]Sony engineer Ken Kutaragi became interested in video game development after observing his daughter play games on Nintendo's Famicom video game console. Without full corporate approval, Kutaragi secretly designed the S-SMP audio chip for Nintendo's upcoming Super NES console. At the time, Sony was uninterested in the video game business, so most of his superiors did not approve of the project (and was nearly fired for doing so), but Kutaragi received support from Sony executive Norio Ohga, who allowed the project to proceed.[6]
Encouraged by the collaboration, and convinced that CD-ROMs (which Sony had co-developed with Philips) would eventually supplant cartridges, Kutaragi proposed a CD-ROM drive for the Super NES. Although Nintendo was initially skeptical, concerned about the slow load times of CD-ROM drives of the time, it permitted Sony to begin development after Kutaragi claimed the drive would be used for multimedia purposes rather than games.[6]
Development began in late 1988. The resulting project was a Sony-branded console called the PlayStation, designed to support both Super NES cartridges and a new CD-based format known as the Super Disc. Contemporaneous plans also reportedly called for the integration of the Super FX coprocessor developed by Argonaut Games for 3D graphics acceleration, which was used in games such as Star Fox. Jez San of Argonaut recalled that Nintendo and Sony initially wanted to add the Super FX chip into their new console, which would have allowed for rudimentary 3D graphics out of the box, and said that the chip was discussed as part of early technical proposals during negotiations with Sony and Nintendo.[7]
Under Sony's proposed agreement, the company would retain control over the Super Disc format and its software licensing, as well as reap the exclusive benefits from music and movie content on the platform—areas where Sony was aggressively expanding.[8][9][10] Nintendo president Hiroshi Yamauchi found the terms unacceptable. He was already wary of Sony who had demanded game developers to use its expensive, proprietary audio tools for the S-SMP audio chip. He was also concerned by Sony's growing influence across music, film, and software. Yamauchi began to suspect that Nintendo was being used to advance Sony's ambitions of launching its own console. He soon began seeking an alternative partner.[10]
Turning to one of Sony's main rivals, Philips, Yamauchi dispatched Nintendo of America president Minoru Arakawa and executive Howard Lincoln to the Netherlands to negotiate a more favorable deal. As chronicled by David Sheff in his book Game Over, "[The Philips deal] was meant to do two things at once: give Nintendo back its stranglehold on software and gracefully f--k Sony."[10][d] Nintendo's intent to go with Phillips for the CD-ROM add-on was publicly announced two days before Consumer Electronics Show in a May 1991 Seattle Times news report.[11]
CES 1991 and aftermath
[edit]
At the Consumer Electronics Show in June 1991, Sony publicly unveiled its hybrid SNES-compatible console, the PlayStation, which supported both cartridge and CDs.[8] The next day, Nintendo revealed its partnership with Philips at the show, which came as a surprise to the audience, and is now referred to by many journalists as "the greatest ever betrayal" in the industry.[4][10][12][13]
Despite the events at CES 1991, negotiations between Nintendo and Sony continued, and during this period, two to three hundred PlayStation prototypes were produced,[14][15] and software development was underway. In early 1992, the companies reached a deal allowing Sony to produce SNES-compatible hardware, while Nintendo retained control and profit over the games. However, the strained relationship between the two firms had already taken its toll. Although Sony executives still believed that partnering with the more experienced Nintendo was the safer path, Kutaragi ultimately persuaded the company to abandon the Super NES CD-ROM and instead pursue development of a standalone console for the next-generation of video games, which would become the PlayStation in 1994.[16][17] This new console dropped compatibility with the SNES and contained more powerful hardware specifications than any other consoles available at the time. In order to focus on their new path of creating their own console, in May 1992, Sony cut all ties to Nintendo.[18]
Meanwhile, Nintendo's partnership with Philips led to the development of a different CD-ROM add-on for the Super NES, which had additional hardware such as a 32-bit coprocessor and supported a new CD format based on CD-ROM XA technology known as the Nintendo Disc (ND). However, before a single prototype could be made, Nintendo had reportedly canceled the project quietly as late as September 1993, effectively ending development of all CD-based Super NES hardware.[5]
Proposed devices
[edit]Sony PlayStation (SFX-100)
[edit]Recreation of a Super Disc logo used from 1991 until 1993 | |
Photo of the first known SNES-based Sony PlayStation prototype | |
| Also known as |
|
|---|---|
| Manufacturer | Nintendo, Sony |
| Type | Video game console |
| Lifespan | Canceled |
| Media | Super Disc CD-ROM |
The PlayStation[e] was a proposed standalone console co-produced by Nintendo and Sony that used its own proprietary CD-ROM format designed and solely licensed by Sony known as the Super Disc[19] while retaining compatibility with Super NES Game Paks via an included cartridge slot.[20][21][22]
Initial plans for the unit called for the integration of the Super FX coprocessor chip to allow for support of rudimentary 3D polygonal graphics out of the box,[7] however this is not present in any of the prototypes being produced.
Prototypes
[edit]At least 200 to 300 units of the SNES-based PlayStation were produced[23] until they were scrapped in favor of the next-generation PlayStation project. All of these units bear the model number SFX-100. As of 2025[update], there have been two known examples of these units in existence.
Photos of the prototype resurfaced in the 2000s, including one that was shown in an article published by Edge in April 2009 about the original PlayStation's history, showing what the unit would have looked like.[8] Years later, it was reported that one of the original Sony PlayStation prototypes had been found in July 2015. This prototype was reportedly abandoned by former Sony Computer Entertainment CEO Ólafur Jóhann Ólafsson during his time at Advanta.[24] A former Advanta worker, Terry Diebold, acquired the device as part of a lot during Advanta's 2009 bankruptcy auction. As shown in Benjamin Heckendorn's tear-down video of the unit in 2016, the prototype featured two Super NES controller ports, a cartridge slot, a tray-loading dual-speed CD-ROM drive, RCA composite jacks, S-Video, RFU DC OUT (similar to the PlayStation SCPH-1001), a proprietary multi-out AV output port (the same one featured on the Super NES, Nintendo 64, and GameCube), headphone jack on the front, a serial port labelled "NEXT" (probably for debugging), and one expansion port under the unit.[25][26] The system was later confirmed as operational and plays Super Famicom cartridges as well as its included test cartridge, although the audio output and CD drive were non-functional. The unit was also missing its original power supply as Diebold likely never received the original one when he got ahold of it during the Advanta bankruptcy auction, and so the system could not be powered on without it. To remedy this issue for the time being, a third-party power supply was used.[22] It came with a Sony/PlayStation-branded version of the standard Super Famicom controller (model number SHVC-005).[27]
Some groups have attempted to develop homebrew software for the console such as Super Boss Gaiden, as there were no known games that used the CD drive.[28] In March 2016, retro-gaming website RetroCollect reported that it (and influential members of online emulation communities) had received (from an anonymous source) a functional disc boot ROM for the SNES-based PlayStation.[29]

Diebold gave the unit to hardware hacker Benjamin Heckendorn in 2016 to examine its contents. In doing this, he posted a tear-down video of the system that same year, which also included some technical specifications of the prototype that he published and compared it to the other two CD-based add-ons released for the TurboGrafx-16 and Sega Genesis. He said that the system would have probably been as powerful as a standard Super NES, but not as powerful as the Sega CD.[25][26] Heckendorn later identified faults in several on-board components which he subsequently replaced in 2017, resulting in fixing the audio and CD drive issues indirectly. To also fully resolve the missing power supply issue, Heckendorn created a custom power supply for the unit based on the original PlayStation and modified the unit to use a power connector from a Sony Walkman to match the one that was used on the custom power supply unit to ensure that it would be powered on without the need for its original power supply. Heckendorn then showed Super Famicom (and SNES games via an adapter) working on the system and also showed audio CDs working on the system as there were no known game CDs, but affirmed that homebrew games worked.[30][31]
This prototype was auctioned by Diebold in February 2020, with an initial price of US$15,000, but the auction quickly exceeded $350,000 within two days.[32][33] It was sold for $360,000 to Greg McLemore, an entrepreneur and founder of Pets.com, who has a large collection of other video game hardware and plans to establish a permanent museum for this type of hardware.[34][35]
In March 2025, another prototype unit was found to be in Kutaragi's possession, appearing identical to that of the first known prototype unit that was discovered nearly ten years prior.[36]
Super NES CD-ROM System
[edit]SNES CD add-on prototype concept art | |
| Also known as | Super Famicom CD-ROM Adapter |
|---|---|
| Manufacturer | Nintendo, Philips |
| Type | Video game console add-on |
| Lifespan | Canceled |
| Media | Nintendo Disc (CD-ROM XA) |
The Super NES CD-ROM System[f] was a proposed CD-ROM add-on for the Super NES co-produced by Nintendo and Philips that can accept CDs while also providing some additional hardware functionality to expand upon the capabilities of the Super NES. It was developed as a result of a partnership between the two companies that occurred alongside the ongoing development of Sony's standalone SNES-based PlayStation console and the Super Disc CD-ROM format.
As with most other CD-based add-ons, it can play CD-based games as well as audio CDs via its own built-in CD drive. The add-on was designed to be used only in conjunction with a Super NES console, and attaches to the expansion port on the bottom of the main system. Unlike other CD-ROM based add-ons (and virtually most optical disc-based game consoles since), the add-on does not use a tray loading or top loading drive and instead uses a cartridge-based caddy loading drive that can accept discs placed in enclosed caddy cases. This was designed to protect the discs from damage, and was similar to that of early CD-ROM drives used in contemporary computers of the time[37] such as certain pre-1994 Macintosh computers with built-in CD drives. The add-on's CD drive would operate at both single (1x) and double (2x) speeds,[37] with the faster speed (2x) being primarily used for CD-based games while the slower speed (1x) was presumably only used for audio CDs.[20] CD-based games for the add-on would use a new CD-ROM format known as the Nintendo Disc (ND), which was developed separately from Sony's Super Disc format and was based on CD-ROM XA;[2][20] the ND format games would also be compatible with CD-i-based hardware.[37]
Because Nintendo was convinced that using CD-ROM technology with a 16-bit processor would not provide consumers with significantly enhanced and unique games, they decided to incorporate a new 32-bit RISC processor into the add-on,[38][2][20] which was reported by some analysts to be an NEC V810 clocked at 21.47727 MHz.[39] This new 32-bit CPU, known as the SCCP, was to be included inside a dedicated system cartridge that contains the extra hardware dedicated for the add-on such as additional RAM, ROM, and an additional coprocessor called "HANDS" (Hyper Advanced Nintendo Data Transfer System), a custom chip based around a single 65C02 8-bit processor clocked at 4.295 MHz. HANDS primarily acts as a decoder for the add-on's CD-ROM drive, but also enhances the SNES's sound capabilities with up to four channels of audio, complimenting with the add-on's CD audio as well as the Super NES' eight-channel S-SMP audio system.[20] The system cartridge was required to run the CD-ROM add-on itself, similar in nature to the Famicom Disk System of the preceding NES (Famicom). To combat piracy, the add-on would have added a number of copy-protection measures to prevent the use of illicit copies and burned backups of ND format games.[37][20]
The technical specifications of the Super NES CD-ROM System add-on were reported as early as 1992 by Electronic Gaming Monthly (EGM) before publishing its specs in its March 1993 issue,[37] which were echoed in an issue of Electronic Games published in April 1993.[20] The 1993 EGM and EG issues also showed concept art for the proposed add-on unit, with the EGM issue showing the Super Famicom design and the EG issue showing the North American Super NES design. Before a single prototype could be made, however, Nintendo quietly cancelled the project a few years into the concept phase, which was reported as late as the summer of 1993.[5]
Comparison
[edit]The following table below is based on Benjamin Heckendorn's specs comparison of the first known prototype unit of Sony's jointly produced SNES-based PlayStation console shown in July 2016.[25] The specs of the proposed Nintendo and Philips developed Super NES CD-ROM System add-on published by Electronic Gaming Monthly and Electronic Games in 1993 are also included on this table below.
| System | TurboGrafx-CD/PC Engine CD-ROM² | Sega CD | SNES CD (SFX-100; Sony) |
SNES CD (Add-on; Philips) |
|---|---|---|---|---|
| CPU (MHz) | 7.16 | 7.67 | 3.58 | 3.58 |
| Co-CPU (MHz) | — | 4 | 2.048 | 2.048 |
| Bus Width (Bits) | 8 | 16 | 8 | 8 |
| Add-on Processor (MHz) | — | 12.5 | — | 21 |
| Add-on Video | — | Present | — | ? |
| Add-on Audio | CD | ASIC+CD (Ricoh PCM+CDDA) |
CD | ASIC+CD (HANDS+CD-ROM XA) |
| CD-ROM Speed | 1× | 1× | 2× | 2× |
| Main RAM (KB) | 8 | 64 | 128 | 128 |
| Video RAM (KB) | 64 | 64 | 64 | 64 |
| Audio RAM (KB) | — | 8 | 64 | 64 |
| Exp RAM (KB) | 64 256 (with Super CD) 2048 (with Arcade Card) |
512 | 256 | 1024 |
| Exp Video RAM (KB) | — | 256 | — | — |
| Exp Audio RAM (KB) | 64 | 64 | — | — |
| CD Cache RAM (KB) | — | 16 | 32 | 1 |
| Save data RAM (KB) | — | 8 | 8 | 32 |
| Total RAM (KB) | 200 392 (with Super CD) 2184 (with Arcade Card) |
992 | 552 | 1313 |
Legacy
[edit]After the original contract with Sony failed, Nintendo continued its partnership with Philips. This contract provisioned Philips with the right to feature Nintendo's characters in a few games for its CD-i multimedia device, but never resulted in a CD-ROM add-on for the Super NES after Nintendo's silent cancellation of the project in late 1993. The Nintendo-themed CD-i games were very poorly received, and the CD-i is considered a commercial failure.[40] Years later, the Nintendo-themed CD-i games have gained a cult following on the internet due to its usage in various internet memes and parodies in the 2000s, eventually engraving them into the early modern internet culture. The hand-drawn cutscenes of some Nintendo-themed CD-i games in particular were a common source of material for memes, parodies, and the like at the time.
After Nintendo left the collaboration in 1991, Sony continued to work on the project on their own, cutting ties with Nintendo in 1992, and reworked the project into a standalone console that exclusively used CDs instead of cartridges and had more powerful hardware than any other consoles available at the time. It was around this time that Sony entered into a brief short-lived partnership with Sega under the agreement that both companies would share all costs and risk for the new CD-ROM drive (and ultimately the next generation console). Sega would cancel the partnership, however, claiming that Sony knew little of the industry at the time,[41] and resumed development on what would eventually become the Sega Saturn. Kutaragi however became emboldened enough from his experiences working with both Nintendo and Sega, and Sony resumed development of their own console for the next generation after leaving both companies.
The main game in development for the SNES CD platform launch was Square's Secret of Mana, whose planned content was cut down to the size suitable for cartridge and released on that medium instead.[42][43] None of the additional hardware used in the Nintendo and Philips Super NES CD-ROM add-on project ever came to fruition, however the CPU of the proposed add-on, the NEC V810, did eventually make its way into at least two other video game products: NEC and Hudson Soft's PC-FX game console released exclusively in Japan in December 1994, as well as Nintendo's own Virtual Boy 3D stereoscopic game console released in July 1995 in Japan and August 1995 in North America.
Sony released the PlayStation in December 1994 in Japan and September 1995 in North America and Europe, and soon became a major success worldwide. This next-generation CD-based console successfully competed against other CD-based consoles such as the Sega Saturn, the 3DO, and PC-FX, as well as Nintendo's cartridge-based Nintendo 64, making it a console leader. Sony had sold three times as many PlayStation consoles compared to the Nintendo 64 and the Sega Saturn in the mid-to-late 1990s, establishing Sony as a major player in the video game industry.
The broken partnership with Sony has often been cited as a mistake by Nintendo, effectively creating a formidable rival in the video game market as a consequence of Sony's and Kutaragi's shrewd determination to break into the market. Journalists have argued that if Nintendo had never broken the deal, its position may have been further undermined by Sony.[44][16] Nintendo, still convinced of the faster load times and stronger anti-piracy measures of the cartridge format, did not produce an optical disc-based console until the release of the GameCube in 2001.[17]
See also
[edit]- Atari Jaguar CD
- Panasonic M2, initially announced as an add-on chip for the 3DO
- Satellaview
- Sega CD, a CD-ROM attachment for the Genesis
- TurboGrafx-16, the first video game console with a CD-ROM drive attachment
- Voicer-kun, an IR transmitter for the Super Famicom used to provide CD audio from an external CD player
- Twin Famicom, a Famicom and Famicom Disk System combination unit
- Super Famicom Naizou TV SF1, a Super Famicom and television combination that is a follow-up to the Sharp C1
Notes
[edit]- ^ The system was internally known as the Super NES CD-ROM System in North America and the Super Famicom CD-ROM Adapter in Japan.[2][3]
- ^ Also known as the Super Nintendo, Super NES and SNES, and as the Super Famicom (SFC) in Japan
- ^ Also known as the Play Station, PlayStation SFX-100 and sometimes incorrectly referred to as the Nintendo PlayStation by fans, not to be confused with the original PlayStation console released in 1994
- ^ This is a censored quote from the original source
- ^ Also spelled as "Play Station"; the device is often incorrectly referred to as the "Nintendo PlayStation" due to its incorporation of Nintendo-compatible hardware, however it was a Sony product, designed and manufactured by said company using SNES hardware licensed by Nintendo.
- ^ Also known as the Super Famicom CD-ROM Adapter in Japan[2][3]
References
[edit]- ^ "Super NES Technology Update: CD-ROM". Nintendo Power. No. 35. April 1992. pp. 70–71.
- ^ a b c d "Super NES CD-ROM System documentation" (PDF). Nintendo of America, Inc. February 1, 1993. Archived from the original on June 19, 2018.
- ^ a b "ニューマシン総まくり" [Overview of New Consoles]. Weekly Famitsu (in Japanese). July 3, 1992. Archived from the original on August 19, 2017.
- ^ a b "Nintendo-Philips Deal Is a Slap at Sony". The New York Times. June 3, 1991. Archived from the original on April 7, 2016.
- ^ a b c "Nintendo CD: The full story". Super Play. No. 11. September 1993.
- ^ a b Kohler, Chris (September 7, 2018). "The Weird History Of The Super NES CD-ROM, Nintendo's Most Notorious Vaporware". Kotaku. Archived from the original on August 26, 2023. Retrieved September 1, 2023.
- ^ a b McFerran, Damien (30 November 2019). "The SNES PlayStation Was Going To Have A Super FX Chip Built-In". Nintendo Life. Retrieved 10 October 2025.
- ^ a b c "The Making Of: PlayStation". Edge. Future Publishing. April 24, 2009. Archived from the original on May 16, 2012. Retrieved March 7, 2012.
- ^ "History of the PlayStation". IGN. August 27, 1998. Archived from the original on February 18, 2012. Retrieved March 8, 2012.
- ^ a b c d Robinson, Andy (February 5, 2020). "The Road To PS5: PSOne's Betrayal And Revenge Story". Video Games Chronicle. Archived from the original on January 18, 2022. Retrieved February 6, 2020.
- ^ "Nintendo, Philips Join In Games On CD". The Seattle Times. Seattle Times. May 31, 1991. Archived from the original on 2016-04-05. Retrieved August 5, 2025.
- ^ McFerran, Damien (2015). "The PlayStation Book". Retro Gamer. Bournemouth: Imagine Publishing. ISBN 978-1785-461-064.
- ^ Donovan, Tristan (23 June 2018). "The story behind Nintendo's betrayal of Sony – and how it created its fiercest rival". VentureBeat. Archived from the original on 30 August 2020. Retrieved 11 September 2020.
- ^ "Sony PlayStation". Next Generation. No. 24. Imagine Media. December 1996. p. 48.
- ^ Lipshy, Jarrod S. (November 20, 2013). "Why the Super Nintendo CD Would Have Been the Greatest Console Ever". Unrealitymag. Archived from the original on November 9, 2015. Retrieved November 9, 2015.
- ^ a b Fahey, Rob (April 27, 2007). "Farewell, Father". Eurogamer. Archived from the original on August 17, 2012. Retrieved March 8, 2012.
- ^ a b Cowan, Danny (April 25, 2006). "CDi: The Ugly Duckling". 1UP.com. Archived from the original on November 4, 2012. Retrieved March 8, 2012.
- ^ Asakura, Reiji (2000). Revolutionaries at Sony: The Making of the Sony PlayStation. New York City: McGraw-Hill. ISBN 978-0-07-135587-2. Retrieved 24 February 2021.
- ^ Sharples, Nick. "SCEE -- Sony History". Sony Computer Entertainment Europe. Archived from the original on 26 August 2005. Retrieved 14 April 2025.
- ^ a b c d e f g "Nintendo's rocky road to CD". Electronic Games. April 1993. p. 27.
- ^ Theriault, Donald (July 3, 2015). "Nintendo Play Station Superdisc Discovered". Nintendo World Report. Archived from the original on September 6, 2015. Retrieved November 6, 2015.
- ^ a b Lai, Richard (November 6, 2015). "We turned on the Nintendo PlayStation: It's real and it works". Engadget. AOL Inc. Archived from the original on August 16, 2016.
- ^ "Sony PlayStation". Next Generation. No. 24. Imagine Media. December 1996. p. 48.
- ^ Brian Crecente (July 3, 2015). "How misfortune and a bit of luck led to the discovery of the fabled Nintendo Play Station". Polygon. Archived from the original on July 6, 2015. Retrieved July 7, 2015.
- ^ a b c The Ben Heck Show (July 15, 2016). Ben Heck's Nintendo-Playstation Prototype Pt 1 Teardown. Archived from the original on February 13, 2017. Retrieved February 20, 2017 – via YouTube.
- ^ a b The Ben Heck Show (July 22, 2016). Ben Heck's Nintendo-Playstation Prototype Part 2 Repair. Archived from the original on July 27, 2016. Retrieved July 23, 2016 – via YouTube.
- ^ "Did a SUPER RARE Sony-Nintendo PlayStation prototype just pop up online? Possibly, maybe". theregister.com. July 4, 2015. Archived from the original on December 19, 2018. Retrieved December 18, 2018.
- ^ "Someone Has Actually Made A Game Which Works On The SNES PlayStation". Nintendo Life. July 11, 2016. Archived from the original on March 22, 2017. Retrieved February 20, 2017.
- ^ Buchanan, Adam (March 1, 2016). "Unreleased Super Nintendo CD "Nintendo PlayStation" Boot ROM Discovered". RetroCollect. Archived from the original on March 10, 2016.
- ^ Good, Owen S. (May 6, 2017). "The 'Nintendo Play Station' is working, thanks to Ben Heck". Polygon. Archived from the original on February 29, 2020. Retrieved February 14, 2020.
- ^ "Hacker Makes the Nintendo PlayStation Fully Operational". Kotaku. May 5, 2017. Archived from the original on May 5, 2017. Retrieved May 5, 2017.
- ^ Philips, Tom (February 13, 2020). "Ultra-rare Nintendo PlayStation prototype up for auction". Eurogamer. Archived from the original on February 13, 2020. Retrieved February 13, 2020.
- ^ Smith, Andrew (February 14, 2020). "Auctioned Nintendo PlayStation Prototype Console Will Be the Most Expensive Video Game Item Ever, Current Bid is $350,000". IGN. Archived from the original on February 15, 2020. Retrieved February 14, 2020.
- ^ Carpenter, Nicole (March 6, 2020). "Rare Nintendo Play Station sold at auction for more than $300,000". Polygon. Archived from the original on October 10, 2021. Retrieved March 6, 2020.
- ^ Zwiezen, Zack (March 7, 2020). "The Man Behind Pets.Com Bought The 'Nintendo Play Station' Console For $360,000". Kotaku. Archived from the original on March 8, 2020. Retrieved March 7, 2020.
- ^ Jenkins, Dwayne (March 20, 2025). "PlayStation Co-Creator Still Has a "Nintendo PlayStation" Prototype -- Which Is Wild To Witness". Vice. Retrieved March 20, 2025.
- ^ a b c d e "Production Super NES CD-ROM Specs Revealed!". Electronic Gaming Monthly. Vol. 6, no. 3. March 1993. p. 52.
- ^ Nintendo of America (27 August 1992). "3 Dimensional Graphics Come To 16 - Bit Super NES". Letter to Kevin Edwards. Retrieved 14 April 2025.
- ^ Davies, Jonathan (May 1993). "New Tech: CD-ROM-More Details Emerge". Super Play. No. 7. p. 21.
- ^ Snow, Blake (May 4, 2007). "The 10 Worst-Selling Consoles of All Time". GamePro.com. Archived from the original on May 8, 2007. Retrieved November 25, 2007.
- ^ Williams, Mike (11 July 2013). "Sega and Sony Almost Teamed Up on a Console". US Gamer. Archived from the original on 20 August 2014. Retrieved 28 August 2014.
- ^ Finnegan, Lizzy (April 7, 2015). "Secret of Mana: A Good Game With The Great Cut Out". The Escapist. Archived from the original on October 4, 2015. Retrieved November 9, 2015.
- ^ Schaulfelberger, Frederik (September 2006). "Sanningen om Mana". Level (in Swedish) (6). IDG: 114–121.
- ^ Nutt, Christian (September 9, 2010). "Birthday Memories: Sony PlayStation Turns 15". Gamasutra. Archived from the original on February 14, 2011. Retrieved March 8, 2012.
External links
[edit]
Media related to Nintendo Playstation prototype at Wikimedia Commons