Super FX Chip
Cartridge silicon
The Super FX chip embedded a RISC processor in SNES cartridges, enabling polygon graphics and establishing the concept of hardware-accelerated console gaming.
Overview
When Jez San demonstrated Game Boy 3D to Nintendo, the response was unprecedented: co-develop custom silicon. The Super FX chip—a RISC processor embedded in game cartridges—transformed the SNES from sprite machine to polygon renderer. Star Fox (1993) showcased what additional processing could achieve. The chip established a precedent: consoles could be extended through cartridge hardware.
Fast facts
- Developed by: Argonaut Software and Nintendo.
- First use: Star Fox (1993).
- Architecture: 16-bit RISC processor.
- Clock speed: 10.5 MHz (original), 21 MHz (Super FX 2).
Technical specifications
| Specification | Value |
|---|---|
| Processor type | 16-bit RISC |
| Clock speed | 10.5/21 MHz |
| RAM | 64KB (in cartridge) |
| Functions | Polygon rendering, scaling, rotation |
| Connection | Mapped to SNES memory |
How it worked
| Component | Function |
|---|---|
| Super FX chip | 3D calculations, rendering |
| Cartridge RAM | Frame buffer, geometry data |
| SNES hardware | Display, audio, input |
| Communication | Chip writes to SNES VRAM |
The SNES CPU delegated 3D work to the Super FX, which calculated polygon positions, performed hidden surface removal, and wrote results to video memory.
Super FX games
| Title | Year | Chip version |
|---|---|---|
| Star Fox | 1993 | Super FX |
| Stunt Race FX | 1994 | Super FX |
| Vortex | 1994 | Super FX |
| Dirt Trax FX | 1995 | Super FX |
| Doom | 1995 | Super FX 2 |
| Yoshi’s Island | 1995 | Super FX 2 (2D effects) |
| Winter Gold | 1996 | Super FX 2 |
Argonaut’s role
British programmers working with Japanese hardware engineers created something neither could achieve alone. Argonaut provided 3D expertise; Nintendo provided silicon fabrication. The partnership demonstrated international collaboration in console development.
Limitations
| Constraint | Impact |
|---|---|
| Frame rate | 15-20 fps typical |
| Resolution | Low polygon counts |
| Cost | Expensive cartridges |
| Complexity | Difficult development |
Legacy
The Super FX established that:
- Cartridges could contain processing power
- 3D gaming was viable on 16-bit consoles
- Hardware/software co-design created new possibilities
Modern equivalents include dedicated GPU silicon and co-processors in various devices.