<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Super Nintendo on Locodigital</title><link>https://locodigital.com.br/en/tags/super-nintendo/</link><description>Recent content in Super Nintendo on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sun, 20 Sep 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/super-nintendo/index.xml" rel="self" type="application/rss+xml"/><item><title>Kirby Super Star turns 30: 7 games on one SNES cartridge</title><link>https://locodigital.com.br/en/games/kirby-super-star-turns-30-snes-1996/</link><pubDate>Sun, 20 Sep 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/kirby-super-star-turns-30-snes-1996/</guid><description>&lt;p&gt;Today, September 20, 2026, a pink cartridge turns 30 since its North American release. Kirby Super Star hit American shelves on September 20, 1996 — the same year Quake was redefining what an FPS could be — with a pitch that still feels bold three decades later: seven distinct games on a single SNES cartridge, each with its own rules and rhythm.&lt;/p&gt;
&lt;h2&gt;Seven games, one cartridge&lt;/h2&gt;
&lt;p&gt;The word "anthology" didn't usually show up on a video game box. Masahiro Sakurai, the project's director at HAL Laboratory, conceived the format back in 1993, right after finishing Kirby's Adventure on the NES. The idea was simple and ambitious: instead of one long adventure, several small games, each exploring a different angle of what Kirby could do.&lt;/p&gt;</description></item><item><title>Aladdin (SNES): every stage password and the hidden level select</title><link>https://locodigital.com.br/en/games/aladdin-snes-passwords/</link><pubDate>Sun, 13 Sep 2026 22:20:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/aladdin-snes-passwords/</guid><description>&lt;p&gt;There is a confusion that has followed &lt;strong&gt;Aladdin&lt;/strong&gt; around ever since: two completely different games share the name and shipped the same year. The Genesis one was made by Virgin, animated by Disney&amp;rsquo;s own animators, and its Aladdin carries a sword. The Super Nintendo one was made by &lt;strong&gt;Capcom&lt;/strong&gt;, has the sharper acrobatic handling of the two, and its Aladdin &lt;strong&gt;has no sword&lt;/strong&gt; — he bounces off enemies&amp;rsquo; heads and throws apples.&lt;/p&gt;</description></item><item><title>Zombies Ate My Neighbors (SNES): passwords for every level</title><link>https://locodigital.com.br/en/games/zombies-ate-my-neighbors-snes-passwords/</link><pubDate>Sun, 13 Sep 2026 22:15:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/zombies-ate-my-neighbors-snes-passwords/</guid><description>&lt;p&gt;&lt;strong&gt;Zombies Ate My Neighbors&lt;/strong&gt; has 55 levels. Fifty-five. Packed with vampires, werewolves, killer dolls, martians and a giant baby that walks through the screen demolishing everything in it. Finishing in one sitting is physically possible and humanly unlikely — which is why the password was part of the game, not a shortcut around it.&lt;/p&gt;
&lt;p&gt;But there is a trap here that almost no list explains, and it causes 90% of the &amp;ldquo;this code doesn&amp;rsquo;t work&amp;rdquo; complaints.&lt;/p&gt;</description></item><item><title>Goof Troop (SNES): passwords for every stage of Capcom's co-op classic</title><link>https://locodigital.com.br/en/games/goof-troop-snes-passwords/</link><pubDate>Sun, 13 Sep 2026 22:10:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/goof-troop-snes-passwords/</guid><description>&lt;p&gt;If you played &lt;strong&gt;Goof Troop&lt;/strong&gt; — the Goofy and Max game — you probably did not know you were playing the first project &lt;strong&gt;Shinji Mikami&lt;/strong&gt; ever designed. The same Mikami who would create &lt;em&gt;Resident Evil&lt;/em&gt; three years later and invent survival horror along the way.&lt;/p&gt;
&lt;p&gt;That is not a loose piece of trivia. The elements are all there: an inventory limited to &lt;strong&gt;one item at a time&lt;/strong&gt;, key-and-door puzzles, backtracking, resources that run out. Goof Troop is a 1993 Disney game with the skeleton of a survival horror underneath.&lt;/p&gt;</description></item><item><title>Mega Man X (SNES): the all-items password and how to get the Hadouken</title><link>https://locodigital.com.br/en/games/mega-man-x-snes-passwords/</link><pubDate>Sun, 13 Sep 2026 22:05:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/mega-man-x-snes-passwords/</guid><description>&lt;p&gt;The &lt;strong&gt;Mega Man X&lt;/strong&gt; password system was a notebook all by itself. Twelve digits, in a grid, copied down in fear of swapping a 6 for an 8 — because getting one digit wrong did not give you &amp;ldquo;invalid password&amp;rdquo;. It gave you a strange half-state, with some weapons and no heart tanks.&lt;/p&gt;
&lt;p&gt;Here is the code that unlocks everything, plus an explanation almost no list bothers with: &lt;strong&gt;why the Hadouken never shows up in a password.&lt;/strong&gt;&lt;/p&gt;</description></item><item><title>Top Gear (SNES): every password for all 8 tracks and 3 difficulties</title><link>https://locodigital.com.br/en/games/top-gear-snes-passwords/</link><pubDate>Sun, 13 Sep 2026 22:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/top-gear-snes-passwords/</guid><description>&lt;p&gt;There is a sound anyone who rented cartridges on weekends recognises instantly: the synthesised engine of &lt;strong&gt;Top Gear&lt;/strong&gt; climbing through the rev range while Barry Leitch&amp;rsquo;s soundtrack kicks in. And there was a ritual that came with it — writing down the password before returning the cartridge, because by Monday it belonged to somebody else.&lt;/p&gt;
&lt;p&gt;The problem is that half the lists circulating online are wrong. Passwords swapped between difficulties, spaces omitted, and a &amp;ldquo;Normal&amp;rdquo; difficulty that &lt;strong&gt;does not exist in the game&lt;/strong&gt;. This list was checked line by line.&lt;/p&gt;</description></item><item><title>Did Top Gear do car tuning before NFS Underground? Yes — in 1993</title><link>https://locodigital.com.br/en/videos/top-gear-did-car-tuning-before-nfs-underground/</link><pubDate>Thu, 27 Aug 2026 21:45:00 -0300</pubDate><guid>https://locodigital.com.br/en/videos/top-gear-did-car-tuning-before-nfs-underground/</guid><description>&lt;p&gt;A question for the gamer bar table: when did tuning arrive in racing games? Almost everyone's automatic answer is 2003 — Need for Speed Underground, purple neon, an absurd rear wing and Get Low playing in the internet cafe. But anyone who grew up with a Super Nintendo hooked up to a CRT knows the penny dropped much earlier: &lt;strong&gt;Top Gear 2, in 1993, already let you buy an engine, a gearbox, tyres and nitro between races&lt;/strong&gt;. Ten years before Underground existed.&lt;/p&gt;</description></item><item><title>The Definitive Super Nintendo (SNES) Guide: Emulation, Games and Passwords</title><link>https://locodigital.com.br/en/games/the-definitive-super-nintendo-guide-games-and-emulation/</link><pubDate>Mon, 20 Jul 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/the-definitive-super-nintendo-guide-games-and-emulation/</guid><description>&lt;p&gt;The golden age of 16-bit didn&amp;rsquo;t just shape the video game industry; it defined an entire generation&amp;rsquo;s childhood. If you grew up in the 90s, the sound of a Super Nintendo (SNES) cartridge clicking into place and the Nintendo logo dropping down a CRT screen are memories burned into your mind. Today, decades later, Big N&amp;rsquo;s console is still one of the most revered, most played and most discussed systems on the internet.&lt;/p&gt;</description></item><item><title>Donkey Kong Country: the visual revolution that saved the SNES</title><link>https://locodigital.com.br/en/games/donkey-kong-country-the-snes-visual-revolution/</link><pubDate>Sat, 02 May 2026 09:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/donkey-kong-country-the-snes-visual-revolution/</guid><description>&lt;p&gt;Do you remember the first time you saw Donkey Kong Country actually running? Not on YouTube, not in some retrogaming video compilation — on a CRT telly, in somebody's living room, on a screen big enough that you couldn't believe what you were looking at. I remember. A mate from school had a SNES, and one Friday in 1995 he switched the console on while I was still expecting another generic platformer. What appeared on the screen had volume, light and shadow that I couldn't explain. It looked like 3D. On a 16-bit console launched in 1990. I stood there for a good while before asking for the controller.&lt;/p&gt;</description></item><item><title>Super Bomberman 3: every confirmed SNES password</title><link>https://locodigital.com.br/en/games/super-bomberman-3/</link><pubDate>Thu, 23 Apr 2026 16:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/super-bomberman-3/</guid><description>&lt;p&gt;There was a ritual in the 90s that nobody who lived through it ever forgets: grabbing a hardback notebook, opening it in the middle, and writing down that four-digit sequence that appeared on screen after you beat the boss. Sometimes the pen smudged. Sometimes you copied it down wrong. Sometimes a mate passed you a code that jumped you straight to World 4 — and that was worth its weight in gold.&lt;/p&gt;</description></item><item><title>Mega Man X: The SNES 16-Bit Revolution That Marked a Generation of Gamers</title><link>https://locodigital.com.br/en/games/mega-man-x-the-16-bit-revolution/</link><pubDate>Tue, 09 Dec 2025 10:45:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/mega-man-x-the-16-bit-revolution/</guid><description>&lt;p&gt;The first stage of &lt;strong&gt;Mega Man X&lt;/strong&gt; contains the best game design lesson ever made in 16 bits — and it lasts eight minutes. You start out without knowing how to dash, get badly beaten by Vile in a fight scripted to be unwinnable, get rescued by Zero, and leave the stage with the feeling that you've just stepped into a bigger, more serious universe than any classic Mega Man ever promised. In 1993, Capcom didn't just refresh a franchise — it showed an entire industry how to make an ambitious sequel without betraying its roots.&lt;/p&gt;</description></item><item><title>Top Gear 3000: The Intergalactic Classic That Marked the Super Nintendo</title><link>https://locodigital.com.br/en/games/top-gear-3000/</link><pubDate>Thu, 13 Feb 2025 11:00:29 -0300</pubDate><guid>https://locodigital.com.br/en/games/top-gear-3000/</guid><description>&lt;p&gt;Imagine opening a gaming magazine in 1995, expecting to see yet another &lt;a href="https://locodigital.com.br/en/games/top-gear-loved-by-brazilians/"&gt;Top Gear&lt;/a&gt; game with generic Ferraris racing through Paris or New York, and instead finding a racing craft floating over a purple planet with two suns on the horizon. That's the shock of reality (or unreality) &lt;strong&gt;Top Gear 3000&lt;/strong&gt; gave franchise fans when Kemco decided to take the series literally into another galaxy — and, surprisingly, it worked.&lt;/p&gt;
&lt;h2&gt;From Asphalt to Hyperspace&lt;/h2&gt;
&lt;p&gt;Released in late 1994 in Japan as &lt;em&gt;Planet's Champ TG 3000&lt;/em&gt; and in 1995 in the US and Europe, &lt;em&gt;Top Gear 3000&lt;/em&gt; was developed by Gremlin Interactive and published by Kemco. The ambition was clear: no safe sequel, no Top Gear 2 with a new coat of paint. This was a complete reinvention, built to stand out on a SNES already packed with racing games.&lt;/p&gt;</description></item><item><title>Match Day – Futebol Brasileiro 96</title><link>https://locodigital.com.br/en/games/futebol-brasileiro-96-match-day/</link><pubDate>Sun, 26 Jan 2025 12:59:38 -0300</pubDate><guid>https://locodigital.com.br/en/games/futebol-brasileiro-96-match-day/</guid><description>&lt;p&gt;Some people remember Edmundo's goal in 1996 from a VHS tape recorded off Globo. And some people remember Edmundo's goal because they scored it themselves, on the &lt;a href="https://locodigital.com.br/en/games/super-nintendo/"&gt;Super Nintendo&lt;/a&gt;, on a Saturday afternoon, grey controller in hand, a mate shouting "handball!" from the other end of the sofa. If you're in the second group, you probably already know where this is going: &lt;strong&gt;Futebol Brasileiro 96&lt;/strong&gt;, the cartridge that turned Tectoy into a fond memory for an entire generation.&lt;/p&gt;</description></item><item><title>Futebol Brasileiro 96 for Super Nintendo: The Complete Production History and Legacy</title><link>https://locodigital.com.br/en/games/futebol-brasileiro-96/</link><pubDate>Mon, 23 Sep 2024 21:18:08 -0300</pubDate><guid>https://locodigital.com.br/en/games/futebol-brasileiro-96/</guid><description>&lt;p&gt;In 1996, while the world was debating the PlayStation and Saturn's dominance, Brazil was still head over heels for the &lt;a href="https://locodigital.com.br/en/games/super-nintendo/"&gt;Super Nintendo&lt;/a&gt; — and it was in that unlikely setting that one of the most singular cartridges ever made for the console anywhere in the world showed up. &lt;strong&gt;Futebol Brasileiro 96&lt;/strong&gt;, distributed by Tectoy, wasn't just another football game: it was a regional love letter on hardware that Nintendo of Japan was already starting to retire. Hardly anyone outside Brazil knows it exists. Anyone who played it never forgot it.&lt;/p&gt;</description></item></channel></rss>