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Super Tennis - World Circuit [Model SHVC-ST-JPN]
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Super Tennis - World Circuit (c) 1991 Tonkin House Super Tennis: World Circuit stands as one of the most significant early sports titles for the 16-bit era. Serving as a flagship tennis simulation for the launch window of the Super Famicom, the game introduced players to a deep "World Circuit" mode that allowed them to manage a tennis pro through a series of eight international tournaments. Its precise controls, balanced gameplay, and intuitive use of the controller’s button layout for different shot types (slice, lob, volley, top spin) set a high standard that many later console tennis games would emulate - TECHNICAL - GAME ID: SHVC-ST-JPN Technical Specifications: The game utilizes an 8-megabit cartridge. - TRIVIA - Super Tennis was released on August 30, 1991 in Japan. The "Circuit" Pioneer: The game's defining feature was the World Circuit mode. Players traveled to eight different locations—including major venues in Paris, London, and New York—competing in both minor and major tournaments. This introduced a layer of long-term progression and strategic ranking that was rare in console sports titles at the time. The Development Mystery: While Tonkin House acted as the publisher for the Japanese release, the game is famously associated with TOSE (the legendary "ghost developer"). Its design and underlying engine were crafted to emphasize a realistic (for the time) simulation of the sport, focusing on player statistics and positioning rather than the arcade-style "super move" tropes that were becoming popular. A "Launch Window" Gem: Arriving in the summer of 1991, it helped demonstrate the Super Famicom's ability to handle more complex physics and smooth, multi-directional sprite movement compared to 8-bit predecessors. It was widely considered one of the console's first true "must-have" multiplayer experiences. Nameless Pros: A notable quirk of the game is that while it features 20 distinct athletes (10 male, 10 female), none of them are licensed professional players. They were created as unique archetypes with specific strengths and weaknesses, a common practice for the era that allowed the developers to balance the game without paying for expensive sports licensing rights. Export releases: [US] SNS-ST-USA [UK] SNSP-ST-UKV [DE] SNSP-ST-NOE - STAFF - Coordinator: Katsuhiko Motono (Katsuhiko) Programmer: Yuutan Designer: Chiemi Haruki (Chiemi.H), Katsuhiko Motono (Katsuhiko), Mika Inoue (Mikarin) Music Composer: Yoshiki Nishimura (Yoshi) Adviser: Satoshi Matsushita (S.M) Package Design: Yokorin, S. Waki Special Thanks To: Yossha Matsu, N. Kusuke, Kazo Oyamada, Sugi, Ryuuichi Ema (Emarin), Minmin Miyata (Miyatan), Pochi Nakamori (P. Nyakamori), T. Ikeuchi, Martan S. Director: Junichi Nagatsuma Director: Ma-Chu Producer: Ikurou Urai - SOURCES - ROM dump (MAME).
Your Changes (editable)
Super Tennis - World Circuit (c) 1991 Tonkin House Super Tennis: World Circuit stands as one of the most significant early sports titles for the 16-bit era. Serving as a flagship tennis simulation for the launch window of the Super Famicom, the game introduced players to a deep "World Circuit" mode that allowed them to manage a tennis pro through a series of eight international tournaments. Its precise controls, balanced gameplay, and intuitive use of the controller’s button layout for different shot types (slice, lob, volley, top spin) set a high standard that many later console tennis games would emulate - TECHNICAL - GAME ID: SHVC-ST-JPN Technical Specifications: The game utilizes an 8-megabit cartridge. - TRIVIA - Super Tennis was released on August 30, 1991 in Japan. The "Circuit" Pioneer: The game's defining feature was the World Circuit mode. Players traveled to eight different locations—including major venues in Paris, London, and New York—competing in both minor and major tournaments. This introduced a layer of long-term progression and strategic ranking that was rare in console sports titles at the time. The Development Mystery: While Tonkin House acted as the publisher for the Japanese release, the game is famously associated with TOSE (the legendary "ghost developer"). Its design and underlying engine were crafted to emphasize a realistic (for the time) simulation of the sport, focusing on player statistics and positioning rather than the arcade-style "super move" tropes that were becoming popular. A "Launch Window" Gem: Arriving in the summer of 1991, it helped demonstrate the Super Famicom's ability to handle more complex physics and smooth, multi-directional sprite movement compared to 8-bit predecessors. It was widely considered one of the console's first true "must-have" multiplayer experiences. Nameless Pros: A notable quirk of the game is that while it features 20 distinct athletes (10 male, 10 female), none of them are licensed professional players. They were created as unique archetypes with specific strengths and weaknesses, a common practice for the era that allowed the developers to balance the game without paying for expensive sports licensing rights. Export releases: [US] SNS-ST-USA [UK] SNSP-ST-UKV [DE] SNSP-ST-NOE - STAFF - Coordinator: Katsuhiko Motono (Katsuhiko) Programmer: Yuutan Designer: Chiemi Haruki (Chiemi.H), Katsuhiko Motono (Katsuhiko), Mika Inoue (Mikarin) Music Composer: Yoshiki Nishimura (Yoshi) Adviser: Satoshi Matsushita (S.M) Package Design: Yokorin, S. Waki Special Thanks To: Yossha Matsu, N. Kusuke, Kazo Oyamada, Sugi, Ryuuichi Ema (Emarin), Minmin Miyata (Miyatan), Pochi Nakamori (P. Nyakamori), T. Ikeuchi, Martan S. Director: Junichi Nagatsuma Director: Ma-Chu Producer: Ikurou Urai - SOURCES - ROM dump (MAME).
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