{{short description|Video game console peripheral}} {{good article}} {{Use mdy dates|date=December 2025}} {{infobox information appliance | name = Satellaview | logo = Satellaview logo.svg | image = frameless | caption = Super Famicom with attached Satellaview | developer = Nintendo R&D2<br />St.GIGA | manufacturer = Nintendo | type = Video game console peripheral | generation = Fourth generation | release_date = {{vgrelease|JP|April 23, 1995}} | discontinued = {{vgrelease|JP|June 30, 2000}} | media = ROM cartridge, flash memory | storage = Game Pak, 8 Mb Memory Pak | predecessor = Family Computer Network System | successor = Nintendo 64DD }}
The {{nihongo foot|'''Satellaview'''|サテラビュー|Saterabyū|lead=yes|group=lower-alpha}} is a satellite modem peripheral for the Super Famicom, produced by Nintendo as part of the fourth generation of video game consoles. It was released in Japan on April 23, 1995, as the successor to the Famicom's Network System. Containing a megabyte of ROM space and 512 kilobytes of RAM,<ref name="NG" /> the Satellaview allowed players to download games, magazines, and other media through satellite broadcasts provided by St.GIGA. Players purchased or rented a broadcast satellite tuner. It attaches to the expansion port on the bottom of the Super Famicom. The Satellaview received extensive support from third-party developers, including SquareSoft, Taito, Konami, Capcom, and Seta.
By 1994, St.GIGA, known in Japan for its "Tide of Sound" nature sound music, was struggling financially due to the Japanese recession reducing demand for music. Nintendo acquired a stake in St.GIGA to help financially restructure it. Nintendo Research & Development 2, the same team that designed the Super Famicom, began developing the Satellaview, which was designed for an adult audience. St.GIGA provided the satellite and broadcasting services, while Nintendo and other developers produced content. The Satellaview library comprised 114 games, including remakes of Famicom and Super Famicom games and original games such as ''Sutte Hakkun'' (1997).
The Satellaview's user base peaked at more than 100,000 in March 1997, but its adoption was hindered by the introduction of technologically superior fifth-generation consoles such as the Sega Saturn, PlayStation, and Nintendo 64, as well as its high cost and limited availability. By 1998, Nintendo's relationship with St.GIGA had deteriorated due to St.GIGA's refusal of a debt-management plan and failure to secure a government broadcasting license. Nintendo withdrew support for the Satellaview in March 1999. Later that year, it released a successor, the 64DD, for the Nintendo 64, partnering with Recruit for networking features after St.GIGA refused involvement. St.GIGA discontinued Satellaview broadcasts on June 30, 2000, due to a lack of sponsors and a dwindling user base, and declared bankruptcy in 2001.
Retrospectively, video game journalists have praised the Satellaview for its technological innovations and its game library quality, particularly of the ''Legend of Zelda'' series. It has developed a cult following due to much of its library being presumed lost. Video game preservation groups have worked to recover Satellaview games and services and host them online.
==History== thumb|A standalone Satellaview device Founded in early 1990, St.GIGA was a satellite radio subsidiary of the Japanese satellite television company WOWOW Inc., based in Akasaka, Tokyo.<ref name="Nikkei">{{cite web |title=BSラジオ放送のセント・ギガ、民事再生法申請 |url=http://www.nikkei.co.jp/news/sangyo/20010725CAHI052525.html |website=Nikkei News Media |publisher=Nikkei, Inc. |access-date=January 18, 2020 |archive-url=https://web.archive.org/web/20010726233007/http://www.nikkei.co.jp/news/sangyo/20010725CAHI052525.html |archive-date=July 26, 2001}}</ref> Credited as the world's first digital satellite radio station,<ref name="Billboard" /> it was maintained by Hiroshi Yokoi and best known for its "Tide of Sound" broadcasts, which were high-quality digital recordings of nature sounds accompanied by a spoken word narrator known as the "Voice".<ref name="toop">Toop, David & Réveillon, Arnaud. ''[https://books.google.com/books?id=s1JNNhZGZFcC&pg=PA164 Ocean of Sound: ambient music, mondes imaginaires et voix de l'éther]''. Editions Kargo. Pp. 164-5. 2000. {{ISBN|2-84162-048-4}}</ref> The company was initially a success, and is recognized for its innovative concept and nonstandard methodology. It later began releasing albums featuring its own music as well as foreign music such as Hearts of Space and various compositions by Deep Forest, and various pieces of merchandise such as program guides and "sound calendars".<ref>{{cite web |title=セント・ギガ ギャラリー |url=http://www.stgiga.jp/gallery/g-7.htm |publisher=St.GIGA |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20110722125133/http://www.stgiga.jp/gallery/g-7.htm |archive-date=July 22, 2011}}</ref> By 1994, St.GIGA struggled financially due to the Japanese Recession reducing consumer spending on ambient music and satellite systems.<ref name="Billboard" /><ref name="Vice">{{cite web |last1=Kemps |first1=Heidi |title=Nintendo's Forgotten Console |url=https://www.vice.com/en/article/satellaview-nintendos-forgotten-console/ |website=Vice |publisher=Vice Media |access-date=January 18, 2020 |archive-url=https://web.archive.org/web/20190920163242/https://www.vice.com/en_us/article/xywnpw/satellaview-nintendos-forgotten-console |archive-date=September 20, 2019 |url-status=live |date=September 9, 2015}}</ref> Nintendo purchased a 19.5% stake in St.GIGA in May, as a way to "rescue" the company and help to successfully restructure it.<ref name="Nikkei" /><ref name="Billboard">{{cite news |last1=McClure |first1=Steve |title=Japan's St. Giga to Broadcast Nintendo Games |date=July 23, 1994 |url=https://books.google.com/books?id=YAgEAAAAMBAJ&q=billboard+magazine+july+23%2C+1994&pg=PA78 |access-date=January 18, 2020 |agency=Billboard |publisher=Billboard-Hollywood Media Group |archive-url=https://web.archive.org/web/20200118212356/https://books.google.com/books?id=YAgEAAAAMBAJ&pg=PA78&dq=billboard+magazine+july+23,+1994%23v=onepage&q=billboard%20magazine%20july%2023%2C%201994&f=false |archive-date=January 18, 2020 |pages=78–84}}</ref>
Satellaview development began shortly after the acquisition, reportedly in production alongside the Virtual Boy and Nintendo 64.<ref name="NG" /> Nintendo had previously developed the Family Computer Network System peripheral for the Super Famicom's predecessor, the Famicom. Its lead designer, Masayuki Uemura, said that Nintendo's experiences with the Network System led to the development of the Satellaview.<ref name="How the Famicom Modem was Born">{{cite magazine |last=Takano |first=Masaharu |date=September 11, 1995 |title=How the Famicom Modem was Born |url=http://www.glitterberri.com/developing-the-famicom-modem/ |archive-url=https://web.archive.org/web/20230201205244/http://www.glitterberri.com/developing-the-famicom-modem/ |archive-date=February 1, 2023|magazine=Nikkei Electronics |language=ja}}</ref> While Nintendo was producing the peripheral, St.GIGA revamped its broadcasting schedule to include a new programming block, the "Super Famicom Hour" providing gameplay tips and news for Nintendo's upcoming Super Famicom games.<ref name="Billboard" /> St.GIGA would provide the necessary satellite and broadcasting services, and host many of its older music and ''Tide of Sound'' broadcasts, and Nintendo and other third-party developers would create games and other content for the service.<ref name="Billboard" /> Nintendo stressed to video game publications that much of Satellaview's content, specifically St.GIGA broadcasts, were primarily for adults, with video games constituting only a small portion of airtime.<ref name="NG" />
Nintendo officially announced Satellaview on December 21, 1994, at a retail price of {{JP¥|14,000}}, or {{US$|150|1994|round=-1}}.<ref name="GPro">{{cite news |author1=Special K |title=Japan News Network |url=https://archive.org/details/GamefanVolume3Issue03March1995/page/n113?q=satellaview |access-date=January 18, 2020 |agency=GameFan |issue=3 |publisher=International Data Group |date=March 1, 1995 |volume=3 |pages=114–115}}</ref> Several third-party developers, such as Capcom, Taito, Konami, Seta, and SquareSoft, then announced plans to produce Satellaview games.<ref name="GPro" /> The peripheral was designed by Nintendo Research & Development 2, the same team that had designed the Super Famicom.<ref name="Masayuki Uemura in Slovakia">{{Cite magazine|last=Mago|first=Zdenko|date=April 5, 2018|title=The "Father" Of the Nintendo Entertainment SystemIn Slovakia for The First Time – Interview With Masayuki Uemura|url=https://actaludologica.com/wp-content/uploads/2018/04/05-UEMURA-MAGO-%E2%80%93-AL-1-2018.pdf|magazine=Acta Ludogica|volume=1|pages=52–54|quote=Due to the growing demand for development, he was in charge of the management of the Research & Development 2 Division in which they worked on the development of several hardware devices such as games for colour televisions, Nintendo Family Computer (Famicom), Nintendo Entertainment System (NES), Super Nintendo Entertainment System or BS-X Satellaview.}}</ref> Though Nintendo was in a slump due to falling Super Famicom game sales and the Virtual Boy's failure, its management remained confident in Satellaview's success and would help calm any consumer concerns; company president Hiroshi Yamauchi expected to sell roughly 2 million Satellaview units each year.<ref name="Billboard" /><ref name="NG">{{cite magazine |title=Nintendo aims high with "Satellaview" |url=https://archive.org/details/nextgen-issue-005/page/n19?q=satellaview |access-date=January 18, 2020 |magazine=Next Generation |issue=5 |publisher=Imagine Publishing |date=May 1995 |pages=18–19}}</ref> Pre-orders were available beginning February 25, 1995.<ref name="Billboard" /> Broadcasting services for Satellaview launched on April 1, and the peripheral was released on April 23.<ref>{{cite magazine |title=Virtual Boy: Nintendo names the day |url=https://archive.org/details/NEXT_Generation_08/page/n19 |access-date=January 18, 2020 |magazine=Next Generation |issue=8 |publisher=Imagine Publishing |date=August 1995 |page=18}}</ref> It was only sold via mail order, instead of being released into stores.<ref name="NG" />
Satellaview was never released outside Japan, which some publications cited as being due to expensive costs of digital satellite broadcasting, and due to a supposed lack of appeal to American consumers.<ref name="RGamer">{{cite magazine |date=March 2011 |title=Obscura Machinia #5 – Satellaview |url=https://archive.org/stream/RetroGamerIssue086-090/Retro_Gamer_Issue_087#page/n81/mode/2up/search/satellaview |access-date=January 18, 2020 |magazine=Retro Gamer |publisher=Future plc |location=United Kingdom |pages=82–83 |issue=87}}</ref> When the service first launched, St.GIGA had a number of issues regarding broadcasting video games and video game-related services through the Satellaview service, such as legal issues with other companies and technical restraints of the time.<ref>{{cite news |title=ファミ通エクスプレス 任天堂が衛星放送事業に参入 ゲームライフの未来が変わる |agency=Famitsu |issue=8 |publisher=ASCII Corporation |date=February 26, 1993 |volume=9 |page=9}}</ref> In June 1996, Nintendo announced a potential partnership with Microsoft to release a similar service for Windows, which would combine St.GIGA's broadcasting services with dial-up Internet; this was never launched.<ref>{{cite web |author1=Hiroe |title=衛星データ放送と パソコン・インターネットを統合 |url=https://pc.watch.impress.co.jp/docs/article/960626/stgiga.htm |website=PC Watch |publisher=Impress Group |access-date=January 18, 2020 |archive-url=https://web.archive.org/web/20160515225402/http://pc.watch.impress.co.jp/docs/article/960626/stgiga.htm |archive-date=May 15, 2016 |date=June 26, 1996}}</ref> By March 1997, St.GIGA reported that Satellaview had 116,378 active users.<ref name="StGIGA history">{{cite web| url=http://stgiga.jp/history.htm| title=セント・ギガの歴史 |publisher = St.GIGA | access-date=February 20, 2009| url-status=dead| archive-url=https://web.archive.org/web/20100311194148/http://stgiga.jp/history.htm| archive-date=March 11, 2010}}</ref>
By mid 1998, Nintendo's relationship with St.GIGA began to deteriorate. St.GIGA refused a debt-management plan created by Nintendo to reduce the firm's capital, though having ¥8.8 billion in debt, and had also failed to apply for a government digital satellite broadcasting license by a deadline.<ref name="CNN">{{cite web |title=Nintendo Drops Satellite Plan, Video-Game Company Halts Plan To Deliver Games Directly To Homes |url=http://belarus.8m.com/1/cnn060001.html |website=CNN |publisher=WarnerMedia |access-date=January 18, 2020 |archive-url=https://web.archive.org/web/20160303182437/http://belarus.8m.com/1/cnn060001.html |url-status=dead |archive-date=March 3, 2016 |date=August 21, 1998}}</ref> This led to Nintendo halting all production of new games and content for the peripheral beginning March 1999, and to cancel content and services via a new BS-4 satellite.<ref name="Nikkei" /><ref name="CNN" /> St.GIGA continued to supply content for Satellaview, broadcasting reruns of older content and making the service only for video games.<ref name="Vice" /> Satellaview was fully discontinued on June 30, 2000, due to a severe lack of outside support and a dwindling player base, dropping by nearly 60% from its peak in 1997 to about 46,000 active subscribers.<ref name="Nikkei" /> One year later, St.GIGA declared bankruptcy and merged with Japanese media company WireBee, Inc.<ref>{{cite web |title=St.GIGA, 民事再生手続きが終了, ディジタルBS放送専業で再出発 |url=http://nnm.nikkeibp.co.jp/nnm/2002/06/NNM20020610_193.html |archive-url=https://web.archive.org/web/20020619232027/http://nnm.nikkeibp.co.jp/nnm/2002/06/NNM20020610_193.html |url-status=dead |archive-date=June 19, 2002 |website=Nikkei News Media |publisher=Nikkei, Inc. |access-date=January 18, 2020 |date=June 10, 2002}}</ref>
==Technical specifications== A diagram of Satellaview operation|thumb thumb|Satellaview AV selector The Satellaview device connects to the expansion port on the underside of the Super Famicom, in a manner similar to peripherals such as the 64DD or the Sega CD. Each unit was packaged with a custom four-way AC adapter and AV selector for connecting the console to a BS (broadcast satellite) tuner. A power-transfer bracket supplies power to the Super Famicom. The device adds 1 megabyte of ROM, which contains the operating system, and 512 kilobytes of RAM.<ref name="NG" />
The Satellaview service was provided free of charge and broadcast unscrambled, funded through sales of the device and advertising. Users were still required to purchase or rent a satellite dish and receiver, which could also be used for other BS television programming.<ref>{{Cite news |date=May 1, 1995 |title=不思議なテレビを楽しもう |journal=Radio Life |publisher=Sansai Books |pages=173 |volume=16 |issue=5}}</ref>
The required system cartridge, ''BS-X: Sore wa Namae o Nusumareta Machi no Monogatari'' (commonly translated as ''BS-X: The Town Whose Name Was Stolen''), functions both as an interactive menu for the Satellaview service and as a standalone game. It presents a hub world styled after ''EarthBound'', with buildings representing Satellaview's services. Players can create an avatar, purchase items, play minigames, read announcements from St.GIGA and Nintendo, and participate in contests. The cartridge also expands the Super Famicom's capabilities by providing additional RAM beyond that contained in the Satellaview unit. Game and broadcast data are stored on 8-megabit memory packs that insert into the top of this cartridge.<ref name="RGamer" /><ref name="NWR">{{cite web |last1=Bivens |first1=Danny |date=October 27, 2011 |title=Satellaview – Nintendo's Expansion Ports |url=http://www.nintendoworldreport.com/feature/27669/nintendos-expansion-ports-satellaview |archive-url=https://web.archive.org/web/20191031025039/http://www.nintendoworldreport.com/feature/27669/nintendos-expansion-ports-satellaview |archive-date=October 31, 2019 |access-date=January 18, 2020 |website=Nintendo World Report}}</ref>
==Games and services== {{See also|List of Satellaview broadcasts#Broadcast game list}} [[File:Stgigaprize.jpg|thumb|Winners of Satellaview competitions were awarded special prizes, such as Bemani Pocket games.]] A total of 114 games were released for Satellaview; some are remakes or updates of older Family Computer and Super Famicom games, and others were created specifically for the service.<ref name="RGamer" /> Nintendo's popular franchises include ''Kirby'', ''F-Zero'', ''Fire Emblem'', ''The Legend of Zelda'', and ''Super Mario Bros.''<ref name="Vice" /> Nintendo's original games include ''Sutte Hakkun''.<ref>{{cite web |last1=Lopes |first1=Gonçalo |title=Super Famicom Exclusive Sutte Hakkun Gets Translated Into English |url=http://www.nintendolife.com/news/2017/11/super_famicom_exclusive_sutte_hakkun_gets_translated_into_english |website=Nintendo Life |access-date=January 19, 2020 |date=November 12, 2017}}</ref> ''EarthBound'' creator Shigesato Itoi designed a fishing game called ''Itoi Shigesato no Bass Tsuri No. 1''.<ref name="RGamer" /> The previously unreleased ''Special Tee Shot'', later reworked into ''Kirby's Dream Course'', was released.<ref>{{cite web |last1=Lopes |first1=Gonçalo |title=A Forgotten (And Kirby-Free) HAL SNES Title Has Been Preserved For The Ages |url=http://www.nintendolife.com/news/2019/06/a_forgotten_and_kirby-free_hal_snes_title_has_been_preserved_for_the_ages |website=Nintendo Life |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20190620192901/http://www.nintendolife.com/news/2019/06/a_forgotten_and_kirby-free_hal_snes_title_has_been_preserved_for_the_ages |archive-date=June 20, 2019 |date=June 17, 2019}}</ref> Third-party games include SquareSoft's ''Radical Dreamers'' and ''Treasure Conflix'', Pack-In-Video's ''Harvest Moon'', Chunsoft's ''Shiren the Wanderer'', Jaleco's ''Super Earth Defense Force'', and ASCII's ''Derby Stallion '96''.<ref name="Vice" /> Soundlink games were broadcast with live voice acting by radio personalities and commentators.<ref name="VGC">{{cite web |last1=Vincent |first1=Brittany |title=What Becomes Of Unplayable Games? |url=https://www.videogameschronicle.com/features/what-becomes-of-the-unplayable-games/ |website=Video Games Chronicle |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20190518212457/https://www.videogameschronicle.com/features/what-becomes-of-the-unplayable-games/ |archive-date=May 18, 2019 |date=May 15, 2019}}</ref> Unlike other Satellaview games, SoundLink games could only be played on a live schedule.<ref name="VGC" /> Nintendo often held tournaments for certain games, such as ''Wario's Woods'', that allowed players to compete for prizes.<ref name="Vice" />
Alongside games, Satellaview owners could access many other different services. Free magazines included video game publications like ''Famitsu'' and ''Nintendo Power'' and general Japanese publications focusing on news, music, or celebrity interviews.<ref name="QBQ" /><ref>{{cite web |last1=Knezevic |first1=Kevin |title=New Super Nintendo Game Coming Out In Japan |url=https://www.gamespot.com/articles/new-super-nintendo-game-coming-out-in-japan/1100-6450015/ |website=GameSpot |publisher=CBS Interactive |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20181004101704/https://www.gamespot.com/articles/new-super-nintendo-game-coming-out-in-japan/1100-6450015/ |archive-date=October 4, 2018 |date=May 13, 2017}}</ref> Soundlink magazines included commentary, often by popular Japanese personalities, such as Bakushō Mondai and All Night Nippon.<ref name="Vice" /> St.GIGA broadcasts included "Tide of Sound" nature ambiance and other music.<ref name="QBQ">{{cite book |title=懐かしスーパーファミコン パーフェクトガイド |date=September 21, 2016 |publisher=QBQ, Inc. |isbn=9784866400082 |pages=114–115 |url=http://diapress.jp/archives/7402.html |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20190406124244/http://diapress.jp/archives/7402.html |archive-date=April 6, 2019}}</ref> A special newsletter by both St.GIGA and Nintendo included service updates such as contests and upcoming events.<ref name="QBQ" />
==Reception and legacy== Though having amassed a larger playerbase, and being widely-successful for St.GIGA, Nintendo viewed Satellaview as a commercial failure.<ref name="Vice" /> The rise of technologically superior consoles such as Sega Saturn, PlayStation, and Nintendo 64, made consumers reluctant to purchase Satellaview, especially due to its exclusive availability via mail order delivery or specific electronic stores.<ref name="Vice" />
Retrospective feedback on Satellaview has been positive. ''Retro Gamer'' magazine applauded the peripheral for its technological achievements, providing an early form of online gaming years before the advent of services such as Xbox Live.<ref name="RGamer" /> It commended the overall quality of the game library, citing the definitive ''BS Legend of Zelda'' series.<ref name="RGamer" /> ''Nintendo World Report'' liked its uniqueness which will likely never be replicated on modern video game consoles, and its library of games and services.<ref name="NWR" /> ''Shacknews'' listed it among Nintendo's most innovative products for its technological accomplishments and pioneering of online gaming.<ref name="Shack News">{{cite web |author1=Shack Staff |title=Shack Ten: Nintendo's Most Innovative Products |url= https://www.shacknews.com/article/96066/shack-ten-nintendos-most-innovative-products |website=Shacknews |access-date=January 18, 2020 |archive-url= https://web.archive.org/web/20161103163531/http://www.shacknews.com/article/96066/shack-ten-nintendos-most-innovative-products |archive-date=November 3, 2016 |date=July 29, 2016}}</ref> ''Kill Screen'' labeled Satellaview as "perhaps one of the most crucial early experiments in combining games with storytelling", specifically the Soundlink games and voice acting.<ref name="KS">{{cite web |last1=Campana |first1=Andrew |title=The Neglected History Of Videogames For The Blind |url=https://killscreen.com/previously/articles/real-sound-audiogames-blindness-shadow-history-gaming/ |website=Kill Screen |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20200119000336/https://killscreen.com/previously/articles/real-sound-audiogames-blindness-shadow-history-gaming/ |archive-date=January 19, 2020 |date=September 26, 2016}}</ref> They were disappointed at the loss of the entire Soundlink live content library upon discontinuation.<ref name="KS" /> ''Video Games Chronicle'' called it "an impressive and ingenious idea for the time, and an innovation that we see to a lesser degree now in terms of interactive television and episodic game installments from modern studios".<ref name="VGC" />
In 1999, Nintendo released a spiritual successor to Satellaview for Nintendo 64, the 64DD and its Randnet Internet service.<ref name="RGamer" /> Originally announced in 1995, a year prior to console launch,<ref>{{cite magazine |title=Nintendo's Lincoln Speaks Out on the Ultra 64! |magazine=Electronic Gaming Monthly |issue=78 |publisher=Sendai Publishing |date=January 1996 |pages=74–75}}</ref> Randnet had many similar features, such as a Nintendo newsletter and online gaming,<ref>{{cite web |title=Inside Randnet |date=August 27, 1999 |publisher=IGN |url=http://ign64.ign.com/news/9946.html |url-status=dead |archive-url= https://web.archive.org/web/20020105102040/http://ign64.ign.com/news/9946.html |archive-date=January 5, 2002 |access-date=January 11, 2015}}</ref> plus chat and email.<ref>{{cite web |first=Peer |last=Schneider |title=Everything About the 64DD |url= http://www.ign.com/articles/2001/02/10/everything-about-the-64dd |publisher=IGN |date=February 9, 2001 |access-date=June 12, 2014}}</ref> Nintendo attempted to have St.GIGA transition from Satellaview to the 64DD, however, when St.GIGA refused, Nintendo instead partnered with Japanese media company Recruit to form Randnet.<ref name="Vice" /> The 64DD was a commercial failure.<ref name="The 64Dream Dec 1997">{{cite magazine |title=A friendly discussion between the "Big 2" (translated text) |url= http://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/ |magazine=The 64 Dream |subject-link1=Shigeru Miyamoto |subject-link2=Shigesato Itoi |first1=Shigeru |last1=Miyamoto |first2=Shigesato |last2=Itoi |date=December 1997 |page=91 |access-date=January 14, 2015}}</ref>
Satellaview has a large cult following since the late 2000s due to most of its content having been lost after the service was closed. Many video game preservationists and Nintendo fans have searched for memory packs to recover game data and preserve it online.<ref>{{cite web |last1=Wawro |first1=Alex |title=Preservationists find and acquire rare Kirby Satellaview games |url= https://www.gamasutra.com/view/news/285150/Preservationists_find_and_acquire_rare_Kirby_Satellaview_games.php |website=Gamasutra |access-date=January 19, 2020 |archive-url= https://web.archive.org/web/20190429152817/http://www.gamasutra.com/view/news/285150/Preservationists_find_and_acquire_rare_Kirby_Satellaview_games.php |archive-date=April 29, 2019 |date=November 8, 2016}}</ref> Fans have created custom private servers that work with the official BS-X application cartridge, and translated certain games such as those from the ''Legend of Zelda'' series.<ref>{{cite web |last1=Lopes |first1=Gonçalo |title=Japan-Exclusive Satellaview Zelda Game Gets Translated And Dubbed Into English |url=http://www.nintendolife.com/news/2016/07/japan-exclusive_satellaview_zelda_game_gets_translated_and_dubbed_into_english |website=Nintendo Life |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20190615192455/http://www.nintendolife.com/news/2016/07/japan-exclusive_satellaview_zelda_game_gets_translated_and_dubbed_into_english |archive-date=June 15, 2019 |date=July 7, 2016}}</ref><ref>{{cite web |last1=Alexandra |first1=Heather |title=Fans Translate Rare Japanese Zelda Game, Now Everyone Can Play It |url=https://kotaku.com/fans-translate-rare-japanese-zelda-game-now-everyone-c-1787933007 |website=Kotaku |access-date=January 19, 2020 |archive-url=https://web.archive.org/web/20190816172731/https://kotaku.com/fans-translate-rare-japanese-zelda-game-now-everyone-c-1787933007 |archive-date=August 16, 2019 |date=October 18, 2016}}</ref> In retrospective years, publications have raised concerns about the permanent loss of much Satellaview content, specifically live audio from Soundlink games and digital newsletters.<ref name="RGamer" /><ref name="VGC" /><ref name="KS" /><ref>{{cite web|last=Linneman|first=John|url=https://www.eurogamer.net/articles/digitalfoundry-2020-cooly-skunk-the-cross-gen-console-game-recovered-from-oblivion|title=Cooly Skunk: how a lost Super NES game was miraculously recovered via satellite download|work=Eurogamer|publisher=Gamer Network|date=January 26, 2020|access-date=January 29, 2020}}</ref>
== See also == * Nintendo Power (cartridge)
==Notes== {{notelist}}
==References== {{reflist}}
{{Super Nintendo Entertainment System}} {{Nintendo hardware}} {{portal bar | 1990s | Video games}} Category:Modems Category:Online video game services Category:Super Nintendo Entertainment System accessories Category:Video game console add-ons Category:Japan-exclusive video game hardware Category:Products introduced in 1995