Alan Cecil, a security consultant and the brains behind TASBot, the Tool-Assisted Speedrun robot, has stumbled upon an intriguing development. It turns out that Super Nintendo consoles are gradually running a bit faster, all thanks to one of their integral chips. A report from 404 Media sheds light on this phenomenon, explaining how these classic consoles employ a Sony SPC700 APU, an audio processing unit with a DSP rate initially pegged at 32,000 Hz. However, back in 2007, folks programming SNES emulators noticed something peculiar—the chips were actually operating slightly quicker at about 32,040 Hz. To dodge any game compatibility issues, they adjusted to this observed frequency.
The magic behind this speed difference lies in the SPC700 coprocessor, which uses a ceramic resonator clocked at 24,576 Hz to manage its frequency. This resonator is quite sensitive; environmental factors like heat can sway its performance.
This past February, Cecil took to Bluesky via the TASBot account to share his theory and sought input from fellow SNES users. Initial findings from the gathered data suggest a consistent trend—these aging SNES consoles seem to be revving up the SPC700 chip’s speed over time. The highest recorded frequency so far is 32,182 Hz. While this uptick is less than a 1% increase from its original 32,000 Hz, it’s significant enough to potentially alter in-game audio and even disrupt some games.
Now, the bigger picture here is how this affects the gaming experience, particularly for speedrunners. The SPC700 handles audio, so in theory, it shouldn’t meddle with the gameplay—unless you’re relying on precise timing. The higher frequency can quicken load times, especially when the screen goes dark between stages as the console rushes to prepare all the necessary data for the next level, audio included. For most gamers, this faster load time is a plus. However, it poses a challenge for speedrunners and speed-run bots, where every millisecond counts. Interestingly, human speedrunners seem less affected, perhaps due to the innate latency in human reaction times.
Cecil shared, “We haven’t fully grasped the extent of this impact over lengthy speedruns. What’s clear is that it does influence the timing of data transfer between the CPU and APU.”
It’s the TASBot playthroughs that stand to be most affected, given their need for split-second precision. Cecil remains committed to collecting more data to understand how these changes unfold as the consoles—and countless other devices—age. This exploration not only aids in authentically emulating classic games but also in preserving the cherished gaming experiences of our past.