Download Boxes here: Please note. You will need WinRar to extract this file. Vector Game Cover Templates v6 + Bonus Complete Vector Wii, Wii U, SNES, NES, GameBoy and Mega Drive Cover/Box Template as PSD (easily importable in AI) for custom cover creation. All icons, layer and co. Are vector shapes and lossless resizable. Download all 3 parts of the box art collection and unzip them. Place all of the files into the same directory. Using UberNES, click NES Database.Configure Box Art from the main menu. Select the proper box art directory by clicking the Browse button on the bottom-right corner of the configuration dialog.
So the UberNES box art feature sounds like a good idea, but do you really want to spend an afternoon searching around the Internet, downloading NES box art images, and linking them up with the proper NES games in UberNES, one-by-one? Of course not - that's why we created this collection.
This collection is an archive of NES box art images that can be quickly and easily downloaded and used with our NES emulator, UberNES. We simply gathered, cleaned-up, and properly renamed box art files from various websites and placed them into one big collection.
Using with UberNESTo use this collection with UberNES, you have to download and unzip the collection, then set the appropriate box art directory in UberNES. Here are the exact steps:
- Download all 3 parts of the box art collection and unzip them. Place all of the files into the same directory.
- Using UberNES, click NES Database...Configure Box Art from the main menu.
- Select the proper box art directory by clicking the Browse button on the bottom-right corner of the configuration dialog.
- Click the Restore All Default Links button on the dialog, and click Yes when prompted.
Super Nintendo Entertainment System 2D Box Pack. What's New in Version 1.4. Released February 9, 2016. Downloads 10,467; Submitted May 12, 2015; Updated February.
NES Box Art LinksMany thanks to the following sites for providing archives of NES box art images:
Snes Box Art Complete Download Free
Whilst not having a distinctive style of cover art design of its own, like so many consoles of the previous generations did, the Super Famicom’s box profile would lend itself to a distinctive approach to box art layout.
Its long, portrait profile, when compared to the Famicom’s landscape (possibly to differentiate between the two at a retail level), would allow for larger, more detailed character arts to be displayed, but would be an Achilles heel when the same artworks were reused overseas. Super Famicom cover arts such as Castlevania: Dracula XX, Super Metroid, Prince of Persia and Secret of Mana would lose their heightened grandeur due to the inevitable cropping required to fit the SNES’s landscape box profile. Later this landscape profile would be adopted in Japan, with publisher Square being a notable employer of it.
The general level of Japanese artistry, it could be argued, increased with the generational jump (an observation that can be seen across many formats), with a sound reason being the enlarged number of noted illustrators and Mangaka’s being drafted to take up duties. They would, a majority of times, be assigned the role of character designer and be responsible for the in-game character designs along with promotional material.
The Super Famicom’s catalogue would see an influx of western games being ported as American and European publishers started to heavily develop for the system. The same could not be said for predecessor, the Famicom, whose box art catalogue is almost exclusively Japanese designed. Subsequently, this western influx would be some of the first tastes the Japanese had of foreign box arts. Covers for European and American titles such as DOOM,Populous, Another World (Outer World in Japan), Flashback, and Drakkhen would all make the transition unchanged.
Plenty of western box arts would still find themselves redundant in place of a Japanese artist’s own interpretation. The more fantasy/ adventure based titles would generally remain somewhat Americanised in design (see Wolfenstein 3D, Populous II, Pitfall: The Mayan Adventure, and Might and Magic II), whilst the heavily character led games would adopt a more traditional Manga or anime style of art – Super Turrican, Lester the Unlikely, Soccer Kid, Pipe Dream and Lost Vikings being examples - but it would often be as ill fitting as America’s take of Japanese character art.
After a fairly moot period that lasted throughout the latter part of the 80’s, American box art design would bounce back with the help of their cartoonists and comic book alumni. Illustrators such as Greg Winters (Super Double Dragon, Final Fight 3), Mick McGinty (Street Fighter II/ Turbo/ Super), Glenn Fabry (Speedball II, The Incredible Hulk) and Greg Martin (Super Bomberman) would see to Americanising Japan’s cover art efforts, whilst trying to sit in line with what Sega’s Mega Drive and its “cooler” and more mature promotional art was delivering.
Donkey Kong Country’s box art deserves special mention as one of the earliest examples (if not the first) to use computer art as its primary medium within console gaming. All cover arts, for both the Super Famicom and SNES, before Country and the vast majority after would still use traditional art techniques.