A downloadable game

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This is a homebrew Sudoku game cartridge for SNES, programmed for fun as part of the March 2019 RetroChallenge (project log here). One of the very few, if not the only game to support the NTT Data Keypad, besides the original JRA PAT online horse race betting system. (more info on this here)


  • 4 Difficulty levels, 100 unique puzzles each. (Total of 400 puzzles!)
  • Simple Hint engine. Detects sole cell candidate, unique row candidate and unique column canditate.
  • Invalid entry detection.
  • Auto-solver (please use it after giving up)
  • Supports the NTT Data Keypad for direct number entry!
  • Also supports standard SNES controllers: Use L/R to cycle through valid values for a given cell

Also available in catridge format for PAL and NTSC systems! https://www.raphnet-tech.com/products/super_sudoku/index.php

The source-code is now available on github: https://github.com/raphnet/super_sudoku

Rated 5.0 out of 5 stars
(1 total ratings)
Tagssnes, sudoku, super-famicom, super-nintendo
Average sessionAbout a half-hour
InputsGamepad (any)
LinksBlog, Cartridge version (raphnet store)


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Click download now to get access to the following files:

ROM file for SNES : super_sudoku_v1.0.sfc 256 kB
ROM file for SNES : super_sudoku_v1.1.sfc 256 kB

Development log


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Very good implementation of Sudoku. Good solution to "swipe" through the numbers with the shoulder buttons!


  • little annoying that B is the "proceed" button instead of A, since A is usually the default on Nintendo consoles (including SNES)
  • after a puzzle is solved, it shows "done" which is nice but it feels a little unnatural not to have a button (or START) that is offered then to you to take you back to the title screen, instead you have to do it manually with the menu

(both cons are no real big issues though, just wanted to give feedback)


  • bug free and smooth
  • appealing visuals
  • great to be able to input newspaper puzzles in an empty grid
  • the hint feature is fantastic!

What I miss:

  • a way to note down numbers in a field that "might" be there, for example if I know in the top left square is either a 3 or 7, same applies to the field below it, I would love to be able to note them as small numbers in the field until I know for sure which number goes where... not so sure how I would implement this in a good way though

What would be a fantastic addition:

  • auto-generated puzzles instead of "pre-made" ones... there are a few algorithms for this but I'm not sure how they'd be able to fit in an SNES rom but at least wanted to mention it :) pretty sure though that you thought about this by yourself already

Conclusion: Really an outstanding port so far, really like it.

Just downloaded, looking forward to trying it out.  Thanks!

Thank you, I hope you like it! Are you using it on real hardware with a NTT Data Keypad?

No, I wish!  I have a SNES, but emulation is convenient.  I'm also a little surprised more games didn't use the pad, seems like it had potential.  

I have a question:  Is there any way to change the background, either to stop the scrolling or just make it a solid color?  It's a little hard to play for any extended time because the scrolling background causes me eyestrain.  Is there a menu I maybe missed?  

There is no way to do this at the moment, but hold on, I'll try to make a new build. I think I'll simply stop the scrolling once the puzzle is displayed.

Thank you for responding!  I look forward to any further developments.


The grid in version 1.1 has an opaque background and uses softer colors. As the scrolling background is no longer showing through, I decided to keep the scrolling (for now) but I also slowed it down in an attempt to make it less distracting.

What do you think?