Super Pro Fighter
The Super Pro Fighter was produced by China Coach Limited back in 1993. It came standard with 16M of memory (expandable to 32M), a built in 3.5" drive, and 256K SRAM. It has the ability to run games from disk or cartridge, BRAM save, auto goldfinger code find and use, realtime save, and disk format options up to 1.6M. There is no parallel port built in to the unit. Remember that you have to have a cartridge inserted in the unit to run games. The cart has to be from the same country as the SNES you are useing it on! Not sure about DSP support, but I know it can't run Super FX games at all...
Limited back in late 1993. From Mike Metler of Complete Console Ltd: "The Super PFQ was a good unit. Rarely had problems, rarely had returns. This allowed us to actually get the business going. Everyone wanted the PFQ because it was easy to use and accepted all formats of files available on BBS's at the time." Thanks Mike!!
Bulit-in3.5" disk drive Auto-download function 16 megabit on board D.S.P. & FX playable(option)
I think the cart in the picture is a DSP cart.
There was a different unit called the Super Pro Fighter Q Plus that had 24Mbits of memory instead of the standard 16M.
The Super Pro Fighter now has a Turbo cart which when plugged in, along with a 24MB ram upgrade, will let users backup and play SF2:Turbo. Also there have been similar upgrades released for the UFO and MGH.
DSP Magic Card
This is an example of a DSP plug-in cart for a SNES/SFC copier. The DSP chip is used in gamecarts found like Pilotwings and Super Mario Kart to enable those special graphics. A copier with a game loaded into its RAM can't emulate this chip because its a peice of hardware not software from the ROM, so a DSP plug-in must be in the cart slot of the copier so the game works. There are a number of different DSP chips so one won't work for all. There is no need to to go hunting for a cart like the one above, you can use game carts with the chip, you just need to find the right one.
The Super Smart Card is a backup unit for Game Boy and Gamegear. It comes with a "Base Unit" which interfaces between your PC and the 4Mbit flashROM cartridge supplied, via a standard serial cable. This allows you to upload Game Boy images from carts to your PC's hard drive, or write Game Boy images to the flashROM cartidge. Gamegear images can only be written to the flashROM cartidge, not backed up from existing carts. Many people have had a hard time trying to get the flashROM cart to work properly with the Pocket Game Boy, while others have had no problem. It seems to work fine on a standard Game Boy or Gamegear though.
Thanks to S. Lajeunesse for the following info and files: ssc.zip contains the original program (smart.exe). This is very time sensitive and is known to have problems with lots of pcs (it doesn't work). smart2.zip is the updated version that is a lot less time sensitive and therefore, works. I have tested the smart2 with an AMD XP 1700+ and it works great! BTW, the parallel port has to be set to standard. EPP will not work. Gameboy games can go into 1 of 4 banks. The banks are 128K (4 * 128K = 512K = 4Megabit). Gameboy games need to have a SSC header before the program recognises the rom (simply use ucon64 to add the header). Gamegear games start at bank 3. I haven't tried a 512K game or putting 2 games. Game gear games don't need any header.
Comment 1: This is an adapter for Gameboy carts to be backed up with Pro Fighters and the Smart Bros. I think there is another one available for the Game Gear. It basicaly allows the use to use GB carts in place of SNES carts when backing up and I imagine it can send a backed up game to the blank cart shown in the picture to be used with a Gameboy."
Thanks to Schweino for the pics