The evolution also carried into home console video games, such as the release of the Super Famicom in 1990, and its US/EU version Super NES in 1991. It sported a specialized custom Sony chip for both the sound generation and for special hardware DSP. It was capable of eight channels of sampled sounds at up to 16-bit resolution, had a wide selection of DSP effects, including a type of ADSR usually seen in high-end synthesizers of the time, and full stereo sound. This allowed experimentation with applied acoustics in video games, such as musical acoustics (early games like "Super Castlevania IV", "F-Zero", "Final Fantasy IV", "Gradius III", and later games like "Chrono Trigger"), directional ("Star Fox") and spatial acoustics (Dolby Pro Logic was used in some games, like "King Arthur's World" and "Jurassic Park"), as well as environmental and architectural acoustics ("", "Secret of Evermore"). Many games also made heavy use of the high-quality sample playback capabilities ("Super Star Wars", "Tales of Phantasia"). The only real limitation to this powerful setup was the still-costly solid state memory. Other consoles of the generation could boast similar abilities yet did not have the same circulation levels as the Super NES. The Neo-Geo home system was capable of the same powerful sample processing as its arcade counterpart but was several times the cost of a Super NES. The Sega CD (the Mega CD outside North America) hardware upgrade to the Mega Drive (Genesis in the US) offered multiple PCM channels, but they were often passed over instead to use its capabilities with the CD-ROM itself.