Codex Gamicus
 
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{{Navigation|Achievements|Primary Codex,Secondary Codex,Journal,Planets|Armor,Items,Upgrades,Weapons}}
The following is a '''list of [[Arcade game|arcade]] [[arcade system board|system boards]]''' released by '''[[Sega]]'''. For games running on these system boards, see [[List of Sega arcade games]].
 
   
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* [[Mass Effect 2/Codex/Secondary Codex/Aliens: Council Races|Aliens: Council Races]]
==Sega Blockade==
 
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* [[Mass Effect 2/Codex/Secondary Codex/Aliens: Extinct Races|Aliens: Extinct Races]]
''Sega Blockade'' was Sega's first unified arcade system board, released in 1976 for ''[[Blockade (video game)|Blockade]]'' and then used for other similar games in 1976 and 1977.<ref name=blockade>http://www.system16.com/hardware.php?id=684</ref>
 
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* [[Mass Effect 2/Codex/Secondary Codex/Aliens: Non-Council Races|Aliens: Non-Council Races]]
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* [[Mass Effect 2/Codex/Secondary Codex/Aliens: Non-Sapient Races|Aliens: Non-Sapient Races]]
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* [[Mass Effect 2/Codex/Secondary Codex/Arrival: The Reapers' Secrets|Arrival: The Reapers' Secrets]]
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* [[Mass Effect 2/Codex/Secondary Codex/Cerberus Project: Overlord|Cerberus Project: Overlord]]
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* [[Mass Effect 2/Codex/Secondary Codex/Citadel and Galactic Government|Citadel and Galactic Government]]
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* [[Mass Effect 2/Codex/Secondary Codex/Humanity and the Systems Alliance|Humanity and the Systems Alliance]]
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* [[Mass Effect 2/Codex/Secondary Codex/Planets and Locations|Planets and Locations]]
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* [[Mass Effect 2/Codex/Secondary Codex/Publications|Publications]]
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* [[Mass Effect 2/Codex/Secondary Codex/Shadow Games: The Broker's Secrets|Shadow Games: The Broker's Secrets]]
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* [[Mass Effect 2/Codex/Secondary Codex/Ships and Vehicles|Ships and Vehicles]]
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* [[Mass Effect 2/Codex/Secondary Codex/Special Vehicles: The Hammerhead|Special Vehicles: The Hammerhead]]
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* [[Mass Effect 2/Codex/Secondary Codex/Technology|Technology]]
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* [[Mass Effect 2/Codex/Secondary Codex/The Master Thief: Kasumi's Secrets|The Master Thief: Kasumi's Secrets]]
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* [[Mass Effect 2/Codex/Secondary Codex/The Veteran: Zaeed's Secrets|The Veteran: Zaeed's Secrets]]
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* [[Mass Effect 2/Codex/Secondary Codex/Weapons, Armor and Equipment|Weapons, Armor and Equipment]]
   
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{{Mass Effect}}
* [[Central processing unit|CPU]]: [[Intel 8080|Intel 8080A]] @ 2 [[Clock rate|MHz]]<ref name=mame_blockade>https://github.com/mamedev/mame/tree/master/src/mame/drivers/blockade.c</ref> ([[8-bit]] [[Instruction set|instructions]] @ 0.29 [[Instructions per second|MIPS]])<ref name=intel>http://web.archive.org/web/20120424231244/http://www.depi.itch.edu.mx/apacheco/asm/Intel_cpus.htm</ref>
 
* [[Sound chip]]: Custom<ref name=blockade/> ([[Monaural|mono]])
 
* [[Color depth|Colors]]: 2<ref name=mame_blockade/> ([[monochrome]])
 
* [[Display resolution]]: 256×224 [[pixel]]s<ref name=mame_blockade/>
 
* [[Refresh rate]]: 60&nbsp;[[Hertz|Hz]]<ref name=mame_blockade/>
 
   
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{{DISPLAYTITLE:Secondary Codex}}
==Sega VIC Dual==
 
[[Sega]] released the ''Sega VIC Dual'' arcade system board in 1977 as one of the first systems to use the [[Zilog Z80]] [[microprocessor]]. Some of the games on the system include ''[[Depthcharge]]'' (1977), ''[[Frogs (video game)|Frogs]]'' (1978), ''[[Heiankyo Alien]]'' (1979), ''[[Head On (video game)|Head On]]'' (1979), ''[[Carnival (video game)|Carnival]]'' (1980), and ''[[Beat 'em up#History|Samurai]]'' (1980).<ref name=vicdual>http://www.system16.com/hardware.php?id=685</ref>
 
 
* [[Central processing unit|CPU]]: [[Zilog]] [[Zilog Z80|Z80]] @ 1.934&nbsp;[[Megahertz|MHz]]<ref name=vicmame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/vicdual.c</ref> ([[8-bit]] & [[16-bit]] [[Instruction set|instructions]] @ 0.28 [[Instructions per second|MIPS]]),<ref name=retro>http://www.drolez.com/retro/</ref> or [[Intel 8080]] @ 1.934&nbsp;MHz<ref name=vicdual/> (8-bit instructions @ 0.28 MIPS)<ref name=intel>http://web.archive.org/web/20120424231244/http://www.depi.itch.edu.mx/apacheco/asm/Intel_cpus.htm</ref>
 
* [[Sound card|Sound board]]: Custom (mono)
 
* [[Color model]]: [[Monochrome]] (1977) or [[RGB color model|RGB]] (1979)<ref name=vicmame/>
 
* [[Palette (computing)|Color palette]]: 64<ref>http://www.arcade-history.com/?n=depthcharge&page=detail&id=622</ref>
 
* [[Color depth|Colors on screen]]: 2 (1977) or 8 (1979)<ref>https://github.com/mamedev/mame/tree/master/src/mame/video/vicdual.c</ref>
 
* [[Display resolution]]: 256×224<ref name=vicdual/> to 328×262<ref name=vicmame/>
 
* [[Refresh rate]]: 60&nbsp;Hz<ref name=vicmame/>
 
 
==Sega Z80==
 
''Sega Z80'' was an arcade system board that is named after the [[Zilog Z80]] processor it uses as its main CPU. It released in 1980, with games such as ''[[Moon Cresta]]'',<ref name=segaz80>http://www.system16.com/hardware.php?id=688</ref> using a modified version of the [[Namco Galaxian]] system board.<ref name=galmame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/galaxian.c</ref> In 1981, ''[[Jump Bug]]'' added [[parallax scrolling]]<ref name=purcaru>http://books.google.co.uk/books?id=lB4PAwAAQBAJ&pg=PA181</ref> and replaced the [[sound chip]].<ref>https://web.archive.org/web/20140103070737/http://mamedev.org/source/src/mame/drivers/galdrvr.c.html</ref> In 1982, ''[[Super Locomotive]]'' replaced the Namco Galaxian hardware with more advanced custom Sega hardware,<ref name=segaz80/> including sound and graphics chips that would later be used in the [[Sega System 1|System 1/2]]/[[Sega System 16|16]] and [[Sega Space Harrier]] boards.
 
 
===Specifications===
 
* Main [[Central processing unit|CPU]]: [[Zilog Z80]] @ 3.072 [[Megahertz|MHz]]<ref name=segaz80/> ([[8-bit]] & [[16-bit]] instructions @ 0.45 [[Instructions per second|MIPS]]<ref name=retro/>)
 
* [[Sound card|Sound hardware]]: [[Namco Galaxian]] sound hardware (one [[Programmable sound generator|programmable]] 4/8-bit [[waveform]] channel, three [[4-bit]] [[square wave]] channels, two 17-bit [[White noise|noise]] channels, one [[Modulation|modulated]] noise [[Pulse wave|pulse]] channel)<ref name=galmame/>
 
* [[Graphics processing unit|GPU chipset]]: [[Namco Galaxian]] [[Video card|video hardware]]<ref name=galmame/><ref name=galvideo>https://github.com/mamedev/mame/tree/master/src/mame/video/galaxian.c</ref>
 
* [[Display resolution]]: 256×224<ref name=sega_z80>http://www.system16.com/hardware.php?id=513</ref> to 384×264<ref>https://github.com/mamedev/mame/tree/master/src/mame/includes/galaxian.h</ref> (horizontal), 224×256 to 264×384 (vertical)
 
* [[Refresh rate]]: 60.60606&nbsp;Hz ([[V-sync]])<ref name=galmame/>
 
* [[Color model]]: [[RGB color model|RGB]]<ref>http://www.arcade-museum.com/game_detail.php?game_id=7885</ref>
 
** [[List of color palettes|Color palette]] [[Colour look-up table|table]]: 224 ([[Programmable read-only memory|PROM]])<ref name=galvideo/>
 
** [[Color depth|Colors on screen]]: 32 ([[Video memory|palette RAM]])<ref name=galmame/>
 
* Background planes:
 
** [[Tile engine|Tilemap]] plane: 8×8 tile sizes,<ref name=galmame/> [[scrolling]]<ref name=galvideo/>
 
** [[Bitmap]] plane: Star generator, scrolling<ref name=galvideo/>
 
* [[Sprite (computer graphics)|Sprite]] capabilities: 8×8 to 16×16 sizes, 4 colors per sprite,<ref name=galmame/> 15 sprites per [[Scan line|scanline]], 240 [[Texel (graphics)|sprite pixels/texels]] per scanline, sprite flipping,<ref name=galvideo/> sprite animation<ref>http://www.cs.columbia.edu/~%20sedwards/classes/2011/4840/reports/Galaxian.pdf</ref>
 
 
''[[Jump Bug]]'' added the following upgrades in 1981:
 
 
* [[Sound chip]]: [[General Instrument AY-3-8910]] @ 1.78975&nbsp;MHz<ref name=galmame/>
 
* Background planes: [[Parallax scrolling]]<ref name=purcaru/>
 
 
''[[Super Locomotive]]'' included the following upgrades/modifications in 1982:
 
 
* Main CPU: Zilog Z80 @ 4&nbsp;MHz<ref name=segaz80/> (8-bit & 16-bit instructions @ 1.16 MIPS<ref name=retro/>)
 
* Audio CPU: Zilog Z80 @ 4&nbsp;MHz<ref name=segaz80/> (8-bit & 16-bit instructions @ 1.16 MIPS<ref name=retro/>)
 
* Sound chips: [[Texas Instruments SN76496|Sega SN76496]]<ref name=segaz80/> (modified [[Texas Instruments SN76496]]<ref>https://github.com/mamedev/mame/tree/master/src/emu/sound/sn76496.c</ref>) @ 4&nbsp;MHz, Sega SN76496 @ 2&nbsp;MHz<ref name=segaz80/>
 
* GPU chipset: [[#Sega System series|Sega 315-5011]]<ref name=suprloco>https://github.com/mamedev/mame/tree/master/src/mame/drivers/suprloco.c</ref> (sprite line comparator),<ref name=segaic16/> [[#Sega System series|Sega 315-5012]]<ref name=suprloco/> (sprite generator)<ref name=segaic16/>
 
* Display resolution: 248×224 to 256×256<ref name=suprloco/>
 
* Refresh rate: 60&nbsp;Hz<ref name=suprloco/>
 
* Color palette table: 1568<ref name=suprloco/>
 
* Colors on screen: 768<ref name=suprloco/><ref name=suprloco_video>https://github.com/mamedev/mame/tree/master/src/mame/video/suprloco.c</ref>
 
* Color per sprite: 16<ref name=suprloco/>
 
* [[Texel (graphics)|Sprite pixels/texels]]: 4&nbsp;MHz [[Clock signal|clock cycles]] (60&nbsp;Hz refresh rate),<ref name=suprloco/> 66,666 pixels/texels per frame (256 [[Scan line|scanlines]]), 260 sprite pixels/texels per scanline, 32 sprites per scanline
 
* Tilemap planes: 2 background layers<ref name=suprloco_video/>
 
 
''[[Bank Panic]]'' included the following upgrades/modifications in 1984:
 
 
* Sound chips: 3× Sega SN76496 @ 3.86712&nbsp;MHz<ref name=segaz80/>
 
* Tilemap planes: 2 layers (foreground, background)<ref>https://github.com/mamedev/mame/tree/master/src/mame/video/bankp.c</ref>
 
* Display resolution: 256×224<ref name=sega_z80/> to 330×256<ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/bankp.c</ref>
 
 
==Sega G80==
 
''Sega G80'' was an [[arcade system board]] released by [[Sega]] in 1981. The G80 was released in both [[Raster graphics|raster]] and [[Vector graphics|vector]] versions of the hardware.
 
 
===G80 specifications===
 
* Main [[Central processing unit|CPU]]:<ref name=g80>{{cite web |url=http://www.cityofberwyn.com/simulation/gameHardware/G80ref1.20.txt|title=Sega G80 Hardware Reference|archiveurl=http://web.archive.org/web/20120219195401/http://www.cityofberwyn.com/simulation/gameHardware/G80ref1.20.txt|archivedate=2012-02-19}}</ref>
 
** [[Raster graphics|Raster]]: Zilog Z80 @ 8&nbsp;MHz (8-bit & 16-bit instructions @ 1.16 MIPS<ref name=retro/>)
 
** [[Vector graphics|Vector]]: [[Zilog Z80]] @ 3.86712&nbsp;MHz (8-bit & 16-bit instructions @ 0.561 MIPS<ref name=retro/>)
 
* [[Sound card|Sound boards]]:
 
** Sega USB (Universal Sound Board)<ref name=segag80r>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.c</ref>
 
*** [[Microcontroller|MCU]]: [[Intel MCS-48|Intel i8035]]<ref name=g80r/> @ 3.12&nbsp;MHz<ref name=g80v>http://www.system16.com/hardware.php?id=686</ref> (8-bit instructions @ 3.12 MIPS, 1 [[instructions per cycle|instruction per cycle]])<ref name=i8035>http://archive.org/stream/bitsavers_inteldataSngleComponent8BitMicrocomputerDataSheet1_846962/8048_8035_HMOS_Single_Component_8-Bit_Microcomputer_DataSheet_1980</ref>
 
*** [[Sound chip]]: Sega Melody Generator<ref>https://github.com/mamedev/mame/tree/master/src/mame/audio/segag80r.c</ref> ([[programmable sound generator]])
 
** Speech Board<ref name=g80/> (optional)<ref name=g80v/>
 
*** MCU: [[Intel MCS-48|Intel i8035/i8039]]<ref name=g80/> @ 3.12&nbsp;MHz<ref name=g80v/> (8-bit instructions @ 3.12 MIPS)<ref name=i8035/>
 
*** [[Speech synthesis|Speech synthesizer]]: [[General Instrument SP0256|General Instrument SP0250]] ([[linear predictive coding]])
 
** [[Sega System 1]] sound board (optional, used for ''Sindbad Mystery'' in 1983)<ref name=segag80r/>
 
*** Sound chips: [[Texas Instruments SN76496|Sega SN76496]] @ 4&nbsp;MHz, Sega SN76496 @ 2&nbsp;MHz
 
* [[Raster graphics|Raster]] [[Graphics card|graphics board]]: Sega Video I<ref name=segag80r/>
 
** Raster [[Video display controller|display controller]]: Sega Raster Display Controller<ref name=g80/> @ 15.468&nbsp;MHz<ref name=segag80r/>
 
** [[Display resolution]]: 256×224<ref name=g80r>{{cite web |url=http://www.system16.com/hardware.php?id=687|title=SEGA G80 Raster Hardware}}</ref> to 328×262 (horizontal),<ref name=segag80r/> 224×256 to 262×328 (vertical)<ref name=g80r_video>http://web.archive.org/web/20130104202105/http://mamedev.org/source/src/mame/video/segag80r.c.html</ref>
 
** [[List of color palettes|Color palette]] [[Colour look-up table|table]]: 256 ([[8-bit color|8-bit RGB]] [[Programmable read-only memory|PROM]])<ref name=g80/>
 
** [[Color depth|Colors on screen]]: 64 to 128 ([[Video memory|palette RAM]])<ref name=g80/><ref name=segag80r/>
 
** [[Tile engine|Tilemap]] planes: 2 layers, horizontal and vertical [[scrolling]],<ref name=g80r_video/> 8×8 tiles, 4 colors per tile<ref name=g80/><ref name=segag80r/>
 
** [[Sprite (computer graphics)|Sprite]] capabilities: 28 to 32 sprites per [[Scan line|scanline]], 224 to 256 [[Texel (graphics)|sprite pixels/texels]] per scanline, 4 colors per sprite, 8×8<ref name=g80/> to 16×16<ref name=g80r/> sizes
 
* [[Vector monitor|Vector display]] controller: Sega Display Controller<ref name=g80/>
 
** [[Color depth]]: 64 ([[List of monochrome and RGB palettes#6-bit RGB|6-bit RGB]])<ref>https://web.archive.org/web/20130104202114/http://mamedev.org/source/src/mame/video/segag80v.c.html</ref>
 
 
==VCO Object==
 
''VCO Object'',<ref name=vco>http://www.system16.com/hardware.php?id=690</ref> also known as ''Sega Z80-3D system'',<ref name=turbo_video>https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.c</ref> was released by Sega in 1981. It was the first system specifically designed for [[2.5D|pseudo-3D]] [[Sprite (computer graphics)|sprite]]-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating [[clock signal]]s controlling the data fetched from the sprite/object [[Read-only memory|ROM]]; the slower the clock signal, the larger the sprite on screen.<ref name=vco/>
 
 
It was used for the [[third person (video games)|third-person]] [[racing video game]] ''[[Turbo (video game)|Turbo]]'' (1981), the [[Stereoscopic video game|stereoscopic 3D]] [[shooter game]] ''[[SubRoc-3D]]'' (1982), and the [[third-person shooter|third-person]] [[rail shooter]] ''[[Buck Rogers: Planet of Zoom]]'' (1982).<ref name=vco/> ''SubRoc-3D'' also introduced an [[active shutter 3D system]], jointly developed by Sega with [[Panasonic|Matsushita]] (now Panasonic).<ref name=subroc>http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1106</ref>
 
 
===Specifications===
 
* [[Central processing unit|CPU]]:<ref name=vco/>
 
** ''Turbo'' & ''SubRoc-3D'': [[Zilog Z80|Z80]] @ 5&nbsp;MHz (8-bit & 16-bit instructions @ 0.725 MIPS<ref name=retro/>)
 
** ''Buck Rogers'': 2× Z80 @ 5&nbsp;MHz (8-bit & 16-bit instructions @ 1.45 MIPS<ref name=retro/>)
 
* [[Sound card|Sound board]]: Sega Sound Board<ref>http://www.system16.com/files/manuals/subroc3d.pdf</ref>
 
** [[Sound chip]]: Custom
 
** Audio output: [[Stereophonic sound|Stereo]]<ref>http://www.solvalou.com/subpage/arcade_reviews/173/479/subroc-3d_review.html</ref>
 
* [[Display resolution]]:<ref name=turbo>https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.c</ref><ref name=turbo_inc>https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h</ref>
 
** Standard resolution: 256×224 to 320×264 (horizontal), 224×256 to 264×320 (vertical)
 
** Analog scaling resolution: 512×224 to 640×264 (horizontal), [[480p|224×512]] to [[576p|264×640]] (vertical)
 
* [[Refresh rate]]: 60&nbsp;Hz ([[V-sync]])<ref name=turbo/>
 
* [[Frame rate]]: 30 frames per second (''SubRoc-3D''),<ref name=subroc/> or 60 frames per second (''Turbo'', ''Buck Rogers'')<ref name=turbo/>
 
* [[List of color palettes|Color palette]]: 832 (''Turbo''), or 768 (''SubRoc-3D''), or 1536 (''Buck Rogers'')<ref name=turbo/>
 
* [[Color depth|Colors on screen]]: 256 (''Turbo'', ''SubRoc-3D''), or 1024 (''Buck Rogers'')<ref name=turbo/>
 
* Background planes:
 
** [[Tile engine|Tilemap]] layer: 8×8 [[pixel]] tiles, 4 colors per tile, [[scrolling]], tile flipping<ref name=turbo/>
 
** [[Bitmap]] layer<ref name=turbo_video/>
 
* [[Sprite (computer graphics)|Sprite]] capabilities: [[2.5D|Pseudo-3D]] sprite-scaling (analog scaling), [[Framebuffer|line buffer]],<ref name=turbo_video/> 64 sprites on screen,<ref name=turbo/> 16 sprites per [[Scan line|scanline]],<ref name=turbo_video/> 4<ref name=turbo/> to 8<ref name=vco/> colors per sprite
 
** [[Texel (graphics)|Sprite pixels/texels]]: 4.992&nbsp;MHz (standard) to 9.984&nbsp;MHz (scaling) pixel clock,<ref name=turbo/><ref name=turbo_inc/> 83,200 (standard) to 166,400 (scaling) pixels/texels per frame, 315 (standard) to 630 (scaling) sprite pixels/texels per scanline
 
* ''SubRoc-3D'' capabilities: [[Stereoscopic video game|Stereoscopic 3D]], [[active shutter 3D system]]<ref name=subroc/>
 
 
==Sega Zaxxon==
 
The ''Sega Zaxxon'' hardware was released by Sega in 1982 as the first system dedicated to producing [[Isometric graphics in video games and pixel art|isometric graphics]], first used for the [[isometric shooter]] ''[[Zaxxon]]'' (1982). It was also used for several other games, including the [[isometric adventure game|isometric platformer]] ''[[Congo Bongo]]'' (1983).
 
 
===Specifications===
 
* Main [[Central processing unit|CPU]]: [[Zilog Z80]] @ 3.04125&nbsp;MHz<ref name=zaxxon>http://www.system16.com/hardware.php?id=689</ref> (8-bit & 16-bit instructions @ 0.441 MIPS<ref name=retro/>)
 
* [[Sound card|Sound board]]: [[Sega G80]] Sound Board
 
* [[Graphics card|Graphics board]]: Sega Zaxxon-VIDEOII / 834-5167 Video Board<ref name=zaxxon_mame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/zaxxon.c</ref>
 
* [[Display resolution]]: 256×224<ref name=zaxxon/> to 384×264<ref name=zaxxon_mame/> [[pixel]]s
 
* [[List of color palettes|Color palette]] [[Colour look-up table|table]]: 512 ([[List of monochrome and RGB palettes#9-bit RGB|9-bit RGB]] [[Programmable read-only memory|PROM]])<ref name=zaxxon_mame/>
 
* [[Color depth|Colors on screen]]: 256 ([[Video memory|palette RAM]])<ref name=zaxxon_mame/>
 
* [[Tile engine|Tilemap]] planes:<ref>http://www.vasulka.org/archive/Writings/VideogameImpact.pdf</ref> 2 layers (foreground, background),<ref name=zaxxon_video>https://github.com/mamedev/mame/tree/master/src/mame/video/zaxxon.c</ref> 8×8 tiles, 4 or 8 colors per tile,<ref name=zaxxon_mame/> tile flipping, vertical/horizontal/diagonal [[scrolling]],<ref name=zaxxon_video/> [[Isometric graphics in video games and pixel art|isometric perspective]]
 
* [[Sprite (computer graphics)|Sprites]]: 4 or 8 colors per sprite,<ref name=zaxxon_mame/> sprite flipping,<ref name=zaxxon_video/> shadows
 
** Sprite sizes: 8 and 32 heights,<ref name=zaxxon_mame/> widths of 8,<ref name=zaxxon_mame/> 16<ref name=zaxxon_video/> and 32<ref name=zaxxon_mame/> pixels
 
** [[Framebuffer|Line buffer]]: 256 [[Texel (graphics)|sprite pixels/texels]] per [[Scan line|scanline]],<ref name=zaxxon_video/> 8 (32-width) to 32 (8-width) sprites per scanline
 
 
''[[Congo Bongo]]'' added the following specifications in 1983:
 
* Additional CPU: Zilog Z80 @ 2&nbsp;MHz<ref name=zaxxon/>
 
* Sound board: Sega 834-5168 Sound Board<ref name=zaxxon_mame/>
 
* Additional [[sound chip]]s: 2× [[Texas Instruments SN76489|SN76496]] @ 4&nbsp;MHz
 
* [[Color depth|Colors on screen]]: 512<ref name=zaxxon_mame/>
 
 
==Sega Laserdisc==
 
The ''Sega Laserdisc'' hardware was released by Sega in 1983 as the first system dedicated to producing [[laserdisc video game]]s. The first game to use it was ''[[Astron Belt]]'' (1983) and the last to use it was the [[holography|holographic]] game ''[[Time Traveler (video game)|Time Traveler]]'' (1991).
 
 
It used one of four laserdisc players, either a [[Pioneer (company)|Pioneer]] LD-V1000 or LD-V1001, or a [[Hitachi, Ltd.|Hitachi]] VIP-9500SG or VIP-9550. Two different versions of the laser disc itself were also pressed, a single-sided version by Pioneer and a double-sided version by Sega. However, both discs have the same information and may be used in any of the four players.
 
 
The hardware combines [[LaserDisc|laserdisc]] footage with a [[Real-time computer graphics|real-time]] [[2D computer graphics]] plane. The real-time graphics plane was overlaid by imitating a [[Matte (filmmaking)|matting]] technique. As the [[Cathode ray tube|CRT]] monitor [[Scan line|scans]] horizontally across the screen, it is fed information from the laserdisc up until the point where it is fed information from the [[computer graphics]] system, after which information coming from the laserdisc stops, creating a black mask into which a [[Sprite (computer graphics)|sprite]] is inserted. It uses a [[collision detection]] system where both the laderdisc and sprite planes can interact with each other. Each frame of the laserdisc footage is coded with a hit detection spot stored in [[Read-only memory|ROM]] [[Computer memory|memory]]. The [[Zilog Z80]] [[Central processing unit|CPU]] [[microprocessor]] reads the number of the laserdisc frame, and checks the laserdisc hit spots with the shots fired by the player, and if the coordinates correspond, it instructs the laserdisc player to display an explosion sequence. For sections where the player must navigate between walls, the walls in the laserdisc footage are also coded and use collision detection.<ref>http://www.dragons-lair-project.com/community/related/articles/allgames/pic4.gif</ref>
 
 
===Specifications===
 
* [[Central processing unit|CPU]]: [[Zilog Z80]] @ 5&nbsp;MHz<ref name=segald>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.c</ref> (8-bit & 16-bit instructions @ 0.725 MIPS)<ref name=retro/>
 
* [[Japan Amusement Machinery Manufacturers Association|JAMMA]] board: Sega PCB CN1<ref name=segald/>
 
* [[Sound card|Audio board]]: Sega PCB CN2 ([[Stereophonic sound|stereo]] output)<ref name=segald/>
 
* [[Laserdisc player]]: [[Hitachi]]-Sega VIP-9500SG,<ref>http://www.system16.com/hardware.php?id=691</ref> or Hitachi VIP-9550, or [[Pioneer (company)|Pioneer]] LD-V1000, or Pioneer LD-V1001
 
** [[List of common resolutions#Television|Video resolution]]: [[480i|580×480]] (580 dots, 480 lines), 525 [[Scan line|scanlines]] (480 visible),<ref>http://www.blam1.com/LaserDisc/FAQ/</ref> [[interlaced video]]
 
** [[Refresh rate]]: 59.94&nbsp;Hz<ref name=segald/>
 
** [[Frame rate]]: 29.97 frames per second
 
** [[Color depth]]: 16,777,216 ([[True Color|24-bit true color]])
 
** Audio: [[LaserDisc]], stereo output
 
* [[Real-time computer graphics|Real-time]] [[Computer graphics|2D graphics]] overlay:<ref name=segald/>
 
** [[Display resolution]]: 256×256 [[pixel]]s, [[progressive scan]]
 
** Refresh rate: 59.94&nbsp;Hz
 
** [[List of color palettes|Color palette]] [[Colour look-up table|table]]: 512 ([[Programmable read-only memory|PROM]])
 
** [[Color depth|Colors on screen]]: 256 ([[Video memory|color RAM]])
 
** [[Tile engine|Tilemap]] plane:
 
*** Tile size: 8×8 pixels
 
*** Tilemap size: 32×32 (1024) tiles, 256×256 pixels
 
*** Colors per tile: 2
 
** [[Sprite (computer graphics)|Sprite]] plane:
 
*** Sprite sizes: 8×8 to 256×8 pixels
 
*** Sprites on screen: 32 sprites per scanline, 256 [[Texel (graphics)|sprite pixels/texels]] per scanline
 
 
==Sega System series==
 
 
===Sega System 1===
 
''Sega System 1'' was a type of [[Arcade cabinet|arcade]] hardware used in various [[Sega]] arcade machines from 1983 until 1987. For most of its run it coexisted with ''Sega System 2'' (1985–1988) and as a result had many similar features (the only major difference being that System 2 had two separate circuit boards instead of one). In its four year span it was used in some 20 different arcade games, including ''[[Choplifter]]'', ''[[Flicky]]'', ''[[Pitfall II: Lost Caverns]]'', ''[[Wonder Boy (video game)|Wonder Boy]]'', and ''[[Wonder Boy in Monster Land]]''. System 2 is an updated version of the System 1.
 
 
====System 1 specifications====
 
* Board composition: Arcade components were contained on one [[circuit board]]
 
* Main [[CPU]]: [[Zilog Z80]] @ 4&nbsp;MHz<ref name=system1>{{cite web|url=http://www.system16.com/hardware.php?id=693|title=Sega System 1 game and hardware information}}</ref> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* Sound CPU: Zilog Z80 @ 4&nbsp;MHz<ref name=system1/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* [[Sound chip]]s: [[Texas Instruments SN76489|Sega SN76496]] @ 4&nbsp;MHz, Sega SN76496 @ 2&nbsp;MHz
 
* [[Graphics processing unit|GPU]]: Sega 315-5011<ref name=s1mame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.c</ref> (sprite line comparator),<ref name=segaic16/> Sega 315-5012<ref name=s1mame/> (sprite generator),<ref name=segaic16/> 315-5049<ref name=s1mame/> (tilemap chip)<ref name=segaic16/>
 
* [[Display resolution]]: 256×224 to 640×260 [[pixel]]s<ref name=s1mame/>
 
* [[Refresh rate]]: 60.0952&nbsp;Hz ([[V-sync]])<ref name=s1mame/>
 
* [[Color depth|Colors on screen]]: 2048<ref name=s1mame/>
 
* [[List of color palettes|Color palette]]: 4096<ref name=s1video>https://github.com/mamedev/mame/tree/master/src/mame/video/system1.c</ref>
 
* [[Tile engine|Tilemap]] planes:<ref name=s1video/> 2 background layers<ref name=system1/> (1 static, 1 [[scrolling]]),<ref name=s1video/> 8×8 tiles<ref name=s1mame/>
 
** Tilemap sizes: 256×256 for both planes (System 1), or 512×512 for scrolling plane and 256×256 for fixed plane (System 2)<ref name=s1video/>
 
* [[Sprite (computer graphics)|Sprites]]: Dual [[Framebuffer|line buffers]], [[double buffering]], 32 sprites per [[Scan line|scanline]], 16 colors per sprite, sprite flipping,<ref name=s1video/> hardware [[collision detection]],<ref name=system1/><ref name=s1video/> 8<ref name=s1mame/> to 256<ref name=s1video/> width, 8<ref name=s1mame/> to 256<ref name=s1video/> height
 
** [[Texel (graphics)|Sprite pixels/texels]]: 10&nbsp;MHz pixel clock cycles (60.0952&nbsp;Hz refresh rate),<ref name=s1mame/> 166,402 pixels/texels per frame (260 scanlines), 640 sprite pixels/texels per scanline
 
 
===Sega System 16===
 
{{redirect|System 16|the Namco System 16 Universal arcade board|Namco Libble Rabble}}
 
 
The ''Sega System 16'' is an early [[History of video game consoles (fourth generation)|16-bit]] [[arcade system board]] released by [[Sega]] in 1985.<ref>[http://uk.retro.ign.com/articles/974/974695p3.html IGN Presents the History of SEGA: World War], [[IGN]]</ref> Over its lifespan, roughly forty games were released on this hardware, making it one of Sega's most successful arcade platforms. It was produced in two variants, the System 16A and System 16B. Some games released using this hardware include: ''[[Shinobi (arcade game)|Shinobi]]'', ''[[Golden Axe]]'', ''[[Altered Beast]]'', and ''[[Dynamite Dux]]''.
 
 
In order to prevent [[Copyright infringement of software|piracy]], as well as illegal bootleg games, many System 16 boards used an [[encryption]] system. A [[Hitachi]] [[Motorola 68000|FD1094]] chip, containing the main [[Central processing unit|CPU]] as well as the decryption key, was used in place of a regular CPU.
 
 
The System 16's pairing of a Motorola 68000 CPU and a Zilog Z80 coprocessor would prove to be a popular and durable arcade hardware configuration well into the 1990s. Capcom's [[CP System|CPS-1]] and [[CP System II|CPS-2]] boards were built on a similar foundation, as was SNK's [[Neo Geo (console)|Neo Geo]] hardware. Sega would later use the 68000/Z80 combination to power its Genesis/Mega Drive home console.
 
 
====System 16A specifications====
 
* Main [[Central processing unit|CPU]]: [[Hitachi]] [[Motorola 68000|FD1094]] (Motorola 68000) @ 10&nbsp;MHz<ref name=pre16>http://www.system16.com/hardware.php?id=695</ref><ref name=16a>{{cite web|url=http://www.system16.com/hardware.php?id=700|title=System 16 (A version) at System 16 - The Arcade Museum}}</ref><ref name=16b>{{cite web|url=http://www.system16.com/hardware.php?id=701|title=System 16 (B version) at System 16 - The Arcade Museum}}</ref> (16-bit & 32-bit instructions @ 1.75 [[Instructions per second|MIPS]])<ref name=retro/>
 
* Main [[Microcontroller|MCU]]: [[Intel MCS-51|Intel i8751]] @ 8&nbsp;MHz<ref name=pre16/> (8-bit instructions @ 8 MIPS, 1 [[Instructions per cycle|instruction per cycle]])<ref name=i8751>http://pdf.datasheetcatalog.com/datasheet/Intel/mXuwzsy.pdf</ref>
 
* Sound CPU: [[Zilog Z80|NEC uPD780C-1]] ([[Zilog]] Z80 clone)<ref name=p16tech>https://web.archive.org/web/20140318183604/http://cgfm2.emuviews.com/txt/p16tech.txt</ref> @ 4&nbsp;MHz<ref name=pre16/><ref name=16a/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* Sound [[Microcontroller|MCU]]: [[Intel MCS-48|Intel i8048]] @ 6&nbsp;MHz<ref name=p16tech/> (8-bit instructions @ 6 MIPS)<ref name=i8035/>
 
* [[Frequency modulation synthesis|FM synthesis]] [[sound chip]]: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4&nbsp;MHz (8 [[Frequency modulation synthesis|FM synthesis]] channels)
 
* [[Pulse-code modulation|PCM]] sound chip: [[NEC Corporation|NEC]] uPD7751<ref name=16a/> @ 6&nbsp;MHz<ref name=p16tech/>
 
** [[Adaptive differential pulse-code modulation|ADPCM]] channels: 3<ref name=p16tech/>
 
** [[Audio bit depth]]: 8-bit<ref name=p16tech/>
 
* [[Graphics processing unit|GPU chipset]]: 315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 tilemap chips, 315-5107 & 315-5108 display timers, 315-5143 & 315-5144 sprite chips, 315-5149 video mixer<ref name=segaic16/>
 
** Performance: 12.5874 [[Clock speed|MHz]] sprite line buffer render clock, 6.2937&nbsp;MHz sprite line buffer scan/erase & pixel clock<ref name=p16tech/>
 
* Memory: 16kB + 2 kB (System 16A)<ref>"Sega AGES Vol.33 FANTASY ZONE COMPLETE COLLECTION" Sega Release on 2008-09-11 in Japan.</ref>
 
* [[Display resolution]]: 320×224<ref name=16a/> to 342×262<ref name=segas16a>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas16a.c</ref> (horizontal), 224×320 to 262×342 (vertical), progressive scan
 
* Color palette: 98,304<ref name=sega16color/>
 
* Colors on screen: 4096 (unique colors)<ref name=16a/> to 6144 (with shadow & highlight)<ref name=segas16a/>
 
* Graphical planes: 1 sprite layer, 1 text layer, 2 tile layers<ref name=16a/><ref name=16b/> ([[Parallax scrolling|row & column scrolling]],<ref name=s16tech>https://web.archive.org/web/20140318183457/http://cgfm2.emuviews.com/txt/s16tech.txt</ref> 8×8 tiles)<ref name=segas16a/>
 
* [[Sprite (computer graphics)|Sprite]] capabilities: Dual [[Framebuffer|line buffers]], [[double buffering]],<ref name=s16tech/> 128 on-screen sprites,<ref name=16a/><ref name=16b/> 800 [[Texel (graphics)|sprite pixels/texels]] (800.75 sprite processing ticks) per [[Scan line|scanline]], 100 sprites per scanline,<ref name=p16tech/> 16 colors per sprite,<ref name=s16tech/> 8<ref name=segas16a/> to 256<ref name=p16tech/><ref name=s16tech/> width, 8<ref name=segas16a/> to 256<ref name=p16tech/><ref name=s16tech/> height
 
 
====System 16B specifications====
 
System 16B included the following upgrades in 1986:
 
 
* Sound CPU: [[Zilog Z80]] @ 5&nbsp;MHz<ref name=16b/> (8-bit & 16-bit instructions @ 0.725 MIPS)<ref name=retro/>
 
* PCM sound chip: NEC uPD7759 ADPCM Decoder @ 640&nbsp;[[Kilohertz|kHz]]<ref name=16b/>
 
** ADPCM channels: 8<ref name=pd7759>http://pdf.datasheetcatalog.com/datasheets2/18/188119_1.pdf</ref>
 
** Audio bit depth: 9-bit<ref name=pd7759/><ref>https://github.com/mamedev/mame/tree/master/src/emu/sound/upd7759.c</ref>
 
** Other features: 8&nbsp;kHz [[sampling rate]], up to 128 [[Kibibyte|KB]] audio [[Read-only memory|ROM]] and 256 samples<ref name=pd7759/>
 
* GPU chipset: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip,<ref name=segaic16/> 315-5248 & 315-5250 math chips<ref name=s16tech/>
 
* Sprite capabilities: [[2.5D|Sprite-scaling]]<ref name=16b/>
 
 
===Sega System 24===
 
The ''Sega System 24'' was an [[arcade system board]] released by [[Sega]] in 1988. It was produced for coin-operated video [[arcade game|arcade]] machines until 1996. Some games released using this hardware include: ''[[Bonanza Bros.]]'', ''[[Hot Rod (computer game)|Hot Rod]]'', and ''[[Gain Ground]]''.
 
 
====Sega System 24 specifications====
 
The System 24 used two [[Motorola 68000]] processors at 10&nbsp;MHz. One was for input/output, while the other was used by the game. The board holds {{nowrap|1360 kB}} of [[Random-access memory|RAM]] and {{nowrap|256 kB}} of [[Read-only memory|ROM]]. It was the first Sega arcade system that required a medium resolution arcade monitor. The [[Palette (computing)|color palette]] is 4352 on screen selectable from {{nowrap|32,768}},<ref name=s24/> or with shadow & highlight, 16,384<ref name=segas24>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas24.c</ref> on screen selectable from 98,304.<ref name=sega16color/> The system could support up to 2048 sprites on-screen at once.
 
 
Sound was driven by a [[Yamaha YM2151|YM2151]] at 4&nbsp;MHz; it was capable of delivering 8 channels of FM sound in addition to a [[Digital-to-analog converter|DAC]] used for sound effects and [[speech synthesis]]. Early System 24s loaded their program from [[floppy disk]]s. Games could also use hardware ROM boards to store games. No matter which storage device was used, a special security chip was required for each game an operator wanted to play.<ref name=s24>{{cite web|url=http://www.system16.com/hardware.php?id=708|title=Sega Museum - Sega System 24 Hardware}}</ref>
 
 
*CPU: [[Motorola 68000|Hitachi FD1094]] @ 10&nbsp;MHz<ref>https://web.archive.org/web/20140318183131/http://cgfm2.emuviews.com/fdconv.php</ref> & Motorola 68000 @ 10&nbsp;MHz<ref name=segas24/> (16-bit & 32-bit instructions @ 3.5 MIPS)<ref name=retro/>
 
*[[Sound chip]]s: [[Yamaha YM2151]] @ 4&nbsp;MHz (8 [[Frequency modulation synthesis|FM synthesis]] channels), [[Digital-to-analog converter|DAC]] ([[sound effect]]s and [[speech synthesis]])<ref name=s24/>
 
**Audio output: [[Stereophonic sound|Stereo]] speakers, stereo [[headphones]]<ref name=s24/>
 
*GPU chipset: Sega 315-5242 Color Encoder 315-5292 Tilemap Generator, 315-5293 Sprite Generator, 315-5294 Priority Mixer, 315-5295 Object Generator<ref name=segaic16/><ref name=segas24/>
 
**Graphical capabilities: Sprite zoom, [[scrolling]], [[Parallax scrolling|row & column scrolling]],<ref name=s24tech>https://web.archive.org/web/20140318183505/http://cgfm2.emuviews.com/txt/s24tech.txt</ref> [[parallax scrolling]]
 
*Memory:
 
**[[Random-access memory|RAM]]: {{nowrap|1360&ndash;1616 [[Kibibyte|KB]]}}
 
***Main RAM: 512 KB (256 KB per CPU)<ref name=s24tech/>
 
***[[Video memory|Video RAM]]: 848&ndash;1104 KB (16 KB colors, 192 KB [[Tile engine|tilemap]]s, 384 KB [[framebuffer]] [[Dual-ported RAM|DP]] [[VRAM]],<ref name=s24tech/> 256&ndash;512 KB [[Sprite (computer graphics)|sprite]] [[Dynamic random-access memory|DRAM]]<ref name=s24hw/>)
 
**[[Read-only memory|ROM]]: {{nowrap|256 KB}}
 
*Storage media: [[Floppy disk]], ROM board
 
*Resolution: 496×384 to 656×424 pixels,<ref name=segas24/> progressive scan
 
*[[List of color palettes|Color palette]]: 98,304<ref name=sega16color/>
 
*Colors on screen: 16,384<ref name=segas24/>
 
*[[Tile engine|Tilemaps]]:
 
**Tilemap layers: 4<ref name=segaic16/> (2 scrolling and 2 windowed)<ref name=s24/>
 
**Tile size: 8×8 pixels<ref name=segaic16/>
 
**Tiles per scrolling tilemap: 4096<ref name=s24/>
 
**Scrolling tilemap size: 512×512 pixels
 
*[[Sprite (computer graphics)|Sprites]]:
 
**Colors per sprite: 16 to 256<ref name=s24hw/>
 
**Sprite size: 8 to 1024 pixels in width/height<ref name=s24hw>https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt</ref>
 
**Sprite virtual space: 4096×4096 pixels<ref name=s24hw/>
 
**[[Texel (graphics)|Sprite pixels/texels]] per [[Scan line|scanline]]: 4096<ref name=s24hw/>
 
**Sprites per scanline: 512
 
**Sprites on screen: 2048<ref name=s24/>
 
**[[Framebuffer]]s: Dual framebuffers @ 512×384 pixels each, [[double buffering]]<ref name=s24tech/>
 
 
===Sega System 18===
 
The ''Sega System 18'' is an [[arcade system board]] released by [[Sega]] in 1989. System 18 had a very short run of games but most boards on this hardware were [[JAMMA]] standard. Most of these games also have the [[#Technical details|"suicide battery"]] as associated with Sega's [[System 16]] hardware. It also contained the VDP used by the [[Sega Mega Drive]] console.<ref name=segaic16/>
 
 
====System 18 specifications====
 
* Main [[Central processing unit|CPU]]: [[Motorola 68000]] @ 10&nbsp;MHz<ref name=s18>{{cite web|url=http://www.system16.com/hardware.php?id=702|title=System 18 at System 16 - The Arcade Museum}}</ref> (16-bit & 32-bit instructions @ 1.75 MIPS)<ref name=retro/>
 
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8&nbsp;MHz<ref name=s18/> (8-bit & 16-bit instructions @ 1.16 MIPS)<ref name=retro/>
 
* Sound chip: 2 × [[Yamaha Corporation|Yamaha]] [[Yamaha YM2612|YM3438]] @ 8&nbsp;MHz + [[Ricoh]] [[Ricoh RF5c68|RF5c68]] @ 10&nbsp;MHz (8-channel [[Pulse-code modulation|PCM]] chip, remarked as Sega Custom 315)
 
* Graphics chips: Sega System 16B chipset, Yamaha YM7101 [[Video display controller|VDP]]<ref name=segaic16/>
 
* [[Display resolution]]: 320 × 224
 
* Color palette: 98,304<ref name=sega16color/>
 
* Colors on screen: 4096 (unique colors)<ref name=s18/> to 8384 (with shadow & highlight)<ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas18.c</ref>
 
* Board composition: Main board + ROM board
 
* Graphical capabilities: 128 sprites on screen at one time, 4 tile layers, 1 text layer, 1 sprite layer with hardware sprite zooming, translucent shadows,<ref name=s18/> sprites of any height and length, [[parallax scrolling|row & column scrolling]]<ref name=s16tech/>
 
 
==Kyugo==
 
''Kyugo'' is an arcade system board released in 1984, co-developed with Japanese company Kyugo.<ref name=kyugo_mame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/kyugo.c</ref> It was used for three Sega games: ''[[Flashgal]]'' and ''[[Repulse (arcade game)|Repulse]]'' in 1985, and ''Legend'' in 1986.<ref name=kyugo>http://www.system16.com/hardware.php?id=861</ref> It was also used by several other companies from 1984 to 1987.<ref name=kyugo_mame/>
 
 
===Kyugo specifications===
 
* [[Central processing unit|CPU]]: 2× [[Zilog Z80]] @ [[Clock rate|4.608&nbsp;MHz]]<ref name=kyugo/> ([[8-bit|8]]/[[16-bit]] [[Instruction set|instructions]] @ 1.34 [[Instructions per second|MIPS]]<ref name=retro/>)
 
* [[Sound chip]]s: 2× [[General Instrument AY-3-8910]] @ 1.5&nbsp;[[Hertz|MHz]]<ref name=kyugo/> (6 [[Programmable sound generator|PSG]] channels)
 
* [[Display resolution]]: 288×239 to 512×256 (horizontal),<ref name=kyugo_mame/> 224×288<ref name=kyugo/> to 256×512 (vertical)
 
* [[Refresh rate]]: 60&nbsp;Hz<ref name=kyugo_mame/>
 
* [[List of color palettes|Color palette]]: 4096 ([[List of monochrome and RGB palettes#12-bit RGB|12-bit RGB]])<ref name=kyugo_mame/>
 
* [[Color depth|Colors on screen]]: 256<ref name=kyugo/> ([[8-bit color|8-bit RGB]])
 
* [[Tile engine|Tilemap]] capabilities: 3 planes<ref name=kyugo_mame/> (foreground, background, text),<ref name=kyugo_video>https://github.com/mamedev/mame/tree/master/src/mame/video/kyugo.c</ref> 8×8 tiles, 4 colors per foreground tile, 8 colors per background tile, vertical [[scrolling]], [[Side-scrolling video game|side-scrolling]],<ref name=kyugo_mame/> tile flipping<ref name=kyugo_video/>
 
* [[Sprite (computer graphics)|Sprite]] capabilities: 16×16 size, 8 colors per sprite,<ref name=kyugo_mame/> sprite flipping,<ref name=kyugo_video/> 2 KB [[Video memory|sprite RAM]], 32 [[byte]]s per sprite,<ref name=kyugo_mame/> 64 sprites on screen
 
* [[Texel (graphics)|Sprite pixels/texels]]: 320 sprite pixels/texels per [[Scan line|scanline]],<ref name=kyugo_video/> 20 sprites per scanline
 
 
==Super Scaler series==
 
 
===Sega Space Harrier===
 
''Sega Space Harrier'', also known as ''Sega Hang-On'', was an early [[16-bit]] system released in 1985, originally designed for the [[racing game]] ''[[Hang-On]]'' and [[Third-person shooter|third-person]] [[rail shooter]] ''[[Space Harrier]]'' (1985). It was also used for the racing game ''[[Enduro Racer]]'' (1986). This was the first in Sega's Super Scaler series of [[2.5D|pseudo-3D]] arcade hardware. At the time of its release, this was the most powerful game system.<ref>http://retro.ign.com/articles/974/974695p3.html</ref>
 
 
The pseudo-3D [[Sprite (computer graphics)|sprite]]/[[Tile engine|tile]] scaling in Sega's Super Scaler arcade games were handled in a similar manner to textures in later [[Texture mapping|texture-mapped]] [[3D computer graphics|polygonal 3D]] games of the 1990s.<ref name=pseudo>http://www.extentofthejam.com/pseudo/</ref> Designed by [[Sega AM2]]'s [[Yu Suzuki]], he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to [[2D computer graphics|2D]]. So I was always thinking in 3D."<ref name=suzuki>http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2</ref> ''Hang-On'' was controlled using a [[video game arcade cabinet]] resembling a [[motorbike]], which the player moved with their body. This began the "Taikan" trend, the use of [[Motion controller|motion-controlled]] hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on [[video game console]]s.<ref>http://web.archive.org/web/20131113173854/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1</ref>
 
 
====Specifications====
 
* Main [[CPU]]: [[Motorola 68000|Motorola MC68000]] & [[Hitachi]] [[Motorola 68000|FD1094]] (Motorola 68000)<ref name=segahang>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segahang.c</ref> @ 10&nbsp;MHz<ref name=harrier>http://www.system16.com/hardware.php?id=696</ref> ([[16-bit]] & [[32-bit]] [[Instruction set|instructions]] @ 3.5 [[Instructions per second|MIPS]])<ref name=retro/>
 
* [[Microcontroller|MCU]]: [[Intel MCS-51|Intel i8751]] @ 8&nbsp;MHz (''Space Harrier'')<ref name=harrier/> ([[8-bit]] instructions @ 8 MIPS)<ref name=i8751/>
 
* Sound CPU: Z80 @ 4&nbsp;MHz<ref name=harrier/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* [[Sound card|Sound board]]: Sega 834-5670<ref name=segahang/>
 
* [[Sound chip]]s:
 
** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4&nbsp;MHz<ref name=harrier/> (8 FM channels)
 
** [[Pulse-code modulation|PCM]] chip: SegaPCM<ref name=harrier/> (315-5218<ref name=segaorun/>) @ 4&nbsp;MHz<ref name=segahang/> ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech/> 31.25&nbsp;kHz [[sampling rate]]<ref name=harrier/>)
 
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset
 
** Graphics chips: 315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 [[Tile engine|tilemap]] chips, 2x 315-5107 horizontal timing control, 315-5108 vertical timing control, 315-5122 timing chip<ref name=segaic16>http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c</ref>
 
** Performance: 12.5874 [[Clock speed|MHz]] sprite line buffer render clock, 6.2937&nbsp;MHz sprite line buffer scan/erase & pixel clock<ref name=p16tech/>
 
* [[Display resolution]]: 320×224 to 400×262 [[pixel]]s,<ref name=segahang/> [[progressive scan]] (non-[[Interlaced video|interlaced]])
 
* [[Frame rate]]: 60 frames per second<ref name=register>http://www.theregister.co.uk/2014/02/18/antique_code_show_space_harrier/</ref>
 
* [[Palette (computing)|Color palette]]: 32,768 (''Hang-On''), or 98,304 (''Space Harrier'', ''Enduro Racer'')<ref name=sega16color>Sega's 16-bit arcade color palette: [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB]] [[high color]] [[Color depth|depth]] (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors. [http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c] [https://web.archive.org/web/20140318183457/http://cgfm2.emuviews.com/txt/s16tech.txt] [https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt]</ref>
 
* [[Color depth|Colors on screen]]: 6144<ref name=segahang/>
 
* Graphical planes:<ref name=harrier/>
 
** 2 [[Tile engine|tilemap]] layers: [[parallax scrolling|Row & column scrolling]]<ref name=s16tech/>
 
** Text layer
 
** Sprite layer: Hardware sprite-scaling
 
** Road layer: 512×256 resolution<ref name=pseudo/>
 
** Translucent shadows (''Space Harrier'')<ref name=segaic16/>
 
* [[Sprite (computer graphics)|Sprite]] capabilities: Hardware [[2.5D|sprite-scaling]], 128 sprites on screen per frame,<ref name=register/> thousands of sprites scaled per second,<ref name=theory>http://dallasdoan.com/misc/eBooks/GameDesignEbooksColletion/VideoGameTheory.pdf</ref> dual [[Framebuffer|line buffers]], [[double buffering]],<ref name=p16tech/> 800 [[Texel (graphics)|sprite pixels/texels]] (800.75 sprite processing [[Clock signal|ticks]]) per [[Scan line|scanline]], 100 sprites per scanline,<ref name=p16tech/> 8<ref name=segas16a/> to 256<ref name=p16tech/> width, 8<ref name=segas16a/> to 256<ref name=p16tech/> height
 
 
===Sega OutRun===
 
''Sega OutRun'' was a 16-bit arcade system released in 1986 for the driving game ''[[Out Run]]'' (1986). It was also used for ''[[Super Hang-On]]'' (1987) and ''[[Turbo Outrun]]'' (1989). It is the second in Sega's Super Scaler series of pseudo-3D arcade hardware.
 
 
====Specifications====
 
* Main [[Central processing unit|CPU]]: 2× [[Motorola 68000]] @ 12.5&nbsp;MHz<ref name=outrun>http://www.system16.com/hardware.php?id=697</ref> (16-bit & 32-bit instructions @ 4.375 MIPS)<ref name=retro/>
 
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 4&nbsp;MHz<ref name=outrun/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* Sound chips:
 
** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4&nbsp;MHz (8 FM channels)
 
** [[Pulse-code modulation|PCM]] chip: SegaPCM (315-5218<ref>http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/drivers/segaorun.c</ref>) @ 4&nbsp;MHz<ref name=segaorun/> ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech/> 31.25&nbsp;kHz [[sampling rate]]<ref name=harrier/>)
 
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset
 
** [[Video card|Graphics board]]: Sega 837-6064 / 171-5377 VIDEO Board<ref name=segaic16/> @ 25.1748&nbsp;MHz<ref name=segaorun/> (315-5197 Sega Custom Tilemap Generator, 315-5211 Sega Custom Sprite Generator, 315-5242 Sega Custom Color Encoder)<ref name=segaorun>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaorun.c</ref>
 
** Road graphics chips: 315-5155 Sega Road Bit Extraction, 315-5222 Signetics PLS153N Road Mixing<ref name=segaorun/>
 
* [[Display resolution]]: 320×224 to 400×262,<ref name=segaorun/> progressive scan
 
* [[Refresh rate]]: 60.0543&nbsp;Hz ([[V-sync]])<ref name=segaorun/>
 
* [[Frame rate]]: 30 frames per second<ref>http://www.hardcoregaming101.net/outrun/outrun.htm</ref>
 
* Color palette: 98,304<ref name=sega16color/>
 
* Colors on screen: 12,288<ref name=segaorun/>
 
* Graphical planes:<ref name=outrun/>
 
** 2 [[Tile engine|tilemap]] layers: [[Sega System 16|System 16B]] tilemap system, [[Parallax scrolling|row & column scrolling]],<ref name=segaic16/> [[parallax scrolling]]<ref>http://www.mikesarcade.com/cgi-bin/spies.cgi?action=url&type=info&page=outrunFAQ.txt</ref>
 
** 1 text layer
 
** 1 sprite layer: Hardware sprite-scaling/zooming
 
** 1 road layer: Can draw 2 roads at once, 512×256 pixels each,<ref name=pseudo/> tiled [[bitmap]]s<ref>http://www.theregister.co.uk/2013/12/18/antique_code_show_sega_out_run/</ref>
 
** Translucent shadows
 
* [[Sprite (computer graphics)|Sprite]] capabilities: [[Framebuffer]]ed sprites with [[2.5D|zooming]] capabilities,<ref name=segaic16/> 128 on-screen sprites per frame,<ref name=outrun/> thousands of sprites scaled per second,<ref name=theory/> 16 colors per sprite<ref>http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html</ref>
 
* [[Texel (graphics)|Sprite pixels/texels]]: 25.1748&nbsp;MHz video [[Clock signal|clock cycles]] (60.0543&nbsp;Hz refresh rate),<ref name=segaorun/> 419,199 pixels/texels per screen refresh (262 [[Scan line|scanlines]]), 1600 sprite pixels/texels per scanline, 128 sprites per scanline
 
 
===Sega X Board===
 
{{For|the military planning calendar|X-board}}
 
The ''Sega X Board'' is an [[arcade system board]] released by [[Sega]] in 1987. As the third in Sega's Super Scaler series of arcade hardware, it was noteworthy for its sprite manipulation capabilities, which allowed it to create high quality [[2.5D|pseudo-3D]] visuals, such as the scaling and rotating environments in 1987's ''[[After Burner]]'',<ref name="hardcoregaming101.net"/> and the [[ray casting]] like environments in 1988's ''Last Survivor''.<ref name="arcadeheroes">{{cite web|title=The Brief Life of Arcade First Person Shooting Games|publisher=Arcade Heroes|date=June 2013|url=http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/|accessdate=2014-01-10}}</ref> This trend would continue with the [[Sega Y Board|Y Board]] and the [[Sega System 32|System 32]], before the [[Sega Model 1|Model 1]] made true [[3D computer graphics|3D]] arcade games more financially affordable.
 
 
====X Board specifications====
 
* Main [[Central processing unit|CPU]]: [[Motorola 68000|Hitachi FD1094]] (Motorola 68000) @ 12.5&nbsp;MHz,<ref name=segaxbd/> [[Motorola 68000|Motorola MC68000]] @ 12.5&nbsp;MHz<ref name=xboard>{{cite web|url=http://www.system16.com/hardware.php?id=698|title=X Board at system16.com}}</ref> (16-bit & 32-bit instructions @ 4.375 MIPS)<ref name=retro/>
 
* Sound CPU: [[Zilog Z80]] @ 4&nbsp;MHz<ref name=xboard/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* Sound chips:<ref name=xboard/>
 
** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4&nbsp;MHz (8 FM channels)
 
** [[Pulse-code modulation|PCM]] chip: SegaPCM (315-5218) @ 4&nbsp;MHz<ref name=segaxbd/> ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech>https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt</ref> 31.25&nbsp;kHz [[sampling rate]]<ref name=harrier/>)
 
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset @ 50&nbsp;MHz<ref name=segaxbd/>
 
** Main graphics chips: 315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control<ref name=segaic16/>
 
** Math chips:<ref name=s16tech/> 315-5248 hardware multiplier, 315-5249 hardware divider<ref name=segaxbd/>
 
* [[Display resolution]]: 320×224<ref name=xboard/> to 400×262,<ref name=loftech/><ref name=segaxbd/> progressive scan
 
* Refresh rate: 59.6368<ref name=xboard/> to 60<ref name="hardcoregaming101.net"/> Hz ([[V-sync]])
 
* Frame rate: 59.6368<ref name=xboard/> to 60<ref name="hardcoregaming101.net"/> frames per second
 
* Board composition: Single board
 
* Color palette: 98,304<ref name=sega16color/>
 
* Colors on screen: 24,576<ref name=segaxbd>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c</ref>
 
* Graphical planes:<ref name=xboard/>
 
** 4 tile layers
 
** 1 text layer
 
** 1 sprite layer with hardware sprite zooming
 
** 1 road layer, can draw 2 roads at once
 
** Translucent shadows
 
* Sprite capabilities: Dual sprite framebuffers, 512×256 framebuffer resolution,<ref name=loftech/> hardware [[2.5D|sprite zooming]],<ref name=xboard/> sprite rotation,<ref name="hardcoregaming101.net">http://www.hardcoregaming101.net/afterburner/afterburner.htm</ref> thousands of sprites scaled per second<ref name=theory/>
 
** Sprite size: 8×8<ref name=segaxbd/> to 512×256<ref name=loftech/> pixels
 
** Colors per sprite: 16<ref name=loftech/>
 
** Sprites per frame: 256 on screen at one time<ref name=xboard/>
 
** [[Texel (graphics)|Sprite pixels/texels]]: 50&nbsp;MHz video clock cycles,<ref name=segaxbd/> 833,333 (60&nbsp;Hz) to 838,408 (59.6368&nbsp;Hz) pixels/texels per frame (262 [[Scan line|scanlines]]), 3180 to 3200 sprite pixels/texels per scanline, 256 sprites per scanline
 
 
''[[Super Monaco GP]]'' (1989) added the following upgrades:<ref name=segaxbd/>
 
 
* Additional boards: [[Computer network|Network]] Board, [[Sound card|Sound Board]], Motor Board
 
* Additional CPU: 2× Zilog Z80 @ 8&nbsp;MHz (2.32&nbsp;MIPS)
 
* Additional sound CPU: Zilog Z80 @ 4&nbsp;MHz (0.58&nbsp;MIPS)
 
* Additional sound chip: SegaPCM @ 4&nbsp;MHz<ref name=segaxbd/> (additional 16 PCM channels,<ref name=loftech/> totalling 32 PCM channels)
 
* Sound output: 4-channel [[surround sound]]<ref name=segaxbd/>
 
 
===Sega Y Board===
 
The ''Sega Y Board'' is an [[arcade system board]] released by [[Sega]] in 1988. Like the [[Sega X Board|X Board]] before it, the Y Board was known for its [[2.5D|pseudo-3D]] sprite manipulation capabilities, handled by Sega's custom Super Scaler chipset.
 
 
====Y Board specifications====
 
* Board composition: CPU Board + Video Board
 
* Main [[Central processing unit|CPU]]: 3× [[Motorola 68000|MC68000]] @ 12.5&nbsp;MHz<ref name=yboard>{{cite web|url=http://www.system16.com/hardware.php?id=699|title=Y Board at system16.com}}</ref> (16-bit & 32-bit instructions @ 6.563 MIPS)<ref name=retro/>
 
* Sound CPU: Z80 @ 4&nbsp;MHz<ref name=yboard/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/>
 
* Sound chips: [[Yamaha YM2151|YM2151]] @ 4&nbsp;MHz, SegaPCM @ 15.625&nbsp;kHz
 
* Sound chips:<ref name=yboard/>
 
** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4&nbsp;MHz (8 FM channels)
 
** [[Pulse-code modulation|PCM]] chip: SegaPCM (315-5218) @ 4&nbsp;MHz ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech/> 31.25&nbsp;kHz [[sampling rate]]<ref name=harrier/>)
 
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset<ref name=segaybd/>
 
** Graphics board: Sega 837-6566 Video Board<ref name="segaic16"/> @ 50&nbsp;MHz<ref name=segaybd/> (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)<ref name=segaic16/>
 
** Math chips:<ref name=s16tech/> 315-5248 hardware multiplier, 315-5249 hardware divider<ref name=segaic16/>
 
* [[Read-only memory|RAM]]: 778 [[Kibibyte|KB]] ([[Static random-access memory|SRAM]]<ref name=segaxbd/>)
 
** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)<ref name=segaybd/>
 
** [[Video memory|Video RAM]]: 566 KB (32 KB Y-sprites, 4 KB B-sprites, 2 KB rotation, 16 KB palette,<ref name=segaybd/> 512 KB [[framebuffer]]<ref name=loftech/>)
 
** Sound RAM: 6 KB (2 KB Z80,<ref name=segaybd/> 4 KB SegaPCM<ref name=segaxbd/>)
 
* [[Display resolution]]: 320×224<ref name=yboard/> to 342×262,<ref name=segaybd/> progressive scan
 
* Refresh rate: 59.6368<ref name=xboard/> to 60<ref name=segaybd/> Hz ([[V-sync]])
 
* Frame rate: 59.6368<ref name=xboard/> to 60<ref name=segaybd/> frames per second
 
* Color palette: 2,097,152 (4096 palette banks with 512 colors each),<ref name=yboard/> to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
 
* Colors on screen: 24,576,<ref name=segaybd>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaybd.c</ref> to 71,680 (320×224) with luminosity and palette fade
 
* Graphical planes: Three layers<ref name=segaic16/><ref name=yboard/>
 
** B-sprite (front plane) layer: Priority on top, based on [[Sega System 16|System 16B]] (line buffer<ref name=s16tech/>) sprite system
 
** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[fillrate]], dual [[framebuffer]]s<ref name=segaic16/> (based on X Board<ref name=loftech/>) that can be fully rotated
 
** Sky gradient (background) layer: [[Bitmap]] plane
 
* [[Sprite (computer graphics)|Sprite]] capabilities: [[Linked list]] of sprites,<ref name=yboard/> shadow & highlight,<ref name=s16tech/> palette fade,<ref name=segaybd/> color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes,<ref name=yboard/> full sprite & framebuffer rotation on Y-sprite plane,<ref name=segaic16/> [[double buffering]], dual line buffers on B-plane (512 sprite pixels/texels per line),<ref name="s16tech"/> dual [[framebuffer]]s on Y-plane<ref name=segaic16/>
 
** Sprite size/resolution: 8×8<ref name=segaybd/> to 512×512<ref name=yvideo>http://web.archive.org/web/20130104202220/http://mamedev.org/source/src/mame/video/segaybd.c.html</ref> [[pixel]]s
 
** Colors per sprite: 16 to 512<ref name=yboard/>
 
** Sprites per frame: 68 [[Kibibyte|KB]] [[Video memory|sprite RAM]],<ref name=segaybd/> up to 2176 sprites (with 8x8 size and [[Color depth|16 colors]] each)
 
** [[Texel (graphics)|Sprite pixels/texels]]: 50&nbsp;MHz video clock cycles,<ref name=segaybd/> 833,333 (60&nbsp;Hz) to 838,408 (59.6368&nbsp;Hz) pixels/texels per frame (262 [[Scan line|scanlines]]), 3180 to 3200 sprite pixels/texels per scanline, 397 to 400 sprites per scanline
 
 
==Sega Mega series==
 
 
===Sega Mega-Tech===
 
{{Redirect|Sega Mega-Tech|the magazine|MegaTech}}
 
 
The ''Sega Mega-Tech'' was an arcade system developed by [[Sega]] Europe in 1988. It is based on the [[Sega Mega Drive|Mega Drive/Genesis]] [[video game console]] [[computer hardware|hardware]], and more or less identical.<ref name="Edge 2003" /> Its operation ability is similar to [[Nintendo]]'s [[PlayChoice-10]], where the credits bought give the user a playable time period rather than lives (usually 1 minute per credit), and can switch between games during playtime.
 
 
A few things were omitted, such as the [[expansion card|expansion hardware]] allowing for [[Sega Mega-CD]] or [[Sega 32X]] as these were not developed at this point, so would not likely be offered as an [[video arcade|arcade]] expansion. The [[Printed circuit board|PCB]] for the Mega-Tech also includes the ability to display to a second [[computer display|monitor]], which contains a list of the games installed in the machine and also displays instructions for controlling the game, 1 or 2 player information, and a short synopsis of each game. The second monitor also displays the time left for playing.
 
 
Since the machine was basically a Mega Drive with timer control for arcade operations, [[porting]] games to the Mega-Tech was an easy task and so many games were released, most of them popular titles such as [[Streets of rage|Streets Of Rage]], [[Revenge Of Shinobi]], [[Golden Axe]], [[Sonic the Hedgehog (16-bit)|Sonic The Hedgehog]] and many more. The ability was also added for the machine to play [[Sega Master System]] titles, though fewer Master System titles were ported than Mega Drive titles. Some include the original [[Shinobi (video game)|Shinobi]], [[Outrun]] and [[After Burner]].<ref>{{cite web|url=http://www.system16.com/hardware.php?id=706|title=Mega-Tech}}</ref>
 
 
The Sega Mega-Tech was released in [[Europe]], [[Australia]], and [[Asia]] (including Japan), but not in [[North America]].
 
 
===Sega Mega-Play===
 
The Sega Mega-Tech system was soon replaced by its successor, the Mega-Play, a [[JAMMA]] based system.<ref name="Edge 2003">{{cite journal | title=Closer to the Heart| journal=[[Edge (magazine)|Edge]] |date=November 2003|publisher=[[Future plc|Future Publishing]]|location=[[Bath, Somerset|Bath]]|editor=João Diniz-Sanches | issue=129|page=87|quote=Aside from the three different base unites, the internal workings of the Mega Drive found itself in a choice of guises, including... Megatech (an eight-way arcade cabinet that played Mega Drive games), Mega-play (a JAMMA-compatible arcade cabinet with Mega Drive software on proprietary boards, similar to SNK's MVS)...}}</ref> This system utilized only 4 carts instead of 8. This version also utilizes traditional arcade operations, in which credits bought are used to buy lives instead.<ref>{{cite web|url=http://www.system16.com/hardware.php?id=707|title=Mega Play}}</ref>
 
 
Like the Mega-Tech, The Sega Mega-Play was released in [[Europe]], [[Australia]], and [[Asia]] (including [[Japan]]), but not in [[North America]].
 
 
===Sega System 14 / C / C-2===
 
[[Sega]]'s ''System 14'', also known as ''System C'' and ''System C-2'', is a [[Jamma]] [[Printed circuit board|PCB]] used in [[arcade game]]s, introduced in 1989. This hardware is based closely on the [[Mega Drive|Sega Mega Drive/Genesis]] hardware, with the main [[CPU]], sound processor and graphics processor being the same,<ref name=systemc2/> but with the addition of the Altera EPM5032<ref name=segac2>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segac2.c</ref> and Sega 315-5242 color encoder<ref name=segaic16/> increasing the color palette. The CPU clock speed is slightly faster (8.94&nbsp;[[MHz]] instead of 7.67&nbsp;MHz), there is no [[Zilog Z80|Z80]], and the sound chip is driven by the CPU. The [[Digital-to-analog converter|DAC]] is also replaced by the [[NEC]] µPD7759, the same as the [[System 16]] hardware. 17 known games were created for the System C-2 hardware.
 
 
====Specifications====
 
* Board composition: Single [[Japan Amusement Machinery Manufacturers Association|JAMMA]] board<ref name=systemc2/>
 
* Main CPU: [[Motorola 68000|MC68000]] @ 8.948862&nbsp;MHz<ref name=systemc2>{{cite web|url=http://www.system16.com/hardware.php?id=705|title=Sega System C-2 information at System 16}}</ref> (16-bit & 32-bit instructions @ 1.566 MIPS)<ref name=retro/>
 
* Sound chip: [[Yamaha YM2612|YM3438]] @ 7.670453, [[SN76496]] @ 3.579545
 
* Optional sound chip: [[NEC]] µPD7759 @ 640&nbsp;kHz<ref name=systemc2/> ([[Audio bit depth|9-bit]] [[Adaptive differential pulse-code modulation|ADPCM]] @ 8&nbsp;kHz [[sampling rate]])<ref>http://datasheet.eeworld.com.cn/pdf/NEC/71665_UPD7759GC-3BH.pdf</ref>
 
* Graphics chips: Yamaha YM7101 VDP, Altera EPM5032,<ref name=segac2/> Sega 315-5242 color encoder<ref name=segaic16/>
 
* Video resolution: 320×224 pixels
 
* Color palette: 98,304<ref name=sega16color/><ref name=sc2tech>https://web.archive.org/web/20140318183501/http://cgfm2.emuviews.com/txt/c2tech.txt</ref>
 
* Colors on screen: 6144<ref name=segac2/><ref name=sc2tech/>
 
* Hardware features: [[Parallax scrolling#Raster method|Line scroll]], column scroll, [[raster interrupt]], 2 background planes (one with an option window), sprite plane, several levels of priority
 
 
==Sega System 32==
 
''System 32'' was an arcade platform released by [[Sega]] in 1990. It succeeded the [[Sega Y Board|Y Board]] and [[Sega System 24|System 24]], combining features from both. It used a [[NEC V60]] processor at 16.10795&nbsp;MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's [[2.5D|pseudo-3D]] Super Scaler capabilities with the System 24's sprite rendering system. Notable titles included ''[[Golden Axe: The Revenge of Death Adder]]'', ''[[Rad Mobile]]'', ''[[OutRunners]]'', and ''[[SegaSonic the Hedgehog]]''.
 
 
There was another version of the System 32 hardware, called ''System Multi 32'' or ''System 32 Multi'', released in 1992. This was similar to the original, but had a [[Multi-monitor|dual]] [[computer display|monitor]] display, a new [[NEC V70]] processor at 20&nbsp;MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of pseudo-3D arcade system boards.
 
 
===System 32 specifications===
 
* Main [[Central processing unit|CPU]]: [[NEC V60]] @ 16.10795&nbsp;MHz<ref name=s32/>
 
** [[Fixed-point arithmetic]]: [[32-bit]] [[Reduced instruction set computing|RISC]]<ref name=model1/> [[Instruction set|instructions]] @ 3.524 [[Instructions per second|MIPS]] (million instructions per second)<ref name=ipsj/>
 
** [[Floating-point unit]]: [[Single-precision floating-point format|32-bit]] and [[Double-precision floating-point format|64-bit operations]]<ref name=v60/>
 
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8.053975&nbsp;MHz<ref name=s32/> (8-bit & 16-bit instructions @ 1.168 MIPS<ref name=retro/>)
 
* [[Sound chip]]s:
 
** [[Frequency modulation synthesis|FM synthesis]] chips: 2× [[Yamaha Corporation|Yamaha]] YM3438 (based on [[Yamaha YM2612]]) @ 8.053975&nbsp;MHz (12 FM channels)
 
** [[Pulse-code modulation|PCM]] [[Sampling (signal processing)|sampling]] chip: [[Ricoh]] [[Ricoh RF5c68|RF5c68]] (ASSP 5C105)<ref name=segaic16/> @ 12.5&nbsp;MHz (8 PCM channels)
 
* [[Graphics processing unit|GPU]]: Sega Super Scaler 317-5964 chipset (315-5242 video [[Digital-to-analog converter|DAC]]/color encoder, 315-5385 system controller/timer, 315-5386/315-5386A tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender)<ref name=segaic16/><ref name=s32/><ref name=segas32>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c</ref>
 
* [[Random-access memory|RAM]]: 1844.125 [[Kibibyte|KB]]
 
** V60 main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator)<ref name=segas32/>
 
** V60 video RAM: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 [[byte]]s mixer)<ref name=segas32/>
 
** GPU [[Video memory|video RAM]]: 864 KB
 
*** 315-5385 controller/timer [[Static random-access memory|SRAM]]: 32 KB (4× 8 KB [[Fujitsu]] MB8464)<ref name=segas32/><ref name=fujitsu_ram>http://www.datasheetarchive.com/dlmain/Prices-89/catalog_526.pdf</ref>
 
*** 315-5388 mixer/color SRAM: 64 KB (2× 32 KB Fujitsu MB84256)<ref name=segas32/><ref name=fujitsu_ram/>
 
*** 315-5386 tilemap [[Dual-ported RAM|DP]] [[VRAM]]: 128 KB (4× 32 KB [[NEC]] uPD42264)<ref name=segas32/><ref name=d42264>http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf</ref>
 
*** 315-5387 sprite DP VRAM: 128 KB (4× 32 KB NEC uPD42264)<ref name=segas32/><ref name=d42264/>
 
*** [[Framebuffer]] DP VRAM: 512 KB (16× 32 KB Hitachi HM53461ZP-12)<ref name=segas32/><ref>http://pdf1.alldatasheet.com/datasheet-pdf/view/122826/HITACHI/HM53461ZP-12.html</ref>
 
** Z80 sound RAM: 12 KB (4 KB RF5c68, 8 KB shared)<ref name=segas32/>
 
*** Z80 SRAM: 8 KB (Fujitsu MB8464)<ref name=segas32/><ref name=fujitsu_ram/>
 
** RF5c68 sound [[Pseudostatic RAM|PSRAM]]: 64 KB (2× 32 KB [[Hitachi]] HM65256)<ref name=segas32/><ref>http://www.andysarcade.net/store/images/datasheets/HM65256B.pdf</ref>
 
* [[Display resolution]]: 320×224 to 416×262 [[pixel]]s,<ref name=segas32/> [[progressive scan]]
 
* [[Frame rate]]: 60 frames per second, 60 Hz [[refresh rate]]<ref name=segas32/>
 
* Graphical capabilities: Color rotations, different levels of luminosity,<ref name=s32/> 7 levels<ref name=quarterarcade/><ref name=s32video/> of global [[RGB color model|RGB]] brightness control,<ref name=s32/><ref>http://www.retroroms.net/modules/news/index.php?storytopic=1&start=60</ref> fading & lighting,<ref>http://www.retrogames.com/012003.html</ref> shadow & highlight, 8 levels of [[alpha blending]], tile flipping, [[Parallax scrolling|line & row scrolling]],<ref name=s32video>http://web.archive.org/web/20130104202207/http://mamedev.org/source/src/mame/video/segas32.c.html</ref> palette indirection, dynamic priorities, per-color priority, per-component color control<ref name=segaic16/>
 
* [[List of color palettes|Color palette]]: 2,097,152 (4096 palette banks with 512 colors each<ref name=s32/>) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control)
 
* [[Color depth|Colors on screen]]: 49,152 (16,384<ref name=s32>{{cite web|url=http://www.system16.com/hardware.php?id=709|title= System 32 hardware information and game screen shots}}</ref> with shadow & highlight<ref name=s32video/>), to 71,680 (320×224) with luminosity and alpha blending
 
* Graphical planes:
 
** 4 [[Tile engine|tilemap]]<ref name=s32video/> background planes: Scaling, line-scrolling,<ref name=s32/> line selection, line zoom, alpha blending, window [[Clipping (computer graphics)|clipping]]<ref name=segaic16/>
 
** 1 tilemap text layer<ref name=segaic16/>
 
** 1 [[bitmap]] layer<ref name=s32video/>
 
** 1 background layer<ref name=s32video/>
 
** 2 sprite layers<ref name=s32video/>
 
* [[Sprite (computer graphics)|Sprite]] capabilities: [[Linked list]]s of sprites,<ref name=segaic16/> [[double buffering]], dual [[framebuffer]]s,<ref name=s32video/> technically infinite sprites of arbitrary size, sprite-scaling,<ref name=s32/> sprite rotation,<ref>http://books.google.co.uk/books?id=DbFxAgAAQBAJ&pg=PA63</ref><ref>http://www.gamesetwatch.com/2007/03/column_arcade_obscurities_sega.php</ref> jumping & clipping capabilities, advanced [[Hot spot (computer programming)|hot-spot]] positioning,<ref name=segaic16/> [[Sega System 24|System 24]] sprite rendering system<ref name=s24hw/>
 
** Sprite size: 8 to 1024<ref name=s24hw/> or 2048 (11-[[bit]])<ref name=s32video/> pixels in width/height
 
** Colors per sprite: 16 to 512<ref name=s32/>
 
** Sprites per frame: 128 KB sprite attribute RAM,<ref name=segas32/> 16 bytes per sprite,<ref name=s32video/> 8192 sprites per frame
 
** [[Texel (graphics)|Sprite pixels/texels]] per [[Scan line|scanline]]: 4096<ref name=s24hw/><ref name=s32video/>
 
** Sprites per scanline: 512
 
 
===System Multi 32 specifications===
 
Sega System Multi 32 included the following upgrades in 1992:
 
 
* Main CPU: [[NEC V70]] @ 20&nbsp;MHz<ref name=multi32>http://www.system16.com/hardware.php?id=710</ref>
 
** Fixed-point arithmetic: 32-bit RISC instructions @ 6.6 MIPS<ref name=ipsj/>
 
** Floating-point unit: 32-bit and 64-bit operations<ref name=v60/>
 
* Sound CPU: 2× Zilog Z80 @ 8.053975&nbsp;MHz (8-bit & 16-bit instructions @ 2.336 MIPS<ref name=retro/>)
 
* Sound chips:
 
** FM synthesis chip: Yamaha YM3438 @ 8.053975&nbsp;MHz (6 FM channels)
 
** PCM sampling chip: Sega MultiPCM<ref name=quarterarcade>http://tech.quarterarcade.com/tech/MAME/src/system32.c.aspx?g=1395</ref> (28 PCM channels)
 
* GPU: 2× Sega Super Scaler 317-5964 chipset
 
* Display resolution: [[Multi-monitor|Dual monitor]],<ref name=multi32/> 640×448 to 832×262 pixels, progressive scan
 
* Color palette: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control)
 
* Colors on screen: 98,304 (49,152 per screen) to 143,360 (71,680 per screen)
 
* Graphical planes: 4 sprite layers<ref name=s32video/>
 
* Sprite capabilities: [[Multiple buffering]], 4 framebuffers<ref name=s32video/>
 
 
==Sega Model series==
 
 
===Sega Model 1===
 
The ''Sega Model 1'' is an [[arcade system board]] developed by [[Sega]]. It began development in {{vgy|1990}},<ref name="thg"/> and released in {{vgy|1992}}. It was Sega's first hardware designed for [[3D computer graphics|polygonal 3D graphics]]. The first game for the system, ''[[Virtua Racing]]'', was designed to test the viability of the platform and was never intended to be released commercially, but it was such a success internally that Sega did so anyway.
 
 
However, the high cost of the Model 1 system meant only six games were ever developed for it; among them the popular [[fighting game]] ''[[Virtua Fighter (arcade game)|Virtua Fighter]]''. Like the previous Super Scaler pseudo-3D arcade boards, the Model 1 3D arcade board was designed by [[Sega AM2]]'s [[Yu Suzuki]].<ref name=suzuki/> The Model 1 was intended to compete with [[Namco]]'s [[Namco System 21|System 21]]; Namco was then the market leader in polygonal 3D video games, with titles such as ''[[Galaxian 3|Galaxian³]]'' and ''[[Starblade]]''.<ref>https://archive.org/stream/mean-machines-sega-magazine-19/MMSega_19_May_1994#page/n49/mode/2up</ref>
 
 
====Model 1 specifications====
 
* Main [[Central processing unit|CPU]]: [[NEC Corporation|NEC]] [[NEC V60|V60]] @ 16&nbsp;MHz
 
** [[Fixed-point arithmetic]]: [[32-bit]] [[Reduced instruction set computing|RISC]]<ref name=model1/> [[Instruction set|instructions]] @ 3.5 [[Instructions per second|MIPS]] (million instructions per second)<ref name=ipsj>http://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=59745&item_no=1&page_id=13&block_id=8</ref><ref>http://archive.computerhistory.org/resources/access/text/2013/04/102723432-05-01-acc.pdf</ref>
 
** [[Floating-point unit]]: [[Single-precision floating-point format|32-bit]] and [[Double-precision floating-point format|64-bit operations]]<ref name=v60>http://multimedia.cx/NEC_V60pgmRef.pdf</ref>
 
* [[Video card|Graphics board]]: Sega 837-7894 171-6080D VIDEO [[Printed circuit board|PCB]]<ref name=model1mame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/model1.c</ref>
 
* [[Graphics processing unit|GPU]] [[coprocessor]]s: 5× [[Fujitsu]] TGP MB86233<ref name=m2dump/> ([[Geometry pipelines|geometrizer]], [[Rasterisation|rasterizer]],<ref name=model1video/> [[Digital signal processor|DSP]], [[Floating point unit|FPU]])
 
** Coprocessor abilities: [[Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, [[3D computer graphics|3D]] [[Matrix (mathematics)|matrix operation]] function<ref name=model1/>
 
** Floating-point unit: 32-bit operations @ 16 MFLOPS ([[Mega-]][[FLOPS]])<ref name=model1/><ref>http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt</ref> each (80 MFLOPS combined)
 
* Sound CPU: [[Motorola 68000]] @ 12&nbsp;MHz<ref name=model1/>
 
* Sound chips: 2× Sega 315-5560 Custom MultiPCM<ref name=model1/>
 
** Audio capabilities: 28 [[Pulse-code modulation|PCM]] channels per chip (one for music, one for sound effects), 56 PCM channels total
 
* Sound timer: [[Yamaha Corporation|Yamaha]] YM3834 @ 8&nbsp;MHz
 
* [[Random-access memory|RAM]]: 1936 KB (1880 KB SRAM)<ref name=model1mame/>
 
** Main [[Static random-access memory|SRAM]]: 408 KB
 
** [[Video memory]]: 1464 KB SRAM (192 KB [[display list]], 576 KB [[Tiled rendering|tiles]], 64 KB colors)
 
** Audio memory: 64 KB (8 KB SRAM)
 
* Monitor [[display resolution]]: 496×384 pixels, 24&nbsp;kHz [[Horizontal scan rate|horizontal sync]],<ref name=model1mame/> 60&nbsp;Hz [[refresh rate]], [[progressive scan]] (non-interlaced)
 
* [[Frame rate]]: 60 frames per second<ref>http://vintage3d.org/history.php#sthash.Wlg79A2P.dpbs</ref>
 
* [[List of color palettes|Color palette]]: 16,777,216 ([[List of monochrome and RGB palettes#16-bit RGB|16-bit]] [[high color]] [[color depth|depth]]<ref name=model1/> and 256 luminance levels)<ref name=model1video>http://web.archive.org/web/20130104200817/http://mamedev.org/source/src/mame/video/model1.c.html</ref>
 
* Colors on screen: 190,464 (496×384)
 
* Graphical capabilities: [[Shading]], [[flat shading]], [[diffuse reflection]], [[specular reflection]], 2 layers of background [[scrolling]], [[alpha blending]], [[Alpha compositing|alpha channel]],<ref name=model1/> [[Computer graphics lighting|lighting]]<ref name=model1video/>
 
* [[Digital geometry|Geometric]] performance: 180,000 [[Polygon (computer graphics)|polygons]]/sec (with all effects), 540,000 [[Vector graphics|vectors]]/sec<ref name=model1>{{cite web|url=http://www.system16.com/hardware.php?id=712|title=Model 1 at system16.com}}</ref>
 
* Rendering [[fillrate]]: 1,200,000 [[pixel]]s/sec<ref name=model1/>
 
 
===Sega Model 2===
 
The ''Sega Model 2'' is an [[arcade system board]] released by [[Sega]] in 1993. During development of the Model 1, Sega went to General Electric Aerospace (which would become part of [[Martin Marietta]], later [[Lockheed Martin]]) for assistance in creating 3D texture mapping graphics hardware, which would eventually be incorporated into the Model 2.
 
 
It was a further advancement of the earlier Model 1 system. The most noticeable improvement was [[texture mapping]], which enabled [[Polygon (computer graphics)|polygons]] to be painted with bitmap images, as opposed to the limited monotone [[flat shading]] that Model 1 supported. The Model 2 also introduced the use of [[texture filtering]] and [[spatial anti-aliasing|texture anti-aliasing]].<ref>http://uk.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8</ref>
 
 
Designed by [[Sega AM2]]'s [[Yu Suzuki]], he stated that the Model 2's texture mapping chip originated "from military equipment from [[Lockheed Martin]], which was formerly General Electric Aerial & Space's textural mapping technology. It cost [[United States dollar|$]]2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 [[Japanese yen|yen]] ($50)" (${{formatprice|{{inflation|US|50|1992|r=0}}|0}} in {{CURRENTYEAR}}) per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games."<ref name=suzuki/> Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For ''[[Virtua Fighter 2]]'', he also utilized [[motion capture]] technology, introducing it to the game industry.<ref>http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php</ref>
 
 
There were also issues working on the new CPU,<ref name=suzuki/> the [[Intel i960|Intel i960-KB]], which had just released in 1993.<ref name=i960kb/> Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle."<ref name=suzuki/>
 
 
Despite its high price tag of around $15000<ref name="thg">http://www.thg.ru/smoke/19991022/print.html</ref> (equivalent to ${{Inflation|US|15000|1993}} in {{currentyear}}), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: ''[[Daytona USA (arcade game)|Daytona USA]]'',<ref name=model2>{{cite web|url=http://www.system16.com/hardware.php?id=713 |title=Model 2 Hardware (Sega) |publisher=System 16 |date= |accessdate=2011-04-18}}</ref> ''[[Virtua Fighter 2]]'', ''[[Cyber Troopers Virtual-On: Operation Moongate|Cyber Troopers Virtual-On]]'', ''[[The House of the Dead (arcade game)|The House of the Dead]]'', and ''[[Dead or Alive (video game)|Dead or Alive]]'', to name a few. Sega sold 65,000 units of the Model 2 annually,<ref name="thg"/> and eventually sold over 130,000 units by 1996, amounting to over $1.95&nbsp;billion revenue from hardware cabinet sales<ref>130,000 units [http://archive.today/XN3rz] [http://tinyurl.com/nyb7y3s] at $15,000 each [http://www.thg.ru/smoke/19991022/print.html] [http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene]</ref> (equivalent to over ${{Inflation|US|1.95|1993|r=2}} billion in {{currentyear}}), making it one of the [[Arcade game#Best-selling arcade video game franchises|best-selling arcade systems]] of all time.
 
 
Model 2 has four different varieties: Model 2 (1993),<ref name=model2/> Model 2A-CRX<ref name=model2a>http://www.system16.com/hardware.php?id=714</ref> (1994),<ref>http://www.arcade-history.com/?n=virtua-fighter-2&page=detail&id=3328</ref> Model 2B-CRX<ref name=model2b>http://www.system16.com/hardware.php?id=715</ref> (1994)<ref>http://mamereviews.hubmed.org/game/vstrikro</ref> and Model 2C-CRX (1996).<ref name=model2c>http://www.system16.com/hardware.php?id=716</ref> While Model 2 and 2A-CRX use a custom [[Digital signal processor|DSP]] with internal code for the [[Geometry pipelines|geometrizer]], 2B-CRX and 2C-CRX use well documented DSPs and upload the geometrizer code at startup to the DSP. This, combined with the fact that some games were available for both 2A-CRX and 2B-CRX, led to the reverse engineering of the Model 2 and Model 2A-CRX DSPs.
 
 
====Model 2 specifications====
 
;Main [[Central processing unit|CPU]] (central processing unit)
 
 
*Main CPU: [[Intel i960|Intel i960-KB]] @ 25&nbsp;MHz
 
** [[Fixed-point arithmetic]]: [[32-bit]] [[Reduced instruction set computing|RISC]] [[Instruction set|instructions]] @ 25 [[Instructions per second|MIPS]] (million instructions per second)<ref>http://datasheets.chipdb.org/Intel/80960/PRODBREF/27223303.PDF</ref>
 
** [[Floating-point unit]]: [[Double-precision floating-point format|32-bit]], [[Double-precision floating-point format|64-bit]] and [[Extended precision|80-bit]] operations @ 13.6 MFLOPS ([[Mega-]][[FLOPS]], or million [[Floating point|floating-point]] operations per second) ([[Whetstone (benchmark)|Whetstone]])<ref name=i960kb>http://pdf.datasheetcatalog.com/datasheet/Intel/mXqwttu.pdf</ref>
 
 
;[[Graphics processing unit|GPU]] (graphics processing unit) [[Video card|video]] [[Graphics pipeline|hardware]]
 
* [[Geometry pipelines|Geometry Engine]]<ref name=model2video>http://web.archive.org/web/20130104200822/http://mamedev.org/source/src/mame/video/model2.c.html</ref> [[Digital signal processor|DSP]] [[coprocessor]]s: 6× [[Fujitsu]] TGP MB86234 (Model 2/2A-CRX),<ref name=m2dump>http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html</ref> or 2× [[Analog Devices]] ADSP-21062 [[Super Harvard Architecture Single-Chip Computer|SHARC]] (Model 2B-CRX), or 2× Fujitsu [[Rendition (company)#Vérité V2x00|TGPx4]] MB86235 (Model 2C-CRX)<ref name=m2dump/>
 
** Coprocessor abilities: [[Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, [[3D computer graphics|3D]] [[Matrix (mathematics)|matrix operation]] function
 
** Floating-point unit:
 
*** Model 2/2A-CRX: [[Single-precision floating-point format|32-bit operations]] @ 16 [[FLOPS|MFLOPS]]<ref name=model2a/> ×6 (96 MFLOPS)
 
*** Model 2B/2C-CRX: 32-bit & [[Extended precision|40-bit]] operations @ 120 MFLOPS<ref name=adsp>http://www.analog.com/static/imported-files/data_sheets/ADSP-21060_21060L_21062_21062L_21060C_21060LC.pdf</ref> ×2 (240 MFLOPS)
 
** Fixed-point arithmetic: 32-bit & [[48-bit]] instructions @ 80 MIPS (Model 2B-CRX)<ref name=adsp/>
 
* [[Render output unit|Hardware Renderer]]:<ref name=model2video/> Sega-[[Lockheed Martin|Lockheed-Martin]] Custom [[rasterization]]<ref name=model2mame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/model2.c</ref> & [[texture mapping]] hardware (Model 2),<ref name=suzuki/> or 2× Fujitsu MB86271 AGP (Model 2C-CRX)<ref name=tgpx4>http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf</ref>
 
** Fixed-point arithmetic: 32-bit & [[64-bit computing|64-bit]] instructions @ 240 MIPS (Model 2C-CRX)<ref name=tgpx4p4>http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf#page=4</ref>
 
* [[Z-buffering|Z-Sort]] & [[Clipping (computer graphics)|Clip]] [[Transform, clipping, and lighting|Hardware]]<ref name=model2video/> (2× Fujitsu MB86272 Z-sorter in Model 2C-CRX)<ref name=tgpx4/>
 
* [[Sega System 24]] [[Tile engine|tilemap engine]]<ref name=model2mame/>
 
 
;[[Sound card|Audio hardware]]
 
* Sound CPU: [[Motorola 68000]] @ 10&nbsp;MHz (Model 2), or Motorola 68000 @ 12&nbsp;MHz (Model 2A/2B/2C-CRX)
 
* [[Sound chip]]: 2× Sega 315-5560 Custom MultiPCM (Model 2), or [[Yamaha YMF292|Yamaha SCSP]] (Model 2A/2B/2C-CRX)
 
* Sound timer: [[Yamaha Corporation|Yamaha]] YM3834 @ 8&nbsp;MHz (Model 2 only)
 
* [[Pulse-code modulation|PCM]] channels: 56<ref name=model2/>
 
* PCM sample [[Read-only memory|ROM]]: 16 [[Mebibit|Mbits]] (Model 2),<ref name=model2/> or 68 Mbits (Model 2A/2B/2C-CRX)<ref name=model2a/>
 
* PCM quality: 16-bit [[Audio bit depth|depth]],<ref name=scsp/> [[44,100 Hz|44.1&nbsp;kHz]] [[sampling rate]] ([[Compact disc|CD]] [[Sound quality|quality]])<ref name=model2a/>
 
* SCSP features: 128-step DSP, 32 [[Frequency modulation synthesis|FM synthesis]] channels, 32 [[MIDI]] channels, 32 [[Low-frequency oscillation|LFO]] channels<ref name=scsp/>
 
 
;[[Random-access memory|RAM]] (random access memory)
 
 
Total RAM: 9776 KB (Model 2/2A-CRX), or 18,388 KB (Model 2B/2C-CRX)
 
* Main RAM: 1152 KB (9 Mbits)<ref name=model2b/> (1024 KB work, 64 KB network, 64 KB serial)<ref name=model2mame/>
 
* [[Video memory]]: 5984 KB (Model 2/2A-CRX), or 14,596 KB (Model 2B/2C-CRX)
 
** [[Framebuffer]] [[VRAM]]:<ref name=tgpx4p4/> 1024 KB (Model 2/2A-CRX), or 1536 KB (Model 2B/2C-CRX)<ref name=model2mame/>
 
** Coprocessor [[Data buffer|buffer]]<ref name=model2mame/> [[Static random-access memory|SRAM]]/[[Synchronous dynamic random-access memory|SDRAM]]:<ref name=tgpx4p4/> 64 KB (Model 2/2A-CRX), or 8228 KB (Model 2B/2C-CRX)<ref name=model2mame/>
 
** [[Texture memory]]: 4096 KB<ref name=model2mame/> SRAM/SDRAM<ref name=tgpx4p4/>
 
** [[Luma (video)|Luma]]: 128 KB (Model 2/2A-CRX), or 64 KB (Model 2B/2C-CRX)<ref name=model2mame/>
 
** Other: 672 KB (32 KB [[Digital geometry|geometry]], 576 KB [[Tiled rendering|tiles]], 64 KB colors)<ref name=model2mame/>
 
* Audio memory: 576 KB<ref name=model2mame/>
 
* Backup SRAM/[[Non-volatile random-access memory|NVRAM]]: 16 KB<ref name=model2mame/>
 
* Extra RAM: 2048 KB<ref name=model2mame/>
 
 
;Graphical capabilities
 
* Monitor [[display resolution]]: 496×384 pixels, 24&nbsp;Hz [[Horizontal scan rate|horizontal sync]], 60&nbsp;Hz [[refresh rate]], [[progressive scan]] (non-interlaced)<ref name=model2b/>
 
* [[Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels<ref name=model2b/>
 
** [[Microtexture]] size: Up to 128×128 pixels
 
* [[Color depth]]: 16,777,216 ([[List of monochrome and RGB palettes#24-bit RGB|24-bit]] [[true Color|true color]])<ref name=model2b/><ref name=gamezero>http://www.gamezero.com/team-0/whats_new/past/news9504.html</ref><ref name=fujitsu3d/>
 
* Graphical features: [[Flat shading]], [[texture mapping]], [[Texture mapping#Perspective correctness|perspective correction]], [[texture filtering]], [[Spatial anti-aliasing|texture anti-aliasing]], [[microtexture]], [[diffuse reflection]], [[specular reflection]], [[alpha blending]], [[transparency (graphic)|transparency]],<ref name=model2b/> [[rasterization]], [[mipmap]]ping, [[level of detail]],<ref name=model2video/> [[Z-buffering|z-sorting]], [[Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],<ref name=model2video/><ref name=tgpx4/> [[trilinear filtering]]<ref name="thg"/>
 
** Model 2C-CRX: [[Gouraud shading]], [[Hidden surface determination|hidden surface]], [[z-buffering]],<ref name=tgpx4/> [[Nearest-neighbor interpolation|point sampling]], [[bilinear filtering]]<ref name=fujitsu3d>http://www.fujitsu.com/downloads/MAG/vol33-2/paper08.pdf</ref>
 
* [[Frame rate]]: 60 frames/sec<ref name=model2/>
 
* [[Digital geometry|Geometric]] performance:
 
** Model 2: 300,000 textured [[Polygon mesh|quad polygons]]/sec<ref name=model2/> to over 500,000 textured [[Triangle mesh|triangle polygons]]/sec,<ref name=gamezero/> 900,000 [[Vector graphics|vectors]]/sec<ref name=model2/>
 
** Model 2C-CRX: 490,000 textured [[Polygon (computer graphics)|polygons]]/sec (with [[Transform, clipping, and lighting|clipping, lighting]] and Gouraud shading)<ref>http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf#page=8</ref> to 900,000 textured triangle polygons/sec (with Gouraud shading)<ref name=tgpx4p4/>
 
* Rendering [[fillrate]]:
 
** [[Pixel]] fillrate: 1.2 million pixels/sec (Model 2)<ref name=model2/> to 120 million pixels/sec (2 million pixels/frame) (Model 2B-CRX/2C-CRX)<ref name=model2b/><ref name=model2c/>
 
** [[Texture mapping|Texture]] fillrate: 36 million [[Texel (graphics)|texels]]/sec (500 pixels/polygon) (Model 2C-CRX)<ref>http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf#page=12</ref>
 
 
===Sega Model 3===
 
The ''Sega Model 3'' is an [[arcade system board]] released by [[Sega]] in 1996. It was the final culmination of Sega's partnership with [[Lockheed Martin]], using the company's [[Real3D]] division to design the graphical hardware. Upon release, the Model 3 was easily the most powerful arcade system board in existence,<ref name="cvg174"/> capable of over one million quad [[polygon]]s per second and over two million triangular polygons per second.<ref name=step1/> The hardware went through several "[[Stepping (version numbers)|steppings]]," which increased the [[clock speed]] of the [[Central processing unit|CPU]] and the speed of the [[Graphics pipeline|3D engine]], as well as minor changes to the board architecture.<ref name=model3mame/> Step 1.0 and Step 1.5 released in 1996,<ref name=step1/><ref name=step15>http://www.system16.com/hardware.php?id=718</ref> Step 2.0 in 1997,<ref name=step2>http://www.system16.com/hardware.php?id=719</ref> and Step 2.1 in 1998.<ref>http://www.system16.com/hardware.php?id=720</ref>
 
 
Well known Model 3 games include ''[[Virtua Fighter 3]]'' (1996), ''[[Scud Race]]'' (1996), ''[[Harley-Davidson & L.A. Riders]]'' (1997), ''[[Sega Bass Fishing]]'' (1997), ''[[Daytona USA 2]]'' (1998), ''[[Sega Rally 2]]'' (1998), and ''[[The Ocean Hunter]]'' (1998), although it is the rarest of them. By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,<ref>http://web.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm</ref> making them some of the [[List of best-selling video games|best-selling]] [[arcade game]] boards.
 
 
====Model 3 specifications====
 
 
* Main [[Central processing unit|CPU]]: [[IBM]]-[[Motorola]] [[PowerPC]] [[PowerPC 603e|603e]]<ref name="cvg174"/> ([[32-bit]] & [[64-bit]] instructions)<ref name=603e>http://www.fermimn.gov.it/inform/materiali/evarchi/motorola/603e_fs.pdf</ref>
 
** Step 1.0: 66&nbsp;MHz<ref name=step1/> (93.4 [[Instructions per second|MIPS]],<ref name=603e/> 132 [[Floating-point operations per second|MFLOPS]])<ref name=603sh4>http://www.segatech.com/archives/january1998.html</ref>
 
** Step 1.5: 100&nbsp;MHz<ref name=step15/> (142 MIPS,<ref name=603e/> 200 MFLOPS)<ref name=603sh4/>
 
** Step 2.0: 166&nbsp;MHz<ref name=step2/> (235 MIPS,<ref name=603e/> 332 MFLOPS)<ref name=603sh4/>
 
 
* Sound CPU : [[Motorola 68000]] @ 12&nbsp;MHz<ref name=model3mame>https://github.com/mamedev/mame/tree/master/src/mame/drivers/model3.c</ref> (2.1 MIPS)<ref name=retro/>
 
* [[Sound chip]]s: 2× [[Yamaha Corporation|Yamaha]] [[Yamaha YMF292|SCSP/YMF292-F]]<ref name="cvg174"/>
 
** [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16-bit [[Audio bit depth|depth]], [[44,100 Hz|44.1&nbsp;kHz]] [[sampling rate]] ([[Compact disc|CD]] [[Sound quality|quality]])<ref name="cvg174"/><ref name=step1/>
 
** Other features: 128-step DSP, 32 [[Frequency modulation synthesis|FM synthesis]] channels, 32 [[MIDI]] channels, 32 [[Low-frequency oscillation|LFO]] channels,<ref name=scsp/> [[Quadraphonic sound|4-channel]] [[surround sound]],<ref name="cvg174"/> 16.5&nbsp;MB audio [[Read-only memory|ROM]]<ref name=step1/>
 
* Optional [[Sound card|sound board]]: MPEG Sound Board<ref name=step1/>
 
** Sound CPU: [[Motorola 68000]] or [[Zilog Z80]]
 
** Sound chip: [[NEC]] uD65654GF102
 
** Features: [[Moving Picture Experts Group|MPEG]] audio [[Data compression|compression]], [[Stereophonic sound|stereo]] output, steam individual [[Monaural|mono]] channels to left and right speakers
 
 
* [[Video card|Video board]]:<ref name=model3mame/>
 
** Step 1.0: Sega 837-11859 MODEL3
 
** Step 1.5: Sega 837-12875 MODEL3 STEP 1.5
 
** Step 2.0: Sega 837-12716 MODEL3 STEP2
 
** Step 2.1: Sega 837-13368 MODEL3 STEP2.1
 
* [[Graphics processing unit|GPU]]: 2× [[Lockheed Martin]] [[Real3D|Real3D/Pro-1000]]
 
** [[Texture mapping]]: [[Mipmap]]ping, [[Texture mapping#Perspective correctness|perspective correction]],<ref name="cvg174">{{cite journal|title=News: Virtua Fighter 3|journal=[[Computer and Video Games]]|date=May 1996|issue=174|pages=10–1}}</ref> [[texture filtering]]<ref name=step1/>
 
** [[Spatial anti-aliasing|Anti-aliasing]]:<ref name="cvg174"/> [[Texture filtering|Texture anti-aliasing]], [[Multisample anti-aliasing|multi-layered anti-aliasing]]<ref name=step1/>
 
** [[Shading]]: [[Flat shading]], [[Gouraud shading]], high-specular Gouraud shading, micro texture [[shading]],<ref name="cvg174"/> [[Fixed-function|fix shading]]<ref name=step1/>
 
** [[Computer graphics lighting|Lighting]]: Parallel light, pin-point light, 4 light spots,<ref name="cvg174"/> 4 [[Shading#Spotlight lighting|spot lights]]<ref name=step1/>
 
** Other [[special effects]]: [[Distance fog|Zoning fog]], 32 levels of [[Transparency and translucency|translucency]], [[Clipping (computer graphics)|clipping]], model & texture [[Level of detail|LOD]], fade in/out, 4095 moving [[3D modeling|models]],<ref name="cvg174"/> [[motion blur]]<ref>http://www.arcade-history.com/?n=virtua-fighter-3&page=detail&id=3327</ref>
 
** Other capabilities: [[Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],<ref name="cvg174"/><ref>http://www.supermodel3.com/About.html</ref> [[alpha blending]], [[trilinear filtering]], [[trilinear interpolation]], [[specular reflection]], [[specular highlight]],<ref name="cvg174"/> [[z-buffering]],<ref name="cvg174"/> [[Hidden surface determination|culling]]<ref name=model3video>http://web.archive.org/web/20130104200833/http://mamedev.org/source/src/mame/video/model3.c.html</ref>
 
* [[Arithmetic logic unit|ALU]]: [[Mitsubishi]] 3D-RAM<ref name=model3mame/><ref name=3dram>http://www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/</ref>
 
** [[Framebuffer]] resolution: [[SXGA|1280×1024]]<ref name=model3mame/>
 
** Capabilities: Blending, depth check, stencil & raster operations,<ref name=3dram/> [[pixel buffer]], [[tiled rendering]],<ref name=model3mame/> [[Z-buffering|z-compare]], alpha blending, up to 400 million pixels/sec [[Rendering (computer graphics)|rendering]] [[fillrate]]<ref name=m3dram>http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=535565&url=http%3A%2F%2Fieeexplore.ieee.org%2Fxpls%2Fabs_all.jsp%3Farnumber%3D535565</ref>
 
* Monitor [[display resolution]]: 496×384<ref name=step1/> to [[480p|640x480]],<ref name="cvg174"/> [[progressive scan]] (non-[[Interlaced video|interlaced]])<ref name="cvg174"/>
 
** [[Refresh rate]]: 60&nbsp;Hz,<ref name=model3mame/> 60 [[Frame rate|frames per second]]
 
* [[Color depth]]: [[RGBA color space|ARGB]],<ref name=model3video/> [[List of monochrome and RGB palettes|24-bit]] [[RGB color model|RGB]]<ref>http://www.gamespot.com/articles/more-on-segas-model-3-step-2-board/1100-2462493/</ref> [[true Color|true color]] (16,777,216 colors) and [[Alpha compositing|alpha opacity]]
 
* [[Digital geometry|Geometric]] performance: 1,000,100 textured [[Polygon mesh|quad]] [[Polygon (computer graphics)|polygons]]/sec, 2,000,200 textured [[Triangle mesh|triangle polygons]]/sec,<ref name=step1>{{cite web|url=http://www.system16.com/hardware.php?id=717|title=Model 3 Step 1.0 at system16.com}}</ref> with all effects (Step 1.0)
 
* [[Rendering (computer graphics)|Rendering]] [[fillrate]]: 60 million<ref name="cvg174"/> to 400 million<ref name=m3dram/> [[pixel]]s/sec, 16 million coloured [[Texel (graphics)|textures]]/sec<ref name="cvg174"/>
 
 
[[Random-access memory|RAM]]: 33,321&nbsp;[[Kibibyte|KB]]
 
 
* Main RAM: 8192&nbsp;KB<ref name=model3mame/> (8&nbsp;[[Mebibyte|MB]])<ref name=step1/>
 
* [[Video memory|Video RAM]]: 23,713 KB (8 MB [[texture memory]], 1&nbsp;MB [[display list]], 4&nbsp;MB [[Hidden surface determination|culling]], 4&nbsp;MB polygons,<ref name=model3video/> 5&nbsp;MB [[framebuffer]] 3D-RAM, 1152&nbsp;KB [[Tiled rendering|tilemap]] generator [[VRAM]], 33 KB [[Static random-access memory|SRAM]] [[Cache (computing)|cache]])<ref name=model3mame/>
 
** 4× [[Mitsubishi]] 3D-RAM: 5&nbsp;MB (4× 1.25&nbsp;MB) fast framebuffer [[Synchronous dynamic random-access memory|SD]] [[VRAM]], 1&nbsp;KB (4× 256 [[byte]]s) [[pixel buffer]] SRAM cache<ref name=model3mame/><ref name=m3dram/><ref>http://www.datasheets360.com/part/detail/m5m410092fp-15/-7080454212028813194/</ref>
 
** 8× [[Hitachi]] HM5241605 [[Synchronous dynamic random-access memory|SDRAM]]: 4&nbsp;MB (8× 512 KB)<ref name=model3mame/><ref>http://www.datasheetarchive.com/dlmain/Datasheets-13/DSA-247062.pdf</ref>
 
** 16× Mitsubishi M5M4V4169 [[Cache (computing)|cache]]: 8&nbsp;MB (16× 512&nbsp;KB) SDRAM, 32&nbsp;KB (16× 2&nbsp;KB) SRAM<ref name=model3mame/><ref>http://www.datasheets360.com/part/detail/m5m4v4169tp-20/1857732301728935217/</ref>
 
* Audio RAM: 1096&nbsp;KB (64 KB main, 1032 KB SCSP)<ref name=model3mame/>
 
* Other RAM: 320&nbsp;KB (192&nbsp;KB security, 128&nbsp;KB backup [[Static random-access memory|static]] [[Non-volatile random-access memory|NVRAM]])<ref name=model3mame/>
 
 
==Sega ST-V==
 
 
[[File:Segastvpcb.jpg|thumb|240px|right|Sega ST-V PCB]]
 
 
''ST-V'' (''Sega Titan Video game system'') was an [[arcade system board]] released by [[Sega]] in 1994.<ref>http://www.system16.com/hardware.php?id=711&page=3</ref> Departing from their usual process of building custom [[arcade game|arcade]] hardware, Sega's ST-V is essentially identical to the [[Sega Saturn]] home [[Game console|console]] system. The only difference is the media: ST-V used [[ROM cartridge]]s instead of [[CD-ROM]]s to store games. Being derived from the Saturn hardware, the ST-V was presumably named after the moon [[Titan (moon)|Titan]], a satellite of [[Saturn]].
 
 
The majority of ST-V titles were released in [[Japan]] only, but a notable exception was the port of ''Dynamite Deka'', which became ''[[Die Hard Arcade]]''. Games released for the ST-V includes the arcade version of ''[[Virtua Fighter (arcade game)|Virtua Fighter Remix]]'', ''[[Golden Axe: The Duel]]'' and ''[[Final Fight Revenge]]''. The shared hardware between Saturn and ST-V allowed for very "pure" [[Porting|ports]] for the Saturn console.
 
 
===ST-V specifications===
 
* Main [[Central processing unit|CPU]] processors: [[Multi-core processor|2×]] [[Hitachi, Ltd.|Hitachi]] [[SuperH|SH-2]] 7604 ([[32-bit]] [[Reduced instruction set computing|RISC]]) @ [[Clock rate|28.6&nbsp;MHz]],<ref name=stv>{{cite web|url=http://www.system16.com/hardware.php?id=711|title=Sega Titan Video at System 16 - The Arcade Museum}}</ref><ref name=saturnspecs>http://www.segatech.com/technical/saturnspecs/</ref> in a [[Master/slave (technology)|master/slave]] configuration
 
** [[Fixed-point arithmetic]]: [[32-bit]] [[Reduced instruction set computing|RISC]] [[Instruction set|instructions]]/[[Processor register|registers]] @ 28 [[Million instructions per second|MIPS]] each, 56 MIPS combined<ref name=saturnspecs/><ref name=segasaturnfaq>http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt</ref>
 
** [[Bus (computing)|Bus]] width: 32-bit<ref name=segasaturnfaq/>
 
* DMA [[coprocessor]]: Custom Saturn Control Unit (SCU)<ref name=stv/><ref name=segasaturnfaq/>
 
** Control processor: 32-bit fixed-point [[Processor register|registers]]/instructions
 
** Geometry [[Digital signal processor|DSP]]: [[32-bit]] fixed-point instructions, up to 4 parallel instructions
 
** [[Bus (computing)|Bus]] width: [[16-bit]]
 
* Sound CPU: [[Motorola 68000|Motorola 68EC000]]<ref name="Saturn Overview Manual">{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-103-R1-040194.pdf|title=Saturn Overview Manual|publisher=Sega of America|date=1994-06-06|accessdate=2014-04-25}}</ref> @ 11.45456&nbsp;MHz<ref name=stv/> (2.005 MIPS<ref name=retro/>)
 
* Sound chip: [[Yamaha Corporation|Yamaha]] [[YMF292-F|YMF292-F SCSP]] @ 11.3&nbsp;MHz<ref name=scsp>http://koti.kapsi.fi/~antime/sega/files/ST-077-R2-052594.pdf</ref><ref name=saturnspecs/><ref name=stv/>
 
** [[Pulse-code modulation|PCM]] audio: 32 channels, 16-bit [[Audio bit depth|depth]], [[44,100 Hz|44.1&nbsp;kHz]] [[sampling rate]] ([[Compact disc|CD]] [[Sound quality|quality]])
 
** Other features: 128-step Yamaha FH1 DSP, 32 [[Frequency modulation synthesis|FM synthesis]] channels, 32 [[MIDI]] channels, 32 [[Low-frequency oscillation|LFO]] channels
 
* VDP1: 32-bit [[Graphics processing unit|Video Display Processor]], handles sprite/texture and polygon drawing<ref name=stv/>
 
** [[Framebuffer]]s: Dual 256 KB framebuffers with rotation & scaling,<ref name=stv/> three framebuffer sizes (512×256, 512×512, 1024×256)<ref name=mame_vdp1>http://web.archive.org/web/20130104202915/http://mamedev.org/source/src/mame/video/stvvdp1.c.html</ref><ref>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=149</ref>
 
** [[3D computer graphics|3D polygon]] capabilities: [[Texture mapping]], [[shading]], [[flat shading]], [[Gouraud shading]]<ref name=stv/>
 
*** [[Polygon (computer graphics)|Polygon]] [[Rendering (computer graphics)|rendering]] performance: 200,000 texture-mapped polygons per second, 500,000 flat-shaded polygons per second<ref name=stv/>
 
** [[Sprite (computer graphics)|Sprite]] & [[Texture mapping|texture]] capabilities: [[2.5D|Rotation & scaling]],<ref name=stv/> flipping, distortion,<ref name=mame_vdp1/> virtually unlimited [[Colour look-up table|color tables]], virtually unlimited sprites,<ref name=satspecs>http://www.sega-saturn.com/saturn/other/satspecs.htm</ref> [[Sega System 24|System 24]]/[[Sega System 32|32]] sprite rendering system<ref name=s24hw/>
 
*** [[Texture memory|Sprite/texture memory]] [[Cache (computing)|cache]]: 512 KB<ref name=stv/><ref>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=81</ref>
 
*** Sprite/texture size: 8×1 to 504×255 pixels<ref>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=119</ref>
 
*** Colors per sprite/texture: 16, 64, 128, 256 and 32,768 (standard resolution),<ref name=vdp1p18>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=18</ref> or 16, 64, 128 and 256 (high resolution)<ref name=vdp1p29/>
 
*** Sprites/textures per frame: 512 KB sprite/texture memory, 32 bytes per sprite/texture,<ref>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=75</ref> 16,384 sprites/textures per frame
 
*** [[Texel (graphics)|Texels]] per [[Scan line|scanline]]: 4096<ref name=s24hw/>
 
*** Sprites/textures per scanline: 512
 
** Other features: [[Alpha blending]], [[Clipping (computer graphics)|clipping]], luminance, shadows, transparency,<ref name=mame_vdp1/> [[Spatial anti-aliasing|anti-aliasing]]<ref>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=24</ref>
 
* VDP2: 32-bit Video Display Processor, handles background and scroll planes<ref name=stv/>
 
** Features: [[Transparency (optics)|Transparency effects]], shadowing, 2 windows for special calculations,<ref name=stv/> 8×8 and 16×16 tile sizes<ref name=vdp2>http://web.archive.org/web/20130104202921/http://mamedev.org/source/src/mame/video/stvvdp2.c.html</ref>
 
** Background planes: 7 layers (5 [[Parallax scrolling|simultaneous scrolling]] backgrounds, 2 simultaneous scrolling/scaling/rotating playfields)<ref name=stv/><ref name=vdp2/><ref name=vdp2p24>http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf#page=24</ref>
 
*** NBG0: 16 to 16,777,216 colors, [[Tile engine|tilemap]] (512×512 to 1024×1024) or [[bitmap]] (512×256 to 1024×512), [[scrolling]], [[Parallax scrolling#Raster method|column/row/line scrolling]], scaling
 
*** NBG1: 16 to 32,768 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 1024×512), scrolling, column/row/line scrolling, scaling
 
*** NBG2/NBG3: 16 to 256 colors, tilemap (512×512 to 1024×1024), scrolling
 
*** RBG0: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024) or bitmap (512×256 to 512×512), scrolling, scaling & rotation
 
*** RBG1: 16 to 16,777,216 colors, tilemap (512×512 to 1024×1024), scrolling, scaling & rotation
 
*** Back screen: 1 bitmap background<ref name=vdp2p23/>
 
* [[Random-access memory|RAM]]: 4.099 [[Mebibyte|MB]] (4197 [[Kibibyte|KB]])
 
** Main [[Synchronous dynamic random-access memory|SDRAM]]: 2 MB<ref name=saturnspecs/> (2048 KB)
 
** [[Video memory|Graphics]] [[VRAM]]: 1.54 MB<ref name=stv/> (512 KB [[framebuffer]]s, 512 KB [[Texture memory|texture]] [[Cache (computing)|cache]], 512 KB backgrounds,<ref name=saturnspecs/> 41 KB other)
 
** Audio [[Dynamic random-access memory|DRAM]]: 540 KB<ref name=segasaturnfaq/>
 
** [[Saved game|Battery backup]] [[Non-volatile random-access memory|NVRAM]]: 32 KB<ref name=saturnspecs/><ref name=segasaturnfaq/>
 
* [[ROM cartridge]] storage: 48 MB<ref name=stv/>
 
* Display resolution: 320×224 to 720×240 ([[Progressive scan|progressive]]), 320×448 to [[576i|720×576]] ([[Interlaced video|interlaced]])<ref name=stv/><ref name=vdp1p29>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=29</ref><ref name=vdp2p23>http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf#page=23</ref>
 
* [[Frame rate]]: 30 to 60 frames per second,<ref name=stv/><ref name=vdp1p29/> 50 to 60 Hz [[refresh rate]]<ref>http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=6</ref>
 
* [[List of color palettes|Color palette]]: 16,777,216<ref name=stv/> (32-bit [[RGBA color space|RGBA]], 24-bit [[True Color|true color]] with 8-bit [[Z-buffering]] & [[Alpha compositing|alpha transparency]]),<ref name=segasaturnfaq/> with up to 16,777,216 per background<ref name=vdp2/> and 32,768 (15-bit [[high color]]) per sprite/texture<ref name=mame_vdp1/>
 
* Colors on screen: 172,800 (720×240)
 
 
Add-on boards included the following additional specifications in 1995:<ref>https://github.com/mamedev/mame/tree/master/src/mame/drivers/stv.c</ref>
 
 
*[[CD-ROM]] plug-in board
 
**CPU controller: [[SuperH|Hitachi SH-1]] @ 20&nbsp;MHz
 
**[[Dynamic random-access memory|DRAM]] [[Cache (computing)|cache]]: 512&nbsp;KB
 
**CD-ROM capacity: 660 MB<ref name=satspecs/>
 
**CD-ROM [[Data rate units|data transfer rate]]: 330 [[KiB/s|KB/s]]<ref name=satspecs/>
 
**Audio [[bit rate]]: 150 KB/s,<ref name=satspecs/> 1200 [[Kibibit|Kbits]]/s
 
*[[Moving Picture Experts Group|MPEG]] decoder board
 
**DRAM [[Framebuffer|buffer]]: 512&nbsp;KB
 
 
==Sega NAOMI series==
 
 
===Sega NAOMI===
 
 
First demonstrated in November 1998 at [[Japanese Amusement Machine Manufacturers' Association|JAMMA]], since just before the release of [[The House of the Dead 2]] in [[Japan]].
 
The [[Sega]] ''NAOMI'' (''New Arcade Operation Machine Idea'') is the successor to the [[Sega Model 3]] hardware.
 
 
A development of the [[Dreamcast]] home game console, the NAOMI and Dreamcast share the same hardware components: [[SuperH|Hitachi SH-4]] [[Central processing unit|CPU]], [[PowerVR#Series 2|PowerVR Series 2]] [[Graphics processing unit|GPU]] (PVR2DC), and [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] based sound system. NAOMI has twice as much system memory, twice as much [[video memory]], and four times as much sound memory.
 
 
Multiple NAOMI boards can be 'stacked' together to improve graphics performance, or to support multiple-monitor output. A special game cabinet for the NAOMI, NAOMI Universal Cabinet, houses up to sixteen boards for this purpose. Multiple-board variants are referred to as ''Naomi Multiboard'' hardware, which debuted in 1999.<ref name=multiboard>http://www.system16.com/hardware.php?id=906</ref>
 
 
The other key difference between NAOMI and Dreamcast lies in the game media. The Dreamcast reads game data from [[GD-ROM]] optical disc, while the NAOMI arcade board features 168 MB of solid-state [[Read-only memory|ROMs]] or GD-ROMs using a custom [[DIMM]] board and GD-ROM drive. In operation, the Naomi GD-ROM is read only once at system power up, loading the disc's contents to the DIMM Board RAM. Once loading is complete, the game executes only from RAM, thereby reducing mechanical wear on the GD-ROM drive.
 
 
Unlike Sega's previous arcade platforms (and most other arcade platforms in the industry), NAOMI is widely licensed for use by other game publishers including Sega, Namco Bandai, Capcom, Sammy and Tecmo Koei. Games such as ''Mazan'', ''Marvel Vs. Capcom 2'', ''Dead or Alive 2'' and ''Guilty Gear XX'' were all developed by third-party licensees of the NAOMI platform. An offshoot version of the NAOMI hardware is [[Atomiswave]] by [[Sammy Corporation]].
 
 
After nine years of hardware production, and with new game titles coming in 2008 like [[Melty Blood: Act Cadenza|Melty Blood: Actress Again]] and [[Akatsuki Blitzkampf|Akatsuki Blitzkampf AC]], NAOMI is considered to be one of the longest running arcade platforms ever and is comparable in longevity with the [[Neo-Geo (console)|Neo-Geo MVS]].
 
 
====NAOMI specifications====
 
* CPU: [[SuperH|Hitachi SH-4]] @ 200&nbsp;MHz
 
** Features: [[128-bit]] [[SIMD]] @ 200&nbsp;MHz, [[floating-point unit]], graphic functions
 
** Performance: 360 [[Instructions per second|MIPS]] and 1.4 [[FLOPS|GFLOPS]]
 
* [[Graphics processing unit|GPU]]: [[NEC]]-[[Imagination Technologies|VideoLogic]] [[PowerVR#Series 2|PowerVR 2]] (PVR2DC/CLX2) @ 100&nbsp;MHz<ref name=segatech_dc>http://segatech.com/technical/overview/index.html</ref>
 
** [[Texture mapping]]: [[Bump mapping]], [[mipmap]]ping,<ref name=naomi1>{{cite web|url=http://www.segatech.com/arcade/naomi1/index.html|title=NAOMI technical overview}}</ref> [[environment mapping]], [[texture compression]],<ref name=ieee/> [[Multitexturing|multi-texturing]],<ref name=neon250/> [[Texture mapping#perspective correctiveness|perspective correction]]<ref name=segatech_dc/>
 
** [[Texture filtering|Filtering]]: [[Nearest-neighbor interpolation|Point filtering]],<ref name=segatech_dc/> [[bilinear filtering]],<ref name=ieee/> [[trilinear filtering]], [[anisotropic filtering]]<ref name=segatech_dc/>
 
** [[Spatial anti-aliasing|Anti-aliasing]]: [[Supersampling|Super-sampling anti-aliasing]] (SSAA),<ref name=segatech_dc/> [[FSAA|full-scene anti-aliasing]] (FSAA)<ref name=neon250/>
 
** [[Alpha blending]]: 256 levels of transparency,<ref name=segatech_dc/> multi-pass blending,<ref name=neon250/> translucency sorting<ref name=neon250/>
 
** [[Shading]]: Perspective-correct ARGB [[Gouraud shading]],<ref name=neon250/> [[Shadow mapping|shadows]]<ref name=segatech_dc/>
 
** [[3D rendering|Rendering]]: [[Render output unit|ROP]] (render output unit), [[tiled rendering]], 32-bit floating-point [[Z-buffering]], 32-bit floating-point [[Hidden surface determination|hidden surface removal]],<ref name=neon250/> 256 [[Distance fog|fog effects]],<ref name=segatech_dc/> per-pixel table fog<ref name=neon250/>
 
** Other capabilities: [[Polygon mesh|Quad polygons]], [[Triangle mesh|triangle polygons]], GMV (general modifier volumes)<ref name=segatech_dc/>
 
* [[Sound chip|Sound engine]]: [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz<ref name=ieee>{{cite web|title=Sega Dreamcast: Implementation|website=[[IEEE Computer Society]]|year=1999|url=http://computer.org/micro/articles/dreamcast.htm|archiveurl=http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm|archivedate=2000-08-23|accessdate=2015-01-15}}</ref>
 
** Internal CPU: 32-bit [[ARM7]] RISC CPU @ 45&nbsp;MHz
 
** CPU performance: 40 MIPS<ref name=saturnspecs/>
 
** [[Pulse-code modulation|PCM]]/[[Adaptive differential pulse-code modulation|ADPCM]]: 16-bit [[Audio bit depth|depth]], 48&nbsp;kHz [[sampling rate]] ([[DVD-Audio|DVD quality]]), 64 channels<ref name=segatech_dc/>
 
** Other features: DSP, sound [[synthesizer]]
 
* [[Operating system]]: [[Windows CE]]<ref name=segatech_dc/> (with [[DirectX|DirectX 6.0]], [[Direct3D]], and [[OpenGL]])
 
* [[Random-access memory|RAM]]: 56&nbsp;MB (64&nbsp;MB with GD-ROM)
 
** Main RAM: 32&nbsp;MB
 
** [[VRAM]]: 16&nbsp;MB<ref name=naomi1/> (unified [[framebuffer]] and [[texture memory]])<ref name=neon250/><ref name=mame_naomi>https://github.com/mamedev/mame/tree/master/src/mame/drivers/naomi.c</ref>
 
** Sound memory: 8&nbsp;MB
 
** [[DIMM]]: 8&nbsp;MB [[Dynamic random-access memory|DRAM]] (GD-ROM variants only)<ref name=mame_naomi/>
 
* Storage media:
 
** [[Read-only memory|ROM]] board: Up to 172&nbsp;MB
 
** Disc storage: [[GD-ROM]] (1 [[Gibibyte|GB]]) drive @ [[CD and DVD writing speed|12× speed]]<ref name=segatech_dc/>
 
* [[Display resolution]]: [[Dreamcast VGA|VGA]],<ref name=naomi_vga>http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal</ref> 320×240 to 800×608 pixels,<ref name=dcvideo>http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html</ref> [[progressive scan]]
 
* [[Color depth]]: [[32-bit color|32-bit]]<ref name=neon250>http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml</ref> [[RGBA color space|ARGB]],<ref name=segatech_dc/> 16,777,216 colors ([[24-bit color]])<ref name=naomi1/> with 8-bit (256 levels) [[Alpha compositing|alpha blending]],<ref name=segatech_dc/><ref name=neon250/> [[YUV]] and [[RGB color space]]s, [[Chroma key|color key]] overlay<ref name=neon250/>
 
* [[Polygon (computer graphics)|Polygon]] performance: 7 million textured polygons/sec (with shadows,<ref name=powervr2>http://segatech.com/technical/gpu/index.html</ref> lighting<ref name=ieee/> and trilinear filtering<ref>{{citation|title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time|author=[[Bill Loguidice]] & [[Matt Barton]]|publisher=[[CRC Press]]|year=2014|isbn=1135006512|page=277|url=http://books.google.co.uk/books?id=wZnpAgAAQBAJ&pg=PA277|accessdate=2015-01-14}}</ref>) to 10 million polygons/sec (with lighting)<ref name=ieee/><ref name=sh4>http://segatech.com/technical/cpu/index.html</ref>
 
* Rendering [[fillrate]]: 500 million pixels/sec<ref name=naomi>http://www.system16.com/hardware.php?id=721</ref> (with transparent polygons) to over 3.2 billion pixels/sec (with opaque polygons)<ref name=ieee/>
 
* Texture fillrate: 100 million [[Texel (graphics)|texels]]/sec (up to 1.6 billion texels/sec in Multiboard)
 
 
====NAOMI Multiboard specifications====
 
Sega NAOMI Multiboard included the following upgrades in 1999:<ref name=multiboard/>
 
 
* CPU: 2× to 16× [[SuperH|Hitachi SH-4]] @ 200&nbsp;MHz
 
** Performance: 720 to 5760 [[Instructions per second|MIPS]], 2.8 to 22.4 [[FLOPS|GFLOPS]]
 
* [[Graphics processing unit|GPU]]: 2× to 16× [[NEC]]-[[Imagination Technologies|VideoLogic]] [[PowerVR#Series 2|PowerVR 2]] (PVR2DC/CLX2) @ 100&nbsp;MHz
 
* [[Sound chip|Sound engine]]: 2× to 16× [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz
 
** Internal CPU: 2× to 16× 32-bit [[ARM7]] RISC CPU @ 45&nbsp;MHz
 
** CPU performance: 80 to 640 MIPS
 
** [[Pulse-code modulation|PCM]]/[[Adaptive differential pulse-code modulation|ADPCM]]: 128 to 1024 channels
 
* [[Random-access memory|RAM]]: 112 to 896&nbsp;MB (128 to 1024&nbsp;MB with GD-ROM)
 
** Main RAM: 64 to 512&nbsp;MB
 
** [[VRAM]]: 32 to 256&nbsp;MB
 
** Sound memory: 16 to 128&nbsp;MB
 
* Storage media:
 
** [[Read-only memory|ROM]] boards: 344 to 2752&nbsp;MB
 
** Disc storage: 2 to 16 [[GD-ROM]] drives
 
* [[Display resolution]]: [[Multi-monitor|3-monitor]] [[widescreen]] VGA,<ref name=multiboard/> 960×240 to 2400×608 pixels, progressive scan
 
* [[Polygon (computer graphics)|Polygon]] performance: 14 to 112 million textured polygons/sec (with lighting and trilinear filtering), or 20 to 160 million polygons/sec
 
* Rendering [[fillrate]]: 1 to 8 billion pixels/sec (with transparent polygons), 6.4 to 51.2 billion pixels/sec (with opaque polygons)
 
* Texture fillrate: 200 million to 1.6 billion [[Texel (graphics)|texels]]/sec
 
 
===Sega Hikaru===
 
An evolution of the NAOMI hardware with superior graphics capabilities, the Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's ''Brave Fire Fighters,'' in which the flame and water effects were largely a showpiece for the hardware. The Hikaru hardware was the first arcade platform capable of effective [[Phong shading]].
 
 
According to Sega in 1999: "''Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision.''"<ref name=gamefan>http://www.goodcowfilms.com/farm/games/news-archive/Sega%20Confirms%20Hikaru%20DOES%20Exist....htm</ref> In addition, the Hikaru also uses two Hitachi SH-4 CPU's, two Yamaha AICA sound engines,<ref name=hikaru>http://www.system16.com/hardware.php?id=724</ref> a Motorola 68000 network CPU, and two PowerVR2 GPU's.<ref name=mame_hikaru>https://github.com/mamedev/mame/tree/master/src/mame/drivers/hikaru.c</ref>
 
 
Since it was comparatively expensive to produce, and most games did not necessarily need Hikaru's extended graphics capabilities, Sega soon abandoned the system in favor of continued NAOMI and NAOMI 2 development.
 
 
====Hikaru specifications====
 
* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 200&nbsp;MHz<ref name=hikaru/>
 
** Features: 2× [[128-bit]] [[SIMD]] @ 200&nbsp;MHz, 2× [[floating-point unit]]s, graphic functions
 
** Performance: 720 [[Instructions per second|MIPS]] and 2.8 [[FLOPS|GFLOPS]]
 
* [[Computer network|Network]] CPU: [[Motorola 68000]]<ref name=mame_hikaru/>
 
* [[Sound chip|Sound engine]]: 2× [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz
 
** Internal CPU: 2× 32-bit [[ARM7]] RISC CPU @ 45&nbsp;MHz<ref name=hikaru/>
 
** CPU performance: 34 MIPS (2× 17 MIPS)<ref name=ieee/>
 
** [[Pulse-code modulation|PCM]]/[[Adaptive differential pulse-code modulation|ADPCM]]: 16-bit [[Audio bit depth|depth]], 48&nbsp;kHz [[sampling rate]] ([[DVD-Audio|DVD quality]]),<ref name=segatech_dc/> 128 channels<ref name=hikaru/>
 
** Other features: DSP, sound [[synthesizer]]
 
* [[Graphics processing unit|GPU]]: 2×<ref name=mame_hikaru/> [[NEC]]-[[Imagination Technologies|VideoLogic]] [[PowerVR#Series 2|PowerVR 2]] (PVR2DC/CLX2) @ 100&nbsp;MHz<ref name=segatech_dc/>
 
** [[Texture mapping]]: [[Bump mapping]], [[mipmap]]ping,<ref name="naomi1"/> [[environment mapping]], [[texture compression]],<ref name=ieee/> [[Multitexturing|multi-texturing]],<ref name=neon250/> [[Texture mapping#perspective correctiveness|perspective correction]]<ref name=segatech_dc/>
 
** [[Texture filtering|Filtering]]: [[Nearest-neighbor interpolation|Point filtering]],<ref name=segatech_dc/> [[bilinear filtering]],<ref name=ieee/> [[trilinear filtering]], [[anisotropic filtering]]<ref name=segatech_dc/>
 
** [[Spatial anti-aliasing|Anti-aliasing]]: [[Supersampling|Super-sampling anti-aliasing]] (SSAA),<ref name=segatech_dc/> [[FSAA|full-scene anti-aliasing]] (FSAA)<ref name=neon250/>
 
** [[Alpha blending]]: 256 levels of transparency,<ref name=segatech_dc/> multi-pass blending,<ref name=neon250/> translucency sorting<ref name=neon250/>
 
** [[Shading]]: Perspective-correct ARGB [[Gouraud shading]],<ref name=neon250/> [[Shadow mapping|shadows]]<ref name=segatech_dc/>
 
** [[3D rendering|Rendering]]: [[Render output unit|ROP]] (render output unit), [[tiled rendering]], 32-bit floating-point [[Z-buffering]], 32-bit floating-point [[Hidden surface determination|hidden surface removal]],<ref name=neon250/> 256 [[Distance fog|fog effects]],<ref name=segatech_dc/> per-pixel table fog<ref name=neon250/>
 
** Other capabilities: [[Polygon mesh|Quad polygons]], [[Triangle mesh|triangle polygons]], GMV (general modifier volumes)<ref name=segatech_dc/>
 
* [[Transform, clipping, and lighting|T&L]] [[Graphics processing unit|Graphics Engine]]: Sega Custom 3D<ref name=gamefan/><ref name=hikaru/>
 
** [[Computer graphics lighting|Lighting]]: Horizontal, spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces<ref name=hikaru/>
 
** Shading: [[Phong shading]], shadow<ref name=hikaru/>
 
** Rendering: Fog, [[Depth perception|depth queueing]]
 
** Other effects: [[Stencil buffer|Stencil]], [[motion blur]],<ref name=hikaru/> [[Particle system|particle effects]], fire effects, [[Fluid simulation|water effects]]<ref name=gamefan/>
 
** Other capabilities: 2 [[bitmap]] layers, calendar
 
* [[Operating system]]: [[Windows CE]]<ref name=segatech_dc/> (with [[DirectX|DirectX 6.0]], [[Direct3D]], and [[OpenGL]])
 
* [[Random-access memory|RAM]]: 100&nbsp;MB
 
** Main RAM: 64&nbsp;MB<ref name=hikaru/>
 
** [[VRAM]]: 28&nbsp;MB<ref name=hikaru/>
 
** Sound [[Synchronous dynamic random-access memory|SDRAM]]:<ref name=mame_hikaru/> 8&nbsp;MB<ref name=hikaru/>
 
** Network [[Static random-access memory|SRAM]]: 32&nbsp;KB<ref name=mame_hikaru/>
 
* Storage media: [[Read-only memory|ROM]] Board, up 352&nbsp;MB
 
* [[Color depth]]: [[32-bit color|32-bit]]<ref name=neon250/> [[RGBA color space|ARGB]],<ref name=segatech_dc/> 16,777,216 colors ([[24-bit color]])<ref name=naomi1/> with 8-bit (256 levels) [[Alpha compositing|alpha blending]],<ref name=segatech_dc/><ref name=neon250/> [[YUV]] and [[RGB color space]]s, [[Chroma key|color key]] overlay<ref name=neon250/>
 
* [[Display resolution]]: 31&nbsp;kHz [[Horizontal scan rate|horizontal sync]],<ref name=hikaru/> 60&nbsp;Hz [[refresh rate]],<ref name="mame_hikaru"/> [[Dreamcast VGA|VGA]],<ref name=naomi_vga/> [[progressive scan]]
 
** Single monitor: 496×384<ref name=hikaru/> to 800×608 pixels<ref name=dcvideo/>
 
** [[Multi-monitor|Dual monitor]]:<ref name=hikaru/> 992×768 to 1600×608 pixels
 
* [[Polygon (computer graphics)|Polygon]] performance:
 
** 4 million textured polygons/sec (2 million per GPU<ref name=hikaru/>) with Phong shading, 4 lights per polygon, shadows, trilinear filtering, motion blur and all other effects
 
** 14 million textured polygons/sec (7 million per GPU<ref name=powervr2/>) with lighting, shadows and trilinear filtering
 
** 20 million polygons/sec (10 million per CPU/GPU<ref name=ieee/><ref name=sh4/>) with lighting
 
* [[Fillrate]]:
 
** Rendering: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
 
** Textures: 200 million [[Texel (graphics)|texels]]/sec
 
* Extensions: communication, [[Surround sound|4-channel surround audio]], PCI, [[MIDI]], RS-232C
 
* Connection: [[JAMMA]] Video compliant
 
 
===Sega NAOMI 2===
 
 
[[File:Naomi 2.jpg|thumb|Sega NAOMI 2 Arcade System with Initial D version 3 GD-ROM]]
 
 
In 2000, [[Sega]] debuted the ''NAOMI 2'' [[arcade system board]] at [[Japanese Amusement Machine Manufacturers' Association|JAMMA]], an upgrade and a sequel of the original [[Sega NAOMI|NAOMI]] with better graphics capability.
 
 
NAOMI 2's graphics-assembly contains two [[PowerVR]] CLX2 GPUs, a PowerVR Elan chip for [[Transform, clipping, and lighting|T&L]] geometry transformation and lighting effects, and 2X the graphics memory for each CLX2 chip. (Each CLX2 has its own 32MB bank, as the CLX2s cannot share graphics RAM). Due to architectural similarities and a "bypass" feature in the Elan device, the NAOMI 2 is also able to play NAOMI games without modification.<ref>{{cite web | title=NAOMI 2 GD-ROM Hardware | publisher=System 16 | url=http://www.system16.com/hardware.php?id=726 | accessdate=2006-08-02}}</ref><ref name="s16_naomi2">{{cite web | title=NAOMI 2 Hardware | publisher=System 16 | url=http://www.system16.com/hardware.php?id=725 | accessdate=2006-08-02}}</ref><ref>{{cite web | title=NAOMI 2 Satellite Terminal hardware | publisher=System 16 | url=http://www.system16.com/hardware.php?id=727 | accessdate=2006-08-02}}</ref>
 
 
With the NAOMI 2, Sega brought back the [[GD-ROM]] drive. For both NAOMI and NAOMI 2, the GD-ROM setup was offered as an optional combination of daughterboard expansion known as the [[DIMM]] Board, and the GD-ROM drive itself. The DIMM board contained enough [[RAM]] to allow an entire game to be loaded into memory at start up, allowing the drive to shut down after the game has loaded. This heavily reduces load times during the game, and saves on drive wear and tear.
 
 
====NAOMI 2 specifications====
 
* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 200&nbsp;MHz<ref name="s16_naomi2"/>
 
** Features: 2× 128-bit [[SIMD]] @ 200&nbsp;MHz, 2× [[floating-point unit]]s, graphic functions
 
** Performance: 720 MIPS and 2.8 GFLOPS
 
** Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD [[Matrix (mathematics)|matrix]] unit can be dedicated to [[game physics]], [[Artificial intelligence (video games)|artificial intelligence]], [[collision detection]], and overall game code<ref name="segatech_naomi2">http://www.segatech.com/arcade/naomi2/index.html</ref>
 
* Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67&nbsp;MHz
 
** Internal CPU: 32-bit [[ARM7]] RISC CPU @ 45&nbsp;MHz<ref name="s16_naomi2"/>
 
** CPU performance: 17 MIPS<ref name=ieee/>
 
** PCM/ADPCM: 16-bit depth, 48&nbsp;kHz sampling rate (DVD quality),<ref name=segatech_dc/> 128 channels<ref name="s16_naomi2"/>
 
** Other features: DSP, sound synthesizer
 
* Main GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 100&nbsp;MHz<ref name="s16_naomi2"/>
 
** Texture mapping: Bump mapping, mipmapping,<ref name="naomi1"/> environment mapping, texture compression,<ref name=ieee/> multi-texturing,<ref name=neon250/> perspective correction<ref name=segatech_dc/>
 
** Filtering: Point filtering,<ref name=segatech_dc/> bilinear filtering,<ref name=ieee/> trilinear filtering, anisotropic filtering<ref name=segatech_dc/>
 
** Anti-aliasing: Super-sampling anti-aliasing (SSAA),<ref name=segatech_dc/> full-scene anti-aliasing (FSAA)<ref name=neon250/>
 
** Alpha blending: 256 levels of transparency,<ref name=segatech_dc/> multi-pass blending,<ref name=neon250/> translucency sorting<ref name=neon250/>
 
** Shading: Perspective-correct ARGB Gouraud shading,<ref name=neon250/> shadows<ref name=segatech_dc/>
 
** Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,<ref name=neon250/> 256 fog effects,<ref name=segatech_dc/> per-pixel table fog<ref name=neon250/>
 
** Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)<ref name=segatech_dc/>
 
* [[Transform, clipping, and lighting|T&L]] geometry [[Graphics processing unit|GPU]] coprocessor: [[Imagination Technologies|VideoLogic]] Elan @ 100 MHz<ref name="s16_naomi2"/>
 
** [[Computer graphics lighting|Lighting]]: Up to 16 light sources per polygon, [[Shading#Ambient lighting|ambient lighting]], [[Shading#Distance falloff|parallel lighting]], [[Shading#Point lighting|point lighting]], [[Shading#Spotlight lighting|spotlight lighting]]<ref name="segatech_naomi2"/>
 
** [[Vertex shader|Vertex support]]: Combined dynamic and static model processing<ref name="segatech_naomi2"/>
 
* Operating system: Windows CE<ref name=segatech_dc/> (with DirectX 6.0, Direct3D, and OpenGL)
 
* [[Random-access memory|RAM]]: 168&nbsp;MB
 
** Main [[Synchronous dynamic random-access memory|SDRAM]]: 32&nbsp;MB (100 MHz)<ref name="s16_naomi2"/>
 
** [[VRAM]]: 128&nbsp;MB
 
*** PowerVR2 SDRAM: 64 MB (100 MHz)<ref name="segatech_naomi2"/>
 
*** Elan geometry VRAM: 32 MB<ref name="segatech_naomi2"/>
 
*** Model data VRAM: 32 MB<ref name="s16_naomi2"/>
 
** Sound [[Dynamic random-access memory|DRAM]]: 8&nbsp;MB<ref name="segatech_naomi2"/>
 
* Storage media: [[Read-only memory|ROM]] board, [[GD-ROM]] drive<ref name="segatech_naomi2"/>
 
* Color depth: 32-bit ARGB,<ref name=segatech_dc/> 16,777,216 colors (24-bit color)<ref name="s16_naomi2"/> with 8-bit (256 levels) alpha blending,<ref name=segatech_naomi2/> YUV and RGB color spaces, color key overlay<ref name=neon250/>
 
* Display resolution: 31&nbsp;kHz horizontal sync, 60&nbsp;Hz refresh rate, [[Dreamcast VGA|VGA]],<ref name=naomi_vga/> progressive scan
 
** Single monitor: 496×384 to 800×608 pixels<ref name=dcvideo/>
 
** Dual monitor: 992×768 to 1600×608 pixels
 
* Bandwidth: 6 [[GiB/s|GB/sec]]<ref name="segatech_naomi2"/>
 
* [[Polygon (computer graphics)|Polygon]] performance:
 
** 10 million textured polygons/sec with 6 light sources per polygon,<ref name="segatech_naomi2"/> shadows, trilinear filtering and other effects
 
** 14 million textured polygons/sec (7 million per GPU<ref name=powervr2/>) with lighting, shadows and trilinear filtering
 
** 20 million polygons/sec (10 million per CPU/GPU<ref name=ieee/><ref name=sh4/>) with lighting
 
* [[Fillrate]]:
 
** Rendering: 2 billion pixels/sec<ref name="s16_naomi2"/> (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
 
** Textures: 200 million [[Texel (graphics)|texels]]/sec
 
* Extensions: communication, 4-channel surround sound, PCI, MIDI, RS-232C
 
* Connection: JAMMA Video compliant
 
 
==Triforce==
 
 
The ''Triforce'' is an [[arcade system board]] developed jointly by [[Namco]], [[Sega]], and [[Nintendo]], with the first games appearing in 2002. The name "[[Triforce]]" is a reference to Nintendo's ''[[The Legend of Zelda]]'' series of games, and symbolized the three companies' involvement in the project. The system hardware is based on the [[Nintendo GameCube]] with several differences, like provisions for add-ons such as [[Sega]]'s [[GD-ROM]] system and upgradeable [[RAM]] modules.
 
The Triforce was initially believed to have twice as much [[1T-SRAM]] as the Nintendo GameCube (48MB instead of 24MB), but this was disproven by a teardown analysis of a Triforce board.<ref>{{cite web|url=http://debugmo.de/?p=72|title=Triforce hardware analysis}}</ref>
 
 
A few versions of the Triforce exist. The first two are the Type-1 and Type-3 units, the former using an external DIMM board (same as used on the Naomi and Naomi 2) while the latter integrates this component inside the metal casing. A custom Namco version exists which only accepts custom [[NAND Flash]] based cartridges, which has a different Media board and supposedly different baseboard.<ref>{{cite web|url=http://mamedev.org/source/src/mame/drivers/triforce.c|title=Triforce Baseboard}}</ref> These boards use the same metal case design as the Type-3 Triforce.
 
 
===Triforce specifications===
 
* Main [[Central processing unit|CPU]]: [[IBM]] [[PowerPC]] [[Gekko (microprocessor)|"Gekko"]] @ 486&nbsp;MHz
 
* Graphics: Custom [[ATI Technologies|ATI]]/[[Nintendo]] "Flipper" @ 162&nbsp;MHz.
 
* Color: 24-bit color (24-bit z-buffer)
 
* Hardware features: Fog, subpixel [[Spatial anti-aliasing|anti-aliasing]], 8 hardware lights, [[alpha blending]], [[virtual texture design]], multi-texturing, [[bump mapping]], [[environment mapping]], [[mipmap]]ping, [[bilinear filtering]], [[trilinear filtering]], [[anisotropic filtering]], real-time hardware texture decompression ([[S3TC]]), real-time decompression of [[display list]], embedded [[framebuffer]], 1&nbsp;MB embedded texture [[cache (computing)|cache]], 3-line deflickering filter.
 
* Sound [[Digital signal processor|DSP]]: Custom [[Macronix]] 16-bit DSP @ 81&nbsp;MHz
 
* Main [[RAM]]: Main memory 24&nbsp;MB of [[MoSys]] 1T-[[Static random-access memory|SRAM]], approximately 10&nbsp;ns sustainable latency.<ref>{{cite web|url=http://www.system16.com/hardware.php?id=728|title=System16 - Sega Triforce}}</ref><ref>{{cite web|url=http://www.coinopexpress.com/products/pcbs/triforce.html|title=Triforce Hardware}}</ref>
 
 
===Porting===
 
In 2012, a homebrew application was released for the [[Nintendo Wii]] that enabled this GameCube-derived console to run ''Mario Kart Arcade GP'', ''Mario Kart Arcade GP 2'', ''F-Zero AX'' and ''Virtua Striker 4 Ver.2006 '' (see the list of games below). The coder stated that support for other games and additional features are possible.
 
 
==Sega Chihiro==
 
 
The ''Sega Chihiro'' system is a [[Sega]] [[arcade system board]] based on the architecture of the [[Xbox (console)|Xbox]]. The 733&nbsp;MHz [[Intel]] [[Pentium III]] CPU and the [[Nvidia]] XChip graphics processor are common to both, but the Chihiro has a different MCPX chip with unique bootloader keys. The main system memory, at 128&nbsp;MB, is twice that of a retail [[Xbox (console)|Xbox]]. In addition to this memory, the Chihiro also has additional RAM used for media storage - this was initially 512&nbsp;MB but is upgradable to 1&nbsp;GB. When the system is booted, the required files are copied from the GD-ROM to the RAM on the media board.
 
 
Because the Chihiro and Xbox share the same hardware architecture, porting from the Chihiro is theoretically easier than porting from a different arcade platform. In practice, there are a number of challenges - the first being that the half-size main memory restricts the size of your working set and the second being that fetching assets from Xbox DVD drive is orders of magnitude slower than fetching them from the 512MB/1GB of RAM on the media board. These challenges are not insurmountable, though - for example, the Xbox release of ''[[OutRun 2]]'' was able to retain the look and feel of the original arcade version.
 
 
===Chihiro specifications===
 
* [[Central processing unit|CPU]]: [[Pentium III]] @ 733&nbsp;MHz, 133&nbsp;MHz [[Front side bus|FSB]]
 
* System [[RAM]]: 128&nbsp;MB soldered on main PCB
 
* Media [[RAM]]: 512&nbsp;MB upgradable to 1&nbsp;GB (DIMM on Media board)
 
* [[Graphics processing unit|GPU]]: [[Nvidia]] [[GeForce 3|XChip]] @ 200&nbsp;MHz, (derived from [[GeForce 3]]), featuring programmable pixel and vertex [[shader]]s, hardware [[Transform and lighting|T&L]], [[Quincunx]] [[FSAA]], [[anisotropic filtering]], [[bump mapping]]
 
* Sound: [[Cirrus Logic]] CS4630 Stream Processor, Nvidia [[nForce]] with 5.1 [[Dolby Digital]] decoding
 
* Media: [[GD-ROM]]<ref>{{cite web|url=http://www.system16.com/hardware.php?id=729|title=Chihiro hardware specifications and known games}}</ref>
 
 
==Sega Lindbergh==
 
The ''Sega Lindbergh'' [[arcade system board]] is an [[embedded system|embedded PC]] running [[MontaVista Linux]] (The Lindbergh Blue system used [[Windows Embedded]] instead). Sega had initially planned to use Microsoft's [[Xbox 360]] as the basis for the arcade board, but instead opted for an architecture based on standard PC hardware.
 
 
According to [[Sega-AM2]] president Hiroshi Kataoka, porting Lindbergh titles (such as [[Virtua Fighter 5]]) to Sony's [[PlayStation 3]] is generally easier than porting to Xbox 360, because the Lindbergh and PS3 use a GPU designed by the same company, [[Nvidia]].<ref>{{cite web|url=http://ps3.ign.com/articles/716/716043p1.html|title=VF5 port to PS3}}</ref>
 
 
===Lindbergh specifications===
 
* [[Central processing unit|CPU]]: [[Pentium 4]] HT 3.0E (3.0&nbsp;[[Gigahertz|GHz]], 1 MB L2 [[CPU cache|Cache]], [[Hyper-Threading]], 800&nbsp;MHz [[Front side bus|FSB]])
 
* [[Random-access memory|RAM]]: 184-pin [[DDR SDRAM]] [[DDR SDRAM#High density vs low density|PC3200]] (400&nbsp;MHz) 512&nbsp;MB × 2 (Dual)
 
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 6 Series|GeForce 6800]] AGP (NV40), 256 Bit [[GDDR3]] 256 MB, compatible with [[Vertex Shader]] 3.0 & [[Pixel Shader]] 3.0
 
* Sound: 64 channel, 5.1 ch [[S/PDIF]]
 
* [[Local area network|LAN]]: On board, 10/100/1000 BASE-TX. JVS I/O Connector
 
* [[Serial port|Serial]]: 2 Channel (can switch one channel between 232C and 422)
 
* Other: [[Universal serial bus|USB]] port x 4, [[high-definition video|high-definition]] output (DVI and VGA out), S-Video out, [[DVD]] Drive Support, Sega ALL.NET online support
 
* Operating System: [[MontaVista|MontaVista Linux]]<ref>{{cite web|url=http://arcadebelgium.forumactif.com/viewtopic.forum?t=523|title=Pictures of actual ''Virtua Tennis 3'' bootup exposing Linux}}</ref>
 
* Protection : High spec original security module.
 
 
The Sega Lindbergh standard universal sit-down cabinet uses a 1360 × 768 WXGA LCD display.
 
 
Aside from the standard Lindbergh system (Lindbergh Yellow), Sega developed a Lindbergh Red which includes the GeForce 7600gs and Lindbergh Blue system, which have different specifications.
 
 
The Lindbergh has been superseded by the Ring series (RingEdge and RingWide), so there will be no new arcade games developed for this system. The last game to run on Lindbergh was ''MJ4 Evolution''.<ref>{{cite web|url=http://www.sega-mj.com/mj4evo/index.html |title=セガネットワーク対戦麻雀MJ4 Evolution 公式サイト |publisher=Sega-mj.com |date= |accessdate=2011-04-18}}</ref>
 
 
==Sega Europa-R==
 
The ''Sega Europa-R'' is an [[arcade system board]] developed by [[Sega]] Amusements Europe.
 
 
Sega chose a PC-based design for this arcade board. This arcade board currently only runs two games, [[Sega Rally 3]] and [[Race Driver: Grid|Race Driver: GRID]] (Stylized as simply GRID).
 
 
===Europa-R specifications===
 
* [[Central processing unit|CPU]]: Intel [[Pentium D]] 945 (3.4&nbsp;GHz, dual-core)
 
* [[RAM]]: 8&nbsp;GB (2x 4&nbsp;GB modules)
 
* [[Graphics processing unit|GPU]]: [[Nvidia]] [[GeForce 8 Series|GeForce 8800]]
 
* Other: Compatible [[High-definition television|HDTV]] (High Definition), [[DVD]] drive support, Sega ALL.NET online support
 
* Protection: High spec original security module.
 
 
==Sega Ring series==
 
The Ring series of arcade machines are also based on PC architecture. Initially announced models include ''RingEdge'' and ''RingWide''. The 2 pieces of hardware have [[Microsoft]] [[Windows Embedded]] Standard 2009 as their [[operating system]], mainly so other third-party companies would find it easier to produce games for the system. The first game for the Ring platform is the 2009 [[mecha]] [[action game]] ''[[Border Break]]'', running on the RingEdge. ''Border Break'' does not take full advantage of the graphics card on the RingEdge, but introduces touch-screen functionality and a special controller system. It allows players to play next to each other in the same arcade or against others in another arcade using Sega's ALL.NET feature. Also in Fall 2009, an image appeared around the web of what was apparently a leaked RingEdge BIOS and it appears the disc drive supports the now defunct [[HD DVD]].{{Citation needed|date=December 2013}} In 2009, Sega stated that they planned to revive the arcade business with these machines.<ref>{{cite web|author=By Spencer . November 6, 2009 . 2:46pm |url=http://www.siliconera.com/2009/11/06/segas-four-point-arcade-revitalization-plan/ |title=Sega’s Four Point Arcade Revitalization Plan |publisher=Siliconera |date=2009-11-06 |accessdate=2011-04-18}}</ref> Other games released for the RingEdge include the [[Massively multiplayer online role-playing game|multiplayer]] [[action role-playing game]]s ''[[Shining (series)|Shining Force Cross]]'' (2009) and ''Shining Force Cross Illusion'' (2012),<ref>{{cite web|last=Gantayat|first=Anoop|title=Sega shows new rhythm game, updated Shining and Border Break, and Fantasy Zone Medal at AOU|url=http://andriasang.com/comzxw/sega_aou_lineup/|publisher=AndriaSang|accessdate=14 April 2012|date=2012-02-13}}</ref> and the 3D fighting game ''[[Virtua Fighter 5|Virtua Fighter 5 Final Showdown]]'' (2010).
 
 
===RingEdge===
 
The RingEdge is the main console of the Ring Series. It has better graphics and larger storage than the RingWide. It sports a better graphics card than the Lindbergh system, allowing for a higher performance graphically, all while costing less to produce. The use of an Intel Pentium Dual-Core (1.8&nbsp;GHz per core) processor delivers better performance than Lindbergh's Pentium 4 (3.0&nbsp;GHz) processor. A [[solid-state drive]] greatly reduces wear-and-tear due to a lack of moving parts, and also has much higher transfer rates than a hard disc drive, leading to better performance and loading times. The Ringedge also supports 3D game capability.
 
 
====RingEdge specifications====
 
* [[Central processing unit|CPU]]: [[Intel]] [[Pentium Dual-Core]] E2160 (1.8&nbsp;GHz)
 
* [[RAM]]: 1&nbsp;GB [[DDR2 SDRAM|DDR2]] SDRAM (PC-6400)
 
* [[Graphics processing unit|GPU]]: [[Nvidia]] [[GeForce 8 Series#GeForce 8800 Series|GeForce 8800]]GS with 384&nbsp;MB [[GDDR3]] SDRAM ([[High Level Shader Language|Shader Model 4.0]])
 
* Output: 2 DVI ports
 
* Storage: 32&nbsp;GB [[Solid-state drive|SSD]]
 
* Networking: [[Gigabit Ethernet]] ([[Gigabit Ethernet#1000BASE-T|1000BASE-T]])
 
* [[Operating system|OS]]: [[Microsoft]] [[Windows Embedded]] Standard 2009
 
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
 
* Other: 3 USB ports, Sega ALL.NET online support
 
 
===RingWide===
 
The RingWide is more basic than the RingEdge, and only has 8&nbsp;GB (CompactFlash) of storage, while RingEdge has a four times larger storage (because of the use of the RAM Drive and SSD). The RingWide will be used to run games that are less graphics-intensive and that require less high-end specifications in order to cut down costs. [[Sega]] also appears poised to be designing a streaming hybrid for use with household TVs, similar to [[OnLive]] from the system's hardware as evident from this patent issued by them on November 17, 2009.<ref>{{cite web|url=http://www.patentgenius.com/subpage.php?page=patent&patent=7618320&search=Search#show-page5|title=Network game system,and game terminal device and storage medium}}</ref>
 
 
====RingWide specifications====
 
* [[Central processing unit|CPU]]: [[Intel]] [[Celeron#Conroe-L|Celeron]] 440 (2.0&nbsp;GHz)
 
* [[RAM]]: 1&nbsp;GB [[DDR2 SDRAM]] (PC-5300)
 
* [[Graphics processing unit|GPU]]: ATI [[R600 (ASIC)|Radeon HD 2xxx]] with 128&nbsp;MB [[GDDR3]] SDRAM ([[Shader]] Model 4.0)
 
* Output: 1 DVI port
 
* Storage: 8&nbsp;GB [[CompactFlash]]
 
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]])
 
* [[Operating System|OS]]: [[Microsoft]] [[Windows Embedded]] Standard 2009
 
* Other: 2 USB ports, 5.1 channel HD Audio, Sega ALL.NET online
 
 
===RingEdge 2===
 
The successor to RingEdge, The first games to run on the system will be ''[[Guilty Gear XX|Guilty Gear XX Accent Core Plus R]]'' (2012)<ref>{{cite web | url=http://arcadeheroes.com/2012/05/29/fighter-news-tekken-museum-new-guilty-gear-coming-to-arcades-on-segas-ringedge-2/ | title=Fighter News: Tekken Museum & New Guilty Gear coming to arcades on Sega’s Ringedge 2 | publisher=Arcade Heroes | date=May 29, 2012 | accessdate=June 16, 2012}}</ref> and the 2D [[fighting game]] ''Under Night In-Birth'' (2012) from [[French Bread (game developer)|French Bread]] (developer of ''[[Melty Blood]]'').
 
 
====RingEdge 2 specifications====
 
* [[Central processing unit|CPU]]: [[Intel Core i3#Westmere microarchitecture|Intel Core i3]] 540 3.07&nbsp;GHz
 
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 500 Series|GeForce GT 545 GDDR5]] with 1GB GDDR5 memory (Direct3D 11.1/OpenGL 4.3)
 
* [[RAM]]: 4GB [[DDR3 SDRAM]] (PC3-12800)
 
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
 
* Output: DVI-I, DVI-D, twin display output
 
* Connectors: JVS I/O connector, 4 channel [[serial port]], 4× [[USB 3.0]], 2× [[CAN bus]]
 
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]])
 
* Storage: 32GB TDK GBDISK RS3 SSD
 
* [[Operating System|OS]]: Windows Embedded Standard 2012(Windows 7)
 
* Media: DVD or USB storage, network delivery (Sega ALL.NET)
 
 
==Sega Nu==
 
Released in Japan in November 2013 with arcade versions of [[Hatsune Miku: Project DIVA|Hatsune Miku: Project DIVA Future Tone]].<ref>http://arcadeheroes.com/2013/09/02/project-diva-arcade-future-tone-feature-new-sega-arcade-hardware-nu/</ref> Nu is based on a mid-range PC running [[Windows 8]].
 
 
===Nu specifications===
 
* [[Central processing unit|CPU]]: [[Intel Core i3]]-3220 3.30&nbsp;GHz
 
* [[RAM]]: 4&nbsp;GB [[DDR3 SDRAM]] (PC3-12800)
 
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 600 Series|GeForce GTX 650 Ti]] with 1&nbsp;GB GDDR5 memory (Direct3D 11.1/OpenGL 4.3)
 
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
 
* Output: DVI-I, DVI-D, twin display output
 
* Connectors: JVS I/O connector, 4 channel [[serial port]], 4× [[USB 3.0]], 2× [[CAN bus]]
 
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]])
 
* Storage: SATA SSD 64&nbsp;GB, HDD 500&nbsp;GB
 
* [[Operating System|OS]]: Microsoft [[Windows Embedded 8]] Standard
 
* Media: DVD or USB storage, network delivery (Sega ALL.NET)
 
 
==Technical details==
 
The "suicide battery" (System 18, System 16 and others) generally refers to an arrangement by which encryption keys or other vital data are stored in SRAM powered by a battery. When the battery dies, the PCB is rendered permanently inoperable, in the sense that there is no way to reprogram the RAM from within the PCB itself — hence the term "suicide".
 
 
==See also==
 
* [[List of Sega arcade games]]
 
* [[List of Sega video game franchises]]
 
* [[R-360]]
 
* [[List of game engines]]
 
 
==References==
 
{{reflist|2}}
 
 
==External links==
 
* [http://pmtarcade.wikispaces.com/ Phantom's Arcade World]
 
* [http://pcbdb.net/search/rs.html?manufacture=21 Sega list @ PCBdB*]
 
 
{{Sega}}
 
{{Nintendo hardware}}
 
{{Bandai Namco}}
 
[[Category:Arcade system boards|Sega]]
 
[[Category:Sega| ]]
 

Revision as of 11:06, 14 October 2015

Mass Effect 2

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