Site hosted by Angelfire.com: Build your free website today!

Console Specs

Microsoft XBOX

Main CPU32-Bit Intel Pentium III CISC processor @ 733 Mhz (1980 MIPS, 2.9 GFLOPS, 32KB L1 cache, 128KB L2 cache)
Graphics HardwareNvidia XGPU @ 233 Mhz (80.0 GFLOPS according to Nvidia)
Sound HardwareNvidia MCPX @ 200 Mhz (multiple integrated DSP cores providing 64 3D channels or 256 2D channels, 48 Khz sampling rate)
System Memory64MB unified DDR SDRAM (6.4GB/sec memory bus bandwidth, 128-Bit wide)
Hardware Supportbilinear/trilinear/anisotropic mip map filtering, perspective-correct texture mapping, DOT3 bump mapping, environment mapped bump mapping, cubic environment mapping, 4 simultaneous texture layers, z-buffering, full scene anti-aliasing (4x Quincunx), stencil shadow volumes, volumetric fog, volumetric textures, 256 levels of transparency, 8 light sources, gouraud shading, pixel and vertex shading, hidden surface removal, S3TC and directX texture compression (6:1 ratio), 32-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance125 million raw polygons per second peak, less when effects are applied
FormatDVD-ROM (8.5GB maximum storage capacity, 4x speed DVD-ROM drive)
Notable Game, Performance Wise

ID Software's Doom III

This port of the high-end PC game uses a host of advanced 3D pixel effects, such as bump mapping, stencil shadowing, and specular lighting, at mostly 30fps. Perhaps the best looking FPS of the current generation.


Nintendo Gamecube

Main CPU 32-Bit IBM PowerPC Gekko RISC processor @ 485 Mhz (1125 MIPS, 1.9 GFLOPS, 64KB L1 cache, 256KB L2 cache)
Graphics Hardware ATI Flipper chip @ 162 Mhz (8.6 GFLOPS)
Sound Hardware16-Bit Macronix sound processor @ 81 Mhz (64 3D channels or 256 2D channels, 48 Khz sampling rate)
System Memory 24MB 1T-SRAM (2.6GB/sec memory bus bandwidth, 64-Bit wide), 16MB audio RAM (81MB/sec memory bus bandwidth, 8-Bit wide), 2MB embedded buffer RAM, 1MB embedded texture cache
Hardware Support bilinear/trilinear/anisotropic mip map filtering, perspective-correct texture mapping, full scene anti-aliasing, DOT3 bump mapping, virtual texture design, environment mapping, stencil shadow volumes, volumetric fog, 8 light sources, gouraud shading, 24-Bit z-buffering, 8 simultaneous texture layers, 256 levels of transparency, S3TC texture compression (6:1 ratio), hidden surface removal, 32-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 12 million polygons per second with most effects
Format mini DVD-ROM (1.5GB maximum storage capacity)
Notable Game, Performance Wise

Factor 5's Star Wars: Rogue Squadron

This launch title was a true showcase of the system's capabilities, displaying tens of thousands of bump mapped, light sourced, and stencil-shadowed polygons per frame, at mostly high framerates.


Sony PlayStation 2

Main CPU 64-Bit MIPS R5900 RISC processor @ 294.912 Mhz (450 MIPS, 24KB L1 cache, 16KB scratch pad RAM)
Misc. Processor LSI "I/O processor" (an enhanced MIPS R3000A for sound control, basic I/O functions, and backwards compatibility with the original PlayStation)
Graphics Hardware Vector Unit 0 & Vector Unit 1 (rated at 2.8 GFLOPS each, both are dedicated to geometry processing), Sony Graphics Synthesizer @ 148.456 Mhz (generates the display)
Sound Hardware 16-Bit Sony SPU2 (two integrated DSP cores providing 24 ADPCM channels each for a total of 48 sound channels, 48 Khz sampling rate)
System Memory 32MB Rambus DRAM (3.2GB/sec memory bus bandwidth, 32-Bit wide), 4MB embedded video RAM (48GB/sec memory bus bandwidth, 2560-Bit wide), 2MB sound RAM
Hardware Support bilinear/trilinear/anisotropic mip map filtering, perspective-correct texture mapping, anti-aliasing, 32-Bit z-buffering, multiple light sources, gouraud shading, environment mapping, volumetric fog, bezier surfacing, 32-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 75 million raw polygons per second peak, 25 million with most effects
Format DVD-ROM, CD-ROM (8.5GB maximum storage capacity, 4x speed DVD-ROM drive)
Notable Game, Performance Wise

Sega's Virtua Fighter 4: EVO

Ported from the Naomi 2 arcade hardware (more than five times as powerful as Dreamcast), this conversion retains most of the arcade's beautiful graphics, including its super high polygon count, amazing lighting, and glossy textures.


Sega Dreamcast

Main CPU 32-Bit Hitachi SH4 RISC processor @ 200 Mhz (360 MIPS, 1.4 GFLOPS, 24KB L1 cache)
Graphics Hardware NEC PowerVR2DC @ 100 Mhz
Sound Hardware 32-Bit ARM7 sound CPU @ 45 Mhz (40 MIPS), Yamaha digital signal processor (64 ADPCM channels, 48 Khz sampling rate)
System Memory 16MB main RAM, 8MB video RAM, 2MB sound RAM (800MB/sec memory bus bandwidth, 64-Bit wide)
Hardware Support bilinear/trilinear/anisotropic mip map filtering, perspective-correct texture mapping, DOT3 bump mapping, environment mapping, super sampled full scene anti-aliasing, multiple light sources, 256 levels of transparency, 32-Bit z-buffering, tile based rendering, VQ texture compression (5:1 ratio), 32-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 3.5 million raw polygons per second peak, 2 million with most effects
Format GD-ROM (1GB maximum storage capacity, 12x speed GD-ROM drive)
Notable Game, Performance Wise

Namco's Soul Calibur

Originally developed on the PSX-based System 12 arcade board, SC was retooled to take advantage of the much more powerful Dreamcast hardware for the home port. In doing so, Namco increased the resolution to 640x480, made use of ultra hi-res textures, and bumped the poygon rate up to 700,000pps (much higher poly than the arcade version).


Nintendo 64

Main CPU 64-Bit MIPS R4300i RISC processor @ 93.75 Mhz (125 MIPS, 24KB L1 cache)
Graphics Hardware 64-Bit SGI Reality Immersion chip @ 62.5 Mhz (100 MFLOPS) (this chip is comprised of two integrated processors; the RSP which handles 3D control and sound; and the RDP which handles pixel drawing operations)
Sound Hardware the RSP handles the sound processing (up to 100 PCM channels with an average of 16-24, 48 Khz sampling rate)
System Memory 4MB unified Rambus RAM, upgradable to 8MB with expansion pack (60 games used this pack, giving some of them an option to run in 640x480 high resolution) (562MB/sec memory bus bandwidth, 9-bit bus)
Hardware Support bilinear/trilinear mip map filtering, perspective-correct texture mapping, edge anti-aliasing, 9-Bit z-buffering, environment mapping, 256 levels of transparency, multiple light sources, gouraud shading, 32-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 160,000 rectangular polygons per second with all hardware features enabled
Format cartridge (up to 64MB of storage space)
Notable Game, Performance Wise

Kronos's Dark Rift

One of the few 3D polygon fighters on the N64 that ran at 60fps. Also made nice use of the N64's pixel effects.


Sony PlayStation

Main CPU 32-Bit MIPS R3000A RISC processor @ 33.8 Mhz (30 MIPS, 5KB L1 cache)
Misc. ProcessorSony MDEC video decompression processor (80 MIPS, enables full screen, high quality FMV playback and can also decompress graphics into RAM)
Graphics HardwareGeometry Transformation Engine (66 MIPS, handles 3D calculations), 32-Bit Sony GPU (handles everything drawn on screen)
Sound Hardware 16-Bit Sony SPU (4:1 ADPCM compression, 24 PCM channels, 44.1 Khz sampling rate)
System Memory 2MB of continguous main RAM, 1MB video RAM (includes adjustable frame buffer), 512KB sound RAM, 2KB texture cache for GPU (132MB/sec memory bus bandwidth, 32-Bit wide)
Hardware Supporttexture mapping, colored light sourcing, gouraud shading, 32 levels of transparency, up to 4000 8x8 sprites, 256x256 maximum sprite size, scaling and rotation, parallaxed backgrounds, 640x480 maximum resolution, 24-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 360,000 raw triangular polygons per second peak, 180,000 with texture mapping and gouraud shading (exceeded in "Iron & Blood" which pushed 225,000 t-mapped and g-shaded pps)
Format CD-ROM (660MB maximum storage capacity, double speed CD-ROM drive)
Notable Game, Performance Wise

Tecmo's Dead or Alive

A Sega Model-2 home port that impressed the Tecmo team so much that they later released it in the arcades on a PSX compatible arcade board. Featuring meshed, gouraud shaded, texture mapped, and light sourced polygons in 512x480 high resolution, it's one of the best performing PSX games.


Sega Saturn

Main CPUs two 32-Bit Hitachi SH2 RISC processors @ 28 Mhz each (50 MIPS total)
Misc. Processors System Control Unit @ 14 Mhz (also contains an integrated matrix DSP @ 28 Mhz), 32-Bit Hitachi SH1 for CD-ROM drive (20 Mhz clock speed, 20 MIPS)
Graphics Hardware 32-Bit VDP1 (sprite and geometry processor), 32-Bit VDP2 (background processor)
Sound Hardware 16-Bit Motorola 68EC000 sound CPU @ 11.3 Mhz (1.5 MIPS), 24-Bit Yamaha FH1 digital signal processor @ 22.6 Mhz (32 PCM channels and 8 FM channels, 44.1 Khz sampling rate)
System Memory 2MB main RAM (non-continguous, with 4x slower lower memory), 1.54MB video RAM, 512KB sound RAM, 4K banked color RAM, 512KB CD-ROM cache, 1 to 4MB RAM cartridges for animation intensive SNK and Capcom games (the 1.54MB of VRAM is split up between the two VDPs; 1MB for VDP1, 512KB for VDP2)
Hardware Supporttexture mapping, gouraud shading, up to 5 background layers, 2 simultaneous rotating playfields, virtually unlimited number of sprites on screen, scaling and rotation, 704x480 maximum resolution (as seen in Virtua Fighter 2), 24-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 500,000 flat shaded quadrangle polygons per second, 200,000 with texture mapping
Format CD-ROM (660MB maximum storage capacity, double speed CD-ROM drive)
Notable Game, Performance Wise

Sega's Virtua Fighter 2

This port of the Sega Model-2 arcade game pushed the Saturn to its limit. It offered the highest resolution of its generation, at 704x480. In addition to its record breaking res, VF2 ran at 60fps with a respectable polygon count, and featured nifty 2D parallaxed backgrounds that scaled in and out, courtesy of VDP2.


Atari Jaguar

Main CPU 16-Bit Motorola 68000 CISC processor @ 13.295 Mhz
Graphics Hardware 32-Bit GPU @ 26 Mhz (26 MIPS, 4K internal SRAM), 64-Bit Object processor, 64-Bit Blitter processor (all three processors make up the "TOM" chip)
Sound Hardware 32-Bit digital signal processor @ 26 Mhz (26 MIPS, 8K internal SRAM, called "Jerry")
System Memory 2MB "fast page mode" DRAM (106MB/sec memory bus bandwidth, 64-Bit wide)
Hardware Support virtually unlimited number of sprites on screen, scaling and rotation, texture mapping, transparency, light sourcing, z-buffering, gouraud shading, 24-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance No *official* benchmark was ever given, but "Fight for Life" managed to push 35,000 texture mapped polygons per second in 16-Bit color mode (in 320x240 resolution)
Format cartridge (48Mbit maximum storage capacity)
Notable Game, Performance Wise

Rebellion's Alien vs Predator

In a generation where most games used 8-Bit color or less, Aliev vs Predator was truly unique with its utilization of the Jaguar's 16-Bit "cry" color mode, which provided the graphics with extremely smooth color gradients. One of the most visually impressive games on the system.


Atari Jaguar-CD

Main CPU 16-Bit Motorola 68000 CISC processor @ 13.295 Mhz
Graphics Hardware 32-Bit GPU @ 26 Mhz (26 MIPS, 4K internal SRAM), 64-Bit Object processor, 64-Bit Blitter processor (all three processors make up the "TOM" chip)
Sound Hardware 32-Bit digital signal processor @ 26 Mhz (26 MIPS, 8K internal SRAM, called "Jerry")
System Memory2MB "fast page mode" DRAM (106MB/sec memory bus bandwidth, 64-Bit wide) (unlike the other CD-ROM console upgrades, Jaguar-CD offered no extra RAM)
Hardware Support virtually unlimited number of sprites on screen, scaling and rotation, texture mapping, transparency, light sourcing, z-buffering, gouraud shading, 24-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance No *official* benchmarks were ever given, but "Fight for Life" managed to push 35,000 texture mapped polygons per second in 16-Bit color mode (at 320x240 resolution)
Format CD-ROM (790MB maximum storage capacity, double-speed CD-ROM drive)
Notable Game, Performance Wise

Time Warner's Primal Rage

Thanks to the large storage capacity and hardware muscle of the Jaguar-CD, this arcade conversion was a close match to the arcade graphically, far surpassing the washed-out 16-Bit versions.


3DO

Main CPU 32-Bit ARM60 RISC processor @ 12.5 Mhz
Math CoProcessor NTG math chip for accelerating fixed-point matrix operations.
Graphics Hardware two 32-Bit NTG video processors @ 25 Mhz each
Sound Hardware 16-Bit NTG CISC sound processor @ 25 Mhz (17 channels, 44.1 Khz sampling rate)
System Memory 2MB main RAM, 1MB video RAM, 32KB sound RAM (50MB/sec memory bus bandwidth, 32-Bit wide)
Hardware Support texture mapping, scaling and rotation, transparency, maximum of 20,000 sprites on screen, 640x480 maximum resolution, 24-Bit maximum color depth (16.7 million colors on screen)
Polygon Performance 20,000 raw polygons per second peak, up to 15,000 with texture mapping (as seen in "Foes of Ali")
Format CD-ROM drive (660MB maximum storage capacity, double speed CD-ROM drive)
Notable Game, Performance Wise

Naughty Dog's Way of the Warrior

This "Mortal Kombat" clone was a love it or hate it kind of game. And while most people probably hated it, you could not deny the high qaulity of the graphics. WOTW took the "Mortal Kombat" style visuals to the next level by delivering large, high resolution character sprites and detailed, 3D polygon-ish backgrounds that scaled in and out.


SNK Neo Geo

Main CPU 16-Bit Motorola 68000 CISC processor @ 12.5 Mhz
Graphics Hardware three custom SNK Pro animation chips
Sound Hardware 8-Bit Zilog Z80 sound CPU @ 4 Mhz, Yamaha 2610 digital signal processor @ 8 Mhz (15 channels)
System Memory 64KB main RAM, 68KB video RAM, 2KB Z80 RAM
Hardware Support 3 background layers, maximum of 380 sprites on screen, 16x512 maximum sprite size, scaling and rotation, 320x224 maximum resolution, 12-Bit maximum color depth (4096 colors on screen, from a 16-Bit palette)
Format cartridge (virtually unlimited storage capacity)
Notable Game, Performance Wise

SNK's Art of Fighting

AOF's extra large character sprites and smooth scaling would have brought the other 16-Bit systems to their knees. This early Neo Geo game was proof enough that the Snes and Genesis were no match for the system's 2D muscle.


SNK Neo Geo-CD

Main CPU 16-Bit Motorola 68000 CISC processor @ 12.5 Mhz
Graphics Hardware three custom SNK Pro animation chips
Sound Hardware 8-Bit Zilog Z80 sound CPU @ 4 Mhz, Yamaha 2610 digital signal processor @ 8 Mhz (15 channels)
System Memory 56Mbit DRAM, 512KB video RAM, 2KB Z80 RAM, 64KB cache (the rare CDZ model features extra internal RAM for improved loading times)
Hardware Support 3 background layers, maximum of 380 sprites on screen, 16x512 maximum sprite size, scaling and rotation, 320x224 maximum resolution, 12-Bit maximum color depth (4096 colors on screen, from a 16-Bit palette)
Format CD-ROM (660MB maximum starage capacity, single speed drive)
Notable Game, Performance Wise

SNK's Real Bout Fatal Fury Special

Another 2D brawler that showcased the muscle of the Neo Geo hardware.


Super Nintendo Entertainment System

Main CPU 16-Bit custom "5A22" 65c816 CISC processor @ 3.58 Mhz (1.5 MIPS)
Graphics Hardwaretwo 16-Bit Nintendo PPUs
Sound Hardware 8-Bit Sony SPC700 sound CPU @ 2.14 Mhz, Sony S-SMP, Sony/Nintendo S-DSP (8 ADPCM channels, 22Khz sampling rate)
System Memory 128KB main RAM, 64KB video RAM, 64KB sound RAM
Hardware Support 64x64 maximum sprite size, maximum of 128 sprites on screen, transparency effects, hardware scaling, up to 4 background layers, 512x448 maximum resolution (this max res was rarely used -- mainly for text menus and such, most games ran in 256x224), 8-Bit maximum color depth (256 colors on screen, from a 15-Bit palette)
Enhancement ChipsNintendo SA-1 chip @ 10 Mhz (a 65c816 with a higher clock, used in "Mario RPG"), NEC DSP1 chip (provided enhanced scaling effects for "Pilot Wings" and "Mario Kart"), Seta DSP2 chip (increased main CPU speed to 8mhz, used in "F1 Race of Champions"), S-DD1 compression chip (used for memory compression in "Street Fighter Alpha 2" and "Star Ocean"), Capcom C4 chip (provided enhanced transparancy and scaling effects in "MegaManX" games), Argonaut Super-FX chip @ 10.5 Mhz (used for polygon pushing in "Star Fox", among others), Argonaut Super-FX2 chip (two integrated RISC processors at 10.5 Mhz each, used in "Doom")
Notable Game, Performance Wise

Nintendo's Donkey Kong Country 2

Sporting colorful, multi-layered backgrounds, super smooth animation, and large 3D rendered sprites, DKC2 is one of the best looking 2D games ever produced.
Format cartridge (48Mbit maximum storage capacity)


Sega Genesis

Main CPU 16-Bit Motorola 68000 CISC processor @ 7.6 Mhz (0.96 MIPS)
Graphics Hardware 16-Bit Genesis VDP
Sound Hardware 8-Bit Zilog Z80 sound CPU @ 4Mhz, Yamaha YM2612 digital signal processor, T1 PSG processor (10 channels, 22Khz sampling rate)
System Memory 64KB main RAM, 64KB video RAM, 8KB sound RAM
Hardware Support maximum of 80 sprites on screen, 32x32 maximum sprite size, up to 2 background layers, 320x448 maximum resolution (as seen in Sonic 2 split-screen, but most games ran in 320x224), 6-Bit maximum color depth (64 colors on screen, from a 9-Bit palette)
Format cartridge (48Mbit maximum storage capacity)
Enhancment Chips Sega SVP (used for generating polygons in "Virtua Racing")
Notable Game, Performance Wise

Sega's Vectorman

Taking advantage of the fast main CPU, Vectorman delivered an impressive 60fps of character animation. Additionally, the game made good use of software scaling and rotation. It stands as one of the most advanced 16-Bit games of its time.


Sega 32X

Main CPUs two 32-Bit Hitachi SH2 RISC processors @ 23 Mhz each (40 MIPS total), 16-Bit Genesis 68000
Graphics Hardware 32-Bit 32X VDP, 16-Bit Genesis VDP
Sound Hardware stereo PWM digital signal processor plus the Genesis sound system (2 additional sound channels for a total of 12)
System Memory adds 512KB of RAM to the Genesis memory
Hardware Support scaling and rotation, texture mapping, 15-Bit maximum color depth (32768 colors on screen), Genesis 2D capabilities
Polygon Performance 50,000 polygons per second peak
Notable Game, Performance Wise

Sega' Metal Head

One of the few 32X games to feature fully texture mapped polygons, Metal Head was probably the most technically advanced 32X game. It compares fairly well to early generation Saturn games that used textured polygons.


Sega CD

Main CPU16-Bit Motorola 68000 CISC processor @ 12.5 Mhz (runs in parallel with the Genesis 68000)
Graphics Hardwarecustom graphics ASIC (handles sprite scaling), 16-Bit Genesis VDP
Sound Hardwarestereo PCM chip (adds 8 extra sound channels to the Genesis sound system, 44.1 Khz sampling rate)
System Memory6Mbit main RAM, 512KB PCM memory (plus the Genesis memory)
Hardware Supportscaling and rotation of sprites, Genesis 2D capabilities
FormatCD-ROM (500MB maximum storage capacity, single speed CD-ROM drive)
Notable Game, Performance Wise

Core's Soul Star

An impressive "3D" shooter that took great advantage of the Sega CD's scaling hardware. This allowed the machine to smoothly scale the dozens of sprites that simultaneously appeared on screen.


NEC Turbo GraFX 16

Main CPU two 8-Bit HuC6280 CISC processors @ 3.6 Mhz each (1.5 MIPS, combined clock rate of 7.16Mhz)
Misc. Processor HuC6260 color processor (supplies the color palette data for the video system)
Graphics Harware 16-Bit HuC6270A video processor
Sound Hardware PSG processor (6 channels)
System Memory 8KB main RAM, 64KB video RAM, 8KB sound RAM
Hardware Support maximum of 64 sprites on screen, 32x64 maximum sprite size, 1 background layer, 512x224 maximum resolution, 9-Bit maximum color depth (482 colors on screen, from a 9-Bit palette)
Format HuCards (20Mbit maximum storage capacity)
Notable Game, Performance Wise

Hudson Soft's Bonk's Revenge

A 2D platformer that made good use of the system's 16-Bit graphics chip.


NEC SuperGrafX

Main CPU two 8-Bit HuC6280 CISC processors @ 3.6 Mhz each (1.5 MIPS, combined clock rate of 7.16 Mhz)
Misc. Processor HuC6260 color processor (supplies the color palette data for the video system)
Graphics Harware two 16-Bit HuC6270A video processors, 16-Bit HuC602 priority processor
Sound Hardware PSG processor (6 channels)
System Memory 32KB main RAM, 128KB video RAM (64KB for each HuC6270A VDC), 8KB sound RAM
Hardware Support maximum of 128 sprites on screen, 32x64 maximum sprite size, 2 background layers, 512x224 maximum resolution, 9-Bit maximum color depth (482 colors on screen, from a 9-Bit palette)
Format HuCards (20Mbit maximum storage capacity)
Notable Game, Performance Wise

Capcom's Ghouls and Ghosts

The extra sprite power of the SuperGrafx hardware allowed for a very faithful port of this arcade classic.


NEC Turbo Duo

Main CPU 16-Bit MOS 65802 @ 16Mhz, two 8-Bit HuC6280 CISC processors @ 3.6 Mhz each (1.5 MIPS, combined clock rate of 7.16 Mhz)
Misc. Processor HuC6260 color processor (supplies the color palette data for the video system)
Graphics Harware 16-Bit HuC6270A video processor
Sound Hardware PSG processor (6 channels)
System Memoryadds 256KB of RAM to the Turbo GraFx-16 memory (expandable with the 2MB "arcade card")
Hardware Support maximum of 64 sprites on screen, 32x64 maximum sprite size, 1 background layer, 512x224 maximum resolution, 9-Bit maximum color depth (482 colors on screen, from a 9-Bit palette)
Format HuCards, CD-ROM (660MB maximum storage capacity, single speed CD-ROM drive)
Notable Game, Performance Wise

SNK's Fatal Fury Special

The CD storage capacity and extra RAM of the "arcade card" gave Turbo Duo gamers the best 16-Bit conversion of this arcade hit.


NEC PC-FX

Main CPU 32-Bit NEC V810 RISC processor @ 21.5 Mhz (15.5 MIPS)
Sound 16-Bit Stereo with 2 ADPCM channels and 6 sample channels (44.1 Khz sampling rate)
System Memory 2MB main RAM, 1.25MB video RAM
Hardware Support JPEG decompression engine (able to decode at 30 frames per second), maximum of 128 sprites on screen, scaling and rotation effects, 9 background layers, 640x448 maximum resolution, 24-Bit maximum color depth (16.7 million colors on screen)
Format CD-ROM (660MB maximum storage capacity, double speed CD-ROM drive)


Sega Master System

Main CPU 8-Bit Zilog Z80 CISC processor @ 3.58 Mhz
Graphics Hardware 8-Bit SMS VDP (derived from the Texas Instruments TMS9918)
Sound Hardware Texas Instruments SN76489 sound processor (4 channels, built into the VDP), Yamaha YM2413 (9 mono channels, built into Japanese Master Systems, only certain games supported it)
System Memory 8KB main RAM, 16KB video RAM
Hardware Support 8x16 maximum sprite size, maximum of 64 sprites on screen, 240x226 maximum resolution, 5-Bit maximum color depth (32 colors on screen, from a 6-Bit palette)
Format cartridge (8Mbits maximum storage capacity)
Notable Game, Performance Wise

Konami's Double Dragon

The slightly superior hardware of the SMS brought the visuals closer to the arcade than the NES version.


Nintendo

Main CPU8-Bit custom Nintendo/Ricoh 6A03 CISC processor @ 1.79 Mhz (features 5 channel custom sound hardware)
Graphics Hardware8-Bit custom Nintendo/Ricoh RP2C02 PPU @ 5.37 Mhz
Sound Hardware provided by main CPU (5 channels)
System Memory2KB main RAM, 2KB video RAM, 256 Bytes built-in PPU sprite RAM, 28 Bytes built-in PPU palette RAM
Hardware Support8 to 64 sprites, 8x16 maximum sprite size, 256x224 resolution, maximum of 25 colors on-screen out of a 53 color palette
Formatcartridge (4 Mbit storage capacity)
Notable Game, Performance Wise

Konami's Contra

A NES classic that used all of the hardware's muscle.

My Favorite Web Sites

Angelfire - Free Home Pages