Main CPU | 32-Bit Intel Pentium III CISC processor @ 733 Mhz (1980 MIPS, 2.9 GFLOPS, 32KB L1 cache, 128KB L2 cache) |
Graphics Hardware | Nvidia XGPU @ 233 Mhz (80.0 GFLOPS according to Nvidia) |
Sound Hardware | Nvidia MCPX @ 200 Mhz (multiple integrated DSP cores providing 64 3D channels or 256 2D channels, 48 Khz sampling rate) |
System Memory | 64MB unified DDR SDRAM (6.4GB/sec memory bus bandwidth, 128-Bit wide) |
Hardware Support | bilinear/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 Performance | 125 million raw polygons per second peak, less when effects are applied |
Format | DVD-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. |
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 Hardware | 16-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. |
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. |
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). |
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. |
Main CPU | 32-Bit MIPS R3000A RISC processor @ 33.8 Mhz (30 MIPS, 5KB L1 cache) |
Misc. Processor | Sony MDEC video decompression processor (80 MIPS, enables full screen, high quality FMV playback and can also decompress graphics into RAM) |
Graphics Hardware | Geometry 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 Support | texture 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. |
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 Support | texture 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. |
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. |
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) (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. |
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. |
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. |
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. |
Main CPU | 16-Bit custom "5A22" 65c816 CISC processor @ 3.58 Mhz (1.5 MIPS) |
Graphics Hardware | two 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 Chips | Nintendo 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) |
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. |
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. |
Main CPU | 16-Bit Motorola 68000 CISC processor @ 12.5 Mhz (runs in parallel with the Genesis 68000) |
Graphics Hardware | custom graphics ASIC (handles sprite scaling), 16-Bit Genesis VDP |
Sound Hardware | stereo PCM chip (adds 8 extra sound channels to the Genesis sound system, 44.1 Khz sampling rate) |
System Memory | 6Mbit main RAM, 512KB PCM memory (plus the Genesis memory) |
Hardware Support | scaling and rotation of sprites, Genesis 2D capabilities |
Format | CD-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. |
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. |
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. |
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 Memory | adds 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. |
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) |
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. |
Main CPU | 8-Bit custom Nintendo/Ricoh 6A03 CISC processor @ 1.79 Mhz (features 5 channel custom sound hardware) |
Graphics Hardware | 8-Bit custom Nintendo/Ricoh RP2C02 PPU @ 5.37 Mhz |
Sound Hardware | provided by main CPU (5 channels) |
System Memory | 2KB main RAM, 2KB video RAM, 256 Bytes built-in PPU sprite RAM, 28 Bytes built-in PPU palette RAM |
Hardware Support | 8 to 64 sprites, 8x16 maximum sprite size, 256x224 resolution, maximum of 25 colors on-screen out of a 53 color palette |
Format | cartridge (4 Mbit storage capacity) |
Notable Game, Performance Wise | Konami's Contra A NES classic that used all of the hardware's muscle. |
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