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System Stats

The Gamer Site
Game Boy Advanced (GBA)
GAMECUBE (GCN)Fixed!
Nintendo 64 (N64)
Playstation (PSX)
Microsoft X-Box
Game Boy Color (GBC)
The Gamer Site's Ideal Gaming PC
Super Nintendo (SNES)
Nintendo Entertainment System (NES)
Virtual Boy (VB)

Game Boy Advanced (GBA)
  • CPU:
    • 32-Bit ARM with embedded memory
  • Sceen:
    • 2.9" TFT reflective screen
    • 240 (horizontal) x 160 (vertical) resolution
    • 65,535 possible colors
    • 511 simultaneous colors in character mode; 32,768 simultaneous colors in bitmap mode
    • 40.8mm x 61.2mm screen size
    • 40% larger then GBC screen
    • LCD Screen
  • Size:
    • 144.5mm(width) x 82mm(length) x 24.5mm(diameter)
  • Weight:
    • 140 grams
  • Power Source:
    • Two AA Batteries (suggested alkaline)
  • Batter Life:
    • 15 Hours (alkaline)
  • Software:
    • Cartridge format
    • Game Boy and Game Boy Color compatible
  • Other:
    • Compatible with most Game Boy accesories
    • Digital camera accessory
    • Networking capable

For screen shots and more information about Game Boy Advanced go to The Future section.

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GAMECUBE (GCN)
  • MPU("Microprocessor Unit")
    • Custom IBM Power PC "Gekko"
  • Manufacturing Process
    • 0.18 micron IBM Copper Wire Technology
  • Clock Frequency
    • 485 MHz
  • CPU Capacity
    • 1125 Dmips (Dhrystone 2.1)
  • Internal Data Precision
    • 32-bit Integer & 64-bit Floating-point
  • External Bus
    • 1.3GB/second peak bandwidth
      • 32-bit address space
      • 64-bit data bus 162 MHz clock
  • Internal Cache
    • L1: Instruction 32KB, Data 32KB (8 way)
    • L2: 256KB (2 way)
  • System LSI
    • Custom ATI/Nintendo "Flipper"
  • Manufacturing Process
    • 0.18 micron NEC Embedded DRAM Process
  • Clock Frequency
    • 162 MHz
  • Embedded Frame Buffer
    • Approx. 2MB Sustainable Latency : 6.2ns (1T-SRAM)
  • Embedded Texture Cache
    • Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)
  • Texture Read Bandwidth
    • 10.4GB/second (Peak)
  • Main Memory Bandwidth
    • 2.6GB/second (Peak)
  • Pixel Depth
    • 24-bit Color
    • 24-bit Z Buffer
  • Image Processing Functions
    • Fog
    • Subpixel Anti-aliasing
    • 8 Hardware Lights
    • Alpha Blending
    • Virtual Texture Design
    • Multi-texturing
    • Bump Mapping
    • Environment Mapping
    • MIP Mapping
    • Bilinear Filtering
    • Trilinear Filtering
    • Anisotropic Filtering
    • Real-time Hardware Texture Decompression (S3TC)
    • Real-time Decompression of Display List
    • HW 3-line Deflickering filter
  • Sound Processor:
    • Custom Macronix 16-bit DSP
  • Instruction Memory
    • 8KB RAM + 8KB ROM
  • Data Memory
    • 8KB RAM + 4KB ROM
  • Clock Frequency
    • 81 MHz
  • Performance
    • 64 simultaneous channels
    • ADPCM encoding
  • Sampling Frequency
    • 48KHz
  • System Floating-point Arithmetic Capability
    • 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
  • Real-world polygon
    • 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
  • System Memory
    • 40MB
  • Main Memory
    • 24 MB MoSys 1T-SRAM
    • Approximately 10ns Sustainable Latency
  • A-Memory
    • 16MB (81MHz DRAM)
  • Disc Drive
    • CAV (Constant Angular Velocity) System
  • Average Access Time
    • 128ms
  • Data Transfer Speed
    • 16Mbps to 25Mbps
  • Media
    • 3 inch Nintendo GameCube Disc based on Matsushita (Panasonic)'s Optical Disc Technology, Approx. 1.5GB Capacity
  • Input/Output:
    • Controller Port x4
    • Memory Card Slot x2
    • Analog AV Output x1
    • Digital AV Output x1
    • High-Speed Serial Port x2
    • High-speed Parallel Port x1
  • Power Supply
    • AC Adapter DC12V x 3.5A
  • Main Unit Dimensions
    • 4.3"(H) x 5.9"(W) x 6.3"(D)

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Nintendo 64 (N64)
  • CPU: MIPS 64-bit RISC CPU (customized R4000 series)
  • Clock Speed: 93.75 MHz
  • MEMORY: RAMBUS D-RAM 36M bit
    Transfer Speed: maximum 4,500M bit/sec.
  • CO-PROCESSOR:
    RCP: SP (sound and graphics processor) and DP (pixel drawing processor) incorporated
    Clock Speed: 62.5MHz
  • RESOLUTION: 256 x 224 ~ 640 x 480 dots
    Flicker-free interlace mode support
  • COLOR: 32-bit RGBA pixel color frame buffer support
    21-bit color video output
  • GRAPHICS PROCESSING:
    Z buffer
    Anti-aliasing
    Realistic texture mapping:
    • Tri-linear filtered MIP-map interpolation
    • Perspective correction
    • Environment mapping
    • DIMENSIONS: Width 260mm (10.23") x Depth 190mm (7.48") x Height 73mm (2.87")
    • WEIGHT: 1.1kg (2.42 lb.)

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Playstation (PSX)
  • CD Rom: Sony Double Speed (2X)
  • Sound: CD quality sound (16 bit)
  • Video: Full frame rate video (30 Frames per second)
  • Color: 16.8 million simultaneous colors
  • Polygons per second: 360,000
  • CPU: Dedicated 32-bit RISC processor
  • RAM(Random Access memory): 2MB
  • Video RAM(VRAM): 1MB

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Microsoft X-Box
  • 600 MHz x86 compatible CPU
  • Custom 3-D NVIDIA graphics processor
  • 64 MB of RAM (unified memory architecture)
  • Custom 3-D audio processor
  • 8GB hard drive
  • 4X DVD drive with movie playback
  • Four game controller ports
  • Expansion port
  • Proprietary A/V connector
  • 100 MBps Ethernet

For screen shots of the X-Box, click here

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Game Boy Color (GBC)
  • CPU
    • 8-bit Z80
  • Screen
    • 160x140 resolution
    • 32,000 possible colors
    • 56 simultaneous colors
  • Size
    • 75mm(width) x 133mm(height) x 27mm(diameter)
  • Weight
    • 138 grams
  • Power
    • 2 AA batteries (Alkaline Suggested)
  • Battery Life
    • 10 hours
  • Software
    • Cartridge format
    • Game Boy compatible

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The Gamer Site's Ideal Gaming PC
  • PROCESSER: AMD Athlon 550-1000 MHz (Pentium 3's are good too)
  • CD-ROM: 32x Or higher
  • SCREEN: 15 and up will do
  • RESOLUTION: 1024 by 768
  • BITS PER PIXEL: 16 or 32
  • GRAPHICS CARD: 3DFX VooDoo 3 3000 AGP or RAGE 128 AGP
  • RAM: 128
  • FRONT SIDE BUS: 200MHz (133 MHz for Pentium 3's)
  • SOUND CARD: Sound Blaster live! Value
  • SPEAKERS: Cambrigde sound works or Altec Lansing 4 point surround sound
  • HARD DRIVE: 7200 RPM 10 gig or more
  • MOUSE: Logitech gaming mouse (This really isn't too important, have a mouse)
  • KEYBOARD: Any one that works.
This is just our recomendation, most computers play games, this is just the best gaming.
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Super Nintendo (SNES)
  • CPU
    • 16-Bit CPU
  • MEMORY
    • Work RAM for CPU: 128 Kb
    • Video RAM for CPU: 16Kb
  • PROCESSOR
    • 16-Bit PPU (Picture Processing Unit)
    • APU (Audio Processing Unit): 8-Bit (main sound processor)producing 16-Bit sound
  • COLOR
    • Maximum colors on one screen: 256
    • Total colors available: 32,678
  • RESOLUTION
    • Maximum screen resolution: 512x448
  • SPRITES
    • Maximum Sprites per screen: 128
    • Maximum Sprites per line: 32
    • Maximum Sprite size: 64x64
    • Minimum Sprite size: 8x8
  • SCROLLING
    • Horizontal, Vertical, Diagonal
  • PULSE CODE MODULATOR
    • 16-Bit PCM
  • SOUND
    • Number of Sound Channels: 8
  • CLOCK SPEED
    • 3.58, 2.68, and 1.79 Mhz
  • SOFTWARE RAM: available

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Nintendo Entertainment System (NES)
  • CPU
    • 8-Bit CPU
  • MEMORY
    • RAM: 2Kb
    • Video RAM: 2Kb
  • GAME
    • PROGRAM MEMORY 128K, 32K, 16K or 8K Bytes, 1 Meg, 256K, or 64K Bits
    • CHARACTER MEMORY 128K, 32K, 16K or 8K Bytes, 1 Meg, 256K, or 64K Bits
  • COLOR
    • Colors Displayed: 16
    • Colors Available: 52
    • Sprite Colors: 4 per Sprite from the 52 possible
  • RESOLUTION
    • 256 x 240
  • PROCESSOR
    • 8-Bit PPU (Picture Processing Unit)
  • SPRITES
    • Maximum Sprites/Line: 8
    • Maximum Sprite Size: 8x16 Pixels
    • Minimum Sprite Size: 8x8 Pixels
  • SCROLLING
    • Horizontal and Vertical
  • CLOCK SPEED: 2 Mhz
  • SOUND 2 Square Waves, 1 Triangle Wave, 1 White Noise

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Virtual Boy (VB)
  • CPU: 32-Bit RISC CPU running at 20 Mhz
  • SOUND: Digital Stereo Sound
  • MOVEMENT: High-speed, fluid accurate movement through an advanced controller
  • GRAPHICS: Highly detailed 3D images produced through a combination of LEDs (Light Emitting Diodes) and high-precision optical mirrors

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