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__NOTOC__
{{redirect|ST-V|other uses|STV (disambiguation)}}
{{Redirect|ST-V|other uses|STV (disambiguation){{!}}STV}}
{{Multiple issues|
[[File:Sega_ST-V_Dynamite_Deka_PCB_20100324.jpg|right|thumb|240x240px|Sega ST-V arcade system board]]
{{More citations needed|date=August 2016}}
[[Sega]] is a [[video game]] [[video game development|developer]], [[video game publisher|publisher]], and [[Arcade cabinet|hardware]] development company headquartered in [[Tokyo]], [[Japan]], with multiple offices around the world. The company's involvement in the [[arcade game]] industry began as a distributor of games and [[Jukebox|jukeboxes]] in Japan,<ref name=":110">{{Cite book|title=The Sega Arcade Revolution, A History in 62 Games|last=Horowitz|first=Ken|publisher=[[McFarland & Company]]|year=2018|isbn=9781476631967|pages=3–6|ref=refHorowitz2018}}</ref><ref>{{Cite magazine|last=|first=|date=September 5, 1960|title=Sega and Utamatic Purchase Assets of Service Games|url=|magazine=[[Billboard (magazine)|Billboard]]|page=71|pages=|doi=|issn=0006-2510|pmid=|access-date=}}</ref><ref>{{Cite magazine|last=|first=|date=September 3, 1960|title=Service Games Inc. Bought By Sega and Uta Matic|url=|magazine=[[Cashbox (magazine)|Cashbox]]|volume=21|issue=51|page=52|pages=|doi=|issn=0008-7289|pmid=|access-date=}}</ref> but because Sega imported second-hand machines that required frequent maintenance, it began constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to the company developing their own games.<ref name=":62">{{Cite book|url=http://shmuplations.com/akiranagai/|title=Sega Arcade History|last=|first=|publisher=[[Enterbrain]]|year=2002|isbn=9784757707900|location=Tokyo|pages=|language=Japanese|access-date=September 11, 2018|archive-url=https://web.archive.org/web/20180911225642/http://shmuplations.com/akiranagai/|archive-date=September 11, 2018|url-status=live|via=Shmuplations}}</ref> Sega released ''[[Pong|Pong-Tron]]'', its first video-based game, in 1973.<ref name=":112">Horowitz 2018, pp. 14-16</ref> The company prospered from the [[Golden age of arcade video games|arcade game boom]] of the late 1970s, with revenues climbing to over {{US$|100|link=yes}}&nbsp;million by 1979.<ref>Horowitz 2018, pp. 21-23</ref> Nagai has stated that ''[[Hang-On]]'' and ''[[Out Run]]'' helped to pull the arcade game market out of the [[Video game crash of 1983|1983 downturn]] and created new genres of video games.<ref name=":62" />
{{Original research|date=August 2016}}}}
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]].


In terms of arcades, Sega is the world's most prolific arcade game producer, having developed more than [[List of Sega arcade video games|500 games]], [[List of Sega video game franchises|70 franchises]], and 20 [[Arcade system board|arcade system boards]] since 1981. It has been recognized by [[Guinness World Records]] for this achievement.<ref name="guinness_record"><cite class="citation web">[http://www.guinnessworldrecords.com/world-records/most-prolific-producer-of-arcade-machines "Most prolific producer of arcade machines"]. ''[[Guinness World Records]]''. [[Jim Pattison Group]]. [https://web.archive.org/web/20141225224058/http://www.guinnessworldrecords.com/world-records/most-prolific-producer-of-arcade-machines Archived] from the original on December 25, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">May 7,</span> 2015</span>.</cite></ref> The following list comprises the various arcade system boards developed and used by Sega in their arcade games.
==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>{{cite web|url=http://www.system16.com/hardware.php?id=685 |title=Sega Vic Dual Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref>


== Arcade system boards ==
* [[Central processing unit|CPU]]: [[Zilog]] [[Zilog Z80|Z80]] @ 1.934&nbsp;MHz{{citation needed|date=November 2015}} ([[8-bit]] & [[16-bit]] [[Instruction set|instructions]] @ 0.28 [[Instructions per second|MIPS]]),<ref name=retro>{{cite web|author=Ludovic Drolez |url=http://www.drolez.com/retro/ |title=Lud's Open Source Corner |website=Drolez.com |date= |accessdate=2016-08-08}}</ref> or [[Intel 8080]] @ 1.934&nbsp;MHz<ref name=vicdual/> (8-bit instructions @ 0.28 MIPS)<ref name=intel>{{cite web|author=Alberto Pacheco |url=http://www.depi.itch.edu.mx/apacheco/asm/Intel_cpus.htm |archiveurl=https://web.archive.org/web/20120424231244/http://www.depi.itch.edu.mx/apacheco/asm/Intel_cpus.htm |archivedate=2012-04-24 |title=Intel Processors |date=2012-04-24 |accessdate=2016-08-08}}</ref>
{| class="wikitable plainrowheaders" cellpadding="5"
* [[Sound card|Sound board]]: Custom (mono)
|-
* [[Color model]]: [[Monochrome]] (1977) or [[RGB color model|RGB]] (1979){{citation needed|date=November 2015}}
! scope="col" |Arcade board
* [[Palette (computing)|Color palette]]: 64<ref>{{cite web|url=http://www.arcade-history.com/?n=depthcharge&page=detail&id=622 |title=Depthcharge arcade video game by Gremlin Ind, Inc. (1977) |website=Arcade-history.com |date= |accessdate=2016-08-08}}</ref>
! scope="col" |Notes
* [[Color depth|Colors on screen]]: 2 (1977) or 8 (1979){{citation needed|date=November 2015}}
! scope="col" |Notable games and release years
* [[Display resolution]]: 256×224<ref name=vicdual/> to 328×262{{citation needed|date=November 2015}}
|-
* [[Refresh rate]]: 60&nbsp;Hz{{citation needed|date=November 2015}}
! scope="row" | VIC Dual
|
*Capable of both black and white and color display<ref name="H1">Horowitz 2018, p. 24-26</ref>
*Capable of packaging two games in the same arcade cabinet<ref name="H1" />
|
*''[[Head On (video game)|Head On]]'' (1979)<ref name="H1" />
*''Head On 2'' (1979)<ref name="H1" />
|-
! scope="row" | G80
|
* Introduced conversion kits where games could be changed in 15 minutes via a card cage housed in game cabinet with six PC boards; kits were sold as ConvertaPaks<ref name=":1">{{Cite magazine|last=|first=|date=July 4, 1981|title=Sega/Gremlin Introduces 'Convert-A-Game' At Annual Distributor Meeting In La Costa|url=|magazine=[[Cashbox (magazine)|Cashbox]]|page=|pages=41-42|doi=|pmid=|access-date=}}</ref>
* Color display<ref name=":1" />
* Capable of [[Raster graphics|raster]] and [[vector graphics]]<ref name=":2">Horowitz 2018, pp. 31-35</ref>
* Possessed the world's first color [[X-Y monitor|X-Y]] video system<ref name=":2" />
|
*''Space Odyssey'' (1981)<ref name=":1" />
*''[[Space Fury]]'' (1981)<ref name=":1" />
*''[[Eliminator (1981 video game)|Eliminator]]'' (1981)<ref name=":3">Horowitz 2018, pp. 43-46</ref>
*[[Star Trek (arcade game)|''Star Trek: Strategic Operations Simulator'']] (1983)<ref>Horowitz 2018, pp. 65-69</ref>
|-
! scope="row" | VCO Object
|
* Also called the Sega Z80-3D System<ref name=":3" />
* Utilizes scaling to create [[3D computer graphics|3D]] effects<ref name=":4">Horowitz 2018, pp. 56-58</ref>
|
*[[Turbo (video game)|''Turbo'']] (1981)<ref name=":3" />
*''[[Buck Rogers: Planet of Zoom]]'' (1982)<ref name=":4" />
*''[[SubRoc-3D|SUBROC-3D]]'' (1982)<ref>Horowitz 2018, pp. 52-54</ref>
|-
! scope="row" |[[Laserdisc game|Laserdisc]]
|
* Capable of displaying computer graphics over video footage<ref>Horowitz 2018, pp. 71-74</ref>
|
*''[[Astron Belt]]'' (1983)<ref name=":37">Horowitz 2018, pp. 120, 131</ref>
*''Galaxy Ranger'' (1984)<ref name=":37" />
*''[[Time Traveler (video game)|Time Traveler]]'' (1991)<ref>Horowitz 2018, pp. 184-187</ref>
|-
! scope="row" | System 1 / System 2
|
* System 1 released in July 1983<ref>{{Cite web|url=https://sega.jp/fb/segahard/sc3000/gallery.html|title=SC-3000|last=|first=|date=|website=sega.jp|publisher=Sega|language=Japanese|url-status=live|archive-url=|archive-date=|access-date=January 14, 2020}}</ref>


* Not designed with console ports in mind, but some titles were ported to the [[Master System]]<ref name=":6">Horowitz 2018, pp. 81-84</ref>
==Sega Z80==
|
''Sega Z80'' is 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>{{cite web|url=http://www.system16.com/hardware.php?id=688 |title=Sega Z80 Based Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> using a modified version of the [[Namco Galaxian]] system board.{{citation needed|date=November 2015}} In 1981, ''[[Jump Bug]]'' added [[parallax scrolling]]<ref name=purcaru>{{cite book|url=https://books.google.com/books?id=lB4PAwAAQBAJ&pg=PA181 |title=Games vs. Hardware. The History of PC video games: The 80's |author=Bogdan Ion Purcaru |page=181 |date=2014-03-13 |accessdate=2016-08-08}}</ref> and replaced the [[sound chip]].{{citation needed|date=November 2015}} 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.
*''[[Flicky]]'' (1984)<ref name=":7">Horowitz 2018, p. 77, 91</ref>
*''[[Choplifter]]'' (1985)<ref name=":7" />
*''[[Sega Ninja]]'' (1985)<ref name=":6" />
*''[[Wonder Boy (video game)|Wonder Boy]]'' (1986)<ref>Horowitz 2018, pp. 108-109</ref>
*''Shooting Master'' (System 2, 1985)<ref name=":10">Horowitz 2018, pp. 106-108</ref>
*''[[Wonder Boy in Monster Land]]'' (System 2, 1987)<ref>Horowitz 2018, pp.124-125</ref>
|-
! scope="row" | System E
|
* Stripped-down version of Master System hardware<ref name=":8" />
|
*''Hang-On Jr.'' (1986)<ref name=":8" />
|-
! scope="row" | Super Scaler
|
* Initially known as "Sega Hang-On hardware"; was developed for ''[[Hang-On]]''<ref name=":8">Horowitz 2018, pp. 92-97</ref>
* Refinement of VCO Object hardware<ref name=":8" />
* Featured two [[Motorola 68000]] processors.<ref name=":8" />
*[[16-bit computing|16-bit]] hardware<ref name=":9">Horowitz 2018, pp. 100-102</ref>
|
*''Hang-On'' (1985)<ref name=":8" />
*''[[Space Harrier]]'' (1985)<ref name=":9" />
|-
! scope="row" | System 16 / System 18
|
* Successor to the System 1 and System 2 boards, released in 1985<ref name=":11">Horowitz 2018, pp. 102-106</ref><ref>{{cite web|url=http://uk.retro.ign.com/articles/974/974695p3.html|title=IGN Presents the History of SEGA - IGN - Page 3|last=Fahs|first=Travis|date=April 21, 2009|website=[[IGN]]|url-status=live|archive-url=|archive-date=|accessdate=August 8, 2016}}</ref>
* Nearly 40 titles released<ref name=":11" />
* Four different versions of System 16 were made<ref name=":11" />
* Served as the basis for design of the [[Sega Genesis]]<ref name="siliconera">{{Cite web|url=http://www.siliconera.com/2013/09/18/segas-original-hardware-developer-talks-about-the-companys-past-consoles/|title=Sega's Original Hardware Developer Talks About The Company's Past Consoles|author=Sato|date=September 18, 2013|website=Siliconera|publisher=[[Curse LLC]]|url-status=live|archiveurl=https://web.archive.org/web/20131202230217/http://www.siliconera.com/2013/09/18/segas-original-hardware-developer-talks-about-the-companys-past-consoles/|archivedate=December 2, 2013|access-date=November 23, 2013}}</ref><ref name="Retroinspection">{{cite magazine|last=Sczepaniak|first=John|date=August 2006|title=Retroinspection: Mega Drive|url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/|magazine=[[Retro Gamer]]|publisher=Imagine Publishing|issue=27|pages=42–47|archiveurl=https://web.archive.org/web/20150924100219/http://www.sega-16.com/2006/09/retroinspection-mega-drive/|archivedate=September 24, 2015|url-status=live|via=Sega-16}}</ref>
* Utilizes a Motorola 68000 and a [[Zilog Z80]] as processors<ref name="siliconera" />
* Limited to 128 [[Sprite (computer graphics)|sprites]] on screen at a time<ref name=":11" />
|
*''[[Fantasy Zone]]'' (16A, 1986)<ref name=":11" />
*''[[Quartet (video game)|Quartet]]'' (1986)<ref name=":10" />
*''[[Alien Syndrome]]'' (16B, 1987)<ref>Horowitz 2018, p. 114</ref>
*''[[Shinobi (video game)|Shinobi]]'' (1987)<ref>Horowitz 2018, pp. 126-127</ref>
*''[[Altered Beast]]'' (1988)<ref name=":13">Horowitz 2018, pp. 132-134</ref><ref name=":14">Horowitz 2018, p. 148</ref>
*''[[Golden Axe (video game)|Golden Axe]]'' (1989)<ref name=":14" />
*''[[Aurail]]'' (16B, 1990)<ref>Horowitz 2018, pp. 174-177</ref>
*''[[Alien Storm]]'' (18, 1990)<ref>Horowitz 2018, p. 171</ref>
*''[[D. D. Crew]]'' (18, 1991)<ref>The One. No. 36. emap Images. September 1991. p. 96.</ref>
|-
! scope="row" | OutRun
|
* Based on the System 16<ref name=":5">{{Cite web|url=http://www.hardcoregaming101.net/outrun/|title=OutRun|last=Grazza|first=Brian|date=October 5, 2017|website=Hardcore Gaming 101|publisher=Kurt Kalata|url-status=live|archive-url=https://web.archive.org/web/20171014095055/http://www.hardcoregaming101.net/outrun/|archive-date=October 14, 2017|df=mdy-all}}</ref>
*Second generation Super Scaler board; able to use sprite scaling to simulate 3D using Super Scaler technology<ref name=":5" /><ref name=":0">Horowitz 2018, pp. 112-114</ref>
* Designed because Yu Suzuki was unable to make ''[[Out Run]]'' on existing technology at the time<ref name="suzuki">{{Cite web|url=http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2|title=The Disappearance of Yu Suzuki, Part 1|last=Mielke|first=James|date=2012|website=[[1Up.com]]|publisher=[[Ziff Davis]]|url-status=dead|archive-url=https://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2|archive-date=November 13, 2013|access-date=January 22, 2019}}</ref>
|
*''[[Out Run]]'' (1986)<ref name=":0" />
*''[[Super Hang-On]]'' (1987)<ref>Horowitz 2018, pp. 118-119</ref>
|-
! scope="row" | X Board
|
* Capable of displaying 256 sprites on screen at the same time<ref name=":12">Horowitz 2018, pp. 120, 131</ref>
*Capable of running at 60 [[Frame rate|frames per second]]<ref name=":16">Horowitz 2018, pp. 144-145</ref>
|
*''[[After Burner]]'' (1987)<ref name=":12" />
*''[[Thunder Blade]]'' (1987)<ref name=":12" />
*''[[Super Monaco GP]]'' (1989)<ref name=":16" />
|-
! scope="row" | System 24
|
* Displayed in 496 x 384 [[Display resolution|resolution]], larger than the 320 x 224 to which Sega designers were accustomed at the time<ref name=":15">Horowitz 2018, pp. 141-144</ref>
* Limited character RAM<ref name=":15" />
* Early games loaded onto a [[floppy disk]] and could be switched<ref name=":15" />
|
*''[[Gain Ground]]'' (1988)<ref name=":15" />
*''[[Bonanza Bros.]]'' (1990)<ref>Horowitz 2018, p. 173</ref>
|-
! scope="row" | Y Board
|
* Fourth board in the Super Scaler series, and successor to the X Board<ref name=":13" />
*Added an extra CPU and memory, as well as upgraded video hardware compared to the X Board<ref name=":13" />
*Capable of performing real-time sprite rotation<ref name=":13" />
|
*''[[Galaxy Force (video game)|Galaxy Force]]'' (1988)<ref name=":13" />
*''Galaxy Force II'' (1988)<ref name=":13" />
*''[[Power Drift]]'' (1988)<ref>Horowitz 2018, pp. 137-140</ref>
|-
! scope="row" | Mega-Tech / Mega Play
|
* Modified version of Genesis hardware, designed to play multiple Genesis games<ref name=":17" />
* Mega-Tech capable of playing up to eight Genesis games<ref name=":17" />
* Mega Play capable of playing up to four Genesis games<ref name=":17" />
|
*''Mega-Tech Arcade System'' (1989)<ref name=":17">Horowitz 2018, pp. 151-152</ref>
*''Mega Play<ref name=":17" />''
|-
! scope="row" | System C
|
*Also known as System 14<ref name="HC">Horowitz 2018, pp. 165-168</ref>
*Based on Genesis hardware<ref name="HC" />
|
*''[[Columns (video game)|Columns]]'' (1990)<ref name="HC" />
|-
! scope="row" | System 32
|
* Final board in the Super Scaler series<ref name=":18">Horowitz 2018, p. 182</ref>
* Sega's first [[32-bit computing|32-bit]] system, and final major sprite-based board<ref name=":18" />
* Utilizes a [[NEC V60]] processor<ref name=":19">Horowitz 2018, pp. 187-190</ref>
|
*''[[Rad Mobile]]'' (1991)<ref name=":18" />
*''[[SegaSonic the Hedgehog]]'' (1993)<ref>Horowitz 2018, pp. 190-193</ref>
*''Dark Edge'' (1993)<ref>{{Cite book|title=Sega Arcade History|last=|first=|publisher=Enterbrain|year=|isbn=|location=|page=123|pages=|language=Japanese}}</ref><ref name=":20">Horowitz 2018, pp. 193-197</ref>
*''[[Burning Rival]]'' (1993)<ref name=":20" />
*''[[Jurassic Park video games|Jurassic Park]]'' (1994)<ref name=":24">Horowitz 2018, pp.229-233</ref>
|-
! scope="row" | Model 1
|
* Sega's first 3D video game system<ref name=":19" />
* Utilizes the same NEC V60 processor as in the System 32<ref name=":19" />
* Contains a custom graphics unit, the CG Board, that can display 180,000 polygons per second<ref name=":19" />
* Capable of displaying 60 frames per second<ref name=":20" />
* Board had a high cost during development<ref name=":21">Horowitz 2018, pp. 198-204</ref>
|
*''[[Virtua Racing]]'' (1992)<ref name=":19" />
*''[[Virtua Fighter (video game)|Virtua Fighter]]'' (1993)<ref name=":20" />
*''[[Wing War]]'' (1994)<ref>Horowitz 2018, p. 180</ref>
|-
! scope="row" | Model 2
|
* Developed in collaboration with [[General Electric|GE]]<ref name=":21" />
* Introduced the use of [[texture filtering]] and [[Spatial anti-aliasing|texture anti-aliasing]]<ref>{{cite web|url=http://uk.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8|title=IGN Presents the History of SEGA - IGN - Page 8|last=Fahs|first=Travis|date=April 21, 2009|website=IGN|url-status=live|archive-url=|archive-date=|accessdate=August 8, 2016}}</ref>
* Added Compu-Scene 3D graphics technology<ref name=":21" />
* Capable of displaying 300,000 polygons and 60 frames per second<ref name=":22">Horowitz 2018, pp. 204-206</ref><ref name=":23">Horowitz 2018, pp. 206-210</ref>
* Licensed to other developers<ref name="NGen182">{{cite magazine|last=Webb|first=Marcus|date=June 1996|title=Sega Model 2 Technology Licensed to Data East, Jaleco, and Tecmo|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=18|page=26}}</ref>
|
*''[[Daytona USA (video game)|Daytona USA]]'' (1994)<ref name=":21" />
*''[[Virtua Cop]]'' (1994)<ref name=":22" />
*''[[Virtua Fighter 2]]'' (1994)<ref name=":23" />
*''[[Sega Rally Championship]]'' (1995)<ref>Horowitz 2018, p. 212</ref>
*''[[Virtua Cop 2]]'' (1995)<ref>Horowitz 2018, p. 215</ref>
*''[[Fighting Vipers]]'' (1995)<ref name=":25">Horowitz 2018, pp. 217-220</ref>
*[[Virtual On: Cyber Troopers|''Virtual-On: Cyber Troopers'']] (1996)<ref>Horowitz 2018, p. 220</ref>
*''[[Dead or Alive (video game)|Dead or Alive]]'' (1996)<ref name="NGen18">{{cite magazine|last=Webb|first=Marcus|date=June 1996|title=Sega Model 2 Technology Licensed to Data East, Jaleco, and Tecmo|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=18|page=26}}</ref>
*''[[The House of the Dead (arcade game)|The House of the Dead]]'' (1996)<ref>{{cite magazine|date=April 1997|title=AOU|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=93|page=79}}</ref>
*''[[Top Skater]]'' (1997)<ref name=":24" />
*''[[Dynamite Cop]]'' (1998)<ref name=":26">Horowitz 2018, pp. 222-226</ref>
|-
! scope="row" | ST-V
|
* Based on [[Sega Saturn]] architecture<ref name=":26" />
* Was Sega's low-end board during its lifespan, underpowered compared to the Model 2<ref name=":26" />
|
*''[[Funky Head Boxers]]'' (1995)<ref name=":24" />
*''Virtua Fighter Remix'' (1995)<ref>{{cite magazine|date=December 1995|title=Virtua Fighter Remix|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=12|page=209}}</ref>


*''[[Die Hard Arcade]]'' (1996)<ref name=":26" />
===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/>)
! scope="row" | Model 3
* [[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){{citation needed|date=November 2015}}
|
* [[Graphics processing unit|GPU chipset]]: [[Namco Galaxian]] [[Video card|video hardware]]{{citation needed|date=November 2015}}
* Developed in collaboration with [[Lockheed Martin]]<ref>{{Cite magazine|last=|first=|date=November 1995|title=US defense corp. holds key to Sega's plans|url=|magazine=[[Next Generation (magazine)|Next Generation]]|issue=11|page=|pages=12-14|doi=|pmid=|access-date=}}</ref>
* [[Display resolution]]: 256×224<ref name=sega_z80>{{cite web|url=http://www.system16.com/hardware.php?id=513 |title=Namco Galaxian Hardware (Namco) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> to 384×264{{citation needed|date=November 2015}} (horizontal), 224×256 to 264×384 (vertical)
* [[Refresh rate]]: 60.60606&nbsp;Hz ([[V-sync (video)|V-sync]]){{citation needed|date=November 2015}}
* [[Color model]]: [[RGB color model|RGB]]<ref>{{cite web|url=http://www.arcade-museum.com/game_detail.php?game_id=7885 |title=Galaxian - Videogame by Namco |website=Arcade-museum.com |date= |accessdate=2016-08-08}}</ref>
** [[List of color palettes|Color palette]] [[Colour look-up table|table]]: 224 ([[Programmable read-only memory|PROM]]){{citation needed|date=November 2015}}
** [[Color depth|Colors on screen]]: 32 ([[Video memory|palette RAM]]){{citation needed|date=November 2015}}
* Background planes:
** [[Tile engine|Tilemap]] plane: 8×8 tile sizes, [[scrolling]]{{citation needed|date=November 2015}}
** [[Bitmap]] plane: Star generator, scrolling{{citation needed|date=November 2015}}
* [[Sprite (computer graphics)|Sprite]] capabilities: 8×8 to 16×16 sizes, 4 colors per sprite,{{citation needed|date=November 2015}} 15 sprites per [[Scan line|scanline]], 240 [[Texel (graphics)|sprite pixels]] per scanline, sprite flipping,{{citation needed|date=November 2015}} sprite animation<ref>{{cite web|url=https://www.cs.columbia.edu/~%20sedwards/classes/2011/4840/reports/Galaxian.pdf |title=Galaxian CSEE 4840 Embedded System Design : Final Report |website=Cs.columbia.edu |accessdate=2016-08-08}}</ref>


* First unveiled at the 1996 AOU show<ref>{{cite magazine|last=|first=|date=May 1996|title=Model 3: Sega Affirms Arcade Supremacy|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=17|pages=12–18}}</ref>
''[[Jump Bug]]'' added the following upgrades in 1981:
* Upon release, was the most powerful arcade system board in existence<ref name="cvg174">{{cite journal|date=May 1996|title=News: Virtua Fighter 3|journal=[[Computer and Video Games]]|issue=174|pages=10–1}}</ref>
* Released in multiple "steps" with improving specifications<ref name=":27">Horowitz 2018, pp. 233-237</ref>
|
*''[[Virtua Fighter 3]]'' (1996)<ref name=":23" /><ref>{{cite magazine|last=|first=|date=October 1996|title=NG Alphas: Virtua Fighter 3|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=22|page=108}}</ref>
*''[[Fighting Vipers 2]]'' (1998)<ref name=":25" />
*''[[Daytona USA 2: Battle on the Edge]]'' (1998)<ref name=":27" />
*''[[SpikeOut]]'' (1998)<ref>Horowitz 2018, pp. 237-240</ref>
|-
! scope="row" | NAOMI / NAOMI 2
|
* Less expensive than the Model 3<ref>{{cite web|url=http://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/|title=How Naomi Got Its Groove On|last=Ohbuchi|first=Yutaka|date=September 17, 1998|website=GameSpot|url-status=live|archive-url=https://web.archive.org/web/20171224213728/https://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/|archive-date=December 24, 2017|accessdate=December 9, 2014|df=mdy-all}}</ref>
* Shared architecture with [[Dreamcast]], but with additional memory<ref name="IGN History of Dreamcast">{{cite web|url=https://ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|last=Fahs|first=Travis|date=September 9, 2010|website=IGN|url-status=live|archiveurl=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|archivedate=September 28, 2014|accessdate=October 31, 2014}}</ref><ref name="Unified">{{cite journal|last1=Hagiwara|first1=Shiro|last2=Oliver|first2=Ian|date=November–December 1999|title=Sega Dreamcast: Creating a Unified Entertainment World|journal=IEEE Micro|volume=19|pages=29–35|doi=10.1109/40.809375|number=6}}</ref>
*Utilizes [[PowerVR]] graphics<ref>{{Cite magazine|last=|first=|date=January 1999|title=NEC and VideoLogic Power Up|url=|magazine=[[Edge (magazine)|Edge]]|page=11|pages=|doi=|pmid=|access-date=}}</ref>
*NAOMI 2 adds additional power compared to its predecessor<ref name=":36">{{Cite magazine|last=|first=|date=December 2000|title=NAOMI 2: Sega reveals its next gen arcade hardware|url=|magazine=[[DC-UK]]|issue=16|page=41|pages=|doi=|pmid=|access-date=}}</ref>
*NAOMI 2 served as high-end replacement for Hikaru<ref name=":02">{{Cite magazine|last=|first=|date=November 2000|title=NASCAR Arcade|url=|magazine=[[Edge (magazine)|Edge]]|issue=90|page=67|pages=|doi=|pmid=|access-date=}}</ref>
|
*[[Crazy Taxi (video game)|''Crazy Taxi'']] (1999)<ref>Horowitz 2018, pp. 240-242</ref>
*[[Super Monkey Ball (video game)|''Super Monkey Ball'']] (2001)<ref>{{Cite web|url=https://www.engadget.com/2019/08/23/sega-genesis-saturn-dreamcast-sequels-and-remasters/|title=Sega is becoming its weird and wonderful self again|last=Souppouris|first=Aaron|date=August 23, 2019|website=[[Engadget]]|url-status=live|archive-url=|archive-date=|access-date=January 16, 2019}}</ref>
*''[[Virtua Fighter 4]]'' (2001)''<ref name=":23" /><ref>{{cite web|url=http://ign.com/articles/2001/07/03/virtua-fighter-4-first-impressions-part-1-arcade|title=Virtua Fighter 4 - First Impressions Part 1 (Arcade)|last=Chau|first=Anthony|date=July 3, 2001|website=[[IGN]]|publisher=|url-status=live|archive-url=|archive-date=|accessdate=March 11, 2016}}</ref>''
*''Virtua Striker 3'' (NAOMI 2, 2001)<ref name=":36" />
|-
! scope="row" | Hikaru
|
* Custom version of NAOMI hardware<ref name=":28">Horowitz 2018, pp. 242-244</ref>
*Possesses a custom graphics chip and more memory than the NAOMI<ref name=":28" />
*Much more expensive than NAOMI<ref name=":02" />
|
*''Brave Fire Fighters'' (1999)<ref name=":28" />
*''[[Star Wars: Racer Arcade]]'' (2000)<ref name=":02" />
*''[[Planet Harriers]]'' (2000)<ref name=":28" />
*''[[NASCAR Arcade]]'' (2000)<ref>{{Cite book|last=|first=|title=NASCAR Arcade Deluxe Edition Owner's Manual|publisher=[[Sega]]|year=2000|isbn=|location=|pages=33}}</ref>
|-
! scope="row" | Triforce
|
* Co-developed by [[Namco]], Sega, and [[Nintendo]]<ref name="triforce">{{cite web|url=http://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed|title=GameCube Arcade Hardware Revealed|author=|first=|date=February 18, 2002|website=[[IGN]]|url-status=live|archive-url=|archive-date=|accessdate=March 5, 2013}}</ref>
*Based on [[GameCube]] architecture<ref name="triforce" />
|
*[[F-Zero GX|''F-Zero AX'']] (2003)<ref name="developerpublisher">{{cite web|url=http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|title=Sega and Nintendo form developmental partnership|last=Satterfield|first=Shane|date=March 28, 2002|website=[[GameSpot]]|url-status=live|archive-url=https://web.archive.org/web/20090213182143/http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|archive-date=February 13, 2009|access-date=June 20, 2007|quote=}}</ref>
|-
! scope="row" | Chihiro
|
* Based on [[Xbox (console)|Xbox]] architecture<ref name=":29">{{Cite web|url=https://www.gamasutra.com/view/news/96936/Sega_Arcade_Hardware_Confirmed_As_PowerVRBased.php|title=Sega Arcade Hardware Confirmed As PowerVR-Based|last=Jenkins|first=David|date=July 20, 2005|website=[[Gamasutra]]|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
|
*''[[OutRun 2]]'' (2003)<ref name=":29" />
*''[[Virtua Cop 3]]'' (2003)<ref name=":29" />
*''[[Ollie King]]'' (2004)<ref name=":29" />
|-
! scope="row" | SystemSP
|
* Capable of software upgrade with [[CompactFlash]]<ref name="dinoking">{{Cite book|title="[[Dinosaur King]]" owner's manual|publisher=Sega|page=36}}</ref>
|
*''[[Dinosaur King]]'' (2005)<ref name="dinoking"/>
|-
! scope="row" | Lindbergh
|
* PowerVR graphics based on [[Imagination Technologies]]' high-end hardware<ref name=":29" />
*Uses a 3GHz [[Pentium 4]] CPU and an [[Nvidia]] [[Graphics processing unit|GPU]]<ref name=":30">{{Cite web|url=https://www.gamasutra.com/view/news/97348/RoundUp_New_Sega_Arcade_Board_EAs_Grammy_Pro_Sessions_PSP_European_Oceania_Launch.php|title=Round-Up: New Sega Arcade Board, EA's Grammy Pro Sessions, PSP European, Oceania Launch|last=Maragos|first=Nick|last2=Sheffield|first2=Brandon|date=August 31, 2005|website=[[Gamasutra]]|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
|
*''[[The House of the Dead 4]]'' (2005)<ref name=":29" />
*''[[Virtua Fighter 5]]'' (2006)<ref name=":29" />
*''[[After Burner Climax]]'' (2006)<ref name=":30" />
*''[[Psy-Phi]]'' (cancelled)<ref name=":30" />
|-
! scope="row" | Europa-R
|
* Runs at 60 frames per second and [[720p]] video resolution<ref name=":31">{{Cite web|url=https://kotaku.com/take-a-look-at-sega-rally-3-393242|title=Take A Look At Sega Rally 3|last=Plunkett|first=Luke|date=May 27, 2008|website=[[Kotaku]]|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
|
*''[[Sega Rally 3]]'' (2008)<ref name=":31" />
|-
! scope="row" | RingEdge / RingWide / RingEdge 2
|
* RingEdge and RingEdge 2 utilize [[Pentium Dual-Core]] CPUs, and are the higher-end units<ref name=":32">{{Cite web|url=https://www.segaarcade.com/arcade-game-technical-support/supported-hardware.html|title=Sega Supported Hardware|last=|first=|date=|website=segaarcade.com|publisher=Sega Amusements International Ltd.|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
* RingWide utilizes a [[Celeron]] CPU<ref name=":32" />
* All three run [[Windows Embedded Standard 2009]]<ref name=":32" />
|
*''[[Border Break]]'' (2009)<ref name=":33">{{Cite web|url=https://www.siliconera.com/initial-d-arcade-stage-7-aa-x-races-to-arcades-this-thursday/|title=Initial D Arcade Stage 7 AA X Races To Arcades This Thursday|last=|first=|date=November 28, 2012|website=[[Siliconera]]|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
*''[[Chaos Code]]'' (RingWide, 2011)<ref>{{Cite web|url=https://www.polygon.com/2013/8/14/4620184/chaos-code-coming-to-north-america-on-psn|title=Chaos Code coming to North America on PSN|last=|first=|date=August 14, 2013|website=[[Polygon (website)|Polygon]]|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
*[[Initial D Arcade Stage|''Initial D Arcade Stage 7 AA X'']] (2012)<ref name=":33" />
*[[Transformers: Human Alliance (video game)|''Transformers: Human Alliance'']] (RingEdge 2, 2013)<ref>{{Cite web|url=http://www.nintendolife.com/news/2015/07/weirdness_segas_repackaged_transformers_arcade_game_is_an_unexpected_nod_to_its_glorious_past|title=Weirdness: Sega's Repackaged Transformers Arcade Game Is An Unexpected Nod To Its Glorious Past|last=McFerran|first=Damien|date=July 21, 2015|website=[[Nintendo Life]]|url-status=live|archive-url=|archive-date=|access-date=January 15, 2020}}</ref>
|-
! scope="row" | Nu
|
* Uses [[Windows Embedded 8 Standard]] for an operating system<ref name=":34">{{Cite web|url=https://www.4gamer.net/games/999/G999902/20130904019/|title=Sega announces next-generation arcade game board "Nu". The first adoption title is "Hatsune Miku Project DIVA Arcade Future Tone"|last=|first=|date=September 4, 2013|website=4gamer.net|language=Japanese|url-status=live|archive-url=|archive-date=|access-date=January 16, 2020}}</ref>
*[[List of Intel Core i3 microprocessors|Intel Core i3]]-3220 CPU<ref name=":34" />
* nVidia [[GeForce]] GTX 650 Ti graphics card<ref name=":34" />
*[[DirectX]] 11 support<ref name=":34" />
|
*''[[Hatsune Miku: Project DIVA Arcade Future Tone]]'' (2013)<ref name=":34" />
|-
! scope="row" | ALLS
|
* Capable of running [[Unreal Engine|Unreal Engine 4]]-based games<ref name=":35">{{Cite web|url=https://cgworld.jp/feature/201810-cgw243-hod.html|title=Arcade popular series latest work "HOUSE OF THE DEAD -SCARLET DAWN-"|last=Nojima|first=Ryo|date=October 10, 2018|website=CGWorld.jp|publisher=Born Digital, Inc.|language=Japanese|url-status=live|archive-url=|archive-date=|access-date=January 16, 2020}}</ref>
|
*''[[House of the Dead: Scarlet Dawn]]'' (2018)<ref name=":35" />
|-
|}


== Additional arcade hardware ==
* [[Sound chip]]: [[General Instrument AY-3-8910]] @ 1.78975&nbsp;MHz{{citation needed|date=November 2015}}
Sega has developed and released additional arcade games that use technology other than their dedicated arcade system boards. The first arcade game manufactured by Sega was [[Periscope (arcade game)|''Periscope'']], an [[Electromechanics|electromechanical]] game. This was followed by ''Missile'' in 1969.<ref name=":113">Horowitz 2018, pp. 8-13</ref> Subsequent video-based games such as ''[[Pong|Pong-Tron]]'' (1973), ''[[Fonz (video game)|Fonz]]'' (1976), and [[Monaco GP (video game)|''Monaco GP'']] (1979) used [[Logic gate|discrete logic]] boards without a CPU.<ref>Horowitz 2018, pp. 16, 28, 56</ref> ''[[Frogger]]'' (1981) utilized a system powered by two Z80 CPUs.<ref>Horowitz 2018, pp. 36-39</ref> Some titles, such as ''[[Zaxxon]]'' (1982) were developed externally from Sega, a practice that was not uncommon at the time.<ref>Horowitz 2018, pp. 48-50</ref>
* 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 SN76489]]{{citation needed|date=November 2015}}) @ 4&nbsp;MHz, Sega SN76496 @ 2&nbsp;MHz<ref name=segaz80/>
* GPU chipset: [[#Sega System series|Sega 315-5011]]{{citation needed|date=November 2015}} (sprite line comparator),{{citation needed|date=November 2015}} [[#Sega System series|Sega 315-5012]]{{citation needed|date=November 2015}} (sprite generator){{citation needed|date=November 2015}}
* Display resolution: 248×224 to 256×256{{citation needed|date=November 2015}}
* Refresh rate: 60&nbsp;Hz{{citation needed|date=November 2015}}
* Color palette table: 1568{{citation needed|date=November 2015}}
* Colors on screen: 768{{citation needed|date=November 2015}}
* Color per sprite: 16{{citation needed|date=November 2015}}
* [[Texel (graphics)|Sprite pixels]]: 4&nbsp;MHz [[Clock signal|clock cycles]] (60&nbsp;Hz refresh rate),{{citation needed|date=November 2015}} 66,666 pixels per frame (256 [[Scan line|scanlines]]), 260 sprite pixels per scanline, 32 sprites per scanline
* Tilemap planes: 2 background layers{{citation needed|date=November 2015}}

''[[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){{citation needed|date=November 2015}}
* Display resolution: 256×224<ref name=sega_z80/> to 330×256{{citation needed|date=November 2015}}

==Sega G80==
''Sega G80'' is 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=https://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){{citation needed|date=November 2015}}
*** [[Microcontroller|MCU]]: [[Intel MCS-48|Intel i8035]]<ref name=g80r/> @ 3.12&nbsp;MHz<ref name=g80v>{{cite web|url=http://www.system16.com/hardware.php?id=686 |title=Sega G80 Vector Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> (8-bit instructions @ 3.12 MIPS, 1 [[instructions per cycle|instruction per cycle]])<ref name=i8035>{{cite web|url=https://archive.org/stream/bitsavers_inteldataSngleComponent8BitMicrocomputerDataSheet1_846962/8048_8035_HMOS_Single_Component_8-Bit_Microcomputer_DataSheet_1980 |title=intel :: dataSheets :: 8048 8035 HMOS Single Component 8-Bit Microcomputer DataSheet 1980 |website=Archive.org |date= |accessdate=2016-08-08}}</ref>
*** [[Sound chip]]: Sega Melody Generator{{citation needed|date=November 2015}} ([[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){{citation needed|date=November 2015}}
*** 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{{citation needed|date=November 2015}}
** Raster [[Video display controller|display controller]]: Sega Raster Display Controller<ref name=g80/> @ 15.468&nbsp;MHz{{citation needed|date=November 2015}}
** [[Display resolution]]: 256×224<ref name=g80r>{{cite web|url=http://www.system16.com/hardware.php?id=687 |title=Sega G80 Raster Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> to 328×262 (horizontal),{{citation needed|date=November 2015}} 224×256 to 262×328 (vertical){{citation needed|date=November 2015}}
** [[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/>{{citation needed|date=November 2015}}
** [[Tile engine|Tilemap]] planes: 2 layers, horizontal and vertical [[scrolling]],{{citation needed|date=November 2015}} 8×8 tiles, 4 colors per tile<ref name=g80/>{{citation needed|date=November 2015}}
** [[Sprite (computer graphics)|Sprite]] capabilities: 28 to 32 sprites per [[Scan line|scanline]], 224 to 256 [[Texel (graphics)|sprite pixels]] 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]]){{citation needed|date=November 2015}}

==VCO Object==
''VCO Object'',<ref name=vco>{{cite web|url=http://www.system16.com/hardware.php?id=690 |title=Sega VCO Object Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> also known as ''Sega Z80-3D system'',{{citation needed|date=November 2015}} 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 analog scaling. 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>{{cite web|url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1106 |title=The Arcade Flyer Archive - Video Game Flyers: Subroc-3D, Sega |website=Flyers.arcade-museum.com |date=2000-04-09 |accessdate=2016-08-08}}</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>{{cite web|url=http://www.system16.com/files/manuals/subroc3d.pdf |title=Switching Regulator Circuit Diagram |website=System16.com |accessdate=2016-08-08}}</ref>
** [[Sound chip]]: Custom
** Audio output: [[Stereophonic sound|Stereo]]<ref>{{cite web|url=http://www.solvalou.com/subpage/arcade_reviews/173/479/subroc-3d_review.html |title=Subroc-3D arcade game review |website=Solvalou.com |date= |accessdate=2016-08-08}}</ref>
* [[Display resolution]]:{{citation needed|date=November 2015}}
** 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 (video)|V-sync]]){{citation needed|date=November 2015}}
* [[Frame rate]]: 30 frames per second (''SubRoc-3D''),<ref name=subroc/> or 60 frames per second (''Turbo'', ''Buck Rogers''){{citation needed|date=November 2015}}
* [[List of color palettes|Color palette]]: 832 (''Turbo''), or 768 (''SubRoc-3D''), or 1536 (''Buck Rogers''){{citation needed|date=November 2015}}
* [[Color depth|Colors on screen]]: 256 (''Turbo'', ''SubRoc-3D''), or 1024 (''Buck Rogers''){{citation needed|date=November 2015}}
* Background planes:
** [[Tile engine|Tilemap]] layer: 8×8 [[pixel]] tiles, 4 colors per tile, [[scrolling]], tile flipping{{citation needed|date=November 2015}}
** [[Bitmap]] layer{{citation needed|date=November 2015}}
* [[Sprite (computer graphics)|Sprite]] capabilities: [[2.5D|Pseudo-3D]] sprite-scaling (analog scaling), [[Framebuffer|line buffer]],{{citation needed|date=November 2015}} 64 sprites on screen,{{citation needed|date=November 2015}} 16 sprites per [[Scan line|scanline]],{{citation needed|date=November 2015}} 4{{citation needed|date=November 2015}} to 8<ref name=vco/> colors per sprite
** [[Texel (graphics)|Sprite pixels]]: 4.992&nbsp;MHz (standard) to 9.984&nbsp;MHz (scaling) pixel clock,{{citation needed|date=November 2015}}{{citation needed|date=November 2015}} 83,200 (standard) to 166,400 (scaling) pixels per frame, 315 (standard) to 630 (scaling) sprite pixels 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>{{cite web|url=http://www.system16.com/hardware.php?id=689 |title=Sega Zaxxon Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</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{{citation needed|date=November 2015}}
* [[Display resolution]]: 256×224<ref name=zaxxon/> to 384×264{{citation needed|date=November 2015}} [[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]]){{citation needed|date=November 2015}}
* [[Color depth|Colors on screen]]: 256 ([[Video memory|palette RAM]]){{citation needed|date=November 2015}}
* [[Tile engine|Tilemap]] planes:<ref>{{cite web|url=http://www.vasulka.org/archive/Writings/VideogameImpact.pdf |title=The Mass Impact of Videogame Technology |website=Vasulka.org |accessdate=2016-08-08}}</ref> 2 layers (foreground, background),{{citation needed|date=November 2015}} 8×8 tiles, 4 or 8 colors per tile,{{citation needed|date=November 2015}} tile flipping, vertical/horizontal/diagonal [[scrolling]],{{citation needed|date=November 2015}} [[Isometric graphics in video games and pixel art|isometric perspective]]
* [[Sprite (computer graphics)|Sprites]]: 4 or 8 colors per sprite,{{citation needed|date=November 2015}} sprite flipping,{{citation needed|date=November 2015}} shadows
** Sprite sizes: 8 and 32 heights,{{citation needed|date=November 2015}} widths of 8,{{citation needed|date=November 2015}} 16{{citation needed|date=November 2015}} and 32{{citation needed|date=November 2015}} pixels
** [[Framebuffer|Line buffer]]: 256 [[Texel (graphics)|sprite pixels]] per [[Scan line|scanline]],{{citation needed|date=November 2015}} 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{{citation needed|date=November 2015}}
* Additional [[sound chip]]s: 2× [[Texas Instruments SN76489|SN76496]] @ 4&nbsp;MHz
* [[Color depth|Colors on screen]]: 512{{citation needed|date=November 2015}}

==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 one to use it was the [[holography|holographic]] game ''[[Time Traveler (video game)|Time Traveler]]'' (1991).{{citation needed|date=January 2017}}

===Specifications===
* [[Central processing unit|CPU]]: [[Zilog Z80]] @ 5&nbsp;MHz{{citation needed|date=November 2015}} (8-bit & 16-bit instructions @ 0.725 MIPS)<ref name=retro/>
* [[Japan Amusement Machinery Manufacturers Association|JAMMA]] board: Sega PCB CN1{{citation needed|date=November 2015}}
* [[Sound card|Audio board]]: Sega PCB CN2 ([[Stereophonic sound|stereo]] output){{citation needed|date=November 2015}}
* [[Laserdisc player]]: [[Hitachi]]-Sega VIP-9500SG<ref>{{cite web|url=http://www.system16.com/hardware.php?id=691 |title=Sega Laser Disk Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref>
** [[List of common resolutions#Television|Video resolution]]: [[480i|580×480]] (580 dots, 480 lines), 525 [[Scan line|scanlines]] (480 visible),<ref>{{cite web|url=http://www.blam1.com/LaserDisc/FAQ/ |title=LaserDisc FAQ |website=Blam1.com |date= |accessdate=2016-08-08}}</ref> [[interlaced video]]
** [[Refresh rate]]: 59.94&nbsp;Hz{{citation needed|date=November 2015}}
** [[Frame rate]]: 29.97 frames per second
** [[Color depth]]: 16,777,216 ([[24-bit color|24-bit true color]])
** Audio: [[LaserDisc]], stereo output
* Graphics overlay:{{citation needed|date=November 2015}}
** [[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]] per scanline

==Sega System series==

===Sega System 1===
''Sega System 1'' is 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 Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</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{{citation needed|date=November 2015}} (sprite line comparator),{{citation needed|date=November 2015}} Sega 315-5012{{citation needed|date=November 2015}} (sprite generator),{{citation needed|date=November 2015}} 315-5049{{citation needed|date=November 2015}} (tilemap chip){{citation needed|date=November 2015}}
* [[Display resolution]]: 256×224 to 640×260 [[pixel]]s{{citation needed|date=November 2015}}
* [[Refresh rate]]: 60.0952&nbsp;Hz ([[V-sync (video)|V-sync]]){{citation needed|date=November 2015}}
* [[Color depth|Colors on screen]]: 2048{{citation needed|date=November 2015}}
* [[List of color palettes|Color palette]]: 4096{{citation needed|date=November 2015}}
* [[Tile engine|Tilemap]] planes:{{citation needed|date=November 2015}} 2 background layers<ref name=system1/> (1 static, 1 [[scrolling]]),{{citation needed|date=November 2015}} 8×8 tiles{{citation needed|date=November 2015}}
** Tilemap sizes: 256×256 for both planes (System 1), or 512×512 for scrolling plane and 256×256 for fixed plane (System 2){{citation needed|date=November 2015}}
* [[Sprite (computer graphics)|Sprites]]: Dual [[Framebuffer|line buffers]], [[double buffering]], 32 sprites per [[Scan line|scanline]], 16 colors per sprite, sprite flipping,{{citation needed|date=November 2015}} hardware [[collision detection]],<ref name=system1/>{{citation needed|date=November 2015}} 8{{citation needed|date=November 2015}} to 256{{citation needed|date=November 2015}} width, 8{{citation needed|date=November 2015}} to 256{{citation needed|date=November 2015}} height
** [[Texel (graphics)|Sprite pixels]]: 10&nbsp;MHz pixel clock cycles (60.0952&nbsp;Hz refresh rate),{{citation needed|date=November 2015}} 166,402 pixels per frame (260 scanlines), 640 sprite pixels per scanline

===Sega System 16===
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>{{cite web|url=http://uk.retro.ign.com/articles/974/974695p3.html |title=IGN Presents the History of SEGA - IGN - Page 3 |website=Uk.retro.ign.com |date=2009-04-21 |accessdate=2016-08-08}}</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 three variants, the System 16A, System 16B, and System 16C. Some games released using this hardware include: ''[[Shinobi (arcade game)|Shinobi]]'', ''[[Golden Axe (video game)|Golden Axe]]'', ''[[Altered Beast]]'', and ''[[Dynamite Düx]]''. The System 16C was developed for the 2008 remake of ''[[Fantasy Zone II: The Tears of Opa-Opa]]'' for the [[PlayStation 2]], and only received a limited release on real hardware.

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 16 specifications====
* Main [[Central processing unit|CPU]]: [[Hitachi]] [[Motorola 68000|FD1094]] (Motorola 68000) @ 10&nbsp;MHz<ref name=pre16>{{cite web|url=http://www.system16.com/hardware.php?id=695 |title=Sega Pre System 16 Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</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>{{cite web|url=http://pdf.datasheetcatalog.com/datasheet/Intel/mXuwzsy.pdf |title=Intel - datasheet pdf |website=Pdf.datasheetcatalog.com |date= |accessdate=2016-08-08}}</ref>
* Sound CPU: [[Zilog Z80|NEC uPD780C-1]] ([[Zilog]] Z80 clone)<ref name=p16tech>{{cite web |url=http://cgfm2.emuviews.com/txt/p16tech.txt |format=TXT |title=Sega System 16 hardware notes |author=Charles MacDonald |website=Cgfm2.emuviews.com |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20160125154636/http://cgfm2.emuviews.com/txt/p16tech.txt |archivedate=2016-01-25 }}</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{{citation needed|date=November 2015}}
** 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{{citation needed|date=November 2015}} (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){{citation needed|date=November 2015}}
* 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>{{cite web|url=http://cgfm2.emuviews.com/txt/s16tech.txt |format=TXT |title=Sega System 16B hardware notes |author=Charles MacDonald |website=Cgfm2.emuviews.com |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20160304034742/http://cgfm2.emuviews.com/txt/s16tech.txt |archivedate=2016-03-04 }}</ref> 8×8 tiles){{citation needed|date=November 2015}}
* [[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]] (800.75 sprite processing ticks) per [[Scan line|scanline]], 100 sprites per scanline,<ref name=p16tech/> 16 colors per sprite,<ref name=s16tech/> 8{{citation needed|date=November 2015}} to 256<ref name=p16tech/><ref name=s16tech/> width, 8{{citation needed|date=November 2015}} 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;kHz<ref name=16b/>
** ADPCM channels: 8<ref name=pd7759>{{cite web|url=http://pdf.datasheetcatalog.com/datasheets2/18/188119_1.pdf |title=NEC - datasheet pdf |website=Pdf.datasheetcatalog.com |date= |accessdate=2016-08-08}}</ref>
** Audio bit depth: 9-bit<ref name=pd7759/>{{citation needed|date=November 2015}}
** Other features: 8&nbsp;kHz [[Sampling (signal processing)|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,{{citation needed|date=November 2015}} 315-5248 & 315-5250 math chips<ref name=s16tech/>
* Sprite capabilities: [[2.5D|Sprite-scaling]]<ref name=16b/>

===System 16C specifications===
System 16C included the following upgrades over the System 16B:<ref>{{cite web |title=Sega System 16 |url=https://segaretro.org/Sega_System_16 |website=Sega Retro |accessdate=14 May 2019 |language=en}}</ref>

*RAM: 387&nbsp;KB, including 104&nbsp;KB high-speed SRAM (Static RAM)
:*Main RAM: 288&nbsp;KB (256&nbsp;KB work RAM, 16&nbsp;KB I/O, 16&nbsp;KB NVRAM)
:*Video RAM: 97&nbsp;KB, including 84&nbsp;KB SRAM (4&nbsp;KB sprites, 4&nbsp;KB color, 64&nbsp;KB tiles, 4&nbsp;KB text, 8&nbsp;KB line buffers)
:*Sound RAM: 2&nbsp;KB SRAM

===Sega System 24===
The ''Sega System 24'' is 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{{citation needed|date=November 2015}} 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 [[Sampling (music)|sampling]]. 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 System 24 Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref>

*CPU: [[Motorola 68000|Hitachi FD1094]] @ 10&nbsp;MHz<ref>{{cite web|url=http://cgfm2.emuviews.com/fdconv.php |title=Archived copy |accessdate=2014-09-14 |url-status=dead |archiveurl=https://web.archive.org/web/20141009192251/http://cgfm2.emuviews.com/fdconv.php |archivedate=2014-10-09 }}</ref> & Motorola 68000 @ 10&nbsp;MHz{{citation needed|date=November 2015}} (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{{citation needed|date=November 2015}}
**Graphical capabilities: Sprite zoom, [[scrolling]], [[Parallax scrolling|row & column scrolling]],<ref name=s24tech>{{cite web |url=http://cgfm2.emuviews.com/txt/s24tech.txt |format=TXT |title=Sega System 24 hardware description |author=Charles MacDonald |website=Cgfm2.emuviews.com |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20160304025036/http://cgfm2.emuviews.com/txt/s24tech.txt |archivedate=2016-03-04 }}</ref> [[parallax scrolling]]
*Memory:
**[[Random-access memory|RAM]]: {{nowrap|1360 [[Kibibyte|KB]]}}
**[[Read-only memory|ROM]]: {{nowrap|256 KB}}
*Storage media: [[Floppy disk]], ROM board
*Resolution: 496×384 to 656×424 pixels,{{citation needed|date=November 2015}} progressive scan
*[[List of color palettes|Color palette]]: {{nowrap|32,768}} (unique colors)<ref name=s24/> to 98,304 (with shadow & highlight)<ref name=sega16color/>
*Colors on screen: 4352 (unique colors)<ref name=s24/> to 16,384 (with shadow & highlight){{citation needed|date=November 2015}}
*[[Tile engine|Tilemaps]]:
**Tilemap layers: 4{{citation needed|date=November 2015}} (2 scrolling and 2 windowed)<ref name=s24/>
**Tile size: 8×8 pixels{{citation needed|date=November 2015}}
**Tiles per scrolling tilemap: 4096<ref name=s24/>
**Scrolling tilemap size: 512×512 pixels
*[[Sprite (computer graphics)|Sprites]]:
**Colors per sprite: Up to 256<ref name=s24hw/>
**Sprite size: 8 to 1024 pixels in width/height<ref name=s24hw>{{cite web|url=http://cgfm2.emuviews.com/new/s24hw.txt |title=Archived copy |accessdate=2014-09-14 |url-status=dead |archiveurl=https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt |archivedate=2014-03-18 }}</ref>
**Sprite virtual space: 4096×4096 pixels<ref name=s24hw/>
**[[Texel (graphics)|Sprite pixels]] per line: 4096
**Sprites per line: 4 (1024×1024 pixels each) to 512 (8×8 pixels each)
**Sprites on screen: 2048 on screen<ref name=s24/>
**[[Framebuffer]]s: 2 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 Genesis]].{{citation needed|date=November 2015}}

====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=Sega System 18 Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</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]]{{citation needed|date=November 2015}}
* [[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){{citation needed|date=November 2015}}
* 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.{{citation needed|date=November 2015}} It was used for three Sega games: ''[[Flashgal]]'' and ''[[Repulse (arcade game)|Repulse]]'' in 1985, and ''Legend'' in 1986.<ref name=kyugo>{{cite web|url=http://www.system16.com/hardware.php?id=861 |title=Sega Kyugo Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref> It was also used by several other companies from 1984 to 1987.{{citation needed|date=November 2015}}

===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),{{citation needed|date=November 2015}} 224×288<ref name=kyugo/> to 256×512 (vertical)
*[[Refresh rate]]: 60&nbsp;Hz{{citation needed|date=November 2015}}
*[[List of color palettes|Color palette]]: 4096 ([[List of monochrome and RGB palettes#12-bit RGB|12-bit RGB]]){{citation needed|date=November 2015}}
*[[Color depth|Colors on screen]]: 256<ref name=kyugo/> ([[8-bit color|8-bit RGB]])
*[[Tile engine|Tilemap]] capabilities: 3 planes{{citation needed|date=November 2015}} (foreground, background, text),{{citation needed|date=November 2015}} 8×8 tiles, 4 colors per foreground tile, 8 colors per background tile, vertical [[scrolling]], [[Side-scrolling video game|side-scrolling]],{{citation needed|date=November 2015}} tile flipping{{citation needed|date=November 2015}}
*[[Sprite (computer graphics)|Sprite]] capabilities: 16×16 size, 8 colors per sprite,{{citation needed|date=November 2015}} sprite flipping,{{citation needed|date=November 2015}} 2 KB [[Video memory|sprite RAM]], 32 bytes per sprite,{{citation needed|date=November 2015}} 64 sprites on screen
*[[Texel (graphics)|Sprite pixels]]: 320 sprite pixels per [[Scan line|scanline]], 20 sprites per scanline{{citation needed|date=November 2015}}

==Super Scaler series==

===Sega Space Harrier===
''Sega Space Harrier'', also known as ''Sega Hang-On'', is 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>{{cite web|url=http://retro.ign.com/articles/974/974695p3.html |title=IGN Presents the History of SEGA - IGN - Page 3 |website=Retro.ign.com |date=2009-04-21 |accessdate=2016-08-08}}</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>{{cite web|url=http://www.extentofthejam.com/pseudo/ |title=Lou's Pseudo 3d Page |website=Extentofthejam.com |date=2013-05-03 |accessdate=2016-08-08}}</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>{{cite web|url=http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2|archiveurl=https://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2|archivedate=2013-11-13|title=The Disappearance of Yu Suzuki: Part 1 from 1UP.com|date=13 November 2013}}</ref>

====Specifications====
* Main [[CPU]]: [[Motorola 68000|Motorola MC68000]] & [[Hitachi]] [[Motorola 68000|FD1094]] (Motorola 68000){{citation needed|date=November 2015}} @ 10&nbsp;MHz<ref name=harrier>{{cite web|url=http://www.system16.com/hardware.php?id=696 |title=Sega Space Harrier Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20170103201407/http://www.system16.com/hardware.php?id=696 |archivedate=2017-01-03 }}</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{{citation needed|date=November 2015}}
* [[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{{citation needed|date=November 2015}}) @ 4&nbsp;MHz{{citation needed|date=November 2015}} ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech/> 31.25&nbsp;kHz [[Sampling (signal processing)|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{{citation needed|date=November 2015}}
** 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,{{citation needed|date=November 2015}} [[progressive scan]] (non-[[Interlaced video|interlaced]])
* [[Frame rate]]: 60 frames per second<ref name=register>{{cite web|url=https://www.theregister.co.uk/2014/02/18/antique_code_show_space_harrier/ |title=Vertical take-off and laughing: Space Harrier |website=Theregister.co.uk |accessdate=2016-08-08}}</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. {{cite web|url=http://cgfm2.emuviews.com/txt/s16tech.txt |title=Archived copy |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20160304034742/http://cgfm2.emuviews.com/txt/s16tech.txt |archivedate=2016-03-04 }} {{cite web|url=http://cgfm2.emuviews.com/txt/loftech.txt |title=Archived copy |accessdate=2014-03-18 |url-status=dead |archiveurl=https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt |archivedate=2014-03-18 }}</ref>
* [[Color depth|Colors on screen]]: 6144{{citation needed|date=November 2015}}
* 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''){{citation needed|date=November 2015}}
* [[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>{{cite book|url=http://dallasdoan.com/misc/eBooks/GameDesignEbooksColletion/VideoGameTheory.pdf |title=The Video Game Theory Reader 2 |accessdate=2014-09-06 |url-status=dead |archiveurl=https://web.archive.org/web/20140906223319/http://dallasdoan.com/misc/eBooks/GameDesignEbooksColletion/VideoGameTheory.pdf |archivedate=2014-09-06 |editor1=Bernard Perron |editor2=Mark J. P. Wolf |publisher=Routledge |date=2008}}</ref> dual [[Framebuffer|line buffers]], [[double buffering]],<ref name=p16tech/> 800 [[Texel (graphics)|sprite pixels]] (800.75 sprite processing [[Clock signal|ticks]]) per [[Scan line|scanline]], 100 sprites per scanline,<ref name=p16tech/> 8{{citation needed|date=November 2015}} to 256<ref name=p16tech/> width, 8{{citation needed|date=November 2015}} to 256<ref name=p16tech/> height

===Sega OutRun===
''Sega OutRun'' is 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>{{cite web|url=http://www.system16.com/hardware.php?id=697 |title=Sega Out Run Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</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{{citation needed|date=November 2015}}) @ 4&nbsp;MHz{{citation needed|date=November 2015}} ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech/> 31.25&nbsp;kHz [[Sampling (signal processing)|sampling]] rate<ref name=harrier/>)
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset
** [[Video card|Graphics board]]: Sega 837-6064 / 171-5377 VIDEO Board{{citation needed|date=November 2015}} @ 25.1748&nbsp;MHz{{citation needed|date=November 2015}} (315-5197 Sega Custom Tilemap Generator, 315-5211 Sega Custom Sprite Generator, 315-5242 Sega Custom Color Encoder){{citation needed|date=November 2015}}
** Road graphics chips: 315-5155 Sega Road Bit Extraction, 315-5222 Signetics PLS153N Road Mixing{{citation needed|date=November 2015}}
* [[Display resolution]]: 320×224 to 400×262,{{citation needed|date=November 2015}} progressive scan
* [[Refresh rate]]: 60.0543&nbsp;Hz ([[V-sync (video)|V-sync]]){{citation needed|date=November 2015}}
* [[Frame rate]]: 30 frames per second<ref>{{cite web|last=Gazza |first=Brian |url=http://www.hardcoregaming101.net/outrun/outrun.htm |title=OutRun |publisher=Hardcore Gaming 101 |date= |accessdate=2016-08-08}}</ref>
* Color palette: 98,304<ref name=sega16color/>
* Colors on screen: 12,288{{citation needed|date=November 2015}}
* Graphical planes:<ref name=outrun/>
** 2 [[Tile engine|tilemap]] layers: [[Sega System 16|System 16B]] tilemap system, [[Parallax scrolling|row & column scrolling]],{{citation needed|date=November 2015}} [[parallax scrolling]]<ref>{{cite web|url=http://www.mikesarcade.com/cgi-bin/spies.cgi?action=url&type=info&page=outrunFAQ.txt |title=The Sega Out Run FAQ - Vrs 0.3 |website=Mikesarcade.com |date= |accessdate=2016-08-08}}</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>{{cite web|url=https://www.theregister.co.uk/2013/12/18/antique_code_show_sega_out_run/ |title=Sega's Out Run: Even better than the wheel thing |website=Theregister.co.uk |accessdate=2016-08-08}}</ref>
** Translucent shadows
* [[Sprite (computer graphics)|Sprite]] capabilities: [[Framebuffer]]ed sprites with [[2.5D|zooming]] capabilities,{{citation needed|date=November 2015}} 128 on-screen sprites per frame,<ref name=outrun/> thousands of sprites scaled per second,<ref name=theory/> 16 colors per sprite<ref>{{cite web|url=http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html |title=/// Downloading: /KB/faqs/faq-sega outrun.html (html file) |website=Coinop.org |date= |accessdate=2016-08-08}}</ref>
* [[Texel (graphics)|Sprite pixels]]: 25.1748&nbsp;MHz video [[Clock signal|clock cycles]] (60.0543&nbsp;Hz refresh rate),{{citation needed|date=November 2015}} 419,199 pixels per screen refresh (262 [[Scan line|scanlines]]), 1600 sprite pixels 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. 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]] arcade games more financially affordable.

====X Board specifications====
* Main [[Central processing unit|CPU]]: [[Motorola 68000|Hitachi FD1094]] (Motorola 68000) @ 12.5&nbsp;MHz,{{citation needed|date=November 2015}} [[Motorola 68000|Motorola MC68000]] @ 12.5&nbsp;MHz<ref name=xboard>{{cite web|url=http://www.system16.com/hardware.php?id=698 |title=Sega X Board Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20160616180622/http://system16.com/hardware.php?id=698 |archivedate=2016-06-16 }}</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{{citation needed|date=November 2015}} ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech>{{cite web|url=http://cgfm2.emuviews.com/txt/loftech.txt |format=TXT |title=Sega "X-Board" hardware notes |author=Charles MacDonald |website=Cgfm2.emuviews.com |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt |archivedate=2014-03-18 }}</ref> 31.25&nbsp;kHz [[Sampling (signal processing)|sampling]] rate<ref name=harrier/>)
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset @ 50&nbsp;MHz{{citation needed|date=November 2015}}
** 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{{citation needed|date=November 2015}}
** Math chips:<ref name=s16tech/> 315-5248 hardware multiplier, 315-5249 hardware divider{{citation needed|date=November 2015}}
* [[Display resolution]]: 320×224<ref name=xboard/> to 400×262,<ref name=loftech/>{{citation needed|date=November 2015}} progressive scan
* Refresh rate: 59.6368<ref name=xboard/> to 60<ref name="hardcoregaming101.net"/> Hz ([[V-sync (video)|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{{citation needed|date=November 2015}}
* 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">{{cite web|last=Kalata |first=Kurt |url=http://www.hardcoregaming101.net/afterburner/afterburner.htm |title=After Burner |website=Hardcore Gaming 101 |date= |accessdate=2016-08-08}}</ref> thousands of sprites scaled per second<ref name=theory/>
** Sprite size: 8×8{{citation needed|date=November 2015}} 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]]: 50&nbsp;MHz video clock cycles,{{citation needed|date=November 2015}} 833,333 (60&nbsp;Hz) to 838,408 (59.6368&nbsp;Hz) pixels per frame (262 [[Scan line|scanlines]]), 3180 to 3200 sprite pixels per scanline, 256 sprites per scanline

''[[Super Monaco GP]]'' (1989) added the following upgrades:{{citation needed|date=November 2015}}

*Additional boards: [[Computer network|Network]] Board, [[Sound card|Sound Board]], Motor Board
*Additional CPU: 2× Zilog Z80 @ 8&nbsp;MHz (2.32 MIPS)
*Additional sound CPU: Zilog Z80 @ 4&nbsp;MHz (0.58 MIPS)
*Additional sound chip: SegaPCM @ 4&nbsp;MHz{{citation needed|date=November 2015}} (additional 16 PCM channels,<ref name=loftech/> totalling 32 PCM channels)
*Sound output: 4-channel [[surround sound]]{{citation needed|date=November 2015}}

===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 (signal processing)|sampling]] rate<ref name=harrier/>)
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset{{citation needed|date=November 2015}}
** Graphics board: Sega 837-6566 Video Board{{citation needed|date=November 2015}} @ 50&nbsp;MHz{{citation needed|date=November 2015}} (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){{citation needed|date=November 2015}}
** Math chips:<ref name=s16tech/> 315-5248 hardware multiplier, 315-5249 hardware divider{{citation needed|date=November 2015}}
* [[Read-only memory|RAM]]: 778 [[Kibibyte|KB]] ([[Static random-access memory|SRAM]]{{citation needed|date=November 2015}}
** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared){{citation needed|date=November 2015}}
** [[Video memory|Video RAM]]: 566 KB (32 KB Y-sprites, 4 KB B-sprites, 2 KB rotation, 16 KB palette,{{citation needed|date=November 2015}} 512 KB [[framebuffer]]<ref name=loftech/>)
** Sound RAM: 6 KB (2 KB Z80,{{citation needed|date=November 2015}} 4 KB SegaPCM{{citation needed|date=November 2015}}
* [[Display resolution]]: 320×224<ref name=yboard/> to 342×262,{{citation needed|date=November 2015}} progressive scan
* Sprite resolution: Up to 512×512 pixels{{citation needed|date=November 2015}}
* Refresh rate: 59.6368<ref name=xboard/> to 60{{citation needed|date=November 2015}} Hz ([[V-sync (video)|V-sync]])
* Frame rate: 59.6368<ref name=xboard/> to 60{{citation needed|date=November 2015}} 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,{{citation needed|date=November 2015}} to 98,304 with luminosity and palette fade
* Graphical planes: Three layers{{citation needed|date=November 2015}}<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{{citation needed|date=November 2015}} (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,{{citation needed|date=November 2015}} 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,{{citation needed|date=November 2015}} [[double buffering]], dual line buffers on B-plane (512 sprite pixels per line),<ref name="s16tech"/> dual [[framebuffer]]s on Y-plane{{citation needed|date=November 2015}}
** Sprite size: 8×8{{citation needed|date=November 2015}} to 512×512 pixels{{citation needed|date=November 2015}}
** Colors per sprite: 16 to 512<ref name=yboard/>
** Sprites per frame: 68 [[Kibibyte|KB]] [[Video memory|sprite RAM]],{{citation needed|date=November 2015}} up to 2176 sprites (with 8x8 size and [[Color depth|16 colors]] each)
** [[Texel (graphics)|Sprite pixels]]: 50&nbsp;MHz video clock cycles,{{citation needed|date=November 2015}} 833,333 (60&nbsp;Hz) to 838,408 (59.6368&nbsp;Hz) pixels per frame (262 [[Scan line|scanlines]]), 3180 to 3200 sprite pixels per scanline, 397 to 400 sprites per scanline

==Sega Mega series==

===Sega Mega-Tech===
The ''Sega Mega-Tech'' is an arcade system developed by [[Sega]] Europe in 1988. It is based on the [[Sega Genesis|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 the [[Sega 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 is 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 (video game)|Streets Of Rage]]'', ''[[Revenge Of Shinobi]]'', ''[[Golden Axe (video game)|Golden Axe]]'', ''[[Sonic the Hedgehog (16-bit)|Sonic The Hedgehog]]'', and ''[[Space Harrier 2]]''. 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. These include the original ''[[Shinobi (video game)|Shinobi]]'', ''[[Outrun]]'' and ''[[After Burner]]''.<ref>{{cite web|url=http://www.system16.com/hardware.php?id=706 |title=Sega Mega-Tech Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref>

The Sega Mega-Tech was released in [[Europe]], [[Australia]], and [[Asia]] (including Japan{{Citation needed|date=October 2017}}), but not in [[North America]].

===Sega Mega-Play {{anchor|megaplay}}===
The Sega Mega-Tech system was soon replaced by its successor, the Mega-Play, a [[JAMMA]]-compatible system that used Mega Drive/Genesis software on proprietary boards.<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=Sega Mega Play Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref>

Like the Mega-Tech, The Sega Mega-Play was released in [[Europe]], [[Australia]], and [[Asia]] (including [[Japan]]{{Citation needed|date=October 2017}}), 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 [[Sega Genesis|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{{citation needed|date=November 2015}} and Sega 315-5242 color encoder{{citation needed|date=November 2015}} 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 |url-status=dead |archiveurl=https://web.archive.org/web/20160305054031/http://system16.com/hardware.php?id=705 |archivedate=2016-03-05 }}</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 (signal processing)|sampling]] rate)<ref>{{cite web|url=http://datasheet.eeworld.com.cn/pdf/NEC/71665_UPD7759GC-3BH.pdf |title=uPD7759 Data Sheet |website=Datasheet.eeworld.com.cn |accessdate=2016-08-08}}</ref>
* Graphics chips: Yamaha YM7101 VDP, Altera EPM5032,{{citation needed|date=November 2015}} Sega 315-5242 color encoder{{citation needed|date=November 2015}}
* Video resolution: 320×224 pixels
* Color palette: 98,304<ref name=sega16color/>
* Colors on screen: 6144{{citation needed|date=November 2015}}
* 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'' is 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 Corporation|NEC]] [[NEC V60|V60]] @ 16.10795&nbsp;MHz<ref name=s32/>
** [[Fixed-point arithmetic]]: [[32-bit]] [[Complex instruction set computer|CISC]]<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]] @ 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, 315-5386 tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender)<ref name=s32/>
* [[Random-access memory|RAM]]: 1684.125 [[Kibibyte|KB]]
** V60 main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator){{citation needed|date=November 2015}}
** V60 [[Video memory|video RAM]]: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 [[byte]]s mixer){{citation needed|date=November 2015}}
** [[Framebuffer]] [[Dual-ported RAM|DP]] [[VRAM]]: 768 KB (16× 32 KB [[Hitachi]] HM53461ZP-12,<ref>{{cite web|author= |url=http://pdf1.alldatasheet.com/datasheet-pdf/view/122826/HITACHI/HM53461ZP-12.html |title=HM53461ZP-12 pdf, HM53461ZP-12 description, HM53461ZP-12 datasheets, HM53461ZP-12 view ::: ALLDATASHEET |website=Pdf1.alldatasheet.com |date= |accessdate=2016-08-08}}</ref> 8× 32 KB [[NEC]] uPD42264<ref>{{cite web |url=http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf |title=Archived copy |access-date=2014-10-08 |archive-url=https://web.archive.org/web/20141014001432/http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf |archive-date=2014-10-14 |url-status=dead }}</ref>)
** Z80 sound RAM: 12 KB (4 KB RF5c68, 8 KB shared){{citation needed|date=November 2015}}
* [[Display resolution]]: 320×224 to 416×262 [[pixel]]s, [[progressive scan]]{{citation needed|date=November 2015}}
* [[Frame rate]]: 60 frames per second{{citation needed|date=November 2015}}
* Graphical capabilities: Color rotations, different levels of luminosity,<ref name=s32/> 7 levels{{citation needed|date=November 2015}} of global [[RGB color model|RGB]] brightness control,<ref name=s32/><ref>{{cite web|url=http://www.retroroms.net/modules/news/index.php?storytopic=1&start=60 |archive-url=https://web.archive.org/web/20080904163810/http://www.retroroms.net/modules/news/index.php?storytopic=1&start=60 |url-status=dead |archive-date=2008-09-04 |title=News - FE-3Darcade/Emulaxian 0.77 released! - News : #RetroRoms |accessdate=2019-02-02}}</ref> fading & lighting,<ref>{{cite web|url=http://www.retrogames.com/012003.html |title=[ Retrogames &#93; - Your ONE STOP emulation site! |website=Retrogames.com |date= |accessdate=2016-08-08}}</ref> shadow & highlight, 8 levels of [[alpha blending]], tile flipping, [[Parallax scrolling|line & row scrolling]],{{citation needed|date=November 2015}} palette indirection, dynamic priorities, per-color priority, per-component color control{{citation needed|date=November 2015}}
* [[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{{citation needed|date=November 2015}}) to 786,432 (with luminosity and 8 levels of alpha blending)
* Graphical planes:
** 4 [[Tile engine|tilemap]]{{citation needed|date=November 2015}} background planes: Scaling, line-scrolling,<ref name=s32/> line selection, line zoom, alpha blending, window [[Clipping (computer graphics)|clipping]]{{citation needed|date=November 2015}}
** 1 tilemap text layer{{citation needed|date=November 2015}}
** 1 [[bitmap]] layer{{citation needed|date=November 2015}}
** 1 background layer{{citation needed|date=November 2015}}
** 2 sprite layers{{citation needed|date=November 2015}}
* [[Sprite (computer graphics)|Sprite]] capabilities: [[Linked list]]s of sprites,{{citation needed|date=November 2015}} [[double buffering]], dual [[framebuffer]]s,{{citation needed|date=November 2015}} technically infinite sprites of arbitrary size, sprite-scaling,<ref name=s32/> sprite rotation,<ref>{{cite book|url=https://books.google.com/books?id=DbFxAgAAQBAJ&pg=PA63 |title=Service Games: The Rise and Fall of SEGA: Enhanced Edition |author1=Sam Pettus |author2=David Munoz |author3=Kevin Williams |author4=Ivan Barroso |page=63 |date=2013-12-20 |accessdate=2016-08-08|isbn=9781311080820 }}</ref><ref>{{cite web|author= |url=http://www.gamesetwatch.com/2007/03/column_arcade_obscurities_sega.php |title=GameSetWatch COLUMN: 'Arcade Obscurities' - Sega's Dark Edge |website=Gamesetwatch.com |date=2007-03-23 |accessdate=2016-08-08}}</ref> jumping & clipping capabilities, advanced [[Hot spot (computer programming)|hot-spot]] positioning,{{citation needed|date=November 2015}} [[Sega System 24|System 24]] sprite rendering system<ref name=s24hw/>
** Sprite size: 8<ref name=s24hw/> to 2048 pixels in width/height{{citation needed|date=November 2015}}
** Colors per sprite: 16 to 512<ref name=s32/>
** Sprites per frame: 128 KB sprite attribute RAM,{{citation needed|date=November 2015}} 16 bytes per sprite,{{citation needed|date=November 2015}} 8192 sprites per frame
** [[Texel (graphics)|Sprite pixels]] per [[Scan line|scanline]]: 4096<ref name=s24hw/>{{citation needed|date=November 2015}}
** Sprites per scanline: 512

==={{anchor|Sega System Multi 32|System Multi 32|}}System Multi 32 specifications===
Sega System Multi 32 included the following upgrades in 1992:

* Main CPU: [[NEC Corporation|NEC]] [[NEC V70|V70]] @ 20&nbsp;MHz<ref name=multi32>{{cite web|url=http://www.system16.com/hardware.php?id=710 |title=Sega System Multi 32 Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref>
** Fixed-point arithmetic: 32-bit CISC 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{{citation needed|date=November 2015}} (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 1,572,864 (786,432 per screen)
* Graphical planes: 4 sprite layers{{citation needed|date=November 2015}}
* Sprite capabilities: [[Multiple buffering]], 4 framebuffers{{citation needed|date=November 2015}}

==Sega Model series==

===Sega Model 1===
The ''Sega Model 1'' is an [[arcade system board]] released by [[Sega]] in 1992. It was Sega's first [[3D computer graphics|polygonal 3D]] hardware. 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/>

====Model 1 specifications====
* Main [[Central processing unit|CPU]]: [[NEC Corporation|NEC]] [[NEC V60|V60]] @ 16&nbsp;MHz
** [[Fixed-point arithmetic]]: [[32-bit]] [[Complex instruction set computing|CISC]]<ref name="v60" /> [[Instruction set|instructions]] @ 3.5 [[Instructions per second|MIPS]] (million instructions per second)<ref name=ipsj>{{cite web|url=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 |title=情報学広場:情報処理学会電子図書館 |website=Ipsj.ixsq.nii.ac.jp |date= |accessdate=2016-08-08}}</ref><ref>{{cite web|url=http://archive.computerhistory.org/resources/access/text/2013/04/102723432-05-01-acc.pdf |title=Japanese semiconductor industry service : volume II, 1986-1989 |website=Archive.computerhistory.org |date= |accessdate=2016-08-08}}</ref>
** [[Floating-point unit]]: [[Single-precision floating-point format|32-bit]] and [[Double-precision floating-point format|64-bit operations]]<ref name=v60>{{cite web|url=http://multimedia.cx/NEC_V60pgmRef.pdf |title=uPD70616 Programmer's Reference Manual |website=Multimedia.cx |accessdate=2016-08-08}}</ref>
* [[Video card|Graphics board]]: Sega 837-7894 171-6080D VIDEO [[Printed circuit board|PCB]]{{citation needed|date=November 2015}}
* [[Graphics processing unit|GPU]] [[coprocessor]]s: 5× [[Fujitsu]] TGP MB86233<ref name=m2dump/> ([[Geometry pipelines|geometrizer]], [[Rasterisation|rasterizer]],{{citation needed|date=November 2015}} [[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>{{cite web |url=http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt |title=Sega Saturn FAQ |publisher=Console Database |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20121103063629/http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt |archivedate=2012-11-03 }}</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){{citation needed|date=November 2015}}
** 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]],{{citation needed|date=November 2015}} 60&nbsp;Hz [[refresh rate]], [[progressive scan]] (non-interlaced)
* [[Frame rate]]: 60 frames per second<ref>{{cite web|author=Putas |url=http://vintage3d.org/history.php#sthash.Wlg79A2P.dpbs |title=The way to home 3d |website=Vintage3d.org |date= |accessdate=2016-08-08}}</ref>
* Colors: 65536 ([[List of monochrome and RGB palettes#16-bit RGB|16-bit]] [[high color]] [[color depth|depth]]<ref name=model1/> and 256 luminance levels{{citation needed|date=November 2015}}
* 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]]{{citation needed|date=November 2015}}
* [[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. Like the [[Sega Model 1|Model 1]], it was developed in cooperation with [[Martin Marietta]], and is 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>{{cite web|url=http://uk.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8 |title=IGN Presents the History of SEGA - IGN - Page 8 |website=Uk.ign.com |date=2009-04-21 |accessdate=2016-08-08}}</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 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." 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 pricetag, the Model 2 platform was very successful, and in early 1996 Sega began licensing the board to its competitors.<ref name=NGen18>{{cite magazine|last=Webb |first=Marcus |title=Sega Model 2 Technology Licensed to Data East, Jaleco, and Tecmo |magazine=[[Next Generation (magazine)|Next Generation]]|issue=18|publisher=[[Imagine Media]]|date=June 1996|page=26}}</ref> The Model 2 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]]'',<ref name="NGen18"/> ''[[Virtual On: Cyber Troopers]]'', ''[[The House of the Dead (arcade game)|The House of the Dead]]'',<ref>{{cite magazine|title=AOU |magazine=[[Electronic Gaming Monthly]]|issue=93|publisher=[[Ziff Davis]]|date=April 1997|page=79}}</ref> and ''[[Dead or Alive (video game)|Dead or Alive]]''.<ref name=NGen18/>

Model 2 has four different varieties: Model 2 (1993),<ref name=model2/> Model 2A-CRX<ref name=model2a>{{cite web|url=http://www.system16.com/hardware.php?id=714 |title=Sega Model 2A CRX Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> (1994),<ref>{{cite web|url=http://www.arcade-history.com/?n=virtua-fighter-2&page=detail&id=3328 |title=Virtua Fighter 2 arcade video game by SEGA Enterprises, Ltd. (1994) |website=Arcade-history.com |date= |accessdate=2016-08-08}}</ref> Model 2B-CRX<ref name=model2b>{{cite web|url=http://www.system16.com/hardware.php?id=715 |title=Sega Model 2B CRX Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> (1994)<ref>{{cite web|url=http://mamereviews.hubmed.org/game/vstrikro |title=Archived copy |accessdate=2014-09-06 |url-status=dead |archiveurl=https://web.archive.org/web/20140906113901/http://mamereviews.hubmed.org/game/vstrikro |archivedate=2014-09-06}}</ref> and Model 2C-CRX (1996).<ref name=model2c>{{cite web|url=http://www.system16.com/hardware.php?id=716 |title=Sega Model 2C CRX Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</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>{{cite web|url=http://datasheets.chipdb.org/Intel/80960/PRODBREF/27223303.PDF |title=i960 KA/KB 32-Bit Embedded Microporcessors |website=Datasheets.chipdb.org |accessdate=2016-08-08}}</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>{{cite web|url=http://pdf.datasheetcatalog.com/datasheet/Intel/mXqwttu.pdf |title=Archived copy |accessdate=2014-09-06 |url-status=dead |archiveurl=https://web.archive.org/web/20140906110831/http://pdf.datasheetcatalog.com/datasheet/Intel/mXqwttu.pdf |archivedate=2014-09-06 }}</ref>

;[[Graphics processing unit|GPU]] (graphics processing unit) [[Video card|video]] [[Graphics pipeline|hardware]]
* [[Geometry pipelines|Geometry Engine]]{{citation needed|date=November 2015}} [[Digital signal processor|DSP]] [[coprocessor]]s: 6× [[Fujitsu]] TGP MB86234 (Model 2/2A-CRX),<ref name=m2dump>{{cite web|url=http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html |title=Archived copy |accessdate=2014-09-05 |url-status=dead |archiveurl=https://web.archive.org/web/20140623035426/http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html |archivedate=2014-06-23 }}</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>{{cite web|url=http://www.analog.com/static/imported-files/data_sheets/ADSP-21060_21060L_21062_21062L_21060C_21060LC.pdf |title=SHARC Processor |website=Analog.com |accessdate=2016-08-08}}</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]]:{{citation needed|date=November 2015}} Sega-[[Lockheed Martin|Lockheed-Martin]] Custom [[rasterization]]{{citation needed|date=November 2015}} & [[texture mapping]] hardware (Model 2),<ref name=suzuki/> or 2× Fujitsu MB86271 AGP (Model 2C-CRX)<ref name=tgpx4>{{cite web|url=http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf |title=3D Graphics Processor Chip Set |website=Hotchips.org |accessdate=2016-08-08}}</ref>
** Fixed-point arithmetic: 32-bit & [[64-bit computing|64-bit]] instructions @ 240 MIPS (Model 2C-CRX)<ref name=tgpx4p4>{{cite web|url=http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf#page=4 |format=PDF |title=Chip Set Configuration : MB86235 (TGPx4) |page=4 |website=Hotchips.org |accessdate=2016-08-08}}</ref>
* [[Z-buffering|Z-Sort]] & [[Clipping (computer graphics)|Clip]] [[Transform, clipping, and lighting|Hardware]]{{citation needed|date=November 2015}} (2× Fujitsu MB86272 Z-sorter in Model 2C-CRX)<ref name=tgpx4/>
* [[Sega System 24]] [[Tile engine|tilemap engine]]{{citation needed|date=November 2015}}

;[[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 (signal processing)|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){{citation needed|date=November 2015}}
* [[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){{citation needed|date=November 2015}}
** Coprocessor [[Data buffer|buffer]]{{citation needed|date=November 2015}} [[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){{citation needed|date=November 2015}}
** [[Texture memory]]: 4096 KB{{citation needed|date=November 2015}} SRAM/SDRAM<ref name=tgpx4p4/>
** [[Luma (video)|Luma]]: 128 KB (Model 2/2A-CRX), or 64 KB (Model 2B/2C-CRX){{citation needed|date=November 2015}}
** Other: 672 KB (32 KB [[Digital geometry|geometry]], 576 KB [[Tiled rendering|tiles]], 64 KB colors){{citation needed|date=November 2015}}
* Audio memory: 576 KB{{citation needed|date=November 2015}}
* Backup SRAM/[[Non-volatile random-access memory|NVRAM]]: 16 KB{{citation needed|date=November 2015}}
* Extra RAM: 2048 KB{{citation needed|date=November 2015}}

;Graphical capabilities
* Monitor [[display resolution]]: 496 × 384 pixels, 24&nbsp;kHz [[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]] [[24-bit color|true color]])<ref name=model2b/><ref name=gamezero>{{cite web|url=http://www.gamezero.com/team-0/whats_new/past/news9504.html |title=What's New(s) of 04/1995 |website=Gamezero.com |date= |accessdate=2016-08-08}}</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]],{{citation needed|date=November 2015}}[[Z-buffering|z-sorting]] and [[Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]]<ref name=tgpx4/>
** Model 2C-CRX: [[Gouraud shading]], [[Hidden surface determination|hidden surface]], [[z-buffering]],<ref name=tgpx4/> [[Nearest-neighbor interpolation|point sampling]], [[bilinear filtering]], [[trilinear filtering]]<ref name=fujitsu3d>{{cite web|url=http://www.fujitsu.com/downloads/MAG/vol33-2/paper08.pdf |title=3D-CG System with Video Texturing for Personal Computers |website=Fujitsu.com |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20140906132147/http://www.fujitsu.com/downloads/MAG/vol33-2/paper08.pdf |archivedate=2014-09-06 }}</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>{{cite web|url=http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf#page=8 |format=PDF |title=Product overview : MB86235 (TGPx4) |page=8 |website=Hotchips.org |accessdate=2016-08-08}}</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>{{cite web|url=http://www.hotchips.org/wp-content/uploads/hc_archives/hc07/3_Tue/HC7.S5/HC7.5.1.pdf#page=12 |format=PDF |title=Product overview : MB86271 (AGP) |website=Hotchips.org |accessdate=2016-08-08}}</ref>

===Sega Model 3===
The ''Sega Model 3'' is an [[arcade system board]] released by [[Sega]] in 1996. It was the culmination of Sega's partnership with [[Lockheed Martin]], using the company's [[Real3D]] division to design the graphical hardware. It was first unveiled at the 1996 AOU show.<ref>{{cite magazine|last=|first= |title=Model 3: Sega Affirms Arcade Supremacy |magazine=[[Next Generation (magazine)|Next Generation]]|issue=17|publisher=[[Imagine Media]]|date=May 1996|pages=12–18}}</ref> 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.{{citation needed|date=November 2015}} Step 1.0 and Step 1.5 released in 1996,<ref name=step1/><ref name=step15>{{cite web|url=http://www.system16.com/hardware.php?id=718 |title=Sega Model 3 Step 1.5 Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref> Step 2.0 in 1997,<ref name=step2>{{cite web|url=http://www.system16.com/hardware.php?id=719 |title=Sega Model 3 Step 2.0 Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref> and Step 2.1 in 1998.<ref>{{cite web|url=http://www.system16.com/hardware.php?id=720 |title=Sega Model 3 Step 2.1 Hardware (Sega) |website=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref>

Well known Model 3 games include ''[[Virtua Fighter 3]]'' (1996),<ref>{{cite magazine |last=|first= |title=NG Alphas: Virtua Fighter 3 |magazine=[[Next Generation (magazine)|Next Generation]]|issue=22|publisher=[[Imagine Media]]|date=October 1996|page=108}}</ref> ''[[Sega Super GT]]'' (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 the latter is considered amongst the rarest of the conventionally released Model 3 titles. By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide.<ref>{{cite web|url=http://web.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm |title=All But War Is Simulation: The Military Entertainment Complex |website=Web.stanford.edu |date= |accessdate=2016-08-08}}</ref>

====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>{{cite web|author= |url=http://www.fermimn.gov.it/inform/materiali/evarchi/motorola/603e_fs.pdf |title=Motorola PowerPC 603E Microprocessor |website=Fermimn.gov.it |accessdate=2016-08-08}}</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>{{cite web|author=Gordon Vink |url=http://www.segatech.com/archives/january1998.html |title=DCTP - January 1998 News Archives |website=Segatech.com |date= |accessdate=2016-08-08}}</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{{citation needed|date=November 2015}} (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 (signal processing)|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]]:{{citation needed|date=November 2015}}
** 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]],<ref>{{cite magazine| title=Arcade Board Comparison |magazine=[[Electronic Gaming Monthly]]|issue=88 |publisher=[[Ziff Davis]]|date=November 1996 |page=168}}</ref> [[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"/>
** Other capabilities: [[Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],<ref name="cvg174"/><ref>{{cite web|url=http://www.supermodel3.com/About.html |title=About - Supermodel: A Sega Model 3 Arcade Emulator |website=Supermodel3.com |date= |accessdate=2016-08-08}}</ref> [[alpha blending]], [[trilinear filtering]], [[trilinear interpolation]],<ref>{{cite magazine|last= |first= |title=Model 3 Specs |magazine=[[Next Generation (magazine)|Next Generation]]|issue=18|publisher=[[Imagine Media]]|date=June 1996|page=69}}</ref> [[specular reflection]], [[specular highlight]],<ref name="cvg174"/> [[z-buffering]],<ref name="cvg174"/> [[Hidden surface determination|culling]]{{citation needed|date=November 2015}}
* [[Arithmetic logic unit|ALU]]: [[Mitsubishi]] 3D-RAM{{citation needed|date=November 2015}}<ref name=3dram>{{cite web|url=http://www.vgamuseum.info/index.php/glossary/Glossary-1/3/3D-RAM-20/ |title=VGA Legacy MKIII - Last updates |website=Vgamuseum.info |date= |accessdate=2016-08-08}}</ref>
** [[Framebuffer]] resolution: [[SXGA|1280×1024]]{{citation needed|date=November 2015}}
** Capabilities: Blending, depth check, stencil & raster operations,<ref name=3dram/> [[pixel buffer]], [[tiled rendering]],{{citation needed|date=November 2015}} [[Z-buffering|z-compare]], alpha blending, up to 400 million pixels/sec [[Rendering (computer graphics)|rendering]] [[fillrate]]<ref name=m3dram>{{cite book|title=IEEE Xplore Abstract - A 10 Mb 3D frame buffer memory with Z-compare and alpha-blend units |pages=302–303 |doi=10.1109/ISSCC.1995.535565 |website=Ieeexplore.ieee.org |accessdate=2016-08-08|chapter=A 10 Mb 3D frame buffer memory with Z-compare and alpha-blend units |year=1995 |last1=Inoue |first1=K. |last2=Nakamura |first2=H. |last3=Kawai |first3=H. |last4=Tani |first4=T. |last5=Sakemi |first5=Y. |last6=Matsuoka |first6=H. |last7=Ishikawa |first7=M. |last8=Matsumoto |first8=J. |last9=Yamamoto |first9=K. |last10=Takahashi |first10=K. |last11=Yamawaki |first11=M. |last12=Yokomoto |first12=E. |last13=Hart |first13=C.A. |last14=Lin |first14=J. |last15=Ishihara |first15=K. |last16=Shimotori |first16=K. |isbn=978-0-7803-2495-4 }}</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,{{citation needed|date=November 2015}} 60 [[Frame rate|frames per second]]
* [[Color depth]]: [[RGBA color space|ARGB]],{{citation needed|date=November 2015}} [[List of monochrome and RGB palettes|24-bit]] [[RGB color model|RGB]]<ref>{{cite web|author= |url=http://www.gamespot.com/articles/more-on-segas-model-3-step-2-board/1100-2462493/ |title=More on Sega's Model 3 (Step 2) Board |website=GameSpot.com |date=2000-04-28 |accessdate=2016-08-08}}</ref> [[24-bit 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{{citation needed|date=November 2015}} (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,{{citation needed|date=November 2015}} 5&nbsp;MB [[framebuffer]] 3D-RAM, 1152&nbsp;KB [[Tiled rendering|tilemap]] generator [[VRAM]], 33 KB [[Static random-access memory|SRAM]] [[Cache (computing)|cache]]){{citation needed|date=November 2015}}
** 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=m3dram/><ref>{{cite web|url=http://www.datasheets360.com/part/detail/m5m410092fp-15/-7080454212028813194/ |title=M5M410092FP-15 Datasheet - Mitsubishi Electric & Electronics USA, Inc. |website=Datasheets360.com |date= |accessdate=2016-08-08}}</ref>
** 8× [[Hitachi]] HM5241605 [[Synchronous dynamic random-access memory|SDRAM]]: 4&nbsp;MB (8× 512 KB)<ref>{{cite web |url=http://www.datasheetarchive.com/dlmain/Datasheets-13/DSA-247062.pdf |title=Archived copy |access-date=2014-10-09 |archive-url=https://web.archive.org/web/20141014113322/http://www.datasheetarchive.com/dlmain/Datasheets-13/DSA-247062.pdf |archive-date=2014-10-14 |url-status=dead }}</ref>
** 16× Mitsubishi M5M4V4169 [[Cache (computing)|cache]]: 8&nbsp;MB (16× 512&nbsp;KB) SDRAM, 32&nbsp;KB (16× 2&nbsp;KB) SRAM<ref>{{cite web|url=http://www.datasheets360.com/part/detail/m5m4v4169tp-20/1857732301728935217/ |title=M5M4V4169TP-20 Datasheet - Mitsubishi Electric & Electronics USA, Inc. |website=Datasheets360.com |date= |accessdate=2016-08-08}}</ref>
* Audio RAM: 1096&nbsp;KB (64 KB main, 1032 KB SCSP){{citation needed|date=November 2015}}
* Other RAM: 320&nbsp;KB (192&nbsp;KB security, 128&nbsp;KB backup [[Static random-access memory|static]] [[Non-volatile random-access memory|NVRAM]]){{citation needed|date=November 2015}}

==Sega ST-V==

[[File:Sega ST-V Dynamite Deka PCB 20100324.jpg|thumb|240px|right|Sega ST-V PCB]]

''ST-V'' (''Sega Titan Video game system'') is an [[arcade system board]] released by [[Sega]] in 1994.<ref>{{cite web|url=http://www.system16.com/hardware.php?id=711&page=3 |title=Sega STV (ST-V) Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</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 differences are the sound hardware and the ST-V's greater amount of onboard VRAM.<ref>{{cite magazine |title=Preview: Die Hard Arcade|magazine=[[Sega Saturn Magazine]]|issue=16 |publisher=[[Emap International Limited]] |date=February 1997|pages=24–27}}</ref> The ST-V could use either ROM cartridges or [[CD-ROM]]s to store games.<ref>{{cite magazine |title=Virtua Fighter Remix|magazine=[[Next Generation (magazine)|Next Generation]]|issue=12 |publisher=[[Imagine Media]] |date=December 1995|page=209}}</ref> Being derived from the Saturn hardware, the ST-V was presumably named after the moon [[Titan (moon)|Titan]], a satellite of [[Saturn]].

Games released for the ST-V include ''[[Virtua Fighter Remix]]'',<ref>{{cite magazine|last= |first= |title=US Arcades Get Ready for War|magazine=[[Next Generation (magazine)|Next Generation]] |issue=12|publisher=[[Imagine Media]]|date=December 1995|page=24}}</ref> ''[[Die Hard Arcade]]'',<ref name=SSM17>{{cite magazine |first=Rich|last=Leadbetter |title=Rage Hard!|magazine=[[Sega Saturn Magazine]]|issue=17|publisher=[[Emap International Limited]] |date=March 1997|page=48}}</ref> ''[[Baku Baku Animal]]'',<ref name=SSM17/> ''[[Golden Axe: The Duel]]'' and ''[[Final Fight Revenge]]''. The shared hardware between Saturn and ST-V allowed for very accurate [[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 RISC) @ 28.6&nbsp;MHz, in a [[Master/slave (technology)|master/slave]] configuration
** [[Fixed-point arithmetic]]: 32-bit RISC instructions @ 28 MIPS each, 56 MIPS combined<ref name=saturnspecs>{{cite web|author=Gordon Vink |url=http://www.segatech.com/technical/saturnspecs/ |title=DCTP - Saturn Specifications |website=Segatech.com |date= |accessdate=2016-08-08}}</ref>
* [[Digital signal processor|DSP]] [[coprocessor]]: Custom Saturn Control Unit (SCU)<ref name=stv/>
** Fixed-point arithmetic: Up to 4 parallel instructions
* 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){{citation needed|date=November 2015}}
** [[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,{{citation needed|date=November 2015}} virtually unlimited [[Colour look-up table|color tables]], virtually unlimited sprites,<ref name=satspecs>{{cite web|url=http://www.sega-saturn.com/saturn/other/satspecs.htm |title=Sega Saturn Tech Specs |website=Dega-saturn.com |date= |accessdate=2016-08-08}}</ref> [[Sega System 24|System 24]] sprite rendering system<ref name=s24hw/>
*** [[Texture memory|Sprite/Texture memory]] [[Cache (computing)|cache]]: 512 KB<ref name=stv/><ref>{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=81 |format=PDF |title=Command Tables |website=Koti.kapsi.fi |page=81 |accessdate=2016-08-08}}</ref>
*** Sprite/Texture size: 8×1 to 512×255 pixels<ref>{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=119 |format=PDF |title=CMDSIZE (Character Size) |website=Koti.kapsi.fi |page=119 |accessdate=2016-08-08}}</ref>
*** Colors per sprite/texture: 16, 64, 128, 256, and 32,768<ref>{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=18 |format=PDF |title=Functions of the VDP1 |website=Koti.kapsi.fi |page=18 |accessdate=2016-08-08}}</ref>
*** Sprites/Textures per frame: 512 KB sprite/texture memory, 32 bytes per sprite/texture,<ref>{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=75 |format=PDF |title=Character Pattern Tables |website=Koti.kapsi.fi |page=75 |accessdate=2016-08-08}}</ref> 16,384 sprites/textures per frame
*** [[Texel (graphics)|Sprite/Texture pixels/texels]] per line: 4096<ref name=s24hw/>
*** Sprites/textures per line: 512
** Other features: [[Alpha blending]], [[Clipping (computer graphics)|clipping]], luminance, shadows, transparency,{{citation needed|date=November 2015}} [[Spatial anti-aliasing|anti-aliasing]]<ref>{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf#page=24 |format=PDF |title=Anti-aliasing |website=Koti.kapsi.fi |page=24 |accessdate=2016-08-08}}</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, 5 simultaneous [[Parallax scrolling|scrolling backgrounds]], 2 simultaneous rotating playfields, background scaling<ref name=stv/>
** [[Tile engine|Tilemap]] planes: Up to 4 scrolling tilemaps @ 512×512 to 1024×1024 [[pixel]]s and 2 rotating tilemaps @ 512×256 to 1024×512 pixels, two tile sizes (8×8 and 16×16), [[Parallax scrolling|column/row/line scrolling]]{{citation needed|date=November 2015}}
** [[Bitmap]] planes: Up to 2 scrolling bitmaps @ 512×256 to 1024×512 pixels and 1 rotating bitmap @ 512×256 to 512×512 pixels{{citation needed|date=November 2015}}
* Sound CPU: [[Motorola 68000]] @ 11.45456&nbsp;MHz<ref name=stv/>
* Sound chip: [[Yamaha Corporation|Yamaha]] [[YMF292-F|YMF292-F SCSP]] @ 11.3&nbsp;MHz<ref name=scsp>{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-077-R2-052594.pdf |title=General Notice |website=Koti.kapsi.fi |accessdate=2016-08-08}}</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 (signal processing)|sampling]] rate ([[Compact disc|CD]] [[Sound quality|quality]])
** Other features: 128-step DSP, 32 [[Frequency modulation synthesis|FM synthesis]] channels, 32 [[MIDI]] channels, 32 [[Low-frequency oscillation|LFO]] channels
* Main [[Random-access memory|RAM]]: 4.04 [[Mebibyte|MB]]<ref name=stv/>
** Main RAM: 2 MB
** [[VRAM]]: 1.54 MB (including dual 256 KB [[framebuffer]]s, 512 KB [[Texture memory|texture]] [[Cache (computing)|cache]], and 512 KB background [[VRAM]])<ref name=saturnspecs/>
** Audio RAM: 512 KB<ref name=stv>{{cite web|url=http://www.system16.com/hardware.php?id=711 |title=Sega Titan Video at System 16 - The Arcade Museum |url-status=dead |archiveurl=https://web.archive.org/web/20151211140657/http://www.system16.com/hardware.php?id=711 |archivedate=2015-12-11 }}</ref>
* Display resolution: 320×224 to [[576i|720×576]]<ref name=stv/>
* Frame rate: Up to 60 frames per second<ref name=stv/>
* Colors: 16,777,216 (24-bit [[24-bit color|true color]]) on screen,<ref name=stv/> up to 32,768 (15-bit [[high color]]) per sprite/texture,{{citation needed|date=November 2015}} up to 16,777,216 colors per background{{citation needed|date=November 2015}}

==Sega NAOMI series==

===Sega NAOMI===

The NAOMI (New Arcade Operation Machine Idea) is the successor to the [[Sega Model 3]]. Sega first demonstrated NAOMI publicly at the 1998 [[Amusement Machine Show]] (an annual [[trade show]] hosted in Tokyo by the [[Japan Amusement Machinery Manufacturers Association]]). After the show, Sega released the first NAOMI title to the Japanese market: ''[[The House of the Dead 2]]''.

NAOMI uses some of the same electronic components as Sega's [[Dreamcast]] [[Video game console|home game console]]: [[SuperH|Hitachi SH-4]] [[Central processing unit|CPU]], [[PowerVR#Series 2|PowerVR Series 2]] [[Graphics processing unit|GPU]] (PVR2DC), and [[Yamaha]] AICA Super Intelligent Sound Processor based sound system. However, NAOMI has twice as much system memory, twice as much [[video memory]], and four times as much sound memory.

Multiple NAOMI boards can be [[Computer cluster|clustered]] to improve graphics performance and 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>{{cite web|url=http://www.system16.com/hardware.php?id=906 |title=Sega Naomi Multiboard Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref>

Sega's NAOMI Satellite Terminal Hardware infrastructure enabled developers to make games with multiple control terminals, so several people could sit and play a game that has one large screen. The Satellite Terminal Hardware links up to 10 NAOMI boards.<ref>{{cite web|url=http://www.system16.com/hardware.php?id=722 |title=Sega Naomi Satellite Terminal Hardware (Sega) |publisher=System 16 |date=2016-04-01 |accessdate=2016-08-08}}</ref> Multi-terminal systems like this made use of Memory Card Reader and Dispenser (MCRD) technology. ''[[Derby Owners Club]]'' (2000) and ''[[World Club Champion Football]]'' (2002) are two applications of these technologies.

Some NAOMI titles read game data from a [[GD-ROM]] optical disc, which is also the Dreamcast's software medium. Game data can also be stored in a 168-megabyte bank of solid-state [[Read-only memory|ROM]]. GD-ROM support requires a specialized [[DIMM]] board in addition to the GD-ROM drive. When the NAOMI powers-on, it copies data from the comparatively slow GD-ROM to the faster DIMM memory. Thereafter, the game executes entirely in RAM.

Some titles can be loaded up using a netboot Dimm which makes it easier to distribute games over to Naomi & Naomi 2 systems. It required a Windows computer to transfer over the game. Recently, the Raspberry Pi could also be used with the net dimm with PiForceTools. After the game has been received from the local network it will be loaded into ram which it would be run from.

Unlike Sega's previous arcade platforms (and most other arcade platforms in the industry), NAOMI is widely licensed for use by other game publishers. Among the licensees were[[Bandai Namco Games]], [[Capcom]], [[Sammy Corporation]], and [[Tecmo]]. Some of the games developed by licensees were ''Mazan'', ''[[Marvel vs. Capcom 2: New Age of Heroes]]'' (Capcom 2000), ''[[Rhythm Tengoku]]'' (Nintendo 2007), ''[[Dead or Alive 2]]'' (Tecmo 1999) and ''[[Guilty Gear XX]]'' (Sammy 2002). Sammy developed a derivative platform, the [[Atomiswave]], which has interchangeable game cartridges.

The last NAOMI titles were released in 2008 and 2009: Sega's ''[[Melty Blood: Actress Again]]'' and Subtle Style's ''[[Akatsuki Blitzkampf Ausf. Achse]]'', as well as Sega's ''Radirgy Noa'' respectively.

====NAOMI specifications====
* CPU: [[SuperH|Hitachi SH-4]] @ 200&nbsp;MHz
** Features: [[32-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>{{cite web|author=Gordon Vink |url=http://segatech.com/technical/overview/index.html |title=DCTP - Dreamcast Overview |website=Segatech.com |date= |accessdate=2016-08-08}}</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 AICA Super Intelligent Sound Processor @ 45&nbsp;MHz<ref name=ieee>{{cite web|url=http://computer.org/micro/articles/dreamcast_2.htm |archiveurl=https://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm |archivedate=2000-08-23 |title=IEEE Micro |date=2000-08-23 |accessdate=2016-08-08}}</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 (signal processing)|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 (568&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/>{{citation needed|date=November 2015}}
** Sound memory: 8&nbsp;MB
** [[DIMM]]: 512&nbsp;MB [[Dynamic random-access memory|DRAM]] (GD-ROM variants only)<ref name=arcadeotaku>{{cite web|url=https://wiki.arcadeotaku.com/index.php?title=Sega_Naomi_DIMM_board_and_GD-ROM&oldid=11530#DIMM_board_RAM |website=Wiki.arcadeotaku.com |title=Sega Naomi DIMM board and GD-ROM |date=2015-06-21 |accessdate=2017-09-23}}</ref>
* 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/>
** Network Boot
* [[Display resolution]]: [[Dreamcast VGA|VGA]],<ref name=naomi_vga>{{cite web|url=http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal |title=Sega Naomi Universal - Arcade Otaku Wiki |website=Wiki.arcadeotaku.com |date=2014-09-08 |accessdate=2016-08-08}}</ref> 320×240 to 800×608 pixels,<ref name=dcvideo>{{cite web|url=http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html |title=KallistiOS: kernel/arch/dreamcast/include/dc/video.h Source File |website=Cadcdev.sourceforge.net |date= |accessdate=2016-08-08}}</ref> [[progressive scan]]
* [[Color depth]]: [[32-bit color|32-bit]]<ref name=neon250>{{cite web|url=http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml |archiveurl=https://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml |archivedate=2007-08-11 |title=Sharky Extreme - '+$ArtG+' - '+$ArtC+' - '+$ArtN+' |date=2007-08-07 |accessdate=2016-08-08}}</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>{{cite web|author=Gordon Vink |url=http://segatech.com/technical/gpu/index.html |title=DCTP - VideoLogic's 100&nbsp;MHz PowerVR Series2 |website=Segatech.com |date= |accessdate=2016-08-08}}</ref> lighting<ref name=ieee/> and trilinear filtering<ref>{{cite book|url=https://books.google.com/books?id=wZnpAgAAQBAJ&pg=PA277 |title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo ... |author1=Bill Loguidice |author2=Matt Barton |page=277 |date=2014-02-24 |accessdate=2016-08-08|isbn=9781135006518 }}</ref>) to 10 million polygons/sec (with lighting)<ref name=ieee/><ref name=sh4>{{cite web|author=Gordon Vink |url=http://segatech.com/technical/cpu/index.html |title=DCTP - Hitachi's 200&nbsp;MHz SH-4 |website=Segatech.com |date=1997-11-19 |accessdate=2016-08-08}}</ref>
* Rendering [[fillrate]]: 500 million pixels/sec<ref name=naomi>{{cite web|url=http://www.system16.com/hardware.php?id=721 |title=Sega Naomi Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08 |url-status=dead |archiveurl=https://web.archive.org/web/20060508075736/http://www.system16.com/hardware.php?id=721 |archivedate=2006-05-08 }}</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 AICA Super Intelligent Sound Processor @ 45&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
** 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 than 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>{{cite web|url=http://www.goodcowfilms.com/farm/games/news-archive/Sega%20Confirms%20Hikaru%20DOES%20Exist....htm |title=GameFan - Hot Info - Sega Confirms Hikaru DOES Exist |website=Goodcowfilms.com |date=1999-11-24 |accessdate=2016-08-08}}</ref> In addition, the Hikaru also uses two Hitachi SH-4 CPU's, two Yamaha AICA sound engines,<ref name=hikaru>{{cite web|url=http://www.system16.com/hardware.php?id=724 |title=Sega Hikaru Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref> a Motorola 68000 network CPU, and two PowerVR2 GPU's.{{citation needed|date=November 2015}}<ref>{{cite web|url=http://segaretro.org/Sega_Hikaru|title=Sega Hikaru|publisher=Sega Retro|date=12 Oct 2015|accessdate=7 March 2016}}</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]]{{citation needed|date=November 2015}}
* [[Sound chip|Sound engine]]: 2× Yamaha AICA Super Intelligent Sound Processor @ 45&nbsp;MHz<ref name=hikaru/>
** Internal CPU: 2× 32-bit [[ARM7]] RISC CPU @ 45&nbsp;MHz
** 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 (signal processing)|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×{{citation needed|date=November 2015}} [[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]]:{{citation needed|date=November 2015}} 8&nbsp;MB<ref name=hikaru/>
** Network [[Static random-access memory|SRAM]]: 32&nbsp;KB{{citation needed|date=November 2015}}
* 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]],{{citation needed|date=November 2015}} [[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:
** With Phong shading, 4 lights per polygon, shadows, trilinear filtering, motion blur and all other effects: 4 million textured polygons/sec (2 million per GPU<ref name=hikaru/>)
** With lighting, shadows, and trilinear filtering: 14 million textured polygons/sec (7 million per GPU<ref name=powervr2/>)
** With lighting: 20 million polygons/sec (10 million per CPU/GPU<ref name=ieee/><ref name=sh4/>)
* [[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===

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 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 (except for ''[[The House of the Dead 2]]'') 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>{{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.

==Triforce==
[[File:Triforce arcade.svg|thumb|Logo]]
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/2008/05/part-1-dumping-the-triforce-ipl/|title=debugmo.de :: Part 1: Dumping the Triforce-IPL|website=debugmo.de|language=en|access-date=2017-02-10}}</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>[http://mamedev.org/source/src/mame/drivers/triforce.c.html} ] {{webarchive |url=https://web.archive.org/web/20110721150535/http://mamedev.org/source/src/mame/drivers/triforce.c.html |date=July 21, 2011 }}</ref> These boards use the same metal case design as the Type-3 Triforce.

Since 2012, amateur applications have been released for the [[Nintendo Wii]] that enable this GameCube-derived console to run ''[[Mario Kart Arcade GP]]'', ''Mario Kart Arcade GP 2'', ''F-Zero AX'' and ''Virtua Striker 4 Ver.2006''. Triforce can be emulated in software by [[Dolphin (emulator)|Dolphin]].

===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=Sega Triforce Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</ref><ref>{{cite web|url=http://www.coinopexpress.com/products/pcbs/triforce.htm |title=Arcade Video Game Coinop Sales |website=Coinopexpress.com |date= |accessdate=2016-08-08}}</ref>

==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 the 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]], [[CompactFlash|CF]]<ref>{{cite web|url=http://www.system16.com/hardware.php?id=729 |title=Sega Chihiro Hardware (Sega) |publisher=System 16 |date=2016-03-31 |accessdate=2016-08-08}}</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]] was generally easier than porting to Xbox 360, because the Lindbergh and PS3 use a GPU designed by the same company, [[Nvidia]].<ref>{{cite web|last=Gantayat |first=Anoop |url=http://ps3.ign.com/articles/716/716043p1.html |title=SEGA Talks VF5 PS3 - IGN |website=Ps3.ign.com |date=2006-06-30 |accessdate=2016-08-08}}</ref>

===Lindbergh specifications===
* [[Central processing unit|CPU]]: [[Pentium 4]] HT 3.0E (3.0&nbsp;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.
* [[Serial port|Serial]]: 2 Channel (can switch one channel between 232C and 422)
* Other: [[USB]] port × 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=Sega Lindbergh: Linux power! |website=Arcadebelgium.forumactif.com |date= |accessdate=2016-08-08}}</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. Some late Lindbergh Yellow games used a GeForce 7800 which the operator would need to install into the system replacing the original GeForce 6 series card.

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 (2× 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.

===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 disk drive, leading to better performance and loading times. The Ringedge also supports 3D game capability. All of the games on this system were exclusive to Japan, with the sole exception of [[Virtua Tennis 4]].

====RingEdge specifications====
* [[Central processing unit|CPU]]: [[Intel]] [[Pentium Dual-Core]] E2160 (1.8&nbsp;GHz)
* [[RAM]]: 1&nbsp;GB [[DDR2 SDRAM|DDR2]] SDRAM (PC2-6400)
* [[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 TDK GBDISK RS2 [[Solid-state drive|SSD]]
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]])
* [[Operating system|OS]]: [[Microsoft]] [[Windows Embedded]] Standard 2009 (Windows XP)
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
* Other: 3 USB ports, Sega ALL.NET online support

<ref>{{cite web |url=https://buyee.jp/item/yahoo/auction/l453443893 |title=Archived copy |access-date=2018-08-07 |archive-url=https://web.archive.org/web/20180808052914/https://buyee.jp/item/yahoo/auction/l453443893 |archive-date=2018-08-08 |url-status=dead }}</ref>

===RingWide===
The RingWide is more basic than the RingEdge, and only has 8&nbsp;GB (CompactFlash) of storage, while RingEdge has 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 used therefor - Patent # 7618320 |website=PatentGenius.com |date= |accessdate=2016-08-08}}</ref>

====RingWide specifications====
* [[Central processing unit|CPU]]: [[Intel]] [[Celeron#Conroe-L|Celeron]] 440 (2.0&nbsp;GHz)
* [[RAM]]: 1&nbsp;GB [[DDR2 SDRAM]] (PC2-5300)
* [[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, RingEdge 2 unlike Sega's Naomi 2, is not designed to be a more powerful version of the original RingEdge board, it is simply a redesign based on newer hardware since the hardware of the original RingEdge board was going end of life. Games designed for the original RingEdge as well as the RingEdge 2 are completely interchangeable however they might have slightly better frame rates on the newer RingEdge 2 board due to some better specifications in some cases. Similarly to the original RingEdge, all games on this system were only released in Japan, with the sole exception of Transformers: Human Alliance.

====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 1&nbsp;GB GDDR5 memory (Direct3D 11.1/OpenGL 4.3)
* [[RAM]]: 4&nbsp;GB [[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: 32&nbsp;GB 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 November 2013, Nu is based on a mid-range PC running [[Windows Embedded 8]]. All games thus far were only released in Japan, with the sole exception of Luigi's Mansion Arcade.

===Nu specifications===
* [[Central processing unit|CPU]]: [[Intel Core i3#Ivy Bridge microarchitecture (3rd generation)|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: VGC-P, UTT-P, 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: Blu-ray or USB 3.0 storage, network delivery (Sega ALL.NET)

===Nu 1.1 specifications===
* [[Central processing unit|CPU]]: [[Intel Core i3#Ivy Bridge microarchitecture (3rd generation)|Intel Core i3-3220]] 3.30&nbsp;GHz
* [[RAM]]: 4&nbsp;GB [[DDR3 SDRAM]] (PC3-12800)
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 700 Series|GeForce GTX 750 Ti]] with 1&nbsp;GB GDDR5 memory (Direct3D 11.1/OpenGL 4.4)
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
* Output: VGC-P, UTT-P, 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: Blu-ray or USB 3.0 storage, network delivery (Sega ALL.NET)

===Nu 2 specifications===
* [[Central processing unit|CPU]]: [[Intel Core i5|Intel Core i5-6500]] 3.20&nbsp;GHz
* [[RAM]]: 8&nbsp;GB [[DDR3 SDRAM]] (PC3-12800)
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 900 Series|GeForce GTX 950]] with 1&nbsp;GB GDDR5 memory (Direct3D 11.1/OpenGL 4.4)
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
* Output: VGC-P, UTT-P, 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 8.1]] Standard
* Media: Blu-ray or USB 3.0 storage, network delivery (Sega ALL.NET)

==Sega ALLS==
Released in 2018, ALLS UX (Amusement Linkage Live System) is based on a high-end PC running [[Windows 10 IoT Core|Windows 10 IOT]].

===ALLS UX specifications===
* [[Central processing unit|CPU]]: [[Intel Core i7]] 7th Gen CPU
* [[RAM]]: 16&nbsp;GB
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 1000 Series|GeForce GTX 1070]]
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
* Output: VGC-P, UTT-P, twin display output
* Connectors: JVS I/O connector, 4 channel [[serial port]], 4× [[USB 3.0]], 2× [[CAN bus]]
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]]) X2
* Storage: SATA SSD 128&nbsp;GB, HDD 500&nbsp;GB
* [[Operating System|OS]]: Microsoft [[Windows 10 IoT Core|Windows 10 IOT]]
* Media: Blu-ray or USB 3.0 storage, network delivery (Sega ALL.NET)

===ALLS HX specifications===
* [[Central processing unit|CPU]]: [[Intel Core i3]] 7th Gen CPU
* [[RAM]]: 8&nbsp;GB
* [[Graphics processing unit|GPU]]: [[GeForce 1000 Series|GeForce GTX 1050Ti]]
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
* Output: VGC-P, UTT-P, twin display output
* Connectors: JVS I/O connector, 4 channel [[serial port]], 4× [[USB 3.0]], 2× [[CAN bus]]
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]]) X2
* Storage: SATA SSD 128&nbsp;GB, HDD 500&nbsp;GB
* [[Operating System|OS]]: Microsoft [[Windows 10 IoT Core|Windows 10 IOT]]
* Media: Blu-ray or USB 3.0 storage, network delivery (Sega ALL.NET)

===ALLS HX2 specifications===
* [[Central processing unit|CPU]]: [[Intel Core i3]] 8100
* [[RAM]]: 8&nbsp;GB
* [[Graphics processing unit|GPU]]: Nvidia [[GeForce 1000 Series|GeForce GTX 1050ti]]
* Sound: [[5.1 surround sound|5.1 channel]] [[Intel High Definition Audio|HD Audio]]
* Output: VGC-P, UTT-P, twin display output
* Connectors: JVS I/O connector, 4 channel [[serial port]], 4× [[USB 3.0]], 2× [[CAN bus]]
* Networking: [[Gigabit Ethernet]] ([[1000BASE-T]]) X2
* Storage: SATA SSD 128&nbsp;GB, HDD 500&nbsp;GB
* [[Operating System|OS]]: Microsoft [[Windows 10 IoT Core|Windows 10 IOT]]
* Media: Blu-ray or USB 3.0 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". This can be considered a form of [[planned obsolescence]], as the PCB is rendered useless, and the owner will have to buy a new PCB or arcade machine. Though, as the lifespan of the battery (15 to 30 years) exceeds by far the expected commercial use of a game before being replaced by a new one (a few months or years); the use of suicide batteries was more likely a form of anti-piracy protection that was supposed to prevent the game from being copied during its commercial use, as the RAM could not be desoldered, dumped and copied as easily as ROMs traditionally are. This effectively resulted in bootlegs and conversions of battery-protected games not appear until the late 2010s.


==See also==
==See also==
*[[R-360]]
* [[List of Sega arcade video games]]
* [[List of Sega video game franchises]]
*[[List of game engines]]
*[[List of Sega video game consoles]]
* [[R-360]]
* [[List of game engines]]

==References==
==References==
{{reflist}}
{{reflist}}

==External links==
* [https://archive.today/20130209142617/http://pmtarcade.wikispaces.com/ Phantom's Arcade World]
* [http://pcbdb.net/search/rs.html?manufacture=21 Sega list @ PCBdB*]
* [https://www.retrostic.com/roms/naomi Full list of Sega NAOMI ROMs]
* [https://www.gamulator.com/roms/sega-naomi Best SEGA NAOMI ROMs collection]



{{Sega}}
{{Sega}}
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[[Category:Arcade system boards|Sega]]
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Revision as of 21:07, 2 June 2020

Sega ST-V arcade system board

Sega is a video game developer, publisher, and hardware development company headquartered in Tokyo, Japan, with multiple offices around the world. The company's involvement in the arcade game industry began as a distributor of games and jukeboxes in Japan,[1][2][3] but because Sega imported second-hand machines that required frequent maintenance, it began constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to the company developing their own games.[4] Sega released Pong-Tron, its first video-based game, in 1973.[5] The company prospered from the arcade game boom of the late 1970s, with revenues climbing to over US$100 million by 1979.[6] Nagai has stated that Hang-On and Out Run helped to pull the arcade game market out of the 1983 downturn and created new genres of video games.[4]

In terms of arcades, Sega is the world's most prolific arcade game producer, having developed more than 500 games, 70 franchises, and 20 arcade system boards since 1981. It has been recognized by Guinness World Records for this achievement.[7] The following list comprises the various arcade system boards developed and used by Sega in their arcade games.

Arcade system boards

Arcade board Notes Notable games and release years
VIC Dual
  • Capable of both black and white and color display[8]
  • Capable of packaging two games in the same arcade cabinet[8]
G80
  • Introduced conversion kits where games could be changed in 15 minutes via a card cage housed in game cabinet with six PC boards; kits were sold as ConvertaPaks[9]
  • Color display[9]
  • Capable of raster and vector graphics[10]
  • Possessed the world's first color X-Y video system[10]
VCO Object
  • Also called the Sega Z80-3D System[11]
  • Utilizes scaling to create 3D effects[13]
Laserdisc
  • Capable of displaying computer graphics over video footage[15]
System 1 / System 2
  • System 1 released in July 1983[18]
  • Not designed with console ports in mind, but some titles were ported to the Master System[19]
System E
  • Stripped-down version of Master System hardware[24]
  • Hang-On Jr. (1986)[24]
Super Scaler
System 16 / System 18
  • Successor to the System 1 and System 2 boards, released in 1985[26][27]
  • Nearly 40 titles released[26]
  • Four different versions of System 16 were made[26]
  • Served as the basis for design of the Sega Genesis[28][29]
  • Utilizes a Motorola 68000 and a Zilog Z80 as processors[28]
  • Limited to 128 sprites on screen at a time[26]
OutRun
  • Based on the System 16[37]
  • Second generation Super Scaler board; able to use sprite scaling to simulate 3D using Super Scaler technology[37][38]
  • Designed because Yu Suzuki was unable to make Out Run on existing technology at the time[39]
X Board
System 24
  • Displayed in 496 x 384 resolution, larger than the 320 x 224 to which Sega designers were accustomed at the time[43]
  • Limited character RAM[43]
  • Early games loaded onto a floppy disk and could be switched[43]
Y Board
  • Fourth board in the Super Scaler series, and successor to the X Board[32]
  • Added an extra CPU and memory, as well as upgraded video hardware compared to the X Board[32]
  • Capable of performing real-time sprite rotation[32]
Mega-Tech / Mega Play
  • Modified version of Genesis hardware, designed to play multiple Genesis games[46]
  • Mega-Tech capable of playing up to eight Genesis games[46]
  • Mega Play capable of playing up to four Genesis games[46]
  • Mega-Tech Arcade System (1989)[46]
  • Mega Play[46]
System C
  • Also known as System 14[47]
  • Based on Genesis hardware[47]
System 32
  • Final board in the Super Scaler series[48]
  • Sega's first 32-bit system, and final major sprite-based board[48]
  • Utilizes a NEC V60 processor[49]
Model 1
  • Sega's first 3D video game system[49]
  • Utilizes the same NEC V60 processor as in the System 32[49]
  • Contains a custom graphics unit, the CG Board, that can display 180,000 polygons per second[49]
  • Capable of displaying 60 frames per second[52]
  • Board had a high cost during development[54]
Model 2
ST-V
  • Based on Sega Saturn architecture[66]
  • Was Sega's low-end board during its lifespan, underpowered compared to the Model 2[66]
Model 3
  • First unveiled at the 1996 AOU show[69]
  • Upon release, was the most powerful arcade system board in existence[70]
  • Released in multiple "steps" with improving specifications[71]
NAOMI / NAOMI 2
  • Less expensive than the Model 3[74]
  • Shared architecture with Dreamcast, but with additional memory[75][76]
  • Utilizes PowerVR graphics[77]
  • NAOMI 2 adds additional power compared to its predecessor[78]
  • NAOMI 2 served as high-end replacement for Hikaru[79]
Hikaru
  • Custom version of NAOMI hardware[83]
  • Possesses a custom graphics chip and more memory than the NAOMI[83]
  • Much more expensive than NAOMI[79]
Triforce
Chihiro
SystemSP
Lindbergh
Europa-R
  • Runs at 60 frames per second and 720p video resolution[90]
RingEdge / RingWide / RingEdge 2
Nu
ALLS

Additional arcade hardware

Sega has developed and released additional arcade games that use technology other than their dedicated arcade system boards. The first arcade game manufactured by Sega was Periscope, an electromechanical game. This was followed by Missile in 1969.[97] Subsequent video-based games such as Pong-Tron (1973), Fonz (1976), and Monaco GP (1979) used discrete logic boards without a CPU.[98] Frogger (1981) utilized a system powered by two Z80 CPUs.[99] Some titles, such as Zaxxon (1982) were developed externally from Sega, a practice that was not uncommon at the time.[100]

See also

References

  1. ^ Horowitz, Ken (2018). The Sega Arcade Revolution, A History in 62 Games. McFarland & Company. pp. 3–6. ISBN 9781476631967.
  2. ^ "Sega and Utamatic Purchase Assets of Service Games". Billboard. September 5, 1960. p. 71. ISSN 0006-2510.
  3. ^ "Service Games Inc. Bought By Sega and Uta Matic". Cashbox. Vol. 21, no. 51. September 3, 1960. p. 52. ISSN 0008-7289.
  4. ^ a b Sega Arcade History (in Japanese). Tokyo: Enterbrain. 2002. ISBN 9784757707900. Archived from the original on September 11, 2018. Retrieved September 11, 2018 – via Shmuplations.
  5. ^ Horowitz 2018, pp. 14-16
  6. ^ Horowitz 2018, pp. 21-23
  7. ^ "Most prolific producer of arcade machines". Guinness World Records. Jim Pattison Group. Archived from the original on December 25, 2014. Retrieved May 7, 2015.
  8. ^ a b c d Horowitz 2018, p. 24-26
  9. ^ a b c d "Sega/Gremlin Introduces 'Convert-A-Game' At Annual Distributor Meeting In La Costa". Cashbox. July 4, 1981. pp. 41–42.
  10. ^ a b Horowitz 2018, pp. 31-35
  11. ^ a b c Horowitz 2018, pp. 43-46
  12. ^ Horowitz 2018, pp. 65-69
  13. ^ a b Horowitz 2018, pp. 56-58
  14. ^ Horowitz 2018, pp. 52-54
  15. ^ Horowitz 2018, pp. 71-74
  16. ^ a b Horowitz 2018, pp. 120, 131
  17. ^ Horowitz 2018, pp. 184-187
  18. ^ "SC-3000". sega.jp (in Japanese). Sega. Retrieved January 14, 2020.{{cite web}}: CS1 maint: url-status (link)
  19. ^ a b Horowitz 2018, pp. 81-84
  20. ^ a b Horowitz 2018, p. 77, 91
  21. ^ Horowitz 2018, pp. 108-109
  22. ^ a b Horowitz 2018, pp. 106-108
  23. ^ Horowitz 2018, pp.124-125
  24. ^ a b c d e f Horowitz 2018, pp. 92-97
  25. ^ a b Horowitz 2018, pp. 100-102
  26. ^ a b c d e Horowitz 2018, pp. 102-106
  27. ^ Fahs, Travis (April 21, 2009). "IGN Presents the History of SEGA - IGN - Page 3". IGN. Retrieved August 8, 2016.{{cite web}}: CS1 maint: url-status (link)
  28. ^ a b Sato (September 18, 2013). "Sega's Original Hardware Developer Talks About The Company's Past Consoles". Siliconera. Curse LLC. Archived from the original on December 2, 2013. Retrieved November 23, 2013.
  29. ^ Sczepaniak, John (August 2006). "Retroinspection: Mega Drive". Retro Gamer. No. 27. Imagine Publishing. pp. 42–47. Archived from the original on September 24, 2015 – via Sega-16.
  30. ^ Horowitz 2018, p. 114
  31. ^ Horowitz 2018, pp. 126-127
  32. ^ a b c d e f Horowitz 2018, pp. 132-134
  33. ^ a b Horowitz 2018, p. 148
  34. ^ Horowitz 2018, pp. 174-177
  35. ^ Horowitz 2018, p. 171
  36. ^ The One. No. 36. emap Images. September 1991. p. 96.
  37. ^ a b Grazza, Brian (October 5, 2017). "OutRun". Hardcore Gaming 101. Kurt Kalata. Archived from the original on October 14, 2017.
  38. ^ a b Horowitz 2018, pp. 112-114
  39. ^ Mielke, James (2012). "The Disappearance of Yu Suzuki, Part 1". 1Up.com. Ziff Davis. Archived from the original on November 13, 2013. Retrieved January 22, 2019.
  40. ^ Horowitz 2018, pp. 118-119
  41. ^ a b c Horowitz 2018, pp. 120, 131
  42. ^ a b Horowitz 2018, pp. 144-145
  43. ^ a b c d Horowitz 2018, pp. 141-144
  44. ^ Horowitz 2018, p. 173
  45. ^ Horowitz 2018, pp. 137-140
  46. ^ a b c d e Horowitz 2018, pp. 151-152
  47. ^ a b c Horowitz 2018, pp. 165-168
  48. ^ a b c Horowitz 2018, p. 182
  49. ^ a b c d e Horowitz 2018, pp. 187-190
  50. ^ Horowitz 2018, pp. 190-193
  51. ^ Sega Arcade History (in Japanese). Enterbrain. p. 123.
  52. ^ a b c d Horowitz 2018, pp. 193-197
  53. ^ a b c Horowitz 2018, pp.229-233
  54. ^ a b c d Horowitz 2018, pp. 198-204
  55. ^ Horowitz 2018, p. 180
  56. ^ Fahs, Travis (April 21, 2009). "IGN Presents the History of SEGA - IGN - Page 8". IGN. Retrieved August 8, 2016.{{cite web}}: CS1 maint: url-status (link)
  57. ^ a b Horowitz 2018, pp. 204-206
  58. ^ a b c d Horowitz 2018, pp. 206-210
  59. ^ Webb, Marcus (June 1996). "Sega Model 2 Technology Licensed to Data East, Jaleco, and Tecmo". Next Generation. No. 18. Imagine Media. p. 26.
  60. ^ Horowitz 2018, p. 212
  61. ^ Horowitz 2018, p. 215
  62. ^ a b Horowitz 2018, pp. 217-220
  63. ^ Horowitz 2018, p. 220
  64. ^ Webb, Marcus (June 1996). "Sega Model 2 Technology Licensed to Data East, Jaleco, and Tecmo". Next Generation. No. 18. Imagine Media. p. 26.
  65. ^ "AOU". Electronic Gaming Monthly. No. 93. Ziff Davis. April 1997. p. 79.
  66. ^ a b c d Horowitz 2018, pp. 222-226
  67. ^ "Virtua Fighter Remix". Next Generation. No. 12. Imagine Media. December 1995. p. 209.
  68. ^ "US defense corp. holds key to Sega's plans". Next Generation. No. 11. November 1995. pp. 12–14.
  69. ^ "Model 3: Sega Affirms Arcade Supremacy". Next Generation. No. 17. Imagine Media. May 1996. pp. 12–18.
  70. ^ "News: Virtua Fighter 3". Computer and Video Games (174): 10–1. May 1996.
  71. ^ a b Horowitz 2018, pp. 233-237
  72. ^ "NG Alphas: Virtua Fighter 3". Next Generation. No. 22. Imagine Media. October 1996. p. 108.
  73. ^ Horowitz 2018, pp. 237-240
  74. ^ Ohbuchi, Yutaka (September 17, 1998). "How Naomi Got Its Groove On". GameSpot. Archived from the original on December 24, 2017. Retrieved December 9, 2014.
  75. ^ Fahs, Travis (September 9, 2010). "IGN Presents the History of Dreamcast". IGN. Archived from the original on September 28, 2014. Retrieved October 31, 2014.
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  77. ^ "NEC and VideoLogic Power Up". Edge. January 1999. p. 11.
  78. ^ a b "NAOMI 2: Sega reveals its next gen arcade hardware". DC-UK. No. 16. December 2000. p. 41.
  79. ^ a b c "NASCAR Arcade". Edge. No. 90. November 2000. p. 67.
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  86. ^ Satterfield, Shane (March 28, 2002). "Sega and Nintendo form developmental partnership". GameSpot. Archived from the original on February 13, 2009. Retrieved June 20, 2007.
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  88. ^ a b "Dinosaur King" owner's manual. Sega. p. 36.
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