| Arcade board |
Notes |
Notable games and release years |
| Dual |
- Capable of both black-and-white and color display
- Capable of packaging two games in the same arcade cabinet
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| G80 |
- Introduced arcade 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 Convert-a-Game paks or ConvertaPaks
- Color display
- Capable of raster and vector graphics
- Possessed the world's first color X-Y video system
- Convert-a-Game released in 1981, making it the second interchangeable arcade system (after the DECO Cassette System)
- Inspired later interchangeable arcade systems such as the Nintendo VS. System.
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- Space Odyssey (1981)
- Space Fury (1981)
- Eliminator (1981)
- Star Trek: Strategic Operations Simulator (1983)
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| VCO Object |
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| LaserActive |
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System 1 System 2 |
- Released in July 1983.
- Not designed with console ports in mind, but some titles were ported to the Master System
- System 2's graphics unit served as the basis for the Master System's graphics chip
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| Super Scaler |
- Initially known as "Sega Hang-On hardware"; was developed for Hang-On
- Refinement of VCO Object hardware
- Featured two Motorola 68000 processors.
- 16-bit hardware
- First board in the Super Scaler series
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| System E |
- Stripped-down version of Master System hardware
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System 16 System 18 |
- Successor to the System 1 and System 2 boards, released in 1985
- Nearly 40 titles released
- Four different versions of System 16 were made
- Served as the basis for design of the Mega Drive/Genesis
- Uses a Motorola 68000 and a Zilog Z80 as processors
- Limited to 128 sprites on screen at a time
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| OutRun |
- Based on the System 16
- Second generation Super Scaler board; able to use sprite scaling to simulate 3D using Super Scaler technology
- Designed because Yu Suzuki was unable to make Out Run on existing technology at the time
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| X Board |
- Capable of displaying 256 sprites on screen at the same time
- Capable of running at 60 frames per second
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| System 24 |
- Displayed in 496 × 384 resolution, larger than the 320 × 224 to which Sega designers were accustomed at the time
- Limited character RAM
- Early games loaded onto a floppy disk and could be switched
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| Y Board |
- Fourth board in the Super Scaler series, and successor to the X Board
- Added an extra CPU and memory, as well as upgraded video hardware compared to the X Board
- Capable of performing real-time sprite rotation
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Mega-Tech Mega Play |
- Modified version of Mega Drive/Genesis hardware, designed to play multiple games
- Mega-Tech capable of playing up to eight games
- Mega Play capable of playing up to four games
- Distributed in the United States by Belam
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| System C |
- Also known as System 14
- Based on Mega Drive/Genesis hardware
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| System 32 |
- Final board in the Super Scaler series
- Sega's first 32-bit system, and final major sprite-based board
- Uses NEC V60 processor
- Research and development began in 1988
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| Model 1 |
- Sega's first video game system designed for 3D polygon graphics, developed internally at Sega between 1990 and 1991.
- Uses the same NEC V60 processor as in the System 32
- Contains a custom graphics unit, the CG Board, that can display 180,000 polygons per second and 6,500 polygons per frame
- Capable of displaying 60 frames per second
- Board had a high cost during development
- Original concept was initially conceived around 1988, and Sega began staff hiring for new system in 1989
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| Model 2 |
- Developed in collaboration with GE Aerospace.
- The first Sega board using Lockheed Martin technology, to produce texture-mapped 3D polygon graphics.
- Sega and GE Aerospace began co-development of texture-mapping 3D arcade system in September 1992, originally intended for release in 1993.
- Introduced the use of texture filtering and texture anti-aliasing
- Added Compu-Scene 3D graphics technology
- Utilizes the Intel i960 RISC processor for its CPU.
- Capable of displaying 300,000 textured polygons per second, at 60 frames per second.
- Licensed to other developers
- Model 2 sold over 130,000 arcade systems by 1996.
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| Sega Titan‑Video (ST‑V) |
- Based on Sega Saturn architecture
- Was Sega's low-end board during its lifespan, underpowered compared to the Model 2
- Uses two Hitachi SH-2 CPU processors.
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| Model 3 |
- Developed in collaboration with Lockheed Martin
- First unveiled at the 1996 AOU (Amusement Machine Operators' Union) show
- Utilizes a PowerPC processor for its CPU
- Upon release, was the most powerful arcade system board in existence
- Released in multiple "steps" with improving specifications
- Model 2 and 3 sold more than 200,000 arcade systems combined by 2000.
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| NAOMI |
- Released in 1998 at one-third the price of the Model 3
- Shared architecture with Dreamcast, but with additional main, graphics and sound memory (32, 16 and 8 megabytes respectively)
- Uses Hitachi SH-4 CPU processor and PowerVR graphics processor
- Uses ROM boards, with optional GD-ROM drive. If a drive is used, it will be used at bootup to copy data to a DIMM RAM board instead.
- NAOMI multiboard can use 3 or 4 boards at the same time depending on the game
- NAOMI is a backronym for New Arcade Operation Machine Idea. The name NAOMI was reportedly selected by Sega R&D head Hisashi Suzuki in honor of the British model Naomi Campbell.
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| Hikaru |
- Custom modified version of NAOMI hardware
- Uses a custom Sega graphics chip and had more memory than the NAOMI
- Capable of smooth Phong shading and particle effects.
- Much more expensive than NAOMI
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| NAOMI 2 |
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| Triforce
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- Co-developed by Namco, Sega, and Nintendo
- Based on GameCube architecture. Supported GameCube memory cards.
- The idea for Triforce came from Namco and Sega. They saw potential in the GameCube architecture for a cost-effective and port-friendly arcade machine. Nintendo agreed to cooperate in building the Triforce board, but had little interest in developing arcade games of their own.
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| Chihiro |
- Based on Xbox architecture
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| SystemSP |
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- Love & Berry: Dress Up & Dance (2004)
- Dinosaur King (2005)
- Brick People (2009)
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| Lindbergh |
- Uses a specialized version of Montavista Linux for an operating system
- Uses a 3 GHz Pentium 4 CPU, 1 GB RAM and an Nvidia GPU
- LAN play capabilities, USB controller slots and DVD-ROM.
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| Europa-R |
- Runs at 60 frames per second and 720p video resolution
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RingEdge RingWide RingEdge 2 |
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Nu Nu 1.1 Nu 2 |
Nu and Nu 1.1:
Nu 2:
All Nu arcade boards have DirectX 11 support. |
- Hatsune Miku: Project DIVA Arcade Future Tone (2013)
- E-DEL Sand (Nu SX, 2014)
- Wonderland Wars (2015)
- Chunithm (2015)
- Shin Mushiking (2015)
- Initial D: Arcade Stage Zero (Nu 2, 2016)
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| ALLS |
- Uses Windows 10 IoT Enterprise LTSC for an operating system
- Hardware spec may differ on the ALLS system used in the arcade cabinet
- Capable of running Unreal Engine 4-based games
- ALLS is a backronym for Amusement Linkage Live System.
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