List of Sega arcade system boards

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File:Sega ST-V Dynamite Deka PCB 20100324.jpg
A Sega Titan-Video (ST-V) arcade system board, based on Sega Saturn hardware and featuring interchangeable games

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 Japan-based distributor of coin-operated machines, including pinball games and jukeboxes.[1][2][3] Sega imported second-hand machines that required frequent maintenance. This necessitated the construction of replacement guns, flippers, and other parts for the machines. According to former Sega director Akira Nagai, this is what led to the company into 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 Template:US$ 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
Dual[8][9]
  • Script error: No such module "anchor".Capable of both black-and-white and color display[10]
  • Capable of packaging two games in the same arcade cabinet[10]
G80[11][12]
  • Script error: No such module "anchor".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[13]
  • Color display[13]
  • Capable of raster and vector graphics[14]
  • Possessed the world's first color X-Y video system[14]
  • Convert-a-Game released in 1981, making it the second interchangeable arcade system (after the DECO Cassette System)[15]
  • Inspired later interchangeable arcade systems such as the Nintendo VS. System.[16]
VCO Object
Laserdisc
System 1 / System 2
  • Template:Vanchor released in July 1983[33]
  • Not designed with console ports in mind, but some titles were ported to the Master System[34]
  • System 2's graphics unit served as the basis for the Master System's graphics chip[35]
Super Scaler
  • Script error: No such module "anchor".Initially known as "Sega Hang-On hardware"; was developed for Hang-On[40]
  • Refinement of VCO Object hardware[40]
  • Featured two Motorola 68000 processors.[40]
  • 16-bit hardware[41]
  • First board in the Super Scaler series
System E
  • Stripped-down version of Master System hardware[40]
System 16 / System 18

Script error: No such module "redirect hatnote".

OutRun
  • Based on the System 16[55]
  • Second generation Super Scaler board; able to use sprite scaling to simulate 3D using Super Scaler technology[55][56]
  • Designed because Yu Suzuki was unable to make Out Run on existing technology at the time[57]
X Board
  • Script error: No such module "anchor".Capable of displaying 256 sprites on screen at the same time[24]
  • Capable of running at 60 frames per second[61]
System 24
  • Script error: No such module "anchor".Displayed in 496 x 384 resolution, larger than the 320 x 224 to which Sega designers were accustomed at the time[62]
  • Limited character RAM[62]
  • Early games loaded onto a floppy disk and could be switched[62]
Y Board
  • Script error: No such module "anchor".Fourth board in the Super Scaler series, and successor to the X Board[48]
  • Added an extra CPU and memory, as well as upgraded video hardware compared to the X Board[48]
  • Capable of performing real-time sprite rotation[48]
Mega-Tech / Mega Play
  • Script error: No such module "anchor".Modified version of Mega Drive/Genesis hardware, designed to play multiple games[65]
  • Mega-Tech capable of playing up to eight games[65]
  • Mega Play capable of playing up to four games[65]
  • Distributed in the United States by Belam[66]
System C
  • Script error: No such module "anchor".Also known as System 14[67]
  • Based on Mega Drive/Genesis hardware[67]
System 32
  • Script error: No such module "anchor".Final board in the Super Scaler series[69]
  • Sega's first 32-bit system, and final major sprite-based board[69]
  • Uses NEC V60 processor[70]
  • Research and development began in 1988[71]
Model 1
  • Script error: No such module "anchor". Sega's first video game system designed for 3D polygon graphics, developed internally at Sega between 1990 and 1991.[79][80]
  • Uses the same NEC V60 processor as in the System 32[70]
  • Contains a custom graphics unit, the CG Board, that can display 180,000 polygons per second[70] and 6,500 polygons per frame[81]
  • Capable of displaying 60 frames per second[77]
  • Board had a high cost during development[82]
  • Original concept was initially conceived around 1988,[83] and Sega began staff hiring for new system in 1989[84]
Model 2
  • Script error: No such module "anchor".Developed in collaboration with GE Aerospace.[87][82]
  • The first Sega board using Lockheed Martin technology, to produce texture-mapped 3D polygon graphics.[79][80]
  • Sega and GE Aerospace began co-development of texture-mapping 3D arcade system in September 1992, originally intended for release in 1993.[88][89]
  • Introduced the use of texture filtering and texture anti-aliasing[90]
  • Added Compu-Scene 3D graphics technology[82]
  • Capable of displaying 300,000 textured polygons per second, at 60 frames per second.[91][92]
  • Licensed to other developers[93]
  • Model 2 sold over 130,000 arcade systems by 1996.[79]
Sega Titan-Video (ST-V) Script error: No such module "anchor".Script error: No such module "redirect hatnote".
Model 3
  • Script error: No such module "anchor".Developed in collaboration with Lockheed Martin[104]
  • First unveiled at the 1996 AOU (Amusement Machine Operators' Union) show[105]
  • Upon release, was the most powerful arcade system board in existence[106]
  • Released in multiple "steps" with improving specifications[107]
  • Model 2 and 3 sold more than 200,000 arcade systems combined by 2000.[108]
NAOMI
Hikaru
  • Script error: No such module "anchor".Custom modified version of NAOMI hardware[134]
  • Uses a custom Sega graphics chip and had more memory than the NAOMI[134]
  • Capable of smooth Phong shading and particle effects.[134]
  • Much more expensive than NAOMI[135]
NAOMI 2
Triforce
  • Script error: No such module "anchor". Co-developed by Namco, Sega, and Nintendo[144]
  • Based on GameCube architecture.[144] Supported GameCube memory cards.[145]
  • 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.[146]
Chihiro
  • Script error: No such module "anchor".Based on Xbox architecture[151]
SystemSP
Lindbergh
  • Script error: No such module "anchor".Uses a 3 GHz Pentium 4 CPU, 1 GB RAM and an Nvidia GPU[163]
  • LAN play capabilities, USB controller slots and DVD-ROM.[163]
Europa-R
  • Script error: No such module "anchor".Runs at 60 frames per second and 720p video resolution[171]
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.[189] Subsequent video-based games such as Pong-Tron (1973), Fonz (1976), and Monaco GP (1979) used discrete logic boards without a CPU microprocessor.[190] Frogger (1981) used a system powered by two Z80 CPU microprocessors.[191] Some titles, such as Zaxxon (1982) were developed externally from Sega, a practice that was not uncommon at the time.[192]

See also

References

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  5. Horowitz 2018, pp. 14-16
  6. Horowitz 2018, pp. 21-23
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  14. a b Horowitz 2018, pp. 31-35
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  17. a b c d Horowitz 2018, pp. 43-46
  18. Horowitz 2018, pp. 65-69
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  20. Horowitz 2018, pp. 52-54
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  22. Horowitz 2018, pp. 71-74
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  24. a b c d e Horowitz 2018, pp. 120, 131
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  34. a b Horowitz 2018, pp. 81-84
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  36. a b Horowitz 2018, p. 77, 91
  37. Horowitz 2018, pp. 108-109
  38. a b Horowitz 2018, pp. 106-108
  39. Horowitz 2018, pp.124-125
  40. a b c d e f Horowitz 2018, pp. 92-97
  41. a b Horowitz 2018, pp. 100-102
  42. a b c d e Horowitz 2018, pp. 102-106
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  44. a b Script error: No such module "citation/CS1".
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  46. Horowitz 2018, p. 114
  47. Horowitz 2018, pp. 126-127
  48. a b c d e f Horowitz 2018, pp. 132-134
  49. a b Horowitz 2018, p. 148
  50. Horowitz 2018, pp. 174-177
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  53. Horowitz 2018, p. 171
  54. The One. No. 36. emap Images. September 1991. p. 96.
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  56. a b Horowitz 2018, pp. 112-114
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  58. Horowitz 2018, pp. 118-119
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  61. a b c d Horowitz 2018, pp. 144-145
  62. a b c d Horowitz 2018, pp. 141-144
  63. Horowitz 2018, p. 173
  64. Horowitz 2018, pp. 137-140
  65. a b c d e Horowitz 2018, pp. 151-152
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  69. a b c Horowitz 2018, p. 182
  70. a b c d Horowitz 2018, pp. 187-190
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  75. Horowitz 2018, pp. 190-193
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  77. a b c d Horowitz 2018, pp. 193-197
  78. a b c Horowitz 2018, pp.229-233
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  82. a b c d Horowitz 2018, pp. 198-204
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  91. Horowitz 2018, pp. 203-206
  92. a b c d Horowitz 2018, pp. 206-210
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  107. a b Horowitz 2018, pp. 233-237
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  118. Sega Naomi service manual. SEGA ENTERPRISES, LTD. MANUAL NO. 420-6455-01, p. 7
  119. Sega Naomi GD-ROM system service manual. SEGA ENTERPRISES, INC. USA. MANUAL NO. 420-6620-02, p. 12, 16, 22 Naomi in this configuration has no ROM board to run a game from
  120. Sega Strike Fighter DX (9/1 ver) DGM-0095 schematic. Sega enterprises ltd. (Mentions Naomi slave, Naomi master and game boards)
  121. Sega Strike Fighter DX type Owner's manual, SEGA ENTERPRISES, INC. USA. MANUAL NO. 420-6589-01 mentions Naomi boards, Naomi multi master and Naomi multi slave, and a game BD on p. 128, and a photo with a 3 board design (each with two white edge connectors on the same side, not including a ROM board on top, nor a midplane) on p. 89.
  122. Airline Pilots DX Type Owner's manual. SEGA ENTERPRISES, LTD. MANUAL NO. 420-6471-01 uses the same 3 board design on p. 72. Mentions a Naomi board on p.10.
  123. Sega F355 challenge Owner's manual. SEGA ENTERPRISES, INC. USA. MANUAL NO. 4201-6507-01 shows 4 boards on p. 72, each with two white edge connectors and "Naomi board" on p. 10 and "NAOMI MULTI MASTER" and "NAOMI MULTI SLAVE" on p.137. Script error: No such module "citation/CS1". mentions 4 Naomi systems.
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  156. Namco. (n.d.). Maximum Tune Operators Manual. Namco UK. Retrieved March 15, 2024, from https://www.progettosnaps.net/manuals/pdf/wangmid.pdf. Page 101 clearly shows the Main Sega Chihiro unit.
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  159. Namco UK. (n.d.). Wangan Midnight Maximum Tune 2 Operators Manual. Namco UK. Retrieved March 15, 2024, from https://www.progettosnaps.net/manuals/pdf/wangmid2j.pdf. Page 105 clearly shows the Chihiro system, as well as referring to it as "Chihiro Game PC Board Assy"
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