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List of Sega arcade system boards

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(Redirected from Sega Hikaru)

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 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

[edit]

Before Lindbergh, Sega arcade hardware was either proprietary or built on gaming console architecture. Nowadays, arcade hardware closely resembles gaming PCs, with recent models even incorporating embedded versions of Microsoft Windows.

Arcade board Notes Notable games and release years
Dual[8][9]
  • Capable of both black-and-white and color display[10]
  • Capable of packaging two games in the same arcade cabinet[10]
G80[11][12]
VCO Object
Laserdisc
System 1 / System 2
  • System 1 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
System E
  • Stripped-down version of Master System hardware[40]
System 16 / System 18
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
System 24
  • 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
  • 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
  • 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
  • Also known as System 14[67]
  • Based on Mega Drive/Genesis hardware[67]
System 32
  • 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
  • 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
Sega Titan-Video (ST-V)
Model 3
  • 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
NAOMI 2
Triforce
  • 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
SystemSP
Lindbergh
Europa-R
  • Runs at 60 frames per second and 720p video resolution[171]
RingEdge / RingWide / RingEdge 2
Nu
ALLS

Additional arcade hardware

[edit]

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.[190] Subsequent video-based games such as Pong-Tron (1973), Fonz (1976), and Monaco GP (1979) used discrete logic boards without a CPU microprocessor.[191] Frogger (1981) used a system powered by two Z80 CPU microprocessors.[192] Some titles, such as Zaxxon (1982) were developed externally from Sega, a practice that was not uncommon at the time.[193]

See also

[edit]

References

[edit]
  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. 5 September 1960. p. 71. ISSN 0006-2510.
  3. ^ "Service Games Inc. Bought By Sega and Uta Matic". Cashbox. Vol. 21, no. 51. 3 September 1960. p. 52. ISSN 0008-7289.
  4. ^ a b Famitsu DC (15 February 2002). Interview: Akira Nagai — SEGA REPRESENTATIVE. Famitsu Books (in Japanese). Enterbrain. pp. 20–23. ISBN 9784757707900. {{cite book}}: |work= ignored (help) (Translation by Shmuplations. Archived 2020-08-07 at the Wayback Machine).
  5. ^ Horowitz 2018, pp. 14-16
  6. ^ Horowitz 2018, pp. 21-23
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  10. ^ a b c d Horowitz 2018, p. 24-26
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  12. ^ "スペースオデッセイ". Sega Interactive. Archived from the original on 24 December 2019.
  13. ^ a b c d "Sega/Gremlin Introduces 'Convert-A-Game' At Annual Distributor Meeting In La Costa". Cashbox. 4 July 1981. pp. 41–42.
  14. ^ a b Horowitz 2018, pp. 31-35
  15. ^ Adlum, Eddie (November 1985). "The Replay Years: Reflections from Eddie Adlum". RePlay. Vol. 11, no. 2. pp. 134-175 (160-3).
  16. ^ "The Replay Years: Video Systems". RePlay. Vol. 11, no. 2. November 1985. pp. 128, 130.
  17. ^ a b c d Horowitz 2018, pp. 43-46
  18. ^ Horowitz 2018, pp. 65-69
  19. ^ a b Horowitz 2018, pp. 56-58
  20. ^ Horowitz 2018, pp. 52-54
  21. ^ a b "Overseas Readers Column: Sega's Astron Belt Will Be Shipped Soon" (PDF). Game Machine. No. 211. Amusement Press, Inc. 1 May 1983. p. 30.
  22. ^ Horowitz 2018, pp. 71-74
  23. ^ a b Adlum, Eddie (November 1985). "The Replay Years: Reflections from Eddie Adlum". RePlay. Vol. 11, no. 2. pp. 134-175 (168-70).
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  34. ^ a b Horowitz 2018, pp. 81-84
  35. ^ Sato, Hideki; Famitsu DC (15 February 2002). Interview: The Witness of History. Famitsu Books (in Japanese). Enterbrain. pp. 22–25. ISBN 978-4-75770789-4. {{cite book}}: |work= ignored (help) (Translation by Shmuplations. Archived 2020-08-14 at the Wayback Machine).
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  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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  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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  54. ^ The One. No. 36. emap Images. September 1991. p. 96.
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  57. ^ Mielke, James (2012). "The Disappearance of Yu Suzuki, Part 1". 1Up.com. Ziff Davis. Archived from the original on 13 November 2013. Retrieved 22 January 2019.
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  62. ^ a b c d Horowitz 2018, pp. 141-144
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  64. ^ Horowitz 2018, pp. 137-140
  65. ^ a b c d e Horowitz 2018, pp. 151-152
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  70. ^ a b c d Horowitz 2018, pp. 187-190
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  78. ^ a b c Horowitz 2018, pp.229-233
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  89. ^ "News Digest: Future Sega Simulators to Use Super Hi-Tech From GE". RePlay. Vol. 18, no. 3. December 1992. p. 30.
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  92. ^ a b c d Horowitz 2018, pp. 206-210
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  95. ^ Horowitz 2018, p. 212
  96. ^ Horowitz 2018, p. 215
  97. ^ a b Horowitz 2018, pp. 217-220
  98. ^ Horowitz 2018, p. 220
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  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. "F355 Challenge". The Arcade Flyer Archive. mentions 4 Naomi systems.
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