Nintendo Co., Ltd. (任天堂株式会社)
"It's a-me, a-Mario!"
Nintendo Entertainment System (NES)
CPU type: Motorola 6502 8-bit (MOS)
CPU speed: 1.79
MHz RAM: 16 Kbit (2 Kbyte)
Video RAM: 16 Kbit (2 Kbyte)
Picture resolution: 256 x 240 pixels
Colors Available: 52 colours
Max colors at once: 24 colours
Max sprite size: 8 x 8 pixels or 8 x 16 pixels
Max sprites: 64 sprites (max per line: 8)
Min/Max Cart Size: 192 Kbit - 4 Mbit
Sound: PSG sound Picture Scroll: 2 h.v
Nintendo 64 (N64)
CPU type: MIPS 64-Bit RISC CPU (customizedR4000 series)
CPU Clock Speed: 93.75 MHz
Memory: RAMBUS D-Ram 36-Mbit
Transmission Speed: Maximum of 4 500 Mbit/second
Co-Processor: RCP: SP (sound and graphics processor) and DP (pixel drawing processor) incorporated
Co-Processor Clock Speed: 62.5 MHz
Picture resolution: 256 x 224 ~ 640 x 45 dots
Flicker-free interlaced mode support
Color: 32-Bit RGBA pixel color frame buffer support, 21-Bit color video output
Graphics Processing Functions: Z Buffering, Anti-Aliasing, Realistic texture mapping (Tri-linear mip-map interpolation, environment mapping, perspective correction)
Dimensions: Width 260mm (10.23") x Depth 190mm (7.48") x Height 73mm (2.87")
Weight: 1.1kg (2.42 lb.)
Nintendo Wii
CPU: PowerPC-based "Broadway" processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz
GPU: ATI "Hollywood" GPU made with a 90 nm CMOS process,[122] reportedly† clocked at 243 MHz
"Starlet", part of the Hollywood package: an ARM926EJ-S processor reportedly† clocked at 243 MHz.
Memory:
88 MB main memory (24 MB "internal" 1T-SRAM integrated into graphics package, 64 MB "external" GDDR3 SDRAM)
3 MB embedded GPU texture memory and framebuffer.
Ports and peripheral capabilities:
Up to 16 Wii Remote controllers (10 in Standard Mode, 6 in One Time Mode, connected wirelessly via Bluetooth)
Nintendo GameCube controller ports (4)
Nintendo GameCube Memory Card slots (2)
SD memory card slot (supports SDHC cards as of System Menu 4.0)
USB 2.0 ports (2)
Sensor Bar power port
Accessory port on bottom of Wii Remote
Optional USB keyboard input in message board, Wii Shop Channel, and the Internet Channel (as of 3.0 and 3.1 firmware update)
Mitsumi DWM-W004 WiFi 802.11b/g wireless module
Compatible with optional USB 2.0 to Ethernet LAN adapter
'AV Multi Out' port (See 'Video' section right)
Built-in content ratings systems:
BBFC, CERO, ESRB, ACB, OFLC (NZ), PEGI, USK
Storage:
512 MB built-in NAND flash memory
Expanded storage via SD and SDHC card memory (up to 32 GB)
Nintendo GameCube Memory Card (required for GameCube game saves)
Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc
Mask ROM by Macronix
Video:
Custom 'AV Multi Out' port supporting composite video,component video,S-Video (NTSC only)and RGB SCART (PAL only)
480p (PAL/NTSC), 480i (PAL/NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen
Audio:
Main: Stereo – Dolby Pro Logic II-capable
Controller: Built-in speaker
Power consumption:
18 watts when switched on
9.6 watts in standby with WiiConnect24 standby connection
1.3 watts in standby
Super Nintendo Entertainment System (SNES)
CPU: 16-bit 65816 (3.58MHz)
RAM: 128KB (1Mb), 64KB (0.5Mb) Video RAM
Graphics: Dedicated graphics processor
Colors: 32768 (256 on screen)
Sprites: 128
Sprite Size: 64x64 pixels
Resolution: 512x448 pixels
Sound: 8-channel 8-bit Sony SPC700 digitized sound
Nintendo Gamecube (NGC)
486 MHz IBM "Gekko" PowerPC CPU
PowerPC 750CXe-based core
180 nm IBM copper-wire process, 43 mm² die, 4.9 W dissipation
Roughly fifty new vector instructions
32-bit ALU
64-bit FPU (1.9 GFLOPS, usable as 2×32-bit SIMD)
64-bit enhanced PowerPC 60x front side bus to GPU/chipset, 162 MHz clock, 1.3 GB/s peak bandwidth
64 KB (32 KB I/32 KB D) L1 cache (8-way associative), 256 KB on-die L2 cache (2-way associative)
1125 DMIPS (dhrystone 2.1)
System memory:
43 MB total non-unified RAM
24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM, 324 MHz, 64-bit bus, 2.7 GB/s bandwidth
3 MB embedded 1T-SRAM within "Flipper"
Split into 1 MB texture buffer and 2 MB framebuffer
10.4 GB/s texture peak bandwidth, 7.6 GB/s framebuffer peak bandwidth, ≈6.2 ns latency
16 MB DRAM used as buffer for DVD drive and audio, 81 MHz, 8-bit bus, 81 MB/s bandwidth
Connectivity:
4 controller ports, 2 memory card slots
MultiAV analog audio/video port: interlaced composite, Y/C (S-Video) (NTSC models only), and RGB (PAL models only) video, stereophonic analog audio
Digital audio/video port: interlaced or progressive scan YCBCR video (decoded to YPBPR), RGB video (never officially utilized), stereophonic I²S audio (never officially utilized)
Resolutions: 480i, 576i, 480p
High-speed serial ports: 2
Serial Port 1 is reserved for a broadband adapter or modem adapter
Serial Port 2 is unused
High-speed parallel ports: 1 (reserved for the Game Boy Player)
Power supply output: 12 volts DC × 3.25 amperes
Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]
Graphics processing unit:
162 MHz "Flipper" LSI (co-developed by Nintendo and ArtX, acquired by ATI)
180 nm NEC eDRAM-compatible process
8 GFLOPS
4 pixel pipelines with 1 texture unit each
TEV "Texture EnVironment" engine (similar to Nvidia's GeForce-class "register combiners")
Fixed-function hardware transform and lighting (T&L), 20+ million polygons in-game[15]
648 megapixels/second (162 MHz × 4 pipelines), 648 megatexels/second (648 MP × 1 texture unit) (peak)
Peak triangle performance: 20,250,000 32-pixel triangles/s raw and with 1 texture and lit
337,500 triangles a frame at 60 FPS
675,000 triangles a frame at 30 FPS
8 texture layers per pass, texture compression, full scene anti-aliasing
8 simultaneous hardware light sources
Bilinear, trilinear, and anisotropic texture filtering
Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer
24-bit RGB/32-bit RGBA color depth
Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding.
720 × 480 interlaced (480i) or progressive scan (480p) - 60 Hz, 720 × 576 interlaced (576i) - 50 Hz
Integrated audio processor: Custom 81 MHz Macronix DSP
Instruction memory: 8 KB RAM, 8 KB ROM
Data memory: 8 KB RAM, 4 KB ROM
64 channels 16-bit 48 kHz ADPCM
Dolby Pro Logic II multi-channel information encoded within stereophonic output
Storage media:
Panasonic-developed CAV miniDVD-like 8 cm optical disc, 2.000 MB/s–3.125 MB/s transfer rate, 128 ms average access time, 1.5 GB capacity
Memory cards of varying sizes for saved game storage