Nintendo Co., Ltd. (任天堂株式会社)

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"It's a-me, a-Mario!"

This section covers system specs for all of Nintendo's home entertainment systems. From NES to Wii I've got em right here. Dig in and enjoy!

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

Processors:

    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)

Central Processing Unit:    
    
    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