Namco System 22: Difference between revisions
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[[File:Sys22 point rom pcb 01.jpg|thumb|SYSTEM22 POINT ROM PCB|right|250px]] |
[[File:Sys22 point rom pcb 01.jpg|thumb|SYSTEM22 POINT ROM PCB|right|250px]] |
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The '''Namco System 22''' is the successor to the [[Namco System 21]] [[arcade system board]] co-designed with the assistance of graphics & simulation experts [[Evans & Sutherland]]. It |
The '''Namco System 22''' is the successor to the [[Namco System 21]] [[arcade system board]] co-designed with the assistance of graphics & simulation experts [[Evans & Sutherland]]. It debuted in {{vgy|1992}} with ''Sim Drive'' [[Video gaming in Japan|in Japan]],<ref name="simdrive"/> followed by a worldwide debut in {{vgy|1993}} with ''[[Ridge Racer (video game)|Ridge Racer]]''. While the System 21 hardware design had the main CPU provide a scene description to a bank of [[Digital signal processor|DSP]] chips which perform all necessary [[3D computer graphics|3D]] calculations, much of the graphics in the System 22 is now handled by the [[Evans & Sutherland]] 'TR3' (''Texture Mapping, Real-Time, Real-Visual, Rendering System'') [[Graphics processing unit|GPU]] chipset.<ref name="flyer"/> |
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⚫ | It was the first arcade system board to feature [[texture mapping]],<ref>https://historyofracinggames.files.wordpress.com/2011/01/087-1993-rr.pdf</ref><ref name="Flyer-1">{{cite web | url=http://flyers.arcade-museum.com/?page=flyer&db=videodb&id=2853&image=1 | title=Ridge Racer (1) | publisher=The Arcade Flyer Archive | year=1993 | accessdate=2012-01-06}}</ref> and it could handle [[Gouraud shading]], [[Transparency (optics)|transparency effects]] and [[Depth perception|depth cueing]].<ref name="system16"/> According to Namco America, the twin seat ''Ridge Racer'' arcade unit sold to distribution for [[United States dollar|$]]11995.00 in 1993, equivalent to ${{Inflation|US|11995|1993}} in {{currentyear}}. In Europe, the ''Ridge Racer Full Scale'' deluxe unit cost [[Pound sterling|£]]150000 for arcade operators upon release,<ref name="CVG_Arcade">http://www.solvalou.com/subpage/arcade_reviews/206/564/ridge_racer_review.html</ref> equivalent to £{{Inflation|UK|150000|1994}} or ${{Inflation|US|{{To USD|{{inflation|UK|150000|1994|2012|r=0}}|GBR}}|2012}} in {{currentyear}}. |
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⚫ | Both |
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⚫ | Both the System 22 and Super System 22 can render significantly better graphics, more polygons with sharper texture-mapping, running in higher resolution and at a higher frame rate, compared to the graphics capabilities of the original Sony PlayStation, the Sega Saturn and the Nintendo 64 video game systems, but much less than the Sega Dreamcast can produce. {{Citation needed|date=July 2011}} |
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⚫ | According to Namco America, the twin seat ''Ridge Racer'' arcade unit sold to distribution for [[United States dollar|$]]11995.00 in 1993, equivalent to ${{Inflation|US|11995|1993}} in {{currentyear}}. In Europe, the ''Ridge Racer Full Scale'' deluxe unit cost [[Pound sterling|£]]150000 for arcade operators upon release,<ref name="CVG_Arcade">http://www.solvalou.com/subpage/arcade_reviews/206/564/ridge_racer_review.html</ref> equivalent to £{{Inflation|UK|150000|1994}} or ${{Inflation|US|{{To USD|{{inflation|UK|150000|1994|2012|r=0}}|GBR}}|2012}} in {{currentyear}}. |
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==System 22 Specifications== |
==System 22 Specifications== |
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*[[Graphics processing unit|GPU]]: [[Evans & Sutherland]] TR3 (''Texture Mapping, Real-Time, Real-Visual, Rendering System'')<ref name="flyer">[http://i.imgur.com/5nTluey.jpg ''Ridge Racer'' arcade flyer (Japan)]</ref> |
*[[Graphics processing unit|GPU]]: [[Evans & Sutherland]] TR3 (''Texture Mapping, Real-Time, Real-Visual, Rendering System'')<ref name="flyer">[http://i.imgur.com/5nTluey.jpg ''Ridge Racer'' arcade flyer (Japan)]</ref> |
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**[[Floating point|Floating-point]] performance: 400 MFLOPS (million [[FLOPS|floating-point operations per second]])<ref name="flyer"/> |
**[[Floating point|Floating-point]] performance: 400 MFLOPS (million [[FLOPS|floating-point operations per second]])<ref name="flyer"/> |
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**[[Display resolution]]: [[480p|640x480]] [[pixel]]s, 59.9042 [[Hertz|Hz]] [[refresh rate]],<ref>https://github.com/mamedev/mame/blob/master/src/mame/drivers/namcos22.c</ref> [[progressive scan]] |
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**[[Color depth]]: 16,777,216 colors<ref name="system16">[http://www.system16.com/hardware.php?id=537 System 22], System16: The Arcade Museum</ref> ([[List of monochrome and RGB palettes#24-bit RGB|24-bit]] [[true color]]) |
**[[Color depth]]: 16,777,216 colors<ref name="system16">[http://www.system16.com/hardware.php?id=537 System 22], System16: The Arcade Museum</ref> ([[List of monochrome and RGB palettes#24-bit RGB|24-bit]] [[true color]]) |
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**Features: [[3D computer graphics|3D polygon graphics]], [[texture mapping]], [[Gouraud shading]], [[Alpha blending|translucency effects]], [[Depth perception|depth-cueing]]<ref name="system16"/> |
**Features: [[3D computer graphics|3D polygon graphics]], [[texture mapping]], [[Gouraud shading]], [[Alpha blending|translucency effects]], [[Depth perception|depth-cueing]]<ref name="system16"/> |
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[[File:Time crisis P170312 11.30 01.jpg|thumb|Namco System22 Time Crisis]] |
[[File:Time crisis P170312 11.30 01.jpg|thumb|Namco System22 Time Crisis]] |
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*''[[ |
*''[[Sim Drive]]'' (1992, location testing)<ref name="simdrive">http://www.arcade-history.com/?n=sim-drive&page=detail&id=4659</ref><ref>http://mamedev.emulab.it/undumped/index.php?title=SimDrive</ref> |
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*''[[Ridge Racer (video game)|Ridge Racer]]'' (1993) |
*''[[Ridge Racer (video game)|Ridge Racer]]'' (1993) |
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*''[[Ace Driver]]'' (1994) |
*''[[Ace Driver]]'' (1994) |
Revision as of 08:55, 22 December 2014
This article needs additional citations for verification. (November 2014) |
The Namco System 22 is the successor to the Namco System 21 arcade system board co-designed with the assistance of graphics & simulation experts Evans & Sutherland. It debuted in Template:Vgy with Sim Drive in Japan,[1] followed by a worldwide debut in Template:Vgy with Ridge Racer. While the System 21 hardware design had the main CPU provide a scene description to a bank of DSP chips which perform all necessary 3D calculations, much of the graphics in the System 22 is now handled by the Evans & Sutherland 'TR3' (Texture Mapping, Real-Time, Real-Visual, Rendering System) GPU chipset.[2]
It was the first arcade system board to feature texture mapping,[3][4] and it could handle Gouraud shading, transparency effects and depth cueing.[5] According to Namco America, the twin seat Ridge Racer arcade unit sold to distribution for $11995.00 in 1993, equivalent to $25300 in 2024. In Europe, the Ridge Racer Full Scale deluxe unit cost £150000 for arcade operators upon release,[6] equivalent to £376844 or $459248 in 2024.
A variant of the system, called the Super System 22, was released in 1995. The hardware was largely similar to the System 22, but with a higher polygon rate and more special effects possible.
Both the System 22 and Super System 22 can render significantly better graphics, more polygons with sharper texture-mapping, running in higher resolution and at a higher frame rate, compared to the graphics capabilities of the original Sony PlayStation, the Sega Saturn and the Nintendo 64 video game systems, but much less than the Sega Dreamcast can produce. [citation needed]
System 22 Specifications
- Main CPU: Motorola 68020 @ 24.576 MHz
- Fixed-point arithmetic: 32-bit instructions @ 7.45 MIPS (million instructions per second)[7]
- GPU: Evans & Sutherland TR3 (Texture Mapping, Real-Time, Real-Visual, Rendering System)[2]
- Floating-point performance: 400 MFLOPS (million floating-point operations per second)[2]
- Display resolution: 640x480 pixels, 59.9042 Hz refresh rate,[8] progressive scan
- Color depth: 16,777,216 colors[5] (24-bit true color)
- Features: 3D polygon graphics, texture mapping, Gouraud shading, translucency effects, depth-cueing[5]
- Geometric performance: 240,000 polygons per second[5] (with texture mapping and Gouraud shading)
- DSP: 2× Texas Instruments TMS32025 @ 49.152 MHz (exact number of DSPs may vary)
- Sound CPU:
- System 22: 2× Mitsubishi M37702 (16-bit) @ 16.384 MHz[5]
- Super System 22: Mitsubishi M37710 (16-bit) @ 16.384 MHz[11]
- Sound chip: Namco C352[5]
- + Other Namco Custom chips
List of System 22 / Super System 22 Games
- Sim Drive (1992, location testing)[1][12]
- Ridge Racer (1993)
- Ace Driver (1994)
- Alpine Racer (1994)
- Cyber Commando (1994)
- Ridge Racer 2 (1994)
- Ace Driver: Victory Lap (1995)
- Air Combat 22 (1995)
- Cyber Cycles (1995)
- Dirt Dash (1995)
- Rave Racer (1995)
- Time Crisis (1995)
- Tokyo Wars (1995)
- Alpine Racer 2 (1996)
- Alpine Surfer (1996)
- Aqua Jet (1996)
- Armadillo Racing (1996)
- Prop Cycle (1996)
See also
References
- ^ a b http://www.arcade-history.com/?n=sim-drive&page=detail&id=4659
- ^ a b c Ridge Racer arcade flyer (Japan)
- ^ https://historyofracinggames.files.wordpress.com/2011/01/087-1993-rr.pdf
- ^ "Ridge Racer (1)". The Arcade Flyer Archive. 1993. Retrieved 2012-01-06.
- ^ a b c d e f System 22, System16: The Arcade Museum
- ^ http://www.solvalou.com/subpage/arcade_reviews/206/564/ridge_racer_review.html
- ^ MC68020 Product Summary Page
- ^ https://github.com/mamedev/mame/blob/master/src/mame/drivers/namcos22.c
- ^ a b c http://www.ti.com.cn/cn/lit/an/spra011/spra011.pdf
- ^ http://historyofracinggames.files.wordpress.com/2007/06/060-1987-drivers-eyes-1989-winning-run.pdf
- ^ http://www.system16.com/hardware.php?id=538
- ^ http://mamedev.emulab.it/undumped/index.php?title=SimDrive