Difference between revisions of "Sega Hang-On hardware"

From Sega Retro

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*** Sound RAM: 2.25 KB
 
*** Sound RAM: 2.25 KB
 
** [[ROM]]: 1800-1888 KB [[EPROM]]
 
** [[ROM]]: 1800-1888 KB [[EPROM]]
*** Standard: 1800 KB (448 KB program ROM,{{ref|http://flyers.arcade-museum.com/flyers_video/sega/16003602.jpg}} 1160 KB video ROM,{{ref|http://www.mamedb.com/game/sharrier}} 192 KB sound ROM){{ref|http://flyers.arcade-museum.com/flyers_video/sega/16003602.jpg}}
+
*** Standard: 1800 KB (448 KB main,{{ref|http://flyers.arcade-museum.com/flyers_video/sega/16003602.jpg}} 1160 KB video,{{ref|http://www.mamedb.com/game/sharrier}} 192 KB sound){{ref|http://flyers.arcade-museum.com/flyers_video/sega/16003602.jpg}}
*** Maximum: 1888 KB (512 KB program ROM,{{ref|http://www.mamedb.com/game/shangon}} 1184 KB video ROM,{{ref|http://flyers.arcade-museum.com/flyers_video/sega/16184702.jpg}} 192 KB sound ROM)
+
*** Maximum: 1888 KB (512 KB main,{{ref|http://www.mamedb.com/game/shangon}} 1184 KB video,{{ref|http://flyers.arcade-museum.com/flyers_video/sega/16184702.jpg}} 192 KB sound)
 
** Video memory: 1402-1426 KB (242 KB SRAM, 1160-1184 KB EPROM)
 
** Video memory: 1402-1426 KB (242 KB SRAM, 1160-1184 KB EPROM)
 
* Color palette: 98,304
 
* Color palette: 98,304

Revision as of 02:17, 16 October 2015

SpaceHarrierHardware motherboard.jpg
Sega Hang-On hardware
Manufacturer: Sega
Release Date RRP Code

Sega Hang-On hardware is an arcade system produced by Sega in 1985. It has no official name, but debuted with Hang-On (from which the name comes from) and went on to power several bike racing games of the mid-to-late 1980s. It is alternatively known as the Sega Space Harrier hardware, named after Space Harrier which released later in 1985.

The system specifications are similar to those of the Sega System 16, but has a stronger focus on graphics, adding a second 68000 processor and a separate video board. Sega Hang-On hardware acts primarily as an advancement over the VCO Object board - it was designed to scale a large number of sprites/textures in real-time, allowing for the creation of "pseudo-3D" graphics, in which a game can simulate a player moving towards the screen. At the time of release, this technology was considered groundbreaking, and would go on to fuel the Sega OutRun hardware specification as well as X Board and Y Board systems.

As this board was designed to serve one purpose, only five games were produced to make use of this system, all of which opt for the third-person perspective.

Hardware

Designed by Sega AM2's Yu Suzuki, this was the first in Sega's Super Scaler series of pseudo-3D arcade hardware. At the time of its release, this was the most powerful game system. The pseudo-3D sprite-scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s. In an interview to 1UP.com Yu Suzuki said: [1]


My designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D.


— Yu Suzuki


Hang-On was controlled using a video game arcade cabinet resembling a motorbike, which the player moved with their body. This began the "Taikan" trend, the use of motion-controlled arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on game consoles. [2]

Technical Specifications

Sega Hang-On

Sega Space Harrier

The Sega Space Harrier hardware added the following upgrades in late 1985:

  • FM sound chip: Yamaha YM2151 @ 4 MHz (8 FM synthesis channels)
  • Memory: 2108.25 KB to 2196.25 KB
    • RAM: 308.25 KB,[1] including 192 KB high-speed SRAM (Static RAM)[4]
      • Main RAM: 64 KB (16 KB work RAM, 48 KB sub-RAM)
      • Video RAM: 242 KB
        • CPU Motherboard: 50 KB (32 KB tiles, 4 KB text, 2 KB sprites, 4 KB colors, 8 KB roads)
        • Video Board: 192 KB SRAM
      • Sound RAM: 2.25 KB
    • ROM: 1800-1888 KB EPROM
      • Standard: 1800 KB (448 KB main,[5] 1160 KB video,[6] 192 KB sound)[5]
      • Maximum: 1888 KB (512 KB main,[7] 1184 KB video,[8] 192 KB sound)
    • Video memory: 1402-1426 KB (242 KB SRAM, 1160-1184 KB EPROM)
  • Color palette: 98,304
    • 16-bit color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.
  • Graphical capabilities: Translucent shadows

Gallery

List of Games


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