List of Spectreplay arcade system boards

## 8-bit based arcade system boards

### Spectreplay RVS (Rasterised Video System) (1980-1983)

The **Spectreplay RVS**, short for Rasterised Video System, is Spectreplay's first arcade system board. It was debuted in 1980 with the release of Spacefight, which marked Spectreplay's first foray into video games. Prior to 1980, the company had made indoor amusement rides and electro-mechanical arcade games under the Spectrefun name.

#### System specifications

* **CPU:** 8MHz Zilog Z80
* **Memory:** 16KB RAM
* **Sound:** General Instrument AY-3-8910 programmable sound generator
* **Video Resolution:** 256x224
* **Storage:** ROM Chips

#### Notable games

* Galactic Strike (1983)
* Ninja Clash (1981)
* ()
* Spacefight (1980)

### Spectreplay RVS 2 (Rasterised Video System 2) (1982-1986)

The **Spectreplay** **RVS 2** is a follow-up to the Spectreplay RVS arcade system board, which debuted in 1982 with the release of Mystic Quest. Although it features the same 8MHz Z80 processor as the original RVS, the major upgrades from the original include 32KB of RAM, improved graphics chipset (which was upgraded to display 64 colors and 32 to 64 sprites onscreen, as opposed to displaying 32 colors and 16 to 24 sprites onscreen on the original RVS), an Oki MSM5232 sound chip, and an additional ROM board. The RVS 2 is the last 8-bit arcade hardware to be developed by Spectreplay.

#### System specifications

* **Board Composition:** Main Board and ROM Board
* **CPU:** 8MHz Zilog Z80
* **Memory:** 32KB RAM
* **Sound:** Oki MSM5232 programmable sound generator
* **Video Resolution:** 256x224
* **Hardware Features:** Fast Scrolling
* **Storage:** ROM Chips

## 16-bit based arcade system boards

### 2D-based system boards

#### Spectreplay Video Amusement System (1985-1988)

The **Spectreplay Video Amusement System** is a 16-bit arcade system board that debuted in 1985 with the release of Labyrinthia. The system is considered to be a 16-bit successor to the Spectreplay RVS and RVS 2 system boards. The Video Amusement System is powered by a Motorola 68000 processor running at 7MHz, 128KB of RAM, two sound chips (which are the Yamaha YM2203 and Oki MSM5205), and a custom-made video chipset designed to handle 128 sprites onscreen with parallax scrolling and transparency/translucency effects.

##### System specifications

* **Board Composition:** Main Board and ROM Board
* **CPU:** 7MHz Motorola 68000 (some arcade games may use two 68000 processors), 8MHz Zilog Z80
* **Memory:** 128KB RAM
* **Sound:** Yamaha YM2203 (capable of producing FM synthesis audio), Oki MSM5205 (capable of producing ADPCM audio)
* **Video Resolution:** 320x224
* **Hardware Features:** Parallax Scrolling, Transparency/Translucency Effects
* **Storage:** ROM Chips

##### Notable games

* Blokk-Attakk (1987)
* Labyrinthia (1985)

#### Spectreplay Video Amusement System II (1988-1992)

The **Spectreplay Video Amusement System II** is an upgraded version of the first Video Amusement System arcade system board, which was introduced in 1988. While it almost shares the same specifications as the original one, it features the same Motorola 68000 processor running at 16.7MHz, 256KB of RAM, a Yamaha YM2610 sound chip, and an upgraded video chipset with rudimentary hardware sprite scaling. The Video Amusement System II was the first Spectreplay system board to use the JAMMA standard, which would be used on almost all Spectreplay arcade system boards since 1988.

##### System specifications

* **Board Composition:** Main Board
* **CPU:** 16.7MHz Motorola 68000 (some arcade games may use two 68000 processors), 8MHz Zilog Z80
* **Memory:** 256KB RAM
* **Sound:** Yamaha YM2610
* **Video Resolution:** 320x224
* **Hardware Features:** Parallax Scrolling, Transparency/Translucency Effects, Hardware Sprite Scaling (rudimentary)
* **Storage:** ROM Chips

#### Spectreplay System E (1991-1997)

The **Spectreplay System E** is a 16-bit arcade system board that was introduced in 1991. While the hardware is similar to the Video Amusement System in terms of its specifications, it only features a Motorola 68000 processor running at 7MHz with 128KB of RAM, a Yamaha YM2610 sound chip, and a video chipset that is similar to the one used in the Video Amusement System (albeit without the Transparency/Translucency Effects). Unlike the two Video Amusement System arcade boards, the Spectreplay System E features a ROM cartridge slot.

##### System specifications

* **Board Composition:** Main Board
* **CPU:** 7MHz Motorola 68000
* **Memory:** 128KB RAM
* **Sound:** Yamaha YM2610
* **Video Resolution:** 320x224
* **Hardware Features:** Parallax Scrolling
* **Storage:** ROM Cartridge

### Sprite scaling-based system boards

#### Spectreplay Super System (1987-1989)

The **Spectreplay Super System** is a 16-bit arcade system board that was introduced in 1987. It was the first Spectreplay arcade hardware to introduce sprite scaling capabilities (*ala* Sega's Super Scaler), which allows sprites to be scaled along the Z axis, creating an illusion of a three-dimensional perspective. The Super System features two Motorola 68000 running at 12.5MHz, 512KB RAM, a Yamaha YM2610 sound chip, and a custom graphics chipset that is capable of sprite scaling/rotation/zooming.

##### System specifications

* **Board Composition:** Main Board, Video Board, ROM Board
* **CPU:** 2x 12.5MHz Motorola 68000
* **Memory:** 512KB RAM
* **Sound:** Yamaha YM2610
* **Video Resolution:** 320x224
* **Hardware Features:** Parallax Scrolling, Sprite Scaling/Rotation, Transparency/Translucency Effects
* **Storage:** ROM Chips

#### Spectreplay Super System Type II (1989-1991)

The **Spectreplay Super System** **Type II** is an upgraded version of the Super System that was released in 1989. While the specifications are almost identical to the original, the specifications have a given an incremental upgrade. These include three Motorola 68000 processors running at 16.7MHz, 1MB of RAM, and an improved graphical chipset that is capable of displaying twice as many sprites/textures on screen at once, twice as many tile layers, a faster fillrate, more colors, and sprite/background rotation effects, as well as allowing real-time rotation and scaling of sprites.

##### System specifications

* **Board Composition:** Main Board, ROM Board
* **CPU:** 3x 16.7MHz Motorola 68000
* **Memory:** 1MB RAM
* **Sound:** Yamaha YM2610
* **Video Resolution:** 320x224
* **Hardware Features:** Parallax Scrolling, Sprite Scaling/Rotation, Transparency/Translucency Effects
* **Storage:** ROM Chips

## 32-bit based arcade system boards

### 2D/2D sprite scaling-based system boards

#### Spectreplay VS32 (Video System 32) (1991-1995)

The **Spectreplay Video System 32** is the first 32-bit arcade system board that was developed by Spectreplay in 1991. The Video System 32 was designed with 2D sprite-based and sprite-scaling graphics in mind, and it was significant step-up from the Super System Type II arcade hardware (in terms of graphical capabilities and performance). In addition to that, the Video System 32 also has the ability to do raycasting, which was a method to efficiently render a 3D world from a 2D playing field using a simple one-dimensional scan over the horizontal width of the screen.

##### System specifications

* **Board Composition:** Main Board, ROM Board
* **CPU:** 24MHz Motorola 68EC020
* **Memory:** 2MB RAM
* **Sound:** Yamaha YM2610
* **Video Resolution:** 384x224
* **Hardware Features:** Parallax Scrolling, Sprite Scaling/Rotation, Transparency/Translucency Effects, Ray Casting
* **Storage:** ROM Chips

#### Spectreplay Super VS32 (1993-1997)

The **Spectreplay Super VS32** was released in 1993 as a significant upgrade from its predecessor, Video System 32, in terms of graphical capabilities and performance. The most significant upgrade in the hardware is the processor, which now uses a 40MHz Motorola 68EC030 as opposed to the slower 24MHz 68EC020, and the addition of two optional Texas Instruments TMS320C31 digital signal processors. In addition to those upgrades, the improved graphical capabilities were optionally supplemented by adding a custom graphics chip that allows for rendering of rudimentary 3D graphics (similar to Konami's 053936 custom chip). Originally, Spectreplay had planned to introduce a 3D-based, flat/gouraud-shaded arcade hardware under the codename "Polysystem" in 1992, but it was never introduced and was presumably canceled. A few or some of the components that were in the prototype were later on repurposed for the Super VS32 arcade hardware.

##### System specifications

* **Board Composition:** Main Board, Video Board, ROM Board
* **CPU:** 40MHz Motorola 68EC030
* **DSP:** 2x 50MHz Texas Instruments TMS320C31 (optional)
* **Memory:** 4MB RAM
* **Sound:** Yamaha YM2610
* **Video Resolution(s):** 384x224
* **Hardware Features:** Parallax Scrolling, Sprite Scaling/Rotation, Transparency/Translucency Effects, Ray Casting, Shading, Flat Shading, Lighting, Diffuse Reflection, Specular Reflection, Specular Lighting, Voxel-Based Rendering
* **Storage:** ROM Chips

#### Spectreplay System H (2003-2009)

The **Spectreplay System H** is a 32-bit arcade system board that was released in 2003. The naming is based on the SuperH RISC processor architecture, which is the architecture used for this board. Unlike other Spectreplay arcade system boards at the time (which were specifically made for coin-operated video games), this system board was designed for use in kiddie rides, medal games, and redemption games, as those types of machines didn't need that much performance for those applications.

##### System specifications

* **Board Composition:** Main Board
* **CPU:** 100MHz Hitachi SuperH SH-3
* **Memory:** 8MB RAM
* **Sound:** Yamaha YMZ280B
* **Video Resolution(s):** 384x224
* **Hardware Features:** Parallax Scrolling, Sprite Scaling/Rotation, Transparency/Translucency Effects
* **Storage:** CompactFlash

### 3D-based system boards

#### Spectreplay System V (1994-1997)

The **Spectreplay System V** is the first Spectreplay arcade system board to primarily feature real-time, texture mapped three-dimensional graphics. The System V features a Motorola 68EC030 processor running at 40MHz, 8MB of RAM, a custom-made "VPPU100" 3D-accelerated graphics chipset, and two Yamaha sound chips (the YMF271 and YM2610). It was debuted in 1994 with the release of .

##### System specifications

* **Board Composition:** Main Board, Video Board, ROM Board
* **CPU:** 40MHz Motorola 68EC030
* **DSP:** 2x Texas Instruments TMS320C25 DSPs
* **GPU:** Spectretec "VPPU100" 3D-accelerated graphics chipset
* **Memory:** 8MB RAM
* **Sound:** Yamaha YMF271, Yamaha YM2610
* **Video Resolution(s):** 512x384
* **Hardware Features:** Gouarad Shading, Texture Mapping, Perspective Correction, Texture Filtering, Texture Anti-Aliasing, Microtexture, Diffuse Reflection, Specular Reflection, Specular Lighting, Alpha Blending, Transparency, Rasterization, Mipmapping, LOD, Z-Buffering, Point Sampling, Bilinear Filtering, Trilinear Filtering
* **Storage:** ROM Chips

#### Spectreplay System V-II (1996-1999)

##### System specifications

* **Board Composition:** Main Board, Video Board, ROM Board
* **CPU:** 100-166MHz Motorola PowerPC 603e
* **GPU:** 2x Spectretec "VPPU-2" 3D-accelerated graphics chipset
* **Memory:** 16MB RAM
* **Sound:** Yamaha YMF271, Yamaha YM2610
* **Video Resolution(s):** 512x384
* **Storage:** ROM Chips, Hard Disk (used for some games)
* **Hardware Features:**
	+ **Geometry Features:** T&L (Transform, Clipping, Lighting), Culling, 24‑bit Hidden Surface Removal, Clipping, 24‑bit Floating-Point Z-Buffering, Depth Buffer, Stencil Buffer, Particle Effects
	+ **Lighting Features:** Parallel Light, Pin-Point Light, 4 Light Spots, 4 Spot Lights, Pin Spot Light, Specular Reflection, Specular Highlighting, Headlight Illumination, Landing Lights, Glare Effects, Sunlight
	+ **Anti-Aliasing Features:** Texture Anti-Aliasing, Multi-Layered Anti-Aliasing (Multi-Sample Anti-Aliasing), Texture & Edge Multi-Layered Anti-Aliasing, S-Buffer Anti-Aliasing Technology
	+ **Shading Features:** Flat Shading, Gouraud Shading, High-Specular Gouraud Shading, Micro Texture Shading, Fix Shading, Flat Sun Shading
	+ **Texture Capabilities:** Full Color Texture Mapping, Mipmapping, Perspective Correction, Texture Filtering, Trilinear Filtering, Trilinear Interpolation, Trilinear Mipmapping, Mipmapped Trilinear Interpolation Texture Mapping Algorithms, Reflection/Environment Mapping, 4‑Bit to 24‑Bit Color per Texture

#### Spectreplay System V-III (1998-2001)

##### System specifications

* **Board Composition:** Main Board
* **CPU:** 266MHz-300MHz Motorola PowerPC 603ev
* **GPU:** Spectretec "VPPU-3" 3D-accelerated graphics chipset
* **Memory:** 16MB RAM
* **Sound:** Custom-designed Spectretec "ST-APSP" sound chipset
* **Video Resolution(s):** 512x384
* **Storage:** ROM Chips, Hard Disk (used for some games)
* **Hardware Features:** Bump Mapping, Fog, Alpha Blending, Mipmapping, Anti-Aliasing, Environment Mapping, Specular Effects, Normal Mapping, Tiled Rendering, Deferred Rendering, Back‑Face Culling, Hidden Surface Removal

#### Spectreplay Titan (2000-2002)

##### System specifications

* **Board Composition:** Main Board
* **CPU:** 400MHz IBM PowerPC 750CX "Sidewinder"
* **GPU:** Custom-designed Spectretec "VPPU-4" 3D-accelerated graphics chipset
* **Memory:** 32MB RAM
* **Sound:** Custom-designed Spectretec "ST-APSP 2" sound chipset
* **Video Resolution(s):** 512x384, 640x480
* **Storage:** ROM Chips, Hard Disk (used for some games)
* **Hardware Features:** Hardware T&L, Phong Shading, Double‑Buffered 3D Rendering, Depth Cueing, Depth Buffer, Depth Bias, Face Culling, Static Meshes, Dynamic Meshes, Stencil Buffering, Shadows, Motion Blur, Particle Effects, Fire Effects, Water Effects, Fog, Alpha Blending, Anti‑Aliasing, Specular Effects, Tiled Rendering, Deferred Rendering, Back‑Face Culling, Hidden Surface Removal

#### Spectreplay System H2 (2010-2014)

The **Spectreplay System H2** is a 32-bit arcade system board that was released in 2010.

##### System specifications

* **Board Composition:** Main Board
* **SoC:** Freescale i.MX357
	+ **CPU:** 2.1 GHz Quad-Core ARM Cortex-A57
	+ **GPU:** Nvidia GM21B GPU
* **Memory:** 128MB RAM
* **Video Resolution(s):** 384x224
* **Hardware Features:** Parallax Scrolling, Sprite Scaling/Rotation, Transparency/Translucency Effects
* **Storage:** SD Card

## Console-based arcade system boards

### Spectreplay System G (1997-2005)

#### System specifications

* **Based on:** Sony PlayStation (Sony ZN-1)
* **Board Composition:** Main Board
* **CPU:** 33MHz MIPS R3000A RISC
* **GPU:** Sony CXD8514Q Geometry Transformation Engine
* **Memory:** 4MB or 8MB RAM (depending on the game)
* **Sound:** Playstation SPU
* **Storage:** ROM Chips
* **Video Resolution(s):** 256x224 to 740x480

### Spectreplay N1 (2021-present)

#### System specifications

* **Based on:** Nintendo Switch
* **Board Composition:** Main Board
* **SoC:** Nvidia Tegra X1 (T210b1/ODNX10-A1 variant)
	+ **CPU:** 2.1 GHz Quad-Core ARM Cortex-A57
	+ **GPU:** Nvidia GM21B
* **Memory:** 4GB LPDDR4
* **Storage:** eMMC Storage
* **Video Resolution(s):** 1280x720 to 1920x1080