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I dunno, the NES was pretty unique due to CPU selection, but generally in line with other 8-bit computers and systems of the era. Key developers even ported lots of games almost 1:1 from some home computers like the MSX.

The SNES was basically a mid-range Apple II with some slightly different hardware. The scaling and rotation hardware was getting to be pretty common in arcades and had been around for quite a while in Sega and Taito games. Nintendo focused on tilemaps instead of sprites, and later games quickly added more hardware in the carts to overcome the limitations beyond what F-Zero and Pilotwings could do.

I agree with you on the N64.

Sega had a completely different philosophy, theoretic backwards compatibility all the way back to the beginning. The SG-1000 was a spec revision of the Coleco and MSX specs, the Mark III was a rev of the SG-1000. The Genesis/Mega-drive had the same hardware, but then added an entire other console's hardware around it (IIR Master system compatibility was just a pin adapter). The Sega-CD was a console wrapped around the Genesis. The 32X was a console plugged into that.

The Saturn dropped the 8-bit stuff, but kept theoretic compatibility with the Mega Drive (it had a 68000 in it and a cartridge slot and was rumored to be geared up to be fully compatible at one point IIR).

Sony more or less followed suit for a while as well. The PS2 basically contained a PS1 in it.



> The SNES was basically a mid-range Apple II with some slightly different hardware.

I assume you mean the IIgs with the 65816 like the SNES.

This made me dive into what the IIgs video hardware was like. I know it had an Ensoniq chip for 32-voice sound but didn't know too much about the graphics. Looks like it could do 640x200 with 256 colors.

The Wolfenstein 3d port is interesting even if it does need an accelerator card to run decently. I'm not sure how that was pulled off on the SNES (I don't think Wolf3d had the SuperFX).




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