Hardware & Chips

The silicon that made it all possible

MOS 6581 SID
MOS Technology · 1982
Used in: Commodore 64

The SID chip gave the Commodore 64 the most sophisticated sound hardware of any home computer of its era — three independent synthesis voices with programmable filters that composers have been exploiting for four decades.

NES APU (2A03)
Ricoh · 1983
Used in: Nintendo Entertainment System / Famicom

The NES audio chip provided five sound channels in a package on the same die as the CPU, enabling composers to produce music of unexpected range within tight constraints. Koji Kondo and Hirokazu Tanaka built iconic soundtracks on this hardware.

SNES SPC700
Sony · 1990
Used in: Super Nintendo Entertainment System

Sony's SPC700 audio chip gave the SNES eight voices of sample-based synthesis, enabling composers to approach near-orchestral quality. The chip ran its own separate processor, making SNES audio an independent subsystem.

Sega Genesis YM2612
Yamaha · 1988
Used in: Sega Genesis / Mega Drive

The Genesis used Yamaha's FM synthesis chip combined with a Texas Instruments PSG, creating a distinctive sound that composers like Yuzo Koshiro turned into something genuinely musical. The YM2612's warm, metallic quality defined an era.

MOS 6502
MOS Technology · 1975
Used in: Apple II, Atari 2600 (6507), NES (6502 in Ricoh 2A03), Commodore 64, BBC Micro

The most important microprocessor in gaming history. The 6502's $25 retail price in 1975 made personal computing economically accessible and powered nearly every significant gaming platform of the late 1970s and early 1980s.

Motorola 68000
Motorola · 1979
Used in: Sega Genesis, Amiga, Atari ST, Neo Geo, SNK MVS, Mega Drive

The 68000 was the 16/32-bit processor that powered the Amiga, Atari ST, and Sega Genesis — three platforms whose creative cultures differed dramatically despite sharing identical central processing. Its clean instruction set made it a favourite for game development.

Zilog Z80
Zilog · 1976
Used in: ZX Spectrum, Game Boy, Game Gear, Sega Master System, ColecoVision, MSX, Sega Genesis (secondary)

The Z80 powered the ZX Spectrum and, in modified form, inspired the Game Boy's CPU — two of gaming's most culturally significant platforms — as well as the Sega Master System and Game Gear. Federico Faggin's design was an enhanced Intel 8080 that became the 8-bit era's workhorse.

Super FX Chip
Argonaut Software / Nintendo · 1993
Used in: SNES cartridges (Star Fox, Stunt Race FX, Doom, Yoshi's Island)

The Super FX was a co-processor embedded in SNES cartridges that enabled real-time 3D polygon rendering — something the SNES itself could not do. Star Fox (1993) demonstrated it was possible to play a 3D shooter on 16-bit hardware.

PlayStation GPU
Sony / LSI Logic · 1994
Used in: Sony PlayStation (PS1)

The PlayStation's dual-chip graphics system — the GTE for 3D geometry processing and the GPU for rendering — defined the fifth console generation's visual capabilities and established texture-mapped polygon rendering as the new gaming standard.

Neo Geo LSPC2-A2
SNK · 1990
Used in: Neo Geo MVS (arcade), Neo Geo AES (home), Neo Geo CD

The Neo Geo's sprite controller was the most powerful 2D hardware of the early 1990s — supporting 380 simultaneous sprites at any size, enabling the character detail and animation frame counts that made SNK's fighting games the gold standard for years.

Sega Saturn VDP1 + VDP2
Sega / Hitachi · 1994
Used in: Sega Saturn

The Saturn's dual VDP architecture — VDP1 for sprites and polygons, VDP2 for backgrounds — was designed for 2D sprite performance at a moment when the market moved to 3D. Its 2D capabilities were extraordinary; its 3D capabilities were its weakness.

Yamaha OPL2/OPL3
Yamaha · 1985
Used in: AdLib Sound Card, Sound Blaster (OPL2), Sound Blaster 16/Pro (OPL3), PC game cards 1987–1998

Yamaha's FM synthesis chips powered PC gaming audio through the late 1980s and 1990s. The OPL2's 9-channel FM synthesis and OPL3's 18-channel extension defined how DOS games sounded for a decade.

Reality Coprocessor (RCP)
Silicon Graphics (SGI) / NEC · 1996
Used in: Nintendo 64

The custom SGI-designed chip that handled all of the Nintendo 64's graphics and audio, splitting the work between a programmable signal processor and a display processor to deliver console 3D that rivalled the workstations of its day.

Sharp LR35902
Sharp · 1989
Used in: Game Boy

The custom 8-bit processor at the core of the Game Boy — a hybrid of the Intel 8080 and Zilog Z80 that powered the best-selling handheld of its era on a modest clock speed and a famously frugal power budget.

Ricoh RP2C02 (PPU)
Ricoh · 1983
Used in: Nintendo Entertainment System / Famicom

The dedicated graphics chip of the NES, whose tile-and-sprite architecture and clever, memory-efficient design produced the console's distinctive look and enabled smooth scrolling that outclassed most home hardware of the early 1980s.

TIA
Atari · 1977
Used in: Atari 2600 (VCS)

A graphics chip with no frame buffer — it holds a single scanline at a time, forcing the CPU to rewrite its registers in the gap between lines. Programmers called it "racing the beam".

Agnus / Denise / Paula
MOS Technology (Commodore) · 1985
Used in: Amiga 1000, 500, 2000

Three custom chips with names like a family, and a coprocessor that executes an instruction stream synchronised to the electron beam — the reason Amiga demos looked impossible.

Emotion Engine
Sony Computer Entertainment / Toshiba · 2000
Used in: PlayStation 2

Six instruction pipelines across three processors, manual DMA, hand-written vector microcode, and no compiler on earth able to exploit it. The most powerful console CPU of its generation and the most hated.

Konami VRC6
Konami · 1989
Used in: Akumajō Densetsu (Castlevania III, Famicom)

A Konami cartridge chip that added three extra sound channels to the Famicom, giving the Japanese Castlevania III a richer score than the Famicom could otherwise produce — audio the American NES version could not reproduce.

Nintendo DSP-1
Nintendo / NEC · 1990
Used in: Pilotwings, Super Mario Kart (SNES)

A math coprocessor tucked into SNES cartridges to do the 3D calculations the console's CPU could not — the chip that made the pseudo-3D perspective of Pilotwings and Super Mario Kart run smoothly.

Atari POKEY
Atari · 1979
Used in: Atari 8-bit computers, Atari 5200, many arcade games

Atari's multi-purpose chip that generated four voices of sound while also reading paddle controllers and keyboards — the audio of the Atari 8-bit computers and of arcade classics like Centipede and Gauntlet.

Ricoh 5A22
Ricoh · 1990
Used in: Super Famicom / Super Nintendo Entertainment System

The SNES's main processor: a 65C816 — the 16-bit descendant of the 6502 — wrapped with DMA, multiply/divide hardware and controller logic. Its modest clock is why so many SNES games slow down.

MOS VIC-II
MOS Technology · 1981
Used in: Commodore 64, Commodore 128, Commodore MAX Machine

The graphics chip of the Commodore 64: sixteen fixed colours, eight hardware sprites and raster interrupts — the feature that let programmers split the screen and multiply those sprites far beyond eight.

Atari ANTIC
Atari · 1979
Used in: Atari 400/800, XL and XE computers, Atari 5200

A video co-processor with its own instruction set. ANTIC read a "display list" program every frame, letting Atari 8-bit games mix graphics modes, scroll finely and change the screen mid-frame years before most rivals.

PlayStation CPU and GTE
LSI Logic / Sony · 1994
Used in: Sony PlayStation

A 33.8688 MHz MIPS RISC processor paired with a dedicated geometry co-processor that did the 3D maths. The GTE is the reason the PlayStation could push hundreds of thousands of polygons a second in 1994.

TI TMS9918
Texas Instruments · 1979
Used in: TI-99/4, ColecoVision, MSX, Sega SG-1000, Memotech MTX

A 1979 video chip that popularised hardware sprites and became one of the most widely shared graphics designs of the 8-bit era — the ColecoVision, MSX and SG-1000 all used it, and Sega's Master System chip grew from it.

SA-1
Nintendo · 1995
Used in: 35 Super NES / Super Famicom cartridges, including Super Mario RPG and Kirby Super Star

A second, three-times-faster 65C816 processor built into Super NES cartridges from 1995. It powered 35 games, including Super Mario RPG and Kirby Super Star.

Yamaha V9938
Yamaha · 1985
Used in: MSX2 computers, Geneve 9640, Tatung Einstein 256

The MSX2's video chip: the successor to the TMS9918, with a 512-colour palette, a 256-colour mode, 128 KB of video RAM and hardware drawing commands — the graphics behind the MSX2 versions of Metal Gear and many other Konami games.

Hudson HuC6270
Hudson Soft (manufactured by Seiko Epson) · 1987
Used in: PC Engine / TurboGrafx-16; two in the PC Engine SuperGrafx

The video chip that gave the PC Engine its arcade-quality 2D: 64 hardware sprites, up to 16 on a line, designed by the game developer Hudson Soft rather than a chip company.