SNES vs. GBA: F-Zero

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Uploaded by on Jan 24, 2009

In 1996, magazines including issues 53 and 54 of Total! and the July 1996 issue of Game Informer featured reports of a new Game Boy, codenamed Project Atlantis. Although the expected release date of "early 1997" would make that machine seem to be the Game Boy Color, it was described as having "a 32-bit RISC processor" and "allowing similar to SNES standard games-playing to be played in the palm of your hand"—a description that more closely matches the Game Boy Advance.
The technical specifications of the original Game Boy Advance are, as provided by Nintendo:[4]

Size: Approximately 3.2 inches (81 mm) x 5.69 inches (145 mm) x 0.97 inches (25 mm).
Weight: Approximately 140 grams (5 ounces).
Screen: 2.9 inches reflective thin-film transistor (TFT) color LCD.
Power: 2 AA batteries.
Battery life: The average battery life is approximately 15 hours while playing Game Boy Advance games (also dependent on the Game Pak being played and the volume setting).[5]
CPU: 16.8 MHz 32-bit ARM7TDMI with embedded memory.
Memory: 32 kilobyte + 96 kilobyte VRAM (internal to the CPU), 256 kilobyte WRAM (external to the CPU).
Resolution: 240 x 160 pixels.
Color support: 15-bit RGB (16-bit color space using 5 bits depth per channel), capable of displaying 512 simultaneous colors in "character mode" and 32,768 (2^15) simultaneous colors in "bitmap mode"

SNES:
CPU reference
Processor Ricoh 5A22, based on a 16-bit 65c816 core
Clock Rates (NTSC) Input: 21.47727 MHz
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
Clock Rates (PAL) Input: 21.28137 MHz
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
Buses 24-bit and 8-bit address buses, 8-bit data bus
Additional Features DMA and HDMA
Timed IRQ
Parallel I/O processing
Hardware multiplication and division
Video reference
Resolutions Progressive: 256x224, 512x224, 256x239, 512x239
Interlaced: 512x448, 512x478
Pixel Depth 2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct
Total Colors 32768 (15-bit)
Sprites 128, 32 max per line; up to 64x64 pixels
Backgrounds Up to 4 planes; each up to 1024x1024 pixels
Effects Pixelization (mosaic) per background
Color addition and subtraction
Clipping windows (per background, affecting color, math, or both)
Scrolling per 8x8 tile
Mode 7 matrix operations
Audio reference
Processors Sony SPC700, Sony DSP
Clock Rates Input: 24.576 MHz
SPC700: 1.024 MHz
Format 16-bit ADPCM, 8 channels
Output 32 kHz 16-bit stereo
Effects ADSR envelope control
Frequency scaling and modulation using Gaussian interpolation
Echo: 8-tap FIR filter, with up to .24s delay
Noise generation
Memory reference
Main RAM 128 kB[cn 6]
Video RAM 64 kB main RAM
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
Audio RAM 64 kB


Check out:
http://en.wikipedia.org/wiki/Gba
http://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System

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Uploader Comments (THE7thHAND)

  • [5:06-6:48]

    Why is there an annoation over the course map?

  • cause the map is flickering and that's annoying

  • Well, the third GBA F-Zero game (GP Legends) definitely looked better than F-Zero SNES, the resolution on SNES wasn't even that higher without emulation.

  • The GBA is like 260x160. And the resolution on the SNES is 256x289 and for backgrounds 1024x1024.

  • ooh man i love f-zero i have all f-zeros at home (gba,snes,n64,gamecube)man iam proud of that loool

  • well then take a look at my F-Zero SNES multiplayer vids... ^^

Top Comments

  • When I was little, the crash out sound had me scared!

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All Comments (51)

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  • Its unfair to compare, the snes is much older technology, yet it has better sound processor and even keeps up using 8mhz processor, f zero on the super nes has better frame rates and more colour, detail doesnt mean anything, people just want fast smooth graphics

  • the evolutionized gba version simply bleashed the snes version in every way,it simply has better graphics,more options,cathy music,cool sound effects and made greater uuse of mode7 check the cources with roads wich are saperated from the animated city backgrounds bellow wich gives it an extra 3d effect it better looks like those roads are in the air then rather on the ground,unlike in the snes version.

  • it´s becouse the gba game don´t was created for a fullscreen gameplay but if you play it in a real gba it looks much better than snes

    snes and gba rock your socks!!!!

  • @kingjamie2 You do lose health when you crash into other cars in the snes game.

  • @REALSlutHunter

    This why I want SNES VC instead if GBA of 3ds Virtual Console cause handheld gamerS deserve better than to get locked to second rate Super Nintendo games.

  • Sweet! I remember having one of the F-Zero games for my Gameboy Advance... Can't remember which F-Zero it was though.

  • Fuck the GBA. Real Men play Snes :)

    I dont give a fuck about Paper Stats ! The Fact is, the GBA Synth Sounds are not so good as the Snes One, Snes Sounds Smooth, the GBA Sounds are Scratchy -.-

    And the GBA Graphics (even with Filters like Super Eagle) are washed out, on a Fullscreen. Snes Wins

  • Nice one Subscribed.

  • ur bad at this game

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