• CPU : 128 Bit "Emotion Engine"
  • System Clock: 300 MHz
  • System Memory: 32 MB Direct Rambus
  • Memory Bus Bandwidth: 3.2 GB per second
  • Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
  • Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
  • Floating Point Performance: 6.2 GFLOPS
  • 3D CG Geometric Transformation: 66 million Polygons Per Second
  • Compressed Image Decoder: MPEG2
  • Graphics : "Graphics Synthesizer"
  • Clock Frequency: 150MHz
  • DRAM Bus bandwidth: 48 GB Per Second
  • DRAM Bus width: 256 bits
  • Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
  • Maximum Polygon Rate: 75 Million Polygons Per Second
  • Sound : "SPU2+CPU"
  • Number of voices: ADPCM: 48 channel on SPU2 plus definable by software
  • Sampling Frequency: 44.1 KHz or 48 KHz (selectable)
  • I/O Processor
  • CPU Core: Current PlayStation CPU
  • Clock Frequency: 33.8 MHz or 37.5 MHz (selectable)
  • Sub Bus: 32 Bit


This system used a standard Playstation 2 spec. There were three different configurations. They were revisions a through c. The first revision (REV A) offered a few extra inputs where some of the eariler games used. The second revision (REV B) had those extra ports removed and is the most comon revision of the system. The final revision (REV C) removed the PS2 controller ports and added compatibility needed for games that use a hard drive (Hard drive games do not work on eariler systems).

For I/O you can use Namco's standard Jamma I/O board that connects to a ribbon cable on the side and power connects directly to the front with a 5 pin connector. You can also use a standard JVS power supply and I/O with a power splitter that commonly came with Namco System 246 kits (I/O board connects to the usb on the front)