Can a Saturn MOD chip burnout within time?

SMS, Genesis, 32X, Sega CD, Saturn, Dreamcast
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jay00

Can a Saturn MOD chip burnout within time?

Post by jay00 »

I was just curious because there are discussions on various forums around the web regarding "MOD Chips" in general that can burn out. I must assume this is due to poor construction?
Killette
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Joined: Thu Jan 15, 2009 10:40 pm

Re: Can a Saturn MOD chip burnout within time?

Post by Killette »

I'm not sure about mod chips burning out, but action replay cards will enhance the graphics, let you use codes, have more saved games, and play imports. They can be kinda pricey on ebay, but I would suggest one of those before modding the system itself.
Systems: Famicom with Nes adapter, Turbo Grafx, JVC x' Eye, Super Famicom with SNES adapter, 32x, Virtual Boy, Saturn, Nintendo 64, Dreamcast, X-Box, PS1/PS2 (slim), Gamecube with game boy player, Wii, PS3 80 gig

Handhelds: Neo-Geo pocket color, PSP, Game boy Advance SP, Game Gear, Tec Toy (Mega drive portable) Playpal (Master system/game gear)

Capcom Arcade Machine (Speed Rumbler,1986)
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lwcook
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Location: South Carolina

Re: Can a Saturn MOD chip burnout within time?

Post by lwcook »

I've had it happen to me once before (as did a friend.) Gotta them many years ago and not from racket...most likely a bad batch since they went up about the same time.

Mod chips are like any electronics and can have a certain failure rate, and some batches are probably made better than others. My second mod chip, for example, has been working for the past 2-3 years and has more hours on it than my first one.
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