Arcade Boards

The silicon behind the golden age of coin-operated gaming

Capcom CPS-1
Capcom · 1988
Motorola 68000 @ 10 MHz + Zilog Z80 @ 3.579 MHz (audio)

The Capcom Play System 1 was the hardware foundation for Street Fighter II, Final Fight, and Ghouls'n Ghosts, delivering the large, detailed characters that defined the early 1990s arcade aesthetic.

Capcom CPS-2
Capcom · 1993
Motorola 68000 @ 11.8 MHz + Zilog Z80 @ 8 MHz (audio)

The CPS-2 was Capcom's most important arcade platform, hosting Super Street Fighter II Turbo, all three Darkstalkers entries, and the Marvel vs. Capcom crossover series across a decade of continuous use.

Sega System 16
Sega · 1985
Motorola 68000 @ 10 MHz + Zilog Z80 @ 4 MHz (audio)

The Sega System 16 was the hardware platform for Shinobi, Altered Beast and Golden Axe, producing the visually rich sprite-based 16-bit arcade games that defined Sega's mid-to-late 1980s output.

Taito F2 System
Taito · 1988
Motorola 68000 @ 12 MHz + Zilog Z80 @ 4 MHz (audio)

The Taito F2 System was Taito's main arcade board of the late 1980s and early 1990s, hosting games such as Liquid Kids, Gun Frontier and Grid Seeker, with custom chips that gave some games sprite zooming and rotation effects.

Namco System 86
Namco · 1986
2× Motorola 6809 + Hitachi HD63701 MCU, Namco CUS30 sound

The Namco System 86 powered Rolling Thunder and Hopping Mappy at a transitional moment when Namco was moving from its earlier 8-bit boards toward the 16-bit era, producing technically polished games that bridged the visual styles of both generations.

Irem M92
Irem · 1991
NEC V33 @ 9 MHz + NEC V30 @ 7.15 MHz (audio/IO)

The Irem M92 was the most powerful hardware Irem produced for its golden era, running In the Hunt, Blade Master, and the acclaimed R-Type Leo — games whose detailed sprite work and complex parallax backgrounds represented the visual peak of the company's coin-op output.

Konami GX (System GX)
Konami · 1994
Motorola 68EC020 @ 24 MHz + Motorola 68000 @ 8 MHz (audio)

The Konami GX was Konami's main 2D arcade board of the mid-1990s, running games such as Lethal Enforcers II, Salamander 2 and Sexy Parodius on a 32-bit 68EC020 processor.

Data East DECO System
Data East · 1987
Motorola 68000 @ 10 MHz + MCS-51 / Hu6280 (audio, model-dependent)

Data East's DECO arcade hardware was home to Bad Dudes, Heavy Barrel, Robocop, and Midnight Resistance — a consistent run of energetic action games that made Data East one of the most recognisable American-Japanese publishers of the late 1980s coin-op era.

Sega X Board
Sega · 1987
Motorola 68000 @ 10 MHz (×2) + Zilog Z80 @ 4 MHz (audio)

The Sega X Board was the hardware platform for After Burner, ThunderBlade, and Super Monaco GP — a dual-68000 board purpose-built for sprite scaling and rotation that produced some of the most visually impressive motion simulation games of the late 1980s.

SNK Neo Geo MVS
SNK · 1990
Motorola 68000 @ 12 MHz + Zilog Z80 @ 4 MHz (audio)

The Neo Geo MVS was the most powerful arcade-to-home unified platform of the 1990s, hosting 148 games across a fourteen-year commercial lifespan — including the Metal Slug, King of Fighters, and Samurai Shodown series — on hardware identical to the AES home console.

Sega Model 2
Sega · 1993
Intel i960KB @ 25 MHz + Motorola 68000 @ 10 MHz (audio)

The Sega Model 2 was the arcade board that brought texture-mapped 3D polygons to the coin-op mainstream, powering Daytona USA, Virtua Fighter 2, Sega Rally, and The House of the Dead — the games that defined the mid-1990s arcade at the peak of its technical and commercial dominance.

Capcom CPS-3
Capcom · 1996
Hitachi SH-2 @ 25 MHz (embedded in security cartridge)

The CPS-3 was Capcom's final proprietary arcade board and the pinnacle of 2D sprite hardware, hosting the Street Fighter III series and JoJo's Bizarre Adventure with hand-drawn animation of a fluidity that no other fighting game platform matched — on a tiny library of just six games.

Sega NAOMI
Sega · 1998
Hitachi SH-4 @ 200 MHz + PowerVR2 (PVR2DC) GPU

The Sega NAOMI was arcade hardware built on the Dreamcast's architecture, enabling effortless arcade-to-console ports and hosting Crazy Taxi, Marvel vs. Capcom 2, and Virtua Tennis across an eleven-year lifespan that made it one of the longest-serving arcade boards ever produced.

Namco System 22
Namco · 1993
Motorola 68020 @ 24.8 MHz + 2× TI TMS32025 DSP @ 49.152 MHz

The first arcade board to feature texture mapping, System 22 gave the world Ridge Racer — the first arcade game with texture-mapped 3D graphics — and set the visual standard that the entire industry then chased.

Sega Model 3
Sega / Lockheed Martin · 1996
IBM/Motorola PowerPC 603e @ 66–166 MHz + 2× Lockheed Martin Real3D Pro-1000 GPU

Built in partnership with the defence contractor Lockheed Martin, the Model 3 was so far ahead of any home console that its games — Virtua Fighter 3, Scud Race, Daytona USA 2 — looked like they came from the next century.

Nintendo VS. System
Nintendo · 1984
Ricoh 2A03 (MOS 6502 derivative) @ 1.79 MHz

Famicom hardware in an arcade cabinet, used by Nintendo as a coin-operated showroom for the console it was about to sell to a country that had stopped buying consoles.

Sega System 32
Sega · 1990
NEC V60 @ 16.1 MHz

Sega's answer to what happens when you bolt the Super Scaler pseudo-3D pipeline onto a conventional sprite board: scaling used not for racing tricks but for sheer spectacle.

Midway T Unit
Midway · 1993
TMS34010 @ 6.25 MHz

The board that ran Mortal Kombat II and NBA Jam — two of the highest-grossing arcade games of the 1990s — on a graphics-oriented CPU that could address individual pixels as if they were memory.

Williams 6809 Hardware
Williams Electronics · 1980
Motorola 6809E @ 1 MHz + Motorola 6808/6802 (audio)

The bitmap-graphics board behind Defender, Robotron: 2084, Joust, and Sinistar — a 1 MHz machine with no sprite hardware that produced some of the fastest, most crowded action games of the early 1980s through raw software and, later, a pair of blitter chips.

Atari System 1
Atari Games · 1984
Motorola 68010 @ 7.159 MHz + MOS 6502 @ 1.789 MHz (audio)

The convertible cartridge-based arcade platform behind Marble Madness, Road Runner, and RoadBlasters — built so an operator could swap one game for another by changing a cartridge board and its SLAPSTIC security chip.

Namco System 21
Namco · 1988
Multiple Motorola 68000 + 4× TI TMS320C25 DSP @ 24.576 MHz

The "Polygonizer" — Namco's 1988 board built specifically for real-time 3D polygon graphics, debuting with Winning Run three years before Sega's Model 1 and establishing Namco as the early leader in polygonal arcade games.

Sega Model 1
Sega · 1992
NEC V60 + custom polygon "CG Board"

Sega's first 3D polygon arcade board ran only four games — but two of them, Virtua Racing and Virtua Fighter, set the direction of 3D arcade gaming for the rest of the decade.

Konami Bubble System
Konami · 1985
Motorola 68000 @ 10 MHz + Zilog Z80 (sound)

Konami's swappable-game arcade board stored its software on magnetic bubble memory — which had to warm up before it would work. It launched Gradius and TwinBee, and then every game on it was moved to ordinary ROMs.

Hyper Neo Geo 64
SNK · 1997
Custom 64-bit RISC processor

SNK's only 3D arcade board was meant to succeed the Neo Geo MVS. It received seven games in two years, none of them hits, and SNK went back to its old 2D hardware.