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 sprite-scaling and large-character capabilities that defined the early 1990s arcade aesthetic.

Capcom CPS-2
Capcom · 1993
Motorola 68000 @ 16 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 Golden Axe, Altered Beast, and Streets of Rage's spiritual ancestors, 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 produced some of the finest shoot-'em-ups of the late 1980s and early 1990s — Raiden, Grid Seeker, and the Darius II extrapolations — with a sprite scaling and rotation capability that other boards of the era could not match.

Namco System 86
Namco · 1986
Motorola 6809 @ 2 MHz (×3 CPUs) + Namco CUS30 sound processor

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 the hardware platform for Lethal Enforcers, Sexy Parodius, and Pop'n Music — Konami's primary mid-1990s arcade board, bridging the 2D sprite era and the company's transition toward rhythm games that would define its late 1990s output.

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.