******************************************************************************* The Ultimate Arcade System Pinouts FAQ: (v0.14) Author: Dendweller Due to numerous posts regarding arcade system pinouts *and* the hope of keeping arcade machines alive and running, I have created this mini(it's getting a little big :)-FAQ to answer any questions that you may have about arcade system pinouts. Yes, I know that this isn't really a FAQ by definition, so I guess it's a FRP (Frequenty Requested Pinouts) ^-^ Anyway, send me an email with a question and I'll see if I can answer it. If your question is good enough, I *might* include it in the FAQ. --- Note: --- Please keep in mind that this faq only contains standard pinouts that are used on arcade systems which support multiple games or games that share a common architecture such as Capcom Play System and SNK Neo Geo games. Ah heck, just beg enough and I'll include a pinout. ******************************************************************************* Table of Contents: History Obligatory Legal Junk Before you begin Pinouts: JAMMA Pinout Capcom (Classic) Pinout Capcom Play System 2 (CPS2) Pinout Konami (Classic) Pinout Namco System 11&12 Pinout: (The Tekken Pinout) Neo Geo MVS / Neo Geo Hyper 64 Pinout Nintendo Vs. Unisystem Pinout Nintendo Super System Pinout Sammy Atomiswave Pinout Sega System 16 Pinout Sega System 24 Pinout Seibu SPI System Pinout Street Fighter II Kick Harness Pinout Teenage Mutant Ninja/Hero Turtles (TMNT) Pinout Sources / Contributors Appendix Contact Info ******************************************************************************* History: 0.14 - Massive rewrite with lots of technical notes. Added the Sammy Atomiswave, Sega STV (as per Retro's request), Street Fighter II kick harness, updated CPS2 kick harness, and more Namco (Tekken) pinouts. Random history and trivia is now included for your reading pleasure. Also, props to GiLL (a.k.a. - Broken) for bringing the Supergun Repository back. 0.13 - I need to proofread these things. ^-^ Lots of errors on the Sega pinouts, but I just added the Capcom Classic, Sega System 24, and Tekken (Namco) pinouts, so you get a little bonus. 0.12 - Tons of changes and misc. bug fixes: Added Sega System 16, Konami (old), Neo Geo Hyper, Nintendo Vs. Unisystem, and Nintendo Super System pinouts / also added appendix 0.11 - released to public on the sgrepository.com forums [contains JAMMA, MVS, CPS2, and Seibu SPI pinouts] 0.1 - first draft [JAMMA and MVS standards] ******************************************************************************* The obligatory legal junk: This faq is provided as-is. I'm not responsible for any miswiring or mistakes you may make. I try to keep this faq as error-free as possible, but there is always the chance something may go unnoticed, so if you do find errors, contact me. Oh yeah, no ripping off this faq. I've spent a lot of valuable time putting this thing together, so respect the work I've done and don't go calling it your own. (Feel free to copy the pinouts tho...) ******************************************************************************* Before you begin: Often, there are no negative or specified ground connections for features such as audio and player controls. In this case, simply use the common ground line as the negative or ground connection for these components. Also, when the word "key" is used, there usually is an insert across those pins on the harness. This is used to prevent you from inserting the connector upside down. ******************************************************************************* ******************************************************************************* JAMMA Pinout: The majority of arcade boards that exist today use the JAMMA standard. Some use a modified version of the standard, while others use what's called a JAMMA+ connector which is essentially an extra custom edge connector(s) with extra features such as stereo output or additional player inputs. If your board has a JAMMA+ connector(s), consult the operators manual or one of the resources listed at the end of this FAQ. ------------- 56-pin edge connector ------------- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V -5V 5 | E -5V +12V 6 | F +12V KEY 7 | G KEY COIN COUNTER #1 8 | H COIN COUNTER #2 LOCKOUT COIL #1 9 | I LOCKOUT COIL #2 SPEAKER (+) 10| J SPEAKER (-) AUDIO (+) [PRE-AMP] 11| K AUDIO GND [PRE-AMP] VIDEO RED 12| L VIDEO GREEN VIDEO BLUE 13| M VIDEO SYNC (COMPOSITE SYNC) VIDEO GND 14| N SERVICE SWITCH [OPTIONAL] *** TEST SWITCH 15| O TILT SWITCH ** COIN SWITCH #1 16| P COIN SWITCH #2 1P START 17| Q 2P START 1P UP 18| R 2P UP 1P DOWN 19| S 2P DOWN 1P LEFT 20| T 2P LEFT 1P RIGHT 21| U 2P RIGHT 1P BUTTON A 22| V 2P BUTTON A 1P BUTTON B 23| W 2P BUTTON B 1P BUTTON C 24| X 2P BUTTON C [1P BUTTON D *] 25| Y [2P BUTTON D *] (UNUSED) 26| Z (UNUSED) GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE * Some boards utilize a fourth button, which is an unofficial part of the JAMMA standard. ** Very similar to pinball "tilt" or "slam" switches - a leaf switch registers whether the arcade cabnet is being tilted or the coin mechs being slammed, and if so, it either makes the game produce a loud buzzer noise or resets it. This is almost never used in modern machines, so it usually can be left unwired. (I've seen some older games that use this input in the service mode, but most of those games use a custom harness anyway...) *** The service switch acts just like the coin switch, except that it is meant for the operator to test a game without increasing the coin counter. (Operators will usually use this switch when holding competitions or if there isn't a freeplay option on the machine.) More often, this switch is used in the setup menus of boards as a selection button. ******************************************************************************* ******************************************************************************* Capcom (Classic) Pinout: I haven't the slightest clue what games use this pinout, but here it is: PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V VIDEO RED 5 | E VIDEO GREEN VIDEO BLUE 6 | F VIDEO SYNC GND 7 | G GND KEY 8 | H KEY 1P BUTTON 2 9 | I 2P BUTTON 2 1P BUTTON 1 10| J 2P BUTTON 1 1P UP 11| K 2P UP 1P DOWN 12| L 2P DOWN 1P LEFT 13| M 2P LEFT 1P RIGHT 14| N 2P RIGHT GND 15| O GND SELECT 1 16| P SELECT 2 (D4) 17| Q (D5) COIN SWITCH #1 18| R COIN SWITCH #2 COIN GND #1 19| S COIN GND #2 (UNUSED) 20| T (UNUSED) (UNUSED) 21| U (UNUSED) COIN COUNTER GND #1 22| V COIN COUNTER GND #2 COIN COUNTER #1 23| W COIN COUNTER #2 SPEAKER (+) 24| X SPEAKER (-) +12V 25| Y +12V 12V GND 26| Z 12V GND GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE ******************************************************************************* Capcom Play System 2 Pinout: (CPS2) The Capcom Play System 2, which was introduced in 1993, uses the standard JAMMA harness for players 1-2 and their corresponding first three buttons. Games that allowed more than two players or required additional buttons or specialized controls use an extra connector. (JAMMA+) Luckily, most games, such as the Street Fighter series use the following pinout. Any additional information regarding custom pinouts for the CPS2 would be greatly appreciated. --- Main connector --- The main JAMMA connector is the same except that pins 11 and K are not used. The fourth button connection on the main connector is not used and only coin counter #1 is active. Tilt is not used on this board. --- Feature (or extra) connector: --- I really don't know if this works - I have no hardware to test it on. I know this should work with Street Fighter Zero and Vampire Savior. --- Darkstalkers Kick Harness: --- --- Aux. 34-pin connector (p/n: 03-0052) --- Upper (odd) row: | Lower (even) row: (UNUSED) 1 | 2 (UNUSED) (UNUSED) 3 | 4 (UNUSED) (UNUSED) 5 | 6 (UNUSED) (UNUSED) 7 | 8 (UNUSED) (PLAYER 2 BUTTON 6) 9 | 10 (UNUSED) (UNUSED) 11 | 12 (UNUSED) (UNUSED) 13 | 14 (UNUSED) (PLAYER 1 BUTTON 6)15 | 16 (UNUSED) (PLAYER 1 BUTTON 5)17 | 18 (UNUSED) (PLAYER 1 BUTTON 4)19 | 20 (UNUSED) (PLAYER 2 BUTTON 4)21 | 22 (UNUSED) (PLAYER 2 BUTTON 5)23 | 24 (UNUSED) (UNUSED) 25 | 26 (UNUSED) (UNUSED) 27 | 28 (UNUSED) (TEST VOLUME UP) 29 | 30 (TEST VOLUME DOWN) (TEST VOLUMME GND) 31 | 32 (UNUSED) (PLAYER 2 KICK GND)33 | 34 (PLAYER 1 KICK GND) Upper (odd) Row | Lower (even) Row ******************************************************************************* Konami (Classic) Pinout (pre-JAMMA): Okay, this is the weirdest pinout I've seen yet. Aparently a lot of old Konami (and apparently other companies') games used it. Please check the manual and/or edge connector first - the pinouts or installation procedures may vary. IMPORTANT: DO NOT WIRE THE VIDEO GROUND TO THE HARNESS OR POWER SUPPLY! THIS NEEDS TO STAY ISOLATED. PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE +12V 1 | A -5V SPEAKER * 2 | B SPEAKER * PLAYER 2 BUTTON 1 3 | C PLAYER 2 BUTTON 2 PLAYER 2 RIGHT 4 | D PLAYER 2 LEFT PLAYER 2 START 5 | E PLAYER 1 START PLAYER 2 UP 6 | F PLAYER 1 BUTTON 1 SERVICE SWITCH 7 | G PLAYER 1 BUTTON 2 PLAYER 1 LEFT 8 | H PLAYER 1 RIGHT PLAYER 2 DOWN 9 | I PLAYER 1 UP COIN SWITCH 2 10| J COIN SWITCH 1 COIN COUNTER 1 11| K PLAYER 1 DOWN COIN COUNTER 2 12| L PLAYER 1 BUTTON 3 ** VIDEO BLUE 13| M VIDEO GREEN VIDEO SYNC 14| N VIDEO RED PLAYER 2 BUTTON 3** 15| O (UNUSED) GND 16| P GND GND 17| Q GND +5V 18| R +5V PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE * positive terminal on top, negative terminal on bottom ** the third button is only used on certain games - there is no standard for it ******************************************************************************* Neo Geo MVS / Hyper 64 Pinout: Best known for the King of Fighters and Metal Slug series, SNK's Neo Geo has been in service for over 15 years throughout the world and has had many quality titles throughout its run. While the final game, Samarai Shodown 5, was recently released in 2004, the support of fans should keep the Neo going strong. This pinout is almost identical to the JAMMA standard and does not use any extra pins. With a few slight modifications, you can turn a JAMMA harness into an MVS harness or vice-versa. Also, you can make a universal harness that works with both standards by wiring a JAMMA/NeoGeo audio switch off of the harness. ------------------------------------------------------------------------------- Note: The Neo Geo Hyper 64 is capable of either low-resolution or medium- resolution video output. Please refer to the manual for more information. ------------------------------------------------------------------------------- Note: The revision 1 Hyper 64 boards have extra input rails for the +5V and GND. You *must* wire these up or the board will not work properly. ------------------------------------------------------------------------------- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V [-5V OPTIONAL] 5 | E [-5V OPTIONAL] +12V 6 | F +12V KEY 7 | G KEY COIN COUNTER #1 8 | H COIN COUNTER #2 LOCKOUT COIL #1 9 | I LOCKOUT COIL #2 SPEAKER R (+) 10| J SPEAKER L (-) MONO SPEAKER (+) 11| K TEST SWITCH VIDEO RED 12| L VIDEO GREEN VIDEO BLUE 13| M VIDEO SYNC (COMPOSITE SYNC) VIDEO GND 14| N SERVICE SWITCH COIN SWITCH #3 15| O COIN SWITCH #4 COIN SWITCH #1 16| P COIN SWITCH #2 1P START 17| Q 2P START 1P UP 18| R 2P UP 1P DOWN 19| S 2P DOWN 1P LEFT 20| T 2P LEFT 1P RIGHT 21| U 2P RIGHT 1P BUTTON A 22| V 2P BUTTON A 1P BUTTON B 23| W 2P BUTTON B 1P BUTTON C 24| X 2P BUTTON C 1P BUTTON D 25| Y 2P BUTTON D GAME SELECT UP * 26| Z GAME SELECT DOWN * GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE * Only one of these needs to be wired. This switch simply cycles through the different games available in the 2-slot, 4-slot, and 6-slot Neogeo MVS boards. If you aren't wiring up one of the multi-slot boards, you can leave both connections unwired. (If you are going to use this harness for a Nintendo Super System, I reccommend wiring up both game select inputs - see the section on the Super System pinout below.) ******************************************************************************* Nintendo Vs. Unisystem Pinout: NOTE: ALL VIDEO SIGNALS ARE NEGATIVE. YOU MUST INVERT THESE SIGNALS BEFORE CONNECTING TO MOST MONITORS. (see appendix a for details) Almost all games are direct ports of NES games. (or later to be ported to the NES, not quite sure) Overall, a cool system, but a lot of work is needed to wire it up. There are two connectors for this system - one is a 36 pin and the other is a 44 pin connector. Both need to be wired up. --- Connector 1: (44 pins) --- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V +12V 6 | E +12V (NO CONNECTION) 6 | F (NO CONNECTION) S COIN SWITCH 1 7 | G M COIN SWITCH 1 S COIN SWITCH 2 8 | H M COIN SWITCH 2 S RED 9 | I M RED S GREEN 10| J M GREEN VIDEO GND 11| K VIDEO GND S VIDEO BLUE 12| L M VIDEO BLUE S VIDEO SYNC 13| M M VIDEO SYNC (NO CONNECTION) 14| N (NO CONNECTION) (NO CONNECTION) 15| O (NO CONNECTION) +24V 16| P +24v S COUNTER 17| Q M COUNTER (NO CONNECTION) 18| R (NO CONNECTION) S SERVICE 19| S M SERVICE S SOUND * 20| T M SOUND * GND 21| U GND GND 22| V GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE * Positive terminal for both pins. Use harness ground for negative terminals. --- Connector 2: (36 pins) --- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND S1 RIGHT 2 | B M1 RIGHT S1 LEFT 3 | C M1 LEFT S1 UP 4 | D M1 UP S1 DOWN 6 | E M1 DOWN S1 BUTTON A 6 | F M1 BUTTON A S1 BUTTON B 7 | G M1 BUTTON B S START 1 8 | H M START 1 S START 2 9 | I M START 2 S START 3 10| J M START 3 S START 4 11| K M START 4 S2 RIGHT 12| L M2 RIGHT S2 LEFT 13| M M2 LEFT S2 UP 14| N M2 UP S2 DOWN 15| O M2 DOWN S2 BUTTON A 16| P M2 BUTTON A S2 BUTTON B 17| Q M2 BUTTON B GND 18| R GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE ******************************************************************************* Nintendo Super System Pinout: This system has the same pinout as the JAMMA standard, but quite a few pins are used differently. --- Main connector (CN1) - 56 pin: --- E is connected, but 5 isn't connected 8 is the only coin counter pin H, I, and 9 are unconnected J is the left speaker + 10 is the right speaker + O is unconnected (see what I mean about tilt being useless...) X and 24 are Player 2 and Player 1 select buttons respectively Y is Volume E (no idea...) 25 is Volume Cont. (um...) 26 is Volume Gnd. (no idea again...) Z is unconnected --- Connector 2 CN2 (10 pin molex connector [0.100"]) --- Pin | Function 1 | GND 2 | 2P TR 3 | 2P TL 4 | 2P Y 5 | 2P X 6 | 1P TR 7 | 1P TL 8 | 1P Y 9 | 1P X 10 | GND --- Connector 3 CN3 (13 pin molex connector [0.100"]) --- Pin | Function 1 | GND 2 | RESTART 3 | PAGE DOWN 4 | PAGE UP 5 | INSTR. (INSTRUCTION?) SWITCH 6 | #3 SWITCH 7 | #2 SWITCH 8 | #1 SWITCH 9 | INSTR. LED 10 | #3 LED 11 | #2 LED 12 | #1 LED 13 | +5V ******************************************************************************* Sammy Atomiswave: Very similar to the Sega Dreamcast in terms of architecture and power. SNK has now decided to develop all future arcade releases on this system, so it will no doubt become more popular in the coming years. The pinout is standard JAMMA with a few changes. ------------- 56-pin edge connector ------------- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V -5V (OPTIONAL *) 5 | E -5V (OPTIONAL *) +12V 6 | F +12V KEY 7 | G KEY COIN COUNTER #1 8 | H COIN COUNTER #2 LOCKOUT COIL #1 9 | I LOCKOUT COIL #2 MONO SPEAKER (+) ** 10| J MONO SPEAKER (-) ** AUDIO (+) [PRE-AMP] 11| K AUDIO GND [PRE-AMP] VIDEO RED 12| L VIDEO GREEN VIDEO BLUE 13| M VIDEO SYNC (COMPOSITE SYNC) VIDEO GND 14| N SERVICE SWITCH [OPTIONAL] TEST SWITCH 15| O TILT SWITCH [OPTIONAL] COIN SWITCH #1 16| P COIN SWITCH #2 1P START 17| Q 2P START 1P UP 18| R 2P UP 1P DOWN 19| S 2P DOWN 1P LEFT 20| T 2P LEFT 1P RIGHT 21| U 2P RIGHT 1P BUTTON A 22| V 2P BUTTON A 1P BUTTON B 23| W 2P BUTTON B 1P BUTTON C 24| X 2P BUTTON C 1P BUTTON D 25| Y 2P BUTTON D 1P BUTTON E 26| Z 2P BUTTON E GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE EXTRA CONNECTORS: 15-pin D-sub: VGA output *** (640x480 @ 31.5khz horizontal, 60hz vertical) 9-pin D-sub: Serial port (for modem expansion) RCA (audio) plugs: Stereo sound output (i'm assuming these are line-level, so you'll need an amplifier to hook them up to speakers) * The Atomiswave doesn't use the -5V line, but you should be able to wire it up if you want to keep your harness fully JAMMA compatible. ** This is a standard amplified output for mono sound. If you want stereo output, then use the nonamplified RCA audio jacks instead. *** It has been reported that this output has a very weak sync, so you may need to amplify it with a signal booster. Flat panel monitors have a particularly hard time syncing up directly with the Atomiswave. ******************************************************************************* Sega System 16 Pinout: Although the connection looks like JAMMA, it's not. The Sega pinout is much more different. I can't seem to find any solid information on this pinout, so that's why there's a weird gap in it. PLEASE LET ME KNOW IF I MESSED IT UP!!! --- Sega 28-pin I/O Header --- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V +12V 6 | E +12V COIN COUNTER #1 6 | F COIN COUNTER #2 KEY 7 | G KEY PLAYER 1 BUTTON 3 8 | H PLAYER 2 BUTTON 3 PLAYER 1 BUTTON 2 9 | I PLAYER 2 BUTTON 2 PLAYER 1 BUTTON 1 10| J PLAYER 2 BUTTON 1 (NO CONNECTION) 11| K (NO CONNECTION) PLAYER 1 DOWN 12| L PLAYER 2 DOWN PLAYER 1 UP 13| M PLAYER 2 UP PLAYER 1 RIGHT 14| N PLAYER 2 RIGHT PLAYER 1 LEFT 15| O PLAYER 2 LEFT (NO CONNECTION) 16| P (NO CONNECTION) (NO CONNECTION) 17| Q (NO CONNECTION) (NO CONNECTION) 18| R (NO CONNECTION) 19| S COIN 1 20| T PLAYER 1 START COIN 2 21| U PLAYER 2 START TEST 22| V (NO CONNECTION) SERVICE 23| W (NO CONNECTION) SPEAKER (+) 24| X SPEAKER (-) VIDEO RED 25| Y VIDEO GREEN VIDEO BLUE 26| Z VIDEO SYNC GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE ******************************************************************************* Sega System 24 Pinout: This pinout is almost the same as System 16 - buttons 1 and 3 are simply reversed. You have my respect if you can get your hands on one of these boards. --- Sega 28-pin I/O Header --- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V +12V 6 | E +12V COIN COUNTER #1 6 | F COIN COUNTER #2 KEY 7 | G KEY PLAYER 1 BUTTON 1 8 | H PLAYER 2 BUTTON 1 PLAYER 1 BUTTON 2 9 | I PLAYER 2 BUTTON 2 PLAYER 1 BUTTON 3 10| J PLAYER 2 BUTTON 3 (NO CONNECTION) 11| K (NO CONNECTION) PLAYER 1 DOWN 12| L PLAYER 2 DOWN PLAYER 1 UP 13| M PLAYER 2 UP PLAYER 1 RIGHT 14| N PLAYER 2 RIGHT PLAYER 1 LEFT 15| O PLAYER 2 LEFT (NO CONNECTION) 16| P (NO CONNECTION) (NO CONNECTION) 17| Q (NO CONNECTION) (NO CONNECTION) 18| R (NO CONNECTION) 19| S COIN 1 20| T PLAYER 1 START COIN 2 21| U PLAYER 2 START TEST 22| V (NO CONNECTION) SERVICE 23| W (NO CONNECTION) SPEAKER (+) 24| X SPEAKER (-) VIDEO RED 25| Y VIDEO GREEN VIDEO BLUE 26| Z VIDEO SYNC GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE ******************************************************************************* Sega MegaPlay Pinout: This system uses the standard JAMMA pinout. The only difference is that pin 26 is used as a game select switch and the -5V line is absent. Also, the lockouts and preamp audio outputs are not used. ******************************************************************************* Sega "Titan" ST-V: Based off of the Sega Saturn software, this system has a fairly good lineup of games. The system is standard JAMMA with a few changes and also uses a kick harness for players 3 and 4 as well as buttons 4-6 for players 1 and 2. ----------- JAMMA 56-pin edge connector ----------- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE GND 1 | A GND GND 2 | B GND +5V 3 | C +5V +5V 4 | D +5V (NO CONNECTION) 5 | E (NO CONNECTION) +12V 6 | F +12V KEY 7 | G KEY COIN COUNTER #1 8 | H COIN COUNTER #2 (NO CONNECTION) 9 | I (NO CONNECTION) SPEAKER (+) 10| J SPEAKER (-) (NO CONNECTION) 11| K (NO CONNECTION) VIDEO RED 12| L VIDEO GREEN VIDEO BLUE 13| M VIDEO SYNC (COMPOSITE SYNC) VIDEO GND 14| N SERVICE SWITCH TEST SWITCH 15| O (NO CONNECTION) COIN SWITCH #1 16| P COIN SWITCH #2 1P START 17| Q 2P START 1P UP 18| R 2P UP 1P DOWN 19| S 2P DOWN 1P LEFT 20| T 2P LEFT 1P RIGHT 21| U 2P RIGHT 1P BUTTON A 22| V 2P BUTTON A 1P BUTTON B 23| W 2P BUTTON B 1P BUTTON C 24| X 2P BUTTON C COIN SWITCH #3 25| Y COIN SWITCH #4 GAME SELECT 26| Z PAUSE GND 27| AA GND GND 28| BB GND PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE ---------------------- FOR TWO-PLAYER GAMES: ---------------------- --- Extension I/O Port (CN21) --- Pin | Function 1 | GND 2 | 2P TR 3 | 1P BUTTON X 4 | 1P BUTTON Y 5 | 1P BUTTON Z 6 | 1P BUTTON ZZ (manual says not used) 7 | 2P BUTTON X 8 | 2P BUTTON Y 9 | 2P BUTTON Z 10 | 2P BUTTON ZZ (manual says not used) 11 | GND ---------------------- FOR FOUR-PLAYER GAMES: ---------------------- Note: Player 1 and Player 2 are on the JAMMA harness. There are only 3 buttons for each player in four-player mode. --- Extension I/O Port (CN32) --- Pin | Function 1 | 3P BUTTON A 2 | 3P BUTTON B 3 | 3P BUTTON C 4 | 3P START 5 | 3P DOWN 6 | 3P UP 7 | 3P RIGHT 8 | 3P LEFT 9 | GND --- Extension I/O Port (CN21) --- Pin | Function 1 | GND 2 | GND 3 | 4P BUTTON A 4 | 4P BUTTON B 5 | 4P BUTTON C 6 | 4P START 7 | 4P DOWN 8 | 4P UP 9 | 4P RIGHT 10 | 4P LEFT 11 | GND ******************************************************************************* Seibu SPI System Pinout: Most of the Raiden games were developed for this PC-based architecture. Games are stored on large interchangable cartriges that mount on the board. There are several revisions of the board, but I believe they are all compatible. The Seibu System uses the standard JAMMA pinout. ******************************************************************************* Street Fighter II Kick Harness Pinout Street Fighter wouldn't be very fun without kick buttons, would it? ^-^ --- Auxillary Wire Harness (10-pin) --- Pin | Function 1 | GND 2 | GND 3 | 1P KICK LIGHT 4 | 1P KICK MEDIUM 5 | 1P KICK HEAVY 6 | (NO CONNECTION) 7 | 2P KICK LIGHT 8 | 2P KICK MEDIUM 9 | 2P KICK HEAVY 10 | (NO CONNECTION) * The wire colors starting from pin 1 are: black, black, purple, gray, white, (no wire on pin 6), orange, green, and blue. ******************************************************************************* Teenage Mutant Ninja/Hero Turtles: (JAMMA with extra P3 and P4 connectors) This is for the 3P and 4P controls on all the old Turtles arcade games: (I believe these are .100" molex connectors, but don't quote me on that.) --- CN3 --- 1 COIN SWITCH 2 (UNUSED) 3 P3 LEFT 4 P3 RIGHT 5 P3 UP 6 P3 DOWN 7 P3 JUMP 8 P3 ATTACK 9 (UNUSED) 10 (UNUSED) 11 P3 SERVICE 12 (UNUSED) 13 (UNUSED) 14 GND 15 GND --- CN4 --- 1 COIN SWITCH 2 (UNUSED) 3 P4 LEFT 4 P4 RIGHT 5 P4 UP 6 P4 DOWN 7 P4 JUMP 8 P4 ATTACK 9 (UNUSED) 10 (UNUSED) 11 P4 SERVICE 12 (UNUSED) 13 (UNUSED) 14 GND 15 GND --- Cool Trick! --------------------------------------------------------------- I discovered this one by accident on a the original TMNT arcade machine. (One of the joysticks was slightly broken) If you trick the game into registering the *up* and *down* inputs at the same time, the score and lives display will glitch up, giving you unlimited lives for as long as both inputs are registered. ------------------------------------------------------------------------------- ******************************************************************************* Namco System 11&12 Pinout: (The Tekken Pinout) This is a temporary spot until I can compare other Namco pinouts. This one should work for Tekken, Tekken 2, Tekken Tag Tournament, Soul Edge, and Soul Calibur: --- JAMMA Connector (Notable Differences) Tekken and Tekken 2: --- Punch 1 and 2 for each player corresponds to buttons 1 and 2 for each player. Buttons 3 and 4 for each player are ununsed on the main harness. The left (L) speaker is connected to the JAMMA harness, and the right (R) speaker is connected to the kick harness. --- Tekken Tag Tournament: --- Punch 1 and 2 as well as Kick 1 are all on the JAMMA harness instead of just only the punch buttons. Kick button 2 is connected to kick button 1 (B8 and B20) on the kick harness, and the Tekken kick button 2 is now a "tag" button. --- Soul Edge (Version 1) and Soul Calibur: --- On the kick harness, kick button 1 is used for guarding and kick button 2 is unused. The real "kick" button is on the jamma harness as button 3. --- Soul Edge (Version 2): --- The kick and guard buttons are reversed, so the guard button is on the JAMMA harness, and the kick button is on the kick harness. --- 48-Pin Extra Feature Connector --- PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE SPEAKER R (+) A1|B1 SPEAKER R (-) A2|B2 A3|B3 A4|B4 KEY A5|B5 KEY A6|B6 A7|B7 P2 KICK BUTTON 2 A8|B8 P2 KICK BUTTON 1 A9|B9 A10|B10 A11|B11 A12|B12 A13|B13 A14|B14 A15|B15 A16|B16 GND A17|B17 GND A18|B18 P1 KICK BUTTON 2 A19|B19 A20|B20 P1 KICK BUTTON 1 A21|B21 A22|B22 A23|B23 A24|B24 PARTS (TOP) SIDE | SOLDER (BOTTOM) SIDE +-------------------------------------------------------------+ | By the way, the two switches on the board do the following: | | Switch 1: Test Mode | | Switch 2: Freeze Screen (pause) | +-------------------------------------------------------------+ ******************************************************************************* ******************************************************************************* Have you seen these pinouts?: Any other standard pinouts for multi-game arcade architectures. This FAQ is always getting bigger and better, but I've only got so many hours of time to search for stuff. Any help is always appreciated - I'll give credit if you want. Here are some that I still need: Capcom CPS, CPS2, CPS3 (different pinouts for games? are there any common ones?) Sega (any multi-game system, i.e. Naomi, System xx, etc.) Namco System 11,12,ZN-1,ZN-2 (kick harness / JAMMA+) Konami (3 or 4 player games extra pinouts) Taito F3 (Extra connector pinouts) ******************************************************************************* Appendix A: Video signal inversion: Usually, the Red, Green, and Blue video signals are positive voltages and the sync is a negative signal. However, some older systems use inverted signals, so you need to invert these to their normal polarity (positive/negative) before hooking them up to any video conversion device or monitor. You can find more information here: http://www.atarihq.com/ (look under the conversion faq) ******************************************************************************* Sources and Contributors: (In no particular order...) sgrepository forums (www.sgrepository.com) hardmvs (www.hardmvs.com) cps2shock (http://cps2shock.retrogames.com) The Real Bob Roberts (www.therealbobroberts.com) spies wiretap archive (www.mikesarcade.com/arcade/) atarihq (www.atarihq.com) system 16 (www.system16.com) killer list of videogames (www.klov.com) video arcade preservation society (www.vaps.com) neo-geo.com forums (www.neo-geo.com) game station x (www.gamesx.com) ******************************************************************************* Contact Info: Questions, comments, corrections, death threats? Send to: thebitboy(at)juno(dot)com (replace the *at* with @ and the *dot* with .) You can also IM me on AIM. My screenname is shadowzero128. *******************************************************************************