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JVS I/O boards (models & wiring)

The JVS I/O board is the go-between for the control panel (buttons, joysticks, wheels, coin mechs, lamps) and the game/PC connected over JVS. This is where a modern cabinet's control panel is physically wired.

Connector layout of a Sega JVS I/O board
Sega-type JVS I/O board (837-13551): USB data, JST NH power, CN3 60-pin digital inputs, analog, outputs.

Role

The master (game or arcade PC) doesn't read the buttons: it polls the I/O board over serial. The board:

  • reads digital inputs (joystick + buttons, ×2 players, coin/service/test);
  • reads analog inputs (wheel, pedals, triggers — 8 channels);
  • drives outputs (counters, lit start, lamps, solenoids);
  • reports to the master (player / button / channel / output counts) at power-up.

Connectors (Sega 837-13551, the most common board)

Connector Type Function
Data in USB-B to upstream (master or previous board)
Data out USB-A to downstream (next chained board)
+5 V JST NH 4-pin 1-2: +5 V · 3-4: GND
+12 V JST NH 5-pin 1-2: +12 V · 4-5: GND
CN3 — digital inputs 60-pin JST 2-player panel: +5 V, GND, joystick, buttons 1-7, service, test, coin, counters
Analog 26-pin 8 channels AD0-AD7 (+ Vcc/GND)
Outputs 20-pin outputs 1-6 (or more): lamps, lit start…

Wiring the panel (CN3, 60-pin)

The control panel connects to CN3. Typical map: pins 1-8 = +5 V, 9-16 = GND, 17-44 = player 1 & 2 controls (joystick + buttons 1-7, service, test, coin, counter), 51-56 = outputs, 57-60 = +12 V. Inputs are active-low (contact to GND), just like JAMMA. Check the board's silkscreen: exact numbering varies between models.

Pin-by-pin: Sega 837-13551-92 (60-pin)

Here is the complete, pin-by-pin pinout of the 60-pin (AMP) panel connector on the Sega 837-13551-92 ("Type 1", the most common on Naomi / JVS candy cabs). All control inputs are active-low (contact to GND).

60-pin connector of the Sega 837-13551, grouped by function
Physical layout: odd pins (1,3,5…) on top, even (2,4,6…) on the bottom — standard dual-row connector order. Colour = function.

Power & ground (1-16)

Pin Signal Pin Signal
1-8 +5 V (panel power) 9-15 GND
16 N.C.

Start & directions (17-26)(1P then 2P alternating)

Pin Signal Pin Signal
17 1P Start 18 2P Start
19 1P Right 20 2P Right
21 1P Left 22 2P Left
23 1P Up 24 2P Up
25 1P Down 26 2P Down

Buttons SW1-SW7 (27-40)

Pin Signal Pin Signal
27 1P Button 1 28 2P Button 1
29 1P Button 2 30 2P Button 2
31 1P Button 3 32 2P Button 3
33 1P Button 4 34 2P Button 4
35 1P Button 5 36 2P Button 5
37 1P Button 6 38 2P Button 6
39 1P Button 7 40 2P Button 7

Service / test / coins (41-46)

Pin Signal Pin Signal
41 1P Service 42 2P Service
43 Test 44 Tilt
45 Coin 1 (Coin SW1) 46 Coin 2 (Coin SW2)

Outputs & counters (47-56)

Pin Signal Pin Signal
47-48 N.C. 49 Coin counter 1
50 Coin counter 2 51-56 Outputs 1 to 6

Power +12 V (57-60)

Pin Signal
57-60 +12 V (power outputs: lit start, lamps)

Verify on the actual board

  • Pin 16 is listed N.C. by the harness database; some references fold it into the GND (9-16) range. When in doubt, follow the board's silkscreen.

  • Dual-row AMP connector: the odd pins (1,3,5…) sit on one row, the even ones (2,4,6…) on the other, by columns (see the visual). Locate pin 1 at the key / silkscreen marker before wiring.

  • The panel connector's +5 V and GND must be present for the inputs to be read.

Pinout: Sega 838-13683 (JVS ↔ JAMMA)

The 838-13683 (rev. -93 / -02) is a special case: instead of a panel connector it exposes a JAMMA edge. You plug the game's JVS (Naomi…) on one side, and on the other you get a standard JAMMA harness — ideal to reuse a candy cab's JAMMA wiring. It's the go-to board for dropping a Naomi into an Astro/Blast City without rewiring the panel.

Sega 838-13683 JVS-to-JAMMA converter
The 838-13683 converts JVS into a JAMMA edge (controls + power). Video/audio stay handled separately by the Naomi/PC.

The JAMMA edge carries NO video or audio

It's an I/O board: the JAMMA edge carries controls + power only. The Naomi/PC outputs 31 kHz VGA video and audio separatelycabinet tri-sync monitor + amp. A 15 kHz-only candy monitor will not display the Naomi.

The JAMMA edge

It follows the standard JAMMA pinout for the base controls: joystick, buttons 1-3, start, coin, service, test, tilt, counter, + power +5/+12/−5 V and GND. Buttons 4-5 come out on pins 25/26 (de-facto extension, see the JAMMA page). Buttons 6-9 run through the Header B below.

Power — CN6 (6-pin)

conn-cn6-power-6
Pin Signal
1-2 +5 V
3-4 +12 V
5-6 GND

Only one power source at a time

Power either through the JAMMA edge or through CN6never both at once (conflict / back-feed risk).

Header B — extra buttons / marquee (14-pin)

A 14-pin connector whose role depends on the JP1 jumper: A = input (extra buttons), B = output (digital marquee/billboard, e.g. VS City).

conn-headerb-14
Pin JP1 = A (button input) JP1 = B (marquee output)
1-3 +5 V +5 V
4 1P Button 6 Billboard Out 0
5 1P Button 7 Billboard Out 1
6 1P Button 8 Billboard Out 2
7 1P Button 9 Billboard Out 3
8 2P Button 6 Billboard Out 4
9 2P Button 7 Billboard Out 5
10 2P Button 8 Billboard Out 6
11 2P Button 9 Billboard Out 7
12-14 GND GND

Button numbering & connector orientation

  • Depending on the source, these buttons are labelled 6-9 (the JAMMA edge already providing 1-5) or 4-7 (if the edge only uses 1-3). The physical pin order is the same; only the label changes with the game/mode.

  • Orientation trap: the connector can be plugged in backwards — numbering starts from the right (pin 1), not the left. Check the key.

  • Via a CPS2 kick-harness adapter, this Header B feeds buttons 4/5/6 for both players on a "CPS2"-wired candy cab.

  • On some revisions a JP2 also switches Header B's role (input / 8 general outputs). Check the silkscreen.

Every JVS I/O board (per-model detail)

A complete rundown of the boards you'll meet, with connectors and pinout where publicly documented. The two Sega boards 837-13551 (Type 1) and 838-13683 (JVS↔JAMMA) are detailed pin-by-pin above.

Common Sega connectors (analog & outputs)

Several Sega boards (Type 2 / Lindbergh…) share these two connectors, on top of the 60-pin panel and JST NH power.

26-pin analog connector (wheels, pedals, triggers — 8 channels AD0-AD7)

conn-analog-26
Pin Signal Pin Signal
1-2 Vcc 19-20 Vcc
3 AD0 4 AD4
9 AD1 10 AD5
15 AD2 16 AD6
21 AD3 22 AD7
5-6, 23-24 GND others N.C.

20-pin output connector (outputs 7 to 20: lamps, feedback)

conn-output-20
Pin Signal Pin Signal
1-2 +5 V 3-4 GND
5-6 Out 7 / Out 8 7-8 Out 9 / Out 10
9-10 Out 11 / 12 11-12 Out 13 / 14
13-14 Out 15 / 16 15-16 Out 17 / 18
17-18 Out 19 / 20 19-20 +12 V

(Outputs 1-6 are on the 60-pin panel connector; 7-20 on this 20-pin connector.)

Sega 837-14572 ("Type 2 / 3", Lindbergh)

Sega's latest revision: compatible with Lindbergh, RingWide, RingEdge, and also Naomi / Triforce / Chihiro. Identifies as SEGA CORPORATION;I/O BD JVS;837-14572;Ver1.00.

  • JVS 2.0, 2 players up to 14 buttons/player (8 usable), 2 coin slots.
  • 8 analog channels at 10-bit resolution (vs 8-bit on Type 1).
  • 20 outputs (vs 6): outputs 1-6 on the 60-pin, 7-20 on the 20-pin connector above.
  • Panel: same 60-pin connector as the 837-13551.
  • Power: CN1/CN2 (+12 V, JST NH 5-pin), CN7/CN8 (+5 V, JST NH 4-pin).
  • Close variants: 837-14505 ("Type 3"), 837-15257 (Lindbergh-like pinout, USB port).

Sega 837-13938 (rotary encoders — trackball / spinner)

A special board for free-spinning inputs (trackball, roller, spinner). Full pinout documented:

Connector Type Pinout
CN1 — digital I/O 24-pin JST NH 1-4 +5 V · 5 1P Start · 6 Service · 7-10 1P Up/Down/Left/Right · 11-12 1P SW1/SW2 · 13-20 Outputs 0-7 · 21-24 GND
CN2 — power 4-pin JST NH 1-2 +5 V · 3-4 GND
CN3 — JVS USB-B JVS data
CN4 — encoders 16-pin JST NH 1-4 +5 V · 5-6 Enc.1 A/B (X) · 7-8 Enc.2 A/B (Y) · 9-12 Enc.3/4 A/B · 13-16 GND
conn-rotary-cn1-24
conn-rotary-cn4-16

Sega 838-13683 (JVS ↔ JAMMA)

Detailed pin-by-pin above (see the section): JAMMA edge + 14-pin Header B + CN6 power.

Capcom — Naomi I/O 98701 (v1.0 / v2.0)

A JAMMA-edge board (base controls) + CN3 extra buttons (enabled by JP1). Modes: 2 players / 6 buttons or (v2) 4 players / 4 buttons, 8 analog.

  • Rev. A: only button 6 comes from the I/O, the rest from the JAMMA harness; Rev. B: the "kicks" come from the I/O like a standard Capcom kick harness.
  • The CPS-2 / CPS-3 kick harness pinout is identical to the 4-player Capcom I/O → reusable.
  • For the 3rd/4th player, pins 31/32 supply ~12 V.
  • TEST → JVS TEST → INPUT TEST menu to check wiring.

Namco — Cyber Lead / NA-JV / NAJV2

The I/O of Namco candy cabs (Cyberlead, Noir). The NAJV2 identifies as NAJV2;Ver1.00;JPN,Multipurpose. Connectors (AMP/TE family):

Connector Type Role
J33 / J35 AMP EI 12-pin 1-player panel each: 1-4 joystick U/D/L/R · 5 Start · 6-11 buttons 1-6 · 12 GND
J38 AMP EI 6-pin 1 GND · 2-3 Coin 1/2 · 4-5 counters · 6 Service
J31 AMP EI 2-pin +5 V available
Main power Mate-N-Lok 15-pin +5 / +12 / +3.3 V rails + grounds
To LED panel 6-pin mini-DIN serial link to the marquee/LED board (TX/RX swapped)

Taito — JVS-AMP, Vewlix JVS PCB, Fast I/O

Board Marking Details
JVS-AMP Ver2.00 K91X1025F Type X2 kits, Egret 3 / Atomiswave SD cabinets; built-in stereo amp (volume via a cabinet pot); JVS 3.0, 2 players 15+9 buttons, 7-bit analog; 14-pin Header B (JP2: buttons 6-9 or 8 outputs)
Vewlix JVS PCB Ver2.00 Vewlix cabinets; TAITO 60-pin panel connector (key and pinout differ from Sega — not interchangeable); 2 players 5 buttons (11 inputs/player), 8 outputs
Fast I/O K91X1204/1243 Taito's own Ethernet link (not USB)

Taito specifics — don't confuse with Sega

  • Taito I/O boards only accept +12 V as power input (no separate +5 V like Sega).
  • The Taito 60-pin panel connector ≠ Sega: same apparent format, but different key and pinoutnever cross a Sega harness with a Taito board. Hence the existence of Vewlix ↔ Sega I/O adapters.

Others

Maker Board Profile
RS Co. Ltd 081202 generic: 2 players, 7 buttons, 2 coins, 6 outputs

Wiring: connection order

  1. Data: JVS cable from game/PC (USB-A) to the I/O board (USB-B). Optional chain USB-A → USB-B to a 2nd board.
  2. Power: +5 V (JST NH 4-pin) and +12 V (JST NH 5-pin) from the cabinet PSU. Set +5.0 V measured at the board.
  3. Panel: to CN3 (60-pin). Common ground daisy-chained across the buttons (see Control panels & buttons).
  4. Analog: wheel/pedals on the AD connector (driving games).
  5. Outputs: counters, lit start, lamps on the output connector.
  6. End of chain: nothing to do — the SENSE line handles detection (no termination plug, unlike a true industrial RS-485 bus).

Troubleshooting

  • Nothing responds: check +5 V on the board, the JVS cable (USB-B at the board), and that the game sees the board (JVS test menu: identity, input count).
  • A player / buttons missing: wrong config jumper (JP1) (button count) or CN3 wiring.
  • Erratic analog: analog ground, wheel/pedal potentiometer.
  • Dead lamp output: output driver (transistor) or +12 V wiring.

→ Bus & protocol: JVS wiring · Panel & buttons: Control panels & buttons.

Repair: PCB fault-finding · Traces & vias.

Sources & attribution

Review & corrections

How this space is used

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