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Sega Astro City

Sega's emblematic candy cab (1993): a compact seated cabinet, 29" screen, interchangeable control panel, JAMMA standard. A pillar of the "City" series and a reference for Japanese fighting/shmup play.

Sega Astro City cabinet
Sega Astro City — candy cab, 1993. Photo: "The real dog god" (Wikimedia Commons), public domain.

Identification

Field Value
Manufacturer Sega
Year 1993
Type Candy cab (compact seated cabinet)
Screen CRT 29", Nanao MS8 (sometimes MS9), 15/24 kHz, rotatable (tate/yoko)
Controls 2 players, interchangeable panel (typical config: 8-way stick + 6 buttons/player)
Power 100 V (Japan), ~140 W
Accepted PCB format JAMMA
Dimensions 905 × 750 × 1445 mm (W×D×H)
Weight 93 kg

⚡ Connector & power

Aspect Value
PCB connector JAMMA (56-pin edge) — no JVS (a 1993 cabinet)
Monitor sync 15/24 kHz (Nanao MS8/MS9), no native 31 kHz
Power 100 V AC (Japan)
Consumption ~140 W
Dimensions 905 × 750 × 1445 mm (W×D×H)
Weight ~93 kg

(Sources: Arcade Otaku; consumption/dimensions from the service manual.)

→ Detailed wiring: a JAMMA cabinet → see JAMMA wiring (56-pin pinout) and Control panels & buttons (Sega layout, interchangeable panel).

Anatomy

  • Marquee (lit header) at the top.
  • 29" CRT monitor on a rotatable frame (horizontal and vertical games).
  • Interchangeable control panel (unscrews, harness to the board).
  • Coin mech + service door.
  • Sega PSU + JAMMA harness (+ kick harness per game).
  • PCB tray (approx. 48 × 40 cm).

The "City" series

Sega's candy cab lineage: Aero City (predecessor) → Astro City (1993) → New Astro City (1995, Nanao MS9 monitor, improved speakers) → Blast City, Net City, Versus City (two back-to-back)… then the Naomi cabs.

Wiring

JAMMA connector (edge)

The cabinet is standard JAMMA (56 pins, finger-to-finger). Reference pinout (source: Arcade Otaku):

Pin (solder / component) Solder side Component side
A / 1 Ground (GND) Ground (GND)
B / 2 Ground (GND) Ground (GND)
C / 3 +5 V +5 V
D / 4 +5 V +5 V
E / 5 −5 V −5 V
F / 6 +12 V +12 V
H / 7 Key (notch) Key (notch)
J / 8 Counter 2 Counter 1
K / 9 Lockout 2 Lockout 1
L / 10 Speaker − Speaker +
M / 11 Audio ground Audio +
N / 12 Video Green Video Red
P / 13 Video Sync Video Blue
R / 14 Service Video ground
S / 15 Tilt Test
T / 16 Coin 2 Coin 1
U / 17 Start 2 Start 1
V / 18 P2 Up P1 Up
W / 19 P2 Down P1 Down
X / 20 P2 Left P1 Left
Y / 21 P2 Right P1 Right
Z / 22 P2 Button 1 P1 Button 1
a / 23 P2 Button 2 P1 Button 2
b / 24 P2 Button 3 P1 Button 3
c / 25 (P2 Button 4) (P1 Button 4)
d / 26 (P2 Button 5) (P1 Button 5)
e / 27 Ground (GND) Ground (GND)
f / 28 Ground (GND) Ground (GND)

Buttons 4-6 & the key

Buttons 4, 5, 6 (fighting games) generally go through a separate kick harness, not standard JAMMA (pins 25/26 in parentheses = not universal). Respect the key (pin 7): a reversed connection can fry the board.

Internal harness (cab side)

Connectors of the Astro City's internal harness (source: Arcade Otaku, Wiring Guide). The control panel handles 5 buttons + start per player.

Player 1 / Player 2 — 12 pins (same pinout for both):

Pin Function Pin Function
1 Start 7 Button 2 (SW2)
2 Right 8 Button 3 (SW3)
3 Left 9 Button 4 (SW4)
4 Up 10 Button 5 (SW5)
5 Down 11 +5 V
6 Button 1 (SW1) 12 GND
conn-candy-cp-12

Audio — 4 pins, stereo:

Pin Function
1 Left +
2 Left −
3 Right +
4 Right −
conn-candy-audio-4

Kick harness (buttons 4/5/6, fighting games) — a separate AMP UP 10-pin harness:

conn-candy-kick-10

Auxiliary: 10 pins (AUX 1 → 10). Earth: pin 1 = Earth, pin 2 = N/C.

Monitor connector (video + AC)

The monitor runs through a single 15-pin AMP connector (the one you unplug during disassembly): it carries the RGBS video signal (pins 1-5), the monitor AC (6-7) and the degauss (9-10):

conn-candy-video-15
Monitor pinout after GameSX/NFG — ⚡ pins 6-7 at mains potential.

Stereo sound

The Astro City can output stereo sound — notably better on games that support it (Konami shmups, CPS-2…). (Procedure after Arcade Otaku.)

Needed: a stereo amp (often already in the cab, otherwise cheap), a stereo game, and a loom for the amp input (the JVS conversion loom exposes RCA — handy for CPS-2, Gradius IV).

  1. Unplug the mono harness from the speakers: locate the two yellow AMP-Universal Power connectors at the bottom of the cab (the female has a loop between pins 2-3, red + blue wires). Unplug; let the female hang at the bottom. Don't cut it (useful for a future mono game).
  2. Plug the male into the PSU's yellow "Sound Out" connector → speakers connected to the amp.
  3. Volume to zero (otherwise you risk frying the speakers).
  4. Connect a loom to the amp's "Sound In" (red) input. A JVS loom for RCA / 3.5 mm jack outputs (CPS-2, Gradius IV). For a 4-pin JST (old Konami): pins 1-2 = left, 3-4 = right — check the game's manual.
  5. Connect the game (amp + JAMMA), volume to zero, power on, raise slowly (via the sound test if available).

Disassembly

(After thomj's "Strip Down Guide" / Arcade Otaku; applies to Astro City, Astro City II and New Astro City.)

  1. Remove the panel behind the fluorescent tube (Phillips screws; sometimes security Torx originally).
  2. At the front: open the control panel, remove the screws of the monitor bezel.
  3. Unplug the AMP connector feeding the bezel speakers.
  4. Remove the monitor bezel.
  5. Unplug the monitor: remove the 15-pin AMP connector; handle the remote board (unplug the ribbon, or unscrew the remote board in the CP).
  6. Remove the bolts holding the monitor to the chassis, take out the monitor.
  7. Separate the two halves of the base: screws at the rear bottom + on the sides (very stubborn).

JIS screws (classic trap)

The base screws are JIS (Japanese Industrial Standard), different from Phillips/Pozidriv — a Phillips screwdriver damages the head. Use a JIS bit + ratchet for torque. The most seized ones may need a screw extractor or grinding the head with a Dremel.

Internal boards

The main electronic sub-assemblies ("boards") — dedicated pages to create:

  • 🖥️ Monitor: Nanao MS8 CRT chassis (sometimes MS9), 29", 15/24 kHz. → Repair: Nanao MS8 · Nanao MS9
  • Power block (Sega PSU) → Sega PSU repair.
  • 🔗 Harness / distribution: JAMMA + kick harness + power + monitor.

Monitor adjustments (CRT)

  • Geometry / convergence / purity via the chassis adjustments (mind the HV).
  • Recap the monitor chassis if the image shakes / colours bleed.
  • Degauss in case of colour patches.

High voltage

A CRT stores high voltage even when off. Discharge the tube before any work; don't work alone if untrained.

Common faults

Symptom Likely cause Lead
Shaky image / bleeding colours Monitor chassis capacitors Recap the chassis
Colour patches on screen Magnetised shadow mask Degauss
No image but sound OK Chassis / HV / monitor connectors Chassis diagnosis
Game won't start JAMMA harness / power / board contacts Check power, reseat the board
Flaky buttons/stick Worn microswitches, CP harness Replace switches

Maintenance & restoration

  • Clean the plastic body ("curvy body"), marquee plexi and bezel.
  • Refurbish the control panel (stickers, buttons, stick — often Sanwa/Seimitsu).
  • Check the JAMMA harness, clean the contacts.

Common mods

  • Native RGB: candy cabs already output clean RGB to the monitor.
  • Supergun-friendly: connect isolated PCBs easily (JAMMA).
  • LCD screen: LCD conversions exist (loses the CRT look).
  • 31 kHz / tri-sync: the MS8/MS9 is 15/24 kHz; for 31 kHz (Naomi/VGA) you need a tri-sync monitor/chassis swap.
  • Modernising a cabinet: OSSC/GBS-Control, a Mean Well PSU, JVS conversion, I-PAC/J-PAC encoders, PC/FPGA in the cab.

Manuals & schematics (archived)

Locally archived copies (protection against dead links):

Photos / assets

(To add: full cabinet, rotatable monitor, control panel, JAMMA harness.)

Repair & maintenance

CRT monitor (discharge HV!) → CRT safety + Nanao MS8 / MS9 chassis · Sega candy PSUPSU repair · recapRecap.

Sources & attribution

Text (content synthesised/transcribed here, sources cited for attribution):

Image:

Review & corrections

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