Atari — arcade (System 1/2, Hard Drivin')¶
Beyond the vector cabinets, Atari Games made notable raster bases: System 1 (Marble Madness, Gauntlet), System 2 (Paperboy, 720°), and above all Hard Drivin' (1988) — the first polygonal-3D driving cabinet with force feedback.
Identification¶
| Field | Value |
|---|---|
| Manufacturer | Atari Games (former Atari coin-op) |
| Years | 1984 → early 90s |
| CPU | Motorola 68010 / 68000 (+ 6502 sound) |
| Settings | DIP / EEPROM |
The main boards¶
| Hardware | Year | Games | MAME driver |
|---|---|---|---|
| Atari System 1 | 1984 | Gauntlet, Marble Madness, Peter Pack Rat, RoadRunner, Indiana Jones | atari/atarisy1.cpp |
| Atari System 2 | 1985 | Paperboy, 720°, APB, Super Sprint, Championship Sprint | atari/atarisy2.cpp |
| Hard Drivin' / GX2 | 1988 | Hard Drivin', Race Drivin', S.T.U.N. Runner, Steel Talons | atari/harddriv.cpp |
| Atari GT / G42 | 1991 | Rampart, Guardians of the 'Hood, Road Riot, Moto Frenzy | atari/atarigt.cpp, atarig42.cpp |
- System 1/2: zoomable sprites, rich sound (Atari POKEY + YM2151 + TMS5220 speech) — Gauntlet (up to 4 players) is the landmark.
- Hard Drivin' (1988): real-time polygonal 3D + a force-feedback wheel — a technical revolution (multi-CPU 68010 + DSP + TMS34010/34012).
Notable games¶
Gauntlet (1985), Marble Madness (1984), Paperboy (1985), 720°, Hard Drivin' (1988), S.T.U.N. Runner (1989), Race Drivin', Rampart (1990), Steel Talons…
Common faults¶
| Symptom | Likely cause | Lead |
|---|---|---|
| Corrupt sprites/planes | Atari customs / RAM | RAM test, contacts |
| Force feedback dead (Hard Drivin') | force-feedback board / motor | Mechanical + board diagnosis |
| Mute voice | TMS5220 (speech) | Sound-stage diagnosis |
| Lost config | EEPROM / battery | Reinit / replace |
| No image | Power, 68010, harness | Base diagnosis |
Modernisation & mods¶
The common ground for every JAMMA board
Video, power, control panel and upscalers depend on the cabinet rather than the board: everything is centralised in Modernising a cabinet. To run the board outside a cabinet (at home, on a display): supergun.
- Battery 🟢: a save battery is fitted (settings/counters/RTC). A leaking battery corrodes traces — check and replace it before it leaks → save batteries.
- Storage 🟡: the game lives in EPROM/mask ROM on the board. Changing or restoring a game means reprogramming the EPROMs (and, for a mask ROM, using a pinout adapter) → EPROM method.
- Media preservation: replacing the original storage, multicarts, ODEs and modern options by family → PCB preservation hub.
- Scan rate 📺: System 1: ~15.7 kHz / 59.9 Hz (standard) · System 2: ~25.0 kHz / 60.1 Hz (medium res) — varies by board, check the variant before choosing a monitor → tri-sync and upscalers.
(Computed from the MAME sources —
atari/atarisy1.cpp + atarisy2.cpp— pixel clock ÷ htotal.) - FPGA / emulation: see the Emulation & FPGA section below.
Repair (technician)¶
- Slapstic (Atari protection) + customs: a "dead" board can be a dead slapstic or custom (donor / MAME).
- Multi-CPU (68010 + DSP + TMS34010 on Hard Drivin'): diagnose block by block; a freeze = one CPU / its RAM.
- Sound: POKEY + YM2151 + TMS5220 (speech) — silent voice = TMS5220 + dedicated stage.
- Capacitors: recap. Oxidised EPROM sockets: turned-pin socket.
→ Methods: PCB fault-finding · Recap · EPROM · Traces & vias
Expected clocks — measurement table ✅¶
Values extracted from the MAME sources for this platform. On a scope or frequency counter, a clock that is missing or off-value points straight at the crystal, the divider or the chip at fault — the fastest starting point on a dead board.
| Component | Expected clock | Role |
|---|---|---|
| M6502 | 1.789773 MHz | CPU |
| M68010 | 7.15909 MHz | main CPU |
| YM2151 | 3.579545 MHz | FM (sound) |
How to read this table
Several values for one component = several board variants in this family (or several instances of the chip clocked differently). These frequencies are those of the clock signal at the component's input, not of its original crystal — on many boards the clock is divided down from a single master crystal.
Archived original schematics ✅¶
Manufacturer schematics for games in this family, archived locally. They give the clock tree, the address decoding and the breakdown of the video/sound/power stages — enough to trace a missing signal back to its source.
- Cyberball — full schematic (PDF)
- Hard Drivin' — full schematic (PDF)
Scope
A schematic applies to the game and revision named: within a family the general breakdown carries over, but component references and custom chip pinouts do not transpose. Source: the Arcade Game Manuals collection (Internet Archive), manufacturer documents kept for preservation.
Original manuals for games on this platform ✅¶
Manufacturer manuals for games running on this board. Beyond the instructions, they very often carry the full DIP settings, the connector pinout, the test procedure, the parts list and the expected voltages.
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Gauntlet — original manual (PDF)
- Hard Drivin' — original manual (PDF)
- Hard Drivin' — original manual (PDF)
- Hard Drivin' — original manual (PDF)
- Hard Drivin' — original manual (PDF)
- Marble Madness — original manual (PDF)
- Marble Madness — original manual (PDF)
- Marble Madness — original manual (PDF)
- Paperboy — original manual (PDF)
- Paperboy — original manual (PDF)
- Race Drivin' — original manual (PDF)
- Race Drivin' — original manual (PDF)
- Race Drivin' — original manual (PDF)
- Race Drivin' — original manual (PDF)
- Rampart — original manual (PDF)
- Rampart — original manual (PDF)
- S.T.U.N. Runner — original manual (PDF)
- S.T.U.N. Runner — original manual (PDF)
- Steel Talons — original manual (PDF)
→ Full catalogue: service manuals, wiring & game manuals
DIP settings ✅¶
5 games on this platform, settings extracted from the MAME sources (INPUT_PORTS_START blocks). The Position column gives the switch's physical reference on the board (SW2:!3,!4 = bank SW2, levers 3 and 4) — which is what lets you set it up without the paper manual. Games are sorted by MAME set name.
DIP settings — MAME set 720
| Setting | Position | Options (default in bold) |
|---|---|---|
| Bonus Life | 5/6A:!8,!7 | 3000 · 5000 · 8000 · 12000 |
| Difficulty | 5/6A:!6,!5 | Easy · Medium · Hard · Hardest |
| Maximum Add. A. Coins | 5/6A:!4,!3 | 0 · 1 · 2 · 3 |
| Coins Required | 5/6A:!2,!1 | 3 To Start, 2 To Continue · 3 To Start, 1 To Continue · 2 To Start, 1 To Continue · 1 To Start, 1 To Continue |
DIP settings — MAME set apb
| Setting | Position | Options (default in bold) |
|---|---|---|
| Bonus Coins | 6/7A:!3,!2,!1 | None · 1 Each 6 · 1 Each 5 · 1 Each 4 · 1 Each 3 · 1 Each 2 · 1 Each 1 · Free Play |
| Attract Lights | 5/6A:!8 | Off · On |
| Max Continues | 5/6A:!7,!6 | 3 · 10 · 25 · 199 |
| Difficulty | 5/6A:!5,!4,!3 | Easiest · Very Easy · Easy · Medium Easy · Medium Hard · Hard · Very Hard · Hardest |
| Coins Required | 5/6A:!2,!1 | 3 To Start, 2 To Continue · 3 To Start, 1 To Continue · 2 To Start, 1 To Continue · 1 To Start, 1 To Continue |
DIP settings — MAME set csprint
| Setting | Position | Options (default in bold) |
|---|---|---|
| Auto High Score Reset | 5/6A:!1 | Off · On |
DIP settings — MAME set paperboy
| Setting | Position | Options (default in bold) |
|---|---|---|
| Coinage | 6/7A:!8,!7 | 4C 1C · 3C 1C · 2C 1C · 1C 1C |
| Right Coin | 6/7A:!6,!5 | 1 · 4 · 5 · 6 |
| Left Coin | 6/7A:!4 | 1 · 2 |
| Bonus Coins | 6/7A:!3,!2,!1 | None · 1 Each 5 · 1 Each 4 · 1 Each 3 · 2 Each 4 · 1 Each 2 · 1 Each ? · Free Play |
| Difficulty | 5/6A:!8,!7 | Easy · Medium · Medium Hard · Hard |
| Bonus Life | 5/6A:!6,!5 | 10000 · 15000 · 20000 · None |
| Lives | 5/6A:!4,!3 | 3 · 4 · 5 · Infinite (Cheat) |
DIP settings — MAME set ssprint
| Setting | Position | Options (default in bold) |
|---|---|---|
| Coin Multiplier | 6/7A:!6,!5,!4 | 1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 |
| Difficulty | 5/6A:!8,!7 | Easy · Medium · Medium Hard · Hard |
| Obstacles | 5/6A:!6,!5 | Easy · Medium · Medium Hard · Hard |
| Wrenches | 5/6A:!4,!3 | 2 · 3 · 4 · 5 |
Check against your own board
These settings apply to the game and revision described by MAME. One title may have several DIP sets depending on region or revision, and some systems use soft-dips (settings in memory, via the test menu) rather than physical switches. In case of a discrepancy, the board's silkscreen and the test menu are authoritative.
See also: DIP reference · game manuals
Emulation & FPGA¶
- Emulation: MAME (
atarisy1.cpp,atarisy2.cpp,harddriv.cpp,atarigt.cpp). - FPGA / MiSTer: cores available for several classics (Gauntlet, Marble Madness, Paperboy…); not Hard Drivin' (multi-CPU 3D).
EPROM repair¶
68010 (System 1) / 68000 (System 2) program. Ex. (MAME atari/atarisy1.cpp, atarisy2.cpp): Marble Madness = 10× 27128 · Road Runner = 27C256/27128 · Paperboy = 10× 27128 · 720° / APB = 27C512. ⚠ Slapstic protection chip on many → game-specific.
Lineage¶
Complements the Atari vector side (Asteroids/Tempest). Hard Drivin' foreshadows mainstream polygonal 3D (before Model 1/System 21).
Photos / assets¶
(To add: System 1 (Gauntlet) board, Hard Drivin' set, FFB wheel.)
Sources & attribution¶
- MAME —
atari/atarisy1.cpp,atarisy2.cpp,harddriv.cpp,atarigt.cpp(68010, POKEY/YM2151/TMS5220, Hard Drivin' 3D, games) — https://github.com/mamedev/mame - Wikipedia — Gauntlet / Hard Drivin' / Atari Games — CC-BY-SA — https://en.wikipedia.org/wiki/Hard_Drivin%27
Review & corrections
How this space is used
Spotted a wrong value, an outdated procedure, a chip reference that does not match your board? Say so here, with what you observed (model, board revision, serial number, measurement). Every report is cross-checked against a source before anything changes — an unverifiable correction is published as “reported by …, not cross-checked” rather than silently applied.
Reading is open to everyone; posting requires signing in with Discord. Reports from the wiki's declared reviewers are handled first; anyone else's are read too, but go through a human before anything is changed.