Konami — 68000 beat'em ups (TMNT, Simpsons, X-Men)¶
Konami's beat'em up golden age (1989-1994): a 68000 + K052109 (tiles) / K051960 (sprites) customs hardware that ran TMNT, The Simpsons, X-Men (up to 6 players!), Sunset Riders… Big sprites, multiplayer, strong licenses.
PCB Konami (TMNT) — photo by Robivy64, domaine public (Wikimedia Commons).
Identification¶
| Field | Value |
|---|---|
| Manufacturer | Konami |
| Years | 1989-1994 |
| CPU | Motorola 68000 (+ Z80 sound on some) |
| Players | 2 to 6 (X-Men, Simpsons) |
| Settings | DIP |
Architecture¶
| Block | Chip | Role |
|---|---|---|
| CPU | Motorola 68000 | game logic |
| Video | K052109 (tilemaps) + K051960/K053245 (sprites) customs | big sprites, multiple layers |
| Sound | Z80 / 68000 + K053260 / YM2151 / K007232 | FM + samples |
This set of Konami customs (K052109/K051960…) is reused across the beat'em up range.
Some cabinets (X-Men, Simpsons) support 4 to 6 simultaneous players (even 2
monitors for the 6-player X-Men). Emulated in MAME (tmnt.cpp, simpsons.cpp,
xmen.cpp).
Notable games¶
Teenage Mutant Ninja Turtles (1989), TMNT: Turtles in Time (1991), The Simpsons (1991), X-Men (1992), Sunset Riders, Vendetta, Bucky O'Hare, Asterix, Metamorphic Force, Violent Storm, Mystic Warriors, Wild West C.O.W.-Boys of Moo Mesa, Premier Soccer…
What the Konami manuals say about the board and the cabinet ✅¶
✅ Nine manufacturer manuals archived, and a template that repeats
ⓘ This page described the platform with no original document for its games. Nine Konami manuals are now archived here, and they share the same TECHNICAL INFORMATION box — word for word from one game to the next:
"(1) Required power capacity — GND-Vcc 5V … A or more — GND-(+12V) · (2) Output R (red) analog, positive, G (green) analog, positive, B (blue) analog, positive, SYNC. H-V complexed, negative · (3) The monitor should be … installed · (4) Use the volume knob on the PCB to adjust sound level."
ⓘ Three things follow: the sound is set on the board, not in the cabinet; the sync is composite negative over analogue positive RGB; and the game dictates the monitor's orientation.
| Game | +5 V required | Monitor | Players |
|---|---|---|---|
| Sunset Riders | 4 A or more | horizontal | 1 to 4 |
| Vendetta | 4 A or more | horizontal | 1 to 4 |
| Turtles in Time | 4 A or more | horizontal | 1 to 4 |
| Teenage Mutant Ninja Turtles | — (not stated in this manual) | — | 4 |
| Wild West C.O.W. Boys of Moo Mesa | 4 A or more | horizontal | — |
| Martial Champion | 4 A or more | horizontal | — |
| Bells & Whistles | 4 A or more | ⚠️ vertical | 1 or 2 |
| Bottom of the 9th | ⚠️ 5 A or more | horizontal | — |
| Open Golf Championship | ⚠️ 5 A or more | horizontal | — |
ⓘ Values re-read from the scan image for Sunset Riders, Vendetta, Turtles in Time, Bells & Whistles, Bottom of the 9th and Open Golf — the text layer rendered "GNOVcc" or "GNX + 12V" in places. → Power supplies
⚠️ Four players over JAMMA: what the 56-pin edge cannot carry
JAMMA wires two players only. For four, Konami adds an extra harness, described in the T.M.N.T. and Vendetta manuals:
| Connector | What it carries | |
|---|---|---|
| 1P / 2P | 56-pin JAMMA edge, 5/32 inch pitch | power, video, sound, coins 1 and 2, 1P and 2P controls |
| 3P | CN3, 15-pin JST B15P-SHF-1AA | coin 3, four directions, jump, attack, ground |
| 4P | CN4, 15-pin, same part | coin 4, four directions, jump, attack, ground |
⚠️ The extensions carry neither +5 V nor video: switches and a ground, nothing else. ⓘ So a Konami four-player cabinet is not "JAMMA with more wires" — it is JAMMA plus two proprietary connectors, and that is where the two extra coin slots run.
ⓘ The manual demands the matching cabinet: "Use a multi-control upright cabinet with four sets of an 8-way joystick and two function buttons", and "four independent coin slots are necessary". ⚠️ There is no start button: "Start buttons are substituted by the function buttons for each player" — you join the game with the action buttons.
ⓘ The colour code, and why it helps troubleshooting
The T.M.N.T. parts list assigns one colour per player, stick and buttons alike: red, blue, yellow, violet (parts 30304, 30305, 30307, 30321 for the sticks). ⓘ The harness follows the same logic — 3P wires are white/something (white/red, white/yellow, white/black…), 4P wires yellow/something.
✅ A whole player gone silent therefore reads off the colour code: one dead direction points at a switch, a whole player points at its extension connector or its ground.
ⓘ The manual also notes that the coin counter surge-killer diodes are on the board — "surge killer diodes for coin counter installed on the P.C.B.".
ⓘ DIP settings — the Konami convention of those years
On T.M.N.T., three banks share the work: DIP 1 for the coin slots (up to 5 coins for 1 play, or 1 coin for 7), DIP 2 for the game — 1, 2, 3 or 5 lives, four difficulty levels, attract sound —, DIP 3 for picture and service: screen flip (SW1) and test mode (SW3).
⚠️ Unused switches are named as such — "SW5 thru SW8 are not used", "SW2 and SW4 … should be kept OFF" —, and the manual rings the recommended settings. ⓘ A half-empty DIP bank is not missing information: it is the information.
Common faults¶
| Symptom | Likely cause | Lead |
|---|---|---|
| Corrupt sprites/planes | K052109/K051960 customs / RAM | RAM test, contacts; rare customs |
| No/partial sound | K053260 / YM2151 / Z80 | Sound-stage diagnosis |
| One player unresponsive | multiplayer I/O / harness | Check player wiring |
| Lost settings | DIP | Check the DIP bank |
| No image | Power, 68000, 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.
- 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 📺: ~15.62 kHz / 59.2 Hz — standard resolution, a classic 15 kHz chassis is fine — the most common JAMMA case → tri-sync and upscalers.
(Computed from the MAME sources —
konami/tmnt.cpp— pixel clock ÷ htotal.) - FPGA / emulation: see the Emulation & FPGA section below.
Repair (technician)¶
- Konami customs (K052109 tilemaps, K051960/K053245 sprites, K053260 sound): unobtainable new → corrupt sprites/planes = video RAM + buffers first, the custom last (donor). This custom set is shared across the range (cross-part swaps possible).
- Sound: Z80/68000 + K053260 / YM2151 / K007232 — diagnose the sound stage.
- Capacitors: recap sound + PSU filtering.
- Oxidised EPROM sockets: re-tin / 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 |
|---|---|---|
| K007232 | 3.579545 MHz | Konami PCM |
| M68000 | 8 MHz | main CPU |
| MSM5205 | 384 kHz | ADPCM |
| YM2151 | 3.579545 MHz | FM (sound) |
| Z80 | 3.579545 MHz | sound CPU (usually) |
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.
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.
- Metamorphic Force — original manual (PDF)
→ Full catalogue: service manuals, wiring & game manuals
DIP settings ✅¶
4 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 cuebrick
| Setting | Position | Options (default in bold) |
|---|---|---|
| Cabinet | SW2:3 | Upright · Cocktail |
| Machine Name | SW2:4,5 | None · Lewis · Johnson · George |
| Difficulty | SW2:6,7 | Easy · Normal · Difficult · Very Difficult |
| Demo Sounds | SW2:8 | Off · On |
| Flip Screen | SW3:1 | Off · On |
| Upright Controls | SW3:2 | Single · Dual |
DIP settings — MAME set mia
| Setting | Position | Options (default in bold) |
|---|---|---|
| Lives | SW2:1,2 | 2 · 3 · 5 · 7 |
| Bonus Life | SW2:4,5 | 30K, Every 80K · 50K, Every 100K · 50K Only · 100K Only |
| Difficulty | SW2:6,7 | Easy · Normal · Difficult · Very Difficult |
| Demo Sounds | SW2:8 | Off · On |
| Flip Screen | SW3:1 | Off · On |
| VRAM Character Check | SW3:2 | Off · On |
DIP settings — MAME set tmnt
| Setting | Position | Options (default in bold) |
|---|---|---|
| Coinage | SW1:1,2,3,4 | 5C 1C · 4C 1C · 3C 1C · 2C 1C · 3C 2C · 4C 3C · 1C 1C · 3C 4C · 2C 3C · 1C 2C … |
| Lives | SW2:1,2 | 1 · 2 · 3 · 5 |
| Difficulty | SW2:6,7 | Easy · Normal · Difficult · Very Difficult |
| Demo Sounds | SW2:8 | Off · On |
| Flip Screen | SW3:1 | Off · On |
DIP settings — MAME set tmnt2p
| Setting | Position | Options (default in bold) |
|---|---|---|
| Lives | SW2:1,2 | 1 · 2 · 3 · 5 |
| Difficulty | SW2:6,7 | Easy · Normal · Difficult · Very Difficult |
| Demo Sounds | SW2:8 | Off · On |
| Flip Screen | SW3:1 | Off · On |
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
Procedure — a dead board, step by step ✅¶
What this adds
The general method lives in PCB diagnosis. This is its application to this platform: the same order, but with the values actually expected here, so you do not have to go back and forth.
Tools: multimeter, oscilloscope (or frequency counter), current-limited bench supply, desoldering braid. → Tooling
If the board is still in a cabinet
A CRT holds its charge with the machine unplugged. → CRT safety
1. Inspection, power off. Corrosion, cut tracks, oxidised EPROM legs, leaking SMD capacitors, dubious earlier repairs.
2. The connector, before anything else. A large share of "dead boards" are a contact problem, not a fault. Clean the contacts with isopropyl alcohol and reseat — not with an abrasive eraser on a gold edge, which takes the plating off and brings the problem back worse. It costs two minutes and settles the question.
3. Power, measured on the board. Aim for +5.0 V measured as close as possible to where power reaches the board — not at the PSU output: the drop is in the loom, and that is exactly what makes a board boot on the bench and not in the cabinet. Where you probe depends on this board's connector — JAMMA edge, JVS loom or a proprietary harness — plenty of makers kept one long after JAMMA arrived — see Identification above. → Wiring Check −5 V and +12 V too if the sound stage uses them. Suspected short: bring it up current-limited and find the hot spot.
4. /RESET. It must release after power-up. Held low = the CPU never starts. A 1–2 Hz loop is not the reset circuit, it is the watchdog: the CPU is crashing at boot, so look at the bus, not at the reset.
5. Clocks — the values expected on this platform.
- K007232 → 3.579545 MHz (Konami PCM)
- M68000 → 8 MHz (Main CPU)
- MSM5205 → 384 kHz (ADPCM)
- YM2151 → 3.579545 MHz (FM (sound))
- Z80 → 3.579545 MHz (Sound CPU (usually))
No clock on the M68000 (8 MHz) and there is no point measuring anything else: the fault is the crystal, the divider, or the chip itself. That single measurement splits a dead board in two.
6. Bus. Activity on the main CPU's address lines tells you whether it is running or frozen. Frozen with good clocks and good reset → work RAM, bus buffers, ROMs.
7. It boots but the picture or the sound is wrong — that is another job: see Common faults on this page, then signal tracing.
Emulation & FPGA¶
- Emulation: MAME (
konami/tmnt.cpp,simpsons.cpp,xmen.cpp). - FPGA / MiSTer: cores available for several titles (TMNT, Simpsons…).
EPROM repair¶
68000 program in 27C512 / 27C010. Examples (MAME konami/tmnt.cpp): TMNT =
2× 27C010 + 2× 27C512 · M.I.A. = 2× 27C010 · Cue Brick = 2× 27C512. The graphics
(051960/052109 customs) are mask ROMs. Some games add an MCU/custom protection.
Lineage¶
Contemporary with the Gradius/Twin16; the customs evolve into the GX (1994, 68EC020).
Photos / assets¶
(To add: TMNT/X-Men board, K052109/K051960 customs.)
Sources & attribution¶
- Konami — nine game manuals archived here, all carrying the same TECHNICAL INFORMATION box: Sunset Riders · Vendetta · Turtles in Time · T.M.N.T. 4-player · Wild West C.O.W. Boys of Moo Mesa · Martial Champion · Bells & Whistles · Bottom of the 9th · Open Golf Championship — required supply, video output, monitor orientation, 3P/4P harness, DIP settings, parts list
-
Photo PCB Konami (TMNT) — Robivy64, domaine public, Wikimedia Commons — https://commons.wikimedia.org/wiki/File:Tmntpcb.jpg
-
MAME —
konami/tmnt.cpp,simpsons.cpp,xmen.cpp(68000, K052109/K051960, K053260, games, 6 players) — https://github.com/mamedev/mame - Wikipedia — TMNT (arcade) / X-Men (arcade) — CC-BY-SA — https://en.wikipedia.org/wiki/X-Men_(1992_video_game)
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.
