Namco System 21 "Polygonizer"¶
The first arcade hardware dedicated to polygonal 3D (Namco, 1988) — even before the Sega Model 1. A 4-board crate with dual 68000 and several TMS320 DSPs computing untextured polygons (flat/Gouraud). Winning Run, Starblade, Galaxian³… Namco led 3D until the Model 1 (1992).

PCB Namco System 21 — photo by Baz1521, CC BY-SA 3.0 (Wikimedia Commons).
Identification¶
| Field | Value |
|---|---|
| Manufacturer | Namco |
| Year | 1988 (Winning Run) |
| Type | untextured polygonal 3D (multi-board crate) |
| Structure | 4 PCBs: CPU + DSP board + 3D polygon board + object framebuffer |
Architecture¶
| Block | Chip | Clock | Role |
|---|---|---|---|
| CPU ×2 | Motorola 68000 | 12.288 MHz | game + coordination |
| DSP | 4× TI TMS320C25 (5× TMS320C20 on Star Blade) | ~24.576 MHz | 3D geometry (transform/projection) |
| Video | 3D polygon board + object framebuffer | flat/Gouraud, untextured polygon rendering | |
| Sound | Namco customs (per game) | music + SFX |
The flat-shaded, untextured look is the System 21's signature (like Sega's later
Model 1). The power comes from the TMS320 DSP cluster offloading all the geometry.
Emulated in MAME (namco/namcos21.cpp).
Notable games¶
Winning Run (1988), Winning Run '91, Driver's Eyes, Starblade (1991), Solvalou, Galaxian³, Air Combat, Cyber Sled (1993).
Common faults¶
| Symptom | Likely cause | Lead |
|---|---|---|
| No 3D / freeze | one of the DSP/polygon boards, interconnects | Board-by-board crate diagnosis |
| Corrupt object image | object framebuffer / RAM | RAM test, contacts |
| Random freeze | dual 68000 / shared RAM | CPU diagnosis, RAM test |
| No sound | sound customs | Sound-stage diagnosis |
| No image | Power, board interconnects | Base diagnosis |
A multi-board crate → methodical diagnosis; customs and DSPs are rare.
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 📺: ~31.5 kHz / 60.0 Hz — high resolution (VGA class), ⚠️ a 31 kHz / tri-sync monitor is required; a 15 kHz chassis is incompatible → tri-sync and upscalers.
(Computed from the MAME sources —
namco/namcos21.cpp— pixel clock ÷ htotal.) - FPGA / emulation: see the Emulation & FPGA section below.
Repair (technician)¶
- 4 PCBs (CPU + DSP + 3D polygon + object framebuffer): diagnose board by board; DSP/3D customs are rare (donor). Corrupt 3D = test RAM + buffers first.
- Dual 68000: a freeze = one CPU / its RAM → separate diagnosis.
- Sound: Namco customs — diagnose the sound stage.
- Capacitors: recap (old multi-PCB). 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 |
|---|---|---|
| M68000 | 12.288 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.
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.
- Starblade — original manual (PDF)
→ Full catalogue: service manuals, wiring & game manuals
DIP settings ✅¶
2 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 winrun
| Setting | Position | Options (default in bold) |
|---|---|---|
| DSW2 | — | Off · On |
| DSW3 | — | Off · On |
| DSW4 | — | Off · On |
| DSW5 | — | Off · On |
| PCM ROM | — | 2M · 4M |
| DSW7 | — | Off · On |
| Screen Stop | — | Off · On |
DIP settings — MAME set winrungp
| Setting | Position | Options (default in bold) |
|---|---|---|
| PCM ROM | — | 2M · 4M |
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 (
namco/namcos21.cpp) — 68000 + TMS320 reverse-engineered. - FPGA / MiSTer: no core (a multi-DSP 3D crate, out of budget).
EPROM repair¶
68000 ×2 + polygonizer DSP. Ex. (MAME namco/namcos21.cpp): Winning Run = 2× 27C010. Program in 27C010/020; 3D data in mask ROM. Starblade, Solvalou, Cyber Sled.
Lineage¶
After the System 2, Namco's first 3D — before the textured 3D of the System 22 (Ridge Racer, 1993). A direct rival to the Sega Model 1.
Photos / assets¶
(To add: System 21 crate, DSP board, polygon board, framebuffer.)
Sources & attribution¶
-
Photo PCB Namco System 21 — Baz1521, CC BY-SA 3.0, Wikimedia Commons — https://commons.wikimedia.org/wiki/File:System21b_cpu_01.jpg
-
MAME —
namco/namcos21.cpp(2× 68000, 4× TMS320C25, untextured polygons, games) — https://github.com/mamedev/mame - Wikipedia — Namco System 21 — CC-BY-SA — https://en.wikipedia.org/wiki/Namco_System_21
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.