Sega Model 1¶
Sega's first major 3D platform (1992): real-time polygons that launched Virtua Racing then Virtua Fighter. Built on a 3D DSP (TGP) and a 68000. Rare and iconic.
Identification¶
| Field | Value |
|---|---|
| Manufacturer | Sega |
| Year | 1992 |
| Type | Arcade 3D platform (flat/shaded polygons) |
| I/O | JAMMA / dedicated harness |
Architecture¶
| Block | Chip | Clock | Role |
|---|---|---|---|
| CPU | Motorola 68000 | ~10 MHz | game logic |
| 3D geometry | Fujitsu TGP (MB86233, DSP) | polygon transforms/projection | |
| Graphics | real-time polygon engine | flat/Gouraud shading, no texture-mapping (solid colours) | |
| Sound | dedicated Motorola 68000 + Yamaha YM3438 + MultiPCM (315-5560) | FM music + PCM samples |
Sega's first "mainstream" 3D hardware (1992), by the AM2 team (Yu Suzuki). The TGP (Fujitsu MB86233) does all the geometry (transforming and projecting polygons), offloading the 68000.
The 'bare polygon' look (no texture)
The Model 1 does flat / Gouraud shading but no texture-mapping: faces are in solid colours. That's the visual signature of Virtua Fighter / Virtua Racing ("faceted" characters). The Model 2 (1993) precisely adds filtered textures — the next big leap.
Notable games¶
Virtua Racing (1992), Virtua Fighter (1993), Wing War, Star Wars Arcade (1993). A very small catalogue (a handful of titles) — the platform was quickly replaced by the Model 2.
- Multi-cabinet: Virtua Racing could link up to 8 cabinets for multiplayer racing, a feat in 1992.
- Home port: Virtua Racing was ported to the Mega Drive thanks to the SVP chip in the cartridge (see Mega Drive § Hardware quirks).
Preservation & emulation¶
- Emulation: the Model 1 is emulated by MAME (reverse-engineered customs and TGP) — the preservation route, given the rarity of the hardware. No FPGA/MiSTer core (TGP + polygon engine too complex).
- Rare boards: Fujitsu (TGP) customs and video ASIC hard to source → great care when repairing, mind the contacts and the power.
- Targeted recap if image/sound degraded; dedicated monitor (see CRT repair).
Common faults¶
| Symptom | Likely cause | Lead |
|---|---|---|
| No image / no 3D | TGP (MB86233) or video ASIC, power | Diagnosis; Fujitsu customs are irreplaceable → extreme care, mind the contacts |
| No / partial sound | sound 68000 / MultiPCM (315-5560) / YM3438 | Sound-stage diagnosis |
| Crash / unstable image | RAM, interconnects, weak power | Reseat, RAM test, targeted recap |
| Dead controls | harness / dedicated I/O | Check the wiring |
A dedicated monitor (see CRT repair). The real risk is the rarity of the customs: favour software preservation (MAME) over risky teardown.
EPROM repair¶
68000 program (+ TGP). Ex. (MAME sega/model1.cpp): Virtua Fighter / Virtua Racing = 10× 27C040 + 2× 27C010 · Star Wars Arcade = 3× 27C040 · Wing War = 8× 27C040. Separate CPU / Memory / Raster boards; 3D data in mask ROM.
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 📺: ~24.39 kHz / 57.5 Hz — medium resolution, ⚠️ a 15 kHz-only chassis will not do: you need a medium-res monitor or a tri-sync → tri-sync and upscalers.
(Computed from the MAME sources —
sega/model1.cpp— pixel clock ÷ htotal.) - FPGA / emulation: see the Emulation & FPGA section below.
Repair (technician)¶
- SVP cartridge (Virtua Racing): the geometry DSP is inside the cartridge — dead 3D = SVP/cartridge, not the CPU board.
- Sega customs (video, MultiPCM 315-5560): rare → test RAM + buffers first, the custom last (donor).
- Sound: dedicated 68000 + YM3438 + MultiPCM — silent samples = MultiPCM / sound ROM.
- Capacitors: recap PSU + audio (a costly multi-PCB board → care, inter-board connectors).
→ 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 |
|---|---|---|
| V60 | 16 MHz | main CPU |
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.
Photos / assets¶
(To add: Model 1 board, TGP DSP.)
Sources & attribution¶
- Wikipedia — Sega Model 1 (TGP MB86233, untextured, AM2, games) — CC-BY-SA — https://en.wikipedia.org/wiki/Sega_Model_1
- System16 — Sega Model 1 Hardware — to reference — https://www.system16.com/hardware.php?id=690
- Internal page: Sega Model 2 (next, textured generation)
Image:
-
model1.jpg— htomari, public domain — https://commons.wikimedia.org/wiki/File:SEGA_Model-1_CPU_Board_(50696088478).jpg
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.
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