Restoring the Galaxian3 Theatre 6, 1992 six player arcade machine

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Introduction

During the late 1980s, Namco set out to create the world’s largest arcade game. The result was Galaxian3: Project Dragoon; a 28 player behemoth that debuted in April 1990 at the International Garden and Greenery Exposition in Osaka, Japan. Codenamed GH-28, it featured real-time, flat-shaded 3D graphics, powered by hardware derived from the System 21 platform first used by 1988’s Winning Run.

In 1991, a 16 player version (‘GM-16’) was released, introducing pre-rendered CGI backgrounds stored on LaserDisc and more performant 3D hardware. This version was sold to several arcades and establishments in the Asia region.

In 1992, the experience was further condensed into a room-sized, six player version: “Galaxian3 Theatre 6″ (‘GT-6’). This was produced in greater numbers and saw a worldwide release.

 Project Dragoon featuring details about the arcade game, including a description of its features and gameplay.
A promotional image showcasing a group of players engaged in the arcade game Galaxian3, featuring a large screen displaying space combat visuals, with futuristic game controls in front of each player.

Source: The Arcade Flyer Archive

A sequel to Project Dragoon, “Attack of the Zolgear” was released in 1994 and offered as a conversion kit in the form of replacement ROMs and LaserDiscs.

Promotional flyer for 'Attack of the Zolgear', featuring dramatic artwork of characters reacting to a looming threat, with a vibrant background and text describing the game's features.Source: The Arcade Flyer Archive

Tragically, in the early 2000s, many Galaxianinstallations were converted to Tsunami Visual Technologies’ Air Raid, a PC-based game, with most of the Galaxian3 electronics discarded in the process.

As of 2025, there are four known remaining instances of GT-6; one in Europe, two in Japan and one in the USA. The latter resides at the Fun World arcade in Nashua, New Hampshire. Unfortunately the game has been out of service for over a decade, its exact condition unknown.

Contact was established with the owner to allow an effort to repair the game and to preserve the data contained within; specifically the ROM data and the LaserDiscs.

Trip 1: March 2024

A team assembled at Fun World to assess the game – myself Phil Bennett, Alex Cmaylo, Bill DeLeo and Scott Gurney. Alex and I had flown from California and we had two days to inspect the machine during the week while the arcade was closed.

Exterior view of a castle-themed arcade building with a parked red Coca-Cola van in the foreground.A World of Fun awaits!
A covered arcade game cabinet with blue tarp, partially visible seating inside; a ladder stands nearby, indicating maintenance work.

The machine is situated at the top of the third floor and was fenced off and covered by a tarp. After deeming the game electrically safe, we powered it on. Surprisingly, it appeared to work but with notable issues:

  • Only players 1 and 2 worked
  • Sound was missing from several speakers
  • The blue output of the left-side projector was very dim and blurry

Hardware Overview

Let’s examine what’s inside the machine.

Video Displays

Interior view of a Galaxian3 game cabinet showing the control panels for multiple players with numbered sections and a blank projection screen.

There is a large projection area on which the game is displayed by two Sony VPH-1043QJ CRT projectors mounted above the seating area. Located in the cabinets beneath the projection screens are speakers (missing on this particular machine) and flash lamps which trigger whenever the players take damage.

Close-up view of the control box for a Galaxian3 arcade game, featuring three circular lenses behind a clear panel, mounted on a blue structure.

Player Controls

Close-up view of a control panel for an arcade game featuring two joystick handles, a speaker mesh, and control buttons.
 Project Dragoon', featuring a white casing with red stripes and a blue label.

Each player has a two-axis analog control with digital buttons. A speaker mounted inside the control plays sound effects and a vibration motor provides force-feedback. Additionally, an array of LEDs on top of the control flash when the player is hit.

In front of the player seats, there are three Control Boxes: left, center and right. 

Center Control Box

The central box contains most of the PCBs and two power supply units:

Close-up view of the internal circuitry and PCBs of a vintage arcade game, showing multiple green circuit boards with connectors and wiring.
An interior view of an arcade game machine showing multiple circuit boards and wiring connected in a structured layout.

Master PCB

Close-up view of a Namco PCB board used in arcade games, showing various integrated circuits, connectors, and solder points.

The Master PCB handles the main logic of the game and features a 24MHz 68020. The program is stored on 2MB of ROM but is primarily executed out of 512KB of SRAM. There is a 68681 DUART and Namco C139 serial communications interface but neither are used by this version of the game. This PCB was also used by the DS-5000 Mitsubishi/Namco driving simulator.

Slave PCB

A close-up view of a Namco game circuit board, showing various electronic components, including microchips and connectors, with the Namco logo prominently displayed.

Physically identical to the Master PCB (though with different ROMs and jumper settings), the Slave PCB drives two sets of video hardware, one per side. Each set consists of a DSP, PGN and OBJ PCB:

DSP PCB

A close-up view of a Namco circuit board featuring several chips, components, and LED indicators, showcasing its intricate design.

The DSP PCB has five TMS320C25s that handle processing of the 3D vertex data; transformation, lighting, clipping and projection. This PCB is also used by later-generation System 21 games such as Star Blade, Solvalou and Air Combat.

PGN PCB

Close-up view of a Namco video game circuit board featuring various integrated circuits and connections.

The Polygon PCB rasterizes flat-shaded polygons from the vertex data produced by the DSP PCB. The pixel data is fed into the OBJ PCB. This PCB is also used by other late-generation System 21 games.

OBJ PCB

Top view of the object PCB for a vintage arcade game, featuring various chips, capacitors, and circuit board components.

The Object PCB generates 2D objects/sprites. As there is no tilemap hardware, everything non-3D is sprite-based. The sprites are combined with the 3D layer before palette lookup and digital to analog conversion. This PCB is unique to Galaxian3 but very similar to the OBJ PCB of other System 21 games.

V-MIX PCB

A close-up view of a Namco V-MIX PCB used in arcade machines, featuring various electronic components and connectors.Photo credit: andys-arcade

The video mixer PCB handles genlock, combining the LaserDisc video output with that of the OBJ PCB. It has four RGB video outputs, though only two are used by GT-6. It also appears to have four composite outputs.

C-RAM PCB

Close-up view of a Namco GAL C-RAM PCB, featuring multiple connectors and circuitry details.Photo credit: andys-arcade

The C-RAM PCB is used for communication between the Master and Slave PCBs, featuring 32KB of SRAM and two C195 memory arbitration ASICs.

RSO PCB

A close-up view of a printed circuit board showcasing various integrated circuits, connectors, and components, indicating its role in arcade game hardware.

Also known as the ‘network PCB’, the RSO PCB has six 68681 DUARTs and nine C139 serial interfaces, most of which are unused by GT-6. One 68681 is used to communicate with the LaserDisc players via an RS-232 interface. One C139 interfaces with the Sound PCB while three are used to communicate with the Personal PCBs, which handle player I/O.

Sound PCB

A top view of a Namco sound PCB featuring multiple chips and electronic components, with various labels on the circuit board.

The sound PCB produces sound effects and speech. A 12MHz 68000 controls five C140 24-channel PCM sound ICs. Two are dedicated to sound effects and one is dedicated to speech, leaving three unused by GT-6.

Left Control Box

There are two PSUs and three identical PCBs:

PSN PCB

Close-up view of a Namco arcade PCB, featuring various electronic components, including capacitors, resistors, and microcontrollers.

A Personal PCB handles I/O for two players. It has an 8MHz 68000 and numerous peripherals. It produces four channels of PCM sound, two per player. A C139 communicates with the RSO over an RS-422 link.

Right Control Box

A stack of audio and video equipment including a Yamaha amplifier and Pioneer LaserDisc player, with a warning sign indicating not to move the amplifier.

LaserDisc Players

A Pioneer LaserDisc player placed on a wooden surface, showing dust accumulation, with buttons and a slot for inserting discs.

There are two industrial-grade Pioneer LD-V8000 LaserDisc players. The LaserDiscs are CAV-encoded, with the Japanese version on side A and English on side B. There are both analog and digital audio tracks present. The two discs are identical – the left-side video is on the first half of the disc and the right-side on the second.

Audio Amplifiers

A Yamaha natural sound stereo amplifier with visible dust and wear, featuring various control knobs and buttons.

Two Yamaha AX-570 stereo amplifiers produce four channels of sound: rear and front stereo.

Diagnosis

None of the players 3-6 inputs functioned within the game or input test, the latter showing zeroes across all analog inputs. We suspected an issue with two of the PSN PCBs. The PSN 5V supply was measured as 4.95V at PCB level, with no ripple or significant noise. 

The PSN PCB has an undocumented test switch which, when enabled, will trigger sounds, Hit LED flashes and motor vibration when the player’s buttons, service and coin switches are pressed. All three PCBs behaved identically in this mode, proving that each CPU was running and able to read inputs correctly.

The fault followed the PCBs: installing the ‘bad’ PCBs in place of the working PCB prevented players 1 and 2 inputs from working, while installing the working PCB in any position resulted in functioning inputs. This also ruled out any cabling issues.

Upon powering-on the machine, the bad PCBs showed a flashing LED pattern:

The number of flashes was not consistent between power-cycles and sometimes there were no flashes at all. The manual explains the significance of many of the LEDs found on the other PCBs but does not include these.

With limited test equipment and dwindling time, diagnosing the fault seemed beyond the scope of this trip. It was decided that I would take the three PSN PCBs and the RSO PCB back with me to California, where I would bench test them and hopefully identify then repair any faults. I also took the Sound PCB for the purpose of documentation. I would aim to learn as much as humanly possible regarding the operation of the machine in order to be better prepared for our next visit.

Part of the remaining time was spent examining the left-side projector. It contains three separate CRTs with a liquid coolant chamber coupled to the face of each tube and three lens assemblies. Over time, crystal deposits form in the coolant chamber as a result of chemical reaction between the glycol coolant and the aluminium housing. This is informally known as “CRT fungus” and results in an obscured, blurry image. This appeared to be part of the problem with the blue channel:

Close-up view of a CRT projector lens showing glowing red color with markings and a blurred green light in the background.
Close-up view of a green-tinted CRT display showing graphic elements from a video game, with two other CRT displays partially visible on either side.
Close-up view of a CRT projector lens showing a blue hue, indicating possible issues with the projection. Nearby, a green lens is visible.

The fungus can be removed and as it so happened, we knew somebody who had performed the procedure on another Sony projector with excellent results. Next time, we would enlist him to the cause!

Preservation

To digitize the LaserDiscs, a Domesday Duplicator setup was assembled and tested thoroughly prior to the trip. This turns a LaserDisc player into an extremely accurate optical scanner by sampling the raw RF signal from the player’s laser. The captures produced by this method are vastly superior to those produced from capturing the conventional output of a player. A Pioneer HLD-X0 MUSE LaserDisc player, expertly calibrated by Bill, was chosen for the process. It is equipped with a red laser with a beam far narrower than that of a traditional LaserDisc player. As a result, it is able to navigate imperfections on the disc surface such as dirt, scratches and rot significantly better.

A Pioneer LaserDisc player next to a Sony monitor displaying the text 'GALAXIAN PROJECT'.
A close-up of a LaserDisc titled 'GT-6 Zolgear', featuring a blue and white label indicating it's a Japanese version manufactured by Pioneer.

The LaserDiscs inside the players were in excellent condition, having been left mostly undisturbed over the last thirty years. The arcade had acquired extra discs but they were excessively warped and were unreadable.

We were very pleased with the captures produced by the setup:

A futuristic spaceship flying through a colorful, star-filled space scene with vibrant light trails.
A detailed 3D rendering of a large spacecraft surrounded by stars and a green celestial atmosphere.

Dropouts in the RF signal caused by surface imperfections manifest as lines of colored dots:

A distorted image featuring a textured green landscape, resembling a forest or a natural backdrop, with a blurred visual effect.

The Domesday Duplicator software suite supports ‘stacking’ of captures from multiple discs to minimize and potentially eliminate all dropouts (save for those present in the mastering process):

A graph displaying the dropout length in dots over frame numbers, showing variations in a purple line against a grid background for analysis of video signal quality.Dropout analysis of disc 1 capture
A graph displaying visible dropout loss analysis, with the x-axis labeled 'Frame number' and the y-axis labeled 'Dropout length (in dots)'. Various purple spikes indicate instances of dropout loss across multiple frames.Dropout analysis of disc 2 capture
A graph titled 'Visible Dropout Loss Analysis', showing a blank grid with labeled axes for 'Frame number' and 'Dropout length (in dots)'.Dropout analysis of discs combined

Preserving the ROM data from the PCBs was time-consuming but straightforward, as every ROM was a socketed, standard EPROM. Where possible, we attempted to read the PALs and GALs but most had their security-fuse set, preventing data extraction.

The arcade had retained the ROMs and LaserDiscs for Project Dragoon when the machine was converted to Attack of the Zolgear. We preserved these also. The ROM set was an undumped, newer revision dated “MON MAR  1 22:30:10 1993” but unfortunately one of the unique master CPU program ROMs was missing:

A close-up of a LaserDisc with the title 'G3-THEATER6' in Japanese, produced by Pioneer and planned by Namco, showcasing vibrant rainbow patterns in the reflection.
A collection of EPROM chips neatly arranged on a black foam background, labeled with various identifiers.

Hardware Analysis and Further Diagnosis

To better understand the operation of the PSN PCB, I traced out a schematic covering approximately 90% of the PCB. I brute-forced the PALs that we were unable to read by conventional means (these will be uploaded to the PLD Archive in time). On the software side, Ghidra was used to analyze the 68000 program:

A screenshot of a code analysis tool displaying assembly and C code for the PSN binary, with various program trees and symbols visible.

The first goal was to understand the function of the green and red LEDs. I discovered that the red LED denotes the assertion of the 68000’s /RESET line. After program initialization, the LED is cleared and the green LED illuminates to indicate normal program operation:

A printed circuit board schematic showing connections between various electronic components, including a 74LS374 and TD2083AP integrated circuits, with LED indicators for visual feedback.

An examination of the 68000 code revealed no power-on tests nor any possibility of initialization failure that could cause the flashing LED sequence. The events capable of triggering a reset were confirmed as:

  • Watchdog timeout
  • Generic 68000 exception (e.g. address error, illegal instruction)
  • Changing the PCB test switch from ON to OFF
  • Reset serial packet sent by the RSO

After cobbling together a power harness, I powered up each PSN PCB on my test bench. No flashing LED pattern was observed after numerous resets with the 5V supply adjusted between 4.65V and 5.1V.

The PSN PCB only transmits serial data upon receipt of a valid packet from the RSO. There are three types of packet:

  • RSO->PSN: Update outputs (lamps, motors and sound)
  • PSN->RSO: Send button state and analog controller values to RSO
  • Reset: Restart the PSN program

An 8-bit checksum is sent with each packet. Packets failing a checksum are dropped without consequence. An examination of the RSO code revealed that a Reset packet is sent to each PSN once during boot. There is no error handling that would cause multiple reset packets to be sent and trigger the LED sequence observed on-site. The RSO sends RSO->PSN followed by PSN->RSO packets continuously, even if the PSN board is not connected.

My next step was to verify that the serial link of each PSN was functioning correctly. The link is 9-bits (MSB first) at 1Mbps. The ninth bit is not a parity bit but is instead used to trigger an interrupt on the receiving C139 to denote the end of a packet. I chose an Arduino Uno with an RS-422<->TTL adapter to interface with the PSN PCBs. I wrote code to transmit and receive data to and from each PSN, verifying the packet checksum on the Arduino side. No faults were found by this process.

I used this setup to verify that all I/O was functioning correctly:

The PSN PCBs were originally designed for GH-28/GM-16 and as a result there are several features unused by GT-6. Of note is the video hardware that drove small displays in the player controls, showing the player’s rank and shield status:

Displays showing player rankings and shield power status in a video game arcade machine.

As for GT-6, If one was to add character ROMs and connect a 15KHz display to the video outputs, you would see a debug screen that shows the state of the input and other statistics:

Text display from a vintage arcade game diagnostic screen showing various memory addresses and buffers.

Using Easy68k, I created a test program to verify the work RAM and C139 buffer RAM on each PSN. All PCBs passed the tests.

To rule out any possible issues with the RSO PCB and to recreate the communication link of the machine, I wrote a pair of 68000 programs that would send random data accompanied by a CRC back and forth between the RSO and PSN, halting on a CRC failure. I also included a RAM test for the RSO work RAM and C139 buffer RAM. No faults were detected and the signal integrity of the RS-422 link appeared fine on an oscilloscope. At this point, I was convinced the faults lay elsewhere.

Trip 2: March 2025

It was time to return to Fun World to attempt another repair. This year’s team added Ford Seidel and Thomas Daede, the latter of whom had experience of servicing CRT projectors. Our main objectives were to:

  • Fix the player input issues
  • Service the left-side projector (and the right-side, time-permitting)
  • Locate the missing ROM for the undumped revision of Project Dragoon

This year we were much better informed about the operation of the game and would also arrive better equipped. Ford very graciously agreed to fly with an HP 1660C logic analyzer in his carry-on luggage and arranged to borrow a digital storage oscilloscope from a friend in Boston (thank you Gally!). As a precaution, I purchased replacement components for the serial sections of the RSO and PSN PCBs: optocouplers and three sets of SN75157/SN75158 RS-422 receivers/transmitters.

With the PSN PCBs re-installed and the game powered-on, the previous behaviour was observed; the two ‘bad’ PCBs began flashing their LEDs. On a subsequent power-on however, one of the ‘bad’ PCBs suddenly began working, allowing players 5 and 6 to start a game!

During my research, I had found photos of the inside of another machine showing leads connecting the GND test points of each PSN PCB to the metal frame of the left control box. These were not present on this machine. Bill fabricated a set of ground leads and we installed them. We never again saw the dreaded flashing LED sequence. I hadn’t noted any grounding or noise issues during early probing but I was happy to accept this victory and move on. We later verified that the AC input was properly grounded.

A close-up of an EMI filter and surge protector mounted on a wall. The unit is labeled 'Parfocal Systems' and shows signs of wear, with a dirty appearance. A yellow light is illuminated in the center, indicating power status.

The third PSN PCB failed to work. The oscilloscope was set up and probing commenced…

The CPU was running normally and was servicing interrupts. However, no C139 receive interrupts were being generated. Serial data was arriving over the RSO link but probing the SN75157 line receiver showed sensible input voltages but an output plagued with errant spikes:

Screenshot of an oscilloscope displaying multiple channel waveforms, showing voltage levels over time.Note the spikes on the pink signal (channel 3)

Why this IC was suddenly presenting problems despite extensive testing I did not know. The decision was made to replace it and I was glad I’d had the foresight to bring replacements! Bill desoldered the IC and installed a socket. With the new IC fitted, we eagerly applied power and noted the synchronized LED pattern across all PCBs, indicating receipt of a reset packet from the RSO:

In test mode all six player inputs were now working!

The relief was immense. Having lain on the floor for several hours, I took a much deserved walk around the arcade to stretch out and discover some exciting games:

A coin-operated machine labeled 'Fun Chicken!' featuring a plastic chicken on a pedestal, designed for players to watch as the chicken lays an egg. The machine has instructions for operation.

The day was met with further good news: with the aid of the arcade’s technician, Alex found and dumped the missing EPROM from Project Dragoon!

Meanwhile, Thomas, Bill and Scott were busy servicing the left-side projector:

Inside view of a Sony projector showing circuit boards, CRT tubes with different color screens, and various electronic components.

The blue CRT had severe burn-in:

Close-up of a LaserDisc player display showing a faded 'INSERT COINS' screen.

The coolant was removed from each chamber using a syringe and CLR was used to clean the fogged glass. We would let it sit overnight and perform the coolant change the following day.

Various cups containing colorful liquids and materials for servicing a project, arranged on a patterned carpet.Don’t drink the projector juice!

Progress at the end of the first day was extremely promising and I hoped for a more relaxed following day.

The next morning, while discussing CRT projectors over breakfast, Alex searched eBay for possible replacements. Miraculously, an untested Sony VPH-1040Q was listed for auction two and half hours away in Connecticut. According to curtpalme.com, this uses the same tubes as the original projector. We could either swap the tubes (assuming they were in better condition) or mount the new projector in place of the old one. Alex contacted the seller and convinced him to end the auction early, offering to pay double the current asking price of $25. Ford and Alex set off on an exciting road trip to pick it up, while the rest of us returned to Fun World.

I spent the day collecting measurements from the running machine for the purpose of documentation (e.g. clock frequencies and interrupt signals) while the others performed the projector coolant change and calibration. A friend, Jen, dropped in to help and observe, having driven from Vermont.

At one point I accidentally knocked off a jumper on the RSO board and we spent twenty painful minutes wondering why the game stopped responding to inputs and would not display anything other than ‘INSERT COINS’. Said jumper determined the VBLANK interrupt source for the RSO PCB and without it, the game was effectively paused. To avoid any further stress, I ceased probing.

Late in the afternoon, Alex and Ford returned with the projector:

A car trunk with the lid open, revealing a white object with vents inside, possibly a projection or audio device.

It appeared to be working and the tubes were bright and burn-free. The new projector was almost identical to the old unit, allowing for a drop-in replacement. Once installed in the game, the results were magnificent:

A screen displaying a video game interface with text indicating 'INSERT COINS', showing elements like shield status and player rank. The background features starry space graphics.

Alex and Ford replaced numerous burned-out fluorescent fittings and bulbs around the machine. Bill fixed several issues with the speaker wiring and fitted replacement speakers, bringing both front and rear channels back to life.

The vacuum-formed sign on the outside of the machine is in great condition but several plastic mounts inside had snapped over time. Thomas quickly designed and produced replacement mounts that could be bolted to the machine through existing holes. These had been printed on Bill’s 3D printer overnight and worked well:

A colorful arcade cabinet marquee for the game 'Attack of the Zolgear', featuring dramatic graphics of a giant monster attacking a city with text highlighting game features and alerts.
A close-up view of a black 3D-printed part mounted on a surface, featuring a cylindrical shape with a hole at the top. In the background, there is a graphic design related to the game 'Attack of the Zolgear'.

At this point, it was time to enjoy some credits on the newly working game!

Problems

Unfortunately there were issues with the newly-working machine. The day after its installation, as the arcade was about to close, the new projector began to intermittently shut down. The decision was made to remove it and swap the tubes into the old projector. Though time consuming, Thomas and Bill got the job done.

The next day, after the machine was in operation for about three hours, video sync issues appeared on the left-side:

The left-side LaserDisc player was suspected to be at fault. We had learned during our previous visit that the arcade had four spare LD-V8000 units, though none worked well enough to be swapped in. Suspecting the DEGE PCB, Bill and Scott transplanted a working PCB from the unit that showed the most promise.

A stack of four Pioneer LaserDisc players arranged vertically, with visible cables connected to them, placed against a fence in an arcade setting.

Alas, after another day of operation the problem re-appeared. Further diagnosis is needed and it is possible that there is an issue with the V-MIX PCB.

Future Work

Despite the issues, overall we are immensely pleased with what we achieved during our trips and I am very proud to have been part of the effort. The current fault will hopefully be fixed in time but please bear in mind that this is a time-intensive volunteer project and patience is a virtue!

We would recommend holding off on any road trips to play the game until it is more stable but if you do make the trip, plan to soon after the arcade opens while the machine is in a good mood! (Note that the operation of the machine is at the discretion of the arcade owner and they may choose to put it out of service until the fault is fixed).

There are a number of fixes and improvements that could be made:

  • Re-install the original speakers or find modern equivalents
  • Service the power supplies
  • Replace the non-working player 5 vibration motor
  • Fine-tune the projectors
  • Perform a coolant swap on the right-side projector
  • Fix the vertical gap between the two displays
  • Investigate a solid-state replacement for the LaserDisc players

Hopefully the game will continue to run well enough so that it can be enjoyed by all!

The interior of an arcade game featuring the title 'Attack of the Zolgear' displayed on a large screen, with multiple gunner positions in front.
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