About this guide

Cabinets, displays, gun mechanisms, recoil and multiplayer hardware from Sega, Namco, Konami, Taito, Midway and others.

1. How the major sensing families work

1.1 Mounted positional controls

A fixed or articulated gun can report horizontal and vertical position from potentiometers, optical encoders or similar axis sensors. Trigger, grenade and weapon-select controls are ordinary switches. Advantages are predictable two-player separation, no dependence on screen scan timing and robust continuous automatic fire. Disadvantages are a constrained aiming arc and mechanical wear.

3. Gun hardware, feedback, displays and multiplayer

3.1 Serviceable gun components

A typical free arcade gun can contain:

Sega’s *HOTD4* manual separately lists the targeting sensor unit, XY acceleration board, trigger and grenade microswitches.[4] AimTrak similarly separates tracking electronics from optional recoil power.[5][6] These sources support a general maintenance rule: troubleshoot aim, buttons, feedback and cable/power as separate subsystems.

Mounted guns add bearings, shafts, stops, axis sensors and calibration points. High-rate recoil mechanisms are wear items and can be disabled by operators, so surviving cabinets are not conclusive evidence of factory behavior.

3.2 Recoil vocabulary

Use precise labels:

Never infer actuator type from marketing words such as “force feedback” or “realistic gun.”

3.3 Display generations

DisplayTypical gun compatibilityOperational issues
Direct-view CRTNative for raster/flash optical gunsgeometry, brightness, burn, tinted glass, high-voltage service
CRT rear projectionCan support compatible optical guns but adds mirror/lens/alignment complexityconvergence, brightness, scan compatibility
DLP/LCD projectorDoes not provide CRT raster timing; works with positional or external-reference systemsprojection latency, gun/camera seeing the image, shadows
LCD/LED-backlit LCDRequires positional, marker/camera or motion-pointer systemprocessing latency, scaling, overscan/border visibility
OLEDSame compatibility principle as LCD for legacy guns—no CRT rasterimage retention from static borders is a practical concern

A cabinet’s game PCB video output and its tracking system are distinct. An LCD conversion may need new guns/I/O, not just a panel.

3.4 Multiplayer architectures

For emulation, independent device identity is the critical modern requirement. MAME documentation explains that an AimTrak exposes multiple USB interfaces and shows per-gun indexing rather than combining every pointer into one cursor.[10]

Sources