CP System II
Encrypted arcade board that outlived its successor by four years.
The CP System II, often called the Capcom Play System 2 or CPS-2, is an arcade board that followed Capcom’s earlier CP System, CP System Dash, and Capcom Power System Changer hardware. It debuted in 1993 with *Super Street Fighter II*, and the CP System III hardware arrived in 1996, though the CPS-2 remained in active use for over four years longer. New games continued to appear until the end of 2003, the last being *Hyper Street Fighter II*, and official technical support concluded on February 28, 2019.
Like its predecessor, the CPS-2 allowed game swaps without changing the core hardware. It used separate daughterboards enclosed in plastic cases—one for the game data and one for the main board—that were joined to play. Unlike the earlier system, however, CPS-2 games were encrypted and required a decryption key stored in the main board’s battery-backed memory to run.
Capcom announced development of the CPS-2 in 1990, aiming to finish it within 18 months, and originally planned for the system to support 3D graphics. The earlier CP System (CPS-1) had been highly vulnerable to bootlegging, so Capcom kept the basic CPS-1 hardware (with QSound) but added encryption to the program ROMs to prevent piracy. This encryption was so effective that the system was never bootlegged until unencrypted program data became available.
The CPS-2 consists of two parts: the A board, which connects to the JAMMA harness and holds common components, and the B board, which contains the game itself—similar to a home console and cartridge. A and B boards are color-coded by region, and only boards of the same color can be used together, except that blue and green boards are compatible.
The B boards contain battery-backed memory with the decryption keys needed to run games. Over time, the batteries lose charge, and the games stop working because the CPU cannot execute code without the keys—a problem often called a “suicide battery.” The original battery can be replaced in-circuit before it drops below 2V, or the keys are lost. Otherwise, the board would eventually stop working even in legal use, and Capcom would charge a fee to replace it.
Because of the heavy encryption, CPS-2 emulation was long thought nearly impossible.
Quick Facts
- Manufacturer
- Capcom
- Release Date
- 1993-09-10
- Discontinued
- 2003-12-22
- Input
- 8-way joystick, from 2 to 6 buttons
- Cpu
- Motorola 68000 (@ 16 MHz)
- Display
- Raster (horizontal), / 384×224 resolution, / 4096 colors on screen, / 16,777,216-color palette
- Sound
- Sound CPU: Z80 (@ 8 MHz) / Q-Sound (@ 4 MHz)
- Predecessor
- CP System
- Successor
- CP System III
Facts from the source article.
Lore & Background
Capcom announced the development of the CP System II in 1990, planning to complete it in 18 months with original plans for 3D graphics capability. The earlier CP System (CPS-1) was vulnerable to bootleggers making unauthorized copies, so Capcom took the CP System hardware with QSound, made minimal changes, and employed encryption on the program ROMs to prevent software piracy. Due to the encryption, the system was never bootlegged until unencrypted program data became available.
The CP System II consists of two separate parts: the A board, which connects to the JAMMA harness and contains common components, and the B board, which contains the game itself. The relationship is similar to that between a home console and cartridge. A and B boards are color-coded by region, and each board can only be used with its same-colored mate, except that blue and green boards can be used together. The B boards hold battery-backed memory containing decryption keys; as batteries lose charge, the games stop functioning, a phenomenon called a 'suicide battery'. It is possible to bypass the original battery and swap it out in-circuit before it falls below 2V, or the keys are lost.
Due to heavy encryption, CPS-2 emulation was long believed impossible. In January 2001, the CPS-2 Shock group obtained unencrypted program data by hacking into the hardware, distributing XOR difference tables to produce unencrypted data from original ROM images, enabling emulation and restoration of erased cartridges. In January 2007, the encryption method was fully reverse-engineered by Andreas Naive and Nicola Salmoria, revealing two four-round Feistel ciphers with a 64-bit key. In April 2016, Eduardo Cruz, Artemio Urbina and Ian Court announced successful reverse engineering of the security programming, enabling clean 'de-suicide' restoration of dead games without hardware modifications.
Reader's Guide
The CP System II's significance lies in its response to rampant bootlegging of the earlier CPS-1 hardware. By encrypting program ROMs and storing decryption keys in battery-backed memory, Capcom created a system that was effectively immune to unauthorized copying until unencrypted data was obtained years later. This encryption, however, introduced a built-in obsolescence: the 'suicide battery' meant that every legitimate board would eventually stop functioning unless the battery was replaced before it dropped below 2V, and Capcom charged a fee for official replacements. The system's longevity is notable—new games were released until 2003, and official support continued until 2019, long after its successor CPS-3 had been introduced. The eventual reverse engineering of the encryption by hobbyists and the CPS-2 Shock group allowed emulation and restoration of dead boards, preserving a library of 41 games that includes iconic titles like Super Street Fighter II and Hyper Street Fighter II. The system's architecture, with separate A and B boards color-coded by region, and its use of QSound audio, made it a distinctive and influential platform in arcade history.
Did You Know?
- The CP System II was announced in 1990 with original plans for 3D graphics capability.
- Games are encrypted and require a decryption key stored in battery-backed memory on the main board to run.
- Capcom ended battery replacements for the hardware on February 28, 2019, ending all official support.
Frequently Asked Questions
What is the CP System II?
The CPS-2 is Capcom's second-generation arcade motherboard, launched in 1993 as a direct upgrade over the original CP System and CP System Dash boards. It kept the same swappable-game-pack design, letting operators swap titles without replacing the core electronics in a cabinet.
What are the CPS-2's main hardware specs?
The board runs an encrypted 68000 CPU at 16 MHz alongside a Z80 sound chip, rendering up to 4096 colors at a 384×224 active resolution (512×262 with overscan). Total memory is 1328 KB—1 MB of FPM DRAM plus 304 KB of SRAM—and ROM packs can hold up to 322 Mbit of data.
How long did the CPS-2 stay in active use?
New titles continued shipping on the platform well beyond the 1996 debut of the CP System III, with development stretching into late 2003. Capcom's official technical support for the board finally wrapped up on February 28, 2019.
What made the CPS-2 different from the CPS-1?
The CPS-2 roughly doubled the on-screen color palette to 4096 and moved to a faster, encrypted 16 MHz 68000 main CPU, while also offering more RAM than its predecessor. The swappable-rom architecture stayed the same, so a single cabinet could still host multiple games by simply changing the game pack.
What was the last game released on the CPS-2?
Hyper Street Fighter II, which arrived in arcades at the end of 2003, was the final title developed for the platform. That meant the CPS-2 kept receiving new software for roughly four years after its successor hardware had already shipped.
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