Okay, finally have the chance to update with actual progress. I have an old PIII motherboard running dosMAME and glaunch with just Berzerk and Frenzy. Took me a while to get the sound to work - or so I thought - even though MAME would run just fine. Same issue with both games so I assumed it was a soundcard config issue even though I'm using a real SB16. Turned out that I didn't know both Berzerk and Frenzy require samples, and even more obscure, Frenzy uses Berzerk's samples. So when I finally dropped in some Berzerk samples both games started playing with sound.
At first I was going to use FreeDOS, but in that sound card confusion, I switched over to SpyStyle's boot install CD. That worked pretty well, though looking back, I probably had it working with FreeDOS and the samples were the problem. FreeDOS is pretty cool, though, as it has networking, tons of UNIX type utils, mp3/media players, etc. Lots of modern capabilities in a real DOS environment including a GUI if you want it.
Video is an ATI Rage 3D I had lying around - I'll use Arcmon to drop it to 15khz once I'm ready to put it in the cab. I hacked up my own VGA breakout cable. Probably chose one that is harder than it had to be as this one looked like it was isolated 15 different ways. Here's hoping I didn't short half the contacts with wandering strands.
<placeholder for breakout cable pic>
Thanks to Peale for software advice and Gehrig for supplying me a bunch of SB16s and the keyboard I'm hacking.
As for the keyboard hack... this keyboard isn't matrixed. There is actually a separate set of contacts for every key on the keyboard. I figure that at least removes the need to map the matrix and I can create keystrokes by shorting the two contacts on the backside of the PCB so no problems there. I have all essential game functions mapped in MAME - up, down, right, left, fire, p1, p2. (P1 + P2) is escape to front end and coinup will be wired to the coin mech. The only tweak needed in glaunch was changing the enter game key to fire.