Attack From Mars

Author ready

Bally1995WPC-95bally.attack-from-mars.1995

Wire it up

what an authoring tool needs first
Bind this ROM
afm_113

10 ROM sets resolve to this machine. Clones share the definition unless a hardware difference is listed.

Controller platform
pinmame.wpc-95

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–53 (53)
Lamps
11–108 (80)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin2cabinet.coin3cabinet.coin4cabinet.coin5cabinet.service6cabinet.service7cabinet.service8cabinet.service11cabinet.launch13cabinet.start14cabinet.tilt21cabinet.slam-tilt

Portable roles — the consuming engine maps them to its own input actions.

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

187 placements · 18 stacked · normalised player view · outline is nominal

16 Left Outlane17 Right Return218 Shooter Lane · 1 Auto Plunger26 Left Return27 Right Outlane631 Trough Eject · 32 Trough Ball 1 · 33 Trough Ball 2 · 34 Trough Ball 3 · 35 Trough Ball 4 · 2 Trough Eject336 Left Popper · 3 Left Popper · 2 Top Playfield General Illumination237 Right Popper · 4 Right Popper38 Left Top Lane41 MARTI"A"N Target42 MARTIA"N" Target243 MAR"T"IAN Target · 6 Left Alien High244 MART"I"AN Target · 8 Right Alien High45 Left Motor Bank446 Center Motor Bank · 66 Motor Bank Down · 67 Motor Bank Up · 24 Motor Bank Motor47 Right Motor Bank48 Right Top Lane251 Left Slingshot · 9 Left Slingshot252 Right Slingshot · 10 Right Slingshot253 Left Jet · 11 Left Jet354 Bottom Jet · 12 Bottom Jet · 18 Right Ramp Low Flasher255 Right Jet · 13 Right Jet56 "M"ARTIAN Target57 M"A"RTIAN Target258 MA"R"TIAN Target · 5 Left Alien Low61 Left Ramp Enter62 Center Ramp Enter63 Right Ramp Enter64 Left Ramp Exit65 Right Ramp Exit71 Right Loop High72 Right Loop Low73 Left Loop High74 Left Loop Low75 Left Saucer Target76 Right Saucer Target277 Drop Target · 16 Drop Target78 Center Trough14 Right Alien Low2015 Saucer Shake · 23 Saucer Dome Flasher · 39 Strobe Light · 18 Drop Target · 91 Saucer L.E.D. 01 · 92 Saucer L.E.D. 02 · 93 Saucer L.E.D. 03 · 94 Saucer L.E.D. 04 · 95 Saucer L.E.D. 05 · 96 Saucer L.E.D. 06 · 97 Saucer L.E.D. 07 · 98 Saucer L.E.D. 08 · 101 Saucer L.E.D. 09 · 102 Saucer L.E.D. 10 · 103 Saucer L.E.D. 11 · 104 Saucer L.E.D. 12 · 105 Saucer L.E.D. 13 · 106 Saucer L.E.D. 14 · 107 Saucer L.E.D. 15 · 108 Saucer L.E.D. 1617 Right Ramp High Flasher19 Right Side High Flasher20 Right Side Low Flasher21 Center Arrow Flasher22 Jets Flasher25 Left Ramp Left Flasher26 Left Ramp Right Flasher27 Left Side High Flasher28 Left Side Low Flasher33 Right Gate34 Left Gate235 Diverter Power · 36 Diverter Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Super Jets12 Super Jackpot13 Martian Attack Multiball14 Annihilation15 Return To Battle15 Return To Battle16 Conquer Mars17 5-Way Combo21 Big-O-Beam 122 Big-O-Beam 223 Big-O-Beam 324 Left Ramp Jackpot25 Left Ramp Arrow26 Lock 227 Lock 328 Center Ramp Jackpot31 Tractor Beam 132 Tractor Beam 233 Tractor Beam 334 Right Ramp Jackpot35 Right Ramp Arrow36 Martian Attack37 Rule Universe38 Stroke Of Luck41 Right Loop Arrow42 Center Ramp Arrow43 Left Top Lane44 Right Top Lane45 Left Motor Bank46 Center Motor Bank47 Right Motor Bank48 MAR"T"IAN Target51 Attack Mars52 D.C. U.S.A.53 London England54 Light Lock55 Lock 156 Pisa Italy57 Berlin Germany58 Paris France61 MARTIA"N" Target62 MARTI"A"N Target63 Atomic Blaster 164 Atomic Blaster 265 Atomic Blaster 366 Right Loop Jackpot67 Extra Ball68 MART"I"AN Target71 Capture 172 Capture 273 Capture 374 Left Loop Jackpot75 Left Loop Arrow76 "M"ARTIAN Target77 M"A"RTIAN Target78 MA"R"TIAN Target81 Shoot Again82 Left Outlane83 Left Return84 Right Return85 Right Outlane0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination0 Bottom Playfield General Illumination1 Middle Playfield General Illumination1 Middle Playfield General Illumination1 Middle Playfield General Illumination1 Middle Playfield General Illumination1 Middle Playfield General Illumination1 Middle Playfield General Illumination1 Middle Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination2 Top Playfield General Illumination

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield119
  • sensorsenses the ball44
  • effectmoves the ball24
  • nStackseveral devices in one spot18
160 devices shown

Not on the playfield20 cabinet or service, 19 unused, 14 virtual, 8 dip switch, 4 internal nonvisual, 1 constant — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

79 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin
J205-1Orange-Brown
WPC-95 CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin
J205-2Orange-Red
WPC-95 CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin
J205-3Orange-Black
WPC-95 CPU board
validated
4
Fourth Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin
J205-4Orange-Yellow
WPC-95 CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
cabinet.service
J205-6Orange-Green
WPC-95 CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
cabinet.service
J205-7Orange-Blue
WPC-95 CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
cabinet.service
J205-8Orange-Violet
WPC-95 CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
cabinet.service
J205-9Orange-Gray
WPC-95 CPU board
validated
11
Launch Button
Button
switch.matrix-11
cabinet.launch
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC-95 CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC-95 CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC-95 CPU board
validated
15
Not Used Matrix Position 15
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Left Outlane
Leaf
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Right Return
Leaf
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Shooter Lane
Leaf
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Tilt
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC-95 CPU board
validated
22
Coin Door Closed
Leaf
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC-95 CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Not Used Matrix Position 25
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Return
Leaf
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Right Outlane
Leaf
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
Not Used Matrix Position 28
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC-95 CPU board
validated
31
Trough EjectNC
Opto
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC-95 CPU board
validated
32
Trough Ball 1NC
Opto
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC-95 CPU board
validated
33
Trough Ball 2NC
Opto
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC-95 CPU board
validated
34
Trough Ball 3NC
Opto
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC-95 CPU board
validated
35
Trough Ball 4NC
Opto
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC-95 CPU board
validated
36
Left PopperNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Right PopperNC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Left Top Lane
Leaf
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
MARTI"A"N Target
Leaf
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC-95 CPU board
validated
42
MARTIA"N" Target
Leaf
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC-95 CPU board
validated
43
MAR"T"IAN Target
Leaf
switch.matrix-43
J206-4Green-Yellow
J208-3White-Orange
WPC-95 CPU board
validated
44
MART"I"AN Target
Leaf
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC-95 CPU board
validated
45
Left Motor Bank
Leaf
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC-95 CPU board
validated
46
Center Motor Bank
Leaf
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC-95 CPU board
validated
47
Right Motor Bank
Leaf
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC-95 CPU board
validated
48
Right Top Lane
Leaf
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC-95 CPU board
validated
51
Left Slingshot
Leaf
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC-95 CPU board
validated
52
Right Slingshot
Leaf
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC-95 CPU board
validated
53
Left Jet
Leaf
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
Bottom Jet
Leaf
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Right Jet
Leaf
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
"M"ARTIAN Target
Leaf
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
M"A"RTIAN Target
Leaf
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
MA"R"TIAN Target
Leaf
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Left Ramp Enter
Leaf
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Center Ramp Enter
Leaf
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Right Ramp Enter
Leaf
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Left Ramp Exit
Leaf
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Right Ramp Exit
Leaf
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Motor Bank Down
Leaf
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Motor Bank Up
Leaf
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Not Used Matrix Position 68
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Right Loop High
Leaf
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Right Loop Low
Leaf
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Left Loop High
Leaf
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Left Loop Low
Leaf
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
Left Saucer Target
Leaf
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
Right Saucer Target
Leaf
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Drop Target
Leaf
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Center Trough
Leaf
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Not Used Matrix Position 86
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC-95 CPU board
validated
87
Not Used Matrix Position 87
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC-95 CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC-95 CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J208-13Black-Green
WPC-95 CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J212-12Blue-Violet
WPC-95 CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J208-12Black-Blue
WPC-95 CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Not Used Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
validated
116
Not Used Upper Right Flipper Button
switch.generic-116
internal.unused.flipper
validated
117
Not Used Upper Left Flipper EOS
switch.generic-117
internal.unused.flipper
validated
118
Not Used Upper Left Flipper Button
switch.generic-118
internal.unused.flipper
validated

Controlled devices

Everything the ROM can energise, grouped the way a table author builds it.

Coils, magnets & motors

25
25 shown
# Name Device ID Kind Role Wiring Evidence
1
Auto Plunger
device.auto-plunger Coil
Q72Violet-Brown
WPC-95 power driver board
validated
2
Trough Eject
device.trough-eject Coil
Q68Violet-Red
WPC-95 power driver board
validated
3
Left Popper
device.left-popper Coil
Q71Violet-Orange
WPC-95 power driver board
validated
4
Right Popper
device.right-popper Coil
Q67Violet-Yellow
WPC-95 power driver board
validated
5
Left Alien Low
device.left-alien-low Coil
Q70Violet-Green
WPC-95 power driver board
validated
6
Left Alien High
device.left-alien-high Coil
Q66Violet-Blue
WPC-95 power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q69Violet-Black
WPC-95 power driver board
validated
8
Right Alien High
device.right-alien-high Coil
Q65Violet-Gray
WPC-95 power driver board
validated
9
Left Slingshot
device.left-slingshot Coil
Q44Brown-Black
WPC-95 power driver board
validated
10
Right Slingshot
device.right-slingshot Coil
Q48Brown-Red
WPC-95 power driver board
validated
11
Left Jet
device.left-jet Coil
Q43Brown-Orange
WPC-95 power driver board
validated
12
Bottom Jet
device.bottom-jet Coil
Q47Brown-Yellow
WPC-95 power driver board
validated
13
Right Jet
device.right-jet Coil
Q42Brown-Green
WPC-95 power driver board
validated
14
Right Alien Low
device.right-alien-low Coil
Q46Brown-Blue
WPC-95 power driver board
validated
15
Saucer Shake
device.saucer-shake Coil
Q41Brown-Violet
WPC-95 power driver board
validated
16
Drop Target
device.drop-target Coil
Q45Brown-Gray
WPC-95 power driver board
validated
24
Motor Bank Motor
device.motor-bank-motor Motor
Q29Blue-Gray
WPC-95 power driver board
validated
33
Right Gate
device.right-gate Coil
Q84Yellow-Violet
WPC-95 power driver board
validated
34
Left Gate
device.left-gate Coil
Q86Orange-Violet
WPC-95 power driver board
validated
35
Diverter Power
device.diverter-power Coil
Q81Yellow-Gray
WPC-95 power driver board
validated
36
Diverter Hold
device.diverter-hold Coil
Q83Orange-Gray
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q90Yellow-Green
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q92Orange-Green
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q87Yellow-Blue
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q89Orange-Blue
WPC-95 power driver board
validated

Flashers

12
12 shown
# Name Device ID Wiring Evidence
17
Right Ramp High Flasher
device.right-ramp-high-flasher
Q28Black-Brown
WPC-95 power driver board
validated
18
Right Ramp Low Flasher
device.right-ramp-low-flasher
Q32Black-Red
WPC-95 power driver board
validated
19
Right Side High Flasher
device.right-side-high-flasher
Q27Black-Orange
WPC-95 power driver board
validated
20
Right Side Low Flasher
device.right-side-low-flasher
Q31Black-Yellow
WPC-95 power driver board
validated
21
Center Arrow Flasher
device.center-arrow-flasher
Q26Blue-Green
WPC-95 power driver board
validated
22
Jets Flasher
device.jets-flasher
Q30Blue-Black
WPC-95 power driver board
validated
23
Saucer Dome Flasher
device.saucer-dome-flasher
Q25Blue-Violet
WPC-95 power driver board
validated
25
Left Ramp Left Flasher
device.left-ramp-left-flasher
Q16Blue-Brown
WPC-95 power driver board
validated
26
Left Ramp Right Flasher
device.left-ramp-right-flasher
Q15Blue-Red
WPC-95 power driver board
validated
27
Left Side High Flasher
device.left-side-high-flasher
Q14Blue-Orange
WPC-95 power driver board
validated
28
Left Side Low Flasher
device.left-side-low-flasher
Q13Blue-Yellow
WPC-95 power driver board
validated
39
Strobe Light
device.strobe-light
Orange-White
WPC-95 power driver board
validated

Lamps

80

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
9
10
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
11
Super Jets
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Super Jackpot
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Martian Attack Multiball
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Annihilation
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Return To Battle
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Conquer Mars
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
5-Way Combo
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Drop Target
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Big-O-Beam 1
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Big-O-Beam 2
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Big-O-Beam 3
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Left Ramp Jackpot
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Left Ramp Arrow
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Lock 2
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Lock 3
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Center Ramp Jackpot
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Tractor Beam 1
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Tractor Beam 2
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Tractor Beam 3
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Right Ramp Jackpot
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Right Ramp Arrow
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Martian Attack
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Rule Universe
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Stroke Of Luck
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Right Loop Arrow
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Center Ramp Arrow
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Left Top Lane
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Right Top Lane
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Left Motor Bank
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Center Motor Bank
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Right Motor Bank
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
MAR"T"IAN Target
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Attack Mars
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
D.C. U.S.A.
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
London England
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Light Lock
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Lock 1
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Pisa Italy
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Berlin Germany
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Paris France
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
MARTIA"N" Target
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
MARTI"A"N Target
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
Atomic Blaster 1
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Atomic Blaster 2
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Atomic Blaster 3
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Right Loop Jackpot
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Extra Ball
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
MART"I"AN Target
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Capture 1
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Capture 2
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Capture 3
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Left Loop Jackpot
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Left Loop Arrow
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
"M"ARTIAN Target
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
M"A"RTIAN Target
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
MA"R"TIAN Target
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Shoot Again
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Left Outlane
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Left Return
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Right Return
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Right Outlane
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Launch Button
lamp.matrix-86
cabinet.launch
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Not Used Lamp Position 87
lamp.matrix-87
Q97 column driver with Q101 row driver
WPC-95 power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q97 column driver with Q105 row driver
WPC-95 power driver board
validated
91
Saucer L.E.D. 01
lamp.saucer-led-01
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
92
Saucer L.E.D. 02
lamp.saucer-led-02
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
93
Saucer L.E.D. 03
lamp.saucer-led-03
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
94
Saucer L.E.D. 04
lamp.saucer-led-04
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
95
Saucer L.E.D. 05
lamp.saucer-led-05
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
96
Saucer L.E.D. 06
lamp.saucer-led-06
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
97
Saucer L.E.D. 07
lamp.saucer-led-07
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
98
Saucer L.E.D. 08
lamp.saucer-led-08
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
101
Saucer L.E.D. 09
lamp.saucer-led-09
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
102
Saucer L.E.D. 10
lamp.saucer-led-10
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
103
Saucer L.E.D. 11
lamp.saucer-led-11
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
104
Saucer L.E.D. 12
lamp.saucer-led-12
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
105
Saucer L.E.D. 13
lamp.saucer-led-13
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
106
Saucer L.E.D. 14
lamp.saucer-led-14
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
107
Saucer L.E.D. 15
lamp.saucer-led-15
serial shift register on saucer board A-20670
WPC-95 power driver board
validated
108
Saucer L.E.D. 16
lamp.saucer-led-16
serial shift register on saucer board A-20670
WPC-95 power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Bottom Playfield General Illumination
gi.string-1
Q5White-Brown
WPC-95 power driver board
validated
1
Middle Playfield General Illumination
gi.string-2
Q4White-Orange
WPC-95 power driver board
validated
2
Top Playfield General Illumination
gi.string-3
Q3White-Yellow
WPC-95 power driver board
validated
3
Top Insert Panel General Illumination
gi.string-4
cabinet.insert-panel
Q2White-Green
WPC-95 power driver board
validated
4
Bottom Insert Panel General Illumination
gi.string-5
cabinet.insert-panel
Q1White-Violet
WPC-95 power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Role Evidence
29
WPC State Channel 29
device.wpc-state-channel-29
internal.wpc-state
validated
30
WPC State Channel 30
device.wpc-state-channel-30
internal.wpc-state
validated
31
WPC Fast-Flip Game-On State
device.wpc-fast-flip-game-on-state
internal.wpc-state
validated
32
WPC State Channel 32
device.wpc-state-channel-32
internal.unused.wpc-output
validated
40
Unused LPDC Output 40
device.unused-lpdc-output-40
internal.unused.wpc-output
validated
41
LPDC Mirror Of Saucer L.E.D. Clock
device.lpdc-mirror-of-saucer-l-e-d-clock
internal.duplicate.lpdc-mirror
validated
42
LPDC Mirror Of Saucer L.E.D. Data
device.lpdc-mirror-of-saucer-l-e-d-data
internal.duplicate.lpdc-mirror
validated
43
LPDC Mirror Of Strobe Light
device.lpdc-mirror-of-strobe-light
internal.duplicate.lpdc-mirror
validated
44
Unused LPDC Mirror 44
device.unused-lpdc-mirror-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball Shooter
device.pinmame-simulator-ball-shooter
internal.unused.wpc-output
validated
50
Reserved Output Position 50
device.reserved-output-position-50
internal.unused.wpc-output
validated
51
Custom Duplicate Of Right Gate
device.custom-duplicate-of-right-gate
internal.duplicate.custom-solenoid
validated
52
Custom Duplicate Of Left Gate
device.custom-duplicate-of-left-gate
internal.duplicate.custom-solenoid
validated
53
Custom Duplicate Of Diverter
device.custom-duplicate-of-diverter
internal.duplicate.custom-solenoid
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country code bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country code bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country code bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country code bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country code bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country code bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country code bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country code bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
switch.matrix-24 Constant
J206-2Green-Red
J208-4White-Yellow
WPC-95 CPU board
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Four-ball trough and ball release

mechanism.trough

Kicker

Four balls rest on opto pairs 32-35 under the apron, with Trough Ball 1 (32) at the eject end nearest the shooter lane and Trough Ball 4 (35) furthest from it. Solenoid 02 ejects the ball resting at the eject end into the shooter lane and the same event asserts trough-eject opto 31. All five positions are printed as shaded optos that rest closed, built from A-18617-1 LED and A-18618-1 photo-transistor pairs, and afmGameData's 0x7f column-3 mask normalizes them, so a recreation asserts the public switch when a ball is present. The retained script models the trough as a four-ball cvpmTrough on switches 32-35 exiting through BallRelease at 80 degrees.

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

Attack From Mars has no manual plunger. The ball ejected from the trough rests on shooter-lane switch 18 (A-18973) and auto-plunger coil 01 on kicker bracket A-14525 launches it when the cabinet Launch Button (switch 11) is pressed. The retained script drives it through cvpmImpulseP bound to the shooter-lane trigger with switch 18 and a 0.6 second full-plunge time.

Motorized three-bank moving target

mechanism.motor-bank

Motorized

A motor (14-8023 in 3-bank motor assembly A-20572) raises and lowers moving target assembly A-20683, which carries the Left, Center and Right Motor Bank targets 45, 46 and 47. Two leaf switches sense the end positions: 67 Motor Bank Up and 66 Motor Bank Down, both 5647-12693-06. The bank gates access to the shots behind it, and pinned PinMAME encodes that causality explicitly: its keyboard conditions make the three moving targets reachable only while 67 Motor Bank Up is closed, and the left and right saucer targets, the drop target and the centre trough reachable only while 66 Motor Bank Down is closed. Solenoid 24 is wired through the flasher driver group with transistor Q29 but its load is the motor. The two retained models number the travel differently and neither is a physical measurement: the retained script's cvpmMech is linear, reversed and single-solenoid over 55 steps with 67 at one end and 66 at the other, while PinMAME's afm_handleMech steps an internal bankPos counter and asserts 66 near the start of the cycle and 67 near its midpoint. Both agree the two switches mark opposite ends of one continuous motor travel.

Single drop target

mechanism.drop-target

Drop Target Bank

A one-bank drop target assembly A-20657 behind the motor bank. Switch 77 (5647-12693-31) closes when the target is knocked down, and coil 16 raises it again: pinned PinMAME clears swDrop whenever the drop solenoid fires, and the retained script drives the same reset through cvpmDropTarget bound to switch 77. The target is only reachable while the motor bank is down.

Left popper

mechanism.left-popper

Kicker

A single-ball popper (assembly A-20633 with scoop 04-10296) at the top left of the playfield. Opto 36, built from an A-16908 LED and an A-16909 photo transistor, holds the ball and coil 03 ejects it. The retained script models it as a one-ball cvpmTrough on switch 36 exiting at 180 degrees. It is also the destination the ramp diverter selects.

Right popper

mechanism.right-popper

Kicker

A single-ball popper (assembly A-20573) on the right of the playfield. Opto 37, again an A-16908 LED with an A-16909 photo transistor, holds the ball and coil 04 ejects it. The retained script models it as a cvpmBallStack kicking at 210 degrees with a 65 degree upward component, which is why the ejected ball arcs rather than rolling out.

Flying saucer with shaker, dome flasher and L.E.D. ring

mechanism.saucer

Toy

The centrepiece flying saucer (assembly A-20608) sits above the playfield centre behind the motor bank. Coil 15 shakes the saucer body. Flasher 23 lights the dome. Board A-20670 inside the saucer carries a sixteen-L.E.D. ring that the ROM writes serially: public solenoid 37 is the clock and 38 the data, and the shifted word appears at public lamp addresses 91-98 and 101-108. Strobe assembly A-20718 on public solenoid 39, cabled through H-20705, fires the white strobe inside the dome. The left and right saucer targets 75 and 76 (A-20784-4) are the shots that attack it, and both are only reachable while the motor bank is down. The pinned harness observed the L.E.D. ring rotating through four eight-L.E.D. phases in attract mode with solenoids 37, 38 and their mirrors 41 and 42 active, and the whole ring dark during ball play.

Left and right one-way loop gates

mechanism.loop-gates

Gate

Two ball gates at the top of the playfield control the orbit loops. Each is an A-17796 actuator coil driving a gate assembly: A-17797-2 on the right (public solenoid 33) and A-17797-1 on the left (public solenoid 34). Both ride the Fliptronic upper-right flipper circuit, 33 on its power winding and 34 on its hold winding, which is how a machine with no upper flippers still uses those outputs. Loop travel is sensed by the high and low switch pairs 71/72 on the right and 73/74 on the left; pinned PinMAME's simulator uses one gate to turn a right-loop shot into a left-loop return and the other to do the mirror, which is the physical purpose of a one-way gate. PinMAME's sLGate and sRGate names are transposed relative to the printed table and to both retained scripts, so the address-to-side assignment here follows the manual and the proven scripts.

Centre ramp diverter

mechanism.ramp-diverter

Diverter

Ramp diverter assembly A-17241 with shaft and blade A-20556 sits at the top of the ramp system and selects where a centre-ramp shot is delivered. It rides the Fliptronic upper-left flipper circuit: public solenoid 35 is the power winding and 36 the hold winding, and pinned PinMAME reads both together as its sDiverter custom solenoid. With the blade at rest a centre-ramp shot entering at switch 62 continues to the right ramp exit at switch 65; with the diverter energized the same shot is delivered into the left popper at opto 36. The retained script drives the blade with SolDiv, which rotates the actuator and swaps which of the two ramp walls is dropped.

Left low Martian alien

mechanism.alien-left-low

Toy

One of the four Martian alien figurines (figurine 23-6768 on its own support bracket). The mech sits at the left of the playfield and covers the "M"ARTIAN Target, M"A"RTIAN Target, MA"R"TIAN Target target group. Coil 05 drives the figurine up and down; the retained script models the visible motion by translating the alien primitive on the Z axis while the targets themselves report through the switch matrix. The manual prints four alien mech assemblies, one per target group, and each carries a distinct figurine support bracket, so a recreation needs four independent actuators rather than one shared Martian mechanism.

Left high Martian alien

mechanism.alien-left-high

Toy

One of the four Martian alien figurines (figurine 23-6768 on its own support bracket). The mech sits above and inboard of the left target bank and covers the MAR"T"IAN Target target group. Coil 06 drives the figurine up and down; the retained script models the visible motion by translating the alien primitive on the Z axis while the targets themselves report through the switch matrix. The manual prints four alien mech assemblies, one per target group, and each carries a distinct figurine support bracket, so a recreation needs four independent actuators rather than one shared Martian mechanism.

Right high Martian alien

mechanism.alien-right-high

Toy

One of the four Martian alien figurines (figurine 23-6768 on its own support bracket). The mech sits above and inboard of the right target bank and covers the MART"I"AN Target target group. Coil 08 drives the figurine up and down; the retained script models the visible motion by translating the alien primitive on the Z axis while the targets themselves report through the switch matrix. The manual prints four alien mech assemblies, one per target group, and each carries a distinct figurine support bracket, so a recreation needs four independent actuators rather than one shared Martian mechanism.

Right low Martian alien

mechanism.alien-right-low

Toy

One of the four Martian alien figurines (figurine 23-6768 on its own support bracket). The mech sits at the right of the playfield and covers the MARTI"A"N Target, MARTIA"N" Target target group. Coil 14 drives the figurine up and down; the retained script models the visible motion by translating the alien primitive on the Z axis while the targets themselves report through the switch matrix. The manual prints four alien mech assemblies, one per target group, and each carries a distinct figurine support bracket, so a recreation needs four independent actuators rather than one shared Martian mechanism.

Three jet bumpers

mechanism.jet-bumpers

Other

Three jet bumpers in the upper right of the playfield, each an A-9415-2 coil assembly with an A-12030-3 switch assembly, a B-9414-3 red wafer and a 03-9007-9 red cap. Wafer switches 53, 54 and 55 fire coils 11, 12 and 13 respectively; the printed names are Left Jet, Bottom Jet and Right Jet. Flasher 22 lights the whole nest and the jets sit inside general-illumination string 03.

Left and right slingshots

mechanism.slingshots

Other

Two slingshots above the lower flippers. Each uses an A-17811 kicker assembly with an A-17801 kicker count switch assembly and a B-9362 coil bracket, left-handed B-9362-L-2 and right-handed B-9362-R-3. The printed parts list gives each position two switch part numbers, SW-1A-114 for the kicker leaf and SW-1A-120 for the score leaf, both reporting on the one public address.

Two lower flippers

mechanism.flippers

Other

Attack From Mars has exactly two flippers, both at the bottom. Each is an FL-11629 blue coil on assembly A-15849-R-2 or A-15849-L-2 with a power and a hold winding, driven from the Fliptronic board and numbered 29-32 in the manual but 45-48 by PinMAME. Cabinet button optos A-17316 report on F2 and F4 and SW-1A-194 end-of-stroke leaves on F1 and F3. The four upper Fliptronic switch positions F5-F8 are printed Not Used because there are no upper flippers, while the matching upper Fliptronic outputs drive the two loop gates and the ramp diverter instead.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
author_ready - manual-verified semantic I/O with full connector, wire-colour and driver-transistor wiring, mechanism inventory and behaviour, ball paths, normalized spatial placement for every playfield device, and pinned-harness runtime observation

Identity and evidence precedence

WPC-95 machine, IPDB 3781. The PinMAME family roots at afm_113 with clones including afm_113b (1.13b, the common home-ROM revision), earlier afm_03/afm_10/afm_11, the Pinball FX and Ultrapin derivatives, and three FreeWPC community firmware revisions. The IPDB identity comes from the pinned OPDB snapshot and ROM crosswalk recorded in reports/opdb-identity.json; no model number is asserted.

Physical inventory authority is the Bally/Midway Operators Handbook 16-10206, retained in this repository's evidence roots at SHA-256 5900c779f3bfb14251ada18d25a4dde84dd608b6ddd988ece8c92ea20fd0114b: lamp matrix and lamp locations on printed pages 2-3, switch matrix and switch locations on 4-5, solenoid/flasher table and locations on 6-7, upper playfield parts on 8-9. Every table was read from rendered pages, not OCR, and transcribed into the retained review artifact.

Two further sources shaped the earlier partial revision of this note but are not retained in this repository's evidence roots and are therefore not authority for any promoted claim: a 176-page Bally/Midway operations manual scan (contributor-held; its page numbering 2-42 through 2-47 is cited in the sections below only to show where the contributor read a value) and a community altsound package used for the DCS opcode table. Where a claim rests only on one of those, it is prose reference material rather than a validated assertion in the definition.

Runtime authority is the pinned LibPinMAME harness recorded in evidence/runtime/wpc-95/attack-from-mars-boot-attract-and-ball-start.json. The earlier contributor switch/solenoid/lamp/sound-command logging on afm_113b under VPinMAME 3.6 retained no content-addressed traces, so claims backed only by that source remain candidate-grade prose here and were not promoted to validated assertions.

Corrections to the legacy import

The legacy VPE-derived definition carried several verifiable errors, all corrected against the manual tables:

  • Solenoid 19 is 'Right Side High (2)', the two-bulb right-side flasher circuit (J133-6/J134-5, transistor Q27, #906 bulbs). The legacy 'ROM Started'/c_game_on label is wrong for this machine; the definition's open conflict on item 19 is resolved by the manual and the g5k script, which drives 19 as an ordinary flasher.
  • Solenoids 11/12/13 are Left Jet / Bottom Jet / Right Jet (all A-9415-2). The legacy import duplicated 'Right Slingshot' onto 11 and shifted the jets up by one, losing the Right Jet entirely.
  • Lamp rows 6-8 (61-88) were largely Medieval Madness names ('Castle Lock', 'Howard Hurtz', 'Sir Psycho', 'Duke of Bourbon', etc.). The manual matrix gives the true AFM names: 61/62/68/76/77/78 are the remaining MARTIAN letter-target lamps, 63-65 Atomic Blaster 1-3, 66/74 Right/Left Loop Jackpot, 67 Extra Ball, 71-73 Capture 1-3, 75 Left Loop Arrow, 81 Shoot Again, 82-85 outlane/return lamps, 86 Launch Button, 87 not used, 88 Start Button.
  • Solenoids 25-28 are flasher circuits ('Left Ramp Left (2)', 'Left Ramp Right (2)', 'Left Side High (2)', 'Left Side Low'; general-purpose drives into #906/#89 flashlamps), not coils.
  • Output 24 'Motor Bank' is the bank motor (part 14-8023) on a flasher-class drive circuit, not a flasher.
  • Switch label fixes: 14 'Plumb Bob Tilt', 16 'Left Outlane', 71/72 'Right Loop High'/'Right Loop Low' (legacy said 'Right Bank').
  • Solenoid 43 is PinMAME's mirror of LPDC output 39, not a separate circuit. core_getSol duplicates the WPC-95 LPDC outputs 37-40 at public addresses 41-44, so 43 reports the same physical output as 39 (Strobe Light). That is why 43 is absent from the manual table and why the contributor's runtime logging saw it toggle. The known-working script binds SolModCallback(39) and SolModCallback(43) to two different visual lamps, which is a table convenience rather than two physical circuits. The definition records 43 as a virtual duplicate of 39.

Addresses that duplicate an already-declared circuit

Attack From Mars publishes the same physical outputs on more than one PinMAME address, so a recreation must bind each device once and accept either address:

  • Public solenoid 43 mirrors LPDC output 39 (WPC-95 duplicates 37-40 at 41-44). Output 39 is the printed Strobe Light, assembly A-20718 on J110-4, cabled through H-20705 - not a second saucer-dome circuit. The retained JPSalas script settles it by binding the strobe on the mirror address with SolCallback(43) = "SetLamp 130," where lamp 130 is the table's Strobe object, so a recreation must accept the strobe on either 39 or 43. Outputs 37 and 38 are mirrored the same way at 41 and 42.
  • afmGameData declares custSol=3, so PinMAME also publishes game-specific solenoids 51-53. afm_getSol returns WPC_FLIPPERCOIL95 bit 0x20 for 51, bit 0x10 for 52, and bits 0xc0 for 53 - the same bits core_getSol reports on public solenoids 34, 33, and 35/36 respectively.
  • The two ball-gate addresses carry a naming disagreement, now resolved. Every physical source agrees that public solenoid 33 is the right gate and 34 the left: the printed solenoid/flasher table (33 RIGHT GATE High Power Q84 J120-6, 34 LEFT GATE Low Power Q86 J120-4), the upper-playfield parts list (actuator coil A-17796 with A-17797-2 Right Ball Gate on item 24 and A-17797-1 Left Ball Gate on item 25), and both retained known-working scripts. Pinned PinMAME disagrees and is also internally inconsistent: wpc.c writes WPC_FLIPPERCOIL95 bits 4-7 to public solenoids 33-36, so bit 0x10 is public 33 and bit 0x20 is public 34, yet afm.c reads bit 0x10 for sLGate and bit 0x20 for sRGate while its own comments annotate sRGate as /* 33 */ and sLGate as /* 34 */. The manual owns physical identity and the known-working script owns runtime binding, so both entries are validated on that basis, the emulator defect is recorded in the device notes, and no conflict record is carried because the disagreement is between sources of unequal authority rather than unresolved.
  • afmGameData also declares lampCol=2, so PinMAME exposes two auxiliary lamp columns above the standard 8x8 matrix for the 16-LED saucer board. They are now enumerated: the sixteen L.E.D.s appear at public lamp addresses 91-98 and 101-108. afm_wpc_w shifts a sixteen-bit word into tmpLampMatrix[8] and [9] using WPC_SOLENOID1 bit 4 as the clock and bit 5 as the data, and wpc.c documents that register's bits 4-7 as the J122/J123/J124 GPIO that "appear as LPDC outputs 37..40 in manuals", so the clock is public solenoid 37 and the data public solenoid 38 - exactly the printed L.E.D. Clock and L.E.D. Data entries on saucer board A-20670. The pinned harness confirmed it: in attract mode exactly eight of the sixteen addresses are lit at a time and the set rotates through four phases that between them cover all sixteen, while solenoids 37, 38 and their LPDC mirrors 41 and 42 are active; at ball start the ring and all four solenoids go quiet together.

Displays

One dot-matrix display, 128x32, WPC-95 standard. No segment or alphanumeric displays.

Custom mechanisms

  • UFO saucer with subway return. Every saucer entry closes switch 78 'Center Trough' - attack-wave hits and the final destruction alike. The ball exits through a subway to the left popper (switch 36) and is ejected up a vertical tube by solenoid 3. The saucer-shake motor (solenoid 15) wobbles the UFO in short pulse bursts on hits; the destruction sequence runs roughly 5-7 pulses about 0.25 s apart, and the ROM raises the 3-bank wall at roughly pulse 5 - before the burst ends - so a recreation ejecting the left popper during this window must mind the moving bank geometry.
  • Three-target motor bank. Standups 45-47 ride a motorized wall (output 24) between limit switches 66 (down) and 67 (up).
  • Pop-up aliens. Four alien mech assemblies cover the seven MARTIAN standups, one per target group, each an A-20579 (item 15 is printed A-20479-2, see below) with figurine 23-6768 on its own support bracket. Reading the printed switch names letter by letter, MARTIAN is spelt 56 "M", 57 M"A", 58 MA"R", 43 MAR"T", 44 MART"I", 41 MARTI"A", 42 MARTIA"N". Solenoid 5 (Left Alien Low) covers the left bank M-A-R on switches 56-58, solenoid 6 (Left Alien High) covers the T on switch 43, solenoid 8 (Right Alien High) covers the I on switch 44, and solenoid 14 (Right Alien Low) covers the right bank A-N on switches 41-42. The retained table corroborates the grouping geometrically: alien primitives sit at (0.137, 0.535), (0.369, 0.271), (0.622, 0.270) and (0.826, 0.541), each beside its target group, and each group's lamp inserts sit directly below its targets.
  • Right popper scoop (Stroke of Luck): capture switch 37, eject solenoid 4.
  • Single center drop target: switch 77, reset solenoid 16.
  • Loop gates (33 right, high power; 34 left, low power) and the center-ramp diverter on a power/hold pair (35/36), opened when a lock is lit.
  • Strobe light: backpanel strobe tube (output 39) plus a 16-LED chase chain clocked serially via outputs 37 'L.E.D. Clock' and 38 'L.E.D. Data'; featured in Strobe Multiball.
  • Standard complement: two flippers (outputs 29-32), two slingshots (9/10, switches 51/52), three jet bumpers (11-13, switches 53-55), four-ball trough (switches 31-35, eject solenoid 2, auto plunger solenoid 1), knocker (7).

Ball-state transitions

All observed on afm_113b:

  • Serve: trough eject (solenoid 2) to shooter lane (switch 18), then player plunge or auto plunger (solenoid 1).
  • Lock / saucer capture: lock shots and saucer balls end at switch 78, transit the subway, and land in the left popper (switch 36). For locks 1 and 2 the ROM keeps the ball in the popper and serves a replacement from the trough; lock 3 releases for multiball. Popper eject is solenoid 3.
  • Ball saver: indicated by lamp 15 'Return To Battle (2)' flashing - not lamp 81, which is the extra-ball 'Shoot Again' indicator. The saver re-serve fires within roughly 100 ms of the drain.
  • End of ball: with a trivial bonus count the next player's serve can follow the drain in as little as 1.6 s. Recreation logic that distinguishes ball-saver serves from next-player serves purely by timing will misclassify (measured failure at a 2 s threshold).
  • Stroke of Luck: switch 37 capture, award, solenoid 4 eject.

Lamp semantics

Behavioral notes beyond the matrix names, observed at runtime:

Lamp Name Behavior
13 Martian Attack Multi-ball trophy - permanently lit once attained this game; not a mode-active indicator
14 Annihilation trophy - same semantics as 13
15 Return To Battle (2) the ball-saver indicator; flashes during the saver window
36 Martian Attack flashing = available; off on the qualifying scoop hit and while the mode runs
37 Rule Universe flashing = available; off on scoop hit
38 Stroke Of Luck flashing = available; off on scoop hit
54 / 55 / 26 / 27 Light Lock / Lock 1 / Lock 2 / Lock 3 54 flashing = lock can be lit, 54 solid = lock lit (diverter opens); 55/26/27 track lock positions, flashing = ready to accept
67 Extra Ball flashing = available at the scoop
81 Shoot Again lit = extra ball in play; not the ball-saver lamp

Availability indicators blink in roughly 200-300 ms phases; solid versus flashing distinguishes owned versus offered throughout the rule set.

General illumination

Five GI strings per the manual solenoid/flasher table: 01 Bottom Playfield, 02 Middle Playfield, 03 Top Playfield (#44/#555 bulbs, dimmable) plus 04 Top Insert and 05 Bottom Insert (#555 bulbs; these two strings do not brighten or dim - they are always on). All five strings are modelled as machine outputs on pinmame.output.gi addresses 0-4. Strings 01-03 carry playfield placements taken from the retained table's aGiLLights, aGiMLights and aGiTLights arrays, deduplicated from 50 light objects to 29 physical sockets because the table pairs every bulb with a co-located halo. The manual publishes no per-string bulb count, so the quantity comes from those arrays and is not presented as a printed figure. Strings 04 and 05 are backbox insert-panel circuits and take a controlled cabinet_or_service spatial record with no asserted count. String 01 is the one string that spans both: the printed table gives it a playfield harness on J105-1/J105-7 with #44 bulbs and a separate backbox harness on J106-1/J106-7 with #555 bulbs, and only the playfield sockets are placed.

Dedicated and flipper switches

The manual's dedicated grounded switches include the four coin chutes (D1-D4), service credits/volume/begin-test controls (D5-D8), and the Fliptronic flipper block: F1 Lower Right Flipper EOS, F2 Lower Right Flipper cabinet button (opto), F3 Lower Left Flipper EOS, F4 Lower Left Flipper cabinet button (opto), F5-F8 not used (no upper flippers on this game). The manual's F-numbers map onto the emulator's dedicated switch addresses in order, F1 through F8 to public 111 through 118, which the definition now records with a manual.address alias on each. F1-F4 are used; F5-F8 print --- and "Not Used" in both the switch matrix and the switch-locations parts list, and the switch-locations playfield map draws F6 and F8 floating outside the playfield outline with no leader line, so public switches 115-118 are marked unused. Note that afmGameData still declares FLIP_SW(FLIP_L|FLIP_U); that is emulator scaffolding for the generation and is not evidence of upper flippers on this machine. The matching upper Fliptronic outputs are genuinely in use - they drive the two loop gates and the ramp diverter.

Timing and tuning observations

  • Saucer destruction: solenoid-15 shake burst of ~5-7 pulses at ~0.25 s spacing; the 3-bank rises at roughly pulse 5, before the burst ends.
  • The ROM re-asserts the current background-music command about twice per second (relevant for alt-sound implementations).
  • Ball-saver re-serve within ~100 ms of drain; next-player serve possible within ~1.6 s of drain.

Controller interactions - DCS sound commands

Commands to the DCS sound board arrive as 16-bit big-endian pairs in the PinMAME sound-command stream. Protocol notes, runtime-verified on afm_113b:

  • Parse against the known-id list below; naive byte splitting desynchronizes on the 0x03D2/0x03D3 heartbeat pair.
  • The current background-music command is re-asserted roughly twice per second during play.
  • Rows marked (loop) are looping music tracks; everything else is one-shot.
  • Many voice/SFX commands exist as even/odd duplicate-id pairs; both trigger the same sample.

Selected stable mappings, each observed dozens of times: 0x01A5 ball saved ('Return to battle!'), 0x0128/0x0129 skill-shot award (held-flipper super skill shot and top-lane skill shot both fire these), 0x0346/0x0347 saucer destroyed (wave completion), 0x0122/0x0123 extra ball awarded, 0x000F game-over music.

Opcode reference (586 ids)

Sample names are from the contributor-held community altsound package for afm_113b, which is not retained in this repository's evidence roots, (altsound.afm-113b.community-package, SHA-256 bc139099b58ed94240d86f4fcc8e06ba37dafa5a14d9d5417917b5f225eac830); annotations are contributor runtime observations. Note: the package itself writes 0x006A on two rows (martian_target_mid and martian_target_mid2, both mapping 0x006a-laser_shot.ogg) and has no 0x006B row; the table below lists the second row as 0x006B as a contributor-inferred correction per the even/odd pairing convention, flagged in its annotation.

Opcode Sample name (altsound transcription) Runtime annotation Group
0x0001 pre_launch (loop) pre-launch music (ball in shooter lane) Music (looping background tracks)
0x0002 mus_defaultmusic (loop) default/main-play music (re-asserted ~2x/s during play) Music (looping background tracks)
0x0003 main_play (loop) main-play music group (interchangeable with 0x0002) Music (looping background tracks)
0x0004 mus_attackwave (loop) attack-wave music Music (looping background tracks)
0x0005 mus_hurryup (loop) hurry-up music Music (looping background tracks)
0x0006 main_theme (loop) Music (looping background tracks)
0x0007 main_theme (loop) Music (looping background tracks)
0x0008 mus_totalannihilation (loop) multiball music Music (looping background tracks)
0x0009 martian_attack (loop) Martian Attack music intro (number-paired with 0x000A loop: intro N hands over to loop N) Music (looping background tracks)
0x000A martian_attack (loop) Martian Attack music loop (pair of 0x0009) Music (looping background tracks)
0x000B multiball (loop) Music (looping background tracks)
0x000C strobe_multiball (loop) Music (looping background tracks)
0x000D waiting (loop) Music (looping background tracks)
0x000E mus_stroke_of_luck (loop) Music (looping background tracks)
0x000F freaky (loop) game-over music — reliable end-of-game signal Music (looping background tracks)
0x0010 mus_martian_multiball (loop) Music (looping background tracks)
0x0011 never_heard_this (loop) Music (looping background tracks)
0x0012 attack_mars (loop) Music (looping background tracks)
0x0013 bip SFX & speech (general)
0x0014 big_drums (loop) Music (looping background tracks)
0x0050 music_regular (loop) Music (looping background tracks)
0x0051 music_regular_2 (loop) Music (looping background tracks)
0x0052 rulethuniverse music SFX & speech (general)
0x0055 (unnamed) SFX & speech (general)
0x0064 martian_voc_martiangrowling Martians: voices, taunts, Martian Attack
0x0065 martian_voc_martiangrowling2 Martians: voices, taunts, Martian Attack
0x0068 martianattack_voc_martiangrowling Martians: voices, taunts, Martian Attack
0x0069 martianattack_voc_martiangrowling2 Martians: voices, taunts, Martian Attack
0x006A martian_target_mid Martians: voices, taunts, Martian Attack
0x006B martian_target_mid2 contributor-inferred id: the package writes 0x006A on both rows Martians: voices, taunts, Martian Attack
0x006C martian_target_high Martians: voices, taunts, Martian Attack
0x006D martian_target_high_2 Martians: voices, taunts, Martian Attack
0x006E martian_target_low Martians: voices, taunts, Martian Attack
0x006F martian_target_low_2 Martians: voices, taunts, Martian Attack
0x0070 plunger_ball_launch Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0071 plunger_ball_launch_2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0072 short_gun_detonation SFX & speech (general)
0x0073 sameas-000114-short_gun_detonation SFX & speech (general)
0x0074 medium_bomb SFX & speech (general)
0x0075 sameas-000116-medium_bomb SFX & speech (general)
0x0076 toplane_enter SFX & speech (general)
0x0077 toplane_enter_2 SFX & speech (general)
0x0078 totalannihilation_exitorbit SFX & speech (general)
0x0079 totalannihilation_exitorbit2 SFX & speech (general)
0x007A rightorbit_enter_lowerswitchhit SFX & speech (general)
0x007B rightorbit_enter_lowerswitchhit2 SFX & speech (general)
0x007C toplane_entering SFX & speech (general)
0x007D toplane_entering2 SFX & speech (general)
0x007E tractorbeam_pullinghouseup SFX & speech (general)
0x007F tractorbeam_pullinghouseup2 SFX & speech (general)
0x0080 slingshot SFX & speech (general)
0x0081 slingshot2 SFX & speech (general)
0x0082 tractorbeam_enterramp_beamfiring SFX & speech (general)
0x0083 tractorbeam_enterramp_beamfiring2 SFX & speech (general)
0x0084 saucershield_canthitduringmultiball Locks, multiball, jackpots, extra ball
0x0085 saucershield_canthitduringmultiball2 Locks, multiball, jackpots, extra ball
0x0088 big_o_beam SFX & speech (general)
0x0089 sameas-000136-big_o_beam SFX & speech (general)
0x008A marsian_are_coming SFX & speech (general)
0x008B sameas-000138-marsian_are_coming SFX & speech (general)
0x008C bomb_delay_effect SFX & speech (general)
0x008D sameas-000140-bomb_delay_effect SFX & speech (general)
0x008E lock_lockislit_fanfare Stroke-of-Luck award reveal (19-variant pool) Locks, multiball, jackpots, extra ball
0x008F lock_lockislit_fanfare2 Stroke-of-Luck award reveal (dup) Locks, multiball, jackpots, extra ball
0x0090 lock3_missilelaunched Locks, multiball, jackpots, extra ball
0x0091 lock3_missilelaunched2 Locks, multiball, jackpots, extra ball
0x0092 lock3_saucerhitbymissile Locks, multiball, jackpots, extra ball
0x0093 lock3_saucerhitbymissile2 Locks, multiball, jackpots, extra ball
0x0094 lock_balllocked_fanfare ball locked jingle (lock 1/2) Locks, multiball, jackpots, extra ball
0x0095 lock_balllocked_fanfare2 ball locked jingle (duplicate id, rarely seen) Locks, multiball, jackpots, extra ball
0x0098 lock3_jetsound lock 3 / multiball start transition (music stops) Locks, multiball, jackpots, extra ball
0x0099 lock3_jetsound2 lock 3 (duplicate id) Locks, multiball, jackpots, extra ball
0x009A inlanes_complete_strokeofluck_lit Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x009B inlanes_complete_strokeofluck_lit2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x009C bumper SFX & speech (general)
0x009D bumper_2 SFX & speech (general)
0x009E outlane_ball_lost SFX & speech (general)
0x009F outlane_ball_lost_2 SFX & speech (general)
0x00A0 impact_on_the_ground SFX & speech (general)
0x00A1 sameas-000160-impact_on_the_ground SFX & speech (general)
0x00A2 saucer_shield_impact Saucer / attack waves
0x00A3 saucer_shield_impact2 Saucer / attack waves
0x00A4 multiball_rampshot_artilleryshots Locks, multiball, jackpots, extra ball
0x00A5 multiball_rampshot_artilleryshots2 Locks, multiball, jackpots, extra ball
0x00AE marsian_upset SFX & speech (general)
0x00AF sameas-000174-marsian_upset SFX & speech (general)
0x00B2 marsian_unhappy SFX & speech (general)
0x00B3 sameas-000178-marsian_unhappy SFX & speech (general)
0x00B4 marsian_trying_to_be_scary SFX & speech (general)
0x00B5 sameas-000180-marsian_trying_to_be_scary SFX & speech (general)
0x00B8 atomicblaster_2ndpartinstalled SFX & speech (general)
0x00B9 atomicblaster_2ndpartinstalled2 SFX & speech (general)
0x00BA lock1_tanksrolling lock-related callout Locks, multiball, jackpots, extra ball
0x00BB lock1_tanksrolling2 lock-related callout (dup) Locks, multiball, jackpots, extra ball
0x00C0 tractorbeam_beamingup SFX & speech (general)
0x00C1 tractorbeam_beamingup2 SFX & speech (general)
0x00C4 lock2_missilesraising Locks, multiball, jackpots, extra ball
0x00C5 lock2_missilesraising2 Locks, multiball, jackpots, extra ball
0x00C8 orbit_ramp_2waycombo SFX & speech (general)
0x00C9 orbit_ramp_2waycombo2 SFX & speech (general)
0x00CC inlane SFX & speech (general)
0x00CD inlane_2 SFX & speech (general)
0x00D0 videomode_basedestroyed Saucer / attack waves
0x00D1 videomode_basedestroyed2 Saucer / attack waves
0x00D2 totalannihilation_award_beamexplosion Saucer / attack waves
0x00D3 totalannihilation_award_beamexplosion2 Saucer / attack waves
0x00D4 funny_sound SFX & speech (general)
0x00D5 sameas-000212-funny_sound SFX & speech (general)
0x00D6 superjets_shoot SFX & speech (general)
0x00D7 superjets_shoot2 SFX & speech (general)
0x00E4 marsian_talking_to_us SFX & speech (general)
0x00E5 sameas-000228-marsian_talking_to_us SFX & speech (general)
0x00E6 bigobeam_cow SFX & speech (general)
0x00E7 bigobeam_cow2 SFX & speech (general)
0x00E8 hurryup_award_received Saucer / attack waves
0x00E9 hurryup_award_received2 Saucer / attack waves
0x00EA martian_attacklit_stab Martians: voices, taunts, Martian Attack
0x00EB martian_attacklit_stab2 Martians: voices, taunts, Martian Attack
0x00EC extraball_lit_fanfare SFX & speech (general)
0x00ED extraball_lit_fanfare2 SFX & speech (general)
0x00F0 opening_doors SFX & speech (general)
0x00F1 sameas-000240-opening_doors SFX & speech (general)
0x00F2 videomode_saucersound Saucer / attack waves
0x00F3 videomode_saucersound2 Saucer / attack waves
0x00F4 marsian_are_going_away SFX & speech (general)
0x00F5 sameas-000244-marsian_are_going_away SFX & speech (general)
0x00F6 leftramp_enter_shot SFX & speech (general)
0x00F7 leftramp_enter_shot2 SFX & speech (general)
0x00FC bigobeam_duck_high SFX & speech (general)
0x00FD bigobeam_duck_high2 SFX & speech (general)
0x00FE bigobeam_duck_mid SFX & speech (general)
0x00FF bigobeam_duck_mid2 SFX & speech (general)
0x0100 bigobeam_duck_low SFX & speech (general)
0x0101 bigobeam_duck_low2 SFX & speech (general)
0x0102 multiball_rampshot_missilesfizzing Locks, multiball, jackpots, extra ball
0x0103 multiball_rampshot_missilesfizzing2 Locks, multiball, jackpots, extra ball
0x0104 multiball_rampshot_missileexplosion Locks, multiball, jackpots, extra ball
0x0105 multiball_rampshot_missileexplosion2 Locks, multiball, jackpots, extra ball
0x010C bigobeam_voc_chicken_high SFX & speech (general)
0x010D bigobeam_voc_chicken_high2 SFX & speech (general)
0x010E bigobeam_voc_chicken_mid SFX & speech (general)
0x010F bigobeam_voc_chicken_mid2 SFX & speech (general)
0x0110 bigobeam_voc_chicken_low SFX & speech (general)
0x0111 bigobeam_voc_chicken_low2 SFX & speech (general)
0x0112 rightorbit_atomicblaster_upperswitch SFX & speech (general)
0x0113 rightorbit_atomicblaster_upperswitch2 SFX & speech (general)
0x0114 video_mode_options_shoot SFX & speech (general)
0x0115 video_mode_options_shoot2 SFX & speech (general)
0x0116 martianattack_hitmartian Martians: voices, taunts, Martian Attack
0x0117 martianattack_hitmartian2 Martians: voices, taunts, Martian Attack
0x0118 ramp_bigobeam_firing SFX & speech (general)
0x0119 ramp_bigobeam_firing2 SFX & speech (general)
0x011C leftorbit_shot SFX & speech (general)
0x011D leftorbit_shot2 SFX & speech (general)
0x011E unlocking_door Locks, multiball, jackpots, extra ball
0x011F sameas-000286-unlocking_door Locks, multiball, jackpots, extra ball
0x0120 enterinitial_confirmletter SFX & speech (general)
0x0121 enterinitial_confirmletter2 SFX & speech (general)
0x0122 extraball_fanfare EXTRA BALL awarded (jingle; music stops until scoop eject) Locks, multiball, jackpots, extra ball
0x0123 extraball_fanfare2 extra ball awarded (duplicate id, rarely seen) Locks, multiball, jackpots, extra ball
0x0124 bigobeam_spider SFX & speech (general)
0x0125 bigobeam_spider2 SFX & speech (general)
0x0126 atomicblaster_exitorbit_shotsound SFX & speech (general)
0x0127 atomicblaster_exitorbit_shotsound2 SFX & speech (general)
0x0128 top_lane_skillshot skill shot award — fires for BOTH the super skill shot and the top-lane skill shot Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0129 top_lane_skillshot2 skill shot award (duplicate id) Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x012A tractorbeam_saucerdoorclosing Saucer / attack waves
0x012B tractorbeam_saucerdoorclosing2 Saucer / attack waves
0x012C balllost_bonuscalc Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x012D balllost_bonuscalc2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x012E balllost_bonus_counting_low Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x012F balllost_bonus_counting_low2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0130 balllost_bonus_counting_mid Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0131 balllost_bonus_counting_mid2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0132 balllost_bonus_counting_high Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0133 balllost_bonus_counting_high2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0134 balllost_bonus_counting_higher Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0135 balllost_bonus_counting_higher2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0136 balllost_bonus_counting_highest Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0137 balllost_bonus_counting_highest2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0138 extraball_martianhitbyball Martians: voices, taunts, Martian Attack
0x0139 extraball_martianhitbyball2 Martians: voices, taunts, Martian Attack
0x013A martian_all_letters_hit Martians: voices, taunts, Martian Attack
0x013B martian_all_letters_hit2 Martians: voices, taunts, Martian Attack
0x013C strokeofluck_options_saucer_appearing Saucer / attack waves
0x013D strokeofluck_options_saucer_appearing_2 Saucer / attack waves
0x013E videomode_saucerexplosion Saucer / attack waves
0x013F videomode_saucerexplosion2 Saucer / attack waves
0x0142 superjets_activated_explosion Saucer / attack waves
0x0143 superjets_activated_explosion2 Saucer / attack waves
0x0146 bigobeam_lobster_clicking SFX & speech (general)
0x0147 bigobeam_lobster_clicking2 SFX & speech (general)
0x0148 extraball_fanfare_secondpart SFX & speech (general)
0x0149 extraball_fanfare_secondpart2 SFX & speech (general)
0x014A bigobeam_fly SFX & speech (general)
0x014B bigobeam_fly2 SFX & speech (general)
0x014E strokeofluck_selectedoption Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x014F strokeofluck_selectedoption2 Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0150 sonar_ping SFX & speech (general)
0x0151 sonar_ping2 SFX & speech (general)
0x0152 half_coin_in Attract, coins, match, tilt, service
0x0153 half_coin_in_2 Attract, coins, match, tilt, service
0x0154 tilt tilt Attract, coins, match, tilt, service
0x0155 sameas-000340-tilt tilt (dup) Attract, coins, match, tilt, service
0x0156 crowds_clapping SFX & speech (general)
0x0157 sameas-000342-crowds_clapping SFX & speech (general)
0x0158 orbit_fleeingbonus_saucer Saucer / attack waves
0x0159 orbit_fleeingbonus_saucer2 Saucer / attack waves
0x015A ramp_fleeingbonus_groundmartians Martians: voices, taunts, Martian Attack
0x015B ramp_fleeingbonus_groundmartians2 Martians: voices, taunts, Martian Attack
0x015C coin_in_game_ready_to_start Attract, coins, match, tilt, service
0x015D coin_in_game_ready_to_start_2 Attract, coins, match, tilt, service
0x015E tilt_warning tilt warning Attract, coins, match, tilt, service
0x015F sameas-000350-tilt_warning tilt warning (dup) Attract, coins, match, tilt, service
0x0160 bouing SFX & speech (general)
0x0161 sameas-000352-bouing SFX & speech (general)
0x0162 matchsequence_saucersound Saucer / attack waves
0x0163 matchsequence_saucersound2 Saucer / attack waves
0x0164 start_of_attack_mars (loop) Martian Multiball start (empty looping row = silences music) Music (looping background tracks)
0x0165 sameas-000356-start_of_attack_mars (loop) Martian Multiball start (dup) Music (looping background tracks)
0x0166 replay_saucerlaunchingsound Saucer / attack waves
0x0167 replay_saucerlaunchingsound2 Saucer / attack waves
0x0168 no_coins_insert_coins Attract, coins, match, tilt, service
0x0169 no_coins_insert_coins Attract, coins, match, tilt, service
0x0176 rafle_shot SFX & speech (general)
0x0177 sameas-000374-rafle_shot SFX & speech (general)
0x0178 appluase_when_defeating_mars SFX & speech (general)
0x0179 sameas-000376-appluase_when_defeating_mars SFX & speech (general)
0x017A ruletheuniverse_success_cheering SFX & speech (general)
0x017B ruletheuniverse_success_cheering2 SFX & speech (general)
0x017C ruletheuniverse_success_cheering_short SFX & speech (general)
0x017D ruletheuniverse_success_cheering_short2 SFX & speech (general)
0x017E applause_when_ruling_universe SFX & speech (general)
0x017F sameas-000382-applause_when_ruling_universe SFX & speech (general)
0x0180 bouing SFX & speech (general)
0x0181 sameas-000384-bouing SFX & speech (general)
0x0186 boumboumboum Rule-the-Universe completion ("you rule the universe") Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0192 bigobeam_hurryup_voc_watch_out_man_they_ve_got_a_big_o_beam Saucer / attack waves
0x0193 atomicblaster_hurryup_voc_use_the_atomic_blaster_now Saucer / attack waves
0x0194 the_fate_of_the_world_is_in_your_hands SFX & speech (general)
0x0196 lock1_voc_get_every_available_man Locks, multiball, jackpots, extra ball
0x0197 lock2_voc_get_the_troops_ready Locks, multiball, jackpots, extra ball
0x019B i_hate_martians Martian Attack end Martians: voices, taunts, Martian Attack
0x019C martianattack_voc_look_out_martians Martians: voices, taunts, Martian Attack
0x019D martianmultiball_voc_look_out_more_martians Martians: voices, taunts, Martian Attack
0x019E lock2_voc_missile_locked_on_target Locks, multiball, jackpots, extra ball
0x019F lock2_voc_missiles_on_standby Locks, multiball, jackpots, extra ball
0x01A0 totalannihilation_voc_take_that_muffin_head SFX & speech (general)
0x01A1 totalannihilation_voc_take_that_ripple_head SFX & speech (general)
0x01A5 ballsave_voc_return_to_battle_soldier BALL SAVED — the ball-saver callout; fires only on a genuine save Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x01A6 don_t_shoot_until_you_seem_them_jump SFX & speech (general)
0x01A7 somebody_shoot_one_of_those_things SFX & speech (general)
0x01A8 stop_them SFX & speech (general)
0x01A9 totalannihilation_voc_start_total_annihilation_uh_uh SFX & speech (general)
0x01AB hurryup_award_voc_excellent Saucer / attack waves
0x01AE hurryup_award_voc_great_shot Saucer / attack waves
0x01B1 hurryup_award_voc_well_done_soldier Saucer / attack waves
0x01B2 hurryup_award_voc_wohoo Saucer / attack waves
0x01B3 martianmultiball_voc_oh_darn_you_re_some_ugly_martians Martian Attack end variant Martians: voices, taunts, Martian Attack
0x01B4 martianmultiball_voc_you_re_some_ugly_martians Martian Attack end variant Martians: voices, taunts, Martian Attack
0x01B5 extraball_voc_extraball extra ball voice line SFX & speech (general)
0x01B6 multiball_rampshot_voc_soldier_jackpot Locks, multiball, jackpots, extra ball
0x01B8 lock3_voc_start_multiball Locks, multiball, jackpots, extra ball
0x01BA wave6_voc_start_let_s_take_their_ship_and_attack_mars Martians: voices, taunts, Martian Attack
0x01BC atomicblaster_voc_we_must_build_an_atomic_blaster SFX & speech (general)
0x01BD wave6_voc_start_we_must_finish_them_off wave 6 (final wave) start Saucer / attack waves
0x01BE shootagain_voc_shoot_again keep shooting encouragement SFX & speech (general)
0x01BF superjets_voc_superjets Super Jets awarded SFX & speech (general)
0x01C0 ruletheunivese_voc_success_five_billion SFX & speech (general)
0x01F9 capture_voc_martian_ah_ah_ah_ah_ah Martians: voices, taunts, Martian Attack
0x01FA martian_hit Martians: voices, taunts, Martian Attack
0x01FB oh_no SFX & speech (general)
0x01FD martian_hit Martians: voices, taunts, Martian Attack
0x01FE martian_hit Martians: voices, taunts, Martian Attack
0x0214 martianattack_voc_attack Martians: voices, taunts, Martian Attack
0x0215 atomicblaster_voc_shootcenter_run_away SFX & speech (general)
0x0216 greetings_earthlings_ah_ah SFX & speech (general)
0x0217 aaaah_women SFX & speech (general)
0x0219 saucer_shielddestroyed_voc_your_city_will_be_destroyed Saucer / attack waves
0x021A earth_will_be_ours SFX & speech (general)
0x021C saucer_shieldhit_voc_you_cannot_defeat_our_force_field Saucer / attack waves
0x021D wave6_voc_success_2_can_t_we_just_be_friends_ wave-6-end music stop Saucer / attack waves
0x021E got_enough_ SFX & speech (general)
0x021F saucer_shielddestroyed_voc_we_are_invincible Saucer / attack waves
0x0220 ah_ah_ah_aaaah SFX & speech (general)
0x0222 nothing_can_defeat_us SFX & speech (general)
0x0223 atomicblaster_voc_it_will_never_work SFX & speech (general)
0x0224 ouch SFX & speech (general)
0x0225 ouch SFX & speech (general)
0x0226 hey_look_your_shoe_in_untied_ah_ah_ah SFX & speech (general)
0x0227 come_here_tasty_human SFX & speech (general)
0x0228 wave6_voc_success_no_no_nooo wave-6-end music stop Saucer / attack waves
0x0229 multiball_rampshot_voc_jackpot Locks, multiball, jackpots, extra ball
0x022A multiball_rampshot_voc_super_jackpot super jackpot Locks, multiball, jackpots, extra ball
0x022B greetings_earthling SFX & speech (general)
0x022D ah_ah_ah SFX & speech (general)
0x022F martianattack_voc_martianangry_aaaarrrgh_startmartianattack Martians: voices, taunts, Martian Attack
0x0230 ha_ha_ha_by_martian Martians: voices, taunts, Martian Attack
0x0231 more_women SFX & speech (general)
0x0232 oh_yes SFX & speech (general)
0x0233 startgame_voc_you_again SFX & speech (general)
0x0234 martianattack_voc_not_you_again Martians: voices, taunts, Martian Attack
0x0237 ugh_i_m_so_scared SFX & speech (general)
0x0238 miss_me_ahah SFX & speech (general)
0x0239 nanana_pfrrrr SFX & speech (general)
0x023A wave6_voc_puny_humans_we_have_four_arms Saucer / attack waves
0x023B martianmultiball_voc_again Martians: voices, taunts, Martian Attack
0x023C multiball_rampshot_voc_oh_baby Locks, multiball, jackpots, extra ball
0x0242 wave6_voc_haaah Saucer / attack waves
0x0243 wave6_voc_martians_superior_humans_pathetic_aaah Martians: voices, taunts, Martian Attack
0x0244 i_hate_humans SFX & speech (general)
0x0245 oh_no SFX & speech (general)
0x0246 martianmultiball_voc_start_oh_no_multiball Martians: voices, taunts, Martian Attack
0x0247 wave6_voc_ah_we_won_t_be_defeated_so_easily Saucer / attack waves
0x0248 multiball Locks, multiball, jackpots, extra ball
0x0249 ruletheuniverse_voc_succes_you_rule_the_universe Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x024A wave6_success_3_but_we_ll_be_back wave 6 end Saucer / attack waves
0x024B it_won_t_be_that_easy SFX & speech (general)
0x024C not_so_fast villain "not so fast" taunt SFX & speech (general)
0x024D wave6_voc_not_so_fast_human Saucer / attack waves
0x024E voc_replay replay award Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x024F ruletheuniverse_voc_start_so_you_want_to_rule_the_universe Rule-the-Universe start Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0250 ruletheuniverse_voc_start2_you_don_t_stand_a_chance SFX & speech (general)
0x0251 surprise SFX & speech (general)
0x0258 capture_voc_get_your_hands_off_me SFX & speech (general)
0x0259 capture_voc_get_your_hands_off_me_all_four_of_them SFX & speech (general)
0x025A capture_voc_help_oh_no_aaah SFX & speech (general)
0x025B capture_voc_femaleaaah SFX & speech (general)
0x025C capture_voc_put_me_down SFX & speech (general)
0x025D capture_voc_femaleaaaah SFX & speech (general)
0x025E capture_voc_hurryup_award_you_re_my_hero Saucer / attack waves
0x025F capture_voc_hurryup_award_oh_thank_you_thank_you Saucer / attack waves
0x0260 you_re_the_best SFX & speech (general)
0x0261 look_out_martians Martians: voices, taunts, Martian Attack
0x0262 get_them SFX & speech (general)
0x0263 martianmultiball_voc_you_know_i_enjoy_killing_these_martians Martians: voices, taunts, Martian Attack
0x0269 tractorbeam_voc_oh_they_ve_got_our_life_stock_and_treasured_historical_monuments SFX & speech (general)
0x026A bigobeam_voc_female_would_you_look_at_the_size_of_that_cow SFX & speech (general)
0x026B bigobeam_voc_female_it_s_hideous SFX & speech (general)
0x026D bigobeam_voc_female_it_s_it_s_so_big SFX & speech (general)
0x0271 bigobeam_voc_female_aaah SFX & speech (general)
0x0272 extraball_lit_go_for_the_extra_ball "go for the extra ball" (EB lit) SFX & speech (general)
0x0273 multiball_shoot_for_the_super_jackpot shoot-for-super-jackpot hint Locks, multiball, jackpots, extra ball
0x0274 capture_voc_hurryup_save_me_save_me Saucer / attack waves
0x0276 tractorbeam-voc_hurryup_get_them Saucer / attack waves
0x0277 tractorbeam_voc_hey_they_ve_got_our_stuff SFX & speech (general)
0x0278 tractorbeam_voc_stop_them SFX & speech (general)
0x0279 tractorbeam_voc_hey_that_s_my_car SFX & speech (general)
0x027A tractorbeam_voc_no_not_our_hotdogs SFX & speech (general)
0x02BC wave1_voc_we_must_destroy_the_stinking_martians Martians: voices, taunts, Martian Attack
0x02BD wave1_voc_you_martians_will_never_take_france Martians: voices, taunts, Martian Attack
0x02BE you_will_remove_that_saucer_from_the_sky Saucer / attack waves
0x02BF wave1_voc_start_sacre_bleu_the_martians_are_destroying_the_eiffel_tower Martians: voices, taunts, Martian Attack
0x02C0 wave1_voc_healthzero_destroy_the_saucer Saucer / attack waves
0x02C1 wave1_voc_healthzero_blow_the_saucer_out_of_the_sky Saucer / attack waves
0x02C2 go_away_from_france_you_martians_from_another_planet Martians: voices, taunts, Martian Attack
0x02C3 vive_la_france SFX & speech (general)
0x02C6 wave3_voc_start_mamamia_save_the_tower_of_pisa Saucer / attack waves
0x02C7 you_martians_are_no_good Martians: voices, taunts, Martian Attack
0x02CA take_that_you_pasta_head SFX & speech (general)
0x02CB wave3_voc_what_s_the_matter_you_you_ugly_martian Martians: voices, taunts, Martian Attack
0x02CC wave3_voc_i_bust_you_face_you_ugly_martian Martians: voices, taunts, Martian Attack
0x02CD wave3_voc_success_italia_italia Saucer / attack waves
0x02CE wave3_voc_excellent Saucer / attack waves
0x02CF well_done SFX & speech (general)
0x02D0 achtung_martians Martians: voices, taunts, Martian Attack
0x02D1 we_will_fight_for_germany SFX & speech (general)
0x02D2 wave2_voc_take_that_you_ugly_green_martian Martians: voices, taunts, Martian Attack
0x02D3 wave2_voc_germany_will_kick_your_martian_butt_to_the_moon Martians: voices, taunts, Martian Attack
0x02D4 wave2_voc_start_the_brandenburg_tour_is_in_danger Saucer / attack waves
0x02D5 destroy_the_martians Martians: voices, taunts, Martian Attack
0x02D6 look_out_martians_germany_coming_through Martians: voices, taunts, Martian Attack
0x02D7 wave2_voc_healthzero_destroy_the_saucer Saucer / attack waves
0x02D8 wave2_voc_success_germany_is_victorious Saucer / attack waves
0x02D9 wave2_voc_the_martians_they_ll_never_take_germany Martians: voices, taunts, Martian Attack
0x02DA wave2_voc_start_we_must_save_the_brandenburg_tour Saucer / attack waves
0x02DB wave4_voc_start_no_time_for_tea_blast_those_martians Martians: voices, taunts, Martian Attack
0x02DC wave4_voc_start_blimey_london_bridge_is_falling_down_isn_t_it Saucer / attack waves
0x02DD wave4_voc_healthzero_blow_the_saucer_out_of_the_sky Saucer / attack waves
0x02DE destroy_bleeding_saucer Saucer / attack waves
0x02DF wave4_voc_destroy_tho_lily_livered_martians_star_of_london_england_mode Martians: voices, taunts, Martian Attack
0x02E5 wave4_voc_take_that_you_horrible_green_martian Martians: voices, taunts, Martian Attack
0x02E6 wave4_voc_success_that_s_all_for_now Saucer / attack waves
0x02EA i_say_good_shot SFX & speech (general)
0x02EB wave4_voc_super_shot Saucer / attack waves
0x02ED wave4_voc_success_well_done Saucer / attack waves
0x02F9 bigobeam_voc_hideyalobsters SFX & speech (general)
0x02FA gamestart_newsticker1 SFX & speech (general)
0x02FB gamestart_newsticker2 SFX & speech (general)
0x02FC oh_no_sparky_ SFX & speech (general)
0x02FF dog_bark SFX & speech (general)
0x0304 take_that_you_ugly_green_stinking_disgusting_martian_ Martians: voices, taunts, Martian Attack
0x0307 you_are_very_skillful_wow Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0308 wave1_voc_saucerdestroyed_oulala Saucer / attack waves
0x0309 outrageous SFX & speech (general)
0x030D wave3_voc_healthzero_blow_the_saucer_out_of_the_sky Saucer / attack waves
0x030F wave3_voc_start_mamamia_the_martians_are_straightening_the_tower_of_pisa Martians: voices, taunts, Martian Attack
0x0311 wave5_voc_saucerhit_take_that_martian Martians: voices, taunts, Martian Attack
0x0312 wave5_voc_saucerhit_and_that Saucer / attack waves
0x0313 wave5_voc_blast_the_saucers Saucer / attack waves
0x0314 wave5_voc_healthzero_blow_the_saucer_out_of_the_sky Saucer / attack waves
0x0315 will_blow_the_snot_out_of_you_martians Martians: voices, taunts, Martian Attack
0x0316 destroy_the_saucer Saucer / attack waves
0x0317 wave5_voc_we_ll_fight_for_our_freedom Saucer / attack waves
0x0318 get_em SFX & speech (general)
0x0319 look_out_martians Martians: voices, taunts, Martian Attack
0x031A wave5_voc_saucerdestroyed_nobody_messes_with_the_usa Saucer / attack waves
0x031B wave5_voc_start_we_gotta_save_the_statue_of_liberty Saucer / attack waves
0x0320 ball_lock Locks, multiball, jackpots, extra ball
0x0321 sameas-000800-ball_lock Locks, multiball, jackpots, extra ball
0x0322 wouiii SFX & speech (general)
0x0323 wouiii SFX & speech (general)
0x0328 ramp SFX & speech (general)
0x0329 sameas-000808-ramp SFX & speech (general)
0x032A cow_ramp SFX & speech (general)
0x032B sameas-000810-cow_ramp SFX & speech (general)
0x0330 lock2_missileslocked Locks, multiball, jackpots, extra ball
0x0331 lock2_missileslocked2 Locks, multiball, jackpots, extra ball
0x0332 ramp SFX & speech (general)
0x0333 sameas-000818-ramp SFX & speech (general)
0x0334 ramp_while_pressing_launh_button SFX & speech (general)
0x0335 sameas-000820-ramp_while_pressing_launh_button SFX & speech (general)
0x0336 burp SFX & speech (general)
0x0337 sameas-000822-burp SFX & speech (general)
0x0338 saucer_wireramp_kickout Saucer / attack waves
0x0339 saucer_wireramp_kickout2 Saucer / attack waves
0x033A saucer_wireramp_kickout_after_destroy Saucer / attack waves
0x033B saucer_wireramp_kickout_after_destroy2 Saucer / attack waves
0x033C scoop_out SFX & speech (general)
0x033D scoop_out_2 SFX & speech (general)
0x033E scoop_out_kickout SFX & speech (general)
0x033F scoop_out_kickout_2 SFX & speech (general)
0x0340 rooster SFX & speech (general)
0x0341 sameas-000832-rooster SFX & speech (general)
0x0342 rooster_2 SFX & speech (general)
0x0343 sameas-000834-rooster_2 SFX & speech (general)
0x0344 big_rooster SFX & speech (general)
0x0345 sameas-000836-big_rooster SFX & speech (general)
0x0346 saucerdestroyed_saucerexplosion SAUCER DESTROYED (wave completion) — unambiguous kill signal Saucer / attack waves
0x0347 saucerdestroyed_saucerexplosion2 saucer destroyed (duplicate id) Saucer / attack waves
0x0348 saucerdestroyed_shipsound explosion — fires on NON-final explosions too, NOT a completion signal Saucer / attack waves
0x0349 saucerdestroyed_shipsound2 explosion (dup) — same caveat Saucer / attack waves
0x034A saucerdestroyed_shipwhirringup Saucer / attack waves
0x034B saucerdestroyed_shipwhirringup2 Saucer / attack waves
0x0352 saucer_targetbankhit Saucer / attack waves
0x0353 saucer_targetbankhit2 Saucer / attack waves
0x0354 replay SFX & speech (general)
0x0355 sameas-000852-replay SFX & speech (general)
0x0356 big_o_meam_loading SFX & speech (general)
0x0357 sameas-000854-big_o_meam_loading SFX & speech (general)
0x0358 saucershield_destroyed_banklowering_attackwavestarting Saucer / attack waves
0x0359 saucershield_destroyed_banklowering_attackwavestarting2 Saucer / attack waves
0x035A flying_saucer_take_off Saucer / attack waves
0x035B flying_saucer_take_off_2 Saucer / attack waves
0x035C saucer_explosion_and_video_mode_option_remove_explosion Saucer / attack waves
0x035D saucer_explosion_and_video_mode_option_remove_explosion2 Saucer / attack waves
0x0362 ha_ha_ha_martian_voice Martians: voices, taunts, Martian Attack
0x0363 sameas-000866-ha_ha_ha_martian_voice Martians: voices, taunts, Martian Attack
0x0364 martianmultiball_voc_martianscreaminguuh Martians: voices, taunts, Martian Attack
0x0365 martianmultiball_voc_martianscreaminguuh2 Martians: voices, taunts, Martian Attack
0x0366 martianattack_voc_lastmartian_ohno "oh no" — last martian remaining Martians: voices, taunts, Martian Attack
0x0367 martianattack_voc_lastmartian_ohno2 "oh no" (dup) Martians: voices, taunts, Martian Attack
0x0368 martianmultiball_voc_martianscreamingoww Martians: voices, taunts, Martian Attack
0x0369 martianmultiball_voc_martianscreamingoww2 Martians: voices, taunts, Martian Attack
0x036A martianattack_voc_martianscreamingoow Martians: voices, taunts, Martian Attack
0x036B martianattack_voc_martianscreamingoow2 Martians: voices, taunts, Martian Attack
0x036E martianattack_voc_attack2 Martians: voices, taunts, Martian Attack
0x036F martianattack_voc_attack3 Martians: voices, taunts, Martian Attack
0x0370 run_away SFX & speech (general)
0x0371 sameas-000880-run_away SFX & speech (general)
0x0372 greetings_earthling_ah_ah_ah_urgh SFX & speech (general)
0x0373 sameas-000882-greetings_earthling_ah_ah_ah_urgh SFX & speech (general)
0x0374 aaaah_women SFX & speech (general)
0x0375 sameas-000884-aaaah_women SFX & speech (general)
0x0378 your_cities_will_be_destroyed_ Saucer / attack waves
0x0379 sameas-000888-your_cities_will_be_destroyed_ Saucer / attack waves
0x037A earth_will_be_ours SFX & speech (general)
0x037B sameas-000890-earth_will_be_ours SFX & speech (general)
0x037E you_cannot_defeat_our_force_field SFX & speech (general)
0x037F sameas-000894-you_cannot_defeat_our_force_field SFX & speech (general)
0x0380 can_t_we_just_be_friends_ SFX & speech (general)
0x0381 sameas-000896-can_t_we_just_be_friends_ SFX & speech (general)
0x0382 got_enough_ SFX & speech (general)
0x0383 sameas-000898-got_enough_ SFX & speech (general)
0x0384 we_are_invincible SFX & speech (general)
0x0385 sameas-000900-we_are_invincible SFX & speech (general)
0x0386 ha_ha_ha_martian_voice Martians: voices, taunts, Martian Attack
0x0387 sameas-000902-ha_ha_ha_martian_voice Martians: voices, taunts, Martian Attack
0x038A nothing_can_defeat_us SFX & speech (general)
0x038B sameas-000906-nothing_can_defeat_us SFX & speech (general)
0x038C it_will_never_work SFX & speech (general)
0x038D sameas-000908-it_will_never_work SFX & speech (general)
0x038E ouch SFX & speech (general)
0x038F sameas-000910-ouch SFX & speech (general)
0x0390 ouch_2 SFX & speech (general)
0x0391 sameas-000912-ouch_2 SFX & speech (general)
0x0392 sneakattack_voc_hey_look_your_shoe_is_untied Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x0393 sneakattack_voc_hey_look_your_shoe_is_untied2 Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x0394 sneakattack_voc_come_here_tasty_human Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x0395 sneakattack_voc_come_here_tasty_human2 Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x0396 no_no_nooo Martians: voices, taunts, Martian Attack
0x0397 sameas-000918-no_no_nooo Martians: voices, taunts, Martian Attack
0x0398 laser Martians: voices, taunts, Martian Attack
0x0399 sameas-000920-laser Martians: voices, taunts, Martian Attack
0x039A laser Martians: voices, taunts, Martian Attack
0x039B sameas-000922-laser Martians: voices, taunts, Martian Attack
0x039C greetings_earthling Martians: voices, taunts, Martian Attack
0x039D sameas-000924-greetings_earthling Martians: voices, taunts, Martian Attack
0x03A0 sneakattack_voc_hahaha Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x03A1 sneakattack_voc_hahaha2 Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x03A4 martian_growl Martians: voices, taunts, Martian Attack
0x03A5 sameas-000932-martian_growl Martians: voices, taunts, Martian Attack
0x03A6 sneakattack_voc_martian_laugh Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x03A7 sneakattack_voc_martian_laugh2 Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x03A8 more_women Martians: voices, taunts, Martian Attack
0x03A9 sameas-000936-more_women Martians: voices, taunts, Martian Attack
0x03AA oooh_yes Martians: voices, taunts, Martian Attack
0x03AB sameas-000938-oooh_yes Martians: voices, taunts, Martian Attack
0x03AC you_again Martians: voices, taunts, Martian Attack
0x03AD sameas-000940-you_again Martians: voices, taunts, Martian Attack
0x03AE not_you_again Martians: voices, taunts, Martian Attack
0x03AF sameas-000942-not_you_again Martians: voices, taunts, Martian Attack
0x03B4 ugh_i_m_so_scared Martians: voices, taunts, Martian Attack
0x03B5 sameas-000948-ugh_i_m_so_scared Martians: voices, taunts, Martian Attack
0x03B6 missed_me_ahah Martians: voices, taunts, Martian Attack
0x03B7 sameas-000950-missed_me_ahah Martians: voices, taunts, Martian Attack
0x03B8 nananana_pffff Martians: voices, taunts, Martian Attack
0x03B9 sameas-000952-nananana_pffff Martians: voices, taunts, Martian Attack
0x03BA saucerdestroyed_applause Martians: voices, taunts, Martian Attack
0x03BB saucerdestroyed_applause2 Martians: voices, taunts, Martian Attack
0x03BC game_start_ball_in Martians: voices, taunts, Martian Attack
0x03BD game_start_ball_in_2 Martians: voices, taunts, Martian Attack
0x03BE bigobeam_cow_triggeredwithlaunchbutton Martians: voices, taunts, Martian Attack
0x03BF bigobeam_cow_triggeredwithlaunchbutton2 Martians: voices, taunts, Martian Attack
0x03C0 tractorbeam_cow_triggeredwithlaunchbutton Martians: voices, taunts, Martian Attack
0x03C1 tractorbeam_cow_triggeredwithlaunchbutton2 Martians: voices, taunts, Martian Attack
0x03C2 sneakattack_voc_surprise Sneak Attack (single martian pop-up) Martians: voices, taunts, Martian Attack
0x03C3 sneakattack_voc_surprise2 Martians: voices, taunts, Martian Attack
0x03C4 replay Martians: voices, taunts, Martian Attack
0x03C5 sameas-000964-replay Martians: voices, taunts, Martian Attack
0x03D4 menu_sound SFX & speech (general)
0x03D5 sameas-000980-menu_sound SFX & speech (general)
0x03D6 menu_back SFX & speech (general)
0x03D7 menu_sound_enter SFX & speech (general)
0x03D8 menu_coin_door_open Attract, coins, match, tilt, service
0x03D9 menu_sound SFX & speech (general)
0x03DA sameas-000985-menu_sound SFX & speech (general)
0x03DB menu_reverse SFX & speech (general)
0x03DC menu_enter SFX & speech (general)
0x03DD menu SFX & speech (general)
0x03E3 gamestart SFX & speech (general)
0x03E5 endvideomode SFX & speech (general)
0x03E6 martianattack start Martians: voices, taunts, Martian Attack
0x044C puny_humans_we_have_four_arms SFX & speech (general)
0x044D sameas-001100-puny_humans_we_have_four_arms SFX & speech (general)
0x044E martianmultiball_voc_again Martians: voices, taunts, Martian Attack
0x044F martianmultiball_voc_again2 Martians: voices, taunts, Martian Attack
0x0450 oh_baby SFX & speech (general)
0x0451 sameas-001104-oh_baby SFX & speech (general)
0x0452 sneakattack_voc__haaa Martians: voices, taunts, Martian Attack
0x0453 sneakattack_voc__haaa2 Martians: voices, taunts, Martian Attack
0x0454 martians_superior_humans_pathetic_aaah Martians: voices, taunts, Martian Attack
0x0455 sameas-001108-martians_superior_humans_pathetic_aaah Martians: voices, taunts, Martian Attack
0x0456 i_hate_humans SFX & speech (general)
0x0457 sameas-001110-i_hate_humans SFX & speech (general)
0x0458 oh_no SFX & speech (general)
0x0459 sameas-001112-oh_no SFX & speech (general)
0x045A ah_we_won_t_be_defeated_so_easily SFX & speech (general)
0x045B sameas-001114-ah_we_won_t_be_defeated_so_easily SFX & speech (general)
0x045C multiball Locks, multiball, jackpots, extra ball
0x045D sameas-001116-multiball Locks, multiball, jackpots, extra ball
0x045E you_rule_the_universe Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x045F sameas-001118-you_rule_the_universe Awards & flow (skill shot, ball save, replay, RTU, SOL)
0x0460 but_we_ll_be_back SFX & speech (general)
0x0461 sameas-001120-but_we_ll_be_back SFX & speech (general)
0x0462 it_won_t_that_easy SFX & speech (general)
0x0463 sameas-001122-it_won_t_that_easy SFX & speech (general)
0x0464 not_so_fast SFX & speech (general)
0x0465 sameas-001124-not_so_fast SFX & speech (general)
0x0466 not_so_fast_human SFX & speech (general)
0x0467 sameas-001126-not_so_fast_human SFX & speech (general)
0x0468 replay SFX & speech (general)
0x0469 sameas-001128-replay SFX & speech (general)
0x55AA (unnamed) special/system command observed in stream Protocol / system
0x55AB (unnamed) special/system command Protocol / system
0xAAFF shootagain special/system command Protocol / system

Service and setup documentation

The contributor-held operations manual, which is not retained in this repository's evidence roots, is the 'Bally Attack From Mars Full Operations Manual (Final)' scan, 176 pages, SHA-256 12c36ce8e1e0997a03016d76589df4fe2a6ad66cd5592d2a6f8dd75e49f6b1e5 (image-only scan; matrix pages were rendered and read visually, not OCR-trusted). Game adjustments, error codes, and unit disassembly (flying saucer mechanism 1-57, back panel 1-63) are in Section 1; parts and assemblies in Section 2; wiring diagrams and schematics in Section 3.

One open question that is deliberately not asserted

The retained table carries three bulb lights gi31, gi32 and gi33 sitting exactly at the three jet-bumper centres. They are absent from the aGiTLights collection that the script modulates, which proves only that this table does not drive them through that collection - it does not prove the physical sockets are missing, and the script's own comment says general-illumination string 03 also covers the bumpers. The manual itemizes no general-illumination string, so no printed count exists either way.

The definition therefore asserts no physical socket count for string 03, and its fourteen placements are documented as the emitters the string is observed to drive rather than a complete socket inventory. Strings 01 and 02 keep their table-derived counts because no comparable ambiguity exists for them. An author recreating the machine gets fourteen correct emitter positions plus this note, and nothing uncertain is presented as settled.

Resolved since the partial state

Every question this note previously left open has been answered, and the definition is now author_ready:

  • Spatial placement. All 187 placements are normalized against the retained JPSalas 3.0.2 table at bounds left=0 top=0 right=964 bottom=2162. See reports/spatial/bally/attack-from-mars-1995.md for the projection list and the excluded render-helper classes.
  • Wiring. Every switch, solenoid, lamp and GI address now carries its printed connector, wire colour and driver transistor from the handbook's switch matrix, lamp matrix and solenoid/flasher table.
  • GI strings. All five are modelled. Strings 01-03 are playfield circuits with placements taken from the table's deduplicated emitter arrays; strings 04 and 05 are backbox insert-panel circuits and take a controlled cabinet_or_service record with no asserted bulb count, because the manual publishes none.
  • Solenoid 43. Resolved as the LPDC mirror of the Strobe Light on output 39, not a second saucer-dome circuit.
  • F1-F8. Mapped to public addresses 111-118. F1-F4 are the two lower flippers' EOS leaves and cabinet button optos; F5-F8 are printed "Not Used" in both the switch matrix and the parts list and are marked unused, because Attack From Mars has no upper flippers. The matching upper Fliptronic outputs are still in use - they drive the two loop gates and the ramp diverter.
  • Variants. All ten drivers now carry a physical_compatibility and variant_notes entry. The five factory revisions are identical; the Zen Studios and Global VR re-releases and the three FreeWPC builds are compatible and run on the unmodified physical machine.

The motor bank gates the shots behind it

The three-bank moving target is the machine's central geometric mechanism and a recreation gets it wrong without this: the bank does not merely present targets, it physically blocks the shots behind it. Pinned PinMAME encodes the causality in its keyboard conditions - the three moving targets 45-47 are only reachable while switch 67 Motor Bank Up is closed, and the left and right saucer targets 75/76, the drop target 77 and the centre trough 78 are only reachable while switch 66 Motor Bank Down is closed. afm_keyCond says it plainly in a comment: "The drop target and hole behind can only be reached if the bank is down."

The two retained models number the travel differently and neither is a physical measurement. The JPSalas script's cvpmMech is linear, reversed and single-solenoid over 55 steps with switch 67 at one end and 66 at the other; PinMAME's afm_handleMech steps an internal bankPos counter while solenoid 24 is energized and asserts 66 near the start of the cycle and 67 near its midpoint. Both agree the two leaf switches mark opposite ends of one continuous motor travel, which is the fact an author needs. Solenoid 24 is wired through the flasher driver group on transistor Q29, but its load is motor 14-8023 in assembly A-20572, not a flashlamp.

The ramp diverter chooses the centre-ramp destination

Ramp diverter A-17241 with shaft and blade A-20556 rides the Fliptronic upper-left flipper circuit, solenoid 35 power and 36 hold, which PinMAME reads together as its sDiverter custom solenoid from WPC_FLIPPERCOIL95 bits 0xc0. With the blade at rest a centre-ramp shot entering at switch 62 continues to the right ramp exit at switch 65; with the diverter energized the same shot is delivered into the left popper at opto 36. The retained script drives the blade with SolDiv, which rotates the actuator and swaps which of the two ramp walls is dropped.

One printed part number disagrees with itself

The upper-playfield parts list prints item 15's alien mech assembly as A-20479-2 while the solenoid-locations list prints the same mech as A-20579-2. The two differ by one digit and the other three alien mechs are all A-20579-1, so A-20579-2 is the more likely reading, but the disagreement is recorded rather than silently corrected. It has no behavioural consequence.

Two further printed details are worth carrying into a recreation. The flasher "assembly" numbers are ramp assemblies, not flasher brackets: A-20621 is the middle plastic ramp (solenoids 17 and 18), A-20549 the right wire ramp (19), A-20553 the left plastic ramp (25 and 26) and A-20546 the left wire ramp (27). That is what puts solenoid 19 on the right side of the playfield and 27 on the left. And solenoid 23 Saucer Dome shares assembly A-20670 with solenoids 37 and 38 - all three are on the one saucer L.E.D. board inside saucer assembly A-20608.

Sources

  • manual.attack-from-mars.1995: contributor-held Bally/Midway operations manual scan, SHA-256 12c36ce8e1e0997a03016d76589df4fe2a6ad66cd5592d2a6f8dd75e49f6b1e5; lamp matrix 2-42/2-43, switch matrix 2-44, solenoid/flasher table 2-46, assemblies Section 2. Not retained in this repository's evidence roots, so it is corroboration for the retained handbook rather than an independent authority for any promoted assertion.
  • vpx.attack-from-mars-g5k-1.3.11: known-working script at corpus revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 21fb64898f5a1a564e70ba2d40afed5fb54b8c49b0707530f0e24b7ca6cdf50c; runs afm_113b; controller-address and callback authority.
  • runtime.afm-113b.contributor-logging: contributor instrumentation on VPinMAME 3.6, afm_113b.zip SHA-256 378102edfd80d650bf6810d5e521fd08cfd972f8732f3c2204f5929d2266358d; no retained traces, candidate/observed authority only.
  • altsound.afm-113b.community-package: contributor-held community altsound.csv for afm_113b, SHA-256 bc139099b58ed94240d86f4fcc8e06ba37dafa5a14d9d5417917b5f225eac830; sample-name reference for the DCS opcode table below. Not retained in this repository's evidence roots, and the opcode table is reference prose that no promoted assertion depends on.
  • legacy.game.afm / legacy.platform.wpc: legacy VPE-derived import, corrected as documented above.
  • pinmame.catalog.4ec52ff0ac13: pinned driver family and display topology.
  • manual.bally.attack-from-mars.1995: retained Bally/Midway Operators Handbook 16-10206, SHA-256 5900c779f3bfb14251ada18d25a4dde84dd608b6ddd988ece8c92ea20fd0114b; 16 image-only pages carrying the lamp matrix, switch matrix, solenoid/flasher table, all three location maps, the five general-illumination circuits, the flipper coils and the upper-playfield parts list.
  • manual-support.bally.attack-from-mars.1995: human transcription of every printed table read from the rendered pages, SHA-256 eecef9b72e309e581c07fd5ecc8c5b4f9d3808f5bf4a4a3fdf53891e10296733.
  • vpx-table.afm-jpsalas-3-0-2 / vpx-script.afm-jpsalas-3-0-2: retained known-working JPSalas 3.0.2 table, SHA-256 f4bd2ae0e456030d14ea2f6f8fcd45e0e4f72ff22235a908d17424f1e9441cbd, and its embedded script, SHA-256 46992cf7854853bac592ab9b2b5f65d641727accec8405b7aff84fbc8e2aa139; geometry for all 187 placements and the runtime binding authority. It binds afm_113b.
  • runtime.attack-from-mars.boot-attract-and-ball-start: pinned LibPinMAME harness runs that boot afm_113b from empty NVRAM, reach attract and start a ball; they observe all five GI strings, sixty matrix lamps, every one of the sixteen saucer-L.E.D. addresses, and solenoids 29, 31, 37, 38, 41 and 42.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
afm_11pfxAttack From Mars (1.1 Pinball FX / S1.1)
1.1 game ROM re-released by Zen Studios for Pinball FX with modified display text only. It is a WPC-95 game ROM image for the same physical machine, not a separate product; the physical playfield, controller generation and every controller address are unchanged.
2018afm_113compatible
afm_11uAttack From Mars (1.1 Ultrapin / S1.1)
1.1 game ROM re-released by Global VR for the Ultrapin cabinet with modified display text only. It is a WPC-95 game ROM image for the same physical machine; the physical playfield, controller generation and every controller address are unchanged.
2006afm_113compatible
afm_113bAttack From Mars (1.13b / S1.1)
Bally 1.13b game ROM with S1.1 sound. This is the driver the retained known-working JPSalas table binds to and the driver the pinned harness booted; it drives the identical I/O inventory as 1.0.
1999afm_113identical
afm_113Attack From Mars (1.13 / S1.1)
Bally 1.13 game ROM with S1.1 sound, the clone-tree parent in the pinned catalog and the last factory revision. Its 1999 catalog year is the firmware release year, not a second physical game.
1999identical
afm_11Attack From Mars (1.1 / S1.0)
Bally 1.1 game ROM with S1.0 sound; a later firmware revision of the same physical machine with no controller-address or playfield change.
1996afm_113identical
afm_10Attack From Mars (1.0 / S1.0)
Bally production 1.0 game ROM with S1.0 sound shipped with the physical machine.
1996afm_113identical
afm_f32Attack From Mars (FreeWPC 0.32)
FreeWPC 0.32 community firmware for the unmodified physical machine; same hardware inventory and addresses as the factory ROM, different rules and display content.
1995afm_113compatible
afm_f20Attack From Mars (FreeWPC 0.20)
FreeWPC 0.20 community firmware for the unmodified physical machine; same hardware inventory and addresses as the factory ROM, different rules and display content.
1995afm_113compatible

Parent set: afm_113 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only4 maps

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

afm_03.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/afm_03.map.json

Applies to ROMs
afm_03
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

afm_10.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/afm_10.map.json

Applies to ROMs
afm_10
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

afm_11.map.json

williams-wpc-12Kv7format 0.8

maps/williams/wpc/afm_11.map.json

Applies to ROMs
afm_11afm_11pfxafm_11u
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

afm_113.map.json

williams-wpc-12Kv4format 0.8

maps/williams/wpc/afm_113.map.json

Applies to ROMs
afm_113afm_113b
Sections
adjustmentsauditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the afm_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/afm.c switch and solenoid defines, afmGameData GEN_WPC95 with wpc_dispDMD, FLIP_SW(FLIP_L|FLIP_U) with FLIP_SOL(FLIP_L), lampCol=2 and custSol=3, the inverted-switch mask 0x7f on column 3, the sRGate/sLGate/sDiverter custom-solenoid definitions whose afm_getSol bit reads are transposed relative to their own /* 33 */ and /* 34 */ comments and to the printed table, afm_handleMech bank stepping with swMBankDn/swMBankUp, and afm_wpc_w shifting a 16-bit word into tmpLampMatrix[8] and [9]; src/wpc/core.h WPC solenoid numbering and WPC_swF1..WPC_swF8; src/wpc/core.c core_getSol WPC95 37..40 to 41..44 duplication; src/wpc/wpc.c WPC_FLIPPERCOIL95 writing bits 0-3 to public solenoids 45-48 and bits 4-7 to public solenoids 33-36, WPC_SOLENOID1 bits 4-7 documented as the J122/J123/J124 GPIO that appear as LPDC outputs 37..40 in manuals, WPC_FLIPPERSW95 inversion and the J111/fast-flip game-on state; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPC95=0x80

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-95

    WPC-95 public switch, DIP, solenoid, lamp and five-GI address rules with the Fliptronic, LPDC mirror and auxiliary lamp-column notes

    internal:controllers/pinmame/wpc-95.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.bally.attack-from-mars.1995

    Source locations

    Manifest ID archive.arcademanual_Attack_From_Mars_OPS.bally.attack-from-mars.1995.5900c779f3bf; 16-page image-only scan of Bally/Midway Operators Handbook 16-10206. Printed page 1 carries the test-menu list, printed page 2 the lamp matrix and lamp locations 11-58, printed page 3 the lamp-locations map and lamp locations 61-88, printed page 4 the switch matrix and switch locations F1-F8 and 11-48, printed page 5 the switch-locations map and switch locations 51-78, printed page 6 the solenoid/flasher table and solenoid locations 01-16, printed page 7 the solenoid-locations map with locations 17-39, the five general-illumination circuits and the flipper coils, and printed pages 8-9 the upper playfield parts list and map.

    external:pinmame-manuals/by-machine/bally.attack-from-mars.1995/archive-arcademanual_Attack_From_Mars_OPS/Attack_From_Mars_OPS.pdf
    by
    Bally/Midway Manufacturing Company; scan hosted by the Internet Archive
    sha256
    5900c779f3bf…
  • Human review

    manual-support.bally.attack-from-mars.1995

    Source locations

    Retained human transcription of every printed table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/bally.attack-from-mars.1995/. The retained PDF is image-only, so every table was read from rendered pages rather than OCR.

    external:pinmame-review-artifacts/attack-from-mars-1995/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-05
    sha256
    eecef9b72e30…
  • VPX table

    vpx-table.afm-jpsalas-3-0-2

    Source locations

    Retained known-working JPSalas recreation of the physical machine, table version 3.0.2. Exact playfield bounds are left=0 top=0 right=964 bottom=2162; normalized coordinates are x/964 and y/2162. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/bally/attack-from-mars-1995/source/Attack%20from%20Mars%203.02.vpx
    by
    JPSalas
    sha256
    f4bd2ae0e456…
  • VPX script

    vpx-script.afm-jpsalas-3-0-2

    Source locations

    Retained embedded JPSalas script (38,230 bytes). Runtime and mechanism-causality authority: cGameName = "afm_113b", the SolCallback/SolModCallback table for solenoids 1-43, the Controller.Switch and vpmTimer.PulseSw switch semantics, the cvpmTrough four-ball stack on switches 32-35 with BallRelease, the cvpmBallStack right popper on switch 37, the cvpmDropTarget on switch 77, the cvpmMech Mech3Bank motor bank with .Sol1 = 24 and AddSw 67/66 at steps 0 and 55, and the UpdateGI mapping of GI 0/1/2 to the aGiLLights/aGiMLights/aGiTLights emitter arrays.

    external:pinmame-vpx-sources/bally/attack-from-mars-1995/extracted-vpxtool/script.vbs
    by
    JPSalas
    sha256
    46992cf78548…
  • VPX table

    vpx-extraction.afm-jpsalas-3-0-2

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 f2d555ebcf2b9dc563178400d741350006f8627f197eea47e2f2379045dbeb5e; 745 files, 17831547 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=964 bottom=2162.

    external:pinmame-vpx-sources/bally/attack-from-mars-1995/extraction-manifest.json
    by
    vpxtool extraction
  • ROM analysis

    rom.afm-authorized-corpus

    Pre-existing authorized local ROM archive used only to boot the pinned harness; ROM bytes are never copied into this repository

    external:pinmame-roms/afm_113b.zip
    by
    Authorized local evidence
    sha256
    378102edfd80…
  • Runtime run

    runtime.attack-from-mars.boot-attract-and-ball-start

    Source locations

    Pinned LibPinMAME harness runs that boot afm_113b from empty NVRAM, reach attract mode, add credits and start a ball. They observe all five GI strings, sixty matrix lamps, every one of the sixteen auxiliary saucer-LED addresses 91-98 and 101-108 across four attract phases, and solenoids 29, 31, 37, 38, 41 and 42.

    internal:evidence/runtime/wpc-95/attack-from-mars-boot-attract-and-ball-start.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13

Something wrong or missing?

Canonical machine fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform