Cirqus Voltaire

Partial

Bally1997WPC-95bally.cirqus-voltaire.1997

2 unresolved conflicts

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Wow top targets opto not normalized

Affects
input 37
input 38
Disagreeing sources
Operator manual
PinMAME source

The printed switch matrix (page 2-49) shades column 3 -- addresses 31 through 38 -- entirely 'OPTO, TYPICALLY CLOSED', and the switch-locations parts list confirms addresses 37 ("WOW" Targets, assembly A-21960-6) and 38 (Top Targets, assembly A-18530-6) with no separate switch part number, the same signature pattern as the trough optos.

Pinned PinMAME's cvGameData inverted-switch mask ({0x00,0x00,0x00,0x3f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}) covers only bits 0-5 of column 3 (addresses 31-36); bits 6-7 (37, 38) are clear, so unlike 31-36 the public state of 37 and 38 is not emulator-normalized even though the manual documents them as normally closed hardware.

The manual is physical-construction ground truth and pinned PinMAME is public-address and emulator-normalization ground truth, and the two disagree on whether a recreation must invert these two addresses.

What would settle it

run the implemented LibPinMAME gameplay harness against a legal cv_20h or cv_14 ROM, and observe the idle public state of 37 and 38 and their transitions when a target is hit.

inputs[binding.device=37,38]

Gi backbox string numbering

Affects
gi 3
gi 4
Disagreeing sources
Operator manual
VPX script

The primary Solenoid/Flasher/G.I. wiring table (printed page 2-50) prints GI item 04 as "Backbox 2" (connector J106-5/J106-10) and item 05 as "Backbox 1" (connector J106-6+J104-3/J106-11+J104-1, the only GI row with a cabinet leg). The separate Solenoid/Flashlamp Locations list (printed page 2-46) prints the same two items the other way round -- item 04 "Backbox 1", item 05 "Backbox 2" -- with no connector data to arbitrate.

Both are the manual's own printed text; this record uses the primary wiring table's connector-carrying labels (public GI address 3 = "Backbox 2", address 4 = "Backbox 1") as authoritative, but the disagreement itself is unresolved rather than silently normalized away. Neither address has a playfield coordinate regardless of which label is used, since both are backbox insert-panel strings the retained script's UpdateGI never dispatches.

What would settle it

a photograph or continuity check of the backbox insert-panel harness on an unrestored machine, establishing which physical string plugs J106-5/J106-10 and which plugs J106-6/J106-11 with the cabinet leg on J104-1/J104-3, or a second printed revision of the Bally manual whose pages 2-46 and 2-50 agree with each other; no emulator trace can settle it, because only the printed name attached to each already-identified drive is in dispute.

outputs[binding.group=pinmame.output.gi,device=3,4]

Wire it up

what an authoring tool needs first
Bind this ROM
cv_14

7 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
1–52 (52)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.411cabinet.backbox-toy13cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door

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

177 placements · 19 stacked · normalised player view · outline is nominal

12 Wire Ramp Enter15 Left Loop Upper16 Top Eddy217 Right Inlane · 85 Right In-Lane18 Shooter Lane23 Right Loop Upper25 Inner Loop Left226 Left Inlane · 77 Left In-Lane27 Left Outlane28 Inner Loop Right631 Trough Eject · 32 Trough Ball 1 · 33 Trough Ball 2 · 34 Trough Ball 3 · 35 Trough Ball 4 · 9 Trough Eject236 Popper Opto · 33 Popper37 "WOW" Targets37 "WOW" Targets37 "WOW" Targets38 Top Targets38 Top Targets41 Left Lane642 Ringmaster Up · 43 Ringmaster Middle · 44 Ringmaster Down · 22 Motor Enable · 35 Ringmaster Magnet · 39 Motor Direction45 Left Ramp Made46 Trough Upper47 Trough Middle48 Left Loop Enter56 Skill Shot57 Right Outlane58 Ring "N", "G"61 "Light" Standup Target62 "Lock" Standup Target63 Ramp Enter64 Ramp Magnet65 Ramp Made266 Ramp Lock Low · 16 Lock Post67 Ramp Lock Middle68 Ramp Lock High271 Left Saucer · 14 Left Saucer272 Right Saucer · 15 Right Saucer275 "Volt" Right · 87 Volt Right276 "Volt" Left · 86 Volt Left115 Right Spinner2117 Left Spinner · 18 Left Jackpot1 Plunger3 Left Loop Magnet34 Middle Jet Bumper · 23 Jet Flasher · 83 Middle Jet Bumper25 Ramp Magnet · 0 Playfield Right26 Diverter Power · 34 Diverter Hold27 Jet Up · 8 Jet Release10 Left Slingshot11 Right Slingshot212 Upper Jet Bumper · 82 Top Jet Bumper213 Lower Jet Bumper · 84 Lower Jet Bumper17 Join Flashers18 Ring #1 Flashers19 Ring #2 Flashers20 Ring #3 Flashers21 Right Playfield Flasher24 Left Playfield Flasher25 Upper Left Flasher26 Up. Right Playfield Flasher27 Ringmaster Flashers28 Bear Playfield Flasher36 Upper Post37 Neon245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Cirqus "R"12 Grid Top13 Cirqus "Q"14 Cirqus "U"15 Grid Top/Right16 Cirqus "S"17 Grid Middle/Right21 Cirqus "I"22 Cirqus "C"23 Grid Middle/Left24 Grid Bottom/Left25 Grid Bottom26 Grid Middle27 Grid Bottom/Right28 Grid Top/Left31 Side Show32 Left Loop Top33 Left Loop 334 Left Loop 235 Left Loop 136 Multiball37 Lock38 Spot Marvel41 Ringmaster Left42 Ringmaster 243 Ringmaster 344 Ringmaster 445 Ringmaster Right46 Special47 Razz48 Frenzy51 Crank Top52 Crank 253 Crank 354 Crank Bottom55 Right Loop Top56 Right Loop 357 Right Loop 258 Right Loop 161 Middle Jackpot62 Right Jackpot63 Light Standup Target64 Lock Standup Target65 Ring "R"66 Ring "I"67 Shoot Again68 Left Outlane71 Wow Right "W" Target72 Wow "O" Target73 Wow Left "W" Target74 Ring "N"75 Ring "G"76 Right Outlane78 Skill Ring81 Extra Ball0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right0 Playfield Right1 Playfield Middle1 Playfield Middle1 Playfield Middle1 Playfield Middle1 Playfield Middle1 Playfield Middle1 Playfield Middle1 Playfield Middle1 Playfield Middle2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left2 Playfield Left

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 playfield105
  • sensorsenses the ball46
  • effectmoves the ball26
  • nStackseveral devices in one spot19
146 devices shown

Not on the playfield19 cabinet or service, 14 unused, 12 virtual, 9 internal nonvisual, 8 dip switch, 1 constant — declared rather than missing.

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Completion88%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
conflicted
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
PolarityUnresolved Conflicts

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.1
J205-1Orange-Brown
WPC-95 CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-95 CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-95 CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-95 CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-95 CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-95 CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-95 CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-95 CPU board
validated
11
Backbox Luck
Other
switch.matrix-11
cabinet.backbox-toy
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Wire Ramp Enter
Microswitch
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
Left Loop Upper
Microswitch
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Top Eddy
Other
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Right Inlane
Other
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Shooter Lane
Microswitch
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC-95 CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC-95 CPU board
validated
23
Right Loop Upper
Microswitch
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Inner Loop Left
Microswitch
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Inlane
Other
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Left Outlane
Microswitch
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
Inner Loop Right
Microswitch
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
Popper OptoNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
"WOW" TargetsNC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Top TargetsNC
Opto
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Left Lane
Other
switch.matrix-41
J206-4Green-White
J208-1White-Brown
WPC-95 CPU board
validated
42
Ringmaster Up
Other
switch.matrix-42
J206-4Green-White
J208-2White-Red
WPC-95 CPU board
validated
43
Ringmaster Middle
Other
switch.matrix-43
J206-4Green-White
J208-3White-Orange
WPC-95 CPU board
validated
44
Ringmaster Down
Other
switch.matrix-44
J206-4Green-White
J208-4White-Yellow
WPC-95 CPU board
validated
45
Left Ramp Made
Microswitch
switch.matrix-45
J206-4Green-White
J208-5White-Green
WPC-95 CPU board
validated
46
Trough Upper
Microswitch
switch.matrix-46
J206-4Green-White
J208-7White-Blue
WPC-95 CPU board
validated
47
Trough Middle
Microswitch
switch.matrix-47
J206-4Green-White
J208-8White-Violet
WPC-95 CPU board
validated
48
Left Loop Enter
Microswitch
switch.matrix-48
J206-4Green-White
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
Upper Jet Bumper
Microswitch
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
Middle Jet Bumper
Leaf
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Lower Jet Bumper
Microswitch
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Skill Shot
Other
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Right Outlane
Microswitch
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Ring "N", "G"
Other
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
"Light" Standup Target
Other
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
"Lock" Standup Target
Other
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Ramp Enter
Microswitch
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Ramp Magnet
Microswitch
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Ramp Made
Microswitch
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Ramp Lock Low
Microswitch
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Ramp Lock Middle
Microswitch
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Ramp Lock High
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Left Saucer
Leaf
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Right Saucer
Leaf
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Not Used Matrix Position 73
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Big Ball Rebound
Other
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
"Volt" Right
Other
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
"Volt" Left
Other
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Not Used Matrix Position 77
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Not Used Matrix Position 78
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 E.O.S.
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J208-13Black-Green
WPC-95 CPU board
validated
112
Lower Right Flipper OptoNC
Opto
switch.generic-112
flipper.lower.right.button
J212-12Blue-Violet
WPC-95 CPU board
validated
113
Lower Left Flipper E.O.S.
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J208-12Black-Blue
WPC-95 CPU board
validated
114
Lower Left Flipper OptoNC
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Right Spinner
Other
switch.generic-115
J208-11Black-Violet
WPC-95 CPU board
validated
116
Not Used Upper Right Flipper OptoNC
Opto
switch.generic-116
internal.unused.flipper
J212-10Black-Yellow
WPC-95 CPU board
validated
117
Left Spinner
Other
switch.generic-117
J208-10Black-Gray
WPC-95 CPU board
validated
118
Not Used Upper Left Flipper OptoNC
Opto
switch.generic-118
internal.unused.flipper
J212-9Black-Blue
WPC-95 CPU board
validated

Controlled devices

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

Coils, magnets & motors

29
29 shown
# Name Device ID Kind Role Wiring Evidence
1
Plunger
device.plunger Coil
Q72
WPC-95 power driver board
validated
2
Backbox Kick
device.backbox-kick Coil
cabinet.backbox-toy
Q68
WPC-95 power driver board
validated
3
Left Loop Magnet
device.left-loop-magnet Magnet
Q71
WPC-95 power driver board
validated
4
Middle Jet Bumper
device.middle-jet-bumper Coil
Q67
WPC-95 power driver board
validated
5
Ramp Magnet
device.ramp-magnet Magnet
Q70
WPC-95 power driver board
validated
6
Diverter Power
device.diverter-power Coil
Q66
WPC-95 power driver board
validated
7
Jet Up
device.jet-up Coil
Q69
WPC-95 power driver board
validated
8
Jet Release
device.jet-release Coil
Q65
WPC-95 power driver board
validated
9
Trough Eject
device.trough-eject Coil
Q44
WPC-95 power driver board
validated
10
Left Slingshot
device.left-slingshot Coil
Q48
WPC-95 power driver board
validated
11
Right Slingshot
device.right-slingshot Coil
Q43
WPC-95 power driver board
validated
12
Upper Jet Bumper
device.upper-jet-bumper Coil
Q47
WPC-95 power driver board
validated
13
Lower Jet Bumper
device.lower-jet-bumper Coil
Q42
WPC-95 power driver board
validated
14
Left Saucer
device.left-saucer Coil
Q46
WPC-95 power driver board
validated
15
Right Saucer
device.right-saucer Coil
Q41
WPC-95 power driver board
validated
16
Lock Post
device.lock-post Coil
Q45
WPC-95 power driver board
validated
22
Motor Enable
device.motor-enable Motor
Q30
WPC-95 power driver board
validated
33
Popper
device.popper Coil
Q84YEL-VIO
WPC-95 power driver board
validated
34
Diverter Hold
device.diverter-hold Coil
Q86ORG-VIO
WPC-95 power driver board
validated
35
Ringmaster Magnet
device.ringmaster-magnet Magnet
Q81YEL-GRY
WPC-95 power driver board
validated
36
Upper Post
device.upper-post Coil
Q83ORG-GRY
WPC-95 power driver board
validated
37
Neon
device.neon Motor
U3A and U3B
WPC-95 power driver board
validated
38
Not Used Motor Circuit Position 38
device.not-used-motor-circuit-position-38 Coil
WPC-95 power driver board
validated
39
Motor Direction
device.motor-direction Motor
U3G and U3H
WPC-95 power driver board
validated
40
Eddy Board
device.eddy-board Motor
U3E and U3F
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q90YEL-GRN
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q92ORG-GRN
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q87YEL-BLU
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q89ORG-BLU
WPC-95 power driver board
validated

Flashers

11
11 shown
# Name Device ID Wiring Evidence
17
Join Flashers
device.join-flashers
Q28
WPC-95 power driver board
validated
18
Ring #1 Flashers
device.ring-1-flashers
Q32
WPC-95 power driver board
validated
19
Ring #2 Flashers
device.ring-2-flashers
Q27
WPC-95 power driver board
validated
20
Ring #3 Flashers
device.ring-3-flashers
Q31
WPC-95 power driver board
validated
21
Right Playfield Flasher
device.right-playfield-flasher
Q26
WPC-95 power driver board
validated
23
Jet Flasher
device.jet-flasher
Q25
WPC-95 power driver board
validated
24
Left Playfield Flasher
device.left-playfield-flasher
Q29
WPC-95 power driver board
validated
25
Upper Left Flasher
device.upper-left-flasher
Q16
WPC-95 power driver board
validated
26
Up. Right Playfield Flasher
device.up-right-playfield-flasher
Q15
WPC-95 power driver board
validated
27
Ringmaster Flashers
device.ringmaster-flashers
Q14
WPC-95 power driver board
validated
28
Bear Playfield Flasher
device.bear-playfield-flasher
Q13
WPC-95 power driver board
validated

Lamps

64

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
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Cirqus "R"
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Grid Top
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Cirqus "Q"
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Cirqus "U"
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Grid Top/Right
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Cirqus "S"
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
Grid Middle/Right
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Left Jackpot
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Cirqus "I"
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Cirqus "C"
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Grid Middle/Left
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Grid Bottom/Left
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Grid Bottom
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Grid Middle
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Grid Bottom/Right
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Grid Top/Left
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Side Show
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Left Loop Top
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Left Loop 3
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Left Loop 2
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Left Loop 1
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Multiball
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Lock
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Spot Marvel
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Ringmaster Left
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Ringmaster 2
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Ringmaster 3
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Ringmaster 4
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Ringmaster Right
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Special
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Razz
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
Frenzy
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Crank Top
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Crank 2
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Crank 3
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Crank Bottom
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Right Loop Top
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Right Loop 3
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Right Loop 2
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Right Loop 1
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Middle Jackpot
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
Right Jackpot
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
Light Standup Target
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Lock Standup Target
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Ring "R"
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Ring "I"
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Shoot Again
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Left Outlane
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Wow Right "W" Target
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Wow "O" Target
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Wow Left "W" Target
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Ring "N"
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Ring "G"
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Right Outlane
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Left In-Lane
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Skill Ring
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Extra Ball
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Top Jet Bumper
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Middle Jet Bumper
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Lower Jet Bumper
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Right In-Lane
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Volt Left
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Volt Right
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

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Playfield Right
gi.string-1
Q5
WPC-95 power driver board
validated
1
Playfield Middle
gi.string-2
Q4
WPC-95 power driver board
validated
2
Playfield Left
gi.string-3
Q3
WPC-95 power driver board
validated
3
Backbox 2
gi.string-4
cabinet.insert-panel
Q2
WPC-95 power driver board
validated
4
Backbox 1
gi.string-5
cabinet.insert-panel
Q1
WPC-95 power driver board
validated

Virtual & other outputs

12
12 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose State Bit A
device.wpc-j111-general-purpose-state-bit-a
internal.wpc-state
validated
30
WPC J111 General-Purpose State Bit B
device.wpc-j111-general-purpose-state-bit-b
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
41
Motor Direction LPDC Mirror
device.motor-direction-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
42
Unused WPC-95 LPDC Mirror 42
device.unused-wpc-95-lpdc-mirror-42
internal.unused.wpc-output
validated
43
Unused WPC-95 LPDC Mirror 43
device.unused-wpc-95-lpdc-mirror-43
internal.unused.wpc-output
validated
44
Unused WPC-95 LPDC Mirror 44
device.unused-wpc-95-lpdc-mirror-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated
51
PinMAME Decaying Fire State for Solenoid 35
device.pinmame-decaying-fire-state-for-solenoid-35
internal.duplicate.decaying-fire-state
validated
52
PinMAME Decaying Fire State for Solenoid 36
device.pinmame-decaying-fire-state-for-solenoid-36
internal.duplicate.decaying-fire-state
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
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.

Rising/rotating Ringmaster head

mechanism.ringmaster

Motorized

A DC gearmotor (A-21953 Ring Master Assembly, part A-15680) drives the Ringmaster figure through a 0-118 position counter tracked by the retained script's cvpmMech class (mechRM: Sol1=22 pulses the motor, Sol2=39 sets direction, Length=960, Steps=118). Position 0-1 asserts switch 44 (Ringmaster Down, retracted below the playfield, Ringmaster.z = -310), position 88-89 asserts switch 43 (Ringmaster Middle), and position 117-118 asserts switch 42 (Ringmaster Up, raised near the playfield surface, Ringmaster.z = -56). UpdateRM steps a chain of 22 collision-wall objects (RMWall0..RMWall255) as the head rises so a ball can only strike it while it protrudes, and enables switch 16 (Top Eddy, the A-20036 Magic Eddy Coil PCB) only while the head is out of its home position (RMCurrPos between 4 and 100). Service Bulletin 102 documents a factory lubrication procedure for the mechanism's own cam-and-switch assembly ("Locate the Ringmaster Cam & Switch Assembly on the back of the Ringmaster bracket"). Pinned PinMAME's own preliminary cv_ringMech table (src/wpc/sims/wpc/prelim/cv.c) models the same three switches over a shorter 0-127 range with a different position-to-switch ordering and names its second solenoid by public address 43 (the WPC-95 LPDC mirror of 39) rather than 39 directly; the retained known-working script is treated as authoritative for runtime position-to-switch mapping and this manual for the printed Up/Middle/Down labels, both of which agree with each other.

Ringmaster magnet ball catcher

mechanism.ringmaster-magnet

Other

Solenoid 35 energizes a magnet (mRingmasterMagnet, InitMagnet RingmasterMagnet) at the Ringmaster head that catches a ball in flight (RMMagnetkicker_Hit). On release the retained script's SolRingmasterMagnet sub computes a randomized kick angle (125-235 degrees from a coin-flip base) and velocity, then fires the ball off the magnet after a 400 ms delay -- a scripted trick-shot release rather than a plain drop. There is no dedicated switch; ball presence is tracked purely in script state (RMBallInMagnet).

Left loop and ramp ball-catch magnets

mechanism.loop-and-ramp-magnets

Other

Two independent grab-and-release magnets: solenoid 3 (Left Loop Magnet, cvpmMagnet LoopMagnet at the LeftMagnet object) catches a ball on the left orbit, and solenoid 5 (Ramp Magnet, cvpmMagnet LockMagnet at the RampMagnet object) catches a ball on the upper ramp at the same location switch 64 (Ramp Magnet) senses. Both magnets are configured through the retained script's cvpmMagnet class (.Solenoid = 3 / .Solenoid = 5) rather than through an explicit SolCallback line; two commented-out SolCallback(3)/SolCallback(5) lines earlier in the script are vestigial from an older authoring approach superseded by the class-based binding.

Right-orbit diverter

mechanism.diverter

Gate

Solenoid 6 (Diverter Power) and solenoid 34 (Diverter Hold) drive one diverter flap (Diverter) that routes a ball into or past the right orbit. The retained script's DiverterHold sub rotates the flap and swaps a pair of wall objects (diverter_rightorbit_On/Off) together; there is no dedicated switch and no script callback is registered for solenoid 6 alone, consistent with 6 being the brief power pulse that moves the flap and 34 being the continuous hold that keeps it there.

Upper post (subway/lock exit)

mechanism.upper-post

Gate

Solenoid 36 raises and lowers a single post (UpperPostWall) near the top of the playfield; the retained script's UpperPost sub toggles UpperPostWall.IsDropped and plays a sound positioned at the subwaykicker1 object. No dedicated switch is printed.

Drives

Disappearing (raising/lowering) middle jet bumper

mechanism.disappearing-jet-bumper

Motorized

Assembly A-21564 ("Disappear Jet Bump Assembly", Lower Playfield Parts item 8) raises the middle jet bumper into play (solenoid 7, Jet Up) and releases/lowers it (solenoid 8, Jet Release); solenoid 4 (Middle Jet Bumper) is the same assembly's own thump/kick coil, sharing its assembly part number, and switch 54 senses a hit. The retained script's JetUp/JetRelease subs toggle the boombumperflipper Flipper object's collidability and a companion rubber/skirt animation. Service Bulletin 101 (1997-12-09) documents a factory quality-assurance fix for the first 200 production samples: a brass release latch installed backwards and a release-coil frame that could bend, both correctable with an added bracket (p/n 01-14803).

Three-position ramp ball lock

mechanism.ramp-lock

Other

A vertical three-position lock on the Center Wire ramp (A-21851) holds up to three balls at switches 66 (Ramp Lock Low), 67 (Ramp Lock Middle), and 68 (Ramp Lock High); the retained script's cvpmVLock class (vlLock) tracks the three positions and solenoid 16 (Lock Post) releases them (vlLock.SolExit). Service Bulletin 104 (1998-04-02) documents a factory adjustment for these same three switches: "we recommend that you further adjust the switch tension on the three center LOCK switches (p/n 5647-12693-66)... move the switchblades over to the other pivot position", independently confirming both the part number and the three-switch construction transcribed from the switch-locations list.

Four-ball trough and eject

mechanism.ball-trough

Kicker

The retained script's cvpmBallStack class (bsTrough.InitSw 0, 32, 33, 34, 35) tracks four balls resting on trough optos 32-35 and ejects the ball at the head of the trough through solenoid 9 (Trough Eject), which pulses trough-eject opto 31 in the same event (SolRelease: vpmTimer.PulseSw 31). All five positions are printed optos that rest closed (switch-matrix column 3), and the class exposes no individually named playfield trigger objects for the four ball positions, only the exit kicker (BallRelease).

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

An auto-plunger (solenoid 1, Plunger1.Fire) launches a ball resting on shooter-lane switch 18.

Drives

Left and right saucers

mechanism.saucers

Kicker

Two ball-catching saucers (cvpmBallStack .InitSaucer sw71/sw72, each object serving as both the switch trigger and the kicker) are cleared by solenoid 14 (Left Saucer) and solenoid 15 (Right Saucer).

Popper (subway kickout)

mechanism.popper

Kicker

A ball resting on opto 36 (Popper Opto) is kicked back to the playfield by solenoid 33 (Popper), printed on the upper-flipper Fliptronic slot rather than the standard 1-16 solenoid range.

Drives

"WOW" three-target bank

mechanism.wow-target-bank

Other

Three standup targets (assembly A-21960-6, retained table objects T37a/T37b/T37c) share the single printed switch address 37; any one target hit registers on that one electrical address. Manual prints the printed quantity as "WOW" Targets (3).

Top two-target bank

mechanism.top-target-bank

Other

Two standup targets (assembly A-18530-6, retained table objects T38a/T38b) share the single printed switch address 38. Manual prints the printed quantity as Top Targets (2). The retained script's RMHit_Hit handler -- the Ringmaster figure's own raised-position hit wall (RMHitWallSMall, collidable while RMCurrPos > 17) -- also pulses switch 38, so this one address additionally registers hits on the raised Ringmaster figure, not only the two standup targets.

Lower flipper pair

mechanism.lower-flippers

Other

Two Fliptronic flippers (right A-14876-R, left A-15849-L). Each flipper has a separate power and hold winding: the ROM energizes the power winding on the cabinet button opto (112 right, 114 left), then drops to the hold winding once the end-of-stroke leaf switch (111 right, 113 left) closes. There are no upper flippers; the upper-flipper Fliptronic circuits (33-36 repurposed, 115/117 repurposed as spinners, 116/118 unfitted) carry no flipper hardware.

Left and right spinners

mechanism.spinners

Other

Two free-spinning targets wired on the Fliptronic F5 (public 115, Right Spinner) and F7 (public 117, Left Spinner) positions rather than the switch matrix. The retained script's sw115spinner_Spin and sw117spinner_Spin handlers each pulse their own switch and play the spinner sound effect on every rotation.

Backbox prize wheel and bell

mechanism.backbox-prize-wheel

Other

Solenoid 2 (Backbox Kick) launches a ball (Plunger2) into a backbox spinning-wheel/bell assembly; the retained script's BackBoxKick sub randomly selects one of four wheel-spin cases, each ending with an EndCannon timer that pulses switch 11 (Backbox Luck) and plays a bell sound. This is a backbox toy with no playfield location; both the trigger switch and the kicker object sit in the retained table's separate backbox visual coordinate space, not on the physical playfield.

Menagerie ball rebound

mechanism.menagerie-ball-rebound

Other

Switch 74 (printed Big Ball Rebound) is commented 'MENAGERIE' directly above its handler in the retained script (Sub sw74_Hit: vpmTimer.PulseSw 74), tying it to the machine's menagerie-ball feature; no dedicated actuator is printed for this switch.

Neon ramp lighting

mechanism.neon-ramp

Other

Solenoid 37 (Neon, Low Power) drives the A-21577 Neon Ramp Assembly. Service Bulletin 102's Upgrade D documents a factory bracket retrofit for the ramp's own switch mounting ("the bracket should be to the right of the Spinner Assembly"), independently confirming the assembly's playfield location near a spinner. There is no dedicated switch for the neon tube itself.

Drives

Eddy-current proximity sensor bank

mechanism.eddy-sensors

Other

Four A-18008-1 eddy-current proximity sensors (part A-16443) at switches 17 (Right Inlane), 26 (Left Inlane), 75 ("Volt" Right), and 76 ("Volt" Left) detect a ball without a mechanical contact switch, driven by the A-22151-2/A-22149-2 eddy control-board circuitry (solenoid 40, Eddy Board). The retained script ties each of the four switches to one of four 'volt1'..'volt4' table objects also driven by lamps 85-87 and 77 (see lamp-matrix.md), confirming the four sensors and four matching inserts form one 'Volt' effect around the two inlanes and two Volt targets.

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
partial - complete physical I/O inventory, WPC-95 bindings, mechanism causality, driver-variant boundary, normalized spatial placement, and recreation behavior validated; wiring conflicted pending resolution of the "WOW"/Top target opto polarity conflict (switches 37/38) below, plus an unresolved internal manual disagreement about the two backbox GI strings' own numbering

Identity and evidence precedence

This is the Bally WPC-95 physical product released 1997. It covers the cv_* clone tree: cv_14 (catalog parent, 1.4), cv_10, cv_11, cv_13 (earlier firmware), cv_20h/cv_20hc (later "Home"/"Home, Coin Play" firmware), and cv_d52 (prototype, undumped sound ROMs). Every one of these is a game-ROM revision for the same physical machine; cvGameData is the one static struct all seven share.

Evidence precedence for this definition: the retained known-working VPW Mod v1.0 script is runtime and mechanism-causality ground truth; the Bally operations manual controls physical construction, part numbers, wiring, polarity, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, and mechanism-table hints; the retained VPX geometry supplies normalized coordinates. Unlike several other WPC-95 games curated in this project, Cirqus Voltaire's driver source (src/wpc/sims/wpc/prelim/cv.c) is explicitly a preliminary simulator whose own cv_ringMech mechanism table models the Ringmaster over a different position range and a different solenoid alias than the retained script and manual agree on; see "The Ringmaster mechanism" below for how that disagreement is resolved by evidence priority rather than silently averaged.

Controller platform and address topology

GEN_WPC95 (PINMAME_HARDWARE_GEN_WPC95 = 0x80) with wpc_dispDMD. The controller profile is pinmame.wpc-95, reused unchanged (confirmed directly from cvGameData's own field, not assumed from the machine's release year).

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. cvGameData's inverted-switch mask {0x00,0x00,0x00,0x3f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00} inverts only column 3 bits 0-5 (31-36), but the printed switch matrix (2-49) shades the entire column 3 -- all eight rows, 31 through 38 -- "OPTO, TYPICALLY CLOSED". The mask's bits 6-7 (37, 38) are clear; see the unresolved polarity conflict below.
  • Solenoids: physical drivers 1-16; flashers 17-21, 23-28 (22 shares the flasher address block but is a motor-enable line, not a flashlamp); Fliptronic upper-flipper-slot circuits 33-36 (all four repurposed to non-flipper devices -- Popper, Diverter Hold, Ringmaster Magnet, Upper Post -- since this machine has no upper flippers); WPC-95 LPDC motor-circuit output 37 (Neon) and 39 (Motor Direction), with PinMAME's backward-compatibility mirror of 39 at 43; 38 is unfitted and 40 (Eddy Board) is a Low Power motor-circuit entry, not itself an LPDC output; Fliptronic lower-flipper circuits 45-48; PinMAME state channels 29-32; two driver-declared custom solenoids 51/52 (hw.custSol = 2); simulator-only 49 and reserved 50.
  • Lamps: 8x8 matrix 11-88, all addresses populated (88, Start Button, is a real bulb the retained table simply does not render -- see "Lamps, flashers, and general illumination").
  • GI: five strings on public addresses 0-4, only 0-2 driven by the retained script.

Two WPC-95 numbering facts must not be lost. First, the printed solenoid table numbers the lower-flipper circuits 29-32, while PinMAME publishes the same circuits at 45-48 (a +16 offset, CORE_FIRSTLFLIPSOL = 45); the manual numbers are preserved as manual.address aliases. Second, the printed upper-flipper-slot circuits 33-36 equal their public address unchanged (CORE_FIRSTUFLIPSOL = 33) but are all four repurposed -- Cirqus Voltaire has no upper flippers, matching cvGameData's FLIP_SOL(FLIP_L) (lower flippers only; FLIP_SW(FLIP_L|FLIP_U) still tells WPC-95 to read the whole eight-position Fliptronic switch column, which is a separate fact from whether upper coils exist).

The Ringmaster mechanism

A DC gearmotor (A-21953 Ring Master Assembly, drive part A-15680) raises and lowers the Ringmaster figure. The retained script's cvpmMech class (mechRM) configures it with Sol1 = 22 (motor pulse), Sol2 = 39 (direction), a 0-118 position counter (Length = 960, Steps = 118), and three switch bands: AddSw 44, 0, 1 (Ringmaster Down, retracted, Ringmaster.z = -310), AddSw 43, 88, 89 (Ringmaster Middle), and AddSw 42, 117, 118 (Ringmaster Up, near the playfield surface, Ringmaster.z = -56). Sub UpdateRM steps a chain of 22 collision-wall objects (RMWall0..RMWall255) as the head rises, so a ball can only strike it while it protrudes, and enables switch 16 (Top Eddy, the A-20036 "Magic Eddy Coil PCB") only while the head is out of its home position (RMCurrPos > 4 and RMCurrPos < 100). A separate collision object, RMHitWallSMall, becomes collidable once RMCurrPos > 17 and its RMHit_Hit handler pulses switch 38 (Top Targets) -- so switch 38 registers hits on the raised Ringmaster figure as well as its own two printed standup targets (see "'WOW' and Top target banks" below).

Pinned PinMAME's own preliminary cv_ringMech table (src/wpc/sims/wpc/prelim/cv.c) models the same three switches differently: a shorter 0-127 range, a different position-to-switch ordering ({42,0,4},{43,33,38},{44,123,127}), and sol2 = 43 rather than 39. That last difference is not a real disagreement: PinMAME's core_getSol duplicates WPC-95 LPDC outputs 37-40 at mirror addresses 41-44 (solNo 41-44 read back at solNo - 4), so public address 43 mirrors public address 39 -- both name the identical physical drive line, and this manual's own "MOTOR DIRECTION" label for solenoid 39 confirms it directly. The retained known-working script and this manual are treated as authoritative for the mechanism's runtime position-to-switch mapping over the preliminary driver's own scaffolding, consistent with the project's evidence-priority policy (known-working script for runtime semantics; pinned PinMAME source is a supporting reference, not an override, when its own file header reads *** PRELIMINARY ***).

Solenoid 35 (Ringmaster Magnet) energizes a magnet at the head that catches a ball in flight; on release the retained script computes a randomized kick angle and velocity and fires the ball off the magnet after a scripted delay, rather than a plain drop. Service Bulletin 102 (1997-12-09) documents a factory lubrication procedure for "the Ringmaster Cam & Switch Assembly on the back of the Ringmaster bracket", independently confirming the mechanism is cam-and-switch driven.

Ball path, trough, and popper

Cirqus Voltaire has an auto-plunger, not a manual plunger: solenoid 1 launches a ball resting on shooter-lane switch 18. Four balls rest on trough optos 32-35, tracked by the retained script's cvpmBallStack class (bsTrough); solenoid 9 ejects the ball at the head of the trough and pulses trough-eject opto 31 in the same event (SolRelease: vpmTimer.PulseSw 31), so switch 31 is a documented projection onto the trough's own exit kicker (BallRelease) rather than a separately placed object, matching switches 32-35. A ball resting on opto 36 (Popper Opto) is kicked back to the playfield by solenoid 33 (Popper), printed on the upper-flipper Fliptronic slot rather than the standard 1-16 solenoid range.

Trough optos 31-36 are printed optos that rest closed and PinMAME's cvGameData inverted-switch mask covers exactly those six: assert the public switch when a ball is present and never invert again.

"WOW" and Top target banks: recorded opto polarity conflict

Two target banks share one electrical address each: three standup targets (assembly A-21960-6, retained table objects T37a/T37b/T37c) on switch 37 ("WOW" Targets), and two standup targets (assembly A-18530-6, T38a/T38b) on switch 38 (Top Targets, which additionally registers Ringmaster hits -- see above). Both are printed with no separate switch part number, the same signature pattern as the trough optos, and both are shaded "OPTO, TYPICALLY CLOSED" on the printed switch matrix -- the shading covers the whole column 3, all eight rows, not just 31-36.

Unresolved polarity conflict (conflict.wow-top-targets-opto-not-normalized): cvGameData's inverted-switch mask ({0x00,0x00,0x00,0x3f,0x00,...}) covers only bits 0-5 of column 3 (31-36); bits 6-7 (37, 38) are clear. Unlike Williams Monster Bash's Dracula-position conflict, there is no mechanism table on the PinMAME side asserting an opposite sense for these two addresses -- the mask is simply silent on them -- so this conflict is narrower in scope but no less unresolved. Resolving it needs a LibPinMAME harness trace of a legal cv_20h or cv_14 ROM observing the idle public state of 37/38 and their transitions when a target is hit.

Left/right magnets, diverter, upper post, and lock

Solenoid 3 (Left Loop Magnet) and solenoid 5 (Ramp Magnet) are two independent grab-and-release magnets, each configured through the retained script's cvpmMagnet class via its own .Solenoid property rather than an explicit SolCallback line -- two commented-out SolCallback(3)/SolCallback(5) lines earlier in the script are vestigial from an older authoring approach the class-based binding superseded. Switch 64 (Ramp Magnet) senses a ball at the same location solenoid 5 catches it.

Solenoid 6 (Diverter Power) and solenoid 34 (Diverter Hold) drive one right-orbit diverter flap; the retained script registers no callback for solenoid 6 alone, consistent with 6 being the brief power pulse that moves the flap and 34 the continuous hold that keeps it there. Solenoid 36 (Upper Post) raises and lowers a single post near the top of the playfield with no dedicated switch. A vertical three-position lock on the Center Wire ramp (A-21851) holds up to three balls at switches 66/67/68 (Ramp Lock Low/Middle/High), released by solenoid 16 (Lock Post); Service Bulletin 104 (1998-04-02) independently documents an adjustment for these same three switches by part number (5647-12693-66), confirming both the construction and the three-switch topology transcribed from the switch-locations list.

Disappearing jet bumper

Assembly A-21564 ("Disappear Jet Bump Assembly") raises the middle jet bumper into play (solenoid 7, Jet Up) and releases/lowers it (solenoid 8, Jet Release); solenoid 4 (Middle Jet Bumper) is the same assembly's own thump coil, and switch 54 senses a hit. This is distinct from the two fixed jet bumpers at switches 53/55 (solenoids 12/13). Service Bulletin 101 (1997-12-09) documents a factory quality-assurance fix for the first 200 production samples: a brass release latch installed backwards and a release-coil frame that could bend, both correctable with an added bracket (p/n 01-14803) -- concrete, dated confirmation that this "disappearing" mechanism is real hardware, not merely a scripted visual effect.

Backbox prize wheel and bell

Solenoid 2 (Backbox Kick) launches a ball into a backbox spinning-wheel/bell toy; the retained script randomly selects one of four wheel-spin cases, each ending with a timer that pulses switch 11 (Backbox Luck) and plays a bell sound. Both the trigger switch and the kicker sit in the retained table's separate backbox visual coordinate space (large negative x), not on the physical playfield, and are recorded with a controlled cabinet_or_service spatial record rather than a fabricated playfield position.

Fliptronic column: flippers, spinners, and eddy-current sensors

Two Fliptronic flippers on circuits 111-114 (lower right/left, EOS then button-opto, A-14876-R right and A-15849-L left). There are no upper flippers, but unlike a simple "unfitted" pattern, positions 115 and 117 (the upper EOS slots) are repurposed for a pair of free-spinning targets: F5 (public 115) is the Right Spinner and F7 (public 117) is the Left Spinner, both confirmed by the retained script's own sw115spinner_Spin/sw117spinner_Spin handlers and by the retained table's own geometry (sw115spinner at normalized x=0.824, right side; sw117spinner at x=0.090, left side). A prior legacy-migrated record had these two switches' left/right labels reversed ("Left Spinner" at 115, "Right Spinner" at 117); this manual's own printed F5/F7 labels and the table geometry both independently agree and correct it, the same class of correction already established for other WPC games in this project (e.g. Twilight Zone's slingshot labels).

Positions 116 and 118 (the upper button-opto slots) are genuinely unfitted -- the switch-locations parts list marks both assembly and switch part "NOT USED" -- but the switch-matrix wiring page nonetheless shades them as opto positions with real printed wire colors and J212 connector pins, matching the fitted lower-flipper button-opto template. This is the WPC-95 CPU board's own generic Fliptronic circuit, present on the board hardware whether or not a given machine populates it, the same resolution already established for Williams Monster Bash's own unfitted F6/F8 positions.

Four A-18008-1 eddy-current proximity sensors (part A-16443) at switches 17 (Right Inlane), 26 (Left Inlane), 75 ("Volt" Right), and 76 ("Volt" Left) detect a ball without a mechanical contact switch. The retained script ties each of the four switches to one of four volt1..volt4 table objects (sw17_Hit sets Volt3.Z, sw26_Hit sets Volt4.Z, sw75_Hit sets Volt2.Z, sw76_Hit sets Volt1.Z), and UpdateLamps ties the same four objects to lamps 85, 77, 87, and 86 respectively (imgswapm/DisableLightingm) -- so each eddy sensor and its matching insert lamp illuminate one shared physical "Volt" location, independently confirmed on both the switch and lamp sides of the retained script.

Lamps, flashers, and general illumination

All 64 lamp-matrix addresses are populated. Lamp 88 (Start Button) shares its assembly part number (20-9663-16) with switch 13's own Start Button assembly, confirming it is a real cabinet bulb, but the retained VPX table's UpdateLamps routine has both of its Lampm 88, l88/l88b calls commented out, so no Light object models it in this extraction; it is still recorded used with a controlled cabinet_or_service spatial record and the gap is disclosed in physical.notes. Every other address has a co-located l##/l##b render-doubling pair; only the primary object's coordinate is used.

General illumination splits three ways on the retained script's UpdateGI dispatch, which handles only Case 0/1/2: GI address 0 (Playfield Right) drives 11 Light objects, address 1 (Playfield Middle) drives 9, and address 2 (Playfield Left) drives 11 -- each collection's own large overlay-shape helper (GIRight/GiCenter/GILeft, a Flasher-type object with no discrete center) is excluded as a table-modeling render helper, not a distinct physical bulb. GI addresses 3 and 4 are backbox insert-panel strings the printed manual marks "always on" (do not brighten/dim); UpdateGI never dispatches them, so they take a controlled cabinet_or_service record. The manual disagrees with itself about which of the two is "Backbox 1" and which is "Backbox 2": the primary combined wiring table (printed 2-50, which carries the J106/J104 connector numbers) prints item 04 as "Backbox 2" and item 05 as "Backbox 1", while the separate Solenoid/Flashlamp Locations list (printed 2-46, no connector data) prints the same two items the other way round. This definition uses the connector-carrying wiring table's labels and records the disagreement itself as conflict.gi-backbox-string-numbering; it does not affect either string's spatial disposition, since neither has a playfield coordinate regardless.

Solenoid 27 (Ringmaster Flashers) is the one flasher circuit the manual explicitly quantifies at two bulbs, but the retained table models both with a single large polygon Flasher shape (f127, light-mapped to l127) draped over the Ringmaster area rather than as two separately placed bulb objects. The recorded placement is that shape's own drag-point centroid, not two distinct bulbs; the shape's own light-map object (l127) sits at an anomalous stray coordinate far from the shape and is excluded as a table-modeling anomaly. Two solenoid-driven mechanisms (Diverter Power/Hold at raw normalized x=1.06-1.07, Neon's NeonBase object at x=1.08) sit just past the retained table's own declared right edge (bounds left=0 top=0 right=964 bottom=2162); each is clamped to x=1.000000 with the raw offset disclosed rather than fabricating a different coordinate, the same precedent established by Williams Monster Bash's GIbot exclusion and by other curated games' clamped header lamps. Solenoid 22 (Motor Enable) is printed inside the flasher address block (17-28) and wired through a driver transistor the same way a flasher is, but its part number (A-15680) is a DC gearmotor part shared with solenoid 39 (Motor Direction), and the retained script's MotorEnable sub only starts/stops a motor sound -- it is the Ringmaster motor's continuous enable line, not a flashlamp.

Custom solenoids 51/52: a driver-declared decaying state, not a device

cvGameData declares hw.custSol = 2, publishing two addresses at CORE_CUSTSOLNO(1) = 51 and CORE_CUSTSOLNO(2) = 52. The driver's own preliminary cv_getSol handler answers them from locals.sol35/locals.sol36, a pair of counters that jump to 10 whenever the real public solenoids 35 (Ringmaster Magnet) and 36 (Upper Post) fire and decay by one each VBLANK otherwise -- a synthetic afterglow for the *** PRELIMINARY *** ball simulator's own attract-mode animation, not a distinct physical device. Both are recorded virtual with a virtual spatial record; solenoids 35 and 36 are the real control lines.

Author construction checklist

  • Build the four-ball trough with the auto-plunger shooter lane, the rising/rotating Ringmaster with its magnet catcher and raised-position hit wall, the left loop and ramp ball-catch magnets, the right-orbit diverter, the upper post, the three-position ramp lock, both saucers, the popper, the disappearing middle jet bumper plus the two fixed jet bumpers, both slingshots, the "WOW" and Top target banks, the left/right spinners, the backbox prize wheel and bell, and the neon ramp.
  • Preserve opto polarity for 31-36; do not invert what PinMAME already normalizes. Switches 37 and 38 are also printed normally-closed optos on the same shaded matrix column, but PinMAME does not normalize them -- treat their polarity as unresolved (conflict.wow-top-targets-opto-not-normalized) rather than assuming either convention.
  • Treat WPC-95 LPDC output 39 and its PinMAME mirror 43 as one physical Ringmaster-direction drive line, not two devices.
  • Bind every dedicated switch 1-8, every matrix position 11-88 including the printed Not Used positions, Fliptronic 111-118 with 116/118 explicitly not installed and 115/117 repurposed as the right/left spinners (not the reverse), the eight CPU DIP bits, solenoids 1-52 including the two driver-declared decaying-state custom addresses, lamps 11-88, GI 0-4, and the 128x32 DMD.
  • Do not label public solenoid 22 a flashlamp; it is the Ringmaster motor's continuous enable line despite sitting in the printed flasher address block.

Sources

  • manual.bally.cirqus-voltaire.1997: Bally Cirqus Voltaire operations manual, SHA-256 14cb9a4a225a7f5e6b9ea8b3f81b8626f3307cf299c4420d34612d42367a0eec.
  • Service Bulletins 101, 102, and 104 (separate retained PDFs): disappearing-jet-bumper fix, upgrade kit, and adjustment sheet.
  • vpx-script.cv-vpw-1-0: retained known-working VPW Mod v1.0 embedded script, SHA-256 2abdca0fb8870c995314c52d5e3931530f6c850b1c8ac5f11176aca58b87bfa4, binding cv_20h.
  • vpx-table.cv-vpw-1-0: retained VPW Mod v1.0 table, SHA-256 7aab0f175816f7bdee4114d5859cbfc70760aead8ef39ebf6481609b649207e5.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/prelim/cv.c, pinned revision 4ec52ff0ac133ac251681518aed2249e19fe26eb.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
cv_d52Cirqus Voltaire (D.52 Prototype)
Bally D.52 prototype game ROM for the same physical machine; pre-release firmware with no dumped sound ROMs.
1997cv_14identical
cv_20hcCirqus Voltaire (2.0H Coin Play)
Bally 2.0H "Home, Coin Play" ROM; the coin-mechanism-enabled sibling of cv_20h.
1997cv_14identical
cv_20hCirqus Voltaire (2.0H)
Bally 2.0H "Home" ROM. This is the driver the retained known-working VPW table binds to (cGameName = "cv_20h"), a post-arcade-run home/free-play revision of the same physical machine with the identical switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware.
1997cv_14identical
cv_14Cirqus Voltaire (1.4)
Bally 1.4 game ROM, the pinned catalog's clone-tree parent.
1997identical
cv_13Cirqus Voltaire (1.3)
Bally 1.3 game ROM; a later firmware revision with no controller-address or playfield change.
1997cv_14identical
cv_11Cirqus Voltaire (1.1)
Bally 1.1 game ROM; a later firmware revision with no controller-address or playfield change.
1997cv_14identical
cv_10Cirqus Voltaire (1.0)
Bally production 1.0 game ROM, an early firmware revision of the same physical machine.
1997cv_14identical

Parent set: cv_14 — 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.

cv_11.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/cv_11.map.json

Applies to ROMs
cv_10cv_11
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.

cv_14.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/cv_14.map.json

Applies to ROMs
cv_13cv_14
Sections
auditschecksum16checksum8game_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.

cv_20h.map.json

williams-wpc-12Kv4format 0.8

maps/williams/wpc/cv_20h.map.json

Applies to ROMs
cv_20hcv_20hc
Sections
auditschecksum16checksum8game_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.

cv_d52.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/cv_d52.map.json

Applies to ROMs
cv_d52
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.

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 cv_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/prelim/cv.c cvGameData GEN_WPC95 with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0x3f,0x00,...}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), swStart/swTilt/swSlamTilt/swCoinDoor/swTicket defines, hw.custSol=2 (CORE_CUSTSOLNO(1)=51, CORE_CUSTSOLNO(2)=52, a decaying fire-state counter for solenoids 35/36 read back by the driver's own preliminary getSol handler), cv_ringMech mechanism table (MECH_LINEAR|MECH_REVERSE|MECH_ONEDIRSOL, sol1=22, sol2=43, switches 42/43/44), and init_cv's wpc_set_fastflip_addr(0x80); src/wpc/core.h WPC solenoid numbering, CORE_FIRSTLFLIPSOL=45, CORE_FIRSTUFLIPSOL=33, CORE_FIRSTCUSTSOL=51; src/wpc/core.c core_getSol WPC95 37..40 to 41..44 duplication (solNo 41-44 read back at solNo-4, so public 43 mirrors public 39); src/wpc/wpc.c WPC_FLIPPERSW95 inversion; 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 and LPDC mirror notes

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

    manual.bally.cirqus-voltaire.1997

    Source locations

    194-page Bally Cirqus Voltaire operations manual. Printed pages 2-42 through 2-50 carry the lamp/switch/solenoid location parts lists and their matrix and combined solenoid/flasher/GI/flipper/motor wiring tables; the parts lists (2-10 through 2-16 and similar) name assemblies that fix device construction (trough opto boards, popper opto, eddy-current sensor boards, ball guides). Service Bulletins 101, 102, and 104 (separate PDFs) record post-production field fixes for the disappearing jet bumper, an upgrade kit, and an adjustment sheet.

    external:pinmame-manuals/by-machine/bally.cirqus-voltaire.1997/ipdb/Bally_1997_Cirqus_Voltaire_Manual.pdf
    by
    Bally/Williams Electronics Games, Inc.
    sha256
    14cb9a4a225a…
  • Human review

    manual-support.bally.cirqus-voltaire.1997

    Source locations

    Retained human transcription summary of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/bally.cirqus-voltaire.1997/ and the three retained Service Bulletin PDFs (SB101 disappearing-jet-bumper fix, SB102 upgrade kit, SB104 adjustment sheet).

    external:pinmame-review-artifacts/cirqus-voltaire/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
  • Operator manual

    manual.bally.cirqus-voltaire.1997.service-bulletin-101

    Service Bulletin SB101 (1997-12-09): disappearing jet bumper release-latch and coil-frame-bending field fix for the first 200 samples.

    external:pinmame-manuals/by-machine/bally.cirqus-voltaire.1997/ipdb/Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    ebf2bf28d58b…
  • Operator manual

    manual.bally.cirqus-voltaire.1997.service-bulletin-102

    Service Bulletin SB102 (1997-12-09): upgrade kit A-22270 (display panel bracket, Ringmaster cam lubrication, ramp switch-tension post, neon ramp switch bracket).

    external:pinmame-manuals/by-machine/bally.cirqus-voltaire.1997/ipdb/Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    d7721bdd95a7…
  • Operator manual

    manual.bally.cirqus-voltaire.1997.service-bulletin-104

    Service Bulletin SB104 (1998-04-02): adjustment sheet covering ball traps near the display, the left wire ramp switch, and the three center lock switch pivots (p/n 5647-12693-66).

    external:pinmame-manuals/by-machine/bally.cirqus-voltaire.1997/ipdb/Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    af63fd98cc85…
  • VPX table

    vpx-table.cv-vpw-1-0

    Retained known-working VPW Mod v1.0 recreation of the physical machine. 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/cirqus-voltaire-1997/source/Cirqus%20Voltaire%20%28Bally%201997%29%20VPW%20Mod%20v1.0.vpx
    by
    VPW
    sha256
    7aab0f175816…
  • VPX script

    vpx-script.cv-vpw-1-0

    Source locations

    Retained embedded VPW script (148,250 bytes). Runtime and mechanism-causality authority: cGameName = "cv_20h", Const UseSolenoids = 2, the SolCallback/SolModCallback table for solenoids 1-2, 7-9, 14-28, 33-36 plus core.vbs sLRFlipper/sLLFlipper, the cvpmMech class configuring the Ringmaster motor (Sol1=22, Sol2=39, AddSw 42/43/44), the cvpmMagnet class instances for the Left Loop Magnet (Solenoid=3), Ramp/Lock Magnet (Solenoid=5), and Ringmaster Magnet (SolRingmasterMagnet callback for solenoid 35), the cvpmVLock class for the three-position ramp lock (switches 66/67/68, solenoid 16), the cvpmBallStack classes for the trough (switches 31-35, solenoid 9) and popper (switch 36, solenoid 33), and UpdateGI mapping GI 0/1/2 to the Gi_Pf_Right_01/Gi_Pf_Middle_02/Gi_Pf_Left_03 playfield emitter collections.

    external:pinmame-vpx-sources/bally/cirqus-voltaire-1997/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    2abdca0fb887…
  • VPX table

    vpx-extraction.cv-vpw-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 156520b390cbd3e9314d498ff3c6787e3511031093ca21597a82327d66d01660; 1522 files, 297184998 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=964 bottom=2162.

    external:pinmame-vpx-sources/bally/cirqus-voltaire-1997/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 2 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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