Creature from the Black Lagoon

Partial

Bally1992WPC-FLIPTRONICbally.creature-from-the-black-lagoon.1992

1 unresolved conflict

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

Upper flipper switches unconfirmed fitment

Affects
input 115
input 116
input 117
input 118
Disagreeing sources
Operator manual
PinMAME source

Pinned cftblGameData declares FLIP_SW(FLIP_L | FLIP_U), and the Switch Matrix wiring page (printed 3-2) prints real, distinct wire colors and Fliptronic-II-board connector pins for all eight F1-F8 positions, labeling F5-F8 "Upper Right/Left Flipper End of Stroke/Opto" with no "Not Used" marking anywhere on that page -- the same treatment as the fitted F1-F4 positions.

But the Switch Locations parts list (printed 2-41), a different page of the same manual, lists only F1-F4 with real part numbers and omits F5-F8 entirely, not even as a "Not Used" row (unlike matrix positions 11-12, 23-24, 31-32, and 67-88, which the same page marks Not Used explicitly). No upper-flipper coil circuit is printed anywhere in the Solenoid/Flasher Locations or Solenoid/Flasher Table pages, consistent with cftblGameData's FLIP_SOL(FLIP_L) enabling only the lower coils -- but that is evidence about the coils, not about whether the EOS/opto switches for a physically absent upper flipper pair were also left unpopulated on this specific machine.

The retained known-working script assigns no Controller.Switch call anywhere for addresses 111-118, so it provides no runtime evidence either way. Two pages of the same primary source disagree on whether this hardware is fitted, and no VPX geometry, script behavior, or PinMAME structural declaration settles it.

What would settle it

a clear photograph of an unrestored machine's Fliptronic II board, a parts listing that itemizes F5-F8 by part number the way F1-F4 are itemized, or a LibPinMAME gameplay-harness trace observing whether legal ROM ever reads a nonzero idle state at 111-118 that is inconsistent with permanently-open unpopulated switches.

inputs[binding.device=115,116,117,118]

Wire it up

what an authoring tool needs first
Bind this ROM
cftbl_l4

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

Controller platform
pinmame.wpc-fliptronic

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
1–28 (28)
Lamps
11–98 (72)
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.413cabinet.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

161 placements · 24 stacked · normalised player view · outline is nominal

15 Top Left Rollover16 Left Subway17 Center Subway25 P of P-A-I-D26 A of P-A-I-D27 I of P-A-I-D28 D of P-A-I-D333 Bottom Jet · 15 Bottom Jet · 0 Sequential G.I. #1234 Right Popper · 1 Top Right Popper35 Right Ramp Enter36 Left Ramp Enter237 Lower Right Popper · 3 Lower Right Popper38 Ramp Up/Down245 Left Jet · 13 Left Jet246 Right Jet · 14 Right Jet51 Left Out Lane52 Left Return Lane253 Start Combo · 0 Sequential G.I. #154 Right Out Lane255 Outhole · 12 Outhole256 Right Trough · 4 Trough (Ball Release)57 Center Trough58 Left Trough61 Right Ramp Exit62 Left Ramp Exit63 Center Lane Exit64 Upper Ramp265 Bowl · 0 Sequential G.I. #166 Shooter21 Hologram Push Motor11 (P)-A-I-D12 P-(A)-I-D13 P-A-(I)-D14 P-A-I-(D)15 Left Jet16 Right Jet17 Bottom Jet18 Admit One21 (K)-I-S-S22 K-(I)-S-S23 K-I-(S)-S24 K-I-S-(S)25 10 Million26 20 Million27 30 Million28 Specials31 Start Mega Menu32 Playground Award33 Lite Big Millions34 Slide35 Right Search36 Right Video37 Right Start Movie38 Mega Menu41 Lips42 Left Search43 Left Video44 Left Start Movie45 Combo Award46 Parking O.K.47 Move Your Car48 Extra Ball51 Snack Bar52 Center Search53 Cola54 Hotdog355 Super Jackpot · 56 Jackpot · 57 Rescue58 Multiball Restart61 Free Pass62 Build Combo363 Unlimited Millions · 64 Creature Feature · 65 Extra Ball Countdown366 Big Millions · 67 Movie Madness · 68 Snack Attack81 (F)-I-L-M82 F-(I)-L-M83 F-I-(L)-M84 F-I-L-(M)85 Start Combo86 Popcorn87 Ice Cream0 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #130 Sequential G.I. #1 · 1 Insert/Playfield Middle · 1 Insert/Playfield Middle0 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #130 Sequential G.I. #1 · 4 Insert/Playfield Lower · 4 Insert/Playfield Lower0 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #10 Sequential G.I. #121 Insert/Playfield Middle · 1 Insert/Playfield Middle21 Insert/Playfield Middle · 1 Insert/Playfield Middle21 Insert/Playfield Middle · 1 Insert/Playfield Middle1 Insert/Playfield Middle1 Insert/Playfield Middle1 Insert/Playfield Middle1 Insert/Playfield Middle2 Insert/Playfield Upper2 Insert/Playfield Upper2 Insert/Playfield Upper22 Insert/Playfield Upper · 2 Insert/Playfield Upper2 Insert/Playfield Upper2 Insert/Playfield Upper2 Insert/Playfield Upper4 Insert/Playfield Lower24 Insert/Playfield Lower · 4 Insert/Playfield Lower24 Insert/Playfield Lower · 4 Insert/Playfield Lower24 Insert/Playfield Lower · 4 Insert/Playfield Lower24 Insert/Playfield Lower · 4 Insert/Playfield Lower24 Insert/Playfield Lower · 4 Insert/Playfield Lower4 Insert/Playfield Lower4 Insert/Playfield Lower24 Insert/Playfield Lower · 4 Insert/Playfield Lower

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 playfield124
  • sensorsenses the ball29
  • effectmoves the ball8
  • nStackseveral devices in one spot24
96 devices shown

Not on the playfield26 cabinet or service, 24 unused, 8 dip switch, 4 internal nonvisual — declared rather than missing.

Coverage

Partial

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

Completion81%

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
candidate
Semantic Naming
validated
Physical Wiring
conflicted
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 3
Output EnumerationSpatial PlacementUnresolved Conflicts

Switches

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

80 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.

80 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC Fliptronic CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC Fliptronic CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC Fliptronic CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC Fliptronic CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC Fliptronic CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC Fliptronic CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC Fliptronic CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC Fliptronic CPU board
validated
11
Not Used Matrix Position 11
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC Fliptronic CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC Fliptronic CPU board
validated
13
Credit/Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC Fliptronic CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC Fliptronic CPU board
validated
15
Top Left RolloverNC
Leaf
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC Fliptronic CPU board
validated
16
Left Subway
Leaf
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC Fliptronic CPU board
validated
17
Center Subway
Leaf
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC Fliptronic CPU board
validated
18
Center Shot
Leaf
switch.matrix-18
feature.move-your-car
J206-1Green-Brown
J208-9White-Gray
WPC Fliptronic CPU board
validated
21
Slam Tilt
Tilt
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC Fliptronic CPU board
validated
22
Coin Door
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC Fliptronic CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC Fliptronic CPU board
validated
24
Not Used Matrix Position 24
switch.matrix-24
J206-2Green-Red
J208-4White-Yellow
WPC Fliptronic CPU board
validated
25
P of P-A-I-D
Leaf
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC Fliptronic CPU board
validated
26
A of P-A-I-D
Leaf
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC Fliptronic CPU board
validated
27
I of P-A-I-D
Leaf
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC Fliptronic CPU board
validated
28
D of P-A-I-D
Leaf
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC Fliptronic CPU board
validated
31
Not Used Matrix Position 31
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC Fliptronic CPU board
validated
32
Not Used Matrix Position 32
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC Fliptronic CPU board
validated
33
Bottom Jet
Leaf
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC Fliptronic CPU board
validated
34
Right PopperNC
Opto
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC Fliptronic CPU board
validated
35
Right Ramp Enter
Leaf
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC Fliptronic CPU board
validated
36
Left Ramp Enter
Leaf
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC Fliptronic CPU board
validated
37
Lower Right PopperNC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC Fliptronic CPU board
validated
38
Ramp Up/DownNC
Leaf
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC Fliptronic CPU board
validated
41
Cola
Leaf
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC Fliptronic CPU board
validated
42
Hot Dog
Leaf
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC Fliptronic CPU board
validated
43
Popcorn
Leaf
switch.matrix-43
J206-4Green-Yellow
J208-3White-Orange
WPC Fliptronic CPU board
validated
44
Ice Cream
Leaf
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC Fliptronic CPU board
validated
45
Left Jet
Leaf
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC Fliptronic CPU board
validated
46
Right Jet
Leaf
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC Fliptronic CPU board
validated
47
Left Slingshot
Leaf
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC Fliptronic CPU board
validated
48
Right Slingshot
Leaf
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC Fliptronic CPU board
validated
51
Left Out Lane
Leaf
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC Fliptronic CPU board
validated
52
Left Return Lane
Leaf
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC Fliptronic CPU board
validated
53
Start Combo
Leaf
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC Fliptronic CPU board
validated
54
Right Out Lane
Leaf
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC Fliptronic CPU board
validated
55
Outhole
Leaf
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC Fliptronic CPU board
validated
56
Right Trough
Leaf
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC Fliptronic CPU board
validated
57
Center Trough
Leaf
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC Fliptronic CPU board
validated
58
Left Trough
Leaf
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC Fliptronic CPU board
validated
61
Right Ramp Exit
Leaf
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC Fliptronic CPU board
validated
62
Left Ramp Exit
Leaf
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC Fliptronic CPU board
validated
63
Center Lane Exit
Leaf
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC Fliptronic CPU board
validated
64
Upper Ramp
Leaf
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC Fliptronic CPU board
validated
65
Bowl
Leaf
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC Fliptronic CPU board
validated
66
Shooter
Leaf
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC Fliptronic CPU board
validated
67
Not Used Matrix Position 67
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC Fliptronic CPU board
validated
68
Not Used Matrix Position 68
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC Fliptronic CPU board
validated
71
Not Used Matrix Position 71
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC Fliptronic CPU board
validated
72
Not Used Matrix Position 72
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC Fliptronic CPU board
validated
73
Not Used Matrix Position 73
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC Fliptronic CPU board
validated
74
Not Used Matrix Position 74
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC Fliptronic CPU board
validated
75
Not Used Matrix Position 75
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC Fliptronic CPU board
validated
76
Not Used Matrix Position 76
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC Fliptronic CPU board
validated
77
Not Used Matrix Position 77
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC Fliptronic CPU board
validated
78
Not Used Matrix Position 78
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC Fliptronic CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC Fliptronic CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC Fliptronic CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC Fliptronic CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC Fliptronic CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC Fliptronic CPU board
validated
86
Not Used Matrix Position 86
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC Fliptronic CPU board
validated
87
Not Used Matrix Position 87
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC Fliptronic CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC Fliptronic CPU board
validated
111
Right Flipper End of Stroke
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
WPC Fliptronic II board
validated
112
Right Flipper OptoNC
Opto
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
WPC Fliptronic II board
validated
113
Left Flipper End of Stroke
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
WPC Fliptronic II board
validated
114
Left Flipper OptoNC
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
WPC Fliptronic II board
validated
115
Upper Right Flipper End of Stroke
switch.generic-115
internal.unresolved.flipper
J906-4Black-Violet
WPC Fliptronic II board
validated
116
Upper Right Flipper Opto
Opto
switch.generic-116
internal.unresolved.flipper
J905-3Black-Yellow
WPC Fliptronic II board
validated
117
Upper Left Flipper End of Stroke
switch.generic-117
internal.unresolved.flipper
J906-5Black-Gray
WPC Fliptronic II board
validated
118
Upper Left Flipper Opto
Opto
switch.generic-118
internal.unresolved.flipper
J905-5Blue-Black
WPC Fliptronic II board
validated

Controlled devices

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

Coils, magnets & motors

14
14 shown
# Name Device ID Kind Wiring Evidence
1
Top Right Popper
device.top-right-popper Coil
Q82Vio-Brn
WPC Fliptronic power driver board
validated
3
Lower Right Popper
device.lower-right-popper Coil
Q78Vio-Org
WPC Fliptronic power driver board
validated
4
Trough (Ball Release)
device.trough-ball-release Coil
Q76Vio-Yel
WPC Fliptronic power driver board
validated
5
Right Slingshot
device.right-slingshot Coil
Q64Vio-Grn
WPC Fliptronic power driver board
validated
6
Left Slingshot
device.left-slingshot Coil
Q66Vio-Blu
WPC Fliptronic power driver board
validated
7
Knocker
device.knocker Coil
Q68Vio-Blk
WPC Fliptronic power driver board
validated
12
Outhole
device.outhole Coil
Q52Brn-Yel
WPC Fliptronic power driver board
validated
13
Left Jet
device.left-jet Coil
Q50Brn-Grn
WPC Fliptronic power driver board
validated
14
Right Jet
device.right-jet Coil
Q48Brn-Blu
WPC Fliptronic power driver board
validated
15
Bottom Jet
device.bottom-jet Coil
Q46Brn-Vio
WPC Fliptronic power driver board
validated
21
Hologram Push Motor
device.hologram-push-motor Motor
Q28Blu-Grn
WPC Fliptronic power driver board
validated
23
Up/Down Ramp (Up)
device.up-down-ramp-up Motor
Q34Blu-Vio
WPC Fliptronic power driver board
validated
26
Up/Down Ramp (Down)
device.up-down-ramp-down Motor
Q24Blu-Red
WPC Fliptronic power driver board
validated
27
Creature Mirror Motor
device.creature-mirror-motor Motor
Q22Blu-Org
WPC Fliptronic power driver board
validated

Flashers

12
12 shown
# Name Device ID Wiring Evidence
2
Left Subway Enter Flasher
device.left-subway-enter-flasher
Q80Vio-Red
WPC Fliptronic power driver board
validated
8
Bottom Right Flasher
device.bottom-right-flasher
Q70Vio-Gry
WPC Fliptronic power driver board
validated
9
Back Flashers
device.back-flashers
Q58Brn-Blk
WPC Fliptronic power driver board
validated
10
Bowl Flasher
device.bowl-flasher
Q56Brn-Red
WPC Fliptronic power driver board
validated
11
Creature Flasher (Insert)
device.creature-flasher-insert
Q54Brn-Org
WPC Fliptronic power driver board
validated
16
Right Popper Slide Flasher
device.right-popper-slide-flasher
Q44Brn-Gry
WPC Fliptronic power driver board
validated
17
Bottom Left Flasher
device.bottom-left-flasher
Q42Blk-Brn
WPC Fliptronic power driver board
validated
18
Right Ramp Flasher
device.right-ramp-flasher
Q40Blk-Red
WPC Fliptronic power driver board
validated
19
Left Ramp Flasher
device.left-ramp-flasher
Q38Blk-Org
WPC Fliptronic power driver board
validated
22
Center Hole Flasher
device.center-hole-flasher
Q30Blu-Blk
WPC Fliptronic power driver board
validated
25
Start Movie Flashers
device.start-movie-flashers
Q26Blu-Brn
WPC Fliptronic power driver board
validated
28
Hologram Lamp
device.hologram-lamp
Q20Blu-Yel
WPC Fliptronic power driver board
validated

Lamps

72

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
Hover or tap an address to identify it.
72 shown
# Name Device ID Role Wiring Evidence
11
(P)-A-I-D
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
12
P-(A)-I-D
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
13
P-A-(I)-D
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
14
P-A-I-(D)
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
15
Left Jet
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
16
Right Jet
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
17
Bottom Jet
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
18
Admit One
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
21
(K)-I-S-S
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
22
K-(I)-S-S
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
23
K-I-(S)-S
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
24
K-I-S-(S)
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
25
10 Million
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
26
20 Million
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
27
30 Million
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
28
Specials
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
31
Start Mega Menu
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
32
Playground Award
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
33
Lite Big Millions
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
34
Slide
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
35
Right Search
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
36
Right Video
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
37
Right Start Movie
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
38
Mega Menu
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
41
Lips
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
42
Left Search
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
43
Left Video
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
44
Left Start Movie
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
45
Combo Award
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
46
Parking O.K.
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
47
Move Your Car
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
48
Extra Ball
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
51
Snack Bar
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
52
Center Search
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
53
Cola
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
54
Hotdog
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
55
Super Jackpot
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
56
Jackpot
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
57
Rescue
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
58
Multiball Restart
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
61
Free Pass
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
62
Build Combo
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
63
Unlimited Millions
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
64
Creature Feature
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
65
Extra Ball Countdown
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
66
Big Millions
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
67
Movie Madness
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
68
Snack Attack
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
71
C (Creature)
lamp.matrix-71
cabinet.header-display
Q92 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
72
R (Creature)
lamp.matrix-72
cabinet.header-display
Q92 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
73
E (Creature)
lamp.matrix-73
cabinet.header-display
Q92 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
74
A (Creature)
lamp.matrix-74
cabinet.header-display
Q92 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
75
T (Creature)
lamp.matrix-75
cabinet.header-display
Q92 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
76
U (Creature)
lamp.matrix-76
cabinet.header-display
Q92 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
77
R (Creature)
lamp.matrix-77
cabinet.header-display
Q92 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
78
E (Creature)
lamp.matrix-78
cabinet.header-display
Q92 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
81
(F)-I-L-M
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC Fliptronic power driver board
validated
82
F-(I)-L-M
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC Fliptronic power driver board
validated
83
F-I-(L)-M
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC Fliptronic power driver board
validated
84
F-I-L-(M)
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC Fliptronic power driver board
validated
85
Start Combo
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC Fliptronic power driver board
validated
86
Popcorn
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC Fliptronic power driver board
validated
87
Ice Cream
lamp.matrix-87
Q91 column driver with Q84 row driver
WPC Fliptronic power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC Fliptronic power driver board
validated
91
Curly Ramp Chase Light 1
lamp.chase-91
validated
92
Curly Ramp Chase Light 2
lamp.chase-92
validated
93
Curly Ramp Chase Light 3
lamp.chase-93
validated
94
Curly Ramp Chase Light 4
lamp.chase-94
validated
95
Curly Ramp Chase Light 5
lamp.chase-95
validated
96
Curly Ramp Chase Light 6
lamp.chase-96
validated
97
Curly Ramp Chase Light 7
lamp.chase-97
validated
98
Curly Ramp Chase Light 8
lamp.chase-98
validated

General illumination

5
5 shown
# Name Device ID Wiring Evidence
0
Sequential G.I. #1
gi.string-0
Q18
WPC Fliptronic power driver board
validated
1
Insert/Playfield Middle
gi.string-1
Q10
WPC Fliptronic power driver board
validated
2
Insert/Playfield Upper
gi.string-2
Q14
WPC Fliptronic power driver board
validated
3
Sequential G.I. #2
gi.string-3
Q15
WPC Fliptronic power driver board
validated
4
Insert/Playfield Lower
gi.string-4
Q12
WPC Fliptronic power driver board
validated

Configuration & other inputs

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

Mechanisms

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

Three-position trough and ball release

mechanism.trough

Kicker

Three balls rest on plain leaf switches 56 (Right Trough, nearest the release), 57 (Center Trough), and 58 (Left Trough, drain entrance). The retained script's UpdateTroughTimer kicks the ball resting on 57 onto 56's position and the ball on 58 onto 57's, cascading balls toward the release end whenever a downstream position empties; solenoid 4 (ReleaseBall) then kicks the ball resting on switch 56 out to the shooter lane. This is a simpler, three-ball trough with no dedicated eject-opto stage, unlike the four/five-position optical troughs on later WPC-Fliptronic machines.

Outhole

mechanism.outhole

Kicker

A drained ball rests on outhole switch 55 (SolOuthole/RandomSoundBallRelease-style handling in the retained script pulses solenoid 12 to kick it into the trough).

Drives
Senses

Manual plunger shooter lane

mechanism.shooter-lane

Other

No solenoid in the printed table drives the shooter lane; the retained extraction includes a single Plunger primitive (a manual pull-plunger, not an auto-launcher). Switch 66 (Shooter) senses the ball resting in the lane before the player plunges it.

Senses

KISS and Snackbar subway tunnel to the Lower Right Popper

mechanism.subway-tunnel

Other

Pinned cftbl_stateDef routes both "Left Subway" (switch 16, the K-I-S-S hole, per the driver's own key-help comment "L = Left Subway Hole (K-I-S-S)") and "Center Subway" (switch 17, the Snackbar hole, "H = Center Subway Hole (Snackbar)") to the same stLowRPopper ball state, meaning both entry holes feed an internal tunnel that exits through the Lower Right Popper (switch 37, solenoid 3). The Right Subway state (the F-I-L-M hole) is separate and exits through the Top Right Popper (switch 34, solenoid 1) instead -- see mechanism.right-popper.

Top Right Popper (F-I-L-M hole)

mechanism.right-popper

Kicker

A ball resting on opto 34 (Right Popper, the "f-i-l-M" hole per the driver's key-help comment "Z = Right Subway (f-i-l-M)") is kicked back to the playfield by solenoid 1 (RightUpperKicker).

Motorized up/down curly ramp

mechanism.creature-ramp

Motorized

A DC gearmotor (A-16042 assembly) raises and lowers the curly ramp between an Up position (the ball climbs the Creature Ramp) and a Down position (the ball instead travels the ordinary Left Ramp). Solenoid 23 drives it up and solenoid 26 drives it down; the retained script's SolRampUp/SolRampDown handlers set Controller.Switch(38) directly from the motor's own commanded direction rather than from a Hit event, matching pinned cftbl_handleMech's core_setSw(swRampUpDown, locals.creaturerampPos). Switches 35 (Right Ramp Enter) and 36 (Left Ramp Enter) sense balls entering either ramp mouth; 61 (Right Ramp Exit), 62 (Left Ramp Exit), and 64 (Upper Ramp) sense the ball on its way back to the playfield. Pinned cftbl_stateDef's stLRamp hook state reads core_getSw(swRampUpDown) to decide whether a ball entering the left ramp mouth climbs the Creature Ramp or takes the ordinary left-ramp path.

Three-bumper jet nest

mechanism.jet-bumpers

Other

Three jet bumpers (SW-11A-37 skirt switches, A-9415-2 coil assemblies). The retained script's Bumper1_Hit, Bumper2_Hit, and Bumper3_Hit handlers pulse switches 45, 46, and 33 and fire coils 13, 14, and 15 respectively, matching printed Left/Right/Bottom Jet.

Left and right slingshots

mechanism.slingshots

Other

Two kicking slingshots (SW-1A-114 switches, A-14369-L/R coil assemblies) driven natively by the retained table's Wall.LeftSlingShot/Wall.RightSlingShot slingshot objects, firing coils 6 (left) and 5 (right).

P-A-I-D rollover lane

mechanism.paid-lane

Other

Four sequential rollovers spelling "P-A-I-D", each independently lit; pinned cftbl_stateDef awards all four in sequence via the Paid states, and the driver's own #define names encode which letter is lit at each address (swPaid=25 P, swpAid=26 A, swpaId=27 I, swpaiD=28 D).

Snackbar standup target bank

mechanism.snackbar-targets

Drop Target Bank

Four standup targets (Cola, Hot Dog, Popcorn, Ice Cream) feeding the Snackbar/Snack Bar award chain; the retained table models each as a HitTarget object (sw41-sw44) and the script pulses the matching switch address with vpmTimer.PulseSw on each hit.

Creature Bowl orbit loop

mechanism.bowl-loop

Other

A single opto/leaf switch (Bowl, 65) is passed up to four times as a ball circles the orbit loop; pinned cftbl_stateDef chains "In Bowl Loop 1" through "In Bowl Loop 4" and a final "Creature Bowl" state, all keyed on the same swBowl=65 switch, counting passes rather than sensing four distinct physical positions.

Senses

Sequential G.I. curly-ramp chase lights

mechanism.sequential-gi-chase

Other

WPC_CFTBL custom hardware unique to this machine (pinned wpc.h: "chase light 2 bit decoder from solenoid #3 output, wired through triacs to 2 GI outputs, leading to 8 additional PWM controlled GI"). Solenoids 20 and 24 are not coils; they are the two address-select bits of a 2-bit decoder on the A-15541 Sequential G.I. board. GI addresses 0 and 3 (public GI outputs 1 and 4, 1-based, matching the driver comment) are the power buses the decoder gates: pinned wpc.c reads chase_2b from (solenoid 24 state << 1) | (solenoid 20 state), reads chase_gi from whether GI triacs 0 and 3 are conducting, and writes the selected 8-bit pattern into coreGlobals.lampMatrix[8] -- the public lamp matrix's 9th row, addresses 91-98 (see lamp outputs 91-98). This produces a moving chase pattern across the 8 physical curly-ramp bulbs as the decoder cycles through its four selectable groups. The retained VPX table does not read addresses 91-98 at all; it instead drives its own 32-object 'chaselights' Light collection from a self-contained internal timer (swirlramplight1_Timer) keyed only to GI address 0's on/off state, approximating rather than reproducing the true decoder-selected pattern -- confirmed by its own commented-out SeqGI1/SeqGI2 handlers noting 'does not work properly with rom !!!'.

Creature hologram effect

mechanism.hologram

Other

A three-part cabinet-mounted illusion: a 48VAC push motor (solenoid 21) positions a mechanism under the playfield, a #1156 hologram lamp (solenoid 28) illuminates a hidden image, and a 48VAC spinning mirror motor (solenoid 27, printed 'Δ Located in cabinet bottom' alongside solenoid 28) reflects that image up through the playfield glass so the Creature figure appears to float above the play surface -- the machine's signature feature. The retained script's HoloLamp handler (bound to solenoid 28) sets a holoState flag and makes the 'creature' Flasher object visible, and a separate reflectionTrigger disables ball reflection rendering while the hologram is active so the illusion is not broken by a mirrored ball image. There is also a backbox-insert-only 'Hologram Creature Flasher' (solenoid 11) that lights a companion insert graphic, distinct from the hologram projection itself.

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 - physical I/O inventory, WPC-Fliptronic bindings, mechanism causality, driver-variant boundary, and recreation behavior are validated; spatial placement and physical wiring are conflicted pending several genuinely unresolved gaps documented below

Identity and evidence precedence

This is the Bally WPC-Fliptronic physical product released 1992/93, IPDB 588. It covers the eight-driver cftbl_* clone tree: cftbl_l4 (parent, production L-4), cftbl_l4c (2020 community "L-4C Competition + LED Ghost MOD"), cftbl_d4/cftbl_d3/cftbl_d2 (LED Ghost Fix revisions), cftbl_l3/cftbl_l2 (earlier firmware), and cftbl_p3 (P-3 Prototype, SP-1, 1992, with an early sound ROM). Every one of these is a ROM revision for the same physical machine.

Evidence precedence for this definition: the retained known-working 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 driver-declared hardware options; the retained VPX geometry supplies normalized coordinates. The retained manual PDF carries a real (Adobe Paper Capture) OCR text layer, but it garbles every multi-column table used here, so every printed table was read from 300 dpi renders and transcribed into evidence/excerpts/bally.creature-from-the-black-lagoon.1992/, indexed by external:pinmame-review-artifacts/creature/manual-transcription.md; the OCR text is a search index only and never an authority.

This retained extraction is the smallest curated in the project to date (856 files). Several documented devices have no matching VPX object at all; this record stays honestly partial rather than reaching for projections that would misrepresent the table's actual fidelity.

Controller platform and address topology

GEN_WPCFLIPTRON (PINMAME_HARDWARE_GEN_WPCFLIPTRON = 0x8) with wpc_dispDMD. The controller profile is pinmame.wpc-fliptronic, reused unchanged.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row (40 used, 24 "Not Used"), Fliptronic 111-118. cftblGameData's inverted-switch mask {0x00,0x10,0x00,0xc8,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00} normalizes column 1 bit 4 (address 15) and column 3 bits 3/6/7 (addresses 34, 37, 38).
  • Solenoids: physical drivers 1-28 with no LPDC board (this generation has no 37-44 duplication range; see the controller profile). No custom solenoids (custSol = 0).
  • Lamps: 8x8 matrix 11-88, every position populated (no "Not Used" lamp address), plus a real auxiliary column at 91-98 that the manual never itemizes by individual bulb name (see the Sequential G.I. mechanism below). cftblGameData declares lampCol = 1.
  • GI: five strings on public addresses 0-4, of which address 3 has no bound playfield emitter in this recreation.

Opto polarity: two true optos, two mechanically inverted switches

Unlike every other WPC-Fliptronic/WPC-95 machine curated in this project so far, this manual's switch- matrix wiring page (3-2) carries no shaded-cell opto legend at all -- every cell is plain text. Opto construction instead comes from the Switch Locations parts list's two-row LED-plus-phototransistor disclosure (A-14231 LED over A-14232 Trans.), which appears at exactly two addresses: 34 (Right Popper) and 37 (Lower Right Popper). PinMAME's inverted-switch mask normalizes those two, plus two more that carry no opto-construction marker at all: 15 (Top Left Rollover, printed part 5647-12693-19, an ordinary leaf switch) and 38 (Ramp Up/Down, printed part 5647-12693-11, likewise ordinary). Neither is a manual-vs-emulator conflict: the retained script's own sw15_Hit/sw15_Unhit handlers invert the usual hit/unhit polarity (clearing the switch on Hit, setting it on UnHit -- the opposite of every other rollover in the file), and switch 38 is a ramp-position microswitch whose public state pinned cftbl_handleMech sets purely from the motor's own commanded direction (core_setSw(swRampUpDown, locals.creaturerampPos)), never from a Hit event. Both are recorded normally_closed = true on independent corroborating evidence, not because they carry the manual's opto marker.

Lesson for future WPC-Fliptronic/WPC-95 curation: PinMAME's inverted-switch mask normalizes both true optos and ordinary normally-closed mechanical switches identically. Do not assume every masked address is an opto; check the manual's own LED/Trans (or shaded-cell) construction marker specifically, and use the retained script's hit/unhit handling or a mechanism's own position-sensor logic to corroborate polarity for masked addresses that carry no opto-construction evidence.

Fliptronic block: an unresolved same-manual disagreement (conflict.upper-flipper-switches-unconfirmed-fitment)

cftblGameData declares FLIP_SW(FLIP_L | FLIP_U) | FLIP_SOL(FLIP_L): switch bits for both lower and upper flippers, but solenoid bits for lower flippers only (no upper flipper coils fitted -- the Solenoid/Flasher Locations and Table pages print exactly two flipper coils, FL-15411 Lower Left and FL-11629 Lower Right, and nothing at printed addresses 33-36).

The Switch Locations parts list (printed 2-41) lists only F1-F4 (Right Flipper EOS/Opto Board, Left Flipper EOS/Opto Board) with real part numbers, and simply omits F5-F8 -- not even as a "Not Used" row, unlike every genuinely unfitted matrix range on the same page. But the Switch Matrix wiring page (printed 3-2), a different page of the same manual, prints real, distinct wire colors and Fliptronic-II- board connector pins for all eight F1-F8 positions, labeling F5-F8 "Upper Right/Left Flipper End of Stroke/Opto" with no "Not Used" marking anywhere on that page -- the identical treatment given to the fitted F1-F4 positions. The retained known-working script makes no Controller.Switch call anywhere for addresses 111-118, so it supplies no corroborating runtime evidence either way.

Two pages of the same primary source disagree on whether this hardware is fitted, and this is not a case where majority-evidence or the retained script settles it (unlike, for example, Twilight Zone's slingshot-naming case). Switches 115-118 are recorded with neither a location nor a not_applicable spatial record -- either would assert something not yet established -- and the coverage gap is named explicitly rather than guessed at.

Trough, outhole, and shooter lane

Three balls rest on plain leaf switches 56 (Right Trough, nearest the release), 57 (Center Trough), and 58 (Left Trough, drain entrance) -- a simpler three-position trough than the four/five-position optical troughs on later WPC-Fliptronic and WPC-95 machines. The retained script's UpdateTroughTimer cascades balls toward the release end whenever a downstream position empties, and solenoid 4 (ReleaseBall) kicks the ball at 56 out to the shooter lane. A drained ball rests on outhole switch 55 and solenoid 12 (SolOuthole) kicks it into the trough. There is no auto-plunger: the retained extraction includes a single manual pull-Plunger primitive, and switch 66 (Shooter) simply senses the ball resting in the lane before the player plunges it.

Three entry holes, one shared subway tunnel

Pinned cftbl_stateDef routes both "Left Subway" (switch 16, the driver's own key-help comment calls it "K-I-S-S Hole") and "Center Subway" (switch 17, "Snackbar Hole") to the identical stLowRPopper ball state -- both holes feed an internal tunnel that exits through the Lower Right Popper (switch 37, solenoid 3). "Right Subway" (the F-I-L-M hole) is a separate, standalone kickback hole: it exits through the Top Right Popper (switch 34, solenoid 1) directly, the same physical hole the ball entered.

Creature Ramp: motorized up/down ramp

A DC gearmotor (assembly A-16042) raises and lowers the curly "Creature Ramp" between an Up position (the ball climbs it) and a Down position (the ball instead takes the ordinary left ramp). Solenoid 23 drives it up, solenoid 26 drives it down, and switch 38 senses the commanded position (see the polarity note above). Pinned cftbl_stateDef's stLRamp hook state reads core_getSw(swRampUpDown) to decide which path a ball entering the left-ramp mouth (switch 36) takes. Switches 35 (Right Ramp Enter), 61 (Right Ramp Exit), 62 (Left Ramp Exit), and 64 (Upper Ramp) sense the remaining entry/exit points around the two ramp paths.

Sequential G.I.: the curly-ramp chase lights (WPC_CFTBL custom hardware)

This is the standout feature unique to this driver. Pinned wpc.h defines WPC_CFTBL = 0x01, documented as "chase light 2 bit decoder from solenoid #3 output, wired through triacs to 2 GI outputs, leading to 8 additional PWM controlled GI", and cftblGameData sets this bit in gameSpecific1.

The mechanism has four parts, and the manual prints two pairs of them under the same name because they share one physical board (A-15541):

  • Solenoids 20 and 24 are not coils. They are the board's own 2-bit decoder address-select lines, driven from an entirely different connector pair (J118-2/Q36/J126-4 for 20, Q32/J126-8 for
    1. than the GI power buses below, and neither drives a playfield bulb by itself. This curation overrides their kind to control_signal despite the manual's own inconsistent "Solenoid Type" column (printing "Flasher" for 20 but "Low Power" for 24, an internal disagreement for what is functionally the identical role).
  • GI addresses 0 and 3 ("Sequential G.I. #1"/"#2") are the true power buses, wired to a genuinely different connector pair (J120-1/Q18/J120-7 for GI 0, J120-5/Q15/J120-10 for GI 3).
  • Pinned wpc.c's WPC_SOLENOID3/WPC_GILAMPS handling computes chase_2b from solenoids 20/24's pulsed state and chase_gi from whether GI triacs 0 and 3 are conducting, then writes the selected 8-bit pattern directly into coreGlobals.lampMatrix[8] -- the public lamp matrix's 9th row. This means public lamp addresses 91-98 are real, individually addressable outputs for the 8 physical curly-ramp chase bulbs, computed by the emulator's hardware model rather than driven through the ordinary lamp-strobe scan, and the manual never itemizes them by individual bulb name (it only names the assembly "Sequential G.I. #1/#2" as a whole).

The retained VPX table does not model this faithfully: it never reads Controller.Lamp for any of 91-98. Instead its own chaselights collection (32 swirlramplight Light objects -- four times the true 8-bulb count) cycles through a self-contained internal timer (swirlramplight1_Timer) keyed only to GI address 0's on/off state, approximating rather than reproducing the true decoder-selected pattern. The table's own commented-out SeqGI1/SeqGI2 handlers (bound to solenoids 20/24) carry the author's own note: 'does not work properly with rom !!! so I did not use this, but for reference. GI address 3 has no bound emitter collection at all (FadeGI 203 runs but no matching UpdateGIObjects call exists), so it has no playfield placement in this recreation.

Lesson for future curation: a lampCol declaration does not always mean an ordinary auxiliary lamp column with printed per-bulb names. Check the driver's gameSpecific1/gameSpecific2 custom-hardware bits (WPC_CFTBL here) before assuming a lamp-matrix column follows the standard strobe-scan convention -- this one is entirely computed inside the core's own solenoid/GI handling.

The hologram: cabinet-mounted illusion

A three-part cabinet-mounted mechanism creates the machine's signature effect -- a hologram of the Creature that appears to float above the playfield. A 48VAC push motor (solenoid 21, "Hologram Push Motor") positions a mechanism under the playfield; a #1156 lamp (solenoid 28, "Hologram Lamp") illuminates a hidden image; and a 48VAC spinning mirror motor (solenoid 27, "Creature Mirror Motor") reflects it up through the playfield glass. Solenoids 27 and 28 are both printed "Δ Located in cabinet bottom" on the Solenoid/Flasher Locations page -- genuinely cabinet hardware, not playfield hardware, even though the visible effect reads as a playfield feature. The retained script's HoloLamp handler (bound to solenoid 28) sets a holoState flag and makes a creature Flasher object visible; a separate reflectionTrigger disables ball-reflection rendering while the hologram is active so a mirrored ball does not break the illusion. A distinct backbox-insert-only flasher (solenoid 11, "Creature Flasher") lights a companion insert graphic and is not part of the hologram projection itself -- it is the only solenoid-table item that prints an Insert connection with no Playfield connection at all.

Other mechanisms

Three jet bumpers (Left 45/coil 13, Right 46/coil 14, Bottom 33/coil 15) and two slingshots (Left 47/coil 6, Right 48/coil 5) are standard WPC devices. The four-letter P-A-I-D rollover lane (25-28) and four Snackbar standup targets (Cola 41, Hot Dog 42, Popcorn 43, Ice Cream 44) are simple award features with no custom mechanism logic. The Creature Bowl orbit loop passes a single switch (65) up to four times per lap; pinned cftbl_stateDef chains four "In Bowl Loop" states and a final "Creature Bowl" state, all keyed on the same switch, counting passes rather than sensing four distinct physical positions. Switch 18 (Center Shot, feeding the "Move Your Car" lamp/feature) has a script handler (Sub sw18_Hit) but no matching table object anywhere in the retained extraction -- unreachable and spatially unresolved in this specific recreation.

Lamps, flashers, and general illumination

All 64 lamp-matrix positions are populated; unlike the switch matrix, there is no "Not Used" lamp address. Addresses 71-78 spell the backbox "CREATURE" header (printed "*Located on backbox insert" individually on each letter); the retained table's matching Light.L71-L78 objects independently confirm this, sitting at normalized x outside [0,1] (behind the rear/backglass edge). Lamp 88 (Start Button) is the cabinet pushbutton's own illumination.

Six solenoid-driven flashers (2 Left Subway Enter, 9 Back Flashers, 16 Right Popper Slide, 18 Right Ramp, 19 Left Ramp, and, among the ones with a bound object, 8/10/11/17/22) are real fitted circuits per the manual, but only five of them (8, 10, 11, 17, 22) have any matching VPX object at all (FlSol08/FlSol10/FlSol11/FlSol17/FlSol22), and every one of those five sits at normalized y well outside [0,1] -- reading as the table's backbox/insert-panel companion bulb rather than the playfield dome the manual documents. None of the six is given a fabricated coordinate; all are left spatially unresolved.

Author construction checklist

  • Build the three-position trough with the drain at Left Trough, the manual pull-plunger shooter lane, both slingshots, three jet bumpers, the shared KISS/Snackbar subway tunnel exiting at the Lower Right Popper, the standalone F-I-L-M top-right-popper kickback, the motorized up/down Creature Ramp, the P-A-I-D rollover lane, the four Snackbar standup targets, and the Creature Bowl orbit loop.
  • Preserve opto/NC polarity for 15, 34, 37, and 38; 34/37 are true LED/Trans optos, 15/38 are mechanically normally-closed switches corroborated by script/mechanism logic rather than a printed opto marker.
  • Build the Sequential G.I. chase-light mechanism as real emulator-computed hardware, not an ordinary lamp column: GI 0/3 are power buses, solenoids 20/24 are address-select lines, and lamps 91-98 are the eight individually addressable chase bulbs the true hardware exposes (even though no retained VPX table reads them yet).
  • Build the three-part cabinet-mounted hologram mechanism (push motor, lamp, spinning mirror motor) as genuinely non-playfield hardware.
  • Treat Fliptronic switches 115-118 as unconfirmed rather than either fitted or unfitted until better evidence resolves conflict.upper-flipper-switches-unconfirmed-fitment.
  • Do not invent a playfield location for switch 18, GI address 3, lamps 91-98, or the six unbound flasher solenoids named above; the retained table's own evidence does not reach that far.

Sources

  • manual.bally.creature-from-the-black-lagoon.1992: Bally Creature from the Black Lagoon operations manual, SHA-256 d84d28a807505339f57676e0222adc6cc6fe7bef7371d31f9a9076ec33021d97.
  • manual-support.bally.creature-from-the-black-lagoon.1992: retained human transcription index, SHA-256 5c30e18c830a9f2192d250bdc9ed178a4d7216a47cf637429776e098b5d5ec72.
  • vpx-script.cftbl-source: retained known-working embedded script, SHA-256 e6393a87a33c1e53e3b32c3cff2af19dc14b2b4c8764f71dbb57736cadb98df8, binding cftbl_l4.
  • vpx-table.cftbl-source: retained table, SHA-256 0527ebf5d66a6fa45d40a1ce2bdf1f395af7a3d77aed9bd4eb437399ee0bbb34, bounds left=0 top=0 right=964 bottom=2162.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/cftbl.c and the WPC-Fliptronic/WPC_CFTBL handling in src/wpc/wpc.c/src/wpc/wpc.h at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
cftbl_l4cCreature from the Black Lagoon (L-4C Competition + LED Ghost MOD)
2020 community L-4C "Competition + LED Ghost MOD" ROM patch; a later firmware revision of the same physical machine with no controller-address or playfield change (LED-ghosting display fix plus a competition ruleset tweak).
2020cftbl_l4identical
cftbl_l4Creature from the Black Lagoon (L-4)
Bally production L-4 game ROM shipped with the physical machine; the retained known-working table binds this exact driver (cGameName = "cftbl_l4").
1993identical
cftbl_l3Creature from the Black Lagoon (L-3)
L-3 game ROM; an earlier firmware revision of the same physical machine.
1993cftbl_l4identical
cftbl_l2Creature from the Black Lagoon (L-2)
L-2 game ROM; an earlier firmware revision of the same physical machine.
1993cftbl_l4identical
cftbl_d4Creature from the Black Lagoon (D-4 LED Ghost Fix)
D-4 LED Ghost Fix game ROM; a display-timing revision of the L-4 firmware with no I/O change.
1993cftbl_l4identical
cftbl_d3Creature from the Black Lagoon (D-3 LED Ghost Fix)
D-3 LED Ghost Fix game ROM; a display-timing revision of the L-3 firmware with no I/O change.
1993cftbl_l4identical
cftbl_d2Creature from the Black Lagoon (D-2 LED Ghost Fix)
D-2 LED Ghost Fix game ROM; a display-timing revision of the L-2 firmware with no I/O change.
1993cftbl_l4identical
cftbl_p3Creature from the Black Lagoon (P-3 Prototype, SP-1)
P-3 Prototype (SP-1) game ROM, 1992; an earlier prototype sound ROM (u18-sp1.rom) paired with the same game ROM structure. Pinned driver.c clones it under cftbl_l4 with no separate hardware generation, so it is treated as an early-production firmware revision of the same physical machine rather than a distinct board revision.
1992cftbl_l4identical

Parent set: cftbl_l4 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only2 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.

cftbl_l4.map.json

williams-wpc-8Kv6format 0.8

maps/williams/wpc/cftbl_l4.map.json

Applies to ROMs
cftbl_d2cftbl_d3cftbl_d4cftbl_l2cftbl_l3cftbl_l4cftbl_l4c
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

cftbl_p3.map.json

williams-wpc-8Kv5format 0.8

maps/williams/wpc/cftbl_p3.map.json

Applies to ROMs
cftbl_p3
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-8K 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 cftbl_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/cftbl.c cftblGameData GEN_WPCFLIPTRON with wpc_dispDMD, hw = {FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), swCol=0, lampCol=1, custSol=0, soundBoard=0, display=0, gameSpecific1=WPC_CFTBL, gameSpecific2=0}, the inverted-switch mask {0x00,0x10,0x00,0xc8,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, swStart/swTilt/swSlamTilt/swCoinDoor defines, and cftbl_handleMech (core_setSw(swRampUpDown, locals.creaturerampPos) driven by core_getSol(sRampUp)/core_getSol(sRampDown)); src/wpc/wpc.h WPC_CFTBL=0x01 "chase light 2 bit decoder from solenoid #3 output, wired through triacs to 2 GI outputs, leading to 8 additional PWM controlled GI"; src/wpc/wpc.c WPC_SOLENOID3/WPC_GILAMPS cases computing chase_2b from (pulsedSolState>>22 & 2)|(pulsedSolState>>19 & 1) (solenoids 24 and 20 respectively) and chase_gi from conductingGITriacs bits 0 and 3 (GI addresses 0 and 3), then writing coreGlobals.lampMatrix[8] = 0x11 << chase_2b -- the public lamp-matrix's 9th row, i.e. addresses 91-98; src/wpc/core.h CORE_FIRSTUFLIPSOL=33/CORE_FIRSTLFLIPSOL=45/CORE_FLIPPERSWCOL=11/CORE_STDSWCOLS=12; src/wpc/wpc.h WPC_swF1..WPC_swF8; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCFLIPTRON=0x8

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-fliptronic

    WPC-Fliptronic public switch, DIP, solenoid, lamp, and five-GI address rules with the Fliptronic-block and no-LPDC notes

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

    manual.bally.creature-from-the-black-lagoon.1992

    Source locations

    134-page Adobe Paper Capture OCR scan of the Bally Creature from the Black Lagoon operations manual, retrieved from arcade-museum.com because the Internet Archive item of the same name carries only a .zip. Printed pages 2-40 through 2-43 carry the lamp/switch/solenoid location parts lists; printed pages 3-2 through 3-8 carry the switch matrix, lamp matrix, solenoid/flasher table, and general-illumination/flipper wiring.

    external:pinmame-manuals/by-machine/bally.creature-from-the-black-lagoon.1992/arcade-museum/Creature_From_The_Black_Lagoon_OPS.pdf
    by
    Bally Manufacturing Corporation; scan hosted by arcade-museum.com
    sha256
    d84d28a80750…
  • Human review

    manual-support.bally.creature-from-the-black-lagoon.1992

    Retained human transcription index tying every rendered manual table used by this definition to its excerpt, together with the rendered PNG page cache under external:pinmame-manuals/rendered/bally.creature-from-the-black-lagoon.1992/.

    external:pinmame-review-artifacts/creature/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    5c30e18c830a…
  • VPX table

    vpx-table.cftbl-source

    Source locations

    Retained known-working 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. This is the smallest retained extraction in the project to date (856 files), and several documented devices have no matching table object; those are left spatially unresolved rather than projected onto an unrelated object.

    external:pinmame-vpx-sources/bally/creature-from-the-black-lagoon-1992/source/Creature%20From%20The%20Black%20Lagoon%20%28Bally%201992%29.vpx
    by
    unknown VPX table author
    sha256
    0527ebf5d66a…
  • VPX script

    vpx-script.cftbl-source

    Source locations

    Retained embedded script (104,439 bytes). Runtime and mechanism-causality authority: cGameName = "cftbl_l4", the SolCallback table for solenoids 1,3,4,7,8,10,11,12,17,22,23,26,27,28,31 (fast-flip tilt), the sw15_Hit/sw15_Unhit inverted-polarity handlers, the SolRampUp/SolRampDown ramp-motor handlers driving Controller.Switch(38) directly, the Bumper1_Hit/2_Hit/3_Hit handlers pulsing switches 45/46/33, the RightUpperKicker/RightLowerKicker/SolOuthole/ReleaseBall handlers kicking sw34/sw37/sw55/sw56, the UpdateGIstuff/UpdateGIObjects dispatch binding GI address 0 to the chaselights collection (32 swirlramplight Light objects), GI 1/2/4 to the GI_Middle/GI_Upper/GI_Lower collections, and the commented-out 'does not work properly with rom !!!' SeqGI1/SeqGI2 handlers for solenoids 20/24 confirming this recreation drives the chase lights from GI0 on/off alone rather than the true 2-bit decoder state.

    external:pinmame-vpx-sources/bally/creature-from-the-black-lagoon-1992/extracted-vpxtool/script.vbs
    by
    unknown VPX table author
    sha256
    e6393a87a33c…
  • VPX table

    vpx-extraction.cftbl-source

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; 856 files, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=964 bottom=2162.

    external:pinmame-vpx-sources/bally/creature-from-the-black-lagoon-1992/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 3 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