Elvira and the Party Monsters

Partial
Completion69%

Bally1989SYSTEM-11bally.elvira-and-the-party-monsters.1989 Updated 2026-10-01

3 unresolved conflicts

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

Slingshot lamp sides

Affects
lamp 11
Disagreeing sources
Operator manual
VPX script

The manual disagrees with itself about which slingshot carries lamps 11 and 20. The Lamp Wiring Diagram & Matrix (printed 2-38) and its two repeats (printed 1-36 and PDF page 117) name 11 "Left Slingshot" and 20 "Right Slingshot", and the retained known-working script drives the lights inside the left slingshot from 11 and inside the right slingshot from 20.

The Lamp Location Diagram (printed 2-39) prints callout 20 inside the left slingshot and 11 inside the right. The script follows the matrix names, so it cannot independently confirm the physical wiring. Both lamps are recorded with their matrix labels and without spatial records.

What would settle it

a Single Lamps diagnostic on a real machine (the manual's test 04 blinks one address at a time) or a look at the wire colours at the left slingshot insert (YEL-RED/RED-ORN for 11, YEL-ORN/RED-YEL for 20), which an owner or a photograph of an unrestored underside can supply.

outputs[binding.group=pinmame.output.lamp,binding.device=11|20]

Flasher bulb quantities

Affects
solenoid 15
Disagreeing sources
Operator manual
VPX script

Two flasher circuits have different bulb counts in the table and in the location drawing of the same manual. The Solenoids & Flashers table (printed 2-14) prints 16 Boogie Monsters "#906 flashlamp 2p", but the Solenoids & Flashers Location Diagram (printed 2-15) draws three leaders from callout 16, and the retained script flashes three objects (f16, f16a, f16b) for it.

The same table prints 15 "#906/#89 flashlamps 2p,1i", but the drawing gives callout 15 one leader and the script one object. Address 16 carries three observed placements and no quantity; address 15 records the table's total of three bulbs with one placement.

What would settle it

counting the #906 sockets on the Boogie Men area and along the left rail of a real playfield, or a Williams parts catalogue listing the flasher socket harness for these circuits.

outputs[binding.group=pinmame.output.solenoid,binding.device=15|16]

Flip up switch roles

Affects
mechanism.flip-up-targets
Disagreeing sources
Operator manual
VPX script
VPX script

The manual and the retained script describe the flip-up target switches differently, and the difference changes what a recreation must hold. The manual's parts pages give each flip-up two switches: a standup target switch (53, 54; SW-1A-170-4 in the Standup Target Assembly) and a switch mounted on the flip-up bracket under the pivot (55, 56, printed "Flip Up #1/#2 Open"), which reads as a position switch that stays closed while the target is flipped.

The retained known-working script instead holds 53/54 closed from the hit until solenoid 22 fires and only pulses 55/56 once; the pinned corpus v1.03 script is the same lineage. The table plays, but the ROM may tolerate either pattern.

What would settle it

the ROM's Switch Levels test (test 06) on a real machine with a target flipped shows which address stays closed, or a gameplay harness trace that completes both targets and collects the award at the eject hole while watching when the ROM fires 22, or static analysis of the L-4 game ROMs' switch handlers. The System 11B boot stop that once blocked the harness route is lifted (see the runtime-harness notes); a first 2026-10-01 probe from initialized NVRAM saw 22 fire only at game start, whether 53/54 were pulsed or held or 55/56 held for 10 s, which does not decide the roles.

mechanisms[id=mechanism.flip-up-targets]

Wire it up

what an authoring tool needs first
Bind this ROM
eatpm_l4

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

Controller platform
pinmame.system-11

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
  • Left 16-character alphanumeric display (Player 1 and 2 scores), Bally Left Display Bd D-12706, called the Hi-Display Board on printed 1-216×1
  • Right 16-character alphanumeric display (Player 3 and 4 scores), Bally Right Display Bd D-12502-1, called the Lo-Display Board on printed 1-216×1
Address space
Switches
-7–88 (76)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
82flipper.lower.right.button84flipper.lower.left.button1cabinet.tilt3cabinet.service4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.tilt8cabinet.service57cabinet.flipper-button58cabinet.flipper-button

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

124 placements · 14 stacked · normalised player view · outline is nominal

29 Outhole · 1 Outhole Kicker411 Trough 1, Right · 12 Trough 2, Middle · 13 Trough 3, Left · 2 Ball Eject (Shooter Lane Feeder)15 Right Standup #116 Right Standup #217 Left Outlane18 Left Return19 Right Return20 Right Outlane21 Shooter Lane22 Top Right Rollover23 Right Side Rollunder25 Left Standup #126 Left Standup #227 Left Standup #328 Left Standup #429 Lock Entry30 Left Ramp Entry31 Left Ramp End232 Ball Popper · 6 Ball Popper233 Left Slingshot · 18 Left Slingshot Kicker234 Right Slingshot · 20 Right Slingshot Kicker335 Left Bumper · 17 Left Thumper Bumper · 54 Left Thumper Bumper336 Right Bumper · 19 Right Thumper Bumper · 55 Right Thumper Bumper337 Bottom Bumper · 21 Bottom Thumper Bumper · 56 Bottom Thumper41 Left Drop Target "J"242 Center Drop Target "A" · 3 Drop Target Bank43 Right Drop Target "M"44 Right Ramp Entry45 "B" Lane46 "A" Lane47 "T" Lane248 Eject Hole · 5 Eject Hole449 Lock 1 · 50 Lock 2 · 51 Lock 3 · 8 Ball Lock Release52 Lock Safety253 Flip Up Target #1 · 22 Flip Up Reset254 Flip Up Target #2 · 22 Flip Up Reset55 Flip Up #1 Open56 Flip Up #2 Open13 Rightside / Graveyard Flashers14 Boogie Monsters14 Boogie Monsters15 Backboard Left Side / Dead Head Flashers16 Boogie Monsters Flashers16 Boogie Monsters Flashers16 Boogie Monsters Flashers25 Jets / Bats Flashers26 Organ Flasher27 Right Ramp / Punch Flashers28 Left Ramp / Drac Flashers229 Moon / Wolfman Flashers · 48 Center Jackpot30 Right Return / Hot Dog, BBQ, Bun Flashers31 Left Return / Letters Flashers32 Skull / House Flashers1 E2 L3 V4 I5 R6 A7 2X8 3X9 4X10 5X12 3 Million13 Lock14 Left Flip Up15 Right Flip Up16 Bonus Held17 Eye 118 Eye 219 Shoot Again21 Dead Head 1T22 Dead Head 2T23 Dead Head 3T24 Dead Head 4T25 Left Ramp Sign26 Left Ramp Spots Elvira27 Left Ramp Million28 Left Ramp Special29 Left Outlane30 Right Outlane31 Left Return Lane32 Right Return Lane33 Right Ramp Potion 134 Right Ramp Potion 235 Right Ramp Potion 336 Right Ramp Potion 437 Right Ramp Extra Ball38 J39 A40 M41 Hold Bonus42 Million43 Barbeque44 Boogie45 B46 A47 T49 Pizza Standup 150 Pizza Standup 251 Pizza Passage 152 Pizza Passage 253 Pizza Passage 3

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 playfield67
  • sensorsenses the ball42
  • effectmoves the ball15
  • nStackseveral devices in one spot14
120 devices shown

Not on the playfield28 cabinet or service, 20 virtual, 19 unused, 2 internal nonvisual, 1 dip switch — declared rather than missing.

Coverage

Partial

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

Completion69%

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
conflicted
Physical Wiring
validated
Mechanisms
candidate
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 5
Input SemanticsOutput SemanticsMechanism BehaviorSpatial PlacementUnresolved Conflicts

Switches

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

76 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
Hover or tap an address to identify it.

Outside the matrix-7, -6, -5, -4 — dedicated, diagnostic or flipper-column addresses. See the table below.

76 shown
# Name Device ID Role Wiring Evidence
-7
Advance (Diagnostic)
Button
switch.diagnostic-7
service.advance
validated
-6
Auto-Up/Manual-Down (Diagnostic)
Button
switch.diagnostic-6
service.updown
validated
-5
CPU Diagnostic
Button
switch.diagnostic-5
service.cpu-diag
validated
-4
Sound Diagnostic
Button
switch.diagnostic-4
service.sound-diag
validated
1
Plumb Bob Tilt
Tilt
switch.matrix-1
cabinet.tilt
1J8-1GRN-BRN
1J10-9WHT-BRN
System 11B CPU board
validated
2
A/C Relay Select
Opto
switch.matrix-2
internal.ac-relay-feedback
1J8-1GRN-BRN
1J10-8WHT-RED
System 11B CPU board
validated
3
Credit Button
Button
switch.matrix-3
cabinet.service
1J8-1GRN-BRN
1J10-7WHT-ORN
System 11B CPU board
validated
4
Right Coin Switch
switch.matrix-4
cabinet.coin
1J8-1GRN-BRN
1J10-6WHT-YEL
System 11B CPU board
validated
5
Center Coin Switch
switch.matrix-5
cabinet.coin
1J8-1GRN-BRN
1J10-5WHT-GRN
System 11B CPU board
validated
6
Left Coin Switch
switch.matrix-6
cabinet.coin
1J8-1GRN-BRN
1J10-3WHT-BLU
System 11B CPU board
validated
7
Slam Tilt
Tilt
switch.matrix-7
cabinet.tilt
1J8-1GRN-BRN
1J10-2WHT-VIO
System 11B CPU board
validated
8
High Score Reset
Button
switch.matrix-8
cabinet.service
1J8-1GRN-BRN
1J10-1WHT-GRY
System 11B CPU board
validated
9
Outhole
switch.matrix-9
1J8-2GRN-RED
1J10-9WHT-BRN
System 11B CPU board
validated
10
Not Used (Matrix Position 10)
switch.matrix-10
1J8-2GRN-RED
1J10-8WHT-RED
System 11B CPU board
validated
11
Trough 1, Right
switch.matrix-11
1J8-2GRN-RED
1J10-7WHT-ORN
System 11B CPU board
validated
12
Trough 2, Middle
switch.matrix-12
1J8-2GRN-RED
1J10-6WHT-YEL
System 11B CPU board
validated
13
Trough 3, Left
switch.matrix-13
1J8-2GRN-RED
1J10-5WHT-GRN
System 11B CPU board
validated
14
Not Used (Matrix Position 14)
switch.matrix-14
1J8-2GRN-RED
1J10-3WHT-BLU
System 11B CPU board
validated
15
Right Standup #1
Leaf
switch.matrix-15
1J8-2GRN-RED
1J10-2WHT-VIO
System 11B CPU board
validated
16
Right Standup #2
Leaf
switch.matrix-16
1J8-2GRN-RED
1J10-1WHT-GRY
System 11B CPU board
validated
17
Left Outlane
switch.matrix-17
1J8-3GRN-ORN
1J10-9WHT-BRN
System 11B CPU board
validated
18
Left Return
switch.matrix-18
1J8-3GRN-ORN
1J10-8WHT-RED
System 11B CPU board
validated
19
Right Return
switch.matrix-19
1J8-3GRN-ORN
1J10-7WHT-ORN
System 11B CPU board
validated
20
Right Outlane
switch.matrix-20
1J8-3GRN-ORN
1J10-6WHT-YEL
System 11B CPU board
validated
21
Shooter Lane
switch.matrix-21
1J8-3GRN-ORN
1J10-5WHT-GRN
System 11B CPU board
validated
22
Top Right Rollover
switch.matrix-22
1J8-3GRN-ORN
1J10-3WHT-BLU
System 11B CPU board
validated
23
Right Side Rollunder
switch.matrix-23
1J8-3GRN-ORN
1J10-2WHT-VIO
System 11B CPU board
validated
24
Not Used (Matrix Position 24)
switch.matrix-24
1J8-3GRN-ORN
1J10-1WHT-GRY
System 11B CPU board
validated
25
Left Standup #1
Leaf
switch.matrix-25
1J8-4GRN-YEL
1J10-9WHT-BRN
System 11B CPU board
validated
26
Left Standup #2
Leaf
switch.matrix-26
1J8-4GRN-YEL
1J10-8WHT-RED
System 11B CPU board
validated
27
Left Standup #3
Leaf
switch.matrix-27
1J8-4GRN-YEL
1J10-7WHT-ORN
System 11B CPU board
validated
28
Left Standup #4
Leaf
switch.matrix-28
1J8-4GRN-YEL
1J10-6WHT-YEL
System 11B CPU board
validated
29
Lock Entry
switch.matrix-29
1J8-4GRN-YEL
1J10-5WHT-GRN
System 11B CPU board
validated
30
Left Ramp Entry
switch.matrix-30
1J8-4GRN-YEL
1J10-3WHT-BLU
System 11B CPU board
validated
31
Left Ramp End
switch.matrix-31
1J8-4GRN-YEL
1J10-2WHT-VIO
System 11B CPU board
validated
32
Ball Popper
switch.matrix-32
1J8-4GRN-YEL
1J10-1WHT-GRY
System 11B CPU board
validated
33
Left Slingshot
switch.matrix-33
1J8-5GRN-BLK
1J10-9WHT-BRN
System 11B CPU board
validated
34
Right Slingshot
switch.matrix-34
1J8-5GRN-BLK
1J10-8WHT-RED
System 11B CPU board
validated
35
Left Bumper
switch.matrix-35
1J8-5GRN-BLK
1J10-7WHT-ORN
System 11B CPU board
validated
36
Right Bumper
switch.matrix-36
1J8-5GRN-BLK
1J10-6WHT-YEL
System 11B CPU board
validated
37
Bottom Bumper
switch.matrix-37
1J8-5GRN-BLK
1J10-5WHT-GRN
System 11B CPU board
validated
38
Not Used (Matrix Position 38)
switch.matrix-38
1J8-5GRN-BLK
1J10-3WHT-BLU
System 11B CPU board
validated
39
Not Used (Matrix Position 39)
switch.matrix-39
1J8-5GRN-BLK
1J10-2WHT-VIO
System 11B CPU board
validated
40
Not Used (Matrix Position 40)
switch.matrix-40
1J8-5GRN-BLK
1J10-1WHT-GRY
System 11B CPU board
validated
41
Left Drop Target "J"
Opto
switch.matrix-41
1J8-7GRN-BLU
1J10-9WHT-BRN
System 11B CPU board
validated
42
Center Drop Target "A"
Opto
switch.matrix-42
1J8-7GRN-BLU
1J10-8WHT-RED
System 11B CPU board
validated
43
Right Drop Target "M"
Opto
switch.matrix-43
1J8-7GRN-BLU
1J10-7WHT-ORN
System 11B CPU board
validated
44
Right Ramp Entry
switch.matrix-44
1J8-7GRN-BLU
1J10-6WHT-YEL
System 11B CPU board
validated
45
"B" Lane
switch.matrix-45
1J8-7GRN-BLU
1J10-5WHT-GRN
System 11B CPU board
validated
46
"A" Lane
switch.matrix-46
1J8-7GRN-BLU
1J10-3WHT-BLU
System 11B CPU board
validated
47
"T" Lane
switch.matrix-47
1J8-7GRN-BLU
1J10-2WHT-VIO
System 11B CPU board
validated
48
Eject Hole
switch.matrix-48
1J8-7GRN-BLU
1J10-1WHT-GRY
System 11B CPU board
validated
49
Lock 1
switch.matrix-49
1J8-8GRN-VIO
1J10-9WHT-BRN
System 11B CPU board
validated
50
Lock 2
switch.matrix-50
1J8-8GRN-VIO
1J10-8WHT-RED
System 11B CPU board
validated
51
Lock 3
switch.matrix-51
1J8-8GRN-VIO
1J10-7WHT-ORN
System 11B CPU board
validated
52
Lock Safety
switch.matrix-52
1J8-8GRN-VIO
1J10-6WHT-YEL
System 11B CPU board
validated
53
Flip Up Target #1
Leaf
switch.matrix-53
1J8-8GRN-VIO
1J10-5WHT-GRN
System 11B CPU board
conflicted
54
Flip Up Target #2
Leaf
switch.matrix-54
1J8-8GRN-VIO
1J10-3WHT-BLU
System 11B CPU board
conflicted
55
Flip Up #1 Open
switch.matrix-55
1J8-8GRN-VIO
1J10-2WHT-VIO
System 11B CPU board
conflicted
56
Flip Up #2 Open
switch.matrix-56
1J8-8GRN-VIO
1J10-1WHT-GRY
System 11B CPU board
conflicted
57
Right Flipper
Opto
switch.matrix-57
cabinet.flipper-button
1J8-9GRN-GRY
1J10-9WHT-BRN
System 11B CPU board
validated
58
Left Flipper
Opto
switch.matrix-58
cabinet.flipper-button
1J8-9GRN-GRY
1J10-8WHT-RED
System 11B CPU board
validated
59
Not Used (Matrix Position 59)
switch.matrix-59
1J8-9GRN-GRY
1J10-7WHT-ORN
System 11B CPU board
validated
60
Not Used (Matrix Position 60)
switch.matrix-60
1J8-9GRN-GRY
1J10-6WHT-YEL
System 11B CPU board
validated
61
Not Used (Matrix Position 61)
switch.matrix-61
1J8-9GRN-GRY
1J10-5WHT-GRN
System 11B CPU board
validated
62
Not Used (Matrix Position 62)
switch.matrix-62
1J8-9GRN-GRY
1J10-3WHT-BLU
System 11B CPU board
validated
63
Not Used (Matrix Position 63)
switch.matrix-63
1J8-9GRN-GRY
1J10-2WHT-VIO
System 11B CPU board
validated
64
Not Used (Matrix Position 64)
switch.matrix-64
1J8-9GRN-GRY
1J10-1WHT-GRY
System 11B CPU board
validated
81
Unused Flipper Column Lower Right End-of-Stroke (81)
Other
switch.flipper-column-81
validated
82
Lower Right Flipper Button (PinMAME Flipper Column)
Button
switch.flipper-column-82
flipper.lower.right.button
validated
83
Unused Flipper Column Lower Left End-of-Stroke (83)
Other
switch.flipper-column-83
validated
84
Lower Left Flipper Button (PinMAME Flipper Column)
Button
switch.flipper-column-84
flipper.lower.left.button
validated
85
Unused Flipper Column Upper Right End-of-Stroke (85)
Other
switch.flipper-column-85
validated
86
Unused Flipper Column Upper Right Button (86)
Other
switch.flipper-column-86
validated
87
Unused Flipper Column Upper Left End-of-Stroke (87)
Other
switch.flipper-column-87
validated
88
Unused Flipper Column Upper Left Button (88)
Other
switch.flipper-column-88
validated

Controlled devices

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

Coils, magnets & motors

16
16 shown
# Name Device ID Kind Role Wiring Evidence
1
Outhole Kicker
device.outhole-kicker Coil
Q33Gry-Brn
System 11B CPU board
validated
2
Ball Eject (Shooter Lane Feeder)
device.ball-eject-shooter-lane-feeder Coil
Q25Gry-Red
System 11B CPU board
validated
3
Drop Target Bank
device.drop-target-bank Coil
Q32Gry-Orn
System 11B CPU board
validated
4
Not Used Solenoid Position 4A
device.not-used-solenoid-position-4a Coil
Q24Gry-Yel
System 11B CPU board
validated
5
Eject Hole
device.eject-hole Coil
Q31Gry-Grn
System 11B CPU board
validated
6
Ball Popper
device.ball-popper Coil
Q23Gry-Blu
System 11B CPU board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q30Gry-Vio
System 11B CPU board
validated
8
Ball Lock Release
device.ball-lock-release Coil
Q22Gry-Blk
System 11B CPU board
validated
12
A/C Select Relay
device.a-c-select-relay Relay
internal.ac-select-relay
Q8
System 11B CPU board
validated
14
Boogie Monsters
device.boogie-monsters Coil
Q7
System 11B CPU board
validated
17
Left Thumper Bumper
device.left-thumper-bumper Coil
Q75
System 11B CPU board
validated
18
Left Slingshot Kicker
device.left-slingshot-kicker Coil
Q71
System 11B CPU board
validated
19
Right Thumper Bumper
device.right-thumper-bumper Coil
Q73
System 11B CPU board
validated
20
Right Slingshot Kicker
device.right-slingshot-kicker Coil
Q69
System 11B CPU board
validated
21
Bottom Thumper Bumper
device.bottom-thumper-bumper Coil
Q77
System 11B CPU board
validated
22
Flip Up Reset
device.flip-up-reset Coil
Q79
System 11B CPU board
validated

Flashers

12
12 shown
# Name Device ID Role Wiring Evidence
9
ELVIRA Flashers
device.elvira-flashers
cabinet.backbox-flasher
Q17
System 11B CPU board
validated
13
Rightside / Graveyard Flashers
device.rightside-graveyard-flashers
Q15
System 11B CPU board
validated
15
Backboard Left Side / Dead Head Flashers
device.backboard-left-side-dead-head-flashers
Q14
System 11B CPU board
conflicted
16
Boogie Monsters Flashers
device.boogie-monsters-flashers
Q6
System 11B CPU board
conflicted
25
Jets / Bats Flashers
device.jets-bats-flashers
Q33Gry-Brn
System 11B CPU board
validated
26
Organ Flasher
device.organ-flasher
Q25Gry-Red
System 11B CPU board
validated
27
Right Ramp / Punch Flashers
device.right-ramp-punch-flashers
Q32Gry-Orn
System 11B CPU board
validated
28
Left Ramp / Drac Flashers
device.left-ramp-drac-flashers
Q24Gry-Yel
System 11B CPU board
validated
29
Moon / Wolfman Flashers
device.moon-wolfman-flashers
Q31Gry-Grn
System 11B CPU board
validated
30
Right Return / Hot Dog, BBQ, Bun Flashers
device.right-return-hot-dog-bbq-bun-flashers
Q23Gry-Blu
System 11B CPU board
validated
31
Left Return / Letters Flashers
device.left-return-letters-flashers
Q30Gry-Vio
System 11B CPU board
validated
32
Skull / House Flashers
device.skull-house-flashers
Q22Gry-Blk
System 11B CPU board
validated

Lamps

64

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
1
E
lamp.matrix-1
column driver Q66, row driver Q80
System 11B CPU board
validated
2
L
lamp.matrix-2
column driver Q66, row driver Q81
System 11B CPU board
validated
3
V
lamp.matrix-3
column driver Q66, row driver Q82
System 11B CPU board
validated
4
I
lamp.matrix-4
column driver Q66, row driver Q83
System 11B CPU board
validated
5
R
lamp.matrix-5
column driver Q66, row driver Q84
System 11B CPU board
validated
6
A
lamp.matrix-6
column driver Q66, row driver Q85
System 11B CPU board
validated
7
2X
lamp.matrix-7
column driver Q66, row driver Q86
System 11B CPU board
validated
8
3X
lamp.matrix-8
column driver Q66, row driver Q87
System 11B CPU board
validated
9
4X
lamp.matrix-9
column driver Q64, row driver Q80
System 11B CPU board
validated
10
5X
lamp.matrix-10
column driver Q64, row driver Q81
System 11B CPU board
validated
11
Left Slingshot
lamp.matrix-11
column driver Q64, row driver Q82
System 11B CPU board
conflicted
12
3 Million
lamp.matrix-12
column driver Q64, row driver Q83
System 11B CPU board
validated
13
Lock
lamp.matrix-13
column driver Q64, row driver Q84
System 11B CPU board
validated
14
Left Flip Up
lamp.matrix-14
column driver Q64, row driver Q85
System 11B CPU board
validated
15
Right Flip Up
lamp.matrix-15
column driver Q64, row driver Q86
System 11B CPU board
validated
16
Bonus Held
lamp.matrix-16
column driver Q64, row driver Q87
System 11B CPU board
validated
17
Eye 1
lamp.matrix-17
column driver Q62, row driver Q80
System 11B CPU board
validated
18
Eye 2
lamp.matrix-18
column driver Q62, row driver Q81
System 11B CPU board
validated
19
Shoot Again
lamp.matrix-19
column driver Q62, row driver Q82
System 11B CPU board
validated
20
Right Slingshot
lamp.matrix-20
column driver Q62, row driver Q83
System 11B CPU board
conflicted
21
Dead Head 1T
lamp.matrix-21
column driver Q62, row driver Q84
System 11B CPU board
validated
22
Dead Head 2T
lamp.matrix-22
column driver Q62, row driver Q85
System 11B CPU board
validated
23
Dead Head 3T
lamp.matrix-23
column driver Q62, row driver Q86
System 11B CPU board
validated
24
Dead Head 4T
lamp.matrix-24
column driver Q62, row driver Q87
System 11B CPU board
validated
25
Left Ramp Sign
lamp.matrix-25
column driver Q60, row driver Q80
System 11B CPU board
validated
26
Left Ramp Spots Elvira
lamp.matrix-26
column driver Q60, row driver Q81
System 11B CPU board
validated
27
Left Ramp Million
lamp.matrix-27
column driver Q60, row driver Q82
System 11B CPU board
validated
28
Left Ramp Special
lamp.matrix-28
column driver Q60, row driver Q83
System 11B CPU board
validated
29
Left Outlane
lamp.matrix-29
column driver Q60, row driver Q84
System 11B CPU board
validated
30
Right Outlane
lamp.matrix-30
column driver Q60, row driver Q85
System 11B CPU board
validated
31
Left Return Lane
lamp.matrix-31
column driver Q60, row driver Q86
System 11B CPU board
validated
32
Right Return Lane
lamp.matrix-32
column driver Q60, row driver Q87
System 11B CPU board
validated
33
Right Ramp Potion 1
lamp.matrix-33
column driver Q58, row driver Q80
System 11B CPU board
validated
34
Right Ramp Potion 2
lamp.matrix-34
column driver Q58, row driver Q81
System 11B CPU board
validated
35
Right Ramp Potion 3
lamp.matrix-35
column driver Q58, row driver Q82
System 11B CPU board
validated
36
Right Ramp Potion 4
lamp.matrix-36
column driver Q58, row driver Q83
System 11B CPU board
validated
37
Right Ramp Extra Ball
lamp.matrix-37
column driver Q58, row driver Q84
System 11B CPU board
validated
38
J
lamp.matrix-38
column driver Q58, row driver Q85
System 11B CPU board
validated
39
A
lamp.matrix-39
column driver Q58, row driver Q86
System 11B CPU board
validated
40
M
lamp.matrix-40
column driver Q58, row driver Q87
System 11B CPU board
validated
41
Hold Bonus
lamp.matrix-41
column driver Q56, row driver Q80
System 11B CPU board
validated
42
Million
lamp.matrix-42
column driver Q56, row driver Q81
System 11B CPU board
validated
43
Barbeque
lamp.matrix-43
column driver Q56, row driver Q82
System 11B CPU board
validated
44
Boogie
lamp.matrix-44
column driver Q56, row driver Q83
System 11B CPU board
validated
45
B
lamp.matrix-45
column driver Q56, row driver Q84
System 11B CPU board
validated
46
A
lamp.matrix-46
column driver Q56, row driver Q85
System 11B CPU board
validated
47
T
lamp.matrix-47
column driver Q56, row driver Q86
System 11B CPU board
validated
48
Center Jackpot
lamp.matrix-48
column driver Q56, row driver Q87
System 11B CPU board
validated
49
Pizza Standup 1
lamp.matrix-49
column driver Q54, row driver Q80
System 11B CPU board
validated
50
Pizza Standup 2
lamp.matrix-50
column driver Q54, row driver Q81
System 11B CPU board
validated
51
Pizza Passage 1
lamp.matrix-51
column driver Q54, row driver Q82
System 11B CPU board
validated
52
Pizza Passage 2
lamp.matrix-52
column driver Q54, row driver Q83
System 11B CPU board
validated
53
Pizza Passage 3
lamp.matrix-53
column driver Q54, row driver Q84
System 11B CPU board
validated
54
Left Thumper Bumper
lamp.matrix-54
column driver Q54, row driver Q85
System 11B CPU board
validated
55
Right Thumper Bumper
lamp.matrix-55
column driver Q54, row driver Q86
System 11B CPU board
validated
56
Bottom Thumper
lamp.matrix-56
column driver Q54, row driver Q87
System 11B CPU board
validated
57
Dead Head 1
lamp.matrix-57
cabinet.backboard-indicator
column driver Q52, row driver Q80
System 11B CPU board
validated
58
Dead Head 2
lamp.matrix-58
cabinet.backboard-indicator
column driver Q52, row driver Q81
System 11B CPU board
validated
59
Dead Head 3
lamp.matrix-59
cabinet.backboard-indicator
column driver Q52, row driver Q82
System 11B CPU board
validated
60
Barbeque 1
lamp.matrix-60
cabinet.backglass-indicator
column driver Q52, row driver Q83
System 11B CPU board
validated
61
Barbeque 2
lamp.matrix-61
cabinet.backglass-indicator
column driver Q52, row driver Q84
System 11B CPU board
validated
62
Barbeque 3
lamp.matrix-62
cabinet.backglass-indicator
column driver Q52, row driver Q85
System 11B CPU board
validated
63
Barbeque 4
lamp.matrix-63
cabinet.backglass-indicator
column driver Q52, row driver Q86
System 11B CPU board
validated
64
Barbeque 5
lamp.matrix-64
cabinet.backglass-indicator
column driver Q52, row driver Q87
System 11B CPU board
validated

General illumination

2
2 shown
# Name Device ID Role Wiring Evidence
10
Insert GI Relay
device.insert-gi-relay
gi.backbox-insert
Q9
System 11B CPU board
validated
11
Playfield GI Relay
device.playfield-gi-relay
gi.playfield
Q16
System 11B CPU board
validated

Virtual & other outputs

20
20 shown
# Name Device ID Role Evidence
23
PinMAME Flipper/Switched-Solenoid Enable State
device.pinmame-flipper-switched-solenoid-enable-state
internal.game-on-enable
validated
24
Unassigned Solenoid Slot 24
device.unassigned-solenoid-slot-24
internal.unused-platform-slot
validated
33
Unused Upper Flipper Coil 33
device.unused-upper-flipper-coil-33
internal.unused-platform-slot
validated
34
Unused Upper Flipper Coil 34
device.unused-upper-flipper-coil-34
internal.unused-platform-slot
validated
35
Unused Upper Flipper Coil 35
device.unused-upper-flipper-coil-35
internal.unused-platform-slot
validated
36
Unused Upper Flipper Coil 36
device.unused-upper-flipper-coil-36
internal.unused-platform-slot
validated
37
Unused Sound Overlay Board Slot 37
device.unused-sound-overlay-board-slot-37
internal.unused-platform-slot
validated
38
Unused Sound Overlay Board Slot 38
device.unused-sound-overlay-board-slot-38
internal.unused-platform-slot
validated
39
Unused Sound Overlay Board Slot 39
device.unused-sound-overlay-board-slot-39
internal.unused-platform-slot
validated
40
Unused Sound Overlay Board Slot 40
device.unused-sound-overlay-board-slot-40
internal.unused-platform-slot
validated
41
Unused Sound Overlay Board Slot 41
device.unused-sound-overlay-board-slot-41
internal.unused-platform-slot
validated
42
Unused Sound Overlay Board Slot 42
device.unused-sound-overlay-board-slot-42
internal.unused-platform-slot
validated
43
Unused Sound Overlay Board Slot 43
device.unused-sound-overlay-board-slot-43
internal.unused-platform-slot
validated
44
Unused Sound Overlay Board Slot 44
device.unused-sound-overlay-board-slot-44
internal.unused-platform-slot
validated
45
Synthetic Lower Right Flipper Power
device.synthetic-lower-right-flipper-power
internal.synthetic-flipper
validated
46
Synthetic Lower Right Flipper Hold
device.synthetic-lower-right-flipper-hold
internal.synthetic-flipper
validated
47
Synthetic Lower Left Flipper Power
device.synthetic-lower-left-flipper-power
internal.synthetic-flipper
validated
48
Synthetic Lower Left Flipper Hold
device.synthetic-lower-left-flipper-hold
internal.synthetic-flipper
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.simulator-channel
validated
50
Unassigned Solenoid Slot 50
device.unassigned-solenoid-slot-50
internal.unused-platform-slot
validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Country Jumper (USA/Germany)
Dip
switch.dip-0 validated

Mechanisms

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

Outhole, three-ball trough and shooter-lane feeder

mechanism.trough

Kicker

A drained ball lands in the outhole (switch 9) and solenoid 1 (Outhole Kicker, AE-23-800, circuit 01A) kicks it into the trough, where up to three balls rest on switches 11 (Trough 1, Right), 12 (Trough 2, Middle) and 13 (Trough 3, Left). Solenoid 2 (Ball Eject, Shooter Lane Feeder assembly C-9638, AE-23-800, circuit 02A) feeds the ball nearest the shooter, on switch 11, into the shooter lane (switch 21). Both coils are A-side circuits, so the ROM fires them with the A/C relay (solenoid 12) de-energized. The retained script models the stack with bsTrough.InitSw 9, 11, 12, 13 and bsTrough.InitKick BallRelease.

JAM 3-bank drop targets

mechanism.drop-targets

Drop Target Bank

Three drop targets lettered J, A, M (switches 41, 42, 43, lamps 38, 39, 40) on the 3-Bank Drop Target assembly C-11223-1, sensed by the three optos of board C-12559 rather than by leaf switches. Solenoid 3 (Drop Target Bank, AE-26-1200, circuit 03A) resets all three together. Completing JAM enables a ball lock if needed and builds BOOGIE BONUS on the eject hole (rules page). The retained script uses one cvpmDropTarget over sw41-sw43 with dtbank.SolDropUp on solenoid 3.

Skull ball lock

mechanism.ball-lock

Kicker

The lock lane on the upper left (entered past Lock Entry, switch 29) queues up to three balls on Lock 1, 2 and 3 (switches 49, 50, 51) above Lock Safety (switch 52). Solenoid 8 (Ball Lock Release, Ball Lock Kicker B-11051-R with coil B-9362-R-1, circuit 08A) releases a ball. The rules page: completing the B-A-T lanes or the JAM targets enables the Skull to lock a ball, and going through the Skull locks balls if enabled. The retained script models it with bsLock.InitSw 0, 49, 50, 51 kicking from Kicker.BallLock and pulses 52 from its own trigger.

Eject hole

mechanism.eject-hole

Kicker

A saucer at the top centre (switch 48, Ball Eject Hole B-9361-R-1) ejected by solenoid 5 (coil B-9362-R-1, circuit 05A). The Hold Bonus, Million, Barbeque and Boogie awards on lamps 41-44 are collected here. The retained script models it with bsTP.InitSaucer sw48.

Drives
Senses

Ball popper

mechanism.ball-popper

Kicker

A ball in the upper-left popper (switch 32, Ball Popper D-11335-1) is popped up by solenoid 6 (AE-23-800, circuit 06A) onto the Popper Wire Ramp (12-6860). The retained script's SolPopper lifts the ball from Kicker.sw32 to the raised Kicker.sw32a and then ejects it with bsBP.

Two flip-up targets with a shared reset coil

mechanism.flip-up-targets

Other

Two flip-up targets below the left ramp (Flip Up Targets Assembly C-12922, each with a Standup Target Assembly B-11696-4). Each position has a standup target switch (53, 54; SW-1A-170-4) and a position switch on the flip-up bracket (55, 56 "Flip Up #1/#2 Open"). A hit flips the top target over; one reset coil (solenoid 22, Flip Up Reset Coil Assembly B-12916, Special #6) restores both. Completing both lights BARBEQUE on the eject hole. The retained script instead holds 53/54 closed from the hit until SolFlipReset and only pulses 55/56 once, which disagrees with the parts layout about which switch reports the flipped state; see conflict.flip-up-switch-roles.

Boogie Monsters

mechanism.boogie-monsters

Toy

Two rubber boogie men (23-6639) on two shafts joined by a rocker link (Boogie Monsters Assembly C-12920). Solenoid 14 (AE-26-1200) pulls one end of the link so both figures move, and an extension spring returns them; the assembly has no switch. Solenoid 16 flashes the Boogie Monsters flashlamps. The retained script's SolBoogie shifts boogie1 and boogie2 in opposite directions while 14 is on.

Monster Slide and Party Punch ramps

mechanism.ramps

Other

The left ramp is the Monster Slide (L. (Monster Slide) Ramp D-13007) with Left Ramp Entry (switch 30, Switch Gate Assy A-13068) and Left Ramp End (switch 31); the right ramp is the Party Punch (R. (Party Punch) Ramp D-13008) with Right Ramp Entry (switch 44, A-13068). The playfield parts also list an R. (Slide Return) Ramp D-13006 and a Release (Metal) Ramp B-13011. No coil acts on either ramp.

Two cabinet-wired flippers

mechanism.flippers

Other

Left and right flipper assemblies (C-11626-L-3, C-11626-R-3, coils FL-11630/50VDC) wired from the cabinet buttons straight to the coils (Cabinet Wiring, printed 3-2), enabled through 1P19. The CPU reads the buttons on switches 57 (right) and 58 (left) through opto isolators U3 and U2 on the Backbox Interconnect Board, whose LEDs span each coil's supply and return. PinMAME rewrites 57/58 from its flipper switch column, public 82 (right) and 84 (left), which is what a recreation must drive. There is no CPU-driven flipper coil and no end-of-stroke switch in the matrix; PinMAME fabricates 45-48 from the button state.

Backbox knocker

mechanism.knocker

Other

Solenoid 7 (circuit 07A, AE-23-800) raps the Knocker & Bracket Assy B-10686-1 in the backbox.

Drives

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. Every switch, lamp, solenoid, flasher, relay, display and mechanism is enumerated, named and wired from the factory manual, and the runtime bindings are taken from a known-working table. The record stays partial for three concrete reasons:

  • the manual puts the two slingshot lamps on opposite sides in its matrix and its drawing;
  • two flasher bulb counts differ between the solenoid table and the location drawing; and
  • the flip-up targets' switch roles differ between the manual's parts pages and the retained script.

Each has a resolution path in the definition's conflicts. Playfield general illumination has no bulb inventory in the manual and carries no placement.

Identity and drivers

  • IPDB 782, OPDB Grlxp-MVKBW: Bally (Midway), model 2011, production start September 5, 1989, System 11B, 4,000 units. Designed by Dennis Nordman and Jim Patla, art by Greg Freres.
  • Eight PinMAME drivers, all CORE_GAMEDEF/CORE_CLONEDEF in src/wpc/sims/s11/prelim/eatpm.c sharing eatpmGameData: eatpm_l4 (LA-4, parent, the ROM both retained scripts run), eatpm_l1 (LA-1), eatpm_l2 (LA-2), eatpm_f1 (LF-1 French), eatpm_4u (LU-4 Europe), eatpm_4g (LG-4 German), eatpm_3g (LG-3 German, U26 flagged BAD_DUMP) and eatpm_p7 (PA-7 prototype). The production and localized sets are the same machine. The LG-3 reconstruction and the prototype are recorded as compatible rather than identical.

Controller contract

  • GEN_S11B on controllers/pinmame/system-11.json. The switch and lamp matrices are column-major, address = (column - 1) * 8 + row, 1-64, exactly as the manual prints them.
  • hw.gameSpecific1 = S11_MUXSW2 and sxx.muxSol = 12. Solenoid 12 is the A/C Select Relay, and PinMAME overwrites switch 2 with the relay's state on every switch update. On the machine it is opto isolator U1 on the Backbox Interconnect Board, lit from the 28 V C-side supply. Do not drive switch 2 from a recreation: it is relay feedback, not a playfield device.
  • A/C multiplexing. Eight driver transistors each serve an A circuit (public 1-8, relay off) and a C circuit (public 25-32, relay on). On this machine every C circuit is a flasher group and every A circuit except 4 is a coil. Circuit 04A is printed with no function and no part and is recorded as unfitted.
  • General illumination is two relays, not a GI channel. Solenoid 10 is the Insert GI relay on the backbox insert board, and solenoid 11 is the Playfield GI relay mounted on the playfield (both C-11998-1). PinMAME's per-game output-typing comments call 10 "Playfield GI" and 11 "Backbox GI". That is the reverse of the manual, but both addresses get the same bulb model, so published values are unaffected. The retained script treats 11 as playfield GI, as the manual does.
  • Special solenoids 17-22 are Special #1-#6 in the manual's order: left thumper, left slingshot, right thumper, right slingshot, bottom thumper, flip-up reset. The Williams setSSSol permutation maps the six PIA handlers (commented F SS6, E SS5, B SST2, C SST3, A SS1, D SS4) back to exactly that order. sxx.ssSw is empty, so PinMAME does not model the hardware path where a bumper or slingshot switch fires its own coil; public 17-21 reflect the ROM's PIA writes only. A recreation should fire the bumpers and slingshots from their own switches (35, 33, 36, 34, 37), as the retained table does.
  • Flippers are cabinet-wired: the buttons switch the coils directly and the CPU only enables them through 1P19. The CPU reads the right button on switch 57 and the left on 58 through two 4N25 opto isolators on the Backbox Interconnect Board (schematic printed 3-18): U3 "RT L.C." closes column 8 to row 1 and U2 "LT L.C." closes column 8 to row 2, with each LED spanning its flipper coil's 50 V supply and coil return. The physical sense therefore closes only while the flipper circuit conducts. In PinMAME, drive 82 (right) and 84 (left), not 57/58. With keyboard handling off, core_updateSw rewrites 57/58 every update from PinMAME's flipper switch column, which on this platform is public 82/84 (CORE_SWLRFLIPBUTBIT/CORE_SWLLFLIPBUTBIT). The VPinMAME S11.VBS library the table loads sets exactly those (swLRFlip = 82, swLLFlip = 84), and its core.vbs binds the table's flipper callbacks to the hold addresses 46/48. The definition enumerates PinMAME's whole flipper column, 81-88: 82 and 84 are used, and the end-of-stroke and upper-button positions (81, 83, 85-88) are unused: FLIP_SWNO(58,57) sets no FLIP_EOS or upper FLIP_SW bit, so PinMAME never copies them anywhere, and the ROM cannot read them because s11.c's pia4a_r reads the switch matrix only through core_getSwCol with an eight-bit column strobe, which reaches columns 1-8. The table's own Controller.Switch(57/58) writes are overwritten on the next update and have no effect. FLIP_SWNO(58,57) without FLIP_SOL makes PinMAME fabricate 45-48 from the buttons. No end-of-stroke switch exists in the matrix.
  • Polarity. wpc.invSw is all zero, so PinMAME normalizes nothing. The three JAM drop targets are optos, but the C-12559 board converts each through an LM339 comparator into an ordinary diode-isolated matrix closure. The known-working script drives 1 for a dropped target, and a recreation should do the same.
  • Displays: two 16-character 16-segment alphanumeric displays. Controller index 0 at segment 0 is the left board (Player 1/2), index 1 at segment 20 the right board (Player 3/4). The manual's status-display text refers to them as the Player 1-4 displays.

Mechanisms

  • Trough: outhole (9) and kicker (1), three balls on 11/12/13 with 11 nearest the shooter, ball eject into the shooter lane (2), shooter lane switch 21.
  • Skull ball lock: lock entry 29, three positions 49/50/51 above lock safety 52, lock release
    1. The rules call this "the Skull": B-A-T or JAM completion enables the lock.
  • Eject hole 48 with coil 5, where Hold Bonus, Million, Barbeque and Boogie (lamps 41-44) are collected.
  • Ball popper 32 with coil 6: it pops the ball up onto the popper wire ramp.
  • JAM drop targets 41-43 with reset coil 3.
  • Flip-up targets: two targets below the left ramp, each a standup target switch (53, 54) plus a position switch on the flip-up bracket (55, 56, "Flip Up Open"), and one shared reset coil (22). The retained script holds 53/54 closed until the reset and pulses 55/56 once; the parts layout suggests 55/56 are the switches that report the flipped state. Which address the ROM expects held is open.
  • Boogie Monsters: one coil (14) moves a rocker link so both rubber boogie men move together, with a spring return and no switch. Solenoid 16 flashes their lamps.
  • Ramps: the left Monster Slide ramp (entry 30, end 31) and the right Party Punch ramp (entry 44). No coil acts on either.
  • Thumper bumpers 35/36/37 (coils 17/19/21, lamps 54/55/56), slingshots 33/34 (coils 18/20), knocker 7 in the backbox.

Lamps

  • Lamps 1-56 are playfield inserts. 1-6 spell ELVIRA, 38-40 are J-A-M, 45-47 are B-A-T, and 17/18 are the skull eyes.
  • Lamps 57-59 (Dead Head 1-3) are on the backboard: the rules light "one Dead Head on Backboard", and the lamp boards list a 3-Lamp Back Stop.
  • Lamps 60-64 (Barbeque 1-5) are backbox lamps. The manual's Circuitboards text (printed 1-2) says "Lamp circuit boards are mounted on the Playfield and the Insert Board", neither group appears on the playfield lamp drawing, and the retained script comments them "BackGlass" and places their objects beyond the playfield.
  • The manual prints lamps 11 and 20 on opposite slingshots in its matrix (11 left) and its drawing (11 right). Resolve with a real-machine lamp test before placing them.

Retained table notes

The only retained .vpx is an artwork variant of the 32assassin table. The pinned corpus's v1.03.vbs is the same lineage with newer physics, so it corroborates the bindings but is not an independent source. Both scripts share three table defects to keep out of a recreation:

  • lamp 54's state drives the bodies of the 55 and 56 bumper lamps;
  • the skull-eye glow flashers fl17/fl18 each sit beside the other eye's bulb cover; and
  • backboard and backglass lamps are drawn as rear-edge and off-table proxies.

The scripts' flip-up switch pattern (53/54 held, 55/56 pulsed) is not listed as a defect. It is the open question in conflict.flip-up-switch-roles, since the ROM may accept either pattern.

Manual notes

The manual is IPDB's 118-page OCR-searchable scan of operations manual 16-2011-101 (August 1989). Its text layer shifts some table columns, so every cited table was read from the rendered page.

  • Carryovers from other machines: the A/C relay example calls 01C "the Transporter Flashers circuit", and the Single Lamps text says lamp 01 shows "BONUS 1K".
  • Internal inconsistencies, transcribed as printed:
    • the bumper assembly is p/o C-12872 on the switch list but C-12842 in the parts list;
    • the flip-up switch part is 5674-12073-30 on its assembly page but 5647-12073-30 on the switch list; and
    • three connector or pin cells break the table's own pattern (05C 5J4-5, 15 5J5-2, 17 1P10-7).

Runtime harness

Exploratory LibPinMAME runs (pinned library 3.7.0, SHA-256 deb2c99f…) of eatpm_l4, eatpm_l1, eatpm_l2 and eatpm_4u from fresh NVRAM all stop after the FACTORY SETTING message:

  • no lamp or solenoid activity follows;
  • only ADVANCE (the PIA interrupt input) is serviced;
  • coin and start are ignored; and
  • stepping through every Id/Au/Ad status item wraps back to Id without reaching the diagnostic tests.

Black Knight 2000, Police Force, Jokerz and Whirlwind behave the same way in this harness. The stop is the ROM waiting on its factory adjustments, not a harness limit: a fresh System 11B ROM leaves it through its last adjustment (the Earthshaker recipe in the ledger, run on eatpm_l4 too), and on 2026-10-01 an eatpm_l4 booted from the NVRAM a first 30 s run had written came straight up in attract mode and accepted coins and Credit. The early runs are retained under the working root as diagnostics and are not cited as evidence. A first flip-up probe from such NVRAM, kept as a diagnostic under the working root's review-artifacts/elvira-and-the-party-monsters-1989/harness/flip-up-probe-2026-10-01/, saw the reset coil (22) fire only at game start, whether 53/54 were pulsed or held or 55/56 were held for 10 s; deciding the switch roles needs a run that completes both targets and collects the award. The special-solenoid mapping above comes from static source analysis, which settles it without a trace.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
eatpm_p7Elvira and the Party Monsters (PA-7 Prototype)
PA-7 prototype game ROMs (u26-pa7, u27-pa7). The driver runs against the production hardware contract, but no retained source says whether prototype cabinets matched the production playfield, so compatibility rather than identity is claimed. Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4compatible
eatpm_l4Elvira and the Party Monsters (LA-4)
LA-4, the pinned catalog's clone-tree parent and the driver both retained VPX scripts bind (cGameName = "eatpm_l4"). Game ROMs elvi_u26.l4 and elvi_u27.l4 with the L-1 sound ROMs.
1989—identical
eatpm_l2Elvira and the Party Monsters (LA-2)
LA-2, an earlier production game ROM pair (u26-la2, u27-la2). Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4identical
eatpm_l1Elvira and the Party Monsters (LA-1)
LA-1, an earlier production game ROM pair (u26-la1, u27-la1). Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4identical
eatpm_f1Elvira and the Party Monsters (LF-1 French)
LF-1 French game ROM (u26-lf1) paired with the LA-1 U27. Language localization only. Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4identical
eatpm_4uElvira and the Party Monsters (LU-4 Europe)
LU-4 Europe game ROM (u26-lu4) paired with the L-4 U27. Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4identical
eatpm_4gElvira and the Party Monsters (LG-4 German)
LG-4 German game ROM (u26-lg4) paired with the L-4 U27. The manual's Country jumper, German pricing and German install adjustments are the operator-facing side of the same hardware. Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4identical
eatpm_3gElvira and the Party Monsters (LG-3 German)
LG-3 German. The pinned ROM set pairs a U27 from an LG-3 board with the LG-4 U26 and flags that U26 BAD_DUMP ("the U27 came without matching U26"), so this driver is an emulator reconstruction rather than a verified factory pairing. The hardware contract is the parent's. Declared with CORE_CLONEDEF of eatpm_l4 in src/wpc/sims/s11/prelim/eatpm.c, so it binds the same init_eatpm/eatpmGameData and the same elvira machine driver: switch, lamp, solenoid, display and flipper routing are identical to the parent.
1989eatpm_l4compatible

Parent set: eatpm_l4 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

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.

eatpm_l4.map.json

williams-system11-48Kv4format 0.8

maps/williams/system11/eatpm_l4.map.json

Applies to ROMs
eatpm_l2eatpm_l4
Sections
auditschecksum8game_statehigh_scores

williams-system11-48K 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.8371478a7640

    PinmameGetGames records for eatpm_l4 and its seven clones

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/sims/s11/prelim/eatpm.c: S11_INPUT_PORTS_START(eatpm,3) at lines 37-48; the *** PRELIMINARY *** simulator #define block at lines 53-112 and eatpm_stateDef (cross-reference only); S11_ROMSTART48 sets at lines 200-270 (eatpm_3g's U26 flagged BAD_DUMP); MACHINE_DRIVER_START(elvira) importing s11_s11aS at lines 275-279; CORE_GAMEDEF(eatpm,l4) and CORE_CLONEDEF for l1/f1/l2/3g/4g/4u/p7 at lines 281-288; eatpmSimData at 293-303; dispeatpm {0,0,0,16,CORE_SEG16},{0,33,20,16,CORE_SEG16} at 308-310; eatpmGameData = {GEN_S11B, dispeatpm, {FLIP_SWNO(swLFlip,swRFlip),0,0,0,0,S11_LOWALPHA|S11_DISPINV,S11_MUXSW2}, &eatpmSimData, {{0}}, {12}} at 312-316 (swLFlip = 58, swRFlip = 57; wpc.invSw all zero; sxx.muxSol = 12; sxx.ssSw all zero). src/wpc/s11.c: s11_irqline/s11_irq periodic interrupt with the Advance and Up/Down inputs on PIA2 CA1/CB1 (lines 101-127); setSSSol with ssSolNo = {{5,4,1,2,0,3},{3,4,5,1,0,2}} (lines 537-556); updsol and the sxx.muxSol-gated C-side copy into bits 24-31 (lines 558-575); pia1ca2_w..pia4cb2_w -> setSSSol handlers 0-5 (lines 618-623) with the PIA comment block naming them F SS6, E SS5, B SST2, C SST3, A SS1, D SS4 (lines 700-760); SWITCH_UPDATE(s11) copying the keyboard port into matrix columns 0 and 1 and, because S11_MUXSW2 is set, writing core_getSol(12) to switch 2 (lines 774-797); MACHINE_INIT(s11) nSolenoids sizing (line 873) and the eatpm_ output-type block (lines 977-984: 9 #89, 10 and 11 #44 AC GI, 13 #89, 15-16 #89, 25-32 eight muxed #89 outputs); s11_s11aS (lines 1376-1383). src/wpc/s11.h: S11_COMPORTS (lines 9-28), S11_LOWALPHA/S11_DISPINV/S11_MUXSW2/S11_SNDOVERLAY (lines 222-226), s11_mS11BS = s11_s11aS (line 209). src/wpc/gen.h GEN_S11B = GEN_S11X = 0x100. src/wpc/sim.h sShooterRel = CORE_FIRSTSIMSOL. src/wpc/core.h CORE_FIRSTSSSOL = 17, CORE_SSFLIPENSOL = 23, CORE_FIRSTUFLIPSOL = 33, CORE_FIRSTLFLIPSOL = 45, CORE_FIRSTSIMSOL = 49, CORE_FIRSTCUSTSOL = 51. src/wpc/core.c core_swSeq2m, core_updateSw synthetic-flipper fallback, core_getSol GEN_ALLS11 branch.

    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-system-11

    System 11 sequential column-major switch and lamp numbering 1-64, the four negative diagnostic addresses, the Country jumper, and the switched/controlled/special/A-C-mux/overlay/synthetic-flipper solenoid address rules

    internal:controllers/pinmame/system-11.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.bally.elvira-and-the-party-monsters.1989

    Source locations

    118-page Bally Midway Elvira and the Party Monsters Operations and Parts Information Manual 16-2011-101, August 1989, scanned at 300 dpi with an Acrobat Paper Capture text layer. IPDB machine 782 (https://www.ipdb.org/machine.cgi?id=782, Midway 'Elvira and the Party Monsters', September 05, 1989, model 2011, System 11B), resource https://www.ipdb.org/files/782/Elvira_and_the_Partymonsters_OCR_searchable.pdf, downloaded through the contributor's browser because IPDB is Cloudflare-gated; the untouched download is retained under this hash and the saved IPDB machine page beside it. Printed page = PDF page - 52 through Section 2; PDF 2 is an unpaginated ROM and solenoid summary, PDF 4 the rules page, PDF 117 a quick-reference switch and lamp matrix page. The text layer mis-orders some tables, so every cited table was read from the rendered page.

    external:pinmame-manuals/by-machine/bally.elvira-and-the-party-monsters.1989/Elvira_and_the_Partymonsters_OCR_searchable.pdf
    by
    Midway Manufacturing Company (Bally); scan hosted by the Internet Pinball Machine Database
    sha256
    d1bc4d1c1e43…
  • VPX table

    vpx-table.elvira-and-the-party-monsters-1989

    Source locations

    Retained VPX table from the contributor's table collection (dated 2020-01-20): an artwork variant of the 32assassin Elvira and the Party Monsters table, whose script is the same lineage as the pinned corpus v1.03 script. Exact playfield bounds are left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. Geometry authority for named, script-bound table objects only, and only where the manual's numbered location drawings agree.

    external:pinmame-vpx-sources/bally/elvira-and-the-party-monsters-1989/Elvira%20and%20the%20Party%20Monsters%20%28Bally%201989%29%20nude.vpx
    by
    32assassin (table); artwork modification author unrecorded
    sha256
    b9f54017274c…
  • VPX script

    vpx-script.elvira-and-the-party-monsters-1989

    Source locations

    Embedded script of the retained table (33,177 bytes): cGameName = "eatpm_l4", UseSolenoids = 1, UseLamps = 0 with an explicit LampTimer/UpdateLamps routine; SolCallback for 1, 2, 3, 5, 6, 7, 8, 11, 13, 14, 15, 16, 22, 25-32 and sLRFlipper/sLLFlipper; bsTrough (9, 11, 12, 13), bsLock (49, 50, 51), bsTP saucer 48, bsBP saucer 32 with the raised sw32a popper kicker, dtbank (41, 42, 43); switch handlers for the lanes, targets, bumpers, slingshots and the flip-up targets; flipper keys writing Controller.Switch 57/58. Full object cross-reference in external:pinmame-review-artifacts/elvira-and-the-party-monsters/vpx-geometry-raw.tsv.

    external:pinmame-vpx-sources/bally/elvira-and-the-party-monsters-1989/extracted-vpxtool/script.vbs
    by
    32assassin
    sha256
    aaa5bc0f1893…
  • VPX table

    vpx-extraction.elvira-and-the-party-monsters-1989

    Source locations

    Canonical manifest of every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 fa3ddac51285909c3763a87c017e2bfddac9ec422082bfae1fcedce4b3623fa5; 1263 files, 58249735 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=952 bottom=1974.

    external:pinmame-vpx-sources/bally/elvira-and-the-party-monsters-1989/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • VPX script

    vpx-script.elvira-and-the-party-monsters-v1-03

    Source locations

    Elvira and the Party Monsters (Bally 1989) v1.03.vbs (129,154 bytes) in the pinned corpus: the same 32assassin table with updated physics, cGameName = "eatpm_l4", UseSolenoids = 2 and the identical SolCallback table, trough/lock/saucer/drop-target helpers, flip-up target handlers and UpdateLamps bindings (including the same lamp 54 binding on the 55 and 56 bumper bodies). Same lineage as the retained script, so it corroborates the bindings without being independent.

    by
    32assassin and later contributors; corpus by sverrewl
    rev
    0c036bb61b4b
    sha256
    c251128e2dd0…
  • VPX script

    vpm-script-library.s11-vbs

    Source locations

    The VPinMAME script library the retained table loads at runtime (script.vbs line 11 LoadVPM "01560000", "S11.VBS", 3.26; S11.VBS executes core.vbs), retained from the contributor's working installation together with core.vbs (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). S11.VBS defines swLRFlip = 82 and swLLFlip = 84 and sets them from the flipper keys in vpmKeyDown/vpmKeyUp; core.vbs routes KeyDownHandler to vpmKeyDown and defines sLRFlipper = 46, sLLFlipper = 48.

    external:pinmame-review-artifacts/vpm-script-libs/s11.vbslines 11 LoadVPM "01560000", "S11.VBS", 3.26
    by
    VPinMAME / Visual Pinball script-library maintainers
    sha256
    5582155ffbda…
  • Human review

    human-review.elvira-and-the-party-monsters-1989.vpx-geometry

    Object-by-object dump of every gameitem in the retained extraction (type, name, centre or drag-point centroid, normalized x/952 and y/1974, visibility), cross-checked against the manual's switch, lamp and solenoid location drawings.

    external:pinmame-review-artifacts/elvira-and-the-party-monsters/vpx-geometry-raw.tsv
    by
    pinmame-game-defs curation
    rev
    2026-09-25

Something wrong or missing?

This definition still has 5 unmet requirements, listed under Missing data below. 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

Missing data

What this game definition still needs to reach 100% and become author-ready.

  • Input functions

    Validate which physical sensor or cabinet control each input represents and when it activates.

  • Output functions

    Validate the physical device, function and fitted quantity behind each output binding.

  • Mechanism behavior

    Validate mechanism operation, ball paths, home positions, startup and reset behavior.

  • Physical device locations

    Establish validated playfield locations for every physical sensor, actuator and light emitter, including bulb counts and justified projections.

  • Conflicting evidence

    Obtain the evidence needed to settle the remaining disagreements about the physical machine.

Recorded completion blockers

Blockers

  • Lamps 11 and 20 (slingshot inserts) carry no spatial record: the manual's lamp matrix and its location drawing put them on opposite slingshots (conflict.slingshot-lamp-sides).
  • Solenoid 11 (Playfield GI Relay) switches playfield general illumination, but the manual enumerates no GI bulb count or position; the retained table's 29-member GI collection is not adopted.
  • Solenoid 16 (Boogie Monsters flashers) carries three observed placements against a printed two-bulb count, and solenoid 15 one placement against two printed playfield bulbs (conflict.flasher-bulb-quantities).
  • Solenoid 29 (Moon / Wolfman) has one retained object for two printed playfield bulbs; its placement is observed.
  • Flashers 13, 25, 27, 28, 29, 30, 31 and 32 also light Insert Board bulbs in the backbox (1 to 3 each, included in physical.quantity); only their playfield bulbs are placed.
  • Switches 31, 52, 55 and 56 and solenoids 15, 16, 29 and 32 have observed rather than validated placements: the manual's drawings print no callout, end the leader visibly away from the retained object, or print more bulbs than the table models.

Promotion decision

Every controller address is enumerated with a semantic disposition and its printed wiring, and polarity is settled: eatpmGameData leaves wpc.invSw all zero, the drop-target optos reach the matrix through the C-12559 comparator board as ordinary closures, and the flipper-button optos carry button state. Promotion is refused because the slingshot lamps and the playfield GI have no placement, two flasher counts disagree inside the manual, and the flip-up switch roles are disputed. coverage.missing is ["input_semantics", "output_semantics", "mechanism_behavior", "spatial_placement", "unresolved_conflicts"]; the addresses the three conflicts name (switches 53-56, lamps 11 and 20, flashers 15 and 16) carry conflicted provenance.

Read the curation report

Missing locations · 3

  • Playfield GI Relay
    Device evidence and notes

    Printed Solenoids & Flashers table row "11 PLAYFIELD GI", Solenoid Type "Controlled". Retained script callback: SolGI. Note [4a] mounts this relay on the playfield (Relay Board C-11998-1). It switches playfield general illumination; the retained script's SolGI handler turns the 29-member GI light collection off while the relay is energized. The manual enumerates no GI bulb count or socket position, so no spatial record is asserted. PinMAME's MACHINE_INIT comment calls this address "Backbox GI output"; see address 10.

  • Left Slingshot
    Device evidence and notes

    Printed lamp-matrix drive column 2, return row 3. The lamp matrix prints this address "Left Slingshot", and the retained script drives the lights inside that slingshot (l11, l11a, L11b, L11c). The manual's Lamp Location Diagram prints 11 inside the right slingshot instead. No spatial record is asserted until conflict.slingshot-lamp-sides is resolved.

  • Right Slingshot
    Device evidence and notes

    Printed lamp-matrix drive column 3, return row 4. The lamp matrix prints this address "Right Slingshot", and the retained script drives the lights inside that slingshot (l20, l20a, L20b, L20c). The manual's Lamp Location Diagram prints 20 inside the left slingshot instead. No spatial record is asserted until conflict.slingshot-lamp-sides is resolved.

Evidence needed to settle conflicts

  • Slingshot lamp sides

    a Single Lamps diagnostic on a real machine (the manual's test 04 blinks one address at a time) or a look at the wire colours at the left slingshot insert (YEL-RED/RED-ORN for 11, YEL-ORN/RED-YEL for 20), which an owner or a photograph of an unrestored underside can supply.
  • Flasher bulb quantities

    counting the #906 sockets on the Boogie Men area and along the left rail of a real playfield, or a Williams parts catalogue listing the flasher socket harness for these circuits.
  • Flip up switch roles

    the ROM's Switch Levels test (test 06) on a real machine with a target flipped shows which address stays closed, or a gameplay harness trace that completes both targets and collects the award at the eject hole while watching when the ROM fires 22, or static analysis of the L-4 game ROMs' switch handlers. The System 11B boot stop that once blocked the harness route is lifted (see the runtime-harness notes); a first 2026-10-01 probe from initialized NVRAM saw 22 fire only at game start, whether 53/54 were pulsed or held or 55/56 held for 10 s, which does not decide the roles.