Fathom

Partial

Bally1981BY35bally.fathom.1981

1 unresolved conflict

  • Which thumper bumper lamp sits on which public address. Fathom's own A5 lamp driver sheet prints A5J1-27 RIGHT THUMPER BUMPER and A5J1-12 BOTTOM THUMPER BUMPER, and the playfield wiring diagram prints the same two functions on the same two pins with wires 53 and 61; the AS-2518-23 board's public-address to connector-pin mapping, identical on Bally Centaur and Bally Kiss and confirmed here by straight-line trace of U1's first twelve outputs and by arrow count, puts public 12 on A5J1-27 and public 28 on A5J1-12. That makes public 12 the right bumper and public 28 the bottom bumper. The retained known-working table binds them the other way round: its address-12 light objects (Light12, Light12a) normalize to (0.513, 0.325), which is the bottom bumper, and its address-28 objects to (0.662, 0.251), which is the right bumper, and its own commented-out lines label 12 'Bumper3' and 28 'Bumper2'. Both sides agree that public 44 is the left bumper. The definition follows the manual because lamp-to-bulb identity is physical construction rather than runtime semantics, and because three printed sources agree against one community recreation, but the disagreement is unresolved on the evidence retained here: settling it needs a lamp test on real hardware or a photograph of the A5J1 harness. Unresolved. outputs[binding.group=pinmame.output.lamp,binding.device=12,28]

Wire it up

what an authoring tool needs first
Bind this ROM
fathom

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

Controller platform
pinmame.by35

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
  • Player 1 score, seven digits7 digits
  • Player 2 score, seven digits7 digits
  • Player 3 score, seven digits7 digits
  • Player 4 score, seven digits7 digits
  • Credit display, two digits2 digits
  • Match / Ball in Play display, two digits2 digits
Address space
Switches
-7–48 (51)
Solenoids
1–48 (21)
Lamps
1–120 (92)
DIP
1–32 (32)
Cabinet & flipper inputs
7flipper.lower.right.button6cabinet.start9cabinet.coin.310cabinet.coin.111cabinet.coin.215cabinet.tilt16cabinet.slam-tilt

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

Playfield

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

Playfield map

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

21 Outhole · 7 Outhole Kicker22 #1 Left of Outhole · 3 #2 Left and #1 Right of Outhole24 Top Saucer · 13 Top Saucer Kicker / 1st Blue Inline Drop Target25 Right Saucer · 14 Right Saucer Kicker / 2nd Blue Inline Drop Target12 "C" Lane13 "B" Lane14 "A" Lane17 Right Center Target18 Spinner19 10 Point and 6 Drop Target Rebound19 10 Point and 6 Drop Target Rebound220 3 Left Rollover Buttons · 65 #1 Scan Rollover Button220 3 Left Rollover Buttons · 81 #2 Scan Rollover Button220 3 Left Rollover Buttons · 97 #3 Scan Rollover Button21 Right Return Lane22 Right Outlane23 Left Outlane24 Left Return Lane225 Top Saucer Rollover Button · 113 #4 Back Scan26 Right Saucer Rollover Button27 Left Side Drop Target F (Bottom)28 Left Side Drop Target E29 Left Side Drop Target D30 Left Side Drop Target C31 Left Side Drop Target B232 Left Side Drop Target A (Top) · 2 6 Drop Target Reset / 2nd Green Inline Drop Target233 #3 Middle Drop Target · 3 3 Middle Drop Target Reset / 3rd Green Inline Drop Target34 #2 Middle Drop Target35 #1 Middle Drop Target236 Right Slingshot · 12 Right Slingshot237 Left Slingshot · 11 Left Slingshot338 Right Thumper Bumper · 10 Right Thumper Bumper · 12 Right Thumper Bumper339 Bottom Thumper Bumper · 9 Bottom Thumper Bumper · 28 Bottom Thumper Bumper340 Left Thumper Bumper · 8 Left Thumper Bumper · 44 Left Thumper Bumper242 3rd Blue Inline Drop Target · 15 3rd Blue Inline Drop Target43 2nd Blue Inline Drop Target244 1st Blue Inline Drop Target · 1 3 Top Drop Target Reset / 1st Green Inline Drop Target46 3rd Green Inline Drop Target47 2nd Green Inline Drop Target248 1st Green Inline Drop Target · 4 Right Inline Drop Target Reset46 Lower Right and Upper Right Flipper Coils46 Lower Right and Upper Right Flipper Coils48 Lower Left Flipper Coil1 50K Right Return Lane2 1K Blue Bonus3 5K Blue Bonus4 9K Blue Bonus5 3X Blue Bonus6 1K Green Bonus7 5K Green Bonus8 9K Green Bonus9 3X Green Bonus10 "C" Lane14 Double Playfield Scores15 Top Saucer Lane Arrow17 Right Out Special18 2K Blue Bonus19 6K Blue Bonus20 10K Blue Bonus21 4X Blue Bonus22 2K Green Bonus23 6K Green Bonus24 10K Green Bonus25 4X Green Bonus26 "B" Lane30 Triple Playfield Scores31 Right Saucer Arrow33 Left Out Special34 3K Blue Bonus35 7K Blue Bonus36 Advance Green Bonus236 Advance Green Bonus · 52 Advance Blue Bonus37 5X Blue Bonus38 3K Green Bonus39 7K Green Bonus40 Release Lagoon Captive Ball41 5X Green Bonus42 "A" Lane46 In Sequence49 50K Left Return Lane50 4K Blue Bonus51 8K Blue Bonus52 Advance Blue Bonus53 55K Blue Bonus54 4K Green Bonus55 8K Green Bonus56 Release Cave Captive Ball57 55K Green Bonus58 A-B-C Special59 Credit Indicator60 Spinner62 Extra Ball63 Bonus Special

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 playfield58
  • sensorsenses the ball41
  • effectmoves the ball16
  • nStackseveral devices in one spot19
109 devices shown

Not on the playfield32 dip switch, 19 cabinet or service, 9 unused, 2 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.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
candidate
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 3
Output SemanticsSpatial PlacementUnresolved Conflicts

Switches

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

51 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
Hover or tap an address to identify it.

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

51 shown
# Name Device ID Role Wiring Evidence
-7
Self Test
Button
switch.self-test
service.self-test
validated
-6
CPU Diagnostic
Button
switch.cpu-diagnostic
service.diagnostic
validated
-5
Sound Diagnostic
Button
switch.sound-diagnostic
service.diagnostic
validated
1
Outhole
Leaf
switch.matrix-1
A4J2-151
A4J2-854
Bally MPU AS-2518-35
validated
2
#1 Left of Outhole
Leaf
switch.matrix-2
A4J2-151
A4J2-963
Bally MPU AS-2518-35
validated
3
#2 Left and #1 Right of Outhole
Leaf
switch.matrix-3
A4J2-151
A4J2-1057
Bally MPU AS-2518-35
validated
4
Top Saucer
Leaf
switch.matrix-4
A4J2-151
A4J2-1178
Bally MPU AS-2518-35
validated
5
Right Saucer
Leaf
switch.matrix-5
A4J2-151
A4J2-1260
Bally MPU AS-2518-35
validated
6
Credit Button
Button
switch.matrix-6
cabinet.start
A4J2-151
A4J2-1356
Bally MPU AS-2518-35
validated
7
Right Flipper Button
Button
switch.matrix-7
flipper.lower.right.button
A4J2-151
A4J2-1465
Bally MPU AS-2518-35
validated
8
Not Used Matrix Position 8
Leaf
switch.matrix-8
A4J2-151
A4J2-1552
Bally MPU AS-2518-35
validated
9
Coin III (Right)
Leaf
switch.matrix-9
cabinet.coin.3
A4J2-270
A4J2-854
Bally MPU AS-2518-35
validated
10
Coin I (Left)
Leaf
switch.matrix-10
cabinet.coin.1
A4J2-270
A4J2-963
Bally MPU AS-2518-35
validated
11
Coin II (Middle)
Leaf
switch.matrix-11
cabinet.coin.2
A4J2-270
A4J2-1057
Bally MPU AS-2518-35
validated
12
"C" Lane
Leaf
switch.matrix-12
A4J2-270
A4J2-1178
Bally MPU AS-2518-35
validated
13
"B" Lane
Leaf
switch.matrix-13
A4J2-270
A4J2-1260
Bally MPU AS-2518-35
validated
14
"A" Lane
Leaf
switch.matrix-14
A4J2-270
A4J2-1356
Bally MPU AS-2518-35
validated
15
Tilt
Tilt
switch.matrix-15
cabinet.tilt
A4J2-270
A4J2-1465
Bally MPU AS-2518-35
validated
16
Slam Tilt
Tilt
switch.matrix-16
cabinet.slam-tilt
A4J2-270
A4J2-1552
Bally MPU AS-2518-35
validated
17
Right Center Target
Leaf
switch.matrix-17
A4J2-393
A4J2-854
Bally MPU AS-2518-35
validated
18
Spinner
Leaf
switch.matrix-18
A4J2-393
A4J2-963
Bally MPU AS-2518-35
validated
19
10 Point and 6 Drop Target Rebound
Leaf
switch.matrix-19
A4J2-393
A4J2-1057
Bally MPU AS-2518-35
validated
20
3 Left Rollover Buttons
Leaf
switch.matrix-20
A4J2-393
A4J2-1178
Bally MPU AS-2518-35
validated
21
Right Return Lane
Leaf
switch.matrix-21
A4J2-393
A4J2-1260
Bally MPU AS-2518-35
validated
22
Right Outlane
Leaf
switch.matrix-22
A4J2-393
A4J2-1356
Bally MPU AS-2518-35
validated
23
Left Outlane
Leaf
switch.matrix-23
A4J2-393
A4J2-1465
Bally MPU AS-2518-35
validated
24
Left Return Lane
Leaf
switch.matrix-24
A4J2-393
A4J2-1552
Bally MPU AS-2518-35
validated
25
Top Saucer Rollover Button
Leaf
switch.matrix-25
A4J2-453
A4J2-854
Bally MPU AS-2518-35
validated
26
Right Saucer Rollover Button
Leaf
switch.matrix-26
A4J2-453
A4J2-963
Bally MPU AS-2518-35
validated
27
Left Side Drop Target F (Bottom)
Leaf
switch.matrix-27
A4J2-453
A4J2-1057
Bally MPU AS-2518-35
validated
28
Left Side Drop Target E
Leaf
switch.matrix-28
A4J2-453
A4J2-1178
Bally MPU AS-2518-35
validated
29
Left Side Drop Target D
Leaf
switch.matrix-29
A4J2-453
A4J2-1260
Bally MPU AS-2518-35
validated
30
Left Side Drop Target C
Leaf
switch.matrix-30
A4J2-453
A4J2-1356
Bally MPU AS-2518-35
validated
31
Left Side Drop Target B
Leaf
switch.matrix-31
A4J2-453
A4J2-1465
Bally MPU AS-2518-35
validated
32
Left Side Drop Target A (Top)
Leaf
switch.matrix-32
A4J2-453
A4J2-1552
Bally MPU AS-2518-35
validated
33
#3 Middle Drop Target
Leaf
switch.matrix-33
A4J2-531
A4J2-854
Bally MPU AS-2518-35
validated
34
#2 Middle Drop Target
Leaf
switch.matrix-34
A4J2-531
A4J2-963
Bally MPU AS-2518-35
validated
35
#1 Middle Drop Target
Leaf
switch.matrix-35
A4J2-531
A4J2-1057
Bally MPU AS-2518-35
validated
36
Right Slingshot
Leaf
switch.matrix-36
A4J2-531
A4J2-1178
Bally MPU AS-2518-35
validated
37
Left Slingshot
Leaf
switch.matrix-37
A4J2-531
A4J2-1260
Bally MPU AS-2518-35
validated
38
Right Thumper Bumper
Leaf
switch.matrix-38
A4J2-531
A4J2-1356
Bally MPU AS-2518-35
validated
39
Bottom Thumper Bumper
Leaf
switch.matrix-39
A4J2-531
A4J2-1465
Bally MPU AS-2518-35
validated
40
Left Thumper Bumper
Leaf
switch.matrix-40
A4J2-531
A4J2-1552
Bally MPU AS-2518-35
validated
41
Not Used Matrix Position 41
Leaf
switch.matrix-41
A4J4-872
A4J2-854
Bally MPU AS-2518-35
validated
42
3rd Blue Inline Drop Target
Leaf
switch.matrix-42
A4J4-872
A4J2-963
Bally MPU AS-2518-35
validated
43
2nd Blue Inline Drop Target
Leaf
switch.matrix-43
A4J4-872
A4J2-1057
Bally MPU AS-2518-35
validated
44
1st Blue Inline Drop Target
Leaf
switch.matrix-44
A4J4-872
A4J2-1178
Bally MPU AS-2518-35
validated
45
Not Used Matrix Position 45
Leaf
switch.matrix-45
A4J4-872
A4J2-1260
Bally MPU AS-2518-35
validated
46
3rd Green Inline Drop Target
Leaf
switch.matrix-46
A4J4-872
A4J2-1356
Bally MPU AS-2518-35
validated
47
2nd Green Inline Drop Target
Leaf
switch.matrix-47
A4J4-872
A4J2-1465
Bally MPU AS-2518-35
validated
48
1st Green Inline Drop Target
Leaf
switch.matrix-48
A4J4-872
A4J2-1552
Bally MPU AS-2518-35
validated

Controlled devices

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

Coils, magnets & motors

21
21 shown
# Name Device ID Kind Role Wiring Evidence
1
3 Top Drop Target Reset / 1st Green Inline Drop Target
device.3-top-drop-target-reset-1st-green-inline-drop-target Coil
Q2
Bally Solenoid Driver AS-2518-22
validated
2
6 Drop Target Reset / 2nd Green Inline Drop Target
device.6-drop-target-reset-2nd-green-inline-drop-target Coil
Q1
Bally Solenoid Driver AS-2518-22
validated
3
3 Middle Drop Target Reset / 3rd Green Inline Drop Target
device.3-middle-drop-target-reset-3rd-green-inline-drop-target Coil
Q5
Bally Solenoid Driver AS-2518-22
validated
4
Right Inline Drop Target Reset
device.right-inline-drop-target-reset Coil
Q6
Bally Solenoid Driver AS-2518-22
validated
5
Unused Momentary Solenoid 5
device.unused-momentary-solenoid-5 Coil
Q7
Bally Solenoid Driver AS-2518-22
validated
6
Knocker
device.knocker Coil
cabinet.knocker
Q3
Bally Solenoid Driver AS-2518-22
validated
7
Outhole Kicker
device.outhole-kicker Coil
Q4
Bally Solenoid Driver AS-2518-22
validated
8
Left Thumper Bumper
device.left-thumper-bumper Coil
Q8
Bally Solenoid Driver AS-2518-22
validated
9
Bottom Thumper Bumper
device.bottom-thumper-bumper Coil
Q13
Bally Solenoid Driver AS-2518-22
validated
10
Right Thumper Bumper
device.right-thumper-bumper Coil
Q14
Bally Solenoid Driver AS-2518-22
validated
11
Left Slingshot
device.left-slingshot Coil
Q9
Bally Solenoid Driver AS-2518-22
validated
12
Right Slingshot
device.right-slingshot Coil
Q10
Bally Solenoid Driver AS-2518-22
validated
13
Top Saucer Kicker / 1st Blue Inline Drop Target
device.top-saucer-kicker-1st-blue-inline-drop-target Coil
Q12
Bally Solenoid Driver AS-2518-22
validated
14
Right Saucer Kicker / 2nd Blue Inline Drop Target
device.right-saucer-kicker-2nd-blue-inline-drop-target Coil
Q11
Bally Solenoid Driver AS-2518-22
validated
15
3rd Blue Inline Drop Target
device.3rd-blue-inline-drop-target Coil
Q16
Bally Solenoid Driver AS-2518-22
validated
17
Unused Continuous Output (CONT 2)
device.unused-continuous-output-cont-2 Coil
Q17
Bally Solenoid Driver AS-2518-22
validated
18
Coin Lockout Door
device.coin-lockout-door Coil
cabinet.coin-lockout
Q19
Bally Solenoid Driver AS-2518-22
validated
19
K1 Relay (Flipper Enable)
device.k1-relay-flipper-enable Relay
internal.flipper-enable
Q15
Bally Solenoid Driver AS-2518-22
validated
46
Lower Right and Upper Right Flipper Coils
device.lower-right-and-upper-right-flipper-coils Coil
flipper.lower.right
validated
47
Solenoid Expander Relay Drive
lamp.solenoid-expander-relay-drive-47 Relay
internal.solenoid-expander-gate
Bally Lamp Driver AS-2518-23
validated
48
Lower Left Flipper Coil
device.lower-left-flipper-coil Coil
flipper.lower.left
validated

Lamps

91

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
65–72
73–80
81–88
89–96
97–104
105–112
113–120
Hover or tap an address to identify it.
91 shown
# Name Device ID Role Wiring Evidence
1
50K Right Return Lane
lamp.50k-right-return-lane-1
Bally Lamp Driver AS-2518-23
validated
2
1K Blue Bonus
lamp.1k-blue-bonus-2
Bally Lamp Driver AS-2518-23
validated
3
5K Blue Bonus
lamp.5k-blue-bonus-3
Bally Lamp Driver AS-2518-23
validated
4
9K Blue Bonus
lamp.9k-blue-bonus-4
Bally Lamp Driver AS-2518-23
validated
5
3X Blue Bonus
lamp.3x-blue-bonus-5
Bally Lamp Driver AS-2518-23
validated
6
1K Green Bonus
lamp.1k-green-bonus-6
Bally Lamp Driver AS-2518-23
validated
7
5K Green Bonus
lamp.5k-green-bonus-7
Bally Lamp Driver AS-2518-23
validated
8
9K Green Bonus
lamp.9k-green-bonus-8
Bally Lamp Driver AS-2518-23
validated
9
3X Green Bonus
lamp.3x-green-bonus-9
Bally Lamp Driver AS-2518-23
validated
10
"C" Lane
lamp.c-lane-10
Bally Lamp Driver AS-2518-23
validated
11
Shoot Again
lamp.shoot-again-11
cabinet.insert-panel
Bally Lamp Driver AS-2518-23
validated
12
Right Thumper Bumper
lamp.right-thumper-bumper-12
Bally Lamp Driver AS-2518-23
validated
13
Ball In Play
lamp.ball-in-play-13
cabinet.insert-panel
Bally Lamp Driver AS-2518-23
validated
14
Double Playfield Scores
lamp.double-playfield-scores-14
Bally Lamp Driver AS-2518-23
validated
15
Top Saucer Lane Arrow
lamp.top-saucer-lane-arrow-15
Bally Lamp Driver AS-2518-23
validated
17
Right Out Special
lamp.right-out-special-17
Bally Lamp Driver AS-2518-23
validated
18
2K Blue Bonus
lamp.2k-blue-bonus-18
Bally Lamp Driver AS-2518-23
validated
19
6K Blue Bonus
lamp.6k-blue-bonus-19
Bally Lamp Driver AS-2518-23
validated
20
10K Blue Bonus
lamp.10k-blue-bonus-20
Bally Lamp Driver AS-2518-23
validated
21
4X Blue Bonus
lamp.4x-blue-bonus-21
Bally Lamp Driver AS-2518-23
validated
22
2K Green Bonus
lamp.2k-green-bonus-22
Bally Lamp Driver AS-2518-23
validated
23
6K Green Bonus
lamp.6k-green-bonus-23
Bally Lamp Driver AS-2518-23
validated
24
10K Green Bonus
lamp.10k-green-bonus-24
Bally Lamp Driver AS-2518-23
validated
25
4X Green Bonus
lamp.4x-green-bonus-25
Bally Lamp Driver AS-2518-23
validated
26
"B" Lane
lamp.b-lane-26
Bally Lamp Driver AS-2518-23
validated
27
Match
lamp.match-27
cabinet.insert-panel
Bally Lamp Driver AS-2518-23
validated
28
Bottom Thumper Bumper
lamp.bottom-thumper-bumper-28
Bally Lamp Driver AS-2518-23
validated
29
High Score To Date
lamp.high-score-to-date-29
cabinet.insert-panel
Bally Lamp Driver AS-2518-23
validated
30
Triple Playfield Scores
lamp.triple-playfield-scores-30
Bally Lamp Driver AS-2518-23
validated
31
Right Saucer Arrow
lamp.right-saucer-arrow-31
Bally Lamp Driver AS-2518-23
validated
33
Left Out Special
lamp.left-out-special-33
Bally Lamp Driver AS-2518-23
validated
34
3K Blue Bonus
lamp.3k-blue-bonus-34
Bally Lamp Driver AS-2518-23
validated
35
7K Blue Bonus
lamp.7k-blue-bonus-35
Bally Lamp Driver AS-2518-23
validated
36
Advance Green Bonus
lamp.advance-green-bonus-36
Bally Lamp Driver AS-2518-23
validated
37
5X Blue Bonus
lamp.5x-blue-bonus-37
Bally Lamp Driver AS-2518-23
validated
38
3K Green Bonus
lamp.3k-green-bonus-38
Bally Lamp Driver AS-2518-23
validated
39
7K Green Bonus
lamp.7k-green-bonus-39
Bally Lamp Driver AS-2518-23
validated
40
Release Lagoon Captive Ball
lamp.release-lagoon-captive-ball-40
Bally Lamp Driver AS-2518-23
validated
41
5X Green Bonus
lamp.5x-green-bonus-41
Bally Lamp Driver AS-2518-23
validated
42
"A" Lane
lamp.a-lane-42
Bally Lamp Driver AS-2518-23
validated
43
Same Player Shoot Again
lamp.same-player-shoot-again-43
Bally Lamp Driver AS-2518-23
validated
44
Left Thumper Bumper
lamp.left-thumper-bumper-44
Bally Lamp Driver AS-2518-23
validated
45
Game Over
lamp.game-over-45
cabinet.insert-panel
Bally Lamp Driver AS-2518-23
validated
46
In Sequence
lamp.in-sequence-46
Bally Lamp Driver AS-2518-23
validated
49
50K Left Return Lane
lamp.50k-left-return-lane-49
Bally Lamp Driver AS-2518-23
validated
50
4K Blue Bonus
lamp.4k-blue-bonus-50
Bally Lamp Driver AS-2518-23
validated
51
8K Blue Bonus
lamp.8k-blue-bonus-51
Bally Lamp Driver AS-2518-23
validated
52
Advance Blue Bonus
lamp.advance-blue-bonus-52
Bally Lamp Driver AS-2518-23
validated
53
55K Blue Bonus
lamp.55k-blue-bonus-53
Bally Lamp Driver AS-2518-23
validated
54
4K Green Bonus
lamp.4k-green-bonus-54
Bally Lamp Driver AS-2518-23
validated
55
8K Green Bonus
lamp.8k-green-bonus-55
Bally Lamp Driver AS-2518-23
validated
56
Release Cave Captive Ball
lamp.release-cave-captive-ball-56
Bally Lamp Driver AS-2518-23
validated
57
55K Green Bonus
lamp.55k-green-bonus-57
Bally Lamp Driver AS-2518-23
validated
58
A-B-C Special
lamp.a-b-c-special-58
Bally Lamp Driver AS-2518-23
validated
59
Credit Indicator
lamp.credit-indicator-59
Bally Lamp Driver AS-2518-23
validated
60
Spinner
lamp.spinner-60
Bally Lamp Driver AS-2518-23
validated
61
Tilt
lamp.tilt-61
cabinet.insert-panel
Bally Lamp Driver AS-2518-23
validated
62
Extra Ball
lamp.extra-ball-62
Bally Lamp Driver AS-2518-23
validated
63
Bonus Special
lamp.bonus-special-63
Bally Lamp Driver AS-2518-23
validated
65
#1 Scan Rollover Button
lamp.aux-65
Bally Auxiliary Lamp Driver AS-2518-52
validated
66
#5 Back Scan and 1st Left Lane Scan
lamp.aux-66
Bally Auxiliary Lamp Driver AS-2518-52
validated
67
Auxiliary Lamp Driver Position 67
lamp.aux-67
Bally Auxiliary Lamp Driver AS-2518-52
candidate
68
Auxiliary Lamp Driver Position 68
lamp.aux-68
Bally Auxiliary Lamp Driver AS-2518-52
candidate
69
Auxiliary Lamp Driver Position 69
lamp.aux-69
Bally Auxiliary Lamp Driver AS-2518-52
candidate
70
Auxiliary Lamp Driver Position 70
lamp.aux-70
Bally Auxiliary Lamp Driver AS-2518-52
candidate
71
Auxiliary Lamp Driver Position 71
lamp.aux-71
Bally Auxiliary Lamp Driver AS-2518-52
candidate
72
Auxiliary Lamp Driver Position 72
lamp.aux-72
Bally Auxiliary Lamp Driver AS-2518-52
validated
81
#2 Scan Rollover Button
lamp.aux-81
Bally Auxiliary Lamp Driver AS-2518-52
validated
82
#6 Back Scan and 2nd Left Lane Scan
lamp.aux-82
Bally Auxiliary Lamp Driver AS-2518-52
validated
83
Auxiliary Lamp Driver Position 83
lamp.aux-83
Bally Auxiliary Lamp Driver AS-2518-52
candidate
84
Auxiliary Lamp Driver Position 84
lamp.aux-84
Bally Auxiliary Lamp Driver AS-2518-52
candidate
85
Auxiliary Lamp Driver Position 85
lamp.aux-85
Bally Auxiliary Lamp Driver AS-2518-52
candidate
86
Auxiliary Lamp Driver Position 86
lamp.aux-86
Bally Auxiliary Lamp Driver AS-2518-52
candidate
87
Auxiliary Lamp Driver Position 87
lamp.aux-87
Bally Auxiliary Lamp Driver AS-2518-52
candidate
88
Auxiliary Lamp Driver Position 88
lamp.aux-88
Bally Auxiliary Lamp Driver AS-2518-52
validated
97
#3 Scan Rollover Button
lamp.aux-97
Bally Auxiliary Lamp Driver AS-2518-52
validated
98
#7 Back Scan and 3rd Left Lane Scan
lamp.aux-98
Bally Auxiliary Lamp Driver AS-2518-52
validated
99
Auxiliary Lamp Driver Position 99
lamp.aux-99
Bally Auxiliary Lamp Driver AS-2518-52
candidate
100
Auxiliary Lamp Driver Position 100
lamp.aux-100
Bally Auxiliary Lamp Driver AS-2518-52
candidate
101
Auxiliary Lamp Driver Position 101
lamp.aux-101
Bally Auxiliary Lamp Driver AS-2518-52
candidate
102
Auxiliary Lamp Driver Position 102
lamp.aux-102
Bally Auxiliary Lamp Driver AS-2518-52
candidate
103
Auxiliary Lamp Driver Position 103
lamp.aux-103
Bally Auxiliary Lamp Driver AS-2518-52
candidate
104
Auxiliary Lamp Driver Position 104
lamp.aux-104
Bally Auxiliary Lamp Driver AS-2518-52
validated
113
#4 Back Scan
lamp.aux-113
Bally Auxiliary Lamp Driver AS-2518-52
validated
114
Auxiliary Lamp Driver Position 114
lamp.aux-114
Bally Auxiliary Lamp Driver AS-2518-52
candidate
115
Auxiliary Lamp Driver Position 115
lamp.aux-115
Bally Auxiliary Lamp Driver AS-2518-52
candidate
116
Auxiliary Lamp Driver Position 116
lamp.aux-116
Bally Auxiliary Lamp Driver AS-2518-52
candidate
117
Auxiliary Lamp Driver Position 117
lamp.aux-117
Bally Auxiliary Lamp Driver AS-2518-52
candidate
118
Auxiliary Lamp Driver Position 118
lamp.aux-118
Bally Auxiliary Lamp Driver AS-2518-52
candidate
119
Auxiliary Lamp Driver Position 119
lamp.aux-119
Bally Auxiliary Lamp Driver AS-2518-52
candidate
120
Auxiliary Lamp Driver Position 120
lamp.aux-120
Bally Auxiliary Lamp Driver AS-2518-52
validated

Configuration & other inputs

32 shown
# Name Device ID Evidence
1
Coin chute #1 (hinge side) credits-per-coin selector bit 1
Dip
switch.dip-1 validated
2
Coin chute #1 (hinge side) credits-per-coin selector bit 2
Dip
switch.dip-2 validated
3
Coin chute #1 (hinge side) credits-per-coin selector bit 3
Dip
switch.dip-3 validated
4
Coin chute #1 (hinge side) credits-per-coin selector bit 4
Dip
switch.dip-4 validated
5
Coin chute #1 (hinge side) credits-per-coin selector bit 5
Dip
switch.dip-5 validated
6
End of game balls in saucer
Dip
switch.dip-6 validated
7
Collect bonus special
Dip
switch.dip-7 validated
8
Extra ball lite flashing time
Dip
switch.dip-8 validated
9
Coin chute #3 (right side) credits-per-coin selector bit 1
Dip
switch.dip-9 validated
10
Coin chute #3 (right side) credits-per-coin selector bit 2
Dip
switch.dip-10 validated
11
Coin chute #3 (right side) credits-per-coin selector bit 3
Dip
switch.dip-11 validated
12
Coin chute #3 (right side) credits-per-coin selector bit 4
Dip
switch.dip-12 validated
13
Coin chute #3 (right side) credits-per-coin selector bit 5
Dip
switch.dip-13 validated
14
Undocumented option switch S14
Dip
switch.dip-14 validated
15
Undocumented option switch S15
Dip
switch.dip-15 validated
16
A-B-C special lite
Dip
switch.dip-16 validated
17
Coin chute #2 (center) credits-per-coin selector bit 1
Dip
switch.dip-17 validated
18
Coin chute #2 (center) credits-per-coin selector bit 2
Dip
switch.dip-18 validated
19
Coin chute #2 (center) credits-per-coin selector bit 3
Dip
switch.dip-19 validated
20
Coin chute #2 (center) credits-per-coin selector bit 4
Dip
switch.dip-20 validated
21
Undocumented option switch S21
Dip
switch.dip-21 validated
22
Blue and green inline drop target carry-over
Dip
switch.dip-22 validated
23
1 to 10 bonus lite recall
Dip
switch.dip-23 validated
24
A-B-C lane lite recall
Dip
switch.dip-24 validated
25
Maximum credits selector bit 1
Dip
switch.dip-25 validated
26
Maximum credits selector bit 2
Dip
switch.dip-26 validated
27
Credit display
Dip
switch.dip-27 validated
28
Match feature
Dip
switch.dip-28 validated
29
Number of replays per game
Dip
switch.dip-29 validated
30
Game over attract voice
Dip
switch.dip-30 validated
31
Balls per game selector bit 1
Dip
switch.dip-31 validated
32
Balls per game selector bit 2
Dip
switch.dip-32 validated

Mechanisms

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

Outhole and three-station ball trough

mechanism.outhole-and-trough

Kicker

Fathom is a three-ball multiball game, so the outhole area carries three switch stations rather than one. The printed names are Outhole (1), #1 Left of Outhole (2) and #2 Left and #1 Right of Outhole (3); the third name records that one matrix contact is shared by two ball positions. Public solenoid 7, printed Self Test 13 Outhole Kicker, kicks the ball from the outhole to the shooter lane. The retained known-working script models the whole assembly as one cvpmBallStack initialised with exactly these three addresses (bsTrough.Initsw 0,1,2,3) and kicks from the BallRelease object.

Solenoid Expander relay (A15, AS-2518-66)

mechanism.solenoid-expander

Other

The Bally MPU AS-2518-35 publishes only fifteen momentary solenoid addresses, and the printed Solenoid Identification Table lists nineteen momentary functions. The Solenoid Expander closes the gap: a lamp-driver SCR output (public lamp address 47, printed A5J2-2 TO AUX. EXPANDOR J1-2, reaching the expander's own J1-2 printed SCR ANODE LAMP DRIVER) drives a MOC3011 optocoupler which energizes a 48 V relay K1. The relay's contacts switch the 43 VDC solenoid bus between two groups of coils, so five driver outputs each reach one of two coils depending on the relay state: public 1, 2 and 3 reach the 3 Top, 6 Drop and 3 Middle bank reset coils with the relay de-energized and the 1st, 2nd and 3rd Green Inline drop coils with it energized, and public 13 and 14 reach the Top and Right saucer kickers or the 1st and 2nd Blue Inline drop coils. Public 4 (Right Inline reset) and public 15 (3rd Blue Inline) are not shared. The retained harness run of the ROM's solenoid self test shows the relay lamp asserted immediately before and during each of the six in-line drop pulses and off for every reset and saucer pulse, which is what establishes the direction of the gating.

Left side six-bank drop targets

mechanism.left-six-bank

Drop Target Bank

Six drop targets in a vertical column on the left side, printed A (top) through F (bottom) and wired F..A at switches 27..32, so the switch address ascends as the target position rises up the playfield. The bank is raised by public solenoid 2 (printed Self Test 10, 6 Drop Target Reset); the retained script binds that address to its dtL cvpmDropTarget with the array sw27..sw32. Knocking down all six is the machine's principal bonus-advance feature. Hitting the rebound rubber behind the bank scores on switch 19, which is shared with the 10-point rubber.

Middle three-bank drop targets

mechanism.middle-three-bank

Drop Target Bank

Three drop targets across the centre of the playfield, printed #1, #2 and #3 and wired #3..#1 at switches 33..35, so #1 is the leftmost. Raised by public solenoid 3 (printed Self Test 11); the retained script's dtM cvpmDropTarget uses the array sw33, sw34, sw35. The manual's feature description states that knocking down 1, 2, 3 targets in order lights the extra-ball target.

Blue in-line drop target bank (printed 3 Top)

mechanism.blue-inline-bank

Drop Target Bank

Three drop targets in line one behind the other in a lane across the top of the playfield, so the ball can only reach the front one. Each position therefore has its own coil that knocks that target down when the ROM decides to advance the sequence, plus one reset coil for the bank. Switches 44, 43 and 42 are the 1st, 2nd and 3rd targets, and their retained objects run left to right, so the 1st target is the leftmost. The bank reset is public solenoid 1 (printed Self Test 09, 3 Top Drop Target Reset), and the individual drop coils are public 13, 14 and 15 (printed Self Test 17, 18, 19), of which 13 and 14 are shared with the two saucer kickers through the Solenoid Expander relay - so they are listed as actuators of the two saucer mechanisms, which own them, rather than repeated here - while 15 is a dedicated output. Option switch S22 selects whether a target left down carries over to the next ball.

Green in-line drop target bank (printed Right Inline)

mechanism.green-inline-bank

Drop Target Bank

The second in-line bank, in a lane up the right side of the playfield. Switches 48, 47 and 46 are the 1st, 2nd and 3rd targets and their retained objects ascend the playfield, so the 1st target is nearest the player. The bank reset is public solenoid 4 (printed Self Test 12, Right Inline Drop Target Reset), a dedicated output, while the three individual drop coils are public 1, 2 and 3 (printed Self Test 14, 15, 16) shared with the three bank reset coils through the Solenoid Expander relay, so they are listed as actuators of the three bank-reset mechanisms that own them (public 1 on the blue in-line bank, 2 on the left six-bank, 3 on the middle three-bank) rather than repeated here. That is why the printed table lists nineteen momentary functions on fourteen driver outputs.

Top saucer

mechanism.top-saucer

Kicker

A saucer at the top right of the playfield. Switch 4 (Top Saucer) reports a ball resting in it and public solenoid 13 (printed Self Test 02, Top Saucer) kicks it out; the retained script models this as a cvpmBallStack saucer on object sw4. Switch 25 (Top Saucer Rollover Button) is a separate rollover in the lane feeding the saucer. Option switch S6 selects whether a ball left in a saucer is kicked out at the end of the game. With the Solenoid Expander relay energized the same driver output drops the 1st Blue Inline target instead of firing this kicker.

Right saucer

mechanism.right-saucer

Kicker

A second saucer part way down the right side. Switch 5 reports the ball and public solenoid 14 (printed Self Test 03, Right Saucer) kicks it out, modelled in the retained script as a cvpmBallStack saucer on object sw5, with switch 26 (Right Saucer Rollover Button) as the separate rollover feeding it. Shares its driver output with the 2nd Blue Inline drop coil through the Solenoid Expander relay.

Three thumper bumpers

mechanism.thumper-bumpers

Other

Three CPU-driven pop bumpers in the upper middle of the playfield. The skirt switch closes, the ROM pulses the matching coil: left switch 40 with coil 8, bottom switch 39 with coil 9, right switch 38 with coil 10 (printed Self Test 04, 05, 06). Each has its own lamp inside the bumper body: public lamp 12 for the right bumper, 28 for the bottom and 44 for the left, per the printed A5J1-27, A5J1-12 and A5J3-24 functions. The retained table binds lamps 12 and 28 the other way round; see conflict.thumper-bumper-lamp-address-swap.

Two slingshots

mechanism.slingshots

Other

Standard pair of slingshots above the flippers. Left switch 37 with coil 11, right switch 36 with coil 12 (printed Self Test 07, 08). The retained table's own wall objects independently confirm the sides: LeftSlingShot normalizes to x 0.222 and RightSlingShot to x 0.689.

Three flippers behind the K1 flipper-enable relay

mechanism.flippers

Other

Two lower flippers and one upper right flipper. None of the three coils has a driver-board momentary output: the A3 sheet wires all three to the 43 VDC bus through the contacts of relay K1, the flipper-enable relay, with the cabinet buttons in series. Public solenoid 19 (printed Self Test 21, K1 Relay (Flipper Enable)) energizes the relay, and pinned by35.c passes exactly that address into core_updateSw as the game-on signal. The upper right flipper is wired in parallel with the lower right flipper, so one button fires both; the retained script reproduces this by rotating RightFlipper and RightFlipper1 from one callback. Only the right button is in the switch matrix (switch 7); the left button is direct-wired and the ROM cannot read it.

Spinner

mechanism.spinner

Other

A single spinner on the left side, switch 18, with its own insert lamp at public lamp 60 (printed A5J3-14 SPINNER). No coil is involved; the retained script pulses the switch from the Spinner object's _Spin event.

Senses

Lagoon and Cave captive balls

mechanism.captive-balls

Other

Fathom's multiball comes from two captive balls, named Lagoon and Cave on the lamp harness. Each has its own release insert - public lamp 40 (printed A5J1-13 RELEASE LAGOON CAPTIVE BALL) and public lamp 56 (printed A5J3-2 RELEASE CAVE CAPTIVE BALL) - which lights when the ball may be released. No controller output releases them: the player releases each captive ball by hitting it while its insert is lit, which is why neither has an actuator and why the three-station outhole trough exists.

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.

Bally game number 1233. A four-player, three-ball-multiball, six-switch-column Bally MPU AS-2518-35 machine with seven-digit displays, a Squawk & Talk AS-2518-61A sound board, an AS-2518-52 auxiliary lamp driver and an AS-2518-66 solenoid expander. Physical release year 1981, taken from the machine's own manual title page (GAME 1233, (c) BALLY MFG. CORP 1981) and from the 1981 approval dates in every schematic title block; the two fathoma and fathomb drivers are 2004 Bally/Oliver free-play and modified-rules ROMs for the same physical machine, exactly as centaura and centaurb are for Bally Centaur, and PinMAME reuses init_fathom for both.

Reading the driver declaration

src/wpc/by35games.c line 1264 declares INITGAME2(fathom, GEN_BY35, dispBy7, FLIP_SW(FLIP_L), 8, SNDBRD_BY61B, 0). That fifth argument, 8, is the auxiliary lamp-column count, not a switch-column count: the INITGAME2 macro expands to core_tGameData {gen, disp, {flip, 0, lamps, 0, sb, db, BY35GD_NOSOUNDE}} and core_tGameData.hw is declared {flippers, swCol, lampCol, custSol, ...}, so the macro passes a literal 0 for swCol and 8 for lampCol. Bally Centaur and Bally Kiss declare the same lampCol = 8. No Bally MPU game declares a custom switch column at all: by35.c reads five strobes from PIA0:A and one more from PIA1:B, so six columns and forty-eight matrix positions is the platform ceiling, and how many of them a game wires is a property of its own harness rather than of its driver declaration.

dispBy7 gives four seven-digit player score displays plus a two-digit credit display and a two-digit Match / Ball in Play display. BY35GD_NOSOUNDE is set, and BY35GD_SWVECTOR is not, which is what puts the sixth switch strobe on PIA1:B bit 7 rather than bit 4.

What is unusual about this machine

Nineteen printed momentary solenoid functions on fourteen driver outputs. The Bally MPU publishes fifteen momentary addresses, and Fathom needs more, because each of its two three-target in-line drop banks has an individual coil per target position as well as a bank reset coil. The Solenoid Expander (A15, AS-2518-66) closes the gap. A lamp-driver SCR output - public lamp address 47, printed TO AUX. EXPANDOR J1-2 on the A5 sheet and SCR ANODE LAMP DRIVER on the expander's own connector - drives a MOC3011 optocoupler which energizes a 48 V relay K1, and the relay's contacts switch the 43 VDC solenoid bus between two groups of coils. Five driver outputs therefore each reach one of two coils:

public solenoid relay de-energized relay energized
1 3 Top Drop Target Reset (blue in-line bank) 1st Green Inline Drop Target
2 6 Drop Target Reset (left six-bank) 2nd Green Inline Drop Target
3 3 Middle Drop Target Reset 3rd Green Inline Drop Target
13 Top Saucer Kicker 1st Blue Inline Drop Target
14 Right Saucer Kicker 2nd Blue Inline Drop Target

Public 4 (Right Inline Drop Target Reset) and public 15 (3rd Blue Inline Drop Target) are not shared. A table author has to model this: firing address 13 does one of two completely different things depending on the state of lamp 47.

The sixth switch-column strobe is public solenoid 20. Fathom wires forty-eight switches, which is six columns of eight, but the MPU's PIA0:A supplies only five strobes. The playfield wiring diagram takes ST 5 from A4J4-8, and that is the PIA1:B PB7 line that PinMAME publishes as continuous solenoid 20. The A3 sheet's own Q18 driver output for that line reaches nothing but pins printed N/U. So address 20 is permanently asserted in play and is not a coil. This differs from both earlier BY35 machines in this project: Bally Centaur spends public 17 on its sixth strobe, and Bally Kiss, a five-column game, spends 17 on a real coil.

The flipper coils have no address of their own. All three coils - lower left, lower right and an upper right flipper wired in parallel with the lower right - hang on the 43 VDC bus behind the contacts of relay K1, whose coil is public solenoid 19. Only the right flipper button is in the switch matrix, at address 7; the left button is direct-wired into the relay circuit and the ROM cannot read it. PinMAME's public 46 and 48 are synthetic ball-physics outputs.

Mechanisms a table author has to build

  • Outhole and three-station trough. Fathom is a multiball game, so the outhole carries three matrix stations: Outhole (1), #1 Left of Outhole (2) and #2 Left and #1 Right of Outhole (3). The third printed name records that one contact serves two ball positions. Public solenoid 7 kicks a ball to the shooter lane.
  • Left six-bank drop targets, printed A (top) to F (bottom), switches 32 down to 27, raised by public solenoid 2. A rebound rubber behind the bank scores on switch 19, which is shared with the 10-point rubber elsewhere on the playfield.
  • Middle three-bank drop targets, switches 35, 34, 33 for #1, #2, #3, raised by public solenoid 3. Knocking them down in order lights the extra-ball target.
  • Two in-line drop target banks. The blue bank (printed 3 Top) lies across the top of the playfield: switches 44, 43, 42 for the 1st, 2nd, 3rd target, running left to right, reset by public solenoid 1, with individual drop coils at public 13, 14, 15. The green bank (printed Right Inline) runs up the right side: switches 48, 47, 46 for the 1st, 2nd, 3rd target, nearest the player first, reset by public solenoid 4, with individual drop coils at public 1, 2, 3. Only the front target of an in-line bank can be hit, so the ROM knocks each target down with its own coil to advance the sequence. Option switch S22 decides whether targets left down carry over.
  • Two saucers, top and right, with a rollover button in each feeding lane (switches 25 and 26) separate from the saucer switch itself (4 and 5). Option switch S6 decides whether a ball left in a saucer is kicked out at end of game.
  • Three CPU-driven thumper bumpers and two slingshots, all on ordinary switch-then-coil pairs.
  • Two captive balls, Lagoon and Cave, each with its own release insert (public lamps 40 and 56) that lights when the ball may be freed. Nothing releases them electrically; the player does it by hitting the captive ball. That, and the three-station trough, is where the multiball comes from.
  • A spinner on the left side (switch 18) with its own insert at public lamp 60.

Lamp inventory

The AS-2518-23 lamp driver has four MC14514CP decoders, one per lamp data line, each using outputs 0 to 14 and leaving output 15 unconnected - which is exactly the selector value PinMAME's by35_lampStrobe skips. So public lamp address = 16 * data_line + decoder_output + 1, giving four runs of fifteen: 1-15, 17-31, 33-47 and 49-63, with 16, 32, 48 and 64 unreachable decoder slots rather than unused lamps.

The address-to-connector-pin part of that chain is a property of the board and is identical on Centaur, Kiss and Fathom, including the eight outputs (11, 12, 27, 28, 43, 44, 59, 60) that branch to a second connector pin. On Fathom every one of those second pins is printed N/U, which is a useful self-check: Fathom's own A5 sheet draws arrows into exactly eight N/U pins, and they are exactly those eight.

Public lamp 47 is not a lamp at all - it is the Solenoid Expander relay's control input. The other fifty-nine main-board addresses are real: two ten-step bonus ladders (blue and green, 1K to 10K plus 50K and 55K) with 3X to 5X multipliers, the A/B/C lanes, both out and return lane specials, the three thumper bumper lamps, the spinner, the two captive-ball release inserts, A-B-C Special, In Sequence, Double/Triple Playfield Scores, both saucer arrows, Extra Ball, Bonus Special, Same Player Shoot Again and the credit indicator, plus the six fixed Bally back box status lamps at the platform's usual addresses (11 Shoot Again, 13 Ball In Play, 27 Match, 29 High Score To Date, 45 Game Over, 61 Tilt).

The auxiliary AS-2518-52 board is where the record is incomplete. It is not the AS-2518-43 that Centaur and Kiss carry: four MC14028B decoders and twenty-eight SCRs against two and twelve, so no derivation transfers. Its own U1 fourth flip-flop is not driven from J1, so only three latched address bits reach it, each decoder uses outputs 0 to 6, and output 7 is printed N/U on all four. Public auxiliary address = 64 + 16 * data_line + decoder_output + 1, giving 65-71, 81-87, 97-103 and 113-119. Fathom's A9 sheet annotates only seven of the twenty-eight outputs with a function, and those seven are a seven-step chase: #1, #2, #3 Scan Rollover Button at 65, 81, 97, and #4 through #7 Back Scan at 113, 66, 82, 98, with #5, #6 and #7 also scanning the three left lanes. The three Scan Rollover Button lamps land exactly on the three rollover buttons of switch 20 in the retained table, which independently confirms the arithmetic. The other twenty-one outputs are fitted SCRs whose connector destinations the sheet leaves unlabelled; five of them (67, 83, 99, 114, 115) are proven driven by the ROM in the retained harness run and are enumerated as used with an unresolved function, and sixteen more are enumerated with an unknown disposition rather than declared unused, because failing to observe an address is not proof it is unused.

General illumination

Fathom has no general-illumination controller channel. The playfield wiring diagram feeds the general illumination from an unswitched 5.9 VAC transformer secondary at A2J1-1/3/4/6, with a separate FEATURE LAMP BUS at A2J1-5. coreGlobals.gi[] is WPC, Whitestar and SAM only, so there is nothing for a consumer to bind.

Retained table caveats

The retained known-working table is a competent recreation but three of its bindings are wrong on this platform and must not be copied:

  1. Its SolCallback(25), (26), (27), (37) and (38) assignments for five of the six individual in-line drop-target coils are dead code. Pinned core_getSol's solNo <= 28 branch reads coreGlobals.solenoids, where a Bally MPU driver only ever sets bits 0-14 and 16-19, and its 37-44 branch serves only WPC-95 and System 11. Those five callbacks can never fire. The real addresses are public 1, 2, 3 (green) and 13, 14 (blue); only its SolCallback(15) for the 3rd blue target is right.
  2. It binds public lamps 12 and 28 to the bottom and right thumper bumpers respectively, which is the opposite of the printed wiring. See conflict.thumper-bumper-lamp-address-swap; the definition follows the manual.
  3. It drives an apron light object at public lamp 11, where the printed wiring puts the back box Shoot Again socket; the playfield Same Player Shoot Again insert is public lamp 43.

Its Const cGameName="Fathom" line uses a capital F, which is not a PinMAME driver short name; VPinMAME resolves the name case-insensitively, so it does bind the production fathom parent.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
fathombFathom (modified rules rev. 5)
2004 Bally/Oliver modified-rules revision 5 ROM. Also shares init_fathom, so it is a rules revision of the same physical machine rather than a new one.
2004fathomidentical
fathomaFathom (Free Play)
2004 Bally/Oliver free-play conversion ROM, revision 1. PinMAME reuses init_fathom verbatim (#define init_fathoma init_fathom), so it declares the identical hardware, display layout, sound board and lamp-column count. Later firmware for the same physical machine, exactly as centaura is for Bally Centaur; its 2004 catalogue year is a ROM release date and does not make it a different game.
2004fathomidentical
fathomFathom
Bally production game ROM for the physical 1981 machine, Bally game number 1233. This is the driver every retained source describes and the one the harness run used.
1981identical

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

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 fathom clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/by35games.c line 1264 INITGAME2(fathom, GEN_BY35, dispBy7, FLIP_SW(FLIP_L), 8, SNDBRD_BY61B, 0), which expands through the INITGAME2 macro to core_tGameData {gen, disp, {flippers, swCol=0, lampCol=8, custSol=0, soundBoard, display, BY35GD_NOSOUNDE}} - the fifth macro argument is the auxiliary lamp-column count, not a switch-column count - together with #define init_fathoma init_fathom and #define init_fathomb init_fathom; src/wpc/by35.c pia1b_w (momentary selector on PIA1:B bits 0-3, public address = selector + 1, selector 15 masked off; continuous nibble inverted and published at 17-20), pia0b_r (five strobes from PIA0:A bits 0-4 plus a sixth from (locals.b1 & 0x80) >> 2 on the default non-BY35GD_SWVECTOR path), by35_lampStrobe (decoder selector 0x0f skipped, two matrix columns per data bit, board 1 offset by eight columns) and by35_vblank's core_updateSw(core_getSol(19)); src/wpc/by35.h BY35_SWSELFTEST/BY35_SWCPUDIAG/BY35_SWSOUNDDIAG and the BY35GD_ flags; src/wpc/core.c core_getSol's solNo <= 28 branch, which is why public solenoid addresses above 20 read constant zero on this generation; src/lisy/lisy35.c lisy35_set_variant case 3 (Fathom) setting lisy35_J4PIN8_is_strobe and lisy35_solenoid_handler masking cont_data &= 0x07; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_BY35 = 0x0000000400000

    src/wpc/by35games.c:1264src/wpc/by35.csrc/wpc/by35.hsrc/wpc/core.csrc/lisy/lisy35.csrc/libpinmame/libpinmame.hlines 1264 INITGAME2(fathom, GEN_BY35, dispBy7, FLIP_SW(FLIP_L), 8, SNDBRD_BY61B, 0), which expands through the INITGAME2 macro to core_tGameData {gen, disp, {flippers, swCol=0, lampCol=8, custSol=0, soundBoard, display, BY35
    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-by35

    Bally MPU AS-2518-35 public address rules: sequential switch-matrix positions, the -7/-6/-5 diagnostic contacts, momentary solenoids 1-15 with no 16, continuous outputs 17-20, the synthetic flipper outputs 46 and 48, and the four runs of fifteen lamp addresses per driver board

    internal:controllers/pinmame/by35.json
    by
    PinMAME contributors
    rev
    repository
  • Human review

    MIT

    board-mapping.as-2518-23

    The AS-2518-23 lamp driver's public-address to connector-pin mapping, which is a property of the board rather than of a game. machines/partial/bally/centaur-1981.json and machines/author-ready/bally/kiss-1979.json record identical mappings for all sixty addresses, including the eight outputs that branch to a second connector pin (11, 12, 27, 28, 43, 44, 59, 60). Fathom's own A5 sheet reproduces it independently for U1's first twelve outputs by straight-line trace, and the eight N/U pins that carry an arrow on Fathom's sheet are exactly those eight branch destinations, which is what makes the transfer safe. Which branch a harness actually plugs remains game-specific and is taken from Fathom's own printed pin functions.

    internal:machines/partial/bally/centaur-1981.json
    by
    pinmame-game-defs curation
    rev
    repository
  • Operator manual

    manual.bally.fathom.1981

    40-page scan of the Bally game #1233 Fathom operations manual, 1981. Printed page 17 (PDF page 23) carries the Solenoid Identification Table and the Switch Assembly Self-Test Display Numbers; printed pages 5 to 7 carry the MPU option switches and game feature options; the routine-maintenance page describes the self-test sequence; PDF pages 27 to 40 carry the module parts lists including the AS-2518-52 auxiliary lamp driver and the AS-2518-66 solenoid expander.

    external:pinmame-manuals/by-machine/bally.fathom.1981/ipdb/Bally_1981_Fathom_English_Manual.pdf
    by
    Bally Manufacturing Corporation; scan obtained through IPDB
    sha256
    ce44bcc4470f…
  • Operator manual

    manual-schematics.bally.fathom.1981

    12-page scan of the Bally game #1233 Fathom schematics. PDF page 6 is AUXILIARY LAMP DRIVER A9 (W-1207-9), page 7 is SOLENOID DRIVER VOLTAGE REGULATOR SCHEMATIC (W-1183-34c), page 8 is A5 LAMP DRIVER SCHEMATIC (W-1182-34c), page 9 is SOLENOID EXPANDER (W-1251b) and page 11 is WIRING DIAGRAM PLAYFIELD (W-1192-30). Every sheet carries the game number 1233 in its title block, which is how this document was confirmed to be Fathom's own rather than a generic board set.

    external:pinmame-manuals/by-machine/bally.fathom.1981/ipdb/Bally_1981_Fathom_Schematics.pdf
    by
    Bally Manufacturing Corporation; scan obtained through IPDB
    sha256
    badb849dcf11…
  • Runtime run

    runtime.fathom.solenoid-self-test

    LibPinMAME harness run of the production fathom ROM, built from the pinned PinMAME revision, in an isolated writable state directory with the operator's own authorized ROM archive mounted read-only. Scenario: boot, wait 18 s for the power-up test to complete, then pulse the Self Test contact (-7) three times at 4 s intervals to reach the ROM's solenoid test, then observe for 40 s. The recorded solenoid transitions repeat a twenty-one-pulse cycle in the exact order of the printed Solenoid Identification Table: public 6, 13, 14, 8, 9, 10, 11, 12, 1, 2, 3, 4, 7, 1, 2, 3, 13, 14, 15, 18, 19 for printed entries 01 through 21. The same run shows public lamp 47 asserted immediately before and during each of the six in-line drop-target pulses and off for every reset and saucer pulse. A companion boot-only run (harness-boot.json, SHA-256 7eda9b26f6b87df76994055fef1ab93751726c38c3f9e515f2bdc7a98c793284) records public solenoid 20 asserted continuously once the game is up, which is the sixth switch-column strobe. No ROM bytes or NVRAM blobs are retained.

    external:pinmame-review-artifacts/fathom-1981/harness-solenoid-self-test.jsonlines drop-target pulses and off for every reset and saucer pulse. A companion boot-only run (harness-boot.json, SHA-256 7eda9b26f6b87df76994055fef1ab93751726c38c3f9e515f2bdc7a98c793284) records public solenoid 20
    by
    pinmame-game-defs curation
    rev
    2026-08-08
    sha256
    0c5e23417255…
  • VPX table

    vpx-table.fathom-bally-1981

    Retained known-working community recreation of the physical machine. Exact playfield bounds are left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. The 1974 bottom bound is far shorter than the 2117 to 2594 of the 1990s machines curated in this project, which is consistent with an early-1980s playfield. Geometry authority only, for named table objects. A normalized dump of every object is retained at external:pinmame-review-artifacts/fathom-1981/vpx-geometry.txt, SHA-256 c02d409b92e5ce34e3dc143bc6abd2351a90ac2bf1b0e62146037593cd91bd7d.

    external:pinmame-vpx-sources/bally/fathom-1981/source/Fathom%20%28Bally%201981%29.vpx
    by
    community table authors
    sha256
    131f29d16bb2…
  • VPX script

    vpx-script.fathom-bally-1981

    Retained embedded script, 89,378 bytes. Line 982 reads Const cGameName="Fathom" with a capital F, which is not a PinMAME driver short name; the driver is fathom, and VPinMAME resolves the game name case-insensitively, so the script binds the pinned production parent. Runtime authority for: the SolCallback table for public solenoids 1, 2, 3, 4, 6, 7, 13, 14, 15 and the core.vbs sLRFlipper and sLLFlipper bindings; the vpmTimer.PulseSw and Controller.Switch calls for switches 7, 12, 13, 14, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 38, 39, 40; the four cvpmDropTarget instances dtL (sw27-sw32), dtM (sw33-sw35), dtT (sw42-sw44) and dtR (sw46-sw48); the three cvpmBallStack instances bsTrough (Initsw 0,1,2,3), bsTopEject (saucer sw4) and bsRightEject (saucer sw5); and the UpdateLamps routine, which binds public lamp addresses to named light objects. Its SolCallback assignments for addresses 25, 26, 27, 37 and 38 are dead code on this platform: pinned core_getSol's solNo <= 28 branch reads coreGlobals.solenoids, where a Bally MPU driver only ever sets bits 0-14 and 16-19, and the 37-44 branch serves only GEN_WPC95 and GEN_ALLS11, so those five callbacks can never fire. The ROM's own solenoid self test shows the six individual in-line drop-target coils are really at public 1, 2, 3, 13, 14 and 15.

    external:pinmame-vpx-sources/bally/fathom-1981/extracted-vpxtool/script.vbslines 982
    by
    community table authors
    sha256
    b28721214317…
  • VPX table

    vpx-extraction.fathom-bally-1981

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 c6aceb38d454b8236155caa431268ba32ef59212eb3193de983577f307baaac4; 1259 files, 87975187 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/fathom-1981/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • Human review

    ipdb.bally.fathom.1981

    IPDB entry for Bally's Fathom (1981), Bally game number 1233. The physical release year is fixed here from the machine's own manual rather than from IPDB: the title page of the retained manual reads GAME 1233 and (c) BALLY MFG. CORP 1981, every schematic title block carries the game number 1233 with 1981 approval dates, and pinned PinMAME dates the parent driver 1981 for Bally. The two fathoma and fathomb clones are dated 2004 for Bally / Oliver, which is a ROM release date for later firmware on the same physical machine, not a second physical game.

    by
    Internet Pinball Database
    rev
    2026-08-08

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