Flash Gordon

Partial

Bally1980BY35bally.flash-gordon.1980

3 unresolved conflicts

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

Outlane special insert side transposition

Affects
lamp 15
Disagreeing sources
Operator manual
VPX table
VPX script

The two outlane Special inserts are placed on the opposite side of the playfield from the outlane each one is named for, and the disagreement is inside the retained table rather than between the table and the manual. The manual's lamp list names public 15 "Rt. Out Special" (A5J2-14) and public 31 "Lft.

Out Special" (A5J2-15), and the retained table's own outlane switch objects are sided in agreement with those names: the left outlane sensor normalizes to x = 0.052 and the right to x = 0.852. But the table's Light objects invert it, placing L15 at x = 0.051708 on the left and L31 at x = 0.852858 on the right.

The table is therefore internally inconsistent about one physical location, exactly as Stern Ripley's Believe It or Not! turned out to be about its pop bumpers. This definition preserves the observed object coordinates rather than swapping them, because swapping would assert a coordinate no source observed for the insert of that name; the disagreement is recorded here instead so the placement is not read as a settled fact.

Resolving it needs this game's own printed playfield insert map traced to A5J2-14 and A5J2-15, or a lamp test on real hardware. Note the same shape may affect public lamps 10 and 58, whose emitter y-coordinates are likewise swapped relative to the switches of the same names; that pair additionally sits inside conflict.right-side-target-upper-lower-transposition and is not independently resolved here.

What would settle it

this game's own printed playfield insert map traced to A5J2-14 and A5J2-15, a photograph of an unrestored machine's A5J2 harness at those two pins, or a lamp test on real hardware observing which outlane insert lights while public 15 and public 31 are driven in turn.

binding:pinmame.output.lamp/15

Right side target upper lower transposition

Affects
switch 12
Disagreeing sources
Operator manual
VPX table
VPX script

The two right-rail standup targets are labelled the opposite way round by two parts of this machine's own manual. The printed Switch Assembly Self-Test table (PDF page 22) reads "12 LOWER RIGHT SIDE TARGET" and "15 UPPER RIGHT SIDE TARGET", and Figure V (PDF page 23) independently draws circle 15 on the upper target and circle 12 on the lower one.

The Playfield A6 switch matrix sheet (PDF page 46) labels the same two matrix positions RIGHT SIDE UPPER TARGET at 12 and RIGHT SIDE LOWER TARGET at 15, and the retained known-working table follows the schematic, naming its upper object sw12 and its lower object sw15. The two agreeing manual sources are used for both the label and the placement, which means this definition deliberately places switch 12 on the table object named sw15 and switch 15 on the object named sw12.

Resolving it needs a photograph of an unrestored machine with the two target harnesses traced, or a stuck-switch self-test on real hardware.

What would settle it

a photograph of an unrestored machine with the two right-rail target harnesses traced back to the A6 switch matrix, or closing each of the two targets by hand on real hardware during the machine's own Switch Assembly self test and reading which number the score displays report for it.

binding:pinmame.input.switch/12

Aux lamp 100 left rollover fitment

Affects
lamp 100
Disagreeing sources
Operator manual
VPX script

Public lamp 100 is auxiliary circuit U4 output 3 through SCR Q18 to A9J3-11. The A9 schematic prints that pin's function as N/U and the A9J3 harness plug table on the same sheet gives the pin no wire, so on the manual's evidence nothing is fitted. The retained known-working table nevertheless binds public 100 to the two left-hand rollover buttons of switch 1, which are the only two of the seven rollover buttons on the machine with no lamp circuit of their own, and Figure V draws them with the same star-burst symbol as the five that do.

The address is left unused with no spatial key rather than resolved either way; a LibPinMAME harness trace observing whether a legal flashgdn ROM ever drives public 100 outside the lamp self-test would settle whether the ROM believes the circuit exists, though only a machine or a factory insert map can settle whether a bulb does.

What would settle it

run the implemented LibPinMAME gameplay harness against a legal flashgdn ROM and observe whether public lamp 100 is ever driven outside the lamp self test, then a photograph of an unrestored machine's A9J3 harness at pin 11, or a factory playfield insert map reaching that pin, to settle whether a bulb is fitted behind it.

binding:pinmame.output.lamp/100

Wire it up

what an authoring tool needs first
Bind this ROM
flashgdn

10 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
  • Credits, two digits2 digits
  • Match and ball in play, two digits2 digits
Address space
Switches
1–40 (40)
Solenoids
1–20 (19)
Lamps
1–119 (88)
DIP
1–32 (32)

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 · 16 stacked · normalised player view · outline is nominal

21 2 Left & Right Rollover Buttons · 47 Lower Top Rt. R.O. Button21 2 Left & Right Rollover Buttons · 65 Upper Top Rt. R.O. Button1 2 Left & Right Rollover Buttons1 2 Left & Right Rollover Buttons22 3 Shooter Lane Rollover Buttons · 113 Lower Shooter Alley R.O. Button22 3 Shooter Lane Rollover Buttons · 97 Middle Shooter Alley R.O. Button22 3 Shooter Lane Rollover Buttons · 81 Top Shooter Alley R.O. Button33 Top Single Drop Target · 9 Single Drop Target Reset · 12 Single Drop Target Pull Down4 Shooter Lane Rollover28 Outhole · 7 Outhole Kicker12 Right Side Lower Target13 Flipper Feed Lane (Right)14 Flipper Feed Lane (Left)15 Right Side Upper Target17 4 Drop Target "A" (Bottom)218 4 Drop Target "B" · 1 4 Drop Target Reset19 4 Drop Target "C"20 4 Drop Target "D" (Top)21 3 Drop Target (Top)222 3 Drop Target (Middle) · 2 3 Drop Target Reset23 3 Drop Target (Bottom)24 Top Target25 1st In Line Drop Target226 2nd In Line Drop Target · 3 In Line Drop Target Reset27 3rd In Line Drop Target28 In Line Back Target330 Saucer · 4 Saucer Kick Down · 8 Saucer Kick Up31 Right Outlane32 Left Outlane33 Right Spinner34 Left Spinner235 Right Slingshot · 15 Right Slingshot236 Left Slingshot · 14 Left Slingshot337 Top Thumper Bumper · 14 Top Thumper Bumper · 13 Top Thumper Bumper239 Right Thumper Bumper · 11 Right Thumper Bumper240 Left Thumper Bumper · 10 Left Thumper Bumper1 1K Mini Bonus2 5K Mini Bonus3 9K Mini Bonus4 1K Super Bonus5 5K Super Bonus6 9K Super Bonus7 2X Bonus8 #1 Drop Target Arrow9 4 Drop Target "A" (Bottom)10 Rt. Side Lower Target12 10K Saucer15 Rt. Out Special17 2K Mini Bonus18 6K Mini Bonus19 10K Mini Bonus20 2K Super Bonus21 6K Super Bonus22 10K Super Bonus23 3X Bonus24 #2 Drop Target Arrow25 4 Drop Target "B"26 Flipper Feed Lane (Rt.)28 20K Saucer30 In-Line Drop Tar. X-Ball31 Lft. Out Special33 3K Mini Bonus34 7K Mini Bonus35 Rt. Spinner36 3K Super Bonus37 7K Super Bonus38 50K Mini Bonus39 4X Bonus40 #3 Drop Target Arrow41 4 Drop Target "C"42 Flipper Feed Lane (Left)43 Same Player S.A.44 X-Ball Saucer46 30K Saucer49 4K Mini Bonus50 8K Mini Bonus51 Left Spinner52 4K Super Bonus53 8K Super Bonus54 100K Super Bonus55 5X Bonus56 4X 3 Drop Tar.57 4 Drop Target "D" (Top)58 Rt. Side Upper Target59 Credit Indicator60 5X 4 Drop Tar.62 Top Tar. Col. Bonus63 Top Tar. Special68 Face Of Ming (lower pair)68 Face Of Ming (lower pair)69 3X 15 Second Clock84 Face Of Ming (upper pair)84 Face Of Ming (upper pair)85 2X 15 Second Clock101 3X Saucer Arrow117 2X Saucer Arrow

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 playfield66
  • sensorsenses the ball36
  • effectmoves the ball13
  • nStackseveral devices in one spot16
108 devices shown

Not on the playfield32 dip switch, 22 cabinet or service, 14 unused — declared rather than missing.

Coverage

Partial

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

Completion88%

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

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

Switches

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

40 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
Hover or tap an address to identify it.
40 shown
# Name Device ID Evidence
1
2 Left & Right Rollover Buttons
Button
switch.left-and-right-rollover-buttons validated
2
3 Shooter Lane Rollover Buttons
Button
switch.shooter-lane-rollover-buttons validated
3
Top Single Drop Target
Leaf
switch.top-single-drop-target validated
4
Shooter Lane Rollover
Leaf
switch.shooter-lane-rollover validated
5
Drop Target 50 Point Rebound (2)
Leaf
switch.drop-target-50-point-rebound validated
6
Credit Button
Button
switch.credit-button validated
7
Tilt (3)
Tilt
switch.tilt validated
8
Outhole
Leaf
switch.outhole validated
9
Coin III (Right)
Leaf
switch.coin-chute-3-right validated
10
Coin I (Left)
Leaf
switch.coin-chute-1-left validated
11
Coin II (Middle)
Leaf
switch.coin-chute-2-middle validated
12
Right Side Lower Target
Leaf
switch.right-side-lower-target validated
13
Flipper Feed Lane (Right)
Leaf
switch.flipper-feed-lane-right validated
14
Flipper Feed Lane (Left)
Leaf
switch.flipper-feed-lane-left validated
15
Right Side Upper Target
Leaf
switch.right-side-upper-target validated
16
Slam (2)
Leaf
switch.slam validated
17
4 Drop Target "A" (Bottom)
Leaf
switch.four-drop-target-a-bottom validated
18
4 Drop Target "B"
Leaf
switch.four-drop-target-b validated
19
4 Drop Target "C"
Leaf
switch.four-drop-target-c validated
20
4 Drop Target "D" (Top)
Leaf
switch.four-drop-target-d-top validated
21
3 Drop Target (Top)
Leaf
switch.three-drop-target-top validated
22
3 Drop Target (Middle)
Leaf
switch.three-drop-target-middle validated
23
3 Drop Target (Bottom)
Leaf
switch.three-drop-target-bottom validated
24
Top Target
Leaf
switch.top-target validated
25
1st In Line Drop Target
Leaf
switch.first-in-line-drop-target validated
26
2nd In Line Drop Target
Leaf
switch.second-in-line-drop-target validated
27
3rd In Line Drop Target
Leaf
switch.third-in-line-drop-target validated
28
In Line Back Target
Leaf
switch.in-line-back-target validated
29
10 Point Rebound (2)
Leaf
switch.ten-point-rebound validated
30
Saucer
Leaf
switch.saucer validated
31
Right Outlane
Leaf
switch.right-outlane validated
32
Left Outlane
Leaf
switch.left-outlane validated
33
Right Spinner
Leaf
switch.right-spinner validated
34
Left Spinner
Leaf
switch.left-spinner validated
35
Right Slingshot
Leaf
switch.right-slingshot validated
36
Left Slingshot
Leaf
switch.left-slingshot validated
37
Top Thumper Bumper
Leaf
switch.top-thumper-bumper validated
38
Unused switch matrix position 38
switch.unused-matrix-position-38 validated
39
Right Thumper Bumper
Leaf
switch.right-thumper-bumper validated
40
Left Thumper Bumper
Leaf
switch.left-thumper-bumper validated

Controlled devices

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

Coils, magnets & motors

19
19 shown
# Name Device ID Kind Evidence
1
4 Drop Target Reset
device.four-drop-target-reset Coil validated
2
3 Drop Target Reset
device.three-drop-target-reset Coil validated
3
In Line Drop Target Reset
device.in-line-drop-target-reset Coil validated
4
Saucer Kick Down
device.saucer-kick-down Coil validated
5
Unused solenoid output 5
device.unused-solenoid-output-5 Coil validated
6
Knocker
device.knocker Coil validated
7
Outhole Kicker
device.outhole-kicker Coil validated
8
Saucer Kick Up
device.saucer-kick-up Coil validated
9
Single Drop Target Reset
device.single-drop-target-reset Coil validated
10
Left Thumper Bumper
device.left-thumper-bumper Coil validated
11
Right Thumper Bumper
device.right-thumper-bumper Coil validated
12
Single Drop Target Pull Down
device.single-drop-target-pull-down Coil validated
13
Top Thumper Bumper
device.top-thumper-bumper Coil validated
14
Left Slingshot
device.left-slingshot Coil validated
15
Right Slingshot
device.right-slingshot Coil validated
17
Unused continuous output 17
device.unused-continuous-output-17 Coil validated
18
Coin Lockout Door
device.coin-lockout Coil validated
19
K1 Relay (Flipper Enable)
device.k1-flipper-enable-relay Relay validated
20
Unused continuous output 20
device.unused-continuous-output-20 Coil validated

Lamps

88

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.
88 shown
# Name Device ID Evidence
1
1K Mini Bonus
lamp.1k-mini-bonus validated
2
5K Mini Bonus
lamp.5k-mini-bonus validated
3
9K Mini Bonus
lamp.9k-mini-bonus validated
4
1K Super Bonus
lamp.1k-super-bonus validated
5
5K Super Bonus
lamp.5k-super-bonus validated
6
9K Super Bonus
lamp.9k-super-bonus validated
7
2X Bonus
lamp.2x-bonus validated
8
#1 Drop Target Arrow
lamp.first-drop-target-arrow validated
9
4 Drop Target "A" (Bottom)
lamp.four-drop-target-a-bottom validated
10
Rt. Side Lower Target
lamp.right-side-lower-target validated
11
Shoot Again
lamp.shoot-again validated
12
10K Saucer
lamp.10k-saucer validated
13
Ball In Play
lamp.ball-in-play validated
14
Top Thumper Bumper
lamp.top-thumper-bumper validated
15
Rt. Out Special
lamp.right-outlane-special validated
17
2K Mini Bonus
lamp.2k-mini-bonus validated
18
6K Mini Bonus
lamp.6k-mini-bonus validated
19
10K Mini Bonus
lamp.10k-mini-bonus validated
20
2K Super Bonus
lamp.2k-super-bonus validated
21
6K Super Bonus
lamp.6k-super-bonus validated
22
10K Super Bonus
lamp.10k-super-bonus validated
23
3X Bonus
lamp.3x-bonus validated
24
#2 Drop Target Arrow
lamp.second-drop-target-arrow validated
25
4 Drop Target "B"
lamp.four-drop-target-b validated
26
Flipper Feed Lane (Rt.)
lamp.flipper-feed-lane-right validated
27
Match
lamp.match validated
28
20K Saucer
lamp.20k-saucer validated
29
High Score To Date
lamp.high-score-to-date validated
30
In-Line Drop Tar. X-Ball
lamp.in-line-drop-target-extra-ball validated
31
Lft. Out Special
lamp.left-outlane-special validated
33
3K Mini Bonus
lamp.3k-mini-bonus validated
34
7K Mini Bonus
lamp.7k-mini-bonus validated
35
Rt. Spinner
lamp.right-spinner validated
36
3K Super Bonus
lamp.3k-super-bonus validated
37
7K Super Bonus
lamp.7k-super-bonus validated
38
50K Mini Bonus
lamp.50k-mini-bonus validated
39
4X Bonus
lamp.4x-bonus validated
40
#3 Drop Target Arrow
lamp.third-drop-target-arrow validated
41
4 Drop Target "C"
lamp.four-drop-target-c validated
42
Flipper Feed Lane (Left)
lamp.flipper-feed-lane-left validated
43
Same Player S.A.
lamp.same-player-shoots-again validated
44
X-Ball Saucer
lamp.extra-ball-saucer validated
45
Game Over
lamp.game-over validated
46
30K Saucer
lamp.30k-saucer validated
47
Lower Top Rt. R.O. Button
lamp.lower-top-right-rollover-button validated
49
4K Mini Bonus
lamp.4k-mini-bonus validated
50
8K Mini Bonus
lamp.8k-mini-bonus validated
51
Left Spinner
lamp.left-spinner validated
52
4K Super Bonus
lamp.4k-super-bonus validated
53
8K Super Bonus
lamp.8k-super-bonus validated
54
100K Super Bonus
lamp.100k-super-bonus validated
55
5X Bonus
lamp.5x-bonus validated
56
4X 3 Drop Tar.
lamp.4x-three-drop-target validated
57
4 Drop Target "D" (Top)
lamp.four-drop-target-d-top validated
58
Rt. Side Upper Target
lamp.right-side-upper-target validated
59
Credit Indicator
lamp.credit-indicator validated
60
5X 4 Drop Tar.
lamp.5x-four-drop-target validated
61
Tilt
lamp.tilt validated
62
Top Tar. Col. Bonus
lamp.top-target-collect-bonus validated
63
Top Tar. Special
lamp.top-target-special validated
65
Upper Top Rt. R.O. Button
lamp.upper-top-right-rollover-button validated
66
1 Flash Gordon
lamp.flash-gordon-letter-group-1 validated
67
4 Flash Gordon
lamp.flash-gordon-letter-group-4 validated
68
Face Of Ming (lower pair)
lamp.face-of-ming-lower validated
69
3X 15 Second Clock
lamp.3x-15-second-clock validated
70
Unused auxiliary lamp output 70
lamp.unused-auxiliary-output-70 validated
71
Unused auxiliary lamp output 71
lamp.unused-auxiliary-output-71 validated
81
Top Shooter Alley R.O. Button
lamp.top-shooter-alley-rollover-button validated
82
2 Flash Gordon
lamp.flash-gordon-letter-group-2 validated
83
5 Flash Gordon
lamp.flash-gordon-letter-group-5 validated
84
Face Of Ming (upper pair)
lamp.face-of-ming-upper validated
85
2X 15 Second Clock
lamp.2x-15-second-clock validated
86
Unused auxiliary lamp output 86
lamp.unused-auxiliary-output-86 validated
87
Unused auxiliary lamp output 87
lamp.unused-auxiliary-output-87 validated
97
Middle Shooter Alley R.O. Button
lamp.middle-shooter-alley-rollover-button validated
98
3 Flash Gordon
lamp.flash-gordon-letter-group-3 validated
99
6 Flash Gordon
lamp.flash-gordon-letter-group-6 validated
100
Unused auxiliary lamp output 100
lamp.unused-auxiliary-output-100 validated
101
3X Saucer Arrow
lamp.3x-saucer-arrow validated
102
Unused auxiliary lamp output 102
lamp.unused-auxiliary-output-102 validated
103
Unused auxiliary lamp output 103
lamp.unused-auxiliary-output-103 validated
113
Lower Shooter Alley R.O. Button
lamp.lower-shooter-alley-rollover-button validated
114
Unused auxiliary lamp output 114
lamp.unused-auxiliary-output-114 validated
115
Unused auxiliary lamp output 115
lamp.unused-auxiliary-output-115 validated
116
Back Box Strobe
lamp.back-box-strobe validated
117
2X Saucer Arrow
lamp.2x-saucer-arrow validated
118
Unused auxiliary lamp output 118
lamp.unused-auxiliary-output-118 validated
119
Unused auxiliary lamp output 119
lamp.unused-auxiliary-output-119 validated

Configuration & other inputs

32 shown
# Name Device ID Evidence
1
Credits per coin, coin chute #1 (hinge side), selector bit 1
Dip
dip.option-switch-1 validated
2
Credits per coin, coin chute #1 (hinge side), selector bit 2
Dip
dip.option-switch-2 validated
3
Credits per coin, coin chute #1 (hinge side), selector bit 3
Dip
dip.option-switch-3 validated
4
Credits per coin, coin chute #1 (hinge side), selector bit 4
Dip
dip.option-switch-4 validated
5
Credits per coin, coin chute #1 (hinge side), selector bit 5
Dip
dip.option-switch-5 validated
6
Saucer 10,000 lite adjustment (ON = lit at start of game)
Dip
dip.option-switch-6 validated
7
Saucer values lite adjustment (ON = lit values carry to next ball)
Dip
dip.option-switch-7 validated
8
Saucer 2X/3X arrow lite adjustment (ON = lit arrow carries to next ball)
Dip
dip.option-switch-8 validated
9
Credits per coin, coin chute #3 (right side), selector bit 1
Dip
dip.option-switch-9 validated
10
Credits per coin, coin chute #3 (right side), selector bit 2
Dip
dip.option-switch-10 validated
11
Credits per coin, coin chute #3 (right side), selector bit 3
Dip
dip.option-switch-11 validated
12
Credits per coin, coin chute #3 (right side), selector bit 4
Dip
dip.option-switch-12 validated
13
Credits per coin, coin chute #3 (right side), selector bit 5
Dip
dip.option-switch-13 validated
14
Outlane specials lite adjustment (ON = lit specials carry to next ball)
Dip
dip.option-switch-14 validated
15
Top target special lite adjustment (ON = lit special carries to next ball)
Dip
dip.option-switch-15 validated
16
2X/3X/4X/5X bonus lite adjustment (ON = lit bonus carries to next ball)
Dip
dip.option-switch-16 validated
17
Credits per coin, coin chute #2 (center), selector bit 1
Dip
dip.option-switch-17 validated
18
Credits per coin, coin chute #2 (center), selector bit 2
Dip
dip.option-switch-18 validated
19
Credits per coin, coin chute #2 (center), selector bit 3
Dip
dip.option-switch-19 validated
20
Credits per coin, coin chute #2 (center), selector bit 4
Dip
dip.option-switch-20 validated
21
Game over attract voice (ON = "Emperor Ming Awaits")
Dip
dip.option-switch-21 validated
22
2 side targets and flipper feed lanes lite adjustment
Dip
dip.option-switch-22 validated
23
4 drop target lite adjustment
Dip
dip.option-switch-23 validated
24
Top 3 target arrow lite adjustment
Dip
dip.option-switch-24 validated
25
Maximum credits selector bit 1 (10, 15, 25 or 40)
Dip
dip.option-switch-25 validated
26
Maximum credits selector bit 2 (10, 15, 25 or 40)
Dip
dip.option-switch-26 validated
27
Credit display (ON = credits displayed)
Dip
dip.option-switch-27 validated
28
Match feature (ON = match on)
Dip
dip.option-switch-28 validated
29
Replays per game (ON = all replays collected, OFF = one per player per game)
Dip
dip.option-switch-29 validated
30
In-line extra ball lite adjustment (ON = one extra ball per ball)
Dip
dip.option-switch-30 validated
31
Balls per game selector bit 1 (2, 3, 4 or 5)
Dip
dip.option-switch-31 validated
32
Balls per game selector bit 2 (2, 3, 4 or 5)
Dip
dip.option-switch-32 validated

Mechanisms

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

Left four-bank drop target

mech.four-bank-drop-target

Drop Target Bank

Four drop targets running up the left side of the lower playfield, printed A at the bottom through D at the top, with one shared reset coil and no individual down coils. Home state is all four up; a target's switch closes as it falls and opens again when the bank is reset, so the bank can only be restored as a whole. Two rebound rubbers beside the bank are a separate two-contact address, public switch 5. Each target has its own insert lamp - public 9, 25, 41 and 57 bottom to top - and the bank carries a 5X multiplier lamp at public 60.

Upper-left three-bank drop target

mech.three-bank-drop-target

Drop Target Bank

Three drop targets on the upper-left playfield with one shared reset coil and no individual down coils. Three arrow inserts in front of the bank - public 8, 24 and 40, printed #1, #2 and #3 Drop Tar. Arw. - show which target is currently worth the award, and public 56 is the bank's 4X multiplier.

Right in-line drop target bank and back target

mech.in-line-drop-target

Drop Target Bank

Three drop targets in line up the right side of the playfield, so the ball can only reach the second once the first is down and the third once the second is down, with one shared reset coil. Behind them sits a standup target, public switch 28, which is exposed only when all three have dropped; the retained script models it as an ordinary standup with no drop mechanism. Public lamp 30 is the bank's extra-ball insert.

Top single drop target

mech.single-drop-target

Drop Target Bank

A one-target drop bank at the top right with two coils rather than one: an AO-27-1300 reset that raises it and a CE-31-2000 pull-down that drops it on ROM command. No other target on the machine can be lowered by the ROM. Home state is up; the switch closes while the target is down. The retained script drives both directions from these two addresses (DropSingleUp on public 9, DropSingleDown on public 12).

Centre two-way saucer

mech.centre-saucer

Kicker

A saucer in the middle of the playfield with two kicker coils that eject the ball in opposite directions: an AO-27-1300 kick-up that throws it back up the playfield and an AO-29-2100 kick-down that returns it toward the flippers. The saucer switch reports ball-present and both coils are gated on it in the retained script, which clears the switch before either kick. Its value inserts are public 12, 28 and 46 (10K, 20K and 30K) plus public 44 for extra ball, and the 2X and 3X saucer arrows are the auxiliary-board lamps 117 and 101.

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 - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Bally (1980). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • platforms/bally.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/bally.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/bally.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/bally.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.fg: games/fg.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
flashgvffpFlash Gordon (French Vocalizer Sound Free Play)
Bally/Oliver free-play conversion of the French Vocalizer build.
2004flashgdnidentical
flashgvaFlash Gordon (Vocalizer Sound Free Play)
Bally/Oliver free-play conversion of the Vocalizer build.
2004flashgdnidentical
flashgfaFlash Gordon (French Free Play)
Bally/Oliver free-play conversion of the French Squawk & Talk build.
2004flashgdnidentical
flashgdaFlash Gordon (Free Play)
Bally/Oliver free-play conversion of the production ROM; U6 is the generic 7526fn free-play ROM and the game ROM is unchanged, so the I/O inventory is identical.
2004flashgdnidentical
flashgvfFlash Gordon (French Vocalizer Sound)
French speech ROMs on the Vocalizer sound boards.
1981flashgdnidentical
flashgp2Flash Gordon (Prototype rev. 2)
Second prototype game ROM; see flashgdp.
1981flashgdncompatible
flashgdvFlash Gordon (Vocalizer Sound)
Same physical machine fitted with the Vocalizer -56/-57 sound boards (SNDBRD_BY56) instead of Squawk & Talk -61. Sound hardware only: the switch matrix, lamp matrix and solenoid complement are unchanged, and PinMAME gives it the same lampCol 8 and dispBy7.
1981flashgdnidentical
flashgdpFlash Gordon (Prototype rev. 1)
Prototype game ROM for the same physical machine. It runs on the production board set and the same switch, lamp and solenoid inventory; rules differ.
1981flashgdncompatible

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

Pinball memory maps

External source LGPL-3.0-only2 maps

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

Commit
d8693b9

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

system-rom-52-freeplay.map.json

bally-35-8Kv2format 0.8

maps/bally/as-2518-35/system-rom-52-freeplay.map.json

Applies to ROMs
flashgdaflashgfaflashgvaflashgvffp
Also covers
fball_ia
Sections
adjustmentsauditsgame_statehigh_scores

bally-35-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

system-rom-52.map.json

bally-35-8Kv2format 0.8

maps/bally/as-2518-35/system-rom-52.map.json

Applies to ROMs
flashgdfflashgdnflashgdvflashgvf
Also covers
embryondfball_ii
Sections
adjustmentsauditsgame_statehigh_scores

bally-35-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    src/wpc/by35games.c CORE_GAMEDEFNV(flashgdn) and the nine CORE_CLONEDEFNV entries that name it as parent

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/by35games.c INITGAME2(flashgdn, GEN_BY35, dispBy7, FLIP_SW(FLIP_L), 8, SNDBRD_BY61, 0); src/wpc/by35.c pia1b_w solenoid selector and continuous nibble, by35_lampStrobe, pia0b_r column assembly; src/wpc/by35.h BY35GD_NOSOUNDE and BY35GD_SWVECTOR; src/wpc/core.h CORE_FIRSTUFLIPSOL/CORE_FIRSTLFLIPSOL; src/lisy/lisy35.c continuous-output identification

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    MIT

    controller-profile.pinmame-by35

    Bally MPU AS-2518-35 controller profile: switch, dip, solenoid and lamp address rules and the algebraic collapse of by35_lampStrobe

    controllers/pinmame/by35.json
    by
    pinmame-game-defs curation
    rev
    1
  • Operator manual

    manual.bally.flash-gordon.1980

    Bally game #1215 Flash Gordon operations manual, 63 PDF pages, (c) Bally Mfg. Corp. 1980; schematic sheets W-1187-26C dated 11-16-80 and W-1207-5C dated 11-17-80

    external:pinmame-manuals/by-machine/bally.flash-gordon.1980/archive-arcademanual_Flash_Gordon_Bally_1981_English_Manual/Flash Gordon Bally 1981 English Manual.pdf
    by
    Bally Manufacturing Corporation; scan hosted by the Internet Archive (arcademanual_Flash_Gordon_Bally_1981_English_Manual)
    sha256
    179536aa0044…
  • VPX table

    vpx-table.flash-gordon-2-0

    Retained known-working community recreation, playfield bounds left=0 top=0 right=952.9412 bottom=1976.471; the geometry authority for this definition

    external:pinmame-vpx-sources/bally/flash-gordon-1980/source/Flash Gordon (Bally 1981) 2.0.vpx
    by
    Community VPX table authors; redistribution rights not granted
    sha256
    b2c5ea9eac7e…
  • VPX script

    vpx-script.flash-gordon-2-0

    Embedded table script, 148322 bytes, cGameName = "flashgdn"; SolCallback cross-reference block and Lampz.MassAssign lamp bindings; the runtime address and causality authority

    external:pinmame-vpx-sources/bally/flash-gordon-1980/extracted-vpxtool/script.vbs
    by
    Community VPX table authors; redistribution rights not granted
    sha256
    e440f644ee50…
  • VPX table

    vpx-extraction.flash-gordon-2-0

    Retained vpxtool extraction; manifest SHA-256 50810dd697738d98061624512a948cec08ca6eaad037d5dd61d3a7d9935fc775; 1447 files, 168438120 bytes. The extraction does not record the extractor version, so the manifest identity is what pins it.

    external:pinmame-vpx-sources/bally/flash-gordon-1980/extracted-vpxtool
    by
    Community VPX table authors; redistribution rights not granted
    sha256
    50810dd69773…
  • VPX script

    vpx-script.flash-gordon-vpw-3-1-3

    Source locations

    Flash Gordon (Bally 1981) VPW Mod v3.1.3.vbs in the pinned known-working script corpus. Its SolCallback cross-reference block is verbatim identical to the retained table's, so it corroborates the transcription but shares ancestry and is not independent evidence of the mapping.

    by
    sverrewl/vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    fe7d56aa0c83…

Something wrong or missing?

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

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

Same platform