Kiss

Author ready

Bally1979BY35bally.kiss.1979

Wire it up

what an authoring tool needs first
Bind this ROM
kiss

6 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, six digits6 digits
  • Player 2 score, six digits6 digits
  • Player 3 score, six digits6 digits
  • Player 4 score, six digits6 digits
  • Credits, two digits2 digits
  • Match and ball in play, two digits2 digits
Address space
Switches
-7–84 (53)
Solenoids
1–20 (19)
Lamps
1–116 (76)
DIP
1–32 (32)
Cabinet & flipper inputs
6cabinet.start7cabinet.tilt9cabinet.coin10cabinet.coin11cabinet.coin16cabinet.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

99 placements · 8 stacked · normalised player view · outline is nominal

1 Drop Target D (Bottom)22 Drop Target C · 14 Drop Target Reset3 Drop Target B4 Drop Target A (Top)5 Lite-A-Line 5,000 Rollover28 Outhole · 7 Outhole Kicker12 "D" Target13 "C" Target14 "B" Target15 "A" Target17 Lower "S" Target18 Upper "S" Target19 "I" Target20 "K" Target21 Outer "S" Rollover22 Inner "S" Rollover23 "I" Rollover24 "K" Rollover25 Drop Target and 2 Rebounds25 Drop Target and 2 Rebounds25 Drop Target and 2 Rebounds26 Right Flip/Feed Lane27 Left Flip/Feed Lane30 Right Spinner31 Left Spinner33 Right Outlane34 Left Outlane235 Right Slingshot · 13 Right Slingshot236 Left Slingshot · 12 Left Slingshot237 Bottom Thumper Bumper · 11 Bottom Thumper Bumper238 Top Thumper Bumper · 8 Top Thumper Bumper239 Right Thumper Bumper · 10 Right Thumper Bumper240 Left Thumper Bumper · 9 Left Thumper Bumper1 Red "K"2 White "K"3 Yellow "K"4 Green "K"5 Red Arrow6 "K" Amber Arrow7 Red Kiss Amber Arrow8 "A" Target9 "K" Rollover9 "K" Rollover10 A-B-C-D Target Extra Ball12 Right Spinner15 40,000 Bonus17 Red "I"18 White "I"19 Yellow "I"20 Green "I"21 White Arrow22 "I" Amber Arrow23 White Kiss Amber Arrow24 "B" Target25 "I" Rollover25 "I" Rollover26 Top & Bottom Thumper Bumper28 Left Spinner30 Light A Line When Lit31 80,000 Colossal33 Red "S" (Left)34 White "S" (Left)35 Yellow "S" (Left)36 Green "S" (Left)37 Yellow Arrow38 Left "S" Amber Arrow39 Yellow Kiss Amber Arrow40 "C" Target41 "S" Inner Rollover41 "S" Inner Rollover42 Left & Right Thumper Bumper43 Same Player Shoots Again44 Right Out Special46 Open Gate When Lit47 Kiss Special49 Red "S" (Right)50 White "S" (Right)51 Yellow "S" (Right)52 Green "S" (Right)53 Green Arrow54 Right "S" Amber Arrow55 Green Kiss Amber Arrow56 "D" Target57 "S" Outer Rollover57 "S" Outer Rollover58 A-B-C-D Target 2X59 Credit Indicator60 Left Out Special62 A-B-C-D Special63 2X Bonus17 Right Bottom Gate

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 playfield57
  • sensorsenses the ball33
  • effectmoves the ball9
  • nStackseveral devices in one spot8
93 devices shown

Not on the playfield32 dip switch, 30 cabinet or service, 25 unused — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

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

53 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 — dedicated, diagnostic or flipper-column addresses. See the table below.

53 shown
# Name Device ID Role Evidence
-7
Self Test
Button
switch.self-test
service.self-test
validated
-6
CPU Diagnostic
Button
switch.cpu-diagnostic
service.cpu-diagnostic
validated
-5
Sound Diagnostic
Button
switch.sound-diagnostic
service.sound-diagnostic
validated
1
Drop Target D (Bottom)
Leaf
switch.drop-target-d-bottom
validated
2
Drop Target C
Leaf
switch.drop-target-c
validated
3
Drop Target B
Leaf
switch.drop-target-b
validated
4
Drop Target A (Top)
Leaf
switch.drop-target-a-top
validated
5
Lite-A-Line 5,000 Rollover
Leaf
switch.lite-a-line-rollover
validated
6
Credit Button
Button
switch.credit-button
cabinet.start
validated
7
Tilt
Leaf
switch.tilt
cabinet.tilt
validated
8
Outhole
Leaf
switch.outhole
internal.trough
validated
9
Coin III (Right)
Leaf
switch.coin-3-right
cabinet.coin
validated
10
Coin I (Left)
Leaf
switch.coin-1-left
cabinet.coin
validated
11
Coin II (Middle)
Leaf
switch.coin-2-middle
cabinet.coin
validated
12
"D" Target
Leaf
switch.d-target
validated
13
"C" Target
Leaf
switch.c-target
validated
14
"B" Target
Leaf
switch.b-target
validated
15
"A" Target
Leaf
switch.a-target
validated
16
Slam
Leaf
switch.slam-tilt
cabinet.slam-tilt
validated
17
Lower "S" Target
Leaf
switch.lower-s-target
validated
18
Upper "S" Target
Leaf
switch.upper-s-target
validated
19
"I" Target
Leaf
switch.i-target
validated
20
"K" Target
Leaf
switch.k-target
validated
21
Outer "S" Rollover
Leaf
switch.outer-s-rollover
validated
22
Inner "S" Rollover
Leaf
switch.inner-s-rollover
validated
23
"I" Rollover
Leaf
switch.i-rollover
validated
24
"K" Rollover
Leaf
switch.k-rollover
validated
25
Drop Target and 2 Rebounds
Leaf
switch.drop-target-and-rebounds
validated
26
Right Flip/Feed Lane
Leaf
switch.right-flip-feed-lane
validated
27
Left Flip/Feed Lane
Leaf
switch.left-flip-feed-lane
validated
28
Unused switch matrix position 28
switch.unused-28
validated
29
Unused switch matrix position 29
switch.unused-29
validated
30
Right Spinner
Leaf
switch.right-spinner
validated
31
Left Spinner
Leaf
switch.left-spinner
validated
32
Unused switch matrix position 32
switch.unused-32
validated
33
Right Outlane
Leaf
switch.right-outlane
validated
34
Left Outlane
Leaf
switch.left-outlane
validated
35
Right Slingshot
Leaf
switch.right-slingshot
validated
36
Left Slingshot
Leaf
switch.left-slingshot
validated
37
Bottom Thumper Bumper
Leaf
switch.bottom-thumper-bumper
validated
38
Top Thumper Bumper
Leaf
switch.top-thumper-bumper
validated
39
Right Thumper Bumper
Leaf
switch.right-thumper-bumper
validated
40
Left Thumper Bumper
Leaf
switch.left-thumper-bumper
validated
41
Unused switch matrix position 41
switch.unused-41
validated
42
Unused switch matrix position 42
switch.unused-42
validated
43
Unused switch matrix position 43
switch.unused-43
validated
44
Unused switch matrix position 44
switch.unused-44
validated
45
Unused switch matrix position 45
switch.unused-45
validated
46
Unused switch matrix position 46
switch.unused-46
validated
47
Unused switch matrix position 47
switch.unused-47
validated
48
Unused switch matrix position 48
switch.unused-48
validated
82
Unused emulator flipper-column position 82
switch.unused-flipper-mirror-82
validated
84
Unused emulator flipper-column position 84
switch.unused-flipper-mirror-84
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 Role Evidence
1
Unused solenoid output 1
device.unused-solenoid-1 Coil
validated
2
Unused solenoid output 2
device.unused-solenoid-2 Coil
validated
3
Unused solenoid output 3
device.unused-solenoid-3 Coil
validated
4
Unused solenoid output 4
device.unused-solenoid-4 Coil
validated
5
Unused solenoid output 5
device.unused-solenoid-5 Coil
validated
6
Knocker
device.knocker Coil
cabinet.knocker
validated
7
Outhole Kicker
device.outhole-kicker Coil
internal.trough
validated
8
Top Thumper Bumper
device.top-thumper-bumper Coil
validated
9
Left Thumper Bumper
device.left-thumper-bumper Coil
validated
10
Right Thumper Bumper
device.right-thumper-bumper Coil
validated
11
Bottom Thumper Bumper
device.bottom-thumper-bumper Coil
validated
12
Left Slingshot
device.left-slingshot Coil
validated
13
Right Slingshot
device.right-slingshot Coil
validated
14
Drop Target Reset
device.drop-target-reset Coil
validated
15
Unused solenoid output 15
device.unused-solenoid-15 Coil
validated
17
Right Bottom Gate
device.right-bottom-gate Coil
validated
18
Coin Lockout Door
device.coin-lockout Coil
cabinet.coin-door
validated
19
K1 Relay (Flipper Enable)
device.k1-flipper-relay Relay
cabinet.relay
validated
20
Unused continuous output 20
device.unused-continuous-output-20 Coil
validated

Lamps

76

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.
76 shown
# Name Device ID Role Evidence
1
Red "K"
lamp.red-k
validated
2
White "K"
lamp.white-k
validated
3
Yellow "K"
lamp.yellow-k
validated
4
Green "K"
lamp.green-k
validated
5
Red Arrow
lamp.red-arrow
validated
6
"K" Amber Arrow
lamp.k-amber-arrow
validated
7
Red Kiss Amber Arrow
lamp.red-kiss-amber-arrow
validated
8
"A" Target
lamp.a-target
validated
9
"K" Rollover
lamp.k-rollover
validated
10
A-B-C-D Target Extra Ball
lamp.a-b-c-d-target-extra-ball
validated
11
Shoot Again
lamp.shoot-again
cabinet.backglass
validated
12
Right Spinner
lamp.right-spinner
validated
13
Ball In Play
lamp.ball-in-play
cabinet.backglass
validated
14
Unused lamp driver output 14
lamp.unused-14
validated
15
40,000 Bonus
lamp.40-000-bonus
validated
17
Red "I"
lamp.red-i
validated
18
White "I"
lamp.white-i
validated
19
Yellow "I"
lamp.yellow-i
validated
20
Green "I"
lamp.green-i
validated
21
White Arrow
lamp.white-arrow
validated
22
"I" Amber Arrow
lamp.i-amber-arrow
validated
23
White Kiss Amber Arrow
lamp.white-kiss-amber-arrow
validated
24
"B" Target
lamp.b-target
validated
25
"I" Rollover
lamp.i-rollover
validated
26
Top & Bottom Thumper Bumper
lamp.top-bottom-thumper-bumper
validated
27
Match
lamp.match
cabinet.backglass
validated
28
Left Spinner
lamp.left-spinner
validated
29
High Score To Date
lamp.high-score-to-date
cabinet.backglass
validated
30
Light A Line When Lit
lamp.light-a-line-when-lit
validated
31
80,000 Colossal
lamp.80-000-colossal
validated
33
Red "S" (Left)
lamp.red-s-left
validated
34
White "S" (Left)
lamp.white-s-left
validated
35
Yellow "S" (Left)
lamp.yellow-s-left
validated
36
Green "S" (Left)
lamp.green-s-left
validated
37
Yellow Arrow
lamp.yellow-arrow
validated
38
Left "S" Amber Arrow
lamp.left-s-amber-arrow
validated
39
Yellow Kiss Amber Arrow
lamp.yellow-kiss-amber-arrow
validated
40
"C" Target
lamp.c-target
validated
41
"S" Inner Rollover
lamp.s-inner-rollover
validated
42
Left & Right Thumper Bumper
lamp.left-right-thumper-bumper
validated
43
Same Player Shoots Again
lamp.same-player-shoots-again
validated
44
Right Out Special
lamp.right-out-special
validated
45
Game Over
lamp.game-over
cabinet.backglass
validated
46
Open Gate When Lit
lamp.open-gate-when-lit
validated
47
Kiss Special
lamp.kiss-special
validated
49
Red "S" (Right)
lamp.red-s-right
validated
50
White "S" (Right)
lamp.white-s-right
validated
51
Yellow "S" (Right)
lamp.yellow-s-right
validated
52
Green "S" (Right)
lamp.green-s-right
validated
53
Green Arrow
lamp.green-arrow
validated
54
Right "S" Amber Arrow
lamp.right-s-amber-arrow
validated
55
Green Kiss Amber Arrow
lamp.green-kiss-amber-arrow
validated
56
"D" Target
lamp.d-target
validated
57
"S" Outer Rollover
lamp.s-outer-rollover
validated
58
A-B-C-D Target 2X
lamp.a-b-c-d-target-2x
validated
59
Credit Indicator
lamp.credit-indicator
validated
60
Left Out Special
lamp.left-out-special
validated
61
Tilt
lamp.tilt
cabinet.backglass
validated
62
A-B-C-D Special
lamp.a-b-c-d-special
validated
63
2X Bonus
lamp.2x-bonus
validated
65
Back Box K1 & K2
lamp.back-box-k1-k2
cabinet.backglass
validated
66
Back Box K3 & K4
lamp.back-box-k3-k4
cabinet.backglass
validated
67
Back Box K5 & K6
lamp.back-box-k5-k6
cabinet.backglass
validated
68
Unpopulated auxiliary matrix position 68
lamp.unpopulated-aux-68
validated
81
Back Box I1
lamp.back-box-i1
cabinet.backglass
validated
82
Back Box I2
lamp.back-box-i2
cabinet.backglass
validated
83
Back Box I3
lamp.back-box-i3
cabinet.backglass
validated
84
Unpopulated auxiliary matrix position 84
lamp.unpopulated-aux-84
validated
97
Back Box SA1 & SA2 (Left)
lamp.back-box-sa1-sa2-left
cabinet.backglass
validated
98
Back Box SA3 (Left)
lamp.back-box-sa3-left
cabinet.backglass
validated
99
Back Box SA4 (Left)
lamp.back-box-sa4-left
cabinet.backglass
validated
100
Unpopulated auxiliary matrix position 100
lamp.unpopulated-aux-100
validated
113
Back Box SB1 & SB2 (Right)
lamp.back-box-sb1-sb2-right
cabinet.backglass
validated
114
Back Box SB3 (Right)
lamp.back-box-sb3-right
cabinet.backglass
validated
115
Back Box SB4 (Right)
lamp.back-box-sb4-right
cabinet.backglass
validated
116
Unpopulated auxiliary matrix position 116
lamp.unpopulated-aux-116
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
High score to date award selector bit 1
Dip
dip.option-switch-6 validated
7
High score to date award selector bit 2
Dip
dip.option-switch-7 validated
8
Melody option bit 1
Dip
dip.option-switch-8 validated
9
Credits per coin, coin chute #3 selector bit 1
Dip
dip.option-switch-9 validated
10
Credits per coin, coin chute #3 selector bit 2
Dip
dip.option-switch-10 validated
11
Credits per coin, coin chute #3 selector bit 3
Dip
dip.option-switch-11 validated
12
Credits per coin, coin chute #3 selector bit 4
Dip
dip.option-switch-12 validated
13
Credits per coin, coin chute #3 selector bit 5
Dip
dip.option-switch-13 validated
14
Special award selector bit 1
Dip
dip.option-switch-14 validated
15
Special award selector bit 2
Dip
dip.option-switch-15 validated
16
Balls per game
Dip
dip.option-switch-16 validated
17
Maximum credits selector bit 1
Dip
dip.option-switch-17 validated
18
Maximum credits selector bit 2
Dip
dip.option-switch-18 validated
19
Maximum credits selector bit 3
Dip
dip.option-switch-19 validated
20
Credit display
Dip
dip.option-switch-20 validated
21
Match feature
Dip
dip.option-switch-21 validated
22
K-I-S-S rollover hold-over
Dip
dip.option-switch-22 validated
23
K-I-S-S special lamp behaviour
Dip
dip.option-switch-23 validated
24
K-I-S-S special timing
Dip
dip.option-switch-24 validated
25
Credits per coin, coin chute #2 selector bit 1
Dip
dip.option-switch-25 validated
26
Credits per coin, coin chute #2 selector bit 2
Dip
dip.option-switch-26 validated
27
Credits per coin, coin chute #2 selector bit 3
Dip
dip.option-switch-27 validated
28
Credits per coin, coin chute #2 selector bit 4
Dip
dip.option-switch-28 validated
29
Gate lite-continue
Dip
dip.option-switch-29 validated
30
Light-a-line next ball
Dip
dip.option-switch-30 validated
31
A-B-C-D memory
Dip
dip.option-switch-31 validated
32
Melody option bit 2
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.

Four-bank drop target

mech.drop-target-bank

Drop Target Bank

The machine's single four-bank drop target, on the left of the playfield, printed A at the top through D at the bottom and running diagonally up and to the right. One shared reset coil and no individual down coils, so the bank resets only as a whole and its home state is all four up; a target's switch closes as it falls. The reset coil is the NO-26-1900 Drop Target Reset in the parts list and is mounted beneath the bank. Switch 25, printed "Drop Target and 2 Rebs.", is a separate three-contact address covering the rebound rubbers beside the bank rather than the targets themselves.

Four thumper bumpers

mech.thumper-bumpers

Other

Four thumper bumpers arranged as a diamond in the upper middle of the playfield: top and bottom on the centre line, left and right either side below the top one. Each has its own skirt switch and its own AN-26-1200 coil, and the printed switch table notes that the thumper bumper coils energize when the switch is made, so the pairing is direct rather than software-mediated. The top and bottom pair share one illumination lamp on A5J1-11 and the left and right pair share another on A5J3-20.

Two rollunder spinners

mech.spinners

Other

Two rollunder spinning targets, one in each upper corner lane. Each closes its switch once per revolution, so the ROM counts pulses rather than reading a level. They have no coil of their own; their lamps are on A5J1-12 and A5J1-27.

Right outlane detour gate

mech.right-outlane-detour-gate

Gate

A solenoid-operated gate at the right outlane which, when energized, diverts a ball that would otherwise drain into the right return lane. IPDB lists it among the machine's notable features as the right outlane detour gate, and the parts list carries one GA-34-4000 Gate coil. It is driven from a continuous output rather than a momentary one, so it is held open rather than pulsed, and the second retained script binds public 17 to a diverter routine. Option switch 29 selects whether the gate lamp stays lit or lights one time in three.

Outhole and ball release

mech.outhole

Kicker

A single-ball outhole at the bottom right. The outhole switch closes when a drained ball settles in it and the AN-26-1200 outhole kicker throws the ball up the shooter lane. This is a 1979 machine with no ball trough in the later sense: one ball, one switch, one kicker. Both retained scripts model it as a trough-to-plunger-lane release bound to public 7.

Senses

Backglass K-I-S-S letter animation

mech.backglass-kiss-animation

Other

The four letters of K-I-S-S on the backglass, lit by the Auxiliary Lamp Driver A9. Each letter is driven by three circuits, one per lamp data line group: K on public 65, 66 and 67, I on 81, 82 and 83, the left S on 97, 98 and 99 and the right S on 113, 114 and 115. IPDB describes the effect as backglass light animation in which the letters light up when scored and animate during Game Over, and the retained runtime trace shows exactly that grouping: the twelve circuits switch in four groups of three while the four unpopulated positions stay latched. This is the only reason the machine carries an auxiliary lamp board at all - the main A5 board still has a spare circuit.

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
author_ready

Bally game #1152-E, June 1979, IPDB 1386. Four-player, solid-state, 17,000 units, design by Jim Patla with art by Kevin O'Connor. The second Bally MPU AS-2518-35 machine in this project and the second to use controllers/pinmame/by35.json.

Controller platform

Kiss is a five-column game: 40 switches, published as sequential positions 1-40 rather than in column-times-ten notation. The schematic-omissions supplement reproduces the MPU J2 switch-strobe block and shows only ST0 to ST4 on pins 1 to 5, so addresses 41-48 are never scanned. Public switch 16 does exist (it is Slam) - it is the solenoid address 16 that does not, because on this platform the public momentary solenoid is the PIA1:B selector plus one and selector 15 is the idle state.

That five-column layout has a consequence worth carrying to every other BY35 game. A six-column machine has to find a sixth column strobe somewhere, and it takes one of the four continuous solenoid outputs to do it - on Centaur that is public 17, which is a strobe rather than a coil. Kiss needs no sixth strobe, so public 17 is free, and Kiss spends it on a real playfield device: the right outlane detour gate. The same address is a strobe on one BY35 game and a coil on another. Never assume either without checking the column count first.

Kiss's fourth continuous output, public 20, is genuinely unused. The printed table accounts for only three continuous devices and the retained trace shows public 20 asserted only during the power-on pulse that briefly drives all four continuous lines, never once during a game.

The solenoid mapping came from the ROM, not the manual

The manual prints a "Self Test #" column, and it is a test order, not a controller address. The manual says so itself: its troubleshooting section instructs the operator to press the self-test switch three times, and states that a number is flashed on the player score displays as each solenoid is pulsed. Booting the ROM in the LibPinMAME harness, stepping into that test and pairing each pulsed public address with the displayed number gives the mapping directly, and it repeated identically across five complete cycles.

Self Test # printed name public
01 Outhole Kicker 7
02 Knocker 6
03 Drop Target Reset 14
04 Left Thumper Bumper 9
05 Right Thumper Bumper 10
06 Bottom Thumper Bumper 11
07 Top Thumper Bumper 8
08 Left Slingshot 12
09 Right Slingshot 13
10 Right Bottom Gate 17
11 Coin Lockout Door 18
12 K1 Relay (Flipper Enable) 19

The second retained script confirms four of these independently, binding public 6 to the knocker, public 7 to the trough release, public 14 to the drop-target reset and public 17 to the diverter gate.

Comparing this with Centaur establishes something that generalises: the public solenoid address is the physical driver-board position, and it is stable across BY35 machines. The outhole kicker is public 7 and the knocker public 6 on both games, and both put their thumper bumpers on 9, 10 and 11. What differs between the two games is the printed test order, not the address.

Lamps: sixty on the main board, twelve on the auxiliary

The public lamp address decomposes as 16 * k + lampadr + 1, where k is the lamp data line PD0-PD3 and lampadr is the latched address, plus 64 on the auxiliary board. That follows algebraically from by35_lampStrobe, and lampadr 15 is skipped, so 16, 32, 48 and 64 are unreachable decoder slots rather than unused lamps.

The rest of the chain is board wiring: on the AS-2518-23 the decoder output drives one of sixty SCRs, and the SCR reaches the output connectors. An SCR does not reach exactly one pin. The board fans several of them out to more than one connector branch, and which branch a game's harness actually plugs is game-specific, so the endpoint has to be read from this game's lamp driver schematic. Reusing another machine's traced endpoint list silently drops whichever branch that machine did not use - an error this record made and had to correct. Kiss's own schematic on manual page 51 and its plug-connector sheet on page 52 are the authority here. The result splits as:

  • 46 playfield-only addresses.
  • 7 addresses that light both a backglass socket and a playfield insert. Public 15, 30, 31, 46, 47, 62 and 63 sit on A5J2, which the schematic marks TO BACKBOX, but Table B on the connector sheet routes each of them onward through the panel-to-back-cab plug to a playfield insert as well. Only the playfield insert has a coordinate; the backglass socket does not.
  • 18 back box-only addresses, being six on A5J2 - Shoot Again, Ball In Play, Match, Game Over, High Score To Date and Tilt - plus the twelve auxiliary circuits.
  • 1 unused. A5J2-16 is marked N/U, so public 14 drives nothing.
  • 4 unpopulated auxiliary positions.

That makes 53 addresses feeding playfield lamps, and the retained community table models exactly 53 lamp objects. That exact agreement is the check that the derivation is right rather than merely self-consistent, and it is what exposed the fan-out error: an earlier pass read only one endpoint per SCR, arrived at 45, and had to explain away the eight-lamp difference. The difference was real.

Public 43 is the clearest case. Its SCR Q40 reaches both A5J2-9, which is marked N/U, and A5J3-22, which reads "SAME PLAYER SHOOTS AGAIN" on the block labelled TO PLAYFIELD. Only the J2 branch is unused. A first pass called the whole address unused and dismissed the table's lamp as invented; the table was right and the derivation was wrong.

The geometry is what makes the mapping trustworthy. Every colour family lands in its own clean vertical column, and reading them left to right spells the title:

column x addresses family
0.289 5, 21, 37, 53 Red / White / Yellow / Green Arrow
0.360 1, 2, 3, 4, 6 "K" letters and the K Amber Arrow
0.422 17, 18, 19, 20, 22 "I"
0.484 33, 34, 35, 36, 38 "S" (Left)
0.546 49, 50, 51, 52, 54 "S" (Right)
0.617 7, 23, 39, 55 Red / White / Yellow / Green Kiss Amber Arrow

The four top rollover switches run in the same order - 24 "K", 23 "I", 22 inner "S", 21 outer "S", left to right across the top of the playfield.

The auxiliary board exists only for the backglass

Kiss carries an Auxiliary Lamp Driver A9 (AS-2518-43); the parts list names it among the modules and MPU A4 J1-8 runs to A9J1-3. What is worth understanding is why, because the main A5 board still has a spare circuit - the machine did not run out of lamp drivers.

It is there for the backglass animation. IPDB lists among the machine's notable features "Backglass light animation (letters in K-I-S-S light up when scored, animate during Game Over)", and the twelve auxiliary circuits are exactly those letters: three circuits per letter, K on public 65, 66 and 67, I on 81, 82 and 83, the left S on 97, 98 and 99 and the right S on 113, 114 and 115. A boot-and-play harness run shows precisely that structure - the twelve switch in four groups of three while the four unpopulated positions latch on early and never change again.

Every one of the twelve is a back box lamp, so none of them carries a playfield coordinate.

The wiring is primary evidence and the functions are not, and the record says so. Decoder half to SCR to A9J2 pin is read from the AS-2518-43 schematic, which is generic Bally hardware; each data line enables one decoder half (PD0 to U2A, PD1 to U2B, PD2 to U3A, PD3 to U3B), the two latched address bits pick Q0, Q1 or Q2, and Q3 is marked N/U on all four halves, which is why latched address 3 - public 68, 84, 100 and 116 - reaches no bulb at all. The function printed against each A9J2 pin comes from the Bally Kiss lamp chart as transcribed on PinWiki, which is a secondary source and is not in the manual scan retained here. It is trusted for those twelve functions on three grounds: its own SCR-to-pin column reproduces the primary schematic exactly on all twelve circuits, which authenticates the transcription; the runtime trace groups the circuits exactly as the chart implies; and IPDB independently describes the effect. Each affected device note discloses this.

Mechanisms

Nothing here is exotic. Four thumper bumpers in a diamond, two slingshots, two rollunder spinners, one four-bank drop target on the left with a single shared reset coil and no individual down coils, eight standup targets, a single-ball outhole with its kicker, and the right outlane detour gate on a continuous output. IPDB's feature list matches the enumerated devices exactly: flippers (2), pop bumpers (4), slingshots (2), standup targets (8), spinning targets (2), 4-bank drop targets (1) and the right outlane detour gate.

Two pairings are hardware rather than software, and the printed switch table says so directly: "slingshot and thumper bumper coils will energize when switch is made". A recreation should fire those six coils from their own switches rather than waiting for the ROM.

Switch 25 is printed "Drop Target and 2 Rebs." and carries three parallel contacts; the retained table models three separate rebound sensors, so all three are placed.

The flipper buttons are not in the switch matrix at all. On this generation they are wired directly through the K1 flipper-enable relay, which is public 19, so there is no flipper button address to enumerate. PinMAME still publishes its generic flipper column at 81-88; those are emulator mirrors with no physical contact behind them.

Variants

Six drivers, one physical machine. kiss is the 1979 production ROM and the reference for this definition. kissb and kisse are Bally/Oliver seven-digit display conversions from 2004 and 2022, kissc and kissd are 2008 free-play conversions - kissd divides scoring by ten to fit six digits - and kissf is a further revision. All run on the same physical machine.

Only kiss declares lampCol = 8, so it is the only driver through which PinMAME publishes the auxiliary lamp addresses. That is an emulator-side modelling choice, not a hardware difference: the A9 board is fitted to every Kiss, and the backglass letters animate on all of them. A recreation running one of the later conversions still needs to drive those letters; it simply will not receive them from the emulator on those drivers.

Note that the retained table runs kisse, so its lamp bindings cover the main board only. That is why the auxiliary identities here come from the schematic and the lamp chart rather than from the table.

Prototypes are out of scope

IPDB records two prototype lines that are not this machine and must not be folded into it: a one-off talking Kiss built in a fiberglass cabinet for the 1979 AMOA show as a response to Williams' Gorgar, and about eleven "Intel based, New Technology" prototypes with blue vacuum-fluorescent displays, no speech and a completely different three-board architecture. PinMAME's kissp and kissp2 are the Intel prototypes, not the talking one: they live in kissproto.c on an Intel 8035 and are marked GAME_NOT_WORKING. The AMOA speech machine used the standard production board set in a one-off fiberglass cabinet and has no driver of its own. Neither line is this machine.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
kissfKiss (/10 Scoring Free Play rev. 5)
A 2022 Bally/Oliver/Quench free-play conversion that divides scoring by ten to fit the original six digits. PinMAME models it with dispBy6, so unlike the seven-digit conversions it keeps the production display width.
2022kissidentical
kisseKiss (7-digit conversion rev. 30)
A 2022 revision of the seven-digit conversion with a sound fix. This is the driver the retained community table runs.
2022kissidentical
kissdKiss (/10 Scoring Free Play rev. 4)
A 2008 free-play conversion that also divides scoring by ten to fit six digits.
2008kissidentical
kisscKiss (Free Play rev. 3)
A 2008 Bally/Oliver free-play conversion keeping the original six-digit displays.
2008kissidentical
kissbKiss (7-digit conversion rev. 20)
A 2004 Bally/Oliver conversion that widens the player score displays from six digits to seven. It runs on the same physical machine; PinMAME models it with dispBy7 and lampCol = 0, so the auxiliary lamp addresses are not published through this driver.
2004kissidentical
kissKiss
The 1979 production ROM set and the reference for this definition. It is the only driver in the family whose game data declares lampCol = 8, so it is the only one through which PinMAME publishes the machine's Auxiliary Lamp Driver A9. That is an emulator-side difference, not a hardware one: the A9 is listed among the modules in the game's own parts list and is fitted to every Kiss.
1979identical

Parent set: kiss — 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.

  • Human review

    MIT

    controller-profile.pinmame-by35

    The Bally MPU AS-2518-35 controller profile: address groups, the selector+1 solenoid rule and the lamp address formula.

    internal:controllers/pinmame/by35.json
    by
    This repository
  • Human review

    ipdb.1386

    IPDB machine id 1386. IPDB entry 1386, KISS, June 1979, four players, Bally Manufacturing Corporation, model number 1152-E, MPU Bally AS-2518-35, 17,000 units confirmed, design by Jim Patla and art by Kevin O'Connor. Its notable-features line reads "Flippers (2), Pop bumpers (4), Slingshots (2), Standup targets (8), Spinning targets (2), 4-bank drop targets (1), Right outlane detour gate. Backglass light animation (letters in K-I-S-S light up when scored, animate during Game Over)." The model number matches the manual's own #1152-E, and every count matches the enumerated devices. The page is Cloudflare-gated and was retrieved with a headful browser; the retained text is at review-artifacts/kiss-1979/ipdb-1386.txt.

    ipdb.orglines reads "Flippers (2), Pop bumpers (4), Slingshots (2), Standup targets (8), Spinning targets (2), 4-bank drop targets (1), Right outlane detour gate. Backglass light animation (letters in K-I-S-S light up when scored, animate during Game Over)." The model number matches the manual's own #1152
    by
    The Internet Pinball Database
    sha256
    8f70f7e6876c…
  • Human review

    lamp-chart.bally.kiss.1979

    The Bally Kiss lamp chart as transcribed on PinWiki, giving each auxiliary SCR its A9J2 pin, lamp function and wire number. This is a secondary source: the chart is not in the 57-page manual scan retained here. It is used only for the twelve A9J2 pin functions, and it is trusted for that because its own SCR-to-pin column reproduces the primary AS-2518-43 schematic exactly on all twelve circuits, an agreement that authenticates the transcription, and because the retained runtime trace drives the twelve circuits in exactly the four groups of three the chart implies. Every function it supplies is disclosed in the affected device notes rather than presented as primary evidence. The page text was retrieved on 2026-08-07 and retained at review-artifacts/kiss-1979/pinwiki-bally-kiss.txt so the transcription can be replayed against the hash recorded here.

    by
    PinWiki contributors, transcribing the Bally Kiss lamp chart
    rev
    sha256:6b156
    sha256
    6b1560451d9c…
  • Operator manual

    manual-omissions.bally.kiss.1979

    Four-page supplement listing three omissions in the English manual's schematics. It reproduces the MPU J2 switch-strobe block, confirming that Kiss drives five column strobes ST0 to ST4 on MPU J2 pins 1 to 5, and corrects the Feature Lamp Buss line on the switch matrix sheet.

    external:pinmame-manuals/by-machine/bally.kiss.1979/Bally_1979_Kiss_Omissions_to_Schematic_Diagrams_user_submitted.pdf
    by
    User-submitted corrections hosted alongside the Internet Archive manual item
    rev
    sha256:2f39b
    sha256
    2f39bd677aee…
  • Operator manual

    manual.bally.kiss.1979

    57-page scan of the Bally game #1152-E Kiss instruction manual. PDF page 21 describes the self-diagnostic sequence and states that a number is flashed on the player score displays as each solenoid is pulsed; PDF page 22 carries the solenoid and switch identification tables; PDF page 23 notes DOOR: 11, BACK BOX: 12 and CABINET: 02 against the solenoid numbers; PDF page 24 is the assembly-adjustment section; PDF page 25 is the parts list, which names the Auxiliary Lamp Driver A9 AS-2518-43 among the modules; PDF page 36 is the A9 assembly drawing and component parts list; PDF page 51 is the A5 lamp driver schematic W-1182-14; PDF page 52 is the plug-connector harness sheet, which tabulates every A5 J1, J2 and J3 pin with its lamp function and marks J2 TO BACKBOX.

    external:pinmame-manuals/by-machine/bally.kiss.1979/Bally_1979_Kiss_Manual.pdf
    by
    Bally Manufacturing Corporation; OCR-searchable scan retained locally
    rev
    sha256:b9f7b
    sha256
    b9f7b1dfbc76…
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames entries for kiss and its five clones at the pinned revision.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/by35games.c kissGameData GEN_BY35 with dispBy6, FLIP_SW(FLIP_L), lampCol=8 and SNDBRD_BY50, plus the kissb, kissc, kissd, kisse and kissf clone entries; src/wpc/by35.c pia1b_w solenoid selector, by35_lampStrobe column stride and the VBLANK solenoid accumulation.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Runtime run

    runtime.kiss.solenoid-self-test

    Pinned LibPinMAME harness runs that boot kiss from empty NVRAM. The first steps the self-test button into the ROM's solenoid test, which pulses each coil in turn while writing that coil's identification number to the player score displays; pairing each pulsed public address with the displayed number yields the printed-to-public mapping for all twelve coils, repeating identically across five complete cycles. The second coins up, starts a game and exercises playfield switches, and shows the twelve fitted auxiliary lamp circuits switching independently while the four unpopulated positions latch on and never change, and public solenoid 20 asserting only in the power-on pulse.

    internal:evidence/runtime/by35/kiss-solenoid-self-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
  • Operator manual

    schematic.as-2518-43-auxiliary-lamp-driver

    PDF page 51, drawing W-1207-11: the AS-2518-43 Auxiliary Lamp Driver A9 schematic. The AS-2518-43 is generic Bally hardware and this sheet is cited for its board wiring only, which is identical in every machine that carries the board: lamp data lines PD0 to PD3 enable decoder halves U2A, U2B, U3A and U3B respectively, the two latched address bits select Q0, Q1 or Q2 of the enabled half, Q3 is marked N/U on all four halves, and the twelve enabled outputs reach SCRs Q1 to Q12 and connector J2 as Q0->Q6->J2-7, Q1->Q5->J2-6, Q2->Q4->J2-5 on U2A; Q0->Q1->J2-1, Q1->Q2->J2-2, Q2->Q3->J2-3 on U2B; Q0->Q12->J2-18, Q1->Q11->J2-19, Q2->Q10->J2-20 on U3A; and Q0->Q7->J2-11, Q1->Q8->J2-12, Q2->Q9->J2-17 on U3B. Kiss's own manual carries the A9 assembly drawing and parts list but not this wiring sheet.

    external:pinmame-manuals/by-machine/bally.centaur.1981/projects-centaur/Bally_1981_Centaur_Installation_and_General_Game_Operation_Instructions_with_schematics_OCR_searchable.pdflines PD0 to PD3 enable decoder halves U2A, U2B, U3A and U3B respectively, the two latched address bits select Q0, Q1 or Q2 of the enabled half, Q3 is marked N/U on all four halves, and the twelve enabled outputs reach SCRs Q1 to Q12 and connector J2 as Q0->Q6->J2-7, Q1->Q5->J2-6, Q2->Q4->J2-5 on U2
    by
    Bally Manufacturing Corporation
    rev
    sha256:c5b15
    sha256
    c5b151bfc2d2…
  • VPX script

    vpx-script.kiss-2-0-0

    The embedded table script, which runs cGameName kisse and binds the switch and solenoid callbacks.

    external:pinmame-vpx-sources/bally/kiss-1979/source/Kiss (Bally 1979) v2.0.0.vpx
    by
    Community table authors; pinned copy in sverrewl/vpxtable_scripts
    rev
    2.0.0
    sha256
    245b996baedb…
  • VPX script

    vpx-script.kiss-2-1

    A second, independently authored known-working script running cGameName kissc. Its SolCallback bindings name public 6 the knocker, public 7 the trough release, public 14 the drop-target reset and public 17 the diverter gate, independently confirming the self-test mapping read from the ROM.

    external:pinmame-source-checkouts/vpxtable_scripts/Kiss (Bally 1979)2.1.vbs
    by
    Community table authors; pinned copy in sverrewl/vpxtable_scripts
    rev
    2.1
    sha256
    6d0de2bcea48…
  • VPX table

    vpx-table.kiss-2-0-0

    vpxtool git:v0.33.3 extraction, 2605 files; playfield bounds left=0 top=0 right=952.941 bottom=1976.471, so normalized coordinates are x/952.941 and y/1976.471. Lamp positions are the centers of Light objects named l<address>; switch positions are the centers of the primary object named sw<address>, excluding the sw<address>a, sw<address>p and sw<address>o render helpers stacked on it.

    external:pinmame-vpx-sources/bally/kiss-1979/source/Kiss (Bally 1979) v2.0.0.vpx
    by
    Community table authors; retained locally and not redistributed
    rev
    2.0.0
    sha256
    c46c74d640d9…

Something wrong or missing?

This site renders the catalog and adds nothing to it, so fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

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