Radical!

Partial

Bally1990S11bally.radical.1990

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Game On Solenoid'. binding:pinmame.output.solenoid/23/None

Wire it up

what an authoring tool needs first
Bind this ROM
radcl_l1

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

Controller platform
pinmame.s11

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

No display inventory recorded yet.

Address space
Switches
-7–84 (52)
Solenoids
1–48 (26)
Lamps
1–116 (65)
Cabinet & flipper inputs
81flipper.upper.right82flipper.lower.right83flipper.upper.left84flipper.lower.left3cabinet.start4cabinet.coin.35cabinet.coin.26cabinet.coin.1

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

Coverage

Partial

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

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

52 addresses

Switch map

Sequential addresses, grouped in columns of eight.

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

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

52 shown
# Name Device ID Role Evidence
-7
Advance
switch.advance
candidate
-6
Up/Down
switch.up-down
candidate
-5
CPU Diagnostics
switch.cpu-diagnostics
candidate
-4
Sound Diagnostics
switch.sound-diagnostics
candidate
1
Tilt
switch.tilt
candidate
2
Ball Roll Tilt
switch.ball-roll-tilt
candidate
3
Start Button
switch.start-button
cabinet.start
candidate
4
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
5
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
6
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
7
Slam Tilt
switch.slam-tilt
candidate
8
High Score Reset
switch.high-score-reset
candidate
10
Trough 1 (Right)
switch.trough-1-right
candidate
11
Trough 2 (Center)
switch.trough-2-center
candidate
12
Trough 3 (Left)
switch.trough-3-left
candidate
14
Left Outlane
switch.left-outlane
candidate
15
Left Inlane
switch.left-inlane
candidate
16
Top Eject Hole
switch.top-eject-hole
candidate
17
Right Spinner
switch.right-spinner
candidate
18
Rollover Switch 18
switch.rollover-switch-18
candidate
19
Rollover Switch 19
switch.rollover-switch-19
candidate
20
Ramp Diverter Feedback
switch.ramp-diverter-feedback
candidate
22
Middle Drop Target 1
switch.middle-drop-target-1
candidate
23
Middle Drop Target 2
switch.middle-drop-target-2
candidate
24
Middle Drop Target 3
switch.middle-drop-target-3
candidate
27
Rollover Switch 27
switch.rollover-switch-27
candidate
28
Standup Target
switch.standup-target
candidate
29
Left Spinner
switch.left-spinner
candidate
30
Top Drop Target 1
switch.top-drop-target-1
candidate
31
Top Drop Target 2
switch.top-drop-target-2
candidate
32
Top Drop Target 3
switch.top-drop-target-3
candidate
37
Rollover Switch 37
switch.rollover-switch-37
candidate
38
Rollover Switch 38
switch.rollover-switch-38
candidate
39
Ball Lock 2
switch.ball-lock-2
candidate
40
Ball Lock 1
switch.ball-lock-1
candidate
43
Standup Target 43
switch.standup-target-43
candidate
44
Standup Target 44
switch.standup-target-44
candidate
46
Rollover Switch 46
switch.rollover-switch-46
candidate
47
Rollover Switch 47
switch.rollover-switch-47
candidate
48
Rollover Switch 48
switch.rollover-switch-48
candidate
49
Upper Right Slingshot (Prototype)
switch.upper-right-slingshot-prototype
candidate
50
Jet Bumper 2
switch.jet-bumper-2
candidate
51
Kickback Lane
switch.kickback-lane
candidate
52
Jet Bumper 1
switch.jet-bumper-1
candidate
53
Jet Bumper 4
switch.jet-bumper-4
candidate
54
Jet Bumper 3
switch.jet-bumper-3
candidate
55
Left Slingshot
switch.left-slingshot
candidate
56
Right Slingshot
switch.right-slingshot
candidate
81
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
82
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
83
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate
84
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate

Controlled devices

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

Coils, magnets & motors

16
16 shown
# Name Device ID Evidence
1
Trough In (Ball Entry)
device.trough-in-ball-entry candidate
2
Trough Eject
device.trough-eject candidate
3
Top Eject Hole Kick
device.top-eject-hole-kick candidate
4
Top Drop Target Bank Reset
device.top-drop-target-bank-reset candidate
5
Knocker
device.knocker candidate
6
Middle Drop Target Bank Reset
device.middle-drop-target-bank-reset candidate
7
Ramp Diverter
device.ramp-diverter candidate
8
Ball Lock Release
device.ball-lock-release candidate
10
GI Relay
device.gi-relay candidate
13
Right Diverter
device.right-diverter candidate
14
Kickback
device.kickback candidate
23
ROM Started
device.game-on candidate
34
Upper Right Flipper
device.flipper-upper-right candidate
36
Upper Left Flipper
device.flipper-upper-left candidate
46
Lower Right Flipper
device.flipper-lower-right candidate
48
Lower Left Flipper
device.flipper-lower-left candidate

Flashers

10
10 shown
# Name Device ID Evidence
9
Flash Purple Middle Right
device.flash-purple-middle-right candidate
16
Flash Ramp (Front Left)
device.flash-ramp-front-left candidate
25
Flash Purple Left Bottom
device.flash-purple-left-bottom candidate
26
Flash Green Left Bottom
device.flash-green-left-bottom candidate
27
Flash Purple Middle Left
device.flash-purple-middle-left candidate
28
Flash Green Left Top
device.flash-green-left-top candidate
29
Flash White Back
device.flash-white-back candidate
30
Flash Purple Middle Top
device.flash-purple-middle-top candidate
31
Flash Green Top
device.flash-green-top candidate
32
Flash Green Right
device.flash-green-right candidate

Lamps

65

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.
65 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
6
outputs 6
lamp.outputs-6 candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
116
outputs 116
lamp.outputs-116 candidate

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 (1990). 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

  • games/rad.json#/switches/0._note: cvpmBallStack.InitSw first position. Drain_Hit adds ball to bsTrough.
  • games/rad.json#/switches/1._note: cvpmBallStack.InitSw second position
  • games/rad.json#/switches/2._note: cvpmBallStack.InitSw third position
  • games/rad.json#/switches/3._note: Controller.Switch rollover
  • games/rad.json#/switches/4._note: Controller.Switch rollover
  • games/rad.json#/switches/5._note: cvpmBallStack bsTP switch. Prototype-only feature, not in latest ROMs. Ball enters via sw16a_Hit, ejected after 2500ms delay.
  • games/rad.json#/switches/6._note: PulseSw 17 from Spinner2_Spin
  • games/rad.json#/switches/7._note: Controller.Switch rollover
  • games/rad.json#/switches/8._note: Controller.Switch rollover
  • games/rad.json#/switches/9._note: Set by SolRampDiv sub — Controller.Switch(20) toggled when diverter changes position. Not a physical switch on playfield.
  • games/rad.json#/switches/10._note: cvpmDropTarget dtBankM. Sound-only _Hit sub.
  • games/rad.json#/switches/11._note: cvpmDropTarget dtBankM. Sound-only _Hit sub.
  • games/rad.json#/switches/12._note: cvpmDropTarget dtBankM. Sound-only _Hit sub.
  • games/rad.json#/switches/13._note: Controller.Switch rollover
  • games/rad.json#/switches/14._note: PulseSw 28 with random bounce multiplier
  • games/rad.json#/switches/15._note: PulseSw 29 from Spinner1_Spin
  • games/rad.json#/switches/16._note: cvpmDropTarget dtBankT. Sound-only _Hit sub.
  • games/rad.json#/switches/17._note: cvpmDropTarget dtBankT. Sound-only _Hit sub.
  • games/rad.json#/switches/18._note: cvpmDropTarget dtBankT. Sound-only _Hit sub.
  • games/rad.json#/switches/19._note: Controller.Switch rollover
  • games/rad.json#/switches/20._note: Controller.Switch rollover
  • games/rad.json#/switches/21._note: cvpmVLock bsLock second position. Ball kicked by sw39k.
  • games/rad.json#/switches/22._note: cvpmVLock bsLock first position. Ball kicked by sw40k.
  • games/rad.json#/switches/23._note: PulseSw 43 with random bounce multiplier
  • games/rad.json#/switches/24._note: PulseSw 44 with random bounce multiplier
  • games/rad.json#/switches/25._note: Controller.Switch rollover
  • games/rad.json#/switches/26._note: Controller.Switch rollover
  • games/rad.json#/switches/27._note: Controller.Switch rollover
  • games/rad.json#/switches/28._note: PulseSw 49 from RightSlingShot1_Slingshot. Prototype-only, disabled when DisableUpperSling=1.
  • games/rad.json#/switches/29._note: PulseSw 50 from Bumper2_Hit
  • games/rad.json#/switches/30._note: Controller.Switch rollover. Also used as impulse plunger switch (plungerIM.switch 51).
  • games/rad.json#/switches/31._note: PulseSw 52 from Bumper1_Hit
  • games/rad.json#/switches/32._note: PulseSw 53 from Bumper4_Hit
  • games/rad.json#/switches/33._note: PulseSw 54 from Bumper3_Hit
  • games/rad.json#/switches/34._note: PulseSw 55 from LeftSlingShot_Slingshot sub
  • games/rad.json#/switches/35._note: PulseSw 56 from RightSlingShot_Slingshot sub
  • games/rad.json#/coils/0._vbscript_callback: bsTrough.SolIn
  • games/rad.json#/coils/0._inferred_type: ball_management
  • games/rad.json#/coils/0._note: Handles ball entry into trough stack
  • games/rad.json#/coils/1._vbscript_callback: bsTrough.SolOut
  • games/rad.json#/coils/1._inferred_type: ball_management
  • games/rad.json#/coils/1._note: Kicks ball from BallRelease kicker at power 80, angle 6
  • games/rad.json#/coils/2._vbscript_callback: bsTP.SolOut
  • games/rad.json#/coils/2._inferred_type: kicker
  • games/rad.json#/coils/2._note: Prototype-only. Not used in latest ROMs. Kicks from sw16 kicker at power 55.
  • games/rad.json#/coils/3._vbscript_callback: dtBankT.SolDropUp
  • games/rad.json#/coils/3._inferred_type: drop_target_reset
  • games/rad.json#/coils/3._note: Resets top 3-bank drop targets (sw30, sw31, sw32)
  • games/rad.json#/coils/4._vbscript_callback: VpmSolSound SoundFX("fx_knocker",DOFKnocker),
  • games/rad.json#/coils/4._inferred_type: knocker
  • games/rad.json#/coils/5._vbscript_callback: dtBankM.SolDropUp
  • games/rad.json#/coils/5._inferred_type: drop_target_reset
  • games/rad.json#/coils/5._note: Resets middle 3-bank drop targets (sw22, sw23, sw24)
  • games/rad.json#/coils/6._vbscript_callback: SolRampDiv
  • games/rad.json#/coils/6._inferred_type: diverter
  • games/rad.json#/coils/6._note: Toggles ramp diverter position and Controller.Switch(20) feedback
  • games/rad.json#/coils/7._vbscript_callback: bsLock.SolExit
  • games/rad.json#/coils/7._inferred_type: kicker
  • games/rad.json#/coils/7._note: cvpmVLock exit. Releases locked balls from sw40/sw39 positions via sw40k/sw39k kickers.
  • games/rad.json#/coils/8._vbscript_callback: FlashPurpleMiddleRight
  • games/rad.json#/coils/8._note: Flasher solenoid. Originally SetLamp 90.
  • games/rad.json#/coils/9._vbscript_callback: SolGI
  • games/rad.json#/coils/9._inferred_type: gi
  • games/rad.json#/coils/9._note: Controls general illumination. Inverted logic: enabled=GiOFF, disabled=GiON.
  • games/rad.json#/coils/10._vbscript_callback: vpmSolToggleWall RightDiverter2,RightDiverter1,"fx_diverter",
  • games/rad.json#/coils/10._inferred_type: diverter
  • games/rad.json#/coils/10._note: Toggles right diverter walls
  • games/rad.json#/coils/11._vbscript_callback: SolKickBack
  • games/rad.json#/coils/11._inferred_type: kicker
  • games/rad.json#/coils/11._note: Fires impulse plunger (plungerIM.AutoFire) for kickback
  • games/rad.json#/coils/12._vbscript_callback: SetLamp 116,
  • games/rad.json#/coils/12._note: Flasher driven as lamp 116. Mapped to f16 VPX light in UpdateLamps.
  • games/rad.json#/coils/13._vbscript_callback: vpmNudge.SolGameOn
  • games/rad.json#/coils/13._inferred_type: system
  • games/rad.json#/coils/14._vbscript_callback: FlashPurpleLeftBottom
  • games/rad.json#/coils/14._note: Flasher solenoid. Originally SetLamp 125.
  • games/rad.json#/coils/15._vbscript_callback: FlashGreenLeftBottom
  • games/rad.json#/coils/15._note: Flasher solenoid. Originally SetLamp 126.
  • games/rad.json#/coils/16._vbscript_callback: FlashPurpleMiddleLeft
  • games/rad.json#/coils/16._note: Flasher solenoid. Originally SetLamp 127.
  • games/rad.json#/coils/17._vbscript_callback: FlashGreenLeftTop
  • games/rad.json#/coils/17._note: Flasher solenoid. Originally SetLamp 128.
  • games/rad.json#/coils/18._vbscript_callback: FlashWhiteBack
  • games/rad.json#/coils/18._note: Flasher solenoid. Originally SetLamp 129.
  • games/rad.json#/coils/19._vbscript_callback: FlashPurpleMiddleTop
  • games/rad.json#/coils/19._note: Flasher solenoid. Originally SetLamp 130.
  • games/rad.json#/coils/20._vbscript_callback: FlashGreenTop
  • games/rad.json#/coils/20._note: Flasher solenoid. Originally SetLamp 131.
  • games/rad.json#/coils/21._vbscript_callback: FlashGreenRight
  • games/rad.json#/coils/21._note: Flasher solenoid. Originally SetLamp 132.
  • games/rad.json#/lamps/0._note: Playfield insert
  • games/rad.json#/lamps/1._note: Playfield insert
  • games/rad.json#/lamps/2._note: Playfield insert
  • games/rad.json#/lamps/3._note: Playfield insert
  • games/rad.json#/lamps/4._note: Playfield insert
  • games/rad.json#/lamps/5._note: Playfield insert
  • games/rad.json#/lamps/6._note: Playfield insert
  • games/rad.json#/lamps/7._note: Playfield insert
  • games/rad.json#/lamps/8._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/9._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/10._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/11._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/12._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/13._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/14._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/15._note: Playfield insert
  • games/rad.json#/lamps/16._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/17._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/18._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/19._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/20._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/21._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/22._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/23._note: Playfield insert
  • games/rad.json#/lamps/24._note: Playfield insert
  • games/rad.json#/lamps/25._note: Playfield insert
  • games/rad.json#/lamps/26._note: Playfield insert
  • games/rad.json#/lamps/27._note: Playfield insert
  • games/rad.json#/lamps/28._note: Playfield insert
  • games/rad.json#/lamps/29._note: Playfield insert
  • games/rad.json#/lamps/30._note: Playfield insert
  • games/rad.json#/lamps/31._note: Playfield insert
  • games/rad.json#/lamps/32._note: Playfield insert
  • games/rad.json#/lamps/33._note: Playfield insert
  • games/rad.json#/lamps/34._note: Playfield insert
  • games/rad.json#/lamps/35._note: Dual-mapped playfield insert
  • games/rad.json#/lamps/36._note: Playfield insert
  • games/rad.json#/lamps/37._note: Playfield insert
  • games/rad.json#/lamps/38._note: Playfield insert
  • games/rad.json#/lamps/39._note: Playfield insert
  • games/rad.json#/lamps/40._note: Playfield insert
  • games/rad.json#/lamps/41._note: Playfield insert
  • games/rad.json#/lamps/42._note: Playfield insert
  • games/rad.json#/lamps/43._note: Playfield insert
  • games/rad.json#/lamps/44._note: Playfield insert
  • games/rad.json#/lamps/45._note: Playfield insert
  • games/rad.json#/lamps/46._note: Playfield insert
  • games/rad.json#/lamps/47._note: Playfield insert
  • games/rad.json#/lamps/48._note: Playfield insert
  • games/rad.json#/lamps/49._note: Playfield insert
  • games/rad.json#/lamps/50._note: Playfield insert
  • games/rad.json#/lamps/51._note: Playfield insert
  • games/rad.json#/lamps/52._note: Playfield insert
  • games/rad.json#/lamps/53._note: Playfield insert
  • games/rad.json#/lamps/54._note: Playfield insert
  • games/rad.json#/lamps/55._note: Playfield insert
  • games/rad.json#/lamps/56._note: Backglass lamp (Flash sub). Desktop-only VPX light, always drives bg1 flasher.
  • games/rad.json#/lamps/57._note: Backglass lamp (Flash sub). Desktop-only VPX light, always drives bg2 flasher.
  • games/rad.json#/lamps/58._note: Backglass lamp (Flash sub). Desktop-only VPX light, always drives bg3 flasher.
  • games/rad.json#/lamps/59._note: Backglass lamp (Flash sub). Desktop-only VPX light, always drives bg4 flasher.
  • games/rad.json#/lamps/60._note: Backglass lamp (Flash sub). Desktop-only VPX light, always drives bg5 flasher.
  • games/rad.json#/lamps/61._note: Backglass lamp (Flash sub). Desktop-only VPX light, always drives bg6 flasher.
  • games/rad.json#/lamps/62._note: Playfield insert
  • games/rad.json#/lamps/63._note: Playfield insert
  • games/rad.json#/lamps/64._note: Ramp flasher on front left. Driven by SolCallback(16) via SetLamp 116.
  • games/rad.json#/_source/confidence_notes: High confidence on switches/coils. No Const sw* definitions in script — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw calls, and cvpmBallStack/cvpmVLock/cvpmDropTarget init. Platform is System 11 (S11.VBS). This is the prototype playfield version with additional upper slingshot (sw49) and top eject hole (sw16/sol3) not present on production games. Trough uses cvpmBallStack with 3 switches (10,11,12) and 2 balls. Lock uses cvpmVLock with switches 39,40. Drop targets in two banks: middle (22,23,24) and top (30,31,32). Flashers are driven via solenoid callbacks (9,16,25-32) with custom flash subs. Ramp diverter (sol7) toggles switch 20 as feedback. GI controlled via sol10 (inverted — enabled=off). Flipper solenoids use S11.VBS framework constants sLRFlipper/sLLFlipper. Lamps 57-62 are backglass lamps using Flash sub.

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.rad: games/rad.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
radcl_l1cRadical! (L-1C Competition MOD) 2018radcl_l1
radcl_p3Radical! (P-3 Prototype) 1990radcl_l1
radcl_l1Radical! (L-1) 1990
radcl_g1Radical! (LG-1 German) 1990radcl_l1

Parent set: radcl_l1 — 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.

  • Legacy definition

    legacy.game.rad

    games/rad.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.system11

    platforms/system11.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 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