Safe Cracker

Partial
Completion88%

Bally1996WPC-95bally.safe-cracker.1996 Updated 2026-10-09

Wire it up

what an authoring tool needs first
Bind this ROM
sc_18s11

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

Controller platform
pinmame.wpc-95

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
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–50 (50)
Lamps
11–148 (112)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.upper.right.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door43cabinet.backbox81cabinet.backbox82cabinet.backbox

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

146 placements · 21 stacked · normalised player view · outline is nominal

211 Top Trough (Roof) · 86 Vari Break In12 Top Trough (Vari)15 Right Orbit216 Left Outlane · 22 Left Bottom Flasher217 Right Outlane · 20 Right Bottom Flasher18 Ball Shooter25 Upper Right Flip Rollover26 Left Return27 Right Return28 Left Orbit31 Trough Eject232 Trough Ball 1 · 9 Trough Eject33 Trough Ball 234 Trough Ball 335 Trough Ball 4236 Lockup 1 Front · 37 Lockup 2 Rear41 Kickback344 Left Jet · 12 Left Jet · 82 Left Jet (Clear)345 Right Jet · 13 Right Jet · 83 Right Jet (Red)346 Top Jet · 14 Top Jet · 81 Top Jet (Yellow)247 Left Slingshot · 10 Left Slingshot248 Right Slingshot · 11 Right Slingshot51 (A)LARM Standup52 A(L)ARM Standup53 AL(A)RM Standup54 ALA(R)M Standup55 ALAR(M) Standup456 Vari Target C · 57 Vari Target B · 58 Vari Target A · 3 Vari Target Reset61 Top Left 3-Bank Top262 Top Left 3-Bank Middle · 15 Top Left 3-Bank Reset63 Top Left 3-Bank Bottom64 Top Right 3-Bank Bottom265 Top Right 3-Bank Middle · 16 Top Right 3-Bank Reset66 Top Right 3-Bank Top67 Top Left Lane368 Top Popper · 6 Top Popper Up · 25 Top Popper Eject71 Bottom Left 3-Bank Top272 Bottom Left 3-Bank Middle · 27 Bottom Left 3-Bank Reset73 Bottom Left 3-Bank Bottom74 Bottom Right 3-Bank Bottom275 Bottom Right 3-Bank Middle · 28 Bottom Right 3-Bank Reset76 Bottom Right 3-Bank Top277 Bank Kickout · 5 Bank Kick78 Top Right Lane83 Ramp Entrance84 Ramp Made285 Wheel Channel A · 86 Wheel Channel B1 Big Kick7 Ramp Diverter8 Kickback (Ramp)17 Back Left Flasher18 Jets & Back Right Flashers18 Jets & Back Right Flashers19 Right Middle Flasher21 Left Middle Flasher233 Upper Right Flipper Power · 34 Upper Right Flipper Hold35 Auto Plunger36 Lock Up Release245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Lite Deposit12 Center Timer "10"13 Disable Computer14 Center Timer "5"15 Center Timer "0"16 Lite Lock17 Center Timer "55"18 Center Timer "50"21 Center Timer "15"22 Center Timer "20"23 Center Timer "25"24 Center Timer "30"25 Center Timer "35"26 Call Guard27 Center Timer "45"28 Center Timer "40"31 Armor Car-Cellar32 Armor Car-Roof33 Armor Car-Main34 Bonus 2X35 (A)LARM Standup36 ATM Card37 A(L)ARM Standup38 Ramp Jackpot41 Bonus 5X + Outlane42 Bonus 5X43 Bonus 4X44 Bonus 3X45 Ramp Lock46 AL(A)RM Standup47 ALA(R)M Standup48 ALAR(M) Standup51 Wheel Arrow52 Lite Outlanes53 Invisible Code54 Explosives55 Note To Teller56 Top Left Lane57 Top Middle Lane58 Top Right Lane61 Top Right 3-Bank Top62 Top Right 3-Bank Middle63 Top Right 3-Bank Bottom64 Top Left 3-Bank Top65 Top Left 3-Bank Middle66 Top Left 3-Bank Bottom67 Right "Extra Time"68 Right Return71 Bottom Right 3-Bank Top72 Bottom Right 3-Bank Middle73 Bottom Right 3-Bank Bottom74 Bottom Left 3-Bank Top75 Bottom Left 3-Bank Middle76 Bottom Left 3-Bank Bottom77 Left Return78 Left "Extra Time"84 Bank Left85 Bank Right87 Roof Break In

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 playfield70
  • sensorsenses the ball51
  • effectmoves the ball25
  • nStackseveral devices in one spot21
145 devices shown

Not on the playfield77 cabinet or service, 10 virtual, 8 dip switch, 7 internal nonvisual, 5 unused, 1 constant — 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
validated
Physical Wiring
validated
Mechanisms
observed
Variant Coverage
observed
Recreation Knowledge
validated
Still missing · 2
Mechanism BehaviorSpatial Placement

Switches

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

79 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC-95 CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-95 CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-95 CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-95 CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-95 CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-95 CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-95 CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-95 CPU board
validated
11
Top Trough (Roof)
Microswitch
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Top Trough (Vari)
Microswitch
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC-95 CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC-95 CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC-95 CPU board
validated
15
Right Orbit
Microswitch
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Left Outlane
Microswitch
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Right Outlane
Microswitch
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Ball Shooter
Microswitch
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Tilt
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC-95 CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC-95 CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Upper Right Flip Rollover
Microswitch
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Return
Microswitch
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Right Return
Microswitch
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
Left Orbit
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC-95 CPU board
validated
31
Trough EjectNC
Opto
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC-95 CPU board
validated
32
Trough Ball 1NC
Opto
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC-95 CPU board
validated
33
Trough Ball 2NC
Opto
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC-95 CPU board
validated
34
Trough Ball 3NC
Opto
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC-95 CPU board
validated
35
Trough Ball 4NC
Opto
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC-95 CPU board
validated
36
Lockup 1 FrontNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Lockup 2 RearNC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Not Used Matrix Position 38
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Kickback
Opto
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC-95 CPU board
validated
42
Left Big KickNC
Opto
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC-95 CPU board
validated
43
Token Chute Jam
Opto
switch.matrix-43
cabinet.backbox
J206-4Green-Yellow
J208-3White-Orange
WPC-95 CPU board
validated
44
Left Jet
Leaf
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC-95 CPU board
validated
45
Right Jet
Leaf
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC-95 CPU board
validated
46
Top Jet
Leaf
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC-95 CPU board
validated
47
Left Slingshot
Leaf
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC-95 CPU board
validated
48
Right Slingshot
Leaf
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC-95 CPU board
validated
51
(A)LARM Standup
Other
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC-95 CPU board
validated
52
A(L)ARM Standup
Other
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC-95 CPU board
validated
53
AL(A)RM Standup
Other
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
ALA(R)M Standup
Other
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
ALAR(M) Standup
Other
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Vari Target CNC
Opto
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Vari Target BNC
Opto
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Vari Target ANC
Opto
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Top Left 3-Bank TopNC
Opto
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Top Left 3-Bank MiddleNC
Opto
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Top Left 3-Bank BottomNC
Opto
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Top Right 3-Bank BottomNC
Opto
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Top Right 3-Bank MiddleNC
Opto
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Top Right 3-Bank TopNC
Opto
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Top Left Lane
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Top Popper
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Bottom Left 3-Bank TopNC
Opto
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Bottom Left 3-Bank MiddleNC
Opto
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Bottom Left 3-Bank BottomNC
Opto
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Bottom Right 3-Bank BottomNC
Opto
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
Bottom Right 3-Bank MiddleNC
Opto
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
Bottom Right 3-Bank TopNC
Opto
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Bank Kickout
Microswitch
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Top Right Lane
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Left Token Level
switch.matrix-81
cabinet.backbox
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Right Token Level
switch.matrix-82
cabinet.backbox
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Ramp Entrance
Microswitch
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Ramp Made
Microswitch
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Wheel Channel A
Opto
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Wheel Channel B
Opto
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC-95 CPU board
validated
87
Not Used Matrix Position 87
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC-95 CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC-95 CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J208-13Black-Green
WPC-95 CPU board
validated
112
Right Flipper Button Lower Opto
Opto
switch.generic-112
flipper.lower.right.button
J212-12Blue-Violet
WPC-95 CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J208-12Black-Blue
WPC-95 CPU board
validated
114
Left Flipper Button Opto
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Upper Right Flipper EOS
Leaf
switch.generic-115
internal.flipper.upper.right.eos
J208-11Black-Violet
WPC-95 CPU board
validated
116
Right Flipper Button Upper Opto
Opto
switch.generic-116
flipper.upper.right.button
J212-10Black-Yellow
WPC-95 CPU board
validated
117
Not Used Fliptronic Position F7
Leaf
switch.generic-117
J208-10Black-Gray
WPC-95 CPU board
validated
118
Token Coin Slot
Other
switch.generic-118
cabinet.coin.token
J212-9Black-Blue
WPC-95 CPU board
validated

Controlled devices

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

Coils, magnets & motors

28
28 shown
# Name Device ID Kind Role Wiring Evidence
1
Big Kick
device.big-kick Coil
Q72Vio-Brn
WPC-95 power driver board
validated
2
Right Token Tube
device.right-token-tube Coil
cabinet.backbox
Q68Vio-Red
WPC-95 power driver board
validated
3
Vari Target Reset
device.vari-target-reset Coil
Q71Vio-Org
WPC-95 power driver board
validated
4
Left Token Tube
device.left-token-tube Coil
cabinet.backbox
Q67Vio-Yel
WPC-95 power driver board
validated
5
Bank Kick
device.bank-kick Coil
Q70Vio-Grn
WPC-95 power driver board
validated
6
Top Popper Up
device.top-popper-up Coil
Q66Vio-Blu
WPC-95 power driver board
validated
7
Ramp Diverter
device.ramp-diverter Coil
Q69Vio-Blk
WPC-95 power driver board
validated
8
Kickback (Ramp)
device.kickback-ramp Coil
Q65Vio-Gry
WPC-95 power driver board
validated
9
Trough Eject
device.trough-eject Coil
Q44Brn-Blk
WPC-95 power driver board
validated
10
Left Slingshot
device.left-slingshot Coil
Q48Brn-Red
WPC-95 power driver board
validated
11
Right Slingshot
device.right-slingshot Coil
Q43Brn-Org
WPC-95 power driver board
validated
12
Left Jet
device.left-jet Coil
Q47Brn-Yel
WPC-95 power driver board
validated
13
Right Jet
device.right-jet Coil
Q42Brn-Grn
WPC-95 power driver board
validated
14
Top Jet
device.top-jet Coil
Q46Brn-Blu
WPC-95 power driver board
validated
15
Top Left 3-Bank Reset
device.top-left-3-bank-reset Coil
Q41Brn-Vio
WPC-95 power driver board
validated
16
Top Right 3-Bank Reset
device.top-right-3-bank-reset Coil
Q45Brn-Gry
WPC-95 power driver board
validated
25
Top Popper Eject
device.top-popper-eject Coil
Q16Blu-Grn
WPC-95 power driver board
validated
26
Top Light & Motor
device.top-light-motor Motor
cabinet.backbox
Q15Blu-Blk
WPC-95 power driver board
validated
27
Bottom Left 3-Bank Reset
device.bottom-left-3-bank-reset Coil
Q14Blu-Vio
WPC-95 power driver board
validated
28
Bottom Right 3-Bank Reset
device.bottom-right-3-bank-reset Coil
Q13Blu-Gry
WPC-95 power driver board
validated
33
Upper Right Flipper Power
device.upper-right-flipper-power Coil
Q84Yel-Vio
WPC-95 power driver board
validated
34
Upper Right Flipper Hold
device.upper-right-flipper-hold Coil
Q86Org-Vio
WPC-95 power driver board
validated
35
Auto Plunger
device.auto-plunger Coil
Q81Yel-Gry
WPC-95 power driver board
validated
36
Lock Up Release
device.lock-up-release Coil
Q83Org-Gry
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q90Yel-Grn
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q92Org-Grn
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q87Yel-Blu
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q89Org-Blu
WPC-95 power driver board
validated

Flashers

8
8 shown
# Name Device ID Role Wiring Evidence
17
Back Left Flasher
device.back-left-flasher
Q28Blk-Brn
WPC-95 power driver board
validated
18
Jets & Back Right Flashers
device.jets-back-right-flashers
Q32Blk-Red
WPC-95 power driver board
validated
19
Right Middle Flasher
device.right-middle-flasher
Q27Blk-Org
WPC-95 power driver board
validated
20
Right Bottom Flasher
device.right-bottom-flasher
Q31Blk-Yel
WPC-95 power driver board
validated
21
Left Middle Flasher
device.left-middle-flasher
Q26Blu-Brn
WPC-95 power driver board
validated
22
Left Bottom Flasher
device.left-bottom-flasher
Q30Blu-Red
WPC-95 power driver board
validated
23
Light Rope 1
device.light-rope-1
cabinet.backbox
Q25Blu-Org
WPC-95 power driver board
validated
24
Light Rope 2
device.light-rope-2
cabinet.backbox
Q29Blu-Yel
WPC-95 power driver board
validated

Lamps

112

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
9
10
11
12
13
14
Hover or tap an address to identify it.
112 shown
# Name Device ID Role Wiring Evidence
11
Lite Deposit
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Center Timer "10"
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Disable Computer
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Center Timer "5"
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Center Timer "0"
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Lite Lock
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
Center Timer "55"
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Center Timer "50"
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Center Timer "15"
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Center Timer "20"
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Center Timer "25"
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Center Timer "30"
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Center Timer "35"
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Call Guard
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Center Timer "45"
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Center Timer "40"
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Armor Car-Cellar
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Armor Car-Roof
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Armor Car-Main
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Bonus 2X
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
(A)LARM Standup
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
ATM Card
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
A(L)ARM Standup
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Ramp Jackpot
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Bonus 5X + Outlane
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Bonus 5X
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Bonus 4X
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Bonus 3X
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Ramp Lock
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
AL(A)RM Standup
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
ALA(R)M Standup
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
ALAR(M) Standup
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Wheel Arrow
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Lite Outlanes
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Invisible Code
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Explosives
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Note To Teller
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Top Left Lane
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Top Middle Lane
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Top Right Lane
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Top Right 3-Bank Top
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
Top Right 3-Bank Middle
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
Top Right 3-Bank Bottom
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Top Left 3-Bank Top
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Top Left 3-Bank Middle
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Top Left 3-Bank Bottom
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Right "Extra Time"
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Right Return
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Bottom Right 3-Bank Top
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Bottom Right 3-Bank Middle
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Bottom Right 3-Bank Bottom
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Bottom Left 3-Bank Top
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Bottom Left 3-Bank Middle
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Bottom Left 3-Bank Bottom
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Left Return
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Left "Extra Time"
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Top Jet (Yellow)
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Left Jet (Clear)
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Right Jet (Red)
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Bank Left
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Bank Right
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Vari Break In
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Roof Break In
lamp.matrix-87
Q97 column driver with Q101 row driver
WPC-95 power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q97 column driver with Q105 row driver
WPC-95 power driver board
validated
91
Backbox Lamp L24
lamp.backbox-l24
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
92
Backbox Lamp L23
lamp.backbox-l23
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
93
Backbox Lamp L22
lamp.backbox-l22
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
94
Backbox Lamp L21
lamp.backbox-l21
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
95
Backbox Lamp L20
lamp.backbox-l20
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
96
Backbox Lamp L19
lamp.backbox-l19
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
97
Backbox Lamp L18
lamp.backbox-l18
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
98
Backbox Lamp L17
lamp.backbox-l17
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
101
Backbox Lamp L16
lamp.backbox-l16
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
102
Backbox Lamp L15
lamp.backbox-l15
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
103
Backbox Lamp L14
lamp.backbox-l14
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
104
Backbox Lamp L13
lamp.backbox-l13
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
105
Backbox Lamp L12
lamp.backbox-l12
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
106
Backbox Lamp L11
lamp.backbox-l11
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
107
Backbox Lamp L10
lamp.backbox-l10
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
108
Backbox Lamp L9
lamp.backbox-l9
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
111
Backbox Lamp L8
lamp.backbox-l8
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
112
Backbox Lamp L7
lamp.backbox-l7
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
113
Backbox Lamp L6
lamp.backbox-l6
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
114
Backbox Lamp L5
lamp.backbox-l5
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
115
Backbox Lamp L4
lamp.backbox-l4
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
116
Backbox Lamp L3
lamp.backbox-l3
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
117
Backbox Lamp L2
lamp.backbox-l2
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
118
Backbox Lamp L1
lamp.backbox-l1
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
121
Backbox Lamp L48
lamp.backbox-l48
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
122
Backbox Lamp L47
lamp.backbox-l47
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
123
Backbox Lamp L46
lamp.backbox-l46
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
124
Backbox Lamp L45
lamp.backbox-l45
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
125
Backbox Lamp L44
lamp.backbox-l44
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
126
Backbox Lamp L43
lamp.backbox-l43
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
127
Backbox Lamp L42
lamp.backbox-l42
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
128
Backbox Lamp L41
lamp.backbox-l41
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
131
Backbox Lamp L40
lamp.backbox-l40
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
132
Backbox Lamp L39
lamp.backbox-l39
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
133
Backbox Lamp L38
lamp.backbox-l38
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
134
Backbox Lamp L37
lamp.backbox-l37
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
135
Backbox Lamp L36
lamp.backbox-l36
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
136
Backbox Lamp L35
lamp.backbox-l35
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
137
Backbox Lamp L34
lamp.backbox-l34
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
138
Backbox Lamp L33
lamp.backbox-l33
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
141
Backbox Lamp L32
lamp.backbox-l32
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
142
Backbox Lamp L31
lamp.backbox-l31
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
143
Backbox Lamp L30
lamp.backbox-l30
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
144
Backbox Lamp L29
lamp.backbox-l29
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
145
Backbox Lamp L28
lamp.backbox-l28
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
146
Backbox Lamp L27
lamp.backbox-l27
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
147
Backbox Lamp L26
lamp.backbox-l26
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated
148
Backbox Lamp L25
lamp.backbox-l25
cabinet.backbox
48 Lamp & Driver P.C.B. A-20909
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
General Illumination String 1
gi.string-1
Q5Wht-Brn
WPC-95 power driver board
validated
1
General Illumination String 2 (Aux. Lamp 1 Power)
gi.string-2
cabinet.backbox
Q4Wht-Org
WPC-95 power driver board
validated
2
General Illumination String 3
gi.string-3
Q3Wht-Yel
WPC-95 power driver board
validated
3
General Illumination String 4 (Aux. Lamp 2 Power)
gi.string-4
cabinet.backbox
Q2Wht-Grn
WPC-95 power driver board
validated
4
General Illumination String 5 (Aux. Lamp 3 Power)
gi.string-5
cabinet.backbox
Q1Wht-Vio
WPC-95 power driver board
validated

Virtual & other outputs

10
10 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose State Bit A
device.wpc-j111-general-purpose-state-bit-a
internal.wpc-state
validated
30
WPC J111 General-Purpose State Bit B
device.wpc-j111-general-purpose-state-bit-b
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
41
Aux. Lamp Enable LPDC Mirror
device.aux-lamp-enable-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
42
Aux. Lamp Clock LPDC Mirror
device.aux-lamp-clock-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
43
Aux. Lamp Data 1 LPDC Mirror
device.aux-lamp-data-1-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
44
Aux. Lamp Data 2 LPDC Mirror
device.aux-lamp-data-2-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J206-2Green-Red
J208-4White-Yellow
WPC-95 CPU board
validated

Mechanisms

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

Top left 3-bank drop targets

mechanism.top-left-drop-bank

Drop Target Bank

Three drop targets (switch assembly A-13609, optos the matrix shades) with one reset coil, solenoid 15. A target's switch reads 1 while it is down. The ROM's T.19 DROP TARGET TEST shows the bank as UPPER LEFT BANK (LOW-63 MID-62 UPR-61), marks each target while it is held down, flashes the bank's three lamps 64, 65, 66 and fires 15 on Enter. The rules' break-ins start from the flashing drop targets; completing them lights the LOCK on the ramp.

Top right 3-bank drop targets

mechanism.top-right-drop-bank

Drop Target Bank

Three drop targets (switch assembly A-13609, optos the matrix shades) with one reset coil, solenoid 16. A target's switch reads 1 while it is down. The ROM's T.19 DROP TARGET TEST shows the bank as UPPER RIGHT BANK (UPR-66 MID-65 LOW-64), marks each target while it is held down, flashes the bank's three lamps 61, 62, 63 and fires 16 on Enter. The rules' break-ins start from the flashing drop targets; completing them lights the LOCK on the ramp.

Bottom left 3-bank drop targets

mechanism.bottom-left-drop-bank

Drop Target Bank

Three drop targets (switch assembly A-13609, optos the matrix shades) with one reset coil, solenoid 27. A target's switch reads 1 while it is down. The ROM's T.19 DROP TARGET TEST shows the bank as LOWER LEFT BANK (LOW-73 MID-72 UPR-71), marks each target while it is held down, flashes the bank's three lamps 74, 75, 76 and fires 27 on Enter. The rules' break-ins start from the flashing drop targets; completing them lights the LOCK on the ramp.

Bottom right 3-bank drop targets

mechanism.bottom-right-drop-bank

Drop Target Bank

Three drop targets (switch assembly A-13609, optos the matrix shades) with one reset coil, solenoid 28. A target's switch reads 1 while it is down. The ROM's T.19 DROP TARGET TEST shows the bank as LOWER RIGHT BANK (UPR-76 MID-75 LOW-74), marks each target while it is held down, flashes the bank's three lamps 71, 72, 73 and fires 28 on Enter. The rules' break-ins start from the flashing drop targets; completing them lights the LOCK on the ramp.

Moving (vari) target

mechanism.moving-target

Other

The Vari-Target Assembly A-20851 (the ROM calls it the moving target): a target the ball pushes back along a track, read by the three optos of the 3 Opto Vari Target P.C.B. A-20906 (switches 56, 57, 58, the ROM's C, B and A), whose interrupter fingers set the depth reading. The reset coil's armature bracket engages the pivot arm's teeth and holds the target back; dislodged from the teeth, the target snaps to its forward-most position, which is home. The manual's adjustment procedure (1-52, 1-53) leaves Opto 3's beam clear with the target rear-most and has it completely broken with the target forward-most; the board's schematic and pin list wire OPTO3 to row 8, switch 58 (A), so at home 58 reads OPEN (public 1). The procedure does not give the other two optos' home levels. In the ROM's T.16 MOVING TARGET TEST each switch reads CLOSED at public 0 and OPEN at 1, and the number the test shows reads 0 with all closed, 1 with A (58) open, 3 with B (57), 2 with B and A, 7 with C (56), 6 with C and A, 4 with C and B and 5 with all three: the ROM decodes the three optos as the reflected binary (Gray) code of a position 0-7 with A as the least significant bit. Home with A open and the rear-most position with A clear are consistent with that code but do not fix which positions they are. Enter fires the reset coil (solenoid 3) and the test shows RESETTING MOVING TARGET. Pushed fully back, the target lets the ball through to the underground trough switch 12 (TP TROUGH (MOVE), T.20's TR2). The retained v1.0 script models the travel with its own code table for 56-58 and holds 56 alone at 1 at home; the later v2.0.0 script uses a one-hot code and holds all three at 0 at home. Neither is the factory encoder: take the code from the ROM's decoding and the home level of 58 from the manual.

Top popper, underground trough and bank kickout

mechanism.top-popper-and-underground-trough

Kicker

A ball in the top popper (switch 68) is either popped up into the underground (top) trough by TOP POPPER UP (solenoid 6) or ejected back onto the playfield by TOP POPPER EJECT (25). The underground trough also takes balls from the roof entrance (TR1, switch 11) and from behind the moving target (TR2, 12) and delivers them to TR3 at the bank (77), where BANK KICK (5, Center Loop Kick-Back Assembly A-20923) kicks them out. The ROM's T.20 TOP TROUGH TEST shows TOP BALL POPPER-68 and TR1-11, TR2-12, TR3-77; it pulsed 6 while 68 was held ('KICKING BALL FROM POPPER') and 5 while 77 was held ('KICKING BALL FROM EJECT'); the manual says balls arriving at the bank are kicked back out after a slight pause.

Spinning disc (the wheel)

mechanism.spin-disc

Rotary

The Spin Target Assembly A-20911: a free-spinning disc the ball sets turning, read by the two optos of the Spin Disc Opto P.C.B. A-20952 (WHEEL CHANNEL A and B, switches 85 and 86) in quadrature, so the ROM sees both speed and direction. It has no coil. The manual's T.16 Wheel Test (a test the 1.8 ROM no longer offers) showed whether both optos were seen and which way the wheel turned; the rules' 'wheel' value is shown on the display. The retained scripts write 85/86 as a two-bit Gray sequence from the disc angle, one step per 3.75 degrees.

Token dispenser and token slot

mechanism.token-dispenser

Toy

The backbox token mechanism: two token tubes, each with a shuttle-plunger coil (04-10424; left tube solenoid 4, right tube solenoid 2) and a level switch (81 left, 82 right), dispense magic tokens past the token chute opto (43, TOKN CHUTE EXIT) to the player when the vault is cracked. The ROM's T.17 TOKEN TEST pulses 4 and 2 one after the other for each dispense. A token put back into the token slot at the coin door closes the F8 input (118, TOKEN COIN SLOT); the rules' hint is 'Replay MAGIC TOKENS for surprising results!'. IPDB: twenty different tokens (19 gold, 1 silver). Service Bulletin 90 replaces the stop brackets of both shuttle plungers on early games that dispensed intermittently. Pinned sc.c: the percentaging firmware limits tokens by earnings; the No Percentaging builds do not.

Backbox board game lamps

mechanism.backbox-board-game

Other

The backglass shows a board game the player moves around to reach the vault, lit from behind by the 48 lamps L1-L48 of the 48 Lamp & Driver P.C.B. A-20909 (six 4094 shift registers, 2N6426 Darlington drivers, an LM339 input buffer). The ROM shifts the lamp states out on the WPC-95 low-power device control lines 37 (enable), 38 (clock), 39 (data 1, L1-L24) and 40 (data 2, L25-L48); PinMAME's init_sc decodes the stream into lamp columns 9-14 (public 91-148), which the ROM's T.8 walks as L24-L1 and L48-L25. G.I. strings 2, 4 and 5 power the lamps. The backbox doors swing open to reveal the backglass (IPDB).

Ramp lock-up

mechanism.ramp-lock

Kicker

The Multi-Ball Assembly A-20935 holds up to two locked balls on the ramp, seen by the Lockup 1 Front (36) and Lockup 2 Rear (37) optos and released by LOCK UP RELEASE (solenoid 36, on the upper-left Fliptronic hold circuit). The ramp diverter (7) sits on the ramp, which has an entrance switch (83) and a made switch (84). The rules light LOCK on the ramp once the flashing drop targets are made; locked balls light the bank entrances for a break-in, and multi-ball follows a break-in. The retained script releases both locked balls with one pin and clears 36 and 37 together.

Left big kick and ramp kickback

mechanism.kickbacks

Kicker

Two kickbacks, each with an opto from the 10-opto board: BIG KICK (solenoid 1, A-21034) at the left with the left big kick opto (42), and KICKBACK (RAMP) (solenoid 8, A-20959) at the right with the kickback opto (41). Opto 42 reads 1 while the ball is in front of the left kicker; opto 41 rests at public 1 and drops to 0 while the ball passes (see the switch notes).

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

A manual ball shooter (B-12445) and an AUTO PLUNGER coil (solenoid 35, Shooter Lane Kicker Assembly A-21022) both launch the ball resting on the shooter-lane switch 18. The auto plunger sits on the upper-left Fliptronic power circuit.

Jet bumpers

mechanism.jet-bumpers

Other

Three jet bumpers (Jet Bumper Assembly B-9414-3, coil assemblies A-9415-2): left (switch 44, coil 12, clear cap lamp 82), right (45, 13, red cap lamp 83) and top (46, 14, yellow cap lamp 81). The ROM fired each coil for its own switch even inside T.1. The retained v1.0 script pairs the switches with its bumper objects the same way; the later v2.0.0 script swaps 44 and 46.

Upper right flipper

mechanism.upper-right-flipper

Other

Flipper assembly A-15849-R-1 with an FL-11753 coil (power 33, hold 34) and an SW-1A-194 end-of-stroke switch (F5, 115) that PinMAME synthesizes. It is worked by the right cabinet button's second opto (F6, 116), which the ROM also uses to fire the lower right flipper; the rules light the wheel from the right upper mini-flipper lane, whose rollover is switch 25.

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage: partial - every I/O address, controller binding, polarity and wiring detail is source-reconciled; mechanism_behavior is missing because the moving target's home levels of 56 and 57 and the ramp kickback's trigger edge on 41 are unsettled, and spatial_placement because no retained source says which playfield G.I. bulbs belong to string 1 and which to string 3, and the left big kick opto (42) has no table object

Identity and evidence precedence

This is the Midway Manufacturing Company (trade name Bally) WPC-95 physical machine released March 1996, model 90003, IPDB 3782, 1,148 units, four balls, a Pat Lawlor design with a narrower and shorter playfield than a standard game. It covers the ten sc_* drivers: sc_18s11 (game ROM 1.8 with sound S1.1, the parent), sc_18n11 (1.8 No Percentaging), sc_18s2 and sc_18ns2 (the same with the German-speech sound ROM S2.4), sc_17, sc_17n, sc_14 and sc_10 (earlier production ROMs with sound S1.0), sc_091 (the 0.91 prototype) and sc_18pfx (Zen Studios' 2019 Pinball FX image of 1.8, four bytes different). All share one scGameData on wpc_m95S. The percentaging builds limit how many tokens the game issues by its earnings, so on free play they issue very few; the No Percentaging builds do not. An exploratory boot of the prototype ROM shows the same test menu as 1.8 through T.17.

Evidence precedence: the retained known-working v1.0 table (fuzzel, flupper1, rothbauerw) is runtime and mechanism-causality ground truth, and the pinned corpus's copy of UnclePaulie's v2.0.0 update of it is the comparison script; the IPDB scan of the operations manual controls physical construction, part numbers, wiring and device presence; pinned PinMAME 97aa922b (src/wpc/sims/wpc/prelim/sc.c, a preliminary simulator) controls the controller generation and public addresses; the ROM's own service tests, run on a legal sc_18s11 ROM, settled polarity, names and every output's identity; the retained table supplies coordinates and the factory location drawings check them. Every table used is transcribed under evidence/excerpts/bally.safe-cracker.1996/, and the runs are summarized under evidence/runtime/wpc-95/safe-cracker-sc_18s11-*.json.

The manual describes an earlier ROM than 1.8: its test menu has a T.16 Wheel Test and a T.17 Vari Target Test that the 1.8 ROM replaces with T.16 MOVING TGT., T.17 TOKEN TEST and so on, and its Section 3 reprint of the switch matrix carries earlier labels (STANDUP 1-5, VARI TARGET A-C reversed, COIN CHUTE for 43, SCOOP KICK for 77, TOKEN LEVEL 1 and 2). The definition follows the primary Section 2 tables, which the ROM's names confirm.

Controller platform and address topology

WPC-95 (GEN_WPC95, hardware generation 0x80) with a 128x32 DMD. Public switches are the eight dedicated coin-door inputs 1-8, the 8x8 matrix 11-88 in column-first notation and the Fliptronic column 111-118. Solenoids are 1-28 plus the WPC-95 low-power device controls 37-40 (mirrored at 41-44), the Fliptronic circuits 33-36 and 45-48, and PinMAME's state channels 29-32. scGameData declares FLIP_SW(FLIP_L | FLIP_UR) | FLIP_SOL(FLIP_L | FLIP_UR): the lower flippers publish at 45-48 and the upper right flipper at 33-34, while the upper-left flipper circuits drive the AUTO PLUNGER (35) and the LOCK UP RELEASE (36).

The game has a second lamp system: the 48 Lamp & Driver P.C.B. A-20909 in the backbox lights the board game on the backglass. The ROM shifts its states out on the four low-power device control lines (37 enable, 38 clock, 39 data 1, 40 data 2), and scGameData declares lampCol = 6, so PinMAME decodes the stream through six 4094 shift registers into lamp columns 9-14, public lamps 91-148. The ROM's T.8 SINGLE LAMPS TEST walks 11-88 and then 91-148 and prints the auxiliary ones as the board's L-numbers: public 91-118 are L24 down to L1 (data string 1) and 121-148 are L48 down to L25 (data string 2). G.I. strings 2, 4 and 5 (public GI 1, 3 and 4) power those lamps rather than the playfield.

Switch polarity: what the ROM's service tests settled

The T.1 SWITCH EDGES sweep set every public matrix and Fliptronic address to 1 and back to 0. PinMAME's mask inverts 31-37, 42, 43, 56-58, 61-66 and 71-76, the optos of the 10-opto board, the moving target and the drop targets. The ROM named every one of them at public 1 except 43, so those contacts rest closed (normally_closed: true), as the matrix's 'Opto, Typically Closed' shading says. The ROM marks the ten 10-opto-board switches (31-37, 41-43) with * in its names.

Two of those optos behave differently, and both retained scripts agree with the ROM about them:

  • 41 KICKBACK is not masked and the ROM names it at public 1 (a closed contact), yet both scripts hold public 41 at 1 while the ramp kickback lane is empty and write 0 while the ball passes. Both hold if this opto, like its nine neighbours, rests closed with the beam clear: the ROM's "active" state is the clear lane. The definition sets initial_active: true and states the convention on the device; under the platform rule its normally_closed is false. A gameplay probe that presented each edge with a ball in play drew no kickback coil either way (a ball search began), so which edge fires the ramp kickback is not settled.
  • 43 TOKEN CHUTE JAM (the ROM calls it TOKN CHUTE EXIT) is masked, and the ROM names it on the 1 -> 0 edge: its active state is a closed contact, the clear chute. The scripts leave it at 0 and pulse it to 1 as a token is dispensed.

Other polarity facts: 24 ALWAYS CLOSED rests at 1 and is named when it opens; the dedicated switches and the Fliptronic buttons are normally open; the end-of-stroke bits 111, 113 and 115 are synthesized by PinMAME from the flipper coils. The ROM names 23, 38, 87 and 88 'UNUSED' at public 1: they are scanned but not fitted. F7 (117) is unused; F8 (118), which the manual's list prints Not Used, is the TOKEN COIN SLOT on the coin door (CPU J212-9 to Coin Door Interface Board J13-2).

The right cabinet button's opto board carries two optos: F2 (112), which fires the lower right flipper, and F6 (116), which fires the upper right flipper and the lower right one. A recreation writes both from the right button.

The token dispenser (headline mechanism)

When the player cracks the vault the game pays out a magic token. The backbox token mechanism has two token tubes, each with a shuttle-plunger coil (04-10424): the left tube is solenoid 4 with level switch 81, the right tube solenoid 2 with level switch 82. A dispensed token passes the token chute opto (43) and reaches the player. The ROM's T.17 TOKEN TEST pulses 4 and 2 one after the other for each dispense and ignores a press that arrives while a dispense is running. A token can be put back through the token slot at the coin door (118, TOKEN COIN SLOT); the rules hint "Replay MAGIC TOKENS for surprising results!". IPDB counts twenty tokens (19 gold, 1 silver). Service Bulletin 90 (May 1996) replaces the stop brackets (04-10506) of both shuttle plungers on games built between 5/2/96 and 5/20/96 that dispensed intermittently.

The backbox board game and the rules

The backbox has doors that swing open to reveal a backglass printed with a board game; its 48 lamps show the player's position on the way to the vault (IPDB). The rules (manual page B): the game is timed and shots add time; at zero the player is in sudden death and the game ends with that ball. The flashing drop targets light the LOCK on the ramp; locked balls light the bank entrances for a break-in. Inside the bank the display's wheel moves the player and a guard chases. The wheel is lit from the right upper mini-flipper lane (switch 25) or the ramp, and its value is collected at the main bank entrance when the yellow lamp is lit. Multi-ball follows a break-in; guards, laser beams and exploding gifts can stop it, and cyber-dogs and alarms need quick shots back into the bank entrances. The playfield's center timer is a ring of lamps (12 Center Timer lamps from "0" to "55").

Other mechanisms

  • Moving (vari) target: Vari-Target Assembly A-20851, pushed back by the ball and read by the three optos of the 3 Opto Vari Target P.C.B. (56 C, 57 B, 58 A). The reset coil's armature bracket holds the pivot arm's teeth; freed, the target snaps forward to home. The manual's adjustment procedure (1-52, 1-53) has Opto 3 clear with the target rear-most and completely broken with it forward-most, and the board wires OPTO3 to row 8, so 58 reads OPEN (public 1) at home; the procedure gives no home level for 56 and 57. T.16 MOVING TARGET TEST shows each switch CLOSED at public 0 and OPEN at 1 and decodes the three as the Gray code of a position 0-7 with A as the least significant bit: 0 none open, 1 A, 2 B+A, 3 B, 4 C+B, 5 all, 6 C+A, 7 C. Enter fires the reset coil (3). Pushed fully back the target lets the ball into the underground trough at 12. The two scripts encode the depth differently (v1.0 its own code table with 56 alone at home, v2.0.0 one-hot with nothing at home); take the code from the ROM's decoding and 58's home level from the manual.
  • Top popper and underground trough: the top popper (68) pops a ball up into the underground trough with 6 or ejects it back to the playfield with 25. The underground trough's switches are TR1 (11, from the roof entrance), TR2 (12, behind the moving target) and TR3 (77, at the bank), where BANK KICK (5) kicks the ball out. T.20 TOP TROUGH TEST pulses 6 while 68 is held and 5 while 77 is held.
  • Four 3-bank drop target sets: top left 61-63 (reset 15), top right 64-66 (16), bottom left 71-73 (27) and bottom right 74-76 (28), each with three lamps (64-66, 61-63, 74-76 and 71-73 respectively). T.19 DROP TARGET TEST shows each bank's switches by position, flashes its lamps and fires its reset.
  • Spinning disc (the wheel): the Spin Target Assembly A-20911, a free-spinning disc read in quadrature by the two optos of the Spin Disc Opto P.C.B. (85, 86); no coil.
  • Ramp lock-up: the Multi-Ball Assembly A-20935 holds two balls (36 front, 37 rear) and LOCK UP RELEASE (36) lets them go. The ramp has an entrance switch (83), a made switch (84) and a diverter (7).
  • Kickbacks: BIG KICK (1) at the left with the left big kick opto (42), KICKBACK (RAMP) (8) at the right with opto 41.
  • Ball trough (31 eject, 32-35 balls 1-4, eject coil 9), shooter lane (switch 18, manual ball shooter and AUTO PLUNGER 35), slingshots (47/48, coils 10/11), jet bumpers (left 44/12, right 45/13, top 46/14, with cap lamps 82 clear, 83 red and 81 yellow).
  • Top light and motor (26): a motor-driven rotating light on top of the backbox; T.4 holds it on while selected. Light ropes 1 and 2 (23, 24) are backbox flasher circuits; T.18 LIGHT ROPE TEST flashes them.

Lamps, flashers and general illumination

Playfield lamps 11-87 are inserts and lane lamps (#555 or #44); 88 is the Start button. The manual's matrix prints lamps 75 and 76 as BOTTOM R. where the Lamp Locations list, the ROM's names (BL. 3BANK) and the drop target test put them on the bottom left bank; it also prints INVISIBLE CODE (53) and VARI BREAK IN (86) where the 1.8 ROM says VAULT LETTER and MOVNG BREAK IN. The v1.0 script crosses lamps 27 and 28 onto lights l28 and l27; the v2.0.0 change log says the manual picture had those inserts reversed.

Flashers 17-22 are playfield #906 domes (18 adds a #89 bulb among the jet bumpers). The ROM's T.4 and T.5 print the wires of 21-28 in the standard WPC-95 colours (21 BLU-GRN ... 28 BLU-YEL), where this game's solenoid table and power driver list print them exchanged between the two groups (21 Blu-Brn ... 28 Blu-Gry); the devices and addresses agree, so the definition follows the game's own pages and notes the ROM text.

G.I.: string 1 (public GI 0) and string 3 (GI 2) light #44 playfield and #555 backbox bulbs and dim in T.6. String 2 (GI 1) is AUX. LAMP 1 POWER: the manual's footnote calls it always on, but the ROM dims it in T.6. Strings 4 and 5 (GI 3, 4) are always on.

Open mechanism behaviour

Two mechanism facts a recreation consumes are unsettled, so mechanism_behavior stays in coverage.missing:

  • The moving target's home reading. The manual fixes only Opto 3 (58) at home, broken; it gives no home level for 56 and 57, so which Gray-code position is home (1 if both are clear) is not established. Resolution path: a harness run that holds each candidate reading while the ROM starts a ball and records whether it keeps firing the reset coil (3), or a reading of a physical machine's T.16 with the target home.
  • The ramp kickback's trigger. Whether KICKBACK (RAMP) (8) fires on 41's clear-to-blocked or blocked-to-clear edge is not settled: the retained gameplay probe drew no coil either way. Resolution path: a harness run with a ball in play that presents each edge of 41 under different game states, or a physical machine.

Spatial status and why the record stays partial

Placements come from the retained v1.0 table's script-bound objects; the switch and solenoid location drawings check them through tools/drawing_callouts.py (jet bumper caps and flipper pivots as controls). The lamp drawing is a symbol diagram with no flippers, so lamp placements stay observed. The jet bumpers pair as the v1.0 script binds them (Bumper1 left 44, Bumper2 top 46, Bumper3 right 45), which the bumper cap lamps and the drawing confirm; the v2.0.0 script swaps 44 and 46. The record stays partial because the table drives all its G.I. bulbs from one channel and no retained drawing or count splits the playfield G.I. between strings 1 and 3, and because the left big kick opto (42) has no table object: the v1.0 script derives it from a ball-position rectangle around the LeftKickBack kicker, which is a script surrogate, not the opto. The switch drawing's callout 42 marks it at the left kickback lane; placing it needs a reproducible drawing measurement.

Author construction checklist

  • Wire public 1-8, 11-88 and 111-118 as above; hold 22 at 1 with the coin door closed, 24 at 1 always and 41 at 1 while the ramp kickback lane is clear; write 0 to 41 and 1 to 43 while the ball or a token passes.
  • Write the right flipper button to both 112 and 116; the left button to 114.
  • Drive the backbox board game from public lamps 91-148 (L24-L1, L48-L25), not from 37-40.
  • Model the moving target with the ROM's Gray-code decoding of 56-58, with 58 at 1 while the target is home, the spin disc as a quadrature pair, the drop banks with one reset coil each, and the top popper's two coils.
  • The token mechanism, light ropes, top light and board-game lamps are backbox devices.

Sources

  • Manual: Bally_1996_Safe_Cracker_Manual.pdf (IPDB 3782, via the Wayback Machine), transcribed excerpts in evidence/excerpts/bally.safe-cracker.1996/.
  • Service Bulletin 90 and the IPDB machine page (Wayback captures).
  • Retained table Safe Cracker (Bally 1996) v1.0.vpx and its extraction; the pinned corpus's v2.0.0 script.
  • Pinned PinMAME 97aa922b and the runs under evidence/runtime/wpc-95/safe-cracker-sc_18s11-*.json.

Procedural note

The service-test runs, the exploratory runs (test-menu listings, the prototype ROM's menu and the kickback gameplay probe) and the drawing callout reads are retained under the working root's review-artifacts/safe-cracker-1996/.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
sc_18pfxSafe Cracker (1.8 Pinball FX / S1.0)
Zen Studios' 2019 Pinball FX image of game ROM 1.8 (safepfx_18g.rom), which pinned sc.c says differs from safe_18g.rom in four bytes and was packaged with the S1.0 sound ROMs. It runs on the same wpc_m95S board model, scGameData I/O map and init_sc auxiliary-lamp routing as the factory ROM and declares no separate physical edition; firmware provenance alone does not make it compatible.
2019sc_18s11identical
sc_18s11Safe Cracker (1.8 / S1.1)
Production game ROM 1.8 (safe_18g.rom) with sound ROM S1.1 (su2-11.rom), the parent driver. Every service-test run behind this definition booted it; the retained v1.0 table names the older sc_18 set with the same game ROM image.
1998—identical
sc_18s2Safe Cracker (1.8 / S2.4 German)
Game ROM 1.8 with the German-speech sound ROM S2.4 (su2-24g.rom); same hardware and I/O.
1998sc_18s11identical
sc_18ns2Safe Cracker (1.8 No Percentaging / S2.4 German)
Game ROM 1.8 No Percentaging with the German-speech sound ROM S2.4; same hardware and I/O. Pinned sc.c notes that the percentaging firmware limits the number of tokens the game issues by its earnings, so a game on free play issues very few; the No Percentaging build removes that limit. Token dispensing is firmware policy on the same token tubes, so the physical machine is unchanged.
1998sc_18s11identical
sc_18n11Safe Cracker (1.8 No Percentaging / S1.1)
Game ROM 1.8 No Percentaging (safe_18n.rom) with sound ROM S1.1; same wpc_m95S hardware and I/O. Pinned sc.c notes that the percentaging firmware limits the number of tokens the game issues by its earnings, so a game on free play issues very few; the No Percentaging build removes that limit. Token dispensing is firmware policy on the same token tubes, so the physical machine is unchanged.
1998sc_18s11identical
sc_091Safe Cracker (0.91 Prototype / S1.0)
Prototype game ROM 0.91 (sc_091.bin) with sound ROM S1.0; pinned sc.c gives it the same scGameData I/O map. An exploratory harness boot (review-artifacts safe-cracker-1996/harness/explore-091-menu) identifies it as 90003 REV. 0.91 and offers the same test menu as 1.8 through T.17 TOKEN TEST, including T.16 MOVING TGT.; no hardware difference is documented.
1996sc_18s11identical
sc_17nSafe Cracker (1.7 No Percentaging / S1.0)
Game ROM 1.7 No Percentaging (g11-17n.rom) with sound ROM S1.0; same I/O map. Pinned sc.c notes that the percentaging firmware limits the number of tokens the game issues by its earnings, so a game on free play issues very few; the No Percentaging build removes that limit. Token dispensing is firmware policy on the same token tubes, so the physical machine is unchanged.
1996sc_18s11identical
sc_17Safe Cracker (1.7 / S1.0)
Game ROM 1.7 (g11-17g.rom) with sound ROM S1.0; pinned sc.c gives it the same scGameData I/O map.
1996sc_18s11identical

Parent set: sc_18s11 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only3 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.

sc_091.map.json

williams-wpc-12Kv4format 0.8

maps/williams/wpc/sc_091.map.json

Applies to ROMs
sc_091
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

sc_10.map.json

williams-wpc-12Kv6format 0.8

maps/williams/wpc/sc_10.map.json

Applies to ROMs
sc_10
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

sc_18.map.json

williams-wpc-12Kv7format 0.8

maps/williams/wpc/sc_18.map.json

Applies to ROMs
sc_14sc_17sc_17nsc_18n11sc_18ns2sc_18pfxsc_18s11sc_18s2
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-12K 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.97aa922bf8e4

    Pinned catalog driver records for the sc_* clone tree (sc_18s11 parent; sc_18n11, sc_18s2, sc_18ns2, sc_17, sc_17n, sc_14, sc_10, sc_091, sc_18pfx)

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/sims/wpc/prelim/sc.c (a preliminary simulator) scGameData: GEN_WPC95, wpc_dispDMD, FLIP_SW(FLIP_L | FLIP_UR) | FLIP_SOL(FLIP_L | FLIP_UR), lampCol 6, the inverted-switch mask {0x00,0x00,0x00,0x7f,0x06,0xe0,0x3f,0x3f,0x00,0x00,0x00,0x00} (public 31-37, 42, 43, 56-58, 61-66 and 71-76 under wpc_sw2m), sc_wpc_w driving six HC4094 registers from WPC_SOLENOID1 bits 4-7 (strobe, clock, data of chip 0, data of chip 3) into lamp columns 8-13, init_sc's wpc_set_fastflip_addr(0x86), the ROM set definitions and the percentaging note; src/wpc/wpc.c WPC_FLIPPERSW95 returning ~swMatrix[CORE_FLIPPERSWCOL] and the 29-31 state mirror; src/wpc/core.c core_getSol (37-40 mirrored at 41-44 on WPC-95) and core_updateSw (end-of-stroke synthesis). The runtime runs used a library built from this revision.

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    MIT

    controller-profile.pinmame-wpc-95

    WPC-95 public switch, DIP, solenoid, lamp (including the six auxiliary columns 91-148) and five-GI address rules with the Fliptronic and LPDC mirror notes

    internal:controllers/pinmame/wpc-95.json
    by
    PinMAME game definitions contributors
    rev
    repository
  • Human review

    identity.bally.safe-cracker.1996

    Source locations

    IPDB machine 3782 'Safe Cracker' (Midway Manufacturing Company, trade name Bally, March 1996, model 90003, Williams WPC-95, 1,148 units, payout machine). IPDB is Cloudflare-gated, so the page was read from the Wayback capture https://web.archive.org/web/2024id_/https://www.ipdb.org/machine.cgi?id=3782 (retained as ipdb3782.html). Its title, date and model number match the manual and the ROM's own identification (90003); its notes describe the backbox doors, the backglass board game and the token launcher with twenty tokens.

    by
    Internet Pinball Database contributors
    rev
    Wayback capt
    sha256
    008770dc3571…
  • Operator manual

    manual.bally.safe-cracker.1996

    Source locations

    Midway/Bally Safe Cracker operations manual: a 158-page scan without a text layer (Windows OCR used only to find pages). PDF 114-120 carry the matrices, the location lists and drawings (2-42 to 2-48), PDF 126-157 Section 3 wiring. Its test menu (T.16 Wheel Test, T.17 Vari Target Test) describes an earlier ROM than the 1.8 build the runs used. Direct resource: https://web.archive.org/web/20241127050553id_/https://www.ipdb.org/files/3782/Bally_1996_Safe_Cracker_Manual.pdf.

    external:pinmame-manuals/by-machine/bally.safe-cracker.1996/ipdb/Bally_1996_Safe_Cracker_Manual.pdf
    by
    Midway Manufacturing Company (trade name Bally); scan hosted by the Internet Pinball Machine Database
    sha256
    a51dd1611ff1…
  • Service bulletin

    service-bulletin-90.bally.safe-cracker.1996

    Source locations

    Service Bulletin 90 (May 24, 1996): intermittent token dispensing on games built between 5/2/96 and 5/20/96, fixed by replacing the stop brackets (04-10506) of both token-tube shuttle plunger assemblies. It changes no switch, lamp or solenoid. Direct resource: https://web.archive.org/web/20241126224955id_/https://www.ipdb.org/files/3782/Bally_1996_Safe_Cracker_Service_Bulletin_90.pdf.

    external:pinmame-manuals/by-machine/bally.safe-cracker.1996/ipdb/Bally_1996_Safe_Cracker_Service_Bulletin_90.pdf
    by
    Midway Manufacturing Company (trade name Bally); scan hosted by the Internet Pinball Machine Database
    sha256
    d4ca5fe924c5…
  • VPX table

    vpx-table.safe-cracker-1-0

    Source locations

    Retained known-working recreation of the physical machine (fuzzel, flupper1, rothbauerw; table_version 1.0). Exact playfield bounds are left=0 top=0 right=862 bottom=1875; normalized coordinates are x/862 and y/1875. Geometry authority only for named table objects. A second retained file, Safe Cracker (Bally 1996).vpx (SHA-256 7583e22934590814ac58c95a3aff4a8373f0c4b4d4e4f10cd713990a828db265), is a modified copy of the same table with blanked credits and the same binding statements apart from a solenoid 26 callback; it is derived and not an independent table.

    external:pinmame-vpx-sources/bally/safe-cracker-1996/source/Safe%20Cracker%20(Bally%201996)%20v1.0.vpx
    by
    fuzzel, flupper1, rothbauerw (VP9 authors ICPjuggla, OldSkoolGamer and Herweh)
    sha256
    3f1e77be9e64…
  • VPX script

    vpx-script.safe-cracker-1-0

    Source locations

    Retained embedded v1.0 script (2,763 lines). Runtime and mechanism-causality authority: cGameName = "sc_18" (the older set name of the same 1.8 game ROM), HandleMechanics = 0, the SolCallBack and SolModCallBack tables, the trough kickers, the vari-target and spin-disc switch code, the ChangedLamps/UpdateLamps lamp loop (including the board-game lamps 91-148) and the single consumed GI channel.

    external:pinmame-vpx-sources/bally/safe-cracker-1996/extracted-vpxtool/script.vbs
    by
    fuzzel, flupper1, rothbauerw
    sha256
    e224e815280c…
  • VPX script

    vpx-script.safe-cracker-2-0-0

    Source locations

    The pinned script corpus's copy of UnclePaulie's v2.0.0 update of the same table (219,234 bytes; no table geometry retained). Used to compare bindings: cGameName = "sc_18n11", SolCallback(26) = "SolRotateBeacons", held rather than pulsed rollover levels, a one-hot vari-target code, switch 41 still 'mapped backwards', and bumper switches 44 and 46 swapped against v1.0.

    by
    UnclePaulie (update of the table by fuzzel, flupper1, rothbauerw)
    rev
    0c036bb61b4b
    sha256
    cdfcc3981c4a…
  • VPX table

    vpx-extraction.safe-cracker-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 1746e58c6a386940c6692454ecbadc149c694bd64a25b8bac07a1b93d5a007a3; 825 files, 98720715 bytes, produced with vpxtool 0.33.3 from the retained v1.0 table. Bounds are left=0 top=0 right=862 bottom=1875.

    external:pinmame-vpx-sources/bally/safe-cracker-1996/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • Runtime run

    runtime.safe-cracker.switch-edges-sweep

    Source locations

    One hash-pinned LibPinMAME harness run of sc_18s11 from empty NVRAM with built-in mechanisms disabled (tools/harness-scenarios/wpc-95/sc-switch-edges-sweep.json): inside T.1 SWITCH EDGES every public matrix address 11-88 and every Fliptronic address 111-118 is set to 1 and back to 0 for 2 s each. The ROM names each fitted switch at public 1 (24 and 43 on their 1 -> 0 edge; 23, 38, 87 and 88 as UNUSED; the synthesized end-of-stroke bits 111, 113 and 115 never), fires the jet and sling coils for their switches, the lower right flipper for 112, the lower left for 114 and both right flippers for 116, and names 118 TOKEN COIN SLOT.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-switch-edges-sweep.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.solenoid-test

    One hash-pinned run of sc_18s11 (sc-solenoid-test.json) stepping T.4 SOLENOID TEST: it walks 1-16, 25-28, 35 and 36, naming each driver and its wires and pulsing that public address, and wraps.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-solenoid-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.flasher-test

    One hash-pinned run of sc_18s11 (sc-flasher-test.json) stepping T.5 FLASHER TEST through 17-24, each named and pulsed.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-flasher-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.flipper-coil-test

    One hash-pinned run of sc_18s11 (sc-flipper-coil-test.json) stepping T.12 FLIPPER COIL TEST: R. FLIP. POWER drives 45 and 46, R. FLIP. HOLD 46, L. FLIP. POWER 47 and 48, L. FLIP. HOLD 48, U.R. FLIP. POWER 33 and 34, U.R. FLIP. HOLD 34.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-flipper-coil-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.gi-test

    Source locations

    One hash-pinned run of sc_18s11 (sc-gi-test.json) stepping T.6 GENERAL ILLUMINATION: ALL ILLUMINATION dims public GI 0-2, ILLUM. STRING 1, AUX. LAMP 1 POWER and ILLUM. STRING 3 dim GI 0, 1 and 2 alone, and AUX. LAMP 2 and 3 POWER are ON ONLY; GI 3 and 4 stay on throughout.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-gi-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.single-lamps

    Source locations

    One hash-pinned run of sc_18s11 (sc-single-lamps.json) stepping T.8 SINGLE LAMPS TEST through public lamps 11-88 and then 91-148, each lit alone and named; the auxiliary ones as the AUX P.C.B. lamps L24-L1 and L48-L25 with their lamp-power wire.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-single-lamps.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.moving-target-test

    One hash-pinned run of sc_18s11 (sc-moving-target-test.json): T.16 MOVING TARGET TEST shows switches C (#56), B (#57) and A (#58) CLOSED at public 0 and OPEN at 1 with a decoded number, and Enter pulses solenoid 3.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-moving-target-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.moving-target-codes

    One hash-pinned run of sc_18s11 (sc-moving-target-codes.json): T.16 MOVING TARGET TEST reads 4 with public 56 and 57 at 1, 2 with 57 and 58, 6 with 56 and 58 and 5 with all three, completing the ROM's Gray-code decoding of the three optos.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-moving-target-codes.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.token-test

    One hash-pinned run of sc_18s11 (sc-token-test.json): T.17 TOKEN TEST pulses 4 and 2 for each dispense.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-token-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.light-rope-test

    One hash-pinned run of sc_18s11 (sc-light-rope-test.json): T.18 LIGHT ROPE TEST flashes 23 for LIGHT ROPE 1, 24 for LIGHT ROPE 2 and both for BOTH.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-light-rope-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.drop-target-test

    One hash-pinned run of sc_18s11 (sc-drop-target-test.json): T.19 DROP TARGET TEST names each bank's switches by position, flashes its lamps and fires its reset coil (LOWER LEFT 27, UPPER LEFT 15, UPPER RIGHT 16, LOWER RIGHT 28).

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-drop-target-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.safe-cracker.top-trough-test

    One hash-pinned run of sc_18s11 (sc-top-trough-test.json): T.20 TOP TROUGH TEST shows the top popper 68 and TR1-11, TR2-12, TR3-77, pulses 6 while 68 is held and 5 while 77 is held.

    internal:evidence/runtime/wpc-95/safe-cracker-sc_18s11-top-trough-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Human review

    drawing-callouts.safe-cracker.2026-10-09

    Source locations

    2026-10-09 factory location-drawing callout check of the manual's switch drawing 2-43 and solenoid/flasher drawing 2-45 (the committed 300 dpi excerpt crops): every callout transcribed by an independent reader working only from the page, per-page control fits from the jet bumper caps and flipper pivots, and the callout fit; a table placement whose own callout lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py). Reads, overlays and generators are retained under review-artifacts with a pinned manifest.

    internal:tools/seeds/bally/safe-cracker-1996-callouts.json
    by
    PinMAME game definitions contributors
    sha256
    f823150362ca…

Something wrong or missing?

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

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

Same platform

Missing data

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

  • Mechanism behavior

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

  • Physical device locations

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

Recorded completion blockers

Unresolved physical geometry

  • General illumination strings 1 and 3 (public GI 0 and 2) light #44 playfield bulbs, but neither the retained table nor any retained drawing or count says which bulb belongs to which string, so they have no placement.
  • The left big kick opto (switch 42) has no table object: the v1.0 script's VariTargetTimer_Timer derives it from a ball-position rectangle (raw 50,1005 to 100,1055; the v2.0.0 script uses 50,990 to 110,1055) around the LeftKickBack kicker, a script surrogate rather than the opto, so it has no placement. The switch drawing's callout 42 marks it at the left kickback lane; placing it from the drawing needs a reproducible measurement under the spatial measurement rule.
  • The lamp drawing (2-47) cannot validate lamp placements: it shows lamp symbols in an outline with no flippers or other mechanism feature for an independent control fit, so every lamp placement stays observed.
  • Placements the switch and solenoid drawings do not confirm keep their observed status; the drawing callout check lists them with the distance or reason.

Promotion decision

partial: every fitted playfield device has an observed or validated placement or a controlled not-applicable record except the general-illumination strings 1 and 3, whose bulbs no retained source assigns to a string, and the left big kick opto (switch 42), which the retained table only synthesises from a ball-position rectangle.

Read the curation report

Missing locations · 3

  • Left Big Kick
    Device evidence and notes

    Printed switch-matrix drive column 4, return row 2. Switch Locations description "Left Big Kick (LED) / (Trans.)". Retained script: VariTargetTimer_Timer sets it while a ball lies in the left kickback rectangle around the LeftKickBack kicker and clears it otherwise. The ROM names it "LEFT BIG KICK *" in T.1 SWITCH EDGES while the host holds public 42 at 1, and clears the name at 0. PinMAME's scGameData inverted-switch mask inverts this address, so public 1 is an open matrix contact; the ROM reads the switch as active at public 1, so its matrix contact rests closed and normally_closed is true. The matrix page shades the cell 'Opto, Typically Closed'. It is opto 9 of the 10 Opto P.C.B. A-18159 (Section 3 pin lists 3-18, 3-19), with an LED Board A-16908 transmitter and a Photo Transistor Board A-16909 receiver. The left big kick opto at the left kickback, whose coil is BIG KICK (solenoid 1); the retained script arms the LeftKickBack kicker from solenoid 1 and derives 42 from the ball lying in front of it.

  • General Illumination String 1
    Device evidence and notes

    Printed general-illumination row 01 'ILLUMINATION STRING 1': triac Q5, wire Wht-Brn, drive J105-7, J106-7, voltage J105-1, J106-1; playfield bulbs #44, backbox bulbs #555. The ROM's T.6 GENERAL ILLUMINATION TEST names it 'ILLUM. STRING 1' (WHT-BRN BRN) and steps its brightness on public GI 0 alone. The power driver board's list routes J105-1 and J105-7 to the Coin Door Interface Board (J2-5, J2-3) where the solenoid table files them under Playfield; J106-1/J106-7 feed the insert panel. The retained v1.0 table drives every GI bulb it models from public GI 0 alone (UpdateGIObjects on the GIs collection) and has no consumer for strings 2-5, so it cannot say which modelled bulb belongs to string 1 or string 3; no retained drawing or count locates GI bulbs either, so the string has no placement.

  • General Illumination String 3
    Device evidence and notes

    Printed general-illumination row 03 'ILLUMINATION STRING 3': triac Q3, wire Wht-Yel, drive J105-9, J106-9, voltage J105-3, J106-3; playfield bulbs #44, backbox bulbs #555. The ROM's T.6 GENERAL ILLUMINATION TEST names it 'ILLUM. STRING 3' (WHT-YEL YEL) and steps its brightness on public GI 2 alone. The power driver board's list routes J105-3 and J105-9 to the playfield and J106-3/J106-9 to the insert panel. The retained v1.0 table drives every GI bulb it models from public GI 0 alone (UpdateGIObjects on the GIs collection) and has no consumer for strings 2-5, so it cannot say which modelled bulb belongs to string 1 or string 3; no retained drawing or count locates GI bulbs either, so the string has no placement.