Scared Stiff

Partial

Bally1996WPC-95bally.scared-stiff.1996

1 unresolved conflict

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

Aux lamp column fitment

Affects
output 91
output 92
output 93
output 94
output 95
output 96
output 97
output 98
output 101
output 102
output 103
output 104
output 105
output 106
output 107
output 108
Disagreeing sources
PinMAME source
Operator manual
VPX script

Pinned ss.c declares core_tGameData.hw.lampCol = 2, publishing two driver-side auxiliary lamp columns beyond the standard 8x8 matrix at public addresses 91-98 and 101-108, driven through a pair of HC4094 serial shift registers that ss.c's own ss_wpc_w handler clocks from solenoids 37/38 (WPC_SOLENOID1 bit5/bit4 for data/clock, WPC_SOLENOID3 bit3 for strobe/output-enable).

The driver's own source comment says the matching '16 LED Skull driver board assembly A-20781' belongs only to a 'Prototype 0.1' and 'was not kept in production build'. The retained production manual (part 16-50048-101, September 1996 FINAL, 1.5 ROM) disagrees: its Solenoid/Flasher Table still prints solenoids 37 ('AUX LAMP CLOCK') and 38 ('AUX LAMP DATA') with real J110-1/J110-3 connectors and Brn-Wht/Org-Wht wire colors, not NOT USED, and its Lower Playfield Parts page still lists item 6, 'A-21287-1 16-LED Skull Driver PCB Assy.', with no not-shown or deleted annotation.

Neither source is preferred by fiat: the driver comment is not self-verifying (a stale driver comment or macro name is not automatically correct, the same lesson Star Trek: The Next Generation's CORE_CUSTSWNO/CORE_CUSTSOLNO comments already established), but the retained known-working VPX table also implements no Light object at any of these sixteen addresses (confirmed by an exhaustive name sweep of the extraction), and the sixteen-lamp 'Web Award' ring the board's own name suggests is already fully and exactly accounted for on the ordinary 8x8 matrix (addresses 64-68, 71-78, and 81-83), leaving no obvious sixteen-lamp gap for a second board to fill.

What would settle it

a LibPinMAME gameplay-harness trace against a legal ss_15 ROM driving solenoids 37/38 and reading lamp addresses 91-98/101-108 directly, or an unrestored machine's own J110 harness photograph/continuity check.

outputs[binding.device=91,92,93,94,95,96,97,98,101,102,103,104,105,106,107,108]

Wire it up

what an authoring tool needs first
Bind this ROM
ss_15

8 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
11–108 (80)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door23cabinet.buy-in

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

163 placements · 18 stacked · normalised player view · outline is nominal

16 Kickback17 Right Flipper Lane18 Shooter Lane25 Extra Ball Lane26 Left Flipper Lane27 Right Outlane28 Single Standup331 Trough Eject · 32 Trough Ball 1 · 9 Trough Eject33 Trough Ball 234 Trough Ball 335 Trough Ball 4236 Right Popper · 3 Right Popper237 Left Kickout · 6 Crate Kickout338 Crate Entrance · 8 Crate Post Power · 16 Crate Post Hold241 Coffin Left · 4 Coffin Popper42 Coffin Center43 Coffin Right44 Left Ramp Enter45 Right Ramp Enter246 Left Ramp Made · 86 Right Skull Lane247 Right Ramp Made · 0 Upper Playfield48 Coffin Entrance251 Left Slingshot · 10 Left Sling252 Right Slingshot · 11 Right Sling353 Upper Jet · 13 Upper Jet · 17 Top Jet Flasher354 Center Jet · 12 Center Jet · 18 Middle Jet Flasher355 Lower Jet · 14 Lower Jet · 19 Lower Jet Flasher256 Upper Slingshot · 15 Upper Slingshot57 Crate Sensor58 Left Loop61 Three Bank Upper62 Three Bank Middle63 Three Bank Lower64 Left Leaper65 Center Leaper66 Right Leaper67 Left Ramp 10 Point68 Right Loop71 Left Skull Lane72 Center Skull Lane73 Right Skull Lane74 Secret Passage1 Auto Plunger2 Loop Gate25 Coffin Door · 2 Lower Playfield20 Playfield Bolts20 Playfield Bolts21 Skull Flasher Left22 Upper Right Flasher23 Left Ramp Flasher23 Left Ramp Flasher224 Center Left Flasher · 1 Center Playfield25 Skull Flasher Right26 Center TV27 Upper Left Flasher28 Center Right Flasher333 Left Diverter Power · 34 Left Diverter Hold · 1 Center Playfield35 Lower Left Flasher36 Lower Right Flasher245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Stiff Level 712 Stiff Level 613 Stiff Level 514 Stiff Level 415 Stiff Level 316 Stiff Level 217 Stiff Level 118 Ramp Left Eye21 Stiff Level 822 Stiff Level 923 Scared Stiff24 Center Leaper25 Three Bank Lower26 Three Bank Middle27 Three Bank Upper28 Spider Popper31 Crate Left Eye32 Crate Center Left33 Crate Center Right34 Crate Right Eye35 Left Outlane36 Right Leaper37 Right Ramp Jackpot38 Light Spin Spider41 Left Leaper42 Left Ramp Jackpot43 Light Lock44 Ramp Right Eye45 Right Outlane46 Skill Shot47 Crate Jackpot48 Extra Ball51 Ramp Item52 Coffin Multiball Item53 Leaper Item54 Coffin Spotlight55 Shoot Again56 Lock Lamp57 Left Loop Center58 Left Loop Upper61 Laboratory Item62 Crate Item63 Skull Item84 Left Skull Lane85 Center Skull Lane0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield0 Upper Playfield1 Center Playfield1 Center Playfield1 Center Playfield1 Center Playfield1 Center Playfield1 Center Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield2 Lower Playfield

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 playfield99
  • sensorsenses the ball43
  • effectmoves the ball21
  • nStackseveral devices in one spot18
127 devices shown

Not on the playfield41 cabinet or service, 18 unused, 10 virtual, 8 dip switch, 2 internal nonvisual, 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.

Completion81%

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

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

Switches

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

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
Not Used Matrix Position 11
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Wheel IndexNC
Opto
switch.matrix-12
internal.spider-wheel.index
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
Not Used Matrix Position 15
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Kickback
Microswitch
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Right Flipper Lane
Microswitch
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Shooter Lane
Microswitch
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Leaf
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
Buy In Buttonopt
Button
switch.matrix-23
cabinet.buy-in
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Extra Ball Lane
Microswitch
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Flipper Lane
Microswitch
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Right Outlane
Microswitch
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
Single Standup
Microswitch
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
Right PopperNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Left KickoutNC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Crate EntranceNC
Opto
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Coffin LeftNC
Opto
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC-95 CPU board
validated
42
Coffin CenterNC
Opto
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC-95 CPU board
validated
43
Coffin RightNC
Opto
switch.matrix-43
J206-4Green-Yellow
J208-3White-Orange
WPC-95 CPU board
validated
44
Left Ramp EnterNC
Opto
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC-95 CPU board
validated
45
Right Ramp EnterNC
Opto
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC-95 CPU board
validated
46
Left Ramp MadeNC
Opto
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC-95 CPU board
validated
47
Right Ramp MadeNC
Opto
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC-95 CPU board
validated
48
Coffin EntranceNC
Opto
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC-95 CPU board
validated
51
Left Slingshot
Leaf
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC-95 CPU board
validated
52
Right Slingshot
Leaf
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC-95 CPU board
validated
53
Upper Jet
Leaf
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
Center Jet
Leaf
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Lower Jet
Leaf
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Upper Slingshot
Leaf
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Crate Sensor
Other
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Left Loop
Microswitch
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Three Bank Upper
Microswitch
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Three Bank Middle
Microswitch
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Three Bank Lower
Microswitch
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Left Leaper
Microswitch
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Center Leaper
Microswitch
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Right Leaper
Microswitch
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Left Ramp 10 Point
Microswitch
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Right Loop
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Left Skull Lane
Microswitch
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Center Skull Lane
Microswitch
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Right Skull Lane
Microswitch
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Secret Passage
Microswitch
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
Not Used Matrix Position 75
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
Not Used Matrix Position 76
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Not Used Matrix Position 77
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Not Used Matrix Position 78
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Not Used Matrix Position 86
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
Lower Right Flipper ButtonNC
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
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Not Used Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
validated
116
Not Used Upper Right Flipper Button
switch.generic-116
internal.unused.flipper
validated
117
Not Used Upper Left Flipper EOS
switch.generic-117
internal.unused.flipper
validated
118
Not Used Upper Left Flipper Button
switch.generic-118
internal.unused.flipper
validated

Controlled devices

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

Coils, magnets & motors

24
24 shown
# Name Device ID Kind Role Wiring Evidence
1
Auto Plunger
device.auto-plunger Coil
Q72
WPC-95 power driver board
validated
2
Loop Gate
device.loop-gate Coil
Q68
WPC-95 power driver board
validated
3
Right Popper
device.right-popper Coil
Q71
WPC-95 power driver board
validated
4
Coffin Popper
device.coffin-popper Coil
Q67
WPC-95 power driver board
validated
5
Coffin Door
device.coffin-door Coil
Q70
WPC-95 power driver board
validated
6
Crate Kickout
device.crate-kickout Coil
Q66
WPC-95 power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q69
WPC-95 power driver board
validated
8
Crate Post Power
device.crate-post-power Coil
Q65
WPC-95 power driver board
validated
9
Trough Eject
device.trough-eject Coil
Q44
WPC-95 power driver board
validated
10
Left Sling
device.left-sling Coil
Q48
WPC-95 power driver board
validated
11
Right Sling
device.right-sling Coil
Q43
WPC-95 power driver board
validated
12
Center Jet
device.center-jet Coil
Q47
WPC-95 power driver board
validated
13
Upper Jet
device.upper-jet Coil
Q42
WPC-95 power driver board
validated
14
Lower Jet
device.lower-jet Coil
Q46
WPC-95 power driver board
validated
15
Upper Slingshot
device.upper-slingshot Coil
Q41
WPC-95 power driver board
validated
16
Crate Post Hold
device.crate-post-hold Coil
Q45
WPC-95 power driver board
validated
33
Left Diverter Power
device.left-diverter-power Coil
Q84Yel-Vio
WPC-95 power driver board
validated
34
Left Diverter Hold
device.left-diverter-hold Coil
Q86Org-Vio
WPC-95 power driver board
validated
39
Spider Wheel 1
device.spider-wheel-1 Motor
internal.backbox-mechanism
WPC-95 power driver board
validated
40
Spider Wheel 2
device.spider-wheel-2 Motor
internal.backbox-mechanism
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

14
14 shown
# Name Device ID Role Wiring Evidence
17
Top Jet Flasher
device.top-jet-flasher
emitter
Q28
WPC-95 power driver board
validated
18
Middle Jet Flasher
device.middle-jet-flasher
emitter
Q32
WPC-95 power driver board
validated
19
Lower Jet Flasher
device.lower-jet-flasher
emitter
Q27
WPC-95 power driver board
validated
20
Playfield Bolts
device.playfield-bolts
emitter
Q31
WPC-95 power driver board
validated
21
Skull Flasher Left
device.skull-flasher-left
emitter
Q25
WPC-95 power driver board
validated
22
Upper Right Flasher
device.upper-right-flasher
emitter
Q30
WPC-95 power driver board
validated
23
Left Ramp Flasher
device.left-ramp-flasher
emitter
Q26
WPC-95 power driver board
validated
24
Center Left Flasher
device.center-left-flasher
emitter
Q29
WPC-95 power driver board
validated
25
Skull Flasher Right
device.skull-flasher-right
emitter
Q16
WPC-95 power driver board
validated
26
Center TV
device.center-tv
emitter
Q15
WPC-95 power driver board
validated
27
Upper Left Flasher
device.upper-left-flasher
emitter
Q14
WPC-95 power driver board
validated
28
Center Right Flasher
device.center-right-flasher
emitter
Q13
WPC-95 power driver board
validated
35
Lower Left Flasher
device.lower-left-flasher
emitter
Q81Yel-Gry
WPC-95 power driver board
validated
36
Lower Right Flasher
device.lower-right-flasher
emitter
Q83Org-Gry
WPC-95 power driver board
validated

Lamps

80

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
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
11
Stiff Level 7
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Stiff Level 6
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Stiff Level 5
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Stiff Level 4
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Stiff Level 3
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Stiff Level 2
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
Stiff Level 1
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Ramp Left Eye
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Stiff Level 8
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Stiff Level 9
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Scared Stiff
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Center Leaper
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Three Bank Lower
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Three Bank Middle
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Three Bank Upper
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Spider Popper
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Crate Left Eye
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Crate Center Left
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Crate Center Right
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Crate Right Eye
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Left Outlane
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Right Leaper
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Right Ramp Jackpot
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Light Spin Spider
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Left Leaper
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Left Ramp Jackpot
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Light Lock
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Ramp Right Eye
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Right Outlane
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Skill Shot
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Crate Jackpot
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
Extra Ball
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Ramp Item
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Coffin Multiball Item
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Leaper Item
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Coffin Spotlight
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Shoot Again
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Lock Lamp
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Left Loop Center
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Left Loop Upper
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Laboratory Item
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
Crate Item
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
Skull Item
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Web Award 2
lamp.matrix-64
cabinet.insert-panel
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Web Award 3
lamp.matrix-65
cabinet.insert-panel
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Web Award 4
lamp.matrix-66
cabinet.insert-panel
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Web Award 5
lamp.matrix-67
cabinet.insert-panel
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Web Award 6
lamp.matrix-68
cabinet.insert-panel
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Web Award 7
lamp.matrix-71
cabinet.insert-panel
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Web Award 8
lamp.matrix-72
cabinet.insert-panel
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Web Award 9
lamp.matrix-73
cabinet.insert-panel
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Web Award 10
lamp.matrix-74
cabinet.insert-panel
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Web Award 11
lamp.matrix-75
cabinet.insert-panel
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Web Award 12
lamp.matrix-76
cabinet.insert-panel
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Web Award 13
lamp.matrix-77
cabinet.insert-panel
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Web Award 14
lamp.matrix-78
cabinet.insert-panel
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Web Award 15
lamp.matrix-81
cabinet.insert-panel
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Web Award 16
lamp.matrix-82
cabinet.insert-panel
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Web Award 1
lamp.matrix-83
cabinet.insert-panel
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Left Skull Lane
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Center Skull Lane
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Right Skull Lane
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Buy In
lamp.matrix-87
cabinet.buy-in
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
Unresolved Auxiliary Lamp Column 9 Position 1
lamp.aux-91
validated
92
Unresolved Auxiliary Lamp Column 9 Position 2
lamp.aux-92
validated
93
Unresolved Auxiliary Lamp Column 9 Position 3
lamp.aux-93
validated
94
Unresolved Auxiliary Lamp Column 9 Position 4
lamp.aux-94
validated
95
Unresolved Auxiliary Lamp Column 9 Position 5
lamp.aux-95
validated
96
Unresolved Auxiliary Lamp Column 9 Position 6
lamp.aux-96
validated
97
Unresolved Auxiliary Lamp Column 9 Position 7
lamp.aux-97
validated
98
Unresolved Auxiliary Lamp Column 9 Position 8
lamp.aux-98
validated
101
Unresolved Auxiliary Lamp Column 10 Position 1
lamp.aux-101
validated
102
Unresolved Auxiliary Lamp Column 10 Position 2
lamp.aux-102
validated
103
Unresolved Auxiliary Lamp Column 10 Position 3
lamp.aux-103
validated
104
Unresolved Auxiliary Lamp Column 10 Position 4
lamp.aux-104
validated
105
Unresolved Auxiliary Lamp Column 10 Position 5
lamp.aux-105
validated
106
Unresolved Auxiliary Lamp Column 10 Position 6
lamp.aux-106
validated
107
Unresolved Auxiliary Lamp Column 10 Position 7
lamp.aux-107
validated
108
Unresolved Auxiliary Lamp Column 10 Position 8
lamp.aux-108
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Upper Playfield
gi.string-1
Q5
WPC-95 power driver board
validated
1
Center Playfield
gi.string-2
Q4
WPC-95 power driver board
validated
2
Lower Playfield
gi.string-3
Q3
WPC-95 power driver board
validated
3
Illum String 4
gi.string-4
cabinet.insert-panel
Q2
WPC-95 power driver board
validated
4
Illum String 5
gi.string-5
cabinet.insert-panel
Q1
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 Clock LPDC Mirror
device.aux-lamp-clock-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
42
Aux Lamp Data LPDC Mirror
device.aux-lamp-data-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
43
Spider Wheel 1 LPDC Mirror
device.spider-wheel-1-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
44
Spider Wheel 2 LPDC Mirror
device.spider-wheel-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/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option 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.

Four-ball trough and ball release

mechanism.trough

Kicker

Four balls rest on trough optos 32-35, with Trough Ball 1 (32) at the eject end nearest the shooter lane and Trough Ball 4 (35) at the drain entrance. Solenoid 9 ejects the ball resting on 32; the retained script's SolRelease handler pulses trough-eject opto 31 in the same event (vpmTimer.PulseSw 31; sw32.kick 60,9). All five positions are printed LED/phototransistor optos, normalized by PinMAME's inverted-switch mask, so a recreation asserts the public switch when a ball is present.

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

The ball ejected from the trough rests on shooter-lane switch 18. Auto-plunger coil 1 launches it; the retained script's AutoPlunge handler also opens Gate008 (a one-way shooter-lane gate) before firing PlungerIM.AutoFire. ss.c's ss_handleBallState comments that Scared Stiff has both a manual and an auto plunger.

Motorized Spider Wheel bonus selector (backbox)

mechanism.spider-wheel

Motorized

A two-phase stepper motor rotates a Spider figure behind a backbox window, matching ss.c's own mech_add(0,&ss_wheelMech) (solenoids 39/40, MECH_LINEAR|MECH_CIRCLE|MECH_TWOSTEPSOL|MECH_FAST, a 200-count range, and home switch swWheelIndex=12 asserting across steps 25-199). The retained script independently registers the identical mechanism through its own cvpmMech helper (mSpider: .Sol1=39, .Sol2=40, .Addsw 12, 0, 0; 48 visual steps) and rotates the pSpider primitive, which sits at a strongly negative normalized y -- behind the playfield's own rear edge -- consistent with the sixteen backbox-mounted Web Award lamps (64-68/71-78/81-83) this wheel selects among when the player chooses a Spider Wheel bonus item (ss.c's spiderWheelText array: Collect Deadhead, Jackpot Is Lit, Double Trouble, Collect Eyeball, Beat The Crate, Coffin Multiball, Telepathetic Power (x2), Laboratory, Boogie Man Boogie, Crate Multiball, Collect Eyeball, Leaper Mania, Beast Hurry Up, Collect Deadhead (x2)). This is the machine's only motorized, continuously rotating mechanism; it is a backbox device, not a playfield toy, and the task brief's characterization of the Crate as "motorised spinning" does not match this or any other primary source -- see mechanism.crate.

Crate ball lock and kickout (not motorized or spinning)

mechanism.crate

Kicker

A ball diverted into the Crate subway trips the entrance opto (switch 38, ss.c's swCrateEntrance) and comes to rest against a solenoid-held post (solenoids 8/16, CratePostPower/CratePostHold; the retained script's CratePostHold toggles Crate_Pin.Collidable). Hitting the crate door trips the door sensor (switch 57, swDoorSensor / "Crate Sensor"; ss.c's ball-state table routes stHitCrate through sCratePostHold into stInsideCrate), and the ball is kicked back out through solenoid 6 (Crate Kickout, scoop_topleft), sensed leaving on switch 37 (Left Kickout). The retained script's crate_pin_Hit handler rotates a door primitive (BP_crate_door) a few degrees and back on contact -- a wobble reaction, not a continuous rotation. Neither ss.c nor the retained script implements any motor or ongoing spin for this mechanism; it does not match the task brief's "motorised spinning Crate" description, and that framing is not reproduced as fact here (the motorized, spinning mechanism on this machine is the backbox Spider Wheel -- see mechanism.spider-wheel).

Coffin three-ball lock, door, and popper

mechanism.coffin

Kicker

A ball enters through the Coffin Entrance opto (switch 48) and travels to a three-position trough sensed by switches 41 (Left/nearest), 42 (Center), and 43 (Right/deepest) -- ss.c's ball-state table chains Coffin Right -> Coffin Center -> Coffin Left, with Coffin Left releasing the ball through solenoid 4 (Coffin Popper, ss.c's sCoffinPopper) into the left inlane. Solenoid 5 (Coffin Door) opens and closes a door at the entrance; the retained script's CoffinDoor handler rotates an off-playfield helper object (CoffinFlipper) whose angle drives the visible door primitives (BP_cDoorClose/BP_cDoorOpen). Locking three balls here starts Coffin Multiball, one of the eight Tales of Terror.

Left loop diverter/lock gate

mechanism.left-diverter

Diverter

Solenoids 33/34 (printed on the generic Fliptronic upper-flipper circuit legend, actually game-specific per ss.c's #define sLDiverterPower 33 / #define sLDiverterHold 34) raise and hold a gate that diverts a ball from the Left Loop toward the Coffin lock subway instead of continuing around the loop. The retained script's DiverterPower/DiverterHold handlers rotate an off-playfield helper object (LockFlipper) whose angle drives the visible diverter primitive (BP_CoffinDiverter).

Right loop one-way gate

mechanism.loop-gate

Gate

Solenoid 2 (Loop Gate) opens a one-way gate (the retained script's LoopGate handler sets GateLoop.Open) admitting a ball into the right loop while blocking return travel. There is no printed switch dedicated to this gate.

Drives

Boogie Monster wobble figures (cosmetic, not drop targets)

mechanism.boogie-monsters

Toy

Four small figures (BM_LBoogie01, BM_LBoogie02, BM_RBoggie01, BM_RBoggie02, near the lower inlanes) wobble when the cabinet is nudged or a slingshot fires. The retained script's ZBOO section implements this purely as nudge-reactive physics (BoogUpdate/BoogNudge/BoogRandNudge/BoogLSlingNudge/BoogRSlingNudge driven from NudgeAnim and the slingshot-hit handlers) with no Controller.Switch or SolCallback binding anywhere in the file. They are not drop targets, do not reset, and have no reset solenoid. The three standup targets actually wired to switches 61-63 are a separate, unrelated feature printed "Three Bank Upper/Middle/Lower" on every manual page and handled by the retained script's generic STHit standup routine; this record's mechanism list therefore does not include a Boogie-Men drop-target bank, correcting the task brief's framing.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Coverage
partial - complete physical I/O inventory, WPC-95 bindings, mechanism causality, driver-variant boundary, and normalized spatial placement validated for every address this evidence set can resolve; naming conflicted and sixteen driver-declared auxiliary lamp addresses unresolved, see below

Identity and evidence precedence

This is the Bally/Midway WPC-95 physical product released 1996, part number 16-50048-101 (September 1996 FINAL manual). It covers the eight-driver ss_* clone tree: ss_15 (parent, production 1.5), ss_14, ss_12, ss_11, ss_11s10, ss_03 (0.3 prototype), ss_01 and ss_01b (D.01R prototypes). Every one of these is a game/sound-ROM revision for the same physical machine; ssGameData is one shared static struct referenced by init_ss regardless of which ROM loads, so no driver changes a controller address or playfield device.

Evidence precedence for this definition: the retained known-working VPW v1.0 script is runtime and mechanism-causality ground truth; the Bally/Midway operations manual controls physical construction, part numbers, wiring, polarity, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, mechanism-table position ranges, and display metadata; the retained VPX geometry supplies normalized coordinates. The retained manual PDF carries a real but badly garbled multi-column OCR text layer for its Section 2/3 tables (unlike Monster Bash's fully image-only scan); every printed table used here was still read from rendered 300-600 dpi pages and transcribed into external:pinmame-review-artifacts/scared-stiff-1996/manual-transcription.md, never trusted from pdftotext alone.

Controller platform and address topology

GEN_WPC95 (PINMAME_HARDWARE_GEN_WPC95 = 0x80) with wpc_dispDMD, confirmed directly from ss.c line 464 rather than assumed. The controller profile is pinmame.wpc-95, reused unchanged.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. ssGameData's inverted-switch mask {0x00,0x02,0x00,0xff,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0x00} (index = column, bit = row-1) normalizes address 12 (Wheel Index) and the entire column-3 (31-38) and column-4 (41-48) ranges -- 17 addresses -- and the manual's own (LED)+(Trans.) two-row opto construction disclosure swept the identical 17-address set. Zero disagreement.
  • Solenoids: physical drivers 1-6, 8-16 (solenoid 7 populates a driver transistor but drives only the cabinet knocker, no playfield device); flashers 17-28; Fliptronic upper-flipper circuits 33-36 repurposed for a lock diverter (33/34) and two plain flashers (35/36, no upper flippers fitted); WPC-95 LPDC outputs 37/38 (aux-lamp shift-register clock/data) and 39/40 (Spider Wheel motor phases) with PinMAME's backward-compatibility mirrors at 41-44; Fliptronic lower-flipper circuits 45-48; PinMAME state channels 29-32; simulator-only 49 and reserved 50. ssGameData declares no custSol, so no address above 50 is published -- but it does declare hw.lampCol = 2, publishing sixteen driver-side auxiliary lamp addresses (91-98, 101-108) whose fitment is unresolved (see below).
  • Lamps: 8x8 matrix 11-88, all 64 addresses populated, plus the sixteen unresolved auxiliary addresses.
  • GI: five strings on public addresses 0-4.

Two WPC-95 numbering facts must not be lost. First, the generic Flipper Circuits legend printed at the foot of the Solenoid/Flasher Table numbers printed circuits 33-36 "Upr. Rt./Lt. Power/Hold" regardless of whether upper flippers are fitted, but the game-specific table overrides that caption: 33/34 are the Left Diverter (confirmed by ss.c's own #define sLDiverterPower 33/#define sLDiverterHold 34) and 35/36 are plain flashers. ssGameData declares FLIP_SOL(FLIP_L) only, so core_getSol never routes 33-36 through a flipper-coil path -- they pass straight through untranslated, the same pattern Tales of the Arabian Nights already established for its own repurposed upper circuits. Second, LPDC outputs 37-40 and public addresses 41-44 are the same four physical drive lines (two aux-lamp shift-register signals, two Spider Wheel motor phases), because core_getSol duplicates 37-40 into 41-44 for WPC-95; a recreation binds four physical lines and accepts either address, never creating eight devices.

Ball path, trough, and shooter

Four balls rest on trough optos 32-35, with Trough Ball 1 (32) at the eject end nearest the shooter lane and Trough Ball 4 (35) at the drain entrance. Solenoid 9 ejects the ball on 32; the retained script's SolRelease handler (vpmTimer.PulseSw 31; sw32.kick 60,9) pulses trough-eject opto 31 in the same event, so switch 31 is a documented projection onto the trough-Ball-1 kicker position rather than a separately placed object. The ejected ball rests on shooter-lane switch 18; auto-plunger coil 1 launches it (ss.c's own ss_handleBallState comment: "SS has both, manual and auto plunger"), and the retained script's AutoPlunge handler also opens Gate008, a one-way shooter-lane gate, immediately before firing.

All seventeen opto addresses (12, 31-38, 41-48) are printed optos that rest closed and PinMAME's mask covers exactly that set: assert the public switch when a ball, the Spider Wheel index, or a coffin/crate/ramp ball is present, and never invert again.

Spider Wheel: the machine's motorized, spinning mechanism (backbox)

A two-phase stepper motor rotates a Spider figure behind a backbox window. ss.c's own mech_add(0,&ss_wheelMech) declares it directly: solenoids 39/40, MECH_LINEAR|MECH_CIRCLE|MECH_TWOSTEPSOL|MECH_FAST, a 200-count range, and home switch swWheelIndex (12) asserting across steps 25-199. The retained script independently registers the identical mechanism through its own cvpmMech helper (mSpider: .Sol1 = 39, .Sol2 = 40, .Addsw 12, 0, 0, 48 visual steps) and rotates the pSpider primitive, which sits at a strongly negative normalized y -- behind the playfield's own rear edge -- consistent with the sixteen backbox-mounted "Web Award" lamps (64-68, 71-78, 81-83) this wheel selects among when a player chooses a bonus item (ss.c's spiderWheelText array: Collect Deadhead, Jackpot Is Lit, Double Trouble, Collect Eyeball, Beat The Crate, Coffin Multiball, Telepathetic Power x2, Laboratory, Boogie Man Boogie, Crate Multiball, Collect Eyeball, Leaper Mania, Beast Hurry Up, Collect Deadhead x2). This is the machine's only motorized, continuously rotating mechanism, and it lives in the backbox, not on the playfield.

Crate: ball lock and kickout (not motorized, not spinning)

A ball diverted into the Crate subway trips the entrance opto (switch 38, swCrateEntrance) and comes to rest against a solenoid-held post (solenoids 8/16, CratePostPower/CratePostHold; the retained script's CratePostHold toggles Crate_Pin.Collidable). Hitting the crate door trips the door sensor (switch 57, swDoorSensor -- named "Crate Sensor" on the manual's Switch Locations page and "Crate Magnetic Sensor" only in the retained script's own inline comment, which this definition records as the switch's construction is otherwise undisclosed), and ss.c's ball-state table routes the hit through sCratePostHold into the crate interior; the ball is kicked back out through solenoid 6 (Crate Kickout, scoop_topleft), sensed leaving on switch 37 (Left Kickout). The retained script's crate_pin_Hit handler rotates a door primitive (BP_crate_door) a few degrees and back on contact -- a wobble reaction, not a continuous rotation. Neither ss.c nor the retained script implements any motor or ongoing spin for this mechanism. The task brief that seeded this curation pass described "the motorised spinning Crate with a ball lock"; that does not match any primary source examined here, and the description is not reproduced as fact in this definition. The motorized, spinning mechanism on this machine is the Spider Wheel above.

Coffin: three-ball lock, door, and popper

A ball enters through the Coffin Entrance opto (switch 48) and travels to a three-position trough sensed by switches 41 (Left/nearest), 42 (Center), and 43 (Right/deepest) -- ss.c's ball-state table chains Coffin Right -> Coffin Center -> Coffin Left, with Coffin Left releasing the ball through solenoid 4 (Coffin Popper, sCoffinPopper) into the left inlane. Solenoid 5 (Coffin Door) opens and closes a door at the entrance; the retained script's CoffinDoor handler rotates an off-playfield helper object (CoffinFlipper, a Flipper-typed object placed at negative x purely for its convenient rotate-to-end/start behavior) whose angle drives the visible door primitives (BP_cDoorClose/BP_cDoorOpen). Locking three balls here starts Coffin Multiball, one of the eight Tales of Terror. Solenoids 33/34 (Left Diverter) raise and hold a gate that diverts a ball from the Left Loop toward this subway instead of continuing around the loop; the retained script's DiverterPower/DiverterHold handlers rotate a second off-playfield helper (LockFlipper) that drives the visible diverter primitive (BP_CoffinDiverter).

"Boogie Monsters" are cosmetic wobble figures, not a drop-target bank

The retained script's own ZBOO: Boogie Monsters section names four small figures (BM_LBoogie01, BM_LBoogie02, BM_RBoggie01, BM_RBoggie02, near the lower inlanes) that wobble when the cabinet is nudged or a slingshot fires (BoogUpdate/BoogNudge/BoogRandNudge/BoogLSlingNudge/BoogRSlingNudge, driven from NudgeAnim and the slingshot-hit handlers). There is no Controller.Switch or SolCallback binding anywhere in the file for any of the four Boogie figures -- they are pure nudge-reactive physics props, not drop targets, and they have no reset solenoid because nothing about them is ever "down". The three standup targets actually wired to switches 61-63 are a separate, unrelated feature: printed "Three Bank Upper/Middle/Lower" on every manual page (locations, matrix, and wiring) and handled by the retained script's generic STHit standup routine, the same routine used for the leaper targets. The "Boogie Man Boogie" rules mode named in ss.c's spiderWheelText array is a Spider Wheel bonus-item name, not evidence that either feature is a drop-target bank. The task brief that seeded this curation pass described "the Boogie Men drop targets"; that framing does not match any primary source and is not reproduced as fact here.

Other toys, kickers, and standard devices

Solenoid 2 (LoopGate) opens a one-way gate (GateLoop.Open) admitting a ball into the right loop while blocking return travel; there is no printed switch dedicated to it. Solenoid 3 (Right Popper, scoop_right) and solenoid 6 (Crate Kickout, scoop_topleft) each kick the ball resting on their own opto (36 and 37 respectively) with distinct launch parameters. Three standard SW-11A-37 jet bumpers (coils 12/13/14, skirt switches 53/54/55, Bumper1_Hit/Bumper2_Hit/Bumper3_Hit) and three slingshots -- left/right (coils 10/11, dual-switch SW-1A-114 kicker + SW-1A-120 score positions 51/52) plus an upper slingshot (coil 15, switch 56) -- are standard WPC devices; the retained script's LeftSlingShot_Slingshot/RightSlingShot_Slingshot/TopSlingShot_Slingshot handlers pulse the matching matrix addresses and fire the matching coils in the same event, and the left/right slingshot hits additionally nudge the Boogie figures.

Fliptronic column: flippers only, no repurposing

Two FL-11629 flippers on Fliptronic circuits 111-114 (lower right/left, EOS then button). Unlike Monster Bash (one repurposed position) or Indiana Jones (four repurposed positions), all four upper-flipper-adjacent positions (115-118) are genuinely blank on Scared Stiff: the Switch Locations parts list prints a dash for both assembly and switch part number on every one of F5-F8, correcting the legacy-migrated record, which incorrectly modeled switches 116 and 118 as used "Upper Right/Left Flipper" positions.

Switch 67 ("Left Ramp 10 Point" on the manual's Switch Locations page) carries a minor, disclosed naming disagreement: the retained script's own sw67_Hit inline comment calls it "Top Right Rubber Switch", and the object's own table geometry places it on the right half of the playfield (normalized x=0.629), both independently disagreeing with "Left". The manual's printed label is used as the primary label here (it is this project's naming authority for physical parts), with the disagreement disclosed in the device's own notes rather than silently dropped or promoted to a first-class conflict, since it does not affect address, polarity, or wiring.

Lamps, flashers, and general illumination

All 64 lamp-matrix addresses are populated -- no "Not Used" position, unlike Monster Bash's 78. Sixteen "Web Award" lamps (64-68, 71-78, 81-83) are printed *Located in backbox on the Lamp Locations (continued) page; the retained table's own Light objects for those sixteen addresses sit at strongly negative normalized x (roughly -0.41 to -0.52 of the playfield width), independently corroborating the backbox placement from the geometry alone. Lamps 87 and 88 are the bulbs inside the illuminated Buy-In and Start buttons and are cabinet hardware. Four "Crate" eye lamps (31-34) sit on the A-21379 Crate LED PCB Assembly with no separate bulb-type entry on the Lamp Locations page.

Flashers 17-28, 35, and 36 are all fitted; 17-19 print both a Playfield and a Backbox flashlamp part sharing one address, while every other flasher address prints Playfield-only. Two addresses drive two physical bulbs each and the retained script confirms it directly: solenoid 20 (Playfield Bolts) sets both f20.state and f20a.state, matching the manual's printed (2) quantity; solenoid 23 (Left Ramp Flasher) sets both f23.state and f23a.state. Four flasher addresses (21, 22, 25, 27 -- the "Skull"/"Orb" flashers) sit at normalized y between 0.0014 and 0.0015, within the near-zero band this project treats as a required manual check before trusting a placement; each is confirmed as the sole non-suffixed Light object at its address, printed Playfield-only (no Backbox pairing) on the manual, and physically plausible as a flasher dome mounted at the very top of the playfield near the Skull Lane switches/lamps, which independently cluster at a similarly low y. Kept as validated placements with this reasoning disclosed rather than excluded as a render-proxy artifact of the kind Monster Bash and Theatre of Magic both found at exactly y=0.000.

General illumination is five strings, three dimmable (GI 0-2, Upper/Center/Lower Playfield, triac-driven per the manual's own Figure #1) and two always-on (GI 3-4, backbox Illum Strings 4/5, diode-bridge only per Figure #2) -- the manual's printed footnote and its General Illumination Circuit page agree with each other, and the retained script's GIUpdates2 independently comments GI 3/4 "(Backbox)". Zero conflict on GI classification, unlike Tales of the Arabian Nights or Theatre of Magic. GI 0-2 emitter positions and quantities (17/8/12 bulbs) come directly from the retained table's own GI_Upper/GI_Mid/GI_Lower collections, matching GIUpdates2's dispatch exactly.

Unresolved: sixteen auxiliary lamp addresses (conflict.aux-lamp-column-fitment)

ssGameData declares hw.lampCol = 2, publishing public lamp addresses 91-98 and 101-108 through a pair of HC4094 shift registers that ss.c's own ss_wpc_w handler clocks from solenoids 37/38. The driver's own source comment calls the matching board "a 16 LED Skull driver board assembly A-20781" belonging only to a "Prototype 0.1" that "was not kept in production build" -- but the retained production manual (16-50048-101, September 1996, 1.5 ROM) still prints solenoids 37/38 wired with real connectors and wire colors, not "NOT USED", and its Lower Playfield Parts page still lists an A-21287-1 16-LED Skull Driver PCB Assy. with no not-shown or deleted annotation. Neither source wins by fiat: the driver comment is not self-verifying (the same lesson Star Trek: The Next Generation's stale CORE_CUSTSWNO/CORE_CUSTSOLNO comments already established), but the retained known-working VPX table implements no Light object at any of the sixteen addresses (confirmed by an exhaustive name sweep), and the sixteen-lamp "Web Award" ring the board's own name suggests is already fully and exactly accounted for on the ordinary matrix. This keeps the record partial; resolving it needs a LibPinMAME harness trace against a legal ss_15 ROM or an unrestored machine's own J110 harness inspection.

Author construction checklist

  • Build the four-ball trough with the drain at Trough Ball 4, the auto-plunger shooter lane, three slingshots, three jet bumpers, the Loop Gate, the Crate ball-lock/kickout (door wobble + post + kickout, not a motor), the Coffin three-ball lock with its door and Left Diverter, and the backbox Spider Wheel with its sixteen Web Award lamps.
  • Do not build a "Boogie Men drop-target bank" -- the four Boogie figures are cosmetic nudge props with no switch or solenoid of their own, and the real standup-target bank (61-63) is unrelated and already named "Three Bank" on every source.
  • Preserve opto polarity for the seventeen addresses PinMAME's mask normalizes (12, 31-38, 41-48); do not invert what is already normalized, and do not assume any other address is an opto absent the manual's (LED)/(Trans.) construction disclosure.
  • Treat LPDC outputs 37-40 and their PinMAME mirrors 41-44 as four physical drive lines (two aux-lamp shift-register signals, two Spider Wheel motor phases), not eight devices.
  • Bind every dedicated switch 1-8, every matrix position 11-88 (fitted except the printed Not Used positions 11, 15, 21, 75-78, and 81-88), Fliptronic 111-118 with 115-118 explicitly not installed, the eight CPU DIP bits, solenoids 1-50, lamps 11-88, GI 0-4, and the 128x32 DMD.
  • Leave lamp addresses 91-98 and 101-108 unresolved rather than inventing sixteen fitted or sixteen unfitted bulbs; this is the one open authoring-critical question left by this evidence set.

Sources

  • manual.bally.scared-stiff.1996: Bally/Midway Scared Stiff operations manual, SHA-256 f96109c68c7e0cc008f72e9be9f18405a216d5c40165aed130f1e87b65c44b09.
  • manual-support.bally.scared-stiff.1996: retained human transcription, SHA-256 493e070b4244cefd99acf907103a758d70bc9e55d5605fea412f9e7ed0696537.
  • vpx-script.ss-vpw-1-0: retained known-working VPW v1.0 embedded script, SHA-256 4c9a63e77e10ea65d1146e33f81197bb41b719d70027d8fa0c2d258f823211b4, binding SS_15.
  • vpx-table.ss-vpw-1-0: retained table, SHA-256 bede6f6c5b7592c4610af444a196c42432949468f708e79b4b112a73692cdc1e, bounds left=0 top=0 right=952.941 bottom=2164.706.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/ss.c and the WPC-95 core/solenoid/flipper handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ss_15Scared Stiff (1.5)
Bally 1.5 game ROM shipped with the physical machine. This is the driver the retained known-working VPW table binds to (Const cGameName = "SS_15").
1996identical
ss_14Scared Stiff (1.4)
Bally 1.4 game ROM; a firmware revision of the same physical machine with no controller-address or playfield change.
1996ss_15identical
ss_12Scared Stiff (1.2)
Bally 1.2 game ROM; a firmware revision of the same physical machine with no controller-address or playfield change.
1996ss_15identical
ss_11s10Scared Stiff (1.1, Sound 1.0)
Bally 1.1 game ROM paired with the earlier 1.0 sound ROM set; same physical machine and controller addresses as ss_11.
1996ss_15identical
ss_11Scared Stiff (1.1)
Bally 1.1 game ROM; a firmware revision of the same physical machine with no controller-address or playfield change.
1996ss_15identical
ss_03Scared Stiff (0.3 Prototype)
Bally 0.3 prototype game ROM for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged.
1996ss_15identical
ss_01bScared Stiff (D.01R Prototype Coin Play, Sound 0.25)
Bally D.01R prototype coin-play game ROM (Sound 0.25) for the same physical machine as ss_01.
1996ss_15identical
ss_01Scared Stiff (D.01R Prototype, Sound 0.25)
Bally D.01R prototype game ROM (Sound 0.25) for the same physical machine.
1996ss_15identical

Parent set: ss_15 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only4 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.

ss_01.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/ss_01.map.json

Applies to ROMs
ss_01ss_01b
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.

ss_03.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/ss_03.map.json

Applies to ROMs
ss_03
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.

ss_12.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/ss_12.map.json

Applies to ROMs
ss_11ss_11s10ss_12
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.

ss_15.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/ss_15.map.json

Applies to ROMs
ss_14ss_15
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.4ec52ff0ac13

    Pinned catalog driver records for the ss_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/ss.c ssGameData GEN_WPC95 with wpc_dispDMD, the inverted-switch mask {0x00,0x02,0x00,0xff,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), hw.lampCol=2, sw*/s* defines, ss_wheelMech (mech_add(0,&ss_wheelMech): Sol1/Sol2 39/40, MECH_LINEAR|MECH_CIRCLE|MECH_TWOSTEPSOL|MECH_FAST, 200-step range, home switch swWheelIndex=12 at steps 25-199), ss_wpc_w's HC4094 aux-lamp shift-register handling on WPC_SOLENOID1/WPC_SOLENOID3, and init_ss's wpc_set_fastflip_addr(0x81); src/wpc/core.h WPC solenoid numbering and CORE_FIRSTLFLIPSOL=45/CORE_FIRSTUFLIPSOL=33; src/wpc/core.c core_getSol WPC95 37..40 to 41..44 duplication; src/wpc/wpc.c WPC_FLIPPERSW95 inversion; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPC95=0x80

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-95

    WPC-95 public switch, DIP, solenoid, lamp, and five-GI address rules with the Fliptronic and LPDC mirror notes

    internal:controllers/pinmame/wpc-95.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.bally.scared-stiff.1996

    Source locations

    147-page Bally/Midway Scared Stiff operations manual, part 16-50048-101, September 1996 FINAL (Internet Archive item arcademanual_Scared_Stiff_OPS). Printed pages 2-42 through 2-47 carry the lamp/switch/solenoid location parts lists; printed pages 3-2 through 3-10 carry Section 3 Game Wiring and Schematics, including the Switch Matrix, Lamp Matrix, Solenoid/Flasher Table, and General Illumination Circuit pages actually used here.

    external:pinmame-manuals/by-machine/bally.scared-stiff.1996/archive-arcademanual_Scared_Stiff_OPS/Scared_Stiff_OPS.pdf
    by
    Midway Manufacturing Company; scan hosted by the Internet Archive
    sha256
    f96109c68c7e…
  • Human review

    manual-support.bally.scared-stiff.1996

    Source locations

    Retained human transcription of every rendered manual table used by this definition, produced from 300-600 dpi renders because the retained PDF's own OCR text layer is garbled multi-column output that is never treated as authoritative. Rendered PNG pages are cached under external:pinmame-manuals/rendered/bally.scared-stiff.1996/.

    external:pinmame-review-artifacts/scared-stiff-1996/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    493e070b4244…
  • VPX table

    vpx-table.ss-vpw-1-0

    Retained known-working VPW v1.0 recreation of the physical machine. Exact playfield bounds are left=0 top=0 right=952.941 bottom=2164.706; normalized coordinates are x/952.941 and y/2164.706. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/bally/scared-stiff-1996/source/Scared%20Stiff%20%28Bally%201996%29%20VPW%20v1.0.vpx
    by
    VPW
    sha256
    bede6f6c5b75…
  • VPX script

    vpx-script.ss-vpw-1-0

    Source locations

    Retained embedded VPW script (222,402 bytes). Runtime and mechanism-causality authority: Const cGameName = "SS_15", Const UseSolenoids = 2 (fast flips), Const UseLamps = 1 (built-in VPX lamp-timer handling via vpmMapLights AllLamps), the SolCallback/SolModCallback tables for solenoids 1-9, 16-28, 33-36, and core.vbs sLRFlipper/sLLFlipper, the cvpmMech mSpider object (Sol1=39, Sol2=40, Addsw 12, 48 visual steps) driving the pSpider primitive, the GIUpdates2 GI dispatch for GI 0-4, and the ZBOO Boogie Monsters wobble-physics section (no switch or solenoid binding).

    external:pinmame-vpx-sources/bally/scared-stiff-1996/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    4c9a63e77e10…
  • VPX table

    vpx-extraction.ss-vpw-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 8cf07f3cef5678fdac96b27b0974a2c8653a7070ed69ea364ca5ebffd386756d; 2302 files, 937624764 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=952.941 bottom=2164.706.

    external:pinmame-vpx-sources/bally/scared-stiff-1996/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 3 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform