Scared Stiff

Partial

Bally1996WPCbally.scared-stiff.1996

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Flasher — Low Jet (Pop Bumper 3)'. binding:pinmame.output.solenoid/19/None

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

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays

No display inventory recorded yet.

Address space
Switches
1–118 (57)
Solenoids
1–40 (34)
Lamps
11–86 (46)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

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

Coverage

Partial

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

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

Switches

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

57 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
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.

57 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
12
Spider Wheel Position
switch.spider-wheel-position
candidate
14
Tilt (Plumb Bob)NC
switch.tilt-plumb-bob
candidate
16
Start Button / Shooter Lane
switch.start-button-shooter-lane
candidate
17
Right Inlane
switch.right-inlane
candidate
18
Shooter Lane / Auto Plunger
switch.shooter-lane-auto-plunger
candidate
25
Left Outlane
switch.left-outlane
candidate
26
Left Inlane
switch.left-inlane
candidate
27
Right Outlane
switch.right-outlane
candidate
28
Standup Target (Hatpin)
switch.standup-target-hatpin
candidate
31
Trough Eject (Opto)
switch.trough-eject-opto
candidate
32
Trough 1 (Nearest Shooter)
switch.trough-1-nearest-shooter
candidate
33
Trough 2
switch.trough-2
candidate
34
Trough 3
switch.trough-3
candidate
35
Trough 4 (Nearest Drain)
switch.trough-4-nearest-drain
candidate
36
Right Scoop (VUK)
switch.right-scoop-vuk
candidate
37
Left Scoop (VUK)
switch.left-scoop-vuk
candidate
38
Subway Crate Opto
switch.subway-crate-opto
candidate
41
Coffin Scoop (VUK)
switch.coffin-scoop-vuk
candidate
42
Coffin Trough Centre
switch.coffin-trough-centre
candidate
43
Coffin Trough Right
switch.coffin-trough-right
candidate
44
Left Ramp Enter
switch.left-ramp-enter
candidate
45
Right Ramp Enter
switch.right-ramp-enter
candidate
46
Left Ramp Made
switch.left-ramp-made
candidate
47
Right Ramp Made
switch.right-ramp-made
candidate
48
Coffin Entrance
switch.coffin-entrance
candidate
51
Left Slingshot
switch.left-slingshot
candidate
52
Right Slingshot
switch.right-slingshot
candidate
53
Upper Pop Bumper
switch.upper-pop-bumper
candidate
54
Centre Pop Bumper
switch.centre-pop-bumper
candidate
55
Lower Pop Bumper
switch.lower-pop-bumper
candidate
56
Upper Slingshot
switch.upper-slingshot
candidate
57
Crate Magnetic Sensor
switch.crate-magnetic-sensor
candidate
58
Rollover (Upper Playfield)
switch.rollover-upper-playfield
candidate
61
Standup Target (Left Bank Top)
switch.standup-target-left-bank-top
candidate
62
Standup Target (Left Bank Middle)
switch.standup-target-left-bank-middle
candidate
63
Standup Target (Left Bank Bottom)
switch.standup-target-left-bank-bottom
candidate
64
Left Leaper (Frog Target)
switch.left-leaper-frog-target
candidate
65
Center Leaper (Frog Target)
switch.center-leaper-frog-target
candidate
66
Right Leaper (Frog Target)
switch.right-leaper-frog-target
candidate
67
Top Right Rubber Switch
switch.top-right-rubber-switch
candidate
68
Rollover (Upper Right)
switch.rollover-upper-right
candidate
71
Rollover (Top Lane Left)
switch.rollover-top-lane-left
candidate
72
Rollover (Top Lane Center)
switch.rollover-top-lane-center
candidate
73
Rollover (Top Lane Right)
switch.rollover-top-lane-right
candidate
74
Rollover (Far Upper)
switch.rollover-far-upper
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

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

Coils, magnets & motors

20
20 shown
# Name Device ID Evidence
1
Auto Plunger
device.auto-plunger candidate
2
Loop Gate
device.loop-gate candidate
3
Right Scoop Kicker (VUK)
device.right-scoop-kicker-vuk candidate
4
Coffin Popper (VUK)
device.coffin-popper-vuk candidate
5
Coffin Door
device.coffin-door candidate
6
Left Scoop Kicker (VUK)
device.left-scoop-kicker-vuk candidate
7
Knocker
device.knocker candidate
8
Crate Post Power (Commented Out)
device.crate-post-power-commented-out candidate
9
Ball Release / Trough Eject
device.ball-release-trough-eject candidate
10
Left Slingshot
device.left-slingshot candidate
11
Right Slingshot
device.right-slingshot candidate
12
Centre Jet Bumper (Commented Out)
device.centre-jet-bumper-commented-out candidate
13
Upper Jet Bumper (Commented Out)
device.upper-jet-bumper-commented-out candidate
14
Lower Jet Bumper (Commented Out)
device.lower-jet-bumper-commented-out candidate
15
Upper Slingshot (Commented Out)
device.upper-slingshot-commented-out candidate
16
Crate Post Hold
device.crate-post-hold candidate
33
Coffin Diverter Power
device.coffin-diverter-power candidate
34
Coffin Diverter Hold
device.coffin-diverter-hold candidate
39
Spider Wheel Motor Sol 1
device.spider-wheel-motor-sol-1 candidate
40
Spider Wheel Motor Sol 2
device.spider-wheel-motor-sol-2 candidate

Flashers

14
14 shown
# Name Device ID Evidence
17
Flasher — Top Jet (Pop Bumper 1)
device.flasher-top-jet-pop-bumper-1 candidate
18
Flasher — Mid Jet (Pop Bumper 2)
device.flasher-mid-jet-pop-bumper-2 candidate
19
ROM Started
device.game-on candidate
20
Flasher — Bolts (Playfield)
device.flasher-bolts-playfield candidate
21
Flasher — Skull Left (Blue)
device.flasher-skull-left-blue candidate
22
Flasher — Upper Right (Orb)
device.flasher-upper-right-orb candidate
23
Flasher — Left Ramp (Boney Skull)
device.flasher-left-ramp-boney-skull candidate
24
Flasher — Mid Left (Orb)
device.flasher-mid-left-orb candidate
25
Flasher — Skull Right (White)
device.flasher-skull-right-white candidate
26
Flasher — Center TV (Playfield)
device.flasher-center-tv-playfield candidate
27
Flasher — Upper Left (Orb)
device.flasher-upper-left-orb candidate
28
Flasher — Center Right (Orb)
device.flasher-center-right-orb candidate
35
Flasher — Lower Left (Orb)
device.flasher-lower-left-orb candidate
36
Flasher — Lower Right (Orb)
device.flasher-lower-right-orb candidate

Lamps

46

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
8
Hover or tap an address to identify it.
46 shown
# Name Device ID Evidence
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
84
outputs 84
lamp.outputs-84 candidate
85
outputs 85
lamp.outputs-85 candidate
86
outputs 86
lamp.outputs-86 candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Bally (1996). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

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

Custom mechanisms

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

Ball-state transitions

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

Controller interactions

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

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

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

Recreation guidance

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

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/scared-stiff.json#/switches/0._note: cvpmMech.AddSw 12, 0, 0 — Spider mechanism position switch at step 0. Used by mSpider cvpmMech to track wheel home position.
  • games/scared-stiff.json#/switches/1._note: vpmNudge.TiltSwitch = 14.
  • games/scared-stiff.json#/switches/2._note: Controller.Switch(16)=1 on sw16_Hit, =0 on sw16_UnHit. Also Controller.Switch(16)=0 on StartGameKey release. Dual-purpose: shooter lane rollover AND start button (common WPC pattern where start button press is handled by vpmKeyDown).
  • games/scared-stiff.json#/switches/3._note: Controller.Switch(17) on/off. Rollover switch with rightInlaneSpeedLimit ball speed correction.
  • games/scared-stiff.json#/switches/4._note: Controller.Switch(18) on/off. Rollover switch. plungerIM.InitImpulseP swplunger uses this area. BP_sw18 z-positioned at -23.5 on init.
  • games/scared-stiff.json#/switches/5._note: Controller.Switch(25) on/off. Rollover switch.
  • games/scared-stiff.json#/switches/6._note: Controller.Switch(26) on/off. Rollover switch with leftInlaneSpeedLimit ball speed correction.
  • games/scared-stiff.json#/switches/7._note: Controller.Switch(27) on/off. Rollover switch.
  • games/scared-stiff.json#/switches/8._note: STHit 28. Stand-up target with VPW TargetBouncer animation. vpmTimer.PulseSw(28) via STAnimate.
  • games/scared-stiff.json#/switches/9._note: vpmTimer.PulseSw 31 fired by SolRelease (sol 9). This is the trough eject opto — pulsed when ball is kicked out of trough. Acts as drain/outhole equivalent in WPC trough design.
  • games/scared-stiff.json#/switches/10._note: Controller.Switch(32) on/off. First trough position (nearest eject). Ball created here on init. sw32.kick called by SolRelease. UpdateTrough cascades balls forward.
  • games/scared-stiff.json#/switches/11._note: Controller.Switch(33) on/off. Second trough position. Ball created here on init.
  • games/scared-stiff.json#/switches/12._note: Controller.Switch(34) on/off. Third trough position. Ball created here on init.
  • games/scared-stiff.json#/switches/13._note: Controller.Switch(35) on/off. Fourth trough position (nearest drain). Ball created here on init. 4-ball trough.
  • games/scared-stiff.json#/switches/14._note: Controller.Switch(36)=1 on hit, cleared by scoop_right (sol 3). KickBall launches ball vertically (kvelz=30, kzlift=105). Has rampFlap animation and Subway_UpVukTrap collidable toggle. Sound debounce via sw36sfx flag.
  • games/scared-stiff.json#/switches/15._note: Controller.Switch(37)=1 on hit, cleared by scoop_topleft (sol 6). KickBall launches ball (angle 0, vel 3, kvelz random 35-45, kzlift 50). ScoopHit sound.
  • games/scared-stiff.json#/switches/16._note: Controller.Switch(38) on/off. Opto switch in subway/crate area.
  • games/scared-stiff.json#/switches/17._note: Controller.Switch(41)=1 on hit, cleared by CoffinPopper (sol 4). KickBall launches ball (angle 168, vel 1, kvelz 30, kzlift 100). NOTE: Simple sw41_Hit/UnHit is commented out — replaced by VUK implementation in ZVUK section.
  • games/scared-stiff.json#/switches/18._note: Controller.Switch(42) on/off. Centre position in coffin ball lock area.
  • games/scared-stiff.json#/switches/19._note: Controller.Switch(43) on/off. Right position in coffin ball lock area.
  • games/scared-stiff.json#/switches/20._note: Controller.Switch(44) on/off. Left ramp entrance switch.
  • games/scared-stiff.json#/switches/21._note: Controller.Switch(45) on/off. Right ramp entrance switch.
  • games/scared-stiff.json#/switches/22._note: Controller.Switch(46) on/off. Left ramp completion switch.
  • games/scared-stiff.json#/switches/23._note: Controller.Switch(47) on/off. Right ramp completion switch.
  • games/scared-stiff.json#/switches/24._note: Controller.Switch(48) on/off. Coffin entrance opto. sw48_Hit calls ScoopHit for sound.
  • games/scared-stiff.json#/switches/25._note: vpmTimer.PulseSw(51). Fired from LeftSlingShot_Slingshot event. LS.VelocityCorrect applied.
  • games/scared-stiff.json#/switches/26._note: vpmTimer.PulseSw(52). Fired from RightSlingShot_Slingshot event. RS.VelocityCorrect applied.
  • games/scared-stiff.json#/switches/27._note: vpmTimer.PulseSw 53. Bumper1_Hit. BSocket1 skirt animation.
  • games/scared-stiff.json#/switches/28._note: vpmTimer.PulseSw 54. Bumper2_Hit. BSocket2 skirt animation.
  • games/scared-stiff.json#/switches/29._note: vpmTimer.PulseSw 55. Bumper3_Hit. BSocket3 skirt animation.
  • games/scared-stiff.json#/switches/30._note: vpmTimer.PulseSw(56). Fired from TopSlingShot_Slingshot event. TS.VelocityCorrect applied. Uses LSlingArmU animation primitives.
  • games/scared-stiff.json#/switches/31._note: Controller.Switch(57) on/off. Magnetic sensor in crate mechanism area.
  • games/scared-stiff.json#/switches/32._note: Controller.Switch(58) on/off. Rollover switch with wire animation.
  • games/scared-stiff.json#/switches/33._note: STHit 61. Stand-up target with VPW TargetBouncer animation. vpmTimer.PulseSw(61) via STAnimate.
  • games/scared-stiff.json#/switches/34._note: STHit 62. Stand-up target with VPW TargetBouncer animation. vpmTimer.PulseSw(62) via STAnimate.
  • games/scared-stiff.json#/switches/35._note: STHit 63. Stand-up target with VPW TargetBouncer animation. vpmTimer.PulseSw(63) via STAnimate.
  • games/scared-stiff.json#/switches/36._note: STHit 64. Left frog leaper target — both a stand-up target AND animated frog (PrLeaper1). Frog bounces on hit with velocity-dependent height. vpmTimer.PulseSw(64) via STAnimate.
  • games/scared-stiff.json#/switches/37._note: STHit 65. Center frog leaper target — both a stand-up target AND animated frog (PrLeaper2). Frog bounces on hit. vpmTimer.PulseSw(65) via STAnimate.
  • games/scared-stiff.json#/switches/38._note: STHit 66. Right frog leaper target — both a stand-up target AND animated frog (PrLeaper3). Frog bounces on hit. vpmTimer.PulseSw(66) via STAnimate.
  • games/scared-stiff.json#/switches/39._note: Controller.Switch(67) on/off. Rubber switch in upper right playfield area.
  • games/scared-stiff.json#/switches/40._note: Controller.Switch(68) on/off. Rollover switch with wire animation.
  • games/scared-stiff.json#/switches/41._note: Controller.Switch(71) on/off. Top rollover lane.
  • games/scared-stiff.json#/switches/42._note: Controller.Switch(72) on/off. Top rollover lane.
  • games/scared-stiff.json#/switches/43._note: Controller.Switch(73) on/off. Top rollover lane.
  • games/scared-stiff.json#/switches/44._note: Controller.Switch(74) on/off. Rollover switch with wire animation.
  • games/scared-stiff.json#/coils/0._vbscript_callback: AutoPlunge
  • games/scared-stiff.json#/coils/0._inferred_type: ball_management
  • games/scared-stiff.json#/coils/0._note: Impulse plunger auto-fire. plungerIM.AutoFire. Also enables Gate008.collidable during fire. cvpmImpulseP with power 45, time 0.6.
  • games/scared-stiff.json#/coils/1._vbscript_callback: LoopGate
  • games/scared-stiff.json#/coils/1._inferred_type: mechanism
  • games/scared-stiff.json#/coils/1._note: Controls GateLoop one-way gate. GateLoop.Open = Enabled.
  • games/scared-stiff.json#/coils/2._vbscript_callback: scoop_right
  • games/scared-stiff.json#/coils/2._inferred_type: ball_management
  • games/scared-stiff.json#/coils/2._note: Kicks ball out of right scoop (sw36). KickBall with angle 0, vel 0, kvelz 30, kzlift 105. Clears Controller.Switch(36). Also animates rampFlap and toggles Subway_UpVukTrap collidable.
  • games/scared-stiff.json#/coils/3._vbscript_callback: CoffinPopper
  • games/scared-stiff.json#/coils/3._inferred_type: ball_management
  • games/scared-stiff.json#/coils/3._note: Kicks ball out of coffin scoop (sw41). KickBall with angle 168, vel 1, kvelz 30, kzlift 100. Clears Controller.Switch(41).
  • games/scared-stiff.json#/coils/4._vbscript_callback: CoffinDoor
  • games/scared-stiff.json#/coils/4._inferred_type: mechanism
  • games/scared-stiff.json#/coils/4._note: Controls CoffinFlipper VPX flipper object. RotateToEnd on enable, RotateToStart on disable. Animated coffin door with open/closed baked map swap at angle -45.
  • games/scared-stiff.json#/coils/5._vbscript_callback: scoop_topleft
  • games/scared-stiff.json#/coils/5._inferred_type: ball_management
  • games/scared-stiff.json#/coils/5._note: Kicks ball out of left scoop (sw37). KickBall with angle 0, vel 3, kvelz random 35-45, kzlift 50. Clears Controller.Switch(37).
  • games/scared-stiff.json#/coils/6._vbscript_callback: vpmSolSound SoundFX("Knocker_1",DOFKnocker),
  • games/scared-stiff.json#/coils/6._inferred_type: knocker
  • games/scared-stiff.json#/coils/6._note: Cabinet knocker solenoid. Sound-only callback.
  • games/scared-stiff.json#/coils/7._vbscript_callback: CratePostPower
  • games/scared-stiff.json#/coils/7._inferred_type: mechanism
  • games/scared-stiff.json#/coils/7._note: COMMENTED OUT in VBS: 'SolCallback(8) = "CratePostPower" — Not Required, just for initial power surge. See sol 16 CratePostHold for the active crate post solenoid.
  • games/scared-stiff.json#/coils/8._vbscript_callback: SolRelease
  • games/scared-stiff.json#/coils/8._inferred_type: ball_management
  • games/scared-stiff.json#/coils/8._note: Ejects ball from trough. PulseSw 31 then sw32.kick 60,9. Main trough release solenoid.
  • games/scared-stiff.json#/coils/9._vbscript_callback: SolLeftSling
  • games/scared-stiff.json#/coils/9._inferred_type: slingshot
  • games/scared-stiff.json#/coils/9._note: Left slingshot solenoid. Drives LeftSlingShot animation and Boogie Monster nudge (BoogLSlingNudge).
  • games/scared-stiff.json#/coils/10._vbscript_callback: SolRightSling
  • games/scared-stiff.json#/coils/10._inferred_type: slingshot
  • games/scared-stiff.json#/coils/10._note: Right slingshot solenoid. Drives RightSlingShot animation and Boogie Monster nudge (BoogRSlingNudge).
  • games/scared-stiff.json#/coils/11._inferred_type: bumper
  • games/scared-stiff.json#/coils/11._note: COMMENTED OUT: 'SolCallBack(12) = "Centre Jet" — Not Required. Bumper coil handled by VPX physics.
  • games/scared-stiff.json#/coils/12._inferred_type: bumper
  • games/scared-stiff.json#/coils/12._note: COMMENTED OUT: 'SolCallBack(13) = "Upper Jet" — Not Required. Bumper coil handled by VPX physics.
  • games/scared-stiff.json#/coils/13._inferred_type: bumper
  • games/scared-stiff.json#/coils/13._note: COMMENTED OUT: 'SolCallBack(14) = "Lower Jet" — Not Required. Bumper coil handled by VPX physics.
  • games/scared-stiff.json#/coils/14._inferred_type: slingshot
  • games/scared-stiff.json#/coils/14._note: COMMENTED OUT: 'SolCallBack(15) = "Upper Sling" — Not Required. Slingshot handled by VPX physics.
  • games/scared-stiff.json#/coils/15._vbscript_callback: CratePostHold
  • games/scared-stiff.json#/coils/15._inferred_type: mechanism
  • games/scared-stiff.json#/coils/15._note: Crate post hold solenoid. Crate_Pin.Collidable = Not Enabled. When energized, crate pin drops (not collidable), allowing ball passage. Sol 8 (CratePostPower) is commented out — this hold coil does all the work.
  • games/scared-stiff.json#/coils/16._vbscript_callback: SolFlash17
  • games/scared-stiff.json#/coils/16._inferred_type: flasher
  • games/scared-stiff.json#/coils/16._note: SolModCallback PWM flasher. f17.state = level.
  • games/scared-stiff.json#/coils/17._vbscript_callback: SolFlash18
  • games/scared-stiff.json#/coils/17._inferred_type: flasher
  • games/scared-stiff.json#/coils/17._note: SolModCallback PWM flasher. f18.state = level.
  • games/scared-stiff.json#/coils/18._vbscript_callback: SolFlash19
  • games/scared-stiff.json#/coils/18._inferred_type: flasher
  • games/scared-stiff.json#/coils/18._note: SolModCallback PWM flasher. f19.state = level.
  • games/scared-stiff.json#/coils/19._vbscript_callback: SolFlash20
  • games/scared-stiff.json#/coils/19._inferred_type: flasher
  • games/scared-stiff.json#/coils/19._note: SolModCallback PWM flasher. Drives f20.state AND f20a.state (two flasher objects).
  • games/scared-stiff.json#/coils/20._vbscript_callback: SolFlash21
  • games/scared-stiff.json#/coils/20._inferred_type: flasher
  • games/scared-stiff.json#/coils/20._note: SolModCallback PWM flasher. f21.state = level.
  • games/scared-stiff.json#/coils/21._vbscript_callback: SolFlash22
  • games/scared-stiff.json#/coils/21._inferred_type: flasher
  • games/scared-stiff.json#/coils/21._note: SolModCallback PWM flasher. f22.state = level.
  • games/scared-stiff.json#/coils/22._vbscript_callback: SolFlash23
  • games/scared-stiff.json#/coils/22._inferred_type: flasher
  • games/scared-stiff.json#/coils/22._note: SolModCallback PWM flasher. Drives f23.state AND f23a.state (two flasher objects — inside boney skull).
  • games/scared-stiff.json#/coils/23._vbscript_callback: SolFlash24
  • games/scared-stiff.json#/coils/23._inferred_type: flasher
  • games/scared-stiff.json#/coils/23._note: SolModCallback PWM flasher. f24.state = level.
  • games/scared-stiff.json#/coils/24._vbscript_callback: SolFlash25
  • games/scared-stiff.json#/coils/24._inferred_type: flasher
  • games/scared-stiff.json#/coils/24._note: SolModCallback PWM flasher. f25.state = level.
  • games/scared-stiff.json#/coils/25._vbscript_callback: SolFlash26
  • games/scared-stiff.json#/coils/25._inferred_type: flasher
  • games/scared-stiff.json#/coils/25._note: SolModCallback PWM flasher. f26.state = level.
  • games/scared-stiff.json#/coils/26._vbscript_callback: SolFlash27
  • games/scared-stiff.json#/coils/26._inferred_type: flasher
  • games/scared-stiff.json#/coils/26._note: SolModCallback PWM flasher. f27.state = level.
  • games/scared-stiff.json#/coils/27._vbscript_callback: SolFlash28
  • games/scared-stiff.json#/coils/27._inferred_type: flasher
  • games/scared-stiff.json#/coils/27._note: SolModCallback PWM flasher. f28.state = level.
  • games/scared-stiff.json#/coils/28._vbscript_callback: DiverterPower
  • games/scared-stiff.json#/coils/28._inferred_type: diverter
  • games/scared-stiff.json#/coils/28._note: Lock diverter power solenoid. LockFlipper.RotateToEnd on enable. Controls DiverterWall/DiverterWall001 drop states. Dual-solenoid design with sol 34 (DiverterHold). Both must be off for diverter to retract.
  • games/scared-stiff.json#/coils/29._vbscript_callback: DiverterHold
  • games/scared-stiff.json#/coils/29._inferred_type: diverter
  • games/scared-stiff.json#/coils/29._note: Lock diverter hold solenoid. Keeps diverter in position without full power. When disabled AND DiverterPower is off, LockFlipper.RotateToStart and walls reset. Dual-solenoid power/hold design.
  • games/scared-stiff.json#/coils/30._vbscript_callback: SolFlash35
  • games/scared-stiff.json#/coils/30._inferred_type: flasher
  • games/scared-stiff.json#/coils/30._note: SolModCallback PWM flasher. f35.state = level.
  • games/scared-stiff.json#/coils/31._vbscript_callback: SolFlash36
  • games/scared-stiff.json#/coils/31._inferred_type: flasher
  • games/scared-stiff.json#/coils/31._note: SolModCallback PWM flasher. f36.state = level.
  • games/scared-stiff.json#/coils/32._vbscript_callback: cvpmMech (mSpider.Sol1 = 39)
  • games/scared-stiff.json#/coils/32._inferred_type: mechanism
  • games/scared-stiff.json#/coils/32._note: Spider wheel mechanism first solenoid. cvpmMech with vpmMechStepSol + vpmMechCircle + vpmMechLinear + vpmMechFast. 48 steps, length 200. Drives pSpider/pSpider2 rotation via UpdateSpider callback. Not in SolCallback — consumed by framework.
  • games/scared-stiff.json#/coils/33._vbscript_callback: cvpmMech (mSpider.Sol2 = 40)
  • games/scared-stiff.json#/coils/33._inferred_type: mechanism
  • games/scared-stiff.json#/coils/33._note: Spider wheel mechanism second solenoid. Part of dual-solenoid step motor (vpmMechStepSol). Works with sol 39 to control spider wheel position and direction.
  • games/scared-stiff.json#/lamps/37._note: Also has secondary VPX light l56a (separate lightmap group LM_L_l56a, secondary illumination zone for same lamp circuit).
  • games/scared-stiff.json#/_source/confidence_notes: High confidence extraction from VPW v1.1.1 VBScript. Platform detected as WPC from LoadVPM call ('WPC.VBS'). ROM name 'SS_15' from Const cGameName. Trough is a 4-ball manual implementation (not cvpmTrough) using kicker objects sw32-sw35 with Controller.Switch on/off and an UpdateTrough timer that cascades balls forward (sw32.BallCntOver check). Ball release via SolRelease (sol 9) which PulseSw 31 and kicks from sw32. Drain_Hit kicks ball back into trough with 500ms delay. No Lampz.MassAssign — uses UseLamps=1 with vpmMapLights AllLamps (VPX light timer interval maps lamp IDs). Lamp IDs extracted from VLM baked lightmap arrays (LM_L_l## references in commented BL_L_l## definitions). Flashers use SolModCallback with UseVPMModSol=2 for PWM control. Spider wheel mechanism uses cvpmMech (vpmMechStepSol + vpmMechCircle + vpmMechLinear + vpmMechFast, sol1=39, sol2=40, AddSw 12 at position 0, 48 steps, length 200). Coffin diverter is a dual-solenoid power/hold design (sol 33 DiverterPower, sol 34 DiverterHold) controlling LockFlipper VPX object and DiverterWall drop states. Coffin door (sol 5) controls CoffinFlipper. VUKs for sw36 (right scoop), sw37 (left scoop), sw41 (coffin popper) use manual KickBall with Controller.Switch tracking — no cvpmBallStack. Crate post hold (sol 16) controls Crate_Pin collidable state. Stand-up targets (sw28, sw61-66) use STHit which calls vpmTimer.PulseSw(switch mod 100). Slingshots use PulseSw (51 left, 52 right, 56 upper). Bumpers use PulseSw (53 upper, 54 centre, 55 lower). Flipper solenoids use WPC framework constants sLRFlipper/sLLFlipper. NoUpperRightFlipper and NoUpperLeftFlipper called. SolCallback(8) for CratePostPower is commented out. SolCallbacks 12-15 commented out (Centre Jet, Upper Jet, Lower Jet, Upper Sling — handled by VPX physics). Coffin trough sw41 has both a commented-out simple switch version AND a VUK implementation (sw41_Hit in ZVUK section). GI handled via UseVPMModSol=2 with VLM lightmap system (GIC and GIU arrays for GI strings).

Unresolved questions

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

Sources

  • legacy.game.scared-stiff: games/scared-stiff.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ss_15Scared Stiff (1.5) 1996
ss_14Scared Stiff (1.4) 1996ss_15
ss_12Scared Stiff (1.2) 1996ss_15
ss_11s10Scared Stiff (1.1, Sound 1.0) 1996ss_15
ss_11Scared Stiff (1.1) 1996ss_15
ss_03Scared Stiff (0.3 Prototype) 1996ss_15
ss_01bScared Stiff (D.01R Prototype Coin Play, Sound 0.25) 1996ss_15
ss_01Scared Stiff (D.01R Prototype, Sound 0.25) 1996ss_15

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

Evidence

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

  • Legacy definition

    legacy.game.scared-stiff

    games/scared-stiff.json; origin=vbscript-agent-extracted

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

    legacy.platform.wpc

    platforms/wpc.json

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

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform