The Shadow

Partial
Completion94%

Bally1994WPC-SECURITYbally.the-shadow.1994 Updated 2026-09-26

Wire it up

what an authoring tool needs first
Bind this ROM
ts_lx5

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

Controller platform
pinmame.wpc-security

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
1–51 (51)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.upper.right.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.411cabinet.launch12cabinet.action13cabinet.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

176 placements · 20 stacked · normalised player view · outline is nominal

15 Right Outlane16 Right Return Lane17 Left Return Lane18 Left Outlane25 (M)ONGOL Target26 M(O)NGOL Target27 MONGO(L) Target28 MONG(O)L Target31 Left Ramp Enter32 Right Ramp Enter233 Inner Sanctum · 35 Magnet35 Left Rubber436 Mini Kicker · 15 Mini Kicker · 19 Mini Motor Right · 20 Mini Motor Left37 Mini Limit Left38 Mini Limit Right741 Trough 1 · 42 Trough 2 · 43 Trough 3 · 44 Trough 4 · 45 Trough 5 · 46 Top Trough · 13 Ball Release247 Inner Loop Enter · 71 Mini Right Standup 4248 Shooter · 1 Ball Launch451 Wall Target Down · 77 Right Ramp Left Made · 8 Wall Target Up · 16 Wall Target Down52 MO(N)GOL Target53 MON(G)OL Target54 Left Loop Enter355 Battle Drop Down · 25 Single Drop Up · 36 Single Drop Down56 Center Standup57 Right Loop Enter58 Mini Exit Tube261 Left Slingshot · 9 Left Slingshot262 Right Slingshot · 10 Right Slingshot363 Lockup Right · 64 Lockup Middle · 65 Lockup Left266 Left Eject · 12 Left Eject267 Right Eject · 11 Right Eject268 Popper · 14 Ball Popper71 Mini Left Standup 172 Mini Left Standup 273 Mini Left Standup 374 Mini Left Standup 475 Left Ramp Left Made76 Left Ramp Right Made78 Right Ramp Right Made81 Mini Right Standup 482 Mini Right Standup 384 Mini Right Standup 185 Mini Drop Left86 Mini Drop Middle Left87 Mini Drop Middle Right88 Mini Drop Right2 Lockup Kickout23 Left Diverter Left · 4 Left Diverter Right25 Right Diverter Right · 6 Right Diverter Left21 Right Side Flasher22 Right Ramp Flasher23 Left Ramp Flasher24 Mini Drop Bank26 Left Back Flasher27 Center Back Flasher28 Right Back Flasher233 Upper Right Flipper Power · 34 Upper Right Flipper Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Shoot Again12 Left Outlane13 Left Return Lane14 Right Return Lane15 Right Outlane16 MONGO(L)17 Right Loop Arrow18 Right Mongol Hurry21 Left Ramp Jackpot22 MON(G)OL23 Left Ramp Arrow24 MO(N)GOL25 M(O)NGOL26 (M)ONGOL27 Farley Claymore28 Underwater Doom31 Scarf Scenes Complete32 Scarf Battlefield33 Scarf Shadow Multiball34 Scarf Khan Multiball35 Punish Guilty36 Duel of Wills37 Beryllium Sphere38 Hotel Monolith41 Right Ramp Arrow42 Right Ramp Jackpot43 "Start Scene"44 Who Knows45 Extra Ball46 Final Battle47 Shadow Loop48 Inner Loop Jackpot51 Lock 252 Lock 353 Lock 154 Inner Sanctum Arrow55 Center Standup56 Battlefield Ready57 Battle Drop Jackpot58 Inner Loop Arrow61 Mini Left Standup 462 Mini Left Standup 363 Mini Left Standup 264 Mini Left Standup 165 Mini Top Center Left66 Khan Multiball67 Super Jackpot68 Battle Drop Arrow72 Mini Right Standup 373 Mini Right Standup 274 Mini Right Standup 175 Mini Top Center Right76 Left Loop Jackpot77 Left Mongol Hurry278 Left Loop Arrow · 81 Left Ramp Left Ring82 Left Ramp Right Ring83 Right Ramp Left Ring84 Right Ramp Right Ring85 Right Eject Arrow86 MONG(O)L0 Bottom Playfield0 Bottom Playfield0 Bottom Playfield0 Bottom Playfield0 Bottom Playfield0 Bottom Playfield0 Bottom Playfield0 Bottom Playfield1 Top Left Playfield21 Top Left Playfield · 1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield1 Top Left Playfield4 Top Right Playfield4 Top Right Playfield4 Top Right Playfield4 Top Right Playfield4 Top Right Playfield4 Top Right Playfield4 Top Right Playfield4 Top Right 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 playfield95
  • sensorsenses the ball54
  • effectmoves the ball27
  • nStackseveral devices in one spot20
152 devices shown

Not on the playfield25 cabinet or service, 15 virtual, 8 dip switch, 3 unused, 3 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.

Completion94%

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

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

79 addresses

Switch map

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

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

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

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC-Security CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-Security CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-Security CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-Security CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-Security CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-Security CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-Security CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-Security CPU board
validated
11
Gun Trigger
Button
switch.matrix-11
cabinet.launch
J207-1Green-Brown
J209-1White-Brown
WPC-Security CPU board
validated
12
Right Phurba Control
Button
switch.matrix-12
cabinet.action
J207-1Green-Brown
J209-2White-Red
WPC-Security CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J207-1Green-Brown
J209-3White-Orange
WPC-Security CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J207-1Green-Brown
J209-4White-Yellow
WPC-Security CPU board
validated
15
Right Outlane
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC-Security CPU board
validated
16
Right Return Lane
Microswitch
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC-Security CPU board
validated
17
Left Return Lane
Microswitch
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC-Security CPU board
validated
18
Left Outlane
Microswitch
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC-Security CPU board
validated
21
Slam Tilt
Tilt
switch.matrix-21
cabinet.slam-tilt
J207-2Green-Red
J209-1White-Brown
WPC-Security CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J207-2Green-Red
J209-2White-Red
WPC-Security CPU board
validated
23
Buy-In Button
Button
switch.matrix-23
cabinet.buy-in
J207-2Green-Red
J209-3White-Orange
WPC-Security CPU board
validated
25
(M)ONGOL Target
Leaf
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC-Security CPU board
validated
26
M(O)NGOL Target
Leaf
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC-Security CPU board
validated
27
MONGO(L) Target
Leaf
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC-Security CPU board
validated
28
MONG(O)L Target
Leaf
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC-Security CPU board
validated
31
Left Ramp EnterNC
Opto
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC-Security CPU board
validated
32
Right Ramp EnterNC
Opto
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC-Security CPU board
validated
33
Inner SanctumNC
Opto
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC-Security CPU board
validated
34
Left Phurba Control
Button
switch.matrix-34
cabinet.action
J207-3Green-Orange
J209-4White-Yellow
WPC-Security CPU board
validated
35
Left Rubber
Leaf
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC-Security CPU board
validated
36
Mini KickerNC
Opto
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC-Security CPU board
validated
37
Mini Limit LeftNC
Opto
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC-Security CPU board
validated
38
Mini Limit RightNC
Opto
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC-Security CPU board
validated
41
Trough 1NC
Opto
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC-Security CPU board
validated
42
Trough 2NC
Opto
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC-Security CPU board
validated
43
Trough 3NC
Opto
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC-Security CPU board
validated
44
Trough 4NC
Opto
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC-Security CPU board
validated
45
Trough 5NC
Opto
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC-Security CPU board
validated
46
Top TroughNC
Opto
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC-Security CPU board
validated
47
Inner Loop EnterNC
Opto
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC-Security CPU board
validated
48
Shooter
Microswitch
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC-Security CPU board
validated
51
Wall Target Down
Microswitch
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC-Security CPU board
validated
52
MO(N)GOL Target
Leaf
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC-Security CPU board
validated
53
MON(G)OL Target
Leaf
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC-Security CPU board
validated
54
Left Loop Enter
Microswitch
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC-Security CPU board
validated
55
Battle Drop Down
Microswitch
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC-Security CPU board
validated
56
Center Standup
Leaf
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC-Security CPU board
validated
57
Right Loop Enter
Microswitch
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC-Security CPU board
validated
58
Mini Exit Tube
Microswitch
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC-Security CPU board
validated
61
Left Slingshot
Leaf
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC-Security CPU board
validated
62
Right Slingshot
Leaf
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC-Security CPU board
validated
63
Lockup Right
Microswitch
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC-Security CPU board
validated
64
Lockup Middle
Microswitch
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC-Security CPU board
validated
65
Lockup Left
Microswitch
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC-Security CPU board
validated
66
Left Eject
Microswitch
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC-Security CPU board
validated
67
Right Eject
Microswitch
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC-Security CPU board
validated
68
Popper
Microswitch
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC-Security CPU board
validated
71
Mini Left Standup 1
Leaf
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC-Security CPU board
validated
72
Mini Left Standup 2
Leaf
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC-Security CPU board
validated
73
Mini Left Standup 3
Leaf
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC-Security CPU board
validated
74
Mini Left Standup 4
Leaf
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC-Security CPU board
validated
75
Left Ramp Left Made
Microswitch
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC-Security CPU board
validated
76
Left Ramp Right Made
Microswitch
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC-Security CPU board
validated
77
Right Ramp Left Made
Microswitch
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC-Security CPU board
validated
78
Right Ramp Right Made
Microswitch
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC-Security CPU board
validated
81
Mini Right Standup 4
Leaf
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC-Security CPU board
validated
82
Mini Right Standup 3
Leaf
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC-Security CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC-Security CPU board
validated
84
Mini Right Standup 1
Leaf
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC-Security CPU board
validated
85
Mini Drop LeftNC
Opto
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC-Security CPU board
validated
86
Mini Drop Middle LeftNC
Opto
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC-Security CPU board
validated
87
Mini Drop Middle RightNC
Opto
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC-Security CPU board
validated
88
Mini Drop RightNC
Opto
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC-Security CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
Fliptronic II board
validated
112
Lower Right Flipper Button
Opto
switch.generic-112
flipper.lower.right.button
J905-1Black-Violet
Fliptronic II board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
Fliptronic II board
validated
114
Lower Left Flipper Button
Opto
switch.generic-114
flipper.lower.left.button
J905-2Black-Gray
Fliptronic II board
validated
115
Upper Right Flipper EOS
Leaf
switch.generic-115
internal.flipper.upper.right.eos
J906-4Black-Violet
Fliptronic II board
validated
116
Upper Right Flipper Button
Opto
switch.generic-116
flipper.upper.right.button
J905-3Black-Yellow
Fliptronic II board
validated
117
Not Used Upper Left Flipper Position F7
switch.generic-117
validated
118
Not Used Upper Left Flipper Position F8
switch.generic-118
validated

Controlled devices

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

Coils, magnets & motors

28
28 shown
# Name Device ID Kind Role Wiring Evidence
1
Ball Launch
device.ball-launch Coil
Q82Vio-Brn
WPC-Security power driver board
validated
2
Lockup Kickout
device.lockup-kickout Coil
Q80Vio-Red
WPC-Security power driver board
validated
3
Left Diverter Left
device.left-diverter-left Coil
Q78Vio-Org
WPC-Security power driver board
validated
4
Left Diverter Right
device.left-diverter-right Coil
Q76Vio-Yel
WPC-Security power driver board
validated
5
Right Diverter Right
device.right-diverter-right Coil
Q64Vio-Grn
WPC-Security power driver board
validated
6
Right Diverter Left
device.right-diverter-left Coil
Q66Vio-Blu
WPC-Security power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68Vio-Blk
WPC-Security power driver board
validated
8
Wall Target Up
device.wall-target-up Coil
Q70Vio-Gry
WPC-Security power driver board
validated
9
Left Slingshot
device.left-slingshot Coil
Q58Brn-Blk
WPC-Security power driver board
validated
10
Right Slingshot
device.right-slingshot Coil
Q56Brn-Red
WPC-Security power driver board
validated
11
Right Eject
device.right-eject Coil
Q54Brn-Org
WPC-Security power driver board
validated
12
Left Eject
device.left-eject Coil
Q52Brn-Yel
WPC-Security power driver board
validated
13
Ball Release
device.ball-release Coil
Q50Brn-Grn
WPC-Security power driver board
validated
14
Ball Popper
device.ball-popper Coil
Q48Brn-Blu
WPC-Security power driver board
validated
15
Mini Kicker
device.mini-kicker Coil
Q46Brn-Vio
WPC-Security power driver board
validated
16
Wall Target Down
device.wall-target-down Coil
Q44Brn-Gry
WPC-Security power driver board
validated
19
Mini Motor Right
device.mini-motor-right Motor
Q38Blk-Org
WPC-Security power driver board
validated
20
Mini Motor Left
device.mini-motor-left Motor
Q36Blk-Yel
WPC-Security power driver board
validated
24
Mini Drop Bank
device.mini-drop-bank Coil
Q32Blu-Gry
WPC-Security power driver board
validated
25
Single Drop Up
device.single-drop-up Coil
Q26Blu-Brn
WPC-Security power driver board
validated
33
Upper Right Flipper Power
device.upper-right-flipper-power Coil
flipper.upper.right
Q2Yel-Vio
Fliptronic II board
validated
34
Upper Right Flipper Hold
device.upper-right-flipper-hold Coil
flipper.upper.right
Q7Org-Vio
Fliptronic II board
validated
35
Magnet
device.magnet Magnet
Q1Yel-Gry
Fliptronic II board
validated
36
Single Drop Down
device.single-drop-down Coil
Q5Org-Gry
Fliptronic II board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
flipper.lower.right
Q4Yel-Grn
Fliptronic II board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
flipper.lower.right
Q11Org-Grn
Fliptronic II board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
flipper.lower.left
Q3Yel-Blu
Fliptronic II board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
flipper.lower.left
Q9Org-Blu
Fliptronic II board
validated

Flashers

8
8 shown
# Name Device ID Wiring Evidence
17
Mini Playfield Flasher
device.mini-playfield-flasher
Q42Blk-Brn
WPC-Security power driver board
validated
18
Left Side Flasher
device.left-side-flasher
Q40Blk-Red
WPC-Security power driver board
validated
21
Right Side Flasher
device.right-side-flasher
Q28Blu-Grn
WPC-Security power driver board
validated
22
Right Ramp Flasher
device.right-ramp-flasher
Q30Blu-Blk
WPC-Security power driver board
validated
23
Left Ramp Flasher
device.left-ramp-flasher
Q34Blu-Vio
WPC-Security power driver board
validated
26
Left Back Flasher
device.left-back-flasher
Q24Blu-Red
WPC-Security power driver board
validated
27
Center Back Flasher
device.center-back-flasher
Q22Blu-Org
WPC-Security power driver board
validated
28
Right Back Flasher
device.right-back-flasher
Q20Blu-Yel
WPC-Security power driver board
validated

Lamps

64

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
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Shoot Again
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC-Security power driver board
validated
12
Left Outlane
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC-Security power driver board
validated
13
Left Return Lane
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC-Security power driver board
validated
14
Right Return Lane
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC-Security power driver board
validated
15
Right Outlane
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC-Security power driver board
validated
16
MONGO(L)
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC-Security power driver board
validated
17
Right Loop Arrow
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC-Security power driver board
validated
18
Right Mongol Hurry
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC-Security power driver board
validated
21
Left Ramp Jackpot
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC-Security power driver board
validated
22
MON(G)OL
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC-Security power driver board
validated
23
Left Ramp Arrow
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC-Security power driver board
validated
24
MO(N)GOL
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC-Security power driver board
validated
25
M(O)NGOL
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC-Security power driver board
validated
26
(M)ONGOL
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC-Security power driver board
validated
27
Farley Claymore
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC-Security power driver board
validated
28
Underwater Doom
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC-Security power driver board
validated
31
Scarf Scenes Complete
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC-Security power driver board
validated
32
Scarf Battlefield
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC-Security power driver board
validated
33
Scarf Shadow Multiball
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC-Security power driver board
validated
34
Scarf Khan Multiball
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC-Security power driver board
validated
35
Punish Guilty
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC-Security power driver board
validated
36
Duel of Wills
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC-Security power driver board
validated
37
Beryllium Sphere
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC-Security power driver board
validated
38
Hotel Monolith
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC-Security power driver board
validated
41
Right Ramp Arrow
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC-Security power driver board
validated
42
Right Ramp Jackpot
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC-Security power driver board
validated
43
"Start Scene"
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC-Security power driver board
validated
44
Who Knows
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC-Security power driver board
validated
45
Extra Ball
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC-Security power driver board
validated
46
Final Battle
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC-Security power driver board
validated
47
Shadow Loop
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC-Security power driver board
validated
48
Inner Loop Jackpot
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC-Security power driver board
validated
51
Lock 2
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC-Security power driver board
validated
52
Lock 3
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC-Security power driver board
validated
53
Lock 1
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC-Security power driver board
validated
54
Inner Sanctum Arrow
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC-Security power driver board
validated
55
Center Standup
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC-Security power driver board
validated
56
Battlefield Ready
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC-Security power driver board
validated
57
Battle Drop Jackpot
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC-Security power driver board
validated
58
Inner Loop Arrow
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC-Security power driver board
validated
61
Mini Left Standup 4
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC-Security power driver board
validated
62
Mini Left Standup 3
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC-Security power driver board
validated
63
Mini Left Standup 2
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC-Security power driver board
validated
64
Mini Left Standup 1
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC-Security power driver board
validated
65
Mini Top Center Left
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC-Security power driver board
validated
66
Khan Multiball
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC-Security power driver board
validated
67
Super Jackpot
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC-Security power driver board
validated
68
Battle Drop Arrow
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC-Security power driver board
validated
71
Mini Right Standup 4
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC-Security power driver board
validated
72
Mini Right Standup 3
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC-Security power driver board
validated
73
Mini Right Standup 2
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC-Security power driver board
validated
74
Mini Right Standup 1
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC-Security power driver board
validated
75
Mini Top Center Right
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC-Security power driver board
validated
76
Left Loop Jackpot
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC-Security power driver board
validated
77
Left Mongol Hurry
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC-Security power driver board
validated
78
Left Loop Arrow
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC-Security power driver board
validated
81
Left Ramp Left Ring
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC-Security power driver board
validated
82
Left Ramp Right Ring
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC-Security power driver board
validated
83
Right Ramp Left Ring
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC-Security power driver board
validated
84
Right Ramp Right Ring
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC-Security power driver board
validated
85
Right Eject Arrow
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC-Security power driver board
validated
86
MONG(O)L
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC-Security power driver board
validated
87
Buy-In Button
lamp.matrix-87
cabinet.buy-in
Q91 column driver with Q84 row driver
WPC-Security power driver board
validated
88
Credit Button
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC-Security power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Bottom Playfield
gi.string-1
Q18Brown
WPC-Security power driver board
validated
1
Top Left Playfield
gi.string-2
Q10Orange
WPC-Security power driver board
validated
2
Insert Bottom
gi.string-3
cabinet.insert-panel
Q14Yellow
WPC-Security power driver board
validated
3
Insert Top
gi.string-4
cabinet.insert-panel
Q16Green
WPC-Security power driver board
validated
4
Top Right Playfield
gi.string-5
Q12Violet
WPC-Security power driver board
validated

Virtual & other outputs

15
15 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
WPC Game-On State
device.wpc-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-Security Output 37
device.unused-wpc-security-output-37
internal.unused.wpc-output
validated
38
Unused WPC-Security Output 38
device.unused-wpc-security-output-38
internal.unused.wpc-output
validated
39
Unused WPC-Security Output 39
device.unused-wpc-security-output-39
internal.unused.wpc-output
validated
40
Unused WPC-Security Output 40
device.unused-wpc-security-output-40
internal.unused.wpc-output
validated
41
Unused WPC-Security Output 41
device.unused-wpc-security-output-41
internal.unused.wpc-output
validated
42
Unused WPC-Security Output 42
device.unused-wpc-security-output-42
internal.unused.wpc-output
validated
43
Unused WPC-Security Output 43
device.unused-wpc-security-output-43
internal.unused.wpc-output
validated
44
Unused WPC-Security Output 44
device.unused-wpc-security-output-44
internal.unused.wpc-output
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
51
PinMAME Magnet Hold-Down Countdown
device.pinmame-magnet-hold-down-countdown
internal.duplicate.decaying-fire-state
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP SW1 (country setting)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP SW2 (country setting)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP SW3 (country setting)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP SW4 (country setting)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP SW5 (country setting)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP SW6 (country setting)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP SW7 (country setting)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP SW8 (country setting)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J207-2Green-Red
J209-4White-Yellow
WPC-Security CPU board
validated

Mechanisms

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

Five-ball trough

mechanism.trough

Kicker

Five balls rest on the trough optos 41 (Trough 1) to 45 (Trough 5) of the A-18753 Outhole Ball Trough Assembly, with Top Trough (46) above them; all six are A-18617/A-18618 LED/phototransistor pairs normalized by PinMAME. Solenoid 13 (Ball Release) ejects a ball into the shooter lane. The retained scripts' cvpmBallStack holds the balls on 41-45 and has no ball on 46.

Gun-trigger auto launch

mechanism.gun-launch

Kicker

There is no plunger. A ball served from the trough rests on the Shooter switch (48); the player pulls the trigger of the cabinet A-18536 Gun Assembly (switch 11) and the ROM fires solenoid 1, the A-14525 kicker bracket at the foot of the lane. The retained scripts set 11 from the plunger key and fire a cvpmImpulseP plunger.

Three-ball lockup

mechanism.lockup

Kicker

A lock at the rear right holds up to three balls on Lockup Right (63), Middle (64) and Left (65); solenoid 2, the A-14189 crank-link coil of the A-18952 Ball Kicker Assembly, kicks them out. The rules light the locks from the center wall target and start Shadow Multi-ball on the third lock.

Left ramp Phurba diverter

mechanism.left-diverter

Diverter

The A-18954 Divertor Mechanism Assembly (Left Side) swings a dagger-shaped blade at the left ramp's fork with two AE-25-1000 coils, one per direction (3 Left, 4 Right). The ball then leaves the ramp on the left or right branch, reported by Left Ramp Left Made (75) or Left Ramp Right Made (76). The player toggles it with the left blue Phurba cabinet button (34); the rules use it to light ring lamps and return the ball to the wanted flipper.

Inner Sanctum wall target and magnet

mechanism.inner-sanctum

Other

The center wall target is the A-18622 Extended Target Assembly: an AL-23-800 coil (solenoid 8) raises it and an SM-30-1100-DC coil (solenoid 16) pulls it down, and its switch (51) closes while it is down. Behind it the A-18388 Magnet & Opto Assembly puts a 20-9247 magnet (solenoid 35) under the Inner Sanctum with an opto pair (33) that sees a ball over it. The retained scripts catch and hold a ball on the magnet while 35 is on and release it when the magnet drops.

Battle drop target

mechanism.battle-drop

Drop Target Bank

The A-14615-1 1-Bank Drop Target Assembly: an AE-26-1200 reset coil (solenoid 25) raises the target and the SM1-26-600 coil of its A-14908 Target Knock Down Assembly (solenoid 36) drops it; its switch (55) closes while it is down. The rules say hitting it opens the way to the Battle popper.

Battle popper

mechanism.battle-popper

Kicker

A ball dropping into the Battle popper (switch 68, A-18950 Ball Popper Assembly) is raised by solenoid 14 onto the Battlefield mini-playfield.

Senses

Battlefield mini-playfield

mechanism.battlefield

Motorized

The A-18382 Mini-Playfield Assembly at the back left of the playfield. A kicker head (A-19070 Coil/Slide Assembly, coil solenoid 15, opto 36 seeing the ball in front of it) rides on a slide driven by the 14-8014 motor of the A-17789 Coil Slide Motor Assembly; solenoid 19 drives it right and 20 left, through the A-16120 D.C. Motor Control PCB, and the A-14534 opto boards under the assembly mark the left (37) and right (38) ends. The rules have the player steer the head with the flipper buttons while it fires automatically at the side standups (71-74 on the left, 81, 82 and 84 on the right) and then at the A-18783 4-Bank Drop Target Assembly at the back (optos 85-88, reset by solenoid 24) for the Battlefield Jackpot; the ball leaves through the Mini Exit Tube (58). Pinned PinMAME models the head as a 19-step linear mech (ts_paddleMech, stop at both ends, solenoid 19 alone toward position 18 closing 38, solenoid 20 alone toward position 0 closing 37) that runs only when mechanics bit 0 is enabled. The retained scripts read Controller.GetMech(0) to show the head at one of nineteen positions and pulse 36 from walls at those positions instead of firing solenoid 15.

Left eject

mechanism.left-eject

Kicker

A saucer on the left (switch 66) kicked by solenoid 12 (A-18768 Eject Assembly).

Drives
Senses

Right eject

mechanism.right-eject

Kicker

A saucer at the upper right (switch 67) kicked by solenoid 11 (A-15368 Eject Assembly).

Three flippers

mechanism.flippers

Other

Lower right (A-15849-R-2) and lower left (A-15849-L-2) flippers with FL-11629 blue coils, and an upper right flipper (A-15849-R-4) with an FL-15411 orange coil on the right side of the playfield. Each is a Fliptronic flipper with separate power and hold windings, a cabinet opto (112, 114, 116) and an end-of-stroke leaf switch (111, 113, 115). The ROM energizes the power and hold windings on the button and switches the power transistor off when it reads the end-of-stroke switch close; the hold winding keeps the flipper up while the button stays pressed.

Backbox knocker

mechanism.knocker

Other

Solenoid 7 fires the B-10686-1 knocker in the backbox.

Drives

Recreation notes

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

Coverage: partial. Every address is enumerated and named, and construction, polarity, mechanism and variant facts are validated from the factory operations manual, pinned PinMAME and the retained VPW table, and no conflict is open. It stays partial on spatial placement alone:

  • Every coordinate comes from one table lineage. The VPW build and its older Skitso ancestor share most of their geometry, so their agreement does not confirm it independently.
  • The manual's location drawings have legible callouts. The main lamp drawing (printed 2-39) has been fitted to 29 table lamps, every one within 0.015, but no validation rule has been applied yet, and the switch and solenoid/flasher drawings have not been fitted.
  • Flashers 21, 22 and 23 each print two playfield sockets, and the table models one.
  • Flashers 17 and 18 are not placed: the VPW table models no bulb or dome for them.
  • The ramp-ring lamps 81-84 are placed on the table's ring models, not bulbs; the drawing is consistent with 81 and only roughly checks 82-84 (to within 0.04-0.06).
  • The playfield G.I. sockets come only from the table's G.I. collections.

Identity and drivers

  • Midway Manufacturing Company under the Bally name, model 50032, November 1994 (IPDB 2528, OPDB G4jPX-M85YZ). WPC-Security (WPC-S) hardware with a DCS sound board and a 128x32 DMD. A five-ball game.

  • PinMAME drivers: ts_lx5 (parent) and nineteen clones, all declared in src/wpc/sims/wpc/prelim/ts.c with wpc_mSecurityS and one shared tsGameData:

    • the Bally LX-4/LX-5, LA-2/LA-4/LA-6, LF-4/LF-6 (French), LH-6 and LM-6 ('Mild') game ROMs;
    • the community d* LED-ghost-fix builds and the LH-6 text-index patch;
    • the PA-1 prototype (ts_pa1, plus its ghost-fix ts_pa2), which differs only in its U2 sound ROM.

    All are the same physical machine; no retained source says whether the prototype machines differed.

Evidence used

  • Operations manual 16-50032-101 (183 pages, IPDB Manual_Bally_1994_The_Shadow.pdf, an image-only 300 dpi scan that IPDB notes is missing printed pages 2-47 and 3-9), OCR'd with Windows OCR for search. The lamp, switch and solenoid/flasher tables, their location lists, the DIP chart and the mechanism assembly pages are transcribed with native-resolution crops under evidence/excerpts/bally.the-shadow.1994/.
  • VPW table The Shadow VPW Mod (Bally 1994) 1.0 (VPU file 31690, submitted September 6): runtime bindings and all geometry. It refactors Sixtoe's VR mod of Skitso's detail mod of Alessio's original table, with a new physical build and a rebuilt Battlefield.
  • Older Skitso table (Alessio, Skitso, Markrock76, Bord; Thalamus sound patch): the same bindings; its script is the only one that ties flashers 17/18 and the ramp-ring lamps 81-84 to objects on the playfield, which are glow images; the ring lamps' bindings identify which table ring model is which.
  • Pinned PinMAME 8371478a: address routing, the inverted-switch mask, the Battlefield motor model and the magnet countdown.

Controller facts a recreation needs

  • Switches use WPC column/row numbering 11-88, coin door 1-8, Fliptronic 111-118. 83 is not used, so there is no Mini Right Standup 2 switch, although lamp 73 (Mini Right Standup 2) is fitted. The mini-playfield inset of the 2-41 switch drawing labels the right standups 84, 83 and 81 and draws no 82; its "83" is a misprint for 82.
  • Opto switches. The printed shading marks these as optos: 31-33, 36-38, 41-47 and 85-88, plus the cabinet flipper optos. PinMAME's mask for this game normalizes exactly the matrix set (columns 3 = 0xE7, 4 = 0x7F, 8 = 0xF0), and the Fliptronic column is complemented by the platform, so public 1 always means beam broken / ball present / button pressed. Do not invert again.
  • Cabinet buttons.
    • Gun Trigger 11 launches the ball; there is no plunger.
    • The blue Phurba buttons above the flipper buttons are 34 (left) and 12 (right).
    • Start is 13 and Buy-In 23; their lamps are 88 and 87.
  • Solenoids. 1-28 follow the printed table.
    • 19 and 20 are printed as flashers but are the Battlefield motor (right and left).
    • The Fliptronic upper-left circuits drive the magnet (35) and the Battle drop target's knock-down coil (36). 33/34 are the real upper right flipper.
    • 45-48 are the lower flippers.
    • 51 is a PinMAME simulator channel (the magnet countdown, see below), and 37-44, 49 and 50 are unused.
  • Lamps 11-88 are all fitted. The ramp rings 81-84 use a 24-8855 bulb that the manual's legend does not decode.
  • G.I. Strings 1 (bottom), 2 (top left) and 5 (top right) are playfield strings with #44 bulbs. Strings 3 and 4 ("Insert") are backbox strings with #555 bulbs.
    • The power driver board connector list (printed 3-28) says the opposite: J120 (strings 3 and 4) "to playfield" and J121 (strings 1, 2 and 5) "to insert".
    • The G.I. table is recorded. It is printed three times with the same columns, bulbs and names, the VPW script lights only strings 1, 2 and 5 on the playfield, and the connector list misprints two J121 pins.
  • DIP bank SW1-SW8 sets the country (America, European, French, German, Spain) per the chart on PDF page 2.

Mechanisms

Trough and gun launch

  • Five balls sit on the trough optos 41-45 with Top Trough 46 above them. Ball Release (13) ejects one into the shooter lane, onto the Shooter switch (48).
  • Pulling the gun trigger (11) makes the ROM fire the auto launch (1).

Phurba ramp diverters

  • Each ramp has a dagger-shaped diverter with one coil per direction: left 3/4, right 5/6.
  • Each side's blue button toggles it.
  • The branch the ball takes is reported by 75/76 (left ramp) or 77/78 (right ramp).

Inner Sanctum

  • The center wall target is an extended target raised by solenoid 8 and pulled down by 16. Switch 51 closes while it is down.
  • Behind it a magnet (35) sits under an opto (33) that sees the ball.
  • Locks. Hitting the wall target lights them; three balls in the rear-right lockup (63-65, kickout 2) start Shadow Multi-ball.

Battle drop and Battle popper

  • A single drop target is raised by 25 and knocked down by 36. Switch 55 closes while it is down.
  • Behind it, the Battle popper (68, solenoid 14) lifts the ball onto the Battlefield.

Battlefield mini-playfield

  • Kicker head. It rides a slide driven by a DC motor through the A-16120 motor control board: solenoid 19 drives it right and 20 left. Opto boards under the assembly mark the left (37) and right (38) ends.
  • Kick. The head carries its own coil (15) and an opto (36) that sees a ball in front of it.
  • Play.
    • The player steers the head with the flipper buttons, and it fires automatically.
    • Targets: the side standups 71-74 (left) and 81, 82, 84 (right), then the four back drop targets 85-88, reset by 24.
    • The ball leaves through the Mini Exit Tube (58).
  • PinMAME model. A 19-step linear mech: 19 alone moves toward position 18 and closes 38, and 20 alone moves toward 0 and closes 37. It runs only when mechanics bit 0 is enabled, as the retained tables do with HandleMechanics = 1.
  • Table simplification. The tables show the head at one of nineteen positions from Controller.GetMech(0) and pulse 36 from walls at those positions. They never fire solenoid 15.

Other devices

  • Left and right ejects (66/12 and 67/11).
  • Slingshots (61/9 and 62/10).
  • Three Fliptronic flippers (lower pair and upper right).
  • A backbox knocker (7).

Manual and table quirks worth knowing

  • Lamp grid misprints. Cells 62 and 63 print "MINI LEFT STANDUP 23" (number box "2") and "…12". The locations list names them standups 3 and 2.
  • Magnet and knock-down transistors. The main solenoid table prints 35 on Q2 and 36 on Q7. The flipper block prints the same connectors on Q1 and Q5, and gives Q2/Q7 to the upper right flipper.
  • Coil and assembly numbers.
    • Item 08's coil is printed AL-23-800 in the locations list and the extended-target parts list, and AE-23-800 in the solenoid table.
    • The back flashers print bulb number 22-8802 where the legend reads 24-8802 (#906).
    • The slingshot assembly lists B-9362-R-3 as the left coil and B-9362-L-2 as the right.
  • Solenoid 51. PinMAME publishes a magnet countdown there (8 frames after the magnet drops), but only when mechanics bit 1 is enabled. The retained tables use bit 0 only, so it stays 0 for them and for LibPinMAME's default.
  • Table quirks.
    • Both retained scripts pulse the Always Closed switch 24 when a Battlefield drop target falls.
    • The older Skitso script swings the upper right flipper from the lower right callback; the VPW script gives it its own sURFlipper callback.
    • The VPW table maps the ring lamps 81-84 and flashers 17, 18 and 26-28 to helper lights off the playfield.
    • Flashers 21-23 and 26-28 are placed on the VPW table's Flupper dome bases. Flashers 17 and 18 have no dome or bulb object; only the older Skitso script binds them, to the glow images F117 and F118, which are not sockets.
    • The ring lamps 81-84 have no bulb object either; the Skitso script binds them to the glow sprites F181-F184, which are not placed. The table does model the four rings themselves ("shadowring" primitives named Anello..., Italian for ring), each within 0.013 of one F18x sprite.
    • Ramp-ring placements. All four use the center of the table's ring model for that lamp. The table models no bulb, so where the socket sits within each ring is unknown.
      • 81: a least-squares fit of the printed 2-39 drawing to 29 table lamps (RMS 0.005) puts callout 81's arrow tip on the corner of a bracket at the left ramp entrance. The ring model maps onto insert 78, about 0.02 beside that bracket and 0.04 from the tip. The drawing is consistent with the ring but does not show where it sits.
      • 82-84: the drawing shows these only in its ramp inset, whose x and y scales differ by about 21% and whose control lamps are far from the rings, so it is consistent with the ring models to within 0.04-0.06 but cannot confirm them.
    • The diverter, Battlefield kicker-head, slide-motor and mini drop-target reset coils are projections derived from the geometry of the parts they move.

What would complete the record

  • A least-squares fit of the lamp (2-39), switch (2-41) and solenoid/flasher (2-43) location drawings, with each callout checked against its placement, to validate the positions.
  • The positions of the second sockets of flashers 21, 22 and 23, and of the sockets of flashers 17 and 18 (measured on the printed 2-43 drawing).
  • An independent check of the ramp-ring positions, for example a photograph of the ramps from above.
  • A playfield G.I. socket list or a survey of a real machine.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ts_lx5Shadow, The (LX-5)
Bally LX-5 game ROM, the parent of the ts clone tree and the firmware the retained script runs.
1995—identical
ts_lx4Shadow, The (LX-4)
Bally LX-4 earlier game ROM. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical
ts_lm6Shadow, The (LM-6 Mild)
Bally LM-6 'Mild' game ROM. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical
ts_lh6pShadow, The (LH-6 Text index patch)
LH-6 with a community text-index patch. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical
ts_lh6Shadow, The (LH-6)
Bally LH-6 game ROM. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical
ts_lf6Shadow, The (LF-6 French)
Bally LF-6 French game ROM. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical
ts_lf4Shadow, The (LF-4 French)
Bally LF-4 French earlier game ROM. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical
ts_la6Shadow, The (LA-6)
Bally LA-6 game ROM. It is declared with the same wpc_mSecurityS machine driver and init_ts, shares the parent's tsGameData and changes no public address.
1995ts_lx5identical

Parent set: ts_lx5 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

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.

ts_lx5.map.json

williams-wpc-12Kv8format 0.8

maps/williams/wpc/ts_lx5.map.json

Applies to ROMs
ts_da2ts_da4ts_da6ts_df6ts_dh6ts_dm6ts_dx4ts_dx5ts_la2ts_la4ts_la6ts_lf4
Sections
auditschecksum16checksum8game_statehigh_scoresmode_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.8371478a7640

    PinmameGetGames records for ts_lx5 and its nineteen clones

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/sims/wpc/prelim/ts.c: CORE_GAMEDEF(ts,lx5) and CORE_CLONEDEF(ts,dx5/lh6/lh6p/dh6/la6/da6/lf6/df6/lm6/dm6/lx4/dx4/la4/da4/lf4/la2/da2/pa1/pa2) all with wpc_mSecurityS; tsGameData GEN_WPCSECURITY with wpc_dispDMD, FLIP_SW(FLIP_L|FLIP_UR)|FLIP_SOL(FLIP_L|FLIP_UR), one custom solenoid (custSol 1) answered by ts_getSol, the inverted-switch mask {0x00,0x00,0x00,0xe7,0x7f,0x00,0x00,0x00,0xf0,0x00,0x00,0x00} and no fast-flip address; ts_paddleMech {19, 20, MECH_LINEAR|MECH_STOPEND|MECH_TWODIRSOL, 21, 19, {{37,0,0},{38,18,18}}} added by init_ts; ts_handleMech (magnetCnt = 8 while core_getSol(35) is on, counting down otherwise, only when mechanics bit 1 is enabled); ts_getSol and ts_getMech; the SHADOW_SOUND DCS set and the prototype su2-sp2.rom U2 sound ROM of ts_pa1/ts_pa2; the *** PRELIMINARY *** simulator's #define block is cross-reference only. src/wpc/mech.c mech_updateAll/mech_update (a ROM-declared mech runs only when mechanics bit 0 is set; MECH_TWODIRSOL moves toward the last position while only sol1 is on and toward 0 while only sol2 is on). src/wpc/core.h CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45, CORE_FIRSTCUSTSOL=51. src/wpc/core.c core_getSol (29-32 J111/GameOn remap, 33-36 solenoids2 with the upper-right flipper mask because FLIP_SOL(FLIP_UR) is set and raw bits at 35/36 because FLIP_SOL(FLIP_UL) is not, 37-44 zero outside WPC-95/System 11, 45-48 lower flippers, 51 through hw.getSol). src/wpc/wpc.c WPC_FLIPPERS complement read for non-WPC-95 generations and the always-closed switch 24 set at machine reset.

    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-security

    WPC-Security public switch, DIP, solenoid, lamp and five-string G.I. address rules

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

    manual.bally.the-shadow.1994.operations-manual

    Source locations

    183-page image-only scan (1-bit CCITT at 300 dpi, 'Scanned by Woz', 2003) of the Bally The Shadow Operations Manual 16-50032-101, November 1994, IPDB machine 2528 (https://www.ipdb.org/machine.cgi?id=2528, Midway 'The Shadow'), resource https://www.ipdb.org/files/2528/Manual_Bally_1994_The_Shadow.pdf, which IPDB describes as 'Operations Manual (November 1994, includes schematics, missing pages 2-47, 3-9)'; downloaded through an authenticated browser. A contributor-run Windows OCR text layer (ocr-windows/) is retained beside it for search only. PDF page 2 (DIP switch chart); rules PDF pages 12-29; Section 2 printed 2-38 to 2-43 (lamp, switch and solenoid/flasher tables, location lists and drawings) and the assembly pages; Section 3 printed 3-3 (dedicated switches), 3-10 (general illumination circuit) and 3-28 (power driver board connector list).

    external:pinmame-manuals/by-machine/bally.the-shadow.1994/ipdb-2528/Manual_Bally_1994_The_Shadow.pdf
    by
    Midway Manufacturing Company; scan hosted by the Internet Pinball Machine Database
    sha256
    900c94825a94…
  • VPX table

    vpx-table.the-shadow-vpw-mod-1-0

    Source locations

    The Shadow VPW Mod (Bally 1994) version 1.0.0 by VPinWorkshop (https://vpuniverse.com/files/file/31690-the-shadow-vpw-mod-bally-1994/, submitted September 6), downloaded through an authenticated VPU session as 'The Shadow (Bally 1994) VPW Mod v1.0.vpx.zip' (SHA-256 dd37589b9a16d868f55e42ddbec7d9aef3f9d343dcb66f9bbecc3cc2f660d069). The VPW build is a refactor of Sixtoe's VR mod of Skitso's detail mod of Alessio's original table, with a new physical build and a rebuilt Battlefield. Exact playfield bounds are left=0 top=0 right=975 bottom=1974; normalized coordinates are x/975 and y/1974. Geometry authority for named table objects only; it shares ancestry with the Skitso table, so their agreement is not independent confirmation.

    external:pinmame-vpx-sources/bally/the-shadow-1994/vpw-mod-1.0/source/The%20Shadow%20(Bally%201994)%20VPW%20Mod%20v1.0.vpx
    by
    VPinWorkshop (Sixtoe, Burger, tomate, apophis, Dough Nut, DGrimmReaper); Alessio, Skitso, Markrock76 and Bord
    sha256
    f256caa5f7af…
  • VPX script

    vpx-script.the-shadow-vpw-mod-1-0

    Source locations

    Embedded script of the VPW table (152,956 bytes): cGameName = "ts_lx5", UseSolenoids = 2, UseLamps = 1, UseVPMModSol = 2, HandleMechanics = 1, MotorCallback HandleMiniPF reading Controller.GetMech(0); SolCallback for 1-14, 16, 24, 25, 35, 36, sLRFlipper, sLLFlipper and sURFlipper; SolModCallback for flashers 17, 18, 21-23 and 26-28 (Flupper domes 1-6 for 21-23 and 26-28); bsTrough InitSw 0,41,42,43,44,45; bsLock InitSw 0,63,64,65; vpmMapLights AllLamps; UpdateGI dispatching 0 bottom, 1 left, 2/3 inserts (commented 'Not on playfield', empty collections) and 4 right.

    external:pinmame-vpx-sources/bally/the-shadow-1994/vpw-mod-1.0/extracted-vpxtool/script.vbs
    by
    VPinWorkshop; Alessio, Skitso, Markrock76 and Bord
    sha256
    973a9ad5b2cc…
  • VPX table

    vpx-extraction.the-shadow-vpw-mod-1-0

    Source locations

    Canonical manifest of every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 0ffe2c6f22c92bae205ece4dcc8d2d904009c1ed80dbc3d9693d0bfccedc1b59; 1608 files, 203264122 bytes, produced with vpxtool git:v0.33.3 from the VPW table. Bounds are left=0 top=0 right=975 bottom=1974.

    external:pinmame-vpx-sources/bally/the-shadow-1994/vpw-mod-1.0/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • VPX table

    vpx-table.the-shadow-skitso-detail-mod

    Source locations

    The contributor's older table (2020) by Alessio with visual, sound and physics enhancements by Skitso, Markrock76 and Bord, Thalamus 2019 sound patch ('Table not verified yet'), VPX 10.6, the same bounds left=0 top=0 right=975 bottom=1974. An ancestor of the VPW build: most switch and lamp objects sit at identical coordinates. Corroboration only.

    external:pinmame-vpx-sources/bally/the-shadow-1994/source/The%20Shadow%20(Bally%201994).vpx
    by
    Alessio, Skitso, Markrock76, Bord and Thalamus
    sha256
    2d5b7b25969f…
  • VPX script

    vpx-script.the-shadow-skitso-detail-mod

    Source locations

    Embedded script of the older table (67,345 bytes): cGameName = "ts_lx5", the same SolCallback table for 1-14, 16, 24, 25, 35 and 36, SetLamp fading for flashers 17, 18, 21-23 and 26-28, the same switch handlers, and an UpdateLamps routine that binds the ramp-ring lamps 81-84 to the F181-F184 flasher objects (Flash 81-84).

    external:pinmame-vpx-sources/bally/the-shadow-1994/extracted-vpxtool/script.vbs
    by
    Alessio, Skitso, Markrock76, Bord and Thalamus
    sha256
    4d6952c53aea…

Something wrong or missing?

This definition still has 1 unmet requirement, listed under Missing data below. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform

Missing data

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

  • Physical device locations

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

Recorded completion blockers

Blockers

  • Every coordinate comes from one table lineage (the VPW Mod 1.0 build and its Skitso ancestor, which agree almost everywhere because they share geometry). The main lamp drawing (printed 2-39) has been fitted to 29 table lamps with every residual within 0.015 (see manual_reconciliation), but no validation rule has been applied yet, and the switch (2-41) and solenoid/flasher (2-43) drawings have not been fitted.
  • Flashers 21, 22 and 23 each print two playfield sockets; the VPW table models one Flupper dome per output, so the second socket of each is not placed.
  • Flashers 17 (Mini Playfield) and 18 (Left Side) are not placed: the VPW table models no bulb or dome for them and drives only off-playfield helper lights, and the older table's F117/F118 are glow images, not sockets. Their sockets have to be measured on the printed 2-43 location drawing.
  • The ramp-ring lamps 81-84 come from the table's ring primitives, not bulbs. Callout 81 on the 2-39 drawing points to a bracket about 0.02 from the ring, and the drawing's ramp inset, which alone shows 82-84, is only consistent with them to within 0.04-0.06, so the ring positions are not independently confirmed.
  • Playfield general illumination (G.I. strings 1, 2 and 5, public 0, 1 and 4) has no factory socket list; every coordinate comes from the table's G.I. collections.

Promotion decision

Refused. coverage.missing is ["spatial_placement"]: the placements come from one table lineage and only the lamp drawing has been fitted against them, three flashers have an unplaced second socket, flashers 17 and 18 are not placed, the ramp-ring positions are not independently confirmed, and the playfield G.I. sockets come only from the table's G.I. collections.

Read the curation report

Missing locations · 2

  • Mini Playfield Flasher
    Device evidence and notes

    Printed solenoid/flasher table entry 17 (Flasher). Retained VPW script callback: SolModCallback(17) = SolFlash17, which only sets the helper light L117 parked off the playfield (x < 0). The playfield carries 1 printed flasher socket(s) for this output. A-17803 flasher on the Battlefield; the output also lights two #906 backbox bulbs (backbox connections), which are not placed. The playfield socket is not placed: the VPW table models no bulb or dome object for it, and its script drives only an off-playfield helper light. The older Skitso script binds this output (Flash 117) to the Flasher image F117 and its reflection sprites, which are glow images, not sockets. The socket's position has to be measured on the printed 2-43 solenoid/flasher location drawing. Printed flashlamp type #89 playfield, #906 (2) backbox.

  • Left Side Flasher
    Device evidence and notes

    Printed solenoid/flasher table entry 18 (Flasher). Retained VPW script callback: SolModCallback(18) = SolFlash18, which only sets the helper light L118 parked off the playfield (x < 0). The playfield carries 1 printed flasher socket(s) for this output. A-17983 flasher on the left side; the output also lights one #906 backbox bulb, which is not placed. The playfield socket is not placed: the VPW table models no bulb or dome object for it, and its script drives only an off-playfield helper light. The older Skitso script binds this output (Flash 118) to the Flasher image F118 and its reflection sprites, which are glow images, not sockets. The socket's position has to be measured on the printed 2-43 solenoid/flasher location drawing. Printed flashlamp type #89 playfield, #906 backbox.