Transporter the Rescue

Partial

Bally1989SYSTEM11bally.transporter-the-rescue.1989

2 unresolved conflicts

  • Legacy sources disagree on label: 'Lower Right Flipper' versus 'Right Flipper'. binding:pinmame.output.solenoid/46/None
  • Legacy sources disagree on label: 'Lower Left Flipper' versus 'Left Flipper'. binding:pinmame.output.solenoid/48/None

Wire it up

what an authoring tool needs first
Bind this ROM
tsptr_l3

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

Controller platform
pinmame.system11

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

Displays

No display inventory recorded yet.

Address space
Switches
-7–84 (48)
Solenoids
1–48 (27)
Lamps
1–109 (41)
Cabinet & flipper inputs
81flipper.upper.right82flipper.lower.right83flipper.upper.left84flipper.lower.left3cabinet.start4cabinet.coin.35cabinet.coin.26cabinet.coin.1

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

Coverage

Partial

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

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

Switches

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

48 addresses

Switch map

Sequential addresses, grouped in columns of eight.

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

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

48 shown
# Name Device ID Role Evidence
-7
Advance
switch.advance
candidate
-6
Up/Down
switch.up-down
candidate
-5
CPU Diagnostics
switch.cpu-diagnostics
candidate
-4
Sound Diagnostics
switch.sound-diagnostics
candidate
1
Tilt
switch.tilt
candidate
2
Ball Roll Tilt
switch.ball-roll-tilt
candidate
3
Start Button
switch.start-button
cabinet.start
candidate
4
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
5
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
6
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
7
Slam Tilt
switch.slam-tilt
candidate
8
High Score Reset
switch.high-score-reset
candidate
10
Drain
switch.drain
candidate
11
Trough 1 (Ball Release)
switch.trough-1-ball-release
candidate
12
Trough 2
switch.trough-2
candidate
13
Trough 3
switch.trough-3
candidate
14
Wire Gate / Lane
switch.wire-gate-lane
candidate
15
Saucer (Popper)
switch.saucer-popper
candidate
16
Standup Target
switch.standup-target
candidate
17
Ramp / Lane Entry
switch.ramp-lane-entry
candidate
19
Left Drop Target 1
switch.left-drop-target-1
candidate
20
Left Drop Target 2
switch.left-drop-target-2
candidate
21
Left Drop Target 3
switch.left-drop-target-3
candidate
22
Right Drop Target 1
switch.right-drop-target-1
candidate
23
Right Drop Target 2
switch.right-drop-target-2
candidate
24
Right Drop Target 3
switch.right-drop-target-3
candidate
25
Rollover / Lane 1
switch.rollover-lane-1
candidate
26
Rollover / Lane 2
switch.rollover-lane-2
candidate
27
Rollover / Lane 3
switch.rollover-lane-3
candidate
30
Standup Target
switch.standup-target.30
candidate
31
Transporter Loop
switch.transporter-loop
candidate
33
Lane / Rollover
switch.lane-rollover
candidate
34
Lane / Rollover
switch.lane-rollover.34
candidate
35
Spinner
switch.spinner
candidate
37
Lane / Rollover
switch.lane-rollover.37
candidate
39
Lane / Rollover
switch.lane-rollover.39
candidate
40
Lane / Rollover
switch.lane-rollover.40
candidate
57
Tilt
switch.tilt.57
candidate
59
Lane / Rollover
switch.lane-rollover.59
candidate
60
Pop Bumper 1 (Top)
switch.pop-bumper-1-top
candidate
61
Pop Bumper 2 (Middle)
switch.pop-bumper-2-middle
candidate
62
Pop Bumper 3 (Bottom)
switch.pop-bumper-3-bottom
candidate
63
Left Slingshot
switch.left-slingshot
candidate
64
Right Slingshot
switch.right-slingshot
candidate
81
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
82
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
83
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate
84
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate

Controlled devices

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

Coils, magnets & motors

16
16 shown
# Name Device ID Kind Evidence
1
Outhole Drain Kick
device.outhole-drain-kick Coil candidate
2
Ball Release (Trough Kick)
device.ball-release-trough-kick Coil candidate
3
Left Drop Target Bank Reset
device.left-drop-target-bank-reset Coil candidate
4
Right Drop Target Bank Reset
device.right-drop-target-bank-reset Coil candidate
5
Left Ball Lock
device.left-ball-lock Coil candidate
6
Popper (Saucer Kick)
device.popper-saucer-kick Coil candidate
7
Knocker
device.knocker Coil candidate
8
Right Ball Lock
device.right-ball-lock Coil candidate
9
GI Relay
device.gi-relay Relay candidate
10
Gate Open
device.gate-open Coil candidate
14
Auto Fire / Kickback
device.auto-fire-kickback Coil candidate
23
ROM Started
device.game-on Coil candidate
34
Upper Right Flipper
device.flipper-upper-right Coil candidate
36
Upper Left Flipper
device.flipper-upper-left Coil candidate
46
Lower Right Flipper
device.flipper-lower-right Coil candidate
48
Lower Left Flipper
device.flipper-lower-left Coil candidate

Flashers

11
11 shown
# Name Device ID Evidence
11
Turn 1 Flasher
device.turn-1-flasher candidate
15
Turn 2 Flasher
device.turn-2-flasher candidate
16
Turn 3 Flasher
device.turn-3-flasher candidate
25
Playfield 2X Flasher
device.playfield-2x-flasher candidate
26
Bridge Flasher
device.bridge-flasher candidate
27
Top Left Flasher
device.top-left-flasher candidate
28
Jet Flasher
device.jet-flasher candidate
29
Ball Lock Flasher
device.ball-lock-flasher candidate
30
Single Standup Flasher
device.single-standup-flasher candidate
31
Ball Popper Flasher
device.ball-popper-flasher candidate
32
Playfield 3X Flasher
device.playfield-3x-flasher candidate

Lamps

41

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
89–96
97–104
105–112
Hover or tap an address to identify it.
41 shown
# Name Device ID Evidence
1
Lamp 1
lamp.lamp-1 candidate
2
Lamp 2
lamp.lamp-2 candidate
3
Lamp 3
lamp.lamp-3 candidate
4
Lamp 4
lamp.lamp-4 candidate
5
Lamp 5
lamp.lamp-5 candidate
6
Lamp 6
lamp.lamp-6 candidate
7
Lamp 7
lamp.lamp-7 candidate
8
Lamp 8
lamp.lamp-8 candidate
9
Lamp 9
lamp.lamp-9 candidate
10
Lamp 10
lamp.lamp-10 candidate
11
Lamp 11
lamp.lamp-11 candidate
12
Lamp 12
lamp.lamp-12 candidate
13
Lamp 13
lamp.lamp-13 candidate
14
Lamp 14
lamp.lamp-14 candidate
15
Lamp 15
lamp.lamp-15 candidate
16
Lamp 16
lamp.lamp-16 candidate
17
Lamp 17
lamp.lamp-17 candidate
19
Lamp 19
lamp.lamp-19 candidate
20
Lamp 20
lamp.lamp-20 candidate
21
Lamp 21
lamp.lamp-21 candidate
22
Lamp 22
lamp.lamp-22 candidate
23
Lamp 23
lamp.lamp-23 candidate
24
Lamp 24
lamp.lamp-24 candidate
25
Lamp 25
lamp.lamp-25 candidate
26
Lamp 26
lamp.lamp-26 candidate
27
Lamp 27
lamp.lamp-27 candidate
28
Lamp 28
lamp.lamp-28 candidate
29
Lamp 29
lamp.lamp-29 candidate
30
Lamp 30
lamp.lamp-30 candidate
31
Lamp 31
lamp.lamp-31 candidate
32
Lamp 32
lamp.lamp-32 candidate
33
Lamp 33
lamp.lamp-33 candidate
34
Lamp 34
lamp.lamp-34 candidate
35
Lamp 35
lamp.lamp-35 candidate
36
Lamp 36
lamp.lamp-36 candidate
37
Lamp 37
lamp.lamp-37 candidate
38
Lamp 38
lamp.lamp-38 candidate
39
Lamp 39
lamp.lamp-39 candidate
40
Lamp 40
lamp.lamp-40 candidate
107
Ball Popper Flasher Lamp
lamp.ball-popper-flasher-lamp candidate
109
GI Lamps
lamp.gi-lamps 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 (1989). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

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

Custom mechanisms

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

Ball-state transitions

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

Controller interactions

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

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

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

Recreation guidance

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

Evidence notes

  • games/tran.json#/switches/5._note: Held switch — cleared by PopperSol (coil 6)
  • games/tran.json#/switches/6._inferred_type: standup_target
  • games/tran.json#/switches/6._note: Pulsed via vpmTimer.PulseSw(16)
  • games/tran.json#/switches/7._note: Held switch — ball velocity modified on entry
  • games/tran.json#/switches/8._inferred_type: drop_target
  • games/tran.json#/switches/8._note: Left bank — uses DTHit handler
  • games/tran.json#/switches/9._inferred_type: drop_target
  • games/tran.json#/switches/9._note: Left bank — uses DTHit handler
  • games/tran.json#/switches/10._inferred_type: drop_target
  • games/tran.json#/switches/10._note: Left bank — uses DTHit handler
  • games/tran.json#/switches/11._inferred_type: drop_target
  • games/tran.json#/switches/11._note: Right bank — uses DTHit handler
  • games/tran.json#/switches/12._inferred_type: drop_target
  • games/tran.json#/switches/12._note: Right bank — uses DTHit handler
  • games/tran.json#/switches/13._inferred_type: drop_target
  • games/tran.json#/switches/13._note: Right bank — uses DTHit handler
  • games/tran.json#/switches/17._inferred_type: standup_target
  • games/tran.json#/switches/17._note: Pulsed via vpmTimer.PulseSw(30)
  • games/tran.json#/switches/18._note: Held switch — has speed-up helpers for ball velocity
  • games/tran.json#/switches/21._inferred_type: spinner
  • games/tran.json#/switches/21._note: Pulsed via vpmTimer.PulseSw(35)
  • games/tran.json#/switches/25._note: Framework constant swTilt from S11.VBS
  • games/tran.json#/switches/27._inferred_type: bumper
  • games/tran.json#/switches/27._note: Bumper1 — pulsed via vpmTimer.PulseSw(60)
  • games/tran.json#/switches/28._inferred_type: bumper
  • games/tran.json#/switches/28._note: Bumper2 — pulsed via vpmTimer.PulseSw(61)
  • games/tran.json#/switches/29._inferred_type: bumper
  • games/tran.json#/switches/29._note: Bumper3 — pulsed via vpmTimer.PulseSw(62)
  • games/tran.json#/switches/30._inferred_type: slingshot
  • games/tran.json#/switches/30._note: Pulsed via vpmTimer.PulseSw(63)
  • games/tran.json#/switches/31._inferred_type: slingshot
  • games/tran.json#/switches/31._note: Pulsed via vpmTimer.PulseSw(64)
  • games/tran.json#/coils/0._vbscript_callback: ballDrain
  • games/tran.json#/coils/0._inferred_type: ball_management
  • games/tran.json#/coils/1._vbscript_callback: BallKick
  • games/tran.json#/coils/1._inferred_type: ball_management
  • games/tran.json#/coils/2._vbscript_callback: dtLSolDropUp
  • games/tran.json#/coils/2._inferred_type: drop_target_reset
  • games/tran.json#/coils/2._note: Raises drop targets sw19, sw20, sw21
  • games/tran.json#/coils/3._vbscript_callback: dtRSolDropUp
  • games/tran.json#/coils/3._inferred_type: drop_target_reset
  • games/tran.json#/coils/3._note: Raises drop targets sw22, sw23, sw24
  • games/tran.json#/coils/4._vbscript_callback: LeftLockSol
  • games/tran.json#/coils/4._inferred_type: ball_management
  • games/tran.json#/coils/4._note: Fires LockLSol kicker
  • games/tran.json#/coils/5._vbscript_callback: PopperSol
  • games/tran.json#/coils/5._inferred_type: ball_management
  • games/tran.json#/coils/5._note: Kicks ball from sw15 saucer
  • games/tran.json#/coils/6._vbscript_callback: SolKnocker
  • games/tran.json#/coils/6._inferred_type: knocker
  • games/tran.json#/coils/7._vbscript_callback: RightLockSol
  • games/tran.json#/coils/7._inferred_type: ball_management
  • games/tran.json#/coils/7._note: Fires LockRSol kicker
  • games/tran.json#/coils/8._vbscript_callback: SolGI
  • games/tran.json#/coils/8._inferred_type: gi_relay
  • games/tran.json#/coils/8._note: Inverted logic — Enabled=true turns GI OFF, Enabled=false turns GI ON
  • games/tran.json#/coils/9._vbscript_callback: GateOpen
  • games/tran.json#/coils/9._inferred_type: gate
  • games/tran.json#/coils/9._note: Controls GateSol10 open/close
  • games/tran.json#/coils/10._vbscript_callback: Turn1Flash
  • games/tran.json#/coils/10._inferred_type: flasher
  • games/tran.json#/coils/11._vbscript_callback: AutoFireSol
  • games/tran.json#/coils/11._inferred_type: ball_management
  • games/tran.json#/coils/11._note: Fires Kickback kicker
  • games/tran.json#/coils/12._vbscript_callback: Turn2Flash
  • games/tran.json#/coils/12._inferred_type: flasher
  • games/tran.json#/coils/13._vbscript_callback: Turn3Flash
  • games/tran.json#/coils/13._inferred_type: flasher
  • games/tran.json#/coils/13._note: Controls Turn3Flasher VPX object
  • games/tran.json#/coils/14._vbscript_callback: PF2XFlash
  • games/tran.json#/coils/14._inferred_type: flasher
  • games/tran.json#/coils/14._note: Controls PF2XFlasher VPX object
  • games/tran.json#/coils/15._vbscript_callback: BridgeFlash
  • games/tran.json#/coils/15._inferred_type: flasher
  • games/tran.json#/coils/15._note: Controls BridgeFlasher VPX object
  • games/tran.json#/coils/16._vbscript_callback: TopLeftFlash
  • games/tran.json#/coils/16._inferred_type: flasher
  • games/tran.json#/coils/16._note: Triggers FlasherFlash1 and FlasherFlash2
  • games/tran.json#/coils/17._vbscript_callback: JetFlash
  • games/tran.json#/coils/17._inferred_type: flasher
  • games/tran.json#/coils/17._note: Triggers FlasherFlash3 and FlasherFlash4
  • games/tran.json#/coils/18._vbscript_callback: BallLockFlash
  • games/tran.json#/coils/18._inferred_type: flasher
  • games/tran.json#/coils/18._note: Controls BallLockFlasher with fade effect
  • games/tran.json#/coils/19._vbscript_callback: SingleStandupFlash
  • games/tran.json#/coils/19._inferred_type: flasher
  • games/tran.json#/coils/19._note: Controls SingleSUFlasher VPX object
  • games/tran.json#/coils/20._vbscript_callback: BallPopperFlash
  • games/tran.json#/coils/20._inferred_type: flasher
  • games/tran.json#/coils/20._note: Routes through Lampz.state(107) with fade
  • games/tran.json#/coils/21._vbscript_callback: PF3XFlash
  • games/tran.json#/coils/21._inferred_type: flasher
  • games/tran.json#/coils/21._note: Controls PF3XFlasher VPX object
  • games/tran.json#/coils/22._vbscript_callback: SolURFlipper
  • games/tran.json#/coils/22._inferred_type: flipper
  • games/tran.json#/coils/22._note: Framework constant sURFlipper from S11.VBS
  • games/tran.json#/coils/23._vbscript_callback: SolRFlipper
  • games/tran.json#/coils/23._inferred_type: flipper
  • games/tran.json#/coils/23._note: Framework constant sLRFlipper from core.vbs
  • games/tran.json#/coils/24._vbscript_callback: SolLFlipper
  • games/tran.json#/coils/24._inferred_type: flipper
  • games/tran.json#/coils/24._note: Framework constant sLLFlipper from core.vbs
  • games/tran.json#/lamps/39._note: Non-matrix lamp — driven via SetLamp(107) from BallPopperFlash coil 31. VPX objects: BallPopperFlasher, BallPopperFlasherb, BallPopperFlasherc
  • games/tran.json#/lamps/40._note: Non-matrix lamp — controlled by SolGI (coil 9). Lampz.state(109) tracks GI on/off state
  • games/tran.json#/_source/confidence_notes: High confidence on switches/coils from SolCallback and Controller.Switch handlers. Uses S11.VBS (System 11). Custom 'realish trough' with 3 balls — no cvpmTrough/cvpmBallStack used, trough is manually coded with switches 10-13. Flasher coils (11, 15-16, 25-32) use various flash sub implementations. Lamps extracted from Lampz.MassAssign block. Commented-out SolCallbacks 17-21 were bumper/slingshot sound-only callbacks, not physical coils — omitted. swTilt and sURFlipper are S11.VBS framework constants (swTilt=57, sURFlipper=34). Manufacturer listed as Bally in script splash line (Bally/Midway merger era). Drop target switches (19-24) use custom DTHit handler with TargetBouncer animation.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
tsptr_lx4bTransporter the Rescue (LX-4 Competition MOD clean) 2025tsptr_l3
tsptr_lx4Transporter the Rescue (LX-4 Competition MOD) 2025tsptr_l3
tsptr_l3fjTransporter the Rescue (L-3 Fixed Jackpot MOD) 2025tsptr_l3
tsptr_lu3Transporter the Rescue (LU-3) 1989tsptr_l3
tsptr_l3Transporter the Rescue (L-3) 1989
tsptr_l1Transporter the Rescue (LA-1) 1989tsptr_l3

Parent set: tsptr_l3 — 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.tran

    games/tran.json; origin=vbscript-parser

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

    legacy.platform.system11

    platforms/system11.json

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

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

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

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

Same platform