Twilight Zone

Partial

Bally1993WPC-FLIPTRONICbally.twilight-zone.1993

1 unresolved conflict

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

Clock motor direction naming

Affects
solenoid 56
solenoid 57
Disagreeing sources
PinMAME source
Operator manual
VPX script

Pinned PinMAME's src/wpc/sims/wpc/full/tz.c names public solenoid 56 "sClockFwd" (#define sClockFwd CORE_CUSTSOLNO(6)) and public solenoid 57 "sClockRev" (#define sClockRev CORE_CUSTSOLNO(7)) -- i.e. 56 = Forward, 57 = Reverse. The printed manual's Solenoid/Flasher Locations page (2-53) prints the opposite direction for the equivalent auxiliary-board callout numbers: item 42 = "Clock Reverse" and item 43 = "Clock Forward".

The retained known-working VPX script's own commented-out SolCallback lines bridge the two numbering schemes directly and independently corroborate the manual: 'SolCallback(56) = "" '(42) Clock Reverse (***) and 'SolCallback(57) = "" '(43) Clock Forward (***). Two independent sources (the printed manual and the retained script author's own cross-reference comment) agree with each other and disagree with pinned PinMAME's internal #define name for which physical drive line is Forward versus Reverse.

Neither solenoid is exercised at runtime by the retained script (the clock motor is driven entirely by PinMAME's own mechClock simulation, disabled by an #if 0 block in this pinned revision's tz_handleMech), so there is no runtime observation available to break the tie.

What would settle it

a LibPinMAME gameplay-harness trace driving solenoids 56/57 individually against a legal tz_92 or later ROM while observing which direction the physical/simulated clock hand moves, or inspection of the A-16120 D.C. Motor Control Assembly schematic on a missing manual page.

binding:pinmame.output.solenoid/56,57/None

Wire it up

what an authoring tool needs first
Bind this ROM
tz_92

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

Controller platform
pinmame.wpc-fliptronic

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 (88)
Solenoids
1–59 (59)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.upper.right.button118flipper.upper.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door23cabinet.buy-in

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

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

137 placements · 13 stacked · normalised player view · outline is nominal

11 Right Inlane12 Right Outlane215 Right Trough · 9 Ball Release16 Center Trough17 Left Trough18 Outhole25 Far Left Trough27 Shooter Lane228 Rocket Kicker · 2 Rocket Kicker34 Left Slingshot35 Right Slingshot36 Left Outlane37 Left Inlane 138 Left Inlane 241 Dead End42 Mini-Playfield Top Hole43 Player Piano44 Mini-Playfield Enter247 Clock Millions · 52 Hitchhiker48 Lower Left 5 Million251 Gumball Popper Lane · 74 Gumball Popper53 Left Ramp Enter54 Left Ramp56 Gumball Exit57 Slot Proximity58 Slot Kickout61 Lower Skill Shot62 Center Skill Shot63 Upper Skill Shot64 Upper Right 5 Million65 Power Payoff65 Power Payoff66 Middle Right 5 Million 167 Middle Right 5 Million 268 Lower Right 5 Million72 Auto-Fire Kicker473 Right Ramp Enter · 84 Lock Center · 56 Clock Motor Drive A · 57 Clock Motor Drive B75 Mini-Playfield Top76 Mini-Playfield Exit77 Middle Left 5 Million78 Upper Left 5 Million281 Lower Right Magnet · 23 Lower Right Magnet283 Left Magnet · 21 Left Magnet85 Lock Upper87 Gumball Enter88 Lock Lower4 Gumball Popper315 Lock Release · 58 Clock Switch Strobe · 86 Right Lane Gumball16 Shooter Diverter24 Gumball Motor25 Left Mini-Playfield Magnet26 Right Mini-Playfield Magnet245 Lower Right Flipper Power · 47 Lower Left Flipper Power246 Lower Right Flipper Hold · 48 Lower Left Flipper Hold31 Left Extra Ball32 Door Panel "Lock 1"33 Left Inlane 134 Door Handle35 Left Inlane 236 Door Panel "Gum"37 Lower Left 5 Million38 Dead End41 Spiral "2 Million"42 Spiral Left Battle Power43 Spiral "4 Million"44 Spiral Right Battle Power45 Spiral "10 Million"46 Spiral "Extra Ball"47 Shoot Again48 Right Inlane51 Left Ramp Bonus X52 Left Ramp Multiball53 Left Ramp Super Skill54 Left Powerball55 The Camera56 Right Ramp The Power57 Lock Extra Ball58 Lock Arrow61 Left Jet Bumper62 Lower Jet Bumper63 Right Jet Bumper64 Middle Left 5 Million65 Upper Left 5 Million66 Right Special67 Right Powerball68 Right Lane Spiral71 Lower Right 5 Million72 Middle Right 5 Million 273 Middle Right 5 Million74 Power Payoff75 Upper Right 5 Million76 Mini-Playfield 500,00077 Mini-Playfield 1,000,00078 Mini-Playfield 750,00081 Left Spiral82 Clock Millions283 Piano Yellow · 84 Piano Red85 Slot Machine20 Playfield Left · 0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left1 Mini-Playfield & Insert4 Playfield Right4 Playfield Right4 Playfield Right4 Playfield Right4 Playfield Right24 Playfield Right · 4 Playfield Right4 Playfield Right4 Playfield Right4 Playfield Right4 Playfield Right4 Playfield Right4 Playfield Right

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 playfield71
  • sensorsenses the ball49
  • effectmoves the ball17
  • nStackseveral devices in one spot13
114 devices shown

Not on the playfield46 cabinet or service, 36 internal nonvisual, 15 virtual, 8 dip switch, 5 unused — declared rather than missing.

Coverage

Partial

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

Completion88%

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
conflicted
Physical Wiring
observed
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Spatial PlacementUnresolved Conflicts

Switches

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

88 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
9
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.

88 shown
# Name Device ID Role Evidence
1
Coin Chute 1
Button
switch.cabinet-1
cabinet.coin.1
validated
2
Coin Chute 2
Button
switch.cabinet-2
cabinet.coin.2
validated
3
Coin Chute 3
Button
switch.cabinet-3
cabinet.coin.3
validated
4
Coin Chute 4
Button
switch.cabinet-4
cabinet.coin.4
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
validated
11
Right Inlane
switch.matrix-11
validated
12
Right Outlane
switch.matrix-12
validated
13
Start Button
switch.matrix-13
cabinet.start
validated
14
Plumb Bob Tilt
switch.matrix-14
cabinet.tilt
validated
15
Right Trough
switch.matrix-15
validated
16
Center Trough
switch.matrix-16
validated
17
Left Trough
switch.matrix-17
validated
18
Outhole
switch.matrix-18
validated
21
Slam Tilt
switch.matrix-21
cabinet.slam-tilt
validated
22
Coin Door Closed
switch.matrix-22
cabinet.coin-door
validated
23
Buy-In Button
switch.matrix-23
cabinet.buy-in
validated
24
Not Used Matrix Position 24
switch.matrix-24
validated
25
Far Left Trough
switch.matrix-25
validated
26
Trough Proximity (Powerball Detect)
switch.matrix-26
validated
27
Shooter Lane
switch.matrix-27
validated
28
Rocket Kicker
switch.matrix-28
validated
31
Lower Jet Bumper
switch.matrix-31
validated
32
Left Jet Bumper
switch.matrix-32
validated
33
Right Jet Bumper
switch.matrix-33
validated
34
Left Slingshot
switch.matrix-34
validated
35
Right Slingshot
switch.matrix-35
validated
36
Left Outlane
switch.matrix-36
validated
37
Left Inlane 1
switch.matrix-37
validated
38
Left Inlane 2
switch.matrix-38
validated
41
Dead End
switch.matrix-41
validated
42
Mini-Playfield Top Hole
switch.matrix-42
validated
43
Player Piano
switch.matrix-43
validated
44
Mini-Playfield Enter
switch.matrix-44
validated
45
Mini-Playfield Left
switch.matrix-45
validated
46
Mini-Playfield Right
switch.matrix-46
validated
47
Clock Millions
switch.matrix-47
validated
48
Lower Left 5 Million
switch.matrix-48
validated
51
Gumball Popper Lane
switch.matrix-51
validated
52
Hitchhiker
switch.matrix-52
validated
53
Left Ramp Enter
switch.matrix-53
validated
54
Left Ramp
switch.matrix-54
validated
55
Gumball Geneva
switch.matrix-55
validated
56
Gumball Exit
switch.matrix-56
validated
57
Slot Proximity
switch.matrix-57
validated
58
Slot Kickout
switch.matrix-58
validated
61
Lower Skill Shot
switch.matrix-61
validated
62
Center Skill Shot
switch.matrix-62
validated
63
Upper Skill Shot
switch.matrix-63
validated
64
Upper Right 5 Million
switch.matrix-64
validated
65
Power Payoff
switch.matrix-65
validated
66
Middle Right 5 Million 1
switch.matrix-66
validated
67
Middle Right 5 Million 2
switch.matrix-67
validated
68
Lower Right 5 Million
switch.matrix-68
validated
71
Big Kick (Not Used)
switch.matrix-71
validated
72
Auto-Fire KickerNC
Opto
switch.matrix-72
validated
73
Right Ramp EnterNC
Opto
switch.matrix-73
validated
74
Gumball PopperNC
Opto
switch.matrix-74
validated
75
Mini-Playfield TopNC
Opto
switch.matrix-75
validated
76
Mini-Playfield ExitNC
Opto
switch.matrix-76
validated
77
Middle Left 5 Million
switch.matrix-77
validated
78
Upper Left 5 Million
switch.matrix-78
validated
81
Lower Right MagnetNC
Opto
switch.matrix-81
validated
82
Upper Right Magnet (Not Used)
switch.matrix-82
validated
83
Left MagnetNC
Opto
switch.matrix-83
validated
84
Lock CenterNC
Opto
switch.matrix-84
validated
85
Lock UpperNC
Opto
switch.matrix-85
validated
86
Clock Lane (Not Used)
switch.matrix-86
validated
87
Gumball EnterNC
Opto
switch.matrix-87
validated
88
Lock Lower
switch.matrix-88
validated
91
Clock 15 MinutesNC
Opto
switch.matrix-91
validated
92
Clock 0 MinutesNC
Opto
switch.matrix-92
validated
93
Clock 45 MinutesNC
Opto
switch.matrix-93
validated
94
Clock 30 MinutesNC
Opto
switch.matrix-94
validated
95
Clock Hour 1NC
Opto
switch.matrix-95
validated
96
Clock Hour 2NC
Opto
switch.matrix-96
validated
97
Clock Hour 3NC
Opto
switch.matrix-97
validated
98
Clock Hour 4NC
Opto
switch.matrix-98
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
validated
112
Lower Right Flipper Button
Opto
switch.generic-112
flipper.lower.right.button
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
validated
114
Lower Left Flipper Button
Opto
switch.generic-114
flipper.lower.left.button
validated
115
Upper Right Flipper EOS
Leaf
switch.generic-115
internal.flipper.upper.right.eos
validated
116
Upper Right Flipper Button
Opto
switch.generic-116
flipper.upper.right.button
validated
117
Upper Left Flipper EOS
Leaf
switch.generic-117
internal.flipper.upper.left.eos
validated
118
Upper Left Flipper Button
Opto
switch.generic-118
flipper.upper.left.button
validated

Controlled devices

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

Coils, magnets & motors

34
34 shown
# Name Device ID Kind Evidence
1
Slot Kickout
device.slot-kickout Coil validated
2
Rocket Kicker
device.rocket-kicker Coil validated
3
Auto-Fire Kicker
device.auto-fire-kicker Coil validated
4
Gumball Popper
device.gumball-popper Coil validated
5
Right Ramp Diverter
device.right-ramp-diverter Coil validated
6
Gumball Diverter
device.gumball-diverter Coil validated
7
Knocker
device.knocker Coil validated
8
Outhole
device.outhole Coil validated
9
Ball Release
device.ball-release Coil validated
10
Right Slingshot
device.right-slingshot Coil validated
11
Left Slingshot
device.left-slingshot Coil validated
12
Lower Jet Bumper
device.lower-jet-bumper Coil validated
13
Left Jet Bumper
device.left-jet-bumper Coil validated
14
Right Jet Bumper
device.right-jet-bumper Coil validated
15
Lock Release
device.lock-release Coil validated
16
Shooter Diverter
device.shooter-diverter Coil validated
21
Left Magnet
device.left-magnet Coil validated
22
Upper Right Magnet
device.upper-right-magnet-not-fitted Coil validated
23
Lower Right Magnet
device.lower-right-magnet Coil validated
24
Gumball Motor
device.gumball-motor Motor validated
25
Left Mini-Playfield Magnet
device.left-mini-playfield-magnet Coil validated
26
Right Mini-Playfield Magnet
device.right-mini-playfield-magnet Coil validated
27
Left Ramp Diverter
device.left-ramp-diverter Coil validated
33
Upper Right Flipper Power
device.upper-right-flipper-power Coil validated
34
Upper Right Flipper Hold
device.upper-right-flipper-hold Coil validated
35
Upper Left Flipper Power
device.upper-left-flipper-power Coil validated
36
Upper Left Flipper Hold
device.upper-left-flipper-hold Coil validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil validated
56
Clock Motor Drive A
device.clock-motor-drive-a Motor validated
57
Clock Motor Drive B
device.clock-motor-drive-b Motor validated
58
Clock Switch Strobe
device.clock-switch-strobe Motor validated

Flashers

10
10 shown
# Name Device ID Role Evidence
17
Bumpers Flasher
device.bumpers-flasher
cabinet.insert-panel
validated
18
Power Payoff Flasher
device.power-payoff-flasher
cabinet.insert-panel
validated
19
Mini-Playfield Flasher
device.mini-playfield-flasher
cabinet.insert-panel
validated
20
Upper Left Ramp Flasher
device.upper-left-ramp-flasher
cabinet.insert-panel
validated
28
Inside Ramp Flasher
device.inside-ramp-flasher
cabinet.insert-panel
validated
51
Upper Right Flipper Flasher
device.upper-right-flipper-flasher
cabinet.insert-panel
validated
52
Gumball Machine High Flasher
device.gumball-machine-high-flasher
cabinet.insert-panel
validated
53
Gumball Machine Middle Flasher
device.gumball-machine-middle-flasher
cabinet.insert-panel
validated
54
Gumball Machine Low Flasher
device.gumball-machine-low-flasher
cabinet.insert-panel
validated
55
Upper Right Ramp Flasher
device.upper-right-ramp-flasher
cabinet.insert-panel
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 Evidence
11
Camera (Door)
lamp.matrix-11
cabinet.insert-panel
validated
12
Hitch-Hicker (Door)
lamp.matrix-12
cabinet.insert-panel
validated
13
Clock Chaos (Door)
lamp.matrix-13
cabinet.insert-panel
validated
14
Super Skill (Door)
lamp.matrix-14
cabinet.insert-panel
validated
15
Fast Lock (Door)
lamp.matrix-15
cabinet.insert-panel
validated
16
Lite Gumball (Door)
lamp.matrix-16
cabinet.insert-panel
validated
17
Town Square Madness (Door)
lamp.matrix-17
cabinet.insert-panel
validated
18
Lite Extra Ball (Door)
lamp.matrix-18
cabinet.insert-panel
validated
21
Door Panel "Lock 2"
lamp.matrix-21
cabinet.insert-panel
validated
22
Greed (Door)
lamp.matrix-22
cabinet.insert-panel
validated
23
10 Million (Door)
lamp.matrix-23
cabinet.insert-panel
validated
24
Battle the Power (Door)
lamp.matrix-24
cabinet.insert-panel
validated
25
The Spiral (Door)
lamp.matrix-25
cabinet.insert-panel
validated
26
Clock Million (Door)
lamp.matrix-26
cabinet.insert-panel
validated
27
Super Slot (Door)
lamp.matrix-27
cabinet.insert-panel
validated
28
Door Panel "Ball"
lamp.matrix-28
cabinet.insert-panel
validated
31
Left Extra Ball
lamp.matrix-31
validated
32
Door Panel "Lock 1"
lamp.matrix-32
validated
33
Left Inlane 1
lamp.matrix-33
validated
34
Door Handle
lamp.matrix-34
validated
35
Left Inlane 2
lamp.matrix-35
validated
36
Door Panel "Gum"
lamp.matrix-36
validated
37
Lower Left 5 Million
lamp.matrix-37
validated
38
Dead End
lamp.matrix-38
validated
41
Spiral "2 Million"
lamp.matrix-41
validated
42
Spiral Left Battle Power
lamp.matrix-42
validated
43
Spiral "4 Million"
lamp.matrix-43
validated
44
Spiral Right Battle Power
lamp.matrix-44
validated
45
Spiral "10 Million"
lamp.matrix-45
validated
46
Spiral "Extra Ball"
lamp.matrix-46
validated
47
Shoot Again
lamp.matrix-47
validated
48
Right Inlane
lamp.matrix-48
validated
51
Left Ramp Bonus X
lamp.matrix-51
validated
52
Left Ramp Multiball
lamp.matrix-52
validated
53
Left Ramp Super Skill
lamp.matrix-53
validated
54
Left Powerball
lamp.matrix-54
validated
55
The Camera
lamp.matrix-55
validated
56
Right Ramp The Power
lamp.matrix-56
validated
57
Lock Extra Ball
lamp.matrix-57
validated
58
Lock Arrow
lamp.matrix-58
validated
61
Left Jet Bumper
lamp.matrix-61
validated
62
Lower Jet Bumper
lamp.matrix-62
validated
63
Right Jet Bumper
lamp.matrix-63
validated
64
Middle Left 5 Million
lamp.matrix-64
validated
65
Upper Left 5 Million
lamp.matrix-65
validated
66
Right Special
lamp.matrix-66
validated
67
Right Powerball
lamp.matrix-67
validated
68
Right Lane Spiral
lamp.matrix-68
validated
71
Lower Right 5 Million
lamp.matrix-71
validated
72
Middle Right 5 Million 2
lamp.matrix-72
validated
73
Middle Right 5 Million
lamp.matrix-73
validated
74
Power Payoff
lamp.matrix-74
validated
75
Upper Right 5 Million
lamp.matrix-75
validated
76
Mini-Playfield 500,000
lamp.matrix-76
validated
77
Mini-Playfield 1,000,000
lamp.matrix-77
validated
78
Mini-Playfield 750,000
lamp.matrix-78
validated
81
Left Spiral
lamp.matrix-81
validated
82
Clock Millions
lamp.matrix-82
validated
83
Piano Yellow
lamp.matrix-83
validated
84
Piano Red
lamp.matrix-84
validated
85
Slot Machine
lamp.matrix-85
validated
86
Right Lane Gumball
lamp.matrix-86
validated
87
Buy-In Button
lamp.matrix-87
cabinet.buy-in
validated
88
Credit Button
lamp.matrix-88
cabinet.credit
validated

General illumination

5
5 shown
# Name Device ID Role Evidence
0
Playfield Left
gi.string-1
validated
1
Mini-Playfield & Insert
gi.string-2
validated
2
Clock & Insert
gi.string-3
validated
3
Insert Main
gi.string-4
cabinet.insert-panel
validated
4
Playfield Right
gi.string-5
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
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-Fliptronic Output 37
device.unused-wpc-fliptronic-output-37
internal.unused.wpc-output
validated
38
Unused WPC-Fliptronic Output 38
device.unused-wpc-fliptronic-output-38
internal.unused.wpc-output
validated
39
Unused WPC-Fliptronic Output 39
device.unused-wpc-fliptronic-output-39
internal.unused.wpc-output
validated
40
Unused WPC-Fliptronic Output 40
device.unused-wpc-fliptronic-output-40
internal.unused.wpc-output
validated
41
Unused WPC-Fliptronic Output 41
device.unused-wpc-fliptronic-output-41
internal.unused.wpc-output
validated
42
Unused WPC-Fliptronic Output 42
device.unused-wpc-fliptronic-output-42
internal.unused.wpc-output
validated
43
Unused WPC-Fliptronic Output 43
device.unused-wpc-fliptronic-output-43
internal.unused.wpc-output
validated
44
Unused WPC-Fliptronic Output 44
device.unused-wpc-fliptronic-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
59
Gumball Release (Software State)
device.gumball-release-software-state
internal.unused.wpc-output
validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 validated

Mechanisms

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

Four-position ball trough and release

mechanism.trough

Kicker

A ball drains through the Outhole (18) into the trough, which the retained script's UpdateTrough logic walks through Far Left Trough (25), Left Trough (17), Center Trough (16), and Right Trough (15) at the eject end. Solenoid 9 (Ball Release) ejects the ball resting on switch 15 into the shooter lane; solenoid 8 (Outhole) kicks a drained ball from 18 into the trough chain.

Shooter lane and auto-fire kicker

mechanism.shooter-lane

Kicker

The ball released from the trough rests on shooter-lane opto 72 (Auto-Fire Kicker) and solenoid 3 fires it onto the playfield; there is no manual plunger. The retained script's AutoPlungerKicker_Hit/SolAutoKicker handlers pulse switch 72 and drive the kicker.

Gumball machine

mechanism.gumball-machine

Toy

A ball diverted by solenoid 6 (Gumball Diverter) enters the gumball lane (switch 51), is caught by the Gumball Popper opto (switch 74) and kicked by solenoid 4 into the gumball wheel; a real gumball then enters the machine (switch 87, Gumball Enter opto) and travels to the exit (switch 56, Gumball Exit) where it is released to the player. Solenoid 24 turns the internal gumball motor; switch 55 (Gumball Geneva) senses the motor's geneva-gear position but is driven synthetically by pinned PinMAME's tz_handleMech from an internal position counter rather than a table Hit event, and has no bound VPX trigger object in the retained extraction. PinMAME's tz_getSol also exposes a fake CORE_CUSTSOLNO(9) "gumball release" state used only to simplify emulator-side sequencing, not a real coil.

Motorized analog clock

mechanism.clock

Motorized

A bidirectional DC gearmotor (A-16120 D.C. Motor Control Assembly) drives a physical analog clock hand through solenoids 56/57 as a forward/reverse pair, strobed by solenoid 58 (Clock Switch Strobe, A-16100). Eight opto sensors on Minute (A-16220, addresses 91-94) and Hour (A-16219, addresses 95-98) opto PC boards report clock-hand position; all eight are in PinMAME's fully-inverted custom switch column. Pinned PinMAME does not expose this to the table script at all: init_tz's mech_add(0, &mechClock) drives an internal MECH_TWODIRSOL simulation (mechClock's own switch/step-range table, disabled by an #if 0 block in tz_handleMech in this pinned revision) and Controller.GetMech(0) reports the resulting position directly; the retained script reads that mechanism position rather than driving the clock switches itself. Twilight Zone's own tz.c #define names solenoid 56 "sClockFwd" (Forward) and 57 "sClockRev" (Reverse); the printed manual and the retained script's own cross-reference comments read the opposite way -- see conflict.clock-motor-direction-naming, unresolved.

Left, lower-right, and upper-right playfield magnets

mechanism.magnets

Other

Three eddy-current magnets guide the ball for the Spiral/Battle the Power shots and Powerball detection. Solenoid 21 (Left Magnet, switch 83) and solenoid 23 (Lower Right Magnet, switch 81) are fitted on this machine. Solenoid 22 and switch 82 (Upper Right Magnet) are both printed "Not Used" with no part number at all; the retained script's own comment marks the ROM callback "(*) only in prototype, supported by rom 9.4", i.e. the ROM can drive a third magnet, but this physical machine does not carry it. No manual/schematic evidence of a fitted production variant was found.

Upper mini-playfield

mechanism.mini-playfield

Other

A raised second playfield reached through the Mini-Playfield Enter opto (44). Two eddy-current magnets (solenoid 25 Left, solenoid 26 Right) manipulate the ball around the mini-playfield's own Camera/Mini-Playfield Top Hole (42, also colloquially "the camera" per the retained script's own comment), Player Piano target (43), and Mini-Playfield Top/Exit optos (75/76). Switches 45/46 (Mini-Playfield Left/Right) have named _Hit subs in the retained script (sw45_Hit/sw45a_Hit/sw46_Hit/sw46a_Hit) but no gameitem, collection, or object binding for those names exists anywhere in the retained extraction, so their causal role beyond the manual's plain "Mini-Playfield Left/Right" label is unconfirmed.

Three-position ball lock

mechanism.ball-lock

Kicker

A three-ball lock with Lower (88), Center (84), and Upper (85) position optos; solenoid 15 (Lock Release) kicks locked balls back into play. Center and Upper positions use opto construction (A-14231/A-14232); Lower uses a plain switch part (5647-12133-11).

Slot machine

mechanism.slot-machine

Toy

A ball entering the slot machine crosses proximity switch 57 (underside of the playfield) and rests on kickout opto 58; solenoid 1 (Slot Kickout) returns it to the playfield. The retained script's SlotMachine_Hit/SlotMachineKickout handlers drive the slot-reel animation and kickout together.

Left and right ramp diverters

mechanism.ramp-diverters

Diverter

Solenoid 27 (Left Ramp Diverter) and solenoid 5 (Right Ramp Diverter) route balls entering the left ramp (switch 53) and right ramp (switch 73) between alternate paths, including the Spiral loop and the mini-playfield entrance.

Left and right slingshots

mechanism.slingshots

Other

Each slingshot assembly carries a kick switch (SW-1A-114) and a separate scored switch (SW-1A-120). Solenoid 11 fires the Left Slingshot (switch 34) and solenoid 10 the Right Slingshot (switch 35); the retained script leaves both SolCallback entries commented out because native VPX slingshot physics handles them directly (Wall.LeftSlingShot / Wall.RightSlingShot).

Two lower and two upper Fliptronic flippers

mechanism.flippers

Other

Four Fliptronic flippers: two lower (FL-15411 orange, A-15205-L-4/R-4) and two upper (FL-11753 yellow upper-left A-15205-L-1, FL-11722 green upper-right A-15205-R-3), confirmed by the manual's printed "Flipper Coils" list and by tzGameData's FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L|FLIP_U). Each flipper has a separate power and hold winding: the ROM energizes the power winding on the cabinet button opto, then drops to the hold winding once the end-of-stroke leaf switch closes. Const UseSolenoids = 2 in the retained script means the ROM drives the coils directly (fast flips).

Rocket kicker

mechanism.rocket-kicker

Kicker

A ball resting on switch 28 (Rocket Kicker) is fired by solenoid 2 up the right orbit toward the Hitchhiker lane.

Recreation notes

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

Coverage
partial - complete physical I/O inventory, WPC-Fliptronic bindings, mechanism causality, 32-driver variant boundary, and recreation behavior validated; semantic naming conflicted pending resolution of the clock-motor forward/reverse naming conflict below, and a small number of switches/one GI string have no validated spatial placement

Identity and evidence precedence

This is the Bally physical product released April 1993, IPDB 2358. It covers the tz_* clone tree rooted at tz_92: 32 driver rows spanning Bally production revisions (9.2 through L-5, H-7/H-8, I-7/I-8, D-1 through D-4, IFPA tournament revisions, the LA-9 PAPA tournament build, five prototype revisions P-3/P-3D/P-4/P-5/PA-1/PA-2) and seven FreeWPC community-firmware revisions. Every one of these is a firmware revision for the same physical machine; none is a virtual-only or unrelated driver.

Evidence precedence for this definition: the retained known-working VPX script ("Twilight Zone (Bally 1993) 2.4.5.vpx", by Skitso, based on Ninuzzu's original) is runtime and mechanism-causality ground truth; the Bally operations manual (16-50020-101) controls physical construction, part numbers, polarity, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, and mechanism-table position ranges; the retained VPX geometry supplies normalized coordinates. The retained manual PDF is an image-only scan, so every printed table used here was read from rendered pages and transcribed into external:pinmame-review-artifacts/twilight-zone-1993/manual-transcription.md.

Retained-scan limitation. This particular scan is missing every even printed page from 2-48 through 2-54 inclusive: the Switch Matrix wiring page (2-50, which also carries the first half of the Switch Locations table, items 1-33: dedicated switches 1-8 and matrix 11-33), the Solenoid/Flasher Table wiring page (2-52), and the Lamp Matrix wiring page (2-54) are all absent. No wire color or connector/pin assignment is asserted for any device in this definition. Switches below address 34 are sourced from pinned PinMAME's tz.c #define list and its inverted-switch mask alone, without a printed manual cross-check.

Controller platform and address topology

GEN_WPCFLIPTRON (PINMAME_HARDWARE_GEN_WPCFLIPTRON = 0x8, pinned PinMAME's own comment: "Fliptronic flippers, Addams Family 2/92 - Twilight Zone 5/93") with wpc_dispDMD. The controller profile is the new pinmame.wpc-fliptronic, introduced by this definition for every later pre-WPC-95 Fliptronic-generation game to reuse.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, one optional custom switch column at 91-98 (CORE_CUSTSWCOL, here the eight clock-position optos), Fliptronic 111-118. Twilight Zone genuinely has four flippers (FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L|FLIP_U)), confirmed by the manual's printed "Flipper Coils" list (FL-15411 orange lower left/right, FL-11753 yellow upper left, FL-11722 green upper right) -- unlike Monster Bash, the upper Fliptronic circuits here are real hardware, not repurposed.
  • Solenoids: standard drivers 1-16 fitted (10-14 handled by native VPX slingshot/bumper physics, not scripted), 17-20 flashers, 21/23-27 magnets/motor/diverter (22 not fitted), 28 flasher, Fliptronic upper-flipper circuits 33-36, Fliptronic lower-flipper circuits 45-48, custom board outputs 51-58 (five flashers 51-55 plus the clock motor pair 56/57 and clock strobe 58), and a software-only fake gumball-release state at 59. PinMAME state channels 29-32; simulator-only 49 and reserved 50.
  • Lamps: full 8x8 matrix 11-88, every position fitted (no gaps).
  • GI: five strings on public addresses 0-4.

This generation has no LPDC board. Unlike WPC-95, addresses 37-44 are not a duplicated general-purpose output range here: pinned PinMAME's core_getSol dispatch only serves that branch for GEN_WPC95/GEN_WPC95DCS/GEN_ALLS11, and Twilight Zone's own tz_getSol hook does not claim any part of it either, so 37-44 are simply unused address space on this machine. The manual's printed auxiliary-board callout numbers 37-44 for the custom solenoid board are a different numbering scheme from the public PinMAME address space for the same physical outputs -- see below.

Printed auxiliary-board item numbers are not public addresses. The manual's Solenoid/Flasher Locations page numbers the custom board's outputs 37-44 (matching the board's own silkscreen), but PinMAME publishes the same eight physical outputs at 51-58. The retained script's own comments bridge the two schemes explicitly: SolModCallback(51) through (55) are annotated '(37) through '(41), and the commented-out clock lines read '(42) Clock Reverse', '(43) Clock Forward', '(44) Clock Switch Strobe' against SolCallback(56)/(57)/(58). The printed number is preserved as a manual.address alias on each device; the binding uses the true public address.

Ball path, trough, and shooter

Twilight Zone has no manual plunger. A ball drains through the Outhole (18) into the trough, walking Far Left Trough (25) -> Left Trough (17) -> Center Trough (16) -> Right Trough (15) at the eject end. Solenoid 9 (Ball Release) ejects the ball on switch 15 into the shooter lane, where it rests on Auto-Fire Kicker opto 72; solenoid 3 fires it onto the playfield. Switch 26 (Trough Proximity) detects the Powerball by type rather than presence, set directly by tz_handleBallState's ball-type check rather than a Hit event, so it has no bound VPX playfield object and no spatial placement here.

Gumball machine

A ball diverted by solenoid 6 (Gumball Diverter) enters the gumball lane (switch 51, Gumball Popper Lane) and is caught by the Gumball Popper opto (switch 74), which solenoid 4 kicks into the gumball wheel. A real gumball then enters the delivery chute (switch 87, Gumball Enter opto) and travels to the exit (switch 56, Gumball Exit) where the player receives it. Solenoid 24 turns the internal gumball motor. Switch 55 (Gumball Geneva) senses the motor's geneva-gear position, but pinned PinMAME's tz_handleMech derives it synthetically from an internal position counter (locals.gumPos) rather than reading a physical Hit event, and no VPX trigger object binds it in the retained extraction -- it is documented here without a spatial placement rather than invented. tz_getSol also exposes a fake CORE_CUSTSOLNO(9) "gumball release" state (public 59) used only to simplify emulator-side sequencing; the retained script comments it out as "unreliable with SolModCallbacks", so it is declared virtual, not a real coil.

Clock mechanism and the forward/reverse naming conflict

A bidirectional DC gearmotor (A-16120 D.C. Motor Control Assembly) drives a physical analog clock hand through solenoids 56/57 as a forward/reverse pair, strobed by solenoid 58 (A-16100, Clock Switch Strobe). Eight opto sensors report hand position: Minute board (A-16220) at 91-94, Hour board (A-16219) at 95-98; both boards are in PinMAME's fully-inverted custom switch column.

Pinned PinMAME does not expose the clock to the table script at all. init_tz's mech_add(0, &mechClock) drives an internal MECH_TWODIRSOL simulation with its own switch/step-range table (mechClock), but the code that would translate motor position into switch state is wrapped in an #if 0 block inside tz_handleMech in this pinned revision, so the mechanism's step table is defined but currently inert; the retained script instead reads the resulting position directly through Controller.GetMech(0).

Unresolved conflict (conflict.clock-motor-direction-naming). Pinned PinMAME's tz.c names public solenoid 56 sClockFwd and public solenoid 57 sClockRev -- i.e. 56 = Forward, 57 = Reverse. Two independent sources disagree with PinMAME and agree with each other: the printed manual's Solenoid/Flasher Locations page reads item 42 (= public 56) "Clock Reverse" and item 43 (= public 57) "Clock Forward" -- the opposite direction -- and the retained script's own commented-out cross-reference lines read the same way ('(42) Clock Reverse' against SolCallback(56), '(43) Clock Forward' against SolCallback(57)). Neither solenoid is exercised at runtime by the retained script (the #if 0 block above means the clock motor never actually turns in this configuration), so there is no runtime observation available to break the tie between pinned PinMAME's internal variable name and the two independently-agreeing external sources. This keeps semantic_naming conflicted and the record partial. Resolving it needs a LibPinMAME harness trace driving solenoids 56/57 individually against a legal ROM while observing which direction a real or simulated clock hand moves, or the missing D.C. Motor Control Assembly schematic page.

Magnets

Three eddy-current magnets: Left Magnet (solenoid 21, switch 83), Lower Right Magnet (solenoid 23, switch 81), and Upper Right Magnet (solenoid 22, switch 82). The third magnet is not fitted on this physical machine: both its solenoid and switch print "Not Used" with no part number at all in the manual, the strongest "not fitted" signature the manual uses anywhere. The retained script's own comment on the ROM's SolUpperRightMagnet callback reads (*) only in prototype, supported by rom 9.4 -- the ROM can drive a third magnet, but no manual/schematic evidence of a production variant that actually carries it was found. tz_inportData's "Third Magnet" toggle belongs to PinMAME's own internal text-mode ball-tracking simulator (sim.c), not a documented physical DIP option, and must not be read as evidence of a fitted variant.

Mini-playfield

A raised second playfield reached through the Mini-Playfield Enter opto (switch 44). Two eddy-current magnets (solenoid 25 Left, solenoid 26 Right) manipulate the ball around the Camera/Mini-Playfield Top Hole (switch 42 -- the retained script's own comment calls it "camera / upper playfield", and the manual's plain label is preferred here as the physical construction authority), the Player Piano standup target (switch 43), and the Mini-Playfield Top/Exit optos (switches 75/76). Switches 45/46 (Mini-Playfield Left/Right) have named sw45_Hit/sw45a_Hit/sw46_Hit/sw46a_Hit subs in the retained script, but no gameitem, collection, or object binding for those exact names exists anywhere in the retained extraction (gameitems.json, collections.json), so their causal detail beyond the manual's plain label is unconfirmed and they carry no spatial placement.

Three-position ball lock

Lower (switch 88, plain switch part), Center (switch 84, opto), and Upper (switch 85, opto) lock positions; solenoid 15 (Lock Release) kicks locked balls back into play.

Slot machine, jet bumpers, and slingshots

A ball entering the slot machine crosses proximity switch 57 (underside of the playfield) and rests on kickout opto 58; solenoid 1 returns it to play. Three A-9415-2 jet bumpers (Lower/Left/Right, switches 31/32/33, solenoids 12/13/14) and two slingshots (Left/Right, switches 34/35, solenoids 11/10) are all handled by native VPX physics in the retained script rather than scripted SolCallback entries. The retained extraction's three Bumper1/Bumper2/Bumper3 objects are generically named with no explicit per-object binding to a specific public switch address, so no spatial placement is asserted for switches 31-33 rather than guessing an assignment from relative position.

A printed label correction. tz.c unambiguously defines #define swLSling 34 and #define swRSling 35 (34 = Left, 35 = Right); the legacy migrated stub this definition replaces had these reversed. The manual's own Switch Locations page (item 34 = "Left Slingshot", item 35 = "Right Slingshot") and the retained table's Wall.LeftSlingShot/Wall.RightSlingShot geometry (x=0.296 and x=0.676 respectively, x=0 being the left edge) both independently confirm tz.c is correct.

Flippers

Two lower Fliptronic flippers (FL-15411 orange, solenoids 45-48) and two genuine upper Fliptronic flippers (FL-11753 yellow upper-left solenoids 35/36, FL-11722 green upper-right solenoids 33/34), confirmed by the manual's printed Flipper Coils list. Const UseSolenoids = 2 in the retained script means the ROM drives the coils directly (fast flips). WPC_FLIPPERS unconditionally complements the flipper switch column for this hardware generation exactly as WPC_FLIPPERSW95 does for WPC-95, so the public state of 111-118 is already normalized.

Driver variants

All 32 catalog rows trace tz_92 and share tzGameData; none is virtual-only. tz_94ch/tz_94h are the pair the retained script's cGameName selects between (Romset 0/1); tz_l2 is the revision both retained VPX script corpora (vpxtable_scripts and vpx-standalone-scripts) independently target. FreeWPC revisions tz_f10 through tz_f100 are community firmware for the same physical hardware. No edition/family split applies -- Twilight Zone shipped as a single physical configuration, not Pro/Premium/LE variants.

Promotion decision

Identity, controller platform, address enumeration, mechanism inventory/behavior, variant coverage, and recreation knowledge are complete. Promotion to author_ready is refused for two reasons: conflict.clock-motor-direction-naming is a genuine, unresolved disagreement between pinned PinMAME's internal #define names and two independently-agreeing external sources, and switches 26, 31-33, 45, 46, 55, and GI address 2 have no validated playfield placement because no bound VPX object exists for them in the retained extraction (or, for GI address 2, the bound object's raw coordinate falls outside the playfield bounds). See reports/spatial/bally/twilight-zone-1993.md for the complete spatial audit.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
tz_f100Twilight Zone (FreeWPC 1.00)
FreeWPC 1.00 community firmware for the same physical hardware.
2011tz_92compatible
tz_f97Twilight Zone (FreeWPC 0.97)
FreeWPC 0.97 community firmware for the same physical hardware.
2010tz_92compatible
tz_f86Twilight Zone (FreeWPC 0.86)
FreeWPC 0.86 community firmware for the same physical hardware.
20??tz_92compatible
tz_f50Twilight Zone (FreeWPC 0.50)
FreeWPC 0.50 community firmware for the same physical hardware.
20??tz_92compatible
tz_f19Twilight Zone (FreeWPC 0.19)
FreeWPC 0.19 community firmware for the same physical hardware.
20??tz_92compatible
tz_f10Twilight Zone (FreeWPC 0.10)
FreeWPC 0.10 community firmware for the same physical hardware.
2006tz_92compatible
tz_94hTwilight Zone (9.4H)
9.4H revision. The retained known-working VPX script's alternate (Romset=1) selection binds cGameName = "tz_94h".
1998tz_92identical
tz_94chTwilight Zone (9.4CH Coin Play)
9.4CH coin-play revision. The retained known-working VPX script binds cGameName = "tz_94ch" for the default (Romset=0) selection.
1998tz_92identical

Parent set: tz_92 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only3 maps

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

tz_92.map.json

williams-wpc-8Kv5format 0.8

maps/williams/wpc/tz_92.map.json

Applies to ROMs
tz_92tz_93tz_h7tz_h8tz_i7tz_i8tz_la9
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

tz_94h.map.json

williams-wpc-8Kv4format 0.8

maps/williams/wpc/tz_94h.map.json

Applies to ROMs
tz_94chtz_94h
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

tz_l5.map.json

williams-wpc-8Kv5format 0.8

maps/williams/wpc/tz_l5.map.json

Applies to ROMs
tz_d1tz_d2tz_d3tz_d4tz_ifpatz_ifpa2tz_l1tz_l2tz_l3tz_l4tz_l5tz_p3
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the tz_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/tz.c tzGameData GEN_WPCFLIPTRON with wpc_dispDMD, the inverted-switch mask {0x00 x7, 0x3f, 0x7f, 0x00, 0x00, 0x00, 0xff}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L|FLIP_U), the complete swXxx/sXxx #define block, tz_getSol's CORE_CUSTSOLNO(1..8) external-board dispatch and CORE_CUSTSOLNO(9) fake gumball-release state, tz_handleMech's synthetic swGeneva/clock-opto derivation, and mechClock's MECH_TWODIRSOL clock mechanism table; src/wpc/core.h CORE_FIRSTUFLIPSOL=33/CORE_FIRSTLFLIPSOL=45/CORE_FIRSTCUSTSOL=51/CORE_CUSTSWCOL/CORE_CUSTSWNO/CORE_CUSTSOLNO; src/wpc/core.c core_getSol's 37-44 branch gated on GEN_WPC95/GEN_WPC95DCS/GEN_ALLS11 only; src/wpc/wpc.c WPC_FLIPPERS register read (unconditional swMatrix complement for non-WPC95 generations); src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCFLIPTRON=0x8

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-fliptronic

    WPC-Fliptronic public switch, DIP, solenoid, lamp, and five-GI address rules, contrasted against WPC-95

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

    manual.bally.twilight-zone.1993

    Source locations

    166-page image-only scan of the Bally Twilight Zone operations manual (16-50020-101, April 1993; Internet Archive item arcademanual_Twilight_Zone_OPS). Printed page 2-51 ("Switch Locations (Continued)") carries switch items 34-98; page 2-53 ("Solenoid/Flasher Locations") carries the complete solenoid/flasher table, the Flipper Coils list, and the General Illumination Circuits table; page 2-55 ("Lamp Locations") carries the full 64-position lamp matrix. This retained scan is missing every even printed page from 2-48 through 2-54 inclusive, so the Switch Matrix wiring page (2-50, which also carries switch items 1-33), the Solenoid/Flasher Table wiring page (2-52), and the Lamp Matrix wiring page (2-54) are unavailable; see manual-transcription.md.

    external:pinmame-manuals/by-machine/bally.twilight-zone.1993/archive-arcademanual_Twilight_Zone_OPS/Twilight_Zone_OPS.pdf
    by
    Midway Manufacturing Company; scan hosted by the Internet Archive
    sha256
    66b657fda380…
  • Human review

    manual-support.bally.twilight-zone.1993

    Source locations

    Retained human transcription of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/bally.twilight-zone.1993/. The retained PDF is image-only, so this transcription is the source of record and OCR is never authoritative.

    external:pinmame-review-artifacts/twilight-zone-1993/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    022e91ceaedb…
  • VPX table

    vpx-table.tz-2-4-5

    Source locations

    Retained known-working recreation "Skitso Detail mod 2.0" by Skitso, based on Ninuzzu's original, VPX 10.8, save revision 475, released 2018-10-03. Exact playfield bounds are left=0 top=0 right=1082.353 bottom=2164.706; normalized coordinates are x/1082.353 and y/2164.706. This table is wider than the standard VPW WPC bounds used by other titles in this repository; do not reuse another game's divisor. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/bally/twilight-zone-1993/source/Twilight%20Zone%20%28Bally%201993%29%202.4.5.vpx
    by
    Skitso, based on Ninuzzu's original
    sha256
    4fcca01a0765…
  • VPX script

    vpx-script.tz-2-4-5

    Source locations

    Retained embedded VPX script (4726 lines). Runtime and mechanism-causality authority: cGameName selects "tz_94ch" (Romset=0, default) or "tz_94h" (Romset=1); Const UseLamps = 1, Const UseSolenoids = 2; the SolCallback/SolModCallback table for solenoids 1-28, 45-48, and 51-58 with the explicit printed-item-number cross-reference comments for the auxiliary board (37-44) and clock outputs (42-44); GiCallback2 UpdateGI mapping GI 0-4 to the l100/l101/l102/(no binding)/l104 playfield emitter collections; and the per-switch _Hit/_UnHit handlers used to bind public switch addresses to named playfield trigger/kicker/target objects.

    external:pinmame-vpx-sources/bally/twilight-zone-1993/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    122ef6811ff2…
  • VPX table

    vpx-extraction.tz-2-4-5

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 6188e966e86cafeece592dfecf0603f8b3a16b7bc188d3b9ed876a2425d506c8; 3176 files, 546282740 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=1082.353 bottom=2164.706. Raw per-object coordinates are retained in external:pinmame-review-artifacts/twilight-zone-1993/vpx-geometry.txt, SHA-256 dc8a49f6b1d1568ba9027af7453157039da05a08d6ffd2ac0a60c54940cb2f3a.

    external:pinmame-vpx-sources/bally/twilight-zone-1993/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 2 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