Big Bang Bar

Author ready

Capcom1996CAPCOMcapcom.big-bang-bar.1996

Wire it up

what an authoring tool needs first
Bind this ROM
bbb109

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

Controller platform
pinmame.capcom

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
1–89 (82)
Solenoids
1–51 (51)
Lamps
1–136 (136)
Cabinet & flipper inputs
5flipper.lower.left.button6flipper.lower.right.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.47cabinet.start8cabinet.coin-door9cabinet.slam-tilt10cabinet.tilt

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

201 placements · 30 stacked · normalised player view · outline is nominal

217 4-Bank Mercury · 7 4-Bank Reset218 4-Bank Venus · 7 4-Bank Reset219 4-Bank Pythos · 7 4-Bank Reset220 4-Bank Mars · 7 4-Bank Reset21 Ramp Standup Left22 Ramp Standup Right23 Ramp Standup Side24 Ramp Entrance25 Spinner26 Outer Orbit Left27 Inner Orbit Left28 Rollover "B"29 Rollover "A"30 Rollover "R"31 Tube Entrance32 Ramp Exit233 Left Flipper EOS · 9 Left Flipper334 Right Flipper EOS · 68 Upper Right Flipper EOS · 10 Right Flipper235 Outhole · 1 Outhole236 Trough 1 Ball · 2 Trough37 Trough 2 Balls38 Trough 3 Balls39 Trough 4 Balls341 Left Slingshot · 47 Lower Lock 2 Balls · 4 Left Slingshot242 Right Slingshot · 5 Right Slingshot43 Shooter Lane44 Outlane Left45 Inlane Left46 Lower Lock 1 Ball248 Lower Lock 3 Balls · 8 Lower Lock Post249 3-Bank Uranus · 17 3-Bank Reset250 3-Bank Neptune · 17 3-Bank Reset251 3-Bank Pluto · 17 3-Bank Reset52 3-Bank Standup Left53 3-Bank Standup Right354 Star Bumper Left · 18 Star Bumper Left · 122 Star Bumper Left355 Star Bumper Right · 20 Star Bumper Right · 124 Star Bumper Right356 Star Bumper Middle · 19 Star Bumper Middle · 123 Star Bumper Middle357 Alien Motor · 31 Aliens Forward Motor · 32 Aliens Reverse Motor258 1-Bank · 29 1-Bank Reset59 Inner Orbit Right360 Outer Orbit Right · 62 Alien Lock Right · 62 (Electro) Black Light61 Alien Lock Left65 Inlane Right66 Outlane Right267 Eject Hole · 12 Eject Hole69 Island Entrance70 Island Exit Left271 Island Exit Right · 13 Island Diverter77 Captive Bottom Left78 Captive Top Left79 Captive Bottom Right80 Captive Top Right6 Kickback11 Upper Right Flipper214 Ramp Diverter 1 · 32 L. Orbit Chase 314 Ramp Diverter 115 Ramp Diverter 2216 Alien Lock Post · 38 Alien G.I. 2222 Tube Dancer & Backbox Right Flasher · 30 Tube Dancer Motor223 Dance Floor Flasher · 125 Dance Floor24 Eject Hole Flasher225 Aliens Flasher · 39 Alien G.I. 326 Lower Lock Flasher27 Orbit Gate Left28 Orbit Gate Right331 Aliens Forward Motor · 32 Aliens Reverse Motor · 37 Alien G.I. 19 4-Bank G.I. 110 4-Bank G.I. 211 4-Bank G.I. 312 L. Slingshot G.I. 114 L. Flipper G.I. 117 U.R. Flipper G.I. 118 Eject Hole G.I. 119 Spaceship G.I. 120 Spaceship G.I. 221 R. Slingshot G.I. 122 R. Slingshot G.I. 223 R. Flipper G.I. 124 R. Flipper G.I. 225 Tube G.I. 126 Tube G.I. 227 Tube G.I. 328 Tube G.I. 429 Tube G.I. 530 L. Orbit Chase 131 L. Orbit Chase 233 Hoot G.I. 134 Hoot G.I. 235 Hoot G.I. 336 Hoot G.I. 440 Captive G.I. 141 R. Orbit Chase 142 R. Orbit Chase 243 R. Orbit Chase 344 Alien Lock Left45 Alien Lock Right49 Rollover "B"50 Rollover "A"51 Rollover "R"352 Tube Sign X-Ball · 53 Tube Sign 10 Mill · 54 Tube Sign Jackpot57 (Electro) Ramp 158 (Electro) Ramp 259 (Electro) Ramp 365 Bonus 2X66 Bonus 3X67 Mode: Underground68 Mode: Big Bang69 Mode: Bar Room Brawl70 Mode: Ray's Ball Busters71 Mode: Looped In Space72 Shoot Again73 Mode: Babe Scanner74 Mode: Chase Waitress75 Shoot: Cosmic Dartz76 Special (Outlane R.)77 Inlane Right78 Bonus 5X79 Bonus 4X80 Mode: Tube Dancer81 Shoot: Left Orbit82 Shoot: Babe Scanner83 4-Bank Mars84 4-Bank Pythos85 4-Bank Venus86 4-Bank Mercury87 Free Shot (Outlane L.)88 Inlane Left89 Mode: Cosmic Dartz90 Mode: Tour De Bar91 Mode: Mosh A Go-Go92 Mode: Happy Hour93 Mode: Extra Ball94 Mode: Get Lucky95 Mode: Luna Palooza97 Ramp Jackpot98 Ramp Standup Left99 Ramp Standup Right100 Ramp Standup Side101 Double Jackpot102 Shoot: Tour De Bar103 Shoot: Underground 1104 Qualify Mode105 Captive: Left 4106 Captive: Left 3107 Captive: Left 2108 Captive: Left 1109 Captive: Right 4110 Captive: Right 3111 Captive: Right 2112 Captive: Right 1113 3-Bank Uranus114 3-Bank Neptune115 3-Bank Pluto2116 Shoot: Right Orbit · 120 Island: Mode Ready117 D.J. Eyes G.I.118 Shoot: Luna Palooza119 Island: Lock Ready121 Shoot: Underground 2126 Shoot: Extra Ball127 Shoot: Big Bang128 U.R. Flipper G.I.2

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 playfield112
  • sensorsenses the ball56
  • effectmoves the ball33
  • nStackseveral devices in one spot30
193 devices shown

Not on the playfield27 virtual, 26 unused, 19 cabinet or service, 4 constant — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

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

76 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
Hover or tap an address to identify it.
76 shown
# Name Device ID Role Evidence
1
Coin Chute 1
Other
switch.cabinet-1
cabinet.coin.1
validated
2
Coin Chute 2
Other
switch.cabinet-2
cabinet.coin.2
validated
3
Coin Chute 3
Other
switch.cabinet-3
cabinet.coin.3
validated
4
Coin Chute 4
Other
switch.cabinet-4
cabinet.coin.4
validated
5
Left Flipper Button
Button
switch.cabinet-5
flipper.lower.left.button
validated
6
Right Flipper Button
Button
switch.cabinet-6
flipper.lower.right.button
validated
7
Start Button
Button
switch.cabinet-7
cabinet.start
validated
8
Coin Door Open (Mode)
Other
switch.cabinet-8
cabinet.coin-door
validated
9
Coin Door Slam Tilt
Tilt
switch.cabinet-9
cabinet.slam-tilt
validated
10
Tilt Bob
Tilt
switch.cabinet-10
cabinet.tilt
validated
15
Token Dispense
Other
switch.cabinet-15
service.ticket
validated
16
Ticket Dispense
Other
switch.cabinet-16
service.ticket
validated
17
4-Bank Mercury
switch.matrix-17
validated
18
4-Bank Venus
switch.matrix-18
validated
19
4-Bank Pythos
switch.matrix-19
validated
20
4-Bank Mars
switch.matrix-20
validated
21
Ramp Standup Left
Microswitch
switch.matrix-21
validated
22
Ramp Standup Right
Microswitch
switch.matrix-22
validated
23
Ramp Standup Side
Microswitch
switch.matrix-23
validated
24
Ramp Entrance
Microswitch
switch.matrix-24
validated
25
SpinnerNC
Opto
switch.matrix-25
validated
26
Outer Orbit Left
Microswitch
switch.matrix-26
validated
27
Inner Orbit Left
Microswitch
switch.matrix-27
validated
28
Rollover "B"
Microswitch
switch.matrix-28
validated
29
Rollover "A"
Microswitch
switch.matrix-29
validated
30
Rollover "R"
Microswitch
switch.matrix-30
validated
31
Tube Entrance
Microswitch
switch.matrix-31
validated
32
Ramp Exit
Microswitch
switch.matrix-32
validated
33
Left Flipper EOS
Microswitch
switch.matrix-33
validated
34
Right Flipper EOS
Microswitch
switch.matrix-34
validated
35
Outhole
Microswitch
switch.matrix-35
validated
36
Trough 1 BallNC
Opto
switch.matrix-36
validated
37
Trough 2 BallsNC
Opto
switch.matrix-37
validated
38
Trough 3 BallsNC
Opto
switch.matrix-38
validated
39
Trough 4 BallsNC
Opto
switch.matrix-39
validated
40
Unused Matrix Position 40
switch.matrix-40
validated
41
Left Slingshot
Microswitch
switch.matrix-41
validated
42
Right Slingshot
Microswitch
switch.matrix-42
validated
43
Shooter Lane
Microswitch
switch.matrix-43
validated
44
Outlane Left
Microswitch
switch.matrix-44
validated
45
Inlane Left
Microswitch
switch.matrix-45
validated
46
Lower Lock 1 Ball
Microswitch
switch.matrix-46
validated
47
Lower Lock 2 Balls
Microswitch
switch.matrix-47
validated
48
Lower Lock 3 Balls
Microswitch
switch.matrix-48
validated
49
3-Bank Uranus
Microswitch
switch.matrix-49
validated
50
3-Bank Neptune
Microswitch
switch.matrix-50
validated
51
3-Bank Pluto
Microswitch
switch.matrix-51
validated
52
3-Bank Standup Left
Microswitch
switch.matrix-52
validated
53
3-Bank Standup Right
Microswitch
switch.matrix-53
validated
54
Star Bumper Left
Microswitch
switch.matrix-54
validated
55
Star Bumper Right
Microswitch
switch.matrix-55
validated
56
Star Bumper Middle
Microswitch
switch.matrix-56
validated
57
Alien MotorNC
Opto
switch.matrix-57
validated
58
1-Bank
Microswitch
switch.matrix-58
validated
59
Inner Orbit Right
Microswitch
switch.matrix-59
validated
60
Outer Orbit Right
Microswitch
switch.matrix-60
validated
61
Alien Lock Left
Microswitch
switch.matrix-61
validated
62
Alien Lock Right
Microswitch
switch.matrix-62
validated
63
Unused Matrix Position 63
switch.matrix-63
validated
64
Unused Matrix Position 64
switch.matrix-64
validated
65
Inlane Right
Microswitch
switch.matrix-65
validated
66
Outlane Right
Microswitch
switch.matrix-66
validated
67
Eject Hole
Microswitch
switch.matrix-67
validated
68
Upper Right Flipper EOS
Microswitch
switch.matrix-68
validated
69
Island Entrance
Microswitch
switch.matrix-69
validated
70
Island Exit Left
Microswitch
switch.matrix-70
validated
71
Island Exit Right
Microswitch
switch.matrix-71
validated
72
Unused Matrix Position 72
switch.matrix-72
validated
73
Unused Matrix Position 73
switch.matrix-73
validated
74
Unused Matrix Position 74
switch.matrix-74
validated
75
Unused Matrix Position 75
switch.matrix-75
validated
76
Unused Matrix Position 76
switch.matrix-76
validated
77
Captive Bottom Left
Microswitch
switch.matrix-77
validated
78
Captive Top Left
Microswitch
switch.matrix-78
validated
79
Captive Bottom Right
Microswitch
switch.matrix-79
validated
80
Captive Top Right
Microswitch
switch.matrix-80
validated

Controlled devices

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

Coils, magnets & motors

26
26 shown
# Name Device ID Kind Role Evidence
1
Outhole
device.outhole Coil
validated
2
Trough
device.trough Coil
validated
3
Knocker
device.knocker Coil
cabinet.knocker
validated
4
Left Slingshot
device.left-slingshot Coil
validated
5
Right Slingshot
device.right-slingshot Coil
validated
6
Kickback
device.kickback Coil
validated
7
4-Bank Reset
device.4-bank-reset Coil
validated
8
Lower Lock Post
device.lower-lock-post Coil
validated
9
Left Flipper
device.left-flipper Coil
validated
10
Right Flipper
device.right-flipper Coil
validated
11
Upper Right Flipper
device.upper-right-flipper Coil
validated
12
Eject Hole
device.eject-hole Coil
validated
13
Island Diverter
device.island-diverter Coil
validated
14
Ramp Diverter 1
device.ramp-diverter-1 Coil
validated
15
Ramp Diverter 2
device.ramp-diverter-2 Coil
validated
16
Alien Lock Post
device.alien-lock-post Coil
validated
17
3-Bank Reset
device.3-bank-reset Coil
validated
18
Star Bumper Left
device.star-bumper-left Coil
validated
19
Star Bumper Middle
device.star-bumper-middle Coil
validated
20
Star Bumper Right
device.star-bumper-right Coil
validated
27
Orbit Gate Left
device.orbit-gate-left Coil
validated
28
Orbit Gate Right
device.orbit-gate-right Coil
validated
29
1-Bank Reset
device.1-bank-reset Coil
validated
30
Tube Dancer Motor
device.tube-dancer-motor Motor
validated
31
Aliens Forward Motor
device.aliens-forward-motor Motor
validated
32
Aliens Reverse Motor
device.aliens-reverse-motor Motor
validated

Flashers

6
6 shown
# Name Device ID Role Evidence
21
Backbox Left Flasher
device.backbox-left-flasher
cabinet.backbox
validated
22
Tube Dancer & Backbox Right Flasher
device.tube-dancer-backbox-right-flasher
validated
23
Dance Floor Flasher
device.dance-floor-flasher
validated
24
Eject Hole Flasher
device.eject-hole-flasher
validated
25
Aliens Flasher
device.aliens-flasher
validated
26
Lower Lock Flasher
device.lower-lock-flasher
validated

Lamps

130

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
113–120
121–128
129–136
Hover or tap an address to identify it.
130 shown
# Name Device ID Role Evidence
1
Coin Door 1&2
lamp.matrix-1
cabinet.coin-door
validated
2
Coin Door 3&4
lamp.matrix-2
cabinet.coin-door
validated
3
Start
lamp.matrix-3
cabinet.start-lamp
validated
4
Unused Matrix Position 4
lamp.matrix-4
validated
5
Unused Matrix Position 5
lamp.matrix-5
validated
6
Unused Matrix Position 6
lamp.matrix-6
validated
7
Unused Matrix Position 7
lamp.matrix-7
validated
8
Unused Matrix Position 8
lamp.matrix-8
validated
9
4-Bank G.I. 1
lamp.matrix-9
validated
10
4-Bank G.I. 2
lamp.matrix-10
validated
11
4-Bank G.I. 3
lamp.matrix-11
validated
12
L. Slingshot G.I. 1
lamp.matrix-12
validated
13
Unused Matrix Position 13
lamp.matrix-13
validated
14
L. Flipper G.I. 1
lamp.matrix-14
validated
15
Unused Matrix Position 15
lamp.matrix-15
validated
16
Unused Matrix Position 16
lamp.matrix-16
validated
17
U.R. Flipper G.I. 1
lamp.matrix-17
validated
18
Eject Hole G.I. 1
lamp.matrix-18
validated
19
Spaceship G.I. 1
lamp.matrix-19
validated
20
Spaceship G.I. 2
lamp.matrix-20
validated
21
R. Slingshot G.I. 1
lamp.matrix-21
validated
22
R. Slingshot G.I. 2
lamp.matrix-22
validated
23
R. Flipper G.I. 1
lamp.matrix-23
validated
24
R. Flipper G.I. 2
lamp.matrix-24
validated
25
Tube G.I. 1
lamp.matrix-25
validated
26
Tube G.I. 2
lamp.matrix-26
validated
27
Tube G.I. 3
lamp.matrix-27
validated
28
Tube G.I. 4
lamp.matrix-28
validated
29
Tube G.I. 5
lamp.matrix-29
validated
30
L. Orbit Chase 1
lamp.matrix-30
validated
31
L. Orbit Chase 2
lamp.matrix-31
validated
32
L. Orbit Chase 3
lamp.matrix-32
validated
33
Hoot G.I. 1
lamp.matrix-33
validated
34
Hoot G.I. 2
lamp.matrix-34
validated
35
Hoot G.I. 3
lamp.matrix-35
validated
36
Hoot G.I. 4
lamp.matrix-36
validated
37
Alien G.I. 1
lamp.matrix-37
validated
38
Alien G.I. 2
lamp.matrix-38
validated
39
Alien G.I. 3
lamp.matrix-39
validated
40
Captive G.I. 1
lamp.matrix-40
validated
41
R. Orbit Chase 1
lamp.matrix-41
validated
42
R. Orbit Chase 2
lamp.matrix-42
validated
43
R. Orbit Chase 3
lamp.matrix-43
validated
44
Alien Lock Left
lamp.matrix-44
validated
45
Alien Lock Right
lamp.matrix-45
validated
46
Unused Matrix Position 46
lamp.matrix-46
validated
47
Unused Matrix Position 47
lamp.matrix-47
validated
48
Unused Matrix Position 48
lamp.matrix-48
validated
49
Rollover "B"
lamp.matrix-49
validated
50
Rollover "A"
lamp.matrix-50
validated
51
Rollover "R"
lamp.matrix-51
validated
52
Tube Sign X-Ball
lamp.matrix-52
validated
53
Tube Sign 10 Mill
lamp.matrix-53
validated
54
Tube Sign Jackpot
lamp.matrix-54
validated
55
Unused Matrix Position 55
lamp.matrix-55
validated
56
Unused Matrix Position 56
lamp.matrix-56
validated
57
(Electro) Ramp 1
lamp.matrix-57
validated
58
(Electro) Ramp 2
lamp.matrix-58
validated
59
(Electro) Ramp 3
lamp.matrix-59
validated
60
Unused Matrix Position 60
lamp.matrix-60
validated
61
Unused Matrix Position 61
lamp.matrix-61
validated
62
(Electro) Black Light
lamp.matrix-62
validated
63
Unused Matrix Position 63
lamp.matrix-63
validated
64
Unused Matrix Position 64
lamp.matrix-64
validated
65
Bonus 2X
lamp.matrix-65
validated
66
Bonus 3X
lamp.matrix-66
validated
67
Mode: Underground
lamp.matrix-67
validated
68
Mode: Big Bang
lamp.matrix-68
validated
69
Mode: Bar Room Brawl
lamp.matrix-69
validated
70
Mode: Ray's Ball Busters
lamp.matrix-70
validated
71
Mode: Looped In Space
lamp.matrix-71
validated
72
Shoot Again
lamp.matrix-72
validated
73
Mode: Babe Scanner
lamp.matrix-73
validated
74
Mode: Chase Waitress
lamp.matrix-74
validated
75
Shoot: Cosmic Dartz
lamp.matrix-75
validated
76
Special (Outlane R.)
lamp.matrix-76
validated
77
Inlane Right
lamp.matrix-77
validated
78
Bonus 5X
lamp.matrix-78
validated
79
Bonus 4X
lamp.matrix-79
validated
80
Mode: Tube Dancer
lamp.matrix-80
validated
81
Shoot: Left Orbit
lamp.matrix-81
validated
82
Shoot: Babe Scanner
lamp.matrix-82
validated
83
4-Bank Mars
lamp.matrix-83
validated
84
4-Bank Pythos
lamp.matrix-84
validated
85
4-Bank Venus
lamp.matrix-85
validated
86
4-Bank Mercury
lamp.matrix-86
validated
87
Free Shot (Outlane L.)
lamp.matrix-87
validated
88
Inlane Left
lamp.matrix-88
validated
89
Mode: Cosmic Dartz
lamp.matrix-89
validated
90
Mode: Tour De Bar
lamp.matrix-90
validated
91
Mode: Mosh A Go-Go
lamp.matrix-91
validated
92
Mode: Happy Hour
lamp.matrix-92
validated
93
Mode: Extra Ball
lamp.matrix-93
validated
94
Mode: Get Lucky
lamp.matrix-94
validated
95
Mode: Luna Palooza
lamp.matrix-95
validated
96
Unused Matrix Position 96
lamp.matrix-96
validated
97
Ramp Jackpot
lamp.matrix-97
validated
98
Ramp Standup Left
lamp.matrix-98
validated
99
Ramp Standup Right
lamp.matrix-99
validated
100
Ramp Standup Side
lamp.matrix-100
validated
101
Double Jackpot
lamp.matrix-101
validated
102
Shoot: Tour De Bar
lamp.matrix-102
validated
103
Shoot: Underground 1
lamp.matrix-103
validated
104
Qualify Mode
lamp.matrix-104
validated
105
Captive: Left 4
lamp.matrix-105
validated
106
Captive: Left 3
lamp.matrix-106
validated
107
Captive: Left 2
lamp.matrix-107
validated
108
Captive: Left 1
lamp.matrix-108
validated
109
Captive: Right 4
lamp.matrix-109
validated
110
Captive: Right 3
lamp.matrix-110
validated
111
Captive: Right 2
lamp.matrix-111
validated
112
Captive: Right 1
lamp.matrix-112
validated
113
3-Bank Uranus
lamp.matrix-113
validated
114
3-Bank Neptune
lamp.matrix-114
validated
115
3-Bank Pluto
lamp.matrix-115
validated
116
Shoot: Right Orbit
lamp.matrix-116
validated
117
D.J. Eyes G.I.
lamp.matrix-117
validated
118
Shoot: Luna Palooza
lamp.matrix-118
validated
119
Island: Lock Ready
lamp.matrix-119
validated
120
Island: Mode Ready
lamp.matrix-120
validated
121
Shoot: Underground 2
lamp.matrix-121
validated
122
Star Bumper Left
lamp.matrix-122
validated
123
Star Bumper Middle
lamp.matrix-123
validated
124
Star Bumper Right
lamp.matrix-124
validated
125
Dance Floor
lamp.matrix-125
validated
126
Shoot: Extra Ball
lamp.matrix-126
validated
127
Shoot: Big Bang
lamp.matrix-127
validated
128
U.R. Flipper G.I.2
lamp.matrix-128
validated
129
CPU Board Diagnostic LED
lamp.diag-129
service.cpu-diagnostic
validated
130
Sound Board Diagnostic LED
lamp.diag-130
service.sound-diagnostic
validated

Virtual & other outputs

25
25 shown
# Name Device ID Role Evidence
33
Upper Right Flip Power Mirror
device.upper-right-flip-power-mirror
internal.duplicate.mirror
validated
34
Unused Upper Right Flip Hold Mirror
device.unused-upper-right-flip-hold-mirror
internal.unused
validated
35
Eject Hole Position Mirror (Mislabeled Upper Left Flip Power)
device.eject-hole-position-mirror-mislabeled-upper-left-flip-power
internal.duplicate.mirror
validated
36
Unused Upper Left Flip Hold Mirror
device.unused-upper-left-flip-hold-mirror
internal.unused
validated
37
Unused WPC-style LPDC Output 37
device.unused-wpc-style-lpdc-output-37
internal.unused
validated
38
Unused WPC-style LPDC Output 38
device.unused-wpc-style-lpdc-output-38
internal.unused
validated
39
Unused WPC-style LPDC Output 39
device.unused-wpc-style-lpdc-output-39
internal.unused
validated
40
Unused WPC-style LPDC Output 40
device.unused-wpc-style-lpdc-output-40
internal.unused
validated
41
Unused WPC-style LPDC Mirror 41
device.unused-wpc-style-lpdc-mirror-41
internal.unused
validated
42
Unused WPC-style LPDC Mirror 42
device.unused-wpc-style-lpdc-mirror-42
internal.unused
validated
43
Unused WPC-style LPDC Mirror 43
device.unused-wpc-style-lpdc-mirror-43
internal.unused
validated
44
Unused WPC-style LPDC Mirror 44
device.unused-wpc-style-lpdc-mirror-44
internal.unused
validated
45
Left Flipper Power Mirror
device.left-flipper-power-mirror
internal.duplicate.mirror
validated
46
Unused Lower Right Flip Hold Mirror
device.unused-lower-right-flip-hold-mirror
internal.unused
validated
47
Right Flipper Power Mirror
device.right-flipper-power-mirror
internal.duplicate.mirror
validated
48
Unused Lower Left Flip Hold Mirror
device.unused-lower-left-flip-hold-mirror
internal.unused
validated
49
Unused Platform Gap 49
device.unused-platform-gap-49
internal.unused
validated
50
Unused Platform Gap 50
device.unused-platform-gap-50
internal.unused
validated
51
Fast-Flips Game On/Off Diagnostic Channel
device.fast-flips-game-on-off-diagnostic-channel
internal.diagnostic
validated
131
Unused Diagnostic Column Position 131
lamp.diag-unused-131
validated
132
Unused Diagnostic Column Position 132
lamp.diag-unused-132
validated
133
Unused Diagnostic Column Position 133
lamp.diag-unused-133
validated
134
Unused Diagnostic Column Position 134
lamp.diag-unused-134
validated
135
Unused Diagnostic Column Position 135
lamp.diag-unused-135
validated
136
Unused Diagnostic Column Position 136
lamp.diag-unused-136
validated

Configuration & other inputs

6 shown
# Name Device ID Kind Evidence
11
Unused Cabinet Position 11
switch.cabinet-11 Constant validated
12
Unused Cabinet Position 12
switch.cabinet-12 Constant validated
13
Unused Cabinet Position 13
switch.cabinet-13 Constant validated
14
Unused Cabinet Position 14
switch.cabinet-14 Constant validated
81
PinMAME Synthetic Flipper Button/EOS Column
switch.dmd-synthetic-flipper-column Virtual validated
89
Unused Platform Switch Column 10
switch.unused-platform-column-10 Virtual validated

Mechanisms

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

Outhole and Ball Trough

mechanism.trough

Kicker

A drained ball settles on Outhole opto-adjacent switch 35 (SW00113, mechanical); Sub SolTrough kicks it (sw35.kick 57,20) into the four-position trough, sensed by opto switches 36-39 (Trough 1-4 Balls, A0015604-4R/A0015702-4R receiver/transmitter pair). The retained script's UpdateTroughTimer settles balls forward one position at a time (sw36.kick if sw37 empty, etc.) until they queue against switch 39. SolRelease (address 2) kicks the queued ball out to the shooter lane (switch 43).

4-Bank Drop Target

mechanism.4-bank-drop-targets

Drop Target Bank

Four standup-style drop targets (Mercury/Venus/Pythos/Mars, switches 17-20, SW00106) reset together off one coil (solenoid 7): the retained script's sol4Bank handler calls DTRaise on all four target objects in one pulse. The mechanism parts page (printed page 96) confirms one shared reset bar/coil for the bank, printed 'TYPICAL (4 REQUIRED)' for the target sub-assemblies themselves.

3-Bank Drop Target

mechanism.3-bank-drop-targets

Drop Target Bank

Three standup-style drop targets (Uranus/Neptune/Pluto, switches 49-51, SW00106) reset together off one coil (solenoid 17, sol3Bank: DTRaise 49,50,51), matching the mechanism parts page's 'TYPICAL (3 REQUIRED)' callout for the target sub-assemblies sharing one reset mechanism.

1-Bank Drop Target

mechanism.1-bank-drop-target

Drop Target Bank

Single drop target (switch 58, SW00106) reset by solenoid 29 (sol1Bank: DTRaise 58).

Senses

Alien Mechanism

mechanism.alien-mechanism

Rotary

One reversible DC gearmotor (Alien Mech Assembly parts list, printed page 105, with its exploded drawing on printed page 104: one motor item driving two gears on two independent shafts, each carrying one alien figure) drives both alien figures together through a 32-step position counter (retained script ALockTimer_timer, OldPos/NewPos 0-31). Switch 57 (Alien Motor, opto, blank switch part) toggles through a repeating home/quarter/half/three-quarter-turn notch pattern as the counter advances -- the mechanism's own parts list carries the MT00501 encoder disc read by the A0020000 slotted-opto PCB assembly, and the diagnostic C2-02 Alien Motor calibration test confirms one motor calibrated at two power levels with a 'Can't Find Home Position' failure mode tied to 'the opto (which reads the encoder wheel)', matching this switch's role. Solenoids 31/32 (Aliens Forward/Reverse) are this one gearmotor's two drive-direction outputs, not two independent motors. Solenoid 16 (Alien Lock Post) raises/lowers a separate ball-lock post sensed by switches 61/62 (Alien Lock Left/Right, SW00146); the retained script's sw61_Hit/sw62_Hit handlers set AlienLBall/AlienRBall lock-state flags independently of the rotating figures' own position.

Tube Dancer

mechanism.tube-dancer

Motorized

The Tube Lady Assembly parts list (printed page 109) and its exploded drawing (printed page 108) prove a purely motorized mechanism with no coil anywhere: sub-assembly 1 (A-00649, 'ASSEMBLY, MOTOR, TUBE LADY') is the 1F MR00108 motor (12 VDC, 65 RPM -- the same part number the solenoid table prints for the Ref. 30/31/32 motors) driving through the 1A SM00221 shaft coupling (the cylindrical part an earlier curation misread off the drawing as a coil) and the 1G motor shaft; sub-assembly 2 (A-00650, 'ASSEMBLY, TUBE LADY') is the 2G clear tube, 2D base, 2B insert shaft, 2C wireform, and the 2E belt assembly carrying the 2F figure. The assembly stands on the playfield at the rear-left circle the printed page-82 diagram marks with callouts 22/30 (corroborated by the retained IPDB photograph showing the figure in its tube beside the tube-sign rollovers). Solenoid 30 is the motor's single drive output (the retained script's solDancer enables a continuous wobble-rotation timer while energized); address 22 drives the feature's flasher effect at the tube plus the Backbox Right flasher in parallel (two bulb symbols on schematic sheet 7; the location table's CL00109 cell for Ref. 22 is a manual-internal error against its own parts list). The diagnostics section's C2 tests cover the alien motor but define no tube-dancer coil test, consistent with the parts list.

Island and Ramp Diverters

mechanism.island-and-ramp-diverters

Diverter

Three independent diverter solenoids (13 Island Diverter, 14 Ramp Diverter 1, 15 Ramp Diverter 2) each raise/lower a wall or rotate a gate arm to route a ball between the tube/island area and the ramp; the Left and Right Diverter Assembly parts page (printed page 102) documents one coil per diverter. The manual's printed page-82 playfield diagram marks callout 14 at the rear-left playfield edge and callout 15 at the top-centre-left ramp, and both retained recreations model the physical halves as drop-wall panels there (DivTube/DivTube1 for 14; DivTube2 for 15 in the earlier recreation, whose coordinate the VPW v1.0 table's same-named wall contradicts by ~0.17 normalized units and is disclosed on the placement). The tables' Flipper-type DivTubef/DivTube2f gate-arm objects are is_visible=false rotation-animation helpers parked at the front apron in both recreations -- table artifacts, not device locations.

Direct wiring

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

Recreation notes

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

Coverage
author_ready - complete physical I/O inventory, Capcom platform bindings, driver-variant boundary, opto construction positively documented for every normalized switch, mechanism inventory and behavior resolved from the factory parts lists, normalized spatial placement for every device, zero unresolved conflicts, and source-reconciled recreation knowledge

Identity and evidence precedence

This is the Capcom widebody physical product from 1996, one of the last three games Capcom Coin-Op released before exiting pinball. It covers the two-driver bbb_* clone tree: bbb109 (Beta 1.9 US, the pinned catalog's parent, built with Fast Flips support) and bbb108 (Beta 1.8 US, an earlier firmware revision without Fast Flips). Both are game-ROM revisions for the same physical machine and share identical switch/lamp/solenoid boards (u2l/u2h ROMs and CAPCOMS sound ROMs are byte-identical across both drivers; only the u1l/u1h program ROMs differ).

Evidence precedence for this definition: the retained known-working VPW v1.0 script is runtime and mechanism-causality ground truth; the Capcom operators manual and its companion schematic set control physical construction, part numbers, wiring, polarity, quantities, and device presence -- within the manual, the per-assembly parts lists outrank the one-line location tables whenever they disagree (the Tube Dancer construction below is the working example); the schematic's own sheet 7 "DEVICE # & DESCRIPTION" table is the most authoritative per-solenoid wiring source; pinned PinMAME controls controller generation, public address topology, and per-game hardware metadata; the retained VPW v1.0 table supplies primary geometry, and an earlier retained community recreation (kept under the corroboration tree) supplies corroborating geometry and runtime bindings, always cited together with a manual fact because the two tables share object-naming ancestry and are not treated as independent consensus sources. The retained manual PDF is an Adobe Paper Capture OCR'd scan whose text layer is unreliable on dense multi-column tables, so every printed table used here was read from rendered pages and transcribed into external:pinmame-review-artifacts/big-bang-bar/manual-transcription.md and its companion solenoid/schematic document; the OCR text is a search index only and never an authority.

Controller platform and address topology

Capcom hardware has no PINMAME_HARDWARE_GEN bit at all -- core_tGameData.gen is the literal 0 in every cc-family INITGAME/INITGAMEFF macro expansion (src/wpc/capgames.c), confirmed by the constant's total absence from src/libpinmame/libpinmame.h's PINMAME_HARDWARE_GEN enum. This is the first Capcom-platform game curated in this project; it introduced controllers/pinmame/capcom.json, derived entirely from src/wpc/capcom.c/capcom.h/capgames.c rather than by analogy with any WPC/System-11/Whitestar profile already in this repository. None of those platforms' rules (printed-flipper translation, LPDC 37-40/41-44 duplication, Fliptronic columns, CORE_FIRSTCUSTSOL-relative custom-solenoid counting from a WPC-style base, or column-times-ten switch/lamp notation) carry over -- Capcom's own cc_sw2m/cc_m2sw conversion functions and fixed two-matrix lamp scheme are a completely independent addressing scheme documented in the controller profile with exact source citations.

  • Switches: 16 dedicated cabinet positions (1-8 from CC_COMPORTS "switch column 9" -- Coin 1-4, Start, Coin Door; 9-16 from "switch column 0" -- Slam Tilt, Tilt, and five generically-labeled "Unused" positions this game repurposes for a Token/Ticket dispenser at 15/16), an 8x8 playfield switch board at 17-80 (the C1-01 switch test walks both boards, A and B), PinMAME's synthetic flipper button/EOS column at 81-88 (real content depends entirely on hw.flippers), and an always-unused platform column at 89-96 (CORE_STDSWCOLS fixes every generation at 12 columns regardless of what a driver uses).
  • Solenoids: 32 physical driver-board outputs (1-32); four Fliptronic-shaped synthetic mirror addresses (33, 35, 45, 47) that duplicate physical 11/12/9/10 respectively for legacy DOF compatibility, per the driver's own source comment admitting the mapping "does not correspond to manuals or any other reference"; a completely unused WPC-style LPDC range (37-44, never written by the Capcom driver at all); and one custom diagnostic address (51) published only by the Fast-Flips-capable bbb109 driver.
  • Lamps: two full 8x8 CPU-strobed matrices (1-64 "A", 65-128 "B") -- there is no general-illumination channel anywhere on this platform; every playfield bulb, including ones the manual labels "G.I.", is an individually addressed lamp-matrix position, not a continuously-driven GI circuit. A ninth diagnostic column (129-136) carries two PWM-integrated status LEDs and six permanently unused positions. Bulb quantities: the schematic's lamp-matrix sheets mark exactly four addresses X2 (two parallel bulbs) -- matrix-A coin-door lamps 1 and 2, and matrix-B addresses 87 (Free Shot, Outlane Left) and 125 (Dance Floor).

Two platform facts are easy to get backwards. First, PinMAME's capInvSw10 mask (shared by both bbb108 and bbb109, since both pass gameno=10 to their INITGAME/INITGAMEFF macro call) normalizes exactly six switch addresses -- 25, 36, 37, 38, 39, and 57 -- and this definition's exhaustive re-derivation of the mask in code (never by hand) agrees with the manual's own construction evidence for all six: 36-39 carry the trough opto board's receiver/transmitter part numbers (A0015604-4R / A0015702-4R) on the switch-locations page, switch 25 is "the opto spinner" in the manufacturer's own Playfield Features scoring text, and switch 57 reads the MT00501 encoder disc through the A0020000 slotted-opto PCB named by the Alien Mech Assembly parts list (printed page 105) and again by the C2-02 diagnostic's "the opto (which reads the encoder wheel)" failure text. The location table's Opto Receiver/Xmtr P/N columns are a uniform scan defect for every other row -- that is a scan defect, not a construction question. Second, the four Fliptronic-shaped mirror addresses are not WPC-style real public addresses the way they are on every WPC generation curated in this project; only two of the four (45, 47) ever receive live data from the emulator at all, and even those two carry PinMAME's own admitted left/right naming defect -- see the flippers section.

Trough, drain, and shooter

A drained ball settles on switch 35 (Outhole, SW00113, mechanical, the largest normalized y of the five trough-area switches -- closest to the apron). Sub SolTrough (solenoid 1) kicks it into the four-position ball trough at switch 39 (Trough 4 Balls, nearest the drain entry), sensed onward by opto switches 36-39 (Trough 1-4 Balls). UpdateTroughTimer cascades balls toward the exit one position at a time (sw37.kick into 36 if 36 is empty, sw38.kick into 37, sw39.kick into 38), so switch 36 (the smallest normalized y of the four, closest to the release mechanism) is the front of the queue. Solenoid 2 (SolRelease, labeled "Trough" on both the manual and schematic device table) kicks the ball resting on switch 36 out to the shooter lane (switch 43, Shooter Lane), and the cabinet Plunger key fires it into play. There is no cabinet Launch Button switch address on this machine's cabinet-switch table.

Alien mechanism: one motor, two figures, twin lock posts

The Alien Mech Assembly parts list (printed page 105; exploded drawing on printed page 104) documents one DC gearmotor (MR00108, item 8) driving two gears (item 17, two required) on two independent shafts (items 18/19), each carrying one alien figure (items 23/24), with the position sensed by an MT00501 encoder disc (item 2) read through an A0020000 slotted-opto PCB assembly (item 5) -- the same single-opto board the Opto Boards page documents (SW00148 "SWITCH, OPTO, SLOTTED, .375, PIN-IN"), drawn on the exploded drawing directly beside the motor. PinMAME's public solenoids 31/32 ("Aliens Forward"/"Aliens Reverse") are this single motor's two drive-direction outputs, not two independent motors -- independently corroborated by the manual's own dedicated "C2-02: ALIEN MOTOR" diagnostic calibration test (printed pages 41-42), which calibrates one motor at two power levels and whose "Can't Find Home Position" failure mode names "the opto (which reads the encoder wheel)".

That opto is switch 57: the retained script's ALockTimer_timer drives a 32-step position counter (OldPos/NewPos, 0-31) and toggles switch 57 through a repeating home/quarter-turn/half-turn/three-quarter-turn notch pattern as the counter advances, animating both alien figures' rotation angles together from the same counter. There is no fixed playfield sensor object behind this switch; it is a documented projection onto the mechanism's own rotating-figure anchor.

Solenoid 16 (Alien Lock Post) is a separate mechanism: it raises and lowers a ball-lock post, sensed independently by switches 61/62 (Alien Lock Left/Right, SW00146). The retained script's sw61_Hit/sw62_Hit handlers set independent AlienLBall/AlienRBall lock-state flags with no dependency on the rotating figures' own position counter.

Tube Dancer: a motor, a belt, a figure, and no coil

The Tube Lady Assembly's own parts list (printed page 109) and exploded drawing (printed page 108) prove a purely motorized mechanism: sub-assembly 1 (A-00649, "ASSEMBLY, MOTOR, TUBE LADY") is the 1F MR00108 motor (12 VDC, 65 RPM -- the same part number the solenoid table prints for the Ref. 30/31/32 motors) driving through the 1A SM00221 shaft coupling (the cylindrical part an earlier curation misread off the drawing as a coil) and the 1G motor shaft; sub-assembly 2 (A-00650, "ASSEMBLY, TUBE LADY") is the 2G clear tube, 2D base, 2B insert shaft, 2C wireform, and the 2E belt assembly carrying the 2F figure. No coil, solenoid, or plunger assembly exists anywhere in either parts list. The assembly stands on the playfield at the rear-left circle the printed page-82 diagram marks with callouts 22/30 -- confirmed by the retained IPDB photograph showing the figure in its clear tube beside the ADD-A-BALL / 10 MILL / TOP UP JACKPOT tube-sign rollover buttons, with no coil visible.

Solenoid 30 is the motor's single drive output: the retained script's solDancer enables a continuous wobble-rotation timer while energized. Address 22 drives the feature's flasher effect at the tube plus the Backbox Right flasher in parallel -- two bulb symbols on schematic sheet 7, SolCallback(22)="Flash2" bound to Lampz.state(162)/Light F22 in the retained table and "setlamp 162," in the earlier recreation. The location table's CL00109 coil part number printed for Ref. 22 is a manual-internal error against its own parts list; it is recorded on the device, not resolved by inventing a second device.

Drop-target banks

Three independent banks, each resetting off one shared coil per the mechanism parts pages' own "TYPICAL (N REQUIRED)" callouts for the target sub-assemblies:

  • 4-Bank (Mercury/Venus/Pythos/Mars, switches 17-20): solenoid 7, sol4Bank (DTRaise 17,18,19,20 in one pulse).
  • 3-Bank (Uranus/Neptune/Pluto, switches 49-51): solenoid 17, sol3Bank.
  • 1-Bank (switch 58): solenoid 29, sol1Bank.

Note the printed switch Ref. numbers 17/18 for the first two 4-Bank targets appear on the manual's cabinet-switch page layout (Ref. 1-18 share one page block) purely as a column-split artifact of the page's typesetting, not a hardware distinction -- both are genuine playfield switch-matrix positions in cc_m2sw's column-1 range (public 17-24), confirmed by the retained script's own sol4Bank handler resetting all four targets (17-20) as one bank.

Ramp and Island diverters

Three independent diverter solenoids (13 Island Diverter, 14 Ramp Diverter 1, 15 Ramp Diverter 2) each raise/lower a wall or rotate a gate arm to route a ball between the tube/island area and the ramp system; the Left and Right Diverter Assembly parts page (printed page 102) documents one coil per diverter. The physical halves are drop-wall panels at the playfield's rear: the manual's printed page-82 diagram marks callout 14 at the rear-left edge and callout 15 at the top-centre-left ramp (balloon measurements committed with the diagram excerpt), the VPW v1.0 table models diverter 1's two panels there (Wall.DivTube and Wall.DivTube1), and the earlier recreation's Wall.DivTube2 agrees with callout 15's position for diverter 2. The VPW v1.0 table's own same-named DivTube2 wall sits roughly 0.17 normalized units to the right of both the manual's callout and the earlier recreation; that divergence is disclosed on the solenoid-15 placement rather than resolved by picking a side silently. The tables' Flipper-type DivTubef/DivTube2f gate-arm objects are is_visible=false rotation-animation helpers parked at the front apron in both recreations -- table artifacts used by the scripts' SolRDivert1/SolRDivert2 handlers, never physical device locations.

Flippers: three positions, one emulator naming defect, and a consumed-table script defect

Big Bang Bar is a widebody "Superpin" with three flipper positions: Left, Right, and Upper Right (S9/S10/S11 on the schematic's device table; there is no upper-left flipper anywhere in the S1-S32 space). hw.flippers (FLIP_SWNO(5,6)+FLIP_SOL(FLIP_LL|FLIP_LR|FLIP_UR|FLIP_UL), src/wpc/capgames.c) declares all four Fliptronic-style flipper-solenoid bits even though only three physical flipper coils and two physical flipper buttons exist -- normal for this platform's shared FLIP macro, not a Big Bang Bar peculiarity.

Two precisely-scoped defects are worth recording, neither of which is a machine fact.

First, PinMAME's mirror constant names are misleading on this platform: src/wpc/capcom.c's io_w mirrors physical solenoid 9 (S9, "L. Flipper") into sLRFlipPow=45 and physical solenoid 10 (S10, "R. Flipper") into sLLFlipPow=47 -- the opposite left/right sense from PinMAME's own constant names. The driver's own source comment admits this outright. This definition binds the mirrors to their physical correspondence (45 mirrors S9/Left; 47 mirrors S10/Right; 33 mirrors S11/Upper-Right; 35 mirrors S12/Eject Hole) per the source-code mirror logic.

Second, the retained table's own flipper callbacks are dead code under the script library it requires: the symbolic SolCallback(sLRFlipper)="SolRFlipper" / SolCallback(sLLFlipper)="SolLFlipper" bindings resolve against the VPinMAME script library the table loads (Capcom.VBS executes core.vbs), whose flipper constants are sLRFlipper = 46, sLLFlipper = 48, sURFlipper = 34, sULFlipper = 36 -- the hold-side synthetic addresses, which capcom.c never writes (its mirror writes only the power halves 45/47/33/35, from a single io_w write site). Under that library revision the two callbacks receive no emulator data at all; the table's lower flippers animate from its own key handlers (FlipperActivate/FlipperDeActivate EOS-torque handling plus VPX native flipper physics) while the ROM drives its physical coils 9/10 directly. A recreation should drive its visual flippers from the physical addresses (9/10/11) or the two live mirrors (45/47), not from the table's symbolic bindings. The retained library files are pinned under external:pinmame-review-artifacts/big-bang-bar/vpm-script-libs/ and the constants are transcribed in the definition's excerpts; if a future library changes them, the affected device notes must be revisited.

A related structural fact: the mirror code unconditionally treats physical addresses 9/10/11/12 as "the four flipper circuits" and mirrors address 12 into sULFlipPow=35 under the generic name "Upper Left Flip Power" -- but Big Bang Bar wires physical address 12 to Eject Hole (confirmed identically by the manual and the schematic), not a flipper. Address 35 therefore repeats the Eject Hole coil's state and nothing else; the single write site makes that mirror relation structural.

Star bumpers

Three Star Bumpers (Left/Middle/Right, switches 54/56/55 -- note the manual's own switch numbering is not left-to-right sequential) are wired to solenoids 18/19/20. The identity is the manual's own printed page-82 playfield diagram, which marks callout 18 leftmost, 20 upper-right, and 19 lower-centre -- matching this definition's switch/lamp geometry for the same three rings (lamps 122/123/124 from per-address-named Light objects) and both retained recreations' bumper-ring positions (the earlier recreation's Bumper2_Hit/Bumper3_Hit/Bumper1_Hit pulse switches 54/55/56 over the same three positions). Which Bumper1/Bumper2/Bumper3 VPX object each solenoid callback would have animated is a retained-table detail only: the script comments all three callbacks out and the bumpers fire their own coils in the ROM.

Cabinet switches: a platform-generic label overridden by this game

PinMAME's shared CC_COMPORTS keyboard-simulation macro (src/wpc/capcoms.h, used identically by every cc-family game) generically labels address 11 "Buy In" and addresses 12-16 "Unused #1-5". Big Bang Bar's own manual proves otherwise for this specific machine: Ref. 11-14 print "UNUSED" (no Buy In switch fitted at all), while Ref. 15/16 -- two of the platform's generically-labeled "Unused" positions -- are wired to real Token Dispense and Ticket Dispense sensors, consistent with this being a title Capcom also sold in a redemption configuration. Treat every CC_COMPORTS label as a generic keyboard-simulation placeholder that a specific game's own manual can override, never as a confirmed physical device by itself.

Lamps a recreation should not guess at

  • No GI channel exists. Every "G.I."-labeled row in the lamp table is an ordinary CPU-strobed lamp-matrix address.
  • Lamps 1, 2 (coin door, two bulbs each) and 3 (START) are cabinet hardware, not playfield inserts. The START lamp illuminates the cabinet start button: the retained script binds Lampz.Callback(03) to the PinCab_Start_Button object ("For VR StartButton Lighting"), the manual's lamp table lists it directly beside the two coin-door lamp rows, and neither retained recreation models a playfield START insert nor does any retained photograph show one.
  • Lamps 87 (Free Shot, Outlane Left) and 125 (Dance Floor) each drive two #44 bulbs in parallel (the schematic matrix-B sheet's only two playfield X2 marks; the sheet set's own legend draws the two-bulb parallel circuit). The retained tables model one socket each, so light the modelled socket from the recorded position and treat the second parallel bulb's socket as unsurveyed rather than inventing a second coordinate; the definition records quantity: 2 on both addresses. (The repository's Kiss record is the precedent: seven addresses light both a backglass socket and a playfield insert, and only the socket with a retained coordinate carries the placement.)
  • Lamp 62, "(ELECTRO) BLACK LIGHT" (#44, LP00109 -- a distinct part from the ordinary LP00104 socket), illuminates the (Electro) Ramp feature from below/behind; the exact tube position is not surveyed, and the definition records a documented projection onto the feature's three modeled ramp lamps rather than a surveyed socket.
  • Lamp 111, "FLUORESCENT IN BACKBOX" (T8, LP00105, wire WHT/WHT-BLK) is direct-wired outside the CPU lamp matrix entirely; it has no PinMAME address and is not an addressable device.

Author construction checklist

  • Build the four-ball trough with the drain at the Outhole, the Plunger-fired shooter lane, the 4-Bank/3-Bank/1-Bank drop-target banks, three Star Bumpers, two slingshot coils (solenoids 4/5 -- real coils even though the retained table models passive walls), the Kickback ball-saver, the Lower Lock post and its three-position lock (switches 46-48), the Eject Hole kicker, the Island/Ramp diverters, the two Orbit one-way gates, the rotating twin-Alien mechanism with its encoder opto and own lock post, and the motorized Tube Lady figure on the playfield.
  • Build three flippers (Left, Right, Upper Right) from the manual/schematic evidence (S9/S10/S11, EOS switches 33/34/68); the retained table exercises none of the three flipper circuits through the emulator.
  • Preserve opto polarity for switches 25, 36-39, and 57 (PinMAME's capInvSw10 mask normalizes all six; do not invert what the emulator already normalizes).
  • Do not model a general-illumination channel; every "G.I."-labeled bulb in the lamp-locations table is an ordinary CPU-strobed lamp-matrix address.
  • Bind cabinet switches 1-16 (with 11-14 genuinely unfitted, and 15/16 wired to Token/Ticket Dispense on this game specifically), matrix 17-80, the eight-bit synthetic flipper column 81-88, solenoids 1-32 plus the two live mirror addresses 45/47 and the diagnostic-only 51 (present only on bbb109), and both 64-position lamp matrices plus the two populated diagnostic LEDs at 129/130.
  • Treat address 22 as a flasher output with two bulb locations (playfield tube dancer + backbox right), not a coil.
  • Add the four X2 lamp sockets (1, 2, 87, 125) as doubled bulbs.
  • The backbox fluorescent tube (lamp-table row 111) is direct-wired T8 hardware outside the CPU-multiplexed lamp matrix; it has no PinMAME address.

Sources

  • manual.capcom.big-bang-bar.1996: Capcom Big Bang Bar operators manual (PM00131), SHA-256 5fc11391e3092298e31775fdff5944554fc78db2bdb9240aa39fa9eab5dabca5; its per-assembly parts lists (Alien Mech, printed page 104; Tube Lady, printed page 109) outrank the one-line location tables wherever the two disagree.
  • manual-schematic.capcom.big-bang-bar.1996: companion 12-sheet schematic set, SHA-256 fab546ea34874af8d721e8a9bc514a6ab64fa6835001dc4401d3c741b948d603; sheets 9/10 carry the only bulb-quantity (X2) annotations in the document set.
  • manual-support.capcom.big-bang-bar.1996: retained human transcription (switches/lamps), SHA-256 3e503420d32c307f409edaa57c80d6f4bfa9f01d90cd0e47dbc6ddc755188994, and its companion solenoid/schematic transcription, SHA-256 b996714bd9cd3811481ab0eb0ccce071c3d019819844eaffffaf5318e28c4bd5.
  • vpx-script.bbb-vpw-1-0: retained known-working VPW v1.0 embedded script, SHA-256 db632ce7611ad625053c1bfcc6f035b95338c49449b5e78fa5fe2a4f38cfabf7, binding bbb109.
  • vpx-table.bbb-vpw-1-0: retained table, SHA-256 7fd6c3a4ada4ae9c8b253a2123e64c8b546ced4e9c4211edff29f01e6647f3d5, bounds left=0 top=0 right=952 bottom=2162.
  • vpx-table.bbb-archive-2013 / vpx-script.bbb-archive-2013: the earlier retained community recreation and its embedded script (SHA-256 ba5d1384397b8a1a9115b089e4a281634acb9bfb760fe096a320774a8fa2ba46 / cefa47a25952eb96fef752e2c0e718c00f9ce9d0e733aaa86f92ced7c18c5a84), corroboration only and always paired with a manual citation.
  • vpm-script-library.core-vbs: the VPinMAME script library the retained table loads, SHA-256 d380c476c555cdcc4c13e160841211a6aefb5bcb271d807fc04ec42a6945bd72, with Capcom.VBS at SHA-256 03323ded224c5e67b0f7703978529889339e1fd7f73ebdd15002a4a6b794a95e.
  • ipdb-photo.capcom.big-bang-bar.1996.tube-lady / .overhead: IPDB machine-4001 photographs retained for physical corroboration.
  • pinmame.core.4ec52ff0ac13: src/wpc/capcom.c, src/wpc/capcom.h, src/wpc/capgames.c at the pinned revision.

Recreation knowledge is source-reconciled and complete: every address, mechanism, and quantity claim above traces to the cited sources, the four conflicts the 2026-08-07 curation carried are resolved on the record (see the curator's conflicts() documentation and the affected device notes), and a table author can rebuild the machine from this note plus the definition without guessing.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
bbb109Big Bang Bar (Beta 1.9 US)
Capcom Beta 1.9 (US) game ROM, the pinned catalog's clone-tree parent. Built with the INITGAMEFF macro (src/wpc/capgames.c), which declares hw.custSol=1 and a name##_getsol callback reading a RAM 'Fast Flips' game-on/off flag, publishing public solenoid address 51. The retained known-working VPX table binds this driver (Const cGameName = "bbb109").
1996identical
bbb108Big Bang Bar (Beta 1.8 US)
Capcom Beta 1.8 (US) game ROM; a slightly earlier firmware revision of the same physical machine sharing identical switch/lamp/solenoid roms u2l/u2h and CAPCOMS sound ROMs with bbb109, differing only in the u1l/u1h program ROMs. Built with the plain INITGAME macro (hw.custSol=0), so it does not publish public solenoid address 51 at all.
1996bbb109identical

Parent set: bbb109 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only2 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.

bbb108.map.json

capcomv1format 0.8

maps/capcom/bbb108.map.json

Applies to ROMs
bbb108
Sections
game_statehigh_scoresmode_champions

capcom defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

bbb109.map.json

capcomv1format 0.8

maps/capcom/bbb109.map.json

Applies to ROMs
bbb109
Sections
game_statehigh_scoresmode_champions

capcom 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 bbb108/bbb109 clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/capcom.c (file header hardware/lamp/switch/solenoid comment; SWITCH_UPDATE(cc), io_r/io_w, MACHINE_INIT(cc) including the strncasecmp(gn,"bbb",3) flasher-type block, cc_sw2m/cc_m2sw); src/wpc/capgames.c (capInvSw10, #define FLIP FLIP_SWNO(5,6)+FLIP_SOL(FLIP_LL|FLIP_LR|FLIP_UR|FLIP_UL), INITGAME(bbb108,...)/INITGAMEFF(bbb109,...,0x6234d)); src/wpc/core.h (core_tGameData hw field order, CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45, CORE_FIRSTCUSTSOL=51, sLRFlip/sLRFlipPow/sLLFlip/sLLFlipPow/sURFlip/sURFlipPow/sULFlip/sULFlipPow, CORE_MAXSWCOL=16, CORE_STDSWCOLS=12, CORE_FLIPPERSWCOL=11); src/wpc/core.c (core_getSw/core_setSw generic invSw application, core_updateSw synthetic flipper switch/EOS handling); src/libpinmame/libpinmame.h (PINMAME_HARDWARE_GEN enum: no Capcom entry exists, confirmed by core_tGameData.gen being the literal 0 in every cc-family INITGAME/INITGAMEFF expansion)

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-capcom

    Capcom cabinet/matrix/synthetic-flipper switch, 32-solenoid plus synthetic-mirror, and two-matrix lamp address rules, derived entirely from src/wpc/capcom.c/capcom.h/capgames.c

    internal:controllers/pinmame/capcom.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.capcom.big-bang-bar.1996

    Source locations

    138-page Adobe Paper Capture OCR'd scan of the Capcom Big Bang Bar operators manual (PM00131, issue date 08/07/96). PDF page number = printed page number + 4. Printed page 76 carries the Opto Boards parts page; printed page 82 carries the Solenoids, Motors, & Flashers location table; printed page 83 carries the Location of Switches & Optos table (cabinet 1-18, playfield matrix 19-80); printed page 81 carries the Cabinet, Playfield, & Backbox Lamps address table. Section on Playfield Mechanisms (printed 85-114) and the Game Diagnostics section (printed 34-44) supply mechanism and calibration-test corroboration.

    external:pinmame-manuals/by-machine/capcom.big-bang-bar.1996/ipdb/Capcom_1996_Big_Bang_Bar_Manual.pdf
    by
    Capcom Coin-Op, Inc.
    sha256
    5fc11391e309…
  • Operator manual

    manual-schematic.capcom.big-bang-bar.1996

    Source locations

    12-page companion schematic set (PB-5 WIRING, drawn by B. Ziegler, dated 6/7/96), separately paginated from the operators manual. Sheet 2/12 (Driver Board Wiring) documents the SOL1-32 connector/wire-color layout; sheet 7/12 (Playfield Devices, Flashers, Wiring) carries the authoritative S1-S32 'DEVICE # & DESCRIPTION' table and per-device coil/bulb/motor symbol shapes. Sheets 3,6,8,9,10 cover switch/lamp wiring (cited only for the cabinet switch/lamp cross-check) and sheets 1,4,5,11,12 are out of this definition's scope (power/display/transformer/coin-door/printer).

    external:pinmame-manuals/by-machine/capcom.big-bang-bar.1996/ipdb/Capcom_1996_Big_Bang_Bar_Schematic_Diagrams_paginated.pdf
    by
    Capcom Coin-Op, Inc.
    sha256
    fab546ea3487…
  • Human review

    manual-support.capcom.big-bang-bar.1996

    Source locations

    Retained human transcription of every rendered switch/lamp manual table used by this definition, together with a companion solenoid/schematic transcription (external:pinmame-review-artifacts/big-bang-bar/manual-transcription-solenoids.md, SHA-256 b996714bd9cd3811481ab0eb0ccce071c3d019819844eaffffaf5318e28c4bd5) and the rendered PNG page cache under external:pinmame-manuals/rendered/capcom.big-bang-bar.1996/. The retained PDF is Adobe Paper Capture OCR'd but the text layer is unreliable on dense multi-column tables, so this transcription (read from rendered page images at 200-600 dpi) is the source of record.

    external:pinmame-review-artifacts/big-bang-bar/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    3e503420d32c…
  • VPX table

    vpx-table.bbb-vpw-1-0

    Source locations

    Retained known-working VPW v1.0 recreation of the physical machine. Exact playfield bounds are left=0 top=0 right=952 bottom=2162 (confirmed against gamedata.json); normalized coordinates are x/952 and y/2162. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/capcom/big-bang-bar-1996/source/Big%20Bang%20Bar%20%28Capcom%201996%29%20VPW%20v1.0.vpx
    by
    VPW
    sha256
    7fd6c3a4ada4…
  • VPX script

    vpx-script.bbb-vpw-1-0

    Source locations

    Retained embedded VPW script (289,215 bytes). Runtime and mechanism-causality authority: Const cGameName = "bbb109", Const UseSolenoids = 2, Const UseLamps = 0, the SolCallback table for solenoids 1-32 and 51 plus the symbolic sLRFlipper/sLLFlipper flipper-power bindings, the Controller.Switch and vpmTimer.PulseSw switch semantics for the trough/Alien/Tube-Dancer/drop-target state machines, and LampTimer_Timer's Controller.ChangedLamps -> Lampz.state dispatch, whose Lampz.MassAssign(N)=L<N> registrations in Sub LampzHelper are the address-to-object binding for every lamp placement in this definition.

    external:pinmame-vpx-sources/capcom/big-bang-bar-1996/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    db632ce7611a…
  • VPX table

    vpx-extraction.bbb-vpw-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 8b1b7c6f35b98b0fecf1d88ac0746d81599fd8006189d58998c255de62fc2e90; 2874 files, 1091052346 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=952 bottom=2162. A companion note (external:pinmame-review-artifacts/big-bang-bar/vpx-geometry.txt, SHA-256 e1339971328d98e365b6574733b08f8dc1849814806bb2973019482c93468ac5) records every object resolved and every address searched but not found.

    external:pinmame-vpx-sources/capcom/big-bang-bar-1996/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • VPX table

    vpx-table.bbb-archive-2013

    Source locations

    The earlier community recreation retained from the contributor's Tables Archive as corroboration evidence (a different implementation from VPW v1.0; its 99,636-byte script shares the DivTube object-naming family with VPW v1.0, so the two are NOT treated as independent for geometry consensus -- corroboration claims below are always paired with a manual citation). Bounds are left=0 top=0 right=952 bottom=2162, identical to the primary table. Cited for: the flasher binding of solenoid 22 ('setlamp 162' / Light.F22), the star-bumper switch identities (Bumper1_Hit->56, Bumper2_Hit->54, Bumper3_Hit->55 over the same three bumper-ring positions the primary table models), and the Wall.DivTube2 coordinate used for solenoid 15's placement. Cited gameitems are pinned by SHA-256 under external:pinmame-review-artifacts/big-bang-bar/corroboration-table-cited/.

    external:pinmame-vpx-sources/capcom/big-bang-bar-1996/corroboration/source/Big Bang Bar (Capcom 1996).vpx
    by
    Big Bang Bar (Capcom 1996) community table authors
    sha256
    ba5d1384397b…
  • VPX script

    vpx-script.bbb-archive-2013

    Source locations

    The earlier recreation's embedded script (99,636 bytes), retained with its cited gameitems. Runtime corroboration only: Const cGameName = "bbb109", SolCallback(22)="setlamp 162," ('Tube Dancer Flasher'), SolCallback(18/19/20) commented sound-only handlers labelled 'Left Bumper' / 'Middle Bumper' / 'Right Bumper', Bumper1_Hit->56 / Bumper2_Hit->54 / Bumper3_Hit->55, and the same SolRDivert1/SolRDivert2 structure as the primary table.

    external:pinmame-review-artifacts/big-bang-bar/corroboration-table-cited/script.vbs
    by
    Big Bang Bar (Capcom 1996) community table authors
    sha256
    cefa47a25952…
  • VPX script

    vpm-script-library.core-vbs

    Source locations

    The VPinMAME script library the retained table loads at runtime (script.vbs line 130 ExecuteGlobal GetTextFile("controller.vbs"), line 134 LoadVPM "01560000", "Capcom.VBS", 3.10; Capcom.VBS executes core.vbs), retained from the contributor's working installation together with Capcom.VBS (SHA-256 03323ded224c5e67b0f7703978529889339e1fd7f73ebdd15002a4a6b794a95e). Decisive for the flipper-mirror resolution: its '-- Flipper solenoids (all games)' block defines Const sLRFlipper = 46, sLLFlipper = 48, sURFlipper = 34, sULFlipper = 36 -- hold-side synthetic addresses src/wpc/capcom.c never writes -- so the retained table's symbolic flipper callbacks are dead bindings under this library revision. Transcribed excerpt: evidence/excerpts/capcom.big-bang-bar.1996/vpm-script-library-constants.md.

    external:pinmame-review-artifacts/big-bang-bar/vpm-script-libs/core.vbslines 130 ExecuteGlobal GetTextFile("controller.vbs"), line 134 LoadVPM "01560000", "Capcom.VBS", 3.10
    by
    VPinMAME / Visual Pinball script-library maintainers
    sha256
    d380c476c555…
  • Human review

    ipdb-photo.capcom.big-bang-bar.1996.tube-lady

    Source locations

    IPDB machine 4001 photograph (retrieved from https://www.ipdb.org/machine.cgi?id=4001 via an authenticated browser session, 2026-08-28): the physical Tube Lady assembly standing in its clear tube on the playfield at the rear-left, beside the ADD-A-BALL / 10 MILL / TOP UP JACKPOT tube-sign rollover buttons, with no coil visible -- corroborating the printed page-82 diagram's playfield callout-22/30 circle, the retained tables' tube-dancer placement, and the parts list's motor-belt construction. Identity/corroboration evidence only; no coordinate is derived from it.

    external:pinmame-review-artifacts/big-bang-bar/ipdb-photos/ipdb-4001-image-13-tube-lady-playfield.jpg
    by
    IPDB contributor photograph, Internet Pinball Machine Database
    sha256
    ac3ba3702601…
  • Human review

    ipdb-photo.capcom.big-bang-bar.1996.overhead

    Source locations

    IPDB machine 4001 full overhead playfield photograph (retrieved from https://www.ipdb.org/machine.cgi?id=4001 via an authenticated browser session, 2026-08-28): whole-playfield view used to visually cross-check feature positions (alien area, mode-ladder inserts, sling/apron area) against the retained tables' geometry; no START playfield insert exists anywhere on it, corroborating the cabinet START-button lamp disposition. Identity/corroboration evidence only.

    external:pinmame-review-artifacts/big-bang-bar/ipdb-photos/ipdb-4001-image-6-playfield-overhead.jpg
    by
    IPDB contributor photograph, Internet Pinball Machine Database
    sha256
    abb750b69bb5…

Something wrong or missing?

Canonical machine fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

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