Kingpin

Partial
Completion75%

Capcom1996CAPCOMcapcom.kingpin.1996 Updated 2026-09-25

1 unresolved conflict

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

Flasher 29 orbit side

Disagreeing sources
Service diagnostic
Human review

The ROM's Solenoid Test names public 29 'L.ORBIT (EAST) FLASHER', but in the ROM's own lamp naming the orbit that carries the EAST insert is the right orbit (lamp 50 'R. ORBIT POINTS', which Krellan's chart calls 'East $ (right orbit)'), and Krellan places this flasher 'under East light (right orbit)'.

One of the two sources is wrong about which orbit the flasher lights; Krellan also says he does not know the exact placement of many flashers.

What would settle it

locate the flasher-29 socket on a real machine or in a photograph of one (Krellan's retained photo set, or an owner's inspection).

$.outputs[?(@.binding.group=='pinmame.output.solenoid' && @.binding.device==29)]

Wire it up

what an authoring tool needs first
Bind this ROM
kpb105

1 ROM set 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 (84)
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.tilt14cabinet.launch

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

186 placements · 22 stacked · normalised player view · outline is nominal

217 Right Ramp Spinner · 122 Right Spinner18 Right Ramp Exit19 Left Return Lane20 Right Return Lane21 Left Outlane22 Right Outlane23 Left Orbit24 Right Orbit25 KING Drop Target K26 KING Drop Target I27 KING Drop Target N28 KING Drop Target G29 PIN Drop Target P30 PIN Drop Target I31 PIN Drop Target N32 Captive Ball233 Left Flipper EOS · 9 Left Flipper234 Right Flipper EOS · 10 Right Flipper235 Outhole · 1 Outhole536 Trough 1 · 37 Trough 2 · 38 Trough 3 · 39 Trough 4 · 2 Trough241 Left Slingshot · 4 Left Slingshot242 Right Slingshot · 5 Right Slingshot243 Shooter Lane · 32 Auto Plunger44 Gun Lock 149 Left Slot Standup250 Right Slot Standup · 40 Slot G.I.251 Slot Saucer · 11 Slot Eject252 Slot Opto · 12 Slot Motor53 Left Top Lane54 Center Top Lane55 Right Top Lane357 Left Star Bumper · 17 Left Star Bumper · 81 Left Star Bumper358 Center Star Bumper · 15 Center Star Bumper · 82 Center Star Bumper359 Right Star Bumper · 16 Right Star Bumper · 83 Right Star Bumper60 Upper Right Ball Standup261 Left Ramp Spinner · 121 Left Spinner262 Left Ramp Exit · 128 G.I. 3563 Ramp Standup8 Gun Eject13 Top Gates18 Left Ramp Flashers19 Left Kid Flasher21 Gun Tip Flashers223 Building Flasher · 66 Left Orbit Points24 Right Kid Flasher225 Captive Flasher · 54 Captive Ball26 Bumpers Flasher227 Power Flashers · 27 Power Bar 3227 Power Flashers · 32 Power Bar 828 Lex Flasher30 KING Flashers31 PIN Flashers5 Left You're Covered6 Left Open Hideout7 Right You're Covered8 Right Open Hideout9 6X Shotgun10 8X Machine Gun11 4X .45 Automatic12 2X Revolver13 Treasure Hunt14 Kid Gun Left15 Kid Gun Right16 Live Again17 Powerup Payola18 Double Spin City19 Bump & Roll'em20 Arms Race21 Spin City22 Lock 123 Lock 224 Lock 325 Power Bar 126 Power Bar 228 Power Bar 429 Power Bar 530 Power Bar 631 Power Bar 733 Power Bar 934 Power Bar 1035 Bonus 2X36 Bonus 4X37 Bonus 6X38 Bonus 8X39 Bonus 10X40 Slot G.I.41 Left Ramp Powerup42 Left Ramp Points43 Left Drop KING44 Right Drop PIN45 Left Ramp Lock46 Ramp Standup47 Right Ramp Powerup48 Right Ramp Points49 Right Orbit Powerup50 Right Orbit Points51 Upper Right Standup Pts52 Upper Right Charmed Life53 Big Al55 Upper Right 2 Ball Fury56 Upper Right Standup Gun57 Boss Kill58 Get The Guns59 Big Heist60 Ramble & Gamble61 Deliver The Goods62 Payoff Panic63 Double Cross64 Hit The Kingpin65 Left Orbit Powerup67 Jackpot68 Super Jackpot69 Left Toplane70 Center Toplane71 Right Toplane72 Left Slot Standup73 Right Slot Standup84 G.I. 185 G.I. 285 G.I. 286 G.I. 386 G.I. 387 G.I. 488 G.I. 589 G.I. 690 G.I. 791 G.I. 892 G.I. 9293 G.I. 10 · 94 G.I. 1195 G.I. 1295 G.I. 1296 G.I. 1396 G.I. 1397 G.I. 1498 G.I. 1599 G.I. 16100 G.I. 17101 Captive Standup102 G.I. 19103 G.I. 20104 G.I. 21105 G.I. 22106 G.I. 23107 G.I. 24108 G.I. 25109 G.I. 26110 G.I. 27111 G.I. 28112 G.I. 29113 G.I. 30114 G.I. 31115 G.I. 36116 Backpanel, Left2117 G.I. 32 · 118 G.I. 33119 Backpanel, Center120 Backpanel, Right127 G.I. 34128 G.I. 35

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 playfield131
  • sensorsenses the ball41
  • effectmoves the ball14
  • nStackseveral devices in one spot22
179 devices shown

Not on the playfield29 virtual, 28 cabinet or service, 24 unused, 2 internal nonvisual — declared rather than missing.

Coverage

Partial

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

Completion75%

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
observed
Variant Coverage
validated
Recreation Knowledge
observed
Still missing · 4
Mechanism BehaviorRecreation NotesSpatial PlacementUnresolved Conflicts

Switches

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

80 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.
80 shown
# Name Device ID Role Wiring Evidence
1
Coin Chute 1
switch.1
cabinet.coin.1
J9.10BLK-GRN
validated
2
Coin Chute 2
switch.2
cabinet.coin.2
J9.10BLK-GRN
validated
3
Coin Chute 3
switch.3
cabinet.coin.3
J9.10BLK-GRN
validated
4
Coin Chute 4
switch.4
cabinet.coin.4
J9.10BLK-GRN
validated
5
Left Flipper Button
Button
switch.5
flipper.lower.left.button
J9.10BLK-GRN
validated
6
Right Flipper Button
Button
switch.6
flipper.lower.right.button
J9.10BLK-GRN
validated
7
Start Button
Button
switch.7
cabinet.start
J9.10BLK-GRN
validated
8
Coin Door
switch.8
cabinet.coin-door
J9.10BLK-GRN
validated
9
Slam Tilt
Tilt
switch.9
cabinet.slam-tilt
J7.10BLK-WHT
validated
10
Tilt
Tilt
switch.10
cabinet.tilt
J7.10BLK-WHT
validated
11
Not Used Switch 11
switch.11
J7.10BLK-WHT
validated
12
Not Used Switch 12
switch.12
J7.10BLK-WHT
validated
13
Token Extraopt
switch.13
service.ticket
J7.10BLK-WHT
validated
14
Launch Button
Button
switch.14
cabinet.launch
J7.10BLK-WHT
validated
15
Token Exitopt
switch.15
service.ticket
J7.10BLK-WHT
validated
16
Ticket Notchopt
switch.16
service.ticket
J7.10BLK-WHT
validated
17
Right Ramp SpinnerNC
Opto
switch.17
J1.10BLK-BRN
validated
18
Right Ramp Exit
switch.18
J1.10BLK-BRN
validated
19
Left Return Lane
switch.19
J1.10BLK-BRN
validated
20
Right Return Lane
switch.20
J1.10BLK-BRN
validated
21
Left Outlane
switch.21
J1.10BLK-BRN
validated
22
Right Outlane
switch.22
J1.10BLK-BRN
validated
23
Left Orbit
switch.23
J1.10BLK-BRN
validated
24
Right Orbit
switch.24
J1.10BLK-BRN
validated
25
KING Drop Target K
switch.25
J2.10BLK-RED
validated
26
KING Drop Target I
switch.26
J2.10BLK-RED
validated
27
KING Drop Target N
switch.27
J2.10BLK-RED
validated
28
KING Drop Target G
switch.28
J2.10BLK-RED
validated
29
PIN Drop Target P
switch.29
J2.10BLK-RED
validated
30
PIN Drop Target I
switch.30
J2.10BLK-RED
validated
31
PIN Drop Target N
switch.31
J2.10BLK-RED
validated
32
Captive Ball
switch.32
J2.10BLK-RED
validated
33
Left Flipper EOS
switch.33
J3.10BLK-ORG
validated
34
Right Flipper EOS
switch.34
J3.10BLK-ORG
validated
35
Outhole
switch.35
J3.10BLK-ORG
validated
36
Trough 1NC
Opto
switch.36
J3.10BLK-ORG
validated
37
Trough 2NC
Opto
switch.37
J3.10BLK-ORG
validated
38
Trough 3NC
Opto
switch.38
J3.10BLK-ORG
validated
39
Trough 4NC
Opto
switch.39
J3.10BLK-ORG
validated
40
Not Used Switch 40
switch.40
J3.10BLK-ORG
validated
41
Left Slingshot
switch.41
J4.10BLK-YEL
validated
42
Right Slingshot
switch.42
J4.10BLK-YEL
validated
43
Shooter Lane
switch.43
J4.10BLK-YEL
validated
44
Gun Lock 1NC
Opto
switch.44
J4.10BLK-YEL
validated
45
Gun Lock 2
switch.45
J4.10BLK-YEL
validated
46
Gun Lock 3
switch.46
J4.10BLK-YEL
validated
47
Left Ramp Down
switch.47
J4.10BLK-YEL
validated
48
Gun Trough OptoNC
Opto
switch.48
J4.10BLK-YEL
validated
49
Left Slot Standup
switch.49
J5.10BLK-GRN
validated
50
Right Slot Standup
switch.50
J5.10BLK-GRN
validated
51
Slot Saucer
switch.51
J5.10BLK-GRN
validated
52
Slot OptoNC
Opto
switch.52
J5.10BLK-GRN
validated
53
Left Top Lane
switch.53
J5.10BLK-GRN
validated
54
Center Top Lane
switch.54
J5.10BLK-GRN
validated
55
Right Top Lane
switch.55
J5.10BLK-GRN
validated
56
Not Used Switch 56
switch.56
J5.10BLK-GRN
validated
57
Left Star Bumper
switch.57
J6.10BLK-BLU
validated
58
Center Star Bumper
switch.58
J6.10BLK-BLU
validated
59
Right Star Bumper
switch.59
J6.10BLK-BLU
validated
60
Upper Right Ball Standup
switch.60
J6.10BLK-BLU
validated
61
Left Ramp SpinnerNC
Opto
switch.61
J6.10BLK-BLU
validated
62
Left Ramp Exit
switch.62
J6.10BLK-BLU
validated
63
Ramp Standup
switch.63
J6.10BLK-BLU
validated
64
Not Used Switch 64
switch.64
J6.10BLK-BLU
validated
65
Not Used Switch 65
switch.65
J7.10BLK-VIO
validated
66
Not Used Switch 66
switch.66
J7.10BLK-VIO
validated
67
Not Used Switch 67
switch.67
J7.10BLK-VIO
validated
68
Not Used Switch 68
switch.68
J7.10BLK-VIO
validated
69
Not Used Switch 69
switch.69
J7.10BLK-VIO
validated
70
Not Used Switch 70
switch.70
J7.10BLK-VIO
validated
71
Not Used Switch 71
switch.71
J7.10BLK-VIO
validated
72
Not Used Switch 72
switch.72
J7.10BLK-VIO
validated
73
Not Used Switch 73
switch.73
J8.10BLK-GRY
validated
74
Not Used Switch 74
switch.74
J8.10BLK-GRY
validated
75
Not Used Switch 75
switch.75
J8.10BLK-GRY
validated
76
Not Used Switch 76
switch.76
J8.10BLK-GRY
validated
77
Not Used Switch 77
switch.77
J8.10BLK-GRY
validated
78
Not Used Switch 78
switch.78
J8.10BLK-GRY
validated
79
Not Used Switch 79
switch.79
J8.10BLK-GRY
validated
80
Not Used Switch 80
switch.80
J8.10BLK-GRY
validated

Controlled devices

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

Coils, magnets & motors

18
18 shown
# Name Device ID Kind Role Wiring Evidence
1
Outhole
solenoid.1 Coil
validated
2
Trough
solenoid.2 Coil
validated
3
Knocker
solenoid.3 Coil
validated
4
Left Slingshot
solenoid.4 Coil
validated
5
Right Slingshot
solenoid.5 Coil
validated
6
KING Drop Target Reset
solenoid.6 Coil
validated
7
PIN Drop Target Reset
solenoid.7 Coil
validated
8
Gun Eject
solenoid.8 Coil
validated
9
Left Flipper
solenoid.9 Coil
flipper.lower.left.power
validated
10
Right Flipper
solenoid.10 Coil
flipper.lower.right.power
validated
11
Slot Eject
solenoid.11 Coil
validated
12
Slot Motor
solenoid.12 Motor
validated
13
Top Gates
solenoid.13 Coil
validated
14
Left Ramp Entrance
solenoid.14 Coil
validated
15
Center Star Bumper
solenoid.15 Coil
validated
16
Right Star Bumper
solenoid.16 Coil
validated
17
Left Star Bumper
solenoid.17 Coil
validated
32
Auto Plunger
solenoid.32 Coil
validated

Flashers

14
14 shown
# Name Device ID Wiring Evidence
18
Left Ramp Flashers
solenoid.18
validated
19
Left Kid Flasher
solenoid.19
validated
20
Big Al Flashers
solenoid.20
validated
21
Gun Tip Flashers
solenoid.21
validated
22
Right Ramp Flasher
solenoid.22
validated
23
Building Flasher
solenoid.23
validated
24
Right Kid Flasher
solenoid.24
validated
25
Captive Flasher
solenoid.25
validated
26
Bumpers Flasher
solenoid.26
validated
27
Power Flashers
solenoid.27
validated
28
Lex Flasher
solenoid.28
validated
29
Left Orbit (East) Flasher
solenoid.29
validated
30
KING Flashers
solenoid.30
validated
31
PIN Flashers
solenoid.31
validated

Lamps

128

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
Hover or tap an address to identify it.
128 shown
# Name Device ID Wiring Evidence
1
Coin 1/Coin 3
lamp.1
YEL-BRN
validated
2
Coin 2/Coin 4
lamp.2
YEL-BRN
validated
3
Start Button
lamp.3
YEL-BRN
validated
4
Auto Plunger
lamp.4
YEL-BRN
validated
5
Left You're Covered
lamp.5
YEL-BRN
validated
6
Left Open Hideout
lamp.6
YEL-BRN
validated
7
Right You're Covered
lamp.7
YEL-BRN
validated
8
Right Open Hideout
lamp.8
YEL-BRN
validated
9
6X Shotgun
lamp.9
YEL-RED
validated
10
8X Machine Gun
lamp.10
YEL-RED
validated
11
4X .45 Automatic
lamp.11
YEL-RED
validated
12
2X Revolver
lamp.12
YEL-RED
validated
13
Treasure Hunt
lamp.13
YEL-RED
validated
14
Kid Gun Left
lamp.14
YEL-RED
validated
15
Kid Gun Right
lamp.15
YEL-RED
validated
16
Live Again
lamp.16
YEL-RED
validated
17
Powerup Payola
lamp.17
YEL-ORG
validated
18
Double Spin City
lamp.18
YEL-ORG
validated
19
Bump & Roll'em
lamp.19
YEL-ORG
validated
20
Arms Race
lamp.20
YEL-ORG
validated
21
Spin City
lamp.21
YEL-ORG
validated
22
Lock 1
lamp.22
YEL-ORG
validated
23
Lock 2
lamp.23
YEL-ORG
validated
24
Lock 3
lamp.24
YEL-ORG
validated
25
Power Bar 1
lamp.25
YEL-BLK
validated
26
Power Bar 2
lamp.26
YEL-BLK
validated
27
Power Bar 3
lamp.27
YEL-BLK
validated
28
Power Bar 4
lamp.28
YEL-BLK
validated
29
Power Bar 5
lamp.29
YEL-BLK
validated
30
Power Bar 6
lamp.30
YEL-BLK
validated
31
Power Bar 7
lamp.31
YEL-BLK
validated
32
Power Bar 8
lamp.32
YEL-BLK
validated
33
Power Bar 9
lamp.33
YEL-GRN
validated
34
Power Bar 10
lamp.34
YEL-GRN
validated
35
Bonus 2X
lamp.35
YEL-GRN
validated
36
Bonus 4X
lamp.36
YEL-GRN
validated
37
Bonus 6X
lamp.37
YEL-GRN
validated
38
Bonus 8X
lamp.38
YEL-GRN
validated
39
Bonus 10X
lamp.39
YEL-GRN
validated
40
Slot G.I.
lamp.40
YEL-GRN
validated
41
Left Ramp Powerup
lamp.41
YEL-BLU
validated
42
Left Ramp Points
lamp.42
YEL-BLU
validated
43
Left Drop KING
lamp.43
YEL-BLU
validated
44
Right Drop PIN
lamp.44
YEL-BLU
validated
45
Left Ramp Lock
lamp.45
YEL-BLU
validated
46
Ramp Standup
lamp.46
YEL-BLU
validated
47
Right Ramp Powerup
lamp.47
YEL-BLU
validated
48
Right Ramp Points
lamp.48
YEL-BLU
validated
49
Right Orbit Powerup
lamp.49
YEL-VIO
validated
50
Right Orbit Points
lamp.50
YEL-VIO
validated
51
Upper Right Standup Pts
lamp.51
YEL-VIO
validated
52
Upper Right Charmed Life
lamp.52
YEL-VIO
validated
53
Big Al
lamp.53
YEL-VIO
validated
54
Captive Ball
lamp.54
YEL-VIO
validated
55
Upper Right 2 Ball Fury
lamp.55
YEL-VIO
validated
56
Upper Right Standup Gun
lamp.56
YEL-VIO
validated
57
Boss Kill
lamp.57
YEL-GRY
validated
58
Get The Guns
lamp.58
YEL-GRY
validated
59
Big Heist
lamp.59
YEL-GRY
validated
60
Ramble & Gamble
lamp.60
YEL-GRY
validated
61
Deliver The Goods
lamp.61
YEL-GRY
validated
62
Payoff Panic
lamp.62
YEL-GRY
validated
63
Double Cross
lamp.63
YEL-GRY
validated
64
Hit The Kingpin
lamp.64
YEL-GRY
validated
65
Left Orbit Powerup
lamp.65
BLU-BRN
validated
66
Left Orbit Points
lamp.66
BLU-BRN
validated
67
Jackpot
lamp.67
BLU-BRN
validated
68
Super Jackpot
lamp.68
BLU-BRN
validated
69
Left Toplane
lamp.69
BLU-BRN
validated
70
Center Toplane
lamp.70
BLU-BRN
validated
71
Right Toplane
lamp.71
BLU-BRN
validated
72
Left Slot Standup
lamp.72
BLU-BRN
validated
73
Right Slot Standup
lamp.73
BLU-RED
validated
74
Jackpot Jump 2X
lamp.74
BLU-RED
validated
75
Jackpot Jump 4X
lamp.75
BLU-RED
validated
76
Jackpot Jump 6X
lamp.76
BLU-RED
validated
77
Jackpot Jump 8X
lamp.77
BLU-RED
validated
78
Jackpot Jump 10X
lamp.78
BLU-RED
validated
79
Jackpot Jump 12X
lamp.79
BLU-RED
validated
80
Jackpot Jump 14X
lamp.80
BLU-RED
validated
81
Left Star Bumper
lamp.81
BLU-ORG
validated
82
Center Star Bumper
lamp.82
BLU-ORG
validated
83
Right Star Bumper
lamp.83
BLU-ORG
validated
84
G.I. 1
lamp.84
BLU-ORG
validated
85
G.I. 2
lamp.85
BLU-ORG
validated
86
G.I. 3
lamp.86
BLU-ORG
validated
87
G.I. 4
lamp.87
BLU-ORG
validated
88
G.I. 5
lamp.88
BLU-ORG
validated
89
G.I. 6
lamp.89
BLU-YEL
validated
90
G.I. 7
lamp.90
BLU-YEL
validated
91
G.I. 8
lamp.91
BLU-YEL
validated
92
G.I. 9
lamp.92
BLU-YEL
validated
93
G.I. 10
lamp.93
BLU-YEL
validated
94
G.I. 11
lamp.94
BLU-YEL
validated
95
G.I. 12
lamp.95
BLU-YEL
validated
96
G.I. 13
lamp.96
BLU-YEL
validated
97
G.I. 14
lamp.97
BLU-GRN
validated
98
G.I. 15
lamp.98
BLU-GRN
validated
99
G.I. 16
lamp.99
BLU-GRN
validated
100
G.I. 17
lamp.100
BLU-GRN
validated
101
Captive Standup
lamp.101
BLU-GRN
validated
102
G.I. 19
lamp.102
BLU-GRN
validated
103
G.I. 20
lamp.103
BLU-GRN
validated
104
G.I. 21
lamp.104
BLU-GRN
validated
105
G.I. 22
lamp.105
BLU-BLK
validated
106
G.I. 23
lamp.106
BLU-BLK
validated
107
G.I. 24
lamp.107
BLU-BLK
validated
108
G.I. 25
lamp.108
BLU-BLK
validated
109
G.I. 26
lamp.109
BLU-BLK
validated
110
G.I. 27
lamp.110
BLU-BLK
validated
111
G.I. 28
lamp.111
BLU-BLK
validated
112
G.I. 29
lamp.112
BLU-BLK
validated
113
G.I. 30
lamp.113
BLU-VIO
validated
114
G.I. 31
lamp.114
BLU-VIO
validated
115
G.I. 36
lamp.115
BLU-VIO
validated
116
Backpanel, Left
lamp.116
BLU-VIO
validated
117
G.I. 32
lamp.117
BLU-VIO
validated
118
G.I. 33
lamp.118
BLU-VIO
validated
119
Backpanel, Center
lamp.119
BLU-VIO
validated
120
Backpanel, Right
lamp.120
BLU-VIO
validated
121
Left Spinner
lamp.121
BLU-GRY
validated
122
Right Spinner
lamp.122
BLU-GRY
validated
123
Not Used Lamp 83B
lamp.123
BLU-GRY
validated
124
Not Used Lamp 84B
lamp.124
BLU-GRY
validated
125
Not Used Lamp 85B
lamp.125
BLU-GRY
validated
126
Backbox G.I.
lamp.126
BLU-GRY
validated
127
G.I. 34
lamp.127
BLU-GRY
validated
128
G.I. 35
lamp.128
BLU-GRY
validated

Virtual & other outputs

27
27 shown
# Name Device ID Evidence
33
Legacy Mirror of Slot Eject
solenoid.33 validated
34
Unused Solenoid Address 34
solenoid.34 validated
35
Legacy Mirror of Slot Motor
solenoid.35 validated
36
Unused Solenoid Address 36
solenoid.36 validated
37
Unused Solenoid Address 37
solenoid.37 validated
38
Unused Solenoid Address 38
solenoid.38 validated
39
Unused Solenoid Address 39
solenoid.39 validated
40
Unused Solenoid Address 40
solenoid.40 validated
41
Unused Solenoid Address 41
solenoid.41 validated
42
Unused Solenoid Address 42
solenoid.42 validated
43
Unused Solenoid Address 43
solenoid.43 validated
44
Unused Solenoid Address 44
solenoid.44 validated
45
Legacy Mirror of Left Flipper
solenoid.45 validated
46
Unused Solenoid Address 46
solenoid.46 validated
47
Legacy Mirror of Right Flipper
solenoid.47 validated
48
Unused Solenoid Address 48
solenoid.48 validated
49
Unused Solenoid Address 49
solenoid.49 validated
50
Unused Solenoid Address 50
solenoid.50 validated
51
Fast Flips Game-On State
solenoid.51 validated
129
CPU Board Diagnostic LED
lamp.129 validated
130
Sound Board Diagnostic LED
lamp.130 validated
131
Unused Diagnostic Column Address 131
lamp.131 validated
132
Unused Diagnostic Column Address 132
lamp.132 validated
133
Unused Diagnostic Column Address 133
lamp.133 validated
134
Unused Diagnostic Column Address 134
lamp.134 validated
135
Unused Diagnostic Column Address 135
lamp.135 validated
136
Unused Diagnostic Column Address 136
lamp.136 validated

Configuration & other inputs

4 shown
# Name Device ID Evidence
81
PinMAME Synthetic Flipper EOS and Upper-Flipper Bits
switch.synthetic-flipper-column validated
82
Right Flipper Button Host Input
switch.82 validated
84
Left Flipper Button Host Input
switch.84 validated
89
Unused Platform Switch Column 10
switch.unused-platform-column-10 validated

Mechanisms

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

Outhole and four-ball trough

mechanism.trough

Kicker

A drained ball lands on the outhole switch (35); the OUTHOLE coil (1), which Krellan calls the ball lift, moves it into a four-position opto trough (36-39, optos powered through J15). The TROUGH coil (2) feeds one ball to the shooter lane. Krellan's page says to install four balls. The ball-serve scenario shows the ROM firing 1 when 35 closes in attract (again about every 1.2 s while it stays closed, once more about 0.7 s after it opens) and 2 when a game starts with balls held on 36-39.

Auto plunger

mechanism.auto-plunger

Kicker

The shooter lane (43) holds the served ball; the AUTO PLUNGER coil (32) launches it. The ROM fires 32 on its own when a ball sits in the shooter lane outside a game (ball-serve scenario). The cabinet launch button (14, which the ROM's I/O record also names AUTO PLUNGER; Krellan: 'Launch Button (for autoplunger)') is the player's control for it.

Left ramp entrance lift

mechanism.left-ramp-entrance

Diverter

Krellan: raising the left ramp entrance reveals the Hideout (gun lock) entrance beneath it. Switch 47 reports the lowered position (Krellan: 'active when lowered'). While 47 is open the ROM drives RAMP (14) for about 1.3 s, rests about 1.0 s and repeats; it stops once 47 closes. Whether each drive toggles a latch (as the retained script models it) or the lift needs a held drive is not documented.

Hideout gun lock and hinged-playfield eject

mechanism.gun-lock

Kicker

Balls entering the Hideout under the raised left ramp stack in a three-position lock (44 is an opto; 45/46 mechanical). GUN EJECT (8) kicks a ball out from under the playfield near the left orbit: Krellan reports that the playfield area there is hinged at the rear, the kick pushes it up, and the ball is fired down at the player. The purpose of GUN TROUGH OPTO (48) is not documented; Krellan believes it is used when preparing a kickout.

Slot machine drum

mechanism.slot-machine

Reel

One motorized drum (SLOT MOTOR, 12, 12 V) shows nine rows of three identical symbols through the window: Money, Goods, Sevens, Gangsters, Bars, Power, Guns, Crazy Cash, Cherries (Krellan, in spin order). The drum does not spin three reels independently. SLOT OPTO (52) indexes it; Krellan notes the motor often stops between rows and the software rounds to the nearest row. The opto's duty cycle per row is not documented.

Drives
Senses

Slot machine saucer

mechanism.slot-saucer

Kicker

A ball shot into the slot machine rests on SLOT SAUCER (51) and is kicked out by SLOT EJECT (11), flanked by the left and right slot standups (49/50).

KING four-bank drop targets

mechanism.king-drop-targets

Drop Target Bank

Four drop targets K-I-N-G on the left (Krellan: 'left drop target bank'), reset together by KING DROP RESET (6). The ROM resets the bank when a game starts, and during play when all four targets read down (public 1): the drop-target run records four pulses of 6 while they stay down, and none for one target alone.

PIN three-bank drop targets

mechanism.pin-drop-targets

Drop Target Bank

Three drop targets P-I-N on the right (Krellan: 'right drop target bank'), reset together by PIN DROP RESET (7). The ROM resets the bank when a game starts, and during play when all three targets read down (public 1): the drop-target run records six pulses of 7 before the ROM stops while they are still down.

Top diverter

mechanism.top-gates

Gate

TOPGATES (13) moves a diverter behind and to the left of the top lanes that blocks the left orbit (Krellan). No position switch exists. The retained script lineage toggles the gate on each pulse; the physical behaviour is not documented.

Drives

CPU-driven lower flippers

mechanism.flippers

Other

Two lower flippers driven by the CPU (FLIP_SOL): the ROM reads the buttons at 5/6 (which a PinMAME host drives through the button bits 84/82), drives the flipper coils (9/10) and uses the end-of-stroke switches (33/34). Krellan: the flipper power is software-adjustable, and in the timed game the flippers weaken and finally stop when the power meter runs out.

Recreation notes

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

Coverage: partial. The complete controller contract is validated: every public switch, solenoid and lamp address, its name, its wiring colour code and connector pin, every fitted switch's contact polarity (ten by ordinary construction) and the DMD. Most playfield devices carry observed coordinates from one community table. Still open: validated spatial placement, the physical behaviour of several mechanisms, one conflict about a flasher's position, and the recreation notes that depend on those.

Why this record has no manual

Kingpin was to be Capcom's next pinball machine after Big Bang Bar when Capcom closed its pinball factory in 1996. Krellan's page puts Big Bang Bar at "10-or-so" machines and calls Kingpin "just as rare, if not more so". No printed factory manual is known: pinned PinMAME's capcom.c says it "did not find a manual for this one", and Krellan says the same. This definition replaces the manual with the machine's own firmware plus one hands-on survey:

  1. The ROM's service menu. Walked on fresh isolated state by the LibPinMAME harness (tools/harness-scenarios/capcom/kpb105-*.json). The Solenoid, Lamp and Switch Tests print each device's name, its wire colours and its connector pin. Each harness step pairs that text with the public address that changed (solenoids, lamps) or was held (switches). Every row is transcribed in evidence/excerpts/capcom.kingpin.1996/service-*.md beside a sheet of the frames, and the runs are pinned by hash in evidence/runtime/capcom/kingpin-service-diagnostics.json.
  2. The ROM's I/O name-record table. tools/capcom_kingpin_rom_records.py decodes the 199 records (123 lamps, 46 switches, 30 coils) the menu reads. The lamp and switch conversions reproduce the observed public addresses (the switch column pairing follows capcom.c's io_r); the coil byte order is taken from the Solenoid Test walk. The record's opto flag marks exactly the nine optos.
  3. Pinned PinMAME for transport: cc_sw2m/cc_m2sw, the solenoid words and legacy mirrors, the two lamp matrices, and the capInvSw11 opto mask.
  4. Krellan's page (krellan.com/pinball/kingpin). Its author checked every lamp position on a real machine in operator mode. The page also lists switches, solenoids, the slot-machine drum and several hardware notes.

The three retained community table scripts are one lineage, all marked "Table not verified yet", and are used only as leads.

Controller contract

  • Driver: kpb105, the only Kingpin driver. The operator menu shows "KING PIN" version β1.5 (Krellan: two known versions, 1.4 beta and 1.5 beta). kpv106.zip in the user's ROM library is byte-identical.

  • Switches: cabinet 1-16, playfield 17-80; the ROM's own switch numbers equal PinMAME's public addresses. Unused per the ROM: 11, 12, 40, 56, 64-80. Nine optos (17, 36-39, 44, 48, 52, 61) are normalized by PinMAME, so do not invert them again. Their supply is connector J15 on the power board. Contact polarity: the ROM's Switch Test draws the nine optos as a beam and every other switch as a lever contact closed at public 1. Its C5 Troubleshooting report lists a switch it checks when the switch sits at a level other than the one it expects at rest: held at 1 from power-up it lists 1-4, 9, 10, 14, 19-24, 32, 33, 34, 41, 42, 49, 50, 53-55, 57-60, 62 and 63, and it lists 47 (ramp down) only when it is at 0. In a game the ROM resets a drop bank when all its targets (25-28 or 29-31) read 1. With PinMAME's opto mask and capcom.c's complemented read, that makes all of those normally open, including the end-of-stroke switches 33/34 and slam switch 9, which are normally closed on some other platforms, and the masked optos normally closed. The ball holders 35, 43 and 51 are read as a ball present at 1. For ten switches, 13, 15 and 16 (optional dispenser inputs), 18, 45, 46 and the menu inputs 5-8, normally open is ordinary construction. 81-88 are PinMAME's synthetic flipper column, 89-96 are empty.

  • Wiring: the colours and pins the service menu prints come from the ROM's fixed colour tables. They are the manufacturer's standard harness code for each position, not a trace of a real harness, and this machine barely left prototype.

  • Flipper buttons: the ROM reads them at 5 (left) and 6 (right). Under PinMAME a host must press them through the flipper-column button bits, 84 (left) and 82 (right), because core_updateSw copies those bits into 5/6 every frame. A direct write to 5 or 6 lasts at most one frame. The retained table scripts write 5/6 directly.

  • Solenoids: 32 driver outputs:

    • 1-11, 13-17 and 32 are 50 V coils;
    • 12 is a 12 V motor;
    • 18-31 are 20 V flashers;
    • 9 and 10 are the CPU-driven flippers.

    PinMAME mirrors 9/10/11/12 at 45/47/33/35 for old DOF configurations. On Kingpin the 33 and 35 mirrors carry the slot eject and slot motor, not flippers. 51 is the Fast Flips game-on state.

  • Lamps: two 8x8 matrices, 1-64 (A) and 65-128 (B); 123-125 are NOT USED per the ROM. There is no GI channel: every light is a matrix lamp. That includes 35 numbered "G.I." positions (G.I. 1-36 with no 18; the matrix slot between 17 and 19 is the captive standup) and a backbox G.I. The ROM's "(2)" marks an output with two bulbs and "RED" a red bulb. Krellan describes many of them as "behind above and red": a red light immediately behind the previous one on its own output. He notes that this gives the game "the capability to turn almost the entire GI to a red color". 129/130 are the CPU and sound board diagnostic LEDs.

  • Operator menu: making switch 8 (PinMAME's "Coin Door", Krellan's "operator's Advance button") enters it. The flipper buttons then step and Start selects. The ROM also warns about a 50 V door interlock switch ("Check 50V Interlock SW."); nothing ties that switch to a public address. At factory settings a credit costs two coins.

Mechanisms

  • Trough. Outhole switch 35 and OUTHOLE coil 1 (Krellan: "ball lift"), a four-opto trough (36-39), and TROUGH coil 2 serving the shooter lane. Install four balls. The ROM fires 1 when 35 closes (again about every 1.2 s while it stays closed, once more about 0.7 s after it opens) and fires 2 when a game starts.
  • Auto plunger. Shooter lane 43 and AUTO PLUNGER coil 32; the cabinet launch button is switch 14. Outside a game the ROM launches any ball it finds in the shooter lane.
  • Left ramp entrance lift. RAMP coil 14 raises the entrance to reveal the Hideout, and switch 47 reads the lowered position. While 47 is open the ROM drives 14 for about 1.3 s, rests about 1.0 s and repeats; it stops once 47 closes. Whether the lift latches or needs a held drive is not documented.
  • Hideout gun lock. A three-ball lock under the ramp (44 opto, 45, 46) with GUN EJECT coil 8. Krellan: the playfield area near the left orbit is hinged at the rear, so the eject lifts it and the ball shoots down at the player from under the floor. The role of GUN TROUGH OPTO 48 is unknown.
  • Slot machine. One drum, turned by SLOT MOTOR 12 and indexed by SLOT OPTO 52. It shows nine rows of three identical symbols; in spin order: Money, Goods, Sevens, Gangsters, Bars, Power, Guns, Crazy Cash, Cherries. The motor often stops between rows and the software rounds to the nearest row. How the opto is timed per row is not documented. The saucer (51, SLOT EJECT 11) is flanked by standups 49/50.
  • Drop targets. KING bank 25-28 (reset 6) on the left, PIN bank 29-31 (reset 7) on the right. Both resets fire at game start.
  • Top diverter. TOPGATES 13, behind and left of the top lanes, blocks the left orbit. It has no position switch.
  • Other devices:
    • star bumpers: left 17/57, center 15/58, right 16/59;
    • slingshots: 4/41 and 5/42;
    • captive ball: switch 32;
    • spinners: 17 (right ramp) and 61 (left ramp), both optos.
  • Flippers are CPU-driven, with end-of-stroke switches 33/34 read by the ROM. Their strength is software-adjustable. In the timed "power meter" game style they weaken and stop when the meter runs out (Krellan).

Playfield layout

Coordinates come from SG1bsoN's 2021 "1920 Mod" v1.1 of the 2016 table by ICPjuggla, freneticamnesic and dark (VPUniverse file 7039), whose script runs kpb105 with the same switch, lamp and coil bindings as the retained 1.2 script. Each placement is one table object's own centre (for a wall, the centroid of its outline points), normalized over the table's 952 x 2162 playfield. The table is one unverified lineage, so every placement is observed; Krellan's 41 photographs of a real machine agree with its overall layout but were not measured.

  • Ramps. The left ramp starts in the centre by the lock entrance 44 and climbs past its spinner 61 to the top right, where its exit switch 62 sits; a wireform returns the ball across the playfield to the left inlane. The right ramp (spinner 17) climbs to the top left, where its exit switch 18 sits, and its wireform crosses the other to the right inlane.
  • Slot machine. Upper left: saucer 51 and slot eject 11, drum 12/52, the two slot standups 49/50 with their gun lamps 72/73, and the Hotel Lex flasher 28 above it.
  • Drop banks. KING (25-28) on the left and PIN (29-31) on the right, in the middle of the playfield well above the slingshots, each with its flasher (30, 31) beside it.
  • Projections and clamps. The trough switches sit on a script ball stack, so they are projected onto the trough exit kicker. The three backpanel lamps (116, 119, 120) sit on the back panel and are clamped to the rear edge.
  • Not placed: no source places gun locks 45/46 (Krellan puts gun lock 1 in the hideout; the table's lock ends at the gun eject by the left orbit); the ramp-down switch 47, gun trough opto 48, knocker 3, drop resets 6/7 and ramp lift 14 have no usable table object; flasher 22 has only a wide glow light with no flasher dome; 29 is the open conflict.

Things a table author will trip over

  • Table defects. The retained script lineage's captive-ball target pulses 49 instead of 32. It names its flasher routines misleadingly: the routine on 23 is called RightRampFlash but lights a light beside the Hotel Lex building, which fits the ROM's 23 BUILDING FLASHER, and the routine on 18 drives lights on the left ramp that its comments call right ramp flash. Go by what the routines light, not their names. It mirrors the kid flashers: Krellan puts 19 under "Sudden" by the left flipper and 24 under "Death" by the right, while the table binds its left-side object to 24. It also presses the flipper buttons by writing 5/6, which PinMAME overwrites every frame (use 84/82).
  • Flasher typing. PinMAME's flasher typing for Kingpin (18-19, 21-31) came from a VPX table. The ROM prints 20 (Big Al) as a flasher too; Krellan puts Big Al on the backglass, and the retained table does not bind 20. Krellan reports #67 and #906 flasher bulbs rather than #89.
  • Output 20 in the service test. During the ROM's Solenoid Test, public 20 pulses continuously whichever coil is selected.
  • Flasher 29. The ROM names it "L.ORBIT (EAST)", although EAST is the right-orbit insert (conflict.flasher-29-orbit-side).

What is still needed

  • Spatial placement: an independent source for the observed coordinates (a second, unrelated recreation, a measured photograph or a playfield scan), and positions for the devices listed as not placed above.
  • Mechanism behaviour: whether the ramp and top-diverter coils toggle latches or need a held drive, what GUN TROUGH OPTO does, and how the slot drum's opto is timed.
  • Flasher 29: its actual orbit side.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
kpb105Kingpin (Beta 1.05)
The only Kingpin driver in pinned PinMAME (capgames.c: 'previously known as V1.0 or B1.06'); its operator-menu header shows 'KING PIN' and version 1.5 beta, displayed as β1.5 (program-ROM strings at 0x0b85a2 and 0x0b85ab). The user's local kpv106.zip is byte-identical to kpb105.zip. Krellan reports two known ROM versions, 1.4 beta and 1.5 beta, each with a different bug, and that both play styles (standard three-ball and the timed power-meter game) are operator settings available in either version; no other version is dumped in pinned PinMAME.
1996—identical

Parent set: kpb105 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

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

Commit
d8693b9

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

kpb105.map.json

capcomv1format 0.8

maps/capcom/kpb105.map.json

Applies to ROMs
kpb105
Also covers
kpv106
Sections
high_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.8371478a7640

    PinmameGetGames driver record kpb105 (the single Kingpin driver; no clones)

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/capgames.c:335-351 (INITGAMEFF(kpb105, 11, cc_dispDMD128x32, 3, SNDBRD_CAPCOMS, 9, 0x70d5), capInvSw11, FLIP, ROM SHA-1s); src/wpc/capcom.c (cc_sw2m/cc_m2sw, io_w solenoid words and the 9-12 legacy flipper mirrors, MACHINE_INIT(cc) nLamps and the strncasecmp(gn, "kpb", 3) flasher typing 18-19/21-31); src/wpc/capcom.h (CC_COMPORTS)

    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-capcom

    Reviewed Capcom switch, solenoid (legacy flipper mirrors, Fast Flips address 51) and lamp address rules

    internal:controllers/pinmame/capcom.json
    by
    PinMAME contributors
    rev
    repository
  • ROM analysis

    rom-static.kingpin.kpb105-io-records

    Source locations

    kpb105 program ROM u1hu1l.bin (SHA-1 c731e0b5c9b211574dda8aecbad799bc180a59db) I/O name-record table at ROM offsets 0x0b453a-0x0b51c6, decoded by tools/capcom_kingpin_rom_records.py: 123 lamp, 46 switch and 30 coil records; the cabinet-switch name list at 0x0d0cfc-0x0d0d92; the version, opto-supply and 50 V interlock strings listed in the excerpt

    external:pinmame-review-artifacts/kingpin/rom/records-tool.json
    by
    Capcom Coin-Op program ROM, user-authorized local copy; ROM bytes are not redistributed
    rev
    c731e0b5c9b2
  • Service diagnostic

    service-diagnostic.kingpin.solenoid-test

    Source locations

    C DIAGNOSTICS > C1 STANDARD TESTS > C1.03 SOLENOID TEST, S01-S32; raw run kpb105-solenoid-test (SHA-256 bf42674850a2d605959a476a6228f973c51e753bc974e2f278c4267cfb24384d) from scenario tools/harness-scenarios/capcom/kpb105-solenoid-test.json (SHA-256 c97a0b3a7a17dfe147161dced4628db059d43724e7c246feb118f0ab39d3a1d6), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Service diagnostic

    service-diagnostic.kingpin.lamp-test

    Source locations

    C DIAGNOSTICS > C1 STANDARD TESTS > C1.04 LAMP TEST, single-lamp walk forward and backward, 11A-88B; raw run kpb105-lamp-test (SHA-256 d61d0fd4c85e068cee960c2647a597b8c0f762dc1863b6175932534a764edc99) from scenario tools/harness-scenarios/capcom/kpb105-lamp-test.json (SHA-256 756e67111530a9dce7f401f140aeaaf72881fb0e611d9e3bf73c15f2ff7eb24f), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Service diagnostic

    service-diagnostic.kingpin.switch-test

    Source locations

    C DIAGNOSTICS > C1 STANDARD TESTS > C1.01 SWITCH TEST, public switches 1-4 and 9-80 held one at a time; raw run kpb105-switch-test (SHA-256 42d9948e815e7ba05fb4d3f57391845ee911e5c3d525eea9af66b87664f8e8b9) from scenario tools/harness-scenarios/capcom/kpb105-switch-test.json (SHA-256 df926a13577daba0803b839b165b756d931da2d8d3887cf273d562213623b04f), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Service diagnostic

    service-diagnostic.kingpin.opto-test

    Source locations

    C1.02 OPTO TEST entry prompt: DISCONNECT THE OPTO POWER CONNECTOR J15 FROM THE POWER BOARD; raw run kpb105-opto-test (SHA-256 eed4892093e553f347257e9f20b4fca30cef2096543c6cf6e2b691d5b2f53ca3) from scenario tools/harness-scenarios/capcom/kpb105-opto-test.json (SHA-256 a9a8ed27b43bddf31e9cbdc8ae67c0ea92eefff5b14cd5c0d423e21fddaa95ce), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Service diagnostic

    service-diagnostic.kingpin.troubleshooting-baseline

    Source locations

    C DIAGNOSTICS > C5 TROUBLESHOOTING with only the trough optos 36-39 and the ramp-down switch 47 held at 1 from power-up: INFO 0-SW; raw run kpb105-troubleshooting-baseline (SHA-256 ec0014d1d3df20008d50e2264fbed5a51125ea1c3fdb837817a0250dc5c6dbc4) from scenario tools/harness-scenarios/capcom/kpb105-troubleshooting-baseline.json (SHA-256 e8ddf91a0ae44ce08ec2dfd9e8f378f9614d1f42ca7deca0a1bf36fbaa53d6e1), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.jsonlines (SHA-256 ec0014d1d3df20008d50e2264fbed5a51125ea1c3fdb837817a0250dc5c6dbc4) from scenario tools/harness-scenarios/capcom/kpb105-troubleshooting-baseline.json (SHA-256 e8ddf91a0ae44ce08ec2dfd9e8f378f9614d1f42ca7deca0a1bf36fbaa53d6e1
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Service diagnostic

    service-diagnostic.kingpin.troubleshooting-held

    Source locations

    C DIAGNOSTICS > C5 TROUBLESHOOTING with 1-4, 13-39, 41-46, 48-55 and 57-63 held at 1 from power-up and 47 at 0: INFO 28-SW; raw run kpb105-troubleshooting-held (SHA-256 44c0afc0c775e5ba48b9bd62c020d9310a831db1ed851775ce579df1b36fe33c) from scenario tools/harness-scenarios/capcom/kpb105-troubleshooting-held.json (SHA-256 1c4f795d954909e22c1b02d6054246a592c3b1ffea550d74903fee581e736056), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Service diagnostic

    service-diagnostic.kingpin.troubleshooting-slam-tilt

    Source locations

    C DIAGNOSTICS > C5 TROUBLESHOOTING with the slam (9) and tilt (10) switches held at 1 from power-up: INFO 2-SW; raw run kpb105-troubleshooting-slam-tilt (SHA-256 1470b4ff364917d704d1fb0241818802fcccaf020acf5c9f15e14c57cfe1ea04) from scenario tools/harness-scenarios/capcom/kpb105-troubleshooting-slam-tilt.json (SHA-256 8629c81bd6b1f88e7d155cab69ba991ce0c2e53ad464e9a4f0d35fd2807e4a1f), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Capcom Coin-Op kpb105 service menu, executed locally with LibPinMAME
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Runtime run

    runtime.kingpin.drop-targets

    Source locations

    A game with four balls in the trough: one KING target (25) alone to public 1 and back, all four KING targets (25-28) to 1 and back, all three PIN targets (29-31) to 1 and back; reset coils 6 and 7 per step; raw run kpb105-drop-targets (SHA-256 2248a1f505ea9fbf8bb940f5ba84260509ee2646618db8c78447ce99c2cc17c9) from scenario tools/harness-scenarios/capcom/kpb105-drop-targets.json (SHA-256 947b972d75701f2b5076f406c50348715373ebfe3a4300bb5926d8a9cd7b64e0), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Runtime run

    runtime.kingpin.ramp-down-feedback

    Source locations

    Attract mode with public switch 47 open, then closed, then open again; public solenoid 14 activity per phase; raw run kpb105-ramp-down-feedback (SHA-256 a75893d98250600f286b7bacf8a8b82c680534fa009cd0a3a10a06be90461c68) from scenario tools/harness-scenarios/capcom/kpb105-ramp-down-feedback.json (SHA-256 f13a1cd83e9e4c8fa77ba8ffe6b311ad0f635a17f4a028790ef07b68d89370a0), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Runtime run

    runtime.kingpin.ball-serve

    Source locations

    Full trough (36-39), coin, Start, shooter lane 43, launch button 14, outhole 35; solenoid response per step; raw run kpb105-ball-serve (SHA-256 e244def8a5b680481a7466c27f7714673d075829dbe62998789ea9294fa749d6) from scenario tools/harness-scenarios/capcom/kpb105-ball-serve.json (SHA-256 f410ab455e5a57c3fb929585e97762de016289701dc0af60d4c299dd5a2fcea8), summarized in evidence/runtime/capcom/kingpin-service-diagnostics.json; LibPinMAME pinmame64.dll SHA-256 ca33d8fd92ff8f797db2628604db50ae02c8d6b95cd0d6718ce74833980d145d built from vpinball/pinmame 8371478a7640f1896dcdf565aed340dc5df989ba; ROM archive kpb105.zip SHA-256 fb64bcbc1dcd361ccc888cc235dde089e17907eac880af4cdfc3c7812269c0c5; fresh isolated NVRAM per run; raw run and every DMD frame retained under review-artifacts/kingpin/harness-runs

    internal:evidence/runtime/capcom/kingpin-service-diagnostics.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    a702182c78bf…
  • Human review

    human-review.krellan.kingpin

    Source locations

    Krellan's 'Capcom Kingpin "Manual"' page: lamp matrices A/B (positions checked on a real machine in operator mode), switch table (optos in italic), solenoid table, slot-machine drum rows and hardware notes; retained copy external:pinmame-manuals/by-machine/capcom.kingpin.1996/krellan-kingpin-index.html

    by
    Krellan (krellan.com); unofficial community documentation of a real Kingpin machine
    sha256
    d1aee4120403…
  • VPX script

    vpx.kingpin-1.2-thalamus

    Kingpin (Capcom 1996)1.2.vbs: SolCallback, Controller.Switch/PulseSw, NFadeL lamp bindings, slot-machine and ramp routines; the script's own header says '!! NOTE : Table not verified yet !!'

    by
    Authors credited in Kingpin (Capcom 1996)1.2.vbs (Thalamus 2019 sound update) and repository contributors
    rev
    0c036bb61b4b
    sha256
    ebc3d8bd0b2d…
  • VPX script

    vpx.kingpin-080715a

    kingpin 080715a.vbs: an earlier release of the same table-script lineage (identical I/O bindings)

    by
    Authors credited in kingpin 080715a.vbs and repository contributors
    rev
    0c036bb61b4b
    sha256
    4a7276245dd6…
  • VPX script

    vpx.kingpin-bigus-mod-3.0

    Source locations

    Kingpin (Capcom 1996)_Bigus(MOD)3.0.vbs: a modification of the same lineage (identical I/O bindings). The retained SHA-256 is the repository checkout's CRLF materialization (the corpus sets eol=crlf for .vbs); the linked Git blob is the identical LF-normalized text (SHA-256 6f740d30997b177972bfad1127dfafd1d3dd53c71982d47243a051dc029fb81d).

    by
    Authors credited in Kingpin (Capcom 1996)_Bigus(MOD)3.0.vbs and repository contributors
    rev
    15d112648a1b
    sha256
    bea7f77d66d5…
  • VPX table

    vpx-table.kingpin-sg1bson-1920-mod-1.1

    Source locations

    SG1bsoN's 1920 mod v1.1 (2021) of the 2016 table by ICPjuggla, freneticamnesic and dark, downloaded with the contributor's approval from https://vpuniverse.com/files/file/7039-kingpin-capcom-1996-sg1bson-1920-mod/ (archive 1559856481_Kingpin(Capcom1996)SG1bsoN-1920Mod-V1.1.zip, SHA-256 43288a5f4a96da7251f599056c5401946c8a2d2791bb70f33bd6870095f4ba98); 106242048 bytes. Playfield bounds left=0 top=0 right=952 bottom=2162 (gamedata.json); normalized coordinates are x/952 and y/2162. Extracted with vpxtool git:v0.33.3 to external:pinmame-vpx-sources/capcom/kingpin-1996/extracted-vpxtool (1463 files, 172289469 bytes, canonical manifest SHA-256 5f8485fb81afcef48f42f16974d49d944bd078e69cd0ce198c5c2fac29082b60). Geometry for named objects only; its script runs kpb105 with the same I/O bindings as the retained 1.2 script, so it is one unverified community lineage.

    external:pinmame-vpx-sources/capcom/kingpin-1996/Kingpin%20%28Capcom%201996%29%20SG1bsoN%20-%201920%20Mod.vpx
    by
    SG1bsoN (mod); original table by ICPjuggla, freneticamnesic and dark
    sha256
    9f26df43bcfa…
  • VPX script

    vpx.kingpin-sg1bson-1920-mod-1.1

    The SG1bsoN 1920 mod's embedded script (cGameName kpb105): its Sub handlers, NFadeL lamp bindings and SolCallback assignments name the table objects each placement uses; its switch, lamp and coil bindings equal the retained 1.2 script's.

    external:pinmame-vpx-sources/capcom/kingpin-1996/extracted-vpxtool/script.vbs
    by
    SG1bsoN (mod) and the authors credited in the table script
    rev
    v1.1
    sha256
    e12c31421322…

Something wrong or missing?

This definition still has 4 unmet requirements, listed under Missing data below. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform

Missing data

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

  • Mechanism behavior

    Validate mechanism operation, ball paths, home positions, startup and reset behavior.

  • Recreation knowledge

    Complete the source-backed behavior and assembly notes needed to recreate the machine.

  • Physical device locations

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

  • Conflicting evidence

    Obtain the evidence needed to settle the remaining disagreements about the physical machine.

Missing locations · 10

  • Gun Lock 2
    Device evidence and notes

    ROM Switch Test prints 45) 'GUN LOCK 2', switch line YEL-GRN J4.5, return BLK-YEL J4.10. ROM I/O record 76 (internal number) names it 'GUN LOCK 2'. Contact polarity: the Troubleshooting report does not check it (listed neither at 0 in the baseline run nor at 1 in the held run). PinMAME does not mask this address and capcom.c's io_r complements the active-low read, so public 1 is the CPU's closed-contact reading, and the ROM's Switch Test draws the contact closed at 1 and open at 0. Normally open is the ordinary construction of a mechanical contact, which Krellan lists among the 'normal switches' as opposed to the optos; no source prints this switch's contact type. No playfield placement: the table models the three-ball gun lock as a script ball stack with no switch objects; Krellan puts gun lock 1 in the hideout under the ramp, and in the table the lock ends at the gun eject near the left orbit, so no source places gun lock 2.

  • Gun Lock 3
    Device evidence and notes

    ROM Switch Test prints 46) 'GUN LOCK 3', switch line YEL-BLU J4.7, return BLK-YEL J4.10. ROM I/O record 77 (internal number) names it 'GUN LOCK 3'. Contact polarity: the Troubleshooting report does not check it (listed neither at 0 in the baseline run nor at 1 in the held run). PinMAME does not mask this address and capcom.c's io_r complements the active-low read, so public 1 is the CPU's closed-contact reading, and the ROM's Switch Test draws the contact closed at 1 and open at 0. Normally open is the ordinary construction of a mechanical contact, which Krellan lists among the 'normal switches' as opposed to the optos; no source prints this switch's contact type. No playfield placement: the table models the three-ball gun lock as a script ball stack with no switch objects; Krellan puts gun lock 1 in the hideout under the ramp, and in the table the lock ends at the gun eject near the left orbit, so no source places gun lock 3.

  • Left Ramp Down
    Device evidence and notes

    ROM Switch Test prints 47) 'RAMP, DOWN', switch line YEL-VIO J4.8, return BLK-YEL J4.10. ROM I/O record 78 (internal number) names it 'RAMP, DOWN'. Krellan: 'Left Ramp Down (active when lowered)'. The ramp-down-feedback scenario shows the ROM driving RAMP (public 14) for about 1.3 s, resting about 1.0 s and repeating while this switch is open, and stopping as soon as it closes: the ROM uses it as the lowered-position feedback of the left ramp entrance (Krellan: 'active when lowered'). Contact polarity: the ROM's C5 Troubleshooting report lists this switch when it is left at 0 and not while it rests at 1, so the ROM expects the ramp-down contact closed while the ramp rests down. The lowered ramp actuates it (Krellan: 'active when lowered'), and normally_closed describes the contact itself, open until actuated, not where the ramp happens to rest. PinMAME does not mask this address and capcom.c's io_r complements the active-low read, so public 1 is the CPU's closed-contact reading, and the ROM's Switch Test draws the contact closed at 1 and open at 0. Normally open. No playfield placement: the table raises the ramp with an invisible helper flipper parked beyond the table edge (LeftRampFlipper, x > 1) and has no object for the ramp-down switch.

  • Gun Trough Opto
    Device evidence and notes

    ROM Switch Test prints 48) 'GUN TROUGH OPTO', switch line YEL-GRY J4.9, return BLK-YEL J4.10. ROM I/O record 79 (internal number) names it 'GUN TROUGH OPTO'. Krellan is unsure of its purpose and believes it is used when preparing to kick balls out of the lock. Opto: PinMAME's capInvSw11 mask normalizes this address, the ROM's switch record carries its opto flag, the ROM's Switch Test draws it as a beam rather than a contact, and Krellan's hands-on chart sets it in italic (optos). The public state is already normalized and must not be inverted again; the ROM's Opto Test identifies connector J15 on the power board as the opto supply. Contact polarity: the ROM's Switch Test draws this switch as a beam, broken while it is held at public 1 and clear at public 0. core_setSw applies capInvSw11 to this address and capcom.c's io_r complements the switch-board read, so the CPU sees the contact open while the beam is blocked and closed while it is clear: normally closed. No playfield placement: no table object models the gun trough opto, and no source locates it.

  • Knocker
    Device evidence and notes

    ROM Solenoid Test prints S03 - KNOCKER, drive BRN-ORG J14/13.3, supply VIO 50V; selecting it fired public 3. ROM I/O record 13 (internal number) names it 'KNOCKER'. No playfield placement: the knocker has no table object and no source locates it.

  • KING Drop Target Reset
    Device evidence and notes

    ROM Solenoid Test prints S06 - KING DROP RESET, drive BRN-BLU J14/13.6, supply VIO 50V; selecting it fired public 6. ROM I/O record 10 (internal number) names it 'KING DROP RESET'. No playfield placement: the drop-target reset coil sits under the KING bank; the table has no single object for it and a centroid of the four targets would be invented.

  • PIN Drop Target Reset
    Device evidence and notes

    ROM Solenoid Test prints S07 - PIN DROP RESET, drive BRN-VIO J14/13.7, supply VIO 50V; selecting it fired public 7. ROM I/O record 9 (internal number) names it 'PIN DROP RESET'. No playfield placement: the drop-target reset coil sits under the PIN bank; the table has no single object for it and a centroid of the three targets would be invented.

  • Left Ramp Entrance
    Device evidence and notes

    ROM Solenoid Test prints S14 - RAMP, drive GRN-BLU J18/17.7, supply VIO 50V; selecting it fired public 14. ROM I/O record 26 (internal number) names it 'RAMP'. Krellan: 'Left Ramp Entrance Raise (reveals entrance to Hideout when raised)'. The ramp-down-feedback scenario shows the ROM's software loop: with switch 47 open it drives this coil for about 1.3 s, rests about 1.0 s and repeats (9 drives in 30 s), stops once 47 closes, and resumes when 47 reopens. Whether the lift is a latch that each drive toggles (as the retained script lineage models it) or needs its drive held is not documented. No playfield placement: the table raises the ramp with an invisible helper flipper parked beyond the table edge (LeftRampFlipper, x > 1).

  • Right Ramp Flasher
    Device evidence and notes

    ROM Solenoid Test prints S22 - R. RAMP FLASHER, drive VIO-BLU J21/20.6, supply RED 20V B; selecting it fired public 22. ROM I/O record 2 (internal number) names it 'R. RAMP FLASHER'. The retained script lineage names the routine it binds to 23 RightRampFlash (`SolCallback(23) = "RightRampFlash"`), but that routine lights a light beside the Hotel Lex building, which fits the ROM's 23 BUILDING FLASHER; its only object for 22 is a wide glow light near the right ramp's exit. The routine names mislead, and the objects agree with the ROM names by position. No playfield placement: the table drives only f22 from it, a light near the right ramp's exit with an 800 falloff (every other flasher light in the table has 300 or less) and no flasher dome at it, and no source locates the physical bulb.

  • Left Orbit (East) Flasher
    Device evidence and notes

    ROM Solenoid Test prints S29 - L.ORBIT (EAST) FLASHER, drive GRY-GRN J25/24.6, supply RED 20V B; selecting it fired public 29. ROM I/O record 19 (internal number) names it 'L.ORBIT (EAST) FLASHER'. Krellan: 'Flasher under East light (right orbit)'. See conflict.flasher-29-orbit-side: the ROM's own name points at the left orbit while calling it EAST, and Krellan puts it under the East light at the right orbit. No playfield placement: its orbit side is the open conflict conflict.flasher-29-orbit-side.

Evidence needed to settle conflicts

  • Flasher 29 orbit side

    locate the flasher-29 socket on a real machine or in a photograph of one (Krellan's retained photo set, or an owner's inspection).