Playboy 35th Anniversary

Partial

Data East1989DATAEASTdata-east.playboy-35th-anniversary.1989

10 unresolved conflicts

  • Shared Data East DE_COMPORTS names matrix position 2 Ball Tilt, while both Playboy manual switch tables print position 2 Not Used. Game-specific fitment is retained without erasing the shared-port label. /inputs/switch.matrix-2
  • The manual prints a physical Left EOS contact at matrix 15 and does not mark it as a cabinet switch. FLIP1516 and the retained key handler put left cabinet-button state at public 15. /inputs/switch.matrix-15
  • The manual prints a physical Right EOS contact at matrix 16 and does not mark it as a cabinet switch. FLIP1516 and the retained key handler put right cabinet-button state at public 16. /inputs/switch.matrix-16
  • The manual switch list prints Shooter Lane part 500-5142-00 and Left Outlane part 500-5143-00. Its playfield-bottom list prints Laser Kick switch/bracket 500-5142-00 and Shooter lane switch/bracket 500-5143-00. /inputs/switch.matrix-14
  • The active lines bind both public outputs 4 and 5 to SetLamp 105. UpdateLamps has distinct Fl4 at pseudo 104 and Fl5 at 105, leaving Fl4 without a driving callback even though the manual prints separate Spinner 2 and Spinner 3 flash groups. /outputs/coil.driver-4
  • The manual prints 13 Ramp Right, 14 Mansion Flash, and no feature label for 15. Active-line inline comments instead call 13 'flasher13 PB', 14 'Right Ramp', and 15 'mansion flasher'. Generic Fl13/Fl14/Fl15 names do not settle the shift, so manual labels and script annotations remain separate. /outputs/coil.driver-13
  • Pinned Playboy s11.c uniformly assigns #89-bulb PWM type to public 25-32. The rendered manual fits Outhole, Trough, VUK, Champagne Kicker, Drop Reset, Grotto Kicking and Knocker coils at 25-30/32 and no R07 branch at 31. Core numbering/timing and manual construction are retained without treating the type metadata as fitment authority. /outputs/coil.driver-25
  • The rendered output schematic appears to print Drop Target Reset as 23-1200, while the adjacent coil part-number chart prints one 12-1200 coil and no 23-1200. No correction is inferred. /outputs/coil.driver-29
  • Pinned Data East setSSSol maps the manual's SP4 left-pop-bumper circuit to public 19. The active table additionally maps public 19 to pseudo-lamp 119 and off-playfield FL19 as a background flasher. The proxy is recorded as a consumer side effect, not a physical coil location. /outputs/coil.driver-19
  • The manual's separate backbox inset clearly assigns bulbs to outputs 3, 4, 8, 9, 12, 14 and 15, while every retained VPX effect for those outputs is located in playfield space. Output 12 alone has four clear backbox symbols, equal to its complete schematic quantity, yet three playfield effect objects. Small 5/6-like and 13/16-like inset glyphs remain unassigned. Each output note preserves the certain minimum; VPX effects are not promoted into extra physical sockets. /outputs/coil.driver-3

Wire it up

what an authoring tool needs first
Bind this ROM
play_a24

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

Controller platform
pinmame.dataeast
Displays
  • Player 1 alphanumeric display7 digits
  • Player 2 alphanumeric display7 digits
  • Player 3 numeric display7 digits
  • Player 4 numeric display7 digits
Address space
Switches
-7–64 (66)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Ball positions at start
10Outhole11Trough #112Trough #213Trough #314Shooter Lane17Left Outlane23Champagne Kicker24Grotto 131Grotto 245VUK

Create balls on these switches so the ROM finds a full trough at boot.

Cabinet & flipper inputs
15flipper.lower.left.button16flipper.lower.right.button1cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-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

161 placements · 35 stacked · normalised player view · outline is nominal

210 Outhole · 25 Outhole213 Trough #3 · 26 Trough Eject14 Shooter Lane217 Left Outlane · 16 Laser Kicker18 Left Return19 Right Outlane20 Right Return221 Left Slingshot · 18 Left Slingshot222 Right Slingshot · 21 Right Slingshot223 Champagne Kicker · 28 Champagne Kicker24 Grotto 125 Left Top Lane26 Center Top Lane27 Right Top Lane28 Ramp Center29 Ramp Right230 Left Spinner · 4 Spinner 2 Flash231 Grotto 2 · 30 Grotto Kicking32 Ramp Left33 P Target34 L Target35 A Target36 1st Y Target37 B Target38 O Target39 2nd Y Target41 Center 3 Bank Left42 Center 3 Bank Middle343 Center 3 Bank Right · 11 General Illumination Relay K1 · 11 General Illumination Relay K1245 VUK · 27 Vertical Up Kicker446 Left Pop Bumper · 11 General Illumination Relay K1 · 11 General Illumination Relay K1 · 19 Left Pop Bumper447 Center Pop Bumper · 11 General Illumination Relay K1 · 11 General Illumination Relay K1 · 17 Center Pop Bumper448 Right Pop Bumper · 11 General Illumination Relay K1 · 11 General Illumination Relay K1 · 22 Right Pop Bumper49 Drop1 Top250 Drop2 Center · 29 Drop Target Reset51 Drop3 Bottom1 Grotto 1 Flash2 Grotto 2 Flash3 Spinner 1 Flash5 Spinner 3 Flash26 Multi Ball Flash · 31 Multiply All Scores7 Ramp Left Flash8 Unlabeled Flash Group 829 Playboy Flash · 9 Playboy Flash29 Playboy Flash · 9 Playboy Flash211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K111 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K111 General Illumination Relay K1211 General Illumination Relay K1 · 11 General Illumination Relay K111 General Illumination Relay K113 Ramp Right Flash14 Mansion Flash15 Unlabeled Flash Group 151 "P"layboy2 p"L"ayboy3 pl"A"yboy4 pla"Y"boy5 play"B"oy6 playb"O"y7 playbo"Y"8 Left "H" Lane9 Miss July 50K10 Miss August 100k11 Miss September Lites Out-lane 50k12 Miss October 50K Bonus Hold Over13 Miss November Extra Ball14 Miss December 1,000,00015 Top Left Bunny Hop16 Center "M" Lane17 Photo Shoot 118 Photo Shoot 219 Photo Shoot 320 Photo Shoot 421 Photo Shoot 522 Photo Shoot Special23 Spinner Extra Ball24 Right "H" Lane25 Upper Left and Right Release Ball25 Upper Left and Right Release Ball27 Lock Ball (Big arrow)28 Left Green Arrow Target29 Center Green Arrow Target30 Right Green Arrow Target33 Upper Right Mansion Party34 Bonus Holdover35 Play Again36 2x37 3x38 4x39 5x40 Upper Left Mansion Party42 Rt Score Playboy Value43 Right Peacock43 Right Peacock44 Drop Target 100k45 Drop Target 75k46 Drop Target 50k47 Drop Target 25k48 Upper Right Bunny Hop50 Lt.Score Playboy Value51 Left Peacock51 Left Peacock52 Lwr Lft.Bunny Hop

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
  • effectmoves the ball74
  • emitterlights the playfield51
  • sensorsenses the ball36
  • nStackseveral devices in one spot35
109 devices shown

Not on the playfield21 cabinet or service, 20 virtual, 19 unused, 2 internal nonvisual, 1 dip switch — declared rather than missing.

Coverage

Partial

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
conflicted
Physical Wiring
conflicted
Mechanisms
conflicted
Variant Coverage
validated
Recreation Knowledge
candidate
Still missing · 6
Controller PlatformOutput SemanticsMechanism BehaviorPolaritySpatial PlacementUnresolved Conflicts

Switches

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

66 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
Hover or tap an address to identify it.

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

66 shown
# Name Device ID Role Wiring Evidence
-7
Black Button / Advance
switch.diagnostic-7
service.advance
validated
-6
Green Button / Up-Down
switch.diagnostic-6
service.adjust
validated
1
Plumb Tilt
switch.matrix-1
cabinet.tilt
GRN-BRN
WHT-BRN
CPU Board
validated
2
Unused Switch 2
switch.matrix-2
GRN-BRN
WHT-RED
CPU Board
conflicted
3
Credit Button
switch.matrix-3
cabinet.start
GRN-BRN
WHT-ORN
CPU Board
validated
4
Right Coin
switch.matrix-4
cabinet.coin
GRN-BRN
WHT-YEL
CPU Board
validated
5
Center Coin
switch.matrix-5
cabinet.coin
GRN-BRN
WHT-GRN
CPU Board
validated
6
Left Coin
switch.matrix-6
cabinet.coin
GRN-BRN
WHT-BLU
CPU Board
validated
7
Slam Tilt
switch.matrix-7
cabinet.slam-tilt
GRN-BRN
WHT-VIO
CPU Board
validated
8
Unused Switch 8
switch.matrix-8
GRN-BRN
WHT-GRY
CPU Board
validated
9
Unused Switch 9
switch.matrix-9
GRN-RED
WHT-BRN
CPU Board
validated
10
Outhole
switch.matrix-10
ball.position
GRN-RED
WHT-RED
CPU Board
validated
11
Trough #1
switch.matrix-11
ball.position
GRN-RED
WHT-ORN
CPU Board
validated
12
Trough #2
switch.matrix-12
ball.position
GRN-RED
WHT-YEL
CPU Board
validated
13
Trough #3
switch.matrix-13
ball.position
GRN-RED
WHT-GRN
CPU Board
validated
14
Shooter Lane
switch.matrix-14
ball.position
GRN-RED
WHT-BLU
CPU Board
conflicted
15
Left EOS
switch.matrix-15
flipper.lower.left.button
GRN-RED
WHT-VIO
CPU Board
conflicted
16
Right EOS
switch.matrix-16
flipper.lower.right.button
GRN-RED
WHT-GRY
CPU Board
conflicted
17
Left Outlane
switch.matrix-17
ball.position
GRN-ORN
WHT-BRN
CPU Board
validated
18
Left Return
switch.matrix-18
GRN-ORN
WHT-RED
CPU Board
validated
19
Right Outlane
switch.matrix-19
GRN-ORN
WHT-ORN
CPU Board
validated
20
Right Return
switch.matrix-20
GRN-ORN
WHT-YEL
CPU Board
validated
21
Left Slingshot
switch.matrix-21
GRN-ORN
WHT-GRN
CPU Board
validated
22
Right Slingshot
switch.matrix-22
GRN-ORN
WHT-BLU
CPU Board
validated
23
Champagne Kicker
switch.matrix-23
ball.position
GRN-ORN
WHT-VIO
CPU Board
validated
24
Grotto 1
switch.matrix-24
ball.position
GRN-ORN
WHT-GRY
CPU Board
validated
25
Left Top Lane
switch.matrix-25
GRN-YEL
WHT-BRN
CPU Board
validated
26
Center Top Lane
switch.matrix-26
GRN-YEL
WHT-RED
CPU Board
validated
27
Right Top Lane
switch.matrix-27
GRN-YEL
WHT-ORN
CPU Board
validated
28
Ramp Center
switch.matrix-28
GRN-YEL
WHT-YEL
CPU Board
validated
29
Ramp Right
switch.matrix-29
GRN-YEL
WHT-GRN
CPU Board
validated
30
Left Spinner
switch.matrix-30
GRN-YEL
WHT-BLU
CPU Board
validated
31
Grotto 2
switch.matrix-31
ball.position
GRN-YEL
WHT-VIO
CPU Board
validated
32
Ramp Left
switch.matrix-32
GRN-YEL
WHT-GRY
CPU Board
validated
33
P Target
switch.matrix-33
GRN-BLK
WHT-BRN
CPU Board
validated
34
L Target
switch.matrix-34
GRN-BLK
WHT-RED
CPU Board
validated
35
A Target
switch.matrix-35
GRN-BLK
WHT-ORN
CPU Board
validated
36
1st Y Target
switch.matrix-36
GRN-BLK
WHT-YEL
CPU Board
validated
37
B Target
switch.matrix-37
GRN-BLK
WHT-GRN
CPU Board
validated
38
O Target
switch.matrix-38
GRN-BLK
WHT-BLU
CPU Board
validated
39
2nd Y Target
switch.matrix-39
GRN-BLK
WHT-VIO
CPU Board
validated
40
Unused Switch 40
switch.matrix-40
GRN-BLK
WHT-GRY
CPU Board
validated
41
Center 3 Bank Left
switch.matrix-41
GRN-BLU
WHT-BRN
CPU Board
validated
42
Center 3 Bank Middle
switch.matrix-42
GRN-BLU
WHT-RED
CPU Board
validated
43
Center 3 Bank Right
switch.matrix-43
GRN-BLU
WHT-ORN
CPU Board
validated
44
Unused Switch 44
switch.matrix-44
GRN-BLU
WHT-YEL
CPU Board
validated
45
VUK
switch.matrix-45
ball.position
GRN-BLU
WHT-GRN
CPU Board
validated
46
Left Pop Bumper
switch.matrix-46
GRN-BLU
WHT-BLU
CPU Board
validated
47
Center Pop Bumper
switch.matrix-47
GRN-BLU
WHT-VIO
CPU Board
validated
48
Right Pop Bumper
switch.matrix-48
GRN-BLU
WHT-GRY
CPU Board
validated
49
Drop1 Top
switch.matrix-49
target.drop
GRN-VIO
WHT-BRN
CPU Board
validated
50
Drop2 Center
switch.matrix-50
target.drop
GRN-VIO
WHT-RED
CPU Board
validated
51
Drop3 Bottom
switch.matrix-51
target.drop
GRN-VIO
WHT-ORN
CPU Board
validated
52
Unused Switch 52
switch.matrix-52
GRN-VIO
WHT-YEL
CPU Board
validated
53
Unused Switch 53
switch.matrix-53
GRN-VIO
WHT-GRN
CPU Board
validated
54
Unused Switch 54
switch.matrix-54
GRN-VIO
WHT-BLU
CPU Board
validated
55
Unused Switch 55
switch.matrix-55
GRN-VIO
WHT-VIO
CPU Board
validated
56
Unused Switch 56
switch.matrix-56
GRN-VIO
WHT-GRY
CPU Board
validated
57
Unused Switch 57
switch.matrix-57
GRN-GRY
WHT-BRN
CPU Board
validated
58
Unused Switch 58
switch.matrix-58
GRN-GRY
WHT-RED
CPU Board
validated
59
Unused Switch 59
switch.matrix-59
GRN-GRY
WHT-ORN
CPU Board
validated
60
Unused Switch 60
switch.matrix-60
GRN-GRY
WHT-YEL
CPU Board
validated
61
Unused Switch 61
switch.matrix-61
GRN-GRY
WHT-GRN
CPU Board
validated
62
Unused Switch 62
switch.matrix-62
GRN-GRY
WHT-BLU
CPU Board
validated
63
Unused Switch 63
switch.matrix-63
GRN-GRY
WHT-VIO
CPU Board
validated
64
Unused Switch 64
switch.matrix-64
GRN-GRY
WHT-GRY
CPU Board
validated

Controlled devices

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

Coils, magnets & motors

15
15 shown
# Name Device ID Kind Wiring Evidence
10
Left/Right Coil Relay K1
coil.driver-10 Relay
Q29
CPU Board / PPB
validated
16
Laser Kicker
coil.driver-16 Coil
Q23
CPU Board / PPB
validated
17
Center Pop Bumper
coil.driver-17 Coil
Q8
CPU Board / PPB
candidate
18
Left Slingshot
coil.driver-18 Coil
Q10
CPU Board / PPB
candidate
19
Left Pop Bumper
coil.driver-19 Coil
Q11
CPU Board / PPB
conflicted
20
Unused SP6 Driver
coil.driver-20 Coil
Q13
CPU Board / PPB
validated
21
Right Slingshot
coil.driver-21 Coil
Q12
CPU Board / PPB
candidate
22
Right Pop Bumper
coil.driver-22 Coil
Q9
CPU Board / PPB
candidate
25
Outhole
coil.driver-25 Coil
conflicted
26
Trough Eject
coil.driver-26 Coil
conflicted
27
Vertical Up Kicker
coil.driver-27 Coil
conflicted
28
Champagne Kicker
coil.driver-28 Coil
conflicted
29
Drop Target Reset
coil.driver-29 Coil
conflicted
30
Grotto Kicking
coil.driver-30 Coil
conflicted
32
Knocker
coil.driver-32 Coil
conflicted

Flashers

13
13 shown
# Name Device ID Wiring Evidence
1
Grotto 1 Flash
coil.driver-1
Q46
CPU Board / PPB
validated
2
Grotto 2 Flash
coil.driver-2
Q45
CPU Board / PPB
validated
3
Spinner 1 Flash
coil.driver-3
Q44
CPU Board / PPB
conflicted
4
Spinner 2 Flash
coil.driver-4
Q43
CPU Board / PPB
conflicted
5
Spinner 3 Flash
coil.driver-5
Q42
CPU Board / PPB
validated
6
Multi Ball Flash
coil.driver-6
Q41
CPU Board / PPB
validated
7
Ramp Left Flash
coil.driver-7
Q40
CPU Board / PPB
validated
8
Unlabeled Flash Group 8
coil.driver-8
Q39
CPU Board / PPB
conflicted
9
Playboy Flash
coil.driver-9
Q30
CPU Board / PPB
conflicted
12
Insert 2 / Drop Flash
coil.driver-12
Q27
CPU Board / PPB
conflicted
13
Ramp Right Flash
coil.driver-13
Q26
CPU Board / PPB
conflicted
14
Mansion Flash
coil.driver-14
Q25
CPU Board / PPB
conflicted
15
Unlabeled Flash Group 15
coil.driver-15
Q24
CPU Board / PPB
conflicted

Lamps

64

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
Hover or tap an address to identify it.
64 shown
# Name Device ID Wiring Evidence
1
"P"layboy
lamp.matrix-1
CPU Board
candidate
2
p"L"ayboy
lamp.matrix-2
CPU Board
candidate
3
pl"A"yboy
lamp.matrix-3
CPU Board
candidate
4
pla"Y"boy
lamp.matrix-4
CPU Board
candidate
5
play"B"oy
lamp.matrix-5
CPU Board
candidate
6
playb"O"y
lamp.matrix-6
CPU Board
candidate
7
playbo"Y"
lamp.matrix-7
CPU Board
candidate
8
Left "H" Lane
lamp.matrix-8
CPU Board
candidate
9
Miss July 50K
lamp.matrix-9
CPU Board
candidate
10
Miss August 100k
lamp.matrix-10
CPU Board
candidate
11
Miss September Lites Out-lane 50k
lamp.matrix-11
CPU Board
candidate
12
Miss October 50K Bonus Hold Over
lamp.matrix-12
CPU Board
candidate
13
Miss November Extra Ball
lamp.matrix-13
CPU Board
candidate
14
Miss December 1,000,000
lamp.matrix-14
CPU Board
candidate
15
Top Left Bunny Hop
lamp.matrix-15
CPU Board
candidate
16
Center "M" Lane
lamp.matrix-16
CPU Board
candidate
17
Photo Shoot 1
lamp.matrix-17
CPU Board
candidate
18
Photo Shoot 2
lamp.matrix-18
CPU Board
candidate
19
Photo Shoot 3
lamp.matrix-19
CPU Board
candidate
20
Photo Shoot 4
lamp.matrix-20
CPU Board
candidate
21
Photo Shoot 5
lamp.matrix-21
CPU Board
candidate
22
Photo Shoot Special
lamp.matrix-22
CPU Board
candidate
23
Spinner Extra Ball
lamp.matrix-23
CPU Board
candidate
24
Right "H" Lane
lamp.matrix-24
CPU Board
candidate
25
Upper Left and Right Release Ball
lamp.matrix-25
CPU Board
candidate
26
Lock Ball #1
lamp.matrix-26
CPU Board
candidate
27
Lock Ball (Big arrow)
lamp.matrix-27
CPU Board
candidate
28
Left Green Arrow Target
lamp.matrix-28
CPU Board
candidate
29
Center Green Arrow Target
lamp.matrix-29
CPU Board
candidate
30
Right Green Arrow Target
lamp.matrix-30
CPU Board
candidate
31
Multiply All Scores
lamp.matrix-31
CPU Board
candidate
32
Lock Ball #2
lamp.matrix-32
CPU Board
candidate
33
Upper Right Mansion Party
lamp.matrix-33
CPU Board
candidate
34
Bonus Holdover
lamp.matrix-34
CPU Board
candidate
35
Play Again
lamp.matrix-35
CPU Board
candidate
36
2x
lamp.matrix-36
CPU Board
candidate
37
3x
lamp.matrix-37
CPU Board
candidate
38
4x
lamp.matrix-38
CPU Board
candidate
39
5x
lamp.matrix-39
CPU Board
candidate
40
Upper Left Mansion Party
lamp.matrix-40
CPU Board
candidate
41
"P"inball
lamp.matrix-41
CPU Board
candidate
42
Rt Score Playboy Value
lamp.matrix-42
CPU Board
candidate
43
Right Peacock
lamp.matrix-43
CPU Board
candidate
44
Drop Target 100k
lamp.matrix-44
CPU Board
candidate
45
Drop Target 75k
lamp.matrix-45
CPU Board
candidate
46
Drop Target 50k
lamp.matrix-46
CPU Board
candidate
47
Drop Target 25k
lamp.matrix-47
CPU Board
candidate
48
Upper Right Bunny Hop
lamp.matrix-48
CPU Board
candidate
49
p"I"nball
lamp.matrix-49
CPU Board
candidate
50
Lt.Score Playboy Value
lamp.matrix-50
CPU Board
candidate
51
Left Peacock
lamp.matrix-51
CPU Board
candidate
52
Lwr Lft.Bunny Hop
lamp.matrix-52
CPU Board
candidate
53
pi"N"ball
lamp.matrix-53
CPU Board
candidate
54
pin"B"all
lamp.matrix-54
CPU Board
candidate
55
pinb"A"ll
lamp.matrix-55
CPU Board
candidate
56
pinba"L"l
lamp.matrix-56
CPU Board
candidate
57
"M"ansion
lamp.matrix-57
CPU Board
candidate
58
m"A"nsion
lamp.matrix-58
CPU Board
candidate
59
ma"N"sion
lamp.matrix-59
CPU Board
candidate
60
man"S"ion
lamp.matrix-60
CPU Board
candidate
61
mans"I"on
lamp.matrix-61
CPU Board
candidate
62
mansi"O"n
lamp.matrix-62
CPU Board
candidate
63
mansio"N"
lamp.matrix-63
CPU Board
candidate
64
pinbal"L".
lamp.matrix-64
CPU Board
candidate

General illumination

1
1 shown
# Name Device ID Wiring Evidence
11
General Illumination Relay K1
coil.driver-11
Q28
CPU Board / PPB
validated

Virtual & other outputs

20
20 shown
# Name Device ID Evidence
24
Unused Solenoid 24
coil.driver-24 validated
31
Unfitted Mux Branch R07
coil.driver-31 conflicted
33
Inert Solenoid Address 33
coil.driver-33 validated
34
Inert Solenoid Address 34
coil.driver-34 validated
35
Inert Solenoid Address 35
coil.driver-35 validated
36
Inert Solenoid Address 36
coil.driver-36 validated
37
Inert Solenoid Address 37
coil.driver-37 validated
38
Inert Solenoid Address 38
coil.driver-38 validated
39
Inert Solenoid Address 39
coil.driver-39 validated
40
Inert Solenoid Address 40
coil.driver-40 validated
41
Inert Solenoid Address 41
coil.driver-41 validated
42
Inert Solenoid Address 42
coil.driver-42 validated
43
Inert Solenoid Address 43
coil.driver-43 validated
44
Inert Solenoid Address 44
coil.driver-44 validated
45
Synthetic Right Flipper Power
coil.driver-45 candidate
46
Synthetic Right Flipper Hold
coil.driver-46 candidate
47
Synthetic Left Flipper Power
coil.driver-47 candidate
48
Synthetic Left Flipper Hold
coil.driver-48 candidate
49
Simulation Ball Shooter
coil.driver-49 validated
50
Reserved Solenoid 50
coil.driver-50 validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Jumper W7 (function undocumented)
dip.jumper-w7 candidate

Mechanisms

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

Outhole feeder

mechanism.outhole

Kicker

Drain_Hit adds the drained ball at switch 10 to a three-ball stack. Public output 25 drives the constructed outhole coil and feeds that stack.

Drives
Senses

Three-ball trough and eject

mechanism.ball-trough

Other

The active cvpmBallStack declares switch order 13, 12, 11 and starts with three balls. Output 26 kicks the front BallRelease position toward the shooter lane; the manual constructs a feed cam and switch plate.

Vertical Up Kicker

mechanism.vertical-up-kicker

Kicker

The active bsVUK saucer holds a ball at switch 45 and output 27 ejects it vertically. The manual independently lists constructed Vertical Up Kicker 500-5067-00.

Champagne Kicker

mechanism.champagne-kicker

Kicker

Kicker2_Hit adds the ball to bsCK at switch 23; output 28 fires its saucer exit. The manual lists Champagne Kicker Assembly 500-5053-03.

Two-sensor Grotto path and kickout

mechanism.grotto-kicker

Kicker

The in-bound trigger reports printed Grotto 1 at switch 24. The active bsGrotto saucer then holds/ejects at printed Grotto 2 switch 31 through output 30. Manual construction supplies one Grotto Kicking Assembly plus two kicking switches; exact under-playfield transfer geometry is not exposed.

Three-bank drop targets

mechanism.drop-bank

Drop Target Bank

The active cvpmDropTarget orders top, center, and bottom dropping faces at 49-51 and raises all three from output 29. Manual construction names 3 Bank Drop Target Assembly 500-5055-31.

Left-outlane Laser Kick

mechanism.laser-kick

Kicker

The active impulse-plunger helper watches public switch 17 and output 16 auto-fires the left-outlane kickback. Although the helper's sw17 trigger is outside the asserted playfield, Kicker001_Hit explicitly publishes switch 17 from the in-bounds kickback object; that executable point is retained as candidate placement and the unbound sw17a name is excluded.

Left slingshot

mechanism.left-slingshot

Other

The native left-slingshot event pulses switch 21. The manual maps hardware-triggered SP3 to the left slingshot, and pinned Data East setSSSol publishes SP3 as public 18; public callback pulse timing is not exposed.

Right slingshot

mechanism.right-slingshot

Other

The native right-slingshot event pulses switch 22. The manual maps hardware-triggered SP5 to the right slingshot, and pinned Data East setSSSol publishes SP5 as public 21; public callback pulse timing is not exposed.

Left pop bumper

mechanism.left-pop

Other

Bumper1_Hit pulses switch 46; the rendered manual maps SP4 to the left pop, and pinned Data East setSSSol publishes SP4 as public 19. The physical assembly is one of three 500-5034-00 pop bumpers.

Center pop bumper

mechanism.center-pop

Other

The working VPX script's Bumper2_Hit pulses switch 47 and uses the middle-bumper sound path. Its retained position matches the manual's SP1 center-pop location bubble. The pinned PIA comments plus setSSSol permutation derive SP1 as public 17.

Right pop bumper

mechanism.right-pop

Other

The working VPX script's Bumper3_Hit pulses switch 48. Its retained position matches the manual's SP2 right-pop location bubble. The pinned PIA comments plus setSSSol permutation derive SP2 as public 22.

Center three-bank fixed standups

mechanism.center-standups

Other

Three independent active HitTarget events pulse left, middle, and right. Manual construction names 3 Bank Standup Target Assembly 500-5103-08; no reset coil or dropping faces are fitted.

Manual plunger and shooter lane

mechanism.manual-shooter

Other

The retained Plunger object provides player-driven launch and the active sw14 trigger reports the shooter lane. No CPU shooter coil is claimed; the two manual parts lists disagree over the 500-5142/500-5143 switch-bracket assignment.

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.

Machine definition: machines/partial/data-east/playboy-35th-anniversary-1989.json

Identity and controller contract

Pinned PinMAME publishes one driver only: play_a24, from CORE_GAMEDEF(play,a24,...). An exhaustive search found no CORE_CLONEDEF and no second catalog driver for the title. The single-driver record is deliberate, not an overlooked clone family.

INITGAMES11(play, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, S11_MUXDELAY) must be decoded against core_tGameData, not guessed from local argument names. It sets generation GEN_DE (0x1000), display layout de_dispAlpha2, hw.flippers=FLIP1516, zero switch/lamp/custom-solenoid offsets, hw.soundBoard=SNDBRD_DE1S, hw.display=0, hw.gameSpecific1=S11_MUXDELAY, and sxx.muxSol=10. The display layout supplies two seven-character alphanumeric and two seven-character numeric displays; all are controlled backbox devices with not_applicable playfield spatial records.

S11_MUXDELAY is bit 0x10, documented as “delay mux solenoid by one IRQ.” In pia0b_w, Playboy retains the current PIA port-B byte and publishes the previous byte. updsol then uses solenoid 10/K1 to expose the common eight drivers as A-side public outputs 1-8 or C-side 25-32. This compensates for the ROM's relay timing so the decoded public states land in the correct bank. A VPX-style recreation consuming PinMAME outputs 1-8 and 25-32 must not add another delay or rebuild the raw mux. A raw PIA/board emulator must reproduce the one-IRQ latch; a physical recreation may still model K1 relay construction and sound.

Pinned s11.c types output 9 as a bulb, 11 as GI, 12-15 as bulbs, and 25-32 as eight muxed #89 bulbs under K1 at output 10. The manual instead fits physical coils at 25-30 and 32, with branch 31 unfitted. The core type is output/PWM metadata, not physical-fitment authority, so the disagreement stays a conflict.

Address coverage

  • Inputs enumerate service switches -7/-6, DIP/jumper 0, and matrix addresses 1-64.
  • Outputs enumerate lamps 1-64 and System 11 public solenoids 1-50.
  • Solenoid 23 is Game On; 24 is unused; 33-44 are inert; 45-48 are synthetic lower-flipper winding states; 49 is a simulation-only shooter state; 50 is reserved.
  • Solenoid 10 is K1, which selects the C-bank block at public outputs 25-32.

The controller id is pinmame.dataeast, not pinmame.system-11: sharing PinMAME's s11.c implementation does not turn the physical Data East CPU/driver board into Williams System 11 hardware. INITGAMES11 leaves Playboy's wpc.invSw array zero-initialized, and core.c copies that zero mask into coreGlobals.invSw, so the emulator applies no per-game switch inversion for this driver. No reviewed Data East controller profile exists yet, so controller_platform remains an explicit promotion blocker.

The manual prints physical flipper EOS contacts at matrix 15/16, but FLIP1516 makes the non-fliptronic core overwrite those public addresses with left/right cabinet-button state. This is a PinMAME public-address behavior rather than a description of the physical EOS wiring. A recreation should use public 15/16 as cabinet-button state and must not infer physical EOS state from them.

Lamp mapping and object accounting

The active table uses SetLamp: 16 active occurrences, with no Lampz.MassAssign and no vpmMapLights. Mapping claims therefore remain specific to this retained implementation.

Only 55 numeric L* Light objects exist for 64 addresses. The nine absent names are 26, 32, and 57-63. They are not missing outputs: UpdateLamps explicitly routes all nine to same-number Flasher objects, and the manual location drawing puts those exact addresses in a separate backbox/back-panel box. They therefore have controlled not_applicable playfield-spatial records. The drawing does not locate PINBALL-letter lamps 41, 49, 53-56, or 64 in either its backbox box or playfield plan. Their same-number table objects are presentation proxies flagged as backglass; those centers are withheld without turning the manual's silence into a false playfield claim.

Numeric Light objects 41, 49, 53, 54, 55, 56, and 64 are executable consumers but are flagged is_backglass=true in the retained table. The manual location drawing does not locate these PINBALL-letter lamps in either its backbox box or playfield plan. Their names prove consumption, not a physical socket plane, so their coordinates are withheld as unresolved placement evidence rather than classified as a source conflict. All remaining Light centers are only candidate placement evidence.

Mechanism topology

Script causality plus manual construction establishes a serial three-ball trough and eject, outhole feeder, VUK, Champagne saucer, two-sensor Grotto path with kickout, three-face resetting drop bank, Laser Kick outlane kickback, two flippers, two slingshots, three pop bumpers, seven fixed PLAYBOY standups, three fixed center standups, manual shooter, and passive lanes/ramps/spinner. The fixed target banks are not drop banks: their drawings show independent leaf-switch stations and no reset coil.

The printed coil/flash location page adds a separate backbox inset to the playfield plan. It proves that outputs 3, 4, 8, 9, 12, 14 and 15 include backbox bulbs even though every retained VPX effect for those outputs sits in playfield space; output 12's four clear inset symbols already equal its complete schematic quantity. Three 5/6-like and two 13/16-like inset glyphs remain deliberately unassigned. The certain per-address minima are retained in the output notes. The diagram supports physical-plane classification and broad feature locations, but its grouped bubbles, unresolved small digits and lack of a registered coordinate frame do not support normalized socket centers.

The Laser Kick uses candidate Kicker001 geometry because Kicker001_Hit explicitly publishes switch 17. The off-bounds sw17 helper and unbound visible sw17a are excluded. Pinned s11.c PIA comments identify handlers 0-5 as SP6, SP5, SP2, SP3, SP1 and SP4; applying setSSSol's Data East offsets (3, 4, 5, 1, 0, 2) derives printed SP1, SP3, SP4, SP6, SP5 and SP2 at public addresses 17-22. This is not inferred by treating printed SP numbers as handler indices. The manual, retained table geometry, and working script agree on the pop switches: Bumper2 is the center pop at switch 47 and Bumper3 is the right pop at switch 48; their SP1/SP2 coils are public outputs 17/22 respectively. Hidden Grotto transfer construction and special-solenoid pulse timing remain unresolved.

Literal transcription and reconciliation

The 76-page manual has SHA-256 0c4be366c30942919b7101c69acfb6563ac8bc6cd5aaaac0bad24ae5b9b1afa7 and a 76,678-character text layer. That layer was not trusted for multi-column tables: all decisive switch, lamp, coil and construction cells were read from 300/400 dpi renders. Excerpts preserve printed capitalization, abbreviations and typos such as Ctr 3 Bank-Mid, DropTar. 50K, pinbAll, mansIon, schematic 23-1200, and chart 12-1200. Normalized semantic labels appear only in the machine record, while disagreements remain in its reconciliation conflicts.

Retained table and geometry

The table SHA-256 is 3b32aeacee1c5beb1c723e6e1bba79ae269deb36cc56101201b5d171a7a8336b, contains 1,748 gameitems, and binds Const cGameName = "play_a24". Its exact bounds are right 952 and bottom 1974. Both values are asserted before normalization, and no other machine's geometry is reused.

Coverage and blockers

Status remains partial; coverage.missing is [controller_platform, output_semantics, mechanism_behavior, polarity, spatial_placement, unresolved_conflicts].

  • controller_platform: no reviewed Data East controller profile yet represents this physical board family.
  • output_semantics: callback group aliases/comments and core C-bank bulb typing disagree with printed physical functions.
  • mechanism_behavior: hidden Grotto transfer geometry and hardware-triggered special-coil pulse behavior are absent.
  • polarity: no original-machine trace reconciles cabinet button/EOS, K1 relay, and raw versus decoded output states.
  • spatial_placement: table objects are presentation candidates, flash groups lack socket surveys, and seven routed PINBALL lamps are not located by the manual's drawing at all.
  • unresolved_conflicts: ten source disagreements remain first-class.

Recreation boundary

Consume PinMAME's decoded public mux outputs without adding another IRQ delay. Treat public 15/16 as flipper buttons rather than physical EOS contacts. Do not convert presentation proxies into extra hardware, infer socket locations from names, or erase the manual/core and manual/table disagreements.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
play_a24Playboy 35th Anniversary (2.4)
The sole published driver. Exhaustive pinned-source search found no CORE_CLONEDEF and no second DRIVER entry; single-driver coverage is deliberate, not an omitted family.
1989identical

Parent set: play_a24 — clones share this definition unless a hardware difference is noted.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    catalog/pinmame.json and src/wpc/driver.c line 474 contain only play_a24 for this title; exhaustive CORE_GAMEDEF/CORE_CLONEDEF search found no clone.

    catalog/pinmame.jsonsrc/wpc/driver.c:474lines 474 contain only play_a24
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/degames.c lines 77 and 237-245 decode INITGAMES11(play, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, S11_MUXDELAY) into core_tGameData hardware fields and leave wpc.invSw zero-initialized; src/wpc/core.c lines 2455-2456 copy that zero mask into coreGlobals.invSw; src/wpc/s11.h line 229 defines one-IRQ mux delay; src/wpc/s11.c lines 537-554 apply Data East permutation {3,4,5,1,0,2}, lines 618-623 bind handler indices 0-5, and the PIA board comments at lines 714-715, 737-738, and 746-747 identify those handlers as printed SP6, SP5, SP2, SP3, SP1, and SP4 respectively; pia0b_w/updsol and lines 1145-1149 implement prior-byte timing and output types.

    src/wpc/degames.c:77src/wpc/core.c:2455src/wpc/s11.h:229src/wpc/s11.c:537lines 77 and 237-245 decode INITGAMES11(play, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, S11
    rev
    4ec52ff0ac13
  • Operator manual

    Copyright Data East; redistribution status not supplied

    manual.data-east.playboy-35th-anniversary.1989

    Source locations

    76 pages; 14,450,592 bytes; hashes.json sampled_characters=76,678. Contact sheet at 40 dpi located decisive pages; PDF pages 25-30 rendered at 400 dpi, printed page 26 re-rendered at 600 dpi, and construction pages rendered at 300 dpi. Every mapping cell was read from renders despite the text layer.

    external:pinmame-manuals/by-machine/data-east.playboy-35th-anniversary.1989/contributor-supplied/Data_East_1989_Playboy_35th_Anniversary_English_Manual_with_schematics.pdf
    by
    Data East Playboy 35th Anniversary English manual
    sha256
    0c4be366c309…
  • VPX table

    Community table; redistribution terms not supplied

    vpx-table.playboy-35th-hybrid-1.1

    vpxtool git:0561bb4; 1748 files under gameitems/; exact asserted bounds (0,0)-(952,1974)

    external:pinmame-vpx-sources/data-east/playboy-35th-anniversary-1989/Playboy 35th Anniversary (Data East 1989) Physics Sound Hybrid MOD 1.1.vpx
    by
    Credited Playboy 35th Anniversary table contributors
    rev
    Physics Soun
    sha256
    3b32aeacee1c…
  • VPX script

    Community script; redistribution terms not supplied

    vpx-script.playboy-35th-hybrid-1.1

    Source locations

    Const cGameName=play_a24; HandleMechanics=0; active SetLamp idiom has 15 output bindings plus one SetLamp subroutine definition, no Lampz.MassAssign and no vpmMapLights after whole-line comments are stripped; trough, saucers, Grotto, drop bank, kickback, flippers and sensors supply causality

    external:pinmame-vpx-sources/data-east/playboy-35th-anniversary-1989/vpxtool-extract/script.vbs
    by
    Credited table-script contributors
    rev
    script from
    sha256
    83e632d397af…
  • VPX table

    vpx-extraction.playboy-35th-hybrid-1.1

    Source locations

    2270 files; 164978347 bytes; algorithm: SHA-256 of the UTF-8 JSON object after removing manifest_sha256 and serializing with sorted keys, compact separators, and ensure_ascii=False.; canonical manifest SHA-256 408ba0ec4e18187f0f86c1970c33cc31b93af53df24ad83f2eeea599822bb672; 1748 files under gameitems/

    tools/seeds/data-east/playboy-35th-anniversary-1989-extraction-manifest.json
    rev
    vpxtool git:
    sha256
    228204226a90…
  • Human review

    human-review.playboy-35th-manual-renders

    Source locations

    76-page contact sheet at 40 dpi; decisive matrix/coil pages rendered at 400 dpi, printed page 26 re-rendered at 600 dpi, and construction pages rendered at 300 dpi with Poppler on 2026-08-09. Tesseract/PDF text were secondary; rendered cells governed every mapping.

    external:pinmame-manuals/by-machine/data-east.playboy-35th-anniversary.1989/contributor-supplied/Data_East_1989_Playboy_35th_Anniversary_English_Manual_with_schematics.pdf

Something wrong or missing?

This definition still has 6 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform