Torpedo Alley

Partial

Data East1988DATAEASTdata-east.torpedo-alley.1988

8 unresolved conflicts

  • 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's paired L/R wiring and retained active callbacks make public 1-8 flash lamps and 25-32 mechanisms. Torpedo Alley's pinned s11.c block instead types only public 25-32 as eight muxed #89 bulbs; the semantic map follows the manual/runtime agreement and retains the emulator typing disagreement. /outputs/coil.driver-*
  • The Coil Test table and coil-location plan print SP1 Center Thumper Bumper and SP2 Right Thumper Bumper. The special-coil wiring diagram prints SP2 Center and SP1 Right. The two-against-one working labels are used without erasing the schematic cells. /outputs/coil.driver-17
  • Manual and pinned s11.c identify output 11 as the general-illumination relay. The retained script assigns GIUpdate to 11, then later overwrites the same SolCallback array slot with Sol11BG, so the known-working table's effective callback is a backglass proxy. /outputs/coil.driver-11
  • The manual assigns 23 to Bottom Left Star Rollover and the extraction contains SW23 at that location, but active SW23_Hit pulses public switch 18 (Left Return). /inputs/switch.matrix-23
  • The manual assigns 36 to Right Star Rollover and the extraction contains SW36 at that location, but active SW36_Hit pulses public switch 26 (S lane). /inputs/switch.matrix-36
  • The manual fits lamp 24 as Insert 1 Torpedo (2) and the extraction has an L24 Light object. The script's only Lights(24) assignment is whole-line commented, so shared VPM lamp polling cannot reach it through this table's active membership array. /outputs/lamp.matrix-24

Wire it up

what an authoring tool needs first
Bind this ROM
torp_e21

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

Controller platform
pinmame.dataeast

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
  • 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)
Cabinet & flipper inputs
15flipper.left.eos16flipper.right.eos1cabinet.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

117 placements · 5 stacked · normalised player view · outline is nominal

14 Shooter Lane17 Laser Kick18 Left Return20 Left Green Target21 Center Green Target22 Right Green Target23 Bottom Left Star Rollover24 Spots Laser Kick Target25 Top Left Spinner26 "S" Lane27 "U" Lane28 "B" Lane29 Left Drop Target230 Center Drop Target · 29 3-Bank Drop Target Reset31 Right Drop Target32 Right Spinner33 Left Yellow Target34 Center Yellow Target35 Right Yellow Target36 Right Star Rollover37 Left 50 Point Switch38 Left Blue Target39 Center Blue Target40 Right Blue Target46 Ramp49 Left Thumper Bumper50 Right Thumper Bumper51 Center Thumper Bumper52 Left Slingshot53 Right Slingshot54 Right Outlane55 Right Return56 Right 50 Point Switch1 Destroyer Hotdog2 Release Torpedo Hotdog3 Flagship Hotdog4 Aircraft Carrier Hotdog5 Special Hotdog6 Cruiser Hotdog29 Left Pair · 9 Left Pair214 Center Pair · 14 Center Pair215 Right Pair · 15 Right Pair16 Trough25 Laser Kicker26 Left Kickback27 Vertical Up Kicker28 Center Kickback31 Outhole32 Sinking Ship1 Lockball :2 (2)2 Spot Laser Kick3 Destroy Fleet 100K4 Destroy Fleet 25K Green5 Destroy Fleet 25K Blue6 Destroy Fleet 25K Yellow7 Top Left Playfield 2X8 Release Torpedoes Hotdog (2)9 "S" Lane10 "U" Lane11 "B" Lane12 Extra Ball Triangle13 Flagship 25K Clear14 Flagship 50K Yellow15 Flagship 100K Orange16 Insert 2 Torpedo17 Top Right Playfield 2X18 5K When Lit19 Yellow Arrow :120 Yellow Arrow :221 Yellow Arrow :322 Aircraft Carrier Hotdog23 Lockball :1 (2)224 Insert 1 Torpedo (2) · 55 Fire Again25 Ramp 20K Clear26 Ramp 30K Yellow27 Ramp 40K Green28 Ramp Hold Bonus Orange29 Ramp Extra Ball Amber30 Ramp Hotdog Special31 Periscope Left (2)32 Periscope Right (2)33 Green Arrow :134 Green Arrow :235 Green Arrow :336 Destroyer Hotdog37 Blue Arrow :138 Blue Arrow :239 Blue Arrow :340 Cruiser Hotdog41 Shield Playfield 2X42 Blue 10K43 Green 10K44 Yellow 10K45 Blue 20K46 Green 20K47 Yellow 20K48 Right Return49 Laser Kick50 Green 30K51 Yellow 30K52 2X53 3X54 5X56 Right Outlane57 Jackpot 100K Shield58 Blue 40K59 Green 40K60 Yellow 40K61 Blue 30K62 Left Special63 Left Return64 Release Balls

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 playfield76
  • sensorsenses the ball33
  • effectmoves the ball8
  • nStackseveral devices in one spot5
114 devices shown

Not on the playfield19 virtual, 17 unused, 12 internal nonvisual, 10 cabinet or service, 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
Output SemanticsMechanism BehaviorPolarityRecreation NotesSpatial 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.diagnostic
validated
-6
Green Button / Up-Down
switch.diagnostic-6
service.diagnostic
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
validated
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
outhole
GRN-RED
WHT-RED
CPU Board
validated
11
Trough #1
switch.matrix-11
trough.position-1
GRN-RED
WHT-ORN
CPU Board
validated
12
Trough #2
switch.matrix-12
trough.position-2
GRN-RED
WHT-YEL
CPU Board
validated
13
Trough #3
switch.matrix-13
trough.position-3
GRN-RED
WHT-GRN
CPU Board
validated
14
Shooter Lane
switch.matrix-14
shooter-lane
GRN-RED
WHT-BLU
CPU Board
validated
15
Left Flipper EOS
switch.matrix-15
flipper.left.eos
GRN-RED
WHT-VIO
CPU Board
conflicted
16
Right Flipper EOS
switch.matrix-16
flipper.right.eos
GRN-RED
WHT-GRY
CPU Board
conflicted
17
Laser Kick
switch.matrix-17
laser-kick
GRN-ORN
WHT-BRN
CPU Board
validated
18
Left Return
switch.matrix-18
GRN-ORN
WHT-RED
CPU Board
validated
19
Unused Switch 19
switch.matrix-19
GRN-ORN
WHT-ORN
CPU Board
validated
20
Left Green Target
switch.matrix-20
GRN-ORN
WHT-YEL
CPU Board
validated
21
Center Green Target
switch.matrix-21
GRN-ORN
WHT-GRN
CPU Board
validated
22
Right Green Target
switch.matrix-22
GRN-ORN
WHT-BLU
CPU Board
validated
23
Bottom Left Star Rollover
switch.matrix-23
GRN-ORN
WHT-VIO
CPU Board
conflicted
24
Spots Laser Kick Target
switch.matrix-24
GRN-ORN
WHT-GRY
CPU Board
validated
25
Top Left Spinner
switch.matrix-25
spinner.left
GRN-YEL
WHT-BRN
CPU Board
validated
26
"S" Lane
switch.matrix-26
GRN-YEL
WHT-RED
CPU Board
validated
27
"U" Lane
switch.matrix-27
GRN-YEL
WHT-ORN
CPU Board
validated
28
"B" Lane
switch.matrix-28
GRN-YEL
WHT-YEL
CPU Board
validated
29
Left Drop Target
switch.matrix-29
drop-bank.position-1
GRN-YEL
WHT-GRN
CPU Board
validated
30
Center Drop Target
switch.matrix-30
drop-bank.position-2
GRN-YEL
WHT-BLU
CPU Board
validated
31
Right Drop Target
switch.matrix-31
drop-bank.position-3
GRN-YEL
WHT-VIO
CPU Board
validated
32
Right Spinner
switch.matrix-32
spinner.right
GRN-YEL
WHT-GRY
CPU Board
validated
33
Left Yellow Target
switch.matrix-33
GRN-BLK
WHT-BRN
CPU Board
validated
34
Center Yellow Target
switch.matrix-34
GRN-BLK
WHT-RED
CPU Board
validated
35
Right Yellow Target
switch.matrix-35
GRN-BLK
WHT-ORN
CPU Board
validated
36
Right Star Rollover
switch.matrix-36
GRN-BLK
WHT-YEL
CPU Board
conflicted
37
Left 50 Point Switch
switch.matrix-37
GRN-BLK
WHT-GRN
CPU Board
validated
38
Left Blue Target
switch.matrix-38
GRN-BLK
WHT-BLU
CPU Board
validated
39
Center Blue Target
switch.matrix-39
GRN-BLK
WHT-VIO
CPU Board
validated
40
Right Blue Target
switch.matrix-40
GRN-BLK
WHT-GRY
CPU Board
validated
41
Left Kicker #1
switch.matrix-41
left-lock.position-2
GRN-BLU
WHT-BRN
CPU Board
validated
42
Left Kicker #2
switch.matrix-42
left-lock.position-1
GRN-BLU
WHT-RED
CPU Board
validated
43
Vertical Up Kicker
switch.matrix-43
vertical-up-kicker
GRN-BLU
WHT-ORN
CPU Board
validated
44
Center Kicker #1
switch.matrix-44
center-lock.position-2
GRN-BLU
WHT-YEL
CPU Board
validated
45
Center Kicker #2
switch.matrix-45
center-lock.position-1
GRN-BLU
WHT-GRN
CPU Board
validated
46
Ramp
switch.matrix-46
GRN-BLU
WHT-BLU
CPU Board
validated
47
Unused Switch 47
switch.matrix-47
GRN-BLU
WHT-VIO
CPU Board
validated
48
Unused Switch 48
switch.matrix-48
GRN-BLU
WHT-GRY
CPU Board
validated
49
Left Thumper Bumper
switch.matrix-49
pop-bumper.left
GRN-VIO
WHT-BRN
CPU Board
validated
50
Right Thumper Bumper
switch.matrix-50
pop-bumper.right
GRN-VIO
WHT-RED
CPU Board
validated
51
Center Thumper Bumper
switch.matrix-51
pop-bumper.center
GRN-VIO
WHT-ORN
CPU Board
validated
52
Left Slingshot
switch.matrix-52
slingshot.left
GRN-VIO
WHT-YEL
CPU Board
validated
53
Right Slingshot
switch.matrix-53
slingshot.right
GRN-VIO
WHT-GRN
CPU Board
validated
54
Right Outlane
switch.matrix-54
GRN-VIO
WHT-BLU
CPU Board
validated
55
Right Return
switch.matrix-55
GRN-VIO
WHT-VIO
CPU Board
validated
56
Right 50 Point Switch
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

18
18 shown
# Name Device ID Kind Wiring Evidence
10
Left/Right Coil Relay
coil.driver-10 Relay
Q29
CPU Board / PPB
validated
12
Unused Solenoid 12
coil.driver-12 Coil
Q27
CPU Board / PPB
validated
13
Unused Solenoid 13
coil.driver-13 Coil
Q26
CPU Board / PPB
validated
16
Trough
coil.driver-16 Coil
Q23
CPU Board / PPB
validated
17
Center Thumper Bumper
coil.driver-17 Coil
Q8
CPU Board / PPB
conflicted
18
Left Slingshot
coil.driver-18 Coil
Q10
CPU Board / PPB
validated
19
Left Thumper Bumper
coil.driver-19 Coil
Q11
CPU Board / PPB
validated
20
Unused SP6 Driver
coil.driver-20 Coil
Q13
CPU Board / PPB
validated
21
Right Slingshot
coil.driver-21 Coil
Q12
CPU Board / PPB
validated
22
Right Thumper Bumper
coil.driver-22 Coil
Q9
CPU Board / PPB
conflicted
25
Laser Kicker
coil.driver-25 Coil
Q46
CPU Board / PPB
conflicted
26
Left Kickback
coil.driver-26 Coil
Q45
CPU Board / PPB
conflicted
27
Vertical Up Kicker
coil.driver-27 Coil
Q44
CPU Board / PPB
conflicted
28
Center Kickback
coil.driver-28 Coil
Q43
CPU Board / PPB
conflicted
29
3-Bank Drop Target Reset
coil.driver-29 Coil
Q42
CPU Board / PPB
conflicted
30
Knocker
coil.driver-30 Coil
Q41
CPU Board / PPB
conflicted
31
Outhole
coil.driver-31 Coil
Q40
CPU Board / PPB
conflicted
32
Sinking Ship
coil.driver-32 Coil
Q39
CPU Board / PPB
conflicted

Flashers

11
11 shown
# Name Device ID Wiring Evidence
1
Destroyer Hotdog
coil.driver-1
Q46
CPU Board / PPB
conflicted
2
Release Torpedo Hotdog
coil.driver-2
Q45
CPU Board / PPB
conflicted
3
Flagship Hotdog
coil.driver-3
Q44
CPU Board / PPB
conflicted
4
Aircraft Carrier Hotdog
coil.driver-4
Q43
CPU Board / PPB
conflicted
5
Special Hotdog
coil.driver-5
Q42
CPU Board / PPB
conflicted
6
Cruiser Hotdog
coil.driver-6
Q41
CPU Board / PPB
conflicted
7
Scope
coil.driver-7
Q40
CPU Board / PPB
conflicted
8
Insert Top
coil.driver-8
Q39
CPU Board / PPB
conflicted
9
Left Pair
coil.driver-9
Q30
CPU Board / PPB
validated
14
Center Pair
coil.driver-14
Q25
CPU Board / PPB
validated
15
Right Pair
coil.driver-15
Q24
CPU Board / PPB
validated

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
Lockball :2 (2)
lamp.matrix-1
CPU Board
candidate
2
Spot Laser Kick
lamp.matrix-2
CPU Board
candidate
3
Destroy Fleet 100K
lamp.matrix-3
CPU Board
candidate
4
Destroy Fleet 25K Green
lamp.matrix-4
CPU Board
candidate
5
Destroy Fleet 25K Blue
lamp.matrix-5
CPU Board
candidate
6
Destroy Fleet 25K Yellow
lamp.matrix-6
CPU Board
candidate
7
Top Left Playfield 2X
lamp.matrix-7
CPU Board
candidate
8
Release Torpedoes Hotdog (2)
lamp.matrix-8
CPU Board
candidate
9
"S" Lane
lamp.matrix-9
CPU Board
candidate
10
"U" Lane
lamp.matrix-10
CPU Board
candidate
11
"B" Lane
lamp.matrix-11
CPU Board
candidate
12
Extra Ball Triangle
lamp.matrix-12
CPU Board
candidate
13
Flagship 25K Clear
lamp.matrix-13
CPU Board
candidate
14
Flagship 50K Yellow
lamp.matrix-14
CPU Board
candidate
15
Flagship 100K Orange
lamp.matrix-15
CPU Board
candidate
16
Insert 2 Torpedo
lamp.matrix-16
CPU Board
candidate
17
Top Right Playfield 2X
lamp.matrix-17
CPU Board
candidate
18
5K When Lit
lamp.matrix-18
CPU Board
candidate
19
Yellow Arrow :1
lamp.matrix-19
CPU Board
candidate
20
Yellow Arrow :2
lamp.matrix-20
CPU Board
candidate
21
Yellow Arrow :3
lamp.matrix-21
CPU Board
candidate
22
Aircraft Carrier Hotdog
lamp.matrix-22
CPU Board
candidate
23
Lockball :1 (2)
lamp.matrix-23
CPU Board
candidate
24
Insert 1 Torpedo (2)
lamp.matrix-24
CPU Board
conflicted
25
Ramp 20K Clear
lamp.matrix-25
CPU Board
candidate
26
Ramp 30K Yellow
lamp.matrix-26
CPU Board
candidate
27
Ramp 40K Green
lamp.matrix-27
CPU Board
candidate
28
Ramp Hold Bonus Orange
lamp.matrix-28
CPU Board
candidate
29
Ramp Extra Ball Amber
lamp.matrix-29
CPU Board
candidate
30
Ramp Hotdog Special
lamp.matrix-30
CPU Board
candidate
31
Periscope Left (2)
lamp.matrix-31
CPU Board
candidate
32
Periscope Right (2)
lamp.matrix-32
CPU Board
candidate
33
Green Arrow :1
lamp.matrix-33
CPU Board
candidate
34
Green Arrow :2
lamp.matrix-34
CPU Board
candidate
35
Green Arrow :3
lamp.matrix-35
CPU Board
candidate
36
Destroyer Hotdog
lamp.matrix-36
CPU Board
candidate
37
Blue Arrow :1
lamp.matrix-37
CPU Board
candidate
38
Blue Arrow :2
lamp.matrix-38
CPU Board
candidate
39
Blue Arrow :3
lamp.matrix-39
CPU Board
candidate
40
Cruiser Hotdog
lamp.matrix-40
CPU Board
candidate
41
Shield Playfield 2X
lamp.matrix-41
CPU Board
candidate
42
Blue 10K
lamp.matrix-42
CPU Board
candidate
43
Green 10K
lamp.matrix-43
CPU Board
candidate
44
Yellow 10K
lamp.matrix-44
CPU Board
candidate
45
Blue 20K
lamp.matrix-45
CPU Board
candidate
46
Green 20K
lamp.matrix-46
CPU Board
candidate
47
Yellow 20K
lamp.matrix-47
CPU Board
candidate
48
Right Return
lamp.matrix-48
CPU Board
candidate
49
Laser Kick
lamp.matrix-49
CPU Board
candidate
50
Green 30K
lamp.matrix-50
CPU Board
candidate
51
Yellow 30K
lamp.matrix-51
CPU Board
candidate
52
2X
lamp.matrix-52
CPU Board
candidate
53
3X
lamp.matrix-53
CPU Board
candidate
54
5X
lamp.matrix-54
CPU Board
candidate
55
Fire Again
lamp.matrix-55
CPU Board
candidate
56
Right Outlane
lamp.matrix-56
CPU Board
candidate
57
Jackpot 100K Shield
lamp.matrix-57
CPU Board
candidate
58
Blue 40K
lamp.matrix-58
CPU Board
candidate
59
Green 40K
lamp.matrix-59
CPU Board
candidate
60
Yellow 40K
lamp.matrix-60
CPU Board
candidate
61
Blue 30K
lamp.matrix-61
CPU Board
candidate
62
Left Special
lamp.matrix-62
CPU Board
candidate
63
Left Return
lamp.matrix-63
CPU Board
candidate
64
Release Balls
lamp.matrix-64
CPU Board
candidate

General illumination

1
1 shown
# Name Device ID Role Wiring Evidence
11
General Illumination Relay
coil.driver-11
playfield.general-illumination
Q28
CPU Board / PPB
conflicted

Virtual & other outputs

19
19 shown
# Name Device ID Evidence
24
Unused Solenoid 24
coil.driver-24 validated
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 conflicted
46
Synthetic Right Flipper Hold
coil.driver-46 conflicted
47
Synthetic Left Flipper Power
coil.driver-47 conflicted
48
Synthetic Left Flipper Hold
coil.driver-48 conflicted
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
dip.jumper-w7 observed

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 a drained ball to the retained BallStack. Output 31 is its SolIn path, moving the ball from the manual's outhole position into the three-ball trough.

Drives
Senses

Three-ball trough

mechanism.ball-trough

Other

The retained BallStack initializes three balls across switches 13, 12 and 11. Output 16 invokes SolOut and kicks through BallRelease toward the shooter lane.

Laser Kick

mechanism.laser-kick

Kicker

The retained callback fires and retracts Plunger1 on output 25; SW17 reports the Laser Kick contact. The manual independently names 01R Laser Kicker, but the script does not expose pulse timing.

Two-position left kicker lock

mechanism.left-lock

Other

LLKICK destroys the incoming table ball and adds it to a BallStack whose two staged positions are switches 42 then 41. Output 26 invokes SolOut through Kicker2.

Vertical up kicker

mechanism.vertical-up-kicker

Kicker

VUK_Hit starts a timer that asserts switch 43. Output 27 recreates and raises the ball, then kicks it at 130 degrees and clears switch 43. The manual assembly supplies the coil/plunger/spring construction.

Sinking ship / periscope tilt

mechanism.ship-tilt

Toy

Output 32 starts SinkShip_Timer, which rocks Ship through a fourteen-step RotY sequence and returns it to zero. The manual's 500-5084-00 assembly shows the 30-800 coil pulling a linked, spring-returned ship mounting plate carrying the periscope lens.

Top-left spinner

mechanism.left-spinner

Rotary

A passive spinner pulses switch 25; no CPU actuator is present.

Right spinner

mechanism.right-spinner

Rotary

A passive spinner pulses switch 32; no CPU actuator is present.

Left thumper bumper

mechanism.left-pop-bumper

Other

The retained Bumper3 hit handler pulses switch 49. The manual's location plan and SP4 wiring identify the left thumper circuit; Data East PIA SS4 is public solenoid 19. The missing VPX SolCallback leaves its actuator placement unresolved, not its physical circuit.

Right thumper bumper

mechanism.right-pop-bumper

Other

The retained Bumper1 hit handler pulses switch 50. The manual's location plan and SP2 wiring identify the right thumper circuit; Data East PIA SS2 is public solenoid 22. The manual's SP1/SP2 description conflict remains explicit and placement remains unresolved.

Center thumper bumper

mechanism.center-pop-bumper

Other

The retained Bumper2 hit handler pulses switch 51. The manual's location plan and SP1 wiring identify the center thumper circuit; Data East PIA SS1 is public solenoid 17. The manual's SP1/SP2 description conflict remains explicit and placement remains unresolved.

Left slingshot

mechanism.left-slingshot

Other

The retained LeftSlingShot event pulses switch 52. The manual prints SP3 construction and Data East PIA SS3 is public solenoid 18; the literal manual cell `Left Slingsho` is normalized only for this device label. The missing VPX SolCallback leaves placement unresolved, not circuit topology.

Right slingshot

mechanism.right-slingshot

Other

The retained RightSlingShot event pulses switch 53. The manual prints SP5 construction and Data East PIA SS5 is public solenoid 21. The missing VPX SolCallback leaves placement unresolved, not circuit topology.

Manual plunger and shooter lane

mechanism.manual-plunger

Other

The cabinet parts illustration prints a ball-shooter assembly. The player-driven launch path crosses shooter-lane switch 14; no CPU shooter coil is claimed.

Fixed ramp and wireform paths

mechanism.fixed-ramp

Other

The playfield parts illustration shows fixed ramp/wireform hardware. Switch 46 reports ramp traversal; the retained script contains no diverter or ramp motor.

Senses

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.

Identity and controller

Pinned PinMAME groups exactly two 08/88 drivers under torp_e21: the Europe 2.1 parent and torp_a16 1.6 clone. Both use INITGAMES11(torp, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, 0), so the ROM variants are physically identical. GEN_DE is 0x1000; custSol, swCol, lampCol and the sound-overlay field are zero. The machine-level inversion_applied_by_emulator flag is true because consumers receive normalized public states and must not invert them again. Independently, the initializer leaves the per-game wpc.invSw mask all zeroes and core.c copies it into coreGlobals.invSw. The canonical controller classification is the reviewed pinmame.dataeast profile, not Williams pinmame.system-11, so no controller-platform blocker remains.

de_dispAlpha2 contributes exactly four displays: two seven-character 16-segment rows beginning at 1 and 9 and two seven-character numeric rows beginning at 21 and 29. There are no credit/match or ball-in-play entries, so every display has a controlled cabinet/backbox not_applicable spatial record.

Switches, flippers and polarity

All 64 matrix addresses, Data East service switches -7/-6 and Jumper W7 at DIP 0 are enumerated. The manual's stars mark 1 and 3-7 as cabinet switches. Switches 15 and 16 are not starred: their cells literally print Left EOS and Right EOS, and the description list assigns both part 180-5026-00. They are physical end-of-stroke contacts, not cabinet buttons.

PinMAME's FLIP1516 expands to FLIP_SWNO(15,16). Shared core_updateSw writes left/right player-button bits into those matrix numbers and synthesizes public flipper power/hold outputs 45-48 because the game declares no CPU-controlled flipper solenoids. The retained script also writes cabinet-key state directly to Controller.Switch(15/16). That emulator/runtime meaning conflicts with the printed EOS construction and remains unresolved. The manual prints one lower-left, one lower-right and one upper-right flipper; the right cabinet circuit and retained callback move both right flippers together.

The known-working script has two additional input defects. SW23_Hit pulses 18, turning the Bottom Left Star Rollover into Left Return at runtime, and SW36_Hit pulses 26, turning the Right Star Rollover into the S lane. The manual's address semantics govern the physical records, while both executable defects remain first-class conflicts.

Output map and relay

The manual's CPU Controlled Coil and Flash Lamp Connections page is the physical wiring authority. K1 at public 10 selects eight L/R pairs. Public 1-8 are the L bank: Destroyer, Release Torpedo, Flagship, Aircraft Carrier, Special and Cruiser hotdogs, Scope, and Insert Top. Their R partners are public 25-32: Laser Kicker, Left Kickback, Vertical Up Kicker, Center Kickback, 3-Bank Reset, Knocker, Outhole, and Sinking Ship. Public 9/14/15 are Left/Center/Right #89 pairs, 11 is the general-illumination relay, 12/13 are N.C., and 16 is the 23-840 trough coil. Public 17, 18, 19, 21 and 22 are the five fitted switch-triggered coils; public 20 is the unfitted SP6 slot; 23 is Game On; 24 is the reserved gap; 33-44 are inert for this GameData; 45-48 are synthetic flipper windings; 49/50 are simulator/reserved slots.

Torpedo Alley's own pinned s11.c block types address 9 as one #89 bulb, 11 as G.I., 14-15 as #89 bulbs, and public 25-32 as eight muxed #89 bulbs, with the comment K1 relay is solenoid #10. That makes the R mechanism bank look like lamps and leaves manual L flashers 1-8 at the default type. The source disagreement is preserved; it is not corrected by copying another Data East game's block.

The manual's Coil Test table and location plan say SP1 Center Thumper and SP2 Right Thumper, but the special-coil schematic prints SP2 Center and SP1 Right. The two agreeing manual sections supply the working labels and the swapped schematic text stays committed. The table's literal Left Slingsho cell is also retained in the excerpt and normalized only in the definition label. Crucially, the manual prints SP identities, not public addresses: pinned s11.c PIA comments identify handler indices 0-5 as SP6, SP5, SP2, SP3, SP1 and SP4; applying ssSolNo={3,4,5,1,0,2} derives public 17=SP1, 22=SP2, 18=SP3, 19=SP4, 21=SP5 and 20=SP6. Thus 20 is the unused special-driver state, not 22.

Output 11 has a separate retained-script defect. The script first assigns GIUpdate to 11, then later assigns Sol11BG to the same callback slot; the latter wins. S10, S11, S12, S13 and S23 are outside-playfield backglass proxies, so those callbacks do not relabel physical outputs 10-13/23. They do mean the retained table does not model physical GI 11 faithfully.

Lamp binding and spatial evidence

The table header is exactly Const cGameName="torp_e21",UseSolenoids=2,UseLamps=1,UseSync=0,UseGI=0. After whole-line comments are stripped, there is no Lampz.MassAssign, vpmMapLights, SetLamp, LampCallback, UpdateLamps or AllLamps. Instead, 63 active statements populate the shared VPM Lights(address) array for 1-23 and 25-64. With UseLamps=1, ChangedLamps consumption belongs to the shared VPM core loaded through DE.VBS, not to a loop in this table script.

The extraction contains exactly 64 Light objects named L1 through L64. Those exact names are a naming convention and remain coordinate candidates, never observed physical socket bindings. Active shared-array membership is a separate fact for 63 addresses. Lamp 24 has only a whole-line-commented assignment, so its L24 coordinate is name-only even though the manual fits Insert 1 Torpedo (2) and the extraction contains L24.

Exact table bounds are left=0 top=0 right=1000 bottom=2000; every placement uses x/1000 and y/2000. The resolver refuses any different bounds. Candidate output coordinates come only from active effect callbacks; backglass objects outside those bounds, native render helpers and unbound physical devices are excluded.

Ball handling and moving assemblies

The retained script supplies causal topology. A drained ball enters switch 10/output 31, then occupies the three-ball trough at switches 13, 12 and 11; output 16 releases the front ball. The left two-position lock stages at 42/41 and ejects on 26. The center two-position lock stages at 45/44 and output 28 is configured to kick two balls. Switch 43/output 27 is a custom vertical-up-kicker sequence that raises, recreates and ejects a ball. Switches 29-31 form the three-drop bank reset by output 29. Output 25 fires the Laser Kick plunger object.

Output 32 drives the sinking-ship toy. The retained timer rocks the Ship primitive through fourteen angles and returns it to zero. Manual assembly 500-5084-00 provides the construction: a 30-800 coil, plunger/link, spring and coil bracket move a ship mounting plate carrying the periscope lens. Manual assembly 500-5067-00 similarly confirms the VUK's 23-800 coil, plunger, ball popper and return spring. These are real topology claims because script causality and construction evidence are combined.

The three pop bumpers and two slingshots have source-reconciled circuit topology: manual position/construction plus the Data East PIA map gives 49→19 (left thumper), 50→22 (right thumper), 51→17 (center thumper), 52→18 (left sling) and 53→21 (right sling). No executable SolCallback binds those outputs to table effect objects, so this does not create a physical placement claim. Passive spinners, the manual shooter and fixed ramp are recorded without invented actuators.

What remains unresolved

coverage.missing is exactly output_semantics, mechanism_behavior, polarity, recreation_notes, spatial_placement, and unresolved_conflicts. Output semantics need a PinMAME maintainer explanation or corrected torp_ typing plus a trace across both K1 states, GI 11 and lamp 24. Mechanism behavior remains conflicted where the printed EOS construction and runtime cabinet-button model disagree. Polarity needs a bench capture of cabinet buttons, EOS contacts at rest/end-of-stroke and public power/hold states. Recreation notes remain candidate while those source conflicts prevent a complete build specification. Spatial completion needs an original-machine socket/address and under-playfield actuator survey covering the playfield, insert board and backbox; the printed quantity of two for each 01L-08L flasher branch is retained, but the table exposes only one usable effect anchor for 01L-06L, two disjoint helper clusters rather than a physical center for 07L, and no active callback for 08L, so no unsupported bulb position is fabricated. Lamp addresses 1, 8, 16, 23, 24, 31 and 32 likewise retain a printed quantity of two while publishing only one candidate object coordinate. No hash-pinned Internet Archive resource or directly verifiable IPDB resource is retained, so the manual's GameEx source URL is recorded but archive/IPDB metadata is intentionally not asserted. The eight conflicts need corrected upstream evidence or independent traces that explicitly settle each disagreement. Until those exist, the record remains partial.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
torp_e21Torpedo Alley (2.1 Europe)
Clone-tree parent and retained-table ROM. European 2.1 program ROMs; shared torpGameData.
1988identical
torp_a16Torpedo Alley (1.6)
US 1.6 program ROMs; same INITGAMES11 physical GameData, display layout and sound-board declaration as the parent.
1988torp_e21identical

Parent set: torp_e21 — 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 entries torp_e21 and torp_a16; src/wpc/driver.c dates both 08/88

    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/degames.c INITGAMES11(torp, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, 0), two ROM definitions and four-entry display array; the initializer leaves wpc.invSw zero-initialized and src/wpc/core.c lines 2455-2456 copy that zero mask into coreGlobals.invSw; src/wpc/s11.c lines 537-554 apply Data East ssSolNo={3,4,5,1,0,2}, lines 618-623 bind handler indices 0-5, and PIA comments at lines 714-715, 737-738, and 746-747 identify those handlers as SP6, SP5, SP2, SP3, SP1, and SP4; torp_ output typing, muxSol=10 and updsol supply the relay mapping; src/wpc/core.c/core.h provide FLIP_SWNO and public flipper outputs

    rev
    4ec52ff0ac13
  • Operator manual

    manual.data-east.torpedo-alley.1988

    Source locations

    68-page scan, 8,924,940 bytes; hashes.json sampled_characters=76035; retained source URL https://online.gameex.com/media/pinballx/all/addmedia/torpedo%20alley%20%28data%20east%201988%29/English%20Manual.pdf. OCR/text locates content; PDF pages 24-29, 34-38 and 66-67 were decided from 400/500 dpi renders.

    external:pinmame-manuals/by-machine/data-east.torpedo-alley.1988/contributor-supplied/Data_East_1988_Torpedo_Alley_Manual_English.pdf
    by
    Data East Torpedo Alley manual
    sha256
    63ca7a98a303…
  • VPX table

    Community table; redistribution terms not supplied

    vpx-table.torpedo-alley-hybrid-mod-1-1

    vpxtool git:0561bb4; 1632 extracted gameitems; exact playfield bounds (0,0)-(1000,2000)

    external:pinmame-vpx-sources/data-east/torpedo-alley-1988/Torpedo%20Alley%20%28Data%20East%201988%29%20Physics%20Sound%20Hybrid%20MOD%201.1.vpx
    by
    Physics Sound Hybrid MOD 1.1 and credited table contributors
    rev
    Physics Soun
    sha256
    f876db907452…
  • VPX script

    Community script; redistribution terms not supplied

    vpx-script.torpedo-alley-hybrid-mod-1-1

    cGameName torp_e21; UseSolenoids=2, UseLamps=1, UseSync=0, UseGI=0; 63 active shared Lights() memberships after whole-line comment stripping; output, ball-stack, lock, VUK, drop-bank, ship and flipper causality; SW23/SW36 defects

    external:pinmame-vpx-sources/data-east/torpedo-alley-1988/vpxtool-extract/script.vbs
    by
    Torpedo Alley table script contributors
    rev
    table script
    sha256
    5123b70af3dc…
  • VPX table

    vpx-extraction.torpedo-alley-hybrid-mod-1-1

    Source locations

    2111 files; 156444993 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 6ba07f0ac3d1e9e2bb1e441dde4066d99033bf5e7b11b81337708b16d1afe92e

    external:pinmame-vpx-sources/data-east/torpedo-alley-1988/vpxtool-extract
    rev
    vpxtool git:
    sha256
    99af3745d07a…
  • Human review

    human-review.torpedo-alley-manual-renders

    Contact sheet at 40 dpi; relevant pages freshly rendered with Poppler 25.12.0 at 400 dpi, with PDF pages 28-29 additionally checked at 500 dpi, on 2026-08-09. Tesseract located cells; rendered glyphs governed every mapping.

    external:pinmame-manuals/by-machine/data-east.torpedo-alley.1988/contributor-supplied/Data_East_1988_Torpedo_Alley_Manual_English.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