Black Hole

Partial
Completion81%

Gottlieb1981GTS80gottlieb.black-hole.1981 Updated 2026-10-09

1 unresolved conflict

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

Tilt pop bumper lights

Disagreeing sources
Operator manual
Operator manual

The manual's tilt mode (printed page 6, III.E.2) says 'When the game is tilted, all the playfield lamps go off except the pop bumper lights', but its non-controlled illumination sheet (printed page 45) feeds every pop bumper lamp from the 6.3 V AC string (wire 788) that the T relay's normally closed contact opens on a tilt: the four upper pop bumpers through the U relay's normally closed contact and the two lower ones through the L relay's contact, while T's normally open side lights the light box TILT lamp (wire 022).

No controlled lamp is a pop bumper light, so one of the two descriptions is wrong, and a recreation must decide whether the pop bumper caps stay lit on a tilt.

What would settle it

tilt a working Black Hole and note whether the pop bumper lamps stay lit, which any owner or operator of the machine can do.

outputs.relay.tilt-t

Wire it up

what an authoring tool needs first
Bind this ROM
blckholeblkhol7sblkhole2blkhole7blkholea

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

Controller platform
pinmame.gts80

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 score, six digits6 digits
  • Player 2 score, six digits6 digits
  • Player 3 score, six digits6 digits
  • Player 4 score, six digits6 digits
  • Credits, tens digit (status display, left pair)1 digit
  • Credits, units digit (status display, left pair)1 digit
  • Ball in play / status, tens digit (status display, right pair)1 digit
  • Ball in play / status, units digit (status display, right pair)1 digit
  • Lower playfield (bonus) display, six digits6 digits
Address space
Switches
-8–118 (80)
Solenoids
1–48 (15)
Lamps
0–63 (64)
GI
0–0 (1)
DIP
1–42 (42)

A single aggregate GI channel — the whole string switches together.

Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button-1cabinet.slam-tilt17cabinet.coin-127cabinet.coin-237cabinet.coin-347cabinet.start

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

108 placements · 18 stacked · normalised player view · outline is nominal

0 Top #1 Rollover1 #1 Spot Target2 Right #1 Drop Target "H"3 Left #1 Drop Target "B"4 Left #4 Drop Target "C"25 Ball Kicker Hole Switch (Upper Capture Hole) · 13 Upper Playfield Hole Kicker6 Pop Bumpers (4)6 Pop Bumpers (4)6 Pop Bumpers (4)6 Pop Bumpers (4)10 Top #2 Rollover211 #2 Spot Target · 71 Lower Level Pop Bumpers (2)212 Right #2 Drop Target "O" · 1 Upper 4-Position Drop Target Bank Reset (H-O-L-E)13 Left #2 Drop Target "L"14 Left #5 Drop Target "K"215 Outhole · 9 Outhole Kicker16 Left Spinning Target20 Top #3 Rollover21 #3 Spot Target222 Right #3 Drop Target "L" · 34 10 Point Switches (5)323 Left #3 Drop Target "A" · 34 10 Point Switches (5) · 2 Upper 5-Position Drop Target Bank Reset (B-L-A-C-K)24 Top Lane Rollunder Switch25 3rd Position Ball Return (Trough)30 Right Side Rollover31 #4 Spot Target32 Right #4 Drop Target "E"33 Black Hole Rollover34 10 Point Switches (5)334 10 Point Switches (5) · 42 Lower Hole Kicker Switch (Lower Capture Hole) · 12 Lower Playfield Hole Kicker34 10 Point Switches (5)35 Right Return Rollover40 Lower Left #1 Drop Target41 Lower Right #1 Drop Target243 Ball Tube Kicker Switch · 14 Ball Lift Kicker (Re-entry Tube)250 Lower Left #2 Drop Target · 5 Lower 4-Position Drop Target Bank Reset (Yellow)251 Lower Right #2 Drop Target · 6 Lower 3-Position Drop Target Bank Reset (White)52 Rollunder Gate253 Track Switch · 8 Lower Playfield Ball Gate60 Lower Left #3 Drop Target61 Lower Right #3 Drop Target262 Lower Return Rollover · 37 Top Hole #1 (Captive)70 Lower Left #4 Drop Target271 Lower Level Pop Bumpers (2) · 8 Lower playfield (bonus) display, six digits72 10 Point Switches and Kicking Target72 10 Point Switches and Kicking Target72 10 Point Switches and Kicking Target3 Shoot Again4 3 Pos. Bank Special (Lower Playfield)25 "+1X" Scoring (L) (Lower Playfield) · 30 2X Multiplier26 "+1X" Scoring (R) (Lower Playfield) · 31 3X Multiplier7 Left Spinning Target15 Ball Gate (Trough Release)18 Wireform Ball Gate (Re-entry Gate)219 Hole Lights (Arrows) (Lower Playfield) · 38 Top Hole #2 (Extra Ball)19 Hole Lights (Arrows) (Lower Playfield)19 Hole Lights (Arrows) (Lower Playfield)20 Loop Lights (Arrows) (Lower Playfield)20 Loop Lights (Arrows) (Lower Playfield)20 Loop Lights (Arrows) (Lower Playfield)21 "B" Drop Target Light22 "L" Drop Target Light23 "A" Drop Target Light24 "C" Drop Target Light25 "K" Drop Target Light26 "H" Drop Target Light27 "O" Drop Target Light28 "L" Drop Target Light (Hole Bank)29 "E" Drop Target Light32 4X Multiplier33 5X Multiplier34 Top Lane #1 (10,000)35 Top Lane #2 (Extra Ball)36 Top Lane #3 (Special)39 Right Return Rollover40 Right Side Rollover41 #1 Top Rollover42 #2 Top Rollover43 #3 Top Rollover44 #1 Drop Target Light (Lower Playfield)45 #2 Drop Target Light (Lower Playfield)46 #3 Drop Target Light (Lower Playfield)47 #4 Drop Target Light (Lower Playfield)48 #1 Spot Target Light49 #2 Spot Target Light50 #3 Spot Target Light51 #4 Spot Target Light24 Credits, tens digit (status display, left pair) · 5 Credits, units digit (status display, left pair)26 Ball in play / status, tens digit (status display, right pair) · 7 Ball in play / status, units digit (status display, right pair)

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
  • sensorsenses the ball50
  • emitterlights the playfield42
  • effectmoves the ball11
  • displayshows images on the playfield5
  • nStackseveral devices in one spot18
94 devices shown

Not on the playfield42 dip switch, 30 unused, 20 cabinet or service, 16 virtual, 5 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.

Completion81%

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
observed
Physical Wiring
observed
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 3
Input SemanticsSpatial 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
81–88
89–96
97–104
105–112
113–120
Hover or tap an address to identify it.

Outside the matrix-1, -4, -8, -7, -6, -5, -3, -2, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

80 shown
# Name Device ID Role Wiring Evidence
-8
Unused Dedicated Input (-8)
Other
switch.unused-dedicated-8
validated
-7
Unused Dedicated Input (-7)
Other
switch.unused-dedicated-7
validated
-6
Unused Dedicated Input (-6)
Other
switch.unused-dedicated-6
validated
-5
Unused Dedicated Input (-5)
Other
switch.unused-dedicated-5
validated
-4
Sound Board Test Button
Button
switch.sound-board-test
service.sound-test
validated
-3
Unused Dedicated Input (-3)
Other
switch.unused-dedicated-3
validated
-2
Unused Dedicated Input (-2)
Other
switch.unused-dedicated-2
validated
-1
Slam SwitchNC
Tilt
switch.slam
cabinet.slam-tilt
validated
0
Top #1 Rollover
Leaf
switch.top-1-rollover
strobe 0, A1J6-1400
return 0, A1J6-10600
A1 control board, switch matrix
validated
1
#1 Spot Target
Leaf
switch.1-spot-target
strobe 0, A1J6-1400
return 1, A1J6-11611
A1 control board, switch matrix
validated
2
Right #1 Drop Target "H"
Leaf
switch.right-1-drop-target-h
strobe 0, A1J6-1400
return 2, A1J6-12622
A1 control board, switch matrix
validated
3
Left #1 Drop Target "B"
Leaf
switch.left-1-drop-target-b
strobe 0, A1J6-1400
return 3, A1J6-13633
A1 control board, switch matrix
validated
4
Left #4 Drop Target "C"
Leaf
switch.left-4-drop-target-c
strobe 0, A1J6-1400
return 4, A1J6-14644
A1 control board, switch matrix
validated
5
Ball Kicker Hole Switch (Upper Capture Hole)
Leaf
switch.ball-kicker-hole-switch-upper-capture-hole
strobe 0, A1J6-1400
return 5, A1J6-15655
A1 control board, switch matrix
validated
6
Pop Bumpers (4)
Leaf
switch.pop-bumpers-4
strobe 0, A1J6-1400
return 6, A1J6-16666
A1 control board, switch matrix
validated
7
Self/Test Button
Button
switch.self-test-button
service.self-test
strobe 0, A1J6-1400
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
validated
10
Top #2 Rollover
Leaf
switch.top-2-rollover
strobe 1, A1J6-2411
return 0, A1J6-10600
A1 control board, switch matrix
validated
11
#2 Spot Target
Leaf
switch.2-spot-target
strobe 1, A1J6-2411
return 1, A1J6-11611
A1 control board, switch matrix
validated
12
Right #2 Drop Target "O"
Leaf
switch.right-2-drop-target-o
strobe 1, A1J6-2411
return 2, A1J6-12622
A1 control board, switch matrix
validated
13
Left #2 Drop Target "L"
Leaf
switch.left-2-drop-target-l
strobe 1, A1J6-2411
return 3, A1J6-13633
A1 control board, switch matrix
validated
14
Left #5 Drop Target "K"
Leaf
switch.left-5-drop-target-k
strobe 1, A1J6-2411
return 4, A1J6-14644
A1 control board, switch matrix
validated
15
Outhole
Leaf
switch.outhole
strobe 1, A1J6-2411
return 5, A1J6-15655
A1 control board, switch matrix
validated
16
Left Spinning Target
Leaf
switch.left-spinning-target
strobe 1, A1J6-2411
return 6, A1J6-16666
A1 control board, switch matrix
validated
17
Coin Switch, Left Chute
Leaf
switch.coin-switch-left-chute
cabinet.coin-1
strobe 1, A1J6-2411
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
validated
20
Top #3 Rollover
Leaf
switch.top-3-rollover
strobe 2, A1J6-3422
return 0, A1J6-10600
A1 control board, switch matrix
validated
21
#3 Spot Target
Leaf
switch.3-spot-target
strobe 2, A1J6-3422
return 1, A1J6-11611
A1 control board, switch matrix
validated
22
Right #3 Drop Target "L"
Leaf
switch.right-3-drop-target-l
strobe 2, A1J6-3422
return 2, A1J6-12622
A1 control board, switch matrix
validated
23
Left #3 Drop Target "A"
Leaf
switch.left-3-drop-target-a
strobe 2, A1J6-3422
return 3, A1J6-13633
A1 control board, switch matrix
validated
24
Top Lane Rollunder Switch
Leaf
switch.top-lane-rollunder-switch
strobe 2, A1J6-3422
return 4, A1J6-14644
A1 control board, switch matrix
validated
25
3rd Position Ball Return (Trough)
Leaf
switch.3rd-position-ball-return-trough
strobe 2, A1J6-3422
return 5, A1J6-15655
A1 control board, switch matrix
validated
26
Tilt Switch (Playboard)
Tilt
switch.tilt-switch-playboard
strobe 2, A1J6-3422
return 6, A1J6-16666
A1 control board, switch matrix
validated
27
Coin Switch, Right Chute
Leaf
switch.coin-switch-right-chute
cabinet.coin-2
strobe 2, A1J6-3422
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
validated
30
Right Side Rollover
Leaf
switch.right-side-rollover
strobe 3, A1J6-4433
return 0, A1J6-10600
A1 control board, switch matrix
validated
31
#4 Spot Target
Leaf
switch.4-spot-target
strobe 3, A1J6-4433
return 1, A1J6-11611
A1 control board, switch matrix
validated
32
Right #4 Drop Target "E"
Leaf
switch.right-4-drop-target-e
strobe 3, A1J6-4433
return 2, A1J6-12622
A1 control board, switch matrix
validated
33
Black Hole Rollover
Leaf
switch.black-hole-rollover
strobe 3, A1J6-4433
return 3, A1J6-13633
A1 control board, switch matrix
validated
34
10 Point Switches (5)
Leaf
switch.10-point-switches-5
strobe 3, A1J6-4433
return 4, A1J6-14644
A1 control board, switch matrix
validated
35
Right Return Rollover
Leaf
switch.right-return-rollover
strobe 3, A1J6-4433
return 5, A1J6-15655
A1 control board, switch matrix
validated
36
Unused Matrix Position 36
Other
switch.unused-matrix-36
validated
37
Coin Switch, Center Chute
Leaf
switch.coin-switch-center-chute
cabinet.coin-3
strobe 3, A1J6-4433
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
validated
40
Lower Left #1 Drop Target
Leaf
switch.lower-left-1-drop-target
strobe 4, A1J6-5 through A9J7/A9P7-1444
return 0, A1J6-10 through A9J7/A9P7-5600
A1 control board, switch matrix
validated
41
Lower Right #1 Drop Target
Leaf
switch.lower-right-1-drop-target
strobe 4, A1J6-5 through A9J7/A9P7-1444
return 1, A1J6-11 through A9J7/A9P7-6611
A1 control board, switch matrix
validated
42
Lower Hole Kicker Switch (Lower Capture Hole)
Leaf
switch.lower-hole-kicker-switch-lower-capture-hole
strobe 4, A1J6-5 through A9J7/A9P7-1444
return 2, A1J6-12 through A9J7/A9P7-7622
A1 control board, switch matrix
validated
43
Ball Tube Kicker Switch
Leaf
switch.ball-tube-kicker-switch
strobe 4, A1J6-5 through A9J7/A9P7-1444
return 3, A1J6-13 through A9J7/A9P7-8633
A1 control board, switch matrix
validated
44
Unused Matrix Position 44
Other
switch.unused-matrix-44
validated
45
Unused Matrix Position 45
Other
switch.unused-matrix-45
validated
46
Unused Matrix Position 46
Other
switch.unused-matrix-46
validated
47
Credit (Replay) Button
Button
switch.credit-replay-button
cabinet.start
strobe 4, A1J6-5444
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
validated
50
Lower Left #2 Drop Target
Leaf
switch.lower-left-2-drop-target
strobe 5, A1J6-6 through A9J7/A9P7-2455
return 0, A1J6-10 through A9J7/A9P7-5600
A1 control board, switch matrix
validated
51
Lower Right #2 Drop Target
Leaf
switch.lower-right-2-drop-target
strobe 5, A1J6-6 through A9J7/A9P7-2455
return 1, A1J6-11 through A9J7/A9P7-6611
A1 control board, switch matrix
validated
52
Rollunder Gate
Leaf
switch.rollunder-gate
strobe 5, A1J6-6 through A9J7/A9P7-2455
return 2, A1J6-12 through A9J7/A9P7-7622
A1 control board, switch matrix
validated
53
Track Switch
Leaf
switch.track-switch
strobe 5, A1J6-6 through A9J7/A9P7-2455
return 3, A1J6-13 through A9J7/A9P7-8633
A1 control board, switch matrix
validated
54
Unused Matrix Position 54
Other
switch.unused-matrix-54
validated
55
Unused Matrix Position 55
Other
switch.unused-matrix-55
validated
56
Unused Matrix Position 56
Other
switch.unused-matrix-56
validated
57
Tilt (Return 7, Strobe 5)
switch.return-7-57
strobe 5, A1J6-6455
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
observed
60
Lower Left #3 Drop Target
Leaf
switch.lower-left-3-drop-target
strobe 6, A1J6-7 through A9J7/A9P7-3466
return 0, A1J6-10 through A9J7/A9P7-5600
A1 control board, switch matrix
validated
61
Lower Right #3 Drop Target
Leaf
switch.lower-right-3-drop-target
strobe 6, A1J6-7 through A9J7/A9P7-3466
return 1, A1J6-11 through A9J7/A9P7-6611
A1 control board, switch matrix
validated
62
Lower Return Rollover
Leaf
switch.lower-return-rollover
strobe 6, A1J6-7 through A9J7/A9P7-3466
return 2, A1J6-12 through A9J7/A9P7-7622
A1 control board, switch matrix
validated
63
Unused Matrix Position 63
Other
switch.unused-matrix-63
validated
64
Unused Matrix Position 64
Other
switch.unused-matrix-64
validated
65
Unused Matrix Position 65
Other
switch.unused-matrix-65
validated
66
Unused Matrix Position 66
Other
switch.unused-matrix-66
validated
67
Unassigned Return-7 Position 67
switch.return-7-67
strobe 6, A1J6-7466
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
observed
70
Lower Left #4 Drop Target
Leaf
switch.lower-left-4-drop-target
strobe 7, A1J6-8 through A9J7/A9P7-4477
return 0, A1J6-10 through A9J7/A9P7-5600
A1 control board, switch matrix
validated
71
Lower Level Pop Bumpers (2)
Leaf
switch.lower-level-pop-bumpers-2
strobe 7, A1J6-8 through A9J7/A9P7-4477
return 1, A1J6-11 through A9J7/A9P7-6611
A1 control board, switch matrix
validated
72
10 Point Switches and Kicking Target
Leaf
switch.10-point-switches-and-kicking-target
strobe 7, A1J6-8 through A9J7/A9P7-4477
return 2, A1J6-12 through A9J7/A9P7-7622
A1 control board, switch matrix
validated
73
Unused Matrix Position 73
Other
switch.unused-matrix-73
validated
74
Unused Matrix Position 74
Other
switch.unused-matrix-74
validated
75
Unused Matrix Position 75
Other
switch.unused-matrix-75
validated
76
Unused Matrix Position 76
Other
switch.unused-matrix-76
validated
77
Unassigned Return-7 Position 77
switch.return-7-77
strobe 7, A1J6-8477
return 7 (cabinet sheet not legible in the retained copy)
A1 control board, switch matrix
observed
111
Unused Flipper Column Position (111)
Other
switch.unused-flipper-column-111
validated
112
Right Flipper Button
Button
switch.right-flipper-button
flipper.lower.right.button
validated
113
Unused Flipper Column Position (113)
Other
switch.unused-flipper-column-113
validated
114
Left Flipper Button
Button
switch.left-flipper-button
flipper.lower.left.button
validated
115
Unused Flipper Column Position (115)
Other
switch.unused-flipper-column-115
validated
116
Unused Flipper Column Position (116)
Other
switch.unused-flipper-column-116
validated
117
Unused Flipper Column Position (117)
Other
switch.unused-flipper-column-117
validated
118
Unused Flipper Column Position (118)
Other
switch.unused-flipper-column-118
validated

Controlled devices

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

Coils, magnets & motors

20
20 shown
# Name Device ID Kind Role Wiring Evidence
0
Game Over (Q) Relay
relay.game-over-q Relay
internal.game-over-q
Q1 MPS-U45
A3 driver board
validated
1
Upper 4-Position Drop Target Bank Reset (H-O-L-E)
coil.upper-hole-bank-reset Coil
Q60 2N6043
A3 driver board
validated
1
Tilt (T) Relay
relay.tilt-t Relay
internal.tilt-t
Q2 MPS-U45
A3 driver board
validated
2
Upper 5-Position Drop Target Bank Reset (B-L-A-C-K)
coil.upper-black-bank-reset Coil
Q58 2N3055, driven by Q57 MPS-U45
A3 driver board
validated
2
Coin Lockout Coil
coil.coin-lockout Coil
cabinet.coin-lockout
Q3 MPS-U45
A3 driver board
validated
3
Coin Counter, Left Chuteopt
coil.coin-counter-left-chute Coil
cabinet.coin-counter-1
Q54 MPS-U45
A3 driver board
validated
4
Coin Counter, Right Chuteopt
coil.coin-counter-right-chute Coil
cabinet.coin-counter-2
Q55 MPS-U45
A3 driver board
validated
5
Lower 4-Position Drop Target Bank Reset (Yellow)
coil.lower-yellow-bank-reset Coil
Q62 2N3055, driven by Q61 MPS-U45
A3 driver board
validated
6
Lower 3-Position Drop Target Bank Reset (White)
coil.lower-white-bank-reset Coil
Q64 2N3055, driven by Q63 MPS-U45
A3 driver board
validated
7
Coin Counter, Center Chuteopt
coil.coin-counter-center-chute Coil
cabinet.coin-counter-3
Q56 MPS-U45
A3 driver board
validated
8
Knocker
coil.knocker Coil
cabinet.knocker
Q53 2N6043
A3 driver board
validated
8
Lower Playfield Ball Gate
coil.lower-ball-gate Coil
Q9 MPS-A13
A3 driver board
validated
9
Outhole Kicker
coil.outhole-kicker Coil
Q59 2N6043
A3 driver board
validated
12
Lower Playfield Hole Kicker
coil.lower-hole-kicker Coil
Q13 MPS-U45
A3 driver board
validated
13
Upper Playfield Hole Kicker
coil.upper-hole-kicker Coil
Q14 MPS-U45
A3 driver board
validated
14
Ball Lift Kicker (Re-entry Tube)
coil.ball-lift-kicker Coil
Q15 MPS-U45
A3 driver board
validated
15
Ball Gate (Trough Release)
coil.trough-ball-gate Coil
Q16 MPS-U45
A3 driver board
validated
16
Upper Playfield (U) Relay
relay.upper-playfield-u Relay
internal.upper-playfield-u
Q17 MPS-U45
A3 driver board
validated
17
Lower Playfield (L) Relay
relay.lower-playfield-l Relay
internal.lower-playfield-l
Q18 MPS-U45
A3 driver board
validated
18
Wireform Ball Gate (Re-entry Gate)
coil.reentry-wireform-gate Coil
Q19 MPS-U45
A3 driver board
validated

Lamps

40

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
Hover or tap an address to identify it.
40 shown
# Name Device ID Role Wiring Evidence
3
Shoot Again
lamp.shoot-again
Q4 MPS-U45
A3 driver board
validated
4
3 Pos. Bank Special (Lower Playfield)
lamp.3-pos-bank-special-lower-playfield
Q5 MPS-A13
A3 driver board
validated
5
"+1X" Scoring (L) (Lower Playfield)
lamp.1x-scoring-l-lower-playfield
Q6 MPS-A13
A3 driver board
validated
6
"+1X" Scoring (R) (Lower Playfield)
lamp.1x-scoring-r-lower-playfield
Q7 MPS-A13
A3 driver board
validated
7
Left Spinning Target
lamp.left-spinning-target
Q8 MPS-A13
A3 driver board
validated
10
High Game to Date (Light Box)
lamp.high-game-to-date-lightbox
cabinet.lightbox
Q11 MPS-A13
A3 driver board
validated
11
Game Over (Light Box)
lamp.game-over-lightbox
cabinet.lightbox
Q12 MPS-A13
A3 driver board
validated
19
Hole Lights (Arrows) (Lower Playfield)
lamp.hole-lights-arrows-lower-playfield
Q20 MPS-U45
A3 driver board
validated
20
Loop Lights (Arrows) (Lower Playfield)
lamp.loop-lights-arrows-lower-playfield
Q21 MPS-U45
A3 driver board
validated
21
"B" Drop Target Light
lamp.b-drop-target-light
Q22 MPS-U45
A3 driver board
validated
22
"L" Drop Target Light
lamp.l-drop-target-light
Q23 MPS-U45
A3 driver board
validated
23
"A" Drop Target Light
lamp.a-drop-target-light
Q24 MPS-U45
A3 driver board
validated
24
"C" Drop Target Light
lamp.c-drop-target-light
Q25 MPS-U45
A3 driver board
validated
25
"K" Drop Target Light
lamp.k-drop-target-light
Q26 MPS-U45
A3 driver board
validated
26
"H" Drop Target Light
lamp.h-drop-target-light
Q27 MPS-U45
A3 driver board
validated
27
"O" Drop Target Light
lamp.o-drop-target-light
Q28 MPS-U45
A3 driver board
validated
28
"L" Drop Target Light (Hole Bank)
lamp.l-drop-target-light-hole-bank
Q29 MPS-U45
A3 driver board
validated
29
"E" Drop Target Light
lamp.e-drop-target-light
Q30 MPS-U45
A3 driver board
validated
30
2X Multiplier
lamp.2x-multiplier
Q31 MPS-U45
A3 driver board
validated
31
3X Multiplier
lamp.3x-multiplier
Q32 MPS-U45
A3 driver board
validated
32
4X Multiplier
lamp.4x-multiplier
Q33 MPS-A13
A3 driver board
validated
33
5X Multiplier
lamp.5x-multiplier
Q34 MPS-A13
A3 driver board
validated
34
Top Lane #1 (10,000)
lamp.top-lane-1-10-000
Q35 MPS-A13
A3 driver board
validated
35
Top Lane #2 (Extra Ball)
lamp.top-lane-2-extra-ball
Q36 MPS-A13
A3 driver board
validated
36
Top Lane #3 (Special)
lamp.top-lane-3-special
Q37 MPS-A13
A3 driver board
validated
37
Top Hole #1 (Captive)
lamp.top-hole-1-captive
Q38 MPS-A13
A3 driver board
validated
38
Top Hole #2 (Extra Ball)
lamp.top-hole-2-extra-ball
Q39 MPS-A13
A3 driver board
validated
39
Right Return Rollover
lamp.right-return-rollover
Q40 MPS-A13
A3 driver board
validated
40
Right Side Rollover
lamp.right-side-rollover
Q41 MPS-A13
A3 driver board
validated
41
#1 Top Rollover
lamp.1-top-rollover
Q42 MPS-A13
A3 driver board
validated
42
#2 Top Rollover
lamp.2-top-rollover
Q43 MPS-A13
A3 driver board
validated
43
#3 Top Rollover
lamp.3-top-rollover
Q44 MPS-A13
A3 driver board
validated
44
#1 Drop Target Light (Lower Playfield)
lamp.1-drop-target-light-lower-playfield
Q45 MPS-U45
A3 driver board
validated
45
#2 Drop Target Light (Lower Playfield)
lamp.2-drop-target-light-lower-playfield
Q46 MPS-U45
A3 driver board
validated
46
#3 Drop Target Light (Lower Playfield)
lamp.3-drop-target-light-lower-playfield
Q47 MPS-U45
A3 driver board
validated
47
#4 Drop Target Light (Lower Playfield)
lamp.4-drop-target-light-lower-playfield
Q48 MPS-U45
A3 driver board
validated
48
#1 Spot Target Light
lamp.1-spot-target-light
Q49 (inverted latch output) MPS-U45
A3 driver board
validated
49
#2 Spot Target Light
lamp.2-spot-target-light
Q50 (inverted latch output) MPS-U45
A3 driver board
validated
50
#3 Spot Target Light
lamp.3-spot-target-light
Q51 (inverted latch output) MPS-U45
A3 driver board
validated
51
#4 Spot Target Light
lamp.4-spot-target-light
Q52 (inverted latch output) MPS-U45
A3 driver board
validated

Virtual & other outputs

19
19 shown
# Name Device ID Evidence
0
PinMAME GI Channel 0 (Lamp 0 Model)opt
virtual.gi-0-lamp-0-model validated
10
Game On (Q Relay Energized, T Relay Released)
virtual.game-on validated
11
Tilt Relay State (T Relay)
virtual.tilt-relay-state validated
45
Right Flipper Power (Synthetic)
virtual.right-flipper-power-synthetic validated
46
Right Flipper (Synthetic)
virtual.right-flipper-hold-synthetic validated
47
Left Flipper Power (Synthetic)
virtual.left-flipper-power-synthetic validated
48
Left Flipper (Synthetic)
virtual.left-flipper-hold-synthetic validated
52
Solenoid 1 Mirror (Physical-Output Mode)opt
virtual.solenoid-1-lamp-mirror validated
53
Solenoid 2 Mirror (Physical-Output Mode)opt
virtual.solenoid-2-lamp-mirror validated
54
Solenoid 3 Mirror (Physical-Output Mode)opt
virtual.solenoid-3-lamp-mirror validated
55
Solenoid 4 Mirror (Physical-Output Mode)opt
virtual.solenoid-4-lamp-mirror validated
56
Solenoid 5 Mirror (Physical-Output Mode)opt
virtual.solenoid-5-lamp-mirror validated
57
Solenoid 6 Mirror (Physical-Output Mode)opt
virtual.solenoid-6-lamp-mirror validated
58
Solenoid 7 Mirror (Physical-Output Mode)opt
virtual.solenoid-7-lamp-mirror validated
59
Solenoid 8 Mirror (Physical-Output Mode)opt
virtual.solenoid-8-lamp-mirror validated
60
Solenoid 9 Mirror (Physical-Output Mode)opt
virtual.solenoid-9-lamp-mirror validated
61
Unused Lamp Address 61
virtual.unused-lamp-61 validated
62
Unused Lamp Address 62
virtual.unused-lamp-62 validated
63
Unused Lamp Address 63
virtual.unused-lamp-63 validated

Configuration & other inputs

42 shown
# Name Device ID Evidence
1
CPU Switch S1: Coin Chute Adjustment, Left Chute
Dip
dip.cpu-s1 validated
2
CPU Switch S2: Coin Chute Adjustment, Left Chute
Dip
dip.cpu-s2 validated
3
CPU Switch S3: Coin Chute Adjustment, Left Chute
Dip
dip.cpu-s3 validated
4
CPU Switch S4: Coin Chute Adjustment, Left Chute
Dip
dip.cpu-s4 validated
5
CPU Switch S5: Coin Chute Adjustment, Right Chute
Dip
dip.cpu-s5 validated
6
CPU Switch S6: Coin Chute Adjustment, Right Chute
Dip
dip.cpu-s6 validated
7
CPU Switch S7: Coin Chute Adjustment, Right Chute
Dip
dip.cpu-s7 validated
8
CPU Switch S8: Coin Chute Adjustment, Right Chute
Dip
dip.cpu-s8 validated
9
CPU Switch S9: Coin Chute Adjustment, Center Chute
Dip
dip.cpu-s9 validated
10
CPU Switch S10: Coin Chute Adjustment, Center Chute
Dip
dip.cpu-s10 validated
11
CPU Switch S11: Coin Chute Adjustment, Center Chute
Dip
dip.cpu-s11 validated
12
CPU Switch S12: Coin Chute Adjustment, Center Chute
Dip
dip.cpu-s12 validated
13
CPU Switch S13: Extra Credits
Dip
dip.cpu-s13 validated
14
CPU Switch S14: Coin Chute Control
Dip
dip.cpu-s14 validated
15
CPU Switch S15: Maximum Credits
Dip
dip.cpu-s15 validated
16
CPU Switch S16: Maximum Credits
Dip
dip.cpu-s16 validated
17
CPU Switch S17: Balls per Game
Dip
dip.cpu-s17 validated
18
CPU Switch S18: Match Feature
Dip
dip.cpu-s18 validated
19
CPU Switch S19: Replay Limit
Dip
dip.cpu-s19 validated
20
CPU Switch S20: Novelty Mode
Dip
dip.cpu-s20 validated
21
CPU Switch S21: Game Mode
Dip
dip.cpu-s21 validated
22
CPU Switch S22: Playfield Special
Dip
dip.cpu-s22 validated
23
CPU Switch S23: High Game to Date
Dip
dip.cpu-s23 validated
24
CPU Switch S24: High Game to Date
Dip
dip.cpu-s24 validated
25
CPU Switch S25: Must Remain On
Dip
dip.cpu-s25 validated
26
CPU Switch S26: Must Remain On
Dip
dip.cpu-s26 validated
27
CPU Switch S27: Coin Switch Tune
Dip
dip.cpu-s27 validated
28
CPU Switch S28: Credits Displayed
Dip
dip.cpu-s28 validated
29
CPU Switch S29: Off
Dip
dip.cpu-s29 validated
30
CPU Switch S30: Attract Features
Dip
dip.cpu-s30 validated
31
CPU Switch S31: Must Remain Off
Dip
dip.cpu-s31 validated
32
CPU Switch S32: Background Tone (Sound Board Only)
Dip
dip.cpu-s32 validated
33
Sound/Speech Board SB1-1 Self-Test
Dip
dip.sound-speech-sb1-1 validated
34
Sound/Speech Board SB1-2 Not Used
Dip
dip.sound-speech-sb1-2 validated
35
Sound/Speech Board SB1-3 Attract Mode Speech
Dip
dip.sound-speech-sb1-3 validated
36
Sound/Speech Board SB1-4 Attract Mode Speech
Dip
dip.sound-speech-sb1-4 validated
37
Sound/Speech Board SB1-5 Background Sound
Dip
dip.sound-speech-sb1-5 validated
38
Sound/Speech Board SB1-6 Speech
Dip
dip.sound-speech-sb1-6 validated
39
Sound/Speech Board SB1-7 Not Used
Dip
dip.sound-speech-sb1-7 validated
40
Sound/Speech Board SB1-8 Not Used
Dip
dip.sound-speech-sb1-8 validated
41
Sound-Only Board S1: Sound/Tonesopt
Dip
dip.sound-board-s1 observed
42
Sound-Only Board S2: Attract Mode Tunesopt
Dip
dip.sound-board-s2 observed

Mechanisms

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

Outhole and ball return trough

mech.ball-return-trough

Kicker

Black Hole uses three balls (manual: 'THIS GAME REQUIRES 3 BALLS'; 'All three balls must be in the ball return trough to start a game'). A ball drained from the upper playfield lands in the outhole (switch 15), where the outhole kicker (solenoid 9) kicks it into the ball return trough below the playfield; the trough has one switch, at its third position (25). The ball gate (lamp 15, remote transistor Q2) releases a ball into the shooter lane: the ROM holds it for 2.5 s at every serve, with lamp 10 lighting the high game to date. The gameplay run shows 9 pulsing repeatedly while 15 is held and 15/10 at each serve once 25 is closed.

Upper B-L-A-C-K five-bank drop targets

mech.upper-black-bank

Drop Target Bank

Five drop targets on the left, B (03) at the lower end to K (14) at the upper end, reset by solenoid 2. Completing the bank resets it (gameplay run: solenoid 2 pulses after K) and lights the spinner; completing the lamp sequence in order lights a g-force lamp on the lower playfield.

Upper playfield capture hole

mech.upper-capture-hole

Kicker

A kick-out hole at the left edge (switch 05, kicker lamp 13). Until the four yellow spot targets (01-31) are completed the ROM kicks the ball straight back out (repeated lamp 13 pulses while 05 is held); once they are, the blue capture lamp (37) flashes and the next ball in the hole is held while a new ball is served. A captured upper ball is ejected at the end of the player's turn and at game over (gameplay run: lamp 13 pulses as the ball drains).

Upper (U) and lower (L) playfield relays

mech.playfield-select-relays

Other

Black Hole's two playfields share one pair of flipper buttons. The U relay (lamp 16) breaks, through normally closed contacts, the buttons' feed to the four upper flippers and the 6.3 V AC to the upper playfield, pop bumper and hole lamps; the L relay (lamp 17) makes, through normally open contacts, the feed to the two lower flippers, the lower playfield illumination, its two pop bumper lamps and the lower kicking rubber and kicking target (page 45). When the ball rolls through the black hole rollover (33) the ROM energizes both (gameplay run), so the upper playfield goes dark and its flippers dead while the lower one plays; when the ball tube kicker (43) lifts the ball back up, both release.

Lower playfield entry track and ball gate

mech.lower-entry-and-ball-gate

Gate

A ball that drops through the black hole runs down a track to the lower playfield, where it waits on the track switch (53) at the lower ball gate (lamp 8, remote transistor Q3). The ROM opens the gate once to put the ball into play (gameplay run). Because it hangs on a lamp driver, the ROM's lamp-driver test chase pulses it too.

Lower yellow four-bank drop targets

mech.lower-yellow-bank

Drop Target Bank

Four yellow drop targets on the lower playfield's left (40 nearest the player to 70), each with an insert (44-47) that lights when the matching right-side spot target is made. Completing the bank opens the re-entry gate and, with all targets lit, lights the extra ball; the bank resets (solenoid 5) only when the ball leaves the lower playfield (gameplay run).

Lower playfield capture hole

mech.lower-capture-hole

Kicker

A capture hole at the lower playfield's lower left (switch 42, kicker lamp 12), always active, with three blue arrows (lamp 19) flashing until a ball is captured. A captured ball is remembered from ball to ball; multiball starts when a ball reaches the lower playfield while both capture holes are occupied, and the lower ball is released first; all captive balls are ejected at game over. The retained harness runs do not reach a multiball, so they show the kicker only in the lamp-driver test.

Ball lift and re-entry tube

mech.ball-lift

Kicker

Balls drain from the lower playfield past its flippers at the backbox end into the ball tube kicker (43), where the ball lift kicker (lamp 14, coil A-4893, fused 6 1/4 A) fires them up the clear re-entry tube to the upper playfield's right side. The gameplay run pulses lamp 14 and releases the U and L relays when 43 closes.

Re-entry wireform gate

mech.reentry-gate

Diverter

A wireform gate (lamp 18, coil A-17564) at the top of the re-entry tube. Energized, it directs the lifted ball onto the upper playfield; released, the ball is lost to the outhole. The manual opens it when either lower bank is completed or the ball crosses the flashing right return rollover, and keeps it open in 3-ball play; upper pop bumpers and ten-point switches close it except in multiball. The gameplay run energizes it at game start and releases it as the ball returns from the lower playfield.

Game over (Q) and tilt (T) relays

mech.game-over-and-tilt-relays

Other

The Q relay (lamp 0) energizes for a game and the T relay (lamp 1) on a tilt; together their contacts switch the +38 V flipper and +24 V kicking-rubber supplies, and T also the upper illumination and the light box tilt lamp. Closing the playboard tilt switch (26) once tilts the game (tilt-26 run); opening the slam switch (-1) ends it (slam run). PinMAME publishes Q-and-not-T as solenoid 10 and T as 11.

Right flippers (two upper, one lower)

mech.right-flippers

Other

The right cabinet button powers, through the U relay's normally closed contact, the upper playfield's two right flippers (the lower right flipper and the one above the right return lane), each through its own end-of-stroke switch, and, through the L relay's normally open contact, the lower playfield's right flipper (page 45; A-17875 coils). Only the Q and T relays enable them; the CPU never reads the button. In PinMAME the consumer drives 112 and gates 45/46 by lamps 16 and 17.

Left flippers (two upper, one lower)

mech.left-flippers

Other

The left cabinet button powers the upper playfield's lower left flipper and its upper left flipper (on the left side above the left pop bumper) through the U relay, and the lower playfield's left flipper through the L relay (page 45). In PinMAME the consumer drives 114 and gates 47/48 by lamps 16 and 17.

Upper pop bumpers (4)

mech.upper-pop-bumpers

Other

Four pop bumpers, each fired by its own switch through its own pop bumper driver board (1A8-4A8, A-1496 coils, fuses F10-F13) on the switched +38 V, not by the controller; the matrix switch 06 is their shared scoring contact. Their lamps are on the upper 6.3 V AC illumination behind the T and U contacts.

Lower pop bumpers (2)

mech.lower-pop-bumpers

Other

Two pop bumpers on the lower playfield, each fired by its own driver board (5A8, 6A8; fuses F21, F22); matrix switch 71 is their shared scoring contact.

Upper kicking rubbers (2)

mech.upper-kicking-rubbers

Other

Two kicking-rubber (slingshot) coils (A-1496), on the left beside the capture hole and on the right beside the window, each fired by two kicking-rubber switches through the T and Q contacts on the switched +24 V, not by the controller (page 45). The matrix sees the surrounding rubbers' ten-point contacts on 34.

Lower kicking rubber and kicking target

mech.lower-kicking-rubber-and-target

Other

On the lower playfield a kicking-rubber coil fired by two kicking-rubber switches and a kicking target (A-5194 coil) fired by its own switch, both on the switched +24 V behind the L relay (page 45); matrix switch 72 is their ten-point scoring contact.

Left spinning target

mech.left-spinner

Other

A spinner in the left lane; switch 16 scores each revolution (100, 1,000 when lit by completing B-L-A-C-K).

Direct wiring

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

Recreation notes

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

Coverage: partial. Every controller address is enumerated with a semantic disposition and its wiring, the mechanisms and their behaviour are documented, and the driver variants are settled. Three requirements stay open:

  • input_semantics: the fitment of return-7 matrix positions 57, 67 and 77 is unknown. The cabinet wiring sheet (printed page 47) is cut off in both retained manual scans.
  • spatial_placement: every placement is the retained community table's object at observed, with no registered fit against the manual's location drawings (see the spatial report).
  • unresolved_conflicts: the manual disagrees with itself on whether the pop bumper lamps stay lit on a tilt (see "Two playfields on one pair of flipper buttons" below).

Black Hole is Gottlieb game #668, built in October 1981 (IPDB 307). It is a widebody System 80 machine with a second, lower playfield below a window in the upper one. The lower playfield slopes away from the player, so its flippers are at the backbox end. It was the first Gottlieb machine with a two-level playing area. It is also the first System 80 record in this repository, and it introduced the pinmame.gts80 controller profile.

Sources

  • Instruction manual, two scans of the same final edition ("applicable to all games not having the letter S in their serial number"):
    • The Scribd copy (document 223467608, 53 pages, about 110 dpi) is complete. Its fold-out sheets are cut off at the right edge.
    • The idoc.pub copy (30 pages, about 145 dpi) is sharper but ends after printed page 28.
    • Both are retained as page images under the working root's manuals/by-machine/gottlieb.black-hole.1981/, with page manifests. IPDB lists the manual only as "availability limited by copyright".
  • The known-working table Black Hole (Gottlieb 1981) vpx 1.1.vpx by cyberpez. Its default ROM set is blkhole7.
  • Pinned PinMAME source (src/wpc/gts80*.c).
  • Seventeen LibPinMAME harness runs, under runtime-evidence/black-hole-1981/:
    • the ROM's lamp-driver test, solenoid test and switch test (in five parts);
    • a gameplay run, a high-game-to-date run, three tilt probes and a slam probe;
    • a self-test check of each variant driver.

Platform facts that matter here (System 80)

  • Switch numbers. A switch's number is the factory's two-digit matrix number: tens = strobe, units = return (GTS80_sw2m). The manual's "SW.nn" is the public address.
    • The ROM scans returns 0-7 of strobes 0-7.
    • Return 7 carries the cabinet switches: 07 Self/Test, 17/27/37 coin chutes, 47 Credit.
    • The slam switch is not in the matrix. It is public -1, read on RIOT U5 PA7, and public 1 means slammed (contact open).
    • The sound board's test button is -4.
  • Flipper buttons. The buttons are never read by the CPU. PinMAME keeps them at 112 (right) and 114 (left) and fabricates synthetic outputs 45/46 and 47/48 from them while solenoid 10 is set.
  • Solenoids. There are nine solenoid drivers, 1-9. Solenoid 10 is synthetic: lamp 0 (the Q game-over relay) gated by lamp 1 (the T tilt relay), which is the game-on and flipper-enable state. Solenoid 11 is synthetic too: lamp 1. PinMAME publishes both only in binary solenoid mode. With physical or modulated solenoid output enabled they read 0, and a consumer takes game on as lamp 0 on while lamp 1 is off, and the tilt state as lamp 1.
  • Lamps. Lamps are twelve latched four-bit columns, numbered 0-47 exactly as the manual's "L" numbers. Lamps 48-51 are the inverted outputs of the latch that holds 44-47. That inversion is real driver-board hardware (Z12's Q-bar outputs), not an emulator artefact.
  • Polarity. Every matrix switch reads 1 when its contact is closed; there are no optos. The slam switch (-1) is the exception: it reads 1 when its normally closed contact opens.

Address map in brief

Upper playfield switches:

Switches Devices
00, 10, 20 top rollovers
01, 11, 21, 31 yellow spot targets
03, 13, 23, 04, 14 B-L-A-C-K bank
02, 12, 22, 32 H-O-L-E bank
05 capture hole
06 the four pop bumpers
15 outhole
16 spinner
24 top lane rollunder
25 trough, third position
26 playboard tilt
30 right side rollover
33 black hole rollover
34 ten-point switches
35 right return

Lower playfield switches:

Switches Devices
40, 50, 60, 70 yellow bank
41, 51, 61 white bank
42 capture hole
43 ball tube kicker
52 rollunder gate
53 track
62 return rollover
71 lower pop bumpers
72 ten-point switches and kicking target

There are no switches at 36, 44-46, 54-56, 63-66 or 73-76. The ROM still scans these positions and shows their numbers in the switch test.

Solenoids:

Solenoid Device
1 upper 4-bank (H-O-L-E) reset
2 upper 5-bank (B-L-A-C-K) reset
3, 4, 7 coin counters (left, right, center chute)
5 lower yellow 4-bank reset
6 lower white 3-bank reset
8 knocker
9 outhole kicker

The manual's Note A list of solenoid assignments (page 13) is wrong. The ROM's own solenoid test shows 1, 2, 5, 6, 8 and 9 as it pulses exactly those public addresses, and the driver-board and playfield schematics wire them as listed above. PinWiki's Black Hole page (a secondary lead, not retained) records the same correction.

Lamp drivers that are not lamps:

Lamp Device
0 Q (game over) relay
1 T (tilt) relay
2 coin lockout coil
8 lower ball gate
9 Sound 16 command line
12 lower hole kicker
13 upper hole kicker
14 ball lift kicker
15 trough ball gate
16 U relay
17 L relay
18 re-entry wireform gate

The six lamp-driven coils hang on remote 2N5875 transistors Q1-Q5 under the playfields or directly on the driver board, at 24 V DC.

Light box lamps:

  • Lamp 10: High Game to Date. It lights for 2.5 s at each ball release, exactly while every score display shows the high game to date.
  • Lamp 11: Game Over. It flashes through attract mode.
  • Lamp 3 feeds both the playfield and the light box SHOOT AGAIN bulbs.

Two playfields on one pair of flipper buttons

The defining mechanism is the pair of relays on lamps 16 (U) and 17 (L):

  • The U relay's normally closed contacts carry the cabinet flipper buttons to the four upper flippers, and the 6.3 V AC to the upper pop bumper, hole and playfield lamps.
  • The L relay's normally open contacts carry the buttons to the two lower flippers, the lower playfield's illumination (#313 lamps) and its two pop bumper lamps, and the switched +24 V DC to its kicking rubber and kicking target.

When the ball rolls through the black hole rollover (33), the ROM energizes both relays. The upper playfield goes dark, its flippers go dead, and the lower one comes alive. The ball runs down a track to the lower ball gate (lamp 8), which releases it from the track switch (53) into play.

Lower-playfield drains run past its flippers at the backbox end into the ball tube kicker (43). There the ball lift (lamp 14, a heavy A-4893 coil on a 6 1/4 A fuse) fires the ball up the clear re-entry tube, and the ROM releases U and L. The re-entry wireform gate (lamp 18) decides what happens at the top of the tube:

  • If the gate is energized, the ball is directed onto the upper playfield. The manual opens it when a lower bank is completed or the flashing right return rollover is crossed, and keeps it open in 3-ball play.
  • If it is not, the ball is lost to the outhole.

A recreation must therefore gate the synthetic flipper outputs 45-48 with lamps 16 and 17. The retained table does exactly that.

What a tilt does to the pop bumper lamps is unresolved. The manual's tilt mode says all the playfield lamps go off except the pop bumper lights, but its page 45 feeds every pop bumper lamp from the 6.3 V AC string that the T relay's normally closed contact opens on a tilt (the upper four through U, the lower two through L), and T's other side lights the light box TILT lamp. The definition records this as a conflict until someone watches a working machine tilt.

Other mechanisms

  • Trough. Three balls. The outhole (15) is kicked by solenoid 9 into the ball return trough. The trough has one switch, at its third position (25). The trough ball gate (lamp 15) releases a ball to the shooter. A game can start only with all three balls home.
  • Upper capture hole (05, lamp 13).
    • Until the four yellow spot targets are completed, the hole kicks the ball straight back out.
    • After they are completed, the blue capture lamp (37) flashes and the next ball in the hole is held while a new ball is served.
    • The captured ball is ejected at the end of the player's turn.
  • Lower capture hole (42, lamp 12). It is always active and holds a ball from ball to ball. Multiball starts when a ball reaches the lower playfield while both holes are occupied: the lower ball is released first (2-ball), and the upper one after both lower balls are lost (3-ball). All captive balls are ejected at game over.
  • Drop banks.
    • The upper banks reset on completion.
    • The lower banks reset only when the ball leaves the lower playfield (the gameplay run shows the resets as 43 closes).
    • Lamps 44-47 light the yellow bank's inserts, and their inverses (48-51) light the matching spot-target inserts.
  • Switch-fired devices, which are not controller outputs.
    • Six pop bumpers, each on its own pop-bumper driver board (A8). The matrix sees only their shared scoring contacts, 06 and 71.
    • Two upper kicking rubbers, and on the lower playfield one kicking rubber and a kicking target, fired by their own switches through relay contacts.
    • The right outlane ball-detour gate's switch lights the RETURN or OUTLANE lamp directly from +6 V DC through a T contact (page 45).
  • Backglass. The rotating backglass disc (non-export games) is not a controller output; PinWiki, a secondary lead not retained as a source, says its 3 RPM motor runs continuously on 6 V DC whenever the game is powered. The light box's 28 animated lamps are chased by the stand-alone auxiliary lamp driver board (A11, a 555 timer and decade counter), also not a controller output.

Tilt, slam and the cabinet

  • Tilt (26). The playboard tilt switch tilts the game on one closure: lamp 1 and solenoid 11 rise, and solenoid 10 drops. The retained table writes its nudge tilt there.

  • Tilt (57). The return-7 position PinMAME and sys80.vbs call Tilt tilts the game in the same way, and closing it leaves the self test (the manual's "close tilt switch" exit). PinWiki says Black Hole's tilt is assigned to 26 rather than the usual 57. Without the cabinet sheet it stays open whether Black Hole's plumb-bob and ball-roll tilts are wired to 57 or alongside 26.

  • Return-7 position 77. Closing it also leaves the self test. During play it blanks the status displays and then freezes every output; what, if anything, is wired there is unknown.

  • Self test. Self/Test (07) enters bookkeeping, and Credit (47) starts the self test:

    • Step 16, the lamp-driver test: Q, T and coin lockout pulsed, then the 3-47 chase.
    • Step 17, the solenoid test.
    • Step 18, the switch test: 99 with every switch open, otherwise the closed switch's number, held about 4.4 s.
    • Step 19, the display test.
    • Step 20, the memory test.

    The test leaves itself after about two minutes without Self/Test, or on a tilt.

Displays

  • Score displays. Four six-digit player displays in the light box.
  • Status display. A four-digit status display (A5), credits left and ball in play/status right, mounted on the playfield at the lower left above the apron. PinMAME publishes it as four one-digit entries (memory 40-43).
  • Lower playfield display. A fifth six-digit display (memory 50) along the window's front edge. It shows the lower playfield bonus and, at each serve, the high game to date.

Variants

Driver Build Differences from blckhole
blckhole (rev. 4) game PROM 668-4 with sound/speech, the PinMAME root —
blkhole2 (rev. 2, the manual's 668/2) same hardware identical
blkholea (668A, sound only) sound-only board in the sound/speech board's connector, A7 supply removed (manual page 29) IPDB says export games lack multiball, speech and the backglass disc. Outputs and switches number identically in its self tests. Reads DIPs 41-42 instead of 33-40.
blkhole7, blkhol7s Oliver 2008 seven-digit conversions of the speech and sound-only builds seven-digit player displays; display overrides only

The sound-only drivers had their own residual record, which is now folded into this one.

Known table defects (retained cyberpez v1.1)

  • It drives the four upper pop-bumper cap lights from lamp 2, the coin lockout coil.
  • It pulses drop-target and target switches briefly rather than holding them.
  • Its solenoid constants sSaucer=12, sGate=17, sEnable=19 and its SolCallback(42) are template leftovers that System 80 never publishes.
  • It names the right return trigger Tri_LeftInlane, and its RomSet comment calls LTD's bhol_ltd a "Gottlieb Limited Edition".

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
blkhole7Black Hole (7-digit conversion)
Oliver 2008 seven-digit conversion: replacement system ROMs u2g807dc/u3g807dc with the stock 668-4 game PROM and sound/speech PROMs on the same System 80 boards, driving seven-digit player displays (dispNumeric4). The four player displays are seven digits at the same memory starts (see display_overrides); the lower playfield display keeps six digits at 50. Outputs and switches number as blckhole's (variant harness run). The retained table selects this driver by default (RomSet = 5).
2008blckholecompatible
blkhol7sBlack Hole (Sound Only, 7-digit conversion)
Oliver 2008 seven-digit conversion of the sound-only game 668A: system ROMs u2g807dc/u3g807dc with game PROM 668-a2 and the sound-only board. Seven-digit player displays as blkhole7 (display_overrides); outputs and switches number as blckhole's (variant harness run).
2008blkholeacompatible
blkholeaBlack Hole (Sound Only)
Game 668A: game PROM 668-a2 and sound PROM 668-a-s on the System 80 sound-only board (SNDBRD_GTS80S, no speech). The manual covers it: its PROM list names 668A/2 for 'GAMES WITH SOUND ONLY' and 668A/S, and printed page 29 tells how to fit the Sound Board in the sound/speech board's connector A6J1 with the A7 sound/speech power supply removed. IPDB says multiball, speech and the rotating backglass disc are on non-export games only. The playfield, the driver outputs and the switch matrix are the same: its solenoid and switch tests number them as blckhole's do (variant harness run). It reads the sound-only board's DIPs 41-42 instead of the sound/speech bank 33-40. PinMAME roots it under gts80s rather than blckhole, which is why the catalog once gave it its own record.
1981gts80scompatible
blkhole2Black Hole (rev. 2)
Gottlieb game PROM 668-2, the revision the manual's PROM list names (668/2), with the same sound/speech PROMs, system ROMs, display layout and init data as blckhole. Its solenoid and switch tests number the outputs and switches as blckhole's do (variant harness run).
1981blckholeidentical
blckholeBlack Hole (rev. 4)
Gottlieb game PROM 668-4 with the sound/speech PROMs 668-s1 and 668-s2 on the System 80 sound/speech board (SNDBRD_GTS80SS_VOTRAX, Votrax SC-01 speech) and the stock u2_80/u3_80 system ROMs; display layout dispNumeric2. Every harness run except the variant checks uses this driver. The manual's PROM list names game PROM 668/2 for games with sound and speech; rev. 4 is PinMAME's root.
1981gts80identical

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.97aa922bf8e4

    Pinned PinmameGetGames catalog records for blckhole (Black Hole (rev. 4)), its clones blkhole2 (rev. 2) and blkhole7 (Oliver 7-digit conversion), and the sound-only root blkholea with its clone blkhol7s

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/gts80games.c lines 34-39 dispNumeric2 (four 6-digit player displays at memory 2, 9, 22 and 29, DISP_SEG_CREDIT(40,41), DISP_SEG_BALLS(42,43) and a fifth 6-digit display at 50) and dispNumeric4 (the same with 7-digit player displays and the fifth display at layout column 9), lines 53-79 INIT_S80 and INIT_S80D7 (GEN_GTS80, hw.flippers 0, zero invSw, lampCol 0, the stock u2_80/u3_80 or Oliver u2g807dc/u3g807dc system ROMs), lines 433-481: INIT_S80(blckhole, dispNumeric2, SNDBRD_GTS80SS_VOTRAX) with 668-4.cpu, INIT_S80D7(blkhole7, dispNumeric4, SNDBRD_GTS80SS_VOTRAX), INIT_S80(blkhole2, ...) with 668-2.cpu, INIT_S80(blkholea, dispNumeric2, SNDBRD_GTS80S) with 668-a2.cpu and 668-a-s.snd, INIT_S80D7(blkhol7s, dispNumeric4, SNDBRD_GTS80S) and their CORE_CLONEDEFNV lines; src/wpc/gts80.c GTS80_vblank (lamps 0 and 1 published as solenoids 10 and 11, core_updateSw(gameOn & 1)), GTS80_sw2m/GTS80_m2sw, GTS80_lamp2m/GTS80_m2lamp, SWITCH_UPDATE(GTS80), riot6532_0a_r, slam_sw_r, riot6532_2a_w (solenoids 1-9, sound command with lamp 9 as Sound 16), riot6532_2b_w (twelve lamp latches and the inverted twelfth column at 48-51), MACHINE_INIT(gts80); src/wpc/gts80.h GTS80_COMPORTS, GTS80_DIPS, GTS80_SNDDIPS, GTS80_SWSLAMTILT; src/wpc/gts80s.c gts80s_init and gts80ss_init DIP reads; src/wpc/gen.h GEN_GTS80 (0x200000000); src/wpc/core.c core_updateSw and core_getSol

    src/wpc/gts80games.c:34src/wpc/gts80.csrc/wpc/gts80.hsrc/wpc/gts80s.csrc/wpc/gen.hsrc/wpc/core.clines 34-39 dispNumeric2 (four 6-digit player displays at memory 2, 9, 22 and 29, DISP_SEG_CREDIT(40,41), DISP_SEG_BALLS(42,43) and a fifth 6-digit display at 50) and dispNumeric4 (the same with 7-digit player displays and the fifth display at layout column 9), lines 53-79 INIT_S80 and INIT_S80D7 (GEN_GTS80, hw.flippers 0, zero invSw, lampCol 0, the stock u2_80/u3_80 or Oliver u2g807dc/u3g807dc system ROMs), lines 433-481
    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-gts80

    Source locations

    Gottlieb System 80 public address rules: strobe*10+return switch numbers 0-77, dedicated inputs -8 to -1 (slam -1, sound test -4), the synthetic flipper column 111-118, DIPs 1-42, solenoids 1-9 with synthetic 10 (game on) and 11 (tilt relay), synthetic flipper outputs 45-48, lamps 0-63 with the inverted 48-51, and one physical-output-mode GI channel

    internal:controllers/pinmame/gts80.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.gottlieb.black-hole.1981.scribd

    Source locations

    Gottlieb Black Hole (Game #668) Instruction Manual, final edition 'applicable to all games not having the letter S in their serial number', 53 pages as served by Scribd's viewer (uploader Tatooinesky). The 53 page images were downloaded unmodified from html.scribdassets.com and are retained at external:pinmame-manuals/by-machine/gottlieb.black-hole.1981/scribd-223467608/pages/; sha256 is that of the canonical page manifest pages.manifest.json, which lists every page's URL, size and SHA-256. Printed page = viewer page - 2. The fold-out schematic sheets are cropped at the right edge in this copy (printed pages 35, 44 and 47).

    by
    D. Gottlieb & Co.; scan uploaded to Scribd by Tatooinesky
    sha256
    1c65c214173f…
  • Operator manual

    manual.gottlieb.black-hole.1981.idoc

    Source locations

    A second, sharper scan of the same Black Hole instruction manual on idoc.pub (uploaded November 2019), 30 pages ending after printed page 28. The background page images of its pdf2htmlEX viewer were downloaded unmodified (the site's PDF link returned HTTP 404) and are retained with the viewer HTML at external:pinmame-manuals/by-machine/gottlieb.black-hole.1981/idoc-jlk9z9rz1545/; sha256 is that of its canonical page manifest. Used for the driver-board schematic, self test, operation, adjustments and general information pages.

    by
    D. Gottlieb & Co.; scan hosted by idoc.pub
    sha256
    156cb601d6ff…
  • Human review

    ipdb.307

    Source locations

    IPDB machine 307: Black Hole, D. Gottlieb & Co., October 1981, model 668, Gottlieb System 80, widebody, 8,774 units; notable features six flippers, six pop bumpers, three slingshots, the 5-, 4- and 3-bank drop targets, two kick-out holes, a kick target, a rollunder, a right outlane ball detour gate, a score display in the playfield, the rotating backglass disc and multiball with speech on non-export games. Retrieved through the Wayback capture of 2025-12-30 (retained page SHA-256 above) with four photographs from the live site (external:pinmame-manuals/by-machine/gottlieb.black-hole.1981/ipdb-307/).

    by
    The Internet Pinball Database
    sha256
    085657f32240…
  • VPX table

    vpx-table.black-hole-cyberpez-1-1

    Source locations

    Community recreation by cyberpez, version 1.1 (file dated 2020-01-20), from the operator's table archive, with its backglass 'Black Hole (Gottlieb 1981) vpx 1.1.directb2s' (SHA-256 dfc3b95f49bb45c657dcfa361b2bb57aa3e4407a11bf35a349001bbf4d76c392). Exact playfield bounds left=0 top=0 right=1116 bottom=2186; normalized coordinates are x/1116 and y/2186. The table draws the lower playfield in the same plan as the upper one, under the window. Geometry authority for named objects; a normalized candidate dump is retained at external:pinmame-review-artifacts/black-hole-1981/vpx-spatial-candidates.json (SHA-256 2df73f13d773f845bd0590ef3e4476bd969860180805457a49deb6cafe16abf4).

    external:pinmame-vpx-sources/gottlieb/black-hole-1981/source/Black%20Hole%20(Gottlieb%201981)%20vpx%201.1.vpx
    by
    cyberpez
    rev
    vpx 1.1
    sha256
    23db54a8c2f3…
  • VPX script

    vpx-script.black-hole-cyberpez-1-1

    Source locations

    Embedded script of the retained table, 3182 lines: LoadVPM sys80.VBS, RomSet 5 (blkhole7) by default with blckhole, blkhole2, blkholea and blkhol7s selectable, UseSolenoids=1. Runtime authority for the switch handlers, the four drop-bank and outhole SolCallbacks (1, 2, 5, 6, 9), the knocker (8), sLRFlipper/sLLFlipper gated by Controller.Lamp(16) and Controller.Lamp(17), the lamp-driven devices in CheckSolenoid (lamps 8 and 12-18) and the Lights()/UpdateLamps lamp bindings. The pinned corpus copy 'Black Hole (Gottlieb 1981) vpx 1.1.vbs' (sverrewl/vpxtable_scripts 0c036bb61b4b) is a later Thalamus revision of the same script with different option defaults and FFv2/cvpmflips additions.

    external:pinmame-vpx-sources/gottlieb/black-hole-1981/extracted-vpxtool/black-hole-gottlieb-1981-vpx-1.1/script.vbs
    by
    cyberpez
    sha256
    9ecdc9f67b26…
  • VPX table

    vpx-extraction.black-hole-cyberpez-1-1

    Source locations

    Canonical manifest of every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool/black-hole-gottlieb-1981-vpx-1.1: 1129 files, 101152443 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds left=0 top=0 right=1116 bottom=2186.

    external:pinmame-vpx-sources/gottlieb/black-hole-1981/extracted-vpxtool/black-hole-gottlieb-1981-vpx-1.1.manifest.json
    by
    vpxtool extraction
    sha256
    bb3615dd9725…
  • VPX script

    vpm-script-library.sys80-vbs

    Source locations

    VPinMAME System 80 script library the retained table loads (LoadVPM ... "sys80.VBS"), retained from the contributor's working installation beside the core.vbs it executes (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). Lines 21-34 define GameOnSolenoid = 10, swTest = 07, swCoin1-3 = 17/27/37, swStartButton = 47, swTilt = 57, swSlamTilt = -1, swLRFlip = 112 and swLLFlip = 114; vpmKeyDown/vpmKeyUp write them from the cabinet keys.

    external:pinmame-review-artifacts/vpm-script-libs/sys80.vbslines 21-34 define GameOnSolenoid = 10, swTest = 07, swCoin1-3 = 17/27/37, swStartButton = 47, swTilt = 57, swSlamTilt = -1, swLRFlip = 112 and swLLFlip = 114
    by
    VPinMAME script authors
    sha256
    5e14a2062220…
  • VPX script

    vpx-script.system-80-sister-tables

    Source locations

    Pinned corpus scripts of other Gottlieb System 80 tables that bind the two lightbox lamps by number: 'Amazing Spider-man (Gottlieb 1980).vbs' lines 658 and 679 (Lamp 10 'HIGH SCORE TO DATE', 'high game to date - backbox'), 'Eclipse (Gottlieb 1982).vbs' lines 801 and 815 (Lamp 11 GAME OVER, Lamp 10 HIGH SCORE TO DATE), "Goin' Nuts (Gottlieb 1983).vbs" lines 1835-1836 (Lamp 10 Highscore, Lamp 11 Game Over) and 'Alien Star (Gottlieb 1984) 2.0_Thal.vbs' lines 264 and 278. Used only as corroboration of the platform-wide role of lamps 10 and 11; Black Hole's own runs and manual decide.

    0c036bb61b4blines 658 and 679 (Lamp 10 'HIGH SCORE TO DATE', 'high game to date - backbox'), 'Eclipse (Gottlieb 1982).vbs' lines 801 and 815 (Lamp 11 GAME OVER, Lamp 10 HIGH SCORE TO DATE), "Goin' Nuts (Gottlieb 1983).vbs" lines 1835-1836 (Lamp 10 Highscore, Lamp 11 Game Over) and 'Alien Star (Gottlieb 1984) 2.0_Thal.vbs' lines 264 and 278. Used only as corroboration of the platform-wide role of lamps 10 and 11
    by
    Community table authors; pinned copies in sverrewl/vpxtable_scripts
    rev
    0c036bb61b4b
  • Runtime run

    runtime.black-hole.lamp-driver-test

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-lamp-driver-test.json (SHA-256 b4ab36dd6d7a0610895ec8c21f650f88bc3b3f427704117515ffc0d6e807862a). Self/Test (07) then Credit (47) start Step 16, which pulses lamp 0 (with synthetic solenoid 10) twice, lamp 1 (with synthetic solenoid 11) twice and lamp 2 twice, then chases lamps 3-47 in ascending order, with 48-51 always the inverse of 44-47. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/lamp-driver-test/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    06827fad3431…
  • Runtime run

    runtime.black-hole.solenoid-test

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-solenoid-test.json (SHA-256 950025d0678543ebf93763033eec601e9d848a79f5b7351046702dabee8058fc). Step 17 pulses public solenoids 1, 2, 5, 6, 8 and 9 in order, each about 0.15 s, while the status display shows the same number (1, 2, 5, 6, 8, 9) and the credit display shows 17; solenoids 3, 4 and 7 (the coin counters, the manual's Note B) are not pulsed. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/solenoid-test/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    b1005095ea4d…
  • Runtime run

    runtime.black-hole.switch-test-a

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-switch-test-a.json (SHA-256 4752b419b0df1a3cf7f439aa4e2531b46c8ed4f0e7401cc514988ead29ac7721). Step 18 shows 99 with every switch open and the address's own number while each of 00-06, 10-17 and 20-22 is held alone; the ROM then leaves the test about 127 s after entering it, before 23 is shown. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/switch-test-a/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    56f3497216be…
  • Runtime run

    runtime.black-hole.switch-test-b

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-switch-test-b.json (SHA-256 c091e4a0510bf77ea3122128adeb00ff0a669e8c12ca552d71f27330c53f91ac). Step 18 shows 99 with every switch open and the address's own number while each of 26, 27, 30-37, 40-46 and 50 is held alone (including the empty matrix cells 36 and 44-46). The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/switch-test-b/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    206a156542eb…
  • Runtime run

    runtime.black-hole.switch-test-c

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-switch-test-c.json (SHA-256 3da64bfd48915f3898deef284396973dcd4d193fd4d2f77df58f4f6bf331afaa). Step 18 shows 99 with every switch open and the address's own number while each of 54, 55 and 56 is held; closing 57 leaves the test with the displays blank, as the manual's 'close tilt switch' exit says. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/switch-test-c/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    c16424834b79…
  • Runtime run

    runtime.black-hole.switch-test-d

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-switch-test-d.json (SHA-256 5758f08d2c1c42fcfc1a4062bff569c46fe839a027b7cc2650665b823021cfc6). Step 18 shows the address's own number while each of 23-25, 51-53, 60-67 and 70-73 is held alone. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/switch-test-d/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    d7de89e9f9fe…
  • Runtime run

    runtime.black-hole.switch-test-e

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-switch-test-e.json (SHA-256 499d457df95ad8f36a0183bf8632752d17ece65a901c852740c574738c2a358b). Step 18 shows the address's own number while each of 74, 75 and 76 is held; closing 77 leaves the test like 57 does. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/switch-test-e/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    4b12b4c87a74…
  • Runtime run

    runtime.black-hole.gameplay-causality

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-gameplay-causality.json (SHA-256 87db8a4534faa5f7798eb048167eedd92bf67d7abf2e7dff4a20220c8231b0d7). Coins on 17, 27 and 37 pulse solenoids 3, 4 and 7; the right flipper button (112) publishes nothing before a game; Credit (47) energizes lamp 0 and raises solenoid 10, pulses the four bank resets 1, 2, 5, 6 and the outhole kicker 9, and lights lamps 15 and 10 together for 2.5 s; during play 112 publishes 45/46 and 114 publishes 47/48; completing B-L-A-C-K (03, 13, 23, 04, 14) pulses solenoid 2 and completing H-O-L-E (02, 12, 22, 32) pulses solenoid 1; holding 05 before the capture is enabled pulses lamp 13 repeatedly, and after the four spot targets 01-31 it holds the ball and serves a new one (lamps 15 and 10); 33 energizes lamps 16 and 17; 53 pulses lamp 8; 52, 71, 72, 62 and the lower drop targets change no driver output; 43 pulses lamp 14, releases lamps 16, 17 and 18 and pulses solenoids 6, 5 and the knocker 8; the outhole 15 pulses solenoid 9 repeatedly while held and the captured upper ball is kicked out with lamp 13. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/gameplay-causality/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    9b0bf518d1a1…
  • Runtime run

    runtime.black-hole.high-game-to-date

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-high-game-to-date.json (SHA-256 0e4699165deb613fe38578728f58b39fff612706bc3a9236e81e958ce5c3c837). After a game that ends with a non-zero score, starting a second game lights lamp 10 for 2.5 s while all four player displays and the lower playfield display show the high game to date (770000) and lamp 15 releases the ball, exactly as the manual's III.A.5.b describes; lamp 11 flashes at about 2 Hz throughout game-over attract mode and stops when a game starts. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/high-game-to-date/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    ea383e963888…
  • Runtime run

    runtime.black-hole.tilt-26

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-tilt-26.json (SHA-256 cfb824b922e5a370f1cbd241cd709b879dd1a639a43381f419865c777346d1df). Closing 26 once during play energizes lamp 1 (the T relay) and synthetic solenoid 11 and drops solenoid 10. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/tilt-26/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    4bb8c6c77667…
  • Runtime run

    runtime.black-hole.tilt-57

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-tilt-57.json (SHA-256 57346244a673c0d92526d99bba57899028c72f637a99204e31142c95d10955c2). Closing 57 once during play energizes lamp 1 (the T relay) and synthetic solenoid 11 and drops solenoid 10, exactly as 26 does. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/tilt-57/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    8c269e900893…
  • Runtime run

    runtime.black-hole.tilt-77

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-tilt-77.json (SHA-256 e307bbd0cc395665b80b9e20a888f695c5f5214129740ccaaa39f8902c047145). Closing 77 once during play blanks the ball-in-play and credit displays, and about two seconds later every output and display stops changing for the rest of the 20 s observation. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/tilt-77/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    e1ab90f63e79…
  • Runtime run

    runtime.black-hole.slam

    Source locations

    LibPinMAME harness run of blckhole with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blckhole.zip from the operator's authorized ROM corpus (SHA-256 cd3263c830194b541f2eb0480a78fc1456701df5b46b16e65f5fdd0dc1bf4a99, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-slam.json (SHA-256 9024b42d3c7e430082756b6edf2c055268dc1b0e21e94d421ff0148f64abd59d). Setting -1 to 1 for 0.5 s during play ends the game: lamp 0 and solenoid 10 drop and lamp 11 resumes its attract-mode flashing. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/slam/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    9e97aaa8f3e5…
  • Runtime run

    runtime.black-hole.blkhole2-service

    Source locations

    LibPinMAME harness run of blkhole2 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blkhole2.zip from the operator's authorized ROM corpus (SHA-256 4005ccb8f1af1626391f8a78ebce8eae4bfd7e5f30a0b5870aa4b89951e456eb, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-blkhole2-service.json (SHA-256 cc49f77be3a9c87d6b541a7993ab83549b2aa6493bf05850456b6d3e100cd7d5). The rev. 2 game ROM fires solenoids 1, 2, 5, 6, 8 and 9 in Step 17 and shows 33 in Step 18 for switch 33, as blckhole does; same display layout. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/blkhole2-service/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    b7e0d00906ea…
  • Runtime run

    runtime.black-hole.blkholea-service

    Source locations

    LibPinMAME harness run of blkholea with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blkholea.zip from the operator's authorized ROM corpus (SHA-256 4f3fba6abd4ccf4269ffdcd6e4ef301ac379a85c1907e86d56f8e79900786ca3, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-blkholea-service.json (SHA-256 a51fd25070d0aea1f432a8402e6bd39b1e3e88deef578b7140aaab3b95df1ac1). The sound-only (668A) game ROM on the sound-only board fires solenoids 1, 2, 5, 6, 8 and 9 in Step 17 and shows 33 in Step 18 for switch 33, as blckhole does; same display layout. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/blkholea-service/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    fa1267ce56b2…
  • Runtime run

    runtime.black-hole.blkhole7-service

    Source locations

    LibPinMAME harness run of blkhole7 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blkhole7.zip from the operator's authorized ROM corpus (SHA-256 b47132083c1079b586041db79e46fc872830cabfccac363ecdb7c660a9f3c7b6, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-blkhole7-service.json (SHA-256 32b99cae4c091edf6d67d831db8fb9bb73cb07ef435c68f140ea076f351dd5fb). The Oliver seven-digit conversion fires solenoids 1, 2, 5, 6, 8 and 9 in Step 17 and shows 33 for switch 33; its four player displays are seven digits wide at the same memory starts and the lower playfield display is unchanged. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/blkhole7-service/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    84dc32b984e1…
  • Runtime run

    runtime.black-hole.blkhol7s-service

    Source locations

    LibPinMAME harness run of blkhol7s with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive blkhol7s.zip from the operator's authorized ROM corpus (SHA-256 2abcfb17c9a4e06b6bd251d40ba01a1c372bb31da34374150c45d155ddeb265b, CRCs and SHA-1s matching the pinned driver), from a new empty state directory; System 80 boots straight into attract mode, so no NVRAM initialization run is needed. Scenario tools/harness-scenarios/gts80/black-hole-blkhol7s-service.json (SHA-256 01f069c222dc753b9430ca5e17813c4e4f8844ac961745097528cb7f64e850df). The Oliver seven-digit sound-only conversion fires solenoids 1, 2, 5, 6, 8 and 9 in Step 17 and shows 33 for switch 33; its four player displays are seven digits wide at the same memory starts. The run directory (run.json, a copy of the scenario and the state directory) is pinned by external:pinmame-runtime-evidence/black-hole-1981/manifest.json (85 files, 23674680 bytes, SHA-256 aa9cde8eb85149f422ef7594f8ab54f7313f093ac4d362e80590db090862f8f2). No ROM bytes or NVRAM are retained in this repository.

    external:pinmame-runtime-evidence/black-hole-1981/blkhol7s-service/run.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    88763a17f381…

Something wrong or missing?

This definition still has 3 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.

  • Input functions

    Validate which physical sensor or cabinet control each input represents and when it activates.

  • 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.

Recorded completion blockers

Blockers

  • Every placement comes from one community table (cyberpez's vpx 1.1) and keeps its observed status: the table's objects were matched to the manual's location drawings (printed pages 40 and 42) by side, order and neighbourhood, not by a registered fit with a leave-one-out check, and no second factory-layout table is retained.
  • The lower playfield's devices are placed where the table draws them, under the window in the shared plan; the manual's lower playfield drawing has its own frame and has not been registered onto the table.
  • Switch 26 (the playboard tilt) has no table object and keeps no spatial record; the drawing prints SW26 at the lower left above the apron.
  • Switch 34's table also binds the right kicking rubber (Sling2), where the drawing prints no SW34; it is left unplaced.

Promotion decision

Promotion is refused. Besides the spatial blockers, the cabinet wiring sheet (printed page 47) is cropped in both retained manual copies, so the fitment of return-7 positions 57, 67 and 77 stays unknown (input_semantics). A complete scan of the manual's fold-out sheets, and a registered fit of the two location drawings onto the table, would close both.

Read the curation report

Missing locations · 4

  • Tilt Switch (Playboard)
    Device evidence and notes

    Printed on the matrix sheet as "TILT SWITCH (PLAYBOARD)" (SW.26, strobe 2, return 6). The retained table writes its nudge tilt here (vpmNudge.TiltSwitch=26). In the ROM's switch test it is an ordinary address that shows 26; closing it once during play tilts the game (lamp 1, the T relay, energizes, solenoid 11 rises and the game-on solenoid 10 drops). In the ROM's own Step 18 switch test (harness runs switch-test-a to -e) the status display reads 99 with every switch open and shows 26 while this address alone is held closed. Normally open: riot6532_0a_r hands the ROM the matrix bits unmodified and Black Hole's driver declares a zero invSw, so public 1 is the closed contact, and the ROM's switch test reports the address at 1.

  • Tilt (Return 7, Strobe 5)
    Device evidence and notes

    PinMAME's GTS80_COMPORTS names this position Tilt and sys80.vbs defines swTilt = 57. The ROM treats it as a tilt: closing it once during play energizes the T relay (lamp 1, solenoid 11) and drops solenoid 10 (tilt-57 harness run), and closing it in the switch test leaves the test, the manual's 'close tilt switch' exit (switch-test-c). Whether Black Hole's cabinet wires its plumb-bob and ball-roll tilts here or, with the playfield tilt, to 26 is on the cabinet wiring sheet (printed page 47), which the retained copy crops; the retained table writes its tilt to 26. Fitment stays unknown.

  • Unassigned Return-7 Position 67
    Device evidence and notes

    No input port writes this position and no retained source names it. The ROM reads it: its switch test shows 67 while it is held (switch-test-d). Whether anything is wired here is on the cabinet wiring sheet, which the retained copy crops.

  • Unassigned Return-7 Position 77
    Device evidence and notes

    No input port writes this position and no retained source names it. The ROM reacts to it: closing it in the switch test leaves the test as 57 does (switch-test-e), and closing it once during play blanks the credit and ball-in-play displays, after which every output and display stops changing for the rest of a 20 s observation (tilt-77). Whether anything is wired here is on the cabinet wiring sheet, which the retained copy crops.

Evidence needed to settle conflicts

  • Tilt pop bumper lights

    tilt a working Black Hole and note whether the pop bumper lamps stay lit, which any owner or operator of the machine can do.