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28",{"source_refs":798,"status":39},[71],{"aliases":800,"binding":806,"id":808,"kind":456,"label":809,"provenance":810},[801,803,804],{"namespace":444,"value":802},"29",{"namespace":447,"value":802},{"namespace":447,"value":805},"029",{"device":807,"group":454},29,"lamp.outputs-29","outputs 29",{"source_refs":811,"status":39},[71],{"aliases":813,"binding":817,"id":818,"kind":456,"label":819,"provenance":820},[814,815,816],{"namespace":444,"value":176},{"namespace":447,"value":176},{"namespace":447,"value":179},{"device":181,"group":454},"lamp.outputs-30","outputs 30",{"source_refs":821,"status":39},[71],{"aliases":823,"binding":827,"id":828,"kind":456,"label":829,"provenance":830},[824,825,826],{"namespace":444,"value":189},{"namespace":447,"value":189},{"namespace":447,"value":192},{"device":194,"group":454},"lamp.outputs-31","outputs 31",{"source_refs":831,"status":39},[71],{"aliases":833,"binding":839,"id":841,"kind":456,"label":842,"provenance":843},[834,836,837],{"namespace":444,"value":835},"32",{"namespace":447,"value":835},{"namespace":447,"value":838},"032",{"device":840,"group":454},32,"lamp.outputs-32","outputs 32",{"source_refs":844,"status":39},[71],{"aliases":846,"binding":850,"id":851,"kind":456,"label":852,"provenance":853},[847,848,849],{"namespace":444,"value":202},{"namespace":447,"value":202},{"namespace":447,"value":205},{"device":207,"group":454},"lamp.outputs-33","outputs 33",{"source_refs":854,"status":39},[71],{"aliases":856,"binding":862,"id":864,"kind":456,"label":865,"provenance":866},[857,859,860],{"namespace":444,"value":858},"35",{"namespace":447,"value":858},{"namespace":447,"value":861},"035",{"device":863,"group":454},35,"lamp.outputs-35","outputs 35",{"source_refs":867,"status":39},[71],{"aliases":869,"binding":875,"id":877,"kind":456,"label":878,"provenance":879},[870,872,873],{"namespace":444,"value":871},"36",{"namespace":447,"value":871},{"namespace":447,"value":874},"036",{"device":876,"group":454},36,"lamp.outputs-36","outputs 36",{"source_refs":880,"status":39},[71],{"aliases":882,"binding":889,"id":891,"kind":892,"label":893,"provenance":894},[883,885,887,888],{"namespace":884,"value":445},"pinmame.coil",{"namespace":886,"value":445},"vpe-legacy.coil",{"namespace":886,"value":449},{"namespace":886,"value":451},{"device":453,"group":890},"pinmame.output.solenoid","device.ball-release-drain-kicker","coil","Ball Release \u002F Drain Kicker",{"source_refs":895,"status":39},[71],{"aliases":897,"binding":902,"id":903,"kind":892,"label":904,"provenance":905},[898,899,900,901],{"namespace":884,"value":463},{"namespace":886,"value":463},{"namespace":886,"value":466},{"namespace":886,"value":468},{"device":470,"group":890},"device.knocker","Knocker",{"source_refs":906,"status":39},[71],{"aliases":908,"binding":913,"id":914,"kind":892,"label":915,"provenance":916},[909,910,911,912],{"namespace":884,"value":478},{"namespace":886,"value":478},{"namespace":886,"value":481},{"namespace":886,"value":483},{"device":485,"group":890},"device.10-point-chime","10-Point Chime",{"source_refs":917,"status":39},[71],{"aliases":919,"binding":924,"id":925,"kind":892,"label":926,"provenance":927},[920,921,922,923],{"namespace":884,"value":56},{"namespace":886,"value":56},{"namespace":886,"value":60},{"namespace":886,"value":62},{"device":64,"group":890},"device.100-point-chime","100-Point Chime",{"source_refs":928,"status":39},[71],{"aliases":930,"binding":935,"id":936,"kind":892,"label":937,"provenance":938},[931,932,933,934],{"namespace":884,"value":504},{"namespace":886,"value":504},{"namespace":886,"value":507},{"namespace":886,"value":509},{"device":511,"group":890},"device.1000-point-chime","1000-Point Chime",{"source_refs":939,"status":39},[71],{"aliases":941,"binding":946,"id":947,"kind":892,"label":948,"provenance":949},[942,943,944,945],{"namespace":884,"value":519},{"namespace":886,"value":519},{"namespace":886,"value":522},{"namespace":886,"value":524},{"device":526,"group":890},"device.saucer-release-vuk-kicker","Saucer Release \u002F VUK Kicker",{"source_refs":950,"status":39},[71],{"aliases":952,"binding":957,"id":958,"kind":892,"label":959,"provenance":960},[953,954,955,956],{"namespace":884,"value":534},{"namespace":886,"value":534},{"namespace":886,"value":537},{"namespace":886,"value":539},{"device":541,"group":890},"device.green-drop-target-reset","Green Drop Target Reset",{"source_refs":961,"status":39},[71],{"aliases":963,"binding":968,"id":969,"kind":892,"label":970,"provenance":971},[964,965,966,967],{"namespace":884,"value":549},{"namespace":886,"value":549},{"namespace":886,"value":552},{"namespace":886,"value":554},{"device":556,"group":890},"device.red-drop-target-reset","Red Drop Target Reset",{"source_refs":972,"status":39},[71],{"aliases":974,"binding":978,"id":979,"kind":892,"label":980,"provenance":981},[975,976,977],{"namespace":884,"value":658},{"namespace":886,"value":658},{"namespace":886,"value":661},{"device":663,"group":890},"device.game-on-relay","Game On Relay",{"source_refs":982,"status":39},[71],[],[985,991],{"attribution":986,"id":71,"kind":987,"locator":988,"revision":989,"uri":990},"pinmame-game-defs contributors","legacy_json","games\u002Fcount-down.json; origin=vbscript-agent-extracted","4ea106d080728648a693af3b4dcabb091eee0a02","https:\u002F\u002Fgithub.com\u002Fvpinball\u002Fpinmame-game-defs",{"attribution":992,"id":993,"kind":994,"license":995,"locator":996,"revision":997,"uri":998},"PinMAME contributors","pinmame.catalog.4ec52ff0ac13","pinmame_catalog","BSD-3-Clause","PinmameGetGames","4ec52ff0ac133ac251681518aed2249e19fe26eb","https:\u002F\u002Fgithub.com\u002Fvpinball\u002Fpinmame","gottlieb-count-down-1979","machines\u002Fpartial\u002Fgottlieb\u002Fcount-down-1979.json","\u003Ch2 id=\"overview\">Overview\u003C\u002Fh2>\n\u003Cp>Legacy evidence identifies this candidate as Gottlieb (1979). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.\u003C\u002Fp>\n\u003Ch2 id=\"playfield-devices\">Playfield devices\u003C\u002Fh2>\n\u003Cp>Switch, lamp\u002FGI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.\u003C\u002Fp>\n\u003Ch2 id=\"custom-mechanisms\">Custom mechanisms\u003C\u002Fh2>\n\u003Cp>No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.\u003C\u002Fp>\n\u003Ch2 id=\"ball-state-transitions\">Ball-state transitions\u003C\u002Fh2>\n\u003Cp>Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.\u003C\u002Fp>\n\u003Ch2 id=\"controller-interactions\">Controller interactions\u003C\u002Fh2>\n\u003Cp>Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.\u003C\u002Fp>\n\u003Ch2 id=\"service-and-setup-information\">Service and setup information\u003C\u002Fh2>\n\u003Cp>Unknown; locate operator\u002Fservice documentation.\u003C\u002Fp>\n\u003Ch2 id=\"timing-and-tuning-observations\">Timing and tuning observations\u003C\u002Fh2>\n\u003Cp>Source timing values may describe a particular VPX implementation rather than physical hardware and require review.\u003C\u002Fp>\n\u003Ch2 id=\"recreation-guidance\">Recreation guidance\u003C\u002Fh2>\n\u003Cp>Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.\u003C\u002Fp>\n\u003Ch2 id=\"evidence-notes\">Evidence notes\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F0._note\u003C\u002Fcode>: vpmNudge.TiltSwitch = 4. Cabinet tilt switch.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F1._note\u003C\u002Fcode>: Controller.Switch(10) on\u002Foff. Wire rollover with AnimateWire BP_sw10. Located in upper left playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F2._note\u003C\u002Fcode>: Controller.Switch(11) on\u002Foff. Wire rollover with AnimateWire BP_sw11. Located in upper left playfield area near sw10.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F3._note\u003C\u002Fcode>: Controller.Switch(13) on\u002Foff. Wire rollover with AnimateWire BP_sw13. Located in right playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F4._note\u003C\u002Fcode>: Controller.Switch(14) on\u002Foff. Wire rollover with AnimateWire BP_sw14. Located in right playfield area near sw13.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F5._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F5._note\u003C\u002Fcode>: DTHit 20. Red drop target bank (sw20,21,23,24). Reset by sol 8 (ResetDropsRed).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F6._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F6._note\u003C\u002Fcode>: DTHit 21. Red drop target bank. Reset by sol 8 (ResetDropsRed).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F7._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F7._note\u003C\u002Fcode>: DTHit 23. Red drop target bank. Reset by sol 8 (ResetDropsRed).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F8._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F8._note\u003C\u002Fcode>: DTHit 24. Red drop target bank. Reset by sol 8 (ResetDropsRed).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F9._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F9._note\u003C\u002Fcode>: DTHit 30. Green drop target bank (sw30,31,33,34). Reset by sol 7 (ResetDropsGreen).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F10._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F10._note\u003C\u002Fcode>: DTHit 31. Green drop target bank. Reset by sol 7 (ResetDropsGreen).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F11._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F11._note\u003C\u002Fcode>: DTHit 33. Green drop target bank. Reset by sol 7 (ResetDropsGreen).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F12._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F12._note\u003C\u002Fcode>: DTHit 34. Green drop target bank. Reset by sol 7 (ResetDropsGreen).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F13._note\u003C\u002Fcode>: Controller.Switch(40) on\u002Foff. Wire rollover with AnimateWire BP_sw40. Center playfield area. VLM LM_LI_L12_sw40 suggests illuminated by lamp 12.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F14._inferred_type\u003C\u002Fcode>: saucer\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F14._note\u003C\u002Fcode>: Controller.Switch(41)=1 on hit. Ball captured by KickerBall41 reference. Released by sol 6 (SolSaucerRelease) via KickBall helper. Animated kick arm (BP_PkickarmR).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F15._note\u003C\u002Fcode>: Controller.Switch(43) on\u002Foff. Wire rollover with AnimateWire BP_sw43.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F16._note\u003C\u002Fcode>: Controller.Switch(44) on\u002Foff. Wire rollover with AnimateWire BP_sw44.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F17._note\u003C\u002Fcode>: Controller.Switch(50) on\u002Foff. Wire rollover with AnimateWire BP_sw50. VLM LM_LI_L11_sw50 suggests illuminated by lamp 11.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F18._inferred_type\u003C\u002Fcode>: bumper\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F18._note\u003C\u002Fcode>: vpmTimer.PulseSw 51 in Bumper1_Hit. Single pop bumper. Also used as vpmNudge.TiltObj target. Has animated ring and skirt tilt.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F19._inferred_type\u003C\u002Fcode>: slingshot\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F19._note\u003C\u002Fcode>: PulseSw 53 from 14 different VPX trigger objects: sw53a-sw53h (rubber bands — upper top\u002Fbottom, mid, lower pairs), sw53i\u002Fsw53i_LC\u002Fsw53i_LL (left slingshot variants), sw53j\u002Fsw53j_RC\u002Fsw53j_RL (right slingshot variants). All side rubber contacts and both slingshots share this single switch number. Gottlieb System 1 used shared switch matrix positions for similar playfield elements.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F20._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F20._note\u003C\u002Fcode>: DTHit 60. Yellow drop target bank (sw60,61,63,64). Reset triggered by lamp 17 via LampCallback (ResetDropsYellow).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F21._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F21._note\u003C\u002Fcode>: DTHit 61. Yellow drop target bank. Reset triggered by lamp 17 via LampCallback.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F22._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F22._note\u003C\u002Fcode>: DTHit 63. Yellow drop target bank. Reset triggered by lamp 17 via LampCallback.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F23._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F23._note\u003C\u002Fcode>: DTHit 64. Yellow drop target bank. Reset triggered by lamp 17 via LampCallback.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F24._note\u003C\u002Fcode>: Controller.Switch(66)=1 set in Drain_Hit. Cleared by sol 1 (SolBallRelease). Single-ball game — ball sits in Drain kicker between plays. No multi-ball trough. Set to 1 at table init.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F25._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F25._note\u003C\u002Fcode>: DTHit 70. Blue drop target bank (sw70,71,73,74). Reset triggered by lamp 18 via LampCallback (ResetDropsBlue).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F26._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F26._note\u003C\u002Fcode>: DTHit 71. Blue drop target bank. Reset triggered by lamp 18 via LampCallback.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F27._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F27._note\u003C\u002Fcode>: DTHit 73. Blue drop target bank. Reset triggered by lamp 18 via LampCallback.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F28._inferred_type\u003C\u002Fcode>: drop_target\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fswitches\u002F28._note\u003C\u002Fcode>: DTHit 74. Blue drop target bank. Reset triggered by lamp 18 via LampCallback.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F0._vbscript_callback\u003C\u002Fcode>: SolBallRelease\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F0._inferred_type\u003C\u002Fcode>: ball_management\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F0._note\u003C\u002Fcode>: Kicks ball from Drain kicker (angle 57, speed 20). Clears Controller.Switch(66). Single-ball trough — no multi-switch stack.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F1._vbscript_callback\u003C\u002Fcode>: vpmsolsound SoundFX(&quot;fx_knocker&quot;,DOFKnocker),\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F1._inferred_type\u003C\u002Fcode>: knocker\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F1._note\u003C\u002Fcode>: Cabinet knocker solenoid. Sound-only callback in VBS.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F2._vbscript_callback\u003C\u002Fcode>: If PlayChimes = 1 Then VpmSolSound&quot;10pts&quot;,\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F2._inferred_type\u003C\u002Fcode>: chime\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F2._note\u003C\u002Fcode>: 10-point scoring chime. Conditionally plays sound based on PlayChimes user option (default off). Gottlieb System 1 used electromechanical chimes for scoring sounds.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F3._vbscript_callback\u003C\u002Fcode>: If PlayChimes = 1 Then VpmSolSound&quot;100chime&quot;,\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F3._inferred_type\u003C\u002Fcode>: chime\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F3._note\u003C\u002Fcode>: 100-point scoring chime. Conditionally plays sound based on PlayChimes user option.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F4._vbscript_callback\u003C\u002Fcode>: If PlayChimes = 1 Then VpmSolSound&quot;1000chime&quot;,\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F4._inferred_type\u003C\u002Fcode>: chime\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F4._note\u003C\u002Fcode>: 1000-point scoring chime. Conditionally plays sound based on PlayChimes user option.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F5._vbscript_callback\u003C\u002Fcode>: SolSaucerRelease\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F5._inferred_type\u003C\u002Fcode>: ball_management\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F5._note\u003C\u002Fcode>: Releases ball from saucer (sw41) via KickBall helper (angle 170, vel 10, velz 5, zlift 10). Clears Controller.Switch(41). Triggers kick arm animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F6._vbscript_callback\u003C\u002Fcode>: ResetDropsGreen\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F6._inferred_type\u003C\u002Fcode>: drop_target_reset\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F6._note\u003C\u002Fcode>: Resets green drop target bank (sw30,31,33,34). DTRaise calls for all 4 targets. Updates DTShadows visibility (indices 4-7).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F7._vbscript_callback\u003C\u002Fcode>: ResetDropsRed\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F7._inferred_type\u003C\u002Fcode>: drop_target_reset\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F7._note\u003C\u002Fcode>: Resets red drop target bank (sw20,21,23,24). DTRaise calls for all 4 targets. Updates DTShadows visibility (indices 0-3).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F8._vbscript_callback\u003C\u002Fcode>: vpmNudge.SolGameOn\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F8._inferred_type\u003C\u002Fcode>: mechanism\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Fcoils\u002F8._note\u003C\u002Fcode>: Standard Game On relay. Enables nudge\u002Ftilt detection via vpmNudge framework.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F0._note\u003C\u002Fcode>: Lamp 1 in UpdateLamps. Controller.Lamp(1) checked in VR mode for backglass Ball In Play indicator.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F1._note\u003C\u002Fcode>: Lamp 2 in UpdateLamps. Has secondary object li2a (Lampm). Controller.Lamp(2) checked in VR mode for VR_BGTilt.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F2._note\u003C\u002Fcode>: Lamp 3 in UpdateLamps. Controller.Lamp(3) checked in VR mode for VR_BGHS.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F3._note\u003C\u002Fcode>: Lamp 4 in UpdateLamps. Has additional objects li4a and li4b (Lampm). VR mode checks l4.state for VR_BGSA visibility.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F4._note\u003C\u002Fcode>: Lamp 5 in UpdateLamps. VLM BL_LI_L5 illuminates parts, PegPlasticSlingL1C, playfield, Rubber10 objects.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F5._note\u003C\u002Fcode>: Lamp 6 in UpdateLamps. VLM BL_LI_L6 illuminates parts, PegPlasticSlingL1C, playfield, Rubber10, RubberLSling objects.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F6._note\u003C\u002Fcode>: Lamp 7 in UpdateLamps. VLM BL_LI_L7 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F7._note\u003C\u002Fcode>: Lamp 8 in UpdateLamps. VLM BL_LI_L8 illuminates overlay, parts, playfield, sw61, sw63 areas.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F8._note\u003C\u002Fcode>: Lamp 9 in UpdateLamps. VLM BL_LI_L9 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F9._note\u003C\u002Fcode>: Lamp 10 in UpdateLamps. VLM BL_LI_L10 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F10._note\u003C\u002Fcode>: Lamp 11 in UpdateLamps. VLM BL_LI_L11 illuminates playfield and sw50 rollover area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F11._note\u003C\u002Fcode>: Lamp 12 in UpdateLamps. VLM BL_LI_L12 illuminates playfield and sw40 rollover area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F12._note\u003C\u002Fcode>: Lamp 13 in UpdateLamps. VLM BL_LI_L13 illuminates parts and playfield.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F13._note\u003C\u002Fcode>: Lamp 14 in UpdateLamps. VLM BL_LI_L14 illuminates parts, playfield, and Rubber7 area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F14._note\u003C\u002Fcode>: Lamp 15 in UpdateLamps. VLM BL_LI_L15 illuminates parts and playfield.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F15._note\u003C\u002Fcode>: Lamp 16 in UpdateLamps. VLM BL_LI_L16 illuminates parts and playfield.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F16._note\u003C\u002Fcode>: NOT a physical lamp — used as a signal. Controller.Lamp(17) monitored by LampCallback (UpdateMultipleLamps). When lamp 17 transitions to on, ResetDropsYellow is called to reset yellow drop targets (sw60,61,63,64). Gottlieb System 1 lamp-as-coil pattern.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F17._note\u003C\u002Fcode>: NOT a physical lamp — used as a signal. Controller.Lamp(18) monitored by LampCallback (UpdateMultipleLamps). When lamp 18 transitions to on, ResetDropsBlue is called to reset blue drop targets (sw70,71,73,74). Gottlieb System 1 lamp-as-coil pattern.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F18._note\u003C\u002Fcode>: Lamp 19 in UpdateLamps. VLM BL_LI_L19 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F19._note\u003C\u002Fcode>: Lamp 20 in UpdateLamps. VLM BL_LI_L20 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F20._note\u003C\u002Fcode>: Lamp 21 in UpdateLamps. VLM BL_LI_L21 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F21._note\u003C\u002Fcode>: Lamp 22 in UpdateLamps. VLM BL_LI_L22 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F22._note\u003C\u002Fcode>: Lamp 23 in UpdateLamps. VLM BL_LI_L23 illuminates LFlip, LFlipU, playfield, RFlip, RFlipU areas — likely center playfield near flippers.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F23._note\u003C\u002Fcode>: Lamp 24 in UpdateLamps. VLM BL_LI_L24 illuminates LFlipU and playfield — near left upper flipper.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F24._note\u003C\u002Fcode>: Lamp 25 in UpdateLamps. VLM BL_LI_L25 illuminates playfield and RFlipU — near right upper flipper.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F25._note\u003C\u002Fcode>: Lamp 26 in UpdateLamps. VLM BL_LI_L26 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F26._note\u003C\u002Fcode>: Lamp 27 in UpdateLamps. VLM BL_LI_L27 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F27._note\u003C\u002Fcode>: Lamp 28 in UpdateLamps. VLM BL_LI_L28 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F28._note\u003C\u002Fcode>: Lamp 29 in UpdateLamps. VLM BL_LI_L29 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F29._note\u003C\u002Fcode>: Lamp 30 in UpdateLamps. VLM BL_LI_L30 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F30._note\u003C\u002Fcode>: Lamp 31 in UpdateLamps. VLM BL_LI_L31 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F31._note\u003C\u002Fcode>: Lamp 32 in UpdateLamps. VLM BL_LI_L32 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F32._note\u003C\u002Fcode>: Lamp 33 in UpdateLamps. VLM BL_LI_L33 illuminates playfield area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F33._note\u003C\u002Fcode>: Lamp 35 in UpdateLamps. VLM BL_LI_L35 illuminates overlay, parts, PegPlasticSlingR1C, playfield, Rubber9, sw74 — near right sling area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002Flamps\u002F34._note\u003C\u002Fcode>: Lamp 36 in UpdateLamps. VLM BL_LI_L36 illuminates overlay, parts, PegPlasticSlingR1C, PegPlasticSlingRC, playfield, Rubber9, RubberRSling — right slingshot area.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Fcount-down.json#\u002F_source\u002Fconfidence_notes\u003C\u002Fcode>: High confidence on switches, coils, and lamps. Platform identified as Gottlieb System 1 via LoadVPM call loading &#39;gts1.vbs&#39;. ROM name is &#39;countdwn&#39; from Const cGameName. This is a single-ball game (tnob=1, lob=0) with a simple drain\u002Fkicker trough — no cvpmTrough framework used. The drain is a single VPX kicker object (&#39;Drain&#39;) that sets Controller.Switch(66)=1 on hit. Ball release solenoid (sol 1) kicks the ball from Drain and clears sw66. No multi-ball trough stack — the ball sits in the Drain kicker between plays. Switches found via Controller.Switch on\u002Foff pairs (_Hit\u002F_UnHit subs for rollovers sw10,11,13,14,40,43,44,50), PulseSw calls (sw51 bumper, sw53 slingshots\u002Frubbers), DTHit calls for 16 drop targets in 4 banks of 4 (Red: 20,21,23,24; Green: 30,31,33,34; Yellow: 60,61,63,64; Blue: 70,71,73,74), and Controller.Switch direct set for saucer sw41. Drop target reset solenoids: sol 7 (Green bank) and sol 8 (Red bank). Yellow and Blue resets are triggered by LampCallback watching Controller.Lamp(17) and Controller.Lamp(18) — these are lamp-driven resets, not direct solenoid-driven. Saucer at sw41 uses KickBall helper, released by sol 6. GI is not ROM-controlled — uses ball-presence detection (GIUpdate checks GetBalls count). Flipper solenoid IDs use framework constants sLRFlipper\u002FsLLFlipper\u002FsURFlipper\u002FsULFlipper from gts1.vbs — exact IDs are platform-defined, not in this table script. Four flippers total: LeftFlipper, RightFlipper, LeftFlipper1 (upper left), RightFlipper1 (upper right). Sol 17 is vpmNudge.SolGameOn. Sols 3,4,5 are chime solenoids (10pt, 100pt, 1000pt) conditionally played based on PlayChimes user option. Lamps mapped via JP&#39;s Lamp Fading system (LampTimer) with explicit Lamp(N, object) calls in UpdateLamps sub — 33 lamp IDs identified (1-16, 19-33, 35-36). Lamp 1 = Game Over, Lamp 2 = Tilt, Lamp 3 = High Game, Lamp 4 = Same Player Shoots Again (with multi-object li4a\u002Fli4b). Lamps 17 and 18 are used as drop target reset triggers via LampCallback, not as physical lights. VPX light objects use &#39;li&#39; prefix (li1, li2, li3... li36). VLM baked lighting system uses LM_LI_L{N} arrays for raytraced insert lighting per lamp. No Lampz.MassAssign — uses vpmMapLights AllLamps instead. TiltSwitch=4 per vpmNudge configuration.\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"unresolved-questions\">Unresolved questions\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>Is the I\u002FO enumeration complete for every supported physical\u002Fcontroller variant?\u003C\u002Fli>\n\u003Cli>Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?\u003C\u002Fli>\n\u003Cli>Are all mechanism home states, sensors, motion constraints, and ball interactions documented?\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"sources\">Sources\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>\u003Ccode>legacy.game.count-down\u003C\u002Fcode>: \u003Ccode>games\u002Fcount-down.json\u003C\u002Fcode> at the pinned migration revision.\u003C\u002Fli>\n\u003C\u002Ful>\n",[1003,1006,1009,1012,1015,1018,1021,1024,1027,1030,1033],{"id":1004,"text":1005},"overview","Overview",{"id":1007,"text":1008},"playfield-devices","Playfield devices",{"id":1010,"text":1011},"custom-mechanisms","Custom mechanisms",{"id":1013,"text":1014},"ball-state-transitions","Ball-state transitions",{"id":1016,"text":1017},"controller-interactions","Controller interactions",{"id":1019,"text":1020},"service-and-setup-information","Service and setup information",{"id":1022,"text":1023},"timing-and-tuning-observations","Timing and tuning observations",{"id":1025,"text":1026},"recreation-guidance","Recreation guidance",{"id":1028,"text":1029},"evidence-notes","Evidence notes",{"id":1031,"text":1032},"unresolved-questions","Unresolved questions",{"id":1034,"text":1035},"sources","Sources",[1037],{"label":1038,"value":1039},"Coverage","partial - source-derived recreation knowledge requiring validation",[1041],{"clone_of":45,"coverage_status":23,"definition":1000,"definition_sha256":1042,"description":46,"flags":4,"id":47,"machine_id":436,"manufacturer":48,"root_driver":47,"year":49},"e8b0403f5c43a09051a9969f4d645f06c141ad05d70057dcec23724f46af9275",[],null,{"left":4,"top":4,"width":5,"height":5,"rotate":4,"vFlip":6,"hFlip":6,"body":1046},"\u003Cpath fill=\"none\" stroke=\"currentColor\" stroke-linecap=\"round\" stroke-linejoin=\"round\" stroke-width=\"2\" d=\"m9 18l6-6l-6-6\"\u002F>",{"left":4,"top":4,"width":5,"height":5,"rotate":4,"vFlip":6,"hFlip":6,"body":1048},"\u003Cg fill=\"none\" stroke=\"currentColor\" stroke-linecap=\"round\" stroke-linejoin=\"round\" stroke-width=\"2\">\u003Cellipse cx=\"12\" cy=\"5\" rx=\"9\" ry=\"3\"\u002F>\u003Cpath d=\"M3 5v14a9 3 0 0 0 18 0V5\"\u002F>\u003Cpath d=\"M3 12a9 3 0 0 0 18 0\"\u002F>\u003C\u002Fg>",{"left":4,"top":4,"width":5,"height":5,"rotate":4,"vFlip":6,"hFlip":6,"body":1050,"hidden":12},"\u003Cg fill=\"none\" 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