World Cup Soccer

Partial

Bally1994WPC-SECURITYmidway.world-cup-soccer.1994

2 unresolved conflicts

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

Jet bumper script binding vs physical position

Affects
input 81
input 82
input 83
Disagreeing sources
Operator manual
VPX table
VPX script

Which physical jet bumper carries each of the three addresses is unresolved, and two readings of this manual disagree. The retained known-working table's own switch bindings are rotated one step relative to the objects they fire from -- Bumper1_Hit pulses public 82, Bumper2_Hit pulses 81, Bumper3_Hit pulses 83 -- and the table is internally inconsistent about it, since its own sound handler calls the bottom-most object 'Top'.

An earlier curation pass concluded the printed Left/Upper/Lower names are relative to the cluster rather than to absolute cabinet sides, took the coordinates from the script's per-object bindings, and recorded that conclusion as a named assertion in the test module so a later pass would not reverse it.

A 2026-08-08 review read the Switch Locations (printed 2-47) and Solenoid/Flasher Locations (printed 2-49) diagrams the other way, as placing 81/9 leftmost, 82/10 upper-right and 83/11 lower, which would make all six placements rotated. An independent re-render of printed 2-49 at 400 dpi could not confirm that: leaders 9, 10 and 11 resolve to scattered features rather than a clean three-bumper triangle.

The earlier pass's coordinates therefore stand unchanged rather than being overwritten on an unconfirmed reading, and this entry records that the geometry is disputed. Note the separate question of whether a runtime switch binding may be used to assign a physical position at all: this project's evidence-authority split gives the script runtime semantics and the manual physical construction, so if the review's reading is ever confirmed, the bindings stay and only the geometry moves.

What would settle it

a legible high-dpi read of both location diagrams by a second party, or a LibPinMAME harness run against a legal wcs_l2 ROM closing each jet-bumper switch in turn while observing which public address reports.

inputs[binding.device=81,82,83]

Flipper cabinet opto not normalized

Affects
input 112
input 114
Disagreeing sources
Operator manual
PinMAME source

The switch-matrix page (2-46) shades the Fliptronic Grounded Switches cells for public 112 and 114 (printed F2/F4, the lower-right/lower-left flipper cabinet buttons) exactly like the ordinary opto columns, and prints them 'Right/Left Flipper Opto'. The board/assembly page for A-17316 (the assembly wired at both positions) independently confirms genuine opto-interrupter construction: item 1 is a '03-9001 Interrupter Flip-Opto' and item 2 is an 'A-16384 Flipper Opto Switch Assembly' built from an 'Opto Inter Lg.

10mA' component -- so the switch-locations parts list's plainer 'Lower Right/Left Flipper Cabinet' description is not a contradiction, just a less specific label for the identical opto hardware. Pinned PinMAME's wcsGameData inverted-switch mask has twelve elements (columns 0-11, one per switch-matrix column including the Fliptronic column at index 11); its twelfth element is 0x00, so unlike the fourteen ordinary-matrix opto addresses (31-36, 41-45, 51-53), the public state of 112/114 is not emulator-normalized despite the confirmed physical construction.

The manual is physical-construction ground truth and pinned PinMAME is public-address and emulator-normalization ground truth, and the two disagree on whether a recreation must invert these two addresses.

What would settle it

run the implemented LibPinMAME gameplay harness against a legal wcs_l2 ROM, press and release both lower flipper buttons, and observe the idle and active public state of 112 and 114.

inputs[binding.device=112,114]

Wire it up

what an authoring tool needs first
Bind this ROM
wcs_l2

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

Controller platform
pinmame.wpc-security

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–51 (51)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.412cabinet.magna-goalie13cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door23cabinet.buy-in

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

194 placements · 27 stacked · normalised player view · outline is nominal

15 Left Flipper Lane16 Striker 3 (High)17 Right Return Lane18 Right Outlane25 Free Kick Target26 Kickback Upper227 Spinner · 46 Ultra Spinner (2)28 Light Kickback331 Trough 1 (Right) · 36 Trough Stack · 6 Trough32 Trough 233 Trough 334 Trough 435 Trough 5 (Left)37 Light Magna Goalie238 Ball Shooter · 48 Goalie Target41 Goal Trough342 Goal Popper Opto · 1 Goal Popper · 48 Striker Billboard343 Goalie Is Left · 44 Goalie Is Right · 21 Goalie Drive245 TV Ball Popper · 2 TV Popper47 Travel Lane Rollover51 Skill Shot Front52 Skill Shot Center53 Skill Shot Rear354 Right Eject Hole · 14 Right Eject Hole · 1 Playfield Right355 Upper Eject Hole · 5 Upper Eject Hole · 4 Playfield Top356 Left Eject Hole · 15 Left Eject Hole · 0 Playfield Left261 Rollover 1 (High) · 81 Rollover 1 (High)262 Rollover 2 · 82 Rollover 2263 Rollover 3 · 83 Rollover 3264 Rollover 4 (Low) · 84 Rollover 4 (Low)65 Tackle Switch66 Striker 1 (Left)67 Striker 2 (Center)471 Left Ramp Diverted · 8 Ramp Diverter · 16 Diverter Hold · 4 Playfield Top472 Left Ramp Entrance · 71 Light Jackpot (2) · 76 Left Ramp Buy Ticket · 78 Ultra Ramps (2)74 Left Ramp Exit375 Right Ramp Entrance · 77 Right Ramp Buy Ticket · 78 Ultra Ramps (2)76 Lock Mech. Low277 Lock Mech. High · 4 Lock Release78 Right Ramp Exit381 Left Jet Bumper · 9 Left Jet Bumper · 4 Playfield Top382 Upper Jet Bumper · 10 Upper Jet Bumper · 4 Playfield Top383 Lower Jet Bumper · 11 Lower Jet Bumper · 4 Playfield Top284 Left Slingshot · 12 Left Slingshot285 Right Slingshot · 13 Right Slingshot86 Kickback87 Upper Left Lane88 Upper Right Lane3 Kickback17 Goal Cage Top18 Goal19 Skill Shot220 Jet Bumpers · 47 Ultra Jets (2)22 Spinning Ball223 Ball Clockwise · 24 Ball Counter-Clockwise25 Left Ramp Entrance26 Lock Area27 Flipper Lanes28 Ramp Rear33 Magna Goalie35 Lock Magnet245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Chicago "P"12 Dallas "U"13 Boston "C"14 New York "D"15 Orlando "L"16 Washington D.C. "R"17 San Francisco "O"18 Detroit "W"21 1 Goal22 2 Goals23 3 Goals24 4 Goals Light TV25 Speed (Ball)26 Spirit (Ball)27 Skill (Ball)28 Left Ticket Half31 Free Kick32 TV Award33 Ultra Ball34 Ultra Ramps (Playfield)35 Strength (Ball)36 Stamina (Ball)37 Right Ticket Half38 Tackle41 Kickback Low42 Kickback Center43 Kickback High44 Right Ramp Build Lock45 Right Ramp Lock46 Ultra Spinner (2)47 Ultra Jets (2)51 Goal Jackpot52 Extra Ball53 Goal (2)54 Upper Build Lock55 Light Magna Goalie56 Right Flipper Lane57 Shoot Again58 Right Special61 Left Ramp Build Lock62 Spinner Build Lock63 Travel64 Los Angeles65 Left Ramp Lock66 Upper Left Lane67 Upper Right Lane68 Skill Shot Front71 Light Jackpot (2)72 Final Draw73 Magna-Goal Save74 Left Flipper Lane75 Light Kickback85 Skill Shot Rear286 Skill Shot Center · 1 Playfield Right0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left0 Playfield Left1 Playfield Right1 Playfield Right1 Playfield Right1 Playfield Right1 Playfield Right1 Playfield Right1 Playfield Right1 Playfield Right1 Playfield Right4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top4 Playfield Top

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield119
  • sensorsenses the ball51
  • effectmoves the ball24
  • nStackseveral devices in one spot27
149 devices shown

Not on the playfield21 cabinet or service, 15 virtual, 11 unused, 8 dip switch, 2 internal nonvisual, 1 constant — declared rather than missing.

Coverage

Partial

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

Completion88%

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
conflicted
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Spatial PlacementUnresolved Conflicts

Switches

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

79 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC-Security CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-Security CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-Security CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-Security CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-Security CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-Security CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-Security CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-Security CPU board
validated
11
Not Used Matrix Position 11
switch.matrix-11
J207-1Green-Brown
J209-1White-Brown
WPC-Security CPU board
validated
12
Magna Goalie Button
Button
switch.matrix-12
cabinet.magna-goalie
J207-1Green-Brown
J209-2White-Red
WPC-Security CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J207-1Green-Brown
J209-3White-Orange
WPC-Security CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J207-1Green-Brown
J209-4White-Yellow
WPC-Security CPU board
validated
15
Left Flipper Lane
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC-Security CPU board
validated
16
Striker 3 (High)
Microswitch
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC-Security CPU board
validated
17
Right Return Lane
Microswitch
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC-Security CPU board
validated
18
Right Outlane
Microswitch
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC-Security CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J207-2Green-Red
J209-1White-Brown
WPC-Security CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J207-2Green-Red
J209-2White-Red
WPC-Security CPU board
validated
23
Buy Extra Ball
Button
switch.matrix-23
cabinet.buy-in
J207-2Green-Red
J209-3White-Orange
WPC-Security CPU board
validated
25
Free Kick Target
Microswitch
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC-Security CPU board
validated
26
Kickback Upper
Microswitch
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC-Security CPU board
validated
27
Spinner
Other
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC-Security CPU board
validated
28
Light Kickback
Microswitch
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC-Security CPU board
validated
31
Trough 1 (Right)NC
Opto
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC-Security CPU board
validated
32
Trough 2NC
Opto
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC-Security CPU board
validated
33
Trough 3NC
Opto
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC-Security CPU board
validated
34
Trough 4NC
Opto
switch.matrix-34
J207-3Green-Orange
J209-4White-Yellow
WPC-Security CPU board
validated
35
Trough 5 (Left)NC
Opto
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC-Security CPU board
validated
36
Trough StackNC
Opto
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC-Security CPU board
validated
37
Light Magna Goalie
Microswitch
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC-Security CPU board
validated
38
Ball Shooter
Microswitch
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC-Security CPU board
validated
41
Goal TroughNC
Opto
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC-Security CPU board
validated
42
Goal Popper OptoNC
Opto
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC-Security CPU board
validated
43
Goalie Is LeftNC
Opto
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC-Security CPU board
validated
44
Goalie Is RightNC
Opto
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC-Security CPU board
validated
45
TV Ball PopperNC
Opto
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC-Security CPU board
validated
46
Not Used Matrix Position 46
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC-Security CPU board
validated
47
Travel Lane Rollover
Microswitch
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC-Security CPU board
validated
48
Goalie Target
Microswitch
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC-Security CPU board
validated
51
Skill Shot FrontNC
Opto
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC-Security CPU board
validated
52
Skill Shot CenterNC
Opto
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC-Security CPU board
validated
53
Skill Shot RearNC
Opto
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC-Security CPU board
validated
54
Right Eject Hole
Microswitch
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC-Security CPU board
validated
55
Upper Eject Hole
Microswitch
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC-Security CPU board
validated
56
Left Eject Hole
Microswitch
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC-Security CPU board
validated
57
Not Used Matrix Position 57
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC-Security CPU board
validated
58
Not Used Matrix Position 58
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC-Security CPU board
validated
61
Rollover 1 (High)
Microswitch
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC-Security CPU board
validated
62
Rollover 2
Microswitch
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC-Security CPU board
validated
63
Rollover 3
Microswitch
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC-Security CPU board
validated
64
Rollover 4 (Low)
Microswitch
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC-Security CPU board
validated
65
Tackle Switch
Leaf
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC-Security CPU board
validated
66
Striker 1 (Left)
Microswitch
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC-Security CPU board
validated
67
Striker 2 (Center)
Microswitch
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC-Security CPU board
validated
68
Not Used Matrix Position 68
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC-Security CPU board
validated
71
Left Ramp Diverted
Microswitch
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC-Security CPU board
validated
72
Left Ramp Entrance
Microswitch
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC-Security CPU board
validated
73
Not Used Matrix Position 73
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC-Security CPU board
validated
74
Left Ramp Exit
Microswitch
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC-Security CPU board
validated
75
Right Ramp Entrance
Microswitch
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC-Security CPU board
validated
76
Lock Mech. Low
Microswitch
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC-Security CPU board
validated
77
Lock Mech. High
Microswitch
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC-Security CPU board
validated
78
Right Ramp Exit
Microswitch
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC-Security CPU board
validated
81
Left Jet Bumper
Leaf
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC-Security CPU board
validated
82
Upper Jet Bumper
Leaf
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC-Security CPU board
validated
83
Lower Jet Bumper
Leaf
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC-Security CPU board
validated
84
Left Slingshot
Leaf
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC-Security CPU board
validated
85
Right Slingshot
Leaf
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC-Security CPU board
validated
86
Kickback
Microswitch
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC-Security CPU board
validated
87
Upper Left Lane
Microswitch
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC-Security CPU board
validated
88
Upper Right Lane
Microswitch
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC-Security CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
WPC-Security CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
WPC-Security CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
WPC-Security CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
WPC-Security CPU board
validated
115
Not Used Upper Flipper Position F5
switch.generic-115
validated
116
Not Used Upper Flipper Position F6
switch.generic-116
validated
117
Not Used Upper Flipper Position F7
switch.generic-117
validated
118
Not Used Upper Flipper Position F8
switch.generic-118
validated

Controlled devices

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

Coils, magnets & motors

27
27 shown
# Name Device ID Kind Role Wiring Evidence
1
Goal Popper
device.goal-popper Coil
Q82
WPC-Security power driver board
validated
2
TV Popper
device.tv-popper Coil
Q80
WPC-Security power driver board
validated
3
Kickback
device.kickback Coil
Q78
WPC-Security power driver board
validated
4
Lock Release
device.lock-release Coil
Q76
WPC-Security power driver board
validated
5
Upper Eject Hole
device.upper-eject-hole Coil
Q64
WPC-Security power driver board
validated
6
Trough
device.trough Coil
Q66
WPC-Security power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68
WPC-Security power driver board
validated
8
Ramp Diverter
device.ramp-diverter Coil
Q70
WPC-Security power driver board
validated
9
Left Jet Bumper
device.left-jet-bumper Coil
Q58
WPC-Security power driver board
validated
10
Upper Jet Bumper
device.upper-jet-bumper Coil
Q56
WPC-Security power driver board
validated
11
Lower Jet Bumper
device.lower-jet-bumper Coil
Q54
WPC-Security power driver board
validated
12
Left Slingshot
device.left-slingshot Coil
Q52
WPC-Security power driver board
validated
13
Right Slingshot
device.right-slingshot Coil
Q50
WPC-Security power driver board
validated
14
Right Eject Hole
device.right-eject-hole Coil
Q48
WPC-Security power driver board
validated
15
Left Eject Hole
device.left-eject-hole Coil
Q46
WPC-Security power driver board
validated
16
Diverter Hold
device.diverter-hold Coil
Q44
WPC-Security power driver board
validated
21
Goalie Drive
device.goalie-drive Motor
Q28
WPC-Security power driver board
validated
23
Ball Clockwise
device.ball-clockwise Motor
Q34
WPC-Security power driver board
validated
24
Ball Counter-Clockwise
device.ball-counter-clockwise Motor
Q32
WPC-Security power driver board
validated
33
Magna Goalie
device.magna-goalie Coil
Q2Yel-Vio
WPC-Security power driver board
validated
34
Loop Gate
device.loop-gate Coil
Q7Org-Vio
WPC-Security power driver board
validated
35
Lock Magnet
device.lock-magnet Coil
Q1Yel-Gry
WPC-Security power driver board
validated
36
Not Used Upper Left Flipper Hold
device.not-used-upper-left-flipper-hold Coil
WPC-Security power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4Yel-Grn
WPC-Security power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11Org-Grn
WPC-Security power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3Yel-Blu
WPC-Security power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9Org-Blu
WPC-Security power driver board
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
17
Goal Cage Top
device.goal-cage-top
Q42
WPC-Security power driver board
validated
18
Goal
device.goal
Q40
WPC-Security power driver board
validated
19
Skill Shot
device.skill-shot
Q38
WPC-Security power driver board
validated
20
Jet Bumpers
device.jet-bumpers
Q36
WPC-Security power driver board
validated
22
Spinning Ball
device.spinning-ball
Q30
WPC-Security power driver board
validated
25
Left Ramp Entrance
device.left-ramp-entrance
Q26
WPC-Security power driver board
validated
26
Lock Area
device.lock-area
Q24
WPC-Security power driver board
validated
27
Flipper Lanes
device.flipper-lanes
Q22
WPC-Security power driver board
validated
28
Ramp Rear
device.ramp-rear
Q20
WPC-Security power driver board
validated

Lamps

64

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Chicago "P"
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC-Security power driver board
validated
12
Dallas "U"
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC-Security power driver board
validated
13
Boston "C"
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC-Security power driver board
validated
14
New York "D"
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC-Security power driver board
validated
15
Orlando "L"
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC-Security power driver board
validated
16
Washington D.C. "R"
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC-Security power driver board
validated
17
San Francisco "O"
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC-Security power driver board
validated
18
Detroit "W"
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC-Security power driver board
validated
21
1 Goal
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC-Security power driver board
validated
22
2 Goals
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC-Security power driver board
validated
23
3 Goals
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC-Security power driver board
validated
24
4 Goals Light TV
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC-Security power driver board
validated
25
Speed (Ball)
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC-Security power driver board
validated
26
Spirit (Ball)
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC-Security power driver board
validated
27
Skill (Ball)
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC-Security power driver board
validated
28
Left Ticket Half
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC-Security power driver board
validated
31
Free Kick
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC-Security power driver board
validated
32
TV Award
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC-Security power driver board
validated
33
Ultra Ball
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC-Security power driver board
validated
34
Ultra Ramps (Playfield)
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC-Security power driver board
validated
35
Strength (Ball)
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC-Security power driver board
validated
36
Stamina (Ball)
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC-Security power driver board
validated
37
Right Ticket Half
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC-Security power driver board
validated
38
Tackle
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC-Security power driver board
validated
41
Kickback Low
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC-Security power driver board
validated
42
Kickback Center
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC-Security power driver board
validated
43
Kickback High
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC-Security power driver board
validated
44
Right Ramp Build Lock
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC-Security power driver board
validated
45
Right Ramp Lock
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC-Security power driver board
validated
46
Ultra Spinner (2)
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC-Security power driver board
validated
47
Ultra Jets (2)
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC-Security power driver board
validated
48
Striker Billboard
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC-Security power driver board
validated
51
Goal Jackpot
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC-Security power driver board
validated
52
Extra Ball
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC-Security power driver board
validated
53
Goal (2)
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC-Security power driver board
validated
54
Upper Build Lock
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC-Security power driver board
validated
55
Light Magna Goalie
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC-Security power driver board
validated
56
Right Flipper Lane
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC-Security power driver board
validated
57
Shoot Again
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC-Security power driver board
validated
58
Right Special
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC-Security power driver board
validated
61
Left Ramp Build Lock
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC-Security power driver board
validated
62
Spinner Build Lock
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC-Security power driver board
validated
63
Travel
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC-Security power driver board
validated
64
Los Angeles
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC-Security power driver board
validated
65
Left Ramp Lock
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC-Security power driver board
validated
66
Upper Left Lane
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC-Security power driver board
validated
67
Upper Right Lane
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC-Security power driver board
validated
68
Skill Shot Front
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC-Security power driver board
validated
71
Light Jackpot (2)
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC-Security power driver board
validated
72
Final Draw
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC-Security power driver board
validated
73
Magna-Goal Save
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC-Security power driver board
validated
74
Left Flipper Lane
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC-Security power driver board
validated
75
Light Kickback
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC-Security power driver board
validated
76
Left Ramp Buy Ticket
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC-Security power driver board
validated
77
Right Ramp Buy Ticket
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC-Security power driver board
validated
78
Ultra Ramps (2)
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC-Security power driver board
validated
81
Rollover 1 (High)
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC-Security power driver board
validated
82
Rollover 2
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC-Security power driver board
validated
83
Rollover 3
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC-Security power driver board
validated
84
Rollover 4 (Low)
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC-Security power driver board
validated
85
Skill Shot Rear
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC-Security power driver board
validated
86
Skill Shot Center
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC-Security power driver board
validated
87
Buy-in Button
lamp.matrix-87
cabinet.buy-in
Q91 column driver with Q84 row driver
WPC-Security power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC-Security power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Playfield Left
gi.string-1
Q18
WPC-Security power driver board
validated
1
Playfield Right
gi.string-2
Q10
WPC-Security power driver board
validated
2
Insert Background
gi.string-3
cabinet.insert-panel
Q14
WPC-Security power driver board
validated
3
Insert Title
gi.string-4
cabinet.insert-panel
Q16
WPC-Security power driver board
validated
4
Playfield Top
gi.string-5
Q12
WPC-Security power driver board
validated

Virtual & other outputs

15
15 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose State Bit A
device.wpc-j111-general-purpose-state-bit-a
internal.wpc-state
validated
30
WPC J111 General-Purpose State Bit B
device.wpc-j111-general-purpose-state-bit-b
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-Security Output 37
device.unused-wpc-security-output-37
internal.unused.wpc-output
validated
38
Unused WPC-Security Output 38
device.unused-wpc-security-output-38
internal.unused.wpc-output
validated
39
Unused WPC-Security Output 39
device.unused-wpc-security-output-39
internal.unused.wpc-output
validated
40
Unused WPC-Security Output 40
device.unused-wpc-security-output-40
internal.unused.wpc-output
validated
41
Unused WPC-Security Output 41
device.unused-wpc-security-output-41
internal.unused.wpc-output
validated
42
Unused WPC-Security Output 42
device.unused-wpc-security-output-42
internal.unused.wpc-output
validated
43
Unused WPC-Security Output 43
device.unused-wpc-security-output-43
internal.unused.wpc-output
validated
44
Unused WPC-Security Output 44
device.unused-wpc-security-output-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated
51
Ramp Diverter State (custom mirror of solenoids 8 and 16)
device.ramp-diverter-state-custom-mirror-of-solenoids-8-and-16
internal.duplicate.mirror
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J207-2Green-Red
J209-4White-Yellow
WPC-Security CPU board
validated

Mechanisms

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

Six-position ball trough and stack

mechanism.trough

Kicker

Five balls rest on trough optos 31-35 (31 nearest the eject coil, 35 nearest the drain entrance), all printed opto that rest closed and normalized by PinMAME's inverted-switch mask. Solenoid 6 (Trough) ejects the ball on 31 toward the shooter lane; the retained script's SolTrough handler fires that kick and pulses Trough Stack (36) in the same event. Pinned PinMAME's own internal ball-routing simulator (wcs_stateDef) places the 'Trough stack' state immediately after the trough-1 eject state and before the shooter-lane skill states, confirming Trough Stack senses the ball's staging position between the trough and the shooter lane rather than a sixth ball resting in the trough itself.

Shooter lane and automatic impulse plunger

mechanism.shooter-lane

Kicker

World Cup Soccer has an automatic plunger (wcsSimData declares automatic plunger = TRUE, and no cabinet Launch Ball switch exists in the matrix). A ball ejected from the trough rests on shooter-lane switch 38 (Ball Shooter); the retained script's cvpmImpulseP helper (InitImpulseP swPlunger) auto-fires an impulse coil with no distinct public WPC-Security solenoid address of its own.

Skill Shot optical lane

mechanism.skill-shot

Other

Three printed optos (A-16908 LED with A-16909 Transistor, the same construction as the Goal/Goalie hole optos) trip in sequence as the ball travels down the skill-shot lane -- Front (51), Center (52), then Rear (53) -- rewarding a timed shot with no motorized or magnetic component.

Motorized goalie figure

mechanism.goalie

Motorized

A DC gearmotor (A-17741 Goalie Unit Assembly) drives the goalie figure back and forth one-directionally, reversing at each end of travel (pinned PinMAME's wcs_goalieMech: MECH_LINEAR|MECH_REVERSE|MECH_ONESOL, WCS_GOALIETIME=50, WCS_GOALIESLACK=10). wcs_handleMech sets public switches 43 (Goalie Is Left) and 44 (Goalie Is Right) directly from the motor's position counter (mech_getPos(0)), but only while solenoid 21 is actively driving the motor. The five printed 'Flasher' category solenoid 21 is in fact this motor's +12VDC drive line, not a flash effect -- confirmed independently by wcs.c's #define sGoalieMot 21 and the retained script's SolGoalie sound handler. The retained VPW script does not read PinMAME's mechanism position at all: its own UpdateGoalie routine runs an independent sinusoidal simulation and asserts switches 43/44 directly from that simulation's angle, so both switches are documented projections onto the goalie figure's own table object rather than fixed playfield sensors. The goalie's 35-segment target-wall ring (GoalieWalls, HitTarget.GT006-GT040) surrounds the figure; GWalls_Hit pulses Goalie Target (48) whenever a ball strikes whichever single segment is currently collidable, matching the manual's A-17779-part 'Goalie Target' switch and the Dracula-target-ring pattern already documented elsewhere in this project for a rotating figure with a segmented hit ring.

Spinning soccer ball turntable

mechanism.spinning-ball

Motorized

A DC gearmotor turntable (A-17569 Motor Assembly with A-16120 DC Motor Control Assembly H-bridge driver board) spins a small soccer ball toy under a plastic dome. Pinned PinMAME's wcs_ballMech (MECH_LINEAR|MECH_CIRCLE|MECH_TWODIRSOL) models it as a two-direction continuous rotation with no discrete position switch; the retained script's cvpmTurnTable helper (InitTurnTable SoccerBall, strength 240) drives the visual spin directly from solenoids 23 (clockwise) and 24 (counter-clockwise), both printed under the Flasher category with a '* +12VDC' footnote despite being motor drive lines, not flash effects.

Magna Goalie magnet

mechanism.magna-goalie

Other

Solenoid 33 energizes a playfield magnet (cvpmMagnet on the retained table's MagnaGoalie trigger, strength 16, GrabCenter=False) that deflects or catches the ball to help the player save a shot that would otherwise drain, as lit by lamp 55 (Light Magna Goalie) and the cabinet Magna Goalie Button (switch 12). No dedicated playfield switch senses this magnet directly; its state is tracked in game software.

Lock Magnet ball lock

mechanism.lock-magnet

Other

Solenoid 35 energizes a second playfield magnet (cvpmMagnet on the retained table's LockMagnet trigger, strength 40, GrabCenter=True -- captures the ball at the magnet's center and halts its motion, unlike the Magna Goalie magnet's deflect-only behavior) that holds a locked ball for the multiball/lock feature. No dedicated playfield switch senses this magnet directly.

Left ramp lock post (mechanical)

mechanism.ramp-lock-post

Gate

Solenoid 4 (Lock Release) retracts a post (A-18155 Up/Down Post Unit Assy.) that otherwise holds a ball captured on the left ramp; Lock Mech. Low (76) and Lock Mech. High (77) sense a ball held at the post in its two stacking positions. This is a mechanical ramp lock distinct from the Lock Magnet's magnetic lock feature above.

Left ramp diverter

mechanism.ramp-diverter

Gate

Solenoid 8 (Ramp Diverter) swings a diverter flap (A-18138 Diverter Assembly) to route the ball, and solenoid 16 (Diverter Hold) holds it in the diverted position; the retained script toggles two collision walls (diverterwall_open/diverterwall_closed) together. Left Ramp Diverted (71) is the printed switch for this mechanism, and pinned PinMAME's own wcs_getSol dispatches a synthetic combined-state address (public solenoid 51, CORE_CUSTSOLNO(1)) that ORs solenoids 8 and 16 together with no separate physical control line of its own.

Loop Gate / Lock Gate ball gate

mechanism.loop-gate

Gate

Solenoid 34 operates a ball gate actuator (A-17796 Ball Gate Actuator Assy., per the Lower Playfield Parts list) that the manual's own two tables name inconsistently -- 'Loop Gate' on the primary Solenoid/Flasher Table (matching wcs.c's own #define sLoopGate 34) and 'Lock Gate' on the Solenoid/Flasher Locations parts list for the identical coil part and assembly number. Unlike the ramp diverter and lock post above, no VPX object of any kind (Gate, Flipper, Wall, Trigger, or Light) and no script reference exists anywhere in the retained table for this address, and no printed switch is associated with it either. Its playfield location is not asserted.

Drives

Goal and TV ball poppers

mechanism.goal-tv-poppers

Kicker

A ball resting on opto 42 (Goal Popper Opto) is kicked by solenoid 1; Goal Trough (41) senses a ball that scored a goal en route to this popper. A ball resting on opto 45 (TV Ball Popper) is kicked by solenoid 2 to award the TV feature.

Upper, left, and right eject holes

mechanism.eject-holes

Kicker

Three ordinary VUK-style kickers: solenoid 5 kicks a ball resting on Upper Eject Hole (55, PinMAME's own internal simulator calls this the 'Assist Hole'); solenoid 14 kicks Right Eject Hole (54); solenoid 15 kicks Left Eject Hole (56). wcs.c's own #define names (swLHole/swRHole) additionally associate 56/54 with the printed 'Left/Right Free Kick Hole' feature.

Three-bumper jet nest

mechanism.jet-bumpers

Other

Three A-9415-2 jet bumpers. The retained script's Bumper1_Hit/Bumper2_Hit/Bumper3_Hit handlers pulse switches 82, 81, and 83 respectively and fire coils 10, 9, and 11 -- table object Bumper2 is the printed 'Left' jet bumper and Bumper1 is the printed 'Upper' jet bumper, a naming/object-index crossing confirmed directly from the script rather than assumed from either label alone.

Left and right slingshots

mechanism.slingshots

Other

Each slingshot assembly carries a direct-fire kicker switch (SW-1A-114) and a separate debounced score switch (SW-1A-120) wired to one public matrix address. The retained script's LeftSlingShot_Slingshot/RightSlingShot_Slingshot handlers pulse matrix addresses 84 and 85 and fire coils 12/13 in the same event.

Left outlane kickback

mechanism.kickback

Kicker

A ball in the left outlane trips Kickback (86); when the Light Kickback feature (lit via switch 28) is active, solenoid 3 fires the kickback plunger (B-11873) to return the ball to play. Kickback Upper (26) senses the ball's return path and, per PinMAME's own internal simulator naming, doubles as the Header Lane sensor for the same physical lane.

Backbox knocker

mechanism.knocker

Other

Solenoid 7 fires a backbox-mounted knocker (B-10686-1) for match and replay effects. No dedicated playfield switch is associated with it.

Drives

Lower flipper pair

mechanism.lower-flippers

Other

Two FL-11629 (Blue) flippers on Fliptronic circuits. Each flipper has a separate power and hold winding: the ROM energizes the power winding on the cabinet button opto (112 right, 114 left), then drops to the hold winding once the end-of-stroke leaf switch (111 right, 113 left) closes. World Cup Soccer runs Const UseSolenoids = 2 fast flips. There are no upper flippers; the upper-flipper Fliptronic circuits (33-36 and Fliptronic positions 115-118) are either repurposed for other devices (33/34/35) or entirely unfitted (36, 115-118).

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 — complete physical I/O inventory, WPC-Security bindings, mechanism causality, driver-variant boundary, and recreation behavior validated; wiring conflicted pending resolution of the Fliptronic-cabinet-opto polarity conflict (switches 112/114) below, and one solenoid (34) has no spatial evidence of any kind

Identity and evidence precedence

This is the Bally/Midway WPC-Security physical product released May 1994 (document 16-50031-101), IPDB 2361. It covers the fourteen-driver wcs_* clone tree: wcs_l2 (parent, production LX-2), wcs_l3c (2016 community "Competition MOD" firmware), wcs_la2/wcs_l1/wcs_la1 (earlier language/region firmware), wcs_d2 ("LED Ghost Fix"), wcs_p2/wcs_p3 (prototypes), wcs_p5/wcs_p6 ("LED Ghost Fix" prototype-lineage firmware), and wcs_f10/wcs_f50/wcs_f62/ wcs_f62b (FreeWPC community reimplementations). Every one of these is a game-ROM revision for the identical physical machine; wcs.c's CORE_GAMEDEF/CORE_CLONEDEF share one static wcsGameData struct across all fourteen.

Evidence precedence for this definition: the retained known-working VPW v1.5 script is runtime and mechanism-causality ground truth; the Midway operations manual controls physical construction, part numbers, wiring, polarity, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, mechanism-table position ranges, and display metadata; the retained VPX geometry supplies normalized coordinates. The retained manual PDF carries a genuine but unreliable OCR text layer on its multi-column parts lists, so every printed table used here was read from rendered pages and transcribed into external:pinmame-review-artifacts/world-cup-soccer/manual-transcription.md and its per-table excerpts under evidence/excerpts/midway.world-cup-soccer.1994/.

Controller platform and address topology

GEN_WPCSECURITY (PINMAME_HARDWARE_GEN_WPCSECURITY = 0x20) with wpc_dispDMD. The controller profile is pinmame.wpc-security, confirmed directly from wcs.c's own wcsGameData declaration rather than assumed from the task brief. Page 3 of the manual independently confirms the platform in its own text: "This game uses a new Security CPU Board that is not downward compatible...".

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. wcsGameData's inverted-switch mask {0x00,0x00,0x00,0x3f,0x1f,0x07,0x00,0x00,0x00, 0x00,0x00,0x00} inverts column 3 in full (31-36), column 4 rows 1-5 (41-45), and column 5 rows 1-3 (51-53) — fourteen addresses, exactly matching the printed matrix's own opto shading with zero disagreement in the ordinary 8x8 matrix. The mask's twelfth element (index 11, the Fliptronic column) is 0x00, so it does not cover the printed opto shading on Fliptronic positions F2/F4 (public 112/114) — see the unresolved polarity conflict below.
  • Solenoids: physical drivers 1-3, 5-6, 8-16 (all fitted, including 4 "Lock Release" and the backbox-mounted 7 "Knocker" — this machine genuinely has a knocker coil, unlike some other WPC-era games curated in this project); flashers/motors 17-28; Fliptronic upper-flipper circuits 33-35 repurposed for Magna Goalie/Loop Gate/Lock Magnet, 36 unfitted; WPC-Security has no integrated LPDC board (unlike WPC-95/WPC-95DCS), so 37-44 are simply unused address space, not a duplicated range; Fliptronic lower-flipper circuits 45-48; PinMAME state channels 29-32 (31 never populated by this driver — see below); simulator-only 49 and reserved 50; a synthetic custom-solenoid mirror at 51 despite wcsGameData declaring custSol = 0 — see below.
  • Lamps: 8x8 matrix 11-88, every address populated (no "Not Used" lamp positions, unlike the switch matrix).
  • GI: five strings on public addresses 0-4, three playfield (0, 1, 4) and two backbox insert-panel (2, 3).

Two WPC-Security numbering facts must not be lost. First, this generation's public solenoid addresses for the lower flippers (45-48) match the manual's own printed circuit numbers exactly — there is no LPDC remap to alias, unlike WPC-95. Second, wcs.c computes a genuinely dispatched custom-solenoid address (public 51, CORE_CUSTSOLNO(1)) even though wcsGameData declares custSol = 0: core_getSol's solNo > 50 branch calls hw.getSol unconditionally, regardless of the declared count, and wcs_getSol's own body returns core_getSol(sDivHold) || core_getSol(sRampDiv) — a live OR-combination readout of solenoids 16 and 8 with no physical control line of its own. A recreation should bind one physical diverter mechanism to solenoids 8 and 16 and treat 51 as a derived diagnostic value, never a fourth device.

Ball path, trough, and shooter

World Cup Soccer has an automatic plunger (wcsSimData declares TRUE /* automatic plunger */ and there is no cabinet Launch Ball switch in the matrix, unlike several other games curated in this project). Five balls rest on trough optos 31-35 (31 nearest the eject coil, 35 nearest the drain entrance), all printed opto and normalized by PinMAME's inverted-switch mask. Solenoid 6 ejects the ball on 31 toward the shooter lane; the retained script's SolTrough handler fires that kick and pulses Trough Stack (36) in the same event. Pinned PinMAME's own internal ball-routing simulator (wcs_stateDef, cited here only for switch/solenoid name cross-reference, never as physical mechanism authority) places the "Trough stack" state immediately after the trough-eject state and before the shooter-lane skill states, confirming switch 36 senses the ball's staging position toward the shooter lane rather than a sixth ball resting in the trough — it has no dedicated VPX object of any kind and is a documented projection onto the trough-eject Kicker.sw31 position. The ejected ball rests on shooter-lane switch 38 (Ball Shooter); the retained script's cvpmImpulseP helper auto-fires an impulse coil with no distinct public WPC-Security solenoid address of its own. Three printed optos then trip in sequence down the skill-shot lane — Front (51), Center (52), Rear (53) — built from the identical LED/phototransistor construction (A-16908/A-16909) as the Goal/Goalie hole optos on the "10-Switch Opto Assembly" board.

The goalie: motorized figure, position optos, and target ring

A DC gearmotor (A-17741 Goalie Unit Assembly) drives the goalie figure one-directionally, reversing at each end of travel (wcs_goalieMech: MECH_LINEAR|MECH_REVERSE|MECH_ONESOL, WCS_GOALIETIME = 50, WCS_GOALIESLACK = 10). wcs_handleMech sets public switches 43 (Goalie Is Left) and 44 (Goalie Is Right) directly from the motor's position counter (mech_getPos(0)), but only while solenoid 21 is actively driving the motor (if ((mech & 0x01) && core_getSol (sGoalieMot))). Solenoid 21 is printed under the manual's "Flasher" type column with a "* +12VDC" footnote rather than a normal flashlamp part number; this is a printed-table category quirk, not a device conflict — wcs.c's own #define sGoalieMot 21 and the retained script's SolGoalie handler (which plays fx_goaliedrive, a motor sound, not a flash effect) both independently confirm the real function. The same pattern applies to solenoids 23/24 (the spinning-ball turntable motor, below).

The retained VPW script does not read PinMAME's mechanism position at all: its own UpdateGoalie routine runs an entirely independent sinusoidal position simulator (GoalieTheta incrementing every frame) and asserts switches 43/44 directly from that simulation's own angle. Both switches are therefore documented projections onto the goalie figure's own table object (Primitive BM_goalkeeper) rather than fixed playfield sensors; the retained script's own InitGoalie sets BP_goalkeeper.x=376/.y=280, matching this primitive's stored position (374.4, 281.5) almost exactly, which is what confirms the projection target rather than an arbitrary nearby object.

The goalie's own 35-segment target-wall ring (GoalieWalls, retained-table objects HitTarget. GT006 through GT040) surrounds the figure; GWalls_Hit fires the shared handler and pulses Goalie Target (48, part A-17779) whenever a ball strikes whichever single segment is currently collidable, the same "rotating figure with a segmented hit ring" pattern already documented elsewhere in this project for a different WPC machine's rotating antagonist figure. Switch 48 is likewise a documented projection, here onto the nearest fixed reference in the same script region (Trigger.swPlunger, which shares switch 38's exact coordinates) rather than an invented target-wall centroid.

The spinning soccer ball and the two magnets

A separate DC gearmotor turntable (A-17569 Motor Assembly with an A-16120 DC Motor Control Assembly H-bridge driver board) spins a small soccer-ball toy under a plastic dome. wcs_ballMech (MECH_LINEAR|MECH_CIRCLE|MECH_TWODIRSOL) models it as continuous two-direction rotation with no discrete position switch; the retained script's cvpmTurnTable helper drives the visual spin directly from solenoids 23 (clockwise) and 24 (counter-clockwise), both — like solenoid 21 above — printed under the "Flasher" category with a "* +12VDC" footnote despite being motor drive lines.

Two independent playfield magnets complete the electromechanical inventory. Solenoid 33 (Magna Goalie, 20-9247) energizes a magnet (cvpmMagnet on the retained table's MagnaGoalie trigger, strength 16, GrabCenter = False) that deflects rather than captures the ball, helping the player save a shot that would otherwise drain. Solenoid 35 (Lock Magnet, also 20-9247) energizes a second magnet (LockMagnet trigger, strength 40, GrabCenter = True — genuinely halts the ball at the magnet's center) that holds a locked ball for the multiball feature. Neither magnet has a dedicated playfield switch; both are tracked purely in game software.

Fliptronic circuits repurposed for Magna Goalie, Loop Gate, and Lock Magnet

World Cup Soccer has no upper flippers (wcsGameData.hw.flippers = FLIP_SW(FLIP_L | FLIP_U) | FLIP_SOL(FLIP_L) — switches for all four flipper positions are read, but only the lower-flipper solenoids are driven). The manual's own two tables on the same printed page (2-48) directly confirm this by driver-transistor identity: solenoid 33 (Magna Goalie) shares Q2/J902-6/Yel-Vio with the generic Flipper Circuits table's "Up Rt. Power" row; solenoid 34 (Loop Gate) shares Q7/ J902-4/Org-Vio with "Up Rt. Hold"; solenoid 35 (Lock Magnet) shares Q1/J902-3/Yel-Gry with "Up Lt. Power". The fourth upper-flipper position, Up Lt. Hold (Q5), has no solenoid-table row at all and is genuinely unfitted (public solenoid 36).

Solenoid 34 is the one address in this definition with no spatial evidence of any kind. The manual's own two tables even disagree on its name — "Loop Gate" on the primary Solenoid/Flasher Table (matching wcs.c's #define sLoopGate 34) versus "Lock Gate" on the Solenoid/Flasher Locations parts list, for the identical coil part (A-14406) and assembly (A-17796, "Ball Gate Actuator Assy." on the Lower Playfield Parts list). Unlike the ramp diverter and ramp lock post below, an exhaustive search of the retained table's gameitems/ directory and script.vbs found no Gate, Flipper, Wall, Trigger, or Light object and no script reference of any kind for this address. Its playfield location is not asserted.

Ramp diverter, ramp lock post, and the Fliptronic column's opto polarity conflict

Solenoid 8 (Ramp Diverter) swings a diverter flap (A-18138) and solenoid 16 (Diverter Hold) holds it in the diverted position; the retained script toggles two collision walls together. Left Ramp Diverted (71) is the printed switch for this mechanism. Solenoid 4 (Lock Release, fully fitted — verified at 600 dpi after an initial mis-transcription, see the manual-transcription review artifact) retracts a post (A-18155) that otherwise holds a ball on the left ramp, sensed by Lock Mech. Low (76) and Lock Mech. High (77) — a mechanical ramp lock distinct from the magnetic Lock Magnet feature above.

Unresolved polarity conflict (conflict.flipper-cabinet-opto-not-normalized): the switch-matrix page shades Fliptronic positions F2/F4 (public 112/114, the lower-right/lower-left flipper cabinet buttons) exactly like the ordinary opto columns and prints them "Right/Left Flipper Opto". The A-17316 board/assembly page independently confirms genuine opto-interrupter construction (item 1 03-9001 Interrupter Flip-Opto; item 2 A-16384 Flipper Opto Switch Assembly, built from an "Opto Inter Lg. 10mA" component) — so the switch-locations parts list's plainer "Lower Right/Left Flipper Cabinet" description is not a contradiction, just a less specific label for the identical hardware. But wcsGameData's inverted-switch mask has twelve elements (columns 0-11, one per switch-matrix column including the Fliptronic column at index 11); its twelfth element is 0x00, so unlike the fourteen ordinary-matrix opto addresses, PinMAME does not normalize 112/114 despite the confirmed physical construction. This keeps physical_wiring conflicted and the record partial; resolving it needs a LibPinMAME harness trace of a legal wcs_l2 ROM observing the idle and active public state of 112/114 as both lower flipper buttons are pressed and released.

Other toys and standard devices

A ball resting on opto 42 (Goal Popper Opto) is kicked by solenoid 1 to award a goal; Goal Trough (41) senses a ball en route. A ball resting on opto 45 (TV Ball Popper) is kicked by solenoid 2. Three ordinary VUK-style kickers cover the Upper/Left/Right Eject Holes (solenoids 5/15/14, switches 55/56/54) — wcs.c's own #define names (swLHole/swRHole) additionally tie 56/54 to the printed "Left/Right Free Kick Hole" feature, and the internal simulator calls 55 the "Assist Hole". Three A-9415-2 jet bumpers (solenoids 9/10/11) are sensed by switches 81/82/83; the retained script's Bumper1_Hit/Bumper2_Hit/Bumper3_Hit handlers reveal that table object Bumper2 is the printed "Left" jet bumper and Bumper1 is the printed "Upper" one — an object-index crossing confirmed directly from the script rather than assumed from either label. Two slingshots (solenoids 12/13, score switches 84/85) each carry a direct-fire kick switch (SW-1A-114) and a separate debounced score switch (SW-1A-120) wired to one public address. A ball in the left outlane trips Kickback (86); when lit, solenoid 3 fires the kickback plunger, and Kickback Upper (26) senses the return path while also doubling, per PinMAME's own internal naming, as the Header Lane sensor for the same physical lane.

Fliptronic column: lower flippers

Two FL-11629 (Blue) flippers on Fliptronic circuits 111-114 (lower right/left, EOS then button-opto). The ROM energizes the power winding on the cabinet button opto (112 right, 114 left), then drops to the hold winding once the end-of-stroke leaf switch (111 right, 113 left) closes. World Cup Soccer runs Const UseSolenoids = 2 (fast flips). Fliptronic positions 115-118 are printed Not Used on both the switch matrix and the switch-locations parts list; there are no upper flippers.

Lamps and general illumination

All 64 lamp-matrix addresses are populated; unlike the switch matrix, no lamp position is printed Not Used. Four addresses drive two bulbs each — 46 "Ultra Spinner", 47 "Ultra Jets", 71 "Light Jackpot", 78 "Ultra Ramps" — and unlike the brightness-doubled lamp pairs documented for some other WPC-era games in this project, the manual prints a distinct assembly number for each bulb of every pair, and the retained table's second Light object for each address sits at a materially different playfield coordinate (not a co-located stack). Both bulbs of each pair are therefore recorded as genuinely separate placements. Lamps 87 and 88 are the bulbs inside the illuminated buy-in and start buttons; the retained table places both Light objects at normalized y > 1, outside the playfield surface, independently confirming cabinet mounting.

General illumination splits three ways on the retained script's GIUpdate2 dispatch, which implements only Case 0 (drives collection GILeft), Case 1 (GIRight), and Case 4 (GITop) — with no Case 2 or Case 3 at all. This matches the manual's own wiring table exactly: GI strings 0, 1, and 4 (printed 01, 02, 05) are the only three with a Playfield voltage/drive connection printed; strings 2 and 3 ("Insert Background"/"Insert Title") are Backbox-only. Unlike several other WPC-era games curated in this project, there is zero disagreement here between the manual's physical wiring and the script's runtime implementation. Three GITop members (GI034, GI035, GI036) sit at normalized y = -0.021148, just outside the playfield's 0..1 bounds near the top rail; their y is clamped to the schema-valid boundary 0.000000 with the raw offset disclosed in the spatial report, the same handling this project has already established for a small negative-offset lamp row on a different WPC machine.

Author construction checklist

  • Build the five-ball trough with the drain at Trough Ball 5, the automatic-impulse shooter lane, the three-opto skill shot, both slingshots, three jet bumpers, the motorized goalie with its 35-segment target ring, the spinning-ball turntable, the two independent magnets (Magna Goalie deflect-only, Lock Magnet capture), the mechanical ramp lock post, the ramp diverter, the Goal and TV poppers, the three eject holes, and the kickback.
  • Preserve opto polarity for 31-36, 41-45, and 51-53; do not invert what PinMAME already normalizes. Switches 112/114 are also printed opto interrupters, but PinMAME does not normalize them — treat their polarity as unresolved (conflict.flipper-cabinet-opto-not-normalized) rather than assuming either convention.
  • Do not place solenoid 34 (Loop Gate/Lock Gate) anywhere on the playfield; no evidence supports a coordinate.
  • Bind every dedicated switch 1-8, every matrix position 11-88 including the printed Not Used positions, Fliptronic 111-118 with 115-118 not installed, the eight CPU DIP bits, solenoids 1-51 (36 unfitted; 37-44 unpublished on this generation; 51 a diagnostic mirror only), lamps 11-88, GI 0-4, and the 128x32 DMD.
  • Solenoids 21, 23, and 24 are motor drive lines despite being printed under the manual's "Flasher" type column; do not model them as flash lamps.

Sources

  • manual.midway.world-cup-soccer.1994: Midway World Cup Soccer operations manual, SHA-256 29fd3c44c9ddcf5f965270011c71d34a701c13095cbeb286e26e62201931e48e.
  • manual-support.midway.world-cup-soccer.1994: retained human transcription index, SHA-256 7055d31403f69bedd4dffa94aad45952c18e75065941e204338eb9a818690f75.
  • vpx-script.wcs-vpw-1-5: retained known-working VPW v1.5 embedded script, SHA-256 c18cfbaa4e8c3b67259ac5d6c7b6842dfdaaf308b0fd71a64071118b57ac73c5, binding wcs_l2.
  • vpx-table.wcs-vpw-1-5: retained table, SHA-256 ab7e07fce7b589f9732f458a7a09ad08b87237852d97d7b5bf9a74f6b0f6d23d, bounds left=0 top=0 right=952.941 bottom=2152.941.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/wcs.c and the WPC-Security core/solenoid/ flipper handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
wcs_f62bWorld Cup Soccer (FreeWPC 0.62b)
FreeWPC 0.62b (2020) community firmware for the identical physical hardware.
2020wcs_l2compatible
wcs_l3cWorld Cup Soccer (LX-3C Competition MOD)
2016 community LX-3C 'Competition MOD' firmware; a later firmware revision for the identical physical hardware and controller addresses, not a new machine.
2016wcs_l2identical
wcs_p6World Cup Soccer (PX-6 LED Ghost Fix)
Bally PX-6 'LED Ghost Fix' prototype-lineage firmware revision of the same physical machine.
1994wcs_l2identical
wcs_p5World Cup Soccer (PA-5 LED Ghost Fix)
Bally PA-5 'LED Ghost Fix' prototype-lineage firmware revision of the same physical machine.
1994wcs_l2identical
wcs_p3World Cup Soccer (PX-3 Prototype)
Bally PX-3 prototype game ROM for the same physical machine.
1994wcs_l2identical
wcs_p2World Cup Soccer (PA-2 Prototype)
Bally PA-2 prototype game ROM for the same physical machine.
1994wcs_l2identical
wcs_la2World Cup Soccer (LA-2)
Bally LA-2 language/region firmware revision of the same physical machine.
1994wcs_l2identical
wcs_la1World Cup Soccer (LA-1)
Bally LA-1 earlier language/region firmware revision of the same physical machine.
1994wcs_l2identical

Parent set: wcs_l2 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

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

Commit
d8693b9

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

wcs_l2.map.json

williams-wpc-12Kv7format 0.8

maps/williams/wpc/wcs_l2.map.json

Applies to ROMs
wcs_d2wcs_l1wcs_l2wcs_l3cwcs_la1wcs_la2wcs_p2wcs_p3wcs_p5wcs_p6
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the wcs_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/wcs.c wcsGameData GEN_WPCSECURITY with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0x3f,0x1f,0x07,0x00,0x00,0x00,0x00,0x00,0x00}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L) (no upper-flipper solenoid), every swXxx/sXxx #define, wcs_getSol (sLRampDiv = CORE_CUSTSOLNO(1) = 51, dispatched via core_getSol's unconditional hw.getSol branch for solNo>50 regardless of the driver's hw.custSol=0), wcs_goalieMech (MECH_LINEAR|MECH_REVERSE|MECH_ONESOL, WCS_GOALIETIME=50, WCS_GOALIESLACK=10) and wcs_handleMech (sets switches 43/44 from mech_getPos(0) only while solenoid 21 is active), wcs_ballMech (MECH_LINEAR|MECH_CIRCLE|MECH_TWODIRSOL) and wcs_getMech, wcs_stateDef/wcs_inportData (PinMAME's own internal ball-routing simulator, cited only for switch/solenoid name cross-reference, never as physical mechanism authority), and init_wcs (no wpc_set_fastflip_addr call, unlike several other WPC-Security/WPC-95 games); src/wpc/core.h WPC solenoid/switch numbering, CORE_FIRSTUFLIPSOL/CORE_FIRSTLFLIPSOL, CORE_CUSTSOLNO/CORE_FIRSTCUSTSOL, CORE_MAXSWCOL=16, CORE_SWxxFLIPxxBIT bit layout; src/wpc/core.c core_getSol full dispatch (29-32 GEN_ALLWPC J111 remap, 33-36 driver-specific solenoids2 bits unless FLIP_SOL(FLIP_UR)/FLIP_SOL(FLIP_UL), 37-44 branch gated on GEN_WPC95/GEN_WPC95DCS/GEN_ALLS11 only -- returns 0 for GEN_WPCSECURITY, 45-48 lower flippers, 49-50 sim_getSol, 51+ unconditional hw.getSol), core_getSw/core_setSw/core_updInvSw (swNo translated to (swNo/10)*8+(swNo%10-1) before generic column/8 indexing, so invSw is indexed by WPC switch-matrix column including index 11 for the Fliptronic column), core.c's flipMask construction (locals.flipMask includes CORE_SWURFLIPBUTBIT/CORE_SWULFLIPBUTBIT because FLIP_SW(FLIP_U) is set, but excludes CORE_SWURFLIPEOSBIT/CORE_SWULFLIPEOSBIT because only FLIP_SOL(FLIP_L) is set); src/wpc/wpc.c GENWPC_HASFLIPTRON/GENWPC_HASWPC95/GENWPC_HASPIC and WPC_FLIPPERS unconditional-complement read; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCSECURITY=0x20

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-security

    WPC-Security public switch, DIP, solenoid, lamp, and five-GI address rules, including the no-LPDC 37-44 note

    internal:controllers/pinmame/wpc-security.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.midway.world-cup-soccer.1994

    Source locations

    152-page Midway Manufacturing Company Operations Manual, document 16-50031-101, May 1994 (Internet Archive item arcademanual_World_Cup_Soccer_OPS). Printed pages 2-44 through 2-49 carry the lamp/switch/solenoid location parts lists and their matrix and solenoid/flasher wiring tables and the general-illumination summary; printed pages 2-12, 2-14, and 2-15 carry the opto-board and DC-motor-control assembly parts that fix device construction; printed page 2-42 carries the Lower Playfield Parts list identifying the goalie, motor, and gate mechanisms. Page 3 confirms the WPC Security CPU Board directly in the manual's own text.

    external:pinmame-manuals/by-machine/midway.world-cup-soccer.1994/archive-arcademanual_World_Cup_Soccer_OPS/World_Cup_Soccer_OPS.pdf
    by
    Midway Manufacturing Company; scan hosted by the Internet Archive
    sha256
    29fd3c44c9dd…
  • Human review

    manual-support.midway.world-cup-soccer.1994

    Source locations

    Retained human transcription index of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/midway.world-cup-soccer.1994/. The retained PDF carries a real (if unreliable on multi-column tables) OCR text layer; this transcription and its per-table excerpts are the source of record, not the OCR text.

    external:pinmame-review-artifacts/world-cup-soccer/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    7055d31403f6…
  • VPX table

    vpx-table.wcs-vpw-1-5

    Retained known-working VPW v1.5 recreation of the physical machine. Exact playfield bounds are left=0 top=0 right=952.941 bottom=2152.941; normalized coordinates are x/952.941 and y/2152.941. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/midway/world-cup-soccer-1994/source/World%20Cup%20Soccer%20%28Bally%201994%29%20VPW%20v1.5.vpx
    by
    VPW
    sha256
    ab7e07fce7b5…
  • VPX script

    vpx-script.wcs-vpw-1-5

    Source locations

    Retained embedded VPW script (245,232 bytes). Runtime and mechanism-causality authority: cGameName = "wcs_l2", Const UseSolenoids = 2 (fast flips), Const UseLamps = 1 (built-in VPX light-number lamp handling), Const UseSync = 0, the SolCallback/SolModCallback table for solenoids 1-28, the ball-motion turntable (cvpmTurnTable on SoccerBall, solenoids 23/24), two magnets (cvpmMagnet on MagnaGoalie solenoid 33 and on LockMagnet solenoid 35, GrabCenter=True), the goalie's own independent sinusoidal position simulator (UpdateGoalie, unrelated to PinMAME's own wcs_handleMech/mech_getPos mechanism model) directly asserting switches 43/44, the trough ball-release chain (UpdateTroughTimer, SolTrough pulsing switch 36), and GiCallback2 = GIUpdate2 implementing only GI cases 0/1/4 (GILeft/GIRight/GITop), matching the manual's playfield-vs-backbox GI wiring exactly.

    external:pinmame-vpx-sources/midway/world-cup-soccer-1994/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    c18cfbaa4e8c…
  • VPX table

    vpx-extraction.wcs-vpw-1-5

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 eab6beeaca073c66c01cacaee71d605f3629832062e56f67d92a31405d438032; 2588 files, 773038506 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=952.941 bottom=2152.941.

    external:pinmame-vpx-sources/midway/world-cup-soccer-1994/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 2 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform