Godzilla

Partial

Sega1998SEGAsega.godzilla.1998

Wire it up

what an authoring tool needs first
Bind this ROM
godzilla

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

Controller platform
pinmame.sega

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

No display inventory recorded yet.

Address space
Switches
11–84 (43)
Solenoids
1–48 (22)
Lamps
1–56 (53)

Coverage

Partial

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

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

43 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
Hover or tap an address to identify it.
43 shown
# Name Device ID Evidence
11
Trough 1 (Inner)
switch.trough-1-inner candidate
12
Trough 2
switch.trough-2 candidate
13
Trough 3
switch.trough-3 candidate
14
Trough 4 (Outer)
switch.trough-4-outer candidate
15
Ball Release
switch.ball-release candidate
16
Wire Trigger
switch.wire-trigger candidate
17
Stand-Up Target
switch.stand-up-target candidate
18
Stand-Up Target
switch.stand-up-target.18 candidate
19
Stand-Up Target
switch.stand-up-target.19 candidate
20
Stand-Up Target
switch.stand-up-target.20 candidate
21
Stand-Up Target
switch.stand-up-target.21 candidate
22
Stand-Up Target
switch.stand-up-target.22 candidate
23
Stand-Up Target
switch.stand-up-target.23 candidate
24
Stand-Up Target
switch.stand-up-target.24 candidate
26
Ramp Gate
switch.ramp-gate candidate
28
Ramp Gate
switch.ramp-gate.28 candidate
29
Stand-Up Target
switch.stand-up-target.29 candidate
30
Stand-Up Target
switch.stand-up-target.30 candidate
31
Stand-Up Target
switch.stand-up-target.31 candidate
32
Stand-Up Target
switch.stand-up-target.32 candidate
41
Wire Trigger
switch.wire-trigger.41 candidate
42
Wire Trigger
switch.wire-trigger.42 candidate
43
Wire Trigger
switch.wire-trigger.43 candidate
44
Wire Trigger
switch.wire-trigger.44 candidate
45
Gate
switch.gate candidate
46
Spinner
switch.spinner candidate
47
Wire Trigger
switch.wire-trigger.47 candidate
48
Wire Trigger
switch.wire-trigger.48 candidate
49
Top Bumper
switch.top-bumper candidate
50
Middle Bumper
switch.middle-bumper candidate
51
Bottom Bumper
switch.bottom-bumper candidate
53
Launch Button
switch.launch-button candidate
54
Start Button
switch.start-button candidate
55
Slam Tilt
switch.slam-tilt candidate
56
Tilt
switch.tilt candidate
57
Left Outlane
switch.left-outlane candidate
58
Left Inlane
switch.left-inlane candidate
59
Left Slingshot
switch.left-slingshot candidate
60
Right Outlane
switch.right-outlane candidate
61
Right Inlane
switch.right-inlane candidate
62
Right Slingshot
switch.right-slingshot candidate
82
Right Flipper Button
switch.right-flipper-button candidate
84
Left Flipper Button
switch.left-flipper-button candidate

Controlled devices

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

Coils, magnets & motors

10
10 shown
# Name Device ID Kind Evidence
1
Ball Release
device.ball-release Coil candidate
2
Auto Plunger
device.auto-plunger Coil candidate
3
Magnet Top
device.magnet-top Magnet candidate
4
Magnet Middle
device.magnet-middle Magnet candidate
5
Magnet Bottom
device.magnet-bottom Magnet candidate
6
Shaker Motor
device.shaker-motor Coil candidate
14
Magnet Left
device.magnet-left Magnet candidate
17
Ramp Diverter
device.ramp-diverter Coil candidate
46
Right Flipper
device.right-flipper Coil candidate
48
Left Flipper
device.left-flipper Coil candidate

Flashers

12
12 shown
# Name Device ID Evidence
7
Flasher F07 - Spinner
device.flasher-f07-spinner candidate
18
Flasher F18 - Left
device.flasher-f18-left candidate
19
Flasher F19 - Right
device.flasher-f19-right candidate
20
Flasher F20 - Inner Left Orbit
device.flasher-f20-inner-left-orbit candidate
25
Flasher F1 - Pops
device.flasher-f1-pops candidate
26
Flasher F2 - Top Left
device.flasher-f2-top-left candidate
27
Flasher F3 - Center Playfield
device.flasher-f3-center-playfield candidate
28
Flasher F4 - Ramp
device.flasher-f4-ramp candidate
29
Flasher F5 - Lite Godzilla
device.flasher-f5-lite-godzilla candidate
30
Flasher F6 - Score
device.flasher-f6-score candidate
31
Flasher F7 - Slingshots
device.flasher-f7-slingshots candidate
32
Flasher F8 - Top Right
device.flasher-f8-top-right candidate

Lamps

53

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
Hover or tap an address to identify it.
53 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
6
outputs 6
lamp.outputs-6 candidate
7
outputs 7
lamp.outputs-7 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Sega (1998). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • games/godzilla.json#/switches/4._note: Pulsed by SolRelease; ball kicked from sw14
  • games/godzilla.json#/coils/0._vbscript_callback: SolRelease
  • games/godzilla.json#/coils/0._inferred_type: ball_management
  • games/godzilla.json#/coils/1._vbscript_callback: Auto_Plunger
  • games/godzilla.json#/coils/1._inferred_type: ball_management
  • games/godzilla.json#/coils/2._inferred_type: magnet
  • games/godzilla.json#/coils/2._note: cvpmMagnet on MagTop, GrabCenter=True
  • games/godzilla.json#/coils/3._inferred_type: magnet
  • games/godzilla.json#/coils/3._note: cvpmMagnet on MagMid, GrabCenter=False
  • games/godzilla.json#/coils/4._inferred_type: magnet
  • games/godzilla.json#/coils/4._note: cvpmMagnet on MagBot, GrabCenter=False
  • games/godzilla.json#/coils/5._vbscript_callback: SolShaker
  • games/godzilla.json#/coils/5._inferred_type: toy
  • games/godzilla.json#/coils/6._vbscript_callback: Flash07
  • games/godzilla.json#/coils/7._inferred_type: magnet
  • games/godzilla.json#/coils/7._note: cvpmMagnet on MagLeft, GrabCenter=True
  • games/godzilla.json#/coils/8._vbscript_callback: SolRampDiverter
  • games/godzilla.json#/coils/8._inferred_type: diverter
  • games/godzilla.json#/coils/9._vbscript_callback: Flash18
  • games/godzilla.json#/coils/10._vbscript_callback: Flash19
  • games/godzilla.json#/coils/11._vbscript_callback: Flash20
  • games/godzilla.json#/coils/12._vbscript_callback: Flash1
  • games/godzilla.json#/coils/13._vbscript_callback: Flash2
  • games/godzilla.json#/coils/14._vbscript_callback: Flash3
  • games/godzilla.json#/coils/15._vbscript_callback: Flash4
  • games/godzilla.json#/coils/16._vbscript_callback: Flash5
  • games/godzilla.json#/coils/17._vbscript_callback: Flash6
  • games/godzilla.json#/coils/18._vbscript_callback: Flash7
  • games/godzilla.json#/coils/19._vbscript_callback: Flash8
  • games/godzilla.json#/coils/20._vbscript_callback: SolRFlipper
  • games/godzilla.json#/coils/20._vbscript_name: sLRFlipper
  • games/godzilla.json#/coils/20._inferred_type: flipper
  • games/godzilla.json#/coils/21._vbscript_callback: SolLFlipper
  • games/godzilla.json#/coils/21._vbscript_name: sLLFlipper
  • games/godzilla.json#/coils/21._inferred_type: flipper
  • games/godzilla.json#/_source/confidence_notes: High confidence on switches/coils from VBScript event handlers and SolCallback assignments. Lamp IDs extracted from VLM insert array names (LM_inserts_L*); no per-lamp descriptions available from script alone. Flasher coils (7, 18-20, 25-32) use SolModCallBack for PWM control. Flipper solenoids 46/48 are framework-defined in core.vbs (sLRFlipper/sLLFlipper). Magnets mapped to solenoids 3, 4, 5, 14 via cvpmMagnet. IPDB URL in VBS header says 4443 (correct for Sega Godzilla). Platform uses SEGA.VBS (Sega/Stern WhiteStar).

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.godzilla: games/godzilla.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
godzillaGodzilla (2.05) 1998
godz_100Godzilla (1.00) 1998godzilla
godz_090Godzilla (0.90 Prototype) 1998godzilla

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

Evidence

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

  • Legacy definition

    legacy.game.godzilla

    games/godzilla.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 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