Overview
Legacy evidence identifies this candidate as Sega (1996). 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/goldeneye.json#/switches/0._note: vpmNudge.TiltSwitch=1games/goldeneye.json#/switches/1._note: Controller.Switch(3) toggled in KeyDown/KeyUp via StartGameKeygames/goldeneye.json#/switches/2._note: Controller.Switch(7) toggled in KeyDown/KeyUp via KeySlamDoorHitgames/goldeneye.json#/switches/3._note: Controller.Switch(9) toggled in KeyDown/KeyUp via PlungerKeygames/goldeneye.json#/switches/4._note: bsTrough.InitSw 0,14,13,12,11,10 — position 5 (leftmost in trough)games/goldeneye.json#/switches/5._note: bsTrough.InitSw position 4games/goldeneye.json#/switches/6._note: bsTrough.InitSw position 3games/goldeneye.json#/switches/7._note: bsTrough.InitSw position 2games/goldeneye.json#/switches/8._note: bsTrough.InitSw position 1 (rightmost, first filled)games/goldeneye.json#/switches/9._note: Pulsed by SolLockOut (sol 17): vpmTimer.PulseSw 15games/goldeneye.json#/switches/10._note: bsPlunger.InitSaucer Plunger,16 — ball in shooter lanegames/goldeneye.json#/switches/11._note: GateSw17_Hit: vpmTimer.PulseSw 17games/goldeneye.json#/switches/12._note: GateSw18_Hit: vpmTimer.PulseSw 18games/goldeneye.json#/switches/13._note: GateSw19_Hit: vpmTimer.PulseSw 19games/goldeneye.json#/switches/14._note: Controller.Switch(20) cleared by SolSatMotorRelay(false)games/goldeneye.json#/switches/15._note: Controller.Switch(23) set in RadarKicker_hit, cleared by SolRadarMagnet(false) and SolSatMotorRelay(false)games/goldeneye.json#/switches/16._note: vpmTimer.PulseSw 24 in HideFlipper_Timer (ball released from flipper magnet)games/goldeneye.json#/switches/17._note: SS25_hit: vpmTimer.PulseSw 25games/goldeneye.json#/switches/18._note: SS26_hit: vpmTimer.PulseSw 26games/goldeneye.json#/switches/19._note: SS27_hit: vpmTimer.PulseSw 27games/goldeneye.json#/switches/20._note: SS28_hit: vpmTimer.PulseSw 28games/goldeneye.json#/switches/21._note: SS30_hit: vpmTimer.PulseSw 30games/goldeneye.json#/switches/22._note: SS31_hit: vpmTimer.PulseSw 31games/goldeneye.json#/switches/23._note: GateSw32_Hit: vpmTimer.PulseSw 32games/goldeneye.json#/switches/24._note: SS33_hit: vpmTimer.PulseSw 33games/goldeneye.json#/switches/25._note: SS34_hit: vpmTimer.PulseSw 34games/goldeneye.json#/switches/26._note: SS39_hit: vpmTimer.PulseSw 39games/goldeneye.json#/switches/27._note: GateSw40_Hit: vpmTimer.PulseSw 40games/goldeneye.json#/switches/28._note: LeftTurboBumper_Hit: vpmTimer.PulseSw 41games/goldeneye.json#/switches/29._note: BottomTurboBumper_Hit: vpmTimer.PulseSw 42games/goldeneye.json#/switches/30._note: RightTurboBumper_Hit: vpmTimer.PulseSw 43games/goldeneye.json#/switches/31._note: SS44_hit: vpmTimer.PulseSw 44games/goldeneye.json#/switches/32._note: SS45_hit: vpmTimer.PulseSw 45games/goldeneye.json#/switches/33._note: SS46_hit: vpmTimer.PulseSw 46games/goldeneye.json#/switches/34._note: SS47_hit: vpmTimer.PulseSw 47games/goldeneye.json#/switches/35._note: SS48_hit: vpmTimer.PulseSw 48games/goldeneye.json#/switches/36._note: sw49_Hit/UnHit: Controller.Switch(49)games/goldeneye.json#/switches/37._note: bsScoop.InitSw 0,50 — Mode Start scoop kickergames/goldeneye.json#/switches/38._note: sw51_Hit/UnHit: Controller.Switch(51)games/goldeneye.json#/switches/39._note: sw52_Hit/UnHit: Controller.Switch(52)games/goldeneye.json#/switches/40._note: sw53_Hit/UnHit: Controller.Switch(53)games/goldeneye.json#/switches/41._note: GateSw54_Hit: vpmTimer.PulseSw 54games/goldeneye.json#/switches/42._note: sw55_Hit/UnHit: Controller.Switch(55)games/goldeneye.json#/switches/43._note: bsTank.InitSw 0,56 — ball in tankgames/goldeneye.json#/switches/44._note: sw57_Hit/UnHit: Controller.Switch(57)games/goldeneye.json#/switches/45._note: sw58_Hit/UnHit: Controller.Switch(58)games/goldeneye.json#/switches/46._note: sw59_Hit/UnHit: Controller.Switch(59)games/goldeneye.json#/switches/47._note: sw60_Hit/UnHit: Controller.Switch(60)games/goldeneye.json#/switches/48._note: LeftSlingShot_Slingshot: vpmTimer.PulseSw 61games/goldeneye.json#/switches/49._note: RightSlingShot_Slingshot: vpmTimer.PulseSw 62games/goldeneye.json#/switches/50._note: Controller.Switch(63) toggled in SolLFlippergames/goldeneye.json#/switches/51._note: Controller.Switch(64) toggled in SolRFlippergames/goldeneye.json#/coils/0._vbscript_callback: bsTrough.SolOutgames/goldeneye.json#/coils/0._inferred_type: ball_managementgames/goldeneye.json#/coils/1._vbscript_callback: bsPlunger.SolOutgames/goldeneye.json#/coils/1._inferred_type: ball_managementgames/goldeneye.json#/coils/2._vbscript_callback: bsScoop.SolOutgames/goldeneye.json#/coils/2._inferred_type: kickergames/goldeneye.json#/coils/3._vbscript_callback: vpmSolSound SoundFX("knocker_1",DOFKnocker),games/goldeneye.json#/coils/3._inferred_type: knockergames/goldeneye.json#/coils/4._vbscript_callback: bsTank.SolOutgames/goldeneye.json#/coils/4._inferred_type: ball_managementgames/goldeneye.json#/coils/5._vbscript_callback: SolLockOutgames/goldeneye.json#/coils/5._inferred_type: kickergames/goldeneye.json#/coils/5._note: Pulses switch 15 when enabledgames/goldeneye.json#/coils/6._vbscript_callback: SolUpDownRampgames/goldeneye.json#/coils/6._inferred_type: mechanismgames/goldeneye.json#/coils/6._note: Raises/lowers the moving ramp (Ramp005, Mramp collidable toggles)games/goldeneye.json#/coils/7._vbscript_callback: SolSatLaunchRampgames/goldeneye.json#/coils/7._inferred_type: mechanismgames/goldeneye.json#/coils/7._note: Raises pop-up ramp in front of satellite dishgames/goldeneye.json#/coils/8._vbscript_callback: SolSatMotorRelaygames/goldeneye.json#/coils/8._inferred_type: mechanismgames/goldeneye.json#/coils/8._note: Rotates the satellite dish via RotRadar timergames/goldeneye.json#/coils/9._vbscript_callback: DropRamp1.Enabled=games/goldeneye.json#/coils/9._inferred_type: mechanismgames/goldeneye.json#/coils/9._note: Enables/disables DropRamp1 collidable stategames/goldeneye.json#/coils/10._vbscript_callback: Sol25games/goldeneye.json#/coils/10._inferred_type: flashergames/goldeneye.json#/coils/10._note: Fading flasher. Controls Flash001, Flash002, Flasha001/Flasha001Bgames/goldeneye.json#/coils/11._vbscript_callback: Sol26games/goldeneye.json#/coils/11._inferred_type: flashergames/goldeneye.json#/coils/11._note: Fading flasher. Controls Flasha003, LL15/LL15F/LLb015games/goldeneye.json#/coils/12._vbscript_callback: Sol27games/goldeneye.json#/coils/12._inferred_type: flashergames/goldeneye.json#/coils/12._note: Fading flasher. Controls Flash003A, Flash003B, Flasha002games/goldeneye.json#/coils/13._vbscript_callback: Sol28games/goldeneye.json#/coils/13._inferred_type: flashergames/goldeneye.json#/coils/13._note: Fading flasher. Controls Flash004, Flasha0004games/goldeneye.json#/coils/14._vbscript_callback: Sol29games/goldeneye.json#/coils/14._inferred_type: flashergames/goldeneye.json#/coils/14._note: Calls Flash1 — controls Flasherbase1 via FlupperDome systemgames/goldeneye.json#/coils/15._vbscript_callback: sol30games/goldeneye.json#/coils/15._inferred_type: flashergames/goldeneye.json#/coils/15._note: Fading flasher. Controls Rampflash4, Flash003games/goldeneye.json#/coils/16._vbscript_callback: Sol31games/goldeneye.json#/coils/16._inferred_type: flashergames/goldeneye.json#/coils/16._note: Calls Flash3 + Flash2 — controls Flasherbase3, Flasherbase2 via FlupperDome systemgames/goldeneye.json#/coils/17._vbscript_callback: Sol32games/goldeneye.json#/coils/17._inferred_type: flashergames/goldeneye.json#/coils/17._note: Calls Flash4 — controls Flasherbase4 via FlupperDome systemgames/goldeneye.json#/coils/18._vbscript_callback: SolRadarMagnetgames/goldeneye.json#/coils/18._inferred_type: magnetgames/goldeneye.json#/coils/18._note: Satellite dish magnet. Holds ball in radar lock, clears sw23 on releasegames/goldeneye.json#/coils/19._vbscript_callback: SolFlipperMagnetgames/goldeneye.json#/coils/19._inferred_type: magnetgames/goldeneye.json#/coils/19._note: Ball saver magnet near flippers (cvpmMagnet). Pulses sw24 on releasegames/goldeneye.json#/coils/20._vbscript_callback: TiltModgames/goldeneye.json#/coils/20._inferred_type: tiltgames/goldeneye.json#/coils/21._vbscript_name: sLRFlippergames/goldeneye.json#/coils/21._vbscript_callback: SolRFlippergames/goldeneye.json#/coils/21._inferred_type: flippergames/goldeneye.json#/coils/21._note: Framework-defined constant (core.vbs: sLRFlipper=46). Toggles Controller.Switch(64)games/goldeneye.json#/coils/22._vbscript_name: sLLFlippergames/goldeneye.json#/coils/22._vbscript_callback: SolLFlippergames/goldeneye.json#/coils/22._inferred_type: flippergames/goldeneye.json#/coils/22._note: Framework-defined constant (core.vbs: sLLFlipper=48). Toggles Controller.Switch(63)games/goldeneye.json#/lamps/0._note: Lampz.obj(0) = GI collection. Callback: GIUpdates. Controls playfield GI fadinggames/goldeneye.json#/lamps/14._note: Also LL15F. Sol26 flasher directly modulates LL15/LL15F/LLb015 intensitygames/goldeneye.json#/lamps/18._note: Also LL19A, LL19B — bumper lamp with multiple VPX objectsgames/goldeneye.json#/lamps/26._note: Also LL27A, LL27B — bumper lamp with multiple VPX objectsgames/goldeneye.json#/lamps/33._note: Callback: DisableLighting GreenLight primitivegames/goldeneye.json#/lamps/39._note: Also LL41A, LL41B — bumper lamp with multiple VPX objectsgames/goldeneye.json#/lamps/47._note: ll49.state controls helicopter rotor animation via Rotor_timergames/goldeneye.json#/lamps/48._note: Callback: DisableLighting RedLightA primitivegames/goldeneye.json#/lamps/49._note: Callback: DisableLighting RedLightB primitivegames/goldeneye.json#/lamps/55._note: Also LL58bis — two VPX objectsgames/goldeneye.json#/lamps/65._note: Callback: DisableLighting spotlightLight primitivegames/goldeneye.json#/_source/confidence_notes: High confidence. Extracted from VPW 1.0 release VBS. Uses SEGA2.VBS framework (Whitestar gen 1). No Const sw* declarations in table script; switches identified from Controller.Switch() calls, vpmTimer.PulseSw calls, and cvpmBallStack.InitSw parameters. Lampz (nFozzy) system with MassAssign for lamps 0-69 plus desktop backglass 72-80. Flasher solenoids 25-32 use fading timers. sLRFlipper=46 and sLLFlipper=48 are framework-defined constants from core.vbs.
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.goldeneye:games/goldeneye.jsonat the pinned migration revision.