America's Most Haunted

Partial
Completion81%

Spooky Pinball2014PINHECKspooky-pinball.america-s-most-haunted.2014 Updated 2026-10-05

Wire it up

what an authoring tool needs first
Bind this ROM
amh_022amh_023

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

Controller platform
pinmame.pinheck

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 (raw DMD scanned by a Propeller cog); CORE_DMD layout, 16 brightness levels (depth 4 at the LibPinMAME interface)128×32
Address space
Switches
1–118 (96)
Solenoids
1–64 (64)
Lamps
11–98 (72)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button

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

123 placements · 17 stacked · normalised player view · outline is nominal

31 WIKI32 TECH33 GHOST TARGET 1 (left)334 GHOST TARGET 2 (middle) · 60 Target · 33 "GHOST TARGET 235 GHOST TARGET 3 (right)237 BASEMENT RIGHT SCOOP · 11 scoop238 VUK LEFT BEHIND DOOR · 12 vuk45 HOTEL PATH46 ELEVATOR CALL BUTTON47 PSYCHIC51 BALCONY JUMP SUCCESS52 BALCONY JUMP APPROACH53 POP PATH/ JUMP FAIL256 Pop Bumper 0 · 14 upper left pop57 UPPER LEFT ORBIT58 LOWER LEFT ORBIT61 "O"62 "R"63 "B"264 BALL IN ELEVATOR CAR · 57 Hellevator266 POP BUMPER 2 · 16 lower pop267 POP BUMPER 1 · 15 upper right pop71 LEFT OUTLANE72 LEFT INLANE273 LEFT SLING · 9 left sling374 LEFT EOS · 19 left flipper · 20 left flipper375 RIGHT EOS · 17 right flipper · 18 right flipper276 RIGHT SLING · 10 right sling77 RIGHT INLANE78 RIGHT OUTLANE282 SHOOTER LANE · 23 auto launcher284 TROUGH BALL 1 · 21 ball loader85 TROUGH BALL 286 TROUGH BALL 387 TROUGH BALL 4288 DRAIN · 22 drain kicker295 GHOST LOOP OPTO · 1 magnet396 SPOOKY DOOR OPTO · 26 FIGHT DEMON · 27 DOOR CAMERA58 Spooky Door459 Ghost · 62 Ghost red · 63 Ghost green (REV 1) or blue (REV 2) · 64 Ghost blue (REV 1) or green (REV 2)11 WIKI12 TECH13 MINION MASTER14 PRISON 115 PRISON 216 PRISON 317 PRISON LOCK18 LEFT ORBIT CAMERA21 DOOR 122 DOOR 223 DOOR 324 DOCTOR GHOST25 THEATER GHOST28 EXTRA BALL31 JACKPOT32 GHOST TARGET 134 GHOST TARGET 335 EVP36 ADVANCE FORT37 ADVANCE BAR38 POP CAMERA41 ELEVATOR UP42 ELEVATOR DOWN43 HOTEL 144 HOTEL 245 HOTEL 346 HOTEL GHOST47 LOCK48 HOTEL CAMERA51 "O"52 "R"53 "B"55 THEATER 156 THEATER 257 THEATER 358 THEATER CAMERA61 UPPER LEFT FLASHER62 HELL FLASHER63 SCOOP FLASHER64 PHOTO HUNT65 ARMY GHOST66 BAR GHOST67 SPIRIT GUIDE68 BASEMENT CAMERA71 BOSSES BEATEN72 MULTI BALL COMPLETE73 PHOTO ACE74 PSYCHIC75 "G"76 "L"77 "I"78 "R"81 SPOOK AGAIN82 HOSPITAL MODE83 THEATER MODE84 FORT MODE85 BAR MODE86 HOTEL MODE87 PRISON MODE88 DEMON BATTLE

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 playfield66
  • sensorsenses the ball38
  • effectmoves the ball19
  • nStackseveral devices in one spot17
123 devices shown

Not on the playfield70 unused, 13 cabinet or service, 1 virtual — declared rather than missing.

Coverage

Partial

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

Completion81%

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
observed
Mechanisms
observed
Variant Coverage
validated
Recreation Knowledge
observed
Still missing · 3
Mechanism BehaviorOutput SemanticsSpatial Placement

Switches

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

82 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
9
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.

82 shown
# Name Device ID Role Wiring Evidence
1
Coin Door Closed
Other
switch.001-coin-door-closed
validated
2
User Button (not fitted)
Button
switch.002-user-button-not-fitted
validated
3
RIGHT FLIPPER
Button
switch.003-right-flipper
validated
4
LEFT FLIPPER
Button
switch.004-left-flipper
validated
5
RED SERVICE MENU
Button
switch.005-red-service-menu
validated
6
GREEN SERVICE MENU
Button
switch.006-green-service-menu
validated
7
COIN MECH
Button
switch.007-coin-mech
validated
8
TILT
Button
switch.008-tilt
validated
11
Unused Matrix Switch 0
switch.011-unused-matrix-switch-0
PCB switch column connector COL0
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
12
Unused Matrix Switch 1
switch.012-unused-matrix-switch-1
PCB switch column connector COL0
PCB switch row connector ROW1WHITE RED
pinHeck
validated
13
Unused Matrix Switch 2
switch.013-unused-matrix-switch-2
PCB switch column connector COL0
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
14
Unused Matrix Switch 3
switch.014-unused-matrix-switch-3
PCB switch column connector COL0
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
15
Unused Matrix Switch 4
switch.015-unused-matrix-switch-4
PCB switch column connector COL0
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
16
Unused Matrix Switch 5
switch.016-unused-matrix-switch-5
PCB switch column connector COL0
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
17
Unused Matrix Switch 6
switch.017-unused-matrix-switch-6
PCB switch column connector COL0
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
18
Unused Matrix Switch 7
switch.018-unused-matrix-switch-7
PCB switch column connector COL0
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
21
Unused Matrix Switch 8
switch.021-unused-matrix-switch-8
PCB switch column connector COL1
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
22
Unused Matrix Switch 9
switch.022-unused-matrix-switch-9
PCB switch column connector COL1
PCB switch row connector ROW1WHITE RED
pinHeck
validated
23
Unused Matrix Switch 10
switch.023-unused-matrix-switch-10
PCB switch column connector COL1
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
24
Unused Matrix Switch 11
switch.024-unused-matrix-switch-11
PCB switch column connector COL1
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
25
Unused Matrix Switch 12
switch.025-unused-matrix-switch-12
PCB switch column connector COL1
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
26
Unused Matrix Switch 13
switch.026-unused-matrix-switch-13
PCB switch column connector COL1
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
27
Unused Matrix Switch 14
switch.027-unused-matrix-switch-14
PCB switch column connector COL1
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
28
Unused Matrix Switch 15
switch.028-unused-matrix-switch-15
PCB switch column connector COL1
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
31
WIKI
switch.031-wiki
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
32
TECH
switch.032-tech
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW1WHITE RED
pinHeck
validated
33
GHOST TARGET 1 (left)
switch.033-ghost-target-1-left
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
34
GHOST TARGET 2 (middle)
switch.034-ghost-target-2-middle
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
35
GHOST TARGET 3 (right)
switch.035-ghost-target-3-right
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
36
Unused Matrix Switch 21
switch.036-unused-matrix-switch-21
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
37
BASEMENT RIGHT SCOOP
switch.037-basement-right-scoop
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
38
VUK LEFT BEHIND DOOR
switch.038-vuk-left-behind-door
PCB switch column connector COL2GREEN WHITE
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
41
Unused Matrix Switch 24
switch.041-unused-matrix-switch-24
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
42
Unused Matrix Switch 25
switch.042-unused-matrix-switch-25
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW1WHITE RED
pinHeck
validated
43
Unused Matrix Switch 26
switch.043-unused-matrix-switch-26
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
44
Unused Matrix Switch 27
switch.044-unused-matrix-switch-27
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
45
HOTEL PATH
switch.045-hotel-path
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
46
ELEVATOR CALL BUTTON
switch.046-elevator-call-button
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
47
PSYCHIC
switch.047-psychic
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
48
Unused Matrix Switch 31
switch.048-unused-matrix-switch-31
PCB switch column connector COL3GREEN YELLOW
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
51
BALCONY JUMP SUCCESS
switch.051-balcony-jump-success
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
52
BALCONY JUMP APPROACH
switch.052-balcony-jump-approach
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW1WHITE RED
pinHeck
validated
53
POP PATH/ JUMP FAIL
switch.053-pop-path-jump-fail
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
54
BASEMENT UPPER
switch.054-basement-upper
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
55
BASEMENT LOWER
switch.055-basement-lower
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
56
Pop Bumper 0
switch.056-pop-bumper-0
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
57
UPPER LEFT ORBIT
switch.057-upper-left-orbit
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
58
LOWER LEFT ORBIT
switch.058-lower-left-orbit
PCB switch column connector COL4GREEN BLACK
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
61
"O"
switch.061-o
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
62
"R"
switch.062-r
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW1WHITE RED
pinHeck
validated
63
"B"
switch.063-b
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
64
BALL IN ELEVATOR CAR
switch.064-ball-in-elevator-car
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
65
Unused Matrix Switch 44
switch.065-unused-matrix-switch-44
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
66
POP BUMPER 2
switch.066-pop-bumper-2
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
67
POP BUMPER 1
switch.067-pop-bumper-1
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
68
Unused Matrix Switch 47
switch.068-unused-matrix-switch-47
PCB switch column connector COL5GREEN BLUE
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
71
LEFT OUTLANE
switch.071-left-outlane
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
72
LEFT INLANE
switch.072-left-inlane
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW1WHITE RED
pinHeck
validated
73
LEFT SLING
switch.073-left-sling
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
74
LEFT EOS
switch.074-left-eos
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
75
RIGHT EOS
switch.075-right-eos
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
76
RIGHT SLING
switch.076-right-sling
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
77
RIGHT INLANE
switch.077-right-inlane
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
78
RIGHT OUTLANE
switch.078-right-outlane
PCB switch column connector COL6GREEN VIOLET
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
81
Unused Matrix Switch 56
switch.081-unused-matrix-switch-56
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW0WHITE BROWN
pinHeck
validated
82
SHOOTER LANE
switch.082-shooter-lane
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW1WHITE RED
pinHeck
validated
83
Unused Matrix Switch 58
switch.083-unused-matrix-switch-58
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW2WHITE BLACK
pinHeck
validated
84
TROUGH BALL 1
switch.084-trough-ball-1
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW3WHITE YELLOW
pinHeck
validated
85
TROUGH BALL 2
switch.085-trough-ball-2
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW4WHITE GREEN
pinHeck
validated
86
TROUGH BALL 3
switch.086-trough-ball-3
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW5WHITE BLUE
pinHeck
validated
87
TROUGH BALL 4
switch.087-trough-ball-4
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW6WHITE VIOLET
pinHeck
validated
88
DRAIN
switch.088-drain
PCB switch column connector COL7GREEN GRAY
PCB switch row connector ROW7WHITE GREY
pinHeck
validated
91
Unused Cabinet Input 91
switch.091-unused-cabinet-input-91
validated
92
Unused Cabinet Input 92
switch.092-unused-cabinet-input-92
validated
93
Unused Cabinet Input 93
switch.093-unused-cabinet-input-93
validated
94
START BUTTON
Button
switch.094-start-button
validated
95
GHOST LOOP OPTO
Opto
switch.095-ghost-loop-opto
validated
96
SPOOKY DOOR OPTO
Opto
switch.096-spooky-door-opto
validated
97
Unused Cabinet Input 97
switch.097-unused-cabinet-input-97
validated
98
Unused Cabinet Input 98
switch.098-unused-cabinet-input-98
validated
112
Right Flipper Button (PinMAME Flipper Column)
Button
switch.112-right-flipper-button
flipper.lower.right.button
validated
114
Left Flipper Button (PinMAME Flipper Column)
Button
switch.114-left-flipper-button
flipper.lower.left.button
validated

Controlled devices

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

Coils, magnets & motors

29
29 shown
# Name Device ID Kind Wiring Evidence
1
magnet
coil.01-magnet Magnet
IRL540 MOSFET 0gray
pinHeck
validated
2
Unused Coil 1
coil.02-unused-coil-1 Coil
IRL540 MOSFET 1
pinHeck
validated
3
Unused Coil 2
coil.03-unused-coil-2 Coil
IRL540 MOSFET 2
pinHeck
validated
4
Unused Coil 3
coil.04-unused-coil-3 Coil
IRL540 MOSFET 3
pinHeck
validated
5
Unused Coil 4
coil.05-unused-coil-4 Coil
IRL540 MOSFET 4
pinHeck
validated
6
Unused Coil 5
coil.06-unused-coil-5 Coil
IRL540 MOSFET 5
pinHeck
validated
7
Proto Bg 1
coil.07-proto-bg-1 Coil
IRL540 MOSFET 6
pinHeck
validated
8
Proto Bg 1
coil.08-proto-bg-1 Coil
IRL540 MOSFET 7
pinHeck
validated
9
left sling
coil.09-left-sling Coil
IRL540 MOSFET 8green
pinHeck
validated
10
right sling
coil.10-right-sling Coil
IRL540 MOSFET 9orange
pinHeck
validated
11
scoop
coil.11-scoop Coil
IRL540 MOSFET 10red/black
pinHeck
validated
12
vuk
coil.12-vuk Coil
IRL540 MOSFET 11brown
pinHeck
validated
13
Unused Coil 12
coil.13-unused-coil-12 Coil
IRL540 MOSFET 12
pinHeck
validated
14
upper left pop
coil.14-upper-left-pop Coil
IRL540 MOSFET 13yellow
pinHeck
validated
15
upper right pop
coil.15-upper-right-pop Coil
IRL540 MOSFET 14white/orange
pinHeck
validated
16
lower pop
coil.16-lower-pop Coil
IRL540 MOSFET 15blue
pinHeck
validated
17
right flipper
coil.17-right-flipper Coil
IRL540 MOSFET 16purple
pinHeck
validated
18
right flipper
coil.18-right-flipper Coil
IRL540 MOSFET 17green/orange
pinHeck
validated
19
left flipper
coil.19-left-flipper Coil
IRL540 MOSFET 18white
pinHeck
validated
20
left flipper
coil.20-left-flipper Coil
IRL540 MOSFET 19yellow/orange
pinHeck
validated
21
ball loader
coil.21-ball-loader Coil
IRL540 MOSFET 20yellow/black
pinHeck
validated
22
drain kicker
coil.22-drain-kicker Coil
IRL540 MOSFET 21red
pinHeck
validated
23
auto launcher
coil.23-auto-launcher Coil
IRL540 MOSFET 22green/black
pinHeck
validated
24
Unused Coil 23
coil.24-unused-coil-23 Coil
IRL540 MOSFET 23
pinHeck
validated
57
Hellevator
servo.57-hellevator Servo
validated
58
Spooky Door
servo.58-spooky-door Servo
validated
59
Ghost
servo.59-ghost Servo
validated
60
Target
servo.60-target Servo
validated
61
Unused Servo 4
servo.61-unused-servo-4 Servo
validated

Flashers

3
3 shown
# Name Device ID Wiring Evidence
61
UPPER LEFT FLASHER
lamp.61-upper-left-flasher
pinHeck
validated
62
HELL FLASHER
lamp.62-hell-flasher
pinHeck
validated
63
SCOOP FLASHER
lamp.63-scoop-flasher
pinHeck
validated

Lamps

71

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
9
Hover or tap an address to identify it.
71 shown
# Name Device ID Kind Wiring Evidence
11
WIKI
lamp.11-wiki Lamp
pinHeck
validated
12
TECH
lamp.12-tech Lamp
pinHeck
validated
13
MINION MASTER
lamp.13-minion-master Lamp
pinHeck
validated
14
PRISON 1
lamp.14-prison-1 Lamp
pinHeck
validated
15
PRISON 2
lamp.15-prison-2 Lamp
pinHeck
validated
16
PRISON 3
lamp.16-prison-3 Lamp
pinHeck
validated
17
PRISON LOCK
lamp.17-prison-lock Lamp
pinHeck
validated
18
LEFT ORBIT CAMERA
lamp.18-left-orbit-camera Lamp
pinHeck
validated
21
DOOR 1
lamp.21-door-1 Lamp
pinHeck
validated
22
DOOR 2
lamp.22-door-2 Lamp
pinHeck
validated
23
DOOR 3
lamp.23-door-3 Lamp
pinHeck
validated
24
DOCTOR GHOST
lamp.24-doctor-ghost Lamp
pinHeck
validated
25
THEATER GHOST
lamp.25-theater-ghost Lamp
pinHeck
validated
26
FIGHT DEMON
lamp.26-fight-demon Lamp
pinHeck
validated
27
DOOR CAMERA
lamp.27-door-camera Lamp
pinHeck
validated
28
EXTRA BALL
lamp.28-extra-ball Lamp
pinHeck
validated
31
JACKPOT
lamp.31-jackpot Lamp
pinHeck
validated
32
GHOST TARGET 1
lamp.32-ghost-target-1 Lamp
pinHeck
validated
33
"GHOST TARGET 2
lamp.33-ghost-target-2 Lamp
pinHeck
validated
34
GHOST TARGET 3
lamp.34-ghost-target-3 Lamp
pinHeck
validated
35
EVP
lamp.35-evp Lamp
pinHeck
validated
36
ADVANCE FORT
lamp.36-advance-fort Lamp
pinHeck
validated
37
ADVANCE BAR
lamp.37-advance-bar Lamp
pinHeck
validated
38
POP CAMERA
lamp.38-pop-camera Lamp
pinHeck
validated
41
ELEVATOR UP
lamp.41-elevator-up Lamp
pinHeck
validated
42
ELEVATOR DOWN
lamp.42-elevator-down Lamp
pinHeck
validated
43
HOTEL 1
lamp.43-hotel-1 Lamp
pinHeck
validated
44
HOTEL 2
lamp.44-hotel-2 Lamp
pinHeck
validated
45
HOTEL 3
lamp.45-hotel-3 Lamp
pinHeck
validated
46
HOTEL GHOST
lamp.46-hotel-ghost Lamp
pinHeck
validated
47
LOCK
lamp.47-lock Lamp
pinHeck
validated
48
HOTEL CAMERA
lamp.48-hotel-camera Lamp
pinHeck
validated
51
RGB1 red
rgb.51-rgb1-red RGB lamp
validated
51
"O"
lamp.51-o Lamp
pinHeck
validated
52
RGB1 green
rgb.52-rgb1-green RGB lamp
validated
52
"R"
lamp.52-r Lamp
pinHeck
validated
53
RGB1 blue
rgb.53-rgb1-blue RGB lamp
validated
53
"B"
lamp.53-b Lamp
pinHeck
validated
54
RGB2 red
rgb.54-rgb2-red RGB lamp
validated
54
Unused Lamp 35
lamp.54-unused-lamp-35 Lamp
pinHeck
validated
55
RGB2 green
rgb.55-rgb2-green RGB lamp
validated
55
THEATER 1
lamp.55-theater-1 Lamp
pinHeck
validated
56
RGB2 blue
rgb.56-rgb2-blue RGB lamp
validated
56
THEATER 2
lamp.56-theater-2 Lamp
pinHeck
validated
57
THEATER 3
lamp.57-theater-3 Lamp
pinHeck
validated
58
THEATER CAMERA
lamp.58-theater-camera Lamp
pinHeck
validated
62
Ghost red
rgb.62-ghost-red RGB lamp
validated
63
Ghost green (REV 1) or blue (REV 2)
rgb.63-ghost-green-rev-1-or-blue-rev-2 RGB lamp
validated
64
Ghost blue (REV 1) or green (REV 2)
rgb.64-ghost-blue-rev-1-or-green-rev-2 RGB lamp
validated
64
PHOTO HUNT
lamp.64-photo-hunt Lamp
pinHeck
validated
65
ARMY GHOST
lamp.65-army-ghost Lamp
pinHeck
validated
66
BAR GHOST
lamp.66-bar-ghost Lamp
pinHeck
validated
67
SPIRIT GUIDE
lamp.67-spirit-guide Lamp
pinHeck
validated
68
BASEMENT CAMERA
lamp.68-basement-camera Lamp
pinHeck
validated
71
BOSSES BEATEN
lamp.71-bosses-beaten Lamp
pinHeck
validated
72
MULTI BALL COMPLETE
lamp.72-multi-ball-complete Lamp
pinHeck
validated
73
PHOTO ACE
lamp.73-photo-ace Lamp
pinHeck
validated
74
PSYCHIC
lamp.74-psychic Lamp
pinHeck
validated
75
"G"
lamp.75-g Lamp
pinHeck
validated
76
"L"
lamp.76-l Lamp
pinHeck
validated
77
"I"
lamp.77-i Lamp
pinHeck
validated
78
"R"
lamp.78-r Lamp
pinHeck
validated
81
SPOOK AGAIN
lamp.81-spook-again Lamp
pinHeck
validated
82
HOSPITAL MODE
lamp.82-hospital-mode Lamp
pinHeck
validated
83
THEATER MODE
lamp.83-theater-mode Lamp
pinHeck
validated
84
FORT MODE
lamp.84-fort-mode Lamp
pinHeck
validated
85
BAR MODE
lamp.85-bar-mode Lamp
pinHeck
validated
86
HOTEL MODE
lamp.86-hotel-mode Lamp
pinHeck
validated
87
PRISON MODE
lamp.87-prison-mode Lamp
pinHeck
validated
88
DEMON BATTLE
lamp.88-demon-battle Lamp
pinHeck
validated
91
Start Button
lamp.91-start-button Lamp
validated

General illumination

16
16 shown
# Name Device ID Wiring Evidence
25
Backbox GI Output 0
gi.25-backbox-gi-output-0
pinHeck
observed
26
Backbox GI Output 1
gi.26-backbox-gi-output-1
pinHeck
observed
27
Backbox GI Output 2
gi.27-backbox-gi-output-2
pinHeck
observed
28
Backbox GI Output 3
gi.28-backbox-gi-output-3
pinHeck
observed
29
Backbox GI Output 4
gi.29-backbox-gi-output-4
pinHeck
observed
30
Backbox GI Output 5
gi.30-backbox-gi-output-5
pinHeck
observed
31
Backbox GI Output 6
gi.31-backbox-gi-output-6
pinHeck
observed
32
Backbox GI Output 7
gi.32-backbox-gi-output-7
pinHeck
observed
37
Playfield GI Output 8
gi.37-playfield-gi-output-8
pinHeck
observed
38
Playfield GI Output 9
gi.38-playfield-gi-output-9
pinHeck
observed
39
Playfield GI Output 10
gi.39-playfield-gi-output-10
pinHeck
observed
40
Playfield GI Output 11
gi.40-playfield-gi-output-11
pinHeck
observed
41
Playfield GI Output 12
gi.41-playfield-gi-output-12
pinHeck
observed
42
Playfield GI Output 13
gi.42-playfield-gi-output-13
pinHeck
observed
43
Playfield GI Output 14
gi.43-playfield-gi-output-14
pinHeck
observed
44
Playfield GI Output 15
gi.44-playfield-gi-output-15
pinHeck
observed

Virtual & other outputs

17
17 shown
# Name Device ID Evidence
33
Dead Upper Flipper Slot 33
solenoid.33-dead-upper-flipper-slot-33 validated
34
Dead Upper Flipper Slot 34
solenoid.34-dead-upper-flipper-slot-34 validated
35
Dead Upper Flipper Slot 35
solenoid.35-dead-upper-flipper-slot-35 validated
36
Dead Upper Flipper Slot 36
solenoid.36-dead-upper-flipper-slot-36 validated
45
Dead Lower Flipper Slot 45
solenoid.45-dead-lower-flipper-slot-45 validated
46
Dead Lower Flipper Slot 46
solenoid.46-dead-lower-flipper-slot-46 validated
47
Dead Lower Flipper Slot 47
solenoid.47-dead-lower-flipper-slot-47 validated
48
Dead Lower Flipper Slot 48
solenoid.48-dead-lower-flipper-slot-48 validated
49
Simulator Shooter Release
solenoid.49-simulator-shooter-release validated
50
Reserved Simulator Output
solenoid.50-reserved-simulator-output validated
92
Unused Lamp Slot 92
lamp.92-unused-lamp-slot validated
93
Unused Lamp Slot 93
lamp.93-unused-lamp-slot validated
94
Unused Lamp Slot 94
lamp.94-unused-lamp-slot validated
95
Unused Lamp Slot 95
lamp.95-unused-lamp-slot validated
96
Unused Lamp Slot 96
lamp.96-unused-lamp-slot validated
97
Unused Lamp Slot 97
lamp.97-unused-lamp-slot validated
98
Unused Lamp Slot 98
lamp.98-unused-lamp-slot validated

Configuration & other inputs

14 shown
# Name Device ID Evidence
101
Unused Core Column 101
switch.101-unused-core-column validated
102
Unused Core Column 102
switch.102-unused-core-column validated
103
Unused Core Column 103
switch.103-unused-core-column validated
104
Unused Core Column 104
switch.104-unused-core-column validated
105
Unused Core Column 105
switch.105-unused-core-column validated
106
Unused Core Column 106
switch.106-unused-core-column validated
107
Unused Core Column 107
switch.107-unused-core-column validated
108
Unused Core Column 108
switch.108-unused-core-column validated
111
Unused Flipper Column Bit 111
switch.111-unused-flipper-column validated
113
Unused Flipper Column Bit 113
switch.113-unused-flipper-column validated
115
Unused Flipper Column Bit 115
switch.115-unused-flipper-column validated
116
Unused Flipper Column Bit 116
switch.116-unused-flipper-column validated
117
Unused Flipper Column Bit 117
switch.117-unused-flipper-column validated
118
Unused Flipper Column Bit 118
switch.118-unused-flipper-column validated

Mechanisms

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

Four-ball trough, drain kicker and ball loader

mechanism.trough

Kicker

A drained ball lands on the drain switch 88 and the DRAIN KICK coil (22) kicks it into the four-ball trough, sensed by 84-87 (Trough Ball 1-4). BALL LOAD (21) feeds one ball to the shooter lane (82). In the game-start run (all four trough contacts closed, Start pressed) the ROM pulsed 21 about every 1.6 s for 20 s, because no ball ever reached 82 to close it.

Shooter lane and autolauncher

mechanism.shooter-lane

Kicker

AUTOPLUNGER (23) kicks the ball resting on the shooter lane switch 82 into play; PinMAME's simulator also offers a manual plunger here.

Right flipper

mechanism.right-flipper

Other

A ROM-driven flipper on two board coils: the cabinet button reaches the ROM as cabinet input 3 (host public 112), the ROM fires the RFLIP HIGH (17) winding to lift the bat and holds it on the RFLIP HOLD (18) winding, and the matrix end-of-stroke contact 75 (RIGHT EOS) tells it the stroke is complete. PinMAME publishes no Fliptronic states for this platform: the coil addresses are the flipper.

Left flipper

mechanism.left-flipper

Other

A ROM-driven flipper on two board coils: the cabinet button reaches the ROM as cabinet input 4 (host public 114), the ROM fires the LFLIP HIGH (19) winding to lift the bat and holds it on the LFLIP HOLD (20) winding, and the matrix end-of-stroke contact 74 (LEFT EOS) tells it the stroke is complete. PinMAME publishes no Fliptronic states for this platform: the coil addresses are the flipper.

Left slingshot

mechanism.left-slingshot

Kicker

Slingshot switch 73 closes and the ROM fires LSLING (9).

Drives
Senses

Right slingshot

mechanism.right-slingshot

Kicker

Slingshot switch 76 closes and the ROM fires RSLING (10).

Pop bumper 0 (upper left)

mechanism.pop-bumper-0

Kicker

Pop bumper 0: skirt switch 56, coil POP BUMP 0 (14), the wire chart's upper left pop.

Pop bumper 1 (upper right)

mechanism.pop-bumper-1

Kicker

Pop bumper 1: skirt switch 67, coil POP BUMP 1 (15), the wire chart's upper right pop.

Pop bumper 2 (lower)

mechanism.pop-bumper-2

Kicker

Pop bumper 2: skirt switch 66, coil POP BUMP 2 (16), the wire chart's lower pop.

Spooky Door and the VUK behind it

mechanism.spooky-door

Gate

The Spooky Door is servo 1 (58): the ROM's Servo test sets DOOR OPEN (level 7) and DOOR CLOSE (level 128). Behind it the VUK (12) lifts a ball resting on 38 (VUK LEFT BEHIND DOOR); opto 96 (the Spooky Door opto on the aux board) sees a ball at the door.

Hellevator

mechanism.hellevator

Motorized

The Hellevator car is servo 0 (57): HELL UP (level 228) and HELL DOWN (level 14) in the Servo test. Switch 64 senses a ball in the car and 46 is the elevator call button target; IPDB describes it carrying the ball to upper and lower levels.

Ghost loop magnet

mechanism.ghost-loop-magnet

Other

LOOP MAGNET (1) on the ghost loop, with the Ghost Loop opto 95 (opto 1 on the aux board) seeing the ball pass.

Drives

Recreation notes

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

This definition covers the physical machine (IPDB 6161, model AMH01) and its two PinMAME drivers, amh_023 and amh_022, the V23 and V22 code updates on the Spooky Pinball pinHeck board (PIC32MX795 game CPU, Parallax Propeller display/sound/media CPU). It is partial: every controller address is enumerated and checked against the ROM's own service tests and named, but the placements come from one recreation table and are not yet checked against a factory drawing, the mechanisms are inventoried without their full behaviour, and some outputs keep an unknown fitment.

Machine

America's Most Haunted was Spooky Pinball's first production game, designed by Ben Heckendorn. It is the only pinHeck game with a raw 128x32 DMD (scanned by a Propeller cog) and the only one whose PIC32 program ships as Intel HEX, so it boots without the flash-and-restart cycle the other three need. Every playfield lamp and the cabinet are LED. Coils 7 and 8 are named PROTO BG 1 by the ROM (a prototype backglass output) and carry nothing on the production wire chart; coils 2-6, 13 and 24 are UNUSED in the ROM's own list. The lamp matrix carries three flashers (40 UPPER LEFT FLASHER, 41 HELL FLASHER, 42 SCOOP FLASHER). The wire chart has no GI header; its GI legend names four playfield strings (Lower red, Mid yellow, Upper purple, Scoop purple/black) on a green common, and with a game started the ROM held 26 and 37-39 steadily lit, but which output feeds which string is not printed anywhere retained.

Editions: IPDB 6161 America's Most Haunted (150 units (confirmed), first produced March 21, 2014, two art packages (Reality Green and Animated Blue)).

Running it

The romset is AMH_SD_V023.zip from benheck.com with AMH_V023.hex added to the root, as the PinMAME pull request describes; the PIC32 runs the Intel HEX, the Propeller PROP_023.BIN (CRC bd5a99e8) from DMD/, loaded as amh_023.zip; amh_022.zip holds V22, built the same way from the V22 card and hex. PinMAME before 97aa922b named it amh.zip, and the retained harness scenarios still name that set. pinHeck also needs pinheck.zip holding the Propeller's 32 KB mask ROM (p8x32a.rom, CRC32 f99b3070). America's Most Haunted needs no flashing: PinMAME programs the Intel HEX into the PIC32 at every start.

Controller contract

The platform contract is controllers/pinmame/pinheck.json. In short: factory switch and lamp n (0-63) are public (n / 8 + 1) * 10 + n % 8 + 1 (11-88); cabinet inputs are 1-8 and 91-97; the host drives the flipper buttons at 112 (right) and 114 (left), which PinMAME copies to cabinet inputs 3 and 4; factory coil n is public n + 1 (1-24); GI outputs 0-7 are 25-32 and 8-15 are 37-44; 51-56 are the on-board RGB LEDs, 57-61 the servos (0-255 position), 62-64 the external or third RGB LED; the Start lamp is 91. On every switch public 1 is the closed contact; no switch is inverted. 50 inputs, 29 solenoid-group outputs and 64 lamps are used.

What the ROM itself proves

Every pinHeck game has the same operator menu (Enter, 6, opens it; the right flipper button steps; Back, 5, leaves). Its Switch Edge test draws each closure in an 8x8 grid laid out like the factory chart, so closing every public address proved the switch formula for all 64 matrix positions and the cabinet mapping for 2-8 and 91-97. The Solenoid test names each of the 24 coils, and pressing Enter fired exactly coil n + 1 every time. The Lamp test names the sixteen GI outputs (the playfield group 44 down to 37, the backbox group 32 down to 25) and then every matrix lamp by its factory number, lighting only that address. The Servo and RGB tests name the servos and LED channels the game uses. A game-start run (trough full, Start pressed) shows the ROM pulsing its trough feed coil repeatedly while no ball reaches the shooter lane.

Mechanisms

Four-ball trough, drain kicker and ball loader

A drained ball lands on the drain switch 88 and the DRAIN KICK coil (22) kicks it into the four-ball trough, sensed by 84-87 (Trough Ball 1-4). BALL LOAD (21) feeds one ball to the shooter lane (82). In the game-start run (all four trough contacts closed, Start pressed) the ROM pulsed 21 about every 1.6 s for 20 s, because no ball ever reached 82 to close it.

Shooter lane and autolauncher

AUTOPLUNGER (23) kicks the ball resting on the shooter lane switch 82 into play; PinMAME's simulator also offers a manual plunger here.

Right flipper

A ROM-driven flipper on two board coils: the cabinet button reaches the ROM as cabinet input 3 (host public 112), the ROM fires the RFLIP HIGH (17) winding to lift the bat and holds it on the RFLIP HOLD (18) winding, and the matrix end-of-stroke contact 75 (RIGHT EOS) tells it the stroke is complete. PinMAME publishes no Fliptronic states for this platform: the coil addresses are the flipper.

Left flipper

A ROM-driven flipper on two board coils: the cabinet button reaches the ROM as cabinet input 4 (host public 114), the ROM fires the LFLIP HIGH (19) winding to lift the bat and holds it on the LFLIP HOLD (20) winding, and the matrix end-of-stroke contact 74 (LEFT EOS) tells it the stroke is complete. PinMAME publishes no Fliptronic states for this platform: the coil addresses are the flipper.

Left slingshot

Slingshot switch 73 closes and the ROM fires LSLING (9).

Right slingshot

Slingshot switch 76 closes and the ROM fires RSLING (10).

Pop bumper 0 (upper left)

Pop bumper 0: skirt switch 56, coil POP BUMP 0 (14), the wire chart's upper left pop.

Pop bumper 1 (upper right)

Pop bumper 1: skirt switch 67, coil POP BUMP 1 (15), the wire chart's upper right pop.

Pop bumper 2 (lower)

Pop bumper 2: skirt switch 66, coil POP BUMP 2 (16), the wire chart's lower pop.

Basement scoop

The basement: lanes 54 (Basement Upper) and 55 (Basement Lower) lead to the basement right scoop (37), which SCOOPKICK (11) ejects; the IPDB features count two vertical up-kickers.

Spooky Door and the VUK behind it

The Spooky Door is servo 1 (58): the ROM's Servo test sets DOOR OPEN (level 7) and DOOR CLOSE (level 128). Behind it the VUK (12) lifts a ball resting on 38 (VUK LEFT BEHIND DOOR); opto 96 (the Spooky Door opto on the aux board) sees a ball at the door.

Hellevator

The Hellevator car is servo 0 (57): HELL UP (level 228) and HELL DOWN (level 14) in the Servo test. Switch 64 senses a ball in the car and 46 is the elevator call button target; IPDB describes it carrying the ball to upper and lower levels.

Ghost loop magnet

LOOP MAGNET (1) on the ghost loop, with the Ghost Loop opto 95 (opto 1 on the aux board) seeing the ball pass.

Ghost figure

The ghost figure turns on servo 2 (59: GHOST LEFT 14, MIDDLE 128, RIGHT 242 in the Servo test) and glows from on-board WS2801 LED 2. Red is 62; green and blue are 63 and 64 under the RGB test's default GHOST TYPE REV 1 and swap to 64 and 63 under REV 2, an operator setting. IPDB calls it a colour-changing ghost.

Three-target bank

Ghost targets 1-3 (33-35) on a bank that servo 3 (60) raises and lowers: TARGET UP (level 7) and TARGET DOWN (level 228). IPDB: the 3-target bank drops into the playfield.

Balcony jump ramp

The balcony jump: 52 senses the approach, 51 a successful jump and 53 a ball that falls short onto the pop path.

Evidence and remaining work

Factory chart transcriptions, the ROM service-test tables and the IPDB identity are under evidence/excerpts/spooky-pinball.america-s-most-haunted.2014/; the runtime summary is tools/pinheck_runtime.json (rebuilt by tools/pinheck_runtime.py from the retained runs), the scenarios are tools/harness-scenarios/pinheck/amh-*.json. Remaining: the placements come from the LW recreation table (v2.0), whose layout the operator reviewed as faithful but which no factory location drawing or second independent table checks, so they stay observed. Its script ports the game code and names objects after the factory switch and lamp numbers; each object was taken from what its handler does (table-placements.md cites the line), and where the table's names disagree the ROM decides: its top-lane triggers are named out of order, and the lanes run proves the chart's 40 "O", 41 "R", 42 "B". The basement subway switches (54, 55) are modelled off the playfield and the two side RGB strips (51-56) are not tied to an LED, so those stay unplaced; the mechanism inventory names each mechanism's coils, switches and service-test positions, but no retained source gives its home and startup state, its timing, how the ROM resets it or how it fails, so mechanism behaviour stays open until a manual, a known-working table or a gameplay harness run supplies it. The outputs whose fitment stays unknown: 7 (Proto Bg 1), 8 (Proto Bg 1), 25 (Backbox GI Output 0), 26 (Backbox GI Output 1), 27 (Backbox GI Output 2), 28 (Backbox GI Output 3), 29 (Backbox GI Output 4), 30 (Backbox GI Output 5), 31 (Backbox GI Output 6), 32 (Backbox GI Output 7), 37 (Playfield GI Output 8), 38 (Playfield GI Output 9), 39 (Playfield GI Output 10), 40 (Playfield GI Output 11), 41 (Playfield GI Output 12), 42 (Playfield GI Output 13), 43 (Playfield GI Output 14), 44 (Playfield GI Output 15).

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
amh_023America's Most Haunted (V23)
Code update V23 (AMH_SD_V023.zip from benheck.com with AMH_V023.hex added to the root, as the PinMAME pull request describes; the PIC32 runs the Intel HEX, the Propeller PROP_023.BIN (CRC bd5a99e8) from DMD/), loaded as amh_023.zip. Every edition (IPDB 6161 America's Most Haunted) runs this code on the same board and playfield; PinMAME declares the set as a clone of the unreported pinHeck system set. PinMAME revisions before 97aa922b named it `amh`.
2014pinheckidentical
amh_022America's Most Haunted (V22)
The earlier code update V22 (the card's VERSION.TXT: code and A/V revision 22, dated 10/3/2015): benheck.com's AMH_SD.zip card with AMH_V022.hex from its pinball_update_hex folder added to the root; the PIC32 runs the Intel HEX (CRC b74f2a7b), the Propeller DMD/PROP_022.bin (CRC 53a6b98b). It runs on the same board and playfield and shares V23's switch, lamp and output definitions in PinMAME. Every retained runtime run used V23; PinMAME notes that its DMD frame address is verified for V23 only, while the display itself is decoded from the scan pins. Sources rom.amh-v22-card and rom.amh-v22-hex record both downloads, the card's VERSION.TXT and the CRC check. PinMAME loads it as amh_022.zip.
2014pinheckidentical

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.97aa922bf8e4

    PinmameGetGames: amh_023, amh_022 (clones of the unreported pinHeck system set)

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/pinheck.c: file header; PINHECK_SOL_*, PINHECK_LAMP_ST; pinheck_brd_swcol/cab/lamps/sols/gi/start/rgb/servo; pinheck_sw2m/lamp2m/m2sw; pinheck_getsol; pinheck_brd_init/reset/vblank; SWITCH_UPDATE(pinheck); pinheck_vblank (core_updateSw(0))

    by
    PinMAME contributors
    rev
    97aa922bf8e4
    sha256
    bab6056f6923…
  • PinMAME source

    BSD-3-Clause

    pinmame.board.97aa922bf8e4

    src/wpc/pinheck/board.c: coil port/bit tables, watchdog, lamp strobe, GI 74HC595, cabinet 74HC165, WS2801 chains, servo timing, switch read

    by
    PinMAME contributors
    rev
    97aa922bf8e4
    sha256
    7f46c9a93a9a…
  • PinMAME simulator

    BSD-3-Clause

    pinmame.sim.amh.97aa922bf8e4

    src/wpc/sims/pinheck/amh.c: switch/solenoid defines, game data, mechanism handler and ROM_START

    by
    PinMAME contributors
    rev
    97aa922bf8e4
    sha256
    dc0d1902ffd1…
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-pinheck

    pinHeck switch, solenoid and lamp address rules

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

    spooky.switch-matrix.america-s-most-haunted

    Switch matrix, cabinet switch block, connector pin lists

    external:manuals/by-machine/spooky-pinball.america-s-most-haunted.2014/spooky/AMH_Switch_Matrix_Production.pdf
    by
    Spooky Pinball LLC
    sha256
    5c18e35c4098…
  • Operator manual

    spooky.lamp-matrix.america-s-most-haunted

    Light matrix and connector pin lists

    external:manuals/by-machine/spooky-pinball.america-s-most-haunted.2014/spooky/AMH_Light_Matrix_Production.pdf
    by
    Spooky Pinball LLC
    sha256
    b38db5e4f404…
  • Operator manual

    spooky.wire-to-board.america-s-most-haunted

    Every connector, coil bank, GI header, opto and servo block

    external:manuals/by-machine/spooky-pinball.america-s-most-haunted.2014/spooky/AMH-WIRE-TO-BOARD.pdf
    by
    Spooky Pinball LLC
    sha256
    4122e4bf436b…
  • Human review

    ipdb.6161

    IPDB 6161

    by
    The Internet Pinball Database
    sha256
    1f20131574b3…
  • ROM analysis

    rom.amh-v22-card

    AMH_SD.zip, 595918968 bytes: the V22 SD card image (DMD/ and SFX/ folders, VERSION.TXT); its DMD/PROP_022.bin is the Propeller program. Retained under the working root's roms/spooky-pinball/; ROM bytes are never copied into this repository.

    by
    Spooky Pinball (distributed by Ben Heckendorn, benheck.com)
    sha256
    0bad77fd8c69…
  • ROM analysis

    rom.amh-v22-hex

    AMH_V022.hex, 612459 bytes: the V22 PIC32 program as Intel HEX. Retained under the working root's roms/spooky-pinball/; ROM bytes are never copied into this repository.

    by
    Spooky Pinball (distributed by Ben Heckendorn, benheck.com)
    sha256
    b9271c8ea1df…
  • VPX table

    vpx-table.amh-lw-2-0

    Source locations

    America's Most Haunted v2.0 (released 2025-10-29), 347865088 bytes, from the operator's table folder: the freneticamnesic and Shoopity table updated by LoadedWeapon. It runs its own port of the game code, not the ROM; the operator reviewed its layout as faithful to the machine. Playfield bounds left=0 top=0 right=952 bottom=2185; normalized coordinates are x/952 and y/2185. Extraction manifest SHA-256 b717aa8414042919fc8fd55e9de9a469d078f819f9c61908163d04a9ceb470e2 (external:pinmame-vpx-sources/spooky-pinball/america-s-most-haunted-2014/lw/America's Most Haunted (Spooky Pinball 2014) LW.manifest.json). The geometry source of every placement; the older table in the operator's archive is this one's ancestor and adds nothing independent.

    external:pinmame-vpx-sources/spooky-pinball/america-s-most-haunted-2014/lw/America's Most Haunted (Spooky Pinball 2014) LW.vpx
    by
    freneticamnesic, Shoopity and LoadedWeapon
    rev
    2.0
    sha256
    c677c6b98bfd…
  • VPX script

    vpx-script.amh-lw-2-0

    Source locations

    The LW table's embedded script, 618900 bytes: a port of the original game code with switch handlers named after the factory switch numbers (TrSwN, WaSwN and the trough, drain, door and scoop kickers), light(n) driving the n-th member of Light_Inserts, and the magnet, autoplunger and servo animations. It does not run the ROM, so it identifies objects, never public addresses or causality.

    external:pinmame-vpx-sources/spooky-pinball/america-s-most-haunted-2014/lw/America's Most Haunted (Spooky Pinball 2014) LW/script.vbs
    by
    freneticamnesic, Shoopity and LoadedWeapon
    sha256
    ffaeea988c8e…
  • Runtime run

    runtime.amh.game

    tools/harness-scenarios/pinheck/amh-game.json (scenario f6d2a7b0d7f5c0e6561e081449410b67c482ea656a75947adfd2a2796b1677a0); directory manifest 75df111b1778a6a277b7f590c1309c57d333e09383a131c0a931595279872cb6

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-game/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    7a4ec7bcc7ad…
  • Runtime run

    runtime.amh.lamp

    tools/harness-scenarios/pinheck/amh-lamp.json (scenario cb0e1cb1a9537d3100fccfd465ef125fcb099bb8744c6d0f67fdbde065070b2c); directory manifest 04e09fb10fd14b48e325530efe4c310e51ea303d896f5112d83eccfa09ce3028

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-lamp/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    b9b2b74138b8…
  • Runtime run

    runtime.amh.lanes

    tools/harness-scenarios/pinheck/amh-lanes.json (scenario c441a0a763ca2e39dc44af3614d42e34eea14145d86b1546efceb40d961e346a); directory manifest 53274addd69fa674d04b4cad5261bcf3fbe439cc603c688f01ce2f4e67c275fe

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-lanes/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    6a65da6d549e…
  • Runtime run

    runtime.amh.rgb

    tools/harness-scenarios/pinheck/amh-rgb.json (scenario d8a9ffccf49a2758be4049959dda54e97b7ebee683c81a620ac9ebf595896019); directory manifest 921075e163f0a85baf4b464e26fe01a033e4592a51a8464f1114c046235c9f31

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-rgb/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    eb89fd794361…
  • Runtime run

    runtime.amh.servo

    tools/harness-scenarios/pinheck/amh-servo.json (scenario fa989b32fdd9b5e46f1fb038b2bbf3154edf3cadde2c25ac23b2919f2ce6f0db); directory manifest 93004de7f8575a8835c38d9d415ea356467641989b387b585cf26a6c8337ef24

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-servo/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    555ddd561b8f…
  • Runtime run

    runtime.amh.solenoid

    tools/harness-scenarios/pinheck/amh-solenoid.json (scenario a5b5a181c7120c1edb6feaaaf51c58a50c8576afa514e4b1a5ec612888076d78); directory manifest 4e128900995da983cccd437fe76bcc6942ebac23c4d2543f351f1b5e29775bb5

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-solenoid/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    36ee0b1e7f23…
  • Runtime run

    runtime.amh.switch

    tools/harness-scenarios/pinheck/amh-switch.json (scenario b603967a9dfdecca723da29ce6c4648f0924300ba7c9c4249726ef3044448c86); directory manifest 335f4d62038b1d6f46dd4b2f8cc2066f025c9342b2a0b0ce0fd5b6174cdd76e3

    external:pinmame-review-artifacts/spooky-pinball.america-s-most-haunted.2014/session-20261005/runtime/amh-switch/run.json
    by
    Generated locally from PinMAME and the user-authorized ROM set; ROM bytes remain external
    rev
    b7a60eb0dd97
    sha256
    381b7a41aa67…

Something wrong or missing?

This definition still has 3 unmet requirements, listed under Missing data below. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform

Missing data

What this game definition still needs to reach 100% and become author-ready.

  • Mechanism behavior

    Validate mechanism operation, ball paths, home positions, startup and reset behavior.

  • Output functions

    Validate the physical device, function and fitted quantity behind each output binding.

  • Physical device locations

    Establish validated playfield locations for every physical sensor, actuator and light emitter, including bulb counts and justified projections.

Missing locations · 26

  • BASEMENT UPPER
    Device evidence and notes

    Factory switch 35, column 4, row 3. The ROM's Switch Edge test drew this closure at factory switch 35 (column 4, row 3) of its 8x8 grid. pinHeck reads the matrix uncomplemented: board.c pulls a return line low for every closed contact in the strobed column and the driver has no invSw mask, so public 1 is the closed contact. The ROM's Switch Edge test drew this closure while the host held public 1, so the contact rests open (normally_closed false), whatever its construction.

  • BASEMENT LOWER
    Device evidence and notes

    Factory switch 36, column 4, row 4. The ROM's Switch Edge test drew this closure at factory switch 36 (column 4, row 4) of its 8x8 grid. pinHeck reads the matrix uncomplemented: board.c pulls a return line low for every closed contact in the strobed column and the driver has no invSw mask, so public 1 is the closed contact. The ROM's Switch Edge test drew this closure while the host held public 1, so the contact rests open (normally_closed false), whatever its construction.

  • Proto Bg 1
    Device evidence and notes

    Factory coil 6 on Sol Bank 0 (power orange/yellow), MOSFET 6 (IRL540 on the wire chart), published at 7 = coil + 1. The ROM's Solenoid test names it PROTO BG 1 and pressing Enter on that item fired exactly this address. The production wire chart prints nothing on this pin, so whether production machines fit a load is not settled.

  • Proto Bg 1
    Device evidence and notes

    Factory coil 7 on Sol Bank 0 (power orange/yellow), MOSFET 7 (IRL540 on the wire chart), published at 8 = coil + 1. The ROM's Solenoid test names it PROTO BG 1 and pressing Enter on that item fired exactly this address. The production wire chart prints nothing on this pin, so whether production machines fit a load is not settled.

  • Backbox GI Output 0
    Device evidence and notes

    GI output 0: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 25. The ROM's Lamp test lights only this address under BACKBOX GI #7. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 0, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 1
    Device evidence and notes

    GI output 1: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 26. The ROM's Lamp test lights only this address under BACKBOX GI #6. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 1, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 2
    Device evidence and notes

    GI output 2: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 27. The ROM's Lamp test lights only this address under BACKBOX GI #5. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 2, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 3
    Device evidence and notes

    GI output 3: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 28. The ROM's Lamp test lights only this address under BACKBOX GI #4. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 3, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 4
    Device evidence and notes

    GI output 4: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 29. The ROM's Lamp test lights only this address under BACKBOX GI #3. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 4, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 5
    Device evidence and notes

    GI output 5: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 30. The ROM's Lamp test lights only this address under BACKBOX GI #2. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 5, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 6
    Device evidence and notes

    GI output 6: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 31. The ROM's Lamp test lights only this address under BACKBOX GI #1. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 6, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Backbox GI Output 7
    Device evidence and notes

    GI output 7: the first 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 32. The ROM's Lamp test lights only this address under BACKBOX GI #0. The ROM's own name places it in the backbox group. The wire chart prints no wire on GI_0 pin 7, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 8
    Device evidence and notes

    GI output 8: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 37. The ROM's Lamp test lights only this address under PLAYFIELD GI #7. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 8, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 9
    Device evidence and notes

    GI output 9: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 38. The ROM's Lamp test lights only this address under PLAYFIELD GI #6. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 9, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 10
    Device evidence and notes

    GI output 10: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 39. The ROM's Lamp test lights only this address under PLAYFIELD GI #5. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 10, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 11
    Device evidence and notes

    GI output 11: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 40. The ROM's Lamp test lights only this address under PLAYFIELD GI #4. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 11, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 12
    Device evidence and notes

    GI output 12: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 41. The ROM's Lamp test lights only this address under PLAYFIELD GI #3. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 12, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 13
    Device evidence and notes

    GI output 13: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 42. The ROM's Lamp test lights only this address under PLAYFIELD GI #2. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 13, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 14
    Device evidence and notes

    GI output 14: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 43. The ROM's Lamp test lights only this address under PLAYFIELD GI #1. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 14, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • Playfield GI Output 15
    Device evidence and notes

    GI output 15: the second 74HC595 byte of the board's GI shift register (pinheck_brd_gi), published at 44. The ROM's Lamp test lights only this address under PLAYFIELD GI #0. The ROM's own name places it in the playfield group. The wire chart prints no wire on GI_1 pin 15, which does not prove that nothing is connected; the ROM drives it like any other GI output.

  • RGB1 red
    Device evidence and notes

    On-board ws2801 led channel, published as a 0-255 level. The ROM's RGB test: RGB1=RED/GREEN/BLUE light 51/52/53; RGB2=RED/GREEN/BLUE light 54/55/56; the ghost is on-board WS2801 LED 2 (onbLed2), and the test's GHOST TYPE item, REV 1 on a fresh NVRAM, selects its channel order: under REV 1 GHOST=RED/GREEN/BLUE light 62/63/64, and after Enter on that item switches it to REV 2 they light 62/64/63.

  • RGB1 green
    Device evidence and notes

    On-board ws2801 led channel, published as a 0-255 level. The ROM's RGB test: RGB1=RED/GREEN/BLUE light 51/52/53; RGB2=RED/GREEN/BLUE light 54/55/56; the ghost is on-board WS2801 LED 2 (onbLed2), and the test's GHOST TYPE item, REV 1 on a fresh NVRAM, selects its channel order: under REV 1 GHOST=RED/GREEN/BLUE light 62/63/64, and after Enter on that item switches it to REV 2 they light 62/64/63.

  • RGB1 blue
    Device evidence and notes

    On-board ws2801 led channel, published as a 0-255 level. The ROM's RGB test: RGB1=RED/GREEN/BLUE light 51/52/53; RGB2=RED/GREEN/BLUE light 54/55/56; the ghost is on-board WS2801 LED 2 (onbLed2), and the test's GHOST TYPE item, REV 1 on a fresh NVRAM, selects its channel order: under REV 1 GHOST=RED/GREEN/BLUE light 62/63/64, and after Enter on that item switches it to REV 2 they light 62/64/63.

  • RGB2 red
    Device evidence and notes

    On-board ws2801 led channel, published as a 0-255 level. The ROM's RGB test: RGB1=RED/GREEN/BLUE light 51/52/53; RGB2=RED/GREEN/BLUE light 54/55/56; the ghost is on-board WS2801 LED 2 (onbLed2), and the test's GHOST TYPE item, REV 1 on a fresh NVRAM, selects its channel order: under REV 1 GHOST=RED/GREEN/BLUE light 62/63/64, and after Enter on that item switches it to REV 2 they light 62/64/63.

  • RGB2 green
    Device evidence and notes

    On-board ws2801 led channel, published as a 0-255 level. The ROM's RGB test: RGB1=RED/GREEN/BLUE light 51/52/53; RGB2=RED/GREEN/BLUE light 54/55/56; the ghost is on-board WS2801 LED 2 (onbLed2), and the test's GHOST TYPE item, REV 1 on a fresh NVRAM, selects its channel order: under REV 1 GHOST=RED/GREEN/BLUE light 62/63/64, and after Enter on that item switches it to REV 2 they light 62/64/63.

  • RGB2 blue
    Device evidence and notes

    On-board ws2801 led channel, published as a 0-255 level. The ROM's RGB test: RGB1=RED/GREEN/BLUE light 51/52/53; RGB2=RED/GREEN/BLUE light 54/55/56; the ghost is on-board WS2801 LED 2 (onbLed2), and the test's GHOST TYPE item, REV 1 on a fresh NVRAM, selects its channel order: under REV 1 GHOST=RED/GREEN/BLUE light 62/63/64, and after Enter on that item switches it to REV 2 they light 62/64/63.