Family Guy

Partial
Completion88%

Stern2007SAMstern.family-guy.2007 Updated 2026-10-05 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
fg_1200ag

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

Controller platform
pinmame.sam

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
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–66 (49)
Lamps
1–128 (128)
GI
0–0 (1)
DIP
1–8 (8)

A single aggregate GI channel — the whole string switches together.

Ball positions at start
13TV eject (scoop)18Trough 4 (left)19Trough 320Trough 221Trough 1 (right, up-kicker opto)22Trough jam (stack opto)23Shooter lane55Mini trough (mini shooter)64Clam eject

Create balls on these switches so the ROM finds a full trough at boot.

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos88flipper.upper.left.button15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth-7cabinet.tilt-6cabinet.slam-tilt

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

156 placements · 18 stacked · normalised player view · outline is nominal

41 Ball saver post up · 2 Ball saver post down · 4 Ball saver post down · 12 Ball saver post up3 Left orbit stand-up (Chris target)4 Right 2-bank bottom stand-up5 Right 2-bank top stand-up6 Left Newton ball rollover7 Right Newton ball rollover8 Pirate stand-up target29 Death 1-bank drop target · 6 1-bank drop target reset10 Meg stand-up target213 TV eject (scoop) · 13 TV eject223 Shooter lane · 2 Auto launch24 Left outlane25 Left return lane226 Left slingshot · 7 Left slingshot227 Right slingshot · 8 Right slingshot28 Right return lane29 Right outlane230 Top pop bumper · 11 Top pop bumper231 Right pop bumper · 10 Right pop bumper332 Bottom pop bumper · 9 Bottom pop bumper · 61 Bottom bumper33 Left ramp made235 Evil Monkey · 19 Evil Monkey gate trip coil39 Right orbit spinner40 Death return (inner lane)41 3-bank stand-up bottom42 3-bank stand-up middle43 3-bank stand-up top44 F-A-R-T drop target F245 F-A-R-T drop target A · 3 4-bank drop target reset46 F-A-R-T drop target R47 F-A-R-T drop target T48 Sneak ramp49 Beer can (Brian)250 Mini Meg target · 98 Mini-playfield Meg letter M (LED23)51 Mini Peter target52 Mini right orbit53 Mini left orbit54 Mini ramp255 Mini trough (mini shooter) · 21 Mini-trough (mini-playfield shooter)57 Right orbit264 Clam eject · 5 Clam eject1 Trough up-kicker14 Upper left flipper15 Left flipper16 Right flipper17 Left mini-flipper18 Right mini-flipper20 Stewie motor drive22 Meg shake23 Flash: lower left29 Flash: Meg230 Flash: right orbit (spinner) · 67 Spinner (Lois)31 Flash: pop bumpers32 Flash: lower right3 Family Peter4 Family Lois5 Family Brian6 Family Chris7 Family Meg8 Family Stewie9 Pinball P10 Pinball I11 Pinball N12 Pinball B13 Pinball A14 Pinball L (first)15 Pinball L (second)16 Left outlane17 Left return (2x Lois)18 Raise death (left inner)19 Good Old Boys20 Super Griffins21 Chicken Fight22 Sexy Party23 Ipecac Contest24 By right sling (1)25 By right sling (2)26 By right sling (3)27 Right return (2x Meg)28 Right outlane (special)29 TV (scoop)30 Pinball (scoop)31 Multiball (scoop)32 Meg jackpot33 Pirate stand-up34 Right Newton jackpot35 FART T36 FART R37 FART A38 FART F39 Left orbit Chris40 Left orbit jackpot41 Death (1-bank drop target)42 Skill shot43 200K to left ramp44 300K to left ramp45 400K to left ramp46 500K to left ramp47 Crazy Chris48 Collect beers (beer can)49 Giggity giggity (beer can)50 Happy hour (beer can)51 Remember when (beer can)52 Lard multiball (beer can)53 Extra ball (left Newton)54 Left Newton jackpot55 Evil Monkey jackpot56 3-bank top (X stand-up)57 3-bank middle (X stand-up)58 3-bank bottom (X stand-up)62 Drunken Clam (mystery)63 Stewie (stand-up x2)64 Shoot again65 Right orbit Lois66 Right orbit jackpot68 Mini shoot again70 Stewie spot light81 Mini-playfield Brian letter A (LED8)82 Mini-playfield Brian letter I (LED7)83 Mini-playfield Brian letter R (LED6)84 Mini-playfield Brian letter B (LED5)389 Mini-playfield Peter letter E (first) (LED16) · 90 Mini-playfield Peter letter T (LED15) · 114 Mini-playfield Peter letter P (LED39)291 Mini-playfield Peter letter E (second) (LED14) · 92 Mini-playfield Peter letter R (LED13)97 Mini-playfield Brian letter N (LED24)299 Mini-playfield Meg letter E (LED22) · 100 Mini-playfield Meg letter G (LED21)105 Mini-playfield Lois letter S (LED32)106 Mini-playfield Lois letter I (LED31)107 Mini-playfield Lois letter O (LED30)108 Mini-playfield Lois letter L (LED29)121 Mini-playfield Chris letter S (LED48)122 Mini-playfield Chris letter I (LED47)123 Mini-playfield Chris letter R (LED46)124 Mini-playfield Chris letter H (LED45)125 Mini-playfield Chris letter C (LED44)

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 playfield92
  • sensorsenses the ball42
  • effectmoves the ball22
  • nStackseveral devices in one spot18
156 devices shown

Not on the playfield60 unused, 21 cabinet or service, 17 virtual, 8 dip switch, 2 internal nonvisual — 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
validated
Mechanisms
observed
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Mechanism BehaviorSpatial Placement

Switches

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

88 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.

Outside the matrix-7, -6, -5, -4, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
switch.d17-pendulum-tilt
cabinet.tilt
J13-P1LGN-BRN
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-6
Slam tiltopt
Tilt
switch.d18-slam-tilt
cabinet.slam-tilt
J13-P3LGN-RED
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-5
Ticket notchopt
Microswitch
switch.d19-ticket-notch
service.ticket
J13-P4LGN-ORG
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-4
Unused dedicated switch D20
switch.d20-unused-dedicated-switch-d20
J13-P5LGN-YEL
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-3
Coin-door Back button
Button
switch.d21-coin-door-back-button
service.back
J13-P6LGN-BLK
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-2
Coin-door Minus button
Button
switch.d22-coin-door-minus-button
service.down
J13-P7LGN-BLU
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-1
Coin-door Plus button
Button
switch.d23-coin-door-plus-button
service.up
J13-P8LGN-VIO
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
0
Coin-door Select button
Button
switch.d24-coin-door-select-button
service.enter
J13-P9LGN-GRY
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
1
Ball saver post up
Leaf
switch.1-ball-saver-post-up
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
2
Ball saver post down
Leaf
switch.2-ball-saver-post-down
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
3
Left orbit stand-up (Chris target)
Leaf
switch.3-left-orbit-stand-up-chris-target
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
4
Right 2-bank bottom stand-up
Leaf
switch.4-right-2-bank-bottom-stand-up
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
5
Right 2-bank top stand-up
Leaf
switch.5-right-2-bank-top-stand-up
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
6
Left Newton ball rollover
Leaf
switch.6-left-newton-ball-rollover
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
7
Right Newton ball rollover
Leaf
switch.7-right-newton-ball-rollover
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
8
Pirate stand-up target
Leaf
switch.8-pirate-stand-up-target
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
9
Death 1-bank drop target
Opto
switch.9-death-1-bank-drop-target
position.down
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
10
Meg stand-up target
Leaf
switch.10-meg-stand-up-target
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
11
Unused matrix switch 11
switch.11-unused-matrix-switch-11
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
12
Unused matrix switch 12
switch.12-unused-matrix-switch-12
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
13
TV eject (scoop)
Microswitch
switch.13-tv-eject-scoop
ball.position
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
14
Unused matrix switch 14
switch.14-unused-matrix-switch-14
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
15
Tournament Start
Button
switch.15-tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
16
Start button
Button
switch.16-start-button
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
17
Unused matrix switch 17
switch.17-unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
18
Trough 4 (left)
Microswitch
switch.18-trough-4-left
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
19
Trough 3
Microswitch
switch.19-trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
20
Trough 2
Microswitch
switch.20-trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
21
Trough 1 (right, up-kicker opto)
Opto
switch.21-trough-1-right-up-kicker-opto
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
22
Trough jam (stack opto)
Opto
switch.22-trough-jam-stack-opto
ball.position
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
23
Shooter lane
switch.23-shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
24
Left outlane
Leaf
switch.24-left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
25
Left return lane
Leaf
switch.25-left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
26
Left slingshot
Leaf
switch.26-left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
27
Right slingshot
Leaf
switch.27-right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
28
Right return lane
Leaf
switch.28-right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
29
Right outlane
Leaf
switch.29-right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
30
Top pop bumper
Leaf
switch.30-top-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
31
Right pop bumper
Leaf
switch.31-right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
32
Bottom pop bumper
Leaf
switch.32-bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
33
Left ramp made
switch.33-left-ramp-made
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
34
Unused matrix switch 34
switch.34-unused-matrix-switch-34
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
35
Evil Monkey
Microswitch
switch.35-evil-monkey
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
36
Unused matrix switch 36
switch.36-unused-matrix-switch-36
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
37
Unused matrix switch 37
switch.37-unused-matrix-switch-37
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
38
Unused matrix switch 38
switch.38-unused-matrix-switch-38
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
39
Right orbit spinner
Leaf
switch.39-right-orbit-spinner
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
40
Death return (inner lane)
Leaf
switch.40-death-return-inner-lane
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
41
3-bank stand-up bottom
Leaf
switch.41-3-bank-stand-up-bottom
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
42
3-bank stand-up middle
Leaf
switch.42-3-bank-stand-up-middle
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
43
3-bank stand-up top
Leaf
switch.43-3-bank-stand-up-top
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
44
F-A-R-T drop target F
Opto
switch.44-f-a-r-t-drop-target-f
position.down
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
45
F-A-R-T drop target A
Opto
switch.45-f-a-r-t-drop-target-a
position.down
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
46
F-A-R-T drop target R
Opto
switch.46-f-a-r-t-drop-target-r
position.down
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
47
F-A-R-T drop target T
Opto
switch.47-f-a-r-t-drop-target-t
position.down
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
48
Sneak ramp
Microswitch
switch.48-sneak-ramp
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
49
Beer can (Brian)
Microswitch
switch.49-beer-can-brian
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
50
Mini Meg target
Other
switch.50-mini-meg-target
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
51
Mini Peter target
Other
switch.51-mini-peter-target
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
52
Mini right orbit
Opto
switch.52-mini-right-orbit
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
53
Mini left orbit
Opto
switch.53-mini-left-orbit
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
54
Mini ramp
Opto
switch.54-mini-ramp
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
55
Mini trough (mini shooter)
Opto
switch.55-mini-trough-mini-shooter
ball.position
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
56
Unused matrix switch 56
switch.56-unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
57
Right orbit
Leaf
switch.57-right-orbit
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
58
Unused matrix switch 58
switch.58-unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
59
Unused matrix switch 59
switch.59-unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
60
Unused matrix switch 60
switch.60-unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
61
Unused matrix switch 61
switch.61-unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
62
Unused matrix switch 62
switch.62-unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
63
Unused matrix switch 63
switch.63-unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
64
Clam eject
Microswitch
switch.64-clam-eject
ball.position
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
65
Left coin slot
Button
switch.d1-left-coin-slot
cabinet.coin.left
J2-P2PNK-BRN
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
66
Center coin slot / bill validator
Button
switch.d2-center-coin-slot-bill-validator
cabinet.coin.center
J2-P3PNK-RED
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
67
Right coin slot
Button
switch.d3-right-coin-slot
cabinet.coin.right
J2-P4PNK-ORG
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
68
Fourth coin slotopt
Button
switch.d4-fourth-coin-slot
cabinet.coin.fourth
J2-P6PNK-YEL
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
69
Fifth coin slot (if used)opt
Button
switch.d5-fifth-coin-slot-if-used
cabinet.coin.fifth
J2-P7PNK-GRN
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
70
Unused dedicated switch D6
switch.d6-unused-dedicated-switch-d6
J2-P8PNK-BLU
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
71
Unused dedicated switch D7
switch.d7-unused-dedicated-switch-d7
J2-P9PNK-VIO
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
72
Unused dedicated switch D8
switch.d8-unused-dedicated-switch-d8
J2-P10PNK-GRY
J2-P1/11 and J3-P10BLK
CPU/Sound board dedicated-switch input
validated
81
Right flipper end-of-strokeNC
Leaf
switch.d12-right-flipper-end-of-stroke
flipper.lower.right.eos
J3-P5GRY-YEL
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
82
Right flipper button
Button
switch.d11-right-flipper-button
flipper.lower.right.button
J3-P4GRY-ORG
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
83
Left flipper end-of-strokeNC
Leaf
switch.d10-left-flipper-end-of-stroke
flipper.lower.left.eos
J3-P2GRY-RED
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
84
Left flipper button
Button
switch.d9-left-flipper-button
flipper.lower.left.button
J3-P1GRY-BRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
85
Unused dedicated switch D16
switch.d16-unused-dedicated-switch-d16
J3-P9GRY-BLK
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
86
Unused upper right flipper button D15
switch.d15-unused-upper-right-flipper-button-d15
J3-P8GRY-VIO
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
87
Unused dedicated switch D14
switch.d14-unused-dedicated-switch-d14
J3-P7GRY-BLU
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
88
Upper left flipper button
Button
switch.d13-upper-left-flipper-button
flipper.upper.left.button
J3-P6GRY-GRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated

Controlled devices

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

Coils, magnets & motors

25
25 shown
# Name Device ID Kind Wiring Evidence
1
Trough up-kicker
device.1-trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.2-auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
4-bank drop target reset
device.3-4-bank-drop-target-reset Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Ball saver post down
device.4-ball-saver-post-down Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Clam eject
device.5-clam-eject Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
1-bank drop target reset
device.6-1-bank-drop-target-reset Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Left slingshot
device.7-left-slingshot Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Right slingshot
device.8-right-slingshot Coil
Q8BRN-GRY
I/O Power Driver board
validated
9
Bottom pop bumper
device.9-bottom-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.10-right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Top pop bumper
device.11-top-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Ball saver post up
device.12-ball-saver-post-up Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
TV eject
device.13-tv-eject Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Upper left flipper
device.14-upper-left-flipper Coil
Q14BLU-BLK
I/O Power Driver board
validated
15
Left flipper
device.15-left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.16-right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Left mini-flipper
device.17-left-mini-flipper Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Right mini-flipper
device.18-right-mini-flipper Coil
Q18VIO-RED
I/O Power Driver board
validated
19
Evil Monkey gate trip coil
device.19-evil-monkey-gate-trip-coil Coil
Q19VIO-ORG
I/O Power Driver board
validated
20
Stewie motor drive
device.20-stewie-motor-drive Motor
Q20VIO-WHT
I/O Power Driver board
validated
21
Mini-trough (mini-playfield shooter)
device.21-mini-trough-mini-playfield-shooter Coil
Q21VIO-GRN
I/O Power Driver board
validated
22
Meg shake
device.22-meg-shake Coil
Q22VIO-BLU
I/O Power Driver board
validated
24
Optional 5 V coilopt
device.24-optional-5-v-coil Coil
Q24VIO-GRY
I/O Power Driver board
validated
33
Ticket advance (optional ticket dispenser)opt
output.ticket.33.ticket-advance Coil
validated
35
Ticket enable (optional ticket dispenser)opt
output.ticket.35.ticket-enable Coil
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
23
Flash: lower left
device.23-flash-lower-left
Q23VIO-BLK
I/O Power Driver board
validated
25
Flash: back panel left (blue)
device.25-flash-back-panel-left-blue
Q25BLK-BRN
I/O Power Driver board
validated
26
Flash: back panel center (red)
device.26-flash-back-panel-center-red
Q26BLK-RED
I/O Power Driver board
validated
27
Flash: back panel right (clear)
device.27-flash-back-panel-right-clear
Q27BLK-ORG
I/O Power Driver board
validated
28
Flash: beer can (Brian)
device.28-flash-beer-can-brian
Q28BLK-YEL
I/O Power Driver board
validated
29
Flash: Meg
device.29-flash-meg
Q29BLK-GRN
I/O Power Driver board
validated
30
Flash: right orbit (spinner)
device.30-flash-right-orbit-spinner
Q30BLK-BLU
I/O Power Driver board
validated
31
Flash: pop bumpers
device.31-flash-pop-bumpers
Q31BLK-VIO
I/O Power Driver board
validated
32
Flash: lower right
device.32-flash-lower-right
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

128

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
57–64
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
Hover or tap an address to identify it.
128 shown
# Name Device ID Wiring Evidence
1
Start button
lamp.1-start-button
Q33
I/O Power Driver board lamp matrix
validated
2
Tournament Start button
lamp.2-tournament-start-button
Q33
I/O Power Driver board lamp matrix
validated
3
Family Peter
lamp.3-family-peter
Q33
I/O Power Driver board lamp matrix
validated
4
Family Lois
lamp.4-family-lois
Q33
I/O Power Driver board lamp matrix
validated
5
Family Brian
lamp.5-family-brian
Q33
I/O Power Driver board lamp matrix
validated
6
Family Chris
lamp.6-family-chris
Q33
I/O Power Driver board lamp matrix
validated
7
Family Meg
lamp.7-family-meg
Q33
I/O Power Driver board lamp matrix
validated
8
Family Stewie
lamp.8-family-stewie
Q33
I/O Power Driver board lamp matrix
validated
9
Pinball P
lamp.9-pinball-p
Q34
I/O Power Driver board lamp matrix
validated
10
Pinball I
lamp.10-pinball-i
Q34
I/O Power Driver board lamp matrix
validated
11
Pinball N
lamp.11-pinball-n
Q34
I/O Power Driver board lamp matrix
validated
12
Pinball B
lamp.12-pinball-b
Q34
I/O Power Driver board lamp matrix
validated
13
Pinball A
lamp.13-pinball-a
Q34
I/O Power Driver board lamp matrix
validated
14
Pinball L (first)
lamp.14-pinball-l-first
Q34
I/O Power Driver board lamp matrix
validated
15
Pinball L (second)
lamp.15-pinball-l-second
Q34
I/O Power Driver board lamp matrix
validated
16
Left outlane
lamp.16-left-outlane
Q34
I/O Power Driver board lamp matrix
validated
17
Left return (2x Lois)
lamp.17-left-return-2x-lois
Q35
I/O Power Driver board lamp matrix
validated
18
Raise death (left inner)
lamp.18-raise-death-left-inner
Q35
I/O Power Driver board lamp matrix
validated
19
Good Old Boys
lamp.19-good-old-boys
Q35
I/O Power Driver board lamp matrix
validated
20
Super Griffins
lamp.20-super-griffins
Q35
I/O Power Driver board lamp matrix
validated
21
Chicken Fight
lamp.21-chicken-fight
Q35
I/O Power Driver board lamp matrix
validated
22
Sexy Party
lamp.22-sexy-party
Q35
I/O Power Driver board lamp matrix
validated
23
Ipecac Contest
lamp.23-ipecac-contest
Q35
I/O Power Driver board lamp matrix
validated
24
By right sling (1)
lamp.24-by-right-sling-1
Q35
I/O Power Driver board lamp matrix
validated
25
By right sling (2)
lamp.25-by-right-sling-2
Q36
I/O Power Driver board lamp matrix
validated
26
By right sling (3)
lamp.26-by-right-sling-3
Q36
I/O Power Driver board lamp matrix
validated
27
Right return (2x Meg)
lamp.27-right-return-2x-meg
Q36
I/O Power Driver board lamp matrix
validated
28
Right outlane (special)
lamp.28-right-outlane-special
Q36
I/O Power Driver board lamp matrix
validated
29
TV (scoop)
lamp.29-tv-scoop
Q36
I/O Power Driver board lamp matrix
validated
30
Pinball (scoop)
lamp.30-pinball-scoop
Q36
I/O Power Driver board lamp matrix
validated
31
Multiball (scoop)
lamp.31-multiball-scoop
Q36
I/O Power Driver board lamp matrix
validated
32
Meg jackpot
lamp.32-meg-jackpot
Q36
I/O Power Driver board lamp matrix
validated
33
Pirate stand-up
lamp.33-pirate-stand-up
Q37
I/O Power Driver board lamp matrix
validated
34
Right Newton jackpot
lamp.34-right-newton-jackpot
Q37
I/O Power Driver board lamp matrix
validated
35
FART T
lamp.35-fart-t
Q37
I/O Power Driver board lamp matrix
validated
36
FART R
lamp.36-fart-r
Q37
I/O Power Driver board lamp matrix
validated
37
FART A
lamp.37-fart-a
Q37
I/O Power Driver board lamp matrix
validated
38
FART F
lamp.38-fart-f
Q37
I/O Power Driver board lamp matrix
validated
39
Left orbit Chris
lamp.39-left-orbit-chris
Q37
I/O Power Driver board lamp matrix
validated
40
Left orbit jackpot
lamp.40-left-orbit-jackpot
Q37
I/O Power Driver board lamp matrix
validated
41
Death (1-bank drop target)
lamp.41-death-1-bank-drop-target
Q38
I/O Power Driver board lamp matrix
validated
42
Skill shot
lamp.42-skill-shot
Q38
I/O Power Driver board lamp matrix
validated
43
200K to left ramp
lamp.43-200k-to-left-ramp
Q38
I/O Power Driver board lamp matrix
validated
44
300K to left ramp
lamp.44-300k-to-left-ramp
Q38
I/O Power Driver board lamp matrix
validated
45
400K to left ramp
lamp.45-400k-to-left-ramp
Q38
I/O Power Driver board lamp matrix
validated
46
500K to left ramp
lamp.46-500k-to-left-ramp
Q38
I/O Power Driver board lamp matrix
validated
47
Crazy Chris
lamp.47-crazy-chris
Q38
I/O Power Driver board lamp matrix
validated
48
Collect beers (beer can)
lamp.48-collect-beers-beer-can
Q38
I/O Power Driver board lamp matrix
validated
49
Giggity giggity (beer can)
lamp.49-giggity-giggity-beer-can
Q39
I/O Power Driver board lamp matrix
validated
50
Happy hour (beer can)
lamp.50-happy-hour-beer-can
Q39
I/O Power Driver board lamp matrix
validated
51
Remember when (beer can)
lamp.51-remember-when-beer-can
Q39
I/O Power Driver board lamp matrix
validated
52
Lard multiball (beer can)
lamp.52-lard-multiball-beer-can
Q39
I/O Power Driver board lamp matrix
validated
53
Extra ball (left Newton)
lamp.53-extra-ball-left-newton
Q39
I/O Power Driver board lamp matrix
validated
54
Left Newton jackpot
lamp.54-left-newton-jackpot
Q39
I/O Power Driver board lamp matrix
validated
55
Evil Monkey jackpot
lamp.55-evil-monkey-jackpot
Q39
I/O Power Driver board lamp matrix
validated
56
3-bank top (X stand-up)
lamp.56-3-bank-top-x-stand-up
Q39
I/O Power Driver board lamp matrix
validated
57
3-bank middle (X stand-up)
lamp.57-3-bank-middle-x-stand-up
Q40
I/O Power Driver board lamp matrix
validated
58
3-bank bottom (X stand-up)
lamp.58-3-bank-bottom-x-stand-up
Q40
I/O Power Driver board lamp matrix
validated
59
Not used 59
lamp.59-not-used-59
Q40
I/O Power Driver board lamp matrix
validated
60
Not used 60
lamp.60-not-used-60
Q40
I/O Power Driver board lamp matrix
validated
61
Bottom bumper
lamp.61-bottom-bumper
Q40
I/O Power Driver board lamp matrix
validated
62
Drunken Clam (mystery)
lamp.62-drunken-clam-mystery
Q40
I/O Power Driver board lamp matrix
validated
63
Stewie (stand-up x2)
lamp.63-stewie-stand-up-x2
Q40
I/O Power Driver board lamp matrix
validated
64
Shoot again
lamp.64-shoot-again
Q40
I/O Power Driver board lamp matrix
validated
65
Right orbit Lois
lamp.65-right-orbit-lois
Q41
I/O Power Driver board lamp matrix
validated
66
Right orbit jackpot
lamp.66-right-orbit-jackpot
Q41
I/O Power Driver board lamp matrix
validated
67
Spinner (Lois)
lamp.67-spinner-lois
Q41
I/O Power Driver board lamp matrix
validated
68
Mini shoot again
lamp.68-mini-shoot-again
Q41
I/O Power Driver board lamp matrix
validated
69
Ball saver post
lamp.69-ball-saver-post
Q41
I/O Power Driver board lamp matrix
validated
70
Stewie spot light
lamp.70-stewie-spot-light
Q41
I/O Power Driver board lamp matrix
validated
71
Not used 71
lamp.71-not-used-71
Q41
I/O Power Driver board lamp matrix
validated
72
Not used 72
lamp.72-not-used-72
Q41
I/O Power Driver board lamp matrix
validated
73
Not used 73
lamp.73-not-used-73
Q42
I/O Power Driver board lamp matrix
validated
74
Not used 74
lamp.74-not-used-74
Q42
I/O Power Driver board lamp matrix
validated
75
Not used 75
lamp.75-not-used-75
Q42
I/O Power Driver board lamp matrix
validated
76
Not used 76
lamp.76-not-used-76
Q42
I/O Power Driver board lamp matrix
validated
77
Not used 77
lamp.77-not-used-77
Q42
I/O Power Driver board lamp matrix
validated
78
Not used 78
lamp.78-not-used-78
Q42
I/O Power Driver board lamp matrix
validated
79
Not used 79
lamp.79-not-used-79
Q42
I/O Power Driver board lamp matrix
validated
80
Not used 80
lamp.80-not-used-80
Q42
I/O Power Driver board lamp matrix
validated
81
Mini-playfield Brian letter A (LED8)
lamp.81-mini-playfield-brian-letter-a-led8
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
82
Mini-playfield Brian letter I (LED7)
lamp.82-mini-playfield-brian-letter-i-led7
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
83
Mini-playfield Brian letter R (LED6)
lamp.83-mini-playfield-brian-letter-r-led6
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
84
Mini-playfield Brian letter B (LED5)
lamp.84-mini-playfield-brian-letter-b-led5
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
85
Unused mini-playfield LED matrix position 85
lamp.85-unused-mini-playfield-led-matrix-position-85
validated
86
Unused mini-playfield LED matrix position 86
lamp.86-unused-mini-playfield-led-matrix-position-86
validated
87
Unused mini-playfield LED matrix position 87
lamp.87-unused-mini-playfield-led-matrix-position-87
validated
88
Unused mini-playfield LED matrix position 88
lamp.88-unused-mini-playfield-led-matrix-position-88
validated
89
Mini-playfield Peter letter E (first) (LED16)
lamp.89-mini-playfield-peter-letter-e-first-led16
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
90
Mini-playfield Peter letter T (LED15)
lamp.90-mini-playfield-peter-letter-t-led15
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
91
Mini-playfield Peter letter E (second) (LED14)
lamp.91-mini-playfield-peter-letter-e-second-led14
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
92
Mini-playfield Peter letter R (LED13)
lamp.92-mini-playfield-peter-letter-r-led13
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
93
Unused mini-playfield LED matrix position 93
lamp.93-unused-mini-playfield-led-matrix-position-93
validated
94
Unused mini-playfield LED matrix position 94
lamp.94-unused-mini-playfield-led-matrix-position-94
validated
95
Unused mini-playfield LED matrix position 95
lamp.95-unused-mini-playfield-led-matrix-position-95
validated
96
Unused mini-playfield LED matrix position 96
lamp.96-unused-mini-playfield-led-matrix-position-96
validated
97
Mini-playfield Brian letter N (LED24)
lamp.97-mini-playfield-brian-letter-n-led24
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
98
Mini-playfield Meg letter M (LED23)
lamp.98-mini-playfield-meg-letter-m-led23
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
99
Mini-playfield Meg letter E (LED22)
lamp.99-mini-playfield-meg-letter-e-led22
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
100
Mini-playfield Meg letter G (LED21)
lamp.100-mini-playfield-meg-letter-g-led21
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
101
Unused mini-playfield LED matrix position 101
lamp.101-unused-mini-playfield-led-matrix-position-101
validated
102
Unused mini-playfield LED matrix position 102
lamp.102-unused-mini-playfield-led-matrix-position-102
validated
103
Unused mini-playfield LED matrix position 103
lamp.103-unused-mini-playfield-led-matrix-position-103
validated
104
Unused mini-playfield LED matrix position 104
lamp.104-unused-mini-playfield-led-matrix-position-104
validated
105
Mini-playfield Lois letter S (LED32)
lamp.105-mini-playfield-lois-letter-s-led32
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
106
Mini-playfield Lois letter I (LED31)
lamp.106-mini-playfield-lois-letter-i-led31
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
107
Mini-playfield Lois letter O (LED30)
lamp.107-mini-playfield-lois-letter-o-led30
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
108
Mini-playfield Lois letter L (LED29)
lamp.108-mini-playfield-lois-letter-l-led29
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
109
Unused mini-playfield LED matrix position 109
lamp.109-unused-mini-playfield-led-matrix-position-109
validated
110
Unused mini-playfield LED matrix position 110
lamp.110-unused-mini-playfield-led-matrix-position-110
validated
111
Unused mini-playfield LED matrix position 111
lamp.111-unused-mini-playfield-led-matrix-position-111
validated
112
Unused mini-playfield LED matrix position 112
lamp.112-unused-mini-playfield-led-matrix-position-112
validated
113
Unused mini-playfield LED matrix position 113
lamp.113-unused-mini-playfield-led-matrix-position-113
validated
114
Mini-playfield Peter letter P (LED39)
lamp.114-mini-playfield-peter-letter-p-led39
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
115
Unused mini-playfield LED matrix position 115
lamp.115-unused-mini-playfield-led-matrix-position-115
validated
116
Unused mini-playfield LED matrix position 116
lamp.116-unused-mini-playfield-led-matrix-position-116
validated
117
Unused mini-playfield LED matrix position 117
lamp.117-unused-mini-playfield-led-matrix-position-117
validated
118
Unused mini-playfield LED matrix position 118
lamp.118-unused-mini-playfield-led-matrix-position-118
validated
119
Unused mini-playfield LED matrix position 119
lamp.119-unused-mini-playfield-led-matrix-position-119
validated
120
Unused mini-playfield LED matrix position 120
lamp.120-unused-mini-playfield-led-matrix-position-120
validated
121
Mini-playfield Chris letter S (LED48)
lamp.121-mini-playfield-chris-letter-s-led48
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
122
Mini-playfield Chris letter I (LED47)
lamp.122-mini-playfield-chris-letter-i-led47
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
123
Mini-playfield Chris letter R (LED46)
lamp.123-mini-playfield-chris-letter-r-led46
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
124
Mini-playfield Chris letter H (LED45)
lamp.124-mini-playfield-chris-letter-h-led45
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
125
Mini-playfield Chris letter C (LED44)
lamp.125-mini-playfield-chris-letter-c-led44
Mini-playfield LED board 511-5046-00 (520-5264-00)
validated
126
Unused mini-playfield LED matrix position 126
lamp.126-unused-mini-playfield-led-matrix-position-126
validated
127
Unused mini-playfield LED matrix position 127
lamp.127-unused-mini-playfield-led-matrix-position-127
validated
128
Unused mini-playfield LED matrix position 128
lamp.128-unused-mini-playfield-led-matrix-position-128
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General illumination
gi.master validated

Virtual & other outputs

17
17 shown
# Name Device ID Evidence
33
PinMAME S.A.M. game-on state
virtual.game-on validated
51
Unused S.A.M. auxiliary compatibility address 51
virtual.aux-51 validated
52
Unused S.A.M. auxiliary compatibility address 52
virtual.aux-52 validated
53
Unused S.A.M. auxiliary compatibility address 53
virtual.aux-53 validated
54
Unused S.A.M. auxiliary compatibility address 54
virtual.aux-54 validated
55
Unused S.A.M. auxiliary compatibility address 55
virtual.aux-55 validated
56
Unused S.A.M. auxiliary compatibility address 56
virtual.aux-56 validated
57
Unused S.A.M. auxiliary compatibility address 57
virtual.aux-57 validated
58
Unused S.A.M. auxiliary compatibility address 58
virtual.aux-58 validated
59
Unused S.A.M. auxiliary compatibility address 59
virtual.aux-59 validated
60
Unused S.A.M. auxiliary compatibility address 60
virtual.aux-60 validated
61
Unused S.A.M. auxiliary compatibility address 61
virtual.aux-61 validated
62
Unused S.A.M. auxiliary compatibility address 62
virtual.aux-62 validated
63
Unused S.A.M. auxiliary compatibility address 63
virtual.aux-63 validated
64
Unused S.A.M. auxiliary compatibility address 64
virtual.aux-64 validated
65
Unused S.A.M. auxiliary compatibility address 65
virtual.aux-65 validated
66
Unused S.A.M. auxiliary compatibility address 66
virtual.aux-66 validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU/Sound board DIP switch 1
Dip
switch.dip-1 validated
2
CPU/Sound board DIP switch 2
Dip
switch.dip-2 validated
3
CPU/Sound board DIP switch 3
Dip
switch.dip-3 validated
4
CPU/Sound board DIP switch 4
Dip
switch.dip-4 validated
5
CPU/Sound board DIP switch 5
Dip
switch.dip-5 validated
6
CPU/Sound board DIP switch 6
Dip
switch.dip-6 validated
7
CPU/Sound board DIP switch 7
Dip
switch.dip-7 validated
8
CPU/Sound board DIP switch 8
Dip
switch.dip-8 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 and shooter lane

mechanism.trough

Kicker

Four balls rest on trough switches 18-21 (the machine will not play without all four; an extra mini-pinball sits on the mini-playfield). Q1 lifts the right-most ball, whose position 21 is a blocked dual-OPTO beam, through jam opto 22 into the shooter lane, momentarily closing shooter switch 23. The player plunges the ball by hand with the ball shooter (plunger) assembly, or Q2 (autoplunger) fires it; the manual's Ball Trough Test describes SELECT ejecting the ball at position 21 to the up-kicker, the shooter lane and the playfield, and says switch 22 is the stacking opto that notes additional balls when more than five are used. Keep per-position occupancy and the jam beam rather than a count.

Ball saver (Death) up/down post

mechanism.ball-saver-post

Gate

An up/down post between the lower flippers. The manual states that when energized the post prevents the ball draining between the lower flippers. Q12 raises it and Q4 (the 32-1800 mini-coil of the post's latch assembly) lowers it; blade switches 1 (up) and 2 (down) report its two positions, and lamp 69 shows the post. The instruction card says hitting the Death 1-bank drop target raises the post. The retained script asserts switch 1 when it raises the post and switch 2 when it lowers it but runs a three-second timer of its own that the manual does not describe.

Death 1-bank drop target

mechanism.death-drop-target

Drop Target Bank

One drop target with an OPTO interrupter (PCB 520-5252-01, switch 9); Q6 resets it. Lamp 41 marks it. The instruction card says hitting it raises the ball saver post.

TV eject scoop

mechanism.tv-eject

Kicker

A scoop with a vertical up-kicker: the ball closes scoop switch 13 and Q13 (23-800) ejects it. Lamps 29-31 (TV, Pinball, Multiball) are the scoop's features, and the instruction card says to shoot the TV scoop after spelling P-I-N-B-A-L-L to start Stewie Pinball on the mini-playfield.

Clam eject (vertical up-kicker)

mechanism.clam-eject

Kicker

An eject hole whose ball closes switch 64 and is kicked out by the vertical up-kicker Q5 (27-1500). Lamp 62 (Drunken Clam / mystery) is its feature.

Drives
Senses

Evil Monkey latch gate (left ramp)

mechanism.evil-monkey-gate

Gate

The left plastic ramp carries a latch gate with a trip coil (Q19, 32-1250) and a roller microswitch (35). The instruction card says shooting the Chris target (switch 3, upper left) lowers the Evil Monkey target and advances the Evil Monkey award, and collecting all five awards starts Crazy Chris. Switch 33 (Left ramp made) is the roll-under switch of the ramp's exit gate. Harness probes of fg_1200ag show the ROM re-firing Q19 from game start for as long as public 35 reads open and never firing it when 35 starts closed, so a closed switch 35 is the state the ROM drives Q19 toward; opening switch 35 after the game had started did not make it fire Q19 again within four seconds, and hitting the Chris target (switch 3) fired the back-panel flasher Q27 rather than Q19 in that state. What Q19 does to the physical target and what the Chris-target award does to the latch are not documented or observed, so the latch geometry stays unproven.

Stewie rotating figure

mechanism.stewie-figure

Toy

A stepper motor (511-5043-00) on controller PCB 511-5045-00, driven by Q20 through the ROM, turns the Stewie figure to face the Stewie mini-pinball machine (IPDB). The motor has no position switch: the ROM's Stewie Motor Test (F.G. icon) homes it against the raised stop of the motor mounting bracket by pulsing enough steps in one direction and then the opposite direction, and the retained boot-start run shows the ROM pulsing Q20 during power-up.

Meg shake

mechanism.meg-popper

Toy

A mini-coil (Q22, 27-950) moves the Meg figurine so that it bobs up and down (IPDB). No switch reports it.

Drives

Brian beer can

mechanism.beer-can

Toy

A spring-returned beer can with the Brian figurine; a ball hit closes switch 49. Lamps 48-52 (Collect Beers, Giggity Giggity, Happy Hour, Remember When, Lard Multiball) and flasher Q28 belong to it.

Stewie mini-playfield

mechanism.mini-playfield

Other

An upper mini-playfield with its own 5/8 in. mini-pinball. Q21 (27-950) is the mini-playfield shooter: the ball rests on mini-trough opto 55, is shot up the mini-shooter ramp and plays through mini right orbit 52, mini left orbit 53 and mini ramp 54 (all mini OPTO transceiver pairs), past the mini Meg 50 and mini Peter 51 stand-ups, and between two mini-flippers Q17 and Q18 that operate with the lower flipper buttons. Lamp 68 is Mini Shoot Again. The mini-pinball must be installed for the game to start (manual page 3). The 22 LEDs spelling BRIAN, CHRIS, LOIS, MEG and PETER are on the separate LED board (lamps 81-125).

Lower flippers and upper left flipper

mechanism.flippers

Other

Q15 and Q16 drive the lower left and right flippers with end-of-stroke switches D-10 and D-12 (normally closed, opening about 1/16 in. as the coil is energized); Q14 drives the upper-left mini flipper bat, which has no EOS switch. The left and right cabinet buttons are double-stacked: half-way operates the lower flipper (D-9, D-11) and a full press also operates the upper flipper (D-13 for the left). No upper-right flipper is fitted (D-15 printed NOT USED). The manual specifies a 40 ms kick at +50 VDC and then 1 ms pulses every 12 ms while the button is held, with a new 40 ms pulse if the EOS contact closes again.

Orbits, lanes, spinner and fixed targets

mechanism.orbits-and-lanes

Other

The remaining playfield switches at their enumerated addresses: the Newton ball rollovers 6 and 7, the left orbit stand-up 3, right 2-bank stand-ups 4 and 5, the Pirate and Meg stand-ups, the 3-bank stand-ups 41-43, outlanes and return lanes 24, 25, 28 and 29, the death return 40, the right orbit 57 and its spinner 39, and the sneak ramp 48. Their contacts are momentary: use the pulse flag recorded on each switch.

Optional coin meter, token dispenser or knocker

mechanism.optional-devices

Other

Coil Q24 (5 V) is optional: the manual says a coin meter, token dispenser or knocker is wired there when required, and the optional ticket dispenser reports a notch on dedicated switch D-19. The retained boot-start run observes public solenoid 24 pulsing as coins are credited, which is consistent with a credit-sound knocker or meter output.

Recreation notes

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

Coverage
partial - the complete public I/O inventory, factory wiring and parts and firmware family are recorded from the Stern service manual, the ROM's own service tests and pinned PinMAME; the Evil Monkey latch gate's behavior and the spatial placements the retained table cannot supply are still open.

Identity and evidence precedence

This is the 2007 Stern S.A.M. machine (IPDB 5219, model I-0093, OPDB G5LW9-MQ6N5, designed by Pat Lawlor) with a 128x32 dot-matrix display, five flippers (two lower, one upper left, two on the mini-playfield), three pop bumpers and the Stewie mini-playfield. All nineteen pinned fg_* drivers are firmware and language versions of this one machine: the clone tree PinMAME declares under fg_1200ag initializes them identically (INITGAME(fg, GEN_SAM, sam_dmd128x32, SAM_8COL, SAM_GAME_FG)), the factory manual lists one parts set, and the ROMs that were run print the same switch and lamp names. Service Bulletin 170 (February 2007) records that starting with this game the factory firmware limits North American machines to 60 Hz line voltage; that is firmware, not hardware.

Authority used: the January 2008 Stern service manual (v12.0 and later; Internet Archive item Stern_Pinball_Family_Guy_Manual, 170 pages) for physical construction, parts and wiring; the ROM's own switch, coil and lamp tests, run in the pinned LibPinMAME harness, for names and public addresses; pinned PinMAME sam.c for the emulator contract; the retained VPX table's embedded script only for controller-facing pulse/hold behaviour, because it is a reconstruction with defects (below). Neither the manual nor any retained table is a verified-working recreation of this machine's rules.

What the ROM tests settle

On a fresh NVRAM the S.A.M. service menu is reached with the Back key and three Select presses (diagnostics menu), after which the switch, coil and lamp tests name every address:

  • Switches. Holding public 1-64 in turn, the switch test prints the ROM's name and the drive/return wire colours for exactly the cells the manual prints and the generic SWITCH #n for the NOT USED cells (11, 12, 14, 17, 34, 36-38, 56, 58-63). The public number is the manual's printed number, and a held public 1 is the ROM's active reading, so the public matrix is active-high and no consumer inverts it: pinned PinMAME's samswitch_r (sam.c) complements the matrix word on its way to the CPU's active-low port. physical.normally_closed is therefore false for every matrix switch, including the optos (21, 22, 9, 44-47, 52-55), whose receiver output closes when the beam is blocked.
  • Dedicated switches. The switch test names public 65-69 (coin slots 1-5), -7 (tilt), -6 (slam tilt), -5 (ticket notch) and the EOS pairs 81-88. Pinned samswitch_r copies the flipper button bits D-9, D-11, D-13 and D-15 into their EOS bits D-10, D-12, D-14 and D-16 as the CPU reads the dedicated word, so holding 81 or 82 names the right EOS (D-12), 83 or 84 the left EOS (D-10), 85 or 86 an upper-right EOS (D-16) and 87 or 88 an upper-left EOS (D-14). D-14 and D-16 are generic S.A.M. names for an EOS the upper flippers do not carry (the manual's upper-left flipper parts list prints a spacer where the lower flippers have the EOS switch), and the ROM also names D-7 and D-8 "L./R. POST SAVE" although the manual prints NOT USED. The EOS contacts D-10 and D-12 are normally closed per the manual (they open about 1/16 in. as the coil is energized); the core also rewrites the lower pair's public bits (83 and 81) from the flipper coil timers, so they rest at 0 whatever the contact does.
  • Coils. The Single Coil Test steps Q1-Q19, Q21-Q23 and Q25-Q32 (it skips Q20, the Stewie stepper, and Q24), printing the name, power and control wire colours. Pressing Select fires the public solenoid whose number equals the transistor number for every one of them. The ROM prints the control wire BRN-BLK for Q3 where the manual's chart prints BRN-ORG; the structured wiring follows the manual's chart (a wiring-detail difference, not a disagreement about the device). Every firmware that was run before V12.0 (V3.00, V4.00, V8.00 and V11.0) also lists two optional ticket-dispenser auxiliary coils, AUX 1: TICKET ADVANCE #33 and AUX 3: TICKET ENABLE #35, after Q32; firing them changes no public solenoid. They are recorded as two optional physical ticket outputs (physical.output.ticket 33 and 35, outputs of the backbox auxiliary driver PCB 520-5068-01 on manual pages 169-170), not as public solenoids: PinMAME publishes nothing for them, public 33 is the synthetic game-on state and 51-66 are unused compatibility addresses. The board has a third transistor (AUX 2, #34) that no retained source names.
  • Lamps. Stepping the Single Lamp Test lights public lamp n at selector position n for all 80 positions, with the manual's names for 3-70 and NOT USED #n for 59, 60 and 71-80. The firmware versions that were run draw identical lamp-test frames.
  • Power-up. The ROM pulses the Stewie stepper (public solenoid 20) at power-up, GI 0 comes on, six coins and Start produce the synthetic game-on state on solenoid 33 and pulse the trough up-kicker (Q1), and each coin pulses public solenoid 24 (the optional coin meter/knocker output).

Ball transport

Four balls are required; they rest on trough switches 18-21 (21 is a dual-OPTO "VUK" beam at the up-kicker end, 22 the stacking beam above it). Q1 lifts the right-most ball into the shooter lane (switch 23); the player plunges with the ball shooter or Q2 fires the autoplunger. The mini-pinball (5/8 in.) sits in the mini-playfield trough (OPTO 55) and must be installed for the game to run. Treat each trough position as sustained occupancy and the up-kicker transaction as the only way a ball leaves the stack.

Playfield mechanisms

The mechanisms and their addresses are enumerated in the definition. Their behavior as the factory documents it:

  • Ball saver (Death) post. An up/down post between the lower flippers (assembly 500-7022-00) that keeps the ball from draining when energized. Q12 raises it, Q4 (the 32-1800 mini-coil of the latch assembly) lowers it, and blade switches 1 and 2 report up and down. The Death 1-bank drop target (OPTO switch 9, reset by Q6) raises the post per the instruction card. Lamp 69 is the post, lamp 18 "Raise Death".
  • Drop targets. F-A-R-T 4-bank (OPTO switches 44-47, reset by Q3) and the Death 1-bank (switch 9, reset by Q6). A target holds its OPTO beam interrupted while down.
  • Ejects. TV scoop (switch 13, Q13) and Clam eject (switch 64, Q5), both vertical up-kickers that kick the held ball out; the diodes of switches 13 and 64 are on playfield terminal strips (DOTS).
  • Evil Monkey latch gate. The left ramp's latch gate has a trip coil (Q19, 32-1250) and a roller microswitch (35); switch 33 is the ramp exit's roll-under gate switch. The instruction card says the Chris target (switch 3) lowers the Evil Monkey target and that collecting five Evil Monkey awards starts Crazy Chris. In the harness the ROM fires Q19 repeatedly from game start while public 35 reads open and stops once it reads closed (it never fires Q19 when 35 starts closed), so closed is the state the ROM drives it toward; a Chris-target hit on the first ball fired the back-panel flasher Q27 and not Q19, and opening switch 35 afterwards did not make the ROM fire Q19 again within four seconds. The physical action of Q19 on the target and the release path the instruction card describes are not documented or observed.
  • Figures. Stewie turns on a stepper motor (Q20, controller PCB 511-5045-00, no position switch; homed against a raised stop by the ROM's Stewie Motor Test) to face his mini-pinball machine; Meg bobs on a mini-coil (Q22); Brian's beer can is a spring-returned target (switch 49). Peter, Chris and Lois are fixed figures.
  • Stewie mini-playfield. Mini-shooter Q21 serves the ball from mini-trough 55; mini orbits 52 and 53 and mini ramp 54 are OPTO pairs, stand-ups 50 (Meg) and 51 (Peter) are mechanical switches (earlier machines had piezo sensors), and Q17/Q18 are the mini-flippers, operated with the lower flipper buttons. Per the instruction card, spelling P-I-N-B-A-L-L with the captive-ball (Newton) rollovers 6 and 7 and then shooting the TV scoop starts Stewie Pinball on this playfield.
  • Flippers. Lower flippers Q15/Q16 with EOS D-10/D-12 and buttons D-9/D-11; upper-left flipper Q14 on D-13 (a full press of the double-stacked left button). No upper-right flipper is fitted. The manual specifies a 40 ms kick at 50 VDC and then 1 ms pulses every 12 ms while the button is held.
  • Bumpers and slings. Pop bumper coil/switch pairs: Q9 bottom with 32, Q10 right with 31, Q11 top with 30. Slings: Q7 left with 26, Q8 right with 27.

Lighting

Lamp matrix 1-80 as the manual prints it (lamps 1 and 2 are the cabinet start and tournament-start buttons; 59, 60 and 71-80 are NOT USED; 61, 68 and 70 are above the playfield; 61 is a white LED module). Eight flashers are #89 bulbs on Q23 and Q25-Q32; Q25-Q27 are the back-panel flashers behind blue, red and clear covers.

General illumination is one aggregate public GI 0 (the G.I. relay), over four fused 5.7 VAC circuits: circuit 1 unused, circuit 2 (left-side spot lights), circuit 3 (back panel and coin door) and circuit 4 (right-side spot lights); bulb counts are production-dependent.

The mini-playfield LED board 520-5264-00 is separate from the lamp matrix: 22 LEDs spell BRIAN, CHRIS, LOIS, MEG and PETER. PinMAME publishes them as lamp outputs 81-128, six groups of eight of which 22 are fitted. The mapping below was read from the board schematic and agrees with the 22 addresses every swept firmware drives (V3.00, V4.00, V8.00, V11.0 and V12.0 publish exactly this set and nothing else above lamp 80):

Name Letters to public lamps
BRIAN B 84, R 83, I 82, A 81, N 97
CHRIS C 125, H 124, R 123, I 122, S 121
LOIS L 108, O 107, I 106, S 105
MEG M 98, E 99, G 100
PETER P 114, E 89, T 90, E 91, R 92

Spatial placement

Placements are the stored centres of the retained table's objects, normalized by the table's 952×2115 bounds. Where the table's script binds an object to a device in the wrong place, the device takes the object the manual's location drawings put it at (the pop bumpers: switch 30 and coil Q11 are the rear bumper, 31 and Q10 the right one, 32 and Q9 the front one that carries the white lamp-61 LED module). A factory location-drawing callout check validates 99 of the 100 table placements it covers: every numbered box on DR.5 and DR.7 was transcribed independently, each page was fitted against its jet-bumper and flipper-pivot controls and against its other boxes, and a placement validates when its own box lands within 0.07 normalized under both fits (tools/seeds/stern/family-guy-2007-callouts.json). The checked placements that stay observed, each with a note on its device: switches 33. Mini-playfield switches 50-55 and lamp 68 are drawn on the DR.5 and DR.7 insets, which the page fits do not cover, so they keep their table status. The coil and flasher page (DR.9, PDF page 11) was transcribed too, but its only top-down view is an inset cut off at the page edge that shows the three bumpers and nothing else a fit could use, so no coil or flasher placement is checked against a drawing. Missing: the trough sensors 18-22 and the back-panel flashers Q25-Q28 (no table objects), GI and the coil bodies (anchors are the mechanisms the coils drive).

Retained table defects (not machine facts)

The retained VPX table (Family Guy (Stern 2007).vpx) is a reconstruction. Its info.json still names "Shrek (Stern 2008)" (a stale header), and its script differs from the factory manual in ways a recreation must not copy: the rear pop-bumper object is bound to switch 32 (the manual's bottom/front bumper) and the front object to 30; the LED lamps are labelled with the wrong names (lamps 81-84 and 97 as CHRIS where the board has BRIAN, and 121-125 as BRIAN where it has CHRIS); switch 35 is asserted from the Q19 callback; the ball saver post runs a timer of its own; and some playfield switches (for example 33, the ramp exit gate) are bound only through gate and kicker objects rather than a switch object of their own. These are table defects, noted on the devices, not disagreements about the machine.

Variants

Firmware versions V3.00, V4.00, V8.00 and V11.0 were run against the same switch, coil and lamp sweeps as V12.0; every name and public address matches, except for the two optional auxiliary ticket coils that all four list and V12.0 drops (see above). fg_200a has no retained ROM and fg_1200af's retained zip holds a different dump from the pinned CRC, so neither was run. The 2008-and-later production run replaced the mini-playfield stand-up piezo sensor PCB on switches 50 and 51 with mechanical switches (manual note, PDF page 115); the public addresses are the same.

What remains

  • Spatial placement (spatial_placement) is incomplete: see the section below. No GI string, the trough sensors 18-22 or the back-panel flashers Q25-Q28 have a placement.
  • The Evil Monkey latch gate: what Q19 does to the target physically and which game event releases it. A harness run that reaches the Evil Monkey award on a modelled ball, or a photograph or teardown of the assembly, would settle it (mechanism_behavior).

Sources

  • Service manual FG_FIND_IT_IN_FRONT.pdf, SHA-256 2bbcfa34ad70ab90c0fadabaf825850cecae58c8028af9aaabf8be1ad01979cd; transcribed excerpts under evidence/excerpts/stern.family-guy.2007/.
  • Service Bulletin 170, SHA-256 b26b97f9117513b44b78dbfc1c6e32aa7cb762313a7e6b836a512fbbf629ece0.
  • Retained table Family Guy (Stern 2007).vpx, SHA-256 159558a39efd5a784bf0e587e9f07563e4fcd92765eeda02c9abc8bad015e2ff, embedded script SHA-256 c7b201acb74a329913b159db88315c422b8dcead0ba4bb30b61785ed1785f8db.
  • Runtime summaries evidence/runtime/sam/family-guy-*.json, each tied to its sealed raw run and the pinned native library.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
fg_1200alFamily Guy (V12.0 English, Spanish)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). It was not run itself; its contract rests on the shared initialization and on the firmware revisions that were.
2008fg_1200agidentical
fg_1200aiFamily Guy (V12.0 English, Italian)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). It was not run itself; its contract rests on the shared initialization and on the firmware revisions that were.
2008fg_1200agidentical
fg_1200agFamily Guy (V12.0 English, German)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). Its switch, coil and lamp test names and public addresses were exercised in the retained harness sweeps and match the V12.0 firmware, apart from the optional ticket-dispenser auxiliary coils listed by older firmware (see the knowledge note).
2008—identical
fg_1200afFamily Guy (V12.0 English, French)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). The retained zip for this driver holds a different dump from the pinned CRC, so it was not run; its contract rests on the shared initialization and on the sibling languages that were.
2008fg_1200agidentical
fg_1100alFamily Guy (V11.0 English, Spanish)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). Its switch, coil and lamp test names and public addresses were exercised in the retained harness sweeps and match the V12.0 firmware, apart from the optional ticket-dispenser auxiliary coils listed by older firmware (see the knowledge note).
2007fg_1200agidentical
fg_1100aiFamily Guy (V11.0 English, Italian)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). It was not run itself; its contract rests on the shared initialization and on the firmware revisions that were.
2007fg_1200agidentical
fg_1100agFamily Guy (V11.0 English, German)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). It was not run itself; its contract rests on the shared initialization and on the firmware revisions that were.
2007fg_1200agidentical
fg_1100afFamily Guy (V11.0 English, French)
Firmware revision and/or language of the same 2007 Family Guy machine; PinMAME initializes every fg_ driver with the same game data (S.A.M. generation, 128x32 DMD, eight lamp columns, SAM_GAME_FG mini-playfield LED board). It was not run itself; its contract rests on the shared initialization and on the firmware revisions that were.
2007fg_1200agidentical

Parent set: fg_1200ag — 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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.8371478a7640

    PinmameGetGames fg_ driver records and clone graph (root fg_1200ag).

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/sam.c: INITGAME(fg, GEN_SAM, sam_dmd128x32, SAM_8COL, SAM_GAME_FG) and the fg_* driver family (root fg_1200ag); the SAM_GAME_FG block that publishes the mini-playfield LED board 520-5264-00 at lamp addresses 81-128; the Family Guy output typing (solenoids 18-21 and 25-32, mini-playfield LEDs); the fastflip address of the fg_1200 family; the public switch, lamp and GI conversions shared by every S.A.M. game.

    by
    PinMAME contributors
    rev
    8371478a7640
  • Operator manual

    manual.stern-family-guy.2007-service

    Source locations

    Internet Archive item Stern_Pinball_Family_Guy_Manual (uploader wouterdevlieger@gmail.com; details https://archive.org/details/Stern_Pinball_Family_Guy_Manual), 170-page Stern Pinball Service Game Manual, January 2008, v12.0+ (IPDB 5219 lists the same manual). The PDF's text layer is unusable; every cell was read from renders. Switch/lamp/dedicated grids and the DR.5/DR.7/DR.9 location drawings: PDF pages 7, 9, 10, 11, 23. Test text: 39-41. Parts and assemblies: 68-69, 72-73, 90-118. Wiring and PCBs: 120-131, 133-135, 159-169.

    by
    Stern Pinball, Inc.
    sha256
    2bbcfa34ad70…
  • Service bulletin

    bulletin.stern-family-guy-170

    Source locations

    Stern Service Bulletin 170 (February 21, 2007, Internet Archive item Stern_Pinball_Service_Bulletin_170): starting with Family Guy, factory firmware limits North American games to 60 Hz line voltage and export games to 50 or 60 Hz; a firmware measure, not a hardware change.

    archive.orglines voltage and export games to 50 or 60
    by
    Stern Pinball Inc.
    sha256
    b26b97f91175…
  • Human review

    ipdb.family-guy.5219

    Source locations

    IPDB 5219 "Family Guy" (Stern, manufactured 2007, model I-0093, S.A.M. board system): five flippers, three pop bumpers, a 4-bank and a solitary drop target, nine stand-up targets, two captive balls, two Newton balls, a spinning target, an up-post between the flippers, the Stewie mini-playfield; the Stewie figure rotates to face his mini-pinball machine and Meg bobs up and down. Fetched through the Wayback id_ form; page SHA-256 092f65a5dcfa97c5eaf36341479b9f546a8353c95c07b81aa7bcc676a497c446.

    by
    Internet Pinball Database
    sha256
    092f65a5dcfa…
  • VPX table

    vpx.table.family-guy-2020

    Source locations

    Family Guy (Stern 2007).vpx from the user's VPX archive (40,579,072 bytes, extracted with vpxtool git:v0.33.3). Its info.json header names "Shrek (Stern 2008)" by Ninuzzu, but the playfield art, objects and script are Family Guy (cGameName fg_1200af); the header is a stale carry-over from the Shrek table it was built from. Playfield bounds left 0, top 0, right 952, bottom 2115. A reconstruction with known defects (see the knowledge note): bumper objects are bound to the reverse of the manual's switch order, and it has no objects for several playfield switches.

    external:vpx-sources/stern/family-guy-2007/source/Family Guy (Stern 2007).vpx
    by
    Table authors credited in the script; Ninuzzu
    sha256
    159558a39efd…
  • VPX script

    vpx.script.family-guy-2020-embedded

    Source locations

    Embedded Script stream of the exact retained table, extracted with vpxtool extractvbs (1,449 lines, cGameName "fg_1200af", LoadVPM sam.vbs 3.43). Used only for controller-facing behaviour: which public switches it pulses (vpmTimer.PulseSw) or holds (Controller.Switch), the SolCallback list for Q1-Q6, Q12-Q13, Q15-Q32, the commented-out bumper and sling callbacks, and the NFadeL lamp bindings 3-70 and LED bindings. It is a reconstruction, not a verified-working table: several bindings contradict the factory manual and are recorded as table defects on the affected devices.

    external:vpx-sources/stern/family-guy-2007/source/Family Guy (Stern 2007).vbs
    by
    Table authors credited in the script
    sha256
    c7b201acb74a…
  • VPX script

    vpx.script.family-guy-1.0-corpus

    Source locations

    Pinned corpus script Family Guy 1.0 (jsm174/vpx-standalone-scripts revision 15d112648a1b94b9f59eb8b3c335d57283653c50, also the sverrewl/vpxtable_scripts Family Guy 1.0 script): a later, VPW-style revision of the same lineage with the same SolCallback list, the same Bumper1->32, Bumper2->31, Bumper3->30 pulses and the same Controller.Switch(35) assertion in its CastleGuard routines. It shares ancestry with the retained table, so it supplements and never corroborates it. The recorded SHA-256 is that of the 176,332-byte LF blob at the pinned revision. The corresponding VPX table is not retained.

    by
    Table authors credited in the script; jsm174/vpx-standalone-scripts contributors
    rev
    15d112648a1b
    sha256
    d2657cbbbccb…
  • ROM analysis

    rom.stern-family-guy.fg-1200ag

    Source locations

    Read-only user-authorized archive fg_1200ag.zip (members FG120ag.bin CRC d9734f94, fg120ai.bin, fg120al.bin, fg120af.bin; FGreadme.txt). Member CRCs of the retained zips for fg_1000*, fg_1100*, fg_1200ag/ai/al, fg_300ai, fg_400a, fg_400ag, fg_700af/al and fg_800al match pinned sam.c; the retained fg_1200af.zip holds a different dump (CRC 83cdeafa) and fg_200a has no retained ROM.

    external:vpinmame-roms/fg_1200ag.zip
    by
    Stern Pinball game code; ROM bytes remain external
    rev
    V12.0 Englis
    sha256
    49e51a6db05f…
  • Human review

    review.family-guy-drawing-callouts-2026-10-02

    Source locations

    2026-10-02 factory location-drawing callout check of DR.5 (switches) and DR.7 (lamps), PDF pages 7 and 9: every numbered box transcribed independently on the retained 200 dpi renders, verifier corrections recorded with their reasons, per-page control and callout fits; a table placement whose own box lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py). The DR.9 coil page was transcribed too but cannot be fitted (its only top-down view is an inset cut off at the page edge showing three bumpers), so no coil or flasher placement is checked. Reads, overlays and generator are retained under review-artifacts with a pinned manifest.

    internal:tools/seeds/stern/family-guy-2007-callouts.json
    by
    PinMAME game definitions contributors
    sha256
    752a438a0a4d…
  • Runtime run

    runtime.family-guy.fg-1200ag.switch-test-sweep

    Fresh-NVRAM fg_1200ag switch test: every matrix switch 1-64 held for 1.2 s; the ROM prints its own name and wire colours for the switch it reads closed. Names are transcribed in the ROM service-test excerpt.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-switch-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    3c2465ef377c…
  • Runtime run

    runtime.family-guy.fg-1200ag.dedicated-switch-sweep

    Fresh-NVRAM fg_1200ag switch test: public 65-72, 81-88 and -7 to -4 held for 1.2 s each.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-dedicated-switch-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    46a752f41387…
  • Runtime run

    runtime.family-guy.fg-1200ag.coil-test-sweep

    Fresh-NVRAM fg_1200ag Single Coil Test: 35 selector positions each fired once; every fired position is paired with the public solenoid addresses that changed.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-coil-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    78ebc3aac375…
  • Runtime run

    runtime.family-guy.fg-1200ag.lamp-test-sweep

    Fresh-NVRAM fg_1200ag Single Lamp Test: all 80 selector positions; every position is paired with the public lamp addresses that changed.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-lamp-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    9ed7021388ec…
  • Runtime run

    runtime.family-guy.fg-1200ag.boot-start

    fg_1200ag boot, six coins and Start with trough switches 18-21 and mini-trough 55 closed: observes the 128x32 DMD, GI 0, the Stewie homing pulses on solenoid 20, the synthetic game-on solenoid 33 and the LED-board lamp channels 81-125.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-boot-start.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    74cad2db6f0c…
  • Runtime run

    runtime.family-guy.fg-1200ag.evil-monkey-probe-closed

    Source locations

    fg_1200ag probe with Evil Monkey switch 35 closed by the scenario after the ROM has booted (the booted snapshot still reads 0) and before the coins and Start: six coins, Start, a modelled ball in and out of the shooter lane, the Chris target (switch 3) hit, switch 35 opened and closed. Q19 (public solenoid 19) never changes.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-evil-monkey-probe-closed.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    a7cc58e92e78…
  • Runtime run

    runtime.family-guy.fg-1200ag.evil-monkey-probe-open

    The same probe with Evil Monkey switch 35 left open from the scenario's start through the coins and Start: Q19 changes repeatedly from Start until switch 35 is closed, and not afterwards.

    internal:evidence/runtime/sam/family-guy-fg_1200ag-evil-monkey-probe-open.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    99244232c92c…
  • Runtime run

    runtime.family-guy.fg_300ai.switch-test-sweep

    Fresh-NVRAM fg_300ai switch test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_300ai-switch-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    b95f739fa75c…
  • Runtime run

    runtime.family-guy.fg_300ai.coil-test-sweep

    Fresh-NVRAM fg_300ai coil test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_300ai-coil-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    059980e2461a…
  • Runtime run

    runtime.family-guy.fg_300ai.lamp-test-sweep

    Fresh-NVRAM fg_300ai lamp test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_300ai-lamp-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    4b47b9ab2f29…
  • Runtime run

    runtime.family-guy.fg_400a.switch-test-sweep

    Fresh-NVRAM fg_400a switch test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_400a-switch-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    d4b7f89a86e4…
  • Runtime run

    runtime.family-guy.fg_400a.coil-test-sweep

    Fresh-NVRAM fg_400a coil test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_400a-coil-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    be26a22f6176…
  • Runtime run

    runtime.family-guy.fg_400a.lamp-test-sweep

    Fresh-NVRAM fg_400a lamp test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_400a-lamp-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    710918d5c0ed…
  • Runtime run

    runtime.family-guy.fg_800al.switch-test-sweep

    Fresh-NVRAM fg_800al switch test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_800al-switch-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    b768863b06c4…
  • Runtime run

    runtime.family-guy.fg_800al.coil-test-sweep

    Fresh-NVRAM fg_800al coil test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_800al-coil-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    e7e6817649ef…
  • Runtime run

    runtime.family-guy.fg_800al.lamp-test-sweep

    Fresh-NVRAM fg_800al lamp test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_800al-lamp-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    8fce4410a017…
  • Runtime run

    runtime.family-guy.fg_1100al.switch-test-sweep

    Fresh-NVRAM fg_1100al switch test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_1100al-switch-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    a93d729afabc…
  • Runtime run

    runtime.family-guy.fg_1100al.coil-test-sweep

    Fresh-NVRAM fg_1100al coil test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_1100al-coil-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    d01df867eed6…
  • Runtime run

    runtime.family-guy.fg_1100al.lamp-test-sweep

    Fresh-NVRAM fg_1100al lamp test sweep with the same scenario as the fg_1200ag run, retained to compare the ROM's names and public addresses across firmware.

    internal:evidence/runtime/sam/family-guy-fg_1100al-lamp-test-sweep.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    2cbcbbc88135…

Something wrong or missing?

This definition still has 2 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.

Other editions

Family Guy / Shrek shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Family Guy / Shrek, side by side

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.

  • Physical device locations

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

Missing locations · 12

  • Trough 4 (left)
    Device evidence and notes

    Manual name "(4-BALL) TROUGH #4 (L)"; the ROM's switch test prints "TROUGH #4 (L)" with the wire colours GRN-RED / WHT-RED. Roller-actuator Lite-Force microswitch. normally_closed is false: the public bit is active-high (pinned PinMAME's samswitch_r complements the matrix word on its way to the CPU's active-low port, and the ROM treats a held public 1 as the active reading in its switch test).

  • Trough 3
    Device evidence and notes

    Manual name "(4-BALL) TROUGH #3"; the ROM's switch test prints "TROUGH #3" with the wire colours GRN-RED / WHT-ORG. Roller-actuator Lite-Force microswitch. normally_closed is false: the public bit is active-high (pinned PinMAME's samswitch_r complements the matrix word on its way to the CPU's active-low port, and the ROM treats a held public 1 as the active reading in its switch test).

  • Trough 2
    Device evidence and notes

    Manual name "(4-BALL) TROUGH #2"; the ROM's switch test prints "TROUGH #2" with the wire colours GRN-RED / WHT-YEL. Roller-actuator Lite-Force microswitch. normally_closed is false: the public bit is active-high (pinned PinMAME's samswitch_r complements the matrix word on its way to the CPU's active-low port, and the ROM treats a held public 1 as the active reading in its switch test).

  • Trough 1 (right, up-kicker opto)
    Device evidence and notes

    Manual name "(VUK OPTO) TROUGH #1 (R)"; the ROM's switch test prints "TROUGH #1 (R)" with the wire colours GRN-RED / WHT-GRN. Printed "VUK OPTO". Dual OPTO transmitter and receiver boards (TX 515-0173-00, RX 515-0174-00); the receiver output is a closed switch when the beam is blocked. normally_closed is false: the public bit is active-high (pinned PinMAME's samswitch_r complements the matrix word on its way to the CPU's active-low port, and the ROM treats a held public 1 as the active reading in its switch test).

  • Trough jam (stack opto)
    Device evidence and notes

    Manual name "(STACK OPTO) TROUGH JAM"; the ROM's switch test prints "TROUGH JAM" with the wire colours GRN-RED / WHT-BLU. Printed "STACK OPTO"; the second beam of the same dual OPTO board pair. The retained script pulses it as a served ball crosses; a physical stack opto is sustained while a fifth ball stacks. normally_closed is false: the public bit is active-high (pinned PinMAME's samswitch_r complements the matrix word on its way to the CPU's active-low port, and the ROM treats a held public 1 as the active reading in its switch test).

  • Optional 5 V coil
    Device evidence and notes

    Optional coil: the manual says a coin meter, token dispenser or knocker is wired here when required; the retained known-working script binds a knocker sound to it.

  • Flash: back panel left (blue)
    Device evidence and notes

    Back-panel flasher behind a blue light cover. The ROM's Single Coil Test shows "FLASH: BACK LEFT" for this coil and fires public solenoid 25 when SELECT is pressed. Three back-panel flashers (Q25-Q27) sit behind the blue, red and clear light covers 6B, 6R and 6C of back panel assembly 500-7032-00. The manual's flash-lamp test covers Q23 and Q25-Q32 on this game.

  • Flash: back panel center (red)
    Device evidence and notes

    Back-panel flasher behind a red light cover. The ROM's Single Coil Test shows "FLASH: BACK CENTER" for this coil and fires public solenoid 26 when SELECT is pressed. Three back-panel flashers (Q25-Q27) sit behind the blue, red and clear light covers 6B, 6R and 6C of back panel assembly 500-7032-00. The manual's flash-lamp test covers Q23 and Q25-Q32 on this game.

  • Flash: back panel right (clear)
    Device evidence and notes

    Back-panel flasher behind a clear light cover. The ROM's Single Coil Test shows "FLASH: BACK RIGHT" for this coil and fires public solenoid 27 when SELECT is pressed. Three back-panel flashers (Q25-Q27) sit behind the blue, red and clear light covers 6B, 6R and 6C of back panel assembly 500-7032-00. The manual's flash-lamp test covers Q23 and Q25-Q32 on this game.

  • Flash: beer can (Brian)
    Device evidence and notes

    The ROM's Single Coil Test shows "FLASH: BEER CAN" for this coil and fires public solenoid 28 when SELECT is pressed. The manual's flash-lamp test covers Q23 and Q25-Q32 on this game.

  • Ball saver post
    Device evidence and notes

    Manual name "BALL SAVER POST"; the ROM's Single Lamp Test prints "BALL SAVER POST" with the wire colours YEL-GRN / RED-WHT. Printed bulb: #44 clear heavy-filament bayonet bulb.

  • General illumination
    Device evidence and notes

    PinMAME publishes one aggregate GI channel (public GI 0), the on/off state of the G.I. relay RLY1 that switches the 5.7 VAC feed of all four general-illumination circuits. The manual lists four fused circuits on connector J15: circuit 1 (F1, BRN-WHT to WHT-BRN) is NOT USED and carries no bulbs; circuit 2 (F2, YELLOW to WHT-YEL) feeds 13 #44 and 3 #555 spot lights on the left side above the playfield; circuit 3 (F3, GREEN to WHT-GRN) feeds 10 #44 yellow bulbs on the back panel plus 2 #555 bulbs on the coin door; circuit 4 (F4, VIOLET to WHT-VIO) feeds 8 #44 and 10 #555 spot lights above the playfield. The manual notes G.I. bulb quantities may change during production. The retained boot-start run shows GI 0 on at power-up.