Ripley's Believe It or Not!

Partial

Stern2004WHITESTARstern.ripley-s-believe-it-or-not.2004

2 unresolved conflicts

  • The selected exact 1.0.3 VPX is explicitly a UK model with All-Skill extra posts. The canonical record covers the shared 2004 physical product plus optional UK hardware, so common named playfield objects are promoted while Q33-Q35 and any UK-only geometry remain unresolved; no standard-machine coordinates are projected from the UK table. outputs[pinmame.output.solenoid:33|34|35]
  • The exact archived table's Q24 callback invokes a sound-only vpmsolsound routine, while the retained VPW v1.3 script comments out its Q24 SolKnocker callback. The Stern manual calls Q24 an optional unassigned 5 V output. The physical disposition is therefore no stock Q24 device, but the two table scripts are not behavior-identical for an optional external installation. outputs[pinmame.output.solenoid:24]

Wire it up

what an authoring tool needs first
Bind this ROM
ripleys

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

Controller platform
pinmame.whitestar

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
  • Main dot-matrix display128×32
  • Left 5x7 mini-DMD5×7
  • Center 5x7 mini-DMD5×7
  • Right 5x7 mini-DMD5×7
Address space
Switches
-3–88 (76)
Solenoids
1–50 (50)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
11Four-ball trough 1 (left)12Four-ball trough 213Four-ball trough 314Four-ball trough 4 / VUK opto16Shooter lane23Shrunken Head opto24Idol Eye opto29Scoop VUK44Lock 1 top45Lock 1 middle46Lock 1 bottom52Vari-target VUK

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

Cabinet & flipper inputs
81flipper.lower.right.eos82flipper.lower.right.button83flipper.lower.left.eos84flipper.lower.left.button88flipper.upper.right.button1cabinet.uk-button-left2cabinet.coin.fourth3cabinet.coin.sixth4cabinet.coin.right5cabinet.coin.center6cabinet.coin.left7cabinet.coin.fifth8cabinet.uk-button-right54cabinet.start

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

176 placements · 33 stacked · normalised player view · outline is nominal

9 Head stand-up16 Shooter lane17 Tombstone 1218 Super Jackpot opto · 48 Left orbit319 Tombstone 5 · 0 General illumination relay · 0 General illumination relay20 Left spinner221 Right spinner · 52 Right Spinner22 Tombstone 4323 Shrunken Head opto · 20 Shrunken Head magnet · 28 Shrunken Head flasher324 Idol Eye opto · 19 Idol magnet · 22 Idol opto LED225 Lower left pop bumper · 6 Lower left pop bumper226 Lower right pop bumper · 7 Lower right pop bumper227 Lower bottom pop bumper · 8 Lower bottom pop bumper28 Side scoop entry229 Scoop VUK · 12 Scoop VUK30 Behind Head31 Left ramp make32 Tombstones 2 and 332 Tombstones 2 and 333 Bonus X inlane left34 Bonus X inlane middle35 Bonus X inlane right36 Right orbit38 Mini-playfield left39 Mini-playfield center40 Mini-playfield right341 Vari-target opto 1 · 42 Vari-target opto 2 · 43 Vari-target opto 347 Left Jackpot loop249 Upper left pop bumper · 9 Upper left pop bumper250 Upper right pop bumper · 10 Upper right pop bumper251 Upper bottom pop bumper · 11 Upper bottom pop bumper252 Vari-target VUK · 3 Vari-target VUK253 Right ramp · 0 General illumination relay57 Left outlane58 Left return lane259 Left slingshot · 17 Left slingshot60 Right outlane61 Right return lane262 Right slingshot · 18 Right slingshot281 Right flipper end-of-stroke · 46 Right flipper283 Left flipper end-of-stroke · 48 Left flipper1 Trough up-kicker2 Auto-launch4 Left ramp diverter5 Right ramp diverter13 Lock kicker14 Upper-right flipper23 Top post25 Lower pops / lower-left flashers30 Upper pops / right-ramp flashers1 Super Jackpot 2 Million2 Super Jackpot 3 Million3 Super Jackpot 1 Million4 Super Jackpot 4 Million5 Shoot Again6 Super Jackpot 5 Million7 Super Jackpot 6 Million8 Right Special9 Left Special10 Idol Counter 111 Idol Counter 212 Idol Counter 313 Idol Counter 414 Idol Counter 515 Tombstone 117 RIPLEY'S R18 RIPLEY'S I19 RIPLEY'S P20 RIPLEY'S L21 RIPLEY'S E22 RIPLEY'S Y23 RIPLEY'S S24 Grid A1 (upper left)25 Grid B126 Grid C127 Grid A228 Grid B229 Grid C2230 Grid A3 · 0 General illumination relay31 Grid B332 Grid C336 Skill Shot37 Tombstone 238 Tombstone 339 Million Plus40 Loop Jackpot41 Vari-target Special42 Vari-target Extra Ball43 Vari-target Mystery44 Vari-target South America45 Vari-target North America46 Vari-target Europe47 Vari-target Australia48 Vari-target Asia49 Tombstone 550 Penguin51 Advance Tombstone53 Right Jackpot54 Lock55 Ripoff56 Vari-target Antarctica57 Center Jackpot58 Lite Head59 Gate Open63 Tombstone 464 Vari-target Africa65 Left Spinner66 Multiball67 Light Locks68 Collect Bigfoot Bonus69 Super Jackpot70 Odditorium71 The Head Knows72 Bozo73 Bonus X inlane left74 Bonus X inlane center75 Bonus X inlane right20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay0 General illumination relay20 General illumination relay · 0 General illumination relay0 General illumination relay0 General illumination relay0 General illumination relay20 General illumination relay · 0 General illumination relay0 General illumination relay0 General illumination relay0 General illumination relay0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay20 General illumination relay · 0 General illumination relay

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 playfield110
  • sensorsenses the ball44
  • effectmoves the ball22
  • nStackseveral devices in one spot33
137 devices shown

Not on the playfield20 cabinet or service, 19 unused, 8 dip switch, 3 virtual, 1 no physical device — declared rather than missing.

Coverage

Partial

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

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

76 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-3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

76 shown
# Name Device ID Role Wiring Evidence
-3
Coin-door memory protect
Button
switch.n3-coin-door-memory-protect
cabinet.memory-protect
CN6-P12
Whitestar CPU/Sound board memory-protect input
validated
-2
Volume / service Left (red)
Button
switch.n2-volume-service-left-red
service.left
CN6-P8GRY-BLU
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
-1
Service Credit / service Right (green)
Button
switch.n1-service-credit-service-right-green
service.right
CN6-P9GRY-VIO
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
0
Begin Test / service Enter (black)
Button
switch.0-begin-test-service-enter-black
service.enter
CN6-P10GRY-BLK
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
1
Left cabinet button (UK only)opt
Button
switch.1-left-cabinet-button-uk-only
cabinet.uk-button-left
CN5-P1GRN-BRN
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
2
Fourth coin slotopt
Button
switch.2-fourth-coin-slot
cabinet.coin.fourth
CN5-P1GRN-BRN
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
3
Sixth coin slotopt
Button
switch.3-sixth-coin-slot
cabinet.coin.sixth
CN5-P1GRN-BRN
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
4
Right coin slot
Button
switch.4-right-coin-slot
cabinet.coin.right
CN5-P1GRN-BRN
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
5
Center coin slot / DBA
Button
switch.5-center-coin-slot-dba
cabinet.coin.center
CN5-P1GRN-BRN
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
6
Left coin slot
Button
switch.6-left-coin-slot
cabinet.coin.left
CN5-P1GRN-BRN
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
7
Fifth coin slotopt
Button
switch.7-fifth-coin-slot
cabinet.coin.fifth
CN5-P1GRN-BRN
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
8
Right cabinet button (UK only)opt
Button
switch.8-right-cabinet-button-uk-only
cabinet.uk-button-right
CN5-P1GRN-BRN
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
9
Head stand-up
Leaf
switch.9-head-stand-up
CN5-P3GRN-RED
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
10
Unused matrix switch 10
switch.10-unused-matrix-switch-10
CN5-P3GRN-RED
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
11
Four-ball trough 1 (left)
Microswitch
switch.11-four-ball-trough-1-left
ball.position
CN5-P3GRN-RED
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
12
Four-ball trough 2
Microswitch
switch.12-four-ball-trough-2
ball.position
CN5-P3GRN-RED
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
13
Four-ball trough 3
Microswitch
switch.13-four-ball-trough-3
ball.position
CN5-P3GRN-RED
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
14
Four-ball trough 4 / VUK opto
Opto
switch.14-four-ball-trough-4-vuk-opto
ball.position
CN5-P3GRN-RED
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
15
Four-ball stacking opto
Opto
switch.15-four-ball-stacking-opto
ball.path
CN5-P3GRN-RED
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
16
Shooter lane
Leaf
switch.16-shooter-lane
ball.position
CN5-P3GRN-RED
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
17
Tombstone 1
Leaf
switch.17-tombstone-1
CN5-P4GRN-ORG
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
18
Super Jackpot opto
Opto
switch.18-super-jackpot-opto
ball.path
CN5-P4GRN-ORG
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
19
Tombstone 5
Leaf
switch.19-tombstone-5
CN5-P4GRN-ORG
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
20
Left spinner
Leaf
switch.20-left-spinner
CN5-P4GRN-ORG
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
21
Right spinner
Leaf
switch.21-right-spinner
CN5-P4GRN-ORG
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
22
Tombstone 4
Leaf
switch.22-tombstone-4
CN5-P4GRN-ORG
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
23
Shrunken Head opto
Opto
switch.23-shrunken-head-opto
ball.position
CN5-P4GRN-ORG
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
24
Idol Eye opto
Opto
switch.24-idol-eye-opto
ball.position
CN5-P4GRN-ORG
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
25
Lower left pop bumper
Leaf
switch.25-lower-left-pop-bumper
CN5-P5GRN-YEL
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
26
Lower right pop bumper
Leaf
switch.26-lower-right-pop-bumper
CN5-P5GRN-YEL
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
27
Lower bottom pop bumper
Leaf
switch.27-lower-bottom-pop-bumper
CN5-P5GRN-YEL
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
28
Side scoop entry
Microswitch
switch.28-side-scoop-entry
ball.path
CN5-P5GRN-YEL
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
29
Scoop VUK
Microswitch
switch.29-scoop-vuk
ball.position
CN5-P5GRN-YEL
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
30
Behind Head
Leaf
switch.30-behind-head
ball.path
CN5-P5GRN-YEL
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
31
Left ramp make
Leaf
switch.31-left-ramp-make
ball.path
CN5-P5GRN-YEL
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
32
Tombstones 2 and 3
Leaf
switch.32-tombstones-2-and-3
CN5-P5GRN-YEL
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
33
Bonus X inlane left
Leaf
switch.33-bonus-x-inlane-left
CN5-P6GRN-BLK
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
34
Bonus X inlane middle
Leaf
switch.34-bonus-x-inlane-middle
CN5-P6GRN-BLK
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
35
Bonus X inlane right
Leaf
switch.35-bonus-x-inlane-right
CN5-P6GRN-BLK
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
36
Right orbit
Leaf
switch.36-right-orbit
ball.path
CN5-P6GRN-BLK
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
37
Unused matrix switch 37
switch.37-unused-matrix-switch-37
CN5-P6GRN-BLK
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
38
Mini-playfield left
Leaf
switch.38-mini-playfield-left
ball.path
CN5-P6GRN-BLK
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
39
Mini-playfield center
Leaf
switch.39-mini-playfield-center
ball.path
CN5-P6GRN-BLK
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
40
Mini-playfield right
Leaf
switch.40-mini-playfield-right
ball.path
CN5-P6GRN-BLK
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
41
Vari-target opto 1
Opto
switch.41-vari-target-opto-1
position.deep
CN5-P7GRN-BLU
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
42
Vari-target opto 2
Opto
switch.42-vari-target-opto-2
position.shallow
CN5-P7GRN-BLU
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
43
Vari-target opto 3
Opto
switch.43-vari-target-opto-3
position.middle
CN5-P7GRN-BLU
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
44
Lock 1 top
Microswitch
switch.44-lock-1-top
ball.position
CN5-P7GRN-BLU
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
45
Lock 1 middle
Microswitch
switch.45-lock-1-middle
ball.position
CN5-P7GRN-BLU
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
46
Lock 1 bottom
Microswitch
switch.46-lock-1-bottom
ball.position
CN5-P7GRN-BLU
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
47
Left Jackpot loop
Leaf
switch.47-left-jackpot-loop
ball.path
CN5-P7GRN-BLU
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
48
Left orbit
Leaf
switch.48-left-orbit
ball.path
CN5-P7GRN-BLU
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
49
Upper left pop bumper
Leaf
switch.49-upper-left-pop-bumper
CN5-P8GRN-VIO
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
50
Upper right pop bumper
Leaf
switch.50-upper-right-pop-bumper
CN5-P8GRN-VIO
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
51
Upper bottom pop bumper
Leaf
switch.51-upper-bottom-pop-bumper
CN5-P8GRN-VIO
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
52
Vari-target VUK
Microswitch
switch.52-vari-target-vuk
ball.position
CN5-P8GRN-VIO
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
53
Right ramp
Leaf
switch.53-right-ramp
ball.path
CN5-P8GRN-VIO
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
54
Start button
Button
switch.54-start-button
cabinet.start
CN5-P8GRN-VIO
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
55
Tournament Startopt
Button
switch.55-tournament-start
cabinet.tournament-start
CN5-P8GRN-VIO
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
56
Plumb bob tilt
Tilt
switch.56-plumb-bob-tilt
cabinet.tilt
CN5-P8GRN-VIO
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
57
Left outlane
Leaf
switch.57-left-outlane
CN5-P9GRN-GRY
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
58
Left return lane
Leaf
switch.58-left-return-lane
CN5-P9GRN-GRY
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
59
Left slingshot
Leaf
switch.59-left-slingshot
CN5-P9GRN-GRY
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
60
Right outlane
Leaf
switch.60-right-outlane
CN5-P9GRN-GRY
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
61
Right return lane
Leaf
switch.61-right-return-lane
CN5-P9GRN-GRY
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
62
Right slingshot
Leaf
switch.62-right-slingshot
CN5-P9GRN-GRY
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
63
Unused matrix switch 63
switch.63-unused-matrix-switch-63
CN5-P9GRN-GRY
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
64
Unused matrix switch 64
switch.64-unused-matrix-switch-64
CN5-P9GRN-GRY
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
81
Right flipper end-of-strokeNC
Leaf
switch.81-right-flipper-end-of-stroke
flipper.lower.right.eos
CN6-P6GRY-YEL
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
82
Right flipper button
Button
switch.82-right-flipper-button
flipper.lower.right.button
CN6-P4GRY-ORG
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
83
Left flipper end-of-strokeNC
Leaf
switch.83-left-flipper-end-of-stroke
flipper.lower.left.eos
CN6-P3GRY-RED
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
84
Left flipper button
Button
switch.84-left-flipper-button
flipper.lower.left.button
CN6-P2GRY-BRN
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated
85
Unused generic flipper-column input 85
switch.85-unused-generic-flipper-column-input-85
validated
86
Unused generic flipper-column input 86
switch.86-unused-generic-flipper-column-input-86
validated
87
Unused generic flipper-column input 87
switch.87-unused-generic-flipper-column-input-87
validated
88
Upper-right flipper button
Button
switch.88-upper-right-flipper-button
flipper.upper.right.button
CN6-P7GRY-GRN
CN6-P1/-P11BLK
Whitestar dedicated-switch input
validated

Controlled devices

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

Coils, magnets & motors

26
26 shown
# Name Device ID Kind Wiring Evidence
1
Trough up-kicker
device.q1-trough-up-kicker Coil
Q1BRN-BLK
Whitestar I/O Power Driver board
validated
2
Auto-launch
device.q2-auto-launch Coil
Q2BRN-RED
Whitestar I/O Power Driver board
validated
3
Vari-target VUK
device.q3-vari-target-vuk Coil
Q3BRN-ORG
Whitestar I/O Power Driver board
validated
4
Left ramp diverter
device.q4-left-ramp-diverter Coil
Q4BRN-YEL
Whitestar I/O Power Driver board
validated
5
Right ramp diverter
device.q5-right-ramp-diverter Coil
Q5BRN-GRN
Whitestar I/O Power Driver board
validated
6
Lower left pop bumper
device.q6-lower-left-pop-bumper Coil
Q6BRN-BLU
Whitestar I/O Power Driver board
validated
7
Lower right pop bumper
device.q7-lower-right-pop-bumper Coil
Q7BRN-VIO
Whitestar I/O Power Driver board
validated
8
Lower bottom pop bumper
device.q8-lower-bottom-pop-bumper Coil
Q8BRN-GRY
Whitestar I/O Power Driver board
validated
9
Upper left pop bumper
device.q9-upper-left-pop-bumper Coil
Q9BLU-BRN
Whitestar I/O Power Driver board
validated
10
Upper right pop bumper
device.q10-upper-right-pop-bumper Coil
Q10BLU-RED
Whitestar I/O Power Driver board
validated
11
Upper bottom pop bumper
device.q11-upper-bottom-pop-bumper Coil
Q11BLU-ORG
Whitestar I/O Power Driver board
validated
12
Scoop VUK
device.q12-scoop-vuk Coil
Q12BLU-YEL
Whitestar I/O Power Driver board
validated
13
Lock kicker
device.q13-lock-kicker Coil
Q13BLU-GRN
Whitestar I/O Power Driver board
validated
14
Upper-right flipper
device.q14-upper-right-flipper Coil
Q14BLU-BLK
Whitestar I/O Power Driver board
validated
17
Left slingshot
device.q17-left-slingshot Coil
Q17VIO-BRN
Whitestar I/O Power Driver board
validated
18
Right slingshot
device.q18-right-slingshot Coil
Q18VIO-RED
Whitestar I/O Power Driver board
validated
19
Idol magnet
device.q19-idol-magnet Magnet
Q19ORG to VIO-ORG
Whitestar I/O Power Driver board
validated
20
Shrunken Head magnet
device.q20-shrunken-head-magnet Magnet
Q20ORG-YEL to VIO-YEL
Whitestar I/O Power Driver board
validated
21
Vari-target reset
device.q21-vari-target-reset Coil
Q21ORG-GRN to VIO-GRN
Whitestar I/O Power Driver board
validated
23
Top post
device.q23-top-post Coil
Q23VIO-BLK
Whitestar I/O Power Driver board
validated
24
Optional 5 V output (unassigned)opt
device.q24-optional-5-v-output-unassigned Coil
Q24VIO-GRY
Whitestar I/O Power Driver board
validated
33
Optional UK left up/down postopt
device.aux1-optional-uk-left-up-down-post Coil
Q1WHT
UK 3X transistor driver board 520-5068-01
validated
34
Optional UK center up/down postopt
device.aux2-optional-uk-center-up-down-post Coil
Q2RED
UK 3X transistor driver board 520-5068-01
validated
35
Optional UK right up/down postopt
device.aux3-optional-uk-right-up-down-post Coil
Q3ORG
UK 3X transistor driver board 520-5068-01
validated
46
Right flipper
device.q16-right-flipper Coil
Q16ORG-VIO
Whitestar I/O Power Driver board
validated
48
Left flipper
device.q15-left-flipper Coil
Q15ORG-GRY
Whitestar I/O Power Driver board
validated

Flashers

8
8 shown
# Name Device ID Wiring Evidence
25
Lower pops / lower-left flashers
device.q25-lower-pops-lower-left-flashers
Q25BLK-BRN
Whitestar I/O Power Driver board
validated
26
Left spinner flasher
device.q26-left-spinner-flasher
Q26BLK-RED
Whitestar I/O Power Driver board
validated
27
Upper-left flasher
device.q27-upper-left-flasher
Q27BLK-ORG
Whitestar I/O Power Driver board
validated
28
Shrunken Head flasher
device.q28-shrunken-head-flasher
Q28BLK-YEL
Whitestar I/O Power Driver board
validated
29
Vari-target flasher
device.q29-vari-target-flasher
Q29BLK-GRN
Whitestar I/O Power Driver board
validated
30
Upper pops / right-ramp flashers
device.q30-upper-pops-right-ramp-flashers
Q30BLK-BLU
Whitestar I/O Power Driver board
validated
31
Right spinner flasher
device.q31-right-spinner-flasher
Q31BLK-VIO
Whitestar I/O Power Driver board
validated
32
Right-ramp lower flasher
device.q32-right-ramp-lower-flasher
Q32BLK-GRY
Whitestar I/O Power Driver board
validated

Lamps

81

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
Hover or tap an address to identify it.
81 shown
# Name Device ID Role Wiring Evidence
1
Super Jackpot 2 Million
lamp.1-super-jackpot-2-million
Whitestar I/O Power Driver board lamp matrix
validated
2
Super Jackpot 3 Million
lamp.2-super-jackpot-3-million
Whitestar I/O Power Driver board lamp matrix
validated
3
Super Jackpot 1 Million
lamp.3-super-jackpot-1-million
Whitestar I/O Power Driver board lamp matrix
validated
4
Super Jackpot 4 Million
lamp.4-super-jackpot-4-million
Whitestar I/O Power Driver board lamp matrix
validated
5
Shoot Again
lamp.5-shoot-again
Whitestar I/O Power Driver board lamp matrix
validated
6
Super Jackpot 5 Million
lamp.6-super-jackpot-5-million
Whitestar I/O Power Driver board lamp matrix
validated
7
Super Jackpot 6 Million
lamp.7-super-jackpot-6-million
Whitestar I/O Power Driver board lamp matrix
validated
8
Right Special
lamp.8-right-special
Whitestar I/O Power Driver board lamp matrix
validated
9
Left Special
lamp.9-left-special
Whitestar I/O Power Driver board lamp matrix
validated
10
Idol Counter 1
lamp.10-idol-counter-1
Whitestar I/O Power Driver board lamp matrix
validated
11
Idol Counter 2
lamp.11-idol-counter-2
Whitestar I/O Power Driver board lamp matrix
validated
12
Idol Counter 3
lamp.12-idol-counter-3
Whitestar I/O Power Driver board lamp matrix
validated
13
Idol Counter 4
lamp.13-idol-counter-4
Whitestar I/O Power Driver board lamp matrix
validated
14
Idol Counter 5
lamp.14-idol-counter-5
Whitestar I/O Power Driver board lamp matrix
validated
15
Tombstone 1
lamp.15-tombstone-1
Whitestar I/O Power Driver board lamp matrix
validated
16
Scoop Arrow
lamp.16-scoop-arrow
Whitestar I/O Power Driver board lamp matrix
validated
17
RIPLEY'S R
lamp.17-ripley-s-r
Whitestar I/O Power Driver board lamp matrix
validated
18
RIPLEY'S I
lamp.18-ripley-s-i
Whitestar I/O Power Driver board lamp matrix
validated
19
RIPLEY'S P
lamp.19-ripley-s-p
Whitestar I/O Power Driver board lamp matrix
validated
20
RIPLEY'S L
lamp.20-ripley-s-l
Whitestar I/O Power Driver board lamp matrix
validated
21
RIPLEY'S E
lamp.21-ripley-s-e
Whitestar I/O Power Driver board lamp matrix
validated
22
Idol opto LED
device.q22-idol-opto-led
Q22VIO-BLU
Whitestar I/O Power Driver board
validated
22
RIPLEY'S Y
lamp.22-ripley-s-y
Whitestar I/O Power Driver board lamp matrix
validated
23
RIPLEY'S S
lamp.23-ripley-s-s
Whitestar I/O Power Driver board lamp matrix
validated
24
Grid A1 (upper left)
lamp.24-grid-a1-upper-left
Whitestar I/O Power Driver board lamp matrix
validated
25
Grid B1
lamp.25-grid-b1
Whitestar I/O Power Driver board lamp matrix
validated
26
Grid C1
lamp.26-grid-c1
Whitestar I/O Power Driver board lamp matrix
validated
27
Grid A2
lamp.27-grid-a2
Whitestar I/O Power Driver board lamp matrix
validated
28
Grid B2
lamp.28-grid-b2
Whitestar I/O Power Driver board lamp matrix
validated
29
Grid C2
lamp.29-grid-c2
Whitestar I/O Power Driver board lamp matrix
validated
30
Grid A3
lamp.30-grid-a3
Whitestar I/O Power Driver board lamp matrix
validated
31
Grid B3
lamp.31-grid-b3
Whitestar I/O Power Driver board lamp matrix
validated
32
Grid C3
lamp.32-grid-c3
Whitestar I/O Power Driver board lamp matrix
validated
33
Lower left pop bumper
lamp.33-lower-left-pop-bumper
Whitestar I/O Power Driver board lamp matrix
validated
34
Lower right pop bumper
lamp.34-lower-right-pop-bumper
Whitestar I/O Power Driver board lamp matrix
validated
35
Lower bottom pop bumper
lamp.35-lower-bottom-pop-bumper
Whitestar I/O Power Driver board lamp matrix
validated
36
Skill Shot
lamp.36-skill-shot
Whitestar I/O Power Driver board lamp matrix
validated
37
Tombstone 2
lamp.37-tombstone-2
Whitestar I/O Power Driver board lamp matrix
validated
38
Tombstone 3
lamp.38-tombstone-3
Whitestar I/O Power Driver board lamp matrix
validated
39
Million Plus
lamp.39-million-plus
Whitestar I/O Power Driver board lamp matrix
validated
40
Loop Jackpot
lamp.40-loop-jackpot
Whitestar I/O Power Driver board lamp matrix
validated
41
Vari-target Special
lamp.41-vari-target-special
Whitestar I/O Power Driver board lamp matrix
validated
42
Vari-target Extra Ball
lamp.42-vari-target-extra-ball
Whitestar I/O Power Driver board lamp matrix
validated
43
Vari-target Mystery
lamp.43-vari-target-mystery
Whitestar I/O Power Driver board lamp matrix
validated
44
Vari-target South America
lamp.44-vari-target-south-america
Whitestar I/O Power Driver board lamp matrix
validated
45
Vari-target North America
lamp.45-vari-target-north-america
Whitestar I/O Power Driver board lamp matrix
validated
46
Vari-target Europe
lamp.46-vari-target-europe
Whitestar I/O Power Driver board lamp matrix
validated
47
Vari-target Australia
lamp.47-vari-target-australia
Whitestar I/O Power Driver board lamp matrix
validated
48
Vari-target Asia
lamp.48-vari-target-asia
Whitestar I/O Power Driver board lamp matrix
validated
49
Tombstone 5
lamp.49-tombstone-5
Whitestar I/O Power Driver board lamp matrix
validated
50
Penguin
lamp.50-penguin
Whitestar I/O Power Driver board lamp matrix
validated
51
Advance Tombstone
lamp.51-advance-tombstone
Whitestar I/O Power Driver board lamp matrix
validated
52
Right Spinner
lamp.52-right-spinner
Whitestar I/O Power Driver board lamp matrix
validated
53
Right Jackpot
lamp.53-right-jackpot
Whitestar I/O Power Driver board lamp matrix
validated
54
Lock
lamp.54-lock
Whitestar I/O Power Driver board lamp matrix
validated
55
Ripoff
lamp.55-ripoff
Whitestar I/O Power Driver board lamp matrix
validated
56
Vari-target Antarctica
lamp.56-vari-target-antarctica
Whitestar I/O Power Driver board lamp matrix
validated
57
Center Jackpot
lamp.57-center-jackpot
Whitestar I/O Power Driver board lamp matrix
validated
58
Lite Head
lamp.58-lite-head
Whitestar I/O Power Driver board lamp matrix
validated
59
Gate Open
lamp.59-gate-open
Whitestar I/O Power Driver board lamp matrix
validated
60
Upper left pop bumper
lamp.60-upper-left-pop-bumper
Whitestar I/O Power Driver board lamp matrix
validated
61
Upper right pop bumper
lamp.61-upper-right-pop-bumper
Whitestar I/O Power Driver board lamp matrix
validated
62
Upper bottom pop bumper
lamp.62-upper-bottom-pop-bumper
Whitestar I/O Power Driver board lamp matrix
validated
63
Tombstone 4
lamp.63-tombstone-4
Whitestar I/O Power Driver board lamp matrix
validated
64
Vari-target Africa
lamp.64-vari-target-africa
Whitestar I/O Power Driver board lamp matrix
validated
65
Left Spinner
lamp.65-left-spinner
Whitestar I/O Power Driver board lamp matrix
validated
66
Multiball
lamp.66-multiball
Whitestar I/O Power Driver board lamp matrix
validated
67
Light Locks
lamp.67-light-locks
Whitestar I/O Power Driver board lamp matrix
validated
68
Collect Bigfoot Bonus
lamp.68-collect-bigfoot-bonus
Whitestar I/O Power Driver board lamp matrix
validated
69
Super Jackpot
lamp.69-super-jackpot
Whitestar I/O Power Driver board lamp matrix
validated
70
Odditorium
lamp.70-odditorium
Whitestar I/O Power Driver board lamp matrix
validated
71
The Head Knows
lamp.71-the-head-knows
Whitestar I/O Power Driver board lamp matrix
validated
72
Bozo
lamp.72-bozo
Whitestar I/O Power Driver board lamp matrix
validated
73
Bonus X inlane left
lamp.73-bonus-x-inlane-left
Whitestar I/O Power Driver board lamp matrix
validated
74
Bonus X inlane center
lamp.74-bonus-x-inlane-center
Whitestar I/O Power Driver board lamp matrix
validated
75
Bonus X inlane right
lamp.75-bonus-x-inlane-right
Whitestar I/O Power Driver board lamp matrix
validated
76
Back Panel A
lamp.76-back-panel-a
Whitestar I/O Power Driver board lamp matrix
validated
77
Back Panel B
lamp.77-back-panel-b
Whitestar I/O Power Driver board lamp matrix
validated
78
Back Panel C
lamp.78-back-panel-c
Whitestar I/O Power Driver board lamp matrix
validated
79
Tournament button
lamp.79-tournament-button
cabinet.tournament
Whitestar I/O Power Driver board lamp matrix
validated
80
Start button
lamp.80-start-button
cabinet.start
Whitestar I/O Power Driver board lamp matrix
validated

General illumination

1
1 shown
# Name Device ID Wiring Evidence
0
General illumination relay
gi.master
Whitestar I/O Power Driver board GI relay
validated

Virtual & other outputs

15
15 shown
# Name Device ID Evidence
15
PinMAME Whitestar fast-flip game-on state
virtual.fast-flip-game-on validated
16
Unused remapped-flipper companion address 16
virtual.remapped-flipper-hole-16 validated
36
Unused Whitestar compatibility address 36
virtual.compatibility-36 validated
37
Unused Whitestar compatibility address 37
virtual.compatibility-37 validated
38
Unused Whitestar compatibility address 38
virtual.compatibility-38 validated
39
Unused Whitestar compatibility address 39
virtual.compatibility-39 validated
40
Unused Whitestar compatibility address 40
virtual.compatibility-40 validated
41
Unused Whitestar compatibility address 41
virtual.compatibility-41 validated
42
Unused Whitestar compatibility address 42
virtual.compatibility-42 validated
43
Unused Whitestar compatibility address 43
virtual.compatibility-43 validated
44
Unused Whitestar compatibility address 44
virtual.compatibility-44 validated
45
Right flipper power-phase compatibility output
virtual.right-flipper-power-phase validated
47
Left flipper power-phase compatibility output
virtual.left-flipper-power-phase validated
49
Unused simulated ball-shooter output
virtual.simulated-ball-shooter validated
50
Reserved public output 50
virtual.reserved-50 validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
SW300 country selector bit 1
Dip
switch.dip-1 validated
2
SW300 country selector bit 2
Dip
switch.dip-2 validated
3
SW300 country selector bit 3
Dip
switch.dip-3 validated
4
SW300 country selector bit 4
Dip
switch.dip-4 validated
5
SW300 country selector bit 5
Dip
switch.dip-5 validated
6
SW300 country selector bit 6
Dip
switch.dip-6 validated
7
SW300 country selector bit 7
Dip
switch.dip-7 validated
8
SW300 country selector bit 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.

Manual shooter with auto-launch

mechanism.auto-launch

Kicker

A ball can rest on shooter switch 16 for manual plunge; Q2 drives the impulse auto-launch. The proven table uses power 44, a 0.7-second full-plunge time, and 0.3 randomization as a starting point for the virtual mechanism.

Seven-detent vari-target

mechanism.vari-target

Other

Assembly 515-7322-00 has seven mechanical stops including home and three 520-5234-00 opto channels. The proven script uses a 267-unit lever, 50-unit width, spring factor 0.3, return speed 600 units/s, and thresholds at path length 1/6 for switch 42, 1/2 for 43, and 3/4 for 41; during motion it clears all three and asserts only the deepest crossed threshold. At table initialization it explicitly closes 42 and 43 and leaves 41 open. Q21 commands reset toward the 15-degree home angle. Preserve the seven detents, overlapping boot state, threshold order, and ball-to-target impulse rather than reducing this to a three-position animation.

Vari-target VUK

mechanism.vari-target-vuk

Kicker

A ball remains at switch 52 below the vari-target until Q3 kicks it at approximately 36 degrees with vertical strength 1.5. Keep this ball device coupled spatially to, but logically distinct from, the seven-detent target and Q21 reset.

Idol Eye ball-throw magnet

mechanism.idol-magnet

Toy

A ball crossing the lower Idol Eye closes opto 24. Q19 energizes the lower magnet to hold and throw the ball; Q22 is the separately controlled switched-ground opto emitter. The proven table uses magnet strength 50 without forced centering. Recreate the ball capture/throw interaction and sensor beam, not merely a visual idol animation.

Shrunken Head capture-and-throw magnet

mechanism.shrunken-head-magnet

Toy

Opto 23 identifies the ball beneath the Shrunken Head. The proven table samples every 150 ms, enables center capture on tick 3, removes linear and angular velocity on tick 4, releases/cools down after tick 12, and applies a bounded upward correction when Q20 releases. Treat those values as a proven virtual baseline and preserve the physical magnet's hold-then-throw behavior.

Side scoop and scoop VUK

mechanism.scoop-vuk

Kicker

Switch 28 records entry into the side scoop path; the ball settles on VUK switch 29. Q12 clears 29 and kicks the ball back to the playfield near 177 degrees with strength around 100. Preserve the hidden path, occupancy, and delayed eject transaction.

Three-position visible lock

mechanism.three-ball-lock

Kicker

Build three independently sensed ball seats ordered top 44, middle 45, and bottom 46. Q5's proven LockDiverter feeds this lock route; Q13 ejects from the modeled lock path. Preserve visible ball containment and cascading occupancy; do not collapse the three sensors into one lock switch.

Temple and lock ramp diverters

mechanism.ramp-diverters

Diverter

The proven callbacks name Q4 TempleDiv on the manual's left-ramp path and Q5 LockDiverter on the manual's right-ramp path. The shared vpmSolDiverter implementation rotates each primitive to its end position while energized and back to its start position while released. Q4 selects the Temple branch; Q5 selects the feed into lock seats 44-46. Switches 31 and 53 sense ball passage on the associated ramps, not diverter position. Recreate both collision states and route a real ball rather than animating decorative primitives.

Upper-right flipper

mechanism.upper-right-flipper

Other

Physical Q14 is a normal public solenoid-14 output and DS-5/public 88 is its cabinet button. Whitestar does not remap this upper flipper to WPC public 34/36; the proven table also activates its virtual flipper directly from the upper-right key, so its generic sURFlipper callback must not override the Q14 binding.

Lower flippers

mechanism.lower-flippers

Other

Physical Q15/Q16 drive left/right flippers. PinMAME moves right Q16 to lower-flipper power/canonical addresses 45/46 and left Q15 to 47/48, synthesizing each canonical callback's hold state from the power bit. Bind the single physical devices to the proven callbacks 46 and 48 and never instantiate power-phase compatibility addresses 45/47 as separate actuators. Both EOS contacts are normally closed.

Six pop bumpers

mechanism.pop-bumpers

Other

Lower left/right/bottom pairs are Q6/SW25, Q7/SW26, and Q8/SW27. Upper left/right/bottom pairs are Q9/SW49, Q10/SW50, and Q11/SW51. The proven table pulses each switch and keeps all six physical assemblies distinct.

Controllable top post

mechanism.top-post

Gate

Q23 raises or releases the top post. Preserve its ball-blocking collision state and coil direction even though the machine has no dedicated position sensor.

Drives

Optional UK three-post assembly

mechanism.optional-uk-posts

Other

Board 520-5068-01 drives optional left, center, and right up/down posts at public 33-35. Install them only for the UK/special configuration and reproduce each post's raised and lowered collision states; a standard machine legitimately omits all three. The board has no post-position feedback, and the two UK cabinet buttons are independent rules inputs rather than position sensors.

Optional UK cabinet controls

mechanism.optional-uk-controls

Other

The manual identifies matrix 1 and 8 as the left and right UK-only cabinet buttons. Install both controls with the UK/special configuration and deliver sustained controller input while held. They are rules-facing cabinet buttons; neither the manual nor the proven script declares a direct electrical or mechanical linkage to the three post-position outputs, so do not model them as post sensors.

Optional unassigned 5 V output

mechanism.optional-q24-output

Other

The manual exposes Q24 as an optional 5 V output with no assigned stock device. The exact proven script contains a SolKnocker routine but deliberately comments out the Q24 callback, while runtime merely proves public 24 can transition. Preserve the optional binding for a documented field installation, but a stock recreation must not invent a physical or audible knocker.

Routes, lanes, spinners, and fixed targets

mechanism.routes-and-targets

Other

Build every named stand-up, tombstone, spinner, lane, loop, orbit, ramp, and rollover at its manual address. Use the proven pulse/sustained behavior and keep Tombstones 2+3 as the manual's shared switch 32 rather than inventing two controller inputs.

Recreation notes

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

Coverage
partial — normalized spatial placements pending.
Previously validated non-spatial scope
complete public I/O inventory, factory wiring and parts, native displays, custom mechanisms, firmware/language variants, and recreation behavior validated

Identity and evidence precedence

This definition covers the single 2004 physical product and all 25 PinMAME 3.00, 3.01, 3.02, 3.10, and 3.20 English/French/German/Italian/Spanish drivers. The optional UK three-post board is configuration-dependent hardware, not another product. The known-working VPW v1.3 script is controller-facing semantic and causal ground truth; the official Stern manual governs physical construction, wiring, parts, coils, bulbs, and boards; pinned PinMAME governs public routing, clone identity, and native display layouts. Runtime traces validate the exact ROM, public callbacks, GI, and display availability without treating inactivity as proof of absence.

Four-ball path, shooter, scoop, and lock

Four balls initialize on trough switches 11-14. Q1 ejects the ball at 14 through stacking opto 15, and the proven table advances the remaining balls at 100 ms intervals. Shooter switch 16 supports manual plunge and Q2 auto-launch. Side-scoop entry 28 leads to held VUK switch 29 and Q12 eject. The Vari-VUK is a separate ball device on 52/Q3. Q5's proven LockDiverter feeds the visible lock, whose top/middle/bottom seats are 44/45/46; Q13 ejects from that lock path. Preserve sustained occupancy, actual containment, hidden paths, and release causality rather than pulsing all ball-position switches.

Seven-detent vari-target

The 515-7322-00 vari-target has seven mechanical stops and three optos on board 520-5234-00. The proven script uses a 267-unit lever, 50-unit target width, 0.3 spring factor, 600-unit/s return, and sensor thresholds at path-length 1/6 for 42, 1/2 for 43, and 3/4 for 41. During travel it clears all three and asserts only the deepest crossed threshold; at boot it deliberately initializes 42 and 43 closed with 41 open. Q21 resets toward the 15-degree home angle. Recreate physical detents, spring/ball energy transfer, threshold order, and the overlapping boot state. The adjacent VUK 52/Q3 must remain a distinct ball device.

Idol Eye and Shrunken Head magnets

The lower Idol Eye path closes opto 24. Q19 drives the Idol magnet to hold and throw the ball, while Q22 separately powers the opto emitter as a switched-ground LED; do not render Q22 as a decorative lamp. The Shrunken Head closes opto 23 and uses Q20 to hold then throw the ball. The proven virtual implementation samples at 150 ms, centers on tick 3, kills velocity/spin on tick 4, and releases/cools after tick 12 with bounded upward correction. Those timings are a reliable virtual baseline, while the manual's physical assemblies govern placement and field interaction.

Flippers and Whitestar public-output traps

Q14 is the ordinary upper-right flipper output at public solenoid 14, with DS-5/public switch 88 as its button. The working table directly drives its virtual flipper from that key; its generic sURFlipper callback is not a Whitestar remap and must not replace Q14. Physical Q15 left and Q16 right are removed from public 15/16 and moved into PinMAME's lower-flipper pairs: Q16 uses power-phase address 45 and canonical sLRFlipper callback 46, while Q15 uses power-phase 47 and canonical sLLFlipper callback 48. PinMAME synthesizes each canonical callback's hold bit whenever the power bit is active. Bind the single physical right/left devices to 46/48, never instantiate 45/47 as extra coils, and retain normally-closed EOS inputs 81/83. Public 15 is synthetic fast-flip/game-on, while public 16 is unused.

Diverters, post, pops, slings, routes, and optional hardware

The proven table binds Q4 to TempleDiv on the manual's left-ramp path and Q5 to LockDiverter on the right-ramp path. Energizing either callback rotates its collision primitive to the end position; release returns it to the start position. Recreate Q4's Temple branch and Q5's feed into lock seats 44-46, while treating ramp switches 31/53 as ball-passage sensors rather than diverter-position feedback. Q23 controls the unsensed top post. Six pop pairs are Q6/SW25, Q7/SW26, Q8/SW27, Q9/SW49, Q10/SW50, and Q11/SW51. Slings are Q17/SW59 and Q18/SW62, with two physical contacts per switch address. The upper mini-playfield has left/center/right contacts 38-40. Build every named orbit, ramp, spinner, lane, jackpot loop, head/tombstone target, and shared Tombstones 2+3 switch 32.

Q24 remains an optional, unassigned 5 V output: the exact script retains a SolKnocker routine but deliberately comments out the Q24 callback, and runtime activity proves only that public 24 can transition. A stock recreation must not invent either a physical or audible knocker. The UK 520-5068-01 board adds left/center/right posts at public 33-35; optional matrix switches 1/8 are sustained left/right UK cabinet buttons. They are rules-facing inputs, not post-position sensors, and no direct electrical/mechanical button-to-post linkage is established. Install all five items only for the UK/special configuration; a standard configuration legitimately omits them.

Lamps, GI, and four native display surfaces

All matrix lamps 1-80 are installed with the exact #555/#44 parts and matrix wiring in JSON. The matrix is eight drive columns by ten return rows, enumerated across each row. Q25-Q32 are the eight flasher channels: Q25 drives two #89 lower-pop/lower-left flashers, while Q30 drives one #89 under the upper playfield and one #906 on the right ramp. GI public 0 is one relay controlling four separately fused physical strings: F24 back panel, F25 upper/mid-right playfield, F26 upper-left/back panel/coin door, and F27 upper-right/mid-left/lower playfield. The script's GIUpdate2 suffix selects the second, modulated callback interface; it is not a second GI address. Recreate the four physical circuits but route their common controllable state through GI 0.

The machine has a main native 128x32 DMD and three independent physical 5x7 mini-DMD blocks on board 520-5236-00. The dispBION layout array exposes them in controller-index order 0 main, 1 left, 2 center, and 3 right, which is encoded explicitly in JSON. CORE_NODISP only suppresses the three small layouts from the legacy composite renderer; it does not make them virtual or absent. PinMAME also writes a backward-compatible 15x7 segment representation, and the proven script consumes that legacy view, but a new recreation should bind the three native 5x7 surfaces and avoid building a single physical 15x7 display. The boot harness received layout callbacks for indices 0-3 but pixel-frame callbacks only for the main DMD, so runtime activity of the small displays is not claimed beyond source/manual validation.

Author construction checklist

  • Build four trough seats/stacking opto, manual and auto shooter, side scoop/VUK, three-seat visible lock, seven-detent vari-target and its separate VUK, both ball-throw magnets, both ramp diverters, top post, three flippers, six pops, two slings, elevated mini-playfield, all routes/targets/spinners, optional UK posts, complete lamps/flashers/GI, and all four native DMD surfaces.
  • Initialize coin-door memory protect -3, trough 11-14, and vari optos 42/43 active. Preserve ball occupancy, normally-closed lower EOS contacts, vari detents and threshold order, magnet capture/release timing, moving collision, diverter/post direction, visible lock containment, and real release paths.
  • Bind all matrix/dedicated/DIP inputs, every physical Q1-Q32 through its declared public address, fast-flip 15, optional AUX33-35, explicit unused compatibility positions, lamps 1-80, GI 0, and four displays. Never instantiate mirror/compatibility callbacks as extra playfield hardware.

Sources

  • manual.stern-ripleys.2004: official 191-page manual SHA-256 94a94aef7437fa5f78cadddd66801e96224cfe6a5b8ff643c4c6b09d979fad9e, organized under the external manual cache with searchable text, table extraction, and rendered visual review.
  • vpx.ripleys-vpwmod-1.3: exact known-working script SHA-256 3ba739ba81a3f1cad3b1a2b3a7cf7ea8db76eaf1baf4998c920f5a3d361c5ef7.
    • vpx-table.ripleys-jpsalas-1.0.3-uk: retained exact local VPX SHA-256 6c66b8cc355039ae9a4d615608802a92cd087782b16429569c87123894aadc48; the embedded script SHA-256 is 717696937a92b076620c2564982a7b514786e72fdab01d761b3b2a301346e014, the retained extraction manifest SHA-256 is 79cdb19cd01d46d795b32b7638a0f75c19bf824256de89a879d9d5328ce6b61d, and the table is explicitly UK/All-Skill.
  • rom.stern-ripleys.3.20: exact external archive SHA-256 092aab171d90eda62411496b387a90de5ca4a3273997ffb64de10c322cf366d3; ROM bytes remain external.
  • runtime.ripleys.boot, runtime.ripleys.boot-start, and runtime.ripleys.gameplay: separately hashed LibPinMAME traces with their evidence limits stated in JSON.

Exact-table spatial evidence and fail-closed blockers

The exact byte-preserved source for this pass is Ripley_s Believe It or Not (Stern 2004)1.0.3.vpx, SHA-256 6c66b8cc355039ae9a4d615608802a92cd087782b16429569c87123894aadc48, extracted with vpxtool git:v0.33.3. The retained 1,152-file extraction snapshot has deterministic manifest SHA-256 79cdb19cd01d46d795b32b7638a0f75c19bf824256de89a879d9d5328ce6b61d. Its playfield bounds are 952 x 2115; normalized coordinates use x=0 at the left, x=1 at the right, y=0 at the rear/backglass end, and y=1 at the apron. The table identifies itself as the UK model and includes the All-Skill extra-post configuration. It is authoritative for each named common playfield object and for its direct script semantics, but it is not evidence for a standard-machine-only installation.

The spatial overlay promotes named direct objects for the head/tombstones, spinners, ramps, mini-playfield, magnet optos, scoop/VUK, vari-target optos, shooter, EOS/flipper assemblies, slingshot collision assemblies, six pop bumpers, Q1-Q20/Q22-Q23, direct Q25-Q32 callback objects only where a retained Light or other physical object provides socket evidence, the directly exposed matrix-lamp objects that pass the same rule, and all 39 named GI Light objects. Coordinates are derived from the selected object's exact property: center for direct center-bearing objects, position for hit targets, and drag_points.centroid only for the named slingshot/TopPost collision assemblies. Q25 retains only physical Light.f25; its graphical Flasher.f25b point is withheld. Q28 uses physical Light.f28a, not graphical Flasher.f28; Q30 retains its in-bounds Light.f30 while Flasher.f30b is an explicit blocker. Q26, Q31, and lamp 16 remain unlocated pending physical/manual corroboration. All selected Flasher objects, including the out-of-bounds f27/f29/f30b/f32 callbacks, are render helpers and are not counted as sockets. Switch 32 retains two named physical target positions under one controller address; switches 41-43 intentionally share the exact overlapping vari-target opto-board anchor; switch 59 and 62 each retain one exact slingshot assembly anchor while their manual quantity remains two parallel contacts.

The definition remains schema-v2 partial. Individual trough/stacking contacts 11-15 have no per-seat geometry in the exact table's shared cvpmBallStack; lock contacts 44-46 have no reconciled per-seat sensor objects; Q21 exposes no named reset-coil actuator; graphical Flasher callbacks f25b, f26, f27, f28, f29, f30b, f31, and f32 are withheld as render-helper blockers even when their points are in bounds, while the out-of-bounds points are also withheld rather than replaced by polygon centroids; lamp 16's graphical Flasher.l16 is withheld pending physical/manual corroboration; optional UK Q33-Q35 have no named actuator geometry; lamps 33-35 and 60-62 are not exposed as named exact table objects; lamps 76-78 are collapsed to one shared back-panel render anchor and are withheld rather than falsely triplicated; and no display spatial record is asserted because schema-v2 controls display spatial records as cabinet/backbox non-playfield records. These are actionable authoring blockers, not plausibility gaps.

The exact table's Q24 routine is sound-only, whereas the retained VPW v1.3 script comments out its Q24 callback. The official manual calls Q24 optional unassigned 5 V. The canonical definition therefore marks Q24 no_physical_device and records the script conflict without inventing a stock knocker. The exact table's GI callback style also differs from the VPW modulated callback wrapper, but both drive the same public GI 0; the manual's four fused GI strings remain the physical authority.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ripleyslRipley's Believe It or Not! (3.20 Spanish)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical
ripleysiRipley's Believe It or Not! (3.20 Italian)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical
ripleysgRipley's Believe It or Not! (3.20 German)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical
ripleysfRipley's Believe It or Not! (3.20 French)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical
ripleysRipley's Believe It or Not! (3.20)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004identical
rip310lRipley's Believe It or Not! (3.10 Spanish)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical
rip310iRipley's Believe It or Not! (3.10 Italian)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical
rip310gRipley's Believe It or Not! (3.10 German)
Firmware/language revision for the same 2004 physical product. Country configuration can enable the optional three-post UK hardware, which remains explicit optional inventory rather than a separate machine definition.
2004ripleysidentical

Parent set: ripleys — 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.

  • Operator manual

    manual.stern-ripleys.2004

    Official 191-page operation and parts manual, with drawing sheets split by the publisher's PDF assembly order and verified visually. The front-inserted PDF page 8 is printed DR. 6 and contains the complete Q1-Q32 plus UK AUX1-AUX3 coil chart. The appended PDF page 190 is printed DR. 4 and contains the complete switch and lamp chart. PDF pages 25, 82, and 148 document the memory-protect assembly, part, and CN6-P12 input; PDF pages 120-123 (printed 103-106) document GI and flipper wiring; PDF pages 162-166 document the X3 magnet interface, three 5x7 display board, vari-target optos, and UK 3X auxiliary board.

    by
    Stern Pinball, Inc.
    sha256
    94a94aef7437…
  • VPX script

    vpx.ripleys-vpwmod-1.3

    Known-working exact ripleys script. Lines 132-201 establish boot state, four trough balls, both magnets, and the shooter; 332-412 establish callbacks, including TempleDiv/LockDiverter identities, trough causality, and a deliberately commented Q24 SolKnocker hook; 1895-2126 implement the seven-stop vari-target and three threshold optos; 2160-2267 implement Shrunken Head/Idol magnets; 2512-2543 implement Vari-VUK, lock, and scoop; 2613-2644 retain a legacy 15x7 segment view of the three mini-DMDs; 3219-3234 bind the modulated GICallback2 function to the single reported GI address.

    github.comlines 132-201
    by
    Table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    3ba739ba81a3…
  • VPX table

    vpx-table.ripleys-jpsalas-1.0.3-uk

    Exact physical Ripley's Believe It or Not! (Stern 2004) table selected from the second requested local archive search location and retained byte-for-byte under external:pinmame-vpx-sources/stern/ripley-s-believe-it-or-not-2004. vpxtool git:v0.33.3 extraction is retained at external:pinmame-vpx-sources/stern/ripley-s-believe-it-or-not-2004/extracted-vpxtool. The source declares a UK model and All-Skill extra-post configuration; its 952 x 2115 playfield is therefore exact geometry evidence for the named common playfield objects and an edition-qualified reference for UK-only hardware, never a standard-machine projection. Embedded script SHA-256 is 717696937a92b076620c2564982a7b514786e72fdab01d761b3b2a301346e014. Deterministic retained-extraction manifest SHA-256 is 79cdb19cd01d46d795b32b7638a0f75c19bf824256de89a879d9d5328ce6b61d over the 1,152-file snapshot.

    external:pinmame-vpx-sources/stern/ripley-s-believe-it-or-not-2004/Ripley_s Believe It or Not (Stern 2004)1.0.3.vpx
    by
    JPSalas table authors and local user-authorized source
    sha256
    6c66b8cc3550…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/segames.c ripleys GEN_WS/dispBION declares controller indices 0-3 in main, left, center, right layout order and registers the 25-driver family; src/wpc/se.c provides sequential I/O, Q15/Q16 remap, fast-flip 15, 520-5068 outputs 33-35, GI 0, and 520-5236 three-display rasterization; src/wpc/core.c synthesizes lower-flipper canonical hold callbacks and indexes display layouts.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames exact ripleys/rip300/rip301/rip302/rip310 language-driver records and clone graph.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • ROM analysis

    rom.stern-ripleys.3.20

    Read-only user-authorized archive. ripcpu.320 SHA-256 b04de0c19b356649422dbb2730fd28bc93b993dedab424fad6df31a32cc3d83d; display ROM ripdispa.300 is shared by the cataloged family. ROM bytes remain external and this source is used for exact runtime identity, not semantic reverse engineering.

    external:vpinmame-roms/ripleys.zip
    by
    Stern Pinball game code; ROM bytes remain external
    rev
    3.20
    sha256
    092aab171d90…
  • Human review

    ipdb.stern-ripleys.4917

    IPDB 4917 physical identity and 2004 product record. Exact I/O and mechanism behavior are sourced from the official manual and proven VPX script.

    by
    Internet Pinball Database
  • Runtime run

    runtime.ripleys.boot

    Exact ripleys cold boot with switches 11-14 and 42-43 initialized. LibPinMAME reports one 128x32x2 DMD plus three 5x7x2 CORE_NODISP layouts and GI 0. Only display index 0 emitted captured pixel frames in this run, so mini-DMD content activity is not overclaimed.

    external:pinmame-game-code/ripleys/boot-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    1ef3c8baa88a…
  • Runtime run

    runtime.ripleys.boot-start

    Exact coin/start trace with the four-ball initial state. It observes synthetic public 15, generic flipper mirrors 45-48, physical outputs, lamp activity, four display layouts, and GI 0; activity does not establish absent/unused addresses.

    external:pinmame-game-code/ripleys/boot-start-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    e98f6058ba3d…
  • Runtime run

    runtime.ripleys.gameplay

    Targeted host-driven trace after coin/start exercises trough release plus Head, tombstone, spinner, Super Jackpot, Shrunken Head, Idol, scoop, and Vari-VUK inputs. It validates address acceptance and output/display capture only; the official manual and proven table remain semantic/causal evidence.

    external:pinmame-game-code/ripleys/gameplay-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    d389ced56f57…

Something wrong or missing?

This definition still has 1 unmet requirement, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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