The Simpsons Pinball Party

Partial

Stern2003SEGAstern.the-simpsons-pinball-party.2003

Wire it up

what an authoring tool needs first
Bind this ROM
simpprty

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

Controller platform
pinmame.sega

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays

No display inventory recorded yet.

Address space
Switches
6–64 (53)
Solenoids
1–32 (24)
Lamps
1–111 (78)

Coverage

Partial

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

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

Switches

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

53 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
Hover or tap an address to identify it.
53 shown
# Name Device ID Evidence
6
Coin Door
switch.coin-door candidate
9
Standup Target
switch.standup-target candidate
10
Trough 5 (Nearest Drain)
switch.trough-5-nearest-drain candidate
11
Trough 4
switch.trough-4 candidate
12
Trough 3
switch.trough-3 candidate
13
Trough 2
switch.trough-2 candidate
14
Trough 1 (Nearest Shooter)
switch.trough-1-nearest-shooter candidate
15
Shooter Lane Confirm
switch.shooter-lane-confirm candidate
16
Plunger Lane
switch.plunger-lane candidate
17
Drop Target 1
switch.drop-target-1 candidate
18
Drop Target 2
switch.drop-target-2 candidate
19
Drop Target 3
switch.drop-target-3 candidate
20
Bottom Right Saucer
switch.bottom-right-saucer candidate
21
Spinner
switch.spinner candidate
22
Bart Ramp Entry (Opto)
switch.bart-ramp-entry-opto candidate
23
Bart Ramp Exit (Opto)
switch.bart-ramp-exit-opto candidate
24
Top Right Saucer
switch.top-right-saucer candidate
25
Rollover
switch.rollover candidate
26
Rollover
switch.rollover.26 candidate
29
Rollover
switch.rollover.29 candidate
30
Standup Target
switch.standup-target.30 candidate
31
Standup Target
switch.standup-target.31 candidate
32
Standup Target
switch.standup-target.32 candidate
33
Standup Target
switch.standup-target.33 candidate
34
Standup Target
switch.standup-target.34 candidate
35
Standup Target
switch.standup-target.35 candidate
36
Wire Ramp Entry
switch.wire-ramp-entry candidate
37
Rollover
switch.rollover.37 candidate
38
Drop Target (Couch Area)
switch.drop-target-couch-area candidate
39
Drop Target (Couch Area)
switch.drop-target-couch-area.39 candidate
40
Couch (Ball Landing)
switch.couch-ball-landing candidate
41
Rollover / Lane
switch.rollover-lane candidate
42
Rollover / Lane
switch.rollover-lane.42 candidate
43
Rollover / Lane
switch.rollover-lane.43 candidate
44
Rollover
switch.rollover.44 candidate
45
Ramp Switch
switch.ramp-switch candidate
46
Ramp Switch
switch.ramp-switch.46 candidate
47
Ramp Switch
switch.ramp-switch.47 candidate
48
Garage Door Switch
switch.garage-door-switch candidate
49
Pop Bumper (Middle)
switch.pop-bumper-middle candidate
50
Pop Bumper (Top)
switch.pop-bumper-top candidate
51
Pop Bumper (Bottom)
switch.pop-bumper-bottom candidate
52
Rollover / Lane
switch.rollover-lane.52 candidate
54
Start Button
switch.start-button candidate
55
VUK (Vertical Up Kicker)
switch.vuk-vertical-up-kicker candidate
57
Rollover
switch.rollover.57 candidate
58
Rollover
switch.rollover.58 candidate
59
Left Slingshot
switch.left-slingshot candidate
60
Rollover
switch.rollover.60 candidate
61
Rollover
switch.rollover.61 candidate
62
Right Slingshot
switch.right-slingshot candidate
63
Rollover
switch.rollover.63 candidate
64
Rollover
switch.rollover.64 candidate

Controlled devices

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

Coils, magnets & motors

14
14 shown
# Name Device ID Evidence
1
Trough Eject
device.trough-eject candidate
2
Auto Plunger
device.auto-plunger candidate
3
Couch Exit
device.couch-exit candidate
4
Drop Target Bank Reset
device.drop-target-bank-reset candidate
5
Bottom Right Saucer Eject
device.bottom-right-saucer-eject candidate
6
VUK Eject
device.vuk-eject candidate
7
TV Lock Post Release
device.tv-lock-post-release candidate
8
Homer Head Motor
device.homer-head-motor candidate
12
Top Left Flipper
device.top-left-flipper candidate
13
Top Right Flipper
device.top-right-flipper candidate
14
Right Flipper 2 (Upper)
device.right-flipper-2-upper candidate
19
Top Right Saucer Eject
device.top-right-saucer-eject candidate
20
Garage Door Motor
device.garage-door-motor candidate
30
Drop Bank Trip (Couch Area Drops)
device.drop-bank-trip-couch-area-drops candidate

Flashers

10
10 shown
# Name Device ID Evidence
21
Flasher — Pops (Clear/Green)
device.flasher-pops-clear-green candidate
22
Flasher — Right Ramp Red
device.flasher-right-ramp-red candidate
23
Flasher — Duff Can / Right Ramp Orange
device.flasher-duff-can-right-ramp-orange candidate
25
Flasher — Itchy
device.flasher-itchy candidate
26
Flasher — Scratchy
device.flasher-scratchy candidate
27
Flasher — Homer Head
device.flasher-homer-head candidate
28
Flasher — Couch
device.flasher-couch candidate
29
Flasher — Comic Book Guy
device.flasher-comic-book-guy candidate
31
Flasher — Upper Playfield Orange
device.flasher-upper-playfield-orange candidate
32
Flasher — Upper Playfield Red
device.flasher-upper-playfield-red candidate

Lamps

78

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
Hover or tap an address to identify it.
78 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
6
outputs 6
lamp.outputs-6 candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
69
outputs 69
lamp.outputs-69 candidate
70
outputs 70
lamp.outputs-70 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
78
outputs 78
lamp.outputs-78 candidate
79
outputs 79
lamp.outputs-79 candidate
80
outputs 80
lamp.outputs-80 candidate
111
General Illumination
lamp.general-illumination candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Stern (2003). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

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

Custom mechanisms

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

Ball-state transitions

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

Controller interactions

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

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

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

Recreation guidance

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

Evidence notes

  • games/simp.json#/switches/0._note: Controller.Switch(6) on/off from AddCreditKey KeyDown/KeyUp
  • games/simp.json#/switches/1._note: PulseSw 9
  • games/simp.json#/switches/2._note: bsTrough.InitSw — position 5 (last switch in 5-ball trough)
  • games/simp.json#/switches/3._note: bsTrough.InitSw — position 4
  • games/simp.json#/switches/4._note: bsTrough.InitSw — position 3
  • games/simp.json#/switches/5._note: bsTrough.InitSw — position 2
  • games/simp.json#/switches/6._note: bsTrough.InitSw — position 1 (first to eject)
  • games/simp.json#/switches/7._note: PulseSw 15 fired in SolRelease after trough eject
  • games/simp.json#/switches/8._note: Controller.Switch on/off. Also used by plungerIM (cvpmImpulseP) as plunger lane switch. BIPL flag tracks ball-in-plunger-lane.
  • games/simp.json#/switches/9._note: dtDrop.InitDrop Array(sw17,sw18,sw19), Array(17,18,19). VPX drop target object.
  • games/simp.json#/switches/10._note: dtDrop.InitDrop
  • games/simp.json#/switches/11._note: dtDrop.InitDrop
  • games/simp.json#/switches/12._note: bsBR cvpmBallStack. InitSaucer sw20, 20, 232, 30. Ball management.
  • games/simp.json#/switches/13._note: PulseSw 21 on sw21_Spin event
  • games/simp.json#/switches/14._note: Controller.Switch on/off — opto-style (held while ball present)
  • games/simp.json#/switches/15._note: Controller.Switch on/off — opto-style (held while ball present)
  • games/simp.json#/switches/16._note: bsTR cvpmBallStack. InitSaucer sw24, 24, 100, 1. Ball management.
  • games/simp.json#/switches/17._note: Controller.Switch on/off
  • games/simp.json#/switches/18._note: Controller.Switch on/off
  • games/simp.json#/switches/19._note: Controller.Switch on/off
  • games/simp.json#/switches/20._note: PulseSw 30
  • games/simp.json#/switches/21._note: PulseSw 31
  • games/simp.json#/switches/22._note: PulseSw 32
  • games/simp.json#/switches/23._note: PulseSw 33
  • games/simp.json#/switches/24._note: PulseSw 34
  • games/simp.json#/switches/25._note: PulseSw 35
  • games/simp.json#/switches/26._note: PulseSw 36. Also triggers WireRampOn/Off sound based on ball direction.
  • games/simp.json#/switches/27._note: Controller.Switch on/off
  • games/simp.json#/switches/28._note: Controller.Switch on/off. Also referenced by CouchDrop_Hit (sets switch 38=0). Drop1 object.
  • games/simp.json#/switches/29._note: Controller.Switch on/off. Drop2 object.
  • games/simp.json#/switches/30._note: Controller.Switch on/off. Ball lands on couch after drop. Turns off WireRamp sound.
  • games/simp.json#/switches/31._note: PulseSw 41
  • games/simp.json#/switches/32._note: PulseSw 42
  • games/simp.json#/switches/33._note: PulseSw 43
  • games/simp.json#/switches/34._note: Controller.Switch on/off
  • games/simp.json#/switches/35._note: PulseSw 45
  • games/simp.json#/switches/36._note: PulseSw 46
  • games/simp.json#/switches/37._note: PulseSw 47
  • games/simp.json#/switches/38._note: PulseSw 48. Comment says 'Garage Door'.
  • games/simp.json#/switches/39._note: PulseSw 49 in Bumper3_Hit
  • games/simp.json#/switches/40._note: PulseSw 50 in Bumper1_Hit
  • games/simp.json#/switches/41._note: PulseSw 51 in Bumper2_Hit
  • games/simp.json#/switches/42._note: PulseSw 52
  • games/simp.json#/switches/43._note: Controller.Switch(54) on/off from StartGameKey KeyDown/KeyUp
  • games/simp.json#/switches/44._note: bsVuk cvpmBallStack. InitSw 0,55. Ball management — ball enters via sw55_Hit, exits via VukOut kicker.
  • games/simp.json#/switches/45._note: Controller.Switch on/off
  • games/simp.json#/switches/46._note: Controller.Switch on/off
  • games/simp.json#/switches/47._note: PulseSw 59 in LeftSlingShot_Slingshot sub
  • games/simp.json#/switches/48._note: Controller.Switch on/off
  • games/simp.json#/switches/49._note: Controller.Switch on/off
  • games/simp.json#/switches/50._note: PulseSw 62 in RightSlingShot_Slingshot sub
  • games/simp.json#/switches/51._note: Controller.Switch on/off
  • games/simp.json#/switches/52._note: Controller.Switch on/off
  • games/simp.json#/coils/0._vbscript_callback: SolRelease
  • games/simp.json#/coils/0._inferred_type: ball_management
  • games/simp.json#/coils/0._note: Fires bsTrough.ExitSol_On then PulseSw 15 (shooter lane confirm). Kick angle 45, force 9.
  • games/simp.json#/coils/1._vbscript_callback: Auto_Plunger
  • games/simp.json#/coils/1._inferred_type: ball_management
  • games/simp.json#/coils/1._note: cvpmImpulseP. plungerIM.AutoFire. Power=75, Time=0.7s.
  • games/simp.json#/coils/2._vbscript_callback: CouchExit
  • games/simp.json#/coils/2._inferred_type: ball_management
  • games/simp.json#/coils/2._note: Enables CouchDrop timer to release ball from couch lock. Drop1 reset logic. Original comment: vlLock.SolExit.
  • games/simp.json#/coils/3._vbscript_callback: dtDrop.SolDropUp
  • games/simp.json#/coils/3._inferred_type: drop_target
  • games/simp.json#/coils/3._note: Resets drop targets sw17/sw18/sw19. Also clears blenddisablelighting on SW17/SW18/SW19 objects. Inline callback expression.
  • games/simp.json#/coils/4._vbscript_callback: bsBR.SolOut
  • games/simp.json#/coils/4._inferred_type: ball_management
  • games/simp.json#/coils/4._note: bsBR cvpmBallStack eject. Kick angle 232, force 30.
  • games/simp.json#/coils/5._vbscript_callback: bsVUK.SolOut
  • games/simp.json#/coils/5._inferred_type: ball_management
  • games/simp.json#/coils/5._note: bsVuk cvpmBallStack eject via VukOut kicker. Kick angle 180, force 0 (vertical).
  • games/simp.json#/coils/6._vbscript_callback: SolTVRelease
  • games/simp.json#/coils/6._inferred_type: mechanism
  • games/simp.json#/coils/6._note: Drops/raises TopPost. When enabled: TopPost.IsDropped=1 (releases ball). When disabled: TopPost.IsDropped=0 (blocks).
  • games/simp.json#/coils/7._vbscript_callback: SolHomer
  • games/simp.json#/coils/7._inferred_type: mechanism
  • games/simp.json#/coils/7._note: Rotates Homer head mechanism. Enabled: HomerActive=1, rotates head up (HeadDir=2). Disabled: rotates head down (HeadDir=-2). Uses HeadTimer for animation.
  • games/simp.json#/coils/8._vbscript_callback: SolTopLeftFlipper
  • games/simp.json#/coils/8._inferred_type: flipper
  • games/simp.json#/coils/8._note: ROM-controlled upper left flipper. Only fires when LFPress=0 (no player button press).
  • games/simp.json#/coils/9._vbscript_callback: SolTopRightFlipper
  • games/simp.json#/coils/9._inferred_type: flipper
  • games/simp.json#/coils/9._note: ROM-controlled upper right flipper. Only fires when RFPress=0.
  • games/simp.json#/coils/10._vbscript_callback: SolRightFlipper2
  • games/simp.json#/coils/10._inferred_type: flipper
  • games/simp.json#/coils/10._note: ROM-controlled secondary right flipper. Only fires when RFPress=0.
  • games/simp.json#/coils/11._vbscript_callback: bsTR.SolOut
  • games/simp.json#/coils/11._inferred_type: ball_management
  • games/simp.json#/coils/11._note: bsTR cvpmBallStack eject. Kick angle 100, force 1.
  • games/simp.json#/coils/12._vbscript_callback: GarageUp
  • games/simp.json#/coils/12._inferred_type: mechanism
  • games/simp.json#/coils/12._note: Opens/closes garage door mechanism. Enabled: DoorStatus=1 (opens). Disabled: DoorStatus=0 (closes). Uses GDoorT timer for animation.
  • games/simp.json#/coils/13._vbscript_callback: FlashPops
  • games/simp.json#/coils/13._inferred_type: flasher
  • games/simp.json#/coils/13._note: FlupperDoms v2 flasher. ObjTargetLevel(1).
  • games/simp.json#/coils/14._vbscript_callback: RightRampRed
  • games/simp.json#/coils/14._inferred_type: flasher
  • games/simp.json#/coils/14._note: FlupperDoms v2 flasher. ObjTargetLevel(4).
  • games/simp.json#/coils/15._vbscript_callback: DuffCan
  • games/simp.json#/coils/15._inferred_type: flasher
  • games/simp.json#/coils/15._note: FlupperDoms v2 flasher. ObjTargetLevel(5). Comment: R.Ramp Orange / Duff Can.
  • games/simp.json#/coils/16._vbscript_callback: FlashItchy
  • games/simp.json#/coils/16._inferred_type: flasher
  • games/simp.json#/coils/16._note: FlupperDoms v2 flasher. ObjTargetLevel(6).
  • games/simp.json#/coils/17._vbscript_callback: FlashScratchy
  • games/simp.json#/coils/17._inferred_type: flasher
  • games/simp.json#/coils/17._note: FlupperDoms v2 flasher. ObjTargetLevel(8).
  • games/simp.json#/coils/18._vbscript_callback: HomerHead
  • games/simp.json#/coils/18._inferred_type: flasher
  • games/simp.json#/coils/18._note: FlupperDoms v2 flasher. ObjTargetLevel(10). Illuminates Homer head mechanism.
  • games/simp.json#/coils/19._vbscript_callback: FlashCouch
  • games/simp.json#/coils/19._inferred_type: flasher
  • games/simp.json#/coils/19._note: FlupperDoms v2 flasher. ObjTargetLevel(2).
  • games/simp.json#/coils/20._vbscript_callback: FlashCBG
  • games/simp.json#/coils/20._inferred_type: flasher
  • games/simp.json#/coils/20._note: FlupperDoms v2 flasher. ObjTargetLevel(9).
  • games/simp.json#/coils/21._vbscript_callback: SolDropBankTrips
  • games/simp.json#/coils/21._inferred_type: drop_target
  • games/simp.json#/coils/21._note: Knocks down all 3 drops in bank (dtDrop.Hit 1/2/3). Sets blenddisablelighting on SW17/SW18/SW19.
  • games/simp.json#/coils/22._vbscript_callback: UPFOrange
  • games/simp.json#/coils/22._inferred_type: flasher
  • games/simp.json#/coils/22._note: FlupperDoms v2 flasher. ObjTargetLevel(7).
  • games/simp.json#/coils/23._vbscript_callback: UPFRed
  • games/simp.json#/coils/23._inferred_type: flasher
  • games/simp.json#/coils/23._note: FlupperDoms v2 flasher. ObjTargetLevel(3).
  • games/simp.json#/lamps/0._note: Also bl1 (bloom layer). Callback: DisableLighting p1.
  • games/simp.json#/lamps/1._note: Also bl2. Callback: DisableLighting p2.
  • games/simp.json#/lamps/2._note: Also bl3. Callback: DisableLighting p3.
  • games/simp.json#/lamps/3._note: Also bl4. Callback: DisableLighting p4.
  • games/simp.json#/lamps/4._note: Also bl5. Callback: DisableLighting p5.
  • games/simp.json#/lamps/5._note: Also bl6. Callback: DisableLighting p6.
  • games/simp.json#/lamps/6._note: Also bl7. Callback: DisableLighting p7.
  • games/simp.json#/lamps/7._note: Also bl8. Callback: DisableLighting p8.
  • games/simp.json#/lamps/8._note: Also bl9. Callback: DisableLighting p9.
  • games/simp.json#/lamps/9._note: Also bl10. Callback: DisableLighting p10.
  • games/simp.json#/lamps/10._note: Also bl11. Callback: DisableLighting p11.
  • games/simp.json#/lamps/11._note: Also bl12. Callback: DisableLighting p12.
  • games/simp.json#/lamps/12._note: Also bl13. Callback: DisableLighting p13.
  • games/simp.json#/lamps/13._note: Also bl14. Callback: DisableLighting p14.
  • games/simp.json#/lamps/14._note: Also bl15. Callback: DisableLighting p15.
  • games/simp.json#/lamps/17._note: Bumper 1 lamp. Callback: bump1LitOpacity.
  • games/simp.json#/lamps/18._note: Bumper 2 lamp. Callback: bump2LitOpacity.
  • games/simp.json#/lamps/19._note: Also bl20. Callback: DisableLighting p20.
  • games/simp.json#/lamps/20._note: Also bl21. Callback: DisableLighting p21.
  • games/simp.json#/lamps/21._note: Also bl22. Callback: DisableLighting p22.
  • games/simp.json#/lamps/22._note: Also bl23. Callback: DisableLighting p23.
  • games/simp.json#/lamps/23._note: Also bl24. Callback: DisableLighting p24.
  • games/simp.json#/lamps/24._note: Also bl25. Callback: DisableLighting p25.
  • games/simp.json#/lamps/25._note: Also bl26. Callback: DisableLighting p26.
  • games/simp.json#/lamps/26._note: Also bl27. Callback: DisableLighting p27.
  • games/simp.json#/lamps/27._note: Also bl28. Callback: DisableLighting p28.
  • games/simp.json#/lamps/28._note: Also bl29. Callback: DisableLighting p29.
  • games/simp.json#/lamps/29._note: Also bl30. Callback: DisableLighting p30.
  • games/simp.json#/lamps/31._note: Also bl33. Callback: DisableLighting p33.
  • games/simp.json#/lamps/32._note: Also bl34. Callback: DisableLighting p34.
  • games/simp.json#/lamps/33._note: Also bl35. Callback: DisableLighting p35.
  • games/simp.json#/lamps/34._note: Also bl36. Callback: DisableLighting p36.
  • games/simp.json#/lamps/35._note: Also bl37. Callback: DisableLighting p37.
  • games/simp.json#/lamps/36._note: Also bl38. Callback: DisableLighting p38.
  • games/simp.json#/lamps/37._note: Also bl39. Callback: DisableLighting p39.
  • games/simp.json#/lamps/38._note: Also bl40. Callback: DisableLighting p40.
  • games/simp.json#/lamps/39._note: Also bl41. Callback: DisableLighting p41.
  • games/simp.json#/lamps/40._note: Also bl42. Callback: DisableLighting p42.
  • games/simp.json#/lamps/41._note: Also bl43. Callback: DisableLighting p43.
  • games/simp.json#/lamps/42._note: Also bl44. Callback: DisableLighting p44.
  • games/simp.json#/lamps/43._note: Also bl45. Callback: DisableLighting p45.
  • games/simp.json#/lamps/44._note: Also bl46. Callback: DisableLighting p46.
  • games/simp.json#/lamps/45._note: Also bl47. Callback: DisableLighting p47.
  • games/simp.json#/lamps/46._note: Also bl48. Callback: DisableLighting p48.
  • games/simp.json#/lamps/47._note: Also bl49. Callback: DisableLighting p49.
  • games/simp.json#/lamps/48._note: Also bl50. Callback: DisableLighting p50.
  • games/simp.json#/lamps/49._note: Also bl51. Callback: DisableLighting p51.
  • games/simp.json#/lamps/50._note: Also bl52. Callback: DisableLighting p52.
  • games/simp.json#/lamps/51._note: Also bl53. Callback: DisableLighting p53.
  • games/simp.json#/lamps/52._note: Also bl54. Callback: DisableLighting p54.
  • games/simp.json#/lamps/53._note: Also bl55. Callback: DisableLighting p55.
  • games/simp.json#/lamps/54._note: Also bl56. Callback: DisableLighting p56.
  • games/simp.json#/lamps/61._note: Also bl63. Callback: DisableLighting p63.
  • games/simp.json#/lamps/62._note: Also bl64. Callback: DisableLighting p64.
  • games/simp.json#/lamps/63._note: Also bl65. Callback: DisableLighting p65.
  • games/simp.json#/lamps/64._note: Also bl66. Callback: DisableLighting p66.
  • games/simp.json#/lamps/65._note: Also bl67. Callback: DisableLighting p67.
  • games/simp.json#/lamps/66._note: Also bl68. Callback: DisableLighting p68.
  • games/simp.json#/lamps/67._note: Also bl69. Callback: DisableLighting p69.
  • games/simp.json#/lamps/68._note: Also bl70. Callback: DisableLighting p70.
  • games/simp.json#/lamps/69._note: Callback only (no MassAssign). DisableLighting l73, 150.
  • games/simp.json#/lamps/70._note: Callback only. DisableLighting l74, 145.
  • games/simp.json#/lamps/71._note: Callback only. DisableLighting l75, 140.
  • games/simp.json#/lamps/72._note: Callback only. DisableLighting l76, 135.
  • games/simp.json#/lamps/73._note: Callback only. DisableLighting l77, 130.
  • games/simp.json#/lamps/74._note: Callback only. DisableLighting l78, 125.
  • games/simp.json#/lamps/75._note: Callback only. DisableLighting l79, 125.
  • games/simp.json#/lamps/76._note: Callback only. DisableLighting l80/l80b, 5. Two callback lines — likely two VPX objects.
  • games/simp.json#/lamps/77._note: Lampz.obj(111) = ColtoArray(GI). Mapped to GI collection. Callback: GIUpdates. Controls backglass brightness in VR mode.
  • games/simp.json#/_source/confidence_notes: High confidence on switches/coils. No Const sw* definitions in script — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw calls, and cvpmBallStack/cvpmDropTarget init. swTilt comes from Sega.VBS framework (not defined in table script) — documented but not assigned a number here. Flasher coils (21-29, 31-32) use SolCallBack with custom Flash subs and FlupperDoms v2 flasher system. Lamps use Lampz (LampFader class) with MassAssign. UseSolenoids=2 (FastFlips), UseLamps=0, UseGI=0. Complex game: 5-ball trough, 3 ball stacks (bsBR, bsTR, bsVUK), drop target bank (3 targets), Homer head mechanism (solenoid 8), garage door mechanism (solenoid 20), TV lock post (solenoid 7), couch lock/exit (solenoid 3). Lamp 111 is GI (mapped to GI collection). Lamps 73-80 have callbacks but no MassAssign — likely backbox or auxiliary inserts with direct object references (l73-l80). Lamp 32 not in MassAssign but has no callback either — possibly unused or backbox. Five flippers total: main L/R plus TopLeftFlipper (sol 12), TopRightFlipper (sol 13), RightFlipper2 (sol 14).

Unresolved questions

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

Sources

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
simpprtySimpsons Pinball Party, The (5.00) 2003
simpprtlSimpsons Pinball Party, The (5.00 Spanish) 2003simpprty
simpprtiSimpsons Pinball Party, The (5.00 Italian) 2003simpprty
simpprtgSimpsons Pinball Party, The (5.00 German) 2003simpprty
simpprtfSimpsons Pinball Party, The (5.00 French) 2003simpprty
simp400lSimpsons Pinball Party, The (4.00 Spanish) 2003simpprty
simp400iSimpsons Pinball Party, The (4.00 Italian) 2003simpprty
simp400gSimpsons Pinball Party, The (4.00 German) 2003simpprty

Parent set: simpprty — 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.

  • Human review

    ipdb.the-simpsons-pinball-party.4674

    Physical identity for Stern's 2003 The Simpsons Pinball Party as IPDB 4674; the source VPX header's IPDB 6154 link belongs to Iron Man Vault Edition and is not identity evidence for this machine.

    by
    Internet Pinball Database
  • Legacy definition

    legacy.game.simp

    games/simp.json; origin=vbscript-parser

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

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform