Black Knight 2000

Partial
Completion88%

Williams1989SYSTEM-11williams.black-knight-2000.1989 Updated 2026-10-01

1 unresolved conflict

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Upper flipper button

Disagreeing sources
Operator manual
VPX script

Which cabinet flipper button fires the upper-playfield flipper (D-12702-R-1, a right-hand flipper that its parts page and the Upper Playfield Parts list call the Upper Right Flipper) is not settled by the manual's own pages. The Solenoid Table (printed 29) groups it under the "Right Flipper" circuit (Orn-Vio, 1P19-1, 2J5-5: 2J10-7) with the coil connection [2J10-4: 2J8-12] and wire [Blk-Yel].

The Cabinet Wiring drawing (printed 76) draws the contact that feeds 2J10 pin 4 as the "Upr Left Flipper Button", a second contact on the left flipper circuit (2J10-8, Orn-Gry from 1P19-2) beside the "Lwr Left Flipper Button", and labels the wire on 2J8 pin 12 BLK-BLU, not Blk-Yel. The Interconnect Board Interboard Signals table (PDF page 97) prints 2J8-12 and 2J10-4 as No Connection, so the board list gives that coil no cabinet-switch lead at all.

Only the Lower Right Flipper assembly (C-12898) lists a "Flipper Switch" SW-1A-183 (item 26, on switch plate 01-3670) and a Blue/Yellow wire (item 24, the same colour as the +50 Vdc flipper supply BLU/YEL at 2J8-9 and 2J5-2); the Lower Left and Upper Right assemblies mark items 24-26 Not Used. The retained known-working script moves URightFlipper from its right-flipper solenoid callback (SolRFlipper), that is, from the right button, and secondary web reports describe the upper flipper as chained from the lower right flipper's stroke; those reports are leads, not authority.

Those facts are consistent with the upper flipper firing from the right button through a switch in the lower right assembly, but the cabinet drawing and the Solenoid Table's connector column, which are wiring documents of equal rank, say otherwise, so the question stays open. PinMAME cannot arbitrate: the driver declares FLIP_SWNO(58,57) with no FLIP_SOL, so the CPU neither fires nor reads any flipper coil, and the synthetic 45-48 states follow only the lower buttons. A recreation must choose a button for the upper flipper.

What would settle it

continuity or a photograph of an unrestored machine's lower-right flipper assembly harness (does the SW-1A-183 stage switch carry the Blue/Yellow lead to the upper flipper coil?) and of the cabinet flipper-switch contacts on 2J10, or a play video that shows which button raises the upper flipper.

inputs.switch.matrix-57 / inputs.switch.matrix-58 and outputs.synthetic flipper states 45-48

Wire it up

what an authoring tool needs first
Bind this ROM
bk2k_l4

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

Controller platform
pinmame.system-11

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
  • Upper sixteen-character alphanumeric display16 digits
  • Lower sixteen-character alphanumeric display16 digits
Address space
Switches
-7–88 (76)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
82flipper.lower.right.button84flipper.lower.left.button1cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt8cabinet.service9cabinet.tilt57cabinet.flipper58cabinet.flipper59cabinet.magna-save

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 · 20 stacked · normalised player view · outline is nominal

210 Outhole · 1 Outhole Kicker416 Motor Targets Up Limit · 24 Motor Targets Down Limit · 34 Drawbridge Target (Middle) · 16 Motor Targets (UPF) Relay317 Left Jet Bumper · 10 UPF G.I. Relay · 17 Left Jet Bumper218 Left Slingshot · 18 Left Slingshot319 Right Jet Bumper · 10 UPF G.I. Relay · 19 Right Jet Bumper220 Right Slingshot · 20 Right Slingshot321 Lower Jet Bumper · 10 UPF G.I. Relay · 21 Lower Jet Bumper22 Left UPF Loop End23 Right UPF Loop End25 WIN Lane W (Top UPF)26 WIN Lane I (Top UPF)27 WIN Lane N (Top UPF)428 WAR Lane W (Bottom UPF) · 42 Right 3-Bank Drop Target H (Middle) · 4 Right 3-Bank Drop Target Reset · 10 UPF G.I. Relay229 WAR Lane A (Bottom UPF) · 10 UPF G.I. Relay230 WAR Lane R (Bottom UPF) · 10 UPF G.I. Relay31 UPF Wire Ramp Entry32 Lower Ramp Exit (Skyway)33 Drawbridge Target (Upper)35 Drawbridge Target (Lower)36 UPF Lock Lower37 UPF Lock Middle38 UPF Lock Upper239 Left Outlane · 13 Kickback (Left Outlane)240 Right Eject Hole · 8 Right Eject341 Right 3-Bank Drop Target G (Left) · 10 UPF G.I. Relay · 10 UPF G.I. Relay243 Right 3-Bank Drop Target T (Right) · 10 UPF G.I. Relay44 Left 3-Bank Drop Target K (Lower)245 Left 3-Bank Drop Target N (Middle) · 3 Left 3-Bank Drop Target Reset46 Left 3-Bank Drop Target I (Upper)247 Ball Popper · 6 Ball Popper48 Right Outlane49 U-Turn 1 (Lower Left)50 U-Turn 2 (Upper Left)51 U-Turn 3 (Upper Right)252 U-Turn 4 (Lower Right) · 29 WAR A Lane (Bottom UPF)53 Ball Shooter Lane54 Right Return Lane55 Left Return Lane2 Ball Release (Shooter Lane Feeder)7 UPF Lockup Kickback10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay10 UPF G.I. Relay11 LPF G.I. Relay11 LPF G.I. Relay11 LPF G.I. Relay11 LPF G.I. Relay11 LPF G.I. Relay11 LPF G.I. Relay11 LPF G.I. Relay211 LPF G.I. Relay · 11 LPF G.I. Relay11 LPF G.I. Relay15 Magna Save Driver225 UPF Big Red Bolt Flasher · 18 Big Red Bolt (UPF)26 UPF Big Blue Bolt Flasher227 Bolt Circle Center Flasher · 5 Bolt Circle Center28 Flipper Lane Flasher28 Flipper Lane Flasher29 Drop Target Flasher30 LPF Ramp Flasher31 Right Eject and Upper Flipper Flashers32 UPF Lockup Kickback Flasher8 Last Chance (Left Outlane)9 U-Turn Bolt (Right)10 Spin Bolt (Ball Popper)11 Lock Bolt (Right Eject)12 BLACK B13 BLACK L14 BLACK A15 BLACK C16 BLACK K17 Extra Ball Bolt19 Magna Save20 Big Blue Bolt (UPF)21 Last Chance (Right Outlane)22 U-Turn Bolt (Left)23 Kickback (Left Outlane)24 Shoot Again25 WIN W Lane (Top UPF)26 WIN I Lane (Top UPF)27 WIN N Lane (Top UPF)28 WAR W Lane (Bottom UPF)30 WAR R Lane (Bottom UPF)31 Jackpot Bolt32 Advance Ransom Bolt33 Motor Target Bolt 3 (Left UPF)34 Motor Target Bolt 2 (Left UPF)35 Motor Target Bolt 1 (Left UPF)36 Bonus 2X37 Bonus 3X38 Bonus Hold39 Bonus 4X40 Bonus 5X41 KNIGHT G (Right 3-Bank)42 KNIGHT H (Right 3-Bank)43 KNIGHT T (Right 3-Bank)44 KNIGHT K (Left 3-Bank)45 KNIGHT N (Left 3-Bank)46 KNIGHT I (Left 3-Bank)47 Skyway Bolt48 Hurry-Up Bolt49 Extra Ball (Bolt Circle)50 50,000 (Bolt Circle)51 Magna Save (Bolt Circle)52 10,000 (Bolt Circle)53 Multi-Ball (Bolt Circle)54 100,000 (Bolt Circle)55 Ransom (Bolt Circle)56 200,000 (Bolt Circle)57 Special (Bolt Circle)58 20,000 (Bolt Circle)59 Kickback (Bolt Circle)60 150,000 (Bolt Circle)61 Drawbridge (Bolt Circle)62 75,000 (Bolt Circle)63 Hurry-Up (Bolt Circle)64 250,000 (Bolt Circle)

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 playfield100
  • sensorsenses the ball41
  • effectmoves the ball15
  • nStackseveral devices in one spot20
124 devices shown

Not on the playfield27 cabinet or service, 20 virtual, 16 unused, 2 internal nonvisual, 1 dip switch — 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
conflicted
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Spatial PlacementUnresolved Conflicts

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-7, -6, -5, -4 — dedicated, diagnostic or flipper-column addresses. See the table below.

76 shown
# Name Device ID Role Wiring Evidence
-7
Advance
Button
switch.diagnostic-7
service.advance
validated
-6
Auto-Up/Manual-Down
Other
switch.diagnostic-6
service.updown
validated
-5
CPU Diagnostic
Button
switch.diagnostic-5
service.diagnostic
validated
-4
Sound Diagnostic
Button
switch.diagnostic-4
service.diagnostic
validated
1
Plumb Bob Tilt
Tilt
switch.matrix-1
cabinet.tilt
1J8-1GRN-BRN
1J10-9WHT-BRN
System 11B CPU board
validated
2
A/C Relay C-Side Power
Other
switch.matrix-2
internal.ac-relay-feedback
1J8-1GRN-BRN
1J10-8WHT-RED
System 11B CPU board
validated
3
Credit Button
Button
switch.matrix-3
cabinet.start
1J8-1GRN-BRN
1J10-7WHT-ORN
System 11B CPU board
validated
4
Right Coin Chute
switch.matrix-4
cabinet.coin
1J8-1GRN-BRN
1J10-6WHT-YEL
System 11B CPU board
validated
5
Center Coin Chuteopt
switch.matrix-5
cabinet.coin
1J8-1GRN-BRN
1J10-5WHT-GRN
System 11B CPU board
validated
6
Left Coin Chute
switch.matrix-6
cabinet.coin
1J8-1GRN-BRN
1J10-3WHT-BLU
System 11B CPU board
validated
7
Slam Tilt
Tilt
switch.matrix-7
cabinet.slam-tilt
1J8-1GRN-BRN
1J10-2WHT-VIO
System 11B CPU board
validated
8
High Score Reset
Button
switch.matrix-8
cabinet.service
1J8-1GRN-BRN
1J10-1WHT-GRY
System 11B CPU board
validated
9
Playfield Tilt
Tilt
switch.matrix-9
cabinet.tilt
1J8-2GRN-RED
1J10-9WHT-BRN
System 11B CPU board
validated
10
Outhole
Microswitch
switch.matrix-10
1J8-2GRN-RED
1J10-8WHT-RED
System 11B CPU board
validated
11
Ball Trough 1 (Right)
Microswitch
switch.matrix-11
1J8-2GRN-RED
1J10-7WHT-ORN
System 11B CPU board
validated
12
Ball Trough 2 (Middle)
Microswitch
switch.matrix-12
1J8-2GRN-RED
1J10-6WHT-YEL
System 11B CPU board
validated
13
Ball Trough 3 (Left)
Microswitch
switch.matrix-13
1J8-2GRN-RED
1J10-5WHT-GRN
System 11B CPU board
validated
14
Not Used (Matrix Position 14)
switch.matrix-14
1J8-2GRN-RED
1J10-3WHT-BLU
System 11B CPU board
validated
15
Not Used (Matrix Position 15)
switch.matrix-15
1J8-2GRN-RED
1J10-2WHT-VIO
System 11B CPU board
validated
16
Motor Targets Up Limit
Microswitch
switch.matrix-16
1J8-2GRN-RED
1J10-1WHT-GRY
System 11B CPU board
validated
17
Left Jet Bumper
switch.matrix-17
1J8-3GRN-ORN
1J10-9WHT-BRN
System 11B CPU board
validated
18
Left Slingshot
switch.matrix-18
1J8-3GRN-ORN
1J10-8WHT-RED
System 11B CPU board
validated
19
Right Jet Bumper
switch.matrix-19
1J8-3GRN-ORN
1J10-7WHT-ORN
System 11B CPU board
validated
20
Right Slingshot
switch.matrix-20
1J8-3GRN-ORN
1J10-6WHT-YEL
System 11B CPU board
validated
21
Lower Jet Bumper
switch.matrix-21
1J8-3GRN-ORN
1J10-5WHT-GRN
System 11B CPU board
validated
22
Left UPF Loop End
Microswitch
switch.matrix-22
1J8-3GRN-ORN
1J10-3WHT-BLU
System 11B CPU board
validated
23
Right UPF Loop End
Microswitch
switch.matrix-23
1J8-3GRN-ORN
1J10-2WHT-VIO
System 11B CPU board
validated
24
Motor Targets Down Limit
Microswitch
switch.matrix-24
1J8-3GRN-ORN
1J10-1WHT-GRY
System 11B CPU board
validated
25
WIN Lane W (Top UPF)
Microswitch
switch.matrix-25
1J8-4GRN-YEL
1J10-9WHT-BRN
System 11B CPU board
validated
26
WIN Lane I (Top UPF)
Microswitch
switch.matrix-26
1J8-4GRN-YEL
1J10-8WHT-RED
System 11B CPU board
validated
27
WIN Lane N (Top UPF)
Microswitch
switch.matrix-27
1J8-4GRN-YEL
1J10-7WHT-ORN
System 11B CPU board
validated
28
WAR Lane W (Bottom UPF)
Microswitch
switch.matrix-28
1J8-4GRN-YEL
1J10-6WHT-YEL
System 11B CPU board
validated
29
WAR Lane A (Bottom UPF)
Microswitch
switch.matrix-29
1J8-4GRN-YEL
1J10-5WHT-GRN
System 11B CPU board
validated
30
WAR Lane R (Bottom UPF)
Microswitch
switch.matrix-30
1J8-4GRN-YEL
1J10-3WHT-BLU
System 11B CPU board
validated
31
UPF Wire Ramp Entry
Microswitch
switch.matrix-31
1J8-4GRN-YEL
1J10-2WHT-VIO
System 11B CPU board
validated
32
Lower Ramp Exit (Skyway)
Microswitch
switch.matrix-32
1J8-4GRN-YEL
1J10-1WHT-GRY
System 11B CPU board
validated
33
Drawbridge Target (Upper)
switch.matrix-33
1J8-5GRN-BLK
1J10-9WHT-BRN
System 11B CPU board
validated
34
Drawbridge Target (Middle)
switch.matrix-34
1J8-5GRN-BLK
1J10-8WHT-RED
System 11B CPU board
validated
35
Drawbridge Target (Lower)
switch.matrix-35
1J8-5GRN-BLK
1J10-7WHT-ORN
System 11B CPU board
validated
36
UPF Lock Lower
Microswitch
switch.matrix-36
1J8-5GRN-BLK
1J10-6WHT-YEL
System 11B CPU board
validated
37
UPF Lock Middle
Microswitch
switch.matrix-37
1J8-5GRN-BLK
1J10-5WHT-GRN
System 11B CPU board
validated
38
UPF Lock Upper
Microswitch
switch.matrix-38
1J8-5GRN-BLK
1J10-3WHT-BLU
System 11B CPU board
validated
39
Left Outlane
Microswitch
switch.matrix-39
1J8-5GRN-BLK
1J10-2WHT-VIO
System 11B CPU board
validated
40
Right Eject Hole
Microswitch
switch.matrix-40
1J8-5GRN-BLK
1J10-1WHT-GRY
System 11B CPU board
validated
41
Right 3-Bank Drop Target G (Left)
Opto
switch.matrix-41
1J8-7GRN-BLU
1J10-9WHT-BRN
System 11B CPU board
validated
42
Right 3-Bank Drop Target H (Middle)
Opto
switch.matrix-42
1J8-7GRN-BLU
1J10-8WHT-RED
System 11B CPU board
validated
43
Right 3-Bank Drop Target T (Right)
Opto
switch.matrix-43
1J8-7GRN-BLU
1J10-7WHT-ORN
System 11B CPU board
validated
44
Left 3-Bank Drop Target K (Lower)
Opto
switch.matrix-44
1J8-7GRN-BLU
1J10-6WHT-YEL
System 11B CPU board
validated
45
Left 3-Bank Drop Target N (Middle)
Opto
switch.matrix-45
1J8-7GRN-BLU
1J10-5WHT-GRN
System 11B CPU board
validated
46
Left 3-Bank Drop Target I (Upper)
Opto
switch.matrix-46
1J8-7GRN-BLU
1J10-3WHT-BLU
System 11B CPU board
validated
47
Ball Popper
switch.matrix-47
1J8-7GRN-BLU
1J10-2WHT-VIO
System 11B CPU board
validated
48
Right Outlane
Microswitch
switch.matrix-48
1J8-7GRN-BLU
1J10-1WHT-GRY
System 11B CPU board
validated
49
U-Turn 1 (Lower Left)
Microswitch
switch.matrix-49
1J8-8GRN-VIO
1J10-9WHT-BRN
System 11B CPU board
validated
50
U-Turn 2 (Upper Left)
Microswitch
switch.matrix-50
1J8-8GRN-VIO
1J10-8WHT-RED
System 11B CPU board
validated
51
U-Turn 3 (Upper Right)
Microswitch
switch.matrix-51
1J8-8GRN-VIO
1J10-7WHT-ORN
System 11B CPU board
validated
52
U-Turn 4 (Lower Right)
Microswitch
switch.matrix-52
1J8-8GRN-VIO
1J10-6WHT-YEL
System 11B CPU board
validated
53
Ball Shooter Lane
Microswitch
switch.matrix-53
1J8-8GRN-VIO
1J10-5WHT-GRN
System 11B CPU board
validated
54
Right Return Lane
Microswitch
switch.matrix-54
1J8-8GRN-VIO
1J10-3WHT-BLU
System 11B CPU board
validated
55
Left Return Lane
Microswitch
switch.matrix-55
1J8-8GRN-VIO
1J10-2WHT-VIO
System 11B CPU board
validated
56
Not Used (Matrix Position 56)
switch.matrix-56
1J8-8GRN-VIO
1J10-1WHT-GRY
System 11B CPU board
validated
57
Right Flipper Button
Opto
switch.matrix-57
cabinet.flipper
1J8-9GRN-GRY
1J10-9WHT-BRN
System 11B CPU board
validated
58
Left Flipper Button
Opto
switch.matrix-58
cabinet.flipper
1J8-9GRN-GRY
1J10-8WHT-RED
System 11B CPU board
validated
59
Magna Save Button
Button
switch.matrix-59
cabinet.magna-save
1J8-9GRN-GRY
1J10-7WHT-ORN
System 11B CPU board
validated
60
Not Used (Matrix Position 60)
switch.matrix-60
1J8-9GRN-GRY
1J10-6WHT-YEL
System 11B CPU board
validated
61
Not Used (Matrix Position 61)
switch.matrix-61
1J8-9GRN-GRY
1J10-5WHT-GRN
System 11B CPU board
validated
62
Not Used (Matrix Position 62)
switch.matrix-62
1J8-9GRN-GRY
1J10-3WHT-BLU
System 11B CPU board
validated
63
Not Used (Matrix Position 63)
switch.matrix-63
1J8-9GRN-GRY
1J10-2WHT-VIO
System 11B CPU board
validated
64
Not Used (Matrix Position 64)
switch.matrix-64
1J8-9GRN-GRY
1J10-1WHT-GRY
System 11B CPU board
validated
81
Unused Flipper Column Lower Right End-of-Stroke (81)
Other
switch.flipper-column-81
validated
82
Lower Right Flipper Button (PinMAME Flipper Column)
Button
switch.flipper-column-82
flipper.lower.right.button
validated
83
Unused Flipper Column Lower Left End-of-Stroke (83)
Other
switch.flipper-column-83
validated
84
Lower Left Flipper Button (PinMAME Flipper Column)
Button
switch.flipper-column-84
flipper.lower.left.button
validated
85
Unused Flipper Column Upper Right End-of-Stroke (85)
Other
switch.flipper-column-85
validated
86
Unused Flipper Column Upper Right Button (86)
Other
switch.flipper-column-86
validated
87
Unused Flipper Column Upper Left End-of-Stroke (87)
Other
switch.flipper-column-87
validated
88
Unused Flipper Column Upper Left Button (88)
Other
switch.flipper-column-88
validated

Controlled devices

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

Coils, magnets & motors

19
19 shown
# Name Device ID Kind Role Wiring Evidence
1
Outhole Kicker
device.outhole-kicker Coil
Q33
System 11B CPU board
validated
2
Ball Release (Shooter Lane Feeder)
device.ball-release-shooter-lane-feeder Coil
Q25
System 11B CPU board
validated
3
Left 3-Bank Drop Target Reset
device.left-3-bank-drop-target-reset Coil
Q32
System 11B CPU board
validated
4
Right 3-Bank Drop Target Reset
device.right-3-bank-drop-target-reset Coil
Q24
System 11B CPU board
validated
5
Not Used Switched Solenoid 05A
device.not-used-switched-solenoid-05a Coil
Q31
System 11B CPU board
validated
6
Ball Popper
device.ball-popper Coil
Q23
System 11B CPU board
validated
7
UPF Lockup Kickback
device.upf-lockup-kickback Coil
mechanism.lock-release
Q30
System 11B CPU board
validated
8
Right Eject
device.right-eject Coil
Q22
System 11B CPU board
validated
12
A/C Select Relay
device.a-c-select-relay Relay
internal.ac-select-relay
Q8
System 11B CPU board
validated
13
Kickback (Left Outlane)
device.kickback-left-outlane Coil
Q15
System 11B CPU board
validated
14
Knocker
device.knocker Coil
cabinet.knocker
Q7
System 11B CPU board
validated
15
Magna Save Driver
device.magna-save-driver Magnet
mechanism.magna-save
Q14
System 11B CPU board
validated
16
Motor Targets (UPF) Relay
device.motor-targets-upf-relay Relay
mechanism.drawbridge-motor
Q6
System 11B CPU board
validated
17
Left Jet Bumper
device.left-jet-bumper Coil
Q75
System 11B CPU board
validated
18
Left Slingshot
device.left-slingshot Coil
Q71
System 11B CPU board
validated
19
Right Jet Bumper
device.right-jet-bumper Coil
Q73
System 11B CPU board
validated
20
Right Slingshot
device.right-slingshot Coil
Q69
System 11B CPU board
validated
21
Lower Jet Bumper
device.lower-jet-bumper Coil
Q77
System 11B CPU board
validated
22
Not Used Special Solenoid 06
device.not-used-special-solenoid-06 Coil
Q79
System 11B CPU board
validated

Flashers

8
8 shown
# Name Device ID Wiring Evidence
25
UPF Big Red Bolt Flasher
device.upf-big-red-bolt-flasher
Q33
System 11B CPU board
validated
26
UPF Big Blue Bolt Flasher
device.upf-big-blue-bolt-flasher
Q25
System 11B CPU board
validated
27
Bolt Circle Center Flasher
device.bolt-circle-center-flasher
Q32
System 11B CPU board
validated
28
Flipper Lane Flasher
device.flipper-lane-flasher
Q24
System 11B CPU board
validated
29
Drop Target Flasher
device.drop-target-flasher
Q31
System 11B CPU board
validated
30
LPF Ramp Flasher
device.lpf-ramp-flasher
Q23
System 11B CPU board
validated
31
Right Eject and Upper Flipper Flashers
device.right-eject-and-upper-flipper-flashers
Q30
System 11B CPU board
validated
32
UPF Lockup Kickback Flasher
device.upf-lockup-kickback-flasher
Q22
System 11B CPU board
validated

Lamps

64

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
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
1
Ransom R (Speaker Panel)
lamp.matrix-1
cabinet.speaker-panel
column Q66, row Q80
System 11B CPU board
validated
2
Ransom A (Speaker Panel)
lamp.matrix-2
cabinet.speaker-panel
column Q66, row Q81
System 11B CPU board
validated
3
Ransom N (Speaker Panel)
lamp.matrix-3
cabinet.speaker-panel
column Q66, row Q82
System 11B CPU board
validated
4
Ransom S (Speaker Panel)
lamp.matrix-4
cabinet.speaker-panel
column Q66, row Q83
System 11B CPU board
validated
5
Bolt Circle Center
lamp.matrix-5
column Q66, row Q84
System 11B CPU board
validated
6
Ransom O (Speaker Panel)
lamp.matrix-6
cabinet.speaker-panel
column Q66, row Q85
System 11B CPU board
validated
7
Ransom M (Speaker Panel)
lamp.matrix-7
cabinet.speaker-panel
column Q66, row Q86
System 11B CPU board
validated
8
Last Chance (Left Outlane)
lamp.matrix-8
column Q66, row Q87
System 11B CPU board
validated
9
U-Turn Bolt (Right)
lamp.matrix-9
column Q64, row Q80
System 11B CPU board
validated
10
Spin Bolt (Ball Popper)
lamp.matrix-10
column Q64, row Q81
System 11B CPU board
validated
11
Lock Bolt (Right Eject)
lamp.matrix-11
column Q64, row Q82
System 11B CPU board
validated
12
BLACK B
lamp.matrix-12
column Q64, row Q83
System 11B CPU board
validated
13
BLACK L
lamp.matrix-13
column Q64, row Q84
System 11B CPU board
validated
14
BLACK A
lamp.matrix-14
column Q64, row Q85
System 11B CPU board
validated
15
BLACK C
lamp.matrix-15
column Q64, row Q86
System 11B CPU board
validated
16
BLACK K
lamp.matrix-16
column Q64, row Q87
System 11B CPU board
validated
17
Extra Ball Bolt
lamp.matrix-17
column Q62, row Q80
System 11B CPU board
validated
18
Big Red Bolt (UPF)
lamp.matrix-18
column Q62, row Q81
System 11B CPU board
validated
19
Magna Save
lamp.matrix-19
column Q62, row Q82
System 11B CPU board
validated
20
Big Blue Bolt (UPF)
lamp.matrix-20
column Q62, row Q83
System 11B CPU board
validated
21
Last Chance (Right Outlane)
lamp.matrix-21
column Q62, row Q84
System 11B CPU board
validated
22
U-Turn Bolt (Left)
lamp.matrix-22
column Q62, row Q85
System 11B CPU board
validated
23
Kickback (Left Outlane)
lamp.matrix-23
column Q62, row Q86
System 11B CPU board
validated
24
Shoot Again
lamp.matrix-24
column Q62, row Q87
System 11B CPU board
validated
25
WIN W Lane (Top UPF)
lamp.matrix-25
column Q60, row Q80
System 11B CPU board
validated
26
WIN I Lane (Top UPF)
lamp.matrix-26
column Q60, row Q81
System 11B CPU board
validated
27
WIN N Lane (Top UPF)
lamp.matrix-27
column Q60, row Q82
System 11B CPU board
validated
28
WAR W Lane (Bottom UPF)
lamp.matrix-28
column Q60, row Q83
System 11B CPU board
validated
29
WAR A Lane (Bottom UPF)
lamp.matrix-29
column Q60, row Q84
System 11B CPU board
validated
30
WAR R Lane (Bottom UPF)
lamp.matrix-30
column Q60, row Q85
System 11B CPU board
validated
31
Jackpot Bolt
lamp.matrix-31
column Q60, row Q86
System 11B CPU board
validated
32
Advance Ransom Bolt
lamp.matrix-32
column Q60, row Q87
System 11B CPU board
validated
33
Motor Target Bolt 3 (Left UPF)
lamp.matrix-33
column Q58, row Q80
System 11B CPU board
validated
34
Motor Target Bolt 2 (Left UPF)
lamp.matrix-34
column Q58, row Q81
System 11B CPU board
validated
35
Motor Target Bolt 1 (Left UPF)
lamp.matrix-35
column Q58, row Q82
System 11B CPU board
validated
36
Bonus 2X
lamp.matrix-36
column Q58, row Q83
System 11B CPU board
validated
37
Bonus 3X
lamp.matrix-37
column Q58, row Q84
System 11B CPU board
validated
38
Bonus Hold
lamp.matrix-38
column Q58, row Q85
System 11B CPU board
validated
39
Bonus 4X
lamp.matrix-39
column Q58, row Q86
System 11B CPU board
validated
40
Bonus 5X
lamp.matrix-40
column Q58, row Q87
System 11B CPU board
validated
41
KNIGHT G (Right 3-Bank)
lamp.matrix-41
column Q56, row Q80
System 11B CPU board
validated
42
KNIGHT H (Right 3-Bank)
lamp.matrix-42
column Q56, row Q81
System 11B CPU board
validated
43
KNIGHT T (Right 3-Bank)
lamp.matrix-43
column Q56, row Q82
System 11B CPU board
validated
44
KNIGHT K (Left 3-Bank)
lamp.matrix-44
column Q56, row Q83
System 11B CPU board
validated
45
KNIGHT N (Left 3-Bank)
lamp.matrix-45
column Q56, row Q84
System 11B CPU board
validated
46
KNIGHT I (Left 3-Bank)
lamp.matrix-46
column Q56, row Q85
System 11B CPU board
validated
47
Skyway Bolt
lamp.matrix-47
column Q56, row Q86
System 11B CPU board
validated
48
Hurry-Up Bolt
lamp.matrix-48
column Q56, row Q87
System 11B CPU board
validated
49
Extra Ball (Bolt Circle)
lamp.matrix-49
column Q54, row Q80
System 11B CPU board
validated
50
50,000 (Bolt Circle)
lamp.matrix-50
column Q54, row Q81
System 11B CPU board
validated
51
Magna Save (Bolt Circle)
lamp.matrix-51
column Q54, row Q82
System 11B CPU board
validated
52
10,000 (Bolt Circle)
lamp.matrix-52
column Q54, row Q83
System 11B CPU board
validated
53
Multi-Ball (Bolt Circle)
lamp.matrix-53
column Q54, row Q84
System 11B CPU board
validated
54
100,000 (Bolt Circle)
lamp.matrix-54
column Q54, row Q85
System 11B CPU board
validated
55
Ransom (Bolt Circle)
lamp.matrix-55
column Q54, row Q86
System 11B CPU board
validated
56
200,000 (Bolt Circle)
lamp.matrix-56
column Q54, row Q87
System 11B CPU board
validated
57
Special (Bolt Circle)
lamp.matrix-57
column Q52, row Q80
System 11B CPU board
validated
58
20,000 (Bolt Circle)
lamp.matrix-58
column Q52, row Q81
System 11B CPU board
validated
59
Kickback (Bolt Circle)
lamp.matrix-59
column Q52, row Q82
System 11B CPU board
validated
60
150,000 (Bolt Circle)
lamp.matrix-60
column Q52, row Q83
System 11B CPU board
validated
61
Drawbridge (Bolt Circle)
lamp.matrix-61
column Q52, row Q84
System 11B CPU board
validated
62
75,000 (Bolt Circle)
lamp.matrix-62
column Q52, row Q85
System 11B CPU board
validated
63
Hurry-Up (Bolt Circle)
lamp.matrix-63
column Q52, row Q86
System 11B CPU board
validated
64
250,000 (Bolt Circle)
lamp.matrix-64
column Q52, row Q87
System 11B CPU board
validated

General illumination

3
3 shown
# Name Device ID Role Wiring Evidence
9
Insert Board G.I. Relay
device.insert-board-g-i-relay
gi.insert-board
Q17
System 11B CPU board
validated
10
UPF G.I. Relay
device.upf-g-i-relay
gi.upper-playfield
Q9
System 11B CPU board
validated
11
LPF G.I. Relay
device.lpf-g-i-relay
gi.lower-playfield
Q16
System 11B CPU board
validated

Virtual & other outputs

20
20 shown
# Name Device ID Role Evidence
23
Game-On / Special-Solenoid Enable
device.game-on-special-solenoid-enable
internal.game-on-enable
validated
24
Unassigned Solenoid Slot 24
device.unassigned-solenoid-slot-24
internal.unused-platform-slot
validated
33
Unused Upper Flipper Slot 33
device.unused-upper-flipper-slot-33
internal.unused-platform-slot
validated
34
Unused Upper Flipper Slot 34
device.unused-upper-flipper-slot-34
internal.unused-platform-slot
validated
35
Unused Upper Flipper Slot 35
device.unused-upper-flipper-slot-35
internal.unused-platform-slot
validated
36
Unused Upper Flipper Slot 36
device.unused-upper-flipper-slot-36
internal.unused-platform-slot
validated
37
Unused Sound Overlay Slot 37
device.unused-sound-overlay-slot-37
internal.unused-platform-slot
validated
38
Unused Sound Overlay Slot 38
device.unused-sound-overlay-slot-38
internal.unused-platform-slot
validated
39
Unused Sound Overlay Slot 39
device.unused-sound-overlay-slot-39
internal.unused-platform-slot
validated
40
Unused Sound Overlay Slot 40
device.unused-sound-overlay-slot-40
internal.unused-platform-slot
validated
41
Unused Sound Overlay Slot 41
device.unused-sound-overlay-slot-41
internal.unused-platform-slot
validated
42
Unused Sound Overlay Slot 42
device.unused-sound-overlay-slot-42
internal.unused-platform-slot
validated
43
Unused Sound Overlay Slot 43
device.unused-sound-overlay-slot-43
internal.unused-platform-slot
validated
44
Unused Sound Overlay Slot 44
device.unused-sound-overlay-slot-44
internal.unused-platform-slot
validated
45
Synthetic Lower Right Flipper Power
device.synthetic-lower-right-flipper-power
internal.synthetic-flipper
validated
46
Synthetic Lower Right Flipper Hold
device.synthetic-lower-right-flipper-hold
internal.synthetic-flipper
validated
47
Synthetic Lower Left Flipper Power
device.synthetic-lower-left-flipper-power
internal.synthetic-flipper
validated
48
Synthetic Lower Left Flipper Hold
device.synthetic-lower-left-flipper-hold
internal.synthetic-flipper
validated
49
Simulator Ball-Shooter Slot
device.simulator-ball-shooter-slot
internal.unused-platform-slot
validated
50
Unassigned Solenoid Slot 50
device.unassigned-solenoid-slot-50
internal.unused-platform-slot
validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Country Jumper (USA/Germany)
Dip
switch.dip-0 validated

Mechanisms

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

Outhole and three-ball trough

mechanism.trough

Kicker

A drained ball rests on the outhole switch (10); the Outhole Kicker (1, assembly B-8039-2) kicks it into the trough, which holds three balls on Trough 3 (13, left), Trough 2 (12) and Trough 1 (11, right) (the Ball Trough Switches page, printed 51: two 5647-09957-00 micro-switches for the center and left positions, one A-11680 right switch). The Ball Release / Shooter Lane Feeder (2, assembly C-9638) feeds the ball at 11 into the shooter lane (53), and the stack rolls down. The retained script creates its three balls on a cvpmTrough whose switches are the numbers 11-13 and whose entry switch is 10.

Right eject hole (Knight's Challenge)

mechanism.eject-hole

Kicker

A ball in the right eject hole (assembly B-9361-R, item 23 in the lower-playfield drawing, with a red plastic seat) closes 40; the Right Eject coil (8, AE-26-1500, Eject Hole Arm Assembly B-9361-R-5) kicks it back out. The operator message describes it as the right side kick-out hole that a U-turn shot lights for 2-ball DOUBLE KNIGHT'S CHALLENGE multi-ball, where the locked ball waits and a second ball appears at the plunger.

Ball popper (spin lane)

mechanism.ball-popper

Kicker

The Ball Popper Assembly D-11335-2 (item 17 in the lower-playfield drawing, at the head of the skyway ramp) holds a ball over its switch-and-diode assembly A-11658 (47); the Ball Popper coil (6, AE-23-800) lifts it to the upper playfield. The operator message says the ball lands in the popper from the SPIN lane when it is lit, one of the Lightning Wheel's awards is given, and the ball is popped up to the upper playfield directed at the flipper.

Left 3-bank drop targets (K-N-I)

mechanism.left-drop-targets

Drop Target Bank

Three drop targets (C-11223-1) lettered K (lower, 44), N (middle, 45) and I (upper, 46), sensed by the opto interrupters of a C-12559 board; the reset coil (3, AE-26-1200) raises all three through one reset plate. The operator message says completing the KNIGHT banks lights MAGNA-SAVE and the left kickback and advances B-L-A-C-K, and that the two banks are timed independently. Runtime (runs l4-droptargets-*, host-held switches, no target ever moves): the ROM reads public 1 on a bank's switches as dropped and fires that bank's reset coil three times, at about 0.15, 1.3 and 2.3 s after Start, then stops retrying; the count is per bank, not per switch, and with every switch at 0 no reset fires. After the third attempt the ROM served no ball in any held-switch run and, in four of six runs, later restarted for a reason these runs do not establish.

Right 3-bank drop targets (G-H-T)

mechanism.right-drop-targets

Drop Target Bank

Three drop targets (C-11223-1) lettered G (left, 41), H (middle, 42) and T (right, 43), sensed by the opto interrupters of a second C-12559 board; the reset coil (4, AE-26-1200) raises all three. Runtime (runs l4-droptargets-*, host-held switches, no target ever moves): the ROM reads public 1 on a bank's switches as dropped and fires that bank's reset coil three times, at about 0.15, 1.3 and 2.3 s after Start, then stops retrying; the count is per bank, not per switch, and with every switch at 0 no reset fires. After the third attempt the ROM served no ball in any held-switch run and, in four of six runs, later restarted for a reason these runs do not establish.

Drawbridge moving target bank

mechanism.drawbridge-targets

Motorized

The Moving Target Assembly (C-12464) on the upper playfield carries three targets (33 upper, 34 middle, 35 lower) that a Motor Assembly (B-12465: an 11 RPM motor, cam and a snap-action switch with roller 5647-12073-06) raises and lowers, switched by the Motor Targets relay (16). The assembly's parts page (printed 58) lists A-11177-1 as the left target assembly and A-11315-3 as the mid and right target assembly, while the Upper Playfield Switches list (printed 72) prints A-11177-1 for 33 and 34 and A-11315-3 for 35, so the two disagree about the middle target; a recreation cannot express the difference. The UP (16) and DOWN (24) switches report the two ends of the travel. The operator message calls it a three-target version of the Pin-Bot five-target raising/lowering motor bank and says the targets must be completed to gain access to the Drawbridge ramp. The retained script models it as a cvpmMech (linear, length 60, 50 steps, one solenoid): position 0 closes 16 and position 50 closes 24, the targets are dropped from position 49 and raised at 0. Runtime (runs l4-motor-bank-* and l4-boot-motor-*, host-written stimuli with no bank model): the ROM's service test 08, MOTOR BANK TEST, energizes relay 16 and waits for either position switch, 16 (UP) or 24 (DOWN); when it sees one it shows UP or DN, releases the relay about 0.05 s later, energizes it again about 1.4 s later and waits about 3.4 s for the other switch before showing MOTOR ERROR and releasing the relay (about 6.8 s of waiting when no switch ever closes). A switch already closed at the start or closed 1 s later is accepted alike, and with both closed the ROM alternates UP and DN every 1.45 s. At power-up the ROM runs relay 16 for about 7.8 s, about 2 s longer while 16 or 24 is held. These runs do not establish which physical end each switch marks or whether the relay raises or lowers the targets.

Upper playfield three-ball lock

mechanism.upper-lock

Kicker

The Upper Playfield Parts page lists a 3-Ball Lockup Kickback (B-12671, solenoid 07A) and a 3-Ball Lockup Wire Ramp (B-12693). A ball entering the wire ramp closes the UPF Wire Ramp Entry switch (31, 5647-12073-01) and reaches the Drawbridge lock, whose three positions are sensed by the Lower (36), Middle (37) and Upper (38) lock switches (5647-12073-22); the kickback releases the locked balls. The operator message says shooting three balls up the Drawbridge starts 3-ball multi-ball and that LAST CHANCE releases any locked balls on the last ball. The retained script models it as a cvpmVLock released by solenoid 7.

Left outlane kickback

mechanism.kickback

Kicker

The Left Outlane Kickback assembly (B-11873-1, item 4 in the lower-playfield drawing) kicks a ball in the left outlane (39) back to the playfield when the Kickback coil (13, AE-23-800) fires. The operator message says the automatic KICKBACK can be set on or off at the start of every ball, for the first ball only, or earned by the player. The retained script enables its Kickback kicker for 500 ms when the coil is energized.

Magna Save

mechanism.magna-save

Other

The Magna Save Assembly (A-12831: bracket and pole plus a larger 50 V coil-magnet and breaker) at the right drain is driven by the High Current Driver (C-12493, solenoid 15). The player holds the Magna Save button (59) on the right side of the cabinet forward of the flipper button; the magnet freezes the ball before it drains and the ball is returned to the lower right flipper (operator message, printed 3).

Slingshots

mechanism.slingshots

Other

Special solenoids 18 (left) and 20 (right), AE-26-1500, kick from the slingshots (Kicker Arm Assembly B-12665, item 6 in the lower-playfield drawing); each has a paired actuating switch (A-4834-H; A-11538-1) read as 18 and 20.

U-turn loop

mechanism.u-turn

Other

Four wire-form switches (5647-12073-19) along the U-turn loop at the center of the lower playfield: 49 (lower left), 50 (upper left), 51 (upper right) and 52 (lower right). The operator message says making repetitive U-turn shots lights MULTI-BALL for a timed interval and that a U-turn shot lights the right side kick-out hole for 2-ball multi-ball.

Skyway ramp

mechanism.skyway

Other

The long Skyway ramp on the left of the lower playfield (Skyway Ramp Assembly B-12636, item 16; entry plate 01-9122) brings the ball to the upper playfield; its Lower Ramp Exit switch (32, subminiature switch 5647-12073-20) is read when a ball leaves it. The operator message says the top of the ramp must be slightly above or even with the edge of the upper playfield's wood surface.

Upper playfield loops and lanes

mechanism.upper-playfield-loops

Other

The upper playfield carries a loop with two end switches (Left UPF Loop End 22 and Right UPF Loop End 23), the W-I-N lanes (25-27, top) and the W-A-R lanes (28-30, bottom). The operator message says three consecutive loops light Bonus X holdover, that the W-I-N lanes advance the bonus multiplier to 5X and light Ransom, and that W-A-R during normal play lights HURRY UP in the Skyway ramp.

Lightning Wheel lamp ring

mechanism.lightning-wheel

Other

The Lightning Wheel is the operator message's name for a 'wheel of fortune' award feature with sixteen awards: the bolt-circle inserts around the center of the lower playfield (lamps 49-64). The message lists the awards in the order lamps 49 to 64 print them (EXTRA BALL, 50,000, MAGNA-SAVE, 10,000, MULTI-BALL, 100,000, RANSOM, 200,000, SPECIAL, 20,000, KICKBACK, 150,000, DRAWBRIDGE, 75,000, HURRY UP, 250,000) starting at the top of the wheel, and says it spins when the ball is shot into the lit SPIN lane and lands in the ball popper. It is a lamp animation, not a moving part: neither the manual nor the script has a motor, switch or coil for it.

Three flippers

mechanism.flippers

Other

Lower right and lower left flippers (C-11626-R-3 / C-11626-L-3, FL-11630 coils) and an upper flipper on the right of the upper playfield (D-12702-R-1, FL-11630). Each flipper assembly has an end-of-stroke switch (03-7811) that opens the power winding and is not in the switch matrix. The CPU sees only the lane-change optos 57/58 (and PinMAME's synthetic 45-48). In PinMAME a consumer presses the flippers through public 82 (right) and 84 (left); core_updateSw copies them to 57/58 every update and overwrites any direct write there. Which cabinet button fires the upper flipper is open: see conflict.upper-flipper-button.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Coverage: partial. The definition is machines/partial/williams/black-knight-2000-1989.json, regenerated by tools/curate_black_knight_2000.py. The physical authority is the Williams Black Knight 2000 operations manual (IPDB machine 311; the 102-page edition, with the April 1989 71-page edition for one page the later edition prints blank) and Steve Ritchie's "An Important Message To Operators". The runtime authority is the retained known-working Flupper 1.1 table, which binds bk2k_l4. Pinned PinMAME owns the controller contract.

ROM evidence settles what the documents leave open:

  • LibPinMAME runs of the local bk2k_* ROM sets from empty NVRAM, summarized in evidence/runtime/system-11/black-knight-2000-l4-service-and-mechanisms.json (the bk2k_l4 service tests, power-up probes, drop-target runs and motor-bank runs) and in one coil-test file per other loadable set (la2, lg3, pa5, pa7, pu1).
  • The ROMs' own switch and coil name tables, decoded by tools/bk2k_rom_name_tables.py and committed as the rom-name-tables excerpt.
  • The 64 lamp names the ROM's Single Lamps test shows (the ROM has no lamp name table).

Two things keep the record partial:

  • Unresolved conflict. The manual does not settle which cabinet flipper button fires the upper-playfield flipper (see "Flippers"). The definition keeps the disagreement as conflict.upper-flipper-button.
  • Spatial placement. Every coordinate comes from one community table, and only the switches and coils that the manual's own location drawings call out by number are validated. The trough switches (11-13) have no table object and are not placed. Four of the eight flasher circuits (25, 26, 27 and 30) print two playfield bulbs where the table models one, and the manual prints no G.I. bulb count.

Identity and driver family

Black Knight 2000 is Williams game 563 (IPDB 311, April 28, 1989, 5,703 units, designed by Steve Ritchie, software by Ed Boon, mechanics by Joe Joos Jr.). Pinned PinMAME's eight bk2k_* drivers share one bk2kGameData and all run on this System 11B machine:

  • Production: L-4 (the parent) and LA-2.
  • German: LG-1 and LG-3.
  • Prototypes: PU-1 (Europe), PF-1 (French), PA-5 and PA-7.

The ROM name tables of the six sets in the local corpus that load (l4, la2, lg3, pa5, pa7, pu1) agree for every switch and coil, apart from the German set's KNIGHT letters on 41-46, and each set's Coil Test pulses the same thirty addresses in the same order. No hardware difference between the sets is known. bk2k_pf1's archive is not in the local corpus. The local bk2k_lg1.zip holds bk2kgu26.lg1 and bk2kgu27.lg1, whose CRCs do not match the ROMs pinned s11games.c declares for that set, so it was not loaded; both declare the same game data.

Do not confuse this machine with the 1980 Williams Black Knight (System 6) or its descendants; they are separate machines and the 1980 manual is a different document.

Controller and public addresses

The machine uses controllers/pinmame/system-11.json. Its INITGAME line declares these settings:

  • Generation and display: GEN_S11B with two 16-character alphanumeric rows (s11_dispS11b2).
  • Multiplexing: solenoid 12 is the A/C mux relay.
  • Flippers: FLIP_SWNO(58,57) with no CPU flipper drive.
  • Switch 2: S11_MUXSW2.
  • Absent: no special-solenoid switch map, no sound overlay board, and no custom solenoids.

The public addresses break down as follows:

  • Diagnostics: -7 Advance, -6 Auto-Up/Manual-Down, -5 CPU diagnostic, -4 sound diagnostic.
  • Switches: matrix 1-64, sequential column-major ((column - 1) * 8 + row).
    • Column 1 carries the cabinet inputs: plumb bob 1, credit 3, coins 4-6, slam 7, high-score reset 8.
    • Unused: 14, 15, 56, and 60-64. Matrix position 59 is the Magna Save button.
  • Country jumper: DIP 0.
  • Switched solenoids:
    • 1-8 are the A side, pulsed while relay 12 is released.
    • 25-32 are the same eight drivers routed to their C-side flashers while 12 is energized.
    • 5A is not used; 29 (05C) is.
  • Controlled solenoids: 9-16.
    • 9, 10 and 11 are the G.I. relays for the insert board, the upper playfield and the lower playfield; 12 is the A/C relay.
    • 13 is the left outlane kickback, 14 the knocker, 15 the Magna Save driver, 16 the drawbridge targets' motor relay.
  • Special solenoids: 17-22, in Special #1-#6 order. These are three jet bumpers, two slingshots, and one unused circuit (22).
  • Virtual solenoids: 23 is the ROM's game-on / special-solenoid enable, 45-48 are PinMAME's synthetic flipper states, and 24, 33-44, 49, and 50 are unused.
  • Lamps: 1-64.

PinMAME inverts nothing on System 11: the switch read returns core_getSwCol directly, so public 1 is a closed matrix contact.

Flippers

The machine has three flippers: lower right (C-11626-R-3), lower left (C-11626-L-3) and an upper flipper on the right of the upper playfield (D-12702-R-1), all with FL-11630 coils. The flippers are not CPU-driven: the right button (Orn-Vio, 1P19-1) fires the lower right flipper and the left button (Orn-Gry, 1P19-2) the lower left. Each assembly has an end-of-stroke switch (03-7811) that opens the power winding and is not in the matrix. Public 45-48 are PinMAME fabrications from the buttons, which a consumer drives at 82 (right) and 84 (left).

Which button fires the upper flipper is open, and the record keeps it as conflict.upper-flipper-button:

  • The Solenoid Table groups the Upper Right Flipper under the Right Flipper circuit, with coil connection [2J10-4: 2J8-12], wire [Blk-Yel].
  • The Cabinet Wiring drawing wires the contact that feeds 2J10 pin 4 as the "Upr Left Flipper Button", a second contact of the left flipper circuit, and labels the 2J8 pin 12 wire BLK-BLU.
  • The Interconnect Board Interboard Signals table prints 2J8-12 and 2J10-4 as "No Connection".
  • Only the Lower Right Flipper assembly (C-12898) lists a flipper switch SW-1A-183 and a Blue/Yellow wire; the lower left and upper assemblies mark those items Not Used. The Blue/Yellow colour is the +50 Vdc flipper supply, which suggests a switch inside the lower right assembly feeding the upper coil.
  • The retained known-working script moves the upper flipper from the right-button callback, and secondary web reports describe the upper flipper as chained from the lower right flipper's stroke; both are leads, not authority.

Those facts are consistent with the upper flipper firing from the right button through a switch in the lower right assembly, but the manual's cabinet drawing and Solenoid Table connector column say otherwise, so no source here settles it.

The flipper-lane-change inputs 57 (right) and 58 (left) are optotransistors on the Backbox Interconnect board (switches list, footnote **1). FLIP_SWNO(58,57) without FLIP_SOL makes PinMAME's core_updateSw rewrite 57/58 from the flipper button bits on every update, so 1 means pressed and a host write to 57 or 58 is overwritten. A consumer presses the flippers through public 82 (right) and 84 (left). The retained script never writes 57/58; its flipper keys reach the VPinMAME S11.VBS library, whose vpmKeyDown/vpmKeyUp set swLRFlip = 82 and swLLFlip = 84 (excerpt vpm-script-library-flippers). The definition enumerates PinMAME's whole flipper column, 81-88: 82 and 84 are used, and 81, 83 and 85-88 are never read, because FLIP_SWNO(58,57) sets no FLIP_EOS or upper FLIP_SW bit and the System 11 ROM reads only matrix columns 1-8. This table does not call NoUpperLeftFlipper/NoUpperRightFlipper and defines no cSingleLFlip/cSingleRFlip, so the library writes 81/83 from the staged flipper keys; the machine ignores them.

The two playfields

The playfield is split-level. A lower playfield carries the flippers, the U-turn, the two three-bank drop-target banks and the right eject hole. An upper playfield deck above it, mounted on two hinge posts and raised for service (operator message, printed 9), carries the three jet bumpers (the manual lists them, and switches 17, 18 and 19, under its Upper Playfield pages, printed 71-72), the W-I-N and W-A-R lanes, the loop, the drawbridge targets and the three-ball lock. The long Skyway ramp on the left of the lower playfield brings the ball to the upper deck, where the upper flipper (right side) feeds it. The retained table models both decks in one x/y frame (954 x 2052), which is why upper-playfield devices appear among lower-playfield coordinates; the manual's matrix legend marks the upper-playfield lamps and switches "UPF".

Ball path

  • Trough. A drained ball rests on the outhole (10). The Outhole Kicker (1) kicks it into a three-ball trough: 13 left, 12 middle, 11 right. The Ball Release / Shooter Lane Feeder (2) feeds the ball at 11 into the shooter lane (53).
  • Lower playfield. Past the plunger the ball enters the playfield; the U-turn (49 lower left, 50 upper left, 51 upper right, 52 lower right) is the loop at the center. The left outlane (39) has the automatic kickback (coil 13); the right drain has the Magna Save (coil 15).
  • Skyway. The Skyway ramp's exit (32) delivers the ball to the upper playfield.
  • Ball popper. The ball popper (47, coil 6, Ball Popper Assembly D-11335-2) sits at the head of the skyway; the operator message says the ball lands in it from the lit SPIN lane, receives a Lightning Wheel award, and is popped to the upper playfield directed at the flipper.
  • Right eject hole. The right eject hole (40, coil 8) is the right-side kick-out hole that a U-turn shot lights for 2-ball Double Knight's Challenge.
  • Upper playfield. The W-I-N lanes (25-27, top) and W-A-R lanes (28-30, lower) are rollovers; the loop has two end switches (22 left, 23 right); the drawbridge targets (33-35) raise and lower with a motor; the Drawbridge ramp leads to the three-ball lock (31 entry; 36 lower, 37 middle, 38 upper lock switches), released by the lockup kickback (coil 7).
  • Drop-target banks. The right bank (G-H-T, 41-43, reset by coil 4) and the left bank (K-N-I, 44-46, reset by coil 3) are lit as the word KNIGHT; completing them lights Magna Save and the left kickback and advances B-L-A-C-K.

Mechanisms

  • Drawbridge moving targets. The Moving Target Assembly (C-12464) carries three targets, the upper (33), middle (34) and lower (35), that an 11 RPM motor (Motor Assembly B-12465) raises and lowers through the Motor Targets relay (solenoid 16). The UP (16) and DOWN (24) snap-action switches report the two ends of the travel. The operator message calls it a three-target version of the Pin-Bot five-target raising/lowering motor bank. The retained script's cvpmMech runs 50 steps, closing 16 at position 0 and 24 at position 50, and drops the targets from position 49.
  • Lightning Wheel. The sixteen bolt-circle lamps 49-64 are the "wheel of fortune" of the operator message, which lists the awards in exactly the order the lamps print them. It is a lamp animation: there is no motor, switch or coil for it.
  • Magna Save. A larger 50 V coil (A-12831) driven by the High Current Driver (C-12493, solenoid 15), held by the player through the Magna Save button (59) on the right side of the cabinet forward of the flipper button. Lamps 19 (the Magna Save lamp on the lower playfield) and 51 (Magna Save in the bolt circle) are separate lamps in the ROM's own Single Lamps test. What the ROM does when button 59 is pressed during play was not run.
  • Kickback. The left outlane kickback (B-11873-1, coil 13) fires automatically when lit.

Lamps and flashers

The lamp-matrix table (printed 68) and the lamps lists (printed 69 and 72) name every lamp. Lamps 1-4, 6 and 7 are the R-A-N-S-O-M letters in the speaker panel under the score displays. Lamp 5 is the center of the bolt circle, which carries lamps 49-64 around it.

Flashers (the Solenoid Table prints each circuit's bulbs as playfield "p" and insert-board "i"):

Solenoid Flasher Bulbs (p, i)
25 UPF Big Red Bolt 2p, 2i
26 UPF Big Blue Bolt 2p, 2i
27 Bolt Circle Center 2p, 2i
28 Flipper Lane 2p, 2i
29 Drop Target 1p, 2i
30 LPF Ramp 2p, 2i
31 Right Eject / Upper Flipper 1p, 2i
32 UPF Lockup Kickback 1p, 2i

The sixteen insert-board bulbs are the flash lamps behind the backglass that animate the Black Knight and the lightning bolt he holds (IPDB's notes); each pair flashes in sync with the matching playfield flasher. The retained script drives one light object per circuit (named RedBoltFlash, BlueBoltFlash, KnightHeadFlash, SkyWayFlash, LockFlash and, for 28, 29 and 31, lights named GI14/GI15, GI17 and GI24, which are not members of its G.I. collections). Pinned s11.c types 25-32 as #89 flashers while the manual prints #906/#89; the emulator's typing is a brightness model, not the fitted bulb.

General illumination

Three solenoid-driven relays switch G.I.: 9 (insert board), 10 (upper playfield) and 11 (lower playfield). G.I. is lit while its relay is released. Pinned s11.c types the three as reverse-acting #44 G.I.; the retained script turns its lightsGIupf (10) and lightsGIlpf (11) collections off while the callbacks are on. The relay boards are the C-11998-1 (solenoids 9 and 10) and the C-11902-1 (11 and 16), per the Solenoid Table's note 4 and the lists' footnotes. The manual prints no G.I. bulb count, so placements come from the retained table's collections: 23 upper and 10 lower bulbs.

What the ROM shows (LibPinMAME runs)

Every run starts in a new state directory that inherits only the NVRAM of one retained initialization run, because a fresh-NVRAM boot stops on FACTORY SETTING. The runs enter the service tests with the Manual-Down/Auto-Up switch (-6) and Advance (-7), and the host stimuli are static: the harness never moves a ball or a mechanism, so a repeated pulse is the ROM retrying against a host-held switch. Keep -6 at 1 in game and power-up probes: with the harness default of 0 the ROM restarted into FACTORY SETTING during play.

  • Coil Test (05). Twenty-two numbered steps; steps 1-8 pulse an A side and then a C side (relay 12 energized), steps 9-22 pulse one circuit each. The order is public 1, 25, 2, 26, 3, 27, 4, 28, 5, 29, 6, 30, 7, 31, 8, 32 and then 9-22, repeating about every 30 s. Each of the 30 coil-table names pairs with the address pulsed in its step, identically in all six loadable sets. Steps 5 A and 22 are named UNUSED and are still pulsed for about 0.1 s; the manual prints both Not Used, so a pulse is ROM activity, not proof of a load. Public 23 comes on when test mode is entered and is not a coil-test step. Public 24, 33-44, 49 and 50 were never raised in any run; 45/46 and 47/48 follow the flipper buttons, rising together when 82 or 84 is written to 1 in the switch tests.
  • Switch Levels (06) and Switch Edges (07). Seventy-one addresses were written one at a time (1 for 1.5 s, then 0), with a control switch in the same run. The ROM names every switch in its table (1, 3-13, 16-55 and 59) when the address is written to 1 and shows nothing at 0, so it treats public 1 as actuated. bk2kGameData has no inverted-switch mask and core_getSwCol returns the matrix bits raw, so each of those matrix contacts is open at rest and closed when actuated; the definition records normally_closed: false for them. The manual prints no rest state for any matrix contact. Position 2 does nothing (the A/C relay overwrites it), 14, 15 and 56 show their number with no name, 60-64 draw nothing, and 57/58 react only when 82/84 are written (the flipper column overwrites 57/58).
  • Lamps. The Single Lamps test (04) blinks lamps 1-64 one at a time in order, and each name it shows agrees with the label this record takes from the manual. The display draws the digit 0 as the letter O and 5 as S, so CENTER SOOOO is CENTER 50000.
  • Power-up. From an initialized state the ROM pulses 1, 7, 8 and 6 once each between 1.0 and 1.7 s and runs relay 16 (the drawbridge motor) for about 7.8 s. With a kicker's own switch held at 1 from start it repeats that kicker's pulse, nine pulses in all within about 12 s, and then stops although the switch stays held (10 for the outhole, 47 for the ball popper, 40 for the right eject, and 36-38 all held together for the lock kickback, the only combination run); with the trough full (11-13 at 1) it skips the sweep. Holding 16 or 24 keeps relay 16 on about 2 s longer; holding the plunger switch (53) changes nothing.
  • Drop targets. The ROM reads public 1 as a dropped target. Nothing fires with every target at 0; with a bank's switches (or one of them) held at 1 the ROM fires that bank's reset coil (4 for 41-43, 3 for 44-46) three times, at about 0.15, 1.3 and 2.3 s after Start, and then gives up. After the third attempt it served no ball in any such run, and in four of six it later restarted for a reason the runs do not establish.
  • Motor bank test (08). The ROM has a service test after Switch Edges that shows MOTOR BANK TEST. It energizes relay 16 and waits for switch 16 (UP) or 24 (DOWN), shows UP or DN, releases the relay about 0.05 s later, energizes it again about 1.4 s later and waits about 3.4 s for the other switch before showing MOTOR ERROR (about 6.8 s when no switch ever closes). The manual's test text (printed 31-32) goes from Switch Edges to a C-Side Test that it enters "from the Wheel Test"; the ROM has no C-side test text, and no page read for this record describes a Wheel Test, so whether test 08 is the manual's Wheel Test under another name is not established. The runs also do not establish which physical end each switch marks or whether the relay raises or lowers the targets.

Not run: Magna Save (59) in play, the left-outlane kickback, popper, eject, lock and outhole behaviour in play, which trough position the ball serve watches, the German set's Switch Edges names, and the physical construction of any switch beyond the ROM's public-level contract.

Variants and prototypes

The ROM name tables of the six local sets agree; the German LG-3 set prints the KNIGHT letters (G H T K N I) for 41-46. IPDB notes two plastic artwork versions of the upper playfield (a "futuristic" and a "stone castle" style); they do not change any device or address.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
bk2k_pu1Black Knight 2000 (PU-1 Prototype Europe)
PU-1 European prototype (u26-pu1.rom with u27-pu1.rom). Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its switch and coil name tables match L-4's entry for entry, and its Coil Test pulses the same addresses in the same order (runtime evidence evidence/runtime/system-11/black-knight-2000-pu1-coil-test.json).
1989bk2k_l4compatible
bk2k_pf1Black Knight 2000 (PF-1 Prototype French)
PF-1 French prototype (pinned s11games.c comments that its two ROMs are U26 and U27 from the same CPU board of a working bk2k). Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its ROM archive is not in the local corpus, so its name tables were not read and it was not run.
1989bk2k_l4compatible
bk2k_pa7Black Knight 2000 (PA-7 Prototype)
PA-7 prototype. Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its switch and coil name tables match L-4's entry for entry and its Coil Test pulses the same addresses in the same order (runtime evidence evidence/runtime/system-11/black-knight-2000-pa7-coil-test.json), so no hardware difference is known; prototype game rules may differ.
1989bk2k_l4compatible
bk2k_pa5Black Knight 2000 (PA-5 Prototype)
PA-5 prototype. Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its switch and coil name tables match L-4's entry for entry and its Coil Test pulses the same addresses in the same order (runtime evidence evidence/runtime/system-11/black-knight-2000-pa5-coil-test.json), so no hardware difference is known; prototype game rules may differ.
1989bk2k_l4compatible
bk2k_lg3Black Knight 2000 (LG-3 German)
LG-3 German ROMs. Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its coil-test names match L-4's; its switch table prints the KNIGHT letters (G H T K N I) for 41-46 where L-4 prints RIGHT/LEFT 3-BANK 1-3, and its adjustment texts are German. Its German Coil Test (SPULEN TEST) pulses the same addresses in the same order (runtime evidence evidence/runtime/system-11/black-knight-2000-lg3-coil-test.json); its Switch Edges test was not run.
1989bk2k_l4identical
bk2k_lg1Black Knight 2000 (LG-1 German)
LG-1 German ROMs (u26-pu1.rom with bk2k_u27.lg1; pinned s11games.c notes a one-byte difference in a redump of the second ROM). Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its ROM name tables were not decoded: the local bk2k_lg1.zip holds bk2kgu26.lg1 and bk2kgu27.lg1, whose CRCs do not match the ROMs pinned s11games.c declares for this set, so it was not loaded.
1989bk2k_l4identical
bk2k_la2Black Knight 2000 (LA-2)
LA-2 game ROMs (u26-pu1.rom with bk2k_u27.la2). Declared with CORE_CLONEDEF against bk2k_l4 on the same s11_mS11BS machine driver, so it runs the one static bk2kGameData (GEN_S11B, s11_dispS11b2, A/C mux relay 12, FLIP_SWNO(58,57), S11_MUXSW2) and init_bk2k; no controller-address change. Its switch and coil name tables match L-4's entry for entry, and its Coil Test pulses the same addresses in the same order (runtime evidence evidence/runtime/system-11/black-knight-2000-la2-coil-test.json).
1989bk2k_l4identical
bk2k_l4Black Knight 2000 (L-4)
Williams L-4 production game ROMs (bk2k_u26.l4 / bk2k_u27.l4), the clone-tree parent and the driver the retained known-working script binds (cGameName = "bk2k_l4"). The ROM name tables used for this record are this set's.
1989—identical

Parent set: bk2k_l4 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

bk2k_l4.map.json

williams-system11-48Kv4format 0.8

maps/williams/system11/bk2k_l4.map.json

Applies to ROMs
bk2k_l4
Sections
auditschecksum8game_statehigh_scores

williams-system11-48K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

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

    Pinned PinmameGetGames catalog records for the eight-driver bk2k_* clone tree rooted at bk2k_l4

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/s11games.c: INITGAME(bk2k,GEN_S11B,s11_dispS11b2,12,FLIP_SWNO(58,57),S11_LOWALPHA|S11_DISPINV,S11_MUXSW2) (no sxx.ssSw map, no custom solenoids, no sound overlay), the bk2k_* ROM sets, CORE_GAMEDEF(bk2k,l4) and the seven CORE_CLONEDEFs, input_ports_bk2k = input_ports_s11; src/wpc/s11.c: s11_dispS11b2 (two 16-character sixteen-segment rows), MACHINE_INIT(s11)'s bk2k_ block typing 9 'Backbox GI', 10 'Upper Playfield GI' and 11 'Lower Playfield GI' as reverse-acting #44 G.I. and the 25-32 mux bank as #89 flashers, SWITCH_UPDATE(s11) copying the mux relay's state into switch 2 under S11_MUXSW2, setSSSol's WMS ssSolNo {5,4,1,2,0,3} special-solenoid map, updsol's A/C mux copy, and the switch read returning core_getSwCol without inversion; src/wpc/s11.h S11_COMPORTS and S11_SWADVANCE/-UPDN/-CPUDIAG/-SOUNDDIAG; src/wpc/core.c core_updateSw's FLIP_SWNO flipper copy and synthetic 45-48 states; src/wpc/core.h CORE_SSFLIPENSOL, CORE_FIRSTLFLIPSOL, CORE_FIRSTSIMSOL; src/wpc/driver.c lines 2725-2732 (the bk2k driver list with its 04/89 dates).

    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-system-11

    System 11 sequential switch/lamp matrices, dedicated diagnostic inputs, A/C mux, special-solenoid, and per-game G.I. address rules

    internal:controllers/pinmame/system-11.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.williams.black-knight-2000.operations

    Source locations

    Williams Black Knight 2000 operations manual (IPDB's 'Operations Manual' file, 102 pages, Acrobat Distiller 5.0 PDF dated 2002-03-05, image-only bilevel scan at roughly 345 ppi; IPDB machine 311, https://www.ipdb.org/machine.cgi?id=311: Williams 'Black Knight 2000', April 28, 1989, model 563, MPU Williams System 11B, 5,703 units). The PDF was retrieved from the Internet Archive's Wayback Machine capture of the IPDB file (the capture of the machine page is 20251206013004) because IPDB is Cloudflare-gated. PDF page = printed page + 4 for Section 2's numbered pages (printed 66 = PDF 70) and PDF page 33 = printed 29; the PDF has no text layer, so every cited cell was read from a 345 dpi render. PDF page 59 (the page after the ramp assemblies) is blank in this edition. Retained locally under external:pinmame-manuals/by-machine/williams.black-knight-2000.1989/ipdb-311/.

    by
    Williams Electronics Games, Inc.; file hosted by the Internet Pinball Database
    sha256
    4d9225b61d86…
  • Operator manual

    manual.williams.black-knight-2000.operation-manual-1989-04

    Source locations

    Williams Black Knight 2000 'Pinball Game Operation Manual' 16-563-101 (April 1989), 71 pages, image-only 200 dpi bilevel scan with no text layer: the same file the Internet Archive holds as item arcademanual_Black_Knight_2000_OPS (Black_Knight_2000_OPS.pdf, SHA-1 6f861ddbe70951caaedc59f5a6406ec229dc9ca9, identical to this file's). Sections 1 and 2 only. Used only for the Kickback and Ball Popper assembly page (PDF 57), which the 102-page edition prints blank.

    by
    Williams Electronics Games, Inc.; file hosted by the Internet Pinball Database and the Internet Archive
    sha256
    d181b4ade828…
  • Operator manual

    manual.williams.black-knight-2000.operator-message

    Source locations

    'An Important Message To Operators of Black Knight 2000' signed by Steve Ritchie, 22 pages, image-only bilevel scan (Canon iR3035, 2010), IPDB machine 311's file of that name. Describes the game's play features and its two new electromechanical devices; used for mechanism context only, never for addresses.

    by
    Williams Electronics Games, Inc.; file hosted by the Internet Pinball Database
    sha256
    572111d29e1b…
  • ROM analysis

    rom.black-knight-2000.name-tables

    Source locations

    Switch and coil name tables of the program ROM of every bk2k_* set in the local corpus (l4, la2, lg3, pa5, pa7, pu1), decoded by tools/bk2k_rom_name_tables.py (through tools/s11_rom_name_tables.py): the switch table runs in public-address order and the coil table in coil-test order. The member that holds them is the one named u27 in these sets. The decoded JSON per set is retained outside the repository; the excerpt lists the ROM member SHA-256s and every entry.

    external:pinmame-review-artifacts/williams.black-knight-2000.1989/runtime-stage/rom-name-tables/
    by
    Williams Electronics Games program ROMs, user-authorized local copies; ROM bytes are not redistributed
    rev
    bk2k_u27.l4
  • Runtime run

    runtime.black-knight-2000.l4-service-and-mechanisms

    Source locations

    Pinned LibPinMAME runs of bk2k_l4 from empty NVRAM, each in a new state directory that inherits only the one retained initialization run's NVRAM: the Coil Test (test 05) paired step by step with the ROM coil table, the 64-lamp Single Lamps test (04), the Switch Levels (06) and Switch Edges (07) tests swept over 71 public addresses with a same-run control switch, the power-up kicker and motor probes with switches held from start, the drop-target polarity and reset runs with every combination of held bank switches, and the Motor Bank Test (08) with eight host-written switch patterns. Raw runs, their hashes and the ROM name tables are retained outside the repository.

    internal:evidence/runtime/system-11/black-knight-2000-l4-service-and-mechanisms.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
  • VPX table

    vpx-table.black-knight-2000-flupper-1-1

    Source locations

    Retained Black Knight 2000 recreation by Flupper (version 1.1, a VP10 rebuild of lio's 2003 RC2 VP8 table; the contributor's collection holds three byte-identical copies under 'Black Knight 2000 1.1.vpx', 'Black Knight 2000 (1989).vpx' and the Tables Archive's 'Black Knight 2000 1.1.vpx'). Exact playfield bounds are left=0 top=0 right=954 bottom=2052; normalized coordinates are x/954 and y/2052. Geometry authority for named table objects only.

    external:pinmame-vpx-sources/williams/black-knight-2000-1989/source/Black%20Knight%202000%201.1.vpx
    by
    lio (original VP8 table); Flupper (VPX version); upper and lower playfield redraw by Tomasaco; script review and DOF by Ninuzzu
    sha256
    98ffb10a95b9…
  • VPX script

    vpx-script.black-knight-2000-flupper-1-1

    Source locations

    Retained embedded script (45,205 bytes). Runtime authority: cGameName = "bk2k_l4" with HandleMech = 0; SolCallback 1-4, 6-8, 10-14, 16, 25-32 and sLRFlipper/sLLFlipper; the three-ball trough (swTrough1-3 = 11-13, drain 10), right eject saucer (40/8), ball popper (47/6), two cvpmDropTarget banks (KNI 44-46 reset by 3, GHT 41-43 reset by 4), cvpmVLock upper-playfield lock (36-38, released by 7), cvpmMech Mech3Bank (switches 16/24, driven by 16), cvpmMagnet MagnaSave (driven by 15), and LampTimer's LightType bindings of lamps 1-64.

    external:pinmame-vpx-sources/williams/black-knight-2000-1989/extracted-vpxtool/script.vbs
    by
    lio (original VP8 table); Flupper (VPX version); upper and lower playfield redraw by Tomasaco; script review and DOF by Ninuzzu
    sha256
    955bc5ba128b…
  • VPX script

    vpm-script-library.s11-vbs

    Source locations

    The VPinMAME script library the retained table loads at runtime (script.vbs line 142 LoadVPM "00990300", "S11.VBS", 3.10; S11.VBS executes core.vbs), retained from the contributor's working installation together with core.vbs (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). S11.VBS defines swLRFlip = 82 and swLLFlip = 84 and sets them from the flipper keys in vpmKeyDown/vpmKeyUp; core.vbs routes KeyDownHandler/KeyUpHandler to them. The retained library is v3.61, newer than the 3.10 the table asks for.

    external:pinmame-review-artifacts/vpm-script-libs/s11.vbslines 142 LoadVPM "00990300", "S11.VBS", 3.10
    by
    VPinMAME / Visual Pinball script-library maintainers
    sha256
    5582155ffbda…
  • VPX table

    vpx-extraction.black-knight-2000-flupper-1-1

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 2e49d7c77422ed9e19133163172aa28bd1e18df6b36c03be69fd68835303a764; 842 files, 47134919 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=954 bottom=2052.

    external:pinmame-vpx-sources/williams/black-knight-2000-1989/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

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.

Same platform

Missing data

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

  • Physical device locations

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

  • Conflicting evidence

    Obtain the evidence needed to settle the remaining disagreements about the physical machine.

Recorded completion blockers

Blocking gaps

  • Solenoid 25: 2 playfield bulbs printed, 1 placed; the table models the flash as one light (RedBoltFlash) on the big red bolt; the second printed playfield bulb has no drawn or modelled location.
  • Solenoid 26: 2 playfield bulbs printed, 1 placed; the table models the flash as one light (BlueBoltFlash) on the big blue bolt; the second printed playfield bulb has no drawn or modelled location.
  • Solenoid 27: 2 playfield bulbs printed, 1 placed; the table models the flash as one light (KnightHeadFlash) at the bolt circle's center; the second printed playfield bulb has no drawn or modelled location.
  • Solenoid 30: 2 playfield bulbs printed, 1 placed; the table models the flash as one light (SkyWayFlash) at the skyway ramp's lower left; the second printed playfield bulb has no drawn or modelled location.
  • pinmame.input.switch 10, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 33, 34, 35, 36, 37, 38, 53, 55: Placement status is observed, not validated: each rests on a retained-table object whose side and order the manual's drawings agree with, with a projection or centroid where the sensor itself is not modelled.
  • pinmame.output 1, 2, 3, 4, 5, 7, 8, 9, 10, 10, 11, 11, 12, 13, 14, 15, 15, 16, 16, 17, 18, 18, 19, 20, 20, 21, 22, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64: Placement status is observed, not validated (flasher glow objects, centroids, G.I. collections, lamp light objects, coil projections).
Read the curation report

Missing locations · 3

  • Ball Trough 1 (Right)
    Device evidence and notes

    Printed switch-matrix column 2 (GRN-RED), row 3 (WHT-ORN). The bk2k_l4 switch table names it "TROUGH 1". In the ROM's own Switch Levels and Switch Edges tests (runtime runs l4-switch-levels and l4-switch-edges) writing public 1 makes the ROM show this name and the switch number, and public 0 shows nothing, so the ROM treats public 1 as actuated. bk2kGameData has no inverted-switch mask and pinned core_getSwCol returns the matrix bits raw, so the contact the matrix sees is open at rest and closed when the switch is actuated; the manual prints no rest state for any matrix contact. The matrix table (printed 67) prints "Ball Trough #1 (R)". The switches lists (printed 66 and 72) print "Ball Trough 1 (right)". The retained table has no object for the trough switches: its three-ball cvpmTrough is built from the number array Array(swTrough1,swTrough2,swTrough3) and one BallRelease kicker, and no factory drawing locates the trough optos under the bottom arch, so no placement is asserted.

  • Ball Trough 2 (Middle)
    Device evidence and notes

    Printed switch-matrix column 2 (GRN-RED), row 4 (WHT-YEL). The bk2k_l4 switch table names it "TROUGH 2". In the ROM's own Switch Levels and Switch Edges tests (runtime runs l4-switch-levels and l4-switch-edges) writing public 1 makes the ROM show this name and the switch number, and public 0 shows nothing, so the ROM treats public 1 as actuated. bk2kGameData has no inverted-switch mask and pinned core_getSwCol returns the matrix bits raw, so the contact the matrix sees is open at rest and closed when the switch is actuated; the manual prints no rest state for any matrix contact. The matrix table (printed 67) prints "Ball Trough #2 (Mid)". The switches lists (printed 66 and 72) print "Ball Trough 2 (mid)". See switch 11.

  • Ball Trough 3 (Left)
    Device evidence and notes

    Printed switch-matrix column 2 (GRN-RED), row 5 (WHT-GRN). The bk2k_l4 switch table names it "TROUGH 3". In the ROM's own Switch Levels and Switch Edges tests (runtime runs l4-switch-levels and l4-switch-edges) writing public 1 makes the ROM show this name and the switch number, and public 0 shows nothing, so the ROM treats public 1 as actuated. bk2kGameData has no inverted-switch mask and pinned core_getSwCol returns the matrix bits raw, so the contact the matrix sees is open at rest and closed when the switch is actuated; the manual prints no rest state for any matrix contact. The matrix table (printed 67) prints "Ball Trough #3 (L)". The switches lists (printed 66 and 72) print "Ball Trough 3 (left)". See switch 11.

Evidence needed to settle conflicts

  • Upper flipper button

    continuity or a photograph of an unrestored machine's lower-right flipper assembly harness (does the SW-1A-183 stage switch carry the Blue/Yellow lead to the upper flipper coil?) and of the cabinet flipper-switch contacts on 2J10, or a play video that shows which button raises the upper flipper.