Bram Stoker's Dracula

Partial

Williams1993WPC-FLIPTRONICwilliams.bram-stoker-s-dracula.1993

1 unresolved conflict

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

Upper flipper circuit side naming

Affects
output 33
output 34
output 35
output 36
Disagreeing sources
Operator manual
PinMAME source

Solenoids 33-36 are wired through the Fliptronic board's otherwise-unused upper-flipper power/hold driver-transistor pairs (this machine has no physical upper flippers). Pinned PinMAME's own src/wpc/core.h macros name CORE_FIRSTUFLIPSOL(33)/34 as sURFlipPow/sURFlip -- the upper-RIGHT circuit -- and 35/36 as sULFlipPow/sULFlip -- the upper-LEFT circuit.

This manual's own printed Solenoid/Flasher Table (page 120, printed 3-8) labels the identical two circuits the opposite way round: 'Up Lt. F. Power/Hold' at 33/34 and 'Up Rt. F. Power/Hold' at 35/36. Neither the device functions (Up/Down Post Diverter, Right Gate, Castle Release Post, Left Gate Actuator) nor their public addresses are in doubt on either source; only which now-repurposed flipper-side driver transistor pair physically underlies each address disagrees.

Unresolved; recorded for provenance completeness rather than blocking the device labels, which are taken directly from the manual's function column.

What would settle it

this is a board fact rather than a game fact, so any Fliptronic II board schematic that assigns each upper power/hold driver transistor to a side settles it -- read it against the four printed rows here, Q1/Q5 on J907-2/J907-1 for 33/34 and Q2/Q7 on J907-5/J907-4 for 35/36; this manual's own pages 3-17 through 3-21 do not, because they print the Fliptronic II cabinet-switch and end-of-stroke circuits rather than the coil-driver assignment. Failing that, a photograph of a Fliptronic II board showing the transistor silkscreen beside each J907 pin, or corrected upstream naming in src/wpc/core.h.

outputs[binding.device=33,34,35,36]

Wire it up

what an authoring tool needs first
Bind this ROM
drac_l1

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

Controller platform
pinmame.wpc-fliptronic

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

Displays
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–50 (50)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door

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

173 placements · 22 stacked · normalised player view · outline is nominal

215 L. Drop Target · 25 L. Drop Target Reset16 L. Drop Score17 Shooter Lane25 Top 3-lane Left26 Top 3-Lane Middle27 Top 3-lane Right28 R. Ramp Score31 Under Shooter Ramp234 Launch Ball · 1 Shooter35 Left Drain36 Left Return37 Right Return38 Right Drain241 Trough 1 Ball · 16 Trough42 Trough 2 Balls43 Trough 3 Balls44 Trough 4 Balls248 Outhole · 15 Outhole51 T.R. Lane52 Magnet Left Pocket253 Castle Lock 1 · 2 Center Playfield / Insert54 Castle Lock 2255 Wire Ramp Popper · 6 Wire Ramp Ball Popper256 Crypt Popper · 5 Crypt Popper57 Castle Lock 358 Mystery Hole261 Left Jet Bumper · 11 Left Jet262 Right Jet Bumper · 12 Right Jet263 Bottom Jet Bumper · 13 Bottom Jet264 Left Slingshot · 9 Left Sling265 Right Slingshot · 10 Right Sling66 Left 3-bank Top67 Left 3-bank Middle68 Left 3-Bank Bottom271 Castle Popper · 3 Castle Popper272 Coffin Popper · 2 Coffin Popper73 Left Ramp Entry377 Right Ramp Up · 4 Right Ramp Down · 14 Right Ramp Up581 Magnet Left · 82 Ball On Magnet · 83 Magnet Right · 27 Magnet · 28 Magnet's Motor84 Left Ramp Made85 Left Ramp Diverted86 Middle 3-bank Left87 Middle 3-bank Middle88 Middle 3-bank Right8 Shooter Ramp Entry17 T.R. Corner / Dracula Flasher218 Jackpot / Stoker Flasher · 86 T.L. Hole Jackpot19 3-bank / House Flasher19 3-bank / House Flasher20 T.L. Corner / Mina Flasher20 T.L. Corner / Mina Flasher21 Castle / Helsing Flasher21 Castle / Helsing Flasher222 L. Ramp / L. Logo Flasher · 57 L. Ramp Lock223 R. Ramp / R. Logo Flasher · 27 R. Ramp Double24 Asylum / Renfield Flasher33 Up/Down Post Diverter34 Right Gate35 Castle Release Post36 Left Gate Actuator245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold16 R. Ramp Lock17 Dracula Face18 R. Ramp 2 Million21 Coffin Lock 122 Coffin Lock 223 Dracula A24 R. Ramp 0.5 Million25 R. Ramp 1 Million26 R. Ramp 2.5 Million28 R. Ramp 1.5 Million31 R. Lane Video V32 R. Lane Video I33 R. Lane Video D34 R. Lane Video E35 R. Lane Video O36 Dracula R37 Left Drain38 Left Return41 Right Return42 Right Drain43 Coffin Multiball44 Playfield 2X45 Castle Multiball46 Playfield 3X47 Mist Multiball48 Dracula D51 Coffin Lamp 152 Coffin Lamp 254 Shoot Again55 Love Never Dies56 Coffin Lamp 364 T. 3-lane Left65 T. 3-lane Middle66 T. 3-lane Right67 Dracula U68 Jet Insert71 Dracula C72 Dracula L73 Left 3-bank Top74 Left 3-bank Middle75 Left 3-bank Bottom76 Middle 3-bank Left77 Middle 3-bank Middle78 Middle 3-bank Right81 Rats Mode82 Dracula A83 T.L. Hole Mystery84 T.L. Hole Carriage85 T.L. Hole Ex-ball0 Lower Playfield / Insert0 Lower Playfield / Insert0 Lower Playfield / Insert0 Lower Playfield / Insert0 Lower Playfield / Insert0 Lower Playfield / Insert0 Lower Playfield / Insert0 Lower Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert1 Upper Playfield / Insert2 Center Playfield / Insert22 Center Playfield / Insert · 2 Center Playfield / Insert2 Center Playfield / Insert2 Center Playfield / Insert2 Center Playfield / Insert2 Center Playfield / Insert2 Center Playfield / Insert2 Center Playfield / Insert

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 playfield101
  • sensorsenses the ball46
  • effectmoves the ball26
  • nStackseveral devices in one spot22
135 devices shown

Not on the playfield24 cabinet or service, 22 unused, 14 virtual, 8 dip switch, 2 internal nonvisual, 1 constant — 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.

79 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC CPU board
validated
4
4th Coin Chute
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC CPU board
validated
11
Not Used Matrix Position 11
switch.matrix-11
J207-1Green-Brown
J209-1White-Brown
WPC CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J207-1Green-Brown
J209-2White-Red
WPC CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J207-1Green-Brown
J209-3White-Orange
WPC CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J207-1Green-Brown
J209-4White-Yellow
WPC CPU board
validated
15
L. Drop Target
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC CPU board
validated
16
L. Drop Score
Microswitch
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC CPU board
validated
17
Shooter Lane
Microswitch
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC CPU board
validated
18
Not Used Matrix Position 18
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J207-2Green-Red
J209-1White-Brown
WPC CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J207-2Green-Red
J209-2White-Red
WPC CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J207-2Green-Red
J209-3White-Orange
WPC CPU board
validated
25
Top 3-lane Left
Microswitch
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC CPU board
validated
26
Top 3-Lane Middle
Microswitch
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC CPU board
validated
27
Top 3-lane Right
Microswitch
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC CPU board
validated
28
R. Ramp Score
Microswitch
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC CPU board
validated
31
Under Shooter Ramp
Microswitch
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC CPU board
validated
32
Not Used Matrix Position 32
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC CPU board
validated
33
Not Used Matrix Position 33
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC CPU board
validated
34
Launch Ball
Microswitch
switch.matrix-34
J207-3Green-Orange
J209-4White-Yellow
WPC CPU board
validated
35
Left Drain
Microswitch
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC CPU board
validated
36
Left Return
Microswitch
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC CPU board
validated
37
Right Return
Microswitch
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC CPU board
validated
38
Right Drain
Microswitch
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC CPU board
validated
41
Trough 1 Ball
Microswitch
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC CPU board
validated
42
Trough 2 Balls
Microswitch
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC CPU board
validated
43
Trough 3 Balls
Microswitch
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC CPU board
validated
44
Trough 4 Balls
Microswitch
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC CPU board
validated
45
Not Used Matrix Position 45
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC CPU board
validated
46
Not Used Matrix Position 46
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC CPU board
validated
47
Not Used Matrix Position 47
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC CPU board
validated
48
Outhole
Microswitch
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC CPU board
validated
51
T.R. LaneNC
Opto
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC CPU board
validated
52
Magnet Left PocketNC
Opto
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC CPU board
validated
53
Castle Lock 1NC
Opto
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC CPU board
validated
54
Castle Lock 2NC
Opto
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC CPU board
validated
55
Wire Ramp PopperNC
Opto
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC CPU board
validated
56
Crypt PopperNC
Opto
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC CPU board
validated
57
Castle Lock 3NC
Opto
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC CPU board
validated
58
Mystery Hole
Microswitch
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC CPU board
validated
61
Left Jet Bumper
Leaf
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC CPU board
validated
62
Right Jet Bumper
Leaf
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC CPU board
validated
63
Bottom Jet Bumper
Leaf
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC CPU board
validated
64
Left Slingshot
Leaf
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC CPU board
validated
65
Right Slingshot
Leaf
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC CPU board
validated
66
Left 3-bank Top
Microswitch
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC CPU board
validated
67
Left 3-bank Middle
Microswitch
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC CPU board
validated
68
Left 3-Bank Bottom
Microswitch
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC CPU board
validated
71
Castle PopperNC
Opto
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC CPU board
validated
72
Coffin PopperNC
Opto
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC CPU board
validated
73
Left Ramp EntryNC
Opto
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC CPU board
validated
74
Not Used Matrix Position 74
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC CPU board
validated
75
Not Used Matrix Position 75
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC CPU board
validated
76
Not Used Matrix Position 76
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC CPU board
validated
77
Right Ramp Up
Microswitch
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC CPU board
validated
78
Not Used Matrix Position 78
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC CPU board
validated
81
Magnet Left
Microswitch
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC CPU board
validated
82
Ball On MagnetNC
Opto
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC CPU board
validated
83
Magnet Right
Microswitch
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC CPU board
validated
84
Left Ramp Made
Microswitch
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC CPU board
validated
85
Left Ramp Diverted
Microswitch
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC CPU board
validated
86
Middle 3-bank Left
Microswitch
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC CPU board
validated
87
Middle 3-bank Middle
Microswitch
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC CPU board
validated
88
Middle 3-bank Right
Microswitch
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
WPC CPU board
validated
112
Lower Right Flipper ButtonNC
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
WPC CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
WPC CPU board
validated
114
Lower Left Flipper ButtonNC
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
WPC CPU board
validated
115
Not Fitted Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
J906-4Black-Violet
WPC CPU board
validated
116
Not Fitted Upper Right Flipper Button
switch.generic-116
internal.unused.flipper
J905-3Black-Yellow
WPC CPU board
validated
117
Not Fitted Upper Left Flipper EOS
switch.generic-117
internal.unused.flipper
J906-5Black-Gray
WPC CPU board
validated
118
Not Fitted Upper Left Flipper Button
switch.generic-118
internal.unused.flipper
J905-5Black-Blue
WPC CPU board
validated

Controlled devices

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

Coils, magnets & motors

27
27 shown
# Name Device ID Kind Role Wiring Evidence
1
Shooter
device.shooter Coil
Q82
WPC power driver board
validated
2
Coffin Popper
device.coffin-popper Coil
Q80
WPC power driver board
validated
3
Castle Popper
device.castle-popper Coil
Q78
WPC power driver board
validated
4
Right Ramp Down
device.right-ramp-down Coil
Q76
WPC power driver board
validated
5
Crypt Popper
device.crypt-popper Coil
Q64
WPC power driver board
validated
6
Wire Ramp Ball Popper
device.wire-ramp-ball-popper Coil
Q66
WPC power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68
WPC power driver board
validated
8
Shooter Ramp Entry
device.shooter-ramp-entry Coil
Q70
WPC power driver board
validated
9
Left Sling
device.left-sling Coil
Q58
WPC power driver board
validated
10
Right Sling
device.right-sling Coil
Q56
WPC power driver board
validated
11
Left Jet
device.left-jet Coil
Q54
WPC power driver board
validated
12
Right Jet
device.right-jet Coil
Q52
WPC power driver board
validated
13
Bottom Jet
device.bottom-jet Coil
Q50
WPC power driver board
validated
14
Right Ramp Up
device.right-ramp-up Coil
Q48
WPC power driver board
validated
15
Outhole
device.outhole Coil
Q46
WPC power driver board
validated
16
Trough
device.trough Coil
Q44
WPC power driver board
validated
25
L. Drop Target Reset
device.l-drop-target-reset Coil
Q26
WPC power driver board
validated
27
Magnet
device.magnet Coil
Q22
WPC power driver board
validated
28
Magnet's Motor
device.magnet-s-motor Motor
Q20
WPC power driver board
validated
33
Up/Down Post Diverter
device.up-down-post-diverter Coil
Q1
WPC power driver board
validated
34
Right Gate
device.right-gate Coil
Q5
WPC power driver board
validated
35
Castle Release Post
device.castle-release-post Coil
Q2
WPC power driver board
validated
36
Left Gate Actuator
device.left-gate-actuator Coil
Q7
WPC power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4
WPC power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11
WPC power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3
WPC power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9
WPC power driver board
validated

Flashers

9
9 shown
# Name Device ID Role Wiring Evidence
17
T.R. Corner / Dracula Flasher
device.t-r-corner-dracula-flasher
Q42
WPC power driver board
validated
18
Jackpot / Stoker Flasher
device.jackpot-stoker-flasher
Q40
WPC power driver board
validated
19
3-bank / House Flasher
device.3-bank-house-flasher
Q38
WPC power driver board
validated
20
T.L. Corner / Mina Flasher
device.t-l-corner-mina-flasher
Q36
WPC power driver board
validated
21
Castle / Helsing Flasher
device.castle-helsing-flasher
Q28
WPC power driver board
validated
22
L. Ramp / L. Logo Flasher
device.l-ramp-l-logo-flasher
Q30
WPC power driver board
validated
23
R. Ramp / R. Logo Flasher
device.r-ramp-r-logo-flasher
Q34
WPC power driver board
validated
24
Asylum / Renfield Flasher
device.asylum-renfield-flasher
Q32
WPC power driver board
validated
26
Speaker Panel Flasher
device.speaker-panel-flasher
cabinet.insert-panel
Q24
WPC power driver board
validated

Lamps

64

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Not Used Lamp Position 11
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Not Used Lamp Position 12
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Not Used Lamp Position 13
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Not Used Lamp Position 14
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
Not Used Lamp Position 15
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
R. Ramp Lock
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Dracula Face
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
R. Ramp 2 Million
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
Coffin Lock 1
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
Coffin Lock 2
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
Dracula A
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
R. Ramp 0.5 Million
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
R. Ramp 1 Million
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
R. Ramp 2.5 Million
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
R. Ramp Double
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
R. Ramp 1.5 Million
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
R. Lane Video V
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
R. Lane Video I
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
R. Lane Video D
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
R. Lane Video E
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
R. Lane Video O
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
Dracula R
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
Left Drain
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
Left Return
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
Right Return
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
Right Drain
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Coffin Multiball
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
Playfield 2X
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
Castle Multiball
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Playfield 3X
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
Mist Multiball
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
Dracula D
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Coffin Lamp 1
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Coffin Lamp 2
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Magnet
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
Shoot Again
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Love Never Dies
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Coffin Lamp 3
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
L. Ramp Lock
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
L. Ramp Diverted
lamp.matrix-58
cabinet.insert-panel
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
L. Skill 100K
lamp.matrix-61
cabinet.insert-panel
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
M. Skill 1 Million
lamp.matrix-62
cabinet.insert-panel
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
R. Skill 100K
lamp.matrix-63
cabinet.insert-panel
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
T. 3-lane Left
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
T. 3-lane Middle
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
T. 3-lane Right
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
Dracula U
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
Jet Insert
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
Dracula C
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
Dracula L
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
Left 3-bank Top
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Left 3-bank Middle
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Left 3-bank Bottom
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Middle 3-bank Left
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Middle 3-bank Middle
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Middle 3-bank Right
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
Rats Mode
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
Dracula A
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
T.L. Hole Mystery
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
T.L. Hole Carriage
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
T.L. Hole Ex-ball
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
T.L. Hole Jackpot
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
Launch Ball
lamp.matrix-87
cabinet.launch
Q91 column driver with Q84 row driver
WPC power driver board
validated
88
Game Start
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Lower Playfield / Insert
gi.string-1
Q18
WPC power driver board
validated
1
Upper Playfield / Insert
gi.string-2
Q10
WPC power driver board
validated
2
Center Playfield / Insert
gi.string-3
Q14
WPC power driver board
validated
3
Insert
gi.string-4
cabinet.insert-panel
Q16
WPC power driver board
validated
4
Insert
gi.string-5
cabinet.insert-panel
Q12
WPC power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose State Bit A
device.wpc-j111-general-purpose-state-bit-a
internal.wpc-state
validated
30
WPC J111 General-Purpose State Bit B
device.wpc-j111-general-purpose-state-bit-b
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-Fliptronic Output 37
device.unused-wpc-fliptronic-output-37
internal.unused.wpc-output
validated
38
Unused WPC-Fliptronic Output 38
device.unused-wpc-fliptronic-output-38
internal.unused.wpc-output
validated
39
Unused WPC-Fliptronic Output 39
device.unused-wpc-fliptronic-output-39
internal.unused.wpc-output
validated
40
Unused WPC-Fliptronic Output 40
device.unused-wpc-fliptronic-output-40
internal.unused.wpc-output
validated
41
Unused WPC-Fliptronic Output 41
device.unused-wpc-fliptronic-output-41
internal.unused.wpc-output
validated
42
Unused WPC-Fliptronic Output 42
device.unused-wpc-fliptronic-output-42
internal.unused.wpc-output
validated
43
Unused WPC-Fliptronic Output 43
device.unused-wpc-fliptronic-output-43
internal.unused.wpc-output
validated
44
Unused WPC-Fliptronic Output 44
device.unused-wpc-fliptronic-output-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J207-2Green-Red
J209-4White-Yellow
WPC CPU board
validated

Mechanisms

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

Four-ball trough

mechanism.trough

Kicker

Four balls rest on trough switches 41-44 (Trough 1-4 Ball), Trough 1 (41) nearest the eject end. Solenoid 16 (Trough) ejects the ball resting on 41 to the shooter lane; the outhole (switch 48) feeds drained balls into the trough via solenoid 15 (Outhole). The retained script's SolRelease callback drives this directly; none of these five switches is a printed opto (column 4's inverted-switch mask row is 0x00).

Castle Lock lane and release post

mechanism.castle-lock

Gate

A three-position lock lane behind the Left Ramp diverter queues balls on opto switches 57 (Castle Lock 3, entry), 54 (Castle Lock 2), and 53 (Castle Lock 1, exit, nearest the release post). Solenoid 35 (Castle Release Post, printed 'Dis. Castle Release Pst', wired through the otherwise-unused upper-flipper power driver transistor) retracts the post (clpost.isdropped=0) to release the queued ball at position 53 toward the shooter lane; the retained script's clpost_Timer sub restores the post 280 ms later. All three lock switches are genuine opto interrupters (A-14315/A-14316) that pinned PinMAME's inverted-switch mask normalizes (column 5 = 0x7f, rows 3/4/7).

Mist Magnet ball-levitation carriage

mechanism.mist-magnet

Other

A single magnet is mounted on a motor-driven carriage (solenoid 28, 'Magnet's Motor') that travels diagonally beneath the playfield between a right-side entry near the Right Gate and a left-side exit near the Left Gate. The retained script tracks the carriage's position purely in software as a 0-500 counter (MagnetPos), incremented or decremented while solenoid 28 is energized and reversing direction at each endpoint; it has no single resting coordinate. Two plain leaf limit switches confirm the carriage has reached an end of travel: switch 81 (Magnet Left, part 5647-12693-14) asserts near MagnetPos=500 (the left/exit end, feeding the Left Gate) and switch 83 (Magnet Right, same part) asserts near MagnetPos=0 (the right/entry end, feeding the Right Gate) -- neither is a printed opto. Switch 82 (Ball On Magnet) is the only genuine opto of the three (A-14315/A-14316): the retained script's MistTimer_Timer tests every ball's position against a fixed diagonal line equation representing the physical beam, independent of carriage position, and PinMAME's inverted-switch mask normalizes only this one address in column 8 (0x02). Solenoid 27 (Magnet) is the electromagnet coil itself, energized by SolMistMagnet to hold a captive ball on the carriage while it travels; the driver's own stMagnet ball-state case requires the magnet to be both energized and at the correct switch/position combination before releasing the ball toward the matching gate.

Left and Right Mist Magnet entry gates

mechanism.mist-gates

Gate

One-way gates admit a ball onto the Mist Magnet carriage from either side. Solenoid 34 (Right Gate, printed 'Right Gate', wired through the otherwise-unused upper-flipper power driver transistor) opens a gate near the top-right loop (RGate.open, plus dropping RGateWall) so a ball can fall onto the carriage from the right; solenoid 36 (Left Gate Actuator, printed 'Left Ball Gate Actuator') opens a gate near the Magnet Left Pocket opto (switch 52, LGate.open, plus dropping Wall_LO) admitting a ball from the left. The driver's own ball-state chain confirms both paths lead to stMagnet.

Moving Right Ramp / Coffin Ramp section

mechanism.right-ramp

Diverter

A section of the Right Ramp raises and lowers to route the ball either up the ramp or over a hump toward the Coffin Popper. Solenoid 14 (Right Ramp Up) raises it and sets the retained script's Controller.Switch(77) True; solenoid 4 (Right Ramp Down) lowers it and clears the same public switch. The Switch Locations parts list prints a real part number for switch 77 (5647-12693-36), but the retained script sets its public state directly from the solenoid commands rather than reading a discrete sensor -- an implementation simplification, not a source disagreement.

Shooter Ramp entry diverter

mechanism.shooter-ramp

Diverter

A small flap near the auto-plunger lane diverts the auto-launched ball either up a habitrail loop (solenoid 8 energized) or lets it fall through toward the Left Loop (solenoid 8 off), per the driver's stBallLane ball-state case. No discrete switch reports this flap's position.

Up/Down Post Diverter

mechanism.top-diverter

Diverter

A spring-loaded post near the top of the playfield (printed 'Up/Dn Post Diverter', solenoid 33, wired through the otherwise-unused upper-flipper power driver transistor) toggles the ball between two orbit/ramp paths. Left Ramp Entry (opto switch 73) senses a ball entering the diverted path.

Single Left Drop Target

mechanism.drop-target

Drop Target Bank

A single drop target (not a bank) near the top-left lanes. Hitting it drops the target (switch 15, L. Drop Target) and reveals a rollover behind it (switch 16, L. Drop Score) that scores the ball's passage. Solenoid 25 (L. Drop Target Reset) raises it again after a delay via the retained script's SolDTUp callback. This corrects an earlier candidate note that described a '3-bank drop target' at this address; the retained script instantiates exactly one DropTarget object (`DT15`) for switch 15, and the genuine 3-bank standup-target arrays are the unrelated Left 3-bank (66/67/68) and Middle 3-bank (86/87/88) banks.

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 — every dimension is validated except one lamp with no resolvable spatial evidence (lamp 53, Magnet) and one unresolved wiring-provenance conflict (conflict.upper-flipper-circuit-side-naming). See reports/spatial/williams/bram-stoker-s-dracula-1993.md for the full audit.

Overview

Bram Stoker's Dracula is a Williams WPC-Fliptronic machine (GEN_WPCFLIPTRON, PINMAME_HARDWARE_GEN_WPCFLIPTRON = 0x8), designed around the 1992 Francis Ford Coppola film. The physical family is the five-driver drac_* clone tree: drac_l1 (production parent, and the driver the retained known-working script binds directly via Const cGameName = "drac_l1"), drac_d1 (D-1 LED Ghost Fix), drac_l2c (2016 community Competition MOD), and two prototype revisions drac_p11/drac_p12. All five share one static dracGameData struct, so all five are physically identical.

This is the fourth WPC-Fliptronic game curated in this project (after Bally Twilight Zone, Bally The Addams Family, and — via the WPC-DCS variant — Williams Indiana Jones and Williams Star Trek: The Next Generation), reusing controllers/pinmame/wpc-fliptronic.json unchanged. Its switch-matrix opto sweep found zero disagreement with pinned PinMAME across all three affected columns (5, 7, and 8) — the cleanest sweep result of any Fliptronic-generation game curated so far, matching the clean-sweep precedent already set by Bally Kiss, Bally The Addams Family, and Williams Star Trek: The Next Generation.

Physical devices

Switch, lamp/GI, and controlled-device records are in the adjacent machine definition (machines/partial/williams/bram-stoker-s-dracula-1993.json). The full manual transcription is retained at external:pinmame-review-artifacts/dracula/manual- transcription.md, and per-table excerpts are committed at evidence/excerpts/williams.bram-stoker-s-dracula.1993/.

Switch matrix opto identity

Unlike most other curated WPC manuals, this one marks opto construction by writing "Opto ___" directly into the printed switch-matrix cell rather than shading. Column 5's seven "Opto ___" cells (51-57) and column 7's three "Opto ___" cells (71-73) match pinned PinMAME's inverted-switch mask exactly (0x7f and 0x07 respectively). Column 8's single opto (switch 82, "Ball On Magnet") cannot be determined from the matrix page at all — none of 81/82/83 is labelled "Opto" there — and is only resolvable from the Switch Locations parts list, where 82 alone carries genuine A-14315(LED)+A-14316(Trans) construction while 81 and 83 use the ordinary leaf part 5647-12693-14. This again matches PinMAME's mask (0x02, row 2 only) exactly. Zero disagreement anywhere in the matrix.

No physical upper flippers

Three independent sources converge on "no upper flippers fitted": the Switch Locations parts list has no row at all for Fliptronic positions F5-F8 (unlike F1-F4, which each carry a real part number); the Solenoid/Flasher Table lists only two flipper-coil rows ("Lower Left Flipper", "Lower Right Flipper" — no "Upper" row at all); and the retained known-working script never references public switches 115-118 anywhere. The generic Fliptronic II circuit-diagram pages (3-17 through 3-21) still print all eight F1-F8 positions descriptively and pinned PinMAME's own dracGameData sets FLIP_SW(FLIP_L | FLIP_U) (reading both lower and upper button state) despite FLIP_SOL(FLIP_L) (declaring only lower-flipper coils) — the same "board reads upper positions with no upper coil ever installed" pattern already established for Monster Bash's mbGameData. This is a known WPC-Fliptronic driver characteristic, not evidence of real upper-flipper hardware.

Repurposed upper-flipper circuits

Because there are no upper-flipper coils, solenoids 33-36 (the printed upper-flipper power/hold driver-transistor pairs) are repurposed for four unrelated devices: 33 Up/Down Post Diverter, 34 Right Gate, 35 Castle Release Post, 36 Left Gate Actuator — the same pattern already established for Indiana Jones's printed circuits 33-36 (right-ramp diverter and Top Lockup post) and Monster Bash's repurposed Fliptronic switch position. Pinned PinMAME's own src/wpc/core.h macros (sURFlipPow/sURFlip = 33/34, sULFlipPow/sULFlip = 35/36) call 33/34 the upper-right circuit and 35/36 the upper-left circuit, while this manual's own Solenoid/Flasher Table prints the opposite ("Up Lt. F." at 33/34, "Up Rt. F." at 35/36) — a genuine, unresolved left/right-naming disagreement recorded as conflict.upper-flipper-circuit-side-naming, in the same family as Attack From Mars's afm.c loop-gate naming defect. It does not affect any device's function or address, both of which are taken from the manual's function column directly.

Custom mechanisms

Mist Magnet ball-levitation carriage

The headline mechanism. A single electromagnet (solenoid 27, "Magnet") is mounted on a motor-driven carriage (solenoid 28, "Magnet's Motor") that travels diagonally beneath the playfield between a right-side entry near the Right Gate and a left-side exit near the Left Gate. The retained script tracks the carriage's position purely in software: a 0-500 counter (MagnetPos) increments or decrements by 0.4 per tick while solenoid 28 is energized, reversing direction at each endpoint (MagnetDir), and the carriage's visible (x, y) is recomputed every tick as a straight-line interpolation between two fixed endpoints (raw table coordinates (850, 885) and (126, 1220)). The carriage therefore has no single resting coordinate; it is a documented projection onto the fixed detection-zone Trigger.Magnet object (raw (390, 1000)) rather than either transient endpoint.

Three switches report the mechanism's state, and only one of them is a true opto:

  • Switch 82 (Ball On Magnet, opto): the retained script's MistTimer_Timer tests every ball in the trigger's collision region against a fixed diagonal line equation representing the physical light beam, independent of carriage position. This is the only genuinely opto-constructed magnet-area switch (A-14315/A-14316), and it is the only one PinMAME's inverted-switch mask normalizes.
  • Switch 81 (Magnet Left, plain leaf, part 5647-12693-14): asserts when MagnetPos > 490, i.e. the carriage is near its left/exit end (raw x ≈ 126), which feeds the Left Gate.
  • Switch 83 (Magnet Right, plain leaf, same part): asserts when MagnetPos < 10, i.e. the carriage is near its right/entry end (raw x ≈ 850), which feeds the Right Gate.

The driver's own stMagnet ball-state case requires the magnet to be both energized (core_getSol(sMagnet)) and at the matching endpoint switch/position before releasing the ball toward the corresponding gate — an explicit causal link between the magnet coil, the motor position, and the two endpoint limit switches, not merely proximity.

Thirteen "mist lights" (ml1-ml13) are script-only position-indicator lamps driven directly from MagnetPos \ 33 in MotorTimer_Timer. They have no PinMAME public address and are not modeled as controller-facing lamp devices; they are pure VPX visual convenience, the same caveat this project's evidence-authority rules ask for when a retained table adds effects the ROM never drives.

Castle Lock lane and release post

A three-position lock lane behind the Left Ramp diverter queues balls on three genuine opto switches: 57 (Castle Lock 3, entry, nearest the diverter), 54 (Castle Lock 2), and 53 (Castle Lock 1, exit, nearest the release post). Solenoid 35 (Castle Release Post, printed "Dis. Castle Release Pst", wired through the otherwise-unused upper-flipper power driver transistor) retracts the post (clpost.isdropped = 0) to release the ball queued at position 53 toward the shooter lane; the retained script's clpost_Timer sub restores the post 280 ms later. The driver's own ball-state chain (L. Ramp Div.Castle Lock 3Castle Lock 2Castle Lock 1, exit output sCastleRelease) confirms balls queue in that order and release one at a time from the position nearest the post.

Left and Right Mist Magnet entry gates

One-way gates admit a ball onto the Mist Magnet carriage from either side. Solenoid 34 (Right Gate, wired through the other otherwise-unused upper-flipper power driver transistor) opens a gate near the top-right loop (RGate.open = 1, plus dropping RGateWall) so a ball can fall onto the carriage from the right; solenoid 36 (Left Gate Actuator) opens a gate near the Magnet Left Pocket opto (switch 52) admitting a ball from the left (LGate.open = 1, plus dropping Wall_LO). The driver's own ball-state chain independently confirms both paths lead to stMagnet.

Moving Right Ramp / Coffin Ramp section

A section of the Right Ramp raises and lowers to route the ball either up the ramp toward the Coffin Popper or over a hump back into general play. Solenoid 14 (Right Ramp Up) raises it, disables the ramp's own collision (letting the ball pass up and over), and sets the retained script's Controller.Switch(77) = True; solenoid 4 (Right Ramp Down) does the reverse. The Switch Locations parts list prints a real part number for switch 77 (5647-12693-36), but the retained script sets its public state directly from the solenoid commands rather than reading a discrete position sensor — an implementation simplification worth noting, not a source disagreement (all three sources agree the switch and the solenoid-driven mechanism both genuinely exist).

Shooter Ramp entry diverter

A small flap near the auto-plunger lane (solenoid 8, Shooter Ramp Entry) diverts the auto-launched ball either up a habitrail loop toward the right side of the playfield (solenoid energized, sramp2.Collidable = 0, FLRamp.rotatetoend) or lets it fall through toward the Left Loop (solenoid off), per the driver's own stBallLane ball-state case. No discrete switch reports this flap's position; the driver infers the routing purely from the current solenoid state.

Up/Down Post Diverter

A spring-loaded post near the top of the playfield (solenoid 33, printed "Up/Dn Post Diverter", wired through the otherwise-unused upper-flipper power driver transistor) toggles the ball between two orbit/ramp paths (wDivert.isdropped, FDivert.rotate). Left Ramp Entry (opto switch 73) senses a ball entering the diverted path.

Single Left Drop Target

A single drop target — not a bank — sits near the top-left rollover lanes. Hitting it drops the target (switch 15, L. Drop Target) and reveals a rollover behind it (switch 16, L. Drop Score) that scores the ball's passage; solenoid 25 (L. Drop Target Reset) raises it again after a delay via the retained script's SolDTUp callback. This corrects an earlier candidate description of a "3-bank drop target" at this address: the retained script instantiates exactly one DropTarget class object (DT15, Set DT15 = (new DropTarget)(sw15, sw15a, BM_sw15, 15, 0, false)) for switch 15. The genuine 3-bank standup-target arrays on this machine are the unrelated Left 3-bank (switches 66/67/68) and Middle 3-bank (switches 86/87/88) banks, both plain standup targets with no drop mechanism at all.

Lamp chases

Seven lamps spell the machine's own name letter by letter: 48(D), 36(R), 23(A), 71(C), 67(U), 72(L), 82(A), in address order 48→36→23→71→67→72→82. Five more (31-35) spell VIDEO in already-ascending address order, illuminating the "R. Lane" video mode qualifier lamps in sequence.

Backbox and cabinet devices

Four lamps (58 L. Ramp Diverted, 61 L. Skill 100K, 62 M. Skill 1 Million, 63 R. Skill) are drawn only inside the manual's separate "A-16399 Back Panel Assy." box, above the main playfield diagram — the retained table corroborates this independently (all four normalize to y < 0.011, sitting right at the playfield's rear edge rather than a genuine mid-playfield position). Lamp 63 additionally carries an internal manual disagreement: the Lamp Matrix wiring page prints "R. Skill 100K" while the Lamp Locations parts list prints "R Skill 500K" for the same address — a cosmetic scoring-legend discrepancy with no bearing on wiring, polarity, or placement, transcribed verbatim from both pages.

GI strings 3 and 4 are backbox-only circuits (string 4 additionally reaches a cabinet bulb through J119) with no playfield voltage or drive connection printed anywhere, matching the retained script's GIUpdate2, which drives a single non-playfield bulb (gibg4/gibg5) for each rather than a playfield light collection. GI strings 0-2 (Lower/ Upper/Center Playfield) drive the retained table's GIBOT/GITOP/GIMID collections exactly, with zero script-vs-manual disagreement — unlike Williams Tales of the Arabian Nights or Bally Theatre of Magic, both of which found a genuine GI script-vs-manual conflict.

Unresolved questions

  • Lamp 53 (Magnet, #44) is a genuine bulb per the Lamp Locations parts list, but has no matching Light object in the retained extraction and no reference anywhere in script.vbs. Resolving its position needs either a different retained table that does model it, or a playfield photograph/insert map.
  • conflict.upper-flipper-circuit-side-naming: pinned PinMAME's own macro naming and this manual's printed circuit-side label disagree about which upper-flipper driver- transistor pair (33/34 vs 35/36) is nominally "right" versus "left." Resolving it would need either a WPC-Fliptronic schematic sheet that traces the physical driver-board silkscreen, or acceptance that the naming is cosmetic and immaterial once the real device functions are known (which this definition already treats it as, while still recording the disagreement).

Sources

  • manual.williams.bram-stoker-s-dracula.1993: Dracula_Bram_Stoker_OPS.pdf, the Williams operations manual, SHA-256 de6840bb83a98333ef96a2781e3170103e5856380e9c46aad237974fc028498a.
  • manual-support.williams.bram-stoker-s-dracula.1993: retained human transcription, external:pinmame-review-artifacts/dracula/manual-transcription.md.
  • vpx-table.drac-vpw-1-0 / vpx-script.drac-vpw-1-0: the retained known-working VPW 1.0 table and its embedded script, SHA-256 e291eb0ab61eb8940aba6f54d16efd512d4565cbb6af29fcae5530035de7575e and 32f4f0ed85702cc015563eb262ea6c5b7cb7c90f6d30fa6b73c36f3c37c42c5f.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/drac.c at the pinned PinMAME revision 4ec52ff0ac133ac251681518aed2249e19fe26eb.
  • ipdb.williams.bram-stoker-s-dracula.1993: IPDB machine number 3072.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
drac_l2cBram Stoker's Dracula (L-2C Competition MOD)
L-2C Competition MOD, a 2016 community ruleset revision that runs on the identical physical hardware and addresses as the production L-1 ROM.
2016drac_l1identical
drac_p12Bram Stoker's Dracula (P-12 LED Ghost Fix)
P-12 LED Ghost Fix prototype revision; a further prototype firmware revision of the same physical machine.
1993drac_l1identical
drac_p11Bram Stoker's Dracula (P-11 Prototype)
P-11 prototype game ROM for the same physical machine; PinMAME clones it directly from drac_l1 with no separate core_tGameData.
1993drac_l1identical
drac_l1Bram Stoker's Dracula (L-1)
Williams production L-1 game ROM shipped with the physical machine; the retained known-working VPW script binds this driver directly (Const cGameName = "drac_l1").
1993identical
drac_d1Bram Stoker's Dracula (D-1 LED Ghost Fix)
Williams D-1 LED Ghost Fix revision; a later firmware revision of the same physical machine with no controller-address or playfield change.
1993drac_l1identical

Parent set: drac_l1 — 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.

drac_l1.map.json

williams-wpc-8Kv6format 0.8

maps/williams/wpc/drac_l1.map.json

Applies to ROMs
drac_d1drac_l1drac_l2cdrac_p11drac_p12
Sections
adjustmentsauditschecksum16checksum8game_statehigh_scoresmode_champions

williams-wpc-8K 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.4ec52ff0ac13

    Pinned catalog driver records for the drac_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/drac.c dracGameData GEN_WPCFLIPTRON with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0x00,0x00,0x7f,0x00,0x07,0x02,0x00,0x00,0x00}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), swStart/swTilt/swSlamTilt/swCoinDoor/swLaunch defines, the full switch/solenoid #define block, drac_handleMech (coffin ramp, drop target, mist magnet position counter, top diverter timing), and init_drac; src/wpc/core.h CORE_FIRSTUFLIPSOL=33 (sURFlipPow/sURFlip=33/34, sULFlipPow/sULFlip=35/36) and CORE_FIRSTLFLIPSOL=45 (sLRFlipPow/sLRFlip=45/46, sLLFlipPow/sLLFlip=47/48); src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCFLIPTRON=0x8

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-fliptronic

    WPC-Fliptronic public switch, DIP, solenoid, lamp, and five-GI address rules, including the 111-118 Fliptronic ordering and the 33-36/45-48 solenoid ranges

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

    manual.williams.bram-stoker-s-dracula.1993

    Source locations

    152-page scan of the Williams Bram Stoker's Dracula operations manual. Printed pages 2-44 through 2-46 carry the lamp/solenoid/switch location parts lists; printed pages 3-2 through 3-21 carry the lamp matrix, switch matrix, dedicated switches, solenoid/flasher table, general illumination circuit, and Fliptronic II flipper circuit diagrams.

    external:pinmame-manuals/by-machine/williams.bram-stoker-s-dracula.1993/archive-arcademanual_Dracula_Bram_Stoker_OPS/Dracula_Bram_Stoker_OPS.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by the Internet Archive
    sha256
    de6840bb83a9…
  • Human review

    manual-support.williams.bram-stoker-s-dracula.1993

    Source locations

    Retained human transcription of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/williams.bram-stoker-s-dracula.1993/ and the raw VPX geometry dump external:pinmame-review-artifacts/dracula/vpx-geometry.txt.

    external:pinmame-review-artifacts/dracula/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    46fae8a9e5b6…
  • VPX table

    vpx-table.drac-vpw-1-0

    Source locations

    Retained known-working VPW recreation of the physical machine, VPX version 10.6. Exact playfield bounds are left=0 top=0 right=952.941 bottom=2117.647; normalized coordinates are x/952.941 and y/2117.647. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/bram-stokers-dracula-1993/source/Bram%20Stokers%20Dracula%20%28Williams%201993%29%20VPW%201.0.vpx
    by
    VPW
    sha256
    e291eb0ab61e…
  • VPX script

    vpx-script.drac-vpw-1-0

    Source locations

    Retained embedded VPW script (236,233 bytes). Runtime and mechanism-causality authority: cGameName = "drac_l1", the SolCallback/SolModCallback table for solenoids 1-8, 14, 16, 25, 27, 33-36, and core.vbs sLRFlipper/sLLFlipper, the Controller.Switch semantics for the trough/castle-lock/mist-magnet state machines, GIUpdate2 mapping GI 0/1/2 to the GIBOT/GITOP/GIMID playfield emitter collections and GI 3/4 to single backbox bulbs gibg4/gibg5, and the Flasher17-Flasher26 callbacks naming their driven Light objects directly.

    external:pinmame-vpx-sources/williams/bram-stokers-dracula-1993/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    32f4f0ed8570…
  • VPX table

    vpx-extraction.drac-vpw-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 ea69203a05b34f6eeb7572e17d1185e2d42be87b8ebd5593bf9efe44baa28da0; 2484 files, 597253321 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=952.941 bottom=2117.647.

    external:pinmame-vpx-sources/williams/bram-stokers-dracula-1993/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • Human review

    ipdb.williams.bram-stoker-s-dracula.1993

    Source locations

    IPDB machine number 3072 for Williams' Bram Stoker's Dracula (1993), model number 50001. The IPDB page itself returns HTTP 403 to unauthenticated fetches (Cloudflare-gated); this identity is corroborated by the search engine's own crawled page title ("Internet Pinball Machine Database: Williams 'Bram Stoker's Dracula'" at this exact gid) together with independently consistent Wikipedia and Pinside entries for the same title/manufacturer/year, rather than a rendered fetch of the gated page.

    by
    Internet Pinball Database
    rev
    2026-08-07

Something wrong or missing?

This definition still has 2 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