Congo

Partial

Williams1995WPCwilliams.congo.1995

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Two-Way Popper Flasher'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
congo_21

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

Controller platform
pinmame.wpc

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

Displays

No display inventory recorded yet.

Address space
Switches
1–118 (64)
Solenoids
1–34 (25)
Lamps
16–86 (57)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

Portable roles — the consuming engine maps them to its own input actions.

Coverage

Partial

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

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

Switches

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

64 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
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.

64 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
11
Playfield Switch
switch.playfield-switch
candidate
12
Volcano Entrance
switch.volcano-entrance
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Playfield Switch
switch.playfield-switch.15
candidate
16
Left Outlane (Kickback)
switch.left-outlane-kickback
candidate
17
Left Inlane
switch.left-inlane
candidate
18
Shooter Lane
switch.shooter-lane
candidate
22
Coin Door Closed
switch.coin-door-closed
candidate
24
Always Closed
switch.always-closed
candidate
25
Right Eject Rubber
switch.right-eject-rubber
candidate
26
Right Inlane
switch.right-inlane
candidate
27
Right Outlane
switch.right-outlane
candidate
28
Standup Target ('You')
switch.standup-target-you
candidate
31
Trough Eject Confirmation
switch.trough-eject-confirmation
candidate
32
Trough Ball 4
switch.trough-ball-4
candidate
33
Trough Ball 3
switch.trough-ball-3
candidate
34
Trough Ball 2
switch.trough-ball-2
candidate
35
Trough Ball 1 (Launch Position)
switch.trough-ball-1-launch-position
candidate
36
Volcano Lock
switch.volcano-lock
candidate
37
Mystery Saucer
switch.mystery-saucer
candidate
38
Map Saucer
switch.map-saucer
candidate
41
Volcano Stack 1
switch.volcano-stack-1
candidate
42
Volcano Stack 2
switch.volcano-stack-2
candidate
43
Volcano Stack 3
switch.volcano-stack-3
candidate
44
Playfield Switch
switch.playfield-switch.44
candidate
45
Playfield Switch
switch.playfield-switch.45
candidate
46
Standup Target
switch.standup-target
candidate
47
Standup Target
switch.standup-target.47
candidate
48
Standup Target
switch.standup-target.48
candidate
51
Standup Target
switch.standup-target.51
candidate
52
Standup Target
switch.standup-target.52
candidate
53
Two-Way Popper (Amy VUK)
switch.two-way-popper-amy-vuk
candidate
54
Standup Target ('We Are')
switch.standup-target-we-are
candidate
55
Standup Target ('Watching')
switch.standup-target-watching
candidate
56
Standup Target (Laser Perimeter)
switch.standup-target-laser-perimeter
candidate
57
Playfield Switch
switch.playfield-switch.57
candidate
58
Playfield Switch
switch.playfield-switch.58
candidate
61
Left Slingshot
switch.left-slingshot
candidate
62
Right Slingshot
switch.right-slingshot
candidate
63
Top Bumper
switch.top-bumper
candidate
64
Middle Bumper
switch.middle-bumper
candidate
65
Bottom Bumper
switch.bottom-bumper
candidate
67
Playfield Switch
switch.playfield-switch.67
candidate
68
Playfield Switch
switch.playfield-switch.68
candidate
71
AMY Rollover (A)
switch.amy-rollover-a
candidate
72
AMY Rollover (M)
switch.amy-rollover-m
candidate
73
AMY Rollover (Y)
switch.amy-rollover-y
candidate
74
Drop Target
switch.drop-target
candidate
75
Drop Target
switch.drop-target.75
candidate
76
Drop Target
switch.drop-target.76
candidate
77
Drop Target
switch.drop-target.77
candidate
78
Drop Target
switch.drop-target.78
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

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

Coils, magnets & motors

16
16 shown
# Name Device ID Evidence
1
Auto Plunger
device.auto-plunger candidate
2
Kickback
device.kickback candidate
3
Two-Way Popper Up (Amy VUK)
device.two-way-popper-up-amy-vuk candidate
4
Two-Way Popper Down
device.two-way-popper-down candidate
5
Ramp Diverter
device.ramp-diverter candidate
6
Volcano Kick Out
device.volcano-kick-out candidate
7
Knocker
device.knocker candidate
8
Top Post (Lock)
device.top-post-lock candidate
9
Trough Eject
device.trough-eject candidate
15
Grey Gorilla Right Arm
device.grey-gorilla-right-arm candidate
16
Grey Gorilla Left Arm
device.grey-gorilla-left-arm candidate
22
Map Saucer Kick
device.map-saucer-kick candidate
23
Left Gate
device.left-gate candidate
24
Right Gate
device.right-gate candidate
33
Left Post
device.left-post candidate
34
Mystery Saucer Kick
device.flipper-upper-left candidate

Flashers

9
9 shown
# Name Device ID Evidence
17
Amy Flasher
device.amy-flasher candidate
18
Left Ramp Flasher
device.left-ramp-flasher candidate
19
ROM Started
device.game-on candidate
20
Skill Shot Flasher
device.skill-shot-flasher candidate
21
Grey Gorilla Flasher
device.grey-gorilla-flasher candidate
25
Lower Right Flasher
device.lower-right-flasher candidate
26
Right Ramp Flasher
device.right-ramp-flasher candidate
27
Volcano Flasher
device.volcano-flasher candidate
28
Perimeter Defense Flasher
device.perimeter-defense-flasher candidate

Lamps

57

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.
57 shown
# Name Device ID Evidence
16
AMY Insert (A)
lamp.amy-insert-a candidate
17
AMY Insert (M)
lamp.amy-insert-m candidate
18
AMY Insert (Y)
lamp.amy-insert-y candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
71
outputs 71
lamp.outputs-71 candidate
72
outputs 72
lamp.outputs-72 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
78
outputs 78
lamp.outputs-78 candidate
81
Hippo Target
lamp.hippo-target candidate
82
outputs 82
lamp.outputs-82 candidate
83
outputs 83
lamp.outputs-83 candidate
84
outputs 84
lamp.outputs-84 candidate
85
outputs 85
lamp.outputs-85 candidate
86
Shoot Again
lamp.shoot-again candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Williams (1995). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

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

Custom mechanisms

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

Ball-state transitions

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

Controller interactions

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

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

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

Recreation guidance

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

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/congo.json#/switches/0._note: Controller.Switch(11) on/off via sw11_Hit/UnHit
  • games/congo.json#/switches/1._note: Controller.Switch(12) on/off via sw12_Hit/UnHit. Comment says 'Volcano Switch'
  • games/congo.json#/switches/2._note: vpmNudge.TiltSwitch = 14
  • games/congo.json#/switches/3._note: Controller.Switch(15) on/off via sw15_Hit/UnHit
  • games/congo.json#/switches/4._note: Controller.Switch(16) on/off. Comment: 'Kickback'
  • games/congo.json#/switches/5._note: Controller.Switch(17) on/off
  • games/congo.json#/switches/6._note: Controller.Switch(18) on/off. Comment: 'Shooter Lane'
  • games/congo.json#/switches/7._note: Controller.Switch(22) = 1 set in Table1_Init. Not a VPX object.
  • games/congo.json#/switches/8._note: Controller.Switch(24) = 1 set in Table1_Init. Not a VPX object.
  • games/congo.json#/switches/9._note: PulseSw 25. Comment: 'Right Eject Rubber'
  • games/congo.json#/switches/10._note: Controller.Switch(26) on/off
  • games/congo.json#/switches/11._note: Controller.Switch(27) on/off
  • games/congo.json#/switches/12._note: PulseSw 28 with TargetBouncer. Part of 'We Are Watching You' targets.
  • games/congo.json#/switches/13._note: PulseSw 31 fired in SolRelease callback when trough ejects. Not a VPX object — virtual switch.
  • games/congo.json#/switches/14._note: bsTrough.initSwitches Array(32, 33, 34, 35). First in array = closest to drain.
  • games/congo.json#/switches/15._note: bsTrough.initSwitches Array(32, 33, 34, 35)
  • games/congo.json#/switches/16._note: bsTrough.initSwitches Array(32, 33, 34, 35)
  • games/congo.json#/switches/17._note: bsTrough.initSwitches Array(32, 33, 34, 35). Last in array = closest to eject.
  • games/congo.json#/switches/18._note: PulseSw 36 via Sw36_Hit. Ball added to bsVolcano.
  • games/congo.json#/switches/19._note: Controller.Switch(37) = 1. Ball added to bsMystery.
  • games/congo.json#/switches/20._note: Controller.Switch(38) = 1. Ball added to bsMap.
  • games/congo.json#/switches/21._note: bsVolcano.initSwitches Array(41, 42, 43). Volcano is a separate cvpmTrough with 3 switches.
  • games/congo.json#/switches/22._note: bsVolcano.initSwitches Array(41, 42, 43)
  • games/congo.json#/switches/23._note: bsVolcano.initSwitches Array(41, 42, 43)
  • games/congo.json#/switches/24._note: Controller.Switch(44) on/off via sw44_Hit/UnHit
  • games/congo.json#/switches/25._note: Controller.Switch(45) on/off via sw45_Hit/UnHit
  • games/congo.json#/switches/26._note: PulseSw 46 with TargetBouncer
  • games/congo.json#/switches/27._note: PulseSw 47 with TargetBouncer
  • games/congo.json#/switches/28._note: PulseSw 48 with TargetBouncer
  • games/congo.json#/switches/29._note: PulseSw 51 with TargetBouncer
  • games/congo.json#/switches/30._note: PulseSw 52 with TargetBouncer
  • games/congo.json#/switches/31._note: Controller.Switch(53) = 1 in sw53_hit. Ball added to bsAmyVuk (cvpmSaucer).
  • games/congo.json#/switches/32._note: PulseSw 54 with TargetBouncer. Comment: 'We Are'
  • games/congo.json#/switches/33._note: PulseSw 55 with TargetBouncer. Comment: 'Watching'
  • games/congo.json#/switches/34._note: PulseSw 56 with TargetBouncer. Comment: 'Laser Perimeter'
  • games/congo.json#/switches/35._note: Controller.Switch(57) on/off
  • games/congo.json#/switches/36._note: Controller.Switch(58) on/off
  • games/congo.json#/switches/37._note: PulseSw 61 in LeftSlingShot_Slingshot sub
  • games/congo.json#/switches/38._note: PulseSw 62 in RightSlingShot_Slingshot sub
  • games/congo.json#/switches/39._note: PulseSw 63 in Bumper1_Hit
  • games/congo.json#/switches/40._note: PulseSw 64 in Bumper2_Hit
  • games/congo.json#/switches/41._note: PulseSw 65 in Bumper3_Hit
  • games/congo.json#/switches/42._note: Controller.Switch(67) on/off
  • games/congo.json#/switches/43._note: Controller.Switch(68) on/off
  • games/congo.json#/switches/44._note: Controller.Switch(71) on/off. Comment: 'AMY Rollovers'
  • games/congo.json#/switches/45._note: Controller.Switch(72) on/off. Comment: 'AMY Rollovers'
  • games/congo.json#/switches/46._note: Controller.Switch(73) on/off. Comment: 'AMY Rollovers'
  • games/congo.json#/switches/47._note: PulseSw 74
  • games/congo.json#/switches/48._note: PulseSw 75
  • games/congo.json#/switches/49._note: PulseSw 76
  • games/congo.json#/switches/50._note: PulseSw 77
  • games/congo.json#/switches/51._note: PulseSw 78
  • games/congo.json#/coils/0._vbscript_callback: Auto_Plunger
  • games/congo.json#/coils/0._inferred_type: ball_management
  • games/congo.json#/coils/0._note: Fires AutoPlunger kicker. Plays release sound.
  • games/congo.json#/coils/1._vbscript_callback: Kick_back
  • games/congo.json#/coils/1._inferred_type: ball_management
  • games/congo.json#/coils/1._note: Fires KickBack kicker from left outlane.
  • games/congo.json#/coils/2._vbscript_callback: SolPopUp
  • games/congo.json#/coils/2._inferred_type: ball_management
  • games/congo.json#/coils/2._note: Ejects ball from bsAmyVuk (cvpmSaucer at sw53) upward via SolOutAlt 0.
  • games/congo.json#/coils/3._vbscript_callback: SolPopDown
  • games/congo.json#/coils/3._inferred_type: ball_management
  • games/congo.json#/coils/3._note: Ejects ball from bsAmyVuk downward via SolOutAlt 1.
  • games/congo.json#/coils/4._vbscript_callback: RampDiverter
  • games/congo.json#/coils/4._inferred_type: diverter
  • games/congo.json#/coils/4._note: Rotates Diverter object, drops/raises DiverterSwoop.
  • games/congo.json#/coils/5._vbscript_callback: VolcanoKickOut
  • games/congo.json#/coils/5._inferred_type: ball_management
  • games/congo.json#/coils/5._note: Ejects from bsVolcano (cvpmTrough, exit via sw36a kicker).
  • games/congo.json#/coils/6._vbscript_callback: vpmSolSound SoundFX("Knocker",DOFKnocker),
  • games/congo.json#/coils/6._inferred_type: knocker
  • games/congo.json#/coils/7._vbscript_callback: SolTopPost
  • games/congo.json#/coils/7._inferred_type: mechanism
  • games/congo.json#/coils/7._note: Drops/raises TopPost. Used for ball lock mechanism.
  • games/congo.json#/coils/8._vbscript_callback: SolRelease
  • games/congo.json#/coils/8._inferred_type: ball_management
  • games/congo.json#/coils/8._note: Ejects from bsTrough via BallRelease kicker. Also fires PulseSw 31.
  • games/congo.json#/coils/9._vbscript_callback: GorillaRight
  • games/congo.json#/coils/9._inferred_type: mechanism
  • games/congo.json#/coils/9._note: Rotates gorilla animatronic right. Drives GorDest/GorDirection for physics animation.
  • games/congo.json#/coils/10._vbscript_callback: GorillaLeft
  • games/congo.json#/coils/10._inferred_type: mechanism
  • games/congo.json#/coils/10._note: Rotates gorilla animatronic left. Drives GorDest/GorDirection for physics animation.
  • games/congo.json#/coils/11._vbscript_callback: SolFlash17
  • games/congo.json#/coils/11._inferred_type: flasher
  • games/congo.json#/coils/11._note: SolModCallback with custom SolFlash17 handler. Uses f17/f17b light objects. Lamp 117.
  • games/congo.json#/coils/12._vbscript_callback: SetModLampm 118, 138,
  • games/congo.json#/coils/12._inferred_type: flasher
  • games/congo.json#/coils/12._note: SolModCallback. Drives lamp IDs 118 and 138.
  • games/congo.json#/coils/13._vbscript_callback: SetModLampm 119, 129,
  • games/congo.json#/coils/13._inferred_type: flasher
  • games/congo.json#/coils/13._note: SolModCallback. Drives lamp IDs 119 and 129.
  • games/congo.json#/coils/14._vbscript_callback: SetModLampm 120, 130,
  • games/congo.json#/coils/14._inferred_type: flasher
  • games/congo.json#/coils/14._note: SolModCallback. Drives lamp IDs 120 and 130.
  • games/congo.json#/coils/15._vbscript_callback: SetModLamp 121,
  • games/congo.json#/coils/15._inferred_type: flasher
  • games/congo.json#/coils/15._note: SolModCallback. Drives lamp ID 121.
  • games/congo.json#/coils/16._vbscript_callback: MapKick
  • games/congo.json#/coils/16._inferred_type: ball_management
  • games/congo.json#/coils/16._note: Ejects from bsMap (cvpmSaucer at sw38).
  • games/congo.json#/coils/17._vbscript_callback: LeftGateOn
  • games/congo.json#/coils/17._inferred_type: gate
  • games/congo.json#/coils/17._note: Opens/closes gate2 object.
  • games/congo.json#/coils/18._vbscript_callback: RightGateOn
  • games/congo.json#/coils/18._inferred_type: gate
  • games/congo.json#/coils/18._note: Opens/closes gate4 object.
  • games/congo.json#/coils/19._vbscript_callback: SetModLampm 125, 135,
  • games/congo.json#/coils/19._inferred_type: flasher
  • games/congo.json#/coils/19._note: SolModCallback. Drives lamp IDs 125 and 135.
  • games/congo.json#/coils/20._vbscript_callback: SetModLampm 126, 136,
  • games/congo.json#/coils/20._inferred_type: flasher
  • games/congo.json#/coils/20._note: SolModCallback. Drives lamp IDs 126 and 136.
  • games/congo.json#/coils/21._vbscript_callback: SetModLampM 127, 137,
  • games/congo.json#/coils/21._inferred_type: flasher
  • games/congo.json#/coils/21._note: SolModCallback. Drives lamp IDs 127 and 137.
  • games/congo.json#/coils/22._vbscript_callback: Sol28
  • games/congo.json#/coils/22._inferred_type: flasher
  • games/congo.json#/coils/22._note: SolModCallback with custom Sol28 handler. Drives f28/F28B light objects. Uses lamp 128 GI scale. Comment: 'old style'.
  • games/congo.json#/coils/23._vbscript_callback: SolLeftpost
  • games/congo.json#/coils/23._inferred_type: mechanism
  • games/congo.json#/coils/23._note: Drops/raises LeftPost and LeftPost_invis. Plays buzz sound when energized.
  • games/congo.json#/coils/24._vbscript_callback: MysteryKick
  • games/congo.json#/coils/24._inferred_type: ball_management
  • games/congo.json#/coils/24._note: Ejects from bsMystery (cvpmSaucer at sw37).
  • games/congo.json#/_source/confidence_notes: High confidence on switches/coils from Controller.Switch() calls, PulseSw calls, and SolCallback/SolModCallback assignments. No Const sw* declarations in table script — all switches referenced by raw number. Lamp IDs from NFadeL/NFadeLm/NFadeLwF calls in UpdateLamps. Flashers (coils 17-21, 25-28) use SolModCallback with SetModLamp/SetModLampm routines or custom Sol28 callback. Trough is a 4-ball cvpmTrough with switches 32-35 and eject via BallRelease kicker (solenoid 9, fires PulseSw 31). Volcano is a separate cvpmTrough (switches 41-43, sol 6). Two-way popper (bsAmyVuk) is cvpmSaucer on switch 53 with two kick directions (sol 3 up, sol 4 down). Mystery saucer (sw37, sol 34) and Map saucer (sw38, sol 22). Upper left flipper present (sULFlipper=34), no upper right flipper. Grey Gorilla mechanism driven by solenoids 15/16. Header comment says Williams 1988 but game is actually Williams 1995.

Unresolved questions

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

Sources

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
congo_21Congo (2.1, DCS95 S1.1) 1995
congo_20s10kCongo (2.0, WPC-S S1.0-kit) 1995congo_21
congo_20Congo (2.0, DCS95 S1.1) 1995congo_21
congo_13Congo (1.3, DCS95 S1.1) 1995congo_21
congo_11Congo (1.1, DCS95 S1.1) 1995congo_21

Parent set: congo_21 — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • Legacy definition

    legacy.game.congo

    games/congo.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.wpc

    platforms/wpc.json

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

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

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

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

Same platform