Congo

Partial

Williams1995WPC-95williams.congo.1995

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-95

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.button118flipper.upper.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

187 placements · 19 stacked · normalised player view · outline is nominal

11 Inner Left Loop12 Upper Loop15 Jet Exit16 Left Outlane17 Right Return Lane18 Shooter Lane26 Left Return Lane27 Right Outlane28 You Standup Target631 Trough Eject · 32 Trough Ball 1 · 33 Trough Ball 2 · 34 Trough Ball 3 · 35 Trough Ball 4 · 9 Trough Eject36 Volcano Stack237 Mystery Eject · 34 Mystery Eject238 Right Eject · 22 Map Eject641 Lock Ball 1 · 42 Lock Ball 2 · 43 Lock Ball 3 · 6 Volcano Popper · 27 Volcano Flasher · 27 Volcano Flasher44 Mine Shaft45 Left Loop46 Left Bank Top47 Left Bank Center48 Left Bank Bottom51 Travi52 Com353 2-Way Popper · 3 2-Way Popper Up · 4 2-Way Popper Down54 We Are Standup Target55 Watching Standup Target56 Perimeter Defense57 Left Ramp Enter58 Left Ramp Exit261 Left Slingshot · 10 Left Slingshot262 Right Slingshot · 11 Right Slingshot363 Left Jet Bumper · 12 Left Jet Bumper · 1 Playfield Top364 Right Jet Bumper · 13 Right Jet Bumper · 1 Playfield Top365 Bottom Jet Bumper · 14 Bottom Jet Bumper · 1 Playfield Top267 Right Ramp Enter · 26 Right Ramp Flasher68 Right Ramp Exit71 AMY Rollover (A)72 AMY Rollover (M)73 AMY Rollover (Y)74 CONGO Target (C)75 CONGO Target (O, first)76 CONGO Target (N)77 CONGO Target (G)78 CONGO Target (O, second)3111 Lower Right Flipper EOS · 45 Lower Right Flipper Power · 46 Lower Right Flipper Hold3113 Lower Left Flipper EOS · 47 Lower Left Flipper Power · 48 Lower Left Flipper Hold3117 Upper Left Flipper EOS · 35 Upper Left Flipper Power · 36 Upper Left Flipper Hold1 Auto Plunger2 Kickback5 Ramp Diverter8 Top Loop Post15 Gorilla Left16 Gorilla Right217 Amy Flasher · 1 Playfield Top17 Amy Flasher18 Left Ramp Flasher19 2-Way Popper Flasher20 Skill Shot Flasher21 Gray Gorilla Flasher21 Gray Gorilla Flasher23 Left Gate24 Right Gate25 Lower Right Flasher27 Volcano Flasher28 Perimeter Defense Flasher228 Perimeter Defense Flasher · 78 Perimeter Defense33 Upper Left Post11 (C)ongo12 C(o)ngo13 Co(n)go14 Con(g)o15 Cong(o)16 (A)my17 A(m)y18 Am(y)21 Zi(n)j22 Zin(j)23 Jet Extra Collect24 Jungle Jackpot25 Skill Fire26 You27 Map28 Diamond Right Eject31 Autofire32 Right Ramp Extra Ball33 Right Ramp Collect34 Diamond Right Ramp35 Left Eject Eye36 Diamond Left Eject37 Mystery38 Right Ramp Jackpot41 Diamond Left Loop42 We Are43 Left Loop Extra Ball44 Left Loop Lock45 Left Bank Bottom46 Skill Shot47 Left Bank Center48 Left Bank Top51 Left Ramp 152 Left Ramp 253 Left Ramp 354 Diamond Left Ramp55 Left Ramp Jackpot56 (Z)inj57 Z(i)nj58 Kickback61 Diamond Inner Loop62 (G)ray63 G(r)ay64 Gr(a)y65 Gra(y)66 Watching67 Satellite Left68 Super Score71 Travi272 Com · 1 Playfield Top73 Mine Shaft74 Upper Loop Lock75 Diamond Upper Loop76 Satellite Right77 Satellite Center81 (H)ippo82 H(i)ppo83 Hi(p)po84 Hip(p)o85 Hipp(o)86 Shoot Again0 Playfield Gorilla0 Playfield Gorilla0 Playfield Gorilla0 Playfield Gorilla0 Playfield Gorilla1 Playfield Top1 Playfield Top1 Playfield Top1 Playfield Top1 Playfield Top1 Playfield Top1 Playfield Top1 Playfield Top2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom22 Playfield Bottom · 2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom2 Playfield Bottom22 Playfield Bottom · 2 Playfield Bottom

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield110
  • sensorsenses the ball51
  • effectmoves the ball26
  • nStackseveral devices in one spot19
151 devices shown

Not on the playfield19 cabinet or service, 14 virtual, 13 unused, 8 dip switch, 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.

Completion94%

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
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

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

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-95 CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-95 CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-95 CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-95 CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-95 CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-95 CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-95 CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-95 CPU board
validated
11
Inner Left Loop
Microswitch
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Upper Loop
Microswitch
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC-95 CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC-95 CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC-95 CPU board
validated
15
Jet Exit
Microswitch
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Left Outlane
Microswitch
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Right Return Lane
Microswitch
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Shooter Lane
Microswitch
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC-95 CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC-95 CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Right Eject Rubber
Leaf
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Return Lane
Microswitch
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Right Outlane
Microswitch
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
You Standup Target
Microswitch
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC-95 CPU board
validated
31
Trough EjectNC
Opto
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC-95 CPU board
validated
32
Trough Ball 1NC
Opto
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC-95 CPU board
validated
33
Trough Ball 2NC
Opto
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC-95 CPU board
validated
34
Trough Ball 3NC
Opto
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC-95 CPU board
validated
35
Trough Ball 4NC
Opto
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC-95 CPU board
validated
36
Volcano StackNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Mystery Eject
Microswitch
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Right Eject
Microswitch
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Lock Ball 1NC
Opto
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC-95 CPU board
validated
42
Lock Ball 2NC
Opto
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC-95 CPU board
validated
43
Lock Ball 3NC
Opto
switch.matrix-43
J206-4Green-Yellow
J208-3White-Orange
WPC-95 CPU board
validated
44
Mine Shaft
Microswitch
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC-95 CPU board
validated
45
Left Loop
Microswitch
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC-95 CPU board
validated
46
Left Bank Top
Microswitch
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC-95 CPU board
validated
47
Left Bank Center
Microswitch
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC-95 CPU board
validated
48
Left Bank Bottom
Microswitch
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC-95 CPU board
validated
51
Travi
Microswitch
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC-95 CPU board
validated
52
Com
Microswitch
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC-95 CPU board
validated
53
2-Way Popper
Microswitch
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
We Are Standup Target
Microswitch
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Watching Standup Target
Microswitch
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Perimeter Defense
Microswitch
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Left Ramp Enter
Microswitch
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Left Ramp Exit
Microswitch
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Left Slingshot
Leaf
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Right Slingshot
Leaf
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Left Jet Bumper
Leaf
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Right Jet Bumper
Leaf
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Bottom Jet Bumper
Leaf
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Not Used Matrix Position 66
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Right Ramp Enter
Microswitch
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Right Ramp Exit
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
AMY Rollover (A)
Microswitch
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
AMY Rollover (M)
Microswitch
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
AMY Rollover (Y)
Microswitch
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
CONGO Target (C)
Microswitch
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
CONGO Target (O, first)
Microswitch
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
CONGO Target (N)
Microswitch
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
CONGO Target (G)
Microswitch
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
CONGO Target (O, second)
Microswitch
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Not Used Matrix Position 86
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC-95 CPU board
validated
87
Not Used Matrix Position 87
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC-95 CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC-95 CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J208-13Black-Green
WPC-95 CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J212-12Blue-Violet
WPC-95 CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J208-12Black-Blue
WPC-95 CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Not Used Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
validated
116
Not Used Upper Right Flipper ButtonNC
Opto
switch.generic-116
internal.unused.flipper
J212-10Black-Yellow
WPC-95 CPU board
validated
117
Upper Left Flipper EOS
Leaf
switch.generic-117
internal.flipper.upper.left.eos
J208-10Black-Gray
WPC-95 CPU board
validated
118
Upper Left Flipper ButtonNC
Opto
switch.generic-118
flipper.upper.left.button
J212-9Black-Blue
WPC-95 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 Role Wiring Evidence
1
Auto Plunger
device.auto-plunger
Q72
WPC-95 power driver board
validated
2
Kickback
device.kickback
Q68
WPC-95 power driver board
validated
3
2-Way Popper Up
device.2-way-popper-up
Q71
WPC-95 power driver board
validated
4
2-Way Popper Down
device.2-way-popper-down
Q67
WPC-95 power driver board
validated
5
Ramp Diverter
device.ramp-diverter
Q70
WPC-95 power driver board
validated
6
Volcano Popper
device.volcano-popper
Q66
WPC-95 power driver board
validated
7
Knocker
device.knocker
cabinet.knocker
Q69
WPC-95 power driver board
validated
8
Top Loop Post
device.top-loop-post
Q65
WPC-95 power driver board
validated
9
Trough Eject
device.trough-eject
Q44
WPC-95 power driver board
validated
10
Left Slingshot
device.left-slingshot
Q48
WPC-95 power driver board
validated
11
Right Slingshot
device.right-slingshot
Q43
WPC-95 power driver board
validated
12
Left Jet Bumper
device.left-jet-bumper
Q47
WPC-95 power driver board
validated
13
Right Jet Bumper
device.right-jet-bumper
Q42
WPC-95 power driver board
validated
14
Bottom Jet Bumper
device.bottom-jet-bumper
Q46
WPC-95 power driver board
validated
15
Gorilla Left
device.gorilla-left
Q41
WPC-95 power driver board
validated
16
Gorilla Right
device.gorilla-right
Q45
WPC-95 power driver board
validated
22
Map Eject
device.map-eject
Q30
WPC-95 power driver board
validated
23
Left Gate
device.left-gate
Q25
WPC-95 power driver board
validated
24
Right Gate
device.right-gate
Q29
WPC-95 power driver board
validated
33
Upper Left Post
device.upper-left-post
Q84Yel-Vio
WPC-95 power driver board
validated
34
Mystery Eject
device.mystery-eject
Q86Org-Vio
WPC-95 power driver board
validated
35
Upper Left Flipper Power
device.upper-left-flipper-power
Q81Yel-Gry
WPC-95 power driver board
validated
36
Upper Left Flipper Hold
device.upper-left-flipper-hold
Q83Org-Gry
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power
Q90Yel-Grn
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold
Q92Org-Grn
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power
Q87Yel-Blu
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold
Q89Org-Blu
WPC-95 power driver board
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
17
Amy Flasher
device.amy-flasher
Q28
WPC-95 power driver board
validated
18
Left Ramp Flasher
device.left-ramp-flasher
Q32
WPC-95 power driver board
validated
19
2-Way Popper Flasher
device.2-way-popper-flasher
Q27
WPC-95 power driver board
validated
20
Skill Shot Flasher
device.skill-shot-flasher
Q31
WPC-95 power driver board
validated
21
Gray Gorilla Flasher
device.gray-gorilla-flasher
Q26
WPC-95 power driver board
validated
25
Lower Right Flasher
device.lower-right-flasher
Q16
WPC-95 power driver board
validated
26
Right Ramp Flasher
device.right-ramp-flasher
Q15
WPC-95 power driver board
validated
27
Volcano Flasher
device.volcano-flasher
Q14
WPC-95 power driver board
validated
28
Perimeter Defense Flasher
device.perimeter-defense-flasher
Q13
WPC-95 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
(C)ongo
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
C(o)ngo
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Co(n)go
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Con(g)o
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Cong(o)
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
(A)my
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
A(m)y
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Am(y)
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Zi(n)j
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Zin(j)
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Jet Extra Collect
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Jungle Jackpot
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Skill Fire
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
You
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Map
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Diamond Right Eject
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Autofire
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Right Ramp Extra Ball
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Right Ramp Collect
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Diamond Right Ramp
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Left Eject Eye
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Diamond Left Eject
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Mystery
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Right Ramp Jackpot
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Diamond Left Loop
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
We Are
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Left Loop Extra Ball
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Left Loop Lock
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Left Bank Bottom
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Skill Shot
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Left Bank Center
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
Left Bank Top
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Left Ramp 1
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Left Ramp 2
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Left Ramp 3
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Diamond Left Ramp
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Left Ramp Jackpot
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
(Z)inj
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Z(i)nj
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Kickback
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Diamond Inner Loop
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
(G)ray
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
G(r)ay
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Gr(a)y
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Gra(y)
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Watching
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Satellite Left
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Super Score
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Travi
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Com
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Mine Shaft
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Upper Loop Lock
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Diamond Upper Loop
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Satellite Right
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Satellite Center
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Perimeter Defense
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
(H)ippo
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
H(i)ppo
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Hi(p)po
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Hip(p)o
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Hipp(o)
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Shoot Again
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Not Used Lamp Position 87
lamp.matrix-87
Q97 column driver with Q101 row driver
WPC-95 power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q97 column driver with Q105 row driver
WPC-95 power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Playfield Gorilla
gi.string-1
Q5
WPC-95 power driver board
validated
1
Playfield Top
gi.string-2
Q4
WPC-95 power driver board
validated
2
Playfield Bottom
gi.string-3
Q3
WPC-95 power driver board
validated
3
Backbox String 1
gi.string-4
cabinet.insert-panel
Q2
WPC-95 power driver board
validated
4
Backbox String 2
gi.string-5
cabinet.insert-panel
Q1
WPC-95 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-95 LPDC Output 37
device.unused-wpc-95-lpdc-output-37
internal.unused.wpc-output
validated
38
Unused WPC-95 LPDC Output 38
device.unused-wpc-95-lpdc-output-38
internal.unused.wpc-output
validated
39
Unused WPC-95 LPDC Output 39
device.unused-wpc-95-lpdc-output-39
internal.unused.wpc-output
validated
40
Unused WPC-95 LPDC Output 40
device.unused-wpc-95-lpdc-output-40
internal.unused.wpc-output
validated
41
Unused WPC-95 LPDC Mirror 41
device.unused-wpc-95-lpdc-mirror-41
internal.duplicate.lpdc-mirror
validated
42
Unused WPC-95 LPDC Mirror 42
device.unused-wpc-95-lpdc-mirror-42
internal.duplicate.lpdc-mirror
validated
43
Unused WPC-95 LPDC Mirror 43
device.unused-wpc-95-lpdc-mirror-43
internal.duplicate.lpdc-mirror
validated
44
Unused WPC-95 LPDC Mirror 44
device.unused-wpc-95-lpdc-mirror-44
internal.duplicate.lpdc-mirror
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
J206-2Green-Red
J208-4White-Yellow
WPC-95 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 and ball release

mechanism.trough

Kicker

Four balls rest on trough optos 32-35; the retained script's cvpmTrough helper (bsTrough) reads them as a plain switch array [32,33,34,35] with the ball nearest the shooter lane at 32 and the drain entrance at 35, and ejects the ball resting on 32 through solenoid 9 (Trough Eject), pulsing trough-eject opto 31 in the same SolRelease event. All five positions are printed optos that rest closed, normalized by PinMAME's column-3 inverted-switch mask bits.

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

Congo has no manual plunger. The ball ejected from the trough rests on shooter-lane switch 18 and auto-plunger coil 1 launches it when the cabinet Launch key is pressed.

Left outlane kickback

mechanism.kickback

Kicker

Solenoid 2 (Kickback) returns a ball that has drained down the left outlane (switch 16) back to the playfield. The manual's own rule card states the feature is re-lit by completing the Left Bank three-target bank (switches 46/47/48).

Drives

Two-way popper (Amy VUK)

mechanism.two-way-popper

Kicker

A single saucer (the retained script's bsAmyVuk, a cvpmSaucer) at switch 53 can eject a captured ball in either of two directions: solenoid 3 fires the primary (up/forward) kick and solenoid 4 fires the alternate (down) kick. Adjustment A.2 20 ("Amy Feed Disabled") lets an operator force every ball to the down direction only, described in the manual as a workaround "for use when the Amy ramp or Two-way popper are broken", indicating this popper normally feeds the Amy ramp/Gray Gorilla complex.

Ramp diverter

mechanism.ramp-diverter

Diverter

Solenoid 5 rotates a diverter flap (Diverter) between two ramp paths and toggles a companion drop-away guide (DiverterSwoop) in the same motion; the manual documents no dedicated switch for this device, only the coil.

Volcano three-ball lock and popper

mechanism.volcano

Kicker

A ball entering the Volcano is sensed by the Volcano Stack entrance opto (switch 36, which also feeds it into the retained script's second cvpmTrough helper bsVolcano) and then rests on one of three lock optos (41-43, read as a plain switch array with no separate playfield object). Solenoid 6 (Volcano Popper) ejects a locked ball back to the playfield through the same kicker object (sw36a) that models the entrance.

Top loop post

mechanism.top-loop-post

Gate

Solenoid 8 raises and lowers a post (TopPost) that blocks or admits the Upper Loop shot (switch 12); the retained script initializes the post raised (blocking) at power-on.

Mystery saucer

mechanism.mystery-saucer

Kicker

A ball captured at switch 37 (Mystery Eject) is held and then kicked back to the playfield by solenoid 34 through the same saucer object (the retained script's bsMystery, a cvpmSaucer).

Map saucer

mechanism.map-saucer

Kicker

A ball captured at switch 38 (Right Eject) is held and then kicked back to the playfield by solenoid 22 (Map Eject) through the same saucer object (the retained script's bsMap, a cvpmSaucer).

Drives

Left and right one-way gates

mechanism.gates

Gate

Two solenoid-operated one-way gates (gate2 solenoid 23, gate4 solenoid 24) admit a ball into a loop or lane while blocking return travel; the retained script's LeftGateOn/RightGateOn handlers toggle each gate's own .open property directly. The manual documents no dedicated switch for either gate.

Upper left post

mechanism.upper-left-post

Gate

Solenoid 33 raises and lowers a post (LeftPost, with a companion invisible collision proxy LeftPost_invis) despite sitting in the Fliptronic driver board's printed "Upr. Rt." circuit slot; Congo has no upper-right flipper, so this address is an ordinary post coil rather than flipper hardware.

Underground Gray Gorilla mini-playfield

mechanism.gray-gorilla

Motorized

A hidden lower-level mini-playfield reached by completing the G-R-A-Y lamp sequence (lamps 62-65); the manual's own instruction card reads "COMPLETE G-R-A-Y SEQUENCE TO ACTIVATE LOWER LEVEL GRAY GORILLA FEATURE" and a second card reads "USE FLIPPER BUTTONS TO SWING GORILLA LEFT AND RIGHT AND HIT PINBALL INTO C-O-N-G-O TARGETS. COMPLETE CONGO TO DEFEAT GRAY GORILLA AND AWARD BONUS." The manual's Gorilla Mechanism Test (T.16) confirms the physical layout: "the operator [can] enable the underground mini-playfield and test its operation... the left and right flipper buttons will operate the gorilla mechanism and [display] the state of the gorilla stand-up switches" (the five CONGO standup targets 74-78). Solenoids 15 (Gorilla Left) and 16 (Gorilla Right) each swing one of two small captive flipper-arm primitives (GoFlipperLeft, GoFlipperRight) inside the compartment while a separate timer gently rocks the gorilla figure itself (Gorilla.objRotZ) between three fixed angles; a dedicated persistent "lower playfield" ball prop (created by CreateLPFball/kickerLPF at power-on) represents the ball visually while it is in the hidden compartment. This machine has no magnet of any kind; the ball is captured and flung purely by the two small mechanical flipper arms.

Left and right slingshots

mechanism.slingshots

Other

Each slingshot assembly carries a combined kick/score switch (SW-1A-204 kick contact with SW-1A-205 score contact, diode-equipped). The retained script's LeftSlingShot_Slingshot and RightSlingShot_Slingshot handlers pulse matrix addresses 61 and 62 and fire coils 10/11 in the same event.

Lower flipper pair

mechanism.lower-flippers

Other

Two FL-11629 flippers on Fliptronic circuits. Each flipper has a separate power and hold winding: the ROM energizes the power winding on the cabinet button opto (112 right, 114 left), then drops to the hold winding once the end-of-stroke leaf switch (111 right, 113 left) closes. Printed circuits 29/30 (Lwr Rt Power/Hold) and 31/32 (Lwr Lt Power/Hold) map to public addresses 45-48.

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.

Identity and evidence precedence

Congo is a Williams WPC-95 machine (manual 16-50050-101, November 1995, FINAL). Pinned PinMAME's own libpinmame.h names the GEN_WPC95 constant "Integrated boards, Congo 3/96 - Cactus Canyon 2/99" — Congo is the game PinMAME's own catalog anchors that hardware generation to. The retained known-working table (original VP9 by JPSalas, VP10 conversion by nFozzy, spotlight primitive by Dark, flasher images by LoadedWeapon) binds driver congo_21, the production 2.1 ROM (DCS95 sound ROM S1.1).

This curation follows the project's standard evidence-authority order: the retained script is runtime/causality ground truth, the Williams manual is physical-construction/wiring/quantity ground truth, pinned PinMAME source is controller-topology ground truth, and the retained table supplies geometry. The retained manual has a usable but imperfect OCR text layer; every printed table cited here was still read from 300-1200 dpi renders and transcribed by hand into evidence/excerpts/williams.congo.1995/, not trusted from pdftotext.

This is a thin retained table — 925 extracted files, far fewer than richer WPC-95 recreations already curated in this project (Monster Bash: 2153 files). Several mechanism-internal ball sensors have no dedicated playfield trigger object at all; those addresses are documented projections onto the real kicker object that carries the mechanism's exit/entry point, not invented coordinates.

Controller platform and address topology

Reuses controllers/pinmame/wpc-95.json unchanged, confirmed directly from congoGameData's own GEN_WPC95 field (not assumed from the task brief, which suggested WPC-DCS or WPC-Security — both wrong; congo.c line 320 settles it). The switch matrix, Fliptronic column, LPDC duplication (37-40 mirrored at 41-44), and five-string GI layout all follow the standard WPC-95 rules already documented on that profile.

Congo declares no custom switch column, no auxiliary lamp column, and no custom solenoid board (congoGameData's trailing hw fields are all zero), so this is a clean WPC-95 baseline with no address-remapping surprises beyond the flipper circuits below. The switch matrix's eighth column (81-88) is entirely unpopulated — Congo uses only seven of eight matrix columns.

Flipper circuits. Printed circuits 29/30 (Lwr Rt Power/Hold) and 31/32 (Lwr Lt Power/Hold) map to public addresses 45-48 (CORE_FIRSTLFLIPSOL=45). Printed circuits 33-36 (the "Upr. Rt."/"Upr. Lt." driver-board slot, CORE_FIRSTUFLIPSOL=33) already equal their own public addresses with no translation. Congo fits exactly one upper flipper (left, at 35/36); congoGameData declares FLIP_SOL(FLIP_L | FLIP_UL), omitting FLIP_UR entirely. Three independent sources agree there is no upper-right flipper: the Switch Locations page marks F5/F6 (Upper Right Flipper E.O.S./Cabinet) "Not Used"; the manual's own Solenoid/Flasher Table has no "Upper Right Flipper" row at all in the printed Upr. Rt. slot (its two rows there are instead labeled "Upper Left Post" and "Mystery Eject", ordinary non-flipper coils); and the driver's own FLIP_SOL bitmask omits FLIP_UR. This is the same "printed upper-flipper circuits repurposed for unrelated devices" pattern already documented for other WPC-Fliptronic-generation machines in this project, but simpler here: only two of the four printed Upr. Rt./Upr. Lt. positions are repurposed (33/34), and the other two (35/36) are a genuine, single upper flipper rather than a second flipper of any kind.

Opto sweep: zero disagreement. The Switch Matrix page shades exactly nine addresses "OPTO, TYPICALLY CLOSED" (31-36, 41-43), and the Switch Locations page independently identifies the same nine by their LED/photo-transistor part numbers (A-18617-1/A-18618-1 for 31-35, A-16909 for 36 and 41-43) with no separate switch part number. PinMAME's congoGameData inverted-switch mask ({0x00,0x00,0x00,0x3f,0x07,...}, column 3 bits 0-5 = 31-36, column 4 bits 0-2 = 41-43) normalizes precisely the same nine addresses. This matches the clean-sweep precedent already established by several other WPC-95/ Fliptronic-generation games in this project.

A manual can disagree with itself four ways on one fact, and a script's actual behavior can be the tiebreaker. Congo prints its Solenoid/Flasher Table three separate times (Section 2 at printed 2-42, an unnumbered front-matter quick-reference copy, and a Section 3 copy beside the schematics) plus once more as the Solenoid/Flashlamp Locations page. Two of the four disagree with the other two on which of solenoids 15/16 is "Gorilla Left" versus "Gorilla Right". The retained script's own SolCallBack sub names ("GorillaRight" bound to solenoid 15) follow one pair of printed tables, but the sub bodies physically rotate the opposite-side GoFlipperLeft/GoFlipperRight primitive, agreeing with the other pair. Taking the script's actual object manipulation — not its own sub-naming — as runtime-semantics ground truth resolves the contradiction: solenoid 15 is "Gorilla Left", solenoid 16 is "Gorilla Right". See evidence/excerpts/williams.congo.1995/solenoid-flasher-table.md for the full citation trail.

A driver-board circuit-class label is not a device-kind classification. The printed Solenoid/Flasher Table's "Solenoid Type" column names the power- driver-board wiring section (High Power / Low Power / Flasher / Gen. Purpose), not the device's function. Solenoids 22-24 (Map Eject, Left Gate, Right Gate) are wired through the same "Flasher" bank as the five genuine light flashers (17-21) but are ordinary kicker/gate coils; the "Gen. Purpose" bank (25-28) conversely drives four genuine flasher bulbs. Do not infer output.kind from this column.

Ball path, trough, and shooter

A four-ball trough (switches 32-35, drain-to-eject order) feeds the shooter lane (switch 18) through the auto plunger (solenoid 1) — Congo has no manual plunger. The retained script's cvpmTrough helper (bsTrough) reads 32-35 as a plain switch array with no dedicated playfield object per ball position; the trough-eject opto (switch 31) is pulsed by the same SolRelease handler (solenoid 9) that fires the physical release kicker (BallRelease). Switches 31-35 are therefore documented projections onto BallRelease's own coordinate, not five distinct playfield sensor positions.

A ball draining down the left outlane (switch 16) is returned to play by the Kickback coil (solenoid 2); the manual's own instruction card states the feature is re-lit by completing the Left Bank three-target bank (switches 46/47/48, "Left Bank Top/Center/Bottom").

The two-way popper and the Amy ramp

A single saucer at switch 53 (the retained script's bsAmyVuk, a cvpmSaucer) can eject a captured ball in either of two directions: solenoid 3 fires the primary (up) kick, solenoid 4 the alternate (down) kick. The manual's adjustment A.2 20 ("Amy Feed Disabled") is described as a workaround "for use when the Amy ramp or Two-way popper are broken", which independently confirms the popper feeds the same physical complex as the Amy ramp (the ramp whose shots light lamps 16-18, spelling AMY). This machine has no magnet of any kind — an earlier task brief that seeded this curation pass described a magnet, but neither the manual, the driver source, nor the retained script mentions one anywhere; that framing was wrong and is corrected here.

The Volcano: three-ball lock and popper

A ball entering the Volcano crosses the entrance opto (switch 36, "Volcano Stack") and is fed into the retained script's second cvpmTrough helper (bsVolcano), which reads three lock optos (41-43) as a plain switch array with no dedicated playfield object. Solenoid 6 (Volcano Popper) ejects a locked ball back to the playfield through the same kicker object (sw36a) that models the entrance. Switches 41-43 are documented projections onto sw36a's own coordinate.

The underground Gray Gorilla mini-playfield

This is Congo's headline mechanism, and the physical machine has no magnet — the ball is captured and flung purely by two small mechanical flipper-arm primitives. Completing the G-R-A-Y lamp sequence (lamps 62-65) opens a hidden lower-level compartment; the manual's own instruction cards read "COMPLETE G-R-A-Y SEQUENCE TO ACTIVATE LOWER LEVEL GRAY GORILLA FEATURE" and "USE FLIPPER BUTTONS TO SWING GORILLA LEFT AND RIGHT AND HIT PINBALL INTO C-O-N-G-O TARGETS. COMPLETE CONGO TO DEFEAT GRAY GORILLA AND AWARD BONUS." The manual's own Gorilla Mechanism Test (T.16) confirms the physical construction: "the operator [can] enable the underground mini-playfield and test its operation... the left and right flipper buttons will operate the gorilla mechanism and [display] the state of the gorilla stand-up switches" — the five CONGO standup targets (switches 74-78).

Solenoids 15 (Gorilla Left) and 16 (Gorilla Right) each swing one of two small captive flipper-arm primitives (GoFlipperLeft, GoFlipperRight) inside the compartment; a separate timer gently rocks the gorilla figure itself (Gorilla.objRotZ) between three fixed angles independent of which arm just fired. A dedicated persistent "lower playfield" ball prop (created by CreateLPFball/kickerLPF at power-on) represents the ball visually while it is in the hidden compartment — a common VPX technique for a genuinely hidden play area. The five CONGO standup targets (switches 74-78) have real, dedicated HitTarget/Wall objects in the retained extraction (unlike the trough/Volcano optos above), so their playfield placements are directly validated rather than projected.

Other kickers, gates, and posts

  • Mystery saucer (switch 37, solenoid 34 "Mystery Eject"): a captured ball is held and kicked back through the same saucer object (bsMystery).
  • Map saucer (switch 38 "Right Eject", solenoid 22 "Map Eject"): a captured ball is held and kicked back through the same saucer object (bsMap).
  • Ramp diverter (solenoid 5): rotates a diverter flap (Diverter) between two ramp paths and toggles a companion guide (DiverterSwoop) in the same motion; no dedicated switch.
  • Left/right gates (solenoids 23/24, gate2/gate4): simple one-way gates with no dedicated switch.
  • Top Loop Post (solenoid 8): raises/lowers a post blocking the Upper Loop shot (switch 12); initialized raised (blocking) at power-on.
  • Upper Left Post (solenoid 33): sits in the printed Fliptronic "Upr. Rt." driver-board slot but is an ordinary post, not flipper hardware — see the flipper-circuit note above.
  • Slingshots (switches 61/62, solenoids 10/11) and jet bumpers (switches 63-65, solenoids 12-14): standard construction, no surprises.

Lamps, flashers, and general illumination

The lamp matrix spells five words/names across its eight columns: CONGO (11-15), AMY (16-18), ZINJ (split across 21/22 and 56/57 — the lost city from the 1995 Congo film, spread across two non-adjacent matrix addresses because they sit at different physical playfield insert locations), GRAY (62-65, the sequence that unlocks the Gray Gorilla feature), and HIPPO (81-85). Lamps 71/72 ("Travi"/"Com") together spell TRAVICOM, the name of Karen Ross's company in the 1995 Congo film — the resolution evidence for the "Corn" vs "COM" manual disagreement on lamp 72 (see below).

General illumination is the standard WPC-95 five-string layout: three playfield strings (0 Playfield Gorilla, 1 Playfield Top, 2 Playfield Bottom) and two backbox strings (3, 4; string 4 also feeds one cabinet bulb through J104). GI address 1's retained emitter collection (GiTop) contains one member, GI10_Deactivated, excluded as a table modeling anomaly (its own name marks it disabled) rather than a fitted bulb, leaving 13 of 14 placements. Flasher solenoid 27 (Volcano Flasher) models four bulbs per the manual (two playfield #89, one playfield #906, one backbox #906); the backbox bulb's VPX stand-in (F8L3) sits at normalized x=1.022303, outside the playfield's 0..1 bounds, and is excluded rather than placed. Flasher solenoid 20 (Skill Shot Flasher) documents two bulbs per the manual (one playfield, one backbox) but only one VPX Light object exists; the backbox bulb has no playfield coordinate, matching the pattern already established for other WPC-95 games in this project.

Manual self-disagreement: lamp 72 "Corn" vs "COM". The Lamp Locations page (2-39) prints "Corn"; the Lamp Matrix page (2-38) prints "COM", and the co-located switch at address 52 prints "Com" on both of its own pages (Switch Matrix and Switch Locations). Three of four printed mentions agree, and — decisively — lamps 71/72 spell "TRAVICOM" together with lamp 71 ("Travi"), the name of the film company. "COM" is used; "Corn" is the typographic slip.

Manual self-disagreement: GI address 2 bulb code. The Solenoid/Flashlamp Locations page prints "24-8549" for "Playfield Bottom", matching none of that page's own four legend codes. The Solenoid/Flasher Table page states the bulb type directly as "#44" for the same string. "#44" (24-6549) is used; "24-8549" is treated as a printing error.

Author construction checklist

  • WPC-95 hardware, one CPU/power-driver board pair, standard five-string GI, seven-column (not eight) switch matrix, no auxiliary lamp/switch/solenoid boards.
  • Exactly one upper flipper (left); the "Upr. Rt." Fliptronic slot drives an ordinary post (33) and a saucer eject (34) instead.
  • Headline feature: a hidden lower-level compartment with a gently rocking gorilla figure and two small flipper arms that fling the ball at five CONGO standup targets, entered after completing G-R-A-Y. No magnet.
  • Volcano: entrance opto plus a three-ball lock, ejecting through one shared kicker.
  • Two-way popper (Amy VUK) feeding the Amy ramp / Gray Gorilla complex, with independent up/down eject directions.

Sources

  • pinmame.catalog.4ec52ff0ac13: pinned catalog driver records for the congo_* clone tree.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/prelim/congo.c and shared WPC-95 core source (core.h, core.c, wpc.c, libpinmame.h).
  • controller-profile.pinmame-wpc-95: the shared WPC-95 controller profile.
  • manual.williams.congo.1995: the retained Williams Congo operations manual (16-50050-101), transcribed into evidence/excerpts/williams.congo.1995/.
  • vpx-table.congo-jpsalas-nfozzy / vpx-script.congo-jpsalas-nfozzy: the retained known-working recreation and its embedded script.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
congo_21Congo (2.1, DCS95 S1.1)
Williams production 2.1 game ROM (DCS95 sound ROM S1.1) shipped with the physical machine; the retained known-working script binds this exact driver (cGameName = "congo_21"). Pinned PinMAME's own libpinmame.h comment names GEN_WPC95 "Integrated boards, Congo 3/96 - Cactus Canyon 2/99", i.e. Congo is the first physical machine PinMAME's own catalog anchors that hardware generation to.
1995identical
congo_20s10kCongo (2.0, WPC-S S1.0-kit)
Williams 2.0 game ROM built for the WPC-S hardware and sound-ROM S1.0-kit combination, per the pinned driver's own comment "intended to be used with the playfield conversion kit". Pinned PinMAME binds this one driver to congoDCSGameData (GEN_WPC95DCS, libpinmame.h: "Hybrid WPC95 driver + DCS sound, Who Dunnit") instead of the parent's congoGameData (GEN_WPC95); GENWPC_HASWPC95 (= GEN_WPC95 | GEN_WPC95DCS) treats both identically for coin/DIP/switch-matrix/Fliptronic/solenoid/lamp/GI addressing throughout core.c and wpc.c, so no controller binding differs. Only the sound subsystem differs (src/wpc/wpc.c selects SNDBRD_DCS for GEN_WPC95DCS instead of SNDBRD_DCS95), and pinned PinMAME flags this driver GAME_IMPERFECT_SOUND (flags=1024). This is the first driver family in this project where one clone genuinely uses a different PINMAME_HARDWARE_GEN_* constant than its parent while remaining the same physical machine.
1995congo_21compatible
congo_20Congo (2.0, DCS95 S1.1)
Williams 2.0 game ROM (DCS95 sound ROM S1.1); an earlier firmware revision of the same physical machine with no controller-address or playfield change.
1995congo_21identical
congo_13Congo (1.3, DCS95 S1.1)
Williams 1.3 game ROM (DCS95 sound ROM S1.1); an earlier firmware revision of the same physical machine with no controller-address or playfield change.
1995congo_21identical
congo_11Congo (1.1, DCS95 S1.1)
Williams 1.1 game ROM (DCS95 sound ROM S1.1); an earlier firmware revision of the same physical machine with no controller-address or playfield change.
1995congo_21identical

Parent set: congo_21 — 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.

congo_21.map.json

williams-wpc-12Kv6format 0.8

maps/williams/wpc/congo_21.map.json

Applies to ROMs
congo_11congo_13congo_20congo_20s10kcongo_21
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-12K 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 congo_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/prelim/congo.c congoGameData GEN_WPC95 with wpc_dispDMD, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L|FLIP_UL), the inverted-switch mask {0x00,0x00,0x00,0x3f,0x07,...}, swStart/swTilt/swSlamTilt/swCoinDoor/swLaunch defines, congoDCSGameData (GEN_WPC95DCS) bound only to driver congo_20s10k by init_congo's strncasecmp check, and init_congo's wpc_set_fastflip_addr(0x80); src/wpc/gen.h GEN_WPC95/GEN_WPC95DCS definitions; src/wpc/core.h CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45, and the sURFlip/sURFlipPow/sULFlip/sULFlipPow/sLRFlip/sLRFlipPow/sLLFlip/sLLFlipPow offsets; src/wpc/wpc.c GENWPC_HASWPC95=(GEN_WPC95|GEN_WPC95DCS) and GENWPC_HASFLIPTRON; src/wpc/core.c core_getSol WPC-95 37..40 to 41..44 duplication; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPC95=0x80 ("Integrated boards, Congo 3/96 - Cactus Canyon 2/99") and PINMAME_HARDWARE_GEN_WPC95DCS=0x40 ("Hybrid WPC95 driver + DCS sound, Who Dunnit")

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-95

    WPC-95 public switch, DIP, solenoid, lamp, and five-GI address rules with the Fliptronic and LPDC mirror notes

    internal:controllers/pinmame/wpc-95.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.williams.congo.1995

    Source locations

    143-page Williams Congo Operations Manual (16-50050-101, November 1995, FINAL), a Paper Capture OCR scan with a usable but imperfect text layer. Printed pages 2-38 through 2-43 carry the lamp/switch/solenoid matrix wiring and locations tables and the general illumination and flipper-circuit tables; PDF page 2 (front matter, unnumbered) carries a duplicate DIP switch chart and a duplicate Solenoid/Flasher Table; PDF page 118 (printed 3-5) carries a third copy of the Solenoid/Flasher Table beside the Section 3 schematics.

    external:pinmame-manuals/by-machine/williams.congo.1995/archive-arcademanual_Congo_OPS/Congo_OPS.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    2770692875d1…
  • Human review

    manual-support.williams.congo.1995

    Source locations

    Retained human transcription summary of every rendered manual table used by this definition, cross-referencing the individual excerpts above, together with the rendered PNG page cache under external:pinmame-manuals/rendered/williams.congo.1995/.

    external:pinmame-review-artifacts/congo/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
  • VPX table

    vpx-table.congo-jpsalas-nfozzy

    Source locations

    Retained known-working recreation of the physical machine (original VP9 table by JPSalas, VP10 conversion by nFozzy, spotlight primitive by Dark, flasher images by LoadedWeapon), binding driver "congo_21". Exact playfield bounds are left=0 top=0 right=964 bottom=2162; normalized coordinates are x/964 and y/2162. Geometry authority only for named table objects. This is a thin table (925 extracted files, far fewer than richer WPC-95 recreations in this project), so several mechanism-internal sensors have no dedicated playfield object and are documented projections rather than validated coordinates.

    external:pinmame-vpx-sources/williams/congo-1995/source/Congo%20%28Williams%201995%29%201.1.vpx
    by
    JPSalas, nFozzy, Dark, LoadedWeapon
    sha256
    45a6448efb58…
  • VPX script

    vpx-script.congo-jpsalas-nfozzy

    Source locations

    Retained embedded script (72,923 bytes). Runtime and mechanism-causality authority: cGameName = "congo_21", Const UseSolenoids = 1, Const UseVPMModSol = 1 (PWM-modulated flashers via SolModCallback/AdvFlash), the SolCallback table for solenoids 1-9, 15-16, 22-24, 33 plus core.vbs sLRFlipper/sLLFlipper/sULFlipper, the Controller.Switch and vpmTimer.PulseSw switch semantics for the trough/volcano/two-way-popper/mystery/map/gray-gorilla state machines, GICallback2 UpdateGi mapping GI 0/1/2 to the GiGorilla/GiTop/GIBottom playfield emitter collections, and the GorillaRight/GorillaLeft mechanism subs that swing the GoFlipperLeft/GoFlipperRight primitives and rock the gorilla figure (Gorilla.objRotZ).

    external:pinmame-vpx-sources/williams/congo-1995/extracted-vpxtool/script.vbs
    by
    JPSalas, nFozzy
    sha256
    19c19ea64bb1…
  • VPX table

    vpx-extraction.congo-jpsalas-nfozzy

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 c9b02744cbb2e1b0659c7032b0ef42d4e7cadf5c36ed33ac171a037b8be82b62; 925 files, 47770557 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=964 bottom=2162.

    external:pinmame-vpx-sources/williams/congo-1995/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

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

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

Same platform