Demolition Man

Partial
Completion88%

Williams1994WPC-DCSwilliams.demolition-man.1994 Updated 2026-10-09

Wire it up

what an authoring tool needs first
Bind this ROM
dm_lx4

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

Controller platform
pinmame.wpc-dcs

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
1–58 (58)
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.411cabinet.launch12cabinet.left-handle-button13cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door23cabinet.buy-in

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

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

15 Left Outlane16 Left Inlane17 Right Inlane18 Right Outlane525 Claw Position 1 (Claw Right) · 26 Claw Position 2 (Claw Left) · 19 Claw Motor Left · 20 Claw Motor Right · 33 Claw Magnet227 Shooter Lane · 3 Auto Plunger731 Trough 1 · 32 Trough 2 · 33 Trough 3 · 34 Trough 4 · 35 Trough 5 · 36 Trough Jam · 1 Ball Release38 Standup 5241 Left Slingshot · 9 Left Slingshot242 Right Slingshot · 10 Right Slingshot343 Left Jet Bumper · 11 Left Jet Bumper · 1 Upper Right G.I.244 Top Slingshot · 12 Top Slingshot345 Right Jet Bumper · 13 Right Jet Bumper · 1 Upper Right G.I.46 Right Ramp Enter47 Right Ramp Exit48 Right Freeway51 Left Ramp Enter52 Left Ramp Exit53 Center Ramp54 Upper Rebound55 Left Loop56 Standup 257 Standup 358 Standup 461 Side Ramp Enter62 Side Ramp Exit63 Left Rollover (M)64 Center Rollover (T)65 Right Rollover (L)266 Eject · 14 Eject367 Elevator Index · 74 Elevator Hold · 18 Elevator Motor71 Chase Car 1272 Chase Car 2 · 25 Car Chase Center Flasher273 Top Popper · 4 Top Popper276 Bottom Popper · 2 Bottom Popper77 Eyeball Standup78 Standup 181 Claw "Capture Simon"82 Claw "Super Jets"83 Claw "Prison Break"84 Claw "Freeze"85 Claw "ACMAG"86 Upper Left Flipper Gate287 Car Chase Standup · 51 Car Chase Upper Flasher88 Lower Rebound25 Diverter Power · 15 Diverter Hold21 Jets Flasher22 Side Ramp Flasher23 Left Ramp Upper Flasher24 Left Ramp Lower Flasher26 Car Chase Lower Flasher27 Right Ramp Flasher228 Eject Flasher · 4 Lower Left G.I.235 Upper Left Flipper Power · 36 Upper Left Flipper Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold52 Lower Rebound Flasher53 Eyeball Flasher54 Center Ramp Flasher57 Diverter Flasher58 Right Ramp Upper Flasher11 Ball Save11 Ball Save12 Fortress Multiball13 Museum Multiball14 Cryoprison Multiball15 Wasteland Multiball16 Shoot Again17 Access Claw18 Left Ramp Explode21 Right Ramp Jackpot22 Right Loop Explode23 Light Quick Freeze24 Freeze 425 Claw Ready26 Freeze 327 Freeze 228 Freeze 131 Right Loop Jackpot32 Standup 533 Right Ramp Arrow34 Left Ramp Jackpot35 Left Loop Jackpot36 Car Crash Top37 Standup 138 Car Crash Center41 Right Ramp Explode42 Right Ramp Car Chase43 Quick Freeze44 Left Ramp Car Chase45 Extra Ball46 Start Multiball47 Car Crash Bottom48 Left Loop Explode51 Underground Arrow52 Underground Jackpot53 Standup 254 Left Ramp Arrow55 Side Ramp Jackpot56 Side Ramp Arrow57 Left Loop Arrow58 Center Ramp Jackpot61 Claw "Capture Simon"62 Claw "Sup. Jets"63 Claw "Prison Break"64 Claw "Freeze"265 Claw "ACMAG" · 2 Upper Left G.I.66 Middle Rollover67 Top Rollover68 Lower Rollover76 Standup 477 Standup 378 Retina Scan81 Center Ramp Middle82 Center Ramp Outer82 Center Ramp Outer83 Center Ramp Inner83 Center Ramp Inner84 Center Ramp Arrow85 Right Loop Arrow1 Upper Right G.I.1 Upper Right G.I.1 Upper Right G.I.1 Upper Right G.I.1 Upper Right G.I.1 Upper Right G.I.1 Upper Right G.I.22 Upper Left G.I. · 4 Lower Left G.I.22 Upper Left G.I. · 4 Lower Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.2 Upper Left G.I.3 Lower Right G.I.3 Lower Right G.I.3 Lower Right G.I.3 Lower Right G.I.3 Lower Right G.I.3 Lower Right G.I.3 Lower Right G.I.4 Lower Left G.I.4 Lower Left G.I.4 Lower Left G.I.4 Lower Left G.I.4 Lower Left G.I.

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 ball52
  • effectmoves the ball22
  • nStackseveral devices in one spot22
148 devices shown

Not on the playfield23 cabinet or service, 14 virtual, 12 unused, 8 dip switch, 4 internal nonvisual — 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
validated
Mechanisms
observed
Variant Coverage
observed
Recreation Knowledge
validated
Still missing · 2
Variant DifferencesSpatial Placement

Switches

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

80 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.

80 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 Chuteopt
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
Ball Launch
Button
switch.matrix-11
cabinet.launch
J207-1Green-Brown
J209-1White-Brown
WPC CPU board
validated
12
Left Handle Button
Button
switch.matrix-12
cabinet.left-handle-button
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
Left Outlane
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC CPU board
validated
16
Left Inlane
Microswitch
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC CPU board
validated
17
Right Inlane
Microswitch
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC CPU board
validated
18
Right Outlane
Microswitch
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC CPU board
validated
21
Slam Tilt
Tilt
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
Buy-in Button
Button
switch.matrix-23
cabinet.buy-in
J207-2Green-Red
J209-3White-Orange
WPC CPU board
validated
24
Always ClosedNC
Other
switch.matrix-24
J207-2Green-Red
J209-4White-Yellow
WPC CPU board
validated
25
Claw Position 1 (Claw Right)NC
Opto
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC CPU board
validated
26
Claw Position 2 (Claw Left)NC
Opto
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC CPU board
validated
27
Shooter Lane
Microswitch
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC CPU board
validated
28
Not Used Matrix Position 28
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC CPU board
validated
31
Trough 1NC
Opto
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC CPU board
validated
32
Trough 2NC
Opto
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC CPU board
validated
33
Trough 3NC
Opto
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC CPU board
validated
34
Trough 4NC
Opto
switch.matrix-34
J207-3Green-Orange
J209-4White-Yellow
WPC CPU board
validated
35
Trough 5NC
Opto
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC CPU board
validated
36
Trough JamNC
Opto
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC CPU board
validated
37
Not Used Matrix Position 37
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC CPU board
validated
38
Standup 5
Leaf
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC CPU board
validated
41
Left Slingshot
Leaf
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC CPU board
validated
42
Right Slingshot
Leaf
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC CPU board
validated
43
Left Jet Bumper
Leaf
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC CPU board
validated
44
Top Slingshot
Leaf
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC CPU board
validated
45
Right Jet Bumper
Leaf
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC CPU board
validated
46
Right Ramp Enter
Microswitch
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC CPU board
validated
47
Right Ramp Exit
Microswitch
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC CPU board
validated
48
Right Freeway
Microswitch
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC CPU board
validated
51
Left Ramp Enter
Microswitch
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC CPU board
validated
52
Left Ramp Exit
Microswitch
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC CPU board
validated
53
Center Ramp
Microswitch
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC CPU board
validated
54
Upper Rebound
Leaf
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC CPU board
validated
55
Left Loop
Microswitch
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC CPU board
validated
56
Standup 2
Leaf
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC CPU board
validated
57
Standup 3
Leaf
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC CPU board
validated
58
Standup 4
Leaf
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC CPU board
validated
61
Side Ramp Enter
Microswitch
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC CPU board
validated
62
Side Ramp Exit
Microswitch
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC CPU board
validated
63
Left Rollover (M)
Microswitch
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC CPU board
validated
64
Center Rollover (T)
Microswitch
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC CPU board
validated
65
Right Rollover (L)
Microswitch
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC CPU board
validated
66
Eject
Microswitch
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC CPU board
validated
67
Elevator IndexNC
Opto
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC CPU board
validated
68
Not Used Matrix Position 68
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC CPU board
validated
71
Chase Car 1NC
Opto
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC CPU board
validated
72
Chase Car 2NC
Opto
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC CPU board
validated
73
Top PopperNC
Opto
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC CPU board
validated
74
Elevator HoldNC
Opto
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
Bottom PopperNC
Opto
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC CPU board
validated
77
Eyeball Standup
Leaf
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC CPU board
validated
78
Standup 1
Leaf
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC CPU board
validated
81
Claw "Capture Simon"
Microswitch
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC CPU board
validated
82
Claw "Super Jets"
Microswitch
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC CPU board
validated
83
Claw "Prison Break"
Microswitch
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC CPU board
validated
84
Claw "Freeze"
Microswitch
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC CPU board
validated
85
Claw "ACMAG"
Microswitch
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC CPU board
validated
86
Upper Left Flipper Gate
Microswitch
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC CPU board
validated
87
Car Chase Standup
Leaf
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC CPU board
validated
88
Lower Rebound
Leaf
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
Fliptronic II board
validated
112
Lower Right Flipper Cabinet Opto
Opto
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
Fliptronic II board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
Fliptronic II board
validated
114
Lower Left Flipper Cabinet Opto
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
Fliptronic II board
validated
115
Not Used Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
J906-4Black-Violet
Fliptronic II board
validated
116
Not Used Upper Right Flipper Cabinet Opto
Opto
switch.generic-116
internal.unused.flipper
J905-3Black-Yellow
Fliptronic II board
validated
117
Upper Left Flipper EOS
Leaf
switch.generic-117
internal.flipper.upper.left.eos
J906-5Black-Gray
Fliptronic II board
validated
118
Upper Left Flipper Cabinet Opto
Opto
switch.generic-118
flipper.upper.left.button
J905-5Black-Blue
Fliptronic II 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
Ball Release
device.ball-release Coil
Q82Vio-Brn
WPC power driver board
validated
2
Bottom Popper
device.bottom-popper Coil
Q80Vio-Red
WPC power driver board
validated
3
Auto Plunger
device.auto-plunger Coil
Q78Vio-Org
WPC power driver board
validated
4
Top Popper
device.top-popper Coil
Q76Vio-Yel
WPC power driver board
validated
5
Diverter Power
device.diverter-power Coil
Q64Vio-Grn
WPC power driver board
validated
6
Not Used Solenoid 6
device.not-used-solenoid-6 Coil
Q66Vio-Blu
WPC power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68Vio-Blk
WPC power driver board
validated
8
Not Used Solenoid 8
device.not-used-solenoid-8 Coil
Q70Vio-Gry
WPC power driver board
validated
9
Left Slingshot
device.left-slingshot Coil
Q58Brn-Blk
WPC power driver board
validated
10
Right Slingshot
device.right-slingshot Coil
Q56Brn-Red
WPC power driver board
validated
11
Left Jet Bumper
device.left-jet-bumper Coil
Q54Brn-Org
WPC power driver board
validated
12
Top Slingshot
device.top-slingshot Coil
Q52Brn-Yel
WPC power driver board
validated
13
Right Jet Bumper
device.right-jet-bumper Coil
Q50Brn-Grn
WPC power driver board
validated
14
Eject
device.eject Coil
Q48Brn-Blu
WPC power driver board
validated
15
Diverter Hold
device.diverter-hold Coil
Q46Brn-Vio
WPC power driver board
validated
16
Not Used Solenoid 16
device.not-used-solenoid-16 Coil
Q44Brn-Gry
WPC power driver board
validated
18
Elevator Motor
device.elevator-motor Motor
Q40Blk-Red
WPC power driver board
validated
19
Claw Motor Left
device.claw-motor-left Motor
Q38Blk-Org
WPC power driver board
validated
20
Claw Motor Right
device.claw-motor-right Motor
Q36Blk-Yel
WPC power driver board
validated
33
Claw Magnet
device.claw-magnet Magnet
Q2Yel-Vio
Fliptronic II controller board
validated
34
Not Used Upper Right Flipper Hold
device.not-used-upper-right-flipper-hold Coil
Q7Org-Vio
Fliptronic II controller board
validated
35
Upper Left Flipper Power
device.upper-left-flipper-power Coil
Q1Yel-Gry
Fliptronic II controller board
validated
36
Upper Left Flipper Hold
device.upper-left-flipper-hold Coil
Q5Org-Gry
Fliptronic II controller board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4Yel-Grn
Fliptronic II controller board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11Org-Grn
Fliptronic II controller board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3Yel-Blu
Fliptronic II controller board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9Org-Blu
Fliptronic II controller board
validated

Flashers

17
17 shown
# Name Device ID Wiring Evidence
17
Claw Flasher
device.claw-flasher
Q42Blk-Brn
WPC power driver board
validated
21
Jets Flasher
device.jets-flasher
Q28Blu-Grn
WPC power driver board
validated
22
Side Ramp Flasher
device.side-ramp-flasher
Q30Blu-Blk
WPC power driver board
validated
23
Left Ramp Upper Flasher
device.left-ramp-upper-flasher
Q34Blu-Vio
WPC power driver board
validated
24
Left Ramp Lower Flasher
device.left-ramp-lower-flasher
Q32Blu-Gry
WPC power driver board
validated
25
Car Chase Center Flasher
device.car-chase-center-flasher
Q26Blu-Brn
WPC power driver board
validated
26
Car Chase Lower Flasher
device.car-chase-lower-flasher
Q24Blu-Red
WPC power driver board
validated
27
Right Ramp Flasher
device.right-ramp-flasher
Q22Blu-Org
WPC power driver board
validated
28
Eject Flasher
device.eject-flasher
Q20Blu-Yel
WPC power driver board
validated
51
Car Chase Upper Flasher
device.car-chase-upper-flasher
Q16Brn-Wht
A-16100-2 auxiliary 8-driver board
validated
52
Lower Rebound Flasher
device.lower-rebound-flasher
Q15Blk-Wht
A-16100-2 auxiliary 8-driver board
validated
53
Eyeball Flasher
device.eyeball-flasher
Q14Org-Wht
A-16100-2 auxiliary 8-driver board
validated
54
Center Ramp Flasher
device.center-ramp-flasher
Q13Yel-Wht
A-16100-2 auxiliary 8-driver board
validated
55
Elevator 2 Flasher
device.elevator-2-flasher
Q9Grn-Wht
A-16100-2 auxiliary 8-driver board
validated
56
Elevator 1 Flasher
device.elevator-1-flasher
Q10Blu-Wht
A-16100-2 auxiliary 8-driver board
validated
57
Diverter Flasher
device.diverter-flasher
Q11Vio-Wht
A-16100-2 auxiliary 8-driver board
validated
58
Right Ramp Upper Flasher
device.right-ramp-upper-flasher
Q12Gry-Wht
A-16100-2 auxiliary 8-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
Ball Save
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Fortress Multiball
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Museum Multiball
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Cryoprison Multiball
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
Wasteland Multiball
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
Shoot Again
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Access Claw
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
Left Ramp Explode
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
Right Ramp Jackpot
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
Right Loop Explode
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
Light Quick Freeze
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
Freeze 4
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
Claw Ready
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
Freeze 3
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
Freeze 2
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
Freeze 1
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
Right Loop Jackpot
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
Standup 5
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
Right Ramp Arrow
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
Left Ramp Jackpot
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
Left Loop Jackpot
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
Car Crash Top
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
Standup 1
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
Car Crash Center
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
Right Ramp Explode
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
Right Ramp Car Chase
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Quick Freeze
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
Left Ramp Car Chase
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
Extra Ball
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Start Multiball
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
Car Crash Bottom
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
Left Loop Explode
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Underground Arrow
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Underground Jackpot
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Standup 2
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
Left Ramp Arrow
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Side Ramp Jackpot
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Side Ramp Arrow
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
Left Loop Arrow
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
Center Ramp Jackpot
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
Claw "Capture Simon"
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
Claw "Sup. Jets"
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
Claw "Prison Break"
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
Claw "Freeze"
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
Claw "ACMAG"
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
Middle Rollover
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
Top Rollover
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
Lower Rollover
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
"Super Jackpot"
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
"Computer"
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
"Demo Time"
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Not Used Lamp 74
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Not Used Lamp 75
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Standup 4
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Standup 3
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Retina Scan
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
Center Ramp Middle
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
Center Ramp Outer
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
Center Ramp Inner
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
Center Ramp Arrow
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
Right Loop Arrow
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
Buy-in Button
lamp.matrix-86
cabinet.buy-in
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
Ball Launch
lamp.matrix-87
cabinet.launch
Q91 column driver with Q84 row driver
WPC power driver board
validated
88
Start Button
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 Wiring Evidence
0
Back Panel G.I.
gi.string-1
Q18
WPC power driver board
validated
1
Upper Right G.I.
gi.string-2
Q10
WPC power driver board
validated
2
Upper Left G.I.
gi.string-3
Q14
WPC power driver board
validated
3
Lower Right G.I.
gi.string-4
Q16
WPC power driver board
validated
4
Lower Left G.I.
gi.string-5
Q12
WPC power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Role Evidence
29
WPC State Bit 29 (J111 GPIO mirror)
device.wpc-state-bit-29-j111-gpio-mirror
internal.wpc-state
validated
30
WPC State Bit 30 (J111 GPIO mirror)
device.wpc-state-bit-30-j111-gpio-mirror
internal.wpc-state
validated
31
WPC State Bit 31 (game-on mirror)
device.wpc-state-bit-31-game-on-mirror
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-DCS Output 37
device.unused-wpc-dcs-output-37
internal.unused.wpc-output
validated
38
Unused WPC-DCS Output 38
device.unused-wpc-dcs-output-38
internal.unused.wpc-output
validated
39
Unused WPC-DCS Output 39
device.unused-wpc-dcs-output-39
internal.unused.wpc-output
validated
40
Unused WPC-DCS Output 40
device.unused-wpc-dcs-output-40
internal.unused.wpc-output
validated
41
Unused WPC-DCS Output 41
device.unused-wpc-dcs-output-41
internal.unused.wpc-output
validated
42
Unused WPC-DCS Output 42
device.unused-wpc-dcs-output-42
internal.unused.wpc-output
validated
43
Unused WPC-DCS Output 43
device.unused-wpc-dcs-output-43
internal.unused.wpc-output
validated
44
Unused WPC-DCS Output 44
device.unused-wpc-dcs-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

8 shown
# Name Device ID Evidence
1
CPU DIP 1 (country/option configuration bit)opt
Dip
switch.dip-1 validated
2
CPU DIP 2 (country/option configuration bit)opt
Dip
switch.dip-2 validated
3
CPU DIP 3 (country/option configuration bit)opt
Dip
switch.dip-3 validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 validated

Mechanisms

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

Cryoclaw

mechanism.cryoclaw

Motorized

The A-16989 Cryoclaw Assembly is a swinging arm on a reversible 12 V DC gear motor (14-7992) with an electromagnet (SZ-33-3000) at its end. The A-16120 D.C. Motor Control board takes two drive lines, solenoid 19 (printed 'Claw Motor Left', away from the elevator) and solenoid 20 ('Claw Motor Right', toward the elevator); the CPU pulses them to vary the arm's speed, and in the T.14 run its CLAW RIGHT function drove 19 and 20 together (pinned dm.c's P-ROC notes say the game 'pulses the drive by enabling both Claw Right and Claw Left' and record 1.15 s for a full swing). The magnet is the Fliptronic upper-right flipper power drive (public 33). The A-16986 Cryoclaw Opto PCB reads the arm with two optos, switch 25 (Claw Position 1, Claw Right) and 26 (Claw Position 2, Claw Left). The manual's state table: Right blocked with Left open, arm at right above the elevator; Right open with Left blocked, arm at left; both open, within range; both blocked, out of range, when the CPU will not run the motor (a disconnected opto reads the same way). The ROM reads a blocked position opto as active at public 1 (T.14 marks it). A cycle: the arm moves right over the elevator, the magnet comes on, the elevator lifts the ball to it, the arm swings left under player control (flipper buttons or triggers) and releasing the magnet drops the ball onto one of five goal lanes (switches 81-85). In multiball and ball search the CPU runs it automatically, and after a detected fault it keeps the right-ramp diverter closed. The retained script models the arm as a two-solenoid cvpmMech (sol1 = 19, sol2 = 20, 147 steps) with switches 25 at 0-2 and 26 at 140-147, and releases the ball at the drop kicker matching the arm's angle.

Elevator

mechanism.elevator

Motorized

The A-17597 Elevator Assembly lifts a ball from the end of the right-ramp diverter path to the Cryoclaw. Its 14-7993 gear motor (solenoid 18, through the A-15542 Motor EMI board) runs in one direction only, and the CPU pulses it to slow it. The single Elevator Index opto (switch 67, A-17596 Elevator Opto PCB) detects the DOWN position; because of the motor's inertia it normally stops with the actuator just past the index. The Elevator Hold opto (switch 74, on the 7-Opto board) sees a ball waiting on the elevator; pinned dm.c notes it also reads active while the elevator rises without a ball, and that the game expects Hold to clear shortly before Index sets when lowering an empty elevator. 'Magnet Broken' is raised when the claw fails to take the ball off the elevator (magnet or Elevator Hold at fault); 'Elevator Broken' when the index opto or the motor fails. The T.14 functions RUN ELEVATOR and PARK ELEVATOR drive 18 ('Park Elevator runs the elevator motor until the elevator index'). The retained script models it as a one-solenoid cvpmMech (sol1 = 18, reversing, 70 steps) with 67 at 0-2 and 74 at 65-70, and sets 74 when a ball enters ElevatorKicker.

Right-ramp diverter

mechanism.right-ramp-diverter

Diverter

The A-17241 Ramp Diverter Assembly on the right ramp: a flipper-style coil (A-15943-1 on the solenoid table, FL-11753-1 'Flipper Coil Assembly, Yellow' on the assembly page) with a power winding (solenoid 5, Diverter Power, high power) and a hold winding (solenoid 15, Diverter Hold, low power) moves an A-16636 plunger. Open, it sends a right-ramp ball (Right Ramp Enter 46) to the elevator and Cryoclaw; closed, the ball runs on down the right ramp (Right Ramp Exit 47). The CPU keeps it closed while the claw is faulted or disabled, and reports 'Ramp Diverter Is Stuck Open' or 'Stuck Closed'. The Diverter Flasher (public 57) sits beside it. The retained script moves its DiverterR flipper from solenoid 15 only.

Cryoclaw goal lanes

mechanism.claw-goals

Other

Five goals under the Cryoclaw's swing, each a rollover the dropped ball crosses: Capture Simon (81), Super Jets (82), Prison Break (83), Freeze (84) and ACMAG (85), lit by lamps 61-65. A Capture Simon ball runs on to the bottom popper. The rules: load the claw by shooting the right ramp when the diverter is open, move the claw with the flipper buttons or the gun trigger, and drop the ball with the launch button or the gun buttons.

Ball trough

mechanism.ball-trough

Kicker

The A-16765-1 Outhole Ball Trough holds the five balls on the A-17982/A-17981 7 Ball Trough LED and Photo Transistor boards: optos 31-35 count them (the ROM calls 31 the right end and 35 the left end) and Trough Jam (36) sits at the exit. A drained ball rolls straight into the trough (there is no outhole kicker) and the Ball Release coil (solenoid 1, AE-26-1500) kicks one into the shooter lane. The manual's assembly pages call it a 5-ball game, although one error passage says the game 'normally uses six balls'.

Auto plunger and launch buttons

mechanism.auto-plunger

Kicker

There is no manual plunger: the A-14525 Kicker Bracket auto plunger (solenoid 3) launches the ball resting on the shooter-lane switch 27 when the player presses the cabinet Launch Ball button or a handle thumb button (switch 11; the left handle's button is 12), and the ROM also launches automatically. A launched ball feeds the upper left flipper by way of the right loop.

Top popper

mechanism.top-popper

Kicker

The A-17215 Ball Popper Assembly - Rear at the top of the playfield: a ball drops onto the opto pair (switch 73) and the AE-28-1500 coil (solenoid 4) pops it back out toward the M-T-L lanes.

Drives
Senses

Bottom popper (Underground / Computer)

mechanism.bottom-popper

Kicker

The A-17620 Chute Assembly under the Underground shot: a ball entering it (or dropped at Capture Simon) rests on the opto (switch 76) and the AE-23-800 coil (solenoid 2) kicks it up and out to the right inlane wireform.

Eject saucer

mechanism.eject

Kicker

A saucer on the left side (switch 66) beside the Retina Scan; the B-9361-R Ball Eject Assembly (solenoid 14) kicks the ball out toward the left inlane.

Drives
Senses

Car chase

mechanism.car-chase

Toy

Two Matchbox cars (an Olds 442 and a GM Ultralite, IPDB: 'used like sequential captive balls') sit in the Opto Car Tunnel (A-17644) on the left; the ball pushes the first car up the tunnel into the second, and each car breaks an opto of the 7-Opto board (switches 71 and 72, Car Crash 1 and 2) before the Car Chase Standup (87) at the tunnel's end. The cars fall back to rest. The retained script models each car as a hidden captive ball and holds 71/72 at 0 while the car rests on its trigger.

Retina Scan eyeball

mechanism.retina-scan

Toy

A custom captive ball (the eyeball, part 20-9935) behind the Retina Scan shot strikes the Eyeball Standup (switch 77) when hit; lamp 78 lights the Retina Scan insert and the Eyeball Flasher (public 53) flashes it. The retained script models it as a cvpmCaptiveBall with a spinning eyeball primitive.

Upper left flipper

mechanism.upper-left-flipper

Other

An upper left flipper (A-14876-L) with an FL-11630 coil (power 35 / hold 36, Q1/Q5) and a SW-1A-193 end-of-stroke switch (F7, public 117). It flips with the lower left flipper: the ROM fires 35/36 with 47/48 from either left cabinet input (114, 118). The Upper Left Flipper Gate switch (86) is at its loop. There is no upper right flipper; that circuit drives the claw magnet.

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 I/O address, controller binding, polarity, wiring detail, mechanism and recreation note is source-reconciled; variant_differences is missing because the four prototype drivers' hardware is undocumented, and spatial_placement because the back-panel G.I. string, three lamps and three back-panel flashers have no defensible socket position in the retained table and no drawing or bulb count can validate the G.I. bulbs

Identity and evidence precedence

This is the Williams WPC-DCS widebody ("SuperPin") released February 1994, model 50028, IPDB 662, 7,019 units, designed by Dennis Nordman. It covers the twenty dm_* drivers of pinned PinMAME, all sharing one dmGameData:

  • Production arcade ROMs: dm_lx4 (LX-4, the parent), dm_lx3, dm_la1 (the first, with an L-1 U2 sound ROM), and their community LED Ghost Fix revisions dm_dx4, dm_dx3 and dm_da1; the community competition patch dm_lx4c (2020). All identical.
  • Williams home ROMs dm_h5, dm_h5b, dm_h6, dm_h6b (the B builds are "Coin Play"), the ghost-fix dm_dh5 and dm_dh5b, and the competition patch dm_h6c. They use an eight-ROM DCS sound set; the manual's A-16917-50028 sound board prints sockets U8 and U9 as "Not Used" on the arcade build, so the home set fills sockets the board already has. identical.
  • Prototypes dm_pa2, dm_px5 and their ghost-fix builds dm_pa3, dm_px6, with the prototype P-4 sound ROMs. unknown: they share the production dmGameData, which proves PinMAME's routing but not the prototype machines' hardware, and no retained source documents the prototype playfields, so variant_differences stays in coverage.missing.
  • FreeWPC "Demolition Time" dm_dt099 and dm_dt101 (2014): community firmware for this machine, a 1 MB image where the production U6 part is a 27c040 and the manual's jumper chart covers only 1M/2M/4M ROMs. compatible; pinned dm.c notes that 1.01 does not use solenoids 28 and 30, so its output use is not the Williams ROMs'.

Evidence precedence: the retained known-working Knorr/Kiwi 1.3.1 table script (cGameName = "dm_lx4") is runtime ground truth; the operations manual 16-50028-101 (March 1994, IPDB, 308 ppi scans with an OCR layer) controls construction, wiring and fitment; pinned PinMAME 97aa922b controls the generation and the public addresses; the ROM's own service tests, run on the legal dm_lx4 ROM with the pinned library, settled every polarity, every switch, coil, flasher and lamp name the ROM prints, and the claw/elevator controls; the table supplies coordinates. Every table used is transcribed under evidence/excerpts/williams.demolition-man.1994/.

Controller platform and address topology

GEN_WPCDCS (hardware generation 0x10), wpc_dispDMD (one 128x32 DMD), Fliptronic II flippers. FLIP_SW(FLIP_L | FLIP_U) | FLIP_SOL(FLIP_L | FLIP_UL): lower flippers and an upper left flipper are CPU-controlled; the upper right flipper circuit has no flipper on it.

  • Switches: coin door 1-8, matrix 11-88 (column-first), Fliptronic 111-118, DIP 1-8.
  • Solenoids: 1-28 on the power driver board; 29-32 PinMAME's WPC state remap (29, 30 and 31 carry remapped GPIO/game-on state, 29 and 31 seen active in every run; 32 is constant zero); 33 the upper-right flipper power line used as the claw magnet, 34 its unused hold line; 35/36 the upper left flipper; 45-48 the lower flippers; 37-44 and 49-50 unused; 51-58 the auxiliary 8-driver board's flashers, which the manual prints as 37-44. dm_getSol publishes WPC_EXTBOARD1 bits 0-7 as CORE_CUSTSOLNO(1)-(8), and the ROM's T.5 FLASHER TEST shows the printed numbers 37-44 while it pulses 51-58 in order.
  • Lamps: the 8x8 matrix 11-88; 74 and 75 are Not Used; 86-88 are the cabinet Buy-in, Launch Ball and Start button lamps.
  • G.I.: public 0-4 are the manual's strings 01-05: Back Panel, Upper Right, Upper Left, Lower Right, Lower Left (the T.6 test's names, in that order).

Switch polarity and names

PinMAME's dmGameData inverted-switch mask {0x00, 0x00, 0x30, 0x3f, 0x00, 0x00, 0x40, 0x2f, ...} inverts public 25, 26, 31-36, 67, 71-74 and 76 - the same fourteen cells the Switch Matrix page shades "Opto Switch" (both sides enumerated). In the ROM's T.1 SWITCH EDGES every matrix switch 11-88 (22 excepted, it stayed released) was named at public 1 and cleared at 0, with one exception: 24 Always Closed is named when it falls to 0, so a recreation holds 24 at 1. T.1 also names 28, 37, 68 and 75 "NOT USED". The T.14 CLAW TEST, which draws an X "when the switch is activated (blocked)", marks Claw R. (25), Claw L. (26), Elev. Index (67) and Elev. Hold (74) while each is 1. So a recreation drives every opto at public 1 while its beam is blocked and never inverts it again; the optos' matrix contacts are closed at rest (normally_closed: true), every other switch is normally open.

Fliptronic: WPC_FLIPPERS returns the complement of the flipper column, so 111-118 are already normalized. In T.1, 112 fired the lower right flipper (45/46) and 114 the lower and upper left flippers (47/48 with 35/36); 116 and 118 did the same (116 is the unused F6 position, 118 the upper-left cabinet opto). PinMAME rewrites the end-of-stroke bits 111, 113 and 117 from the coil states; it does not synthesize 115 (no FLIP_SOL(FLIP_UR)), which reads back a host write and which the ROM ignores. The cabinet has two red flipper buttons and two A-17316 opto boards with two optos each, and the gun handles' mechanical triggers also operate the flippers; no page says which actuator interrupts which opto. The table's wpc.vbs writes only 112 and 114, which the ROM treats as complete flipper inputs.

The handles: switch 11 is the cabinet Launch Ball button wired with the right handle's thumb button; 12 is the left handle's thumb button; 23 is the cabinet Buy-in (Extra Ball) button.

The Switch Matrix page prints 75 "Elevator Ramp" and the switch drawing has a balloon 75, but the Switch Locations list and the Section 3 reprint print Not Used and the ROM names 75 NOT USED. The table's elevator-ramp trigger writing 75 is harmless.

The Cryoclaw and elevator (headline mechanism)

The Cryoclaw/Elevator is two gear-reduced motors and an electromagnet:

  • Elevator (A-17597): one-direction 14-7993 gear motor on solenoid 18, pulsed by the CPU to slow it. The Elevator Index opto (67) detects DOWN; the motor coasts so the actuator normally stops just past it. The Elevator Hold opto (74) sees a ball on the elevator (pinned dm.c: it also reads blocked while the elevator rises empty, and the game expects Hold to clear shortly before Index sets when lowering an empty elevator).
  • Claw arm (A-16989): reversible 12 V gear motor 14-7992 through the A-16120 D.C. Motor Control board: solenoid 19 is "Claw Motor Left" (away from the elevator), 20 "Claw Motor Right" (toward it). The CPU pulses the lines to vary speed and, per dm.c's P-ROC notes, drives both together while pulsing; a full swing takes about 1.15 s. In the T.14 run CLAW RIGHT drove 19 and 20 together.
  • Position optos on the A-16986 Cryoclaw Opto PCB: 25 Claw Right, 26 Claw Left. Manual state table: Right blocked/Left open = arm at right over the elevator; Right open/Left blocked = arm at left; both open = in range; both blocked = out of range, and the CPU refuses to run the motor (a disconnected board reads the same).
  • Magnet: SZ-33-3000 on the arm, driven by the Fliptronic upper-right flipper power line (public 33, "CLAW MAGNET" in T.4). The claw test's MAGNET ON is "on solidly for a short period and then pulsed for a longer period".

A cycle: the right-ramp diverter (solenoid 5 power, 15 hold, one A-17241 assembly) opens and sends a right-ramp ball to the elevator; the arm moves right over the elevator, the magnet comes on, the elevator lifts the ball to it, the arm swings left under player control (flipper buttons or gun triggers) and the player drops the ball (launch or handle buttons) onto one of five goal lanes: Capture Simon (81, which feeds the bottom popper), Super Jets (82), Prison Break (83), Freeze (84), ACMAG (85), lit by lamps 61-65. In multiball and ball search it runs automatically. On a detected fault the CPU keeps the diverter closed; the errors are Claw Disabled, Arm Out of Range, Elevator Broken, Magnet Broken, Claw Motor Error and Ramp Diverter Is Stuck Open/Closed. At power-up the game cycles elevator, claw and magnet to drop any captured ball at ACMAG (dm.c). T.14's functions run only while Enter is held: AUTO RUN, CLAW LEFT, CLAW RIGHT, RUN ELEVATOR, PARK ELEVATOR ("runs the elevator motor until the elevator index"), MAGNET ON.

PinMAME's dm_handleMech models all of this only when --handle-mechanics enables it; the retained table keeps HandleMechanics = 0 and models the arm (147-step cvpmMech on 19/20, 25 at 0-2, 26 at 140-147) and the elevator (70-step cvpmMech on 18, 67 at 0-2, 74 at 65-70) itself. Their step counts are the table author's, not measurements.

Other mechanisms

  • Trough: five balls on the 7 Ball Trough opto boards, 31 (right, exit) to 35 (left, entry) and Trough Jam 36. A drain rolls straight in (no outhole kicker); Ball Release (1) feeds the shooter lane. The assembly pages say five balls; one error passage says the game "normally uses six".
  • Auto plunger (3) launches from the shooter lane (27) on the Launch Ball or handle buttons; no manual plunger. A launch feeds the upper left flipper via the right loop.
  • Top popper (4, opto 73) and bottom popper (2, opto 76, the Underground/Computer chute); eject saucer (14, switch 66) beside the Retina Scan.
  • Car chase: two Matchbox cars in the opto car tunnel; the ball pushes them into the optos 71 and 72, then the Car Chase Standup (87).
  • Retina Scan: a custom captive ball (eyeball) strikes the Eyeball Standup (77); lamp 78 and the Eyeball Flasher (53) light it.
  • Flippers: lower right (45/46), lower left (47/48) and upper left (35/36) with FL-11629 and FL-11630 coils; the upper left flips with the lower left. The Upper Left Flipper Gate switch is 86.
  • Slingshots left (41 -> 9), right (42 -> 10) and top (44 -> 12), jet bumpers left (43 -> 11) and right (45 -> 13): the ROM fires each coil from its switch (T.1 run). Upper and Lower Rebound (54, 88) are rubber switches.

Lamps, flashers and general illumination

  • Lamps 11 (Ball Save), 82 (Center Ramp Outer) and 83 (Center Ramp Inner) have two bulbs each (the ROM prints "C. RAMP OUTER (2)" and "INNER (2)"). The table's fader drives the inner pair from lamp 82 and never reads 83 - a table defect.
  • Flashers 17 and 21-28 each light one playfield bulb and one #906 backbox insert flasher; 23 is a #906 on the playfield, the rest #89. Flashers 51-58 are playfield-only; 55 (Elevator 2) has two bulbs. The Claw (17) and Elevator (55, 56) flashers sit on the back panel above the playfield's top edge on the location drawing.
  • G.I.: all five strings feed the playfield (J121) and the backbox (J120); string 05 also the coin door. Printed bulbs #44 (playfield) and #555 (backbox).

Spatial status and why the record stays partial

Coordinates are x/1093 and y/2162 of the retained widebody table (rear y=0, apron y=1), taken from the objects the script binds (tools/demolition_man_spatial_seed.py). The factory location drawings (PDF 99, 101 and 103) were read callout by callout by independent readers and fitted to the table's jet bumpers, flipper pivots and (on the lamp page, whose bumpers are hidden) the Cryoclaw pivot hub; a table placement whose own callout lands within 0.07 normalized under both fits is validated, which is 111 of the 127 placements checked (tools/seeds/williams/demolition-man-1994-callouts.json). The 16 stay observed: switches 46, 53, 72 and 77, lamps 61 and 62, the ball release (1), the bottom popper (2) and flashers 38, 40 and 44 (their callouts land beyond the limit); switches 54, 62 and 76 and lamp 13 (the drawings print no balloon for them); and the diverter hold (15), whose balloon has no leader and sits beyond the outline. Projections onto a mechanism (trough optos, claw optos and motors, elevator index, the diverter's power winding), the flipper windings and the G.I. are not checked. Missing entirely: the Back Panel G.I. string (the table's UpdateGI has no case for string 0), lamps 71-73 and flashers 17, 55 and 56 (the table renders them only as Flasher sprites, which are not sockets). The playfield G.I. groupings are the table author's and no drawing locates a G.I. bulb.

Author construction checklist

  1. Leave PinMAME's inversion of the fourteen optos alone; drive each at 1 when blocked.
  2. Hold 24 (Always Closed) and 22 (Coin Door Closed) at 1.
  3. Wire the cabinet: 11 (Launch Ball button and right handle thumb), 12 (left handle thumb), 23 (Buy-in), 13 (Start); flipper inputs 112 and 114 are enough, 118 is a second left input.
  4. Build the claw arm on 19/20 with 25/26 at its ends, the elevator on 18 with 67 at the bottom and 74 for a ball on it, and the magnet on 33; a one-direction elevator and a two-direction arm.
  5. Drive the auxiliary flashers from 51-58, not from 37-44.
  6. Treat 111, 113 and 117 as PinMAME-synthesized end-of-stroke bits; 115 is unused.

Sources

The operations manual and parts list (IPDB 662), the IPDB page, pinned PinMAME 97aa922b, the retained Knorr/Kiwi 1.3.1 table and script with the wpc.vbs library it loads, and eight hash-pinned LibPinMAME harness runs of dm_lx4 (T.1, two T.14, T.4, T.5, T.6, T.8, T.12). The curator is tools/curate_demolition_man.py; tools/demolition_man_runtime_evidence.py builds the runtime evidence and tools/demolition_man_spatial_seed.py the placement seed.

Procedural note

coverage.missing is ["variant_differences", "spatial_placement"] and the record remains partial. Wiring-detail disagreements inside the manual (the lamp matrix's J133 row prefix against the connector list's J134, the F2/F6 wire colours swapped between the switch matrix and the flipper pages, the coin-door J2 pin numbering, the J133-7 "not used" row-6 pin) are kept literally in the excerpts and stated on the affected devices; none changes a device, its address or its fitment, so the record opens no conflict.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
dm_lx4cDemolition Man (LX-4C Competition + LED Ghost MOD)
LX-4C 'Competition + LED Ghost MOD' (2020), a community patch of LX-4 (pinned dm.c: 'L-4X patch 00c6'); it changes game rules and lamp timing, not the hardware, and pairs with the same L-2 sound ROMs.
2020dm_lx4identical
dm_h6cDemolition Man (H-6C Competition MOD)
H-6C 'Competition MOD' (2019), a community patch of the H-6 home ROM (pinned dm.c: 'L-6H patch 4d2b') with the same eight-ROM sound set.
2019dm_lx4identical
dm_dt101Demolition Man (FreeWPC/Demolition Time 1.01)
FreeWPC 'Demolition Time' 1.01 (2014); as dm_dt099. Pinned dm.c's P-ROC hook notes that this firmware 'doesn't use solenoids 28/30', so a recreation cannot assume its output use matches the Williams ROMs.
2014dm_lx4compatible
dm_dt099Demolition Man (FreeWPC/Demolition Time 0.99)
FreeWPC 'Demolition Time' 0.99 (2014), community firmware written for the physical machine and paired with the H-5 home sound set. Its game image is 1 MB (pinned dm.c loads a 0x100000-byte ROM) where the production U6 ROM is a 27c040 (512 KB) and the manual's ROM jumper chart covers only 1M/2M/4M parts, so fitting it needs a larger EPROM than the machine shipped with; its rules and its use of the outputs differ from the Williams ROMs.
2014dm_lx4compatible
dm_h6bDemolition Man (H-6B Coin Play)
Williams home ROM H-6B ('Coin Play') for the same physical machine, built with the eight-ROM DCS sound set (dm.2-dm.9). The manual's A-16917-50028 sound board prints sockets U8 and U9 as 'Not Used' on the arcade build, so the home sound set fills sockets the board already carries; the game ROM runs on the same WPC-DCS CPU and I/O.
1995dm_lx4identical
dm_h6Demolition Man (H-6)
Williams home ROM H-6 for the same physical machine, built with the eight-ROM DCS sound set (dm.2-dm.9). The manual's A-16917-50028 sound board prints sockets U8 and U9 as 'Not Used' on the arcade build, so the home sound set fills sockets the board already carries; the game ROM runs on the same WPC-DCS CPU and I/O.
1995dm_lx4identical
dm_h5bDemolition Man (H-5B Coin Play)
Williams home ROM H-5B ('Coin Play') for the same physical machine, built with the eight-ROM DCS sound set (dm.2-dm.9). The manual's A-16917-50028 sound board prints sockets U8 and U9 as 'Not Used' on the arcade build, so the home sound set fills sockets the board already carries; the game ROM runs on the same WPC-DCS CPU and I/O.
1995dm_lx4identical
dm_h5Demolition Man (H-5)
Williams home ROM H-5 for the same physical machine, built with the eight-ROM DCS sound set (dm.2-dm.9). The manual's A-16917-50028 sound board prints sockets U8 and U9 as 'Not Used' on the arcade build, so the home sound set fills sockets the board already carries; the game ROM runs on the same WPC-DCS CPU and I/O.
1995dm_lx4identical

Parent set: dm_lx4 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only4 maps

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.

dm_dt101.map.json

williams-wpc-12Kv1format 0.7

maps/williams/wpc/dm_dt101.map.json

Applies to ROMs
dm_dt101
Sections
game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

dm_h6.map.json

williams-wpc-12Kv4format 0.8

maps/williams/wpc/dm_h6.map.json

Applies to ROMs
dm_dh5dm_dh5bdm_h5dm_h5bdm_h6dm_h6bdm_h6c
Sections
adjustmentsauditschecksum16checksum8game_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.

dm_lx4.map.json

williams-wpc-12Kv7format 0.8

maps/williams/wpc/dm_lx4.map.json

Applies to ROMs
dm_da1dm_dx3dm_dx4dm_la1dm_lx3dm_lx4dm_lx4c
Sections
adjustmentsauditschecksum16checksum8game_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.

dm_pa2.map.json

williams-wpc-12Kv7format 0.8

maps/williams/wpc/dm_pa2.map.json

Applies to ROMs
dm_pa2dm_pa3dm_px5dm_px6
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

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.97aa922bf8e4

    Pinned catalog driver records for the dm_* clone tree (dm_lx4, dm_dx4, dm_lx4c, dm_lx3, dm_dx3, dm_la1, dm_da1, dm_h5, dm_dh5, dm_h5b, dm_dh5b, dm_h6, dm_h6b, dm_h6c, dm_pa2, dm_pa3, dm_px5, dm_px6, dm_dt099, dm_dt101)

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/sims/wpc/full/dm.c dmGameData with GEN_WPCDCS, wpc_dispDMD, FLIP_SW(FLIP_L | FLIP_U) | FLIP_SOL(FLIP_L | FLIP_UL), custSol 8 with dm_getSol publishing WPC_EXTBOARD1 bits 0-7 at CORE_CUSTSOLNO(1)-(8) = 51-58, init_dm calling wpc_set_modsol_aux_board(1) and no wpc_set_fastflip_addr, the inverted-switch mask {0x00, 0x00, 0x30, 0x3f, 0x00, 0x00, 0x40, 0x2f, ...} (index n is matrix column n under wpc_sw2m, so core_setSw inverts public 25, 26, 31-36, 67, 71-74 and 76), the switch and solenoid #defines (swClawPosRight 25, swClawPosLeft 26, swElevatorIndex 67, swElevatorHold 74, swElevatorRamp 75, sElevatorMotor 18, sClawLeft 19, sClawRight 20, sClawMagnet 33) and dm_handleMech's claw/elevator/magnet model (used only by runs with --handle-mechanics 15); src/wpc/core.c core_getSol and core_updateSw; src/wpc/wpc.c WPC_FLIPPERS complement and the WPC_EXTBOARD1 aux-board write; src/wpc/core.h CORE_FIRSTCUSTSOL=51, CORE_FLIPPERSWCOL=11.

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-dcs

    WPC-DCS public switch, DIP, solenoid, lamp and five-GI address rules, including the Fliptronic block, the no-LPDC 37-44 range and the custom-output range from 51

    internal:controllers/pinmame/wpc-dcs.json
    by
    PinMAME game definitions contributors
    rev
    repository
  • Human review

    identity.williams.demolition-man.1994

    Source locations

    IPDB machine 662 'Demolition Man' (Williams, February 1994, model 50028, Williams WPC (DCS), 4 players, 7,019 units, widebody SuperPin). IPDB is Cloudflare-gated, so the page was read from the raw Wayback capture https://web.archive.org/web/20260904082252id_/https://www.ipdb.org/machine.cgi?id=662 (retained gzip-encoded as served, ipdb-662-page-wayback.html.gz). Title, manufacturer, date and model number match the manual's cover (16-50028-101) and the machine being curated.

    by
    Internet Pinball Database contributors
    rev
    Wayback capt
    sha256
    38881a6c8276…
  • Operator manual

    manual.williams.demolition-man.1994

    Source locations

    Williams Demolition Man Operations Manual 16-50028-101 (March 1994), 140 pages of 1-bit 308 ppi scans with an OCR text layer. PDF 98-104 (printed 2-42 to 2-48) carry the lamp matrix, lamp locations, switch matrix, switch locations, solenoid/flasher table, solenoid/flasher locations and ramp locations; PDF 105-138 (Section 3) the reprinted matrices, wiring drawings, board pages and the Power Driver Board connector lists; PDF 139 is a foldout reprint of the lamp and switch matrices. Every table cell was read from a rendered page; the text layer only located pages. Direct resource: https://web.archive.org/web/20180814111452id_/https://www.ipdb.org/files/662/Williams_1994_Demolition_Man_Operations_Manual_English_OCR_searchable.pdf.

    external:pinmame-manuals/by-machine/williams.demolition-man.1994/ipdb-662/Williams_1994_Demolition_Man_Operations_Manual_English_OCR_searchable.pdf
    by
    Williams Electronics Games; scan hosted by the Internet Pinball Machine Database
    sha256
    faa0c6f426dc…
  • Operator manual

    parts-list.williams.demolition-man.1994

    Source locations

    IPDB-hosted plain-text Demolition Man parts list (2,587 lines). Supporting only: its assembly numbers do not always match the manual's (for example the standup targets), so no device field is taken from it. Direct resource: https://web.archive.org/web/20180814110944id_/https://www.ipdb.org/files/662/Williams_1994_Demolition_Man_Parts_List.txt.

    external:pinmame-manuals/by-machine/williams.demolition-man.1994/ipdb-662/Williams_1994_Demolition_Man_Parts_List.txt
    by
    Internet Pinball Database contributors
    sha256
    0cc6686b9c5f…
  • VPX table

    vpx-table.dm-knorr-kiwi-1-3-1

    Source locations

    Retained known-working Knorr/Kiwi 1.3.1 recreation (copied from the contributor's Visual Pinball table library). Exact playfield bounds are left=0 top=0 right=1093 bottom=2162, the widebody size; normalized coordinates are x/1093 and y/2162. Geometry authority only for named table objects the script binds; the placement seed tools/seeds/williams/demolition-man-1994-spatial.json lists them.

    external:pinmame-vpx-sources/williams/demolition-man-1994/source/Demolition%20Man%20(Knorr-Kiwi)%201.3.1.vpx
    by
    Knorr and Kiwi (table authors)
    sha256
    099c70add220…
  • VPX script

    vpx-script.dm-knorr-kiwi-1-3-1

    Source locations

    Embedded script extracted with vpxtool extractvbs (47,148 bytes). Runtime authority: Const cGameName = "dm_lx4", LoadVPM "01560000", "WPC.VBS", 3.36, HandleMechanics = 0, the bsTrough/bsTopPopper/BottomPopper/bsEject ball stacks, the claw and elevator cvpmMechs, the SolCallback/SolModCallback table, the NFadeLm lamp calls and UpdateGI. The pinned vpxtable_scripts corpus carries a sound-modified copy of the same release, not this byte stream.

    external:pinmame-vpx-sources/williams/demolition-man-1994/source/Demolition%20Man%20(Knorr-Kiwi)%201.3.1.vbs
    by
    Knorr and Kiwi (table authors)
    sha256
    0af7e1f50985…
  • VPX table

    vpx-extraction.dm-knorr-kiwi-1-3-1

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 a72529f25cbcc1be65bfc8d2113a502e6e7b4c5c532d5c786a025ca835028676; 1027 files, 215888219 bytes, produced with vpxtool 0.33.3 from the retained table. Bounds are left=0 top=0 right=1093 bottom=2162.

    external:pinmame-vpx-sources/williams/demolition-man-1994/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • VPX script

    vpm-script-library.wpc-vbs

    Source locations

    VPinMAME WPC script library the retained table loads (LoadVPM ... "WPC.VBS"), retained from the contributor's working installation beside the core.vbs it executes (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). Lines 58-61 define swLRFlip = 112, swLLFlip = 114, swURFlip = 116 and swULFlip = 118; vpmKeyDown/vpmKeyUp (lines 101-151) write 112 and 114 from the flipper keys and the upper pair only from a staged flipper key with an upper flipper solenoid registered.

    external:pinmame-review-artifacts/vpm-script-libs/wpc.vbslines 58-61 define swLRFlip = 112, swLLFlip = 114, swURFlip = 116 and swULFlip = 118
    by
    VPinMAME script authors
    sha256
    1a290886eb2c…
  • Runtime run

    runtime.demolition-man.switch-edges

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-switch-edges.json): with built-in mechanisms disabled, T.1 SWITCH EDGES while every matrix address 11-88 (but 22) and every Fliptronic address 111-118 is set to 1 and back to 0. The ROM names every matrix switch at public 1 (24 Always Closed at 0), fires 9-13 from the slingshot and jet switches, fires the lower right flipper from 112 or 116 and the lower and upper left flippers from 114 or 118.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-switch-edges.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.demolition-man.claw-test

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-claw-test.json): with built-in mechanisms disabled, T.14 CLAW TEST marks the CLAW R., CLAW L., ELEV. INDEX and ELEV. HOLD boxes while public 25, 26, 67 and 74 are 1.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-claw-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.demolition-man.claw-functions

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-claw-functions.json): with PinMAME's claw and elevator model enabled, the six T.14 functions held in turn: AUTO RUN, RUN ELEVATOR and PARK ELEVATOR drive 18, CLAW RIGHT drives 19 and 20, MAGNET ON drives 33, CLAW LEFT (already at left) drives nothing.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-claw-functions.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.demolition-man.solenoid-test

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-solenoid-test.json): T.4 SOLENOID TEST stepped through 1-16, 33 and 34, each named with its wires and pulsed at that public address.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-solenoid-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.demolition-man.flasher-test

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-flasher-test.json): T.5 FLASHER TEST stepped through 17, 21-28 and the auxiliary flashers the ROM numbers 37-44 while it pulses public 51-58.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-flasher-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.demolition-man.gi-test

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-gi-test.json): T.6 GEN'L. ILLUM. steps ALL ILLUMINATION and then BACK PANEL, UPPER RIGHT, UPPER LEFT, LOWER RIGHT and LOWER LEFT, which change public G.I. 0-4 in that order.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-gi-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.demolition-man.flipper-coil-test

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-flipper-coil-test.json): T.12 FLIPPER COIL pulses 45, 46, 47, 48, 35 and 36 under the names R./L./U.L. FLIP. POWER/HOLD and the numbers 01-04, 07, 08.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-flipper-coil-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Human review

    drawing-callouts.demolition-man.2026-10-09

    Source locations

    2026-10-09 factory location-drawing callout check of PDF 99, 101 and 103 (printed 2-43, 2-45 and 2-47): every callout transcribed independently on the committed excerpt crops, per-page control and callout fits; a table placement whose own callout lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py). Reads, overlays and the generator are retained under review-artifacts with a pinned manifest.

    internal:tools/seeds/williams/demolition-man-1994-callouts.json
    by
    PinMAME game definitions contributors
    sha256
    18dca9288311…
  • Runtime run

    runtime.demolition-man.single-lamps

    Source locations

    One hash-pinned LibPinMAME harness run of dm_lx4 (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM (scenario tools/harness-scenarios/wpc-dcs/dm-single-lamps.json): T.8 SINGLE LAMPS lights each public lamp 11-88 in turn and prints its name.

    internal:evidence/runtime/wpc-dcs/demolition-man-dm-lx4-single-lamps.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4

Something wrong or missing?

This definition still has 2 unmet requirements, listed under Missing data below. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform

Missing data

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

  • Edition and firmware differences

    Document supported hardware and firmware differences without combining incompatible editions.

  • Physical device locations

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

Recorded completion blockers

Unresolved physical geometry

  • G.I. string 1 (Back Panel) has no placement: the table models none of its bulbs, and no factory drawing locates G.I. bulbs, so spatial_placement stays in coverage.missing.
  • The G.I. placements of strings 2-5 rest on the table's own grouping; no drawing or per-string bulb count validates them.
  • Lamps 71-73 (a stacked three-lamp bar on the lamp drawing) and the back-panel flashers 17, 55 and 56 have no placement: the table renders them only as Flasher sprites.
  • The lamp drawing hides its jet bumpers under ramp linework, so its control fit rests on the three flipper pivots and the Cryoclaw pivot hub; its leave-one-out control error is large, and the leave-one-out callout fit carries the check.
  • Hidden mechanism contacts (trough optos, claw position optos, elevator index, end-of-stroke switches) have whole-mechanism projections or none.

Promotion decision

partial: every used device has a placement or a controlled not-applicable record except the back-panel G.I. string, three lamps and three back-panel flashers; the factory drawings validate most checked table placements, but the G.I. bulbs cannot be validated from any retained drawing or count.

Read the curation report

Missing locations · 7

  • Claw Flasher
    Device evidence and notes

    Printed solenoid table entry 17 "Claw Flasher" (Low Power, driver Q42, wire Blk-Brn). Printed flashlamps: #906 (1) playfield, #906 (1) backbox. Claw flasher: one #906 flashlamp in a C-13337 assembly and one insert-panel #906 in the backbox (the table's Backbox columns). The location drawing puts its balloon above the playfield's top edge, on the back panel behind the claw. T.5 FLASHER TEST: the ROM pulses public 17 and prints "CLAW FLASHER", number 17, wires BLK-BRN RED-WHT. Retained script callback: Flash117 (SolModCallback). No placement: the retained table models it only with glow sprites (Flasher f17, f117), and a sprite is not a socket. Only the playfield flashlamp is placed; the second bulb is the backbox insert flasher.

  • Elevator 2 Flasher
    Device evidence and notes

    Printed solenoid table entry 41* "Elevator 2 Flasher" (printed type Low Power, driver Q9 on the auxiliary 8-Driver board, J3-2, wire Grn-Wht, flashlamp #906 (2)); the footnote reads '*Note: Controlled from the 8-Driver Board, not the Power Driver Board'. Pinned dm.c's dm_getSol publishes WPC_EXTBOARD1 bit 4 as custom output CORE_CUSTSOLNO(5) = public 55, and init_dm calls wpc_set_modsol_aux_board(1). T.5 FLASHER TEST: the ROM pulses public 55 and prints "ELEVATOR FLASH 2", number 41, wires GRN-WHT RED-WHT. The location drawing puts two balloons 41 above the playfield's top edge, on the back panel either side of the elevator, matching the printed count (2). No placement: the retained table models it only with glow sprites (Flasher f141/f141a/f141b or f142/f142b), and a sprite is not a socket. Retained script callback: Flash141 (SolModCallback).

  • Elevator 1 Flasher
    Device evidence and notes

    Printed solenoid table entry 42* "Elevator 1 Flasher" (printed type Low Power, driver Q10 on the auxiliary 8-Driver board, J3-3, wire Blu-Wht, flashlamp #906 (1)); the footnote reads '*Note: Controlled from the 8-Driver Board, not the Power Driver Board'. Pinned dm.c's dm_getSol publishes WPC_EXTBOARD1 bit 5 as custom output CORE_CUSTSOLNO(6) = public 56, and init_dm calls wpc_set_modsol_aux_board(1). T.5 FLASHER TEST: the ROM pulses public 56 and prints "ELEVATOR FLASH 1", number 42, wires BLU-WHT RED-WHT. No placement: the retained table models it only with glow sprites (Flasher f141/f141a/f141b or f142/f142b), and a sprite is not a socket. Retained script callback: Flash142 (SolModCallback).

  • "Super Jackpot"
    Device evidence and notes

    Printed lamp-matrix drive column 7 (Yellow-Violet), return row 1 (Red-Brown). Lamp matrix label ""Super Jackpot"". Printed bulb 24-8768 #555. The Lamp Locations list prints no lamp assembly for it. T.8 SINGLE LAMPS lights public 71 and prints ""SUPER JACKPOT"". The lamp drawing shows 71, 72 and 73 as one stacked three-lamp bar near the centre of the upper playfield, with a single leader. The retained table renders them only as Flasher sprites (f71, f72, f73), which are not sockets, so no placement is recorded. The lamp matrix page prints this row's connector as J133-; the Power Driver Board connector list and the Section 3 reprint print J134- for the playfield branch, which the wiring here follows.

  • "Computer"
    Device evidence and notes

    Printed lamp-matrix drive column 7 (Yellow-Violet), return row 2 (Red-Black). Lamp matrix label ""Computer"". Printed bulb 24-8768 #555. T.8 SINGLE LAMPS lights public 72 and prints ""COMPUTER"". The lamp drawing shows 71, 72 and 73 as one stacked three-lamp bar near the centre of the upper playfield, with a single leader. The retained table renders them only as Flasher sprites (f71, f72, f73), which are not sockets, so no placement is recorded. The lamp matrix page prints this row's connector as J133-; the Power Driver Board connector list and the Section 3 reprint print J134- for the playfield branch, which the wiring here follows.

  • "Demo Time"
    Device evidence and notes

    Printed lamp-matrix drive column 7 (Yellow-Violet), return row 3 (Red-Orange). Lamp matrix label ""Demo Time"". Printed bulb 24-8768 #555. T.8 SINGLE LAMPS lights public 73 and prints ""DEMO. TIME"". The lamp drawing shows 71, 72 and 73 as one stacked three-lamp bar near the centre of the upper playfield, with a single leader. The retained table renders them only as Flasher sprites (f71, f72, f73), which are not sockets, so no placement is recorded. The lamp matrix page prints this row's connector as J133-; the Power Driver Board connector list and the Section 3 reprint print J134- for the playfield branch, which the wiring here follows.

  • Back Panel G.I.
    Device evidence and notes

    Printed general-illumination string 01 (Back Panel G.I.): printed bulbs #44 on the playfield and #555 in the backbox, wire Wht-Brn, triac driver Q18; return/feed pins J121-1 / J121-7 toward the playfield and J120-1 / J120-7 toward the backbox. The ROM's T.6 GEN'L. ILLUM. steps the brightness of public G.I. 0 under the name "BACK PANEL". The back panel is the panel standing at the rear of the playfield. The retained table's UpdateGI has no case for string 0, so the table models none of its bulbs and no placement is recorded.