Fish Tales

Partial

Williams1992WPC-FLIPTRONICwilliams.fish-tales.1992

2 unresolved conflicts

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

Reel opto switches not normalized

Affects
input 37
input 38
Disagreeing sources
Operator manual
PinMAME source

The manual documents public switches 37/38 (Reel 1, Reel 2) as opto construction: the Switch Locations parts list (printed 2-43) lists discrete parts A-14315 (LED) / A-14316 (Trans) with a blank Switch Assy No., and the Fish Reel Unit Assembly page (printed 2-26/2-27) independently confirms the identical two part numbers as the reel's top-bracket and bottom-bracket opto pairs.

Pinned PinMAME's ftGameData inverted-switch mask ({0x00,0x00,0x00,0xc0,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}) covers only column 4 (public 47/48); column 3, which carries 37/38, is 0x00, so unlike 47/48 the public state of 37/38 is not emulator-normalized despite the confirmed opto construction.

The manual is physical-construction ground truth and pinned PinMAME is public-address and emulator-normalization ground truth, and the two disagree on whether a recreation must invert these two addresses.

What would settle it

run the implemented LibPinMAME gameplay harness against a legal ft_l5 ROM, drive the reel motor through its full rotation, and observe the idle public state of 37/38 and their transitions as the reel passes each documented position.

inputs[binding.device=37,38]

Ball popper drop target normalized non opto

Affects
input 47
input 48
Disagreeing sources
Operator manual
PinMAME source

Pinned PinMAME's ftGameData inverted-switch mask normalizes public switches 47 (Ball Popper) and 48 (Drop Target) -- column 4 = 0xc0, bits 6 and 7 -- verified in code: (0xc0 >> 6) & 1 and (0xc0 >> 7) & 1 are the only set bits in the entire twelve-column mask. The manual documents both as ordinary microswitches with no opto or proximity marking: 47 is SW-1A-167-1/A-11658-1 and 48 is 5647-12693-31/A-15211, the latter cross-checking exactly against the 1-Bank Drop Target Assembly's own microswitch item (printed 2-29).

This manual's Switch Matrix wiring page (printed 3-4) carries no shading or opto legend at all, so it cannot independently corroborate either reading. A physically normally-closed mechanical switch (not only an opto) can legitimately need the same software inversion, so this is not necessarily a defect, but the manual gives no independent confirmation either way, and it is the opposite disagreement direction from conflict.reel-opto-switches-not-normalized (there, confirmed optos are NOT normalized; here, non-opto-marked switches ARE normalized).

What would settle it

the same LibPinMAME harness trace that resolves the reel-opto conflict can also observe the idle public state of 47/48 against known ball presence at the Ball Popper saucer and the Drop Target's raised/lowered state.

inputs[binding.device=47,48]

Wire it up

what an authoring tool needs first
Bind this ROM
ft_l5

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

Controller platform
pinmame.wpc-fliptronic

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

Displays
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–53 (53)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door31cabinet.shooter

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

158 placements · 23 stacked · normalised player view · outline is nominal

215 Outhole · 9 Outhole216 Trough 1 · 10 Ball Release17 Trough 218 Trough 325 Left Outlane26 Left Return Lane27 Left Standup Tgt 128 Left Standup Tgt 232 Left Boat Exit33 Right Boat Exit34 Spinner235 Reel Entry · 25 Left Feed Frenzy36 Catapult337 Reel 1 · 38 Reel 2 · 28 Reel Motor241 Captive Ball · 2 Playfield G.I.42 Right Boat Entry43 Left Boat Entry44 Letter (L)IE45 Letter L(I)E46 Letter Ll(E)247 Ball Popper · 3 Ball Popper548 Drop Target · 12 Drop Target Up · 13 Drop Target Down · 27 Casters Club Flasher · 71 Casters Club351 Left Jet Bumper · 14 Left Jet Bumper · 2 Playfield G.I.352 Center Jet Bumper · 15 Center Jet Bumper · 2 Playfield G.I.353 Right Jet Bumper · 16 Right Jet Bumper · 2 Playfield G.I.54 Right Standup Tgt 155 Right Standup Tgt 256 Ball Shooter257 Left Slingshot · 4 Left Sling258 Right Slingshot · 5 Right Sling61 Extra Ball62 Top Right Loop263 Top Eject Hole · 11 Eject Hole64 Top Left Loop65 Right Return66 Right Outlane1 Ball Shooter2 Catapult6 Left Gate217 Jackpot Flasher · 28 Jackpot218 Super Jackpot Flasher · 67 Super Jackpot219 Instant Multi-ball Flasher · 15 Instant Multi-Ball320 Light Extra Ball Flasher · 21 Rock the Boat Flasher · 14 Light Ex. Ball222 Video Mode Flasher · 12 Video Mode223 Hold Bonus Flasher · 11 Hold Bonus25 Reel Flasher26 Top Left Flasher245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold13 Rock the Boat21 Stringer 1 Body22 Stringer 2 Body23 Stringer 3 Body24 Stringer 4 Body26 Monster Bonus27 Fish Finder31 Stringer 1 Tail32 Stringer 2 Tail33 Stringer 3 Tail34 Stringer 4 Tail35 Right Boat Entry36 Rt. Boat Feed Frenzy37 Fish Finder38 Lt. Boat Feed Frenzy41 Tropical42 Freshwater43 Cast Again44 Deep Sea45 Left Fish Head46 Left Fish Body47 Left Fish Tail48 Specials48 Specials51 Bonus 1X52 Bonus 2X53 Auto Cast54 Bonus 4X55 Right Fish Head56 Right Fish Body57 Right Fish Tail58 Light Long Cast61 School Fish 162 School Fish 263 School Fish 364 School Fish 465 School Fish 566 School Fish 668 Light Fish Finder72 Doubles Jackpot73 Lock 374 Lock 275 Lock 176 Rt. Feed Frenzy77 Long Cast78 Extra Ball281 Stretch Truth 5X Actual · 82 Stretch Truth 3X Actual283 Stretch Truth 2X Actual · 84 Stretch Truth Actual Size85 Stretch Truth Total Lie86 Video Mode2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.2 Playfield G.I.4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door4 Playfield G.I. / Coin Door

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 playfield102
  • sensorsenses the ball37
  • effectmoves the ball19
  • nStackseveral devices in one spot23
127 devices shown

Not on the playfield30 unused, 25 cabinet or service, 17 virtual, 8 dip switch, 2 internal nonvisual, 1 constant — declared rather than missing.

Coverage

Partial

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

Completion88%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
conflicted
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
PolarityUnresolved Conflicts

Switches

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

79 addresses

Switch map

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

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

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

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC CPU board
validated
4
4th Coin 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
Not Used Matrix Position 11
switch.matrix-11
J206-1Green-Brown
J209White-Brown
WPC CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J206-1Green-Brown
J209White-Red
WPC CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J209White-Orange
WPC CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J209White-Yellow
WPC CPU board
validated
15
Outhole
Microswitch
switch.matrix-15
J206-1Green-Brown
J209White-Green
WPC CPU board
validated
16
Trough 1
Microswitch
switch.matrix-16
J206-1Green-Brown
J209White-Blue
WPC CPU board
validated
17
Trough 2
Microswitch
switch.matrix-17
J206-1Green-Brown
J209White-Violet
WPC CPU board
validated
18
Trough 3
Microswitch
switch.matrix-18
J206-1Green-Brown
J209White-Gray
WPC CPU board
validated
21
Slam Tilt
Tilt
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J209White-Brown
WPC CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J209White-Red
WPC CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J209White-Orange
WPC CPU board
validated
25
Left Outlane
Microswitch
switch.matrix-25
J206-2Green-Red
J209White-Green
WPC CPU board
validated
26
Left Return Lane
Microswitch
switch.matrix-26
J206-2Green-Red
J209White-Blue
WPC CPU board
validated
27
Left Standup Tgt 1
Microswitch
switch.matrix-27
J206-2Green-Red
J209White-Violet
WPC CPU board
validated
28
Left Standup Tgt 2
Microswitch
switch.matrix-28
J206-2Green-Red
J209White-Gray
WPC CPU board
validated
31
Cast
Button
switch.matrix-31
cabinet.shooter
J206-3Green-Orange
J209White-Brown
WPC CPU board
validated
32
Left Boat Exit
Microswitch
switch.matrix-32
J206-3Green-Orange
J209White-Red
WPC CPU board
validated
33
Right Boat Exit
Microswitch
switch.matrix-33
J206-3Green-Orange
J209White-Orange
WPC CPU board
validated
34
Spinner
Other
switch.matrix-34
J206-3Green-Orange
J209White-Yellow
WPC CPU board
validated
35
Reel Entry
Microswitch
switch.matrix-35
J206-3Green-Orange
J209White-Green
WPC CPU board
validated
36
Catapult
Microswitch
switch.matrix-36
J206-3Green-Orange
J209White-Blue
WPC CPU board
validated
37
Reel 1
Opto
switch.matrix-37
J206-3Green-Orange
J209White-Violet
WPC CPU board
validated
38
Reel 2
Opto
switch.matrix-38
J206-3Green-Orange
J209White-Gray
WPC CPU board
validated
41
Captive Ball
Microswitch
switch.matrix-41
J206-4Green-Yellow
J209White-Brown
WPC CPU board
validated
42
Right Boat Entry
Microswitch
switch.matrix-42
J206-4Green-Yellow
J209White-Red
WPC CPU board
validated
43
Left Boat Entry
Microswitch
switch.matrix-43
J206-4Green-Yellow
J209White-Orange
WPC CPU board
validated
44
Letter (L)IE
Microswitch
switch.matrix-44
J206-4Green-Yellow
J209White-Yellow
WPC CPU board
validated
45
Letter L(I)E
Microswitch
switch.matrix-45
J206-4Green-Yellow
J209White-Green
WPC CPU board
validated
46
Letter Ll(E)
Microswitch
switch.matrix-46
J206-4Green-Yellow
J209White-Blue
WPC CPU board
validated
47
Ball PopperNC
Microswitch
switch.matrix-47
J206-4Green-Yellow
J209White-Violet
WPC CPU board
validated
48
Drop TargetNC
Microswitch
switch.matrix-48
J206-4Green-Yellow
J209White-Gray
WPC CPU board
validated
51
Left Jet Bumper
Leaf
switch.matrix-51
J206-5Green-Black
J209White-Brown
WPC CPU board
validated
52
Center Jet Bumper
Leaf
switch.matrix-52
J206-5Green-Black
J209White-Red
WPC CPU board
validated
53
Right Jet Bumper
Leaf
switch.matrix-53
J206-5Green-Black
J209White-Orange
WPC CPU board
validated
54
Right Standup Tgt 1
Microswitch
switch.matrix-54
J206-5Green-Black
J209White-Yellow
WPC CPU board
validated
55
Right Standup Tgt 2
Microswitch
switch.matrix-55
J206-5Green-Black
J209White-Green
WPC CPU board
validated
56
Ball Shooter
Microswitch
switch.matrix-56
J206-5Green-Black
J209White-Blue
WPC CPU board
validated
57
Left Slingshot
Leaf
switch.matrix-57
J206-5Green-Black
J209White-Violet
WPC CPU board
validated
58
Right Slingshot
Leaf
switch.matrix-58
J206-5Green-Black
J209White-Gray
WPC CPU board
validated
61
Extra Ball
Microswitch
switch.matrix-61
J206-6Green-Blue
J209White-Brown
WPC CPU board
validated
62
Top Right Loop
Microswitch
switch.matrix-62
J206-6Green-Blue
J209White-Red
WPC CPU board
validated
63
Top Eject Hole
Microswitch
switch.matrix-63
J206-6Green-Blue
J209White-Orange
WPC CPU board
validated
64
Top Left Loop
Microswitch
switch.matrix-64
J206-6Green-Blue
J209White-Yellow
WPC CPU board
validated
65
Right Return
Microswitch
switch.matrix-65
J206-6Green-Blue
J209White-Green
WPC CPU board
validated
66
Right Outlane
Microswitch
switch.matrix-66
J206-6Green-Blue
J209White-Blue
WPC CPU board
validated
67
Not Used Matrix Position 67
switch.matrix-67
J206-6Green-Blue
J209White-Violet
WPC CPU board
validated
68
Not Used Matrix Position 68
switch.matrix-68
J206-6Green-Blue
J209White-Gray
WPC CPU board
validated
71
Not Used Matrix Position 71
switch.matrix-71
J206-7Green-Violet
J209White-Brown
WPC CPU board
validated
72
Not Used Matrix Position 72
switch.matrix-72
J206-7Green-Violet
J209White-Red
WPC CPU board
validated
73
Not Used Matrix Position 73
switch.matrix-73
J206-7Green-Violet
J209White-Orange
WPC CPU board
validated
74
Not Used Matrix Position 74
switch.matrix-74
J206-7Green-Violet
J209White-Yellow
WPC CPU board
validated
75
Not Used Matrix Position 75
switch.matrix-75
J206-7Green-Violet
J209White-Green
WPC CPU board
validated
76
Not Used Matrix Position 76
switch.matrix-76
J206-7Green-Violet
J209White-Blue
WPC CPU board
validated
77
Not Used Matrix Position 77
switch.matrix-77
J206-7Green-Violet
J209White-Violet
WPC CPU board
validated
78
Not Used Matrix Position 78
switch.matrix-78
J206-7Green-Violet
J209White-Gray
WPC CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J209White-Brown
WPC CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J206-9Green-Gray
J209White-Red
WPC CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J209White-Orange
WPC CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J206-9Green-Gray
J209White-Yellow
WPC CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J206-9Green-Gray
J209White-Green
WPC CPU board
validated
86
Not Used Matrix Position 86
switch.matrix-86
J206-9Green-Gray
J209White-Blue
WPC CPU board
validated
87
Not Used Matrix Position 87
switch.matrix-87
J206-9Green-Gray
J209White-Violet
WPC CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J209White-Gray
WPC CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906Black-Green
Fliptronic II board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J905Blue-Violet
Fliptronic II board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906Black-Blue
Fliptronic II board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J905Blue-Gray
Fliptronic II board
validated
115
Not Fitted Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
validated
116
Not Fitted Upper Right Flipper Button
switch.generic-116
internal.unused.flipper
validated
117
Not Fitted Upper Left Flipper EOS
switch.generic-117
internal.unused.flipper
validated
118
Not Fitted Upper Left Flipper Button
switch.generic-118
internal.unused.flipper
validated

Controlled devices

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

Coils, magnets & motors

25
25 shown
# Name Device ID Kind Role Wiring Evidence
1
Ball Shooter
device.ball-shooter Coil
Q82Vio-Brn
WPC power driver board
validated
2
Catapult
device.catapult Coil
Q80Vio-Red
WPC power driver board
validated
3
Ball Popper
device.ball-popper Coil
Q78Vio-Org
WPC power driver board
validated
4
Left Sling
device.left-sling Coil
Q76Vio-Yel
WPC power driver board
validated
5
Right Sling
device.right-sling Coil
Q64Vio-Grn
WPC power driver board
validated
6
Left Gate
device.left-gate Coil
Q66Vio-Blu
WPC power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68Vio-Blk
WPC power driver board
validated
8
Backbox Fish
device.backbox-fish Coil
cabinet.backbox
Q70Vio-Gry
WPC power driver board
validated
9
Outhole
device.outhole Coil
Q58Brn-Blk
WPC power driver board
validated
10
Ball Release
device.ball-release Coil
Q56Brn-Red
WPC power driver board
validated
11
Eject Hole
device.eject-hole Coil
Q54Brn-Org
WPC power driver board
validated
12
Drop Target Up
device.drop-target-up Coil
Q52Brn-Yel
WPC power driver board
validated
13
Drop Target Down
device.drop-target-down Coil
Q50Brn-Grn
WPC power driver board
validated
14
Left Jet Bumper
device.left-jet-bumper Coil
Q48Brn-Blu
WPC power driver board
validated
15
Center Jet Bumper
device.center-jet-bumper Coil
Q46Brn-Vio
WPC power driver board
validated
16
Right Jet Bumper
device.right-jet-bumper Coil
Q44Brn-Gry
WPC power driver board
validated
28
Reel Motor
device.reel-motor Motor
Q20Blu-Yel
WPC power driver board
validated
33
Not Fitted Upper Right Flipper Power
device.not-fitted-upper-right-flipper-power Coil
validated
34
Not Fitted Upper Right Flipper Hold
device.not-fitted-upper-right-flipper-hold Coil
validated
35
Not Fitted Upper Left Flipper Power
device.not-fitted-upper-left-flipper-power Coil
validated
36
Not Fitted Upper Left Flipper Hold
device.not-fitted-upper-left-flipper-hold Coil
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4Blu-Vio
Fliptronic II controller board (J901-J907)
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11Org-Grn
Fliptronic II controller board (J901-J907)
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3Blu-Gry
Fliptronic II controller board (J901-J907)
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9Org-Blu
Fliptronic II controller board (J901-J907)
validated

Flashers

11
11 shown
# Name Device ID Wiring Evidence
17
Jackpot Flasher
device.jackpot-flasher
Q42Blk-Brn
WPC power driver board
validated
18
Super Jackpot Flasher
device.super-jackpot-flasher
Q40Blk-Red
WPC power driver board
validated
19
Instant Multi-ball Flasher
device.instant-multi-ball-flasher
Q38Blk-Org
WPC power driver board
validated
20
Light Extra Ball Flasher
device.light-extra-ball-flasher
Q36Blk-Yel
WPC power driver board
validated
21
Rock the Boat Flasher
device.rock-the-boat-flasher
Q28Blu-Grn
WPC power driver board
validated
22
Video Mode Flasher
device.video-mode-flasher
Q30Blu-Blk
WPC power driver board
validated
23
Hold Bonus Flasher
device.hold-bonus-flasher
Q34Blu-Vio
WPC power driver board
validated
24
Not Used Solenoid Position 24
device.not-used-solenoid-position-24
Q32Blu-Gry
WPC power driver board
validated
25
Reel Flasher
device.reel-flasher
Q26Blu-Brn
WPC power driver board
validated
26
Top Left Flasher
device.top-left-flasher
Q24Blu-Red
WPC power driver board
validated
27
Casters Club Flasher
device.casters-club-flasher
Q22Blu-Org
WPC power driver board
validated

Lamps

64

Lamp map

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

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Hold Bonus
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Video Mode
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Rock the Boat
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Light Ex. Ball
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
Instant Multi-Ball
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
Letter (L) IE
lamp.matrix-16
cabinet.insert-panel
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Letter L(I)E
lamp.matrix-17
cabinet.insert-panel
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
Letter Ll(E)
lamp.matrix-18
cabinet.insert-panel
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
Stringer 1 Body
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
Stringer 2 Body
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
Stringer 3 Body
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
Stringer 4 Body
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
Left Feed Frenzy
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
Monster Bonus
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
Fish Finder
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
Jackpot
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
Stringer 1 Tail
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
Stringer 2 Tail
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
Stringer 3 Tail
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
Stringer 4 Tail
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
Right Boat Entry
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
Rt. Boat Feed Frenzy
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
Fish Finder
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
Lt. Boat Feed Frenzy
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
Tropical
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
Freshwater
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Cast Again
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
Deep Sea
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
Left Fish Head
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Left Fish Body
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
Left Fish Tail
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
Specials
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Bonus 1X
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Bonus 2X
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Auto Cast
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
Bonus 4X
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Right Fish Head
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Right Fish Body
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
Right Fish Tail
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
Light Long Cast
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
School Fish 1
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
School Fish 2
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
School Fish 3
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
School Fish 4
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
School Fish 5
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
School Fish 6
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
Super Jackpot
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
Light Fish Finder
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
Casters Club
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
Doubles Jackpot
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
Lock 3
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Lock 2
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Lock 1
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Rt. Feed Frenzy
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Long Cast
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Extra Ball
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
Stretch Truth 5X Actual
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
Stretch Truth 3X Actual
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
Stretch Truth 2X Actual
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
Stretch Truth Actual Size
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
Stretch Truth Total Lie
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
Video Mode
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
Cast
lamp.matrix-87
cabinet.shooter
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 Role Wiring Evidence
0
Backbox G.I.
gi.string-1
cabinet.insert-panel
Q18
WPC power driver board
validated
1
Backbox G.I. / Hood
gi.string-2
cabinet.insert-panel
Q10
WPC power driver board
validated
2
Playfield G.I.
gi.string-3
Q14
WPC power driver board
validated
3
Backbox G.I.
gi.string-4
cabinet.insert-panel
Q16
WPC power driver board
validated
4
Playfield G.I. / Coin Door
gi.string-5
Q12
WPC power driver board
validated

Virtual & other outputs

17
17 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose State Bit A
device.wpc-j111-general-purpose-state-bit-a
internal.wpc-state
validated
30
WPC J111 General-Purpose State Bit B
device.wpc-j111-general-purpose-state-bit-b
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-Fliptronic Output 37
device.unused-wpc-fliptronic-output-37
internal.unused.wpc-output
validated
38
Unused WPC-Fliptronic Output 38
device.unused-wpc-fliptronic-output-38
internal.unused.wpc-output
validated
39
Unused WPC-Fliptronic Output 39
device.unused-wpc-fliptronic-output-39
internal.unused.wpc-output
validated
40
Unused WPC-Fliptronic Output 40
device.unused-wpc-fliptronic-output-40
internal.unused.wpc-output
validated
41
Unused WPC-Fliptronic Output 41
device.unused-wpc-fliptronic-output-41
internal.unused.wpc-output
validated
42
Unused WPC-Fliptronic Output 42
device.unused-wpc-fliptronic-output-42
internal.unused.wpc-output
validated
43
Unused WPC-Fliptronic Output 43
device.unused-wpc-fliptronic-output-43
internal.unused.wpc-output
validated
44
Unused WPC-Fliptronic Output 44
device.unused-wpc-fliptronic-output-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated
51
PinMAME Internal Reel Ball-1 Position Flag
device.pinmame-internal-reel-ball-1-position-flag
internal.unused.wpc-output
validated
52
PinMAME Internal Reel Ball-2 Position Flag
device.pinmame-internal-reel-ball-2-position-flag
internal.unused.wpc-output
validated
53
PinMAME Internal Reel Ball-3 Position Flag
device.pinmame-internal-reel-ball-3-position-flag
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
J209White-Yellow
WPC CPU board
validated

Mechanisms

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

Ball trough and outhole

mechanism.trough

Kicker

A drained ball lands on the outhole switch (15) and solenoid 9 kicks it into the three-position trough (16/17/18). Solenoid 10 (Ball Release) releases the ball nearest the exit onto the shooter lane. The retained script's sw16_Hit/sw17_Hit/sw18_Hit handlers call a shared UpdateTrough routine to track ball count.

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

Fish Tales has no manual plunger: the cabinet-front reel-handle button (switch 31, Cast) occupies the position a spring plunger rod normally uses, and the ball resting on shooter-lane switch 56 is launched by auto-plunger coil 1 (SolCallback(1)="AutoPlunger") under ROM control (Const UseSolenoids = 2, fast flips).

Motorized fishing reel and multiball lock

mechanism.reel

Reel

The headline mechanism: a 50V gear motor (part 14-7967, solenoid 28) drives a belt/pulley that rotates a physical fishing-reel drum (A-14945 Fish Reel Unit Assembly). A ball enters the reel via reel-entry switch 35 after leaving the Habit Trail from the Caster's Club VUK. Two discrete opto pairs (A-14315 LED / A-14316 photo-transistor, one top bracket and one bottom bracket) report rotational position back to the CPU as switches 37 (Reel 1) and 38 (Reel 2). Pinned PinMAME's own ft_handleMech models this with a 0-149 position counter and three symmetric ball-lock zones (Ball1Up=0, Ball2Up=50, Ball3Up=100, each mirrored at +75/+75/-75 for the corresponding 'Down' release zone, ERROR_RANGE=10) plus three internal 'fake' solenoids (public 51/52/53) that only PinMAME's own built-in ball simulator consumes. The retained known-working VPX script implements its own independent, richer 0-360 degree ReelPosition angle counter with six named zones (10-30 Lock1, 70-90 Ball3Out, 130-150 Lock3, 190-210 Ball1Out, 250-270 Lock2, 310-330 Ball2Out), derives switches 37/38 directly from that counter, drives the visible Reel primitive's own rotation from it (Reel.Rotx = ReelPosition + 46), and models three ball-catch positions as Kicker objects that release balls into the Catapult mechanism as the reel rotates -- this is the machine's multiball lock: up to three balls ride the reel simultaneously before dropping one at a time into the catapult.

Ball catapult

mechanism.catapult

Kicker

A ball dropped from the reel lands in the catapult cup (switch 36) and solenoid 2 (part AL-23-800) launches it back onto the playfield. The retained script animates a separate rotating-arm visual (CatPrim) alongside the ball-catch Kicker.

Drives
Senses

Caster's Club ball popper (multiball lock entry)

mechanism.casters-club

Kicker

A ball captured on switch 47 (Ball Popper) is kicked by solenoid 3 (SolVUK) up the Habit Trail toward the reel-entry switch (35), which is this machine's entry point into the reel multiball-lock feature.

Fish Finder saucer

mechanism.fish-finder

Kicker

A ball captured on switch 63 (Top Eject Hole) is kicked back to the playfield by solenoid 11 (SolFF, Eject Hole).

Left gate

mechanism.gate

Gate

Solenoid 6 (SolGate, part A-14406) opens and closes a one-way gate; the retained script toggles the Gate object's .Open/.Collidable state and drives a companion visual rotation. No printed switch is dedicated to this gate.

Drives

1-bank drop target / ramp

mechanism.drop-target-ramp

Drop Target Bank

The A-15211 1-Bank Drop Target Assembly is driven by two separate coils: solenoid 12 (Up) raises it and solenoid 13 (Down) knocks it down; switch 48 senses the dropped state. The retained script models a single DropTarget class instance (DT48) whose DTAnimate state machine drives a visible Primitive through hit-bend, drop, hold-down, raise-hold, and reset phases; the public switch state is a side effect of that animation reaching its fully-dropped or fully-reset threshold, not a direct collision-to-switch binding.

Left and right slingshots

mechanism.slingshots

Other

Each slingshot assembly (A-8284-2) carries a kick switch (SW-1A-114) and a separate scored switch (SW-1A-120-1, with a diode attached, per the manual's footnote) at addresses 57/58. Solenoids 4/5 fire the kickers.

Cabinet knocker

mechanism.knocker

Other

Standard WPC cabinet knocker, solenoid 7, raps to signal a Special or replay award. No printed switch is dedicated to it.

Drives

Backbox fish toy

mechanism.backbox-fish

Toy

Solenoid 8 (script name TopperFish) actuates a bell-armature toy on the large backglass 'Fish & Plastic Insert' (A-15713 panel with A-15304 Coil Unit Assembly and A-6306-2 Bell Armature Assembly). No printed switch is dedicated to it; this is a backbox device with no playfield coordinate.

Boat unit (rollover lanes and captive-ball target)

mechanism.boat

Other

The A-15109 Boat Unit Assembly carries two rollover switches (A-12688-1, matching printed 'Rollover Switch Assembly') for the port/starboard boat-exit lanes (32/33) and boat-entry lanes (42/43), plus the captive-ball standup target (A-14691-5, switch 41) and two lamp boards (A-15338 five-lamp PCB for 11-15, A-11271 four-bulb array for 35-38). No page read describes a motor, tilt actuator, or moving axis for the boat prop itself -- unlike the reel, which is explicitly motor-driven, the assembly page shows only switches, lamps, and flashers. On the evidence gathered here the boat is a stationary playfield structure the ball rolls through/over, not a mechanically animated rocking mechanism; 'Rock the Boat' (lamp 13, flasher 21) is a scoring-mode name on the rules pages, not evidence of physical motion, and this should be re-checked if stronger contrary evidence (a motor line item, a schematic showing a drive coil) surfaces later.

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. Fish Tales runs Const UseSolenoids = 2 fast flips, so the ROM drives the coils directly. There are no upper flippers; the upper-flipper Fliptronic circuits (33-36, 115-118) are unfitted despite pinned PinMAME's ftGameData declaring an upper-right flipper -- see switch.generic-115's notes for the full evidence trail.

Recreation notes

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

Coverage: partial - complete physical I/O inventory, WPC-Fliptronic bindings, mechanism causality, driver-variant boundary, and normalized spatial placement validated; wiring conflicted pending resolution of the two switch-polarity conflicts below; recreation knowledge is source-reconciled and complete

Identity and evidence precedence

This is the Williams WPC-Fliptronic physical product released August 1992, IPDB 861. It covers the nine-driver ft_* clone tree: ft_l5 (parent, production L-5), ft_l5p (L-5 text-size patch), ft_d5/ft_d6 (community LED Ghost Fix revisions), ft_l3/ft_l4 (earlier firmware), and ft_p2/ft_p4/ft_p5 (prototypes). Every one of these shares the identical ftGameData struct and is a firmware revision of the same physical machine. The retained known-working VPW 1.1 script binds ft_l5 directly (Const cGameName = "ft_l5"), the production parent, so no driver substitution note is needed.

Evidence precedence for this definition: the retained known-working VPW 1.1 script is runtime and mechanism-causality ground truth; the Williams operations manual controls physical construction, part numbers, wiring, polarity, quantities, and device presence; pinned PinMAME controls controller generation and public address topology; the retained VPX geometry supplies normalized coordinates. This manual is OCR'd (Adobe Acrobat Paper Capture), but its multi-column tables are not reliable from OCR text alone, so every printed table used here was read from a rendered page and transcribed into external:pinmame-review-artifacts/fish-tales/manual-transcription.md.

ft.c's own header comment is worth carrying forward as context for the whole file: its author writes "I don't have access to this game, I guessed most of it from a Playfield picture and the rulesheet!" and "I'm guessing on the reel optos". The ball-state simulator this disclaimer most directly concerns (ft_stateDef/ft_handleBallState) is not consulted by this definition at all -- a VPX-driven recreation uses the retained table's own ball physics, not PinMAME's built-in simulator -- but the disclaimer is directly relevant to one specific ftGameData field: the upper-right flipper declaration discussed below.

Controller platform and address topology

GEN_WPCFLIPTRON (PINMAME_HARDWARE_GEN_WPCFLIPTRON = 0x8) with wpc_dispDMD. The controller profile is pinmame.wpc-fliptronic.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. ftGameData declares no custom switch column (hw.swCol = 0). Of the 64 matrix positions, 43 are fitted and 21 are Not Used (11, 12, 23, 67, 68, 71-78, 81-88); the Switch Locations parts list and the Switch Matrix legend agree exactly on the unused set.
  • Solenoids: physical drivers 1-3, 6, 8-16, 28 (coils/motor); flashers 17-23, 25-27; two Fliptronic lower-flipper circuits 45-48; four Fliptronic upper-flipper circuits 33-36 (unfitted, see below); PinMAME state channels 29-32; unused WPC-Fliptronic address space 37-44 (this generation has no LPDC board); simulator-only 49 and reserved 50; and three PinMAME-internal-only reel-simulation addresses 51-53 (see below). ftGameData declares hw.custSol = 3, publishing exactly those three addresses (CORE_FIRSTCUSTSOL = 51, so CORE_CUSTSOLNO(1..3) resolves to public 51/52/53).
  • Lamps: 8x8 matrix 11-88, every address populated -- unlike several other WPC games curated in this project, this manual's Lamp Locations page marks no address "Not Used". ftGameData declares no auxiliary lamp column (hw.lampCol = 0).
  • GI: five strings on public addresses 0-4, exactly matching this manual's own five printed GI rows.

Solenoids 51-53: a PinMAME-only reel-position artifact, not real hardware

ftGameData declares hw.custSol = 3 and names the three custom solenoids sFakeReel1/sFakeReel2/ sFakeReel3 -- the driver's own comment says: "Define fake solenoids used to move the ball from the reel to the ball catapult! We use 1 solenoid for each ball." ft_getSol returns each one's boolean state purely from PinMAME's own internal software reelPos counter (0-149, six named zones), gated on the reel motor being stopped. The driver's own inline comments label these addresses (33), (34), and (35), which are stale under the pinned revision: CORE_FIRSTCUSTSOL = 51, so CORE_CUSTSOLNO(1..3) resolves to public 51, 52, 53, verified directly in code rather than by hand. The retained known-working VPX script never references any of the three addresses anywhere -- it implements its own complete, independent reel-position physics (see below) with no dependency on this channel. All three are recorded kind: "virtual", availability: "unused"; there is no real driver-board transistor or coil behind any of them.

The fishing reel: motorized multiball lock (headline mechanism)

A 50V gear motor (part 14-7967, solenoid 28) drives a belt/pulley system that rotates a physical fishing-reel drum (A-14945 Fish Reel Unit Assembly, printed 2-26/2-27). A ball enters the reel via reel-entry switch 35 after being kicked up the Habit Trail from the Caster's Club VUK (solenoid 3, switch 47). Two discrete opto pairs (A-14315 LED / A-14316 photo-transistor, one top bracket and one bottom bracket) report the reel's rotational position back to the CPU as switches 37 (Reel 1) and 38 (Reel 2).

Two independent, non-identical models exist for how the reel's rotation maps to those two switches. Pinned PinMAME's own ft_handleMech uses a 0-149 position counter with ERROR_RANGE = 10: switch 38 (Reel 2 opto) is closed only at the Ball-1-Up position (0-10), while switch 37 (Reel 1 opto) is closed across all six ball lock/release windows (Ball1Up=0, Ball2Up=50, Ball3Up=100, Ball1Down=75, Ball2Down=125, Ball3Down=25, each +/-10). The retained known-working VPX script implements its own richer, independent 0-360 degree ReelPosition angle counter with six named zones (10-30 Lock1, 70-90 Ball3Out, 130-150 Lock3, 190-210 Ball1Out, 250-270 Lock2, 310-330 Ball2Out), derives switches 37/38 directly from that counter through its own 23-branch Select Case, and drives the visible Reel primitive's own rotation from the same value (Reel.Rotx = ReelPosition + 46). Three ball-catch Kicker objects (ReelEnter1/2/3) model up to three balls riding the reel simultaneously before BallOut() drops one at a time into the catapult -- this is the machine's multiball lock. Because neither switch has a dedicated playfield sensor object (both are pure derivations of the internal angle counter), both are documented projections onto the visible Reel drum Primitive.

Unresolved polarity conflict (conflict.reel-opto-switches-not-normalized): the manual documents 37/38 as opto construction (discrete A-14315/A-14316 parts, corroborated independently by the Fish Reel Unit Assembly page's identical part numbers for the reel's own top/bottom opto brackets), but pinned PinMAME's inverted-switch mask leaves column 3 (which carries 37/38) at 0x00 -- unlike column 4 (47/48, see below), it does not normalize these two confirmed-opto addresses. This manual's own Switch Matrix wiring page carries no shading or opto legend at all (a format difference from several other WPC manuals in this project), so it cannot independently corroborate either reading.

Ball popper and drop target: normalized, but not documented as opto

Unresolved polarity conflict (conflict.ball-popper-drop-target-normalized-non-opto): pinned PinMAME's ftGameData inverted-switch mask covers column 4 = 0xc0 (bits 6 and 7 -- verified in code: (0xc0 >> 6) & 1 and (0xc0 >> 7) & 1 are the only set bits in the entire twelve-column mask), normalizing public switches 47 (Ball Popper) and 48 (Drop Target). The manual documents both as ordinary microswitches with no opto or proximity marking: 47 is SW-1A-167-1/A-11658-1 and 48 is 5647-12693-31/A-15211, the latter cross-checking exactly against the 1-Bank Drop Target Assembly's own microswitch item (printed 2-29). A physically normally-closed mechanical switch can legitimately need the same software inversion an opto does, so this is not necessarily a defect -- but the manual gives no independent confirmation either way, and it is the opposite disagreement direction from the reel-opto conflict above (there, confirmed optos are not normalized; here, non-opto-marked switches are). Both conflicts point at the same resolution path: a LibPinMAME gameplay-harness trace against a legal ft_l5 ROM, observing the idle public state of 37/38/47/48 against known ball position.

The drop target itself is a small raise/lower ramp: the A-15211 assembly is driven by two separate coils, solenoid 12 (Up) and solenoid 13 (Down). The retained script models a single DropTarget class instance (DT48) whose DTAnimate state machine drives a visible Primitive through hit-bend, drop, hold-down, raise-hold, and reset phases; the public switch state is a side effect of that animation reaching its fully-dropped or fully-reset threshold, not a direct collision-to-switch binding.

No upper flippers, despite a driver declaration that says otherwise

Fish Tales has exactly two flippers, both lower (Fliptronic 111-114), and the upper positions (33-36, 115-118) are recorded not fitted -- a resolved finding, not a first-class conflict, but significant enough to document at length because it directly contradicts pinned PinMAME's own driver metadata. ftGameData declares FLIP_SW(FLIP_L|FLIP_UR) | FLIP_SOL(FLIP_L|FLIP_UR), naming an upper-right flipper as real driver-modeled hardware (button, EOS switch, and coil). Four independent, game-specific manual sources unanimously disagree:

  1. The Switch Locations parts list (printed 2-43) prints no F5, F6, F7, or F8 row at all -- not even a "NOT USED" placeholder of the kind several other WPC-Fliptronic manuals in this project use for genuinely unfitted upper positions.
  2. The Fliptronic II Flipper Assembly parts list (printed 2-16) names exactly two assemblies, A-15205-R-2 and A-15205-L-2, both lower positions, with no separate upper-flipper part anywhere in Section 2.
  3. The full Playfield Parts list (printed 2-40/2-41) has exactly two flipper-assembly line items.
  4. The Solenoid Table (printed 3-8) prints exactly two flipper-circuit rows ("Lower Right Flipper", "Lower Left Flipper"), again with no placeholder row for an upper pair.

The retained known-working VPX script independently confirms the same conclusion: it calls both NoUpperLeftFlipper and NoUpperRightFlipper unconditionally at load (before any other initialization), defines no SolCallback/SolModCallBack entry for solenoids 33-36, and references no switch address in 111-118 anywhere in 251,489 bytes of code. Only the generic Fliptronic II circuit-theory pages (printed 3-15 through 3-19) print wiring for all four possible flipper positions -- and the manual's own diagrams there describe board-level capability present on every Fliptronic II board regardless of which positions a given game's harness populates, not evidence of actual fitment on this machine.

Given four unanimous, game-specific physical sources plus the known-working script against one self-disclaimed driver field (ft.c's own header: "I don't have access to this game, I guessed most of it"), this definition records solenoids 33-36 and switches 115-118 as not fitted. This is treated as a resolved finding rather than an unresolved conflicts entry, matching this project's precedent for asymmetric-evidence naming/fitment corrections (for example Attack From Mars's loop-gate naming defect and Indiana Jones's slingshot transposition), and is documented here in full rather than silently decided.

Cast handle, shooter lane, and the platform "shooter" common switch

Fish Tales has no manual plunger. The cabinet-front position a spring plunger rod normally occupies is instead fitted with a "Fishing Reel handle" pushbutton assembly (A-15130, installed per assembly step 9), wired to switch 31 ("Cast"). The ball itself is auto-launched by solenoid 1 (Ball Shooter) once it rests on shooter-lane switch 56, under ROM control (Const UseSolenoids = 2, fast flips). The Cast button is used for Video Mode control during play. Notably, ftGameData's own wpc.comSw.shooter field is set to swCast (address 31) rather than to the shooter-lane switch (56) -- PinMAME's platform-level "shooter" common-switch role, normally a ball-in-lane sensor on other WPC games, is assigned here to this cabinet-front pushbutton instead.

Other mechanisms

Solenoid 6 (SolGate, part A-14406) is a one-way gate with no dedicated printed switch; the retained script toggles its .Open/.Collidable state. Solenoid 8 (script name TopperFish) actuates a bell-armature toy on the large backglass "Fish & Plastic Insert" panel (A-15304 Coil Unit Assembly, A-6306-2 Bell Armature Assembly) -- a backbox device with no printed switch and no playfield coordinate. Three SW-11A-37 jet bumpers (solenoids 14/15/16, switches 51/52/53) and two slingshots (solenoids 4/5, score switches 57/58 with a diode per the manual's footnote) are standard WPC devices.

The A-15109 Boat Unit Assembly carries two rollover-switch pairs for the port/starboard boat-exit lanes (32/33) and boat-entry lanes (42/43), the captive-ball standup target (A-14691-5, switch 41), and two lamp boards (A-15338 five-lamp PCB for 11-15, A-11271 four-bulb array for 35-38). No page read describes a motor, tilt actuator, or moving axis for the boat prop itself -- unlike the reel, which is explicitly motor-driven, the assembly page shows only switches, lamps, and flashers. On the evidence gathered here the boat is a stationary playfield structure the ball rolls through/over, not a mechanically animated rocking mechanism; "Rock the Boat" (lamp 13, flasher 21) is a scoring-mode name on the rules pages, not evidence of physical motion. This should be re-checked if stronger contrary evidence surfaces later.

The cabinet knocker (solenoid 7) and the backbox fish toy (solenoid 8) are both cabinet/backbox devices with not_applicable/cabinet_or_service spatial records rather than playfield coordinates.

Lamps: a backbox insert-panel board hiding behind matrix addresses 16-18

Lamps 16, 17, and 18 ("Letter (L)IE", "Letter L(I)E", "Letter Ll(E)") share assembly A-15339, the manual's own "3-Lamp Board Assembly" mounted on the Back Panel Assembly (printed 2-30) -- a backbox insert-panel board, not a playfield insert. This is confirmed independently of the same-numbered, same-theme playfield rollover switches at 44/45/46 (also "Letter ...IE" labeled, assembly A-12688/A-12688-1), which sit on the boat-unit assembly instead: the player collects the L-I-E letters by rolling over the boat switches, and the backbox lamp board lights up to show progress -- a classic WPC "insert panel" progress display, physically separate from the switches that score it. The retained script models two co-located Light objects per address (base plus an "f"-suffix pair sitting near the playfield's own rear edge) purely for visual effect; neither is treated as a playfield coordinate, matching the manual's authoritative backbox classification. GI strings 0, 1, and 3 ("Backbox G.I." per the manual) likewise have no playfield representation in the retained script, consistent with all three being backbox circuits rather than an unmodeled gap; GI strings 2 and 4 ("Playfield G.I.") drive the script's real TopGI/BottomGI collections (21 and 11 bulbs respectively).

Lamp 48 ("Specials") is recorded with two placements: the retained table models two genuinely distinct, mirrored Light objects (l48 at the left outlane cluster alongside single-address lamp 58, l48a at the right outlane cluster alongside single-address lamp 68) that both parse to public address 48 under vpmMapLights' trailing-digit convention. The manual's Lamp Locations page prints no explicit "(2)" quantity marker for this address; the two-placement quantity is inferred from the retained table's own geometry rather than an explicit manual count, and is disclosed as such.

Two labeling disagreements between the Lamp Matrix legend (printed 3-2) and the authoritative Lamp Locations parts list (printed 2-42) are preserved rather than silently corrected: the matrix legend reads "Lie (L)"/"Lie (I)"/"Lie (E)" for 16/17/18 where the parts list reads "Letter (L) IE"/"Letter L(I)E"/"Letter Ll(E)" (both agree on which physical device is which address; only the exact wording differs), and the matrix legend repeats "Left Fish Body" for both 46 and 47 where the parts list correctly distinguishes 46 "Left Fish Body" from 47 "Left Fish Tail" (matching the symmetric 56/57 "Right Fish Body"/"Right Fish Tail" pair on both pages). The parts list is authoritative for the label in both cases, per this project's standing convention.

Author construction checklist

  • Build the three-position ball trough with the outhole, the auto-plunger shooter lane fed by the cabinet-front Cast reel-handle button (not a spring plunger), the motorized fishing reel with its three-ball lock and catapult release, the Caster's Club VUK, the Fish Finder saucer, the left gate, the raise/lower drop-target ramp, three jet bumpers, both slingshots, the boat unit's rollover lanes and captive-ball target, the cabinet knocker, and the backbox fish toy.
  • There are no upper flippers. Do not bind solenoids 33-36 or switches 115-118 to any coil, button, or EOS switch despite pinned PinMAME's ftGameData declaring an upper-right flipper; see the dedicated section above for the full four-source citation trail.
  • Treat switches 37/38 (Reel 1/Reel 2) and 47/48 (Ball Popper, Drop Target) as unresolved polarity questions (conflict.reel-opto-switches-not-normalized, conflict.ball-popper-drop-target-normalized-non-opto) rather than assuming either inversion convention.
  • Lamps 16-18 are backbox insert-panel devices, not playfield inserts, despite sharing their "Letter ...IE" theme with the boat-mounted playfield switches 44-46.
  • Bind every dedicated switch 1-8, every matrix position 11-88 including the 21 printed Not Used positions, Fliptronic 111-118 (111-114 fitted, 115-118 not), the eight CPU DIP bits, solenoids 1-53 (with 51-53 recorded virtual/unused, no real coil), lamps 11-88 (all fitted), GI 0-4, and the 128x32 DMD.

Sources

  • manual.williams.fish-tales.1992: Williams Fish Tales operations manual (16-50005-101, August 1992), SHA-256 3bcd72631e2276eddf3b77a95ad693a1c16aaa30dea529acaf69cb3a259561c6.
  • manual-support.williams.fish-tales.1992: retained human transcription, SHA-256 4d45217f9b63775a5d1f969365a6333a8fd2e55417c84bbad15d81407664df3a.
  • vpx-script.ft-vpw-1-1: retained known-working VPW 1.1 embedded script, SHA-256 b6289a7087f11bd1902d8b059fe663723a6319c6490d1a2fa124d3dd7089e1f5, binding ft_l5.
  • vpx-table.ft-vpw-1-1: retained table, SHA-256 1f82c0237831b50c514e53c8938636f59ee584fc4346c143a3216b9f5d8a1029, bounds left=0 top=0 right=952.9412 bottom=2164.7058.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/ft.c and the WPC-Fliptronic core/solenoid/ flipper handling at the pinned revision.

Procedural note

The recreation knowledge is source-reconciled and complete. The definition remains partial only for the two unresolved switch-polarity conflicts described above.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ft_d6Fish Tales (D-6 Text size patch LED Ghost Fix)
2015 Inkochnito/Williams 'D-6' revision combining the L-5P text-size patch and the D-5 LED Ghost Fix for the same physical machine.
2015ft_l5identical
ft_p5Fish Tales (P-5 LED Ghost Fix)
Williams P-5 prototype game ROM with the LED Ghost Fix applied, for the same physical machine.
1992ft_l5identical
ft_p4Fish Tales (P-4 Prototype)
Williams P-4 prototype game ROM for the same physical machine.
1992ft_l5identical
ft_p2Fish Tales (P-2 Prototype)
Williams P-2 prototype game ROM for the same physical machine.
1992ft_l5identical
ft_l5pFish Tales (L-5 Text size patch)
Williams L-5 'Text size patch' revision for the same physical machine. The driver's own comment records the fix: with "Add a ball" enabled, attract mode read "xtra balle" and this ROM corrects it to "extra ball". No controller-address or playfield change.
1992ft_l5identical
ft_l5Fish Tales (L-5)
Williams production L-5 game ROM shipped with the physical machine; the retained known-working VPW 1.1 table binds this driver directly (Const cGameName = "ft_l5"), so no driver substitution is needed.
1992identical
ft_l4Fish Tales (L-4)
Williams L-4 game ROM, an earlier production firmware revision of the same physical machine.
1992ft_l5identical
ft_l3Fish Tales (L-3)
Williams L-3 game ROM, an earlier production firmware revision of the same physical machine.
1992ft_l5identical

Parent set: ft_l5 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only3 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.

ft_l4.map.json

williams-wpc-8Kv6format 0.8

maps/williams/wpc/ft_l4.map.json

Applies to ROMs
ft_l3ft_l4
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

ft_l5.map.json

williams-wpc-8Kv4format 0.8

maps/williams/wpc/ft_l5.map.json

Applies to ROMs
ft_d5ft_d6ft_l5ft_l5p
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

ft_p4.map.json

williams-wpc-8Kv7format 0.8

maps/williams/wpc/ft_p4.map.json

Applies to ROMs
ft_p2ft_p4ft_p5
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the ft_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/ft.c ftGameData GEN_WPCFLIPTRON with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0xc0,0x00,...} (column 4 bits 6/7 -> public 47/48 only), FLIP_SW(FLIP_L|FLIP_UR)|FLIP_SOL(FLIP_L|FLIP_UR), hw.custSol=3 (sFakeReel1..3, PinMAME's own internal reel ball-position bookkeeping for its built-in ball simulator, never referenced by the retained known-working VPX script), swStart/swTilt/swSlamTilt/swCoinDoor/swCast dedicated-switch defines with wpc.comSw.shooter=swCast, ft_handleMech's drop-target and reel-motor state handling, and init_ft's wpc_set_fastflip_addr(0x7b); the file's own header comment discloses "I don't have access to this game, I guessed most of it from a Playfield picture and the rulesheet!" and "I'm guessing on the reel optos"; src/wpc/core.h CORE_FIRSTCUSTSOL=51/CORE_CUSTSOLNO/CORE_FIRSTUFLIPSOL=33/CORE_FIRSTLFLIPSOL=45/FLIP_UR=0x4/FLIP_L=(FLIP_LL|FLIP_LR); src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCFLIPTRON=0x8

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-fliptronic

    WPC-Fliptronic public switch, DIP, solenoid, lamp, and five-GI address rules, including the no-LPDC 37-44 unused range and the Fliptronic flipper block

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

    manual.williams.fish-tales.1992

    Source locations

    149-page OCR'd (Adobe Acrobat Paper Capture) scan of the Williams Fish Tales operations manual (16-50005-101, August 1992). Printed pages 2-40 through 2-43 carry the playfield-parts, lamp-locations, and switch-locations parts lists; printed pages 3-2, 3-4, 3-6, 3-8, and 3-9 carry the lamp matrix, switch matrix, dedicated-switch, solenoid table, and solenoid wiring pages; printed pages 2-12 through 2-31 and 2-34/2-35 carry mechanism assembly pages that fix device construction (Flipper Opto Board, Fish Reel Unit Assembly, Boat Unit Assembly, Fliptronic II Board and its generic 3-15 to 3-19 circuit-theory pages). Internet Archive item id inferred only from the local folder-naming convention (archive-arcademanual_Fish_Tales_OPS); no archive credit or uploader stamp appears anywhere in the 149 rendered pages, so it is not independently confirmed.

    external:pinmame-manuals/by-machine/williams.fish-tales.1992/archive-arcademanual_Fish_Tales_OPS/Fish_Tales_OPS.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    3bcd72631e22…
  • Human review

    manual-support.williams.fish-tales.1992

    Retained human transcription of every rendered manual table used by this definition. This manual's pdftotext OCR text layer exists but is not authoritative for any mapping; every table used here was read from a rendered page, not OCR text.

    external:pinmame-review-artifacts/fish-tales/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    4d45217f9b63…
  • VPX table

    vpx-table.ft-vpw-1-1

    Source locations

    Retained known-working VPW 1.1 recreation of the physical machine. Exact playfield bounds are left=0 top=0 right=952.9412 bottom=2164.7058; normalized coordinates are x/952.9412 and y/2164.7058. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/fish-tales-1992/source/Fish%20Tales%20%28Williams%201992%29%20VPW%201.1.vpx
    by
    VPW
    sha256
    1f82c0237831…
  • VPX script

    vpx-script.ft-vpw-1-1

    Source locations

    Retained embedded VPW script (251,489 bytes). Runtime and mechanism-causality authority: Const cGameName = "ft_l5" (the production parent driver, no substitution needed), Const UseSolenoids = 2 (fast flips), Const UseLamps = 1 (vpmMapLights AllLamps bulk binding, no table-authored UpdateLamps routine), Const UseGI = 1 with UpdateGI2 driving GI addresses 2 (TopGI, 21 playfield bulbs) and 4 (BottomGI, 11 playfield bulbs) only, the SolCallback/SolModCallBack table for solenoids 1-3, 6-13, 17-23, 25-28 and the lower-flipper pair, the self-contained ReelPosition software angle-counter reel simulation (independent of PinMAME's own fake-solenoid reel bookkeeping) deriving switches 37/38 directly, the DropTarget class instance DT48 and its DTAnimate state machine, and the unconditional NoUpperLeftFlipper/NoUpperRightFlipper calls at load with zero references anywhere to switches 111-118 or solenoids 33-36.

    external:pinmame-vpx-sources/williams/fish-tales-1992/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    b6289a7087f1…
  • VPX table

    vpx-extraction.ft-vpw-1-1

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 946a74ffd92d949fd3d1dfac2c8c8c4207eacc9da3e090174f204fdbb28008c5; 3176 files, 1099189711 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=952.9412 bottom=2164.7058.

    external:pinmame-vpx-sources/williams/fish-tales-1992/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

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

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

Same platform