Indiana Jones: The Pinball Adventure

Partial

Williams1993WPC-DCSwilliams.indiana-jones-the-pinball-adventure.1993

2 unresolved conflicts

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

Captive ball front opto not normalized

Affects
input 71
Disagreeing sources
Operator manual
PinMAME source

The manual's Switch Locations parts list (2-47) documents public switch 71 (Captive Ball Front) as an opto interrupter -- assembly A-14231 (LED) with A-14232 (phototransistor), the identical part pair used by the ramp/idol/subway optos 42-45 and 47, all of which pinned PinMAME does normalize. Pinned PinMAME's ijGameData inverted-switch mask, however, covers column 7 (which carries 71-78) with only 0x06 (binary 00000110): bits 1 and 2 (addresses 72 and 73, Mini Top/Bottom Hole, also opto) are normalized, but bit 0 (address 71) is not.

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 this one address while its column neighbors are already normalized.

What would settle it

run the implemented LibPinMAME gameplay harness against a legal ij_l7 ROM, strike the captive ball forward and back, and observe the idle and transition public state of switch 71.

inputs[binding.device=71]

Wheel position opto not normalized

Affects
input 121
input 122
input 123
Disagreeing sources
Operator manual
PinMAME source

The manual documents public switches 121-123 (Wheel Position 1-3, printed switch-column-9 positions 91-93) as opto interrupters on the A-13901-2 "3-sw. Opto PCB Assembly (for idol)" -- three onboard LED/phototransistor pairs (OPTO1/OPTO2/OPTO3). Pinned PinMAME's ijGameData inverted-switch mask covers the custom switch column (index 12) with only 0x18 (binary 00011000): bits 3 and 4 (addresses 124 and 125, Mini Playfield Left/Right Limit, also opto per the A-16657 Motor Opto Switch PCB on the very same physical column) are normalized, but bits 0-2 (121-123) are not, even though all five addresses share one physical harness and one opto-sensor technology.

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 the wheel-position trio while the limit-switch pair on the same column is already normalized.

What would settle it

run the implemented LibPinMAME gameplay harness against a legal ij_l7 ROM, drive the idol motor through a full rotation, and observe the idle and transition public state of switches 121-123 at each 60-degree boundary.

inputs[binding.device=121,122,123]

Wire it up

what an authoring tool needs first
Bind this ROM
ij_l7

15 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
1–128 (88)
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.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.412cabinet.buy-in13cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door34cabinet.launch

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

240 placements · 51 stacked · normalised player view · outline is nominal

311 Single Drop Target · 3 Totem Drop Up · 16 Totem Drop Down15 Left Outlane16 Left Return Lane17 Right Return Lane18 Right Outlane Top25 (I)ndy Lane26 I(n)dy Lane27 In(d)y Lane28 Ind(y) Lane431 Left Eject · 78 Mini Bottom Right · 8 Left Eject · 84 Mini Bottom Right32 Exit Idol333 Left Slingshot · 13 Left Slingshot · 1 Bottom Playfield435 Left Jet · 9 Left Jet Bumper · 0 Top Playfield · 0 Top Playfield436 Right Jet · 10 Right Jet Bumper · 0 Top Playfield · 0 Top Playfield437 Bottom Jet · 11 Bottom Jet Bumper · 0 Top Playfield · 0 Top Playfield38 Center Standup41 Left Ramp Enter42 Right Ramp Enter43 Top Idol Enter244 Right Popper · 1 Ball Popper45 Center Enter346 Top Post · 35 Top Lockup Power · 36 Top Lockup Hold247 Subway Lockup · 28 Subway Release348 Right Slingshot · 12 Right Slingshot · 1 Bottom Playfield51 Advent(u)re Target52 Adventu(r)e Target53 Adventur(e) Target54 Left Loop Top355 Left Loop Bottom · 67 Mini Middle Bottom Left · 81 Mini Middle Bottom Left256 Right Loop Top · 1 Bottom Playfield57 Right Loop Bottom58 Right Outlane Bottom61 (A)dventure Target62 A(d)venture Target63 Ad(v)enture Target64 Captive Ball Back265 Mini Top Left · 71 Mini Top Left266 Mini Middle Top Left · 73 Mini Middle Top Left268 Mini Bottom Left · 83 Mini Bottom Left71 Captive Ball Front72 Mini Top Hole73 Mini Bottom Hole74 Right Ramp Made275 Mini Top Right · 72 Mini Top Right276 Mini Middle Top Right · 74 Mini Middle Top Right277 Mini Middle Bottom Right · 82 Mini Middle Bottom Right881 Trough 6 · 82 Trough 5 · 83 Trough 4 · 84 Trough 3 · 85 Trough 2 · 86 Trough 1 · 87 Top Trough · 4 Ball Release88 Shooter6121 Wheel Position 1 · 122 Wheel Position 2 · 123 Wheel Position 3 · 56 Wheel Motor · 1 Bottom Playfield · 1 Bottom Playfield5124 Mini Playfield Left Limit · 125 Mini Playfield Right Limit · 22 Mini Motor Left · 23 Mini Motor Right · 0 Top Playfield115 Center Drop Bank Left2116 Center Drop Bank Middle · 5 Center Drop Bank117 Center Drop Bank Right118 Left Ramp Made2 Ball Launch6 Idol Release14 Left Control Gate15 Right Control Gate17 Eternal Life18 Light Jackpot19 Super Jackpot20 Jackpot21 Path Of Adventure24 Plane Gun LEDs24 Plane Gun LEDs25 Dogfight Hurry Up26 Right Ramp27 Left Ramp233 Diverter Power · 34 Diverter Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold51 Left Side Flasher51 Left Side Flasher52 Right Side Flasher53 Special Flasher53 Special Flasher54 Totem Flasher55 Jackpot Multiplier Flasher11 Mode Start12 Hand of Fate13 Eject Extra Ball14 Ad(v)enture Light15 A(d)venture Light16 (A)dventure Light17 Shoot Again18 Get The Idol21 Tank Chase22 Adven(t)ure Light23 Adv(e)nture Light24 Adve(n)ture Light25 Steal The Stones26 Grail Jackpot27 Streets Of Cairo28 Stones Jackpot31 Left Ramp Arrow32 Castle Grunewald33 Left Plane Top34 Monkey Brains35 Left Plane Middle36 Sallah37 Bonus 4X38 Left Plane Bottom41 Mine Cart42 Ark Jackpot43 Raven Bar44 Right Plane Middle45 Bonus 6X46 Right Plane Bottom47 Well Of Souls48 Left Loop51 Choose Wisely52 Right Plane Top53 Rope Bridge54 Advent(u)re Light55 Adventu(r)e Light56 Adventur(e) Light57 The 3 Challenges58 Right Loop61 (I)-N-D-Y62 I-(N)-D-Y63 I-N-(D)-Y64 I-N-D-(Y)65 Willie66 Bonus 2X67 Shorty68 Right Ramp Arrow75 Mini Top Arrow76 Marion77 Bonus 8X78 Dr. Jones85 Mini Bottom Arrow86 Totem Top Arrow87 Center Lock20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield20 Top Playfield · 0 Top Playfield0 Top Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield21 Bottom Playfield · 1 Bottom Playfield1 Bottom Playfield4 Return Lane/Coin4 Return Lane/Coin

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 playfield148
  • sensorsenses the ball65
  • effectmoves the ball27
  • nStackseveral devices in one spot51
172 devices shown

Not on the playfield20 cabinet or service, 16 virtual, 8 dip switch, 4 unused, 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.

87 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
12
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.

87 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
Single Drop Target
Leaf
switch.matrix-11
J207-1Green-Brown
J209-1White-Brown
WPC CPU board
validated
12
Buy-in Button
Button
switch.matrix-12
cabinet.buy-in
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 Return Lane
Microswitch
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC CPU board
validated
17
Right Return Lane
Microswitch
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC CPU board
validated
18
Right Outlane Top
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
Ticket Opto
switch.matrix-23
J207-2Green-Red
J209-3White-Orange
WPC CPU board
validated
25
(I)ndy Lane
Microswitch
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC CPU board
validated
26
I(n)dy Lane
Microswitch
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC CPU board
validated
27
In(d)y Lane
Microswitch
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC CPU board
validated
28
Ind(y) Lane
Microswitch
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC CPU board
validated
31
Left Eject
Other
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC CPU board
validated
32
Exit Idol
Microswitch
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC CPU board
validated
33
Left Slingshot
Leaf
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC CPU board
validated
34
Gun Trigger
Other
switch.matrix-34
cabinet.launch
J207-3Green-Orange
J209-4White-Yellow
WPC CPU board
validated
35
Left Jet
Leaf
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC CPU board
validated
36
Right Jet
Leaf
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC CPU board
validated
37
Bottom Jet
Leaf
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC CPU board
validated
38
Center Standup
Microswitch
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC CPU board
validated
41
Left Ramp EnterNC
Opto
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC CPU board
validated
42
Right Ramp EnterNC
Opto
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC CPU board
validated
43
Top Idol EnterNC
Opto
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC CPU board
validated
44
Right PopperNC
Opto
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC CPU board
validated
45
Center EnterNC
Opto
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC CPU board
validated
46
Top Post
Other
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC CPU board
validated
47
Subway LockupNC
Opto
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC CPU board
validated
48
Right Slingshot
Leaf
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC CPU board
validated
51
Advent(u)re Target
Microswitch
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC CPU board
validated
52
Adventu(r)e Target
Microswitch
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC CPU board
validated
53
Adventur(e) Target
Microswitch
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC CPU board
validated
54
Left Loop Top
Microswitch
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC CPU board
validated
55
Left Loop Bottom
Microswitch
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC CPU board
validated
56
Right Loop Top
Microswitch
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC CPU board
validated
57
Right Loop Bottom
Microswitch
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC CPU board
validated
58
Right Outlane Bottom
Microswitch
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC CPU board
validated
61
(A)dventure Target
Microswitch
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC CPU board
validated
62
A(d)venture Target
Microswitch
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC CPU board
validated
63
Ad(v)enture Target
Microswitch
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC CPU board
validated
64
Captive Ball Back
Microswitch
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC CPU board
validated
65
Mini Top Left
Microswitch
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC CPU board
validated
66
Mini Middle Top Left
Microswitch
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC CPU board
validated
67
Mini Middle Bottom Left
Microswitch
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC CPU board
validated
68
Mini Bottom Left
Microswitch
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC CPU board
validated
71
Captive Ball FrontNC
Opto
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC CPU board
validated
72
Mini Top HoleNC
Opto
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC CPU board
validated
73
Mini Bottom HoleNC
Opto
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC CPU board
validated
74
Right Ramp Made
Microswitch
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC CPU board
validated
75
Mini Top Right
Microswitch
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC CPU board
validated
76
Mini Middle Top Right
Microswitch
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC CPU board
validated
77
Mini Middle Bottom Right
Microswitch
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC CPU board
validated
78
Mini Bottom Right
Microswitch
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC CPU board
validated
81
Trough 6NC
Opto
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC CPU board
validated
82
Trough 5NC
Opto
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC CPU board
validated
83
Trough 4NC
Opto
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC CPU board
validated
84
Trough 3NC
Opto
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC CPU board
validated
85
Trough 2NC
Opto
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC CPU board
validated
86
Trough 1NC
Opto
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC CPU board
validated
87
Top TroughNC
Opto
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC CPU board
validated
88
Shooter
Microswitch
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
WPC CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
WPC CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
WPC CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
WPC CPU board
validated
115
Center Drop Bank LeftNC
Opto
switch.generic-115
internal.dropbank.center.left
J906-4Black-Violet
WPC CPU board
validated
116
Center Drop Bank MiddleNC
Opto
switch.generic-116
internal.dropbank.center.middle
J905-3Black-Yellow
WPC CPU board
validated
117
Center Drop Bank RightNC
Opto
switch.generic-117
internal.dropbank.center.right
J906-5Black-Gray
WPC CPU board
validated
118
Left Ramp Made
Microswitch
switch.generic-118
internal.ramp.left.made
J905-5Black-Blue
WPC CPU board
validated
121
Wheel Position 1NC
Opto
switch.custom-121
8-Driver PCB J5-4Violet-White
3-sw. Opto PCB (idol) / Motor Opto Switch PCB (mini playfield)
validated
122
Wheel Position 2NC
Opto
switch.custom-122
8-Driver PCB J5-4Violet-White
3-sw. Opto PCB (idol) / Motor Opto Switch PCB (mini playfield)
validated
123
Wheel Position 3NC
Opto
switch.custom-123
8-Driver PCB J5-4Violet-White
3-sw. Opto PCB (idol) / Motor Opto Switch PCB (mini playfield)
validated
124
Mini Playfield Left LimitNC
Opto
switch.custom-124
8-Driver PCB J5-4Violet-White
3-sw. Opto PCB (idol) / Motor Opto Switch PCB (mini playfield)
validated
125
Mini Playfield Right LimitNC
Opto
switch.custom-125
8-Driver PCB J5-4Violet-White
3-sw. Opto PCB (idol) / Motor Opto Switch PCB (mini playfield)
validated
126
Unused Custom Switch Column Position 126
switch.custom-126
validated
127
Unused Custom Switch Column Position 127
switch.custom-127
validated
128
Unused Custom Switch Column Position 128
switch.custom-128
validated

Controlled devices

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

Coils, magnets & motors

28
28 shown
# Name Device ID Kind Role Wiring Evidence
1
Ball Popper
device.ball-popper Coil
Q82Vio-Brn
WPC power driver board
validated
2
Ball Launch
device.ball-launch Coil
Q80Vio-Red
WPC power driver board
validated
3
Totem Drop Up
device.totem-drop-up Coil
Q78Vio-Org
WPC power driver board
validated
4
Ball Release
device.ball-release Coil
Q76Vio-Yel
WPC power driver board
validated
5
Center Drop Bank
device.center-drop-bank Coil
Q64Vio-Grn
WPC power driver board
validated
6
Idol Release
device.idol-release Coil
Q66Vio-Blu
WPC power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68Vio-Blk
WPC power driver board
validated
8
Left Eject
device.left-eject Coil
Q70Vio-Gry
WPC power driver board
validated
9
Left Jet Bumper
device.left-jet-bumper Coil
Q58Brn-Blk
WPC power driver board
validated
10
Right Jet Bumper
device.right-jet-bumper Coil
Q56Brn-Red
WPC power driver board
validated
11
Bottom Jet Bumper
device.bottom-jet-bumper Coil
Q54Brn-Org
WPC power driver board
validated
12
Right Slingshot
device.right-slingshot Coil
Q52Brn-Yel
WPC power driver board
validated
13
Left Slingshot
device.left-slingshot Coil
Q50Brn-Grn
WPC power driver board
validated
14
Left Control Gate
device.left-control-gate Coil
Q48Brn-Blu
WPC power driver board
validated
15
Right Control Gate
device.right-control-gate Coil
Q46Brn-Vio
WPC power driver board
validated
16
Totem Drop Down
device.totem-drop-down Coil
Q44Brn-Gry
WPC power driver board
validated
22
Mini Motor Left
device.mini-motor-left Motor
Q30Blu-Blk
WPC power driver board
validated
23
Mini Motor Right
device.mini-motor-right Motor
Q34Blu-Vio
WPC power driver board
validated
28
Subway Release
device.subway-release Coil
Q20Blu-Yel
WPC power driver board
validated
33
Diverter Power
device.diverter-power Coil
Q2Blk-Yel
WPC power driver board
validated
34
Diverter Hold
device.diverter-hold Coil
Q7Org-Vio
WPC power driver board
validated
35
Top Lockup Power
device.top-lockup-power Coil
Q1Blk-Blu
WPC power driver board
validated
36
Top Lockup Hold
device.top-lockup-hold Coil
Q5Org-Gry
WPC power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4Blu-Vio
WPC power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11Org-Grn
WPC power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3Blu-Gry
WPC power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9Org-Blu
WPC power driver board
validated
56
Wheel Motor
device.wheel-motor Motor
Q10Blu-Wht
8-Driver PCB
validated

Flashers

14
14 shown
# Name Device ID Wiring Evidence
17
Eternal Life
device.eternal-life
Q42Blk-Brn
WPC power driver board
validated
18
Light Jackpot
device.light-jackpot
Q40Blk-Red
WPC power driver board
validated
19
Super Jackpot
device.super-jackpot
Q38Blk-Org
WPC power driver board
validated
20
Jackpot
device.jackpot
Q36Blk-Yel
WPC power driver board
validated
21
Path Of Adventure
device.path-of-adventure
Q28Blu-Grn
WPC power driver board
validated
24
Plane Gun LEDs
device.plane-gun-leds
Q32Blu-Gry
WPC power driver board
validated
25
Dogfight Hurry Up
device.dogfight-hurry-up
Q26Blu-Brn
WPC power driver board
validated
26
Right Ramp
device.right-ramp
Q24Blu-Red
WPC power driver board
validated
27
Left Ramp
device.left-ramp
Q22Blu-Org
WPC power driver board
validated
51
Left Side Flasher
device.left-side-flasher
Q16Brn-Wht
8-Driver PCB
validated
52
Right Side Flasher
device.right-side-flasher
Q15Blk-Wht
8-Driver PCB
validated
53
Special Flasher
device.special-flasher
Q14Org-Wht
8-Driver PCB
validated
54
Totem Flasher
device.totem-flasher
Q13Yel-Wht
8-Driver PCB
validated
55
Jackpot Multiplier Flasher
device.jackpot-multiplier-flasher
Q9Grn-Wht
8-Driver PCB
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
Mode Start
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Hand of Fate
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Eject Extra Ball
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Ad(v)enture Light
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
A(d)venture Light
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
(A)dventure Light
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Shoot Again
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
Get The Idol
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
Tank Chase
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
Adven(t)ure Light
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
Adv(e)nture Light
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
Adve(n)ture Light
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
Steal The Stones
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
Grail Jackpot
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
Streets Of Cairo
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
Stones Jackpot
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
Left Ramp Arrow
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
Castle Grunewald
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
Left Plane Top
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
Monkey Brains
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
Left Plane Middle
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
Sallah
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
Bonus 4X
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
Left Plane Bottom
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
Mine Cart
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
Ark Jackpot
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Raven Bar
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
Right Plane Middle
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
Bonus 6X
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Right Plane Bottom
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
Well Of Souls
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
Left Loop
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Choose Wisely
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Right Plane Top
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Rope Bridge
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
Advent(u)re Light
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Adventu(r)e Light
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Adventur(e) Light
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
The 3 Challenges
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
Right Loop
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
(I)-N-D-Y
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
I-(N)-D-Y
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
I-N-(D)-Y
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
I-N-D-(Y)
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
Willie
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
Bonus 2X
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
Shorty
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
Right Ramp Arrow
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
Mini Top Left
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
Mini Top Right
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
Mini Middle Top Left
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Mini Middle Top Right
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Mini Top Arrow
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Marion
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Bonus 8X
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Dr. Jones
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
Mini Middle Bottom Left
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
Mini Middle Bottom Right
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
Mini Bottom Left
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
Mini Bottom Right
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
Mini Bottom Arrow
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
Totem Top Arrow
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
Center Lock
lamp.matrix-87
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
Top Playfield
gi.string-1
Q18
WPC power driver board
validated
1
Bottom Playfield
gi.string-2
Q10
WPC power driver board
validated
2
Insert Top
gi.string-3
cabinet.insert-panel
Q14
WPC power driver board
validated
3
Insert Bottom
gi.string-4
cabinet.insert-panel
Q16
WPC power driver board
validated
4
Return Lane/Coin
gi.string-5
Q12
WPC power driver board
validated

Virtual & other outputs

16
16 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-DCS Address 37
device.unused-wpc-dcs-address-37
internal.unused.wpc-output
validated
38
Unused WPC-DCS Address 38
device.unused-wpc-dcs-address-38
internal.unused.wpc-output
validated
39
Unused WPC-DCS Address 39
device.unused-wpc-dcs-address-39
internal.unused.wpc-output
validated
40
Unused WPC-DCS Address 40
device.unused-wpc-dcs-address-40
internal.unused.wpc-output
validated
41
Unused WPC-DCS Address 41
device.unused-wpc-dcs-address-41
internal.unused.wpc-output
validated
42
Unused WPC-DCS Address 42
device.unused-wpc-dcs-address-42
internal.unused.wpc-output
validated
43
Unused WPC-DCS Address 43
device.unused-wpc-dcs-address-43
internal.unused.wpc-output
validated
44
Unused WPC-DCS Address 44
device.unused-wpc-dcs-address-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
57
Unused 8-Driver Board Position 7
device.unused-8-driver-board-position-7
internal.unused.wpc-output
validated
58
Unused 8-Driver Board Position 8
device.unused-8-driver-board-position-8
internal.unused.wpc-output
validated

Configuration & other inputs

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

Mechanisms

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

Six-ball trough and ball release

mechanism.trough

Kicker

Six balls rest on trough optos 86 (nearest the drain entrance) through 81 (nearest the eject end); cvpmTrough.InitSwitches Array(86,85,84,83,82,81) and .InitExit BallRelease,70,15. Solenoid 4 (Ball Release) ejects the ball resting on 81 toward the shooter lane; the retained script's SolBallRelease handler pulses Top Trough opto 87 in the same event whenever bsTrough.Balls is nonzero (relationship.ball-release-top-trough-pulse). All seven positions are printed optos that rest closed (inverted-switch mask column 8, 0x7F), so a recreation asserts the public switch when a ball is present.

Gun Handle auto-launcher

mechanism.gun-launcher

Kicker

Indiana Jones has no manual plunger knob; the player instead pulls a spring-loaded Gun Handle trigger mounted on the front of the cabinet (A-16113 Gun Handle Assembly, printed page 2-20). ijGameData's comSw declares swGunTrigger (34) as the shooter switch. The ball rests on Shooter switch 88 in the shooter lane; pulling the trigger closes switch 34, and the retained script's AutoPlunger handler fires the physical Plunger object (solenoid 2, Ball Launch) to auto-plunge the ball -- a powered launcher rather than a player-driven mechanical plunger.

Left eject hole

mechanism.left-eject

Kicker

A ball resting on switch 31 (Left Eject) is kicked back to the playfield by solenoid 8; the retained script's cvpmSaucer bsLEject construction (.InitKicker Sw31,31,160,17,0) confirms the kicker angle.

Drives
Senses

Center hole, subway, and idol-popper entry chain

mechanism.subway-idol-entry

Kicker

A ball entering the Center hole (switch 45, opto) rolls down the subway and rests on Subway Lockup opto 47; solenoid 28 (Subway Release, cvpmSaucer bsSubway) ejects it onto Right Popper opto 44, where solenoid 1 (Ball Popper, cvpmSaucer bsPopper) pops it up into the idol entry, sensed a final time by Top Idol Enter opto 43 before it reaches the rotating idol lock (mechanism.idol).

Rotating idol figure and ball lock

mechanism.idol

Rotary

A DC gearmotor (solenoid 56, Wheel Motor, controlled from the 8-Driver Board) rotates the idol figure (Primitive totem) continuously; the retained script's UpdateIdol_timer advances a 0-359 degree counter in IJ_IDOLTICK=2-degree ticks and bucket-decodes it into six 60-degree sextants, toggling Controller.Switch(121/122/123) at each 60-degree boundary (case 0/60/120/180/240/300) so that three opto sensors (A-13901-2 3-sw Opto PCB) report which of six lock pockets is presented at the entry/exit point. Pinned PinMAME's own ij_handleMech mech-bit-0x08 branch implements the identical six-case toggle table independently. Balls enter via Top Idol Enter (switch 43, see mechanism.subway-idol-entry) into the rotating lock (cvpmTrough bsIdol, size 3, .InitExit IdolExit,180,0); solenoid 6 (Idol Release) opens the lock doors and ejects a held ball, sensed leaving on Exit Idol (switch 32).

Right-ramp diverter

mechanism.right-ramp-diverter

Diverter

Solenoids 33/34 (Diverter Power/Hold, repurposing the printed upper-right-flipper circuit position) rotate a diverter flap (Primitive DiverterP) near the right ramp entrance. The retained script's own state table pulses Diverter Hold (sDivHold) as a ball crosses Right Ramp Enter (switch 42) and transitions toward the Rope Bridge/Path of Adventure entrance, so the diverter routes a ball either up the right ramp proper or across to the Path of Adventure feature depending on its hold state. There is no dedicated diverter-position sensor; its state is inferred from solenoid drive only.

Top Lockup post

mechanism.top-lockup-post

Gate

Solenoids 35/36 (Top Lockup Power/Hold, repurposing the printed upper-left-flipper circuit position) raise and hold a post (sTopPostPower/sTopPostHold) sensed by Top Post switch 46. The post sits at the entrance to the Path of Adventure mini-playfield; the retained script's state table raises it on entry and holds it to route a ball across the Rope Bridge toward the Path of Adventure (see mechanism.path-of-adventure) rather than continuing along the main playfield.

Path of Adventure tilting mini-playfield

mechanism.path-of-adventure

Motorized

A small secondary playfield (Primitive minipf, the retained script's own "mini playfield") is mounted on a motorized tilt mechanism driven by solenoids 22/23 (Mini Motor Left/Right, an H-bridge pair). The retained script's POAMech (vpmMechTwoDirSol + vpmMechStopEnd + vpmMechLinear, Sol1=23, Sol2=22, Length=9, Steps=9) advances a 0-8 linear position counter; pinned PinMAME's ij_handleMech mech-bit-0x04 branch independently implements the same idea with its own 0-359 PoAPos counter and 176/184-degree thresholds around a 180-degree center (IJ_POA_LLIMIT/IJ_POA_MIDPOS/IJ_POA_RLIMIT). A ball enters through the Top Post/Rope Bridge diverter at the top of the mini-playfield and rolls down whichever of two forked lanes the tilt favors, passing four switches per lane (top, middle-top, middle-bottom, bottom: 65/66/67/68 left, 75/76/77/78 right) before reaching a Pit Hole (72) or Extra Ball Hole (73) at the bottom center. Mini Playfield Left/Right Limit optos (124/125) mark the two tilt extremes.

Totem single drop target

mechanism.totem-drop-target

Drop Target Bank

A single reciprocating drop target ("Totem", switch 11, Single Drop Target) is raised by solenoid 3 (Totem Drop Up) and knocked back down by solenoid 16 (Totem Drop Down). Pinned PinMAME's ij_handleMech mech-bit-0x02 branch sets/clears swSDropTop directly from whichever coil is asserted; the retained script's TotemDropUP/TotemDropDOWN callbacks (DTRaise 11 / equivalent) agree.

Center three-bank drop target

mechanism.center-drop-bank

Drop Target Bank

A three-target opto drop bank (A-16032-2, A-13609 opto sensors) spells three letters of the "ADVENTURE" chase. Solenoid 5 (Center Drop Bank) resets all three targets up in one pulse; the retained script's ResetDrops handler raises table objects DTRaise 115/116/117 together, and pinned PinMAME's ij_handleMech mech-bit-0x01 branch clears all three switches together on the same coil, confirming a single shared reset coil with no separate per-target coil.

Left and right slingshots

mechanism.slingshots

Other

Each slingshot carries a kick switch (SW-1A-114) and a separate scored switch (SW-1A-120) with a diode attached. The retained script's RandomSoundSlingshotLeft/RandomSoundSlingshotRight handlers pulse matrix addresses 33/48 and fire coils 13/12 respectively (see the public solenoid address note on device.left-slingshot / device.right-slingshot for the printed-table transposition this resolves).

Left and right control gates

mechanism.control-gates

Gate

Two solenoid-operated one-way gates (LeftGate solenoid 14, RightGate solenoid 15) admit a ball into a loop while blocking return travel; the retained script drives both through the shared vpmSolGate helper. Neither gate has a dedicated position sensor.

Lower flipper pair

mechanism.lower-flippers

Other

Two Fliptronic flippers. 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. Indiana Jones 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 entirely repurposed for other devices (see mechanism.right-ramp-diverter, mechanism.top-lockup-post, mechanism.center-drop-bank, and the Left Ramp Made sensor).

Totem captive ball

mechanism.captive-ball

Toy

A captive ball rolls between two sensors (Captive Ball Back, switch 64; Captive Ball Front, switch 71) behind the Totem drop target. Pinned PinMAME's ij_handleBallState marks the first simulated ball IJ_CAPTUREDBALL and routes it through stCapturedIdle/stCapturedF/stCapturedB states rather than the trough; hitting it while the hitCaptiveBall flag is set (raised when Totem switch 11 registers a hit) drives the captive ball forward and back rather than draining it. There is no dedicated actuator -- the ball is hand-pushed by the incoming ball's momentum.

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 - complete physical I/O inventory, WPC-DCS bindings, mechanism causality, driver-variant boundary, normalized spatial placement, and recreation behavior validated; wiring conflicted pending resolution of two switch-polarity conflicts below

Identity and evidence precedence

This is the Williams WPC-DCS physical widebody ("Superpin" line) product released July 1993, part number 16-50017-101, IPDB 1267. It covers the ij_* clone tree: ij_l7 (parent, production L-7), ij_d7/ij_h1/ij_i1/ij_lg7/ij_dg7/ij_l6/ij_d6/ij_l5/ij_d5/ij_l4/ij_d4/ij_l3/ij_d3 (localization and display-fix revisions), and ij_p2 (prototype). Every one of these is a game-ROM revision for the same physical machine. This definition explicitly excludes the unrelated ij4_* driver family (src/wpc/sam.c, CORE_GAMEDEF(ij4, 210, "Indiana Jones (V2.1)", 2009, "Stern", sam1, 0)), the completely different 2008 Stern SAM-hardware "Indiana Jones" machine that happens to share a PinMAME short-name prefix.

Evidence precedence for this definition: the retained known-working VPW Mod v1.0 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, public address topology, and emulator normalization; the retained VPX geometry supplies normalized coordinates. The retained manual's Paper Capture OCR text layer scrambles and duplicates table cells under pdftotext -layout, so every printed table used here was read from rendered pages and transcribed into external:pinmame-review-artifacts/indiana-jones-the-pinball-adventure-1993/manual-transcription.md; the retained OCR text is a search index only and never an authority.

Controller platform and address topology

GEN_WPCDCS (PINMAME_HARDWARE_GEN_WPCDCS = 0x10, "DCS Sound system, Indiana Jones 10/93 - Popeye 3/94") with wpc_dispDMD. This is a new controller profile, pinmame.wpc-dcs, not a reuse of pinmame.wpc-fliptronic: GENWPC_HASFLIPTRON = GEN_ALLWPC & ~(GEN_WPCALPHA_1|GEN_WPCALPHA_2|GEN_WPCDMD) does include GEN_WPCDCS, so the Fliptronic flipper-column behavior is identical, but WPC-DCS is a distinct hardware-generation bit from GEN_WPCFLIPTRON and deserves its own profile citing pinned source directly rather than reuse-by-analogy.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row (all 64 positions populated -- no unused matrix cell on this machine), Fliptronic 111-118, and a driver-declared custom switch column (ijGameData.hw.swCol = 1) publishing 121-128, not 91-98. ijGameData's inverted-switch mask {0x00,0x00,0x00,0x00,0x5F,0x00,0x00,0x06,0x7F,0x00,0x00,0x70,0x18} normalizes columns 4 (41-45,47), 7 (only 72,73 -- not 71), 8 (81-87), the Fliptronic column (only 115-117, the repurposed Center Drop Bank), and the custom column (only 124,125 -- not 121-123).
  • Solenoids: physical drivers 1-16, 33-36 (repurposed upper-flipper circuits), 45-48 (lower flippers); flashers 17-21; motors 22-23 (Path of Adventure tilt); 25-28 general purpose; a driver-declared custom-solenoid range (ijGameData.hw.custSol = 7) publishing 51-57 through the 8-Driver Board's WPC_EXTBOARD1 register, of which 51-56 are populated and 57-58 are not. ijGameData declares no lampCol, so lamps stay the plain 11-88 matrix.
  • Lamps: 8x8 matrix 11-88, every address populated (no "Not Used" lamp on this machine).
  • GI: five strings on public addresses 0-4.

Three WPC-DCS numbering facts must not be lost. First, the printed solenoid table numbers the lower flipper circuits 29-32 while PinMAME publishes the same circuits at 45-48; the manual numbers are preserved as manual.address aliases. Second, the custom switch column's printed silkscreen number ("switch column 9", printed 91-95 on the 3-sw Opto and Motor Opto Switch PCB schematics) is not the PinMAME public address: CORE_CUSTSWCOL = CORE_STDSWCOLS = 12 places the driver's first declared custom column two columns past the Fliptronic column, reporting publicly at 121-128 via the same col*10+row+1 formula that gives the Fliptronic column 111-118. Third, the custom-solenoid board's own printed item numbers 37-42 are the 8-Driver Board's own silkscreen, not the public address; the true public range is 51-56, derived from ijGameData.hw.custSol = 7 (CORE_FIRSTCUSTSOL = 51) and confirmed exactly by the retained script's own SolCallback/SolModCallback comments.

Ball path, trough, and shooter

Indiana Jones has no manual plunger; the player instead pulls a spring-loaded Gun Handle trigger mounted on the front of the cabinet (A-16113 Gun Handle Assembly) -- the "powered ball-launching cannon" this machine is known for. ijGameData's comSw declares swGunTrigger (34) as the shooter switch; pulling the trigger closes it, and the retained script's AutoPlunger handler fires the physical Plunger object (solenoid 2, Ball Launch) to auto-plunge the ball. Six balls rest on trough optos 86 (nearest the drain) through 81 (nearest the Ball Release coil); cvpmTrough.InitSwitches Array(86,85,84,83,82,81) and .InitExit BallRelease,70,15. Solenoid 4 (Ball Release) ejects the ball on 81; the retained script's SolBallRelease handler pulses Top Trough opto 87 in the same event whenever bsTrough.Balls is nonzero (relationship.ball-release-top-trough-pulse), so switch 87 is a documented projection onto the shared trough-exit kicker rather than a separately placed object -- all seven trough positions are, since cvpmTrough has no per-ball playfield object of its own.

Trough optos 81-87, ramp/idol/subway optos 41-45/47, and Mini Hole optos 72-73 are printed as optos that rest closed. PinMAME's ijGameData inverted-switch mask covers exactly those thirteen (columns 4, 7 partial, and 8), so the public state is already normalized: assert the public switch when a ball is present and never invert again.

Idol: rotating figure and ball lock

A ball reaching the Center hole (switch 45, opto) rolls down a subway to Subway Lockup opto 47; solenoid 28 (Subway Release) ejects it onto Right Popper opto 44; solenoid 1 (Ball Popper) pops it up past Top Idol Enter opto 43 into the rotating idol lock. A DC gearmotor (solenoid 56, Wheel Motor, controlled from the 8-Driver Board) rotates the idol figure (Primitive totem) continuously; the retained script's UpdateIdol_timer advances a 0-359 degree counter in IJ_IDOLTICK = 2-degree ticks and bucket-decodes it into six 60-degree sextants, toggling Controller.Switch(121/122/123) at each boundary (case 0/60/120/180/240/300) so three opto sensors (A-13901-2 "3-sw. Opto PCB Assembly (for idol)") report which of six lock pockets faces the entry/exit point. Pinned PinMAME's own ij_handleMech mech-bit-0x08 branch implements the identical six-case toggle table independently, and ij_getSol/ij_handleBallState gate lock-pocket transitions on the wheel motor's own bucket parity (!(locals.idolPos/60%2)). Solenoid 6 (Idol Release) opens the lock doors and ejects a held ball, sensed leaving on Exit Idol (switch 32). The lock itself (cvpmTrough bsIdol, size 3, .InitExit IdolExit,180,0) has no per-position playfield sensor of its own -- switches 121-123 sense the figure's angular position, not ball presence, matching the same "position-encoder projected onto the rotating figure" pattern documented for Williams Monster Bash's Dracula mechanism.

Unresolved polarity conflict (conflict.wheel-position-opto-not-normalized): the manual documents 121-123 (printed switch-column-9 positions 91-93) as opto interrupters on the A-13901-2 board (three onboard LED/phototransistor pairs), but ijGameData's inverted-switch mask leaves the custom column's bits 0-2 clear (0x18 = binary 00011000) -- unlike bits 3-4 (124/125, Mini Playfield Left/Right Limit, opto per the A-16657 board on the very same physical harness), it does not normalize 121-123. This keeps physical_wiring conflicted and the record partial; resolving it needs a LibPinMAME harness trace of a legal ij_l7 ROM driving the idol motor through a full rotation and observing the idle/transition public state of 121-123.

Path of Adventure: tilting mini-playfield

A small secondary playfield (Primitive minipf) is mounted on a motorized tilt mechanism driven by solenoids 22/23 (Mini Motor Left/Right, an H-bridge pair). A ball enters through the Top Lockup post (solenoids 35/36, sensed by Top Post switch 46 -- printed circuit position repurposing the upper-left-flipper Fliptronic slot) after the right-ramp Diverter (solenoids 33/34, repurposing the upper-right-flipper slot) routes it across the Rope Bridge rather than up the right ramp proper. The retained script's POAMech (vpmMechTwoDirSol + vpmMechStopEnd + vpmMechLinear, Sol1=23, Sol2=22, Length=9, Steps=9) advances a 0-8 linear position counter; pinned PinMAME's own ij_handleMech mech-bit-0x04 branch independently implements the same idea with a 0-359 PoAPos counter and 176/184-degree thresholds around a 180-degree center (IJ_POA_LLIMIT/IJ_POA_MIDPOS/IJ_POA_RLIMIT). The ball rolls down whichever of two forked lanes the tilt favors, passing four switches per lane (top, middle-top, middle-bottom, bottom: 65/66/67/68 left, 75/76/77/78 right) before reaching a Pit Hole (72) or Extra Ball Hole (73) at the bottom center. Mini Playfield Left/Right Limit optos (124/125, A-16657 "Motor Opto Switch PCB Assembly (for mini playfield)") mark the two tilt extremes and are the two custom-column addresses PinMAME does normalize.

The five mini-playfield insert lamps per side (71-75 left-area, 81-85 right-area) have no distinct retained-table Light object -- the script drives every one of them through DisableLighting Li<n>on, 600, against Primitive objects that all share one raw local coordinate because they are children of the tilting mini-playfield group. Each is a documented projection onto the playfield-fixed switch/trigger object at the same lane position (71/73 onto 65/66, 72/74 onto 75/76, 81/83 onto 67/68, 82/84 onto 77/78) or onto the EnterPoA/ExitPoA triggers for the two "arrow" indicator lamps (75, 85).

Center Drop Bank, Totem, and captive ball

A three-target opto drop bank (A-16032-2, A-13609 opto sensors) spells three letters of the "ADVENTURE" chase and occupies the printed upper-flipper-adjacent Fliptronic positions F5-F7 (public 115-117), footnoted "*Used as switches other than flipper switches in this game." Solenoid 5 (Center Drop Bank) resets all three targets in one pulse (ResetDrops, DTRaise 115/116/117); pinned PinMAME's ij_handleMech mech-bit-0x01 branch clears all three switches together on the same coil, confirming one shared reset coil with no per-target coil. F8 (public 118) is the Left Ramp Made sensor, also repurposed rather than an upper-left-flipper button.

A single reciprocating drop target ("Totem", switch 11, "Single Drop Target") is raised by solenoid 3 (Totem Drop Up) and knocked back down by solenoid 16 (Totem Drop Down); ij_handleMech's mech-bit-0x02 branch sets/clears the switch directly from whichever coil fires. A captive ball rolls between Captive Ball Back (switch 64) and Captive Ball Front (switch 71) behind the Totem target; ij_handleBallState marks the first simulated ball IJ_CAPTUREDBALL and routes it through stCapturedIdle/stCapturedF/stCapturedB states -- hitting the Totem target sets a hitCaptiveBall flag that drives the captive ball forward rather than letting it drain, and there is no dedicated actuator (the ball is pushed by momentum).

Unresolved polarity conflict (conflict.captive-ball-front-opto-not-normalized): the manual documents switch 71 as an opto interrupter (A-14231/A-14232, the same part pair used by normalized addresses 42-45/47), but ijGameData's inverted-switch mask covers column 7 with only 0x06 (binary 00000110): bits 1-2 (72/73, Mini Top/Bottom Hole, also opto) are normalized, but bit 0 (71) is not. This keeps physical_wiring conflicted; resolving it needs a LibPinMAME harness trace striking the captive ball and observing switch 71's idle/transition public state.

Fliptronic column: flippers and repurposed positions

Two Fliptronic flippers on circuits 111-114 (lower right/left, EOS then button-opto). There are no upper flippers at all: unlike Williams Monster Bash (one repurposed position) or Twilight Zone (no repurposing), every would-be upper-flipper Fliptronic position on this machine is repurposed -- F5-F7 (115-117) are the Center Drop Bank opto sensors and F8 (118) is the Left Ramp Made sensor, all footnoted on the printed switch matrix. ijGameData declares FLIP_SW(FLIP_L)|FLIP_SOL(FLIP_L) with no FLIP_U bit at all, and the printed solenoid circuits 33-36 (nominally the upper-flipper power/hold pairs) drive the right-ramp Diverter and Top Lockup post instead -- pinned PinMAME's core_getSol falls back to the generic solenoids2 bit path for 33-36 precisely because this driver never sets FLIP_SOL(FLIP_UR)/FLIP_SOL(FLIP_UL).

Slingshots: printed vs. runtime identity (resolved)

Printed row 12 reads "Left Slingshot" and row 13 "Right Slingshot" on the Solenoid/Flasher Table. The retained known-working script disagrees and is internally self-consistent the other way (SolCallback(12)="RandomSoundSlingshotRight", SolCallback(13)="RandomSoundSlingshotLeft"), and pinned PinMAME's own ij.c agrees with the script (#define sRSling 12, #define sLSling 13). The switch side of the same pair is undisputed across all three sources (switch 33 = Left Slingshot = swLSling, switch 48 = Right Slingshot = swRSling), and the retained table's own LeftSlingShot/RightSlingShot wall objects sit on the geometrically correct side for their matching switch. Two independent, higher-evidence-priority sources agree against the manual's one row; resolved as public 12 = Right Slingshot, 13 = Left Slingshot, with the manual's transposed row disclosed rather than silently corrected.

Switch 23 ("Ticket Opto"): printed but unfitted

The printed switch matrix (2-46) labels public switch 23 "Ticket Opto", and pinned PinMAME's ij.c independently defines #define swTicketOpto 23. The printed Switch Locations parts list (2-47), however, prints item 23 blank with no switch or opto part number, and the swTicketOpto constant is never referenced anywhere else in the driver (no state, mechanism, or inport-table entry uses it). The blank parts-list entry is the physical-fitment authority: no device is installed at this position on this machine, and "Ticket Opto" is a vestigial template label carried over from a shared WPC switch-matrix layout. Recorded availability: "unused", citing all three sources; not a blocking conflict.

Mini Playfield Left/Right Limit: printed reversal (resolved)

The printed Switch Locations parts list (2-47) reads item 94 "Mini Pfd Right Limit" and item 95 "Mini Pfd Left Limit" -- the opposite of both the printed Switch Matrix page (94 Left, 95 Right) and ij.c's own naming (swLL_PoA = CORE_CUSTSWNO(1,4) = 124, swRL_PoA = CORE_CUSTSWNO(1,5) = 125; "LL"/"RL" = Left Limit/Right Limit). Two sources agree against one; resolved as 124 = Mini Playfield Left Limit, 125 = Mini Playfield Right Limit, with the Locations page's reversed row disclosed here rather than silently corrected.

Lamps, flashers, and general illumination

All 64 lamp-matrix addresses are populated; no printed (2) bulb-quantity marker appears anywhere on the Lamp Matrix or Lamp Locations pages, and every retained-table LightNN/LightNNa pair is a co-located brightness double (offset under one bulb diameter), so every address is a single physical bulb. The lamp-matrix page (2-48) carries one typographic slip against the authoritative Lamp Locations parts list (2-49): address 23 prints "Adv(e)ture Light" (missing the "n") on the matrix page but "Adv(e)nture Light" on the parts list; the parts-list spelling is canonical.

Flashers 18-21, 24-27, and 51-55 each drive at least one playfield bulb; the "Plane Gun LEDs" (24) address drives two distinct playfield objects on the two separate biplane toys despite no printed (2) marker, matching the Section 3 TOC's separate "Bi-Plane Assembly" and "Fighter Plane Assembly" entries. Flasher address 52 (Right Side Flasher) prints a (2) playfield quantity but only one distinct retained-table object was confidently identified; the definition records quantity 1 and discloses the shortfall rather than fabricating a second coordinate. Solenoid 17 (Eternal Life) and lamp 117 (Center Lock) share the same physical bulb (Light117/p117): the retained script's SolFlash17 handler calls SetLamp 117,1 directly, confirmed by concrete script evidence rather than assumed from proximity.

General illumination splits three ways on the retained script's ModLampz/UpdateGi dispatch: GI address 0 drives collections GITop (28 members) plus GIBumpers (6 jet-bumper-cap members) for 34 total playfield placements; GI address 1 drives collection GiBot (32 members); GI address 4 drives collection GiRLaneCoin (LiteHOF_L/LiteHOF_R, 2 placements, plus a cabinet feed through J119, the only cabinet connection on the printed general-illumination wiring page). Two further Light objects, gi060 and gi061, exist in the retained table but belong to no active GI collection (GiTopSides/GiBotSides are both declared empty in collections.json) and are excluded as orphaned table-modeling objects. GI addresses 2 and 3 (Insert Top/Bottom) are backbox-only circuits with no playfield collection assigned.

Author construction checklist

  • Build the six-ball trough with the drain at the "Trough Ball" nearest 86, the Gun Handle auto-launcher, both slingshots, three jet bumpers, both control gates, the Totem single drop target with its captive ball, the Center Drop Bank three-target opto bank, the left eject and subway/popper kickers, the rotating idol figure with its six-pocket lock, the motorized right-ramp diverter, the motorized Top Lockup post, and the motorized tilting Path of Adventure mini-playfield with its two forked lanes.
  • Preserve opto polarity for 41-45, 47, 72-73, 81-87, 115-117, 124-125; do not invert what PinMAME already normalizes. Switches 71 and 121-123 are also printed normally-closed optos, but PinMAME does not normalize them despite normalizing their column neighbors -- treat their polarity as unresolved (conflict.captive-ball-front-opto-not-normalized, conflict.wheel-position-opto-not-normalized) rather than assuming either convention.
  • Bind solenoid 12 to the Right Slingshot and 13 to the Left Slingshot, matching the retained script and driver rather than the manual's transposed printed row.
  • Treat solenoids 33/34 as the right-ramp Diverter and 35/36 as the Top Lockup post, not upper-flipper circuits; treat Fliptronic positions 115-117 as the Center Drop Bank and 118 as Left Ramp Made, not upper-flipper switches.
  • Bind every dedicated switch 1-8, every matrix position 11-88, Fliptronic 111-118, the five custom-column switches 121-125 (with 126-128 unpopulated), the eight CPU DIP bits, solenoids 1-16/22-28/33-36/45-48/51-56 (with 57-58 unpopulated), lamps 11-88, GI 0-4, and the 128x32 DMD.
  • Do not treat public switch 23 as a live "Ticket Opto" input; this machine has no device fitted at that position despite the printed matrix label and the driver's own vestigial #define.

Sources

  • manual.williams.indiana-jones-the-pinball-adventure.1993: Williams Indiana Jones: The Pinball Adventure operations manual, SHA-256 97a8202c5d95de743db7acf36567342cb71b2334188225d9b107787b5691ad43.
  • manual-support.williams.indiana-jones-the-pinball-adventure.1993: retained human transcription, SHA-256 5a083e87ffc8aa0237d72b98848fa58d4450f848e25535e5ae4a945d6015c8f3.
  • vpx-script.ij-vpw-1-0: retained known-working VPW Mod v1.0 embedded script, SHA-256 926e7a90d89602b003ac93757ee23c6ae916bb382112be28f82388381490bb7a, binding ij_l7.
  • vpx-table.ij-vpw-1-0: retained table, SHA-256 03451b7951242d204f9f79ab91f108d3c8aa203039f2ca867b24f4f47668c250, bounds left=0 top=0 right=1093 bottom=2162 (wide-body).
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/ij.c and the WPC-DCS core/solenoid/flipper handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ij_p2Indiana Jones: The Pinball Adventure (P-2 Prototype)
P-2 prototype game ROM for the same physical machine; pre-production firmware, retained as a documented prototype variant rather than the shipped default.
1993ij_l7compatible
ij_lg7Indiana Jones: The Pinball Adventure (LG-7 German)
LG-7 German-language revision of L-7; text/audio content change only.
1993ij_l7identical
ij_l7Indiana Jones: The Pinball Adventure (L-7)
Williams production L-7 game ROM shipped with the physical machine; the retained known-working VPW table binds to this driver (cGameName = "ij_l7").
1993identical
ij_l6Indiana Jones: The Pinball Adventure (L-6)
L-6 game ROM; an earlier firmware revision of the same physical machine with no controller-address or playfield change.
1993ij_l7identical
ij_l5Indiana Jones: The Pinball Adventure (L-5)
L-5 game ROM; an earlier firmware revision of the same physical machine.
1993ij_l7identical
ij_l4Indiana Jones: The Pinball Adventure (L-4)
L-4 game ROM; an earlier firmware revision of the same physical machine.
1993ij_l7identical
ij_l3Indiana Jones: The Pinball Adventure (L-3)
L-3 game ROM; an earlier firmware revision of the same physical machine, using the earlier DCS sound ROM set (ijsnd_l1).
1993ij_l7identical
ij_i1Indiana Jones: The Pinball Adventure (I-1 No Hate Speech LED Ghost Fix)
I-1 "No Hate Speech, LED Ghost Fix" combined localization/display revision of the same physical machine.
1993ij_l7identical

Parent set: ij_l7 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only2 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.

ij_l7.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/ij_l7.map.json

Applies to ROMs
ij_d3ij_d4ij_d5ij_d6ij_d7ij_dg7ij_h1ij_i1ij_l3ij_l4ij_l5ij_l6
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.

ij_p2.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/ij_p2.map.json

Applies to ROMs
ij_p2
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.4ec52ff0ac13

    Pinned catalog driver records for the ij_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/ij.c ijGameData GEN_WPCDCS with wpc_dispDMD, hw={FLIP_SW(FLIP_L)|FLIP_SOL(FLIP_L), swCol=1, lampCol=0, custSol=7}, the inverted-switch mask {0x00,0x00,0x00,0x00,0x5F,0x00,0x00,0x06,0x7F,0x00,0x00,0x70,0x18}, swSDropTop..swShooter/swCLDrop../swLRampMade/swIdolPos1../swLL_PoA/swRL_PoA defines, sBallPopper..sSubwayRelease/sDivPower../sTopPostHold defines, ij_getSol reading WPC_EXTBOARD1 bits for CORE_CUSTSOLNO(1..8), ij_handleMech (mech bit 0x01 center-drop-bank reset, 0x02 Totem drop up/down, 0x04 Path of Adventure PoAPos 0-359 with swLL_PoA/swRL_PoA thresholds at 176/184, 0x08 idol motor 0-359 in IJ_IDOLTICK=2 steps bucketed into six 60-degree sextants toggling swIdolPos1-3), and comSw={swStart,swTilt,swSlamTilt,swCoinDoor,swGunTrigger}; src/wpc/core.h CORE_COINDOORSWCOL=0, CORE_FLIPPERSWCOL=11, CORE_STDSWCOLS=12, CORE_CUSTSWCOL=12, CORE_CUSTSWNO(c,r)=((11+c)*10+r), CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45, CORE_FIRSTCUSTSOL=51; src/wpc/gen.h GEN_WPCDCS; src/wpc/wpc.c GENWPC_HASFLIPTRON, WPC_FLIPPERS unconditional complement, wpc_sw2m/wpc_m2sw=col*10+row+1; src/wpc/core.c core_getSol full dispatch; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCDCS=0x10

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-dcs

    WPC-DCS public switch, DIP, solenoid, lamp, and five-GI address rules derived from pinned PinMAME source

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

    manual.williams.indiana-jones-the-pinball-adventure.1993

    Source locations

    152-page image-only scan of the Williams Indiana Jones: The Pinball Adventure operations manual (Internet Archive item arcademanual_Indiana_Jones_OPS, part number 16-50017-101, July 1993). Printed pages 2-46 through 2-51 carry the switch/lamp/solenoid matrix, location, and wiring tables; printed pages 3-20, 3-22/3-23, and 3-24 carry the 3-sw Opto (idol), 8-Driver, and Motor Opto Switch (mini playfield) board schematics that fix the custom switch-column and custom-solenoid physical construction.

    external:pinmame-manuals/by-machine/williams.indiana-jones-the-pinball-adventure-1993/archive-arcademanual_Indiana_Jones_OPS/Indiana_Jones_OPS.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by the Internet Archive
    sha256
    97a8202c5d95…
  • Human review

    manual-support.williams.indiana-jones-the-pinball-adventure.1993

    Source locations

    Retained human transcription of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/williams.indiana-jones-the-pinball-adventure.1993/. pdftotext yields ~512KB of scrambled/duplicated OCR text from the Paper Capture layer, so this transcription is the source of record and the OCR text is never an authority.

    external:pinmame-review-artifacts/indiana-jones-the-pinball-adventure-1993/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    5a083e87ffc8…
  • VPX table

    vpx-table.ij-vpw-1-0

    Source locations

    Retained known-working VPW Mod v1.0 recreation of the physical machine (table_version "1.0", table_description citing IPDB No. 1267 and the "Widebody 'Superpin' Line"). Exact playfield bounds are left=0 top=0 right=1093 bottom=2162; normalized coordinates are x/1093 and y/2162 because this is a wide-body table. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/indiana-jones-the-pinball-adventure-1993/source/Indiana%20Jones%20The%20Pinball%20Adventure%20%28Williams%201993%29%20VPWmod%20v1.0.vpx
    by
    VPW
    sha256
    03451b795124…
  • VPX script

    vpx-script.ij-vpw-1-0

    Source locations

    Retained embedded VPW script. Runtime and mechanism-causality authority: cGameName = "ij_l7", Const UseSolenoids = 2 (fast flips), Const HandleMech = 0, the SolCallback/SolModCallback table for solenoids 1-28, 33-36, 45-56 (including the definitive Right/Left Slingshot binding at 12/13 and the printed-37..42-to-public-51..56 custom solenoid mapping), the cvpmTrough/cvpmSaucer/cvpmMech constructions for the ball trough, left eject, subway, popper, idol lock, and Path of Adventure mechanisms, and the UpdateIdol_timer/ResetPoA_timer mechanism-position handlers.

    external:pinmame-vpx-sources/williams/indiana-jones-the-pinball-adventure-1993/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    926e7a90d896…
  • VPX table

    vpx-extraction.ij-vpw-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 438995cdc586b0ba83f6e683b9e0576530517f6e0a5afa86f2dd1236d5bbfb40; 2027 files, 362116168 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=1093 bottom=2162.

    external:pinmame-vpx-sources/williams/indiana-jones-the-pinball-adventure-1993/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