Jack•Bot

Partial
Completion88%

Williams1995WPC-95williams.jackbot.1995 Updated 2026-10-09

Wire it up

what an authoring tool needs first
Bind this ROM
jb_10r

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

Controller platform
pinmame.wpc-95

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

Displays
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–50 (50)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.lower.right.button118flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door23cabinet.buy-in

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

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

163 placements · 16 stacked · normalised player view · outline is nominal

11 Lower Left 10 Point12 Upper Left 10 Point15 Ramp Is Down16 High Drop Target217 Center Drop Target · 4 Drop Target Reset18 Low Drop Target25 Left Outlane26 Left Flipper Lane27 Right Flipper Lane28 Right Outlane631 Trough Jam · 32 Trough 1 (Right) · 33 Trough 2 · 34 Trough 3 · 35 Trough 4 (Left) · 1 Ball Release36 Ramp Exit37 Ramp Entrance38 Target Under Ramp41 Visor Target 1 (Left)42 Visor Target 243 Visor Target 344 Visor Target 445 Visor Target 5 (Right)246 Game Saucer (Far Left Eject) · 3 Game Saucer Eject247 Left Eye Eject Hole (Visor) · 8 Left Eye Eject248 Right Eye Eject Hole (Visor) · 5 Right Eye Eject51 5-Bank Target 1 (Upper)52 5-Bank Target 253 5-Bank Target 354 5-Bank Target 455 5-Bank Target 5 (Lower)56 Vortex Upper57 Vortex Center58 Vortex Lower361 Upper Jet Bumper · 13 Upper Jet Bumper · 3 General Illumination String 4 (Playfield Right)362 Left Jet Bumper · 12 Left Jet Bumper · 3 General Illumination String 4 (Playfield Right)363 Lower Jet Bumper · 11 Lower Jet Bumper · 3 General Illumination String 4 (Playfield Right)264 Right Slingshot · 10 Right Slingshot265 Left Slingshot · 9 Left Slingshot66 Right 10 Point67 Hit Me Target68 Ball Shooter2115 Visor Closed · 28 Visor Motor117 Visor Open6 Raise Ramp14 Drop Ramp15 Right Visor Flasher16 Left Visor Flasher17 Center Visor Flasher18 Pinbot Face Flasher19 Jet Bumpers Flasher20 Lower Left Flasher21 Middle Left Flasher322 Lower Right Flasher · 72 Mega Ramp (Mini-Playfield) · 3 General Illumination String 4 (Playfield Right)23 Back Panel Flasher 1 (Left)24 Back Panel Flasher 225 Back Panel Flasher 326 Back Panel Flasher 427 Back Panel Flasher 5 (Right)245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Yellow Arrow12 Yellow 1 (High)13 Yellow 214 Yellow 315 Yellow 416 Yellow 5 (Low)17 Left Outlane18 Left Flipper Lane21 Blue Arrow22 Blue 1 (High)23 Blue 224 Blue 325 Blue 426 Blue 5 (Low)27 Bonus 2X28 Bonus 4X31 Amber Arrow32 Amber 1 (High)33 Amber 234 Amber 335 Amber 436 Amber 5 (Low)37 Shoot Again38 Bonus 5X41 Green Arrow42 Green 1 (High)43 Green 244 Green 345 Green 446 Green 5 (Low)47 Bonus 3X48 Jack•Bot (Target)51 Red Arrow52 Red 1 (High)53 Red 254 Red 355 Red 456 Red 5 (Low)57 Right Flipper Lane258 Right Outlane · 74 Jack•Bot (Mini-Playfield)61 Card 1 (Left)62 Card 263 Card 364 Card 465 Card 5 (Right)66 Casino Run67 Hit Me68 Low Drop Target71 Cashier (Mini-Playfield)73 Light Extra Ball (Mini-Playfield)275 Game Saucer · 85 Cashier (Under Ramp)76 Mega Ramp77 High Drop Target78 Center Drop Target81 Pinbot Poker82 Slot Machine83 Roll The Dice84 Keno86 Jack•Bot (Ramp)0 General Illumination String 1 (Playfield Lower)0 General Illumination String 1 (Playfield Lower)0 General Illumination String 1 (Playfield Lower)0 General Illumination String 1 (Playfield Lower)0 General Illumination String 1 (Playfield Lower)0 General Illumination String 1 (Playfield Lower)1 General Illumination String 2 (Playfield Left)1 General Illumination String 2 (Playfield Left)1 General Illumination String 2 (Playfield Left)1 General Illumination String 2 (Playfield Left)1 General Illumination String 2 (Playfield Left)1 General Illumination String 2 (Playfield Left)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)2 General Illumination String 3 (Playfield Upper)3 General Illumination String 4 (Playfield Right)3 General Illumination String 4 (Playfield Right)3 General Illumination String 4 (Playfield Right)

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 ball44
  • effectmoves the ball17
  • nStackseveral devices in one spot16
140 devices shown

Not on the playfield25 unused, 22 cabinet or service, 10 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
validated
Mechanisms
observed
Variant Coverage
candidate
Recreation Knowledge
validated
Still missing · 2
Variant DifferencesSpatial Placement

Switches

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

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 Security CPU board A-17651-50051
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC Security CPU board A-17651-50051
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC Security CPU board A-17651-50051
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC Security CPU board A-17651-50051
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC Security CPU board A-17651-50051
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC Security CPU board A-17651-50051
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC Security CPU board A-17651-50051
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC Security CPU board A-17651-50051
validated
11
Lower Left 10 Point
Leaf
switch.matrix-11
J207-1Green-Brown
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
12
Upper Left 10 Point
Leaf
switch.matrix-12
J207-1Green-Brown
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J207-1Green-Brown
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J207-1Green-Brown
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
15
Ramp Is Down
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
16
High Drop TargetNC
Opto
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
17
Center Drop TargetNC
Opto
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
18
Low Drop TargetNC
Opto
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
21
Slam Tilt
Tilt
switch.matrix-21
cabinet.slam-tilt
J207-2Green-Red
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J207-2Green-Red
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
23
Buy Extra Ball
Button
switch.matrix-23
cabinet.buy-in
J207-2Green-Red
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
25
Left Outlane
Microswitch
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
26
Left Flipper Lane
Microswitch
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
27
Right Flipper Lane
Microswitch
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
28
Right Outlane
Microswitch
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
31
Trough JamNC
Opto
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
32
Trough 1 (Right)NC
Opto
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
33
Trough 2NC
Opto
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
34
Trough 3NC
Opto
switch.matrix-34
J207-3Green-Orange
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
35
Trough 4 (Left)NC
Opto
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
36
Ramp Exit
Microswitch
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
37
Ramp Entrance
Microswitch
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
38
Target Under Ramp
Other
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
41
Visor Target 1 (Left)
Leaf
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
42
Visor Target 2
Leaf
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
43
Visor Target 3
Leaf
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
44
Visor Target 4
Leaf
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
45
Visor Target 5 (Right)
Leaf
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
46
Game Saucer (Far Left Eject)
Microswitch
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
47
Left Eye Eject Hole (Visor)
Microswitch
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
48
Right Eye Eject Hole (Visor)
Microswitch
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
51
5-Bank Target 1 (Upper)
Other
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
52
5-Bank Target 2
Other
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
53
5-Bank Target 3
Other
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
54
5-Bank Target 4
Other
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
55
5-Bank Target 5 (Lower)
Other
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
56
Vortex Upper
Microswitch
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
57
Vortex Center
Microswitch
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
58
Vortex Lower
Microswitch
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
61
Upper Jet Bumper
Leaf
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
62
Left Jet Bumper
Leaf
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
63
Lower Jet Bumper
Leaf
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
64
Right Slingshot
Leaf
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
65
Left Slingshot
Leaf
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
66
Right 10 Point
Leaf
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
67
Hit Me Target
Other
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
68
Ball Shooter
Microswitch
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
71
Not Used Matrix Position 71
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
72
Not Used Matrix Position 72
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
73
Not Used Matrix Position 73
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
74
Not Used Matrix Position 74
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
75
Not Used Matrix Position 75
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
76
Not Used Matrix Position 76
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
77
Not Used Matrix Position 77
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
78
Not Used Matrix Position 78
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
81
Not Used Matrix Position 81
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC Security CPU board A-17651-50051
validated
82
Not Used Matrix Position 82
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC Security CPU board A-17651-50051
validated
83
Not Used Matrix Position 83
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC Security CPU board A-17651-50051
validated
84
Not Used Matrix Position 84
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated
85
Not Used Matrix Position 85
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC Security CPU board A-17651-50051
validated
86
Not Used Matrix Position 86
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC Security CPU board A-17651-50051
validated
87
Not Used Matrix Position 87
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC Security CPU board A-17651-50051
validated
88
Not Used Matrix Position 88
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC Security CPU board A-17651-50051
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
Fliptronic II board A-15472-1
validated
112
Right Flipper Button Lower Opto
Opto
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
Fliptronic II board A-15472-1
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
Fliptronic II board A-15472-1
validated
114
Left Flipper Button Lower Opto
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
Fliptronic II board A-15472-1
validated
115
Visor Closed
Microswitch
switch.generic-115
J906-4Black-Violet
Fliptronic II board A-15472-1
validated
116
Right Flipper Button Upper Opto
Opto
switch.generic-116
flipper.lower.right.button
J905-3Black-Yellow
Fliptronic II board A-15472-1
validated
117
Visor Open
Microswitch
switch.generic-117
J906-5Black-Gray
Fliptronic II board A-15472-1
validated
118
Left Flipper Button Upper Opto
Opto
switch.generic-118
flipper.lower.left.button
J905-5Black-Blue
Fliptronic II board A-15472-1
validated

Controlled devices

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

Coils, magnets & motors

27
27 shown
# Name Device ID Kind Role Wiring Evidence
1
Ball Release
device.ball-release Coil
Q82VIO-BRN
WPC power driver board A-12697-3
validated
2
Not Used Solenoid Position 2
device.not-used-solenoid-position-2 Coil
Q80VIO-RED
WPC power driver board A-12697-3
validated
3
Game Saucer Eject
device.game-saucer-eject Coil
Q78VIO-ORG
WPC power driver board A-12697-3
validated
4
Drop Target Reset
device.drop-target-reset Coil
Q76VIO-YEL
WPC power driver board A-12697-3
validated
5
Right Eye Eject
device.right-eye-eject Coil
Q64VIO-GRN
WPC power driver board A-12697-3
validated
6
Raise Ramp
device.raise-ramp Coil
Q66VIO-BLU
WPC power driver board A-12697-3
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68VIO-BLK
WPC power driver board A-12697-3
validated
8
Left Eye Eject
device.left-eye-eject Coil
Q70VIO-GRY
WPC power driver board A-12697-3
validated
9
Left Slingshot
device.left-slingshot Coil
Q58BRN-BLK
WPC power driver board A-12697-3
validated
10
Right Slingshot
device.right-slingshot Coil
Q56BRN-RED
WPC power driver board A-12697-3
validated
11
Lower Jet Bumper
device.lower-jet-bumper Coil
Q54BRN-ORG
WPC power driver board A-12697-3
validated
12
Left Jet Bumper
device.left-jet-bumper Coil
Q52BRN-YEL
WPC power driver board A-12697-3
validated
13
Upper Jet Bumper
device.upper-jet-bumper Coil
Q50BRN-GRN
WPC power driver board A-12697-3
validated
14
Drop Ramp
device.drop-ramp Coil
Q48BRN-BLU
WPC power driver board A-12697-3
validated
28
Visor Motor
device.visor-motor Motor
Q20BLU-YEL
WPC power driver board A-12697-3
validated
33
Not Used Upper Right Flipper Power
device.not-used-upper-right-flipper-power Coil
Q2YEL-VIO
Fliptronic II board A-15472-1
validated
34
Not Used Upper Right Flipper Hold
device.not-used-upper-right-flipper-hold Coil
Q7ORG-VIO
Fliptronic II board A-15472-1
validated
35
Not Used Upper Left Flipper Power
device.not-used-upper-left-flipper-power Coil
Q1YEL-GRY
Fliptronic II board A-15472-1
validated
36
Not Used Upper Left Flipper Hold
device.not-used-upper-left-flipper-hold Coil
Q5ORG-GRY
Fliptronic II board A-15472-1
validated
37
Not Used Solenoid Position 37
device.not-used-solenoid-position-37 Coil
Q16BRN-WHT
WPC power driver board A-12697-3
validated
38
Not Used Solenoid Position 38
device.not-used-solenoid-position-38 Coil
Q15BLK-WHT
WPC power driver board A-12697-3
validated
39
Not Used Solenoid Position 39
device.not-used-solenoid-position-39 Coil
Q14ORG-WHT
WPC power driver board A-12697-3
validated
40
Not Used Solenoid Position 40
device.not-used-solenoid-position-40 Coil
Q13YEL-WHT
WPC power driver board A-12697-3
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4YEL-GRN
Fliptronic II board A-15472-1
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11ORG-GRN
Fliptronic II board A-15472-1
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3YEL-BLU
Fliptronic II board A-15472-1
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9ORG-BLU
Fliptronic II board A-15472-1
validated

Flashers

13
13 shown
# Name Device ID Wiring Evidence
15
Right Visor Flasher
device.right-visor-flasher
Q46BRN-VIO
WPC power driver board A-12697-3
validated
16
Left Visor Flasher
device.left-visor-flasher
Q44BRN-GRY
WPC power driver board A-12697-3
validated
17
Center Visor Flasher
device.center-visor-flasher
Q42BLK-BRN
WPC power driver board A-12697-3
validated
18
Pinbot Face Flasher
device.pinbot-face-flasher
Q40BLK-RED
WPC power driver board A-12697-3
validated
19
Jet Bumpers Flasher
device.jet-bumpers-flasher
Q38BLK-ORG
WPC power driver board A-12697-3
validated
20
Lower Left Flasher
device.lower-left-flasher
Q36BLK-YEL
WPC power driver board A-12697-3
validated
21
Middle Left Flasher
device.middle-left-flasher
Q28BLU-GRN
WPC power driver board A-12697-3
validated
22
Lower Right Flasher
device.lower-right-flasher
Q30BLU-BLK
WPC power driver board A-12697-3
validated
23
Back Panel Flasher 1 (Left)
device.back-panel-flasher-1-left
Q34BLU-VIO
WPC power driver board A-12697-3
validated
24
Back Panel Flasher 2
device.back-panel-flasher-2
Q32BLU-GRY
WPC power driver board A-12697-3
validated
25
Back Panel Flasher 3
device.back-panel-flasher-3
Q26BLU-BRN
WPC power driver board A-12697-3
validated
26
Back Panel Flasher 4
device.back-panel-flasher-4
Q24BLU-RED
WPC power driver board A-12697-3
validated
27
Back Panel Flasher 5 (Right)
device.back-panel-flasher-5-right
Q22BLU-ORG
WPC power driver board A-12697-3
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
Yellow Arrow
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
12
Yellow 1 (High)
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
13
Yellow 2
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
14
Yellow 3
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
15
Yellow 4
lamp.matrix-15
Q98 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
16
Yellow 5 (Low)
lamp.matrix-16
Q98 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
17
Left Outlane
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
18
Left Flipper Lane
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
21
Blue Arrow
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
22
Blue 1 (High)
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
23
Blue 2
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
24
Blue 3
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
25
Blue 4
lamp.matrix-25
Q97 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
26
Blue 5 (Low)
lamp.matrix-26
Q97 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
27
Bonus 2X
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
28
Bonus 4X
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
31
Amber Arrow
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
32
Amber 1 (High)
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
33
Amber 2
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
34
Amber 3
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
35
Amber 4
lamp.matrix-35
Q96 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
36
Amber 5 (Low)
lamp.matrix-36
Q96 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
37
Shoot Again
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
38
Bonus 5X
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
41
Green Arrow
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
42
Green 1 (High)
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
43
Green 2
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
44
Green 3
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
45
Green 4
lamp.matrix-45
Q95 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
46
Green 5 (Low)
lamp.matrix-46
Q95 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
47
Bonus 3X
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
48
Jack•Bot (Target)
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
51
Red Arrow
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
52
Red 1 (High)
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
53
Red 2
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
54
Red 3
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
55
Red 4
lamp.matrix-55
Q94 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
56
Red 5 (Low)
lamp.matrix-56
Q94 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
57
Right Flipper Lane
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
58
Right Outlane
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
61
Card 1 (Left)
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
62
Card 2
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
63
Card 3
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
64
Card 4
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
65
Card 5 (Right)
lamp.matrix-65
Q93 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
66
Casino Run
lamp.matrix-66
Q93 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
67
Hit Me
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
68
Low Drop Target
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
71
Cashier (Mini-Playfield)
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
72
Mega Ramp (Mini-Playfield)
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
73
Light Extra Ball (Mini-Playfield)
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
74
Jack•Bot (Mini-Playfield)
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
75
Game Saucer
lamp.matrix-75
Q92 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
76
Mega Ramp
lamp.matrix-76
Q92 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
77
High Drop Target
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
78
Center Drop Target
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board A-12697-3
validated
81
Pinbot Poker
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board A-12697-3
validated
82
Slot Machine
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board A-12697-3
validated
83
Roll The Dice
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board A-12697-3
validated
84
Keno
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
85
Cashier (Under Ramp)
lamp.matrix-85
Q91 column driver with Q87 row driver
WPC power driver board A-12697-3
validated
86
Jack•Bot (Ramp)
lamp.matrix-86
Q91 column driver with Q86 row driver
WPC power driver board A-12697-3
validated
87
Buy-In Button
lamp.matrix-87
cabinet.buy-in
Q91 column driver with Q84 row driver
WPC power driver board A-12697-3
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC power driver board A-12697-3
validated

General illumination

5
5 shown
# Name Device ID Wiring Evidence
0
General Illumination String 1 (Playfield Lower)
gi.string-1
Q18WHT-BRN
WPC power driver board A-12697-3
validated
1
General Illumination String 2 (Playfield Left)
gi.string-2
Q10WHT-ORG
WPC power driver board A-12697-3
validated
2
General Illumination String 3 (Playfield Upper)
gi.string-3
Q14WHT-YEL
WPC power driver board A-12697-3
validated
3
General Illumination String 4 (Playfield Right)
gi.string-4
Q16WHT-GRN
WPC power driver board A-12697-3
validated
4
General Illumination String 5 (Insert)
gi.string-5
Q12WHT-VIO
WPC power driver board A-12697-3
validated

Virtual & other outputs

10
10 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
41
LPDC Mirror Position 41
device.lpdc-mirror-position-41
internal.duplicate.lpdc-mirror
validated
42
LPDC Mirror Position 42
device.lpdc-mirror-position-42
internal.duplicate.lpdc-mirror
validated
43
LPDC Mirror Position 43
device.lpdc-mirror-position-43
internal.duplicate.lpdc-mirror
validated
44
LPDC Mirror Position 44
device.lpdc-mirror-position-44
internal.duplicate.lpdc-mirror
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.simulator-ball-shooter
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J207-2Green-Red
J209-4White-Yellow
WPC Security CPU board A-17651-50051
validated

Mechanisms

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

Pinbot's visor

mechanism.visor

Motorized

Pinbot's visor (Visor Assembly C-11159 with the Moving Target Assembly C-11157 and the Visor Motor Bracket Assembly A-20100) covers his eyes, the two eye locks. Five visor targets (41-45, left to right) on its front face the playfield. One motor (14-8023, solenoid 28, driven through the Motor EMI w/Brake board A-15340) turns in one direction only and moves the visor through a cam (Motor Cam Assembly 04-10080) and the visor's lever arm and link, so each run of the motor carries the visor from one end to the other; two micro-switches on the motor bracket report the ends, Visor Closed (F5, public 115) and Visor Open (F7, public 117), which are the Fliptronic upper-flipper end-of-stroke inputs reused because Jack•Bot has no upper flippers. The ROM runs the motor until the wanted end switch closes: T.17 VISOR TEST stops 28 on 117 when opening and on 115 when closing and ignores the other switch. Rules: visor-target and 5-bank hits light the 5x5 chest matrix; completing it opens the visor and reveals the eye locks (47, 48), whose balls start multiball; Mega Visor raises it again after 15 Jack•Bots. Three flashers light it: right and left visor (15, 16, two lamps each) and center visor (17). The retained table models the visor as a one-solenoid reversing linear mech of 58 steps with 115 at the closed end and 117 at the open end; that is a synthetic model, and no source gives the physical travel time.

Lifting left ramp to the mini-playfield

mechanism.lifting-ramp

Diverter

The left ramp to the upper mini-playfield lifts. The Ramp Lifting Mechanism Assembly B-11304 carries a lift coil (AE-26-1200 on a B-9362-L-2 bracket, solenoid 6, RAISE RAMP), a smaller coil with an armature (SM1-26-600, solenoid 14, DROP RAMP) and a micro-switch (5647-12001-00, public 15, RAMP IS DOWN) that is made while the ramp is down. Down, the ramp is a shot: the ball rolls past the ramp entrance (37) to the mini-playfield and leaves past the ramp exit (36); raised, it opens the way to the Cashier target under it (38), the rules' shot 'under the ramp'. Pulsing 6 raises the ramp and pulsing 14 lets it drop again. T.16 RAMP TEST cycles RAMP UP (6) and RAMP DOWN (14) and reports RAMP DOWN SW. while 15 is closed. Lamps 75 (Game Saucer) and 76 (Mega Ramp) light the sign over the ramp entrance, and 71-74 the mini-playfield awards. The retained table models the ramp angle with a timer and writes 15 from it.

3-bank drop targets

mechanism.drop-targets

Kicker

Three drop targets on the left side (high 16, center 17, low 18) read by the optos of the 3-Bank Opto Drop Target Board A-13609, and one reset coil (solenoid 4, DROP TARGETS) that raises all three. Rules: with all three up a single target lamp (77, 78, 68) moves back and forth, and hitting that target first advances the bonus multiplier; once a target is down a timer runs on the other two, and completing the bank before it expires awards a card. The retained table models each target's drop and sets its switch once the target is down.

Outhole ball trough

mechanism.ball-trough

Kicker

Outhole Ball Trough Assembly A-19963 with four balls: drained balls roll onto the Trough 1-4 optos (32 at the right, 35 at the left) and the ball release coil (1) kicks the rightmost ball over the jam opto (31) into the shooter lane (68). The optos are IR pairs on the Trough IR LED Board A-18617-1 and Photo Transistor Board A-18618-1, read through the 7-Opto Switch Board A-15595; the board's ball 5 and 6 positions are not wired.

Game Saucer

mechanism.game-saucer

Kicker

The eject hole at the far upper left (switch 46, eject coil 3, which the ROM's T.4 names GAME SAUCER). Shooting the ramp lights it; the jet bumpers or the left flipper button move the flashing game lamp among Pinbot Poker, Slot Machine, Roll The Dice and Keno (lamps 81-84), and after all four Casino Run (66). Shooting it then plays the selected game.

Eye locks

mechanism.eye-locks

Kicker

Two eject holes behind the visor, Pinbot's eyes: the left eye lock (switch 47, eject coil 8) and the right eye lock (switch 48, eject coil 5). They are reachable only while the visor is open; balls locked there start multiball, and during multiball both eyes are Jack•Bot shots (hitting two holes at once awards a Super Jack•Bot). Either eye also spins the Casino Run slot machine.

Vortex skill shot

mechanism.vortex

Other

The plunger shoots the ball around the top into the Vortex, three holes (upper 56, center 57, lower 58). The upper and lower holes award the Vortex Millions value and the center hole three times it (operator multipliers 1X, 3X, 1X by default); the display shows each hole's value during the skill shot. With less than ten seconds of Casino Run left and the ball at the shooter, the center hole collects the Bank. No coil serves the Vortex; the holes return the ball to the playfield.

Lower left flipper

mechanism.lower-left-flipper

Other

Flipper assembly A-15849-L with an FL-11630 coil (power 47, hold 48, printed circuits 31-32) and an SW-1A-194 end-of-stroke switch (F3, 113) that PinMAME synthesizes. The cabinet button interrupts both optos of the left Flipper Opto Board A-17316 (F4, 114 and F8, 118); the left button also moves the flashing Game Saucer lamp.

Recreation notes

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

Coverage: partial - every I/O address, controller binding, polarity, wiring detail, mechanism and recreation note is source-reconciled; spatial_placement is missing because no retained source locates the general-illumination bulbs except one community table's own grouping, and variant_differences because no source describes the 0.4A sample machine

Identity and evidence precedence

This is the Williams Electronics Games physical machine of October 10, 1995, model 50051, IPDB 3619, 2,428 units, four players; the third robot game after Pin•Bot (1986) and The Machine: Bride of Pin•bot (1991). It covers the five jb_* drivers: jb_10r (game ROM 1.0R, the parent), jb_101r (1.01R, the "LED Ghost Fix"), jb_10b and jb_101b (the Belgian/Canadian releases of both) and jb_04a (the 0.4A sample/prototype ROM with its own speech ROM). All five share one jbGameData on wpc_m95DCSS, so the four production drivers are identical; shared game data proves only the routing, and no source describes the sample cabinet, so the prototype's physical compatibility stays unknown.

Board set. IPDB names the MPU WPC Security and says some production games were built with WPC-95 board sets; Service Bulletin 86 fixes the WPC-95 CPU board of Jack•Bot and Congo sample games built before 12-15-95. The retained manual is the May 1995 PRELIMINARY edition (16-50051-101) and documents the WPC Security five-board set: CPU A-17651-50051 (switch columns J207, rows J209, dedicated switches J205), Power Driver A-12697-3 (coils J130/J127/J126/J122, lamps J137/J134, G.I. J120/J121), Fliptronic II A-15472-1 (J902/J905/J906/J907), Dot Matrix Controller A-14039.1 and a separate DCS sound board. Pinned PinMAME runs every jb_* ROM as its hybrid generation GEN_WPC95DCS (0x40, "Hybrid WPC95 driver + DCS sound", like WHO dunnit), so the definition's pinmame.wpc-95 platform describes the emulated public API while its wiring fields cite the manual's WPC Security boards. A WPC-95 board-set game has other connector numbers, which no retained source documents.

Evidence precedence: the retained known-working table script (bord's Jack·Bot, VPU 7953, version 1.1.2a; the pinned script corpora carry the same bindings) is runtime and mechanism-causality ground truth; the May 1995 manual controls physical construction, part numbers, wiring and device presence; pinned PinMAME 97aa922b controls the controller generation and public addresses (its jb.c is a preliminary simulator whose switch and solenoid symbols are not this machine's wiring); the ROM's own service tests, run on a legal jb_10r ROM, settled polarity, names and every output's identity; the retained table supplies coordinates and the factory location drawings check them. Every table used is transcribed under evidence/excerpts/williams.jackbot.1995/, and the runs are summarized under evidence/runtime/wpc-95/jackbot-jb_10r-*.json.

Controller platform and address topology

  • Switches: dedicated 1-8 (coin chutes and the coin-door service buttons), matrix 11-68 (columns 7 and 8 are NOT USED), Fliptronic 111-118. DIP 1-8 are the country bits.
  • Fliptronic column: 111 and 113 are the lower end-of-stroke switches, which PinMAME synthesizes from the flipper coils (FLIP_SOL(FLIP_L)). 112/116 are the two optos of the right cabinet button and 114/118 of the left one; the ROM fires the lower flipper from either opto of a button. 115 (F5) and 117 (F7) are the upper-flipper end-of-stroke inputs reused as the visor closed and open switches; PinMAME does not synthesize them.
  • Solenoids: 1-28 as printed (2 NOT USED), the lower flippers at 45-48 (printed circuits 29-32), the unfitted upper-flipper circuits 33-36, the unused positions 37-40 and PinMAME's LPDC mirrors 41-44, PinMAME state channels 29-31 and constant 32, PinMAME's simulator ball-shooter channel 49 (used only while PinMAME's own simulator runs) and reserved 50.
  • Lamps 11-88 (87 Buy-In button, 88 Start button), five dimmable G.I. strings at public GI 0-4, one 128x32 DMD.

Switch polarity: what the ROM's service tests settled

The T.1 SWITCH EDGES sweep held every public address at 1 and back at 0. Every fitted switch is named at public 1, including the eight addresses PinMAME's mask inverts (the drop-target optos 16-18 and the trough optos 31-35), so those rest closed (normally_closed true) and everything else rests open. The manual shades 16-18 and 41-45 as optos and leaves the trough cells unshaded; the trough pages and the mask make 31-35 optos, while the visor targets 41-45 carry leaf-switch part numbers and read active at public 1 unmasked, so they rest open whatever their construction. T.17 VISOR TEST confirms the visor switches: it stops the motor on 117 when opening and on 115 when closing, each at public 1. T.16 RAMP TEST shows RAMP DOWN SW. while 15 is 1. Always Closed (24) is named on its 1 -> 0 edge. Drive every switch active-high; never invert the masked optos again.

The visor (headline mechanism)

Pinbot's visor covers his eyes, the two eye locks (left 47, right 48). Its five targets (41-45, left to right) face the playfield. One motor (14-8023, solenoid 28) turns in one direction through the Motor EMI w/Brake board A-15340 and moves the visor through a cam (04-10080) and its lever arm and link from one end to the other; the micro-switches Visor Closed (115) and Visor Open (117) on the motor bracket A-20100 report the ends. The ROM runs the motor until the wanted end switch closes and ignores the other one. Rules: hits on the visor targets and on the 5-bank standups (51-55) light the 25 chest lamps (five colour columns, rows 1 HIGH to 5 LOW, lamps 12-16, 22-26, 32-36, 42-46, 52-56, with the coloured arrows 11-51 above); completing the chest opens the visor and reveals the eye locks, whose balls start multiball; after 15 Jack•Bots Mega Visor raises it again. The right and left visor flashers (15, 16) carry two bulbs each; the center visor flasher is 17. The retained table models the visor as a 58-step reversing linear mech on solenoid 28 with 115 at the closed end and 117 at the open end; that model is synthetic, and no source gives the travel time.

The lifting ramp and the mini-playfield

The left ramp lifts. Ramp Lifting Mechanism B-11304: lift coil AE-26-1200 (solenoid 6, RAISE RAMP), a smaller coil SM1-26-600 (solenoid 14, DROP RAMP) and the micro-switch 15 (RAMP IS DOWN, made while the ramp is down). Down, the ramp is a shot past the ramp entrance (37) to the mini-playfield and out past the ramp exit (36); raised, it opens the way to the Cashier target under it (38). T.16 RAMP TEST cycles RAMP UP (6) and RAMP DOWN (14). Shooting the ramp lights the Game Saucer and starts the Vortex Millions count; the mini-playfield exit awards rotate among Cashier, Mega Ramp, Light Extra Ball and Jack•Bot (lamps 71-74); lamps 75 and 76 light the Game Saucer and Mega Ramp sign over the ramp entrance.

Other mechanisms

  • Game Saucer: the eject hole at the far upper left (46, coil 3, which the ROM names GAME SAUCER); the jet bumpers and the left flipper button move the flashing game among Pinbot Poker, Slot Machine, Roll The Dice and Keno (81-84), and after those Casino Run (66).
  • 3-bank drop targets 16-18 (optos on board A-13609) with one reset coil (4); a moving target lamp (77, 78,
    1. advances the bonus multiplier and completing the bank awards a card (61-65).
  • Vortex skill shot: three holes 56-58 at the top right; the center scores three times the Vortex value.
  • Trough: four balls on optos 32-35 (32 at the right), jam opto 31, ball release coil 1, shooter lane 68; the plunger is manual.
  • Jet bumpers: upper 61/13, left 62/12, lower 63/11; slingshots: left 65/9, right 64/10; the 10-point rubber switches 11, 12 and 66; the Hit Me target 67; the target under the ramp 38.
  • Knocker (7) in the backbox; Buy Extra Ball button 23 with lamp 87.

Lamps, flashers and general illumination

The ROM's T.8 names every lamp. The preliminary manual's lamp matrix and lamp list print 28 BONUS 3X, 38 BONUS 4X and 47 BONUS 5X; the ROM names them 4X, 5X and 3X, the retained table's lights sit on the 4X, 5X and 3X inserts of its playfield art (2X upper left, 3X upper right, 4X lower left, 5X lower right around Shoot Again), and the manual's own lamp drawing puts 28 at the lower-left and 47 at the upper-right insert; the definition follows them. The lamp list also swaps 71, 73 and 74 against the matrix and the ROM. The flashers are 15-27: visor 15-17, Pinbot face 18, jet bumpers 19, lower left 20, middle left 21, lower right 22 and five back-panel domes 23-27. G.I.: PLAYFIELD LOWER, LEFT, UPPER and RIGHT (#44) and INSERT (#555, the backbox insert panel, with a coin-door branch); all five dim in T.6.

Spatial status and why the record stays partial

Placements come from the retained table's script-bound objects, checked against the three factory location drawings (2-35, 2-37, 2-39) with independent callout reads; most switch, lamp and coil placements are validated, the rest stay observed with a note saying what the drawing showed. The rubber switches 11, 12 and 66, the ramp switch 15, the visor switches 115 and 117, the ramp coils 6 and 14, the visor motor 28 and the visor flashers 15-17 have no usable table object and are measured on the drawings. The four playfield G.I. strings rest on the table's own grouping, which no drawing or count can check, so spatial_placement stays missing. PinMAME's simulator channel 49 (the manual-shooter release pulse) is a virtual output with no placement.

Author construction checklist

  1. WPC-95 controller with a 128x32 DMD.
  2. Drive every switch active-high; never invert 16-18 or 31-35 again.
  3. Flipper buttons: drive 112/114 (and optionally 116/118 with them); the lower flippers are 45-48. There are no upper flippers.
  4. Visor: one motor output 28; close 115 at the closed end and 117 at the open end; eye locks 47/48 with coils 8/5 behind it; targets 41-45 on it.
  5. Ramp: 6 raises, 14 drops, 15 is made while the ramp is down.
  6. Drop targets 16-18 with reset 4; Game Saucer 46/3.
  7. Treat 41-44 as mirrors; 29-31 are PinMAME state channels; 33-40 are unfitted.

Sources

  • Operations manual May 1995 PRELIMINARY, Service Bulletin 86 and the IPDB machine page (IPDB 3619, via the Wayback Machine).
  • Pinned PinMAME 97aa922b (src/wpc/sims/wpc/prelim/jb.c, wpc.c, core.c).
  • The retained table (bord, VPU 7953, version 1.1.2a) and its script.
  • Eight LibPinMAME service-test runs of jb_10r (T.1, T.4, T.5, T.6, T.8, T.12, T.16, T.17).

Procedural note

tools/curate_jackbot.py regenerates the definition, this note and the spatial report byte-for-byte; tools/jackbot_runtime_evidence.py derives the runtime evidence from the retained runs.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
jb_101rJack*Bot (1.01R LED Ghost Fix)
Game ROM 1.01R, which pinned jb.c describes as the LED Ghost Fix revision of 1.0R; the same sound ROMs, jbGameData and wpc_m95DCSS machine driver, so the public controller contract is the parent's. A firmware revision on the same hardware.
1995jb_10ridentical
jb_101bJack*Bot (1.01B Belgian/Canadian LED Ghost Fix)
Game ROM 1.01B, the Belgian/Canadian LED Ghost Fix revision; the same sound ROMs, jbGameData and machine driver.
1995jb_10ridentical
jb_10rJack*Bot (1.0R)
Production game ROM 1.0R (jack1_0r.rom) with the DCS sound ROMs S2-S6, the parent driver. The retained known-working table binds it (Const cGameName="jb_10r"), and every service-test run behind this definition booted it.
1995—identical
jb_10bJack*Bot (1.0B Belgian/Canadian)
Game ROM 1.0B, the Belgian/Canadian release of 1.0; the same sound ROMs, jbGameData and machine driver. The manual's ROM summary lists a foreign game ROM (-1X) beside the domestic one (-1A); the difference is firmware, not hardware.
1995jb_10ridentical
jb_04aJack*Bot (0.4A Prototype)
Sample/prototype game ROM 0.4A with its own speech ROM jbsnd_04a.u2 (the other four sound ROMs equal production's), the ROM IPDB hosts as 'Sample/Prototype ROM 0.4A'. Pinned jb.c comments it 'WPC-S 5-Board' and gives it the parent's jbGameData and wpc_m95DCSS driver, so the public controller contract is the same. No retained source documents the sample cabinet beyond Service Bulletin 86, which concerns sample games' CPU boards without naming their game code. Shared game data proves the routing, not the cabinet, so its physical compatibility stays unknown until a source describes the sample machine.
1995jb_10runknown

Parent set: jb_10r — 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.

jb_04a.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/jb_04a.map.json

Applies to ROMs
jb_04a
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.

jb_10r.map.json

williams-wpc-12Kv6format 0.8

maps/williams/wpc/jb_10r.map.json

Applies to ROMs
jb_101bjb_101rjb_10bjb_10r
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

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

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.97aa922bf8e4

    Pinned catalog driver records for the jb_* clone tree (jb_10r parent; jb_101r, jb_10b, jb_101b, jb_04a)

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/sims/wpc/prelim/jb.c (a preliminary simulator whose switch and solenoid symbols are not this machine's wiring) jbGameData: GEN_WPC95DCS, wpc_dispDMD, FLIP_SW(FLIP_L|FLIP_U) | FLIP_SOL(FLIP_L), no custom switch columns, lamp columns or solenoids, no mechanism, the inverted-switch mask {0x00,0xe0,0x00,0x1f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00} (column 1 rows 6-8 and column 3 rows 1-5, public 16-18 and 31-35 under wpc_sw2m), init_jb calling wpc_set_fastflip_addr(0x7b), and the five drivers with wpc_m95DCSS (jb_04a commented 'WPC-S 5-Board'); src/wpc/wpc.c WPC_FLIPPERSW95 returning ~swMatrix[CORE_FLIPPERSWCOL], the 29-31 state mirror and the jb_ PWM typing of solenoids 15-24 as #89 bulbs (a brightness model); src/wpc/core.c core_getSol (37-40 mirrored at 41-44 for the WPC-95 generations) and core_updateSw (lower-flipper end-of-stroke synthesis). The runtime runs used a library built from this revision.

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    MIT

    controller-profile.pinmame-wpc-95

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

    internal:controllers/pinmame/wpc-95.json
    by
    PinMAME game definitions contributors
    rev
    repository
  • Human review

    identity.williams.jackbot.1995

    Source locations

    IPDB machine 3619 'Jack·Bot' (Williams Electronics Games, October 10, 1995, model 50051, MPU Williams WPC Security, 2,428 units, four players). IPDB is Cloudflare-gated, so the page was read from the Wayback capture https://web.archive.org/web/2024id_/https://www.ipdb.org/machine.cgi?id=3619 (retained as ipdb-3619.html). Its title, date and model number match the manual cover (16-50051-101) and the machine being curated; its notes say some production games were built with WPC-95 board sets and describe two playfield versions (white or coloured arrow inserts below the visor targets) and two ramp plastics.

    by
    Internet Pinball Database contributors
    rev
    Wayback capt
    sha256
    86566b440d59…
  • Operator manual

    manual.williams.jackbot.1995

    Source locations

    Williams Jack•Bot operations manual, May 1995 PRELIMINARY, document 16-50051-101: a 150-page image-only scan (300 dpi, 1-bit) with Section 1 (game operation and tests), Section 2 (parts, PDF 79-118, printed 2-N at PDF 78+N) and Section 3 (wiring, PDF 119-149, printed 3-N at PDF 118+N). It documents the WPC Security five-board set. Direct resource: https://web.archive.org/web/20211017122025id_/https://www.ipdb.org/files/3619/Williams_1995_Jack_Bot_English_Manual.pdf.

    external:pinmame-manuals/by-machine/williams.jackbot.1995/ipdb/Williams_1995_Jack_Bot_English_Manual.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by the Internet Pinball Machine Database
    sha256
    8295268601bb…
  • Service bulletin

    service-bulletin-86.williams.jackbot.1995

    Source locations

    Service Bulletin 86 (January 11, 1996): premature loss of battery voltage on the WPC-95 CPU board (bare board 5764-14533-08) of Jack•Bot and Congo sample games manufactured before 12-15-95, with the D28 diode and R129 resistor modification. It changes no switch, lamp or solenoid and shows that sample games carried WPC-95 CPU boards. Direct resource: https://web.archive.org/web/20211017122021id_/https://www.ipdb.org/files/3619/Williams_1995_Jack_Bot_Service_Bulletin_86.pdf.

    external:pinmame-manuals/by-machine/williams.jackbot.1995/ipdb/Williams_1995_Jack_Bot_Service_Bulletin_86.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by the Internet Pinball Machine Database
    sha256
    9fe7a8314e8d…
  • VPX table

    vpx-table.jackbot-bord-1-1-2a

    Source locations

    Retained known-working recreation of the physical machine (VPU file 7953, version 1.1.2a of February 22, 2022; info table_version 1.1.2). Exact playfield bounds are left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/jackbot-1995/source/Jack-Bot%20(Williams%201995).vpx
    by
    bord, with the update by leojreimroc
    sha256
    31b827ba75dc…
  • VPX script

    vpx-script.jackbot-bord-1-1-2a

    Source locations

    Retained embedded script (4,720 lines). Runtime and mechanism-causality authority: Const cGameName="jb_10r", UseSolenoids=2, UseLamps=0, UseVPMModSol=1, HandleMechanics=0, the SolCallback table, SolModCallback 15-27 for the flashers, the cvpmBallStack trough and three saucers, the visor cvpmMech on solenoid 28 with switches 115 and 117, the RampTimer ramp model writing switch 15, the ChangedLamps/SetLamp lamp loop and UpdateGi for G.I. strings 0-3. The pinned script corpora (vpxtable_scripts and vpx-standalone-scripts) carry the same binding statements.

    external:pinmame-vpx-sources/williams/jackbot-1995/extracted-vpxtool/script.vbs
    by
    bord and leojreimroc
    sha256
    8edd32cea574…
  • VPX table

    vpx-extraction.jackbot-bord-1-1-2a

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 8c76313b82c0c5850c94c5e1eab0f3f478091422a8f2fe7a4c1dcdb9b75bbea7; 1603 files, 289318015 bytes, produced with vpxtool 0.33.3 from the retained table. Bounds are left=0 top=0 right=952 bottom=1974.

    external:pinmame-vpx-sources/williams/jackbot-1995/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • Runtime run

    runtime.jackbot.switch-edges-sweep

    Source locations

    One hash-pinned LibPinMAME harness run of jb_10r from empty NVRAM with built-in mechanisms disabled (tools/harness-scenarios/wpc-95/jb-switch-edges-sweep.json): inside T.1 SWITCH EDGES the coin switches 1-4, every public matrix address 11-88 and every Fliptronic address 111-118 are set to 1 and back to 0 for 2 s each. The ROM names each fitted switch at public 1 (24 on its 1 -> 0 edge; the end-of-stroke bits 111 and 113, which PinMAME rewrites from the flipper coils, are never named), names nothing for 71-88, fires the jet and sling coils for their switches and the lower flippers for 112/116 and 114/118.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-switch-edges-sweep.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.solenoid-test

    One hash-pinned run of jb_10r (jb-solenoid-test.json) stepping T.4 SOLENOID TEST: it walks 1 and 3-14, naming each driver and its wires and pulsing that public address, and wraps.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-solenoid-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.flasher-test

    One hash-pinned run of jb_10r (jb-flasher-test.json) stepping T.5 FLASHER TEST through 15-27, each named with its wires and pulsed alone, and wrapping to 15.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-flasher-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.flipper-coil-test

    One hash-pinned run of jb_10r (jb-flipper-coil-test.json) stepping T.12 FLIPPER COIL TEST: R. FLIP. POWER drives 45 and 46, R. FLIP. HOLD 46, L. FLIP. POWER 47 and 48, L. FLIP. HOLD 48; nothing offers or publishes 33-36.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-flipper-coil-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.gi-test

    One hash-pinned run of jb_10r (jb-gi-test.json) stepping T.6 GENERAL ILLUMINATION TEST: PLAYFIELD LOWER, LEFT, UPPER, RIGHT and INSERT each dim public GI 0-4 alone.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-gi-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.single-lamps

    One hash-pinned run of jb_10r (jb-single-lamps.json) stepping T.8 SINGLE LAMPS through public lamps 11-88 in matrix order, each lit alone with its name, test number and row and column wires printed.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-single-lamps.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.ramp-test

    One hash-pinned run of jb_10r (jb-ramp-test.json): T.16 RAMP TEST alternates 01 RAMP UP (public 6) and 02 RAMP DOWN (public 14), shows RAMP DOWN SW. while the host holds public 15 at 1, and in repeat mode pulses only the selected coil.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-ramp-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Runtime run

    runtime.jackbot.visor-test

    Source locations

    One hash-pinned run of jb_10r (jb-visor-test.json): T.17 VISOR TEST drives the visor motor 28 for OPEN and CLOSE, stops it when public 117 (OPEN) or 115 (CLOSE) reads 1, ignores the other switch, and marks the OPEN and CLOSED boxes from 117 and 115.

    internal:evidence/runtime/wpc-95/jackbot-jb_10r-visor-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Human review

    drawing-callouts.jackbot.2026-10-09

    Source locations

    2026-10-09 factory location-drawing callout check of the manual's drawings 2-35, 2-37 and 2-39 (the committed 300 dpi excerpt crops): every callout transcribed by an independent reader working only from the page, per-page control fits from the jet bumper caps and flipper pivots, and the callout fit; a table placement whose own callout lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py). Reads, overlays and generators are retained under review-artifacts with a pinned manifest.

    internal:tools/seeds/williams/jackbot-1995-callouts.json
    by
    PinMAME game definitions contributors
    sha256
    fb7877e03fdc…

Something wrong or missing?

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

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

Same platform

Missing data

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

  • Edition and firmware differences

    Document supported hardware and firmware differences without combining incompatible editions.

  • Physical device locations

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

Recorded completion blockers

Unresolved physical geometry

  • The G.I. placements of strings 1-4 rest on the retained table's own grouping; no factory drawing or bulb count locates G.I. bulbs, so they stay observed.
  • Placements the drawings do not confirm keep their observed status; each such device's note says what the drawing showed.

Promotion decision

partial: every fitted device has an observed or validated placement or a controlled not-applicable record, but no general-illumination placement can be validated from any retained drawing or count.

Read the curation report