Junk Yard

Partial
Completion88%

Williams1996WPC-95williams.junkyard.1996 Updated 2026-10-05

1 unresolved conflict

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

Junkyard lamp 86 plane

Affects
output 86
Disagreeing sources
Operator manual
VPX table

Lamp 86 (Gen. Crane) sits on an unresolved physical plane. The manual's own Lamp Locations page (2-37) disagrees with itself: the footnote asterisks items 81-86 as "located on the insert panel", but the same page's playfield line drawing runs a leader from a margin badge 86 into the on-playfield crane mechanism at the top of the playfield.

The retained table models a Lamp86 Light object on the playfield, which agrees with the drawing's crane placement but not with the insert-panel footnote. The transcription records both facts without picking a side. The definition places lamp 86 on the playfield from the retained table and notes the conflict.

What would settle it

a photograph of an unrestored machine with the Gen. Crane lamp lit, or the insert-panel/crane assembly lamp wiring, to confirm which physical plane the #44 socket sits on.

outputs[binding.device=86]

Wire it up

what an authoring tool needs first
Bind this ROM
jy_12

4 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.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door

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

Playfield

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

Playfield map

157 placements · 21 stacked · normalised player view · outline is nominal

11 Toaster Gun212 Rebound Switch · 0 Playfield String 1215 Top Left Crane · 47 Car Target 216 Left Outlane17 Left Return Lane18 Shooter Lane26 Right Return Lane27 Right Outlane631 Trough Eject · 32 Trough Ball 1 · 33 Trough Ball 2 · 34 Trough Ball 3 · 35 Trough Ball 4 · 9 Trough236 Lock Up 2 · 37 Lock Up 138 Top Right Crane41 Past Spinner243 Lock Jam · 2 Refrigerator Popper44 Past Crane45 Ramp Exit246 Car Target 1 (Left) · 65 Upper Left 3-Bank Middle48 Car Target 3251 Left Slingshot · 10 Left Slingshot252 Right Slingshot · 11 Right Slingshot53 Car Target 4254 Car Target 5 (Right) · 62 Upper Right 3-Bank Middle56 Lower Left 3-Bank Bottom57 Lower Left 3-Bank Middle58 Lower Left 3-Bank Top61 Upper Right 3-Bank Bottom63 Upper Right 3-Bank Top64 Upper Left 3-Bank Bottom66 Upper Left 3-Bank Top67 Bowl Entry68 Bowl Exit71 Ramp Entry272 Scoop Down · 73 Scoop Made74 Dog Entry76 Right 3-Bank Bottom77 Right 3-Bank Middle78 Right 3-Bank Top3111 Lower Right Flipper EOS · 45 Lower Right Flipper Power · 46 Lower Right Flipper Hold3113 Lower Left Flipper EOS · 47 Lower Left Flipper Power · 48 Lower Left Flipper Hold115 Spinner1 Auto Plunger3 Power Crane25 Scoop Down · 21 Scoop Up6 Bus Diverter16 Move Dog17 Dog Face Flasher19 Autofire Flashers220 Left Side Flashers · 53 Left Recycle22 Under Crane Flasher23 Back Left Flashers24 Back Right Flashers26 Scoop Flashers11 Top Left Bank Bottom12 Top Left Bank Middle13 Top Left Bank Top14 Top Right Bank Top15 Top Right Bank Middle16 Top Right Bank Bottom17 Right Recycle18 Right Crane H.U.21 Right 3-Bank Top22 Right 3-Bank Middle23 Right 3-Bank Bottom24 Left Bank Bottom25 Left Bank Middle26 Left Bank Top27 Fan28 Bath Tub31 Jackpot32 Super Jackpot33 Multiball34 Wrecking Ball35 Radar Adventure36 Jalopy Race37 Toilet Adventure38 A.T.C. Adventure41 Gen. Bus42 Toast43 Magic Bus44 Collect Junk45 Coo Coo Clock46 Television47 Weather Vane48 Fish Bowl51 Gen. Toilet52 Window Shopping54 Left Crane H.U.55 Shoot Again57 Toaster58 Hair Dryer61 Propeller62 Outer Space63 DO(G)64 (D)OG65 D(O)G66 Choose Junk367 Angel Slingshot · 0 Playfield String 1 · 0 Playfield String 168 Bicycles71 Time Machine72 Start Adventure73 Extra Ball74 Toast75 Gen. Sewer76 Toaster Gun77 Gen. Alley378 Devil Slingshot · 0 Playfield String 1 · 0 Playfield String 186 Gen. Crane0 Playfield String 120 Playfield String 1 · 0 Playfield String 120 Playfield String 1 · 0 Playfield String 10 Playfield String 120 Playfield String 1 · 0 Playfield String 10 Playfield String 120 Playfield String 1 · 0 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 10 Playfield String 120 Playfield String 1 · 1 Playfield String 20 Playfield String 10 Playfield String 11 Playfield String 21 Playfield String 21 Playfield String 2

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 playfield95
  • sensorsenses the ball48
  • effectmoves the ball14
  • nStackseveral devices in one spot21
127 devices shown

Not on the playfield26 cabinet or service, 26 unused, 14 virtual, 8 dip switch, 1 constant — declared rather than missing.

Coverage

Partial

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

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
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Spatial PlacementUnresolved Conflicts

Switches

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

79 addresses

Switch map

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

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

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

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC-95 CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-95 CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-95 CPU board
validated
4
4th Coin Chute
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-95 CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-95 CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-95 CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-95 CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-95 CPU board
validated
11
Toaster Gun
Microswitch
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Rebound Switch
Microswitch
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC-95 CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC-95 CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC-95 CPU board
validated
15
Top Left Crane
Microswitch
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Left Outlane
Microswitch
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Left Return Lane
Microswitch
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Shooter Lane
Microswitch
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC-95 CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC-95 CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Not Used Matrix Position 25
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Right Return Lane
Microswitch
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Right Outlane
Microswitch
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
Crane Down
Microswitch
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC-95 CPU board
validated
31
Trough EjectNC
Opto
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC-95 CPU board
validated
32
Trough Ball 1NC
Opto
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC-95 CPU board
validated
33
Trough Ball 2NC
Opto
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC-95 CPU board
validated
34
Trough Ball 3NC
Opto
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC-95 CPU board
validated
35
Trough Ball 4NC
Opto
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC-95 CPU board
validated
36
Lock Up 2NC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Lock Up 1NC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Top Right Crane
Microswitch
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Past SpinnerNC
Opto
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC-95 CPU board
validated
42
In The SewerNC
Opto
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC-95 CPU board
validated
43
Lock JamNC
Opto
switch.matrix-43
J206-4Green-Yellow
J208-3White-Orange
WPC-95 CPU board
validated
44
Past Crane
Opto
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC-95 CPU board
validated
45
Ramp Exit
Microswitch
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC-95 CPU board
validated
46
Car Target 1 (Left)
Microswitch
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC-95 CPU board
validated
47
Car Target 2
Microswitch
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC-95 CPU board
validated
48
Car Target 3
Microswitch
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC-95 CPU board
validated
51
Left Slingshot
Leaf
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC-95 CPU board
validated
52
Right Slingshot
Leaf
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC-95 CPU board
validated
53
Car Target 4
Microswitch
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
Car Target 5 (Right)
Microswitch
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Not Used Matrix Position 55
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Lower Left 3-Bank Bottom
Microswitch
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Lower Left 3-Bank Middle
Microswitch
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Lower Left 3-Bank Top
Microswitch
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Upper Right 3-Bank Bottom
Microswitch
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Upper Right 3-Bank Middle
Microswitch
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Upper Right 3-Bank Top
Microswitch
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Upper Left 3-Bank Bottom
Microswitch
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Upper Left 3-Bank Middle
Microswitch
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Upper Left 3-Bank Top
Microswitch
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Bowl Entry
Microswitch
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Bowl Exit
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Ramp Entry
Microswitch
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Scoop Down
Microswitch
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Scoop Made
Microswitch
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Dog Entry
Microswitch
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
Not Used Matrix Position 75
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
Right 3-Bank Bottom
Microswitch
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Right 3-Bank Middle
Microswitch
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Right 3-Bank Top
Microswitch
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Not Used Matrix Position 86
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC-95 CPU board
validated
87
Not Used Matrix Position 87
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC-95 CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC-95 CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J208-13Black-Green
WPC-95 CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J212-12Blue-Violet
WPC-95 CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J208-12Black-Blue
WPC-95 CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Spinner
Leaf
switch.generic-115
playfield.spinner
J208-11Black-Violet
WPC-95 CPU board
validated
116
Not Fitted Upper Right Flipper ButtonNC
Opto
switch.generic-116
internal.unfitted.flipper-button
J212-10Black-Yellow
WPC-95 CPU board
validated
117
Not Used Upper Left Flipper EOS
Leaf
switch.generic-117
internal.unused.flipper
J208-10Black-Gray
WPC-95 CPU board
validated
118
Not Fitted Upper Left Flipper ButtonNC
Opto
switch.generic-118
internal.unfitted.flipper-button
J212-9Black-Blue
WPC-95 CPU board
validated

Controlled devices

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

Coils, magnets & motors

25
25 shown
# Name Device ID Role Wiring Evidence
1
Auto Plunger
device.auto-plunger
Q72
WPC-95 power driver board
validated
2
Refrigerator Popper
device.refrigerator-popper
Q68
WPC-95 power driver board
validated
3
Power Crane
device.power-crane
Q71
WPC-95 power driver board
validated
4
Not Used Solenoid 4
device.not-used-solenoid-4
internal.unfitted
Q67
WPC-95 power driver board
validated
5
Scoop Down
device.scoop-down
Q70
WPC-95 power driver board
validated
6
Bus Diverter
device.bus-diverter
Q66
WPC-95 power driver board
validated
7
Knocker
device.knocker
cabinet.knocker
Q69
WPC-95 power driver board
validated
8
Not Used Solenoid 8
device.not-used-solenoid-8
internal.unfitted
Q65
WPC-95 power driver board
validated
9
Trough
device.trough
Q44
WPC-95 power driver board
validated
10
Left Slingshot
device.left-slingshot
Q48
WPC-95 power driver board
validated
11
Right Slingshot
device.right-slingshot
Q43
WPC-95 power driver board
validated
12
Not Used Solenoid 12
device.not-used-solenoid-12
internal.unfitted
Q47
WPC-95 power driver board
validated
13
Not Used Solenoid 13
device.not-used-solenoid-13
internal.unfitted
Q42
WPC-95 power driver board
validated
14
Not Used Solenoid 14
device.not-used-solenoid-14
internal.unfitted
Q46
WPC-95 power driver board
validated
15
Hold Crane
device.hold-crane
Q41
WPC-95 power driver board
validated
16
Move Dog
device.move-dog
Q45
WPC-95 power driver board
validated
21
Scoop Up
device.scoop-up
Q26
WPC-95 power driver board
validated
33
Unused Upper Right Power
device.unused-upper-right-power
internal.unused.wpc-output
Q84
WPC-95 power driver board
validated
34
Unused Upper Right Hold
device.unused-upper-right-hold
internal.unused.wpc-output
Q86
WPC-95 power driver board
validated
35
Unused Upper Left Power
device.unused-upper-left-power
internal.unused.wpc-output
Q81
WPC-95 power driver board
validated
36
Unused Upper Left Hold
device.unused-upper-left-hold
internal.unused.wpc-output
Q83
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power
Q90
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold
Q92
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power
Q87
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold
Q89
WPC-95 power driver board
validated

Flashers

11
11 shown
# Name Device ID Wiring Evidence
17
Dog Face Flasher
device.dog-face-flasher
Q28
WPC-95 power driver board
validated
18
Window Shop Flasher
device.window-shop-flasher
Q32
WPC-95 power driver board
validated
19
Autofire Flashers
device.autofire-flashers
Q27
WPC-95 power driver board
validated
20
Left Side Flashers
device.left-side-flashers
Q31
WPC-95 power driver board
validated
22
Under Crane Flasher
device.under-crane-flasher
Q30
WPC-95 power driver board
validated
23
Back Left Flashers
device.back-left-flashers
Q25
WPC-95 power driver board
validated
24
Back Right Flashers
device.back-right-flashers
Q29
WPC-95 power driver board
validated
25
Shooter Flasher
device.shooter-flasher
Q16
WPC-95 power driver board
validated
26
Scoop Flashers
device.scoop-flashers
Q15
WPC-95 power driver board
validated
27
Dog House Flasher
device.dog-house-flasher
Q14
WPC-95 power driver board
validated
28
Cars Flashers
device.cars-flashers
Q13
WPC-95 power driver board
validated

Lamps

64

Lamp map

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

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Top Left Bank Bottom
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Top Left Bank Middle
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Top Left Bank Top
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Top Right Bank Top
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Top Right Bank Middle
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Top Right Bank Bottom
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
Right Recycle
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Right Crane H.U.
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Right 3-Bank Top
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Right 3-Bank Middle
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Right 3-Bank Bottom
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Left Bank Bottom
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Left Bank Middle
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Left Bank Top
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Fan
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Bath Tub
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Jackpot
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Super Jackpot
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Multiball
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Wrecking Ball
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Radar Adventure
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Jalopy Race
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Toilet Adventure
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
A.T.C. Adventure
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Gen. Bus
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Toast
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Magic Bus
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Collect Junk
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Coo Coo Clock
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Television
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Weather Vane
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
Fish Bowl
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Gen. Toilet
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Window Shopping
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Left Recycle
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Left Crane H.U.
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Shoot Again
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Not Used Lamp Position 56
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Toaster
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Hair Dryer
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Propeller
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
Outer Space
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
DO(G)
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
(D)OG
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
D(O)G
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Choose Junk
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Angel Slingshot
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Bicycles
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Time Machine
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Start Adventure
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Extra Ball
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Toast
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Gen. Sewer
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Toaster Gun
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Gen. Alley
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Devil Slingshot
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Fireworks
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Toxic Waste
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Light Extra Ball
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Free Game
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Light Jackpot
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Gen. Crane
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Not Used Lamp Position 87
lamp.matrix-87
Q97 column driver with Q101 row driver
WPC-95 power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q97 column driver with Q105 row driver
WPC-95 power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Playfield String 1
gi.string-1
Q5
WPC-95 power driver board
validated
1
Playfield String 2
gi.string-2
Q4
WPC-95 power driver board
validated
2
Logo String 3
gi.string-3
cabinet.insert-panel
Q3
WPC-95 power driver board
validated
3
Illumination String 4 (always on)
gi.string-4
cabinet.insert-panel
Q2
WPC-95 power driver board
validated
4
Illumination String 5 (always on)
gi.string-5
cabinet.insert-panel
Q1
WPC-95 power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Role Evidence
29
WPC State Channel 29
device.wpc-state-channel-29
internal.wpc-state
validated
30
WPC State Channel 30
device.wpc-state-channel-30
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-95 LPDC Output 37
device.unused-wpc-95-lpdc-output-37
internal.unused.wpc-output
validated
38
Unused WPC-95 LPDC Output 38
device.unused-wpc-95-lpdc-output-38
internal.unused.wpc-output
validated
39
Unused WPC-95 LPDC Output 39
device.unused-wpc-95-lpdc-output-39
internal.unused.wpc-output
validated
40
Unused WPC-95 LPDC Output 40
device.unused-wpc-95-lpdc-output-40
internal.unused.wpc-output
validated
41
Unused WPC-95 LPDC Mirror 41
device.unused-wpc-95-lpdc-mirror-41
internal.duplicate.lpdc-mirror
validated
42
Unused WPC-95 LPDC Mirror 42
device.unused-wpc-95-lpdc-mirror-42
internal.duplicate.lpdc-mirror
validated
43
Unused WPC-95 LPDC Mirror 43
device.unused-wpc-95-lpdc-mirror-43
internal.duplicate.lpdc-mirror
validated
44
Unused WPC-95 LPDC Mirror 44
device.unused-wpc-95-lpdc-mirror-44
internal.duplicate.lpdc-mirror
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J206-2Green-Red
J208-4White-Yellow
WPC-95 CPU board
validated

Mechanisms

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

Four-ball trough and ball release

mechanism.trough

Kicker

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

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

The ball ejected from the trough rests on shooter-lane switch 18 and auto-plunger coil 1 launches it; the retained script's Autoplunger handler pulls back and fires the Auto_Plunger only when switch 18 is active.

Crane arm and wrecking ball

mechanism.crane

Toy

The Moving Crane Assembly A-21523 (Wrecking Ball & Back Panel Assembly parts list, 2-20) is a crane arm on an axle at the crane mount, lifted through a plunger by one A-20099 coil assembly, with the wrecking ball hanging from the arm on a cable assembly (A-21326). The solenoid table prints that coil part for both solenoid 3 (Power Crane, high power) and solenoid 15 (Hold Crane, low power). The retained script lifts the arm, and the wrecking ball with it, while solenoid 3 is on, keeps it up while solenoid 15 is on and lets it drop when both are off. Switch 28 (Crane Down), the assembly's micro mini switch, is closed while the arm is down and open while it is up. The wrecking ball swings freely when the game ball strikes it, and its swing is registered by the Wreck Ball Target Assembly A-21247 (2-29), an arc of five target switches around it wired as 46, 47, 48, 53 and 54; the retained table models the swing with a hidden pendulum that strikes walls SWCar1-SWCar5. The arm only lifts and drops: no switch reports a left or right position. Switches 15 and 38 (Top Left/Right Crane) are red standup targets beside the centre channel and 44 (Past Crane) is a lane switch at the top left; none of them is part of this mechanism.

Refrigerator popper

mechanism.refrigerator-popper

Kicker

The retained script's second cvpmBallStack helper (bsFridgePopper) uses switch 37 as its entry ball-position switch and switches 36/43 as the Fridge ball-stack array; solenoid 2 fires the popper to eject a captured ball back to the playfield.

Bus ramp diverter

mechanism.bus-diverter

Diverter

Solenoid 6 rotates a diverter flap (Sol6, a stopping wall/diverter object) that selects whether a ball entering the bus ramp lane continues to the top of the playfield or drops back; the retained script's BusDiverter handler sets Sol6.IsDropped accordingly. The manual documents no dedicated switch for this device.

Spike the dog mechanism

mechanism.dog

Motorized

Solenoid 16 (Move Dog) drives the dog-house spike arm; the retained script's SpikeBark/SpikeTimer handlers pulse the spike spike.transy up and down while switch 74 (Dog Entry) reports a ball in the dog-house entry scoop.

Drives
Senses

Fork-lift scoop (up/down)

mechanism.scoop

Kicker

The two-way fork-lift scoop at the center-right of the playfield lowers (solenoid 5, Scoop Down) and raises (solenoid 21, Scoop Up) to fling a ball from switch 73 (Scoop Made); the retained script's ScoopDown/ScoopUp handlers drive the fork-arm primitives and toggle switch 72 to report the scoop's own state.

Toaster gun and rebound

mechanism.toaster-gun

Other

Toaster Gun (switch 11) and Rebound Switch (switch 12, part A-17794) form the left-side upper features; the retained script pulses switch 12 from both the Switch12 and Switch12a wall hit handlers.

Upper and lower three-bank target clusters

mechanism.three-banks

Other

Four clusters of three standup targets each: Upper Right 3-Bank (61-63), Upper Left 3-Bank (64-66), Lower Left 3-Bank (56-58) and Right 3-Bank (76-78). All use part A-21349-1 (lower/right clusters) or A-21351-1..-6 (upper clusters).

Left and right slingshots

mechanism.slingshots

Other

Each slingshot assembly has a combined kick/score switch (SW-1A-204 kick with SW-1A-205 score); the retained script's LeftSlingShot_Slingshot/RightSlingShot_Slingshot handlers pulse switches 51 and 52 while coils 10/11 articulate the arms.

Spinner

mechanism.spinner

Other

The Fliptronic F5 position is a playfield spinner (part 5647-12693-24), not a flipper contact; the retained script's Switch115_Spin handler pulses switch 115 on each revolution.

Senses

Lower flipper pair

mechanism.lower-flippers

Other

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

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Identity and evidence precedence

Junk Yard is a Williams WPC-95 machine (manual 16-50052-101, JANUARY 1997 FINAL). Pinned PinMAME's own libpinmame.h names the GEN_WPC95 constant "Integrated boards, Congo 3/96 - Cactus Canyon 2/99", i.e. Junk Yard is part of the same integrated-board WPC-95 hardware generation as the other machines in that era. The retained known-working table (VPX v1.3, author mfuegemann; primitives/textures by Fuzzel and Dark, lighting by Hauntfreaks) binds driver jy_12, the production 1.2 ROM (DCS sound).

This curation follows the project's standard evidence-authority order: the retained script is runtime/causality ground truth, the Williams manual is physical-construction/wiring/quantity ground truth, pinned PinMAME source is controller-topology ground truth, and the retained table supplies geometry. The retained manual (146 pages) carries a usable OCR text layer, but every printed table cited here was read from 200 dpi renders and transcribed into evidence/excerpts/williams.junkyard.1996/, cross-checked across the repeated copies (front matter, printed 2-38, and Section 3). These transcriptions are recorded with reviewed: false / method: model — a curator has not yet visually re-checked them against the rendered pages. The polarity, spatial, controller-topology, and mechanism-causality conclusions rest on pinned PinMAME source, the retained VPX geometry/script, and the cross-copy comparison rather than on the unchecked transcription alone, and the semantic device identities are corroborated by the retained VPX object names and the pinned PinMAME source. The raw transcription wording (labels, part-number spellings) remains subject to a curator re-check of the excerpt transcriptions before author-ready promotion. A retained 16-page operator handbook (born-digital, with a real text layer) reproduces the same tables and can assist that re-check.

Junk Yard has no pop bumpers. Unlike most WPC-95 machines, neither the switch matrix nor the solenoid table lists a jet/popper bumper; the playfield features standup targets, slingshots, a crane with a wrecking ball, a refrigerator popper, a fork-lift scoop, a dog-house mechanism, and a spinner.

Controller platform and address topology

Reuses controllers/pinmame/wpc-95.json unchanged, confirmed directly from jyGameData's own GEN_WPC95 field in src/wpc/sims/wpc/prelim/jy.c. The switch matrix, Fliptronic column, LPDC duplication (37-40 mirrored at 41-44), and five-string GI layout all follow the standard WPC-95 rules already documented on that profile.

Junk Yard declares no custom switch column, no auxiliary lamp column, and no custom solenoid board (jyGameData's trailing hw fields are all zero), so this is a clean WPC-95 baseline with no address-remapping surprises beyond the flipper circuits below. The switch matrix's eighth column (81-88) is entirely unpopulated; switches 23, 25, 55, and 75 are also printed Not Used.

Flipper circuits. Printed circuits 29/30 (Lwr Rt Power/Hold) and 31/32 (Lwr Lt Power/Hold) map to public addresses 45-48 (CORE_FIRSTLFLIPSOL=45). Printed circuits 33-36 (the "Upr. Rt."/"Upr. Lt." driver-board slot, CORE_FIRSTUFLIPSOL=33) already equal their own public addresses. Junk Yard fits no upper flippers: jyGameData declares FLIP_SOL(FLIP_L) only, so no upper flipper solenoid is CPU-driven and no upper FLIP_EOS bit is set. The Switch Locations page marks F6 (Upper Right Flipper Cabinet), F7 (Upper Left Flipper E.O.S.) and F8 (Upper Left Flipper Cabinet) Not Used.

The flipper-column switch treatment deserves precision because it depends on PinMAME's flipMask construction (core.c:2510-2517), which is driven by jyGameData's FLIP_SW(FLIP_L | FLIP_U) | FLIP_SOL(FLIP_L). That mask always carries the lower-right/left button bits and the lower EOS bits (from FLIP_SOL(FLIP_L)), and additionally the upper-right/left button bits (from FLIP_SW(FLIP_U)); it carries no upper EOS bit. The two addresses that PinMAME genuinely forces every VBLANK regardless of keyboard mode are the lower end-of-stroke contacts 111 and 113: core_updateSw recomputes them from core_getSol (the flipper hold-coil state) plus CORE_FLIPSTROKETIME (core.c:1756-1775) and writes them back, so a recreation must not drive 111 or 113. The button addresses 112/114/116/118 are read from and written back to the matrix unchanged when keyboard handling is off (core.c:1731, the LibPinMAME default g_fHandleKeyboard=0), so the emulator publishes no meaningful runtime state at them; 116/118 are additionally unfitted (no physical upper-flipper button exists) and are recorded unused, while 117 (upper-left EOS) is dead because no upper FLIP_EOS bit is set. F5, however, is not a flipper contact at all: the manual prints it "SPINNER" (part 5647-12693-24), and the retained script's Switch115_Spin handler pulses it as the playfield spinner. This is the same "Fliptronic F5 repurposed for a non-flipper device" pattern Monster Bash established with its Center Spinner.

Opto polarity sweep

The manual's Switch Locations parts list (2-35) identifies eleven opto-constructed switches by printing an LED/photo-transistor pair on two lines rather than a single mechanical part: 31-35 (A-18617-1/A-18618-1, the trough) and 36-37 (lock-up) and 41-44 (Past Spinner, In The Sewer, Lock Jam, Past Crane) (all A-16908/A-16909). The switch matrix (2-34) shades column 3 rows 1-7 as "OPTO, TYPICALLY CLOSED".

Pinned PinMAME's jyGameData inverted-switch mask ({0x00,0x00,0x00,0x7f,0x07,0x00,...}) normalizes column 3 rows 1-7 (31-37) and column 4 rows 1-3 (41-43). That matches the manual on ten of the eleven opto addresses. The exception is switch 44 (Past Crane): opto-constructed per the manual but not normalized by PinMAME (column 4 row 4 is outside the mask's 0x07).

The ROM's own T.1 SWITCH EDGES test shows that the mask is right. Hash-pinned LibPinMAME runs of jy_12, jy_11 and the jy_03 prototype, each from empty NVRAM, set public 45 (Ramp Exit, an ordinary switch), 41 (Past Spinner, the same A-16908/A-16909 opto pair, normalized) and 44 to 1 and then 0. Each level was held for two seconds. In all three runs the top display line names PAST CRANE after 44 goes to 1 and returns to SWITCH EDGES after it goes to 0, just as it does for both controls (evidence/runtime/wpc-95/junkyard-jy_*-switch-edges.json). The ROM therefore reads public 44 = 1 as active. A recreation drives it as the known-working table does (switch44_Hit calls vpmTimer.PulseSw 44) and never inverts it.

Outside the inversion mask the WPC-95 security PIC passes the public level through unchanged, so 44's matrix contact rests open (normally_closed: false), while the masked optos 31-37 and 41-43 rest closed. The shared part number fixes opto construction, not the contact's rest state. No retained source shows the circuit difference behind it. The earlier conflict record for this address was withdrawn.

The same runs show one incidental difference between ROM revisions. The production ROMs (jy_11, jy_12) print GRN-WHT as the column-4 wire colour in the T.1 display, while the jy_03 prototype prints GRN-YEL. The manual prints both. The (not yet visually reviewed) switch-matrix transcription gives column 4 as Green-Yellow, while the Wreck Ball Target Assembly drawing (2-29) labels the column wire of car targets 46-48 GRN-WHT. The definition keeps the switch-matrix page's colour.

Mechanisms

  • Four-ball trough and release (A-19963-1): the retained script's cvpmBallStack helper bsTrough reads switches 32-35 as a plain switch array and ejects the ball through solenoid 9, pulsing opto 31 in the same SolTrough event.
  • Shooter lane and auto plunger (A-21022): the Autoplunger handler pulls back and fires Auto_Plunger only when switch 18 is active.
  • Crane arm and wrecking ball (A-21523 with A-21247): the Moving Crane Assembly (2-20) is an arm on an axle at the crane mount, lifted through a plunger by one A-20099 coil assembly, the coil part the solenoid table prints for both solenoid 3 (Power Crane, high power) and solenoid 15 (Hold Crane, low power). The wrecking ball hangs from the arm on a cable assembly (A-21326). The retained script lifts the arm, and the ball with it, while solenoid 3 is on, holds it up while solenoid 15 is on, and drops it when both are off. Switch 28 (Crane Down) is the assembly's micro mini switch (5647-12693-31): closed with the arm down, open with it up.
    • The arm only lifts and drops. No switch reports a left or right position.
    • The wrecking ball swings freely when the game ball hits it. The swing is registered by the Wreck Ball Target Assembly (2-29), an arc of five target switches around the ball. Its wire labels are exactly car targets 46, 47, 48, 53 and 54, the five switches the Switch Locations page footnotes ABOVE CRANE. The car toys sit on those targets.
    • The retained table models the arc with a hidden pendulum below the apron that strikes walls SWCar1-SWCar5. The script copies the pendulum's swing onto the visible ball.
    • Switches 15 (Top Left Crane) and 38 (Top Right Crane) are not crane sensors. Their part, A-18530-4, is the Red Standup Target of the Upper Playfield Parts list (2-30, item 24, called out twice on its drawing). The Switch Locations drawing puts them at the top of the target arc, either side of the centre channel.
    • Switch 44 (Past Crane) is not a crane sensor either. The Switch Locations drawing runs its leader to a switch on the top-left lane, and the retained table models it as a lane trigger before the CraneHole kickout.
    • The Power Crane coil is placed at the crane arm's mount (PCraneArm), where the solenoid-location drawing puts it.
  • Refrigerator popper (A-21216): bsFridgePopper uses switch 37 as the entry and switches 36/43 as the internal ball-stack array; solenoid 2 ejects.
  • Bus ramp diverter (A-21409-1): solenoid 6 rotates a diverter flap (Sol6.IsDropped) with no dedicated switch.
  • Spike the dog (A-21383): solenoid 16 drives the dog-house spike arm; SpikeBark/SpikeTimer animate it while switch 74 reports a ball in the dog-house entry.
  • Fork-lift scoop (A-21220): solenoid 5 (Scoop Down) and solenoid 21 (Scoop Up) lower/raise the fork arms; switches 73 (Scoop Made) and 72 (state) report the scoop.
  • Car targets (SW-1A-210): 46-48 and 53-54 are the wrecking-ball target arc described under the crane above. They are struck by the swinging wrecking ball, and there is no resettable drop mechanism.
  • Three-bank target clusters (A-21349-1 / A-21351): four clusters of three standup targets (56-58, 61-63, 64-66, 76-78); no bank is solenoid-reset.
  • Slingshots (B-9362-R-3): left (solenoid 10, switch 51) and right (solenoid 11, switch 52).
  • Spinner: Fliptronic F5 (public 115).

Service and setup

The front-matter DIP Switch Chart documents five country combinations (America, European, French, German, Spain) across SW1-SW8. The machine uses four balls. The crane mechanism and the wrecking ball are the headline features, with the cars, refrigerator, dog-house, and fork-lift scoop forming the themed toy complex.

Unresolved

No switch-polarity question remains open. The lamp-86 (Gen. Crane) plane conflict is unresolved. Several crane/trough/sewer mechanism-internal sensors are documented projections onto the mechanism's real kicker rather than surveyed coordinates.

Sources

  • Williams Junk Yard Operations Manual (16-50052-101, January 1997 FINAL), 146 pages, SHA-256 08819a08990c61070c4a3a99a4d5f00d9d082b6d00477ffaf9b0a58fddce3fe1.
  • Retained known-working table Junk Yard (Williams 1996).vpx v1.3 by mfuegemann, SHA-256 8ff2c1c8ae3457a4b88ff2207bc506d07435b049343301ded4dbf8e855bef07f.
  • Pinned PinMAME 8371478a7640f1896dcdf565aed340dc5df989ba, src/wpc/sims/wpc/prelim/jy.c.
  • T.1 SWITCH EDGES runs of jy_12, jy_11 and jy_03 on the pinned-revision library (pinmame64.dll, SHA-256 deb2c99f44af3ae669a716943e737aca4b6b5126d5a786544206d0e7bd77e83c) with scenario tools/harness-scenarios/wpc-95/jy-switch-edges-44.json, summarized in evidence/runtime/wpc-95/junkyard-jy_12-switch-edges.json, junkyard-jy_11-switch-edges.json and junkyard-jy_03-switch-edges.json.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
jy_12cJunk Yard (1.2C Competition MOD)
Williams 1.2C Competition MOD (2019), a community ruleset built on the 1.2 game ROM that runs on the identical physical hardware and addresses; a later firmware revision of the same physical machine with no controller-address or playfield change.
2019jy_12compatible
jy_12Junk Yard (1.2)
Williams production 1.2 game ROM (DCS sound) shipped with the physical machine; the retained known-working script binds this exact driver (cGameName = "jy_12"). Pinned PinMAME's own libpinmame.h comment names GEN_WPC95 "Integrated boards, Congo 3/96 - Cactus Canyon 2/99", i.e. Junk Yard is part of the same integrated-board WPC-95 hardware generation as the other machines in that era.
1996—identical
jy_11Junk Yard (1.1)
Williams 1.1 game ROM; an earlier firmware revision of the same physical machine with no controller-address or playfield change.
1996jy_12identical
jy_03Junk Yard (0.3 Prototype)
Williams 0.3 Prototype game ROM; a prototype firmware revision of the same physical machine with no controller-address or playfield change.
1996jy_12identical

Parent set: jy_12 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

jy_12.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/jy_12.map.json

Applies to ROMs
jy_03jy_11jy_12jy_12c
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.8371478a7640

    Pinned catalog driver records for the jy_* clone tree

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/sims/wpc/prelim/jy.c jyGameData GEN_WPC95 with wpc_dispDMD, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), the inverted-switch mask {0x00,0x00,0x00,0x7f,0x07,0x00,...} (column 3 bits 0-6 = rows 1-7 = switches 31-37, column 4 bits 0-2 = rows 1-3 = 41-43), swStart/swTilt/swSlamTilt/swCoinDoor/swTicket defines, and init_jy's wpc_set_fastflip_addr(0x80); src/wpc/wpc.c wpc_dispDMD 128x32 DMD layout; src/wpc/core.h CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45, and the sLRFlip/sLRFlipPow/sLLFlip/sLLFlipPow/sURFlip/sURFlipPow/sULFlip/sULFlipPow offsets; src/wpc/gen.h GEN_WPC95; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPC95

    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-95

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

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

    manual.williams.junkyard.1996

    Source locations

    146-page Williams Junk Yard Operations Manual (16-50052-101, JANUARY 1997 FINAL), a scanned document with a usable OCR text layer. Printed pages 2-34 through 2-39 carry the switch matrix, switch locations, lamp matrix, lamp locations, solenoid/flasher table, and solenoid/flashlamp locations pages; the loose front-matter page (PDF page 2) duplicates the Solenoid/Flasher Table with the DIP switch chart and EPROM jumper settings; Section 3 repeats the tables at 3-2 through 3-5. Section 2-40 through 2-43 carry the general illumination and flipper circuit tables. Printed pages 2-20 (Wrecking Ball & Back Panel Assembly), 2-29 (Wreck Ball Target Assembly) and 2-30/2-31 (Upper Playfield Parts list and drawing) carry the crane and target assemblies.

    external:pinmame-manuals/by-machine/williams.junkyard.1996/Junk_Yard_Operations_Manual.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    08819a08990c…
  • VPX table

    vpx-table.junkyard-mfuegemann

    Source locations

    Retained known-working recreation of the physical machine (VPX v1.3, author mfuegemann; primitives/textures by Fuzzel and Dark, lighting by Hauntfreaks), binding driver "jy_12". Exact playfield bounds are left=0 top=0 right=952 bottom=2162; normalized coordinates are x/952 and y/2162. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/junkyard-1996/source/Junk%20Yard%20(Williams%201996).vpx
    by
    mfuegemann, Fuzzel, Dark, Hauntfreaks
    sha256
    8ff2c1c8ae34…
  • VPX script

    vpx-script.junkyard-mfuegemann

    Source locations

    Retained embedded script (74,162 bytes). Runtime and mechanism-causality authority: cGameName = "jy_12", Const UseSolenoids = 1 / UseLamps = 1 / UseGI = True, the SolCallBack table for solenoids 1-28 plus sLLFlipper/sLRFlipper, the cvpmBallStack trough and refrigerator-popper helpers (bsTrough with switches 32-35, bsFridgePopper with 37/36/43), the WreckerBall/Crane power-and-hold chain driven by solenoids 3 and 15, the Spike dog-bark mechanism on solenoid 16, the UpdateGI string collections GIString1/GIString2, and the Switch115 spinner plus the switch11/12/15/16/17/18/26/27/28/41/42/44/45/51/52/56/61/62/63/64/65/66/67/68/71/72/73/74/76/77/78 callbacks.

    external:pinmame-vpx-sources/williams/junkyard-1996/extracted-vpxtool/script.vbs
    by
    mfuegemann
    sha256
    b583aed396fe…
  • VPX table

    vpx-extraction.junkyard-mfuegemann

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 bb9b127b90d2e892f18707933288e15a080819e7d27cefaf787ee04379adbdbc; 1008 files, 299118752 bytes, produced with vpxtool from the retained table.

    external:pinmame-vpx-sources/williams/junkyard-1996/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • Runtime run

    runtime.junkyard.jy-12.switch-edges

    Source locations

    One hash-pinned LibPinMAME harness run of jy_12 from empty NVRAM (scenario tools/harness-scenarios/wpc-95/jy-switch-edges-44.json) that opens the ROM's T.1 SWITCH EDGES test and sets public 45, 41, 44, 44 again and 45 again to 1 and then 0, two seconds each. The ROM's top line names RAMP EXIT, PAST SPINNER or PAST CRANE after the switch is set to 1 and returns to SWITCH EDGES after it is set to 0, for the unnormalized opto 44 exactly as for the normalized opto 41 and the ordinary switch 45.

    internal:evidence/runtime/wpc-95/junkyard-jy_12-switch-edges.jsonlines names RAMP EXIT, PAST SPINNER or PAST CRANE after the switch is set to 1 and returns to SWITCH EDGES after it is set to 0, for the unnormalized opto 44 exactly as for the normalized opto 41 and the ordinary switch 45
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
  • Runtime run

    runtime.junkyard.jy-11.switch-edges

    Source locations

    One hash-pinned LibPinMAME harness run of jy_11 from empty NVRAM (scenario tools/harness-scenarios/wpc-95/jy-switch-edges-44.json) that opens the ROM's T.1 SWITCH EDGES test and sets public 45, 41, 44, 44 again and 45 again to 1 and then 0, two seconds each. The ROM's top line names RAMP EXIT, PAST SPINNER or PAST CRANE after the switch is set to 1 and returns to SWITCH EDGES after it is set to 0, for the unnormalized opto 44 exactly as for the normalized opto 41 and the ordinary switch 45.

    internal:evidence/runtime/wpc-95/junkyard-jy_11-switch-edges.jsonlines names RAMP EXIT, PAST SPINNER or PAST CRANE after the switch is set to 1 and returns to SWITCH EDGES after it is set to 0, for the unnormalized opto 44 exactly as for the normalized opto 41 and the ordinary switch 45
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
  • Runtime run

    runtime.junkyard.jy-03.switch-edges

    Source locations

    One hash-pinned LibPinMAME harness run of jy_03 from empty NVRAM (scenario tools/harness-scenarios/wpc-95/jy-switch-edges-44.json) that opens the ROM's T.1 SWITCH EDGES test and sets public 45, 41, 44, 44 again and 45 again to 1 and then 0, two seconds each. The ROM's top line names RAMP EXIT, PAST SPINNER or PAST CRANE after the switch is set to 1 and returns to SWITCH EDGES after it is set to 0, for the unnormalized opto 44 exactly as for the normalized opto 41 and the ordinary switch 45.

    internal:evidence/runtime/wpc-95/junkyard-jy_03-switch-edges.jsonlines names RAMP EXIT, PAST SPINNER or PAST CRANE after the switch is set to 1 and returns to SWITCH EDGES after it is set to 0, for the unnormalized opto 44 exactly as for the normalized opto 41 and the ordinary switch 45
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640

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.

  • Physical device locations

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

  • Conflicting evidence

    Obtain the evidence needed to settle the remaining disagreements about the physical machine.

Recorded completion blockers

Promotion decision

Junk Yard is a deterministic partial. The lamp-86 plane conflict and the trough/crane projections must be resolved before promotion. Before any promotion, a curator must also visually re-check the six manual transcriptions (recorded reviewed: false / method: model) against the rendered pages, since the manual-derived device labels and wiring rest on those unchecked transcriptions.

Read the curation report

Missing locations · 6

  • Crane Down
    Device evidence and notes

    Printed switch-matrix drive column 2, return row 8. The Micro Mini Switch (5647-12693-31, sub-item 1 m) of the Moving Crane Assembly A-21523 on the Wrecking Ball & Back Panel Assembly parts list, 2-20); the Switch Locations drawing runs its leader to the crane mount on the top rail. It reports the crane arm lowered: the retained script sets it when the arm finishes dropping and clears it when the arm reaches the top.

  • In The Sewer
    Device evidence and notes

    Printed switch-matrix drive column 4, return row 2. Printed on the switch-locations parts list with an LED/photo-transistor opto pair and no separate switch part number, printed in column 4, which the switch matrix does not shade (only column 3 is shaded). PinMAME's jyGameData inverted-switch mask normalizes this address, so the public switch state is already normalized and must not be inverted again.

  • Hold Crane
    Device evidence and notes

    Printed solenoid/flasher table entry 15 (Low Power). Retained script callback/driver: SolHoldCrane (Wrecker ball hold). The Solenoid Locations page carries a `**IN BACKBOX` footnote on item 15 (Hold Crane) while the same page's playfield drawing also runs a callout into the crane mechanism, so the physical plane of the hold-crane is not fully settled; it is left unresolved pending that reconciliation rather than assigned a coordinate.

  • Shooter Flasher
    Device evidence and notes

    Printed solenoid/flasher table entry 25 (Gen. Purpose). Printed flashlamp complement: #906 (1) on the playfield. No retained playfield coordinate is available for this flasher in the current extraction, so it is left unresolved rather than assigned a false position. Retained script callback/driver: SolFlash25 (shooter flasher).

  • Dog House Flasher
    Device evidence and notes

    Printed solenoid/flasher table entry 27 (Gen. Purpose). Printed flashlamp complement: #89 (1) on the playfield. No retained playfield coordinate is available for this flasher in the current extraction, so it is left unresolved rather than assigned a false position. Retained script callback/driver: SolFlash27 (dog-house flasher).

  • Cars Flashers
    Device evidence and notes

    Printed solenoid/flasher table entry 28 (Gen. Purpose). Printed flashlamp complement: #89 (2) on the playfield. No retained playfield coordinate is available for this flasher in the current extraction, so it is left unresolved rather than assigned a false position. Retained script callback/driver: SolFlash28 (car flashers, two).

Evidence needed to settle conflicts

  • Junkyard lamp 86 plane

    a photograph of an unrestored machine with the Gen. Crane lamp lit, or the insert-panel/crane assembly lamp wiring, to confirm which physical plane the #44 socket sits on.