Monster Bash

Partial

Williams1998WPCwilliams.monster-bash.1998

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Frank Flasher'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
mb_10

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

Controller platform
pinmame.wpc

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

No display inventory recorded yet.

Address space
Switches
1–118 (73)
Solenoids
1–41 (28)
Lamps
11–86 (61)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

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

Coverage

Partial

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

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

72 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.

72 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
11
Launch Button
switch.launch-button
candidate
12
Dracula Standup Top
switch.dracula-standup-top
candidate
13
Start Button
switch.start-button
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Dracula Standup Bottom
switch.dracula-standup-bottom
candidate
16
Left Outlane
switch.left-outlane
candidate
17
Right Return Lane
switch.right-return-lane
candidate
18
Shooter Lane
switch.shooter-lane
candidate
21
Slam Tilt
switch.slam-tilt
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
23
Tomb Treasure
switch.tomb-treasure
candidate
25
Dracula Target
switch.dracula-target
candidate
26
Left Return Lane
switch.left-return-lane
candidate
27
Right Outlane
switch.right-outlane
candidate
28
Left Eject
switch.left-eject
candidate
31
Trough Jam
switch.trough-jam
candidate
32
Trough Ball 1
switch.trough-ball-1
candidate
33
Trough Ball 2
switch.trough-ball-2
candidate
34
Trough Ball 3
switch.trough-ball-3
candidate
35
Trough Ball 4 (Drain)
switch.trough-ball-4-drain
candidate
36
Right Popper
switch.right-popper
candidate
42
Left Flipper Opto
switch.left-flipper-opto
candidate
43
Right Flipper Opto
switch.right-flipper-opto
candidate
44
Left Blue Target
switch.left-blue-target
candidate
45
Center Blue Target
switch.center-blue-target
candidate
46
Right Blue Target
switch.right-blue-target
candidate
47
Left Flipper Proximity Sensor
switch.left-flipper-proximity-sensor
candidate
48
Right Flipper Proximity Sensor
switch.right-flipper-proximity-sensor
candidate
51
Left Slingshot
switch.left-slingshot
candidate
52
Right Slingshot
switch.right-slingshot
candidate
53
Left Jet Bumper
switch.left-jet-bumper
candidate
54
Right Jet Bumper
switch.right-jet-bumper
candidate
55
Bottom Jet Bumper
switch.bottom-jet-bumper
candidate
56
Left Top Lane
switch.left-top-lane
candidate
57
Center Top Lane
switch.center-top-lane
candidate
58
Right Top Lane
switch.right-top-lane
candidate
61
Left Loop Low
switch.left-loop-low
candidate
62
Left Loop High
switch.left-loop-high
candidate
63
Right Loop Low
switch.right-loop-low
candidate
64
Right Loop High
switch.right-loop-high
candidate
65
Center Loop
switch.center-loop
candidate
66
Left Ramp Enter
switch.left-ramp-enter
candidate
67
Left Ramp Exit
switch.left-ramp-exit
candidate
68
Center Ramp Enter
switch.center-ramp-enter
candidate
71
Right Ramp Enter
switch.right-ramp-enter
candidate
72
Right Ramp Exit
switch.right-ramp-exit
candidate
73
Right Ramp Lock
switch.right-ramp-lock
candidate
74
Dracula Position 5
switch.dracula-position-5
candidate
75
Dracula Position 4
switch.dracula-position-4
candidate
76
Dracula Position 3
switch.dracula-position-3
candidate
77
Dracula Position 2
switch.dracula-position-2
candidate
78
Dracula Position 1
switch.dracula-position-1
candidate
81
Up/Down Bank Up
switch.up-down-bank-up
candidate
82
Up/Down Bank Down
switch.up-down-bank-down
candidate
83
Frank Table Down
switch.frank-table-down
candidate
84
Frank Table Up
switch.frank-table-up
candidate
85
Left Up/Down Bank Target
switch.left-up-down-bank-target
candidate
86
Right Up/Down Bank Target
switch.right-up-down-bank-target
candidate
87
Frank Hit
switch.frank-hit
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
117
Spinner
switch.spinner
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

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

Coils, magnets & motors

18
18 shown
# Name Device ID Evidence
1
Auto Plunger
device.auto-plunger candidate
2
Bride Post
device.bride-post candidate
3
Mummy Coffin
device.mummy-coffin candidate
5
Left Gate
device.left-gate candidate
6
Right Gate
device.right-gate candidate
7
Knocker
device.knocker candidate
8
Ramp Lock Post
device.ramp-lock-post candidate
9
Trough Eject
device.trough-eject candidate
10
Left Slingshot
device.left-slingshot candidate
11
Right Slingshot
device.right-slingshot candidate
12
Left Jet Bumper
device.left-jet-bumper candidate
13
Right Jet Bumper
device.right-jet-bumper candidate
14
Bottom Jet Bumper
device.bottom-jet-bumper candidate
15
Left Eject
device.left-eject candidate
16
Right Popper
device.right-popper candidate
27
Frank Motor
device.frank-motor candidate
28
Bank Motor
device.bank-motor candidate
41
Dracula Motor
device.dracula-motor candidate

Flashers

10
10 shown
# Name Device ID Evidence
17
Wolfman Flasher
device.wolfman-flasher candidate
18
Bride Flasher
device.bride-flasher candidate
19
ROM Started
device.game-on candidate
20
Dracula Flasher
device.dracula-flasher candidate
21
Creature Flasher
device.creature-flasher candidate
22
Mummy Flasher
device.mummy-flasher candidate
23
Right Popper Flasher
device.right-popper-flasher candidate
24
Frank Arrow Flasher
device.frank-arrow-flasher candidate
25
Monsters of Rock Flasher
device.monsters-of-rock-flasher candidate
26
Wolfman Loop Flasher
device.wolfman-loop-flasher candidate

Lamps

61

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.
61 shown
# Name Device ID Evidence
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
71
outputs 71
lamp.outputs-71 candidate
72
outputs 72
lamp.outputs-72 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
81
outputs 81
lamp.outputs-81 candidate
82
outputs 82
lamp.outputs-82 candidate
83
outputs 83
lamp.outputs-83 candidate
84
outputs 84
lamp.outputs-84 candidate
85
outputs 85
lamp.outputs-85 candidate
86
outputs 86
lamp.outputs-86 candidate

Configuration & other inputs

1 shown
# Name Device ID Evidence
24
Always Closed
switch.always-closed candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Williams (1998). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/mb.json#/switches/0._note: Directly set via Controller.Switch(11) in KeyDown/KeyUp handlers, not a VPX object hit sub
  • games/mb.json#/switches/1._inferred_type: standup_target
  • games/mb.json#/switches/1._note: Uses STHit bouncer system (STArray)
  • games/mb.json#/switches/3._note: vpmNudge.TiltSwitch = 14
  • games/mb.json#/switches/4._inferred_type: standup_target
  • games/mb.json#/switches/4._note: Uses STHit bouncer system (STArray)
  • games/mb.json#/switches/9._note: Set to 1 in Table1_Init
  • games/mb.json#/switches/10._inferred_type: standup_target
  • games/mb.json#/switches/10._note: Uses STHit bouncer system (STArray)
  • games/mb.json#/switches/11._note: Set to 0 in Table1_Init (Controller.Switch(24) = 0), inverted logic — normally closed opto
  • games/mb.json#/switches/12._inferred_type: standup_target
  • games/mb.json#/switches/12._note: Fired via vpmTimer.PulseSw 25 in DracTargets_Hit sub — rotating Dracula mechanism target
  • games/mb.json#/switches/15._inferred_type: kicker
  • games/mb.json#/switches/16._note: Fired via vpmTimer.PulseSw 31 in SolBallRelease
  • games/mb.json#/switches/21._inferred_type: kicker
  • games/mb.json#/switches/24._inferred_type: standup_target
  • games/mb.json#/switches/24._note: Uses STHit2 bouncer system
  • games/mb.json#/switches/25._inferred_type: standup_target
  • games/mb.json#/switches/25._note: Uses STHit2 bouncer system
  • games/mb.json#/switches/26._inferred_type: standup_target
  • games/mb.json#/switches/26._note: Uses STHit2 bouncer system
  • games/mb.json#/switches/29._inferred_type: slingshot
  • games/mb.json#/switches/29._note: Fired via vpmTimer.PulseSw 51 in LeftSlingShot_Slingshot sub
  • games/mb.json#/switches/30._inferred_type: slingshot
  • games/mb.json#/switches/30._note: Fired via vpmTimer.PulseSw 52 in RightSlingShot_Slingshot sub
  • games/mb.json#/switches/31._inferred_type: bumper
  • games/mb.json#/switches/31._note: Fired via vpmTimer.PulseSw 53 in Bumper1_Hit
  • games/mb.json#/switches/32._inferred_type: bumper
  • games/mb.json#/switches/32._note: Fired via vpmTimer.PulseSw 54 in Bumper2_Hit
  • games/mb.json#/switches/33._inferred_type: bumper
  • games/mb.json#/switches/33._note: Fired via vpmTimer.PulseSw 55 in Bumper3_Hit
  • games/mb.json#/switches/44._note: PulseSw — momentary pulse switch
  • games/mb.json#/switches/45._note: PulseSw — momentary pulse switch
  • games/mb.json#/switches/48._note: Opto — handled by controller.getmech(2), no VPX object
  • games/mb.json#/switches/49._note: Opto — handled by controller.getmech(2), no VPX object
  • games/mb.json#/switches/50._note: Opto — handled by controller.getmech(2), no VPX object
  • games/mb.json#/switches/51._note: Opto — handled by controller.getmech(2), no VPX object
  • games/mb.json#/switches/52._note: Opto — handled by controller.getmech(2), no VPX object
  • games/mb.json#/switches/53._note: Set directly in TargetsInit and BankMove_timer. Tracks Frank target bank position.
  • games/mb.json#/switches/54._note: Set directly in TargetsInit and BankMove_timer. Tracks Frank target bank position.
  • games/mb.json#/switches/55._note: Set in FrankMove_timer. Tracks Frankenstein table mechanism.
  • games/mb.json#/switches/56._note: Set in FrankInit and FrankMove_timer. Tracks Frankenstein table mechanism.
  • games/mb.json#/switches/57._inferred_type: standup_target
  • games/mb.json#/switches/57._note: Uses STHit bouncer system (STArray)
  • games/mb.json#/switches/58._inferred_type: standup_target
  • games/mb.json#/switches/58._note: Uses STHit bouncer system (STArray)
  • games/mb.json#/switches/59._note: Set in FrankInit and FrankMove_timer. Indicates Frankenstein is in hittable position.
  • games/mb.json#/switches/60._note: PulseSw 117 — WPC virtual switch outside 8x8 matrix, used internally by ROM
  • games/mb.json#/coils/0._vbscript_callback: AutoPlunger
  • games/mb.json#/coils/0._inferred_type: ball_management
  • games/mb.json#/coils/1._vbscript_callback: SolBride
  • games/mb.json#/coils/1._inferred_type: mechanism
  • games/mb.json#/coils/1._note: Raises/lowers bride post (BrideH object)
  • games/mb.json#/coils/2._vbscript_callback: SolMummy
  • games/mb.json#/coils/2._inferred_type: mechanism
  • games/mb.json#/coils/2._note: Opens/closes mummy coffin animation
  • games/mb.json#/coils/3._vbscript_callback: vpmSolGate LGate,false,
  • games/mb.json#/coils/3._inferred_type: gate
  • games/mb.json#/coils/4._vbscript_callback: vpmSolGate Rgate,false,
  • games/mb.json#/coils/4._inferred_type: gate
  • games/mb.json#/coils/5._vbscript_callback: solKnocker
  • games/mb.json#/coils/5._inferred_type: knocker
  • games/mb.json#/coils/6._vbscript_callback: SolLockPost
  • games/mb.json#/coils/6._inferred_type: mechanism
  • games/mb.json#/coils/6._note: Raises/lowers ramp lock post (lock object)
  • games/mb.json#/coils/7._vbscript_callback: SolBallRelease
  • games/mb.json#/coils/7._inferred_type: ball_management
  • games/mb.json#/coils/7._note: Kicks ball from sw32 (trough ball 1)
  • games/mb.json#/coils/8._inferred_type: slingshot
  • games/mb.json#/coils/8._note: SolCallback commented out in script but ROM still fires it
  • games/mb.json#/coils/9._inferred_type: slingshot
  • games/mb.json#/coils/9._note: SolCallback commented out in script but ROM still fires it
  • games/mb.json#/coils/10._inferred_type: bumper
  • games/mb.json#/coils/10._note: SolCallback commented out in script but ROM still fires it
  • games/mb.json#/coils/11._inferred_type: bumper
  • games/mb.json#/coils/11._note: SolCallback commented out in script but ROM still fires it
  • games/mb.json#/coils/12._inferred_type: bumper
  • games/mb.json#/coils/12._note: SolCallback commented out in script but ROM still fires it
  • games/mb.json#/coils/13._vbscript_callback: SolSaucer
  • games/mb.json#/coils/13._inferred_type: kicker
  • games/mb.json#/coils/14._vbscript_callback: SolRightScoop
  • games/mb.json#/coils/14._inferred_type: kicker
  • games/mb.json#/coils/15._vbscript_callback: SetModLamp 117,
  • games/mb.json#/coils/15._inferred_type: flasher
  • games/mb.json#/coils/16._vbscript_callback: SetModLamp 118,
  • games/mb.json#/coils/16._inferred_type: flasher
  • games/mb.json#/coils/17._vbscript_callback: Flashsol19
  • games/mb.json#/coils/17._inferred_type: flasher
  • games/mb.json#/coils/17._note: Uses custom flupper dome flasher system
  • games/mb.json#/coils/18._vbscript_callback: SetModLamp 120,
  • games/mb.json#/coils/18._inferred_type: flasher
  • games/mb.json#/coils/19._vbscript_callback: SolCreature
  • games/mb.json#/coils/19._inferred_type: flasher
  • games/mb.json#/coils/19._note: Also controls Creature animation — SetModLamp 121 + creature shake mechanism
  • games/mb.json#/coils/20._vbscript_callback: SetModLamp 122,
  • games/mb.json#/coils/20._inferred_type: flasher
  • games/mb.json#/coils/21._vbscript_callback: FlashSol23
  • games/mb.json#/coils/21._inferred_type: flasher
  • games/mb.json#/coils/21._note: Uses custom flupper dome flasher system
  • games/mb.json#/coils/22._vbscript_callback: SetModLamp 124,
  • games/mb.json#/coils/22._inferred_type: flasher
  • games/mb.json#/coils/23._vbscript_callback: SetModLamp 125,
  • games/mb.json#/coils/23._inferred_type: flasher
  • games/mb.json#/coils/24._vbscript_callback: SetLamp 126,
  • games/mb.json#/coils/24._inferred_type: flasher
  • games/mb.json#/coils/25._vbscript_callback: SolFrank
  • games/mb.json#/coils/25._inferred_type: mechanism
  • games/mb.json#/coils/25._note: Drives Frankenstein body up/down animation
  • games/mb.json#/coils/26._vbscript_callback: SolBank
  • games/mb.json#/coils/26._inferred_type: mechanism
  • games/mb.json#/coils/26._note: Drives Frank target bank up/down movement
  • games/mb.json#/coils/27._vbscript_callback: SolDrac
  • games/mb.json#/coils/27._inferred_type: mechanism
  • games/mb.json#/coils/27._note: Drives Dracula rotating coffin mechanism. Uses controller.getmech(2) for position.
  • games/mb.json#/lamps/0._note: Multiple VPX objects: l11, l11a, l11halo
  • games/mb.json#/lamps/1._note: Multiple VPX objects: l12c, l12
  • games/mb.json#/lamps/2._note: Multiple VPX objects: l13, l13halo
  • games/mb.json#/lamps/3._note: Multiple VPX objects: l14, l14halo
  • games/mb.json#/lamps/4._note: Multiple VPX objects: l15, l15halo
  • games/mb.json#/lamps/5._note: Multiple VPX objects: l16, l16halo
  • games/mb.json#/lamps/6._note: Multiple VPX objects: l17, l17halo
  • games/mb.json#/lamps/7._note: Multiple VPX objects: l18, l18halo
  • games/mb.json#/lamps/8._note: Multiple VPX objects: l21, l21halo
  • games/mb.json#/lamps/9._note: Multiple VPX objects: l22, l22halo
  • games/mb.json#/lamps/11._note: Multiple VPX objects: l24c, l24, l24halo, l24chalo
  • games/mb.json#/lamps/12._note: Multiple VPX objects: l25, l25halo
  • games/mb.json#/lamps/13._note: Multiple VPX objects: l26, l26halo
  • games/mb.json#/lamps/14._note: Multiple VPX objects: l27, l27halo
  • games/mb.json#/lamps/15._note: Multiple VPX objects: l28, l28halo
  • games/mb.json#/lamps/16._note: Multiple VPX objects: l31c, l31
  • games/mb.json#/lamps/17._note: Multiple VPX objects: l32, l32halo
  • games/mb.json#/lamps/19._note: Multiple VPX objects: l34, l34halo
  • games/mb.json#/lamps/23._note: Multiple VPX objects: l38, l38halo
  • games/mb.json#/lamps/25._note: Multiple VPX objects: l42, l42halo
  • games/mb.json#/lamps/26._note: Multiple VPX objects: l43c, l43
  • games/mb.json#/lamps/27._note: Multiple VPX objects: l44, l44halo
  • games/mb.json#/lamps/28._note: Multiple VPX objects: l45, l45halo
  • games/mb.json#/lamps/29._note: Multiple VPX objects: l46, l46halo
  • games/mb.json#/lamps/30._note: Multiple VPX objects: l47, l47halo
  • games/mb.json#/lamps/31._note: Multiple VPX objects: l48, l48halo
  • games/mb.json#/lamps/38._note: Multiple VPX objects: l57, l57a, l57halo
  • games/mb.json#/lamps/39._note: Multiple VPX objects: l58, l58halo
  • games/mb.json#/lamps/40._note: Multiple VPX objects: l61, l61a
  • games/mb.json#/lamps/41._note: Multiple VPX objects: l62, l62a
  • games/mb.json#/lamps/42._note: Multiple VPX objects: l63, l63a
  • games/mb.json#/lamps/43._note: Multiple VPX objects: l64, l64a
  • games/mb.json#/lamps/44._note: Multiple VPX objects: l65, l65a
  • games/mb.json#/lamps/45._note: Multiple VPX objects: l66, l66a
  • games/mb.json#/lamps/46._note: Multiple VPX objects: l67, l67halo
  • games/mb.json#/lamps/47._note: Multiple VPX objects: l68, l68halo
  • games/mb.json#/lamps/50._note: Multiple VPX objects: l73, l73halo
  • games/mb.json#/lamps/54._note: Multiple VPX objects: l77, l77halo
  • games/mb.json#/lamps/55._note: Monster feature lamp. Multiple VPX objects: l81pp, l81pp2, l81f, l81f2, l81ref
  • games/mb.json#/lamps/56._note: Monster feature lamp. Multiple VPX objects: l82pp, l82pp2, l82f, l82f2, l82ref
  • games/mb.json#/lamps/57._note: Monster feature lamp. Multiple VPX objects: l83pp, l83pp2, l83f, l83f2
  • games/mb.json#/lamps/58._note: Monster feature lamp. Multiple VPX objects: l84pp, l84pp2, l84f, l84f2
  • games/mb.json#/lamps/59._note: Multiple VPX objects: l85, l85a, l85halo
  • games/mb.json#/lamps/60._note: Multiple VPX objects: l86, l86a, l86halo
  • games/mb.json#/_source/confidence_notes: High confidence on switches/coils from VBScript hit/unhit subs and SolCallback assignments. Lamp IDs from UpdateLamps NFadeL/NFadeLm calls. Flasher coils (17-26) use SolModCallback with SetModLamp/flasher routines. Dracula position switches (74-78) are opto-based and handled by controller.getmech(2), not direct VPX objects. Spinner (sw117) fires PulseSw 117 but 117 is outside the 8x8 matrix — this is a WPC virtual switch used internally. Commented-out SolCallbacks for slingshots (10-11) and bumpers (12-14) included as coils since the ROM still fires them.

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.mb: games/mb.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
mb_106bMonster Bash (1.06b) 1998mb_10
mb_106Monster Bash (1.06) 1998mb_10
mb_10Monster Bash (1.0) 1998
mb_05Monster Bash (0.5 Prototype) 1998mb_10

Parent set: mb_10 — clones share this definition unless a hardware difference is noted.

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.

  • Legacy definition

    legacy.game.mb

    games/mb.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.wpc

    platforms/wpc.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform