Monster Bash

Partial

Williams1998WPC-95williams.monster-bash.1998

1 unresolved conflict

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

Dracula position opto not normalized

Affects
input 74
input 75
input 76
input 77
input 78
Disagreeing sources
Operator manual
PinMAME source

The manual documents public switches 74-78 (Dracula Position 5 through 1) as opto interrupters that rest closed: printed switch-locations page 2-48/49 lists assembly A-21402 under the "Switch Assembly Part Number OR Opto Assembly Part Number" column with the Switch Part Number column blank -- the same signature as the trough optos (31-35) and the right-popper opto (36) -- printed 2-11/2-12 names A-21402 the "Defender Switch Board Assembly" with "IC Opto Inter w/Switch 10mA", and the printed switch matrix (2-51) shades all five cells "OPTO, TYPICALLY CLOSED", the identical halftone used for 31-36 and 42/43.

Pinned PinMAME's mbGameData does not treat them the same way: its inverted-switch mask ({0x00,0x00,0x00,0x3f,0x06,0x00,0x00,0x00,0x00,0x00,0x00,0x00}) covers only columns 3 and 4 (31-36 and 42/43); column 7, which carries 74-78, is 0x00, so unlike those eight addresses the public state of 74-78 is not emulator-normalized.

Compounding this, PinMAME's own mb_mech[2] table (MECH_TWODIRSOL, switches 78/77/76/75/74 asserted at ascending 90-step motor-position ranges) asserts each of these switches ON while the figure occupies its position, which is the sense a normally-open sensor would report, i.e. the opposite of a printed normally-closed opto.

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

What would settle it

run the implemented LibPinMAME gameplay harness against a legal mb_10 or mb_106b ROM, drive the Dracula motor through its 90-step range, and observe the idle public state of 74-78 and their transitions at the mb_mech[2] boundaries.

inputs[binding.device=74,75,76,77,78]

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-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.411cabinet.launch13cabinet.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

243 placements · 47 stacked · normalised player view · outline is nominal

12 Dracula Standup Top15 Dracula Standup Bottom16 Left Outlane17 Right Return18 Shooter Lane23 Tomb Treasure825 Dracula Target · 74 Dracula Position 5 · 75 Dracula Position 4 · 76 Dracula Position 3 · 77 Dracula Position 2 · 78 Dracula Position 1 · 37 Dracula Motor Forward · 38 Dracula Motor Backward26 Left Return27 Right Outlane228 Left Eject · 15 Left Eject331 Trough Eject · 32 Trough Ball 1 · 9 Trough Eject33 Trough Ball 234 Trough Ball 335 Trough Ball 4336 Right Popper · 16 Right Popper · 23 Right Popper Flasher42 Left Flipper Opto43 Right Flipper Opto44 Left Blue Target45 Center Blue Target46 Right Blue Target47 Left Flipper Proximity Sensor48 Right Flipper Proximity Sensor251 Left Slingshot · 10 Left Slingshot252 Right Slingshot · 11 Right Slingshot653 Left Jet Bumper · 12 Left Jet Bumper · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield654 Right Jet Bumper · 13 Right Jet Bumper · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield655 Bottom Jet Bumper · 14 Bottom Jet Bumper · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield56 Left Top Lane57 Center Top Lane58 Right Top Lane61 Left Loop Low62 Left Loop High63 Right Loop Low64 Right Loop High65 Center Loop66 Left Ramp Enter67 Left Ramp Exit68 Center Ramp Enter471 Right Ramp Enter · 1 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield372 Right Ramp Exit · 22 Jets/Mummy Flashers · 1 Top Right Playfield73 Right Ramp Lock481 Up/Down Bank Up · 82 Up/Down Bank Down · 87 Frank Hit · 28 Up/Down Bank Motor383 Frank Table Down · 84 Frank Table Up · 27 Frank Motor85 Left Up/Down Bank Target86 Right Up/Down Bank Target2117 Center Spinner · 19 Frankenstein Flashers1 Auto Plunger2 Bride Post23 Mummy Coffin · 35 Right Top Lane5 Left Gate6 Right Gate8 Ramp Lock Post18 Bride Flasher19 Frankenstein Flashers20 Dracula Coffin Flasher21 Creature Flashers21 Creature Flashers22 Jets/Mummy Flashers224 Frank Arrow Flasher · 13 Frankenstein Arrow225 Monsters of Rock Flasher · 22 Rock C.D.26 Wolfman Loop Flasher26 Wolfman Loop Flasher245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Monster Mosh Pit12 Half Moon12 Half Moon14 Drac-Attack15 Extra Ball16 Monsters of Rock17 Monster Bash18 Mummy Mayhem21 Right Ramp Arrow23 Right Return24 Full Moon Fever24 Full Moon Fever25 Right Gargle26 Right Warm Up27 Right Primp28 Right Loop Arrow31 Quarter Moon31 Quarter Moon32 Left Blue Target33 Tomb Treasure34 Dracula Standup Top36 Middle Top Lane37 Left Top Lane38 Dracula Standup Bottom41 Left Return42 Left Outlane43 Three-Quarter Moon43 Three-Quarter Moon44 Right Blue Target45 Left Ramp Arrow46 Left Primp47 Left Warm Up48 Left Gargle51 Guitar52 Drums53 Bass Guitar54 Keyboard55 Microphone56 Saxophone57 Center Loop Arrow 358 Center Blue Target61 Creature62 Bride63 Frankenstein64 Mummy65 Wolfman66 Dracula67 Right Outlane68 Shoot Again71 Left Frankenstein Arm72 Left Frankenstein Leg73 Frankenstein Torso74 Frankenstein Head75 Right Frankenstein Leg76 Right Frankenstein Arm77 Left Loop Arrow481 Muck · 82 Seaweed · 83 Algae · 84 Pond Scum85 Center Loop Arrow 286 Center Loop Arrow 120 Bottom Playfield · 0 Bottom Playfield20 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield20 Bottom Playfield · 0 Bottom Playfield20 Bottom Playfield · 0 Bottom Playfield20 Bottom Playfield · 0 Bottom Playfield20 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield30 Bottom Playfield · 0 Bottom Playfield · 0 Bottom Playfield0 Bottom Playfield21 Top Right Playfield · 1 Top Right Playfield21 Top Right Playfield · 1 Top Right Playfield21 Top Right Playfield · 1 Top Right Playfield21 Top Right Playfield · 1 Top Right Playfield21 Top Right Playfield · 1 Top Right Playfield21 Top Right Playfield · 1 Top Right Playfield21 Top Right Playfield · 1 Top Right Playfield31 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield31 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield31 Top Right Playfield · 1 Top Right Playfield · 1 Top Right Playfield32 Top Left Playfield · 2 Top Left Playfield · 2 Top Left Playfield32 Top Left Playfield · 2 Top Left Playfield · 2 Top Left Playfield22 Top Left Playfield · 2 Top Left Playfield22 Top Left Playfield · 2 Top Left Playfield2 Top Left Playfield2 Top Left Playfield2 Top Left Playfield2 Top Left Playfield2 Top Left Playfield

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 playfield166
  • sensorsenses the ball55
  • effectmoves the ball22
  • nStackseveral devices in one spot47
150 devices shown

Not on the playfield20 cabinet or service, 14 unused, 12 virtual, 8 dip switch, 2 internal nonvisual, 1 constant — declared rather than missing.

Coverage

Partial

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

Completion88%

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

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

Switches

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

79 addresses

Switch map

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

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

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

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC-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 Chuteopt
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
Launch Button
Button
switch.matrix-11
cabinet.launch
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Dracula Standup Top
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
Dracula Standup Bottom
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
Right Return
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
Tomb Treasure
Microswitch
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Dracula Target
Microswitch
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Return
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
Left Eject
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
Right PopperNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Not Used Matrix Position 37
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Not Used Matrix Position 38
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Not Used Matrix Position 41
switch.matrix-41
J206-4Green-White
J208-1White-Brown
WPC-95 CPU board
validated
42
Left Flipper OptoNC
Opto
switch.matrix-42
J206-4Green-White
J208-2White-Red
WPC-95 CPU board
validated
43
Right Flipper OptoNC
Opto
switch.matrix-43
J206-4Green-White
J208-3White-Orange
WPC-95 CPU board
validated
44
Left Blue Target
Microswitch
switch.matrix-44
J206-4Green-White
J208-4White-Yellow
WPC-95 CPU board
validated
45
Center Blue Target
Microswitch
switch.matrix-45
J206-4Green-White
J208-5White-Green
WPC-95 CPU board
validated
46
Right Blue Target
Microswitch
switch.matrix-46
J206-4Green-White
J208-7White-Blue
WPC-95 CPU board
validated
47
Left Flipper Proximity Sensor
Other
switch.matrix-47
J206-4Green-White
J208-8White-Violet
WPC-95 CPU board
validated
48
Right Flipper Proximity Sensor
Other
switch.matrix-48
J206-4Green-White
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
Left Jet Bumper
Leaf
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
Right Jet Bumper
Leaf
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Bottom Jet Bumper
Leaf
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Left Top Lane
Microswitch
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Center Top Lane
Microswitch
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Right Top Lane
Microswitch
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Left Loop Low
Microswitch
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Left Loop High
Microswitch
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Right Loop Low
Microswitch
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Right Loop High
Microswitch
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Center Loop
Microswitch
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Left Ramp Enter
Microswitch
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Left Ramp Exit
Microswitch
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Center Ramp Enter
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Right Ramp Enter
Microswitch
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Right Ramp Exit
Microswitch
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Right Ramp Lock
Microswitch
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Dracula Position 5NC
Opto
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
Dracula Position 4NC
Opto
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
Dracula Position 3NC
Opto
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Dracula Position 2NC
Opto
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Dracula Position 1NC
Opto
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Up/Down Bank Up
Microswitch
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Up/Down Bank Down
Microswitch
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Frank Table Down
Microswitch
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Frank Table Up
Microswitch
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Left Up/Down Bank Target
Microswitch
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Right Up/Down Bank Target
Microswitch
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC-95 CPU board
validated
87
Frank Hit
Microswitch
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
Not Used Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
validated
116
Not Used Upper Right Flipper ButtonNC
Opto
switch.generic-116
internal.unused.flipper
J212-10Black-Yellow
WPC-95 CPU board
validated
117
Center Spinner
Leaf
switch.generic-117
J208-10Black-Gray
WPC-95 CPU board
validated
118
Not Used Upper Left Flipper ButtonNC
Opto
switch.generic-118
internal.unused.flipper
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

28
28 shown
# Name Device ID Kind Wiring Evidence
1
Auto Plunger
device.auto-plunger Coil
Q72
WPC-95 power driver board
validated
2
Bride Post
device.bride-post Coil
Q68
WPC-95 power driver board
validated
3
Mummy Coffin
device.mummy-coffin Coil
Q71
WPC-95 power driver board
validated
4
Not Used Solenoid Position 4
device.not-used-solenoid-position-4 Coil
Q67
WPC-95 power driver board
validated
5
Left Gate
device.left-gate Coil
Q70
WPC-95 power driver board
validated
6
Right Gate
device.right-gate Coil
Q66
WPC-95 power driver board
validated
7
Not Used Solenoid Position 7
device.not-used-solenoid-position-7 Coil
Q69
WPC-95 power driver board
validated
8
Ramp Lock Post
device.ramp-lock-post Coil
Q65
WPC-95 power driver board
validated
9
Trough Eject
device.trough-eject Coil
Q44
WPC-95 power driver board
validated
10
Left Slingshot
device.left-slingshot Coil
Q48
WPC-95 power driver board
validated
11
Right Slingshot
device.right-slingshot Coil
Q43
WPC-95 power driver board
validated
12
Left Jet Bumper
device.left-jet-bumper Coil
Q47
WPC-95 power driver board
validated
13
Right Jet Bumper
device.right-jet-bumper Coil
Q42
WPC-95 power driver board
validated
14
Bottom Jet Bumper
device.bottom-jet-bumper Coil
Q46
WPC-95 power driver board
validated
15
Left Eject
device.left-eject Coil
Q41
WPC-95 power driver board
validated
16
Right Popper
device.right-popper Coil
Q45
WPC-95 power driver board
validated
27
Frank Motor
device.frank-motor Motor
Q14
WPC-95 power driver board
validated
28
Up/Down Bank Motor
device.up-down-bank-motor Motor
Q13
WPC-95 power driver board
validated
33
Not Used Upper Right Flipper Power
device.not-used-upper-right-flipper-power Coil
Q84YEL-VIO
WPC-95 power driver board
validated
34
Not Used Upper Right Flipper Hold
device.not-used-upper-right-flipper-hold Coil
Q86ORG-VIO
WPC-95 power driver board
validated
35
Not Used Upper Left Flipper Power
device.not-used-upper-left-flipper-power Coil
Q81YEL-GRY
WPC-95 power driver board
validated
36
Not Used Upper Left Flipper Hold
device.not-used-upper-left-flipper-hold Coil
Q83ORG-GRY
WPC-95 power driver board
validated
37
Dracula Motor Forward
device.dracula-motor-forward Motor
U3A and U3B
WPC-95 power driver board
validated
38
Dracula Motor Backward
device.dracula-motor-backward Motor
U3C and U3D
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q90YEL-GRN
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q92ORG-GRN
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q87YEL-BLU
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q89ORG-BLU
WPC-95 power driver board
validated

Flashers

10
10 shown
# Name Device ID Role Wiring Evidence
17
Wolfman Flashers
device.wolfman-flashers
cabinet.insert-panel
Q28
WPC-95 power driver board
validated
18
Bride Flasher
device.bride-flasher
Q32
WPC-95 power driver board
validated
19
Frankenstein Flashers
device.frankenstein-flashers
Q27
WPC-95 power driver board
validated
20
Dracula Coffin Flasher
device.dracula-coffin-flasher
Q31
WPC-95 power driver board
validated
21
Creature Flashers
device.creature-flashers
Q26
WPC-95 power driver board
validated
22
Jets/Mummy Flashers
device.jets-mummy-flashers
Q30
WPC-95 power driver board
validated
23
Right Popper Flasher
device.right-popper-flasher
Q25
WPC-95 power driver board
validated
24
Frank Arrow Flasher
device.frank-arrow-flasher
Q29
WPC-95 power driver board
validated
25
Monsters of Rock Flasher
device.monsters-of-rock-flasher
Q16
WPC-95 power driver board
validated
26
Wolfman Loop Flasher
device.wolfman-loop-flasher
Q15
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
Monster Mosh Pit
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Half Moon
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Frankenstein Arrow
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Drac-Attack
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Extra Ball
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Monsters of Rock
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
Monster Bash
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Mummy Mayhem
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Right Ramp Arrow
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Rock C.D.
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Right Return
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Full Moon Fever
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Right Gargle
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Right Warm Up
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Right Primp
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Right Loop Arrow
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Quarter Moon
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Left Blue Target
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Tomb Treasure
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Dracula Standup Top
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Right Top Lane
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Middle Top Lane
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Left Top Lane
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Dracula Standup Bottom
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Left Return
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Left Outlane
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Three-Quarter Moon
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Right Blue Target
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Left Ramp Arrow
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Left Primp
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Left Warm Up
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
Left Gargle
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Guitar
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Drums
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Bass Guitar
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Keyboard
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Microphone
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Saxophone
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Center Loop Arrow 3
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Center Blue Target
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Creature
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
Bride
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
Frankenstein
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Mummy
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Wolfman
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Dracula
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Right Outlane
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Shoot Again
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Left Frankenstein Arm
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Left Frankenstein Leg
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Frankenstein Torso
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Frankenstein Head
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Right Frankenstein Leg
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Right Frankenstein Arm
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Left Loop Arrow
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Not Used Lamp Position 78
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Muck
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Seaweed
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Algae
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Pond Scum
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Center Loop Arrow 2
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Center Loop Arrow 1
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Launch Button
lamp.matrix-87
cabinet.launch
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
Bottom Playfield
gi.string-1
Q5
WPC-95 power driver board
validated
1
Top Right Playfield
gi.string-2
Q4
WPC-95 power driver board
validated
2
Top Left Playfield
gi.string-3
Q3
WPC-95 power driver board
validated
3
Top Insert Panel
gi.string-4
cabinet.insert-panel
Q2
WPC-95 power driver board
validated
4
Bottom Insert Panel
gi.string-5
cabinet.insert-panel
Q1
WPC-95 power driver board
validated

Virtual & other outputs

12
12 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
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
Dracula Motor Forward LPDC Mirror
device.dracula-motor-forward-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
42
Dracula Motor Backward LPDC Mirror
device.dracula-motor-backward-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
43
Unused WPC-95 LPDC Mirror 43
device.unused-wpc-95-lpdc-mirror-43
internal.unused.wpc-output
validated
44
Unused WPC-95 LPDC Mirror 44
device.unused-wpc-95-lpdc-mirror-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

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, with Trough Ball 1 (32) at the eject end nearest the shooter lane and Trough Ball 4 (35) at the drain entrance. Solenoid 9 ejects the ball resting on 32; the retained script's ball-release handler (RandomSoundBallRelease sw32) pulses trough-eject opto 31 in the same event. All five positions are printed optos that rest closed (column 3 of the inverted-switch mask), so a recreation asserts the public switch when a ball is present.

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

Monster Bash has no manual plunger. The ball ejected from the trough rests on shooter-lane switch 18 and auto-plunger coil 1 launches it when the cabinet Launch Ball button (switch 11) is pressed.

Rotating Dracula figure and coffin

mechanism.dracula

Motorized

A DC gearmotor drives the rotating Dracula figure through an H-bridge (A-16120 DC Motor Control Assembly) on public LPDC outputs 37 (forward) and 38 (backward); PinMAME publishes the same two physical drive lines a second time at mirror addresses 41/42, and its own mb_mech[2] table (MECH_TWODIRSOL) reads the mechanism through 41/42 over a 90-step position counter with switch 78 asserting at steps 0-5, 77 at 18-23, 76 at 36-51, 75 at 64-69, and 74 at 85-89 -- i.e. printed Dracula Position 1 through Position 5 in ascending step order. The five position optos are printed on the A-21402 Defender Switch Board Assembly mounted inside the mechanism, not as five separate playfield objects. Dracula Target switch 25 is a 47-segment target-wall ring (collection DracTargets) that surrounds the figure; only one segment is active at a time, selected by the figure's own rotation (DracTargets_Hit indexes on Drac.RotZ).

Motorized Frankenstein table and hit target

mechanism.frankenstein-table

Motorized

Motor 27 rotates the Frankenstein figure (franky) between a lowered rest position and a raised striking position. PinMAME's own mb_mech[1] table reads switches 83 (table down, position steps 0-10) and 84 (table up, steps FRANKTIME-10..FRANKTIME-1, FRANKTIME=120) from the same motor-position counter used by the WPC-95 mechanism API. The retained script instead drives 83/84 directly from the figure's own rotation angle (franky.rotx) and raises Frank Hit switch 87 whenever franky.rotx sits in the striking band (above -80 to -76 degrees depending on direction), toggling a hit-wall collision object (fhitwall) in step so a ball can only score the hit while the figure is in range.

Motorized up/down target bank

mechanism.up-down-bank

Motorized

Motor 28 raises and lowers the two-target bank (frankytargets) between an up (targets exposed) and a down (targets retracted) position. PinMAME's own mb_mech[0] table reads switches 81 (bank up, steps 0-10) and 82 (bank down, steps BANKTIME-10..BANKTIME-1) from the WPC-95 mechanism API's own position counter. The retained script instead drives 81/82 directly from frankytargets.z threshold crossings in the same timer that animates the bank, and toggles the drop-target visuals (sw85b/sw86b) in step. Left and right standup targets 85/86 sit on the bank and are reachable only while it is up.

Mummy coffin toy

mechanism.mummy-coffin

Toy

Solenoid 3 (SolMummy) opens and closes the mummy coffin lid (Mumcoffin); the retained script animates the lid rotation and drives a shake timer while the coffin is open. There is no printed switch dedicated to this toy; it is driven purely as a scored callback.

Bride post toy

mechanism.bride-post

Toy

Solenoid 2 (SolBride) raises and lowers a post (BrideH) near the top lanes; the retained script animates the post's Z height on activation and release. There is no printed switch dedicated to this toy.

Drives

Right ramp lock post

mechanism.ramp-lock-post

Gate

Solenoid 8 (SolLockPost) raises a post (LockP) that locks a ball on the right ramp; right-ramp-lock switch 73 senses the ball held at the lock. The retained script raises the post and enables a companion diverter (RRPost) together.

Left and right ball gates

mechanism.ball-gates

Gate

Two solenoid-operated one-way gates (LGate solenoid 5, RGate solenoid 6) admit a ball into a loop or lane while blocking return travel; the retained script drives both through the shared vpmSolGate helper and animates companion playfield flap objects (sw68p/sw71p/sw63p rotation) tied to the same gate angle.

Left eject hole

mechanism.left-eject

Kicker

A ball resting on switch 28 (Left Eject) is kicked back to the playfield by solenoid 15.

Drives
Senses

Right popper

mechanism.right-popper

Kicker

A ball resting on opto 36 (Right Popper) is kicked back to the playfield by solenoid 16.

Left and right slingshots

mechanism.slingshots

Other

Each slingshot assembly (A-17801) carries a kick switch (A-17800/SW-1A-114) and a separate scored switch (A-17794/SW-1A-120) with a diode attached. The retained script's LeftSlingShot_Slingshot and RightSlingShot_Slingshot handlers pulse matrix addresses 51 and 52 and fire coils 10/11 in the same event.

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. Monster Bash runs Const UseSolenoids = 2 fast flips, so the ROM drives the coils directly. There are no upper flippers; the upper-flipper Fliptronic circuits (33-36, 115, 116, 118) are unfitted.

Center spinner

mechanism.center-spinner

Other

A free-spinning target (Spinner1) wired on the Fliptronic F7 position rather than the switch matrix. The retained script's Spinner1_spin handler pulses switch 117 and plays the spinner sound effect on every rotation.

Flipper eddy-current proximity sensors

mechanism.flipper-proximity-sensors

Other

Two A-22149-1 Auto Adjust Eddy Sensor PCB assemblies detect flipper-blade position without a mechanical contact switch (TDA0161 proximity sensor IC with an auto-adjusting eddy controller and dual digital potentiometer). The retained script's own comment marks 42, 43, 47, and 48 as 'Opto & proximity switches', separating these eddy sensors (47/48) from the flipper-opto pair (42/43).

Direct wiring

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

Recreation notes

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

Coverage
partial - complete physical I/O inventory, WPC-95 bindings, mechanism causality, driver-variant boundary, normalized spatial placement, and recreation behavior validated; wiring conflicted pending resolution of the Dracula-position opto polarity conflict (switches 74-78) below

Identity and evidence precedence

This is the Williams WPC-95 physical product released 1998, IPDB 4441. It covers the mb_* clone tree: mb_05 (0.5 prototype), mb_10 (parent, production 1.0), mb_106, and mb_106b. Every one of these is a game-ROM revision for the same physical machine.

Evidence precedence for this definition: the retained known-working VPW Mod v1.0 script is runtime and mechanism-causality ground truth; the Williams operations manual controls physical construction, part numbers, wiring, polarity, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, mechanism-table position ranges, and display metadata; the retained VPX geometry supplies normalized coordinates. The retained manual PDF is an image-only scan (pdftotext yields 158 bytes of form feeds only), so every printed table used here was read from rendered pages and transcribed into external:pinmame-review-artifacts/monster-bash-1998/manual-transcription.md; the retained OCR text is a search index only and never an authority.

Controller platform and address topology

GEN_WPC95 (PINMAME_HARDWARE_GEN_WPC95 = 0x80) with wpc_dispDMD. The controller profile is pinmame.wpc-95.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. PinMAME's mbGameData inverted-switch mask {0x00,0x00,0x00,0x3f,0x06,0x00,0x00,0x00,0x00,0x00,0x00,0x00} inverts column 3 bits 0-5 (31-36) and column 4 bits 1-2 (42-43); the printed matrix page (2-51) shades those eight "OPTO, TYPICALLY CLOSED" and also shades column 7 (74-78, the Dracula position optos) the same way, which the mask leaves at 0x00 -- see the unresolved polarity conflict below.
  • Solenoids: physical drivers 1-3, 5-6, 8-16 (2 sockets absent: 4 and 7 are printed but unfitted); flashers 17-26; Fliptronic upper-flipper circuits 33-36 (unfitted, no upper flippers); WPC-95 LPDC outputs 37/38 (Dracula motor forward/backward) with PinMAME's backward-compatibility mirrors at 41/42; Fliptronic lower-flipper circuits 45-48; PinMAME state channels 29-32; simulator-only 49 and reserved 50. mbGameData declares no custSol and no lampCol, so no address above 50 or above lamp column 8 is published.
  • Lamps: 8x8 matrix 11-88, all addresses populated except 78 (Not Used).
  • GI: five strings on public addresses 0-4.

Two WPC-95 numbering facts must not be lost. First, the printed solenoid table numbers the lower flipper circuits 29-32, while PinMAME publishes the same circuits at 45-48; the manual numbers are preserved as manual.address aliases. Second, LPDC outputs 37/38 and public addresses 41/42 are the same Dracula-motor drive lines, because core_getSol duplicates 37-40 into 41-44 for WPC-95, and PinMAME's own mb_mech[2] mechanism table reads the Dracula figure through 41/42 rather than 37/38. A recreation binds one physical H-bridge motor and accepts either address pair; it must never create two devices.

Ball path, trough, and shooter

Monster Bash has no manual plunger. Four balls rest on trough optos 32-35, with Trough Ball 1 (32) at the eject end nearest the shooter lane and Trough Ball 4 (35) at the drain entrance. Solenoid 9 ejects the ball on 32; the retained script's ball-release handler (RandomSoundBallRelease sw32) pulses trough-eject opto 31 in the same event, so switch 31 is a documented projection onto the trough-Ball-1 kicker position rather than a separately placed object. The ejected ball rests on shooter-lane switch 18 and auto-plunger coil 1 launches it when the cabinet Launch Ball button (switch 11) is pressed.

Trough optos 31-36 and flipper-button optos 42/43 are printed as optos that rest closed. PinMAME's mbGameData inverted-switch mask covers exactly those eight, so the public state is already normalized: assert the public switch when a ball or flipper button is present and never invert again.

Dracula: rotating figure, coffin, and target ring

A DC gearmotor drives the rotating Dracula figure through an H-bridge (A-16120 DC Motor Control Assembly) on public LPDC outputs 37 (forward) and 38 (backward); PinMAME duplicates the same two drive lines a second time at mirror addresses 41/42. PinMAME's own mb_mech[2] table (MECH_TWODIRSOL) reads the mechanism over a 90-step position counter (DRACTIME = 90): switch 78 asserts at steps 0-5, 77 at 18-23, 76 at 36-51, 75 at 64-69, and 74 at 85-89 -- i.e. printed Dracula Position 1 through Position 5 in ascending step order. The five position optos live on the A-21402 Defender Switch Board Assembly mounted inside the mechanism, not as five separate playfield objects, so all five switches are documented projections onto the rotating figure's own table-object center. The figure rotates roughly 90 degrees about the vertical axis (the retained script sets Drac.rotz = 77 - 1.125*(MechPos-5)), not a vertical travel; the five position optos share one normalized x/y because they sense the figure's angular position, not its height.

Unresolved polarity conflict (conflict.dracula-position-opto-not-normalized): the manual documents 74-78 as opto interrupters that rest closed (A-21402 Defender Switch Board Assembly, blank switch part number, "OPTO, TYPICALLY CLOSED" shading on 2-51), but PinMAME's inverted-switch mask leaves column 7 at 0x00 -- unlike columns 3 and 4 (31-36, 42/43) it does not normalize these five addresses -- and mb_mech[2] itself asserts each switch ON over its step range, the sense a normally-open sensor would report. This keeps physical_wiring conflicted and the record partial; resolving it needs a LibPinMAME harness trace of a legal mb_10/mb_106b ROM observing the idle public state of 74-78 and their transitions as the Dracula motor steps.

Dracula Target switch 25 is a different device: a 47-segment target-wall ring (retained-table collection DracTargets) that surrounds the figure. DracTargets_Hit(idx) fires the shared handler and only one segment is active at a time, selected by the figure's own rotation (DracTargets(Int((12 + Drac.RotZ)/2+1.25)).IsDropped = 0), so switch 25 is likewise a documented projection onto the figure rather than a fixed target position.

Frankenstein: motorized table and hit target; Up/Down target bank

Motor 27 rotates the Frankenstein figure (franky) between a lowered rest position and a raised striking position. PinMAME's own mb_mech[1] table reads switches 83 (table down, steps 0-10) and 84 (table up, steps FRANKTIME-10..FRANKTIME-1, FRANKTIME = 120) from the WPC-95 mechanism API's position counter. The retained script instead drives 83/84 directly from the figure's own rotation angle (franky.rotx) and raises Frank Hit switch 87 whenever the angle sits in the striking band, toggling a hit-wall collision object (fhitwall) in step so a ball can only score the hit while the figure is in range. All three switches (83, 84, 87) are documented projections onto the Frankenstein figure or its hit-wall collision object, because there is no separately named playfield sensor for each.

Motor 28 raises and lowers the two-target bank (frankytargets) between an up (targets exposed) and down (targets retracted) position. PinMAME's own mb_mech[0] table reads switches 81 (bank up, steps 0-10) and 82 (bank down, steps BANKTIME-10..BANKTIME-1) from the same mechanism API. The retained script drives 81/82 directly from frankytargets.z threshold crossings. Left and right standup targets 85/86 sit on the bank and are reachable only while it is up; both have real, directly observed table positions (HitTarget.sw85, HitTarget.sw86).

Other toys, kickers, and standard devices

Solenoid 2 (SolBride) raises and lowers a post (BrideH) near the top lanes; solenoid 3 (SolMummy) opens and closes the mummy coffin lid (Mumcoffin); neither toy has a dedicated printed switch, and both are driven purely as scored callbacks. Solenoid 8 (SolLockPost) raises a post (LockP) that locks a ball at the right ramp, sensed by right-ramp-lock switch 73. Two solenoid-operated one-way gates (solenoid 5 LGate, solenoid 6 RGate) admit a ball into a loop or lane while blocking return travel.

A ball resting on switch 28 (Left Eject) is kicked back by solenoid 15; a ball resting on opto 36 (Right Popper) is kicked back by solenoid 16. Two slingshots (coils 10/11, score switches 51/52) and three A-12030-3 jet bumpers (coils 12/13/14, skirt switches 53/54/55) are standard WPC devices; the retained script's LeftSlingShot_Slingshot/RightSlingShot_Slingshot and Bumper1_Hit/Bumper2_Hit/Bumper3_Hit handlers pulse the matching matrix addresses and fire the matching coils in the same event.

Fliptronic column: flippers, center spinner, and eddy-current sensors

Two FL-11629 flippers on Fliptronic circuits 111-114 (lower right/left, EOS then button-opto). There are no upper flippers: positions 115 (EOS) and 116/118 (button-optos) are printed Not Used on the switch-locations parts list. 116 and 118 are nonetheless shaded as optos on the reused wiring-diagram template (the same Flipper Opto PCB Assembly A-17316 construction as the fitted 112/114), so their printed construction -- including normally_closed = true -- is preserved even though availability is unused; 115's template position is drawn as a plain leaf and carries no such printed opto construction.

Fliptronic F7 (public switch 117) is repurposed as the Center Spinner rather than an upper-left flipper position; the switch-locations parts list names it directly, and the retained script's Spinner1_spin handler (vpmTimer.PulseSw 117) confirms it independently. Flipper proximity sensors 47/48 are eddy-current sensors on two A-22149-1 Auto Adjust Eddy Sensor PCB assemblies (TDA0161 proximity IC with an auto-adjusting eddy controller and dual digital potentiometer), not mechanical switches; the retained script's own comment separates them from the opto pair 42/43 with ' Opto & proximity switches.

Lamps, flashers, and general illumination

All lamp-matrix addresses are populated except 78 (Not Used). Four addresses drive two bulbs each -- 12 "Half Moon", 24 "Full Moon Fever", 31 "Quarter Moon", and 43 "Three-Quarter Moon" -- and the retained table binds both bulbs of each pair (l12/l12c, l24/l24c, l31/l31c, l43/l43c), so each has two placements. Several single-bulb addresses (11, 57, 61-66, 81-86) have a second co-located Light object stacked purely for brightness at an offset under one bulb diameter; the primary object is used and the duplicate is documented render doubling, matching the manual's single-bulb parts entries. Lamps 87 and 88 are the bulbs inside the illuminated Launch and Start buttons and are cabinet hardware.

The lamp-matrix page (2-52) carries four typographic slips against the authoritative parts list (2-44): "DRAC-ATTTACK" for Drac-Attack (14), "QUARTER MOOM (2)" for Quarter Moon (31), "THREE-QUARTERS MOON (2)" for Three-Quarter Moon (43), and "LEFT GARGOYLE" for Left Gargle (48). The last deserves the explicit note: the paired right-hand insert at 25 reads "RIGHT GARGLE" on both pages, and the Bride of Frankenstein insert trio is PRIMP / WARM UP / GARGLE (46/47/48 left, 27/26/25 right), so "GARGOYLE" is the slip and the parts-list label is canonical here.

Flashers 18-26 (excluding 17) each drive at least one playfield bulb; only the playfield bulb(s) receive a coordinate, and back-panel/insert-panel bulbs stay uncoordinated backbox hardware. Address 17 (Wolfman Flashers) is the one flasher circuit with zero playfield bulbs -- both fitted lamps are on the back panel (2) and the insert panel (1) -- so it takes a cabinet_or_service spatial record with role cabinet.insert-panel rather than a location. The retained table's flasher render-doubling and centroid-helper objects (f20a, f21c, f22c) are excluded from placement, matching the project's established policy of never presenting a render helper as a physical socket.

General illumination splits three ways on the retained script's UpdateGi dispatch: GI address 0 drives collection GIBot (35 members); GI address 1 drives GITopRight (26) plus GIBumpers (13); GI address 2 drives GITopLeft (15). The manual prints no per-string bulb count, so physical quantity and every emitter coordinate come from these collections. One GIBot member, light11, sits at normalized x=1.087804 -- outside the retained table's 0..1 playfield bounds -- and is excluded here as a table modeling anomaly rather than a distinct physical bulb, leaving GI address 0 with 34 placements instead of 35. GI addresses 3 and 4 are backbox insert-panel strings with no playfield emitter; address 4 additionally feeds cabinet bulbs through J104, the only cabinet connection on the printed general-illumination wiring page.

Solenoid 7 and the knocker: recorded disagreement

Printed solenoid-table addresses 04 and 07 both show a populated power-driver transistor (Q67, Q69) with no voltage connection and no drive connection in any playfield, insert, or cabinet column, so neither has a fitted coil, flasher, flipper, or motor. Pinned PinMAME's *** PRELIMINARY *** mb.c defines #define sKnocker 7, consumed only by its preliminary ball simulator; the retained known-working VPW script sets SolCallback(7) = "solKnocker" and plays a knocker sound. These are reconcilable rather than contradictory: the WPC-95 operating system uses driver 7 as its standard knocker output and the ROM pulses it, but this physical machine ships with no knocker coil on that circuit. All three sources are cited on the address and no physical knocker device is claimed anywhere in this definition.

Author construction checklist

  • Build the four-ball trough with the drain at Trough Ball 4, the auto-plunger shooter lane, both slingshots, three jet bumpers, both ball gates, the mummy coffin, the bride post, the ramp lock post, the left eject and right popper kickers, the rotating Dracula figure with its target ring, the motorized Frankenstein figure with its hit wall, and the motorized Up/Down target bank.
  • Preserve opto polarity for 31-36 and 42/43; do not invert what PinMAME already normalizes. Switches 74-78 are also printed normally-closed optos, but PinMAME does not normalize them and its own mechanism table implies the opposite sense -- treat their polarity as unresolved (conflict.dracula-position-opto-not-normalized) rather than assuming either convention.
  • Treat LPDC outputs 37/38 and their PinMAME mirrors 41/42 as one physical two-direction H-bridge motor, not two or four devices.
  • Bind every dedicated switch 1-8, every matrix position 11-88 including the printed Not Used positions, Fliptronic 111-118 with 115/116/118 explicitly not installed and 117 repurposed as the Center Spinner, the eight CPU DIP bits, solenoids 1-50, lamps 11-88, GI 0-4, and the 128x32 DMD.
  • Do not label public solenoid 7 a knocker; this machine has no fitted knocker coil despite the WPC-95 platform default.

Sources

  • manual.williams.monster-bash.1998: Williams Monster Bash operations manual, SHA-256 8db31b4ac4a116a5a4ca83a456e291ad9bcecdec891ff08e4d3b4eb92df9e7aa.
  • manual-support.williams.monster-bash.1998: retained human transcription, SHA-256 a5d8d4a1936fe379ed855227a1d73d3a26d95438f75e0c60f3b11e1080d84bfc.
  • vpx-script.mb-vpw-1-0: retained known-working VPW Mod v1.0 embedded script, SHA-256 b043d07c74693ce5c713a9edc1529413f3c2ec4420b63488085cd45e4fe413e8, binding mb_106b.
  • vpx-table.mb-vpw-1-0: retained table, SHA-256 bef48b75b072c3fc8b4803639cc65f54144db6ff7e9476f6ea6b1fc23bc68c8d, bounds left=0 top=0 right=952 bottom=2162.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/prelim/mb.c and the WPC-95 core/solenoid/flipper handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
mb_106bMonster Bash (1.06b)
Williams 1.06B game ROM. This is the driver the retained known-working VPW table binds to (cGameName = "mb_106b"), and it drives the identical I/O inventory as 1.0.
1998mb_10identical
mb_106Monster Bash (1.06)
Williams 1.06 game ROM; a later firmware revision of the same physical machine with no controller-address or playfield change.
1998mb_10identical
mb_10Monster Bash (1.0)
Williams production 1.0 game ROM shipped with the physical machine.
1998identical
mb_05Monster Bash (0.5 Prototype)
Williams 0.5 prototype game ROM for the same physical Monster Bash machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged.
1998mb_10identical

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

Pinball memory maps

External source LGPL-3.0-only3 maps

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

Commit
d8693b9

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

mb_05.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/mb_05.map.json

Applies to ROMs
mb_05
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.

mb_10.map.json

williams-wpc-12Kv4format 0.8

maps/williams/wpc/mb_10.map.json

Applies to ROMs
mb_10
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.

mb_106.map.json

williams-wpc-12Kv4format 0.8

maps/williams/wpc/mb_106.map.json

Applies to ROMs
mb_106mb_106b
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.4ec52ff0ac13

    Pinned catalog driver records for the mb_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/prelim/mb.c mbGameData GEN_WPC95 with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0x3f,0x06,...}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), swStart/swTilt/swSlamTilt/swCoinDoor/swTicket/swLaunch defines, sKnocker=7 (preliminary ball-simulator scaffolding only), mb_mech[] mechanism table (mech 0 solenoid 28 with switches 81/82, mech 1 solenoid 27 with switches 83/84, mech 2 solenoids 41/42 MECH_TWODIRSOL with switches 78/77/76/75/74 over a 90-step counter), and init_mb's wpc_set_fastflip_addr(0x87); src/wpc/core.h WPC solenoid numbering and WPC_swF1..WPC_swF8; src/wpc/core.c core_getSol WPC95 37..40 to 41..44 duplication; src/wpc/wpc.c WPC_FLIPPERSW95 inversion; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPC95=0x80

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • 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.monster-bash.1998

    Source locations

    158-page image-only scan of the Williams Monster Bash operations manual (Internet Archive item Williams_Monster_Bash_Operations_Manual). Printed pages 2-44 through 2-53 carry the lamp/switch/solenoid location parts lists and their matrix and solenoid/flasher wiring tables; printed pages 2-10 through 2-16 and 2-38 through 2-40 carry the board and assembly parts that fix device construction (trough opto boards, flipper opto PCB, eddy proximity sensor PCB, Dracula defender switch board, DC motor control assembly); Section 3 carries Game Wiring and Schematics.

    external:pinmame-manuals/by-machine/williams.monster-bash.1998/archive-Williams_Monster_Bash_Operations_Manual/Williams_1998_Monster_Bash_English_Manual.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by the Internet Archive
    sha256
    b0c1027e557c…
  • Human review

    manual-support.williams.monster-bash.1998

    Source locations

    Retained human transcription of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/williams.monster-bash.1998/. The retained PDF is image-only (pdftotext yields 158 bytes of form feeds only), so this transcription is the source of record and the OCR text is never an authority.

    external:pinmame-review-artifacts/monster-bash-1998/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-06
    sha256
    a5d8d4a1936f…
  • VPX table

    vpx-table.mb-vpw-1-0

    Source locations

    Retained known-working VPW Mod v1.0 recreation of the physical machine, VPX version 10.6, released February 2022. 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/monster-bash-1998/source/Monster%20Bash%20%28Williams%201998%29%20VPWmod%20v1.0.vpx
    by
    VPW
    sha256
    bef48b75b072…
  • VPX script

    vpx-script.mb-vpw-1-0

    Source locations

    Retained embedded VPW script (163,861 bytes). Runtime and mechanism-causality authority: cGameName = "mb_106b", Const UseSolenoids = 2 (fast flips), Const UseLamps = 0 with an explicit UpdateLamps routine, Const UseSync = 1, the SolCallback table for solenoids 1-28 and 41 plus core.vbs sLRFlipper/sLLFlipper, the Controller.Switch and vpmTimer.PulseSw switch semantics for the trough/Dracula/Frankenstein/Up-Down-Bank state machines, and GiCallBack2 UpdateGi mapping GI 0/1/2 to the GIBot/GITopRight+GIBumpers/GITopLeft playfield emitter collections.

    external:pinmame-vpx-sources/williams/monster-bash-1998/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    b043d07c7469…
  • VPX table

    vpx-extraction.mb-vpw-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 1361d166539823e12aedc983e95c0d1b0789dab291de4fd9a23f9aa830ec57ea; 2153 files, 199010658 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=952 bottom=2162.

    external:pinmame-vpx-sources/williams/monster-bash-1998/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

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

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

Same platform